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On games where segmented runs are possible, such single-segment runs appear in their own category.','SS',0,NULL),(0,2,1,'100%',NULL,'100p',0,NULL),(0,3,11,'Very easy',NULL,'veryeasy',5,NULL),(0,4,4,'Death abuse',NULL,NULL,0,NULL),(0,5,7,'Professional!',NULL,'pro',6,NULL),(0,6,3,'European version',NULL,'eu',0,NULL),(0,7,11,'Super easy',NULL,'se',11,NULL),(0,8,11,'Super hard',NULL,'sh',11,NULL),(0,9,10,'Colonial Marine',NULL,'Marine',15,NULL),(0,10,10,'Predator',NULL,'Predator',15,NULL),(0,11,10,'Alien',NULL,'Alien',15,NULL),(0,12,10,'Marine',NULL,'Marine',16,NULL),(0,13,10,'Alien',NULL,'Alien',16,NULL),(0,14,10,'Predator',NULL,'Predator',16,NULL),(0,15,10,'Corporate',NULL,'Corporate',17,NULL),(0,16,10,'Predalien',NULL,'Predalien',17,NULL),(0,17,10,'Predator',NULL,'Predator',17,NULL),(0,18,11,'Easy',NULL,'easy',12,NULL),(0,19,11,'Nightmare',NULL,'nightmare',12,NULL),(0,20,3,'Tales of the Sword Coast',NULL,NULL,18,NULL),(0,21,4,'Save warping',NULL,NULL,0,NULL),(0,22,7,'Cheato\'s Cheats',NULL,'Cheato',22,NULL),(0,23,8,'Without warps',NULL,NULL,25,NULL),(0,24,10,'Lee brother',NULL,'Lee',37,NULL),(0,25,13,'With Z-trick',NULL,'z',30,NULL),(0,26,11,'Easy',NULL,NULL,32,NULL),(0,27,10,'Sion',NULL,'Sion',355,NULL),(0,28,10,'Volt',NULL,'Volt',355,NULL),(0,29,10,'Kou',NULL,'Kou',355,NULL),(0,30,10,'Reinhardt',NULL,'Reinhardt',42,NULL),(0,31,10,'Carrie',NULL,'Carrie',42,NULL),(0,32,11,'Hard',NULL,'hard',43,NULL),(0,33,7,'New Game +',NULL,'NewGamePlus',43,NULL),(0,34,10,'Julius',NULL,'Julius',43,NULL),(0,35,7,'Boss Rush',NULL,'BossRush',43,NULL),(0,36,10,'Eric Lecarde',NULL,'Eric',44,NULL),(0,37,11,'Expert',NULL,'Expert',44,NULL),(0,38,10,'Magician',NULL,'Magician',46,NULL),(0,39,10,'Fighter',NULL,'Fighter',46,NULL),(0,40,10,'Joachim',NULL,'Joachim',47,NULL),(0,41,7,'Boss rush',NULL,'BossRush',47,NULL),(0,42,10,'Richter',NULL,'Richter',48,NULL),(0,43,10,'No partner',NULL,'NoPartner',41,NULL),(0,44,10,'Alucard',NULL,'Alucard',41,NULL),(0,45,10,'Grant',NULL,'Grant',41,NULL),(0,46,10,'Syfa',NULL,'Syfa',41,NULL),(0,47,9,'Good ending',NULL,'GoodEnding',50,NULL),(0,48,7,'New Game +',NULL,'NewGamePlus',50,NULL),(0,49,7,'New Game +',NULL,'NewGamePlus',51,NULL),(0,50,1,'No items',NULL,'NoItems',55,NULL),(0,51,11,'Hard',NULL,'hard',56,NULL),(0,52,10,'Browny',NULL,'Browny',57,NULL),(0,53,8,'Chase Joe, Surrender',NULL,'ChaseJoeSurrender',57,NULL),(0,54,8,'Chase Joe, fight',NULL,'ChaseJoeFight',57,NULL),(0,55,8,'Lab, surrender',NULL,'LabSurrender',57,NULL),(0,56,8,'Lab, fight',NULL,'LabFight',57,NULL),(0,57,8,'Secret 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INSERT INTO `games` VALUES (0,5,NULL,'Ace Combat 04: Shattered Skies',NULL,0,'2001-10-00','AceCombat4',8970000,11,NULL,'Released in 2001, [i]Ace Combat 04: Shattered Skies[/i] follows the events in the war between Erusea and ISAF after a massive asteroid, Ulysses 1994 XF-04, strikes the continent of Usea. You play as the pilot Mobius 1, in a struggle to single-handedly put an end to the war and defeat both Erusea and the Yellow Squadron.','',NULL),(0,6,NULL,'ActRaiser',NULL,100,'1991-11-00','ActRaiser',4206000,11,NULL,'Released in November 1991, [i]ActRaiser[/i] featured a very unique two-genre system where the player would go through a sidescrolling stage, go through a simulation sequence where the player takes the role of an angel purging the land of evil, then go through another sidescrolling stage to completely purge a region of its evil. You play a deity who is trying to wrest control of world from the grip of the evil being Tanzra.','',NULL),(0,23,NULL,'Adventures of Batman & Robin',NULL,200,'1995-00-00','BatmanAndRobin',3089000,11,NULL,'Released in 1995, [i]The Adventures of Batman and Robin[/i] was hyped by video game magazines for its impressive graphics and smooth animation. However, when it was released, the game received mediocre reviews due to the repetitive levels and overly difficult challenge. You choose either Batman or Robin (surprise surprise) and take on the Joker, Two-Face, Mad Hatter, and Mr. Freeze, who all recently escaped from Arkham Asylum.','',NULL),(0,26,NULL,'Adventures of Bayou Billy, The','The Adventures of Bayou Billy',300,'1989-06-00','BayouBilly',1468000,11,NULL,'Released in June 1989, [i]Adventures of Bayou Billy[/i] is probably best known as \"the game that kicks your ass in the first stage\" and for being obviously influenced by Crocodile Dundee. As Billy West, you have to save your girlfriend, Annabelle Lane, from the evil clutches of Gordon so you can get into a hot, 8-bit make-out session with her.','',NULL),(0,7,NULL,'Adventures of Lolo II',NULL,400,'1990-03-00','AdventuresOfLolo2',1754000,11,NULL,'Released in March 1990, [i]Lolo II[/i] features the same addictive puzzle gameplay that was featured in the first game. Once again the Great Devil captures Lala and Lolo has to rescue her from the Devil\'s clutches. [i]Lolo II[/i] improves on the first game with a remastered soundtrack, better variety in graphics and an \'epic\' clash between Lolo and the Great Devil.','',NULL),(0,8,NULL,'Adventures of Lolo III',NULL,500,'1991-09-00','AdventuresOfLolo3',5014000,11,NULL,'The third and final Lolo game for NES came out in September 1991. Adding a world map and doubling the number of levels to 100, [i]Lolo III[/i] is incredibly difficult. The puzzle elements are the same with only one new addition, but there\'s nine boss fights to tackle as well. You can even play as Lala!','',NULL),(0,9,NULL,'Agent Under Fire, James Bond 007 in','James Bond 007 in Agent Under Fire',600,'2001-11-00','AgentUnderFire',2440000,11,NULL,'Released in November 2001 for PS2 (later for GameCube and XBox), in [i]James Bond: Agent Under Fire[/i] you play the role of James Bond, the world\'s most famous secret agent. CIA agent Zoe Nightshade has gone missing. She had been investigating the connection between a Hong Kong-based bio-technology firm, Identicon, and its parent company, Malpravce Industries. The investigation is of keen interest to M16, so you must rescue her.','',NULL),(0,10,NULL,'Alex Kidd in Miracle World',NULL,700,'1986-11-00','AlexKiddMiracleWorld',1053000,11,NULL,'Originally released in November 1986, and later built in to the Sega Master System II, [i]Alex Kidd in Miracle World[/i] is the first of several games to feature the big-eared Radaxian prince who was Sega\'s unofficial mascot before the creation of Sonic the Hedgehog. In this game, Alex Kidd must save his family and at the same time end the tyrrany of Janken the Great. This game offered many different types of gameplay with an assortment of different vehicles, swimming levels, puzzle elements, and a rock-paper-scissors mini-game (called Janken) in addition to basic sidescrolling stages. Because of its diversity it was widely accepted to be far ahead of its time and was easily one of the most popular games for the SMS.','',NULL),(0,11,NULL,'Alien Soldier',NULL,800,'1995-02-00','AlienSoldier',697000,11,NULL,'Released in February 1995, [i]Alien Soldier[/i] is well known for its difficulty, but not in the US, because the game was only released in Japan and Europe. The game features large, well-animated sprites and huge bosses that can kill you in a couple of seconds. You go through 25 stages as the birdman Epsilon and fight until you defeat the final boss, Z-Leo.','',NULL),(0,15,NULL,'Alien vs. Predator',NULL,900,'1994-10-00','avp',394000,11,NULL,'Released in October 1994 after over ten months of delays, [i]Alien vs. Predator[/i] [-] as the most famous game for the Atari Jaguar [-] epitomizes both the best and the worst of the system. In this, certainly the most imaginative video game based on the comic book series from Dark Horse, the player takes control of the Colonial Marine, the Alien or the Predator and attempts against seemingly impossible odds to achieve his or her objective, fending off the other two species simultaneously. Foreshadowing both the wildly successful [i]Aliens vs. Predator[/i] games for the PC and the entire survival horror genre, [i]Alien vs. Predator[/i] for the Jaguar is a fantastically fun history lesson.','',NULL),(0,16,NULL,'Aliens vs. Predator 2',NULL,1000,'2001-10-00','AVSP2',1130000,11,NULL,'Released in October 2001, [i]Aliens Versus Predator 2[/i] was popular for allowing people to play a variety of Predator and Alien variants in multiplayer. The game takes place around 50 years after the events of [i]Aliens[/i] and [i]Alien 3[/i].','',NULL),(0,17,NULL,'Aliens vs. Predator 2: Primal Hunt',NULL,1100,'2002-08-00','AVSP2PH',343000,11,NULL,'Released in August 2002, [i]Aliens Versus Predator 2: Primal Hunt[/i] added new weapons and new multiplayer maps to the core game. [i]Primal Hunt[/i] wasn\'t well-received because the single player campaigns were very short. The game takes place both 500 years and 5 weeks before the events of the main game in an attempt to explain loose ends.','',NULL),(0,12,NULL,'American McGee\'s Alice',NULL,1200,'2000-12-00','AmericanMcGeesAlice',2555000,11,NULL,'[i]American McGee\'s Alice[/i], released in December 2000, takes us back to the rabbit hole. Alice has grown up and there\'s been a terrible accident: Her whole family has been burned alive. Now she must save her sanity by defeating the Queen of Hearts once more, this time in a much darker and more disturbing setting. Hailed by many for its impressive art and storyline, Alice is a must have for any Wonderland fan.','',NULL),(0,13,NULL,'Arc The Lad',NULL,1300,'1995-06-00','ArcTheLad',11700000,12,NULL,'Originally released in June 1995 and rereleased as a collection of 4 games by Working Designs for the PlayStation in January 2001, [i]Arc The Lad[/i] is the tale of Arc. After the 3,000 year flame is extinguished, he must set out to save the world with the help of the spirits who have lost trust in humanity.','',NULL),(0,14,NULL,'Area 51',NULL,1400,'2005-04-00','Area51',4759000,11,NULL,'Released in April 2005, [i]Area 51[/i] was supposed to be a remake of the arcade classic, but there was a change in plans at the last second. You play as Hazmat Specialist Ethan Cole, who is sent into Area 51 after a virus is leaked and communication with the base\'s scientists is lost. The virus turns anyone who touches it into a mutant alien.','',NULL),(0,18,NULL,'Baldur\'s Gate',NULL,1500,'1998-00-00','BaldursGate',995000,11,NULL,'Released in 1998, [i]Baldur\'s Gate[/i] follows the tale of an orphaned child being raised in the scholar community of Candlekeep. One night, he is ambushed by a man named Sarevok and his stepfather sacrifices his life to protect him. The journey begins as he sets forth to discover why Sarevok sought him out, and to exact revenge for his stepfather\'s murder.','',NULL),(0,399,NULL,'Baldur\'s Gate: Dark Alliance',NULL,1600,'2001-12-00','BaldursGateDA',3544000,11,NULL,'Released on December 3, 2001 for Playstation 2, October 22, 2002 for Xbox, and November 20, 2002 for Gamecube, [i]Dark Alliance[/i] annoyed [i]Baldur\'s Gate[/i] fans by turning their beloved epic RPGs into a hack-and-slash action game. Players pick between three fantasy archetypes and set out to vanquish a vague evil.','',NULL),(0,19,NULL,'Baldur\'s Gate 2: Shadows of Amn',NULL,1700,'2000-09-00','BaldursGate2',2869000,11,NULL,'Released in September 2000, [i]Baldur\'s Gate II: Shadows of Amn[/i] takes place shortly after the events of Baldur\'s Gate. An unknown captor is experimenting on the protagonist, a child of the dead god Bhaal. After escaping, he must locate the whereabouts of his captor, Irenicus, and discover the true nature of his divinity.','',NULL),(0,20,NULL,'Baldur\'s Gate 2: Throne of Bhaal',NULL,1800,'2001-06-00','BaldursGate2TOB',4172000,11,NULL,'Released in June 2001, [i]Baldur\'s Gate II: Throne of Bhaal[/i] concludes the saga begun by the original Baldur\'s Gate and continued in Baldur\'s Gate II. Chaos grips the land as the remaining Bhaalspawn wage all-out war upon each other to claim their birthright as the new Lord of Murder. Explore vast new dungeons, gain incredible new powers and find such ridiculous amounts of high-level loot that even +3 swords become junk items â€” or ignore all of it and do a speedrun instead.','',NULL),(0,21,NULL,'Banjo-Kazooie',NULL,1900,'1998-06-00','BanjoKazooie',10501000,11,NULL,'Released in June 1998, [i]Banjo Kazooie[/i] stars Banjo the bear and Kazooie the bird [-] who sticks around in Banjo\'s backpack. Kazooie spits eggs, carries Banjo around, flies and dive bombs into walls while eating jiggies and getting transformed by Mumbo the shaman into a walrus, a pumpkin and other oddities. Banjo & Kazooie set out on their journey because the evil witch Gruntilda has kidnapped Banjo\'s sister for use in her beauty-stealing machine.','',NULL),(0,22,NULL,'Banjo-Tooie',NULL,2000,'2000-11-00','BanjoTooie',17653000,11,NULL,'The bear and bird returned in November 2000 in this sequel to [i]Banjo-Kazooie[/i]. Gruntilda is unearthed by her witch sisters, who unleash \"B.O.B.\" and kill Bottles the mole while the gang plays cards. Start with all the moves you learned in [i]BK[/i], then learn a bunch more from Jamjars, Bottles\'s brother, such as four new kinds of eggs and splitting up Banjo and Kazooie.','',NULL),(0,24,NULL,'Batman',NULL,2100,'1989-00-00','BatmanNES',785000,11,NULL,'Released in 1989, [i]Batman[/i] is one of those games that made gamers smash their controllers in frustration due to its difficulty. Loosely following the plot of the movie, Batman avenges his parents\' death by hunting down the Joker.','',NULL),(0,25,NULL,'Battletoads',NULL,2200,'1991-06-00','Battletoads',1452000,11,NULL,'[i]Battletoads[/i] was released in June 1991 and is a famously difficult game to finish. There are some very fast auto-scrolling racing levels, and a lot of jumping puzzles that lead to easy and repeated death. You play as Rash and Zitz, two toads on their way to rescue their friends Pimple and Angelica from \'The Dark Evil Queen\'.','',NULL),(0,37,NULL,'Battletoads & Double Dragon',NULL,2300,'1993-00-00','BtoadsAndDD',1325000,11,NULL,'[i]Battletoads & Double Dragon[/i] was a crossover game by Rare, released in 1993 for various platforms. The game is very much like a Battletoads beat \'em up, except it includes Billy and Jimmy Lee. The heroes journey through space, pound on palette swaps, struggle with cheap repeated knockdowns and one-hit kills, and even defeat the Dark Queen while they\'re at it.','[ul][li]Each character is not a separate category. Only Battletoads and Lee brothers are distinct categories.[li]The in-game timer is not used because it is inaccurate.[/ul]',NULL),(0,27,NULL,'Beavis and Butthead',NULL,2400,'1994-00-00','BeavisandButtheadGenesis',761000,11,NULL,'Released in 1994, [i]Beavis and Butthead[/i] for the Sega Genesis is an appropriately obscene puzzler centered about the world of the Mike Judge TV show, and directly mimicks some of its earliest plotlines. Both characters can be selected, and a two-player coop mode is available. The game is often considered quite difficult due to the overwhelming lack of direction in the title, but it preserves very well the idiotic entertainment found in its silver screen counterpart. In the game, the title characters search for missing concert ticket pieces scattered about their local neighborhood.','',NULL),(0,28,NULL,'Beyond Good & Evil',NULL,2500,'2003-12-00','BeyondGoodAndEvil',9669000,11,NULL,'Released in December 2003, [i]Beyond Good & Evil[/i] combines various action and adventure elements with a wonderfully styled setting. The planet of Hillys is under siege by mysterious DomZ forces, and is slowly caving in, despite the best efforts of the elite troops known as the Alpha Sections. As Jade, a young freelance photographer, can you uncover the truth behind what is happening?','',NULL),(0,29,NULL,'Bionic Commando',NULL,2600,'1988-12-00','BionicCommando',1100000,11,NULL,'[i]Bionic Commando[/i] was released by Capcom in December 1988 for the NES. The unique thing about this game is that your character cannot jump. Instead, you are equipped with a grappling arm that allows you to swing around like Spider Man! Another interesting thing about this game is that it somehow slipped some language/violent content past Nintendo\'s \"Quality Assurance\" people.','',NULL),(0,30,NULL,'Blast Corps',NULL,2700,'1997-03-00','BlastCorps',3432000,11,NULL,'[i]Blast Corps[/i] was released by Rare for the Nintendo 64 in March 1997. It never became very popular, but it did garner a reputation of being very difficult to complete. The game is about destroying buildings to save the world from a nuclear explosion.','',NULL),(0,31,NULL,'Blaster Master',NULL,2800,'1988-11-00','BlasterMaster',2649000,11,NULL,'Released in November 1988, [i]Blaster Master[/i] is the US version of the Japanese run-and-gun Famicom game [i]Super Planetary War Records: Metafight[/i]. The US version features a completely different (and somewhat nonsensical) plot while playing exactly the same. Combining both side-scrolling and bird\'s-eye-view gameplay, [i]Blaster Master[/i] distinguished itself as a classic for the Nintendo.','',NULL),(0,32,NULL,'BloodRayne',NULL,2900,'2002-10-00','BloodRayne',4789000,11,NULL,'Released in October 2002, [i]BloodRayne[/i] stars the half-vampire Rayne. She has been hired by the Brimstone Society to kill zombies and Nazis. In the end, Rayne must fight Beliar, the original ruler of Hell, whose gathered body parts have resurrected him.','',NULL),(0,33,NULL,'Body Harvest',NULL,3000,'1998-09-00','BodyHarvest',8569000,11,NULL,'Released in September 1998, in [i]Body Harvest[/i] a vast alien invasion over the previous one hundred years has wiped out human civilization on a grand scale. High above the earth, a team of elite scientists are attempting to change history by sending a team of genetically engineered soldiers back in time. Unfortunately the aliens have tracked down the station and only a team of two is ready [-] Adam Drake and his assistant Daisy.','',NULL),(0,34,NULL,'Bomberman 64',NULL,3100,'1997-11-00','Bomberman64',5640000,11,NULL,'In his first N64 adventure, released in November 1997, Bomberman\'s day starts out like any other: a massive battle station run by a dark warrior and encircled by the chained remnants of conquered worlds descends upon planet Bomberman and steals the life-force of the planet using the Omni Cube. A mysterious golden figure named Sirius has pledged his support for Bomberman\'s quest to destroy this new threat. Puzzles, explosions, and large bosses are all par for the course.','',NULL),(0,35,NULL,'Bomberman Hero',NULL,3200,'1998-08-00','BombermanHero',4020000,11,NULL,'[i]Bomberman Hero[/i], the second Nintendo 64 installment of the Bomberman series, was released in August 1998. [i]Hero[/i] changes several core gameplay mechanics, such as introducing jumping, a life meter, new modes (such as copter, submarine, and flying missions) and a more classic approach to the platform genre in terms of level design. The story centers on rescuing Princess Millian and stopping the evil Garadan Empire from taking over Planet Bomber and several others.','',NULL),(0,355,NULL,'Bouncer, The','The Bouncer',3300,'2001-03-00','TheBouncer',1140000,12,NULL,'Released in March 2001 by Squaresoft (now Square Enix), [i]The Bouncer[/i] is a relatively short action/beat \'em up RPG game. You play as Sion Barzahd, Volt Krueger, and/or Kou Leifoh, bouncers at a bar on Dog Street, setting out to rescue Sion\'s girlfriend Dominique from the ruthless CEO of a powerful company.','',NULL),(0,4,NULL,'Boy and His Blob: Trouble on Blobolonia, A','A Boy and His Blob: Trouble on Blobolonia',3400,'1989-00-00','ABoyAndHisBlob',690000,11,NULL,'Released in 1989, [i]A Boy and His Blob[/i] is the only game David Crane created exclusively for the Nintendo Entertainment System. Mr. Crane is most known for creating Pitfall!, one of the best-selling video games for the Atari 2600. Though sharing some of the same elements [-] open-ended exploration, treasure collecting, subpar graphics [-] [i]A Boy and His Blob[/i] never came close to matching the success of Pitfall!, perhaps because the game\'s concept was too far ahead of its time. This is a \"trial and error\"-type game involving a boy who must rely on the shape-shifting powers of a blob to progress through underground caverns and the blob\'s home planet. Despite being named best of show at the 1989 Consumer Electronics Show, most gamers couldn\'t get past the overall weirdness of the game (plus its corny sense of humor). The game even won a Parents\' Choice Award in 1990, showing once again that sometimes parents just don\'t understand.','',NULL),(0,36,NULL,'Brave Fencer Musashi',NULL,3500,'1998-11-00','BraveFencerMusashi',14760000,12,NULL,'Released in November 1998, [i]Brave Fencer Musashi[/i] follows a hero, Musashi, who is summoned by Allucaneet\'s princess, Fillet. The quest involves Musashi collecting the five scrolls to stop the evil Thirstquencher Empire, ruled by Flatski. This game teaches a valuable lesson: never starve your employees while making a game, or else they\'ll rebel by naming most of the characters and places after food and drinks.','',NULL),(0,38,NULL,'Castlequest',NULL,3600,'1989-09-00','Castlequest',1220000,11,NULL,'Released in September 1989, [i]Castlequest[/i] is a puzzle game with platforming elements. Follow Prince Rafael as he ventures into the maze-like Groken Castle to save the princess Margarita with his toothpick sized knife. Not only did players have to survive a 100 room puzzle by collecting colored keys, they also had to put up with one of the bounciest, shortest music loops ever heard in a NES game.','',NULL),(0,39,NULL,'Castlevania',NULL,3700,'1987-05-00','Castlevania',793000,11,NULL,'The game that launched the Castlevania series was released for NES in May 1987. Join Simon Belmont on an 18 stage quest to take down the famous vampire Dracula, and a few other famous monsters on the way. [i]Castlevania[/i] introduced the standard knife, axe, holy water, stop watch and boomerang special weapons used in many future games.','',NULL),(0,42,NULL,'Castlevania (N64)',NULL,3800,'1998-12-00','Castlevania64',3855000,11,NULL,'Released on the last day of December 1998, this is the first game of the Castlevania series that\'s in 3D. Dracula\'s minions are beginning to leak out of the castle proper into nearby villages, spreading havoc and looking for a suitable vessel for their dark lord\'s spirit. Two characters are playable, the standard whip-wielding Belmont and a magic sorceress descended from Sypha Belnades.','Runs on easy aren\'t accepted because it isn\'t the whole game: it cuts you off after about two-thirds of the game.',NULL),(0,43,NULL,'Castlevania: Aria of Sorrow',NULL,3900,'2003-05-00','CastlevaniaAoS',2172000,11,NULL,'[i]Castlevania: Aria of Sorrow[/i], the third GBA game in the series, was released in May 2003 but takes place in 2035. Soma Cruz, a high school exchange student in Japan, visits a shrine to observe a solar eclipse, and is suddenly transported to Dracula\'s castle along with others. Gameplay is similar to [i]Symphony of the Night[/i], with equippable swords and RPG-style leveling up, but adds enemy souls as the magic.','',NULL),(0,44,NULL,'Castlevania: Bloodlines',NULL,4000,'1994-03-00','CastlevaniaBloodlines',1933000,11,NULL,'Released in March 1994, [i]Bloodlines[/i] is the first Castlevania game that lets you choose your character from the beginning. One of the characters, Eric Lecarde, usually known as \"spear dude\", is the first spear wielder in a Castlevania game. Spear dude can pole vault 15 feet in the air from a still position, but apparently never took swimming lessons. Years of bleaching have obviously taken a toll on spear dude\'s hair; his hair is green in every stage, but blonde in every cutscene. The other character, John Morris, or \"whip guy\", obviously never went to a D.A.R.E. meeting about steroids in high school. Also, there is blood: lots and lots of blood. Of course, Europeans don\'t bleed (scientific fact!), so Konami removed blood from the European release.','',NULL),(0,46,NULL,'Castlevania: Circle of the Moon',NULL,4100,'2001-06-00','CastlevaniaCotM',8195000,11,NULL,'The first Castlevania-series game for GBA was released in June 2001. It is 1830 and the evil Camilla has brought back Dracula from the grave. When faced with the Lord of Darkness, two vampire hunters, Hugh Baldwin and Nathan Graves, get separated from their esteemed teacher, Morris Baldwin. As Nathan, you must use the Dual Setup System (DSS) to combine cards, creating spell-like effects, to track down your master and destroy Dracula.','',NULL),(0,45,NULL,'Castlevania: Curse of Darkness',NULL,4200,'2005-11-00','CastlevaniaCoD',8462000,11,NULL,'[i]Castlevania: Curse of Darkness[/i] is the November 2005 sequel to [i]Castlevania III[/i]. Three years after Trevor\'s defeat of Dracula, Dracula\'s curse still plagues the land. One of Dracula\'s servants, Hector, has parted ways with the dark side and has set out to break this curse and have revenge against his former friend, Isaac.','',NULL),(0,47,NULL,'Castlevania: Lament of Innocence',NULL,4300,'2003-10-00','CastlevaniaLoI',4032000,11,NULL,'Released in October 2003, [i]Lament of Innocence[/i] is Castlevania\'s PS2 debut, and the first 3D Castlevania since the N64 games. [i]LOI[/i] deviates from [i]Symphony of the Night[/i]\'s formula into a more arcade-style action game, and explains how the struggle between Dracula and the Belmont family first started. Leon Belmont, a renowned knight of an undefeated company, has his betrothed abducted by a powerful vampire who is the master of his own castle. Leon gives up his title to pursue the vampire.','',NULL),(0,48,NULL,'Castlevania: Symphony of the Night',NULL,4400,'1997-09-00','CastlevaniaSotN',2270000,11,NULL,'Released in September 1997, [i]Symphony of the Night[/i] follows the quest of Alucard, Dracula\'s son. Alucard is awakened from his centuries-long sleep by the disturbing presence of a Belmont family vampire hunter who has apparently turned evil.','Times are the standard measure of real-time from start of control to end; the game\'s timer is ignored since it isn\'t shown upon the game\'s completion.',NULL),(0,40,NULL,'Castlevania II: Simon\'s Quest',NULL,4500,'1988-12-00','Castlevania2',2925000,11,NULL,'The second Castlevania game was released in December 1988 and has little in common with its predecessor. Linear gameplay is replaced by an RPG-ish world with towns, day & night, leveling up and using hearts to buy things. Simon Belmont was cursed by Dracula and must travel the land to find and burn his five remaining body parts. Some townsfolk along the way will help you, others will give you useless info, and others want you to die. If you take too long to finish the game, Simon dies in the ending, succumbing to the curse.','',NULL),(0,41,NULL,'Castlevania III: Dracula\'s Curse',NULL,4600,'1990-09-00','Castlevania3',1787000,11,NULL,'The final Castlevania for NES was released in September 1990 and takes place before the other two. In the 15th century, Trevor Belmont makes his way towards Dracula\'s Castle and can choose to team up with one of three possible spirit partners: Grant, Syfa, or Alucard, each with quite different abilities. With many paths to take through the game, there are many ways to play.','',NULL),(0,49,NULL,'Chameleon Twist',NULL,4700,'1997-12-00','ChameleonTwist',880000,11,NULL,'Released in December 1997 by Japan Supply System, [i]Chameleon Twist[/i] was one of the first Mario 64 clones to hit the N64. The game stars chameleon/human hybrids that can use their tongue in any way you can imagine. Everything revolves around their long, sticky appendages [-] it\'s difficult to get far without using them to solve a puzzle or conquer an obstacle. The goal of the game is rather nebulous; get to the end of each stage and be confused about the lame [i]Alice in Wonderland[/i] references.','',NULL),(0,296,NULL,'Chip \'n Dale: Rescue Rangers',NULL,4800,'1990-06-00','RescueRangers',657000,11,NULL,'Released in June 1990, [i]Rescue Rangers[/i] featured bright, colorful graphics that stayed true to the cartoon, and 2-player coop gameplay. In this game the Rescue Rangers are helping their neighbor Mandy find her lost pet kitten. Could Fat Cat have something to do with this?','',NULL),(0,50,NULL,'Chrono Cross',NULL,4900,'2000-08-00','ChronoCross',28508000,11,NULL,'Released in August, 2000, this game is the sequel to [i]Chrono Trigger[/i] and takes place 20 years after the events of that game. The story follows a teenage boy named Serge living in the El Nido area. Everything is normal until he hears a voice at the beach calling his name, and he passes out soon after. When he wakes up, he finds himself in another world... one where he died 10 years ago.','',NULL),(0,51,NULL,'Chrono Trigger',NULL,5000,'1995-08-00','ChronoTrigger',12840000,12,NULL,'Released in August 1995, [i]Chrono Trigger[/i] is considered by many to be one of the finest RPGs ever produced. After an accident with Lucca\'s teleporting machine, our protagonists find themselves traveling through time in an effort to stop a monstrously powerful entity named Lavos from bringing armageddon in the year 1999. Along the way they find a talking frog, a robot, a cavewoman, dinosaurs, dark magicians, and a long forgotten civilization. Yet everywhere they go Lavos is watching and waiting. Can it be stopped?','[ul][li]Full game runs use the game\'s timer at its last seen time, plus remaining real time. New Game + runs use real time under standard timing rule from start of control. End point is the appearance of the final damage number on Lavos.[li]100% definition: Complete all optional side quests mentioned by Gaspar so that he tells you the only thing left to do is defeat Lavos.[/ul]',NULL),(0,52,NULL,'Comix Zone',NULL,5100,'1995-01-00','ComixZone',1061000,11,NULL,'Released in January 1995, [i]Comix Zone[/i] follows Sketch Turner as he brawls his way through the pages and panels of his own comic book creation to defeat the villain Mortus, a character of the same comic, who has come to life. Sketch must use combos, powerups, and his problem-solving abilities to become the protagonist hero the comic book once lacked... and save the damsel Alissa Cyan, if the case may be.','',NULL),(0,53,NULL,'Condemned: Criminal Origins',NULL,5200,'2005-11-00','Condemned',6985000,11,NULL,'Released in November 2005, [i]Condemned: Criminal Origins[/i] was one of the few first-generation Xbox 360 games that wasn\'t a mediocre port of an EA Sports game. As a result, the game received good reviews for its graphics, macabre atmosphere, and intriguing story. As FBI agent Ethan Thomas, you try to figure out who is behind a series of murders.','',NULL),(0,54,NULL,'Conker\'s Bad Fur Day',NULL,5300,'2001-03-00','ConkersBadFurDay',7832000,11,NULL,'Released in March 2001, [i]Conker\'s Bad Fur Day[/i] took the gaming world by storm ... well, at least, that small portion of the gaming world who bought the game. Its cute main character belies the well-deserved Mature rating. Those who passed it over missed out on a well-paced, challenging platformer with incredibly funny (and raunchy) cinema scenes. The single-player game has been remade for the Xbox in the recently-released [i]Conker: Live and Reloaded[/i].','',NULL),(0,55,NULL,'Contra',NULL,5400,'1988-02-00','Contra',633000,11,NULL,'Released in February 1988, [i]Contra[/i] was one of the first of dozens of one-hit death run \'n gun shooters. Like all run \'n gun shooters there\'s a plot concerning a great evil (in this case the alien Red Falcon), but in the end everyone knows the purpose of the game is to shoot everything that moves while looking buff and manly.','Picking up no items is the equivalent of low% in [i]Contra[/i].',NULL),(0,56,NULL,'Contra III: The Alien Wars',NULL,5500,'1992-04-00','Contra3',967000,11,NULL,'Released in April 1992, [i]Contra III[/i] features the same shoot and destroy action as the previous two Contra games. It offers harder gameplay than [i]Contra[/i] and [i]Super C[/i], and it is a favorite among fans. Red Falcon is still trying to take over the world and the solution is to shoot everything that moves.','',NULL),(0,57,NULL,'Contra: Hard Corps',NULL,5600,'1994-09-00','ContraHardCorps',340000,11,NULL,'Released in September 1994, [i]Contra: Hard Corps[/i] received mixed reactions from fans. Some liked being able to choose characters with different abilities, and choosing paths that affect the ending. Others thought the game was too hard and the cutscenes distracted from what was really important, the action. There is a story about a colonel who turns traitor against his country and steals an alien cell to exact revenge, but most people are too busy staring at the hundreds of explosions to notice.','',NULL),(0,58,NULL,'Contra: Shattered Soldier',NULL,5700,'2002-10-00','ContraSS',1612000,11,NULL,'Released in October 2002, [i]Contra: Shattered Soldier[/i] was released after two subpar (to say the least) Contra games developed by Appaloosa. Konami\'s internal development took over the reins and made a successful throwback to the old-school Contra days of fast action and unlimited ammo. This Contra features veteran Bill Rizer and a new cyborg character, Lucia, in a mission to destroy Blood Falcon.','',NULL),(0,62,NULL,'Counter Strike: Condition Zero',NULL,5800,'2004-03-00','CSConditionZero',6258000,11,NULL,'Released in March 2004, [i]Condition Zero[/i] is widely considered a failed attempt by VALVe to milk even more money from the legendary [i]Counter-Strike[/i]. This mostly amounted to a poor skin and sound update, with a handful of interesting gameplay features, arguably more bad than good. The \"deleted scenes\", however, was almost a mini-expansion to [i]CZ[/i]: A single player campaign where you take the point in the war against terror, saving the world from hijacked icebreakers and stolen nuclear weapons.','',NULL),(0,59,NULL,'Crash Bandicoot 2',NULL,5900,'1997-10-00','CrashBandicoot2',5999000,11,NULL,'Released in October 1997, Naughty Dog decided to make a game that didn\'t suck. The result was [i]Crash Bandicoot 2: Cortex Strikes Back[/i]. Many Crash enthusiasts today believe Crash 2 is the best title in the Crash series, claiming Crash 3 strays too far from Crash\'s platforming roots in favor of some substandard levels starring Cocoa.','',NULL),(0,60,NULL,'Crash Bandicoot 3: Warped',NULL,6000,'1998-10-00','CrashBandicoot3',9688000,11,NULL,'October 1998 marked the end of the triumphant era of platforming bandicoots. Many critics agreed that this game was the pinnacle of what the bandicoot has starred in so far. So, what does Sony do about this? Buy out Naughty Dog as a first party developer doomed to make non-Crash PlayStation-exclusive titles forever, and force them to sell the Crash Bandicoot property to crappy developers who have struggled to produce a decent Crash game since.','',NULL),(0,61,NULL,'Crystalis',NULL,6100,'1990-07-00','Crystalis',4146000,11,NULL,'Released in July 1990, [i]Crystalis[/i] takes place after \"savage wars\" engulfed the world and civilization was destroyed... in 1997. You take up the role of a young, nameless hero who must fend off the evil forces of Draygonia and restore peace to the world in this Zelda-esque adventure. [i]Crystalis[/i] was also ported to the Game Boy Color in June 2000.','',NULL),(0,63,NULL,'Cybernoid: The Fighting Machine',NULL,6200,'1989-12-00','Cybernoid',383000,11,NULL,'[i]Cybernoid[/i] was unleashed unto the unsuspecting masses in December 1989. Anyone expecting a game with fun and enjoyment should look elsewhere, for this is a joyless exercise in frustration. Your mission is to eliminate any baykor pirate ships in your way while trying to get to the exit elevator.','',NULL),(0,64,NULL,'Dark Castle',NULL,6300,'1991-09-00','DarkCastle',79000,11,NULL,'In September 1991 the world\'s most accurate proletariat simulator was released unto the suffering masses. In this game you play a lowly rutabaga farmer, trying to wrest away the means of production from the bourgeois Black Knight. Being one of the privileged bourgeoisie, the Black Knight is too lazy to do any work himself, therefore he sends out enough bats, rats, and zombies to fill five low-budget haunted houses. [i]Dark Castle[/i] had many innovations, none of which are seen today, such as the \"arm\'s length\" protractor aiming method for pinpoint accuracy, and tripping over stairs to simulate the lack of nourishment and exercise of the lowly proletariat.','',NULL),(0,65,NULL,'Deadly Towers',NULL,6400,'1987-09-00','DeadlyTowers',2590000,11,NULL,'Released in September 1987, [i]Deadly Towers[/i] follows the story of Prince Myer on his quest to defeat the evil wizard Rubas, whose domain is guarded by the 7 towers. Will Myer emerge victorious or will Rubas reign supreme?','',NULL),(0,66,NULL,'Dead Rising',NULL,6500,'2006-08-00','DeadRising',1500000,11,NULL,'Developed by Capcom and released in August of 2006, [i]Dead Rising[/i] is a survival horror game produced by the creator of [i]Mega Man[/i], Keiji Inafune. You play Frank West, a freelance photojournalist who comes to Willamette, Colorado looking for the story of a lifetime. What makes [i]Dead Rising[/i] unique is the fact almost anything can be used as a weapon.','Runs on the main game (72 hour mode) are not allowed because there is no way to beat the game more quickly.',NULL),(0,68,NULL,'Demon\'s Crest',NULL,6600,'1994-00-00','DemonsCrest',744000,11,NULL,'Released in 1994, [i]Demon\'s Crest[/i] was met with incredibly poor sales. Nintendo Power claimed the game sold so badly it actually managed negative sales for a month. However, the game has a strong cult following due to its great soundtrack, [i]Metroid[/i]-esque gameplay, and unique storyline that doesn\'t feature a hero as the protagonist. As the demon Firebrand, you set out to recollect the Elemental Crests from Phalanx, who stole the crests from Firebrand when he was injured by the Demon Dragon.','',NULL),(0,69,NULL,'Deus Ex',NULL,6700,'2000-06-00','DeusEx',2600000,11,NULL,'[i]Deus Ex[/i] was the sleeper hit FPS released by Ion Storm Dallas in June 2000. The compelling storyline can be summed up as \"conspiracy theories gone amok\" [-] everything from the Illuminati to Area 51 is brought into play here, staged in an era where cybernetically enhanced humans are just starting to roll off the production lines.','',NULL),(0,70,NULL,'Deus Ex: Invisible War',NULL,6800,'2003-12-00','DeusEx2',1609000,11,NULL,'[i]Deus Ex: Invisible War[/i] was released in December 2003 and faced the unenviable task of trying to live up to its critically acclaimed genre-bending predecessor. A number of gameplay changes were introduced such as the removal of the old skill system, the unification of different ammunition types and the abandonment of the lockpick. The game failed to impress many fans of the PC original, who regarded these and other changes as a way of \"dumbing down\" the [i]Deus Ex[/i] experience to make it palatable for console players. [i]Invisible War[/i] achieved decidedly lukewarm sales as a result.','Runs on this game are timed using the final autosave as a reference point. The runner must show the time on the last autosave.',NULL),(0,71,NULL,'Devil May Cry',NULL,6900,'2001-10-00','DevilMayCry',3507000,11,NULL,'[i]Devil May Cry[/i] is an action game by Capcom released in October 2001. Dante, the half-devil half-human star of the game, is tested by a woman named Trish who tells you about Mundus, the emperor of the underworld. Dante\'s father Sparda sealed Mundus 2,000 years ago, but now he has revived and is launching an invasion of the human world starting at the gateway to the devil world, Mallet Island.','100% definition: All bonus missions, all weapons, every upgrade purchased (including blue & purple orbs), and S-rank on every level.',NULL),(0,72,NULL,'Devil May Cry 3',NULL,7000,'2005-03-00','DevilMayCry3',8074000,11,NULL,'[i]Devil May Cry 3[/i], released in March 2005, takes place 20 years before [i]Devil May Cry[/i]. Dante is confronted by an unusual gentleman who informs him of a \"Party\" that Dante\'s evil twin brother, Vergil, is holding. Less than ten minutes later, the Temen-ni-gru, a tower that once served the link from the Demon World to the Human World, rips up from the ground, bringing with it a slew of demons and hellish monstrosities. Now, Dante has to race to the top of the tower using his skill in combat and his Devil powers to stop his brother from opening the portal to the demon world. A new version with the suffix \'Special Edition\', released in January 2006, lets you play as Vergil.','',NULL),(0,73,NULL,'Diablo',NULL,7100,'1996-11-00','Diablo',367000,11,NULL,'Released in November 1996, [i]Diablo[/i] is a classic point and click action RPG set in a world where the forces of heaven and hell battle over the mortal realm. Diablo and his brothers have been banished to the world of men after a civil war in Hell. His spirit trapped in a soul stone, the Lord of Terror has been buried under the city of Tristram where the king, the archbishop, and his entire army have been corrupted to his will. Using the prince\'s body, Diablo has manifested himself and works towards regaining his power and freeing his brothers in order to retake Hell and reign over the mortal plane.','',NULL),(0,74,NULL,'Diablo II: Lord of Destruction',NULL,7200,'2001-06-00','Diablo2LoD',6824000,11,NULL,'Released in June 2001, 11 months after the original game, the [i]Lord of Destruction[/i] expansion lifted [i]Diablo II[/i] into an elite pantheon of online games played by the masses. Blizzard introduced a new act, two character classes, hundreds of new items, item classes, new enemies, new enemy and boss characteristics, and more. In the new act, Baal [-] The Lord of Destruction [-] is leading the entire extended army of Hell against the legendary Mount Arreat in the land of the barbarians, sworn protectors of the World Stone. If Baal is able to corrupt the stone then the barriers holding the planes of existence will shatter and Hell itself will wash over the mortal realm like a tidal wave of shadows.','',NULL),(0,75,NULL,'Diddy Kong Racing',NULL,7300,'1997-11-00','DiddyKongRacing',9444000,11,NULL,'Released in November 1997, [i]Diddy Kong Racing[/i] is a Mario Kart clone with boats, planes, and a story mode. It featured a roster of a bunch of characters made up on the spot, but nevertheless Rare would pick up a couple of them and give them their own series, including one of a decidedly different nature.','',NULL),(0,76,NULL,'Die Hard: Nakatomi Plaza',NULL,7400,'2002-04-00','DieHardNakatomi',2888000,11,NULL,'Released in April 2002 by Fox Interactive, [i]Die Hard: Nakatomi Plaza[/i] puts you in the bare feet of New York police officer John McClane during the events of the first [i]Die Hard[/i] movie. The FPS allows the player to live the movie almost exactly as McClane did and even throws in a lot of side adventures and floors not explored in the film.','',NULL),(0,77,NULL,'Dink Smallwood',NULL,7500,'1997-00-00','DinkSmallwood',2962000,11,NULL,'Released in 1997, [i]Dink Smallwood[/i] is a humorous Action RPG for the PC. After being sold commercially, it was released as freeware on October 17, 1999. Thanks to the robust mod creation system, [i]Dink Smallwood[/i]\'s modding community is still going strong.','',NULL),(0,78,NULL,'Disney\'s Aladdin',NULL,7600,'1993-11-00','DisneysAladdinSNES',1103000,11,NULL,'Released in November 1993, [i]Aladdin[/i] is a simple platformer game loosely based on events in the movie. The game was mostly overlooked in favor of the Genesis version, since the Genesis version had better graphics. As Aladdin, you run through locales in the movie until you fight Jaffar in the palace.','',NULL),(0,83,NULL,'Donkey Kong',NULL,7700,'1994-06-00','DonkeyKongSGB',4578000,11,NULL,'Released in June 1994, [i]Donkey Kong[/i] remakes the original arcade game and then adds 96 more levels. Mario has many more moves in his quest to save Pauline such as backflips, handstands and hammer throwing. [i]Donkey Kong[/i] was the first game to support features of the Super Game Boy such as a custom border, full color, and \'help\' scream, none of which are implemented in Game Boy Player.','',NULL),(0,79,NULL,'Donkey Kong Country',NULL,7800,'1994-11-00','dkc',1920000,12,NULL,'Released in November 1994, [i]Donkey Kong Country[/i] was the first appearance of the classic Donkey Kong character on Super Nintendo. But you don\'t actually play as that same Donkey Kong, he\'s old and cranky now. Instead, you play as his son, the new Donkey Kong, who goes on an adventure to find his stolen banana collection.','The game calls 100% completion 101%.',NULL),(0,80,NULL,'Donkey Kong Country 2: Diddy\'s Kong Quest',NULL,7900,'1995-11-00','dkc2',3360000,12,NULL,'[i]Donkey Kong Country 2[/i] came just one year after the first. The game is much more challenging and the star is now Diddy Kong, Donkey Kong\'s sidekick from the first game. Diddy goes on a quest with the latest kong character, Dixie Kong, to rescue the kidnapped Donkey Kong. The game was rereleased for Game Boy Advance in November 2004 with an extra boss, more DK coins and an uglier world map.','[ul][li]The game calls 100% completion 102%.[li]\'Hard mode\' is the result of using the code which removes DK and continue barrels.[/ul]',NULL),(0,81,NULL,'Donkey Kong Country 3: Dixie Kong\'s Double Trouble',NULL,8000,'1996-11-00','dkc3',6660000,12,NULL,'[i]Donkey Kong Country 3[/i] was released in November 1996, continuing the one year trend between Donkey Kong Country games. This time, both Donkey & Diddy kong have been kidnapped, so Dixie Kong, introduced in [i]DKC2[/i], goes with the new Kiddie Kong on a quest to save them.','The [i]TUFST[/i] code which removes DK and continue barrels is considered \'Hard mode\'. The game normally reports 100% as 103%, but with this code it is 105%.',NULL),(0,82,NULL,'Donkey Kong 64',NULL,8100,'1999-11-00','DonkeyKong64',15960000,12,NULL,'The famous gorilla came to Nintendo 64 in November 1999 in his first 3D adventure. Most of his family and all of his precious banana collection have once again been locked away by K.Rool. Rescue the Kongs of varying abilities and recollect the scattered 201-large banana collection while travelling to seven different areas. Annoying mini games and a ridiculous auto-save system are the game\'s biggest problems.','',NULL),(0,84,NULL,'Doom',NULL,8200,'1993-12-00','Doom',1285000,11,NULL,'Released in December 1993 by id Software, [i]Doom[/i] was one of the few titles ever genuinely to revolutionise the gaming world. It boasted a state-of-the-art \"2 1/2D\" game engine, stunning (for the time) visuals, and an atmosphere so drenched in suspense and terror that some people are rumoured to have actually fouled themselves while playing. It was maybe a little short on plot, but who needs plot when there\'s this much killing to be done?\r\n\r\nSpeedrunning for [i]Doom[/i] has a long, noble tradition; probably the first game to get a large online speed run community. For complete coverage of Doom running, visit [a http://www.doom2.net/compet-n/index.cgi]Compet-N[/a] and [a http://www.doomworld.com/sda/doom_sda.htm]Doomed SDA[/a].','',NULL),(0,85,NULL,'Doom II',NULL,8300,'1994-10-00','Doom2',1796000,11,NULL,'[i]Doom II[/i] was id Software\'s October 1994 follow up to [i]Doom[/i]. It featured a slightly tuned engine and a whole host of new and terrifying monsters such as the unbelievably fat Mancubus, the unbelievably evil Arch Vile and the unbelievably annoying Pain Elemental. The storyline carried on from where [i]Doom[/i] left off: KILL EVERYTHING!\r\n\r\nSpeedrunning for [i]Doom[/i] has a long, noble tradition; probably the first game to get a large online speed run community. For complete coverage of Doom running, visit [a http://www.doom2.net/compet-n/index.cgi]Compet-N[/a] and [a http://www.doomworld.com/sda/doom_sda.htm]Doomed SDA[/a].','',NULL),(0,86,NULL,'Doom 3',NULL,8400,'2004-08-00','Doom3',4177000,11,NULL,'A remake of the original [i]Doom[/i], [i]Doom 3[/i] came out in August 2004 and follows the plot of the original with much upgraded graphics. You are sent to Mars to find a missing scientist, but when you arrive the portal to Hell has opened and unleashed many demons. Aside from killing everything in sight, you must shut the portals to prevent hell from reaching Earth.','Timing stops after the end of each fade to black at the end of a level, and resumes after the loading screen disappears.',NULL),(0,87,NULL,'Doom 3: Resurrection of Evil',NULL,8500,'2005-04-00','Doom3RoE',3145000,11,NULL,'Released in April 2005, [i]Resurrection of Evil[/i] takes place two years after the events of [i]Doom 3[/i]. The UAC gets a signal from the now abandoned facility and you return to investigate it. When you arrive, you find a mysterious artifact which causes all hell to break loose, again. Fight your way back up to the surface with the artifact.','Timing stops after the end of each fade to black at the end of a level, and resumes after the loading screen disappears.',NULL),(0,88,NULL,'.hack//Infection Part 1',NULL,8600,'2003-02-00','DotHackInfection1',8894000,11,NULL,'The first of the four part series was released in February 2003. In the future, an epidemic is taking place. People who are playing the most popular game on the internet called \"The World\" are mysteriously falling into comas in the real world. You are Kite, a newbie to The World who is invited to play by your friend Yasuhiko (Orca in the game). You only just finish learning the basics when a monster appears that can not be harmed. It attacks Orca, and the next day you find out Yasuhiko is in a coma. Just what was that monster, how can Yasuhiko be brought out of the coma, and what is it that spared you from a similar fate?','',NULL),(0,90,NULL,'Dr. Mario 64',NULL,8700,'2001-04-00','DrMario64',1013000,11,NULL,'Released in April 2001, [i]Dr. Mario 64[/i] is a remake of the classic NES game, adding several different modes of play. The flu season has struck, and it\'s up to Dr. Mario to use his Megavitamins to eradicate every last virus. However, he runs into trouble when Wario tries to steal the Megavitamins to gain popularity. Meanwhile, Rudy wants the Megavitamins for his own mysterious reasons.','',NULL),(0,89,NULL,'Driver: You are the Wheelman',NULL,8800,'1999-06-00','Driver',3856000,11,NULL,'Released in June 1999, [i]Driver[/i] was unique for modeling its stages on actual cities such as Miami and San Francisco. As officer Tanner, you go undercover to earn the trust of mob bosses so you can eventually apprehend them. Soon after [i]Driver[/i] was released, there were a couple of complaints against it; people claimed it was too difficult, and many of the missions were simple \"drive from point A to point B\" affairs.','PC and Playstation versions are separate categories due to bizarre, inexplicable timing differences.',NULL),(0,91,NULL,'Duck Tales',NULL,8900,'1989-09-00','DuckTales',542000,11,NULL,'This September 1989 adventure game follows Scrooge McDuck through five stages on his quest to become the richest duck in the world. Bounce around on his cane to tackle foes and break open treasure chests.','',NULL),(0,92,NULL,'Duck Tales 2',NULL,9000,'1993-00-00','DuckTales2',700000,11,NULL,'This follow-up to 1989\'s [i]Duck Tales[/i] was released by Capcom in 1993. Scrooge McDuck sets out once again to find treasure and bounce around on his cane a lot, all for the sake of Mercantilism.','',NULL),(0,93,NULL,'Dynamite Headdy',NULL,9100,'1994-00-00','DynamiteHeaddy',2855000,11,NULL,'Released in 1994, [i]Dynamite Headdy[/i] has some of the best visuals on the Genesis console with its huge bosses and rotoscoped graphics. The main draw of this game is the variety of heads you can collect which include a hammer, a bomb, and a vacuum cleaner. As Headdy you set out to defeat the Dark Demon. Along the way you meet a mysterious woman named Heather and the pesky nuisance Trouble Bruin.','',NULL),(0,94,NULL,'Ecco the Dolphin',NULL,9200,'1992-00-00','Ecco',1712000,11,NULL,'Released in 1992, [i]Ecco the Dolphin[/i] was an instant classic that bolstered the Genesis/Mega Drive against the defending Nintendo empire. The game\'s rock-solid control ensures that it always feels like your fault when you die, and if the gameplay doesn\'t make you cry, the profound storyline will.','',NULL),(0,95,NULL,'Enclave',NULL,9300,'2002-07-00','Enclave',1222000,11,NULL,'Released on July 29, 2002 for Xbox and March 11, 2003 for PC, [i]Enclave[/i] is a third-person Action-Adventure RPG fetch-quest platformer and money management simulator. Despite the genre, [i]Enclave[/i] is a pretty cool game. The story revolves around a complicated stand off between the powers of good and evil (read: Light and Dark factions). Each side has its own unique levels and missions, with the overall theme of \"enter room, kill x amount of enemies, maybe pull a switch, move to next room.\"','',NULL),(0,97,NULL,'Eternal Darkness: Sanity\'s Requiem',NULL,9400,'2002-06-00','EternalDarkness',8856000,11,NULL,'Four years in the making, this very-hyped Survival Horror game for the Gamecube was finally released in June of 2002. Take the role of Alexandra Roivas as she investigates the events surrounding the death of her grandfather, Edward Roivas. When she finds \'The Tome of Eternal Darkness\', you take the role of many characters in the past. They all play a part in a 2025 year old plot by entities known as \'The Ancients\' to take over the world.','',NULL),(0,98,NULL,'Excitebike',NULL,9500,'1985-10-00','Excitebike',251000,11,NULL,'Released in October 1985 as an NES launch title, [i]Excitebike[/i] brought the dangerous and dirty sport of motocross to your mom\'s living room. It features two racing modes and a very innovative design mode. Just like real life racing, your engine overheats in 10 seconds and can be cooled off instantaneously by passing over turbo strips.','',NULL),(0,99,NULL,'Fable',NULL,9600,'2004-09-00','Fable',6660000,11,NULL,'Released in September 2004 for Xbox, [i]Fable[/i] is a role playing game in which your every action determines your skills, appearance, and reputation. You start the game as a child and finish it as an old man. Do you choose the path of righteousness or dedicate your life to evil?','',NULL),(0,101,NULL,'Fallout',NULL,9700,'1997-10-00','Fallout',559000,11,NULL,'Released in October 1997, [i]Fallout[/i] follows the Vault Dweller across the post-nuclear setting of the Southern California area. He traverses the wasteland in search of a replacement water chip for his vault while conquering the dangers of the new world.','',NULL),(0,102,NULL,'Fallout 2',NULL,9800,'1998-09-00','Fallout2',1071000,11,NULL,'Released in September 1998, the sequel to [i]Fallout[/i] follows the story of the descendant of the original \"Vault Dweller\". Forced to set out into the post-apocalyptic wasteland in search of the \"Holy G.E.C.K\" to save his tribe from famine, he must quickly learn to adapt to the dangerous new world... or die trying.','',NULL),(0,103,NULL,'Far Cry',NULL,9900,'2004-03-00','FarCry',4022000,11,NULL,'Released in March 2004, [i]Far Cry[/i] was derived from a tech demo by Crytek intended to show off the abilities of nVidia\'s new GeForce 3 chip line. Ex-Special Forces man Jack Carver is lured to an island paradise by a brash reporter named Valerie who promised loads of cash. Jack is greeted by a hail of bullets from the militia that controls the land. Jack must rely on the help of an array of weapons, as well as jeeps, hang gliders and boats to keep him alive long enough to escape.','',NULL),(0,104,NULL,'Faxanadu',NULL,10000,'1989-11-00','Faxanadu',2184000,11,NULL,'[i]Faxanadu[/i], developed and released by Hudson Soft for the NES in November 1989, was actually a spin-off of Falcom\'s long-running [i]Dragon Slayer[/i] RPG series. Although it differed greatly from Dragon Slayer in presentation and gameplay, [i]Faxanadu[/i] soon became a sleeper hit. Returning from a long journey to his devastated hometown, it is up to the unnamed hero to traverse the dying World Tree in order to save everything that he knows.','',NULL),(0,105,NULL,'F.E.A.R.',NULL,10100,'2005-10-00','FEAR',4016000,11,NULL,'Released in October 2005, [i]F.E.A.R.[/i] tells the story of an unnamed super soldier and his completely useless teammates as they investigate strange goings-on at the office of a large defense contractor. Since it wouldn\'t be much of a game if all hell didn\'t break loose, break loose it does. [i]F.E.A.R.[/i] combines tactical FPS action, J-horror and profuse swearing into a derivative but highly entertaining shooting experience.','',NULL),(0,106,NULL,'Felix the Cat',NULL,10200,'1992-10-00','FelixTheCat',1489000,11,NULL,'Released in October 1992, [i]Felix the Cat[/i] is a simple platformer with the requisite grass, ice, and swimming levels. The Professor has kidnapped Felix\'s girlfriend Kitty and won\'t let her go until Felix gives up his magic bag. Of course, Felix is unwilling to give up the bag and decides to rescue Kitty from the clutches of the Professor.','',NULL),(0,107,NULL,'Final Doom',NULL,10300,'1996-05-00','FinalDoom',5805000,11,NULL,'Released in May 1996, [i]Final Doom[/i] features two 32-level episodes built with the same structure as [i]Doom 2[/i] (30 normal levels and 2 secret levels per episode). The first episode, [i]Evilution[/i], was created by Team TNT and followed the marine\'s quest for revenge when his soldiers, stationed on one of Jupiter\'s Moons, are slaughtered by a demonic invasion. The second episode, [i]The Plutonia Experiment[/i], was designed by Dario and Milo Casali and saw the lone marine charging into a demon hive in search of stolen Quantum Accelerators, devices designed by UAC to close interdimensional gates... but again, who really cares. The goal remained the same... to exterminate demons with extreme prejudice!\r\n\r\nSpeedrunning for [i]Doom[/i] has a long, noble tradition; probably the first game to get a large online speed run community. For complete coverage of Doom running, visit [a http://www.doom2.net/compet-n/index.cgi]Compet-N[/a] and [a http://www.doomworld.com/sda/doom_sda.htm]Doomed SDA[/a].','',NULL),(0,108,NULL,'Final Fantasy II',NULL,10400,'1991-10-00','FinalFantasy2',11100000,12,NULL,'Released in October 1991, [i]Final Fantasy II[/i] is an easier version of Japan\'s [i]Final Fantasy IV[/i]. Join the feared Dark Knight of Baron, Cecil, as he sets out to bring a \'package\' to the nearby town of Mist. Things don\'t quite go as planned and Cecil and his newfound allies must embark on a journey that takes them to foreign lands, the underworld, and even to the moon!','Game\'s timer is referenced at its last visible point, then real time from then to final damage numbers appearing is added. Resulting time is rounded up to the next whole minute since the game timer could have been :59 seconds at the last visible moment.',NULL),(0,109,NULL,'Final Fantasy III',NULL,10500,'1994-04-00','FinalFantasy3',17280000,12,NULL,'Originally released in Japan in April 1994 as [i]Final Fantasy VI[/i], it came to the US in October as [i]Final Fantasy III[/i]. The game follows the adventures of a rebel group named The Returners. They attempt to stop an evil empire eager to steal magic for its own desires, which could plunge the world into a second War of the Magi, an event that devastated the planet a thousand years ago. Will history repeat itself?','Game\'s timer is referenced at its last visible point, then real time from then to final damage numbers appearing is added. Resulting time is rounded up to the next whole minute since the game timer could have been :59 seconds at the last visible moment.',NULL),(0,112,NULL,'Final Fantasy IX',NULL,10600,'2000-11-00','FinalFantasy9',30720000,12,NULL,'Released in July 2000 in Japan and November 2000 in North America, [i]Final Fantasy IX[/i] was the last Final Fantasy for the PS1. It brought back many classic elements of the Final Fantasy series, such as crystals, castles, and character classes, and is also notable for having references to every previous Final Fantasy game. The story starts out with kidnapping a princess, but, as is typical, turns into a quest to save the world.','',NULL),(0,110,NULL,'Final Fantasy V',NULL,10700,'1992-12-00','FinalFantasy5',12360000,12,NULL,'Initially released in December 1992 for Japan only, [i]Final Fantasy V[/i] was finally seen in the \'States as part of the [i]Final Fantasy Anthology[/i] in 1999. The game features a job system similar to the one in [i]FFIII[/i], but with more depth. The adventure starts with investigating why the wind has stopped, but eventually spans three worlds.','Game\'s timer is referenced at its last visible point, then real time from then to final damage numbers appearing is added. Resulting time is rounded up to the next whole minute since the game timer could have been :59 seconds at the last visible moment.',NULL),(0,111,NULL,'Final Fantasy VII',NULL,10800,'1997-09-00','FinalFantasy7',27660000,12,NULL,'The first 3D Final Fantasy was released for PlayStation in January 1997 in Japan and September 1997 in North America. You start out fighting against Shinra, an evil electric company, with a party that includes a black man with a gun on his arm (totally not a stereotype), a cat riding a stuffed moogle, and a quiet guy with gravity-defying hair (and an even more gravity-defying sword). [i]Final Fantasy VII[/i] eventually turns into a fight against some pretty boy who wants to rule the world by destroying it with a giant meteor. Why are the pretty ones always insane?','',NULL),(0,113,NULL,'Final Fantasy Mystic Quest',NULL,10900,'1992-10-00','FinalFantasyMQ',9860000,11,NULL,'[i]Mystic Quest[/i] broke the FF series\' trend in October 1992, with its down-to-earth plot and simplified game mechanics that invited a more casual gamer to try the game. The unnamed hero is guided through a series of seemingly unrelated quests, ultimately battling an ancient evil which is probably trying to take over the world. Dungeons center around the usage of different weapons which are collected throughout the game, [i]Zelda[/i]-style.','',NULL),(0,114,NULL,'Final Fantasy Tactics',NULL,11000,'1998-01-00','FinalFantasyTactics',17100000,12,NULL,'Fresh off the smash success of [i]Tactics Ogre[/i] for the Super Famicom, top developers at Quest were hired by Square to create a similar game with a Final Fantasy theme. In January 1998, the result of this project was released as [i]Final Fantasy Tactics[/i] for the PlayStation. The game introduced most westerners to tactical RPGs and remains a fan favorite to this day. Ramza Beoulve, a young nobleman, is caught up in the machinations of civil war in the kingdom of Ivalice. While others around him attempt to manipulate the situation for their own benefit, Ramza\'s motivation is simply to rescue his dear sister Alma, who has been captured by the Church for mysterious reasons.','',NULL),(0,115,NULL,'Final Fantasy X-2',NULL,11100,'2004-02-00','FinalFantasyX2',14940000,12,NULL,'Released in November 2003, [i]Final Fantasy X-2[/i] shocked fans by being the first Final Fantasy game which is a true sequel. Yuna comes back with a whole new attitude and attire as she searches Spira for clues of her lost companion.','',NULL),(0,116,NULL,'Fire Emblem',NULL,11200,'2003-11-00','FireEmblem',9170000,11,NULL,'Released in November 2003, this was the first Fire Emblem to be released in America after six Japan-only titles. You play as a tactician aiding Eliwood, Marquess Pherae\'s son, in a journey to find his father, who mysteriously disappeared. He later discovers something far more evil is at hand...','',NULL),(0,117,NULL,'Fire Emblem: Fuuin no Tsurugi',NULL,11300,'2002-03-00','FireEmblemFNT',11005000,11,NULL,'The sixth game in the Fire Emblem series, and the first on the Game Boy Advance, [i]Fuuin[/i] was released in Japan in March 2002. The game follows the story of Roy (whose most famous appearance is in [i]SSBM[/i]) as the player tries to drive out the armies of Bern from Roy\'s home country of Lycia. In his quest, he gains support from Bern King Zephidel\'s sister, Guinivere, who wishes to stop her country\'s conflict. As the battle starts spreading throughout the world, Roy learns that Zephidel has resurrected the Dark Dragon from the Scouring, 1,000 years ago...','The final save time is used instead of the time in the stats file; this is to keep timing consistent among Fire Emblem games.',NULL),(0,118,NULL,'Fire Emblem: Path of Radiance',NULL,11400,'2005-10-00','FireEmblemPoR',9001000,11,NULL,'Released on October 17, 2005, this is the first Fire Emblem to be released on a console in almost 6 years. The continent of Tellius has been engulfed in war ever since Ashnard, king of Daein, invaded the land of Crimea. Elinicia, princess of Crimea, managed to escape her country and has hired Ike, the son of a mercenary band\'s leader, to help restore peace to the land.','',NULL),(0,119,NULL,'Fire Emblem: The Sacred Stones',NULL,11500,'2005-05-00','FireEmblemTSS',5876000,11,NULL,'Released in May 2005, this was the second Fire Emblem game to hit the US, and it was completely unrelated to the first. You take on the roles of Prince Ephraim and Princess Eirika, heirs to the throne of Renais, one of 6 nations housing the 5 Sacred Stones of legend. After 800 years of peace, rumors of an evil entity from the past known as the Demon King are beginning to spread. It is the heirs\' job to discover the source of the darkness and put an end to it before the continent of Magvel is overcome.','',NULL),(0,120,NULL,'Fur Fighters',NULL,11600,'2000-07-00','FurFighters',10918000,11,NULL,'Released in July 2000, [i]Fur Fighters[/i] is mostly known for mixing standard third-person shooter gameplay with a cutesy setting. The game was also notable for having vast, expansive levels before [i]Grand Theft Auto 3[/i] came out. General Viggo has kidnapped the animal babies. Are you a bad enough... er... the adult animals go out and try to rescue their kin from Viggo.','',NULL),(0,122,NULL,'F-Zero X',NULL,11700,'1998-09-00','FZeroX',1584000,11,NULL,'Released in September 1998, [i]F-Zero X[/i] is the first true 3D F-Zero game. It features 24 courses, 30 machines and 4 difficulty settings, enough to keep you busy for a while. Also, it was one of the few N64 games to have hooks with the unreleased 64DD accessory.','',NULL),(0,123,NULL,'Gauntlet',NULL,11800,'1987-00-00','Gauntlet',1213000,11,NULL,'Originally released as a 4-player Arcade game in 1985, [i]Gauntlet[/i] came to NES in 1987. Play as Thor the Warrior, Thyra the Valkyrie, Merlin the Wizard, or Questor the Elf as you explore a labyrinth teeming with deadly creatures. Can you retrieve the Sacred Orb from Morak the Evilone or will you perish inside of his deadly gauntlet?','',NULL),(0,124,NULL,'Ghosts \'n Goblins',NULL,11900,'1986-11-00','GhostsnGoblins',1376000,11,NULL,'Released in November 1986, [i]Ghosts \'n Goblins[/i] is well known by many players as the game with \"that impossible to hit red demon bastard\". As Sir Arthur, you must save the princess from Astaroth not once, but twice to prove your strongth and create a happy end.','',NULL),(0,125,NULL,'G.I. Joe',NULL,12000,'1991-01-00','GIJoe',1289000,11,NULL,'Released in January 1991, [i]G.I. Joe[/i] let kids play out their fantasy of being an American hero in a run \'n gun format. You assemble a team of three people per stage to defeat Cobra leaders and place bombs all over labyrinthine Cobra complexes, eventually reaching the final level to duel against Cobra Commander.','',NULL),(0,400,NULL,'G.I. Joe: The Atlantis Factor',NULL,12100,'1992-03-00','GIJoeAF',590000,11,NULL,'Released in March 1992, this sequel to the G.I. Joe game has a couple of key changes. Most importantly, you can now choose the path you take to Cobra Headquarters. As in any good G.I. Joe game your mission is to take out Cobra Command.','',NULL),(0,126,NULL,'God of War',NULL,12200,'2005-03-00','GodOfWar',8183000,11,NULL,'Released in March of 2005 after three years of development, [i]God of War[/i] became a critical success. The story follows Kratos on his quest for revenge against the God who tricked him into committing a terrible deed. After 10 years of suffering and endless nightmares, he gets his chance to murder the God of War.','Runs must end at the final save point to see the game\'s timer; there\'s not much to the game after it.',NULL),(0,127,NULL,'God of War 2',NULL,12300,'2007-03-00','GodOfWar2',11245000,11,NULL,'Released March 13, 2007, Kratos returns to the PS2 in the sequel to God of War. [i]God of War II[/i] picks up not terribly long after the original game\'s end, with Kratos having exacted his revenge upon the previous god of war, Ares. But even with all these newfangled godly powers, Kratos is unsatisfied. He continues to command the Spartan army and directs them to tear through the known world. This utter disregard for the other citizens of Greece displeases the pantheon. Betrayed by Athena and seemingly killed by Zeus, Kratos is rescued by Gaia of the Titans. Gaia instructs Kratos that his fate can be changed, but only if he can reach the ridiculously remote temple that houses the Sisters of Fate.','All runs must reveal the final save to see the game\'s timer; there\'s not much to the game after it.',NULL),(0,128,NULL,'GoldenEye 007',NULL,12400,'1997-07-00','GoldenEye',2844000,11,NULL,'Released in July 1997, Rare\'s [i]GoldenEye[/i] places you in the role of James Bond with a license to kill. Revolutionary for its time period, it involves complicated mission objectives with an emphasis on covert operations and stealth. Along with [i]Half-Life[/i], [i]GoldenEye[/i] ushered in an era of \"realistic\" first person shooters and is still played by many to this day. ','',NULL),(0,129,NULL,'Grand Theft Auto III',NULL,12500,'2001-10-00','GrandTheftAuto3',4951000,11,NULL,'[i]Grand Theft Auto III[/i] is an action game by Rockstar Games released in October 2001. The star of the game, a no-name thug, is betrayed by a woman named Catalina who lets you get thrown in prison after robbing the Liberty City bank. After a series of planned events, you and a fellow inmate named 8-Ball successfully escape police custody and are released upon Liberty City to do missions for crime bosses, odd jobs for a little extra cash, or just cause some all-out mayhem. ','Console and PC are considered separate categories due to various gameplay differences (such as aiming).',NULL),(0,130,NULL,'Grand Theft Auto: San Andreas',NULL,12600,'2004-10-00','GrandTheftAutoSA',27960000,12,NULL,'Released in October 2004, this is the 3rd in the trilogy of Grand Theft Auto games for PlayStation 2. Carl Johnson returns home from the East Coast and is forced on a journey across the state of San Andreas in order to save his family and to take control of the streets.','',NULL),(0,131,NULL,'Grand Theft Auto: Vice City',NULL,12700,'2002-10-00','GrandTheftAutoVC',8063000,11,NULL,'Released only a year after [i]Grand Theft Auto III[/i], [i]Vice City[/i] brings back everything from you loved from III and introduces many new improvements of its own, including a more talkative protagonist, Tommy Vercetti. Join Tommy as he wreaks havoc in a 1980s Miami, Florida setting. ','Console and PC are considered separate categories due to various gameplay differences (such as aiming).',NULL),(0,132,NULL,'Guardian Legend, The','The Guardian Legend',12800,'1989-04-00','GuardianLegend',3792000,11,NULL,'Released in April 1989, [i]The Guardian Legend[/i] featured an innovative combination of shmup stages with [i]Zelda[/i]-style exploration. The game also features a female protagonist, which was rare for Nintendo games. It turns out the world of Naju is teeming with evil creatures and is hurtling towards Earth. Your mission is to activate the self-destruct mechanisms on Naju before it arrives.','',NULL),(0,133,NULL,'Gun',NULL,12900,'2005-11-00','Gun',8060000,11,NULL,'[i]GUN[/i] was released in November 2005 for five platforms and takes place in the American old west. It is a third-person shooter where you play as Colton White, a cowboy who is trying to solve the mystery behind his father\'s death and what his killers were looking for. The game features horseback riding and an interesting storyline with good voice actors. ','',NULL),(0,134,NULL,'Gunstar Heroes',NULL,13000,'1993-09-00','GunstarHeroes',2475000,11,NULL,'Released in September 1993, [i]Gunstar Heroes[/i] is considered by many to be the best action game, or best game period, for the Genesis. The game exhibits a lot of variety in both the moves you can perform and the stage design. As Gunstar Red or Blue, your mission is to rescue the four gems from the wrong hands. ','',NULL),(0,135,NULL,'Gunstar Super Heroes',NULL,13100,'2005-10-00','GunstarSuperHeroes',1131000,11,NULL,'Released in October 2005, [i]Gunstar Super Heroes[/i] is considered more of a tribute to the original [i]Gunstar Heroes[/i] than a true sequel. Many of the villains and stage themes from the first game appear, only slightly revised. Even the game\'s plot is similar, involving Gunstar Yellow, Green, and the four gems again. As a result, the game received mixed reviews. Some reviewers proclaimed [i]Super Heroes[/i] a successful return to action-packed, old-school gameplay; others were of the opinion that the title was merely a rehash of the first game. ','',NULL),(0,136,NULL,'Half-Life',NULL,13200,'1998-11-00','HalfLife',1860000,11,NULL,'Released in November 1998, [i]Half-Life[/i] used a heavily modified Quake engine to create a very immersive 3D FPS experience. Gordon Freeman heads to work at the Black Mesa research facility for what should be a normal day, but an experiment goes horribly wrong and a portal to another world opens. ','A penalty of half a second is added to the time for each demo recorded beyond the first. This is because the engine cuts out around 0.2 seconds on the start of every new demo, and to discourage using a large number of demos.',NULL),(0,137,NULL,'Half-Life 2',NULL,13300,'2004-11-00','HalfLife2',5817000,11,NULL,'Released in mid-November 2004, [i]Half-Life 2[/i] opens with Gordon Freeman awakening a decade after the first game to the sight of his boss, the enigmatic G-man. In the aftermath of the Black Mesa incident, a massive invasion by the Combine [-] the alien race behind the curtains in the original [-] has brought the Earth to its knees. Citizens now live in an oppressive, [i]1984[/i]-style world. Freeman is inserted into City 17, the main base of operations and home to the massive Citadel, confused and weaponless. Can one theoretical physicist save the world twice? ','',NULL),(0,138,NULL,'Half-Life: Blue Shift',NULL,13400,'2001-06-00','HalfLifeBlueShift',1938000,11,NULL,'Released in June 2001, [i]Half-Life: Blue Shift[/i] is an expansion to the critically acclaimed [i]Half-Life[/i], where you assume the role of Barney Calhoun as he tries to escape Black Mesa. Originally slated to be released for the Sega Dreamcast, it was instead converted to a standalone PC game when Sega discontinued the Dreamcast. However, many HL fans were disappointed by the lack of extra material in this game when compared to the other expansion, [i]Half-Life: Opposing Force[/i], leading some to dub this game [i]Blue ****[/i]. ','',NULL),(0,264,NULL,'Half-Life: Opposing Force',NULL,13500,'1999-10-00','OpposingForce',1389000,11,NULL,'Released one year after [i]Half-Life[/i] in October 1999, [i]Opposing Force[/i] takes you to the vantage point of one of the soldiers sent in to cleanse Black Mesa after the resonance cascade disaster. When your chopper is shot down, you end up in the same boat as the scientists in Black Mesa, trying desperately to survive. Shephard gets to use a variety of different weapons compared to the ones Gordon used, like a giant wrench instead of a crowbar.','',NULL),(0,139,NULL,'Harry Potter and the Chamber of Secrets',NULL,13600,'2002-11-00','HarryPotterCOS',4194000,11,NULL,'[i]Harry Potter and the Chamber of Secrets[/i] was released in November 2002 for numerous systems including Game Boy Color and the original PlayStation. Players follow the title character as he attends his second year at Hogwarts learning new spells, concocting potions, and figuring out why students are being petrified.','',NULL),(0,140,NULL,'Harry Potter and the Sorcerer\'s Stone',NULL,13700,'2001-11-00','HarryPotterSS',7564000,11,NULL,'Released in November 2001 along with the movie, [i]Harry Potter and the Sorcerer\'s Stone[/i] gave fans the opportunity to discover the many secrets of Hogwarts. Collect beans for Fred and George, find cards of famous witches and wizards, and complete spell challenges that further you along the path to facing You-Know-Who.','',NULL),(0,100,NULL,'Heavy Metal: F.A.K.K. 2',NULL,13800,'2000-08-00','FAKK2',2598000,11,NULL,'Released in August of 2000, [i]Heavy Metal FAKK 2[/i] focused on the essentials of 3rd person action... a fast pace plus a scantly clad heroine. The story is a continuation of the similarly named movie, and the main character is inspired by the 1993 Penthouse Pet of the Year, Julie Strain.','',NULL),(0,141,NULL,'Hexen II',NULL,13900,'1997-08-00','Hexen2',1656000,11,NULL,'Released in August 1997, [i]Hexen II[/i] is a Quake-engine game taking place in the land of Thyrion which has been taken over by Eidolon. Using some magic staffs and the occasional catapulting sheep, you must defeat Eidolon\'s four generals before facing him.','',NULL),(0,142,NULL,'Hitman 2: Silent Assassin',NULL,14000,'2002-10-00','Hitman2',2350000,11,NULL,'Released in October 2002, this stealthy shooter was much improved from its predecessor, [i]Hitman: Codename 47[/i]. In this title, stealth is key, but annihilating any resistance is also acceptable. This is the first Hitman game to use ranking based on stealth and aggression. If you\'re quiet enough, sneaky enough, and keep kills to a minimum, you can gain the fabled rank of \"Silent Assassin\"!','Run times are calculated by adding up the times of the first 19 levels, then manually timing the final level.',NULL),(0,143,NULL,'Hitman: Contracts',NULL,14100,'2004-04-00','HitmanContracts',1408000,11,NULL,'Released in April 2004, this game takes place after the second game in the series, [i]Hitman 2: Silent Assassin[/i]. Agent 47 was wounded during a job, and passes out in a hotel room. From there, he has flashbacks to previous jobs that made him the best in the business.','',NULL),(0,144,NULL,'Hydro Thunder',NULL,14200,'1999-09-00','HydroThunder',1303000,11,NULL,'Released in September 1999 for Sega Dreamcast, [i]Hydro Thunder[/i] is an arcade port of a boat racing game. Collecting boost icons is a must because they allow pilots to gain a short boost of speed, jump out of the water, and activate their \"Mighty Hull\" which allows them to knock other boats out of their way. While the arcade game featured 11 tracks, those who purchased the home version were treated to 2 additional tracks: Catacombs and Castle Von Dandy. All 13 boats were fortunate enough to make it to the home version as well.','',NULL),(0,145,NULL,'HyperZone',NULL,14300,'1991-09-00','HyperZone',1632000,11,NULL,'[i]HyperZone[/i] is a fast paced space shooter with 8 levels and 3D-Graphics Ã  la [i]Star Fox[/i]/[i]Starwing[/i], released by HAL in September 1991.','',NULL),(0,146,NULL,'Icewind Dale',NULL,14400,'2000-06-00','IcewindDale',1977000,11,NULL,'Released in June 2000, [i]Icewind Dale[/i] is loosely based on R.A. Salvatore\'s novels. The game follows the story of a hunting expedition in search of a great evil. Early events split the player characters away from their NPC companions, resulting in a long and epic storyline filled with glorious dialogue and high quality location art. For the first time in an Infinity Engine game, all 6 character slots are created by the player, allowing complete control over the party. ','',NULL),(0,147,NULL,'Ico',NULL,14500,'2001-09-00','Ico',6325000,11,NULL,'Released in 2001, [i]ICO[/i] is still the game most likely to be included by reviewers in a sentence accompanying the word \"art.\" It stars the titular character, a boy who is to be sacrified because of the horns on his head. After being left to die in a remote castle, he soon meets an almost ethereal girl named Yorda. The two of them must then work together in an attempt to escape from the castle.','',NULL),(0,148,NULL,'Indiana Jones and the Emperor\'s Tomb',NULL,14600,'2003-03-00','IndianaJonesEmperorsTomb',6403000,11,NULL,'Released in March 2003, [i]Indiana Jones and the Emperor\'s Tomb[/i] features everyone\'s favorite archaeologist in yet another quest to find a mysterious artifact. The game features a variety of locales, such as Istanbul, Prague, Hong Kong, and even the Netherworld.','',NULL),(0,170,NULL,'Indiana Jones and the Last Crusade',NULL,14700,'1991-03-00','LastCrusade',215000,11,NULL,'This version of Indiana Jones\'s third adventure was released in March 1991 by Taito software. Indiana is in a race against the Nazi Regime for the Holy Grail [-] only this time, there are two Joneses along for the ride.','',NULL),(0,352,NULL,'Indiana Jones and the Temple of Doom',NULL,14800,'1988-12-00','TempleOfDoom',313000,11,NULL,'Released in December 1988. Follow Indiana Jones in this game depicting his second adventure. He is stuck in the Temple of Doom and must save children, ride mine carts, and recover the three Shankara Stones in order to return peace to a small village in India.','',NULL),(0,389,NULL,'Ironsword: Wizards & Warriors 2',NULL,14900,'1989-12-00','WizardsAndWarriors2',781000,11,NULL,'Released in December 1989, [i]Ironsword[/i] is the sequel to [i]Wizards and Warriors[/i]. Malkil has revived and taken the form of the four elements - Wind, Water, Fire, and Earth. As Kuros, the hero from [i]Wizards and Warriors[/i], you must defeat the four elementals, reassemble the shattered Ironsword, and defeat Malkil once again. ','',NULL),(0,149,NULL,'Jade Empire',NULL,15000,'2005-04-00','JadeEmpire',9660000,12,NULL,'[i]Jade Empire[/i] is an action / RPG / adventure hybrid, released by Bioware and Microsoft in April 2005. Drawing its inspiration from ancient Chinese martial arts it offers the player a blend of NPC interaction, combat and exploration. It also features its very own language, and naturally the whole gameplay experience comes garnished with a liberal sprinkling of Chi.','',NULL),(0,151,NULL,'Jak and Daxter: The Precursor Legacy',NULL,15100,'2001-00-00','JakAndDaxter',8403000,11,NULL,'Released in 2001, [i]Jak and Daxter[/i] is a 3D platformer for the PS2 that features a seamless world with enormous vistas and colorful, well-animated characters. You embark on a quest to reverse your best friend\'s transformation into a furry Ottsel and in the process you end up having to save the world from twisted minds wanting to unleash Dark Eco, the most dangerous element in the universe.','',NULL),(0,150,NULL,'Jak II',NULL,15200,'2003-10-00','Jak2',16920000,12,NULL,'Released in November 2003, [i]Jak II[/i] is the acclaimed sequel to [i]Jak and Daxter[/i]. Jak gets thrown into the future and is imprisoned and tortured with Dark Eco. Daxter, his ottsel sidekick, saves him and his first thought is revenge against Baron Praxis, the ruler of Haven City. On his journey he encounters Metal Heads who are after a precursor stone and hears a prophecy about the heir to the throne who is somehow the key to beating the Metal Heads. The Baron is after the stone as well. How does Jak fit into it all? ','',NULL),(0,152,NULL,'Jaws',NULL,15300,'1987-11-00','Jaws',238000,11,NULL,'Released in November 1987, [i]Jaws[/i] faithfully recaptures the experience of the film by putting you in the shoes of a generic diver trying to kill the eponymous shark. In this game you mostly run around wondering what to do, while being assaulted by jellyfish, stingrays, and sharks every two seconds. Once you understand the core gameplay, [i]Jaws[/i] will keep you coming back with its intriguing shell economy and photorealistic shark hunting. ','',NULL),(0,153,NULL,'Jazz Jackrabbit 2',NULL,15400,'1998-07-00','JazzJackrabbit2',1800000,11,NULL,'The second installment of the Jazz Jackrabbit series was released in July 1998. Devan Shell is back again and has another ingenious plot to eradicate the bunnies from this world: Travel back in time and change evolution\'s path. In order to complete his time machine, Devan stole a diamond from Jazz\'s beloved Eva. It\'s your job to get the diamond back and save the bunnies once again. While the gameplay basically remains the same, [i]Jazz Jackrabbit 2[/i] features much updated graphics and a new playable character, Jazz\'s little brother Spaz.','',NULL),(0,157,NULL,'Jet Force Gemini',NULL,15500,'1999-10-00','JetForceGemini',12060000,12,NULL,'Released in October 1999, Rare\'s [i]Jet Force Gemini[/i] is set far into the future where a maniacal tyrant named Mizar is quickly conquering world after world using his massive insectoid army. JFG is called upon by the last remants of the Federation to stop him before all is lost. Juno, Vela, and their pet cyborg dog Lupus will use a variety of guns and explosive devices to help them along the way while freeing the enslaved Tribals. ','',NULL),(0,158,NULL,'Jet Grind Radio',NULL,15600,'2000-11-00','JetGrindRadio',3819000,11,NULL,'Released in November 2000 for the Dreamcast, [i]Jet Grind Radio[/i] was a critically acclaimed skating and spraypainting game that pioneered the use of cel-shading. Beat is the leader of a new Tokyo-to gang called the GG\'s. As the story unfolds, the GG\'s must recruit new members, defeat rival gangs, and eventually stop a sinister plot involving corrupt police, a business tycoon, and a demonic record. All using the versatile power of graffiti, of course.','',NULL),(0,160,NULL,'Jurassic Park',NULL,15700,'1993-08-00','JurassicParkGen',213000,11,NULL,'Released in August of 1993, [i]Jurassic Park[/i] was hailed for its realistic graphics; unfortunately the gameplay suffered from stiff controls. You can choose Dr. Grant and try to get the dinosaur situation under control, or choose the Raptor and fight to escape from the island.\r\n','',NULL),(0,159,NULL,'Justice League Heroes: The Flash',NULL,15800,'2006-10-00','JLHFlash',1646000,11,NULL,'Released in October 2006, [i]Justice League Heroes: The Flash[/i] was released as a supplement to the game [i]Justice League Heroes[/i]. Instead of being an action rpg, [i]JLH: The Flash[/i] is a beat \'em up that starts with the Flash investigating a robot invasion in Keystone City. The game received good reviews for having colorful, well-animated sprites and unique moves such as flash speed, which simulates the Flash\'s super speed by slowing down everything else to snail speed. ','',NULL),(0,161,NULL,'Katamari Damacy',NULL,15900,'2004-09-00','KatamariDamacy',1826000,11,NULL,'Released in September 2004, [i]Katamari Damacy[/i] made history by being the first game to explore the controversial ethics and social ramifications of rolling cows up into a big ball. Short, fun, and with great music, it became a sleeper hit.','',NULL),(0,162,NULL,'Kid Icarus',NULL,16000,'1987-07-00','KidIcarus',2024000,11,NULL,'Appearing on the NES in July 1987, [i]Kid Icarus[/i] was where the little \'angel\' Pit first appeared. Armed only with a bow, he takes on Medusa\'s armies and finally Medusa herself to save the Goddess of Angel Land, Palutena. Along the way, he fights a bizarre cast of enemies, including Metroid lookalikes, flying mouths, snowmen and the infamous eggplant wizards.','',NULL),(0,163,NULL,'Kingdom Hearts II',NULL,16100,'2006-03-00','KingdomHearts2',16740000,12,NULL,'Released in March 2006, [i]Kingdom Hearts II[/i] sold a million copies within a month of its release, probably because the unholy alliance of Square and Disney was irresistible. Like most Square games, you wander through a world populated with pretty boys and end up fighting a really powerful one at the end of the game.','',NULL),(0,164,NULL,'Kirby 64: The Crystal Shards',NULL,16200,'2000-06-00','Kirby64',5439000,11,NULL,'Released in June 2000, [i]Kirby 64: The Crystal Shards[/i] is a 2Â½ dimensional, side-scrolling adventure game featuring Kirby, our little pink hero. This time around, it\'s up to Kirby to collect the seventy-four Crystal Shards and save the fairies\' home, Ripple Star.','',NULL),(0,167,NULL,'Kirby Super Star',NULL,16300,'1996-03-00','KirbySuperStar',3606000,11,NULL,'Released in March 1996, [i]Kirby Super Star[/i] is not just one game, it\'s many, and each one has the little pink puffball exploring and adventuring in new ways. From Kirby searching a cave for hidden treasure or facing off in a samurai duel, [i]Kirby Super Star[/i] has it all.','',NULL),(0,165,NULL,'Kirby & the Amazing Mirror',NULL,16400,'2004-10-00','KirbyAmazingMirror',2534000,11,NULL,'Kirby\'s original GBA adventure took its sweet time arriving in North America, touching down in October 2004 [-] 6 months after the Japanese release and 3 months after even the European release. Trouble is brewing in the mirror world, and Kirby\'s been split into four by Meta-Knight\'s sword for no adequately explained reason. Where the four Kirbys are an almost useless gimmick, the non-linear, almost labyrinthine world provides the real meat.','Timing ends when the final hit is landed on Dark Mind because the credits minigame is of no consequence.',NULL),(0,166,NULL,'Kirby\'s Dream Land',NULL,16500,'1992-08-00','KirbyDreamLand',727000,11,NULL,'Released in August 1992, [i]Kirby\'s Dream Land[/i] was the first appearance of the sucking pink creampuff that still appears in games today. Kirby was a runaway success due to its simple but satisfying nature and cutesy atmosphere. His first adventure laid the groundwork for later games, and it is notable for being one of the only games where Kirby does not absorb his enemies\' powers (where, exactly, did all those enemies go?)','',NULL),(0,328,NULL,'Legacy of Kain: Soul Reaver',NULL,16600,'2000-08-00','SoulReaver',11760000,12,NULL,'Released in August 2000, this sequel to [i]Blood Omen: Legacy of Kain[/i] takes place a millennium later. Kain has taken control of Nosgoth and has vampire followers. Raziel, evolving before his master by growing wings, is executed by being thrown into the abyss. He wakes up centuries later as a Reaver of Souls and hunts down his former vampire brethren on a quest for revenge, and to challenge his maker.','',NULL),(0,171,NULL,'Legend of Mana',NULL,16700,'2000-06-00','LegendOfMana',7091000,11,NULL,'Released in June 2000, [i]Legend of Mana[/i] is the fourth game in the Mana series (3rd in America). This time, the player assumes the role of an unnamed hero (or heroine) as they aimlessly fulfill quests for local townspeople, ultimately resulting in saving the world.','',NULL),(0,172,NULL,'Lego Star Wars: The Video Game',NULL,16800,'2005-04-00','LegoStarWars',3226000,11,NULL,'Released in April 2005, [i]Lego Star Wars[/i] is possibly the biggest surprise of the new century, a dual-license game that manages to knock one out of the park. Enjoy your favorite [i]Star Wars[/i] moments in full LEGOâ„¢ glory as you make your way through this extremely enjoyable game with both swashbuckling action and a sense of humor.','',NULL),(0,174,NULL,'Lion King, The','The Lion King',16900,'1994-12-00','LionKing',1013000,11,NULL,'Released in December 1994, [i]The Lion King[/i] proved to be a surprisingly good movie tie-in. The game features excellent stage variety and closely follows the movie plot. Simba is a dream to control, but this game is no pushover, featuring such obstacles as a ridiculously difficult monkey puzzle, a never ending chase scene, and an incredibly trying climb up a mile-high waterfall.','',NULL),(0,175,NULL,'Little Big Adventure',NULL,17000,'1994-10-00','LittleBigAdventure',4754000,11,NULL,'[i]Little Big Adventure[/i] (a.k.a. [i]Relentless: Twinsen\'s Adventure[/i]) was released in October 1994, combining a range of action, adventure and role-playing elements viewed from a comfy pseudo-3D isometric vista. The reign of terror brought upon the planet Twinsun by the tyrant, Dr Funfrock, has forced the inhabitants into a harsh dictatorship. There are legends told of the goddess Sendell, and a prophecy that one day a hero will appear and bring freedom once more. \"Meanwhile, a young quetch named Twinsen has been having strange dreams.\"','',NULL),(0,176,NULL,'Little Big Adventure 2: Twinsen\'s Odyssey',NULL,17100,'1997-05-00','LittleBigAdventure2',4889000,11,NULL,'[i]Little Big Adventure 2: Twinsen\'s Odyssey[/i], released in May 1997, expanded on its groundbreaking predecessor most notably with fully 3D environments alongside the old pseudo-3D isometric perspectives (and a far more cheerful atmosphere). With FunFrock\'s defeat by the heroic Twinsen, Twinsun is at peace; until a dispersed storm invites peculiar aliens that may have other intentions for the planet.','',NULL),(0,177,NULL,'Little Mermaid, The','The Little Mermaid',17200,'1991-07-00','LittleMermaidNES',446000,11,NULL,'Released in July 1991, [i]The Little Mermaid[/i] faithfully recreates none of the scenes and songs from the movie, which is probably a good thing, because \"Under the Sea\" is bad enough without the NES sound chip. Like the other Disney games released by Capcom, The Little Mermaid has responsive controls, easy difficulty, and simple yet fun gameplay.','',NULL),(0,178,NULL,'Little Nemo: The Dream Master',NULL,17300,'1990-09-00','LittleNemo',1627000,11,NULL,'In 1905, Winsor McCay created [i]Little Nemo in Slumberland[/i], a weekly comic strip about a boy and his dark, surreal dreams, that is now considered to have been far ahead of its time. Eighty-four years later, an animated film named [i]Little Nemo: Adventures in Slumberland[/i] was released. This was then adapted by Capcom into [i]Little Nemo: The Dream Master[/i], released in September 1990 for the NES. The result was an interesting platformer that featured diverse levels and a variety of animals for Nemo to ride.','',NULL),(0,179,NULL,'Lone Ranger, The','The Lone Ranger',17400,'1991-08-00','LoneRanger',3463000,11,NULL,'Released in August 1991, [i]The Lone Ranger[/i] features platforming, bird\'s eye view, and first person shooting segments (during which you can use the Zapper). The Lone Ranger is out to get revenge against Butch Cavendish, the man who killed his brother and father.','',NULL),(0,180,NULL,'Low G Man: The Low Gravity Man',NULL,17500,'1990-09-00','LowGMan',932000,11,NULL,'Released in September 1990, [i]Low G Man[/i] let people act out their innermost fantasy. That\'s right, a game that lets you jump really really high, without moon shoes even! As Kal, you can jump over half a screen\'s height unassisted, and with powerups, nearly two screens. After the novelty of jumping wears off, other less desirable features become apparent, such as jerky animation, awkward controls, and an unforgiving powerup system that seems to enjoy screwing you over. Note to the developers, did you really think people would enjoy the inclusion of a poison potion? Well, at least there is still the pleasure of thrusting a spear long enough to make Ron Jeremy jealous. ','',NULL),(0,182,NULL,'Lufia & the Fortress of Doom',NULL,17600,'1993-12-00','Lufia',19620000,12,NULL,'[i]Lufia & the Fortress of Doom[/i], released by Taito for the Super Nintendo in December 1993, is the first game in the popular series. The game\'s story contains the typical group of heroes out to stop the reawakened evil of 100 years past, but differentiates itself through its emphasis on interpersonal relationships. Much of this centers on the hero and his childhood friend, Lufia, who is involved in one of the biggest and most emotional spoilers in video game history.','',NULL),(0,183,NULL,'Lufia II: Rise of the Sinistrals',NULL,17700,'1996-08-00','Lufia2',12240000,12,NULL,'Released in August 1996 for the SNES, [i]Lufia II: Rise of the Sinistrals[/i] is a prequel that ends with the bittersweet intro to the first game. To this day it is known as an extremely innovative and heartfelt game that was far ahead of its time. Perhaps the most enduring features are the unusually clever dialogue, a console take on the \"roguelike\" genre in the form of an optional dungeon, and puzzles that still remain the gold standard for RPGs.','',NULL),(0,184,NULL,'Luigi\'s Mansion',NULL,17800,'2001-09-00','LuigisMansion',5633000,11,NULL,'Luigi wins a free mansion in this September/November 2001 launch title for the GameCube. But he never entered any contest, so Mario goes to investigate first. When Luigi arrives, he finds a dark mansion and only a flashlight in his hand. Soon he gets scared by ghosts and meets Professor E. Gadd who gives him the Poltergust 3000 to vacuum up the ghosts and save Mario.','100% definition: Catch all 50 boos and earn an A rank.',NULL),(0,185,NULL,'Lunar: The Silver Star',NULL,17900,'1993-12-00','LunarSilverStar',11580000,12,NULL,'Released in December 1993, [i]LUNAR: The Silver Star[/i] impressed fans with its snappy translation, incredible redbook BGM, and (slightly) animated and voiced cutscenes, now the bane of the speed runner. Alex of Burg dreams of following in his hero\'s footsteps and becoming the next Dragonmaster, the protector of the Goddess and the world. His chance comes sooner than he thinks when the monstrous Magic Emperor threatens all he holds dear... even the Goddess herself.','',NULL),(0,186,NULL,'Mafia',NULL,18000,'2002-08-00','Mafia',13260000,12,NULL,'Released in August 2002 for PC, [i]Mafia[/i] takes you back to 1930s city life. Due to some unfortunate circumstances, Tommy, a good-natured cab driver, has no other option than working for the Mafia if he wants to survive. However, he soon finds friends there, doing several jobs for his boss in the fictional city of \"Lost Heaven\".','A shortcut in Mission 6 is only possible in the original 1.0 version of the game.',NULL),(0,187,NULL,'Magic of Scheherazade, The','The Magic of Scheherazade',18100,'1990-00-00','MagicOfScheherazade',4800000,11,NULL,'[i]The Magic of Scheherazade[/i] was released in 1990 by Culture Brain. In this extremely underrated game, based loosely on the tale of Scheherazade and the 1,001 Arabian Nights, you play a time-travelling magician who Vince McMahon Power-struts his way through four sections of Arabia to rescue his sweetheart Scheherazade from the evil magician Sabaron. The game combines overhead [i]Zelda[/i]esque exploration with turn-based RPG battles, an innovation rarely seen to that point or since.','',NULL),(0,221,NULL,'Magical Quest Starring Mickey Mouse, The','The Magical Quest Starring Mickey Mouse',18200,'1992-12-00','MickeyMouseMQ',1016000,11,NULL,'[i]The Magical Quest starring Mickey Mouse[/i] is an action platformer released on the SNES in December of 1992. Using a plethora of magical costumes, Mickey sets out to rescue his dog Pluto from evil Emperor Pete.','',NULL),(0,189,NULL,'Manhunt',NULL,18300,'2003-11-00','Manhunt',6807000,11,NULL,'[i]Manhunt[/i], released in November 2003, is a controversial, violent game that revolves around James Earl Cash, a death row inmate who is sentenced to be killed but is rescued by the sadistic Lionel Starkweather. He forces Cash to participate in a snuff film, with the promise that \"this will be over before the night is out\". This game obviously received the [i]M[/i] rating and has been banned in Australia and New Zealand.','',NULL),(0,190,NULL,'Marble Madness',NULL,18400,'1989-02-00','MarbleMadness',193000,11,NULL,'[i]Marble Madness[/i] was originally released as an arcade game in 1984, and was ported to NES in February 1989. Take control of a marble in a set of six maze-like levels. Traps abound to delay your progress, ranging from other marbles, acid pools, hammers and vacuums.','',NULL),(0,197,NULL,'Mario Kart 64',NULL,18500,'1996-12-00','MarioKart64',2578000,11,NULL,'Ever since its release at Christmas 1996, [i]Mario Kart 64[/i] has been considered to be one of the best games on the Nintendo 64. With its larger variety of strange and entertaining courses and items, it offered hours of single- and multi-player fun.','[ul][li]There are 4 categories: 3-laps race, fastest lap, 3-laps race with shortcuts and fastest lap with shortcuts. A shortcut in general is doing something you\'re not supposed to, for instance jumping over a wall or getting Lakitu to drop you far ahead in the lap. Skipping the final curve in the canyon part of Yoshi Valley is not considered to be a shortcut.[li]Due to programmer laziness, the PAL version displays all the frames of the NTSC version, making the game run about 5/6th the speed, but the time is still real time. This results in an equivalent vid having a higher time in PAL. To compensate, PAL times are divided by 1.2024 based on research by [a http://www.mariokart64.com/]mariokart64.com[/a] members. ',NULL),(0,196,NULL,'Mario & Luigi: Superstar Saga',NULL,18600,'2003-11-00','MarioAndLuigi',12360000,12,NULL,'Mario\'s GBA RPG was released in November 2003 and features an exclusive player duo of Mario and Luigi. When the Princess\'s voice is stolen, Mario journeys to the Beanbean kingdom to get it back, and Luigi gets dragged along on the way. It is possible to dodge every attack in the game except for Bomb-ombs blowing up.','',NULL),(0,202,NULL,'Max Payne',NULL,18700,'2001-00-00','MaxPayne',2344000,11,NULL,'[i]Max Payne[/i] was released in 2001 and by many people it was declared game of the year. This third-person action adventure game sees Max Payne going through the underground of New York City killing all in his wake for the murder of his wife and child. The game combines the stunts of action films with \"bullet-time\" and a deep noir story that makes a person remember what a great single player gaming experience can be and is.','It is difficult to get the time of a New York Minute run even though the game is keeping track, because of the way it does it. The listed time comes by subtracting the total times at the start of one level and the next. It can also be found by subtracting the end time from 1 minute and adding up the time the game adds for each kill (8 seconds).',NULL),(0,203,NULL,'Max Payne 2: The Fall of Max Payne',NULL,18800,'2003-10-00','MaxPayne2',2985000,11,NULL,'Released in October 2003, the sequel to [i]Max Payne[/i] is set after the original game; Max has quit the DEA and returned to the NYPD. Max has to solve a case involving the Mafia, a mysterious gang of cleaners and a conspiracy of a secret society, the Inner circle. Max is not alone this time: You\'ll also play as Mona Sax, the supposedly dead hired killer with an agenda of her own.','',NULL),(0,204,NULL,'MDK2',NULL,18900,'2000-03-00','MDK2',5088000,11,NULL,'Released in March 2000, [i]MDK2[/i] features three styles of gameplay, depending on which character you\'ve picked. The gameplay ranges from typical shooting action with Max, a six-legged dog, to puzzle solving with Dr. Hawkins. The story continues from where the first game left off. Kurt, Max, and Dr. Hawkins don\'t even have time to celebrate their victory over alien invaders as a new alien menace starts to take over Earth.','',NULL),(0,226,NULL,'Mega Man: Dr. Wily\'s Revenge',NULL,19000,'1991-00-00','mm1gb',1262000,11,NULL,'Released in December 1991, [i]Mega Man: Dr. Wily\'s Revenge[/i] was the first portable Mega Man game. It consisted of a mishmash of elements from Mega Man and Mega Man 2 for NES, but only the original Mega Man (1) bosses have levels to go through. As is customary with the Game Boy Mega Mans, a new character, Enker, makes his appearance as well.','',NULL),(0,225,NULL,'Mega Man',NULL,19100,'1987-12-00','mm',1438000,11,NULL,'December 1987 saw the birth of easily one of the most expansive series of video games of all time, with at least five spinoff series at last count. The original game, the only in the original series to keep track of score, features the blue bomber going after six of Dr. Light\'s other robots turned evil by Dr. Wily.','',NULL),(0,227,NULL,'Mega Man II (NES)',NULL,19200,'1988-12-00','mm2',1839000,11,NULL,'The second game in the Mega Man series was released in December 1988. The robot masters this time around are Bubble Man, Air Man, Quick Man, Heat Man, Wood Man, Metal Man, Flash Man, and Crash Man.','',NULL),(0,229,NULL,'Mega Man III',NULL,19300,'1990-09-00','mm3',2261000,11,NULL,'The third game in the Mega Man series was released in September 1990. It introduced Proto Man and the robot dog Rush, and was the only Mega Man to bring back versions of the robot masters from the previous game.','',NULL),(0,230,NULL,'Mega Man IV',NULL,19400,'1992-01-00','mm4',2450000,11,NULL,'[i]Mega Man IV[/i], released in January of 1992, finds the Blue Bomber going up against Dr. Cossack, a mysterious scientist behind the latest attack by eight robots. Of course, it\'s really Dr. Wily again. This installment saw the first appearance of Eddie, commonly known as Flip-Top, a mostly useless source of random powerups.','',NULL),(0,231,NULL,'Mega Man V',NULL,19500,'1992-12-00','mm5',2652000,11,NULL,'[i]Mega Man V[/i], released in December of 1992, is probably the origin of all the \"Protoman is evil!\" nonsense, as the story involved Protoman supposedly taking over the world with eight robots. Of course, it\'s really Dr. Wily again. The fifth installment of the original Mega Man series is noted for its substandard music and for the introduction of Beat, a powerful robotic bird that proved itself highly useful against the final boss.','',NULL),(0,401,NULL,'Mega Man VI',NULL,19600,'1994-03-00','mm6',2303000,11,NULL,'Released in March 1994, [i]Mega Man VI[/i] was the last NES Mega Man game, and came out 2 Mega Man games too late to be the last Mega Man game with any original ideas, or any relevance. Dr. Wily is simply going through the motions this time around as all he does to disguise himself is don a pair of thick, black poser glasses and pass himself off as Mr. X (try the novelty glasses with oversized noses next time, they\'ll cover up the mustache). What\'s most notable about this game isn\'t the gameplay, it\'s the fact that two of the robot masters, Knight Man and Wind man, were designed by Nintendo Power readers, proving that lame, unoriginal robot designs aren\'t exclusive to Japan!','',NULL),(0,232,NULL,'Mega Man VII',NULL,19700,'1995-09-00','mm7',3376000,11,NULL,'Mega Man\'s only classic-series Super Nintendo game was released in September 1995 and takes place six months after [i]Mega Man VI[/i]. Dr. Wily has escaped from jail, and you must help the Blue Bomber bring him to justice again. [i]Mega Man VII[/i] frustrated many long-time fans by blowing up the sprites to ridiculous sizes and dishing out cheesy sound effects.','',NULL),(0,233,NULL,'Mega Man 8',NULL,19800,'1997-02-00','mm8',3897000,11,NULL,'Released in February 1997, [i]Mega Man 8[/i] was the first Mega Man game to appear on a 32-bit system. Unlike a lot of previous Mega Man games, Wily doesn\'t dick around and reveals himself to be the main villain early in the game. The story starts off with some nonsense concerning dark energy and a new robot named Duo, but in the end we all know Mega Man\'s true purpose is simply beating up Wily another time.','Save and load times are not counted in runs on the PlayStation version [-] this is to make times comparable with those on the Anniversary Collection.',NULL),(0,228,NULL,'Mega Man II (GB)',NULL,19150,'1991-12-00','mm2gb',1546000,11,NULL,'Released in December 1991, this is the 2nd Mega Man game for Game Boy. It follows the standard Mega Man model, but with notoriously bad music.','',NULL),(0,235,NULL,'Mega Man Legends',NULL,20000,'1997-08-00','mmLegends',2572000,11,NULL,'Released in August 1997, [i]Mega Man Legends[/i] is Mega Man\'s first adventure in a 3D environment. 3,000 years after the first Mega Man series, the world has flooded. The world\'s source of power is dependent upon \"Refractors\". Diggers explore ancient ruins in search of these refractors and various other treasures. On a dig, Barrel Casket and Roll find a baby and name him Mega Man. Now Roll and Mega Man are in search of refractors, Roll\'s parents, and the Mother Lode. While searching for the Mother Lode, Mega Man and Roll must land on the nearby Kattelox Island because of engine trouble. Mega Man ends up helping Kattelox Island against the attacks from the Bonne family and an even greater danger. ','',NULL),(0,236,NULL,'Mega Man Maverick Hunter X',NULL,20100,'2006-01-00','mmMaverickHunterX',2572000,11,NULL,'Released in January 2006 to celebrate Mega Man\'s eighteenth birthday, [i]Mega Man Maverick Hunter X[/i] is a remake of the SNES classic [i]Mega Man X[/i]. This remake stays true to the original, sans some changes to the story, 2.5D graphics, and the option to play as Boba Fett lookalike Vile.','',NULL),(0,238,NULL,'Mega Man Powered Up',NULL,20200,'2006-03-00','mmPoweredUp',1340000,11,NULL,'Released in March 2006, [i]Mega Man Powered Up[/i] is a remake of the original Mega Man game that actually offers players some good replay value with multiple characters and game modes. The game not only lets you play as Proto Man and Roll, but it also lets you play as each of the robot masters. The game retells the origins of Dr. Wily and Mega Man\'s tumultuous relationship (and yes, the story actually involves Dr. Wily from the beginning).','There are three categories (not including characters) for new style Mega Man runs: best time, best good ending time, and best hard mode time. You can switch difficulties as much as you want for the first two categories, but to qualify for the latter category you must play on hard mode throughout the whole game (obviously).',NULL),(0,237,NULL,'Mega Man: The Power Battle',NULL,20300,'1995-00-00','mmPowerBattle',308000,11,NULL,'Originally released as an arcade game in 1995, [i]Power Battle[/i] featured Mega Man characters in a fighting game-esque setting. Players can choose between Mega Man, Protoman, and Bass as playable characters. The game also features the robot masters from Mega Man 1-7. Re-released as part of [i]Mega Man Anniversary Collection[/i].','',NULL),(0,239,NULL,'Mega Man 2: The Power Fighters',NULL,20400,'1996-00-00','mmPowerFighters',636000,11,NULL,'Originally released as an arcade game in 1996, [i]Power Fighters[/i] featured the same gameplay as [i]Power Battle[/i], but with a few tweaks. A new character, Duo, is added to the lineup, and each character gets a power move. Instead of choosing which era of Mega Man robot master you fight, you pick one of three storylines: Search for Wily, Rescue Roll, and Recover the New Parts. Re-released as part of [i]Mega Man Anniversary Collection[/i].','',NULL),(0,240,NULL,'Mega Man X',NULL,20500,'1993-12-00','mmx',2049000,11,NULL,'[i]Mega Man X[/i] was released in December 1993. At the time it shocked Mega Man fans by not including Dr. Wily! The reason is that it takes place a century later than the NES Mega Man games, with \'Mega Man X\' fighting the reploids, copies of his design, who have gone maverick, and their leader, Sigma.','',NULL),(0,241,NULL,'Mega Man X2',NULL,20600,'1994-12-00','mmx2',2189000,11,NULL,'Released in December 1994, [i]Mega Man X2[/i] was the first of two games to feature the C4 chip, which was a shoddy excuse to fit in wireframe graphics. Taking place 6 months after the first game, X must collect various parts of Zero\'s body to restore his buddy while simultaneously taking down the X-Hunters. ','',NULL),(0,242,NULL,'Mega Man X3',NULL,20700,'1995-11-00','mmx3',2595000,11,NULL,'Released in November 1995, the final Mega Man game for Super Nintendo featured the first playable role of Zero. His role is minimal however, being unable to fight [[]mini]bosses except for one. The foe this time around is Doctor Doppler... infected with the Sigma virus of course.','',NULL),(0,243,NULL,'Mega Man X4',NULL,20800,'1997-11-00','mmx4',2851000,11,NULL,'Released in November 1997, this is the fourth game in a series that constantly innovates and never repeats a single concept twice, all while maintaining a consistent quality standard that no game past...well, 1997 has looked up to. This time Zero & X have separate stories, which grants the player the choice of playing a robot with the voice of a 5-year old girl or a monotone sword-wielding maiden with the fairest flaxen blonde locks in the land.','',NULL),(0,244,NULL,'Mega Man X5',NULL,20900,'2001-02-00','mmx5',612000,11,NULL,'Released in February 2001 for the PlayStation, [i]Mega Man X5[/i] features X and Zero working together to stop a space colony from crashing into Earth and spreading the Sigma Virus throughout the population. Stopping the colony isn\'t necessary, however, and thus the eight Maverick stages are optional. Unfortunately, you get interrupted way too much by Alia, who thinks you\'re so stupid that you need Gamepro-esque protips to beat the game.','',NULL),(0,245,NULL,'Mega Man X6',NULL,21000,'2001-12-00','mmx6',1753000,11,NULL,'[i]Mega Man X6[/i], released in December 2001 for the PlayStation, features X as he tries to uncover the mystery of the \"Nightmare\" while also searching for clues as to what happened to Zero in those last moments in Sigma\'s fortress (X5). Like X5, clearing all the stages isn\'t absolutely necessary, and thankfully, Alia\'s commentary is [b]optional[/b].','',NULL),(0,246,NULL,'Mega Man X7',NULL,21100,'2003-10-00','mmx7',3761000,11,NULL,'Released in October 2003, [i]Mega Man X7[/i] is considered by many people the worst game in the Mega Man X series. Probably what repulsed most people was the change from 2D to 3D. The whiny voice of the new character, Axl, didn\'t help matters either. Axl decides he\'s had enough of the Red Alert Syndicate\'s violent ways and joins the Maverick Hunters. The Syndicate\'s leader, Red, doesn\'t like this and goes nuts to get Axl back.','',NULL),(0,247,NULL,'Mega Man X8',NULL,21200,'2004-12-00','mmx8',4560000,12,NULL,'Released in December 2004, [i]Mega Man X8[/i] is the first X game to be rendered in 3D with all 2D gameplay. It continues X7\'s coop system while at the same time introducing a number of new gameplay elements like a money system.','',NULL),(0,248,NULL,'Mega Man X: Command Mission',NULL,21300,'2004-09-00','mmxCommandMission',20760000,12,NULL,'[i]Mega Man X: Command Mission[/i], released in September 2004, departs from the conventions of the Mega Man X series in favor of a more [i]Final Fantasy[/i]-like, turn-based approach to battles: there is no longer a choice about which Maverick to fight when, and lesser Mavericks are encountered randomly throughout the stages. The game also featured new characters Spider, Massimo, Marino and Cinnamon - and no Sigma!','',NULL),(0,249,NULL,'Mega Man Zero',NULL,21400,'2002-09-00','mmz',2043000,11,NULL,'Released in September 2002, [i]Mega Man Zero[/i] is the start of a new Mega Man series featuring X\'s blonde, pony-tailed pal, Zero. Zero is reawakened after a 100 year slumber by a scientist named Ciel. Zero ends up helping Ciel and her reploid resistance base fight against the forces of Neo Arcadia.','',NULL),(0,250,NULL,'Mega Man Zero 2',NULL,21500,'2003-10-00','mmz2',1911000,11,NULL,'Released in October 2003, this game takes place a year after the first [i]Mega Man Zero[/i]. After nearly dying, Zero teams up once again with Ciel\'s Resistance Base. Ciel gave command of the Resistance Base to a reploid by the name of Elpizo, who is heading Operation Righteous Strike. Will the operation succeed with the help of Zero?','',NULL),(0,215,NULL,'Metal Gear Solid',NULL,21600,'1998-09-00','mgs',6842000,11,NULL,'Released on September 30th, 1998, [i]Metal Gear Solid[/i] is known for both revitalizing the Metal Gear series and making stealth games popular. Solid Snake comes out of retirement to rescue the DARPA chief and ARMSTECH president while determining whether the terrorists have the capability to launch a nuclear strike. Little does Solid Snake know, there is much more to his mission than those two objectives....','',NULL),(0,216,NULL,'Metal Gear Solid 2: Sons of Liberty',NULL,21700,'2001-11-00','mgs2',5857000,11,NULL,'Released in November 2001, [i]Sons of Liberty[/i] is a complex espionage thriller in which Solid Snake and newcomer Raiden must rescue the President from a terrorist group known as Dead Cell, lead by Solidus Snake.','100% on the Tanker episode refers to 100% dog tags.',NULL),(0,217,NULL,'Metal Gear Solid 2: Substance',NULL,21800,'2003-03-00','mgs2Substance',4153000,11,NULL,'Released in March 2003, over a year after MGS2, [i]Substance[/i] contains everything from [i]Sons of Liberty[/i], plus: 350 VR missions, 150 Alternative Missions, 5 Snake Tales Involving Solid Snake, Casting Theatre, Boss Survival Mode and Skateboarding for Snake and Raiden.','',NULL),(0,218,NULL,'Metal Gear Solid 3: Snake Eater',NULL,21900,'2004-11-00','mgs3',5287000,11,NULL,'Released in November 2004, [i]Snake Eater[/i] is the third game in the Metal Gear Solid series. It adds some new features that simulate the difficulty of surviving in a jungle: using camouflage and face paint to blend in with the environment, hunting for food, and treating many kinds of injuries.','',NULL),(0,219,NULL,'Metal Gear Solid: The Twin Snakes',NULL,22000,'2004-03-00','mgstts',4109000,11,NULL,'Released in March 2004, this is a remake of the 1998 smash hit [i]Metal Gear Solid[/i] for PlayStation which adds new manuevers and extras from the follow-up to that game, [i]Metal Gear Solid 2: Sons of Liberty[/i]. In the tradition of Metal Gear, the game is about infiltration and sneaking through areas without being detected. Incorporating speed running into this objective has become a draw to an ever-widening number of fans.','',NULL),(0,205,NULL,'Metal Slug',NULL,22100,'1996-04-00','MetalSlug',1007000,11,NULL,'Released in April 1996, [i]Metal Slug[/i] reintroduced good old Contra-style gameplay featuring guns, explosions, deaths, more explosions, and one-hit deaths. Metal Slug games all contain a plot, but it\'s just a thin excuse to justify destroying your surroundings.','Load times aren\'t counted in Wii [i]Metal Slug Anthology[/i] runs to make times comparable between versions.',NULL),(0,206,NULL,'Metal Slug 3',NULL,22200,'2000-06-00','MetalSlug3',1999000,11,NULL,'Released in June 2000 for Neo-Geo, [i]Metal Slug 3[/i] is considered the best and hardest Metal Slug by most fans. Introducing multiple paths, interesting new slugs (an elephant that can breathe fire, anyone?), and more absurd enemies (zombies and mutant plants), Metal Slug 3 brought new additions to the Metal Slug series while still emphasizing destructive shooting coupled with explosions. Like the previous three games, the plot involves Morden doing something evil, but anyone who has played 2 or X knows the aliens are the true villains. Furthermore, 99% of people who play Metal Slug games don\'t care about the plot and care more about shooting stuff, dying a ridiculous amount of times, and swearing at this game for being really, really, hard.','Load times aren\'t counted in [i]Metal Slug Anthology[/i] runs to make times comparable between versions.',NULL),(0,207,NULL,'Metal Slug 4',NULL,22300,'2002-00-00','MetalSlug4',1083000,11,NULL,'Released in 2002, [i]Metal Slug 4[/i] is considered by many to be the worst of the Metal Slug series. Tarma and Eri were replaced by new characters Nadia and Trevor, who were not well-received. A new scoring system and a new weapon were added, but that wasn\'t enough to attract fans who were hooked on the third game. Unlike the last two Metal Slugs, number 4 is mostly mass-slaughter of soldiers and tanks, making it similar to the first game in that respect.','Load times aren\'t counted in [i]Metal Slug Anthology[/i] runs to make times comparable between versions.',NULL),(0,208,NULL,'Metal Slug 5',NULL,22400,'2003-11-00','MetalSlug5',1538000,11,NULL,'Released in November 2003, [i]Metal Slug 5[/i] tried to revive the stagnant series by replacing all of the green soldiers with generic-looking terrorists and Nazi look-alikes. Unfortunately, making the gameplay as action-packed and intense as the previous games took a backseat as the first stage demonstrates with its auto-scrolling rafting. The \'plot\' has the Metal Slug team trying to stop a random terrorist group from doing something evil, and as always you have to destroy everything in your way to stop the random terrorist group.','Load times aren\'t counted in [i]Metal Slug Anthology[/i] runs to make times comparable between versions.',NULL),(0,209,NULL,'Metal Slug X',NULL,22500,'1999-00-00','MetalSlugX',1127000,11,NULL,'Released in 1999, [i]Metal Slug X[/i] improved upon [i]Metal Slug 2[/i] in almost every way. Less slowdown, more weapons, more vehicles, and greater challenge to name a few improvements. Like the first Metal Slug, X has you shooting your way to the end, but this time you get to shoot mummies and aliens too.','Load times aren\'t counted in [i]Metal Slug Anthology[/i] runs to make times comparable between versions.',NULL),(0,210,NULL,'Metroid',NULL,22600,'1986-08-00','Metroid',1115000,11,NULL,'The game that started the [i]Metroid[/i] series was released in August 1986 and follows Samus Aran\'s first encounter with the deadly Metroids. With no internal map, this is a game you were sure to get lost in. If you manage to finish the game in a fast enough time, you learn that Samus is a woman; the game manual was lying!','',NULL),(0,121,NULL,'Metroid Fusion',NULL,22700,'2002-11-00','fusion',3000000,12,NULL,'Released in November 2002, [i]Metroid Fusion[/i] follows Samus Aran after she was nearly killed by an X-Parasite infection on SR-388, former home of the Metroids. Unlike other Metroid games, Samus has little freedom in her route taken in this game due to a computer AI CO with too much power, but there are still plenty of little tricks and decisions to be made in speed runs.','',NULL),(0,211,NULL,'Metroid II: Return of Samus',NULL,22800,'1991-11-00','Metroid2',3589000,11,NULL,'Released in November 1991, [i]Metroid II[/i] marked Samus Aran\'s only black and white adventure on the Game Boy system. After the deadliness of the Metroids is realized, she is sent to their home planet of SR388 to totally eradicate them! Soon after landing, she finds that the Metroids here are not quite the same as the ones she saw on Zebes...','For [i]Metroid II[/i], the displayed end time is ignored. Thanks to \'Bladegash\' for discovering that when the game is saved, it only keeps track of the whole minutes elapsed. As a result, if you save at 59 seconds into a minute, you\'ve just cut off 59 seconds from your end time. With this knowledge you could abuse the save points to continuously round down your time and end up with a much lower end time than you should have. As a result, times are calculated by starting from Samus\'s first appearance to \'save completed\' in each segment and adding up the results.',NULL),(0,213,NULL,'Metroid Prime',NULL,22900,'2002-11-00','MetroidPrime',3780000,12,NULL,'[i]Metroid Prime[/i] was released in November 2002 and is the first Metroid game to be 3D, in a first person perspective. Many nicely placed ledges and some glitches allow a vast amount of sequence breaking and speed running opportunities. There are several [a http://www.metroid2002.com/version_differences_version_number.php]version differences[/a] between the NA and EU (PAL) versions that make the EU version slower and more difficult for speed running. The North American [i]Player\'s Choice[/i] version is an even further butchered version: you can\'t even skip Grapple, and runs on it are not accepted.','',NULL),(0,212,NULL,'Metroid Prime 2: Echoes',NULL,23000,'2004-11-00','MetroidEchoes',5880000,12,NULL,'[i]Metroid Prime 2: Echoes[/i] was released in mid-November 2004. Samus lands on the planet Aether to investigate missing Federation troops and finds a world with a split-personality. In the dark version of the world, she takes damage just from the air and faces an evil black goo called the Ing that can possess all sorts of creatures.','',NULL),(0,214,NULL,'Metroid Prime: Hunters',NULL,23100,'2006-03-00','MetroidPrimeHunters',4835000,11,NULL,'Released in the US in March 2006, [i]Metroid Prime Hunters[/i] is at once a mediocre online multiplayer FPS and a mediocre offline single player FPS. The touch-screen look and d-pad movement controls work well, but the sum total of two unique bosses (excluding the final) does not. [i]MPH[/i] was first introduced as a demo included with the original Nintendo DS. It is also the first 3D, first person perspective shooter game on a handheld platform. Samus is sent to collect 8 octoliths in order to discover and protect the \"ultimate power\". Six new hunters are introduced in the game, all of which desire the ultimate power for their own duties or missions. Samus must avoid and conquer these hunters and protect the power from ending up in the wrong hands.','',NULL),(0,256,NULL,'Metroid Zero Mission',NULL,23200,'2004-02-00','mzm',1730000,11,NULL,'Released in February 2004, [i]Metroid Zero Mission[/i] replaces the original 1986 [i]Metroid[/i] in the Metroid universe as a \"retelling\" of that chapter in Samus\'s history. The layout and enemies are true to the classic Metroid, but then there\'s more to the game once Mother Brain is defeated!','Runs on easy are not accepted as it\'s not different enough from normal. Similar for the low% category: 10% on Hard is actually less than 9% on Normal (4 vs 5 missiles). 9% Hard is possible on the European version.',NULL),(0,402,NULL,'Mickey Mania: The Timeless Adventures of Mickey Mouse',NULL,23300,'1995-03-00','MickeyMania',1314000,11,NULL,'Released on March 30, 1995 for the SNES, celebrating Mickey\'s 65th birthday (though it was released the year afterwards), [i]Mickey Mania[/i] (a.k.a. [i]The Timeless Adventures of Mickey Mouse[/i]) is a difficult, but wonderfully made platformer that has players following Mickey Mouse through his cartoon career. Racing through stages spanning from 1928 to 1990, Mickey Mouse must rescue all of his former selves throughout history (as well as his dog Pluto from the Mad Doctor) and defeat the biggest, meanest Pete ever.','',NULL),(0,220,NULL,'Mickey Mouse: Land of Illusion',NULL,23400,'1992-00-00','MickeyMouseLoI',2184000,11,NULL,'Released in 1992, the second [i]Illusion[/i] game on the Master System puts larger emphasis on puzzles. Mickey has an expanded moveset, which still includes his beloved \"Butt Stomp\" from his first endeavor. Your goal is supposedly to recapture some crystal from an evil phantom to restore happiness, but judging from the ending makeout scene with Minnie, we all know what Mickey\'s goal really was.','',NULL),(0,280,NULL,'Mighty Morphin Power Rangers',NULL,23500,'1995-11-00','PowerRangersSNES',2027000,11,NULL,'[i]Mighty Morphin Power Rangers[/i], developed by Bandai for the SNES, was released in November of 1995 for both the US and Japan. The storyline of the game follows the series [-] Rita Repulsa wants to destroy the Power Rangers and rule the world. It\'s up to the Power Rangers to stop Rita\'s plans. You can pick one of the five color-coded rangers to play through each level. Halfway through each level, the ranger morphs into their ranger form, only to encounter one of Rita\'s minions at the end of the level. To entice fans of the show, stages 6 and 7 are fought with the Megazord.','',NULL),(0,224,NULL,'Mission: Impossible (NES)','Mission: Impossible',23600,'1990-09-00','MissionImpossibleNES',1859000,11,NULL,'Released in September of 1990, [i]Mission: Impossible[/i] teaches valuable lessons such as only kill in self-defense or a helicopter will arrest you; look both ways when crossing the street or else a car will hit you; and the best way to disable computers is to outwit them by playing a game no one has ever heard of. Your mission, if you choose to accept it, is to rescue Dr. O and his secretary from the Sinister 7 hideout, then prevent World War III from happening.','',NULL),(0,223,NULL,'Mission: Impossible',NULL,23700,'1998-07-00','MissionImpossible',4248000,11,NULL,'Released in July 1998 by Ocean, [i]Mission: Impossible[/i] attempts to create the feeling of espionage and covert action as portrayed in the movie. By most accounts it ended up being a very mediocre game, but it does have some fairly enjoyable parts. You assume the role of Ethan Hunt as he unravels a plot to steal the NOC list, secure nuclear missiles, and uncover a mole in the CIA. This message will self destruct in five seconds.','',NULL),(0,252,NULL,'Morrowind, The Elder Scrolls III','The Elder Scrolls III: Morrowind',23800,'2002-05-00','Morrowind',450000,11,NULL,'In May 2002, Bethesda released [i]The Elder Scrolls III: Morrowind[/i], the sequel to [i]Arena[/i] and [i]Daggerfall[/i]. Fresh from the Emperor\'s prison, you arrive in the port of Scyda Neen with nothing but the clothes on your back and a clean slate. It is up to you how you play out your role in Morrowind\'s history, if and how you choose to fulfill the Prophecies of the Incarnate.','',NULL),(0,253,NULL,'Mortal Kombat Mythologies: Sub-Zero',NULL,23900,'1997-10-00','MortalKombatMSZ',3032000,11,NULL,'Released in October 1997, [i]Mortal Kombat Mythologies: Sub-Zero[/i] received mostly mediocre reviews for its combination of blind jumps, unresponsive controls, and outdated digitized graphics. The story is some convoluted nonsense featuring Mortal Kombat characters from past games, but it\'s really just an excuse for Sub-Zero to freeze enemies and crush them.','',NULL),(0,254,NULL,'Mortal Kombat: Shaolin Monks',NULL,24000,'2005-09-00','MortalKombatSM',6217000,11,NULL,'Released in September 2005, [i]Mortal Kombat: Shaolin Monks[/i] is another attempt to take a good arcade fighting game and expand it to the action/adventure genre. As Liu Kang or Kung Lao, you must defeat Shao Kahn and his minions to save not only the realm of Earth but countless others.','',NULL),(0,255,NULL,'Mystical Ninja Starring Goemon',NULL,24100,'1998-03-00','MysticalNinja-Goemon',13560000,12,NULL,'Released in March 1998, in his Mystical Ninja game Goemon and his friend Ebisumaru must save the land of Japan from an alien invasion while finding strange friends and foes alike!','Time listed comes from the final save point, adding on the play time of the final segment. Future runs will be timed differently.',NULL),(0,257,NULL,'Ninja Gaiden',NULL,24200,'1989-03-00','NinjaGaiden',788000,11,NULL,'Released by Tecmo in March 1989, [i]Ninja Gaiden[/i] follows the journey of Ryu Hayabusa who sets out to avenge his father\'s death. Judging from the fantastic cut scenes, it also involves a woman with a mullet who may or may not be trying to kill him. This game set the precedent for all subsequent ninja games, in that you run around in broad daylight, kill any and all things in your path, and do no less than 30 flips every time you leave the ground. This game is known to be extremely frustrating, mainly due to the difficulty of the platforming and the unfairness of the birds.','',NULL),(0,258,NULL,'Ninja Gaiden II: The Dark Sword of Chaos',NULL,24300,'1990-05-00','NinjaGaiden2',729000,11,NULL,'The successful sequel to everyone\'s favorite cutscene-filled game was released in May 1990. It is sometimes regarded as the best game in the NES Ninja Gaiden trilogy, probably because it is the easiest Ninja Gaiden to beat. [i]Ninja Gaiden II[/i] introduced Ryu\'s ability to summon shadow ninjas.','',NULL),(0,259,NULL,'Ninja Gaiden III: The Ancient Ship of Doom',NULL,24400,'1991-08-00','NinjaGaiden3',867000,11,NULL,'The third and final part of the NES Ninja Gaiden trilogy was released in August 1991. Unlike the the first two games, the third game received mixed reviews due to cheap hits and a nonsensical plot involving clones and mutants. This time around Ryu Hayabusa must figure out why he is being framed for Irene\'s murder.','',NULL),(0,260,NULL,'Ninja Gaiden Black',NULL,24500,'2004-03-00','NinjaGaidenBlack',6068000,11,NULL,'[i]Ninja Gaiden[/i] was released for the Xbox in March 2004 after many years in development. Ryu Hayabusa of the Dragon Lineage must prevent the power of the evil Dark Dragon Blade from being used to take over the world. Excellent control coupled with a high degree of difficulty made Ninja Gaiden a critical and commercial success. [i]Black[/i], released in September 2005, is essentially a Director\'s Cut, with more difficulty settings and new skins for Ryu, his friends and his enemies.','',NULL),(0,261,NULL,'No One Lives Forever 2: A Spy in H.A.R.M.\'s Way',NULL,24600,'2002-09-00','NOLF2',5970000,11,NULL,'Released in September 2002, [i]No One Lives Forever 2[/i] followed the retro, kitschy, 1960s feel of the first game, with some gameplay tweaks tossed in for good measure. The game is most notable for receiving a \"Game of the Year\" award from Gamespy, and being a nominee in the \"Excellence in Writing\" category at the Game Developer Choice Awards.','',NULL),(0,2,NULL,'Oddworld: Abe\'s Exoddus',NULL,24700,'1998-11-00','AbesExoddus',6745000,11,NULL,'Released in November 1998, [i]Abe\'s Exoddus[/i] is a 2D side-scrolling platformer game, and the sequel to [i]Abe\'s Oddysey[/i]. It continues the story of Abe, an ex-worker of the Glukkons, charting his efforts to save his fellow Mudokons from slavery by his former masters, and also to evict them from the ancient gravesite of his people\'s ancestors. The game features more mudokons to save, more levels to explore, more enemies to kill, and the ability to take possession of your very own farts.','',NULL),(0,3,NULL,'Oddworld: Abe\'s Oddysee',NULL,24800,'1997-10-00','AbesOddysee',3402000,11,NULL,'[i]Abe\'s Oddysee[/i], released in October 1997, combines great graphics with puzzle solving and action-adventure. The player follows Abe\'s quest to escape from rupture farms and eventually returns to save his fellow Mudokon workers in this original platform game.','',NULL),(0,263,NULL,'ÅŒkami',NULL,24900,'2006-09-00','Okami',33561000,11,NULL,'Released in September 2006, [i]ÅŒkami[/i] received universal acclaim for its presentation, which was based on brush painting and woodcuts, traditional Japanese music, and Japanese folktales and mythology. ÅŒkami Amaterasu is the reincarnation of the sun goddess in the form of a white wolf. Traveling with the inch-tall \"wandering artist\" Issun, she journeys across classical Nippon to restore nature and defeat the forces of darkness.','',NULL),(0,266,NULL,'Out of this World',NULL,25000,'1992-12-00','OutOfThisWorld',1040000,11,NULL,'[i]Out of this World[/i] (a.k.a. [i]Another World[/i]) is a unique game released in November 1992 for Super Nintendo and other platforms around the same time. The game was developed almost entirely by one person: Eric Chahi. Take the role of the physics professor Lester Knight Chaykin, who accidentally transported himself to another planet. Make friends with an alien slave, face death at any moment, and try to figure out the confusing ending.','',NULL),(0,267,NULL,'Pac-Man 2: The New Adventures',NULL,25100,'1994-04-00','PacMan2NewAdventures',1923000,11,NULL,'Released in April 1994, Namco created the first Pac-Man game where the main objective wasn\'t eating a bunch of dots. Pac-Man sets out to foil the evil Ghost Witch of Netor\'s plans to terrorize the city with her ABC Gum monster. Along the way Pac-Man must undergo other tasks such as getting Pac-Baby milk, picking flowers for Lucy\'s birthday gift, and helping Junior get his guitar back from the evil ghosts Blinky, Pinky, Inky, and Clyde.','',NULL),(0,268,NULL,'Paper Mario',NULL,25200,'2001-02-00','PaperMario',18240000,12,NULL,'A second Mario universe was born in February 2001, one where all characters are as thin as paper. In this parallel universe, things seem the same for Mario... the Princess is kidnapped as usual, but not just her [-] Bowser steals her entire castle up into the sky! Thankfully, since Mario is made of paper, falling miles back to the ground doesn\'t hurt him.','',NULL),(0,269,NULL,'Paper Mario: The Thousand-Year Door',NULL,25300,'2004-10-00','PaperMarioTTYD',25860000,12,NULL,'The sequel to [i]Paper Mario[/i] was released in October 2004. Mario journeys to Rogueport after Peach writes him a letter and includes a treasure map she bought. When Mario arrives, Peach is nowhere to be found. Mario soon makes friends and learns about the ancient town buried under Rougeport, and the crystal stars required to open the mysterious 1,000-year-old door.','Runs are timed manually since you could theoretically do a Single-segment run that never reveals the game\'s timer. It\'s accurate though, so the listed time is probably the game\'s timer if you save after the credits, minus two minutes for the opening and 12 minutes for the ending.',NULL),(0,270,NULL,'Phantasy Star',NULL,25400,'1988-00-00','PhantasyStar',20400000,12,NULL,'Initially released in 1988 for the Sega Master System, [i]Phantasy Star[/i] was re-released for GBA as part of [i]Phantasy Star Collection[/i] in November 2002. When a man called Lassic calls forth a dark power which gives him immortality to take over the Algol system, he releases an evil called Dark Force which is destined to return every 1,000 years.','',NULL),(0,285,NULL,'Phantasy Star Online',NULL,25500,'2001-01-00','pso',7380000,12,NULL,'Released in January 2001, [i]Phantasy Star Online[/i] was the first online RPG on the Dreamcast. The Pioneer Project was a plan created out of desperation to save the people from their dying planet. Upon arrival of the second ship, Pioneer 2, a mysterious explosion takes place upon the surface at the Central Dome. All contact with the people of Pioneer 1 is lost. The mission is to figure out what happened, and find the principal\'s daughter, Red Ring Rico. In October of 2002, a revision for GameCube and Xbox was released under the name [i]Phantasy Star Online Episode I & II[/i]. The revision introduced Episode II and fixed some bugs and balance issues affecting older versions of Episode I for the Dreamcast. Unfortunately, these fixes didn\'t stop people from cheating online.','[ul][li]Only the three main classes are considered separate categories, as the differences between the sub-classes are not significant enough to warrant them.[li]The Dreamcast version is a separate category from the Gamecube and Xbox version because the pass through locked doors glitch was removed from the Gamecube and Xbox versions. However, Xbox and Gamecube versions are categorized together because there are no significant differences between these two versions.[/ul]',NULL),(0,286,NULL,'Phantasy Star Online 3',NULL,25600,'2004-03-00','pso3',12720000,12,NULL,'Released in March 2004, [i]PSO3[/i] takes place on Ragol, a planet filled with mystery. The Pioneer Project was a plan created out of desperation to save the people of planet Coral. However, upon arrival of Pioneer 2 [-] the second ship [-] a mysterious explosion took place upon the surface. Now, 21 years after the events surrounding the mysterious explosion of the Central Dome, a new generation has come to decide the future of the planet. Controlling either weapons or monsters you fight to find the truth behind the Pioneer Project. ','',NULL),(0,271,NULL,'Pikmin',NULL,25700,'2001-12-00','Pikmin',0,11,NULL,'Released in December 2001, [i]Pikmin[/i] is a unique real-time strategy type of game. Captain Olimar, no bigger than a coin, has crash landed on a planet and in a month will die from oxygen poisoning. He finds strange creatures who grow in the ground and names them Pikmin, then calls upon them to help reassemble his broken space ship. ','The fastest completion possible in [i]Pikmin[/i] is 9 days. The minimum possible Pikmin needed to completed the game is 50. Amazingly the game can be still be finished in 9 days with only 50 Pikmin.',NULL),(0,272,NULL,'Pikmin 2',NULL,25800,'2004-08-00','Pikmin2',19260000,12,NULL,'Released in August 2004, [i]Pikmin 2[/i] takes place right after Captain Olimar returns home from his adventure in [i]Pikmin[/i]. His employer, Hocotate Freight, is in financial ruin and a small trinket that Olimar has brought back is worth a lot of pokos! The president quickly sends Olimar back to the Pikmin planet along with his co-worker, Louie.','',NULL),(0,273,NULL,'Pitfall II: Lost Caverns',NULL,25900,'1984-00-00','Pitfall2',302000,11,NULL,'Released in 1984, [i]Pitfall 2: Lost Caverns[/i] broke new ground by being one of the first games to feature an in-game soundtrack and a vertically scrolling screen. It helped to define the platforming genre with a huge game world not thought possible for the aging 2600. [i]Pitfall 2[/i] also added infinite lives (dying sent you back to a checkpoint but cost you points), something real men did not need, but was probably added for the girly men in the gaming world.','Difficulty A and difficulty B are not separate categories because there are no noticeable differences between the difficulties.',NULL),(0,274,NULL,'Pitfall: The Mayan Adventure',NULL,26000,'1994-00-00','PitfallMayanAdventure',1092000,11,NULL,'In 1994, [i]Pitfall: The Mayan Adventure[/i] was released for almost every console known to man at the time, including Jaguar! Pitfall Harry Jr., son of the original Pitfall Harry from the Atari 2600 game, sets out to rescue his dad from WARRIOR SPIRIT (game developers always have to be the literary type).','',NULL),(0,276,NULL,'PokÃ©mon Red/Blue',NULL,26100,'1997-12-00','PokemonRedBlue',5160000,12,NULL,'[i]PokÃ©mon Red[/i] and [i]Blue[/i], simultaneously released in December 1997, follow the story of a young PokÃ©mon trainer. He wishes to become a PokÃ©mon master before his rival and also tries to put an end to the dastardly deeds of Team Rocket. The differences between the two games, which launched the PokÃ©mon craze, are minimal [-] each version differs in its selection of rare and uncatchable PokÃ©mon.','Glitches that separate a glitched run from a non-glitched run are as follows.[ul][li]walking through walls;[li]Cinnabar beach/Missingno. glitch;[li]Pewter Gym skip;[li]trainer-fly/Mew glitch; and[li]save abuse glitches.[/ul]',NULL),(0,277,NULL,'PokÃ©mon Yellow',NULL,26200,'1999-10-00','PokemonYellow',8880000,12,NULL,'Released in October 1999, [i]PokÃ©mon Yellow Version[/i] takes a few ideas from the Japanese cartoon and incorporates them into this variant of the [i]Red[/i] and [i]Blue[/i] games. It features new graphics, new Trainers, and a noisy yellow rodent that gets a moveset unique to this version.','',NULL),(0,275,NULL,'PokÃ©mon Gold/Silver',NULL,26300,'2000-10-00','PokemonGoldSilver',15300000,12,NULL,'[i]PokÃ©mon Gold and Silver[/i] form the second generation of Nintendo\'s hit franchise, released in October 2000 for Game Boy. As with the previous set of games, you play the role of a fledgling trainer who sets out on a quest to become Pokemon League Champion and ends up undermining a dubious plot to take over the world by the organization known as Team Rocket.','',NULL),(0,403,NULL,'Portal',NULL,26400,'2007-10-00','Portal',938000,11,NULL,'Released on October 9, 2007, as part of the critically acclaimed [i]Orange Box[/i], [i]Portal[/i] is a single-player first-person action/puzzle game developed by Valve. Despite lasting only a couple of hours, reviewers never panned [i]Portal[/i] for its short length; most simply said it was just the right length for what it was. Players use the portal gun to create portals and manipulate objects so they can delight in a delicious pastry for their hard-earned effort.','',NULL),(0,278,NULL,'PostalÂ²',NULL,26500,'2003-04-00','Postal2',2986000,11,NULL,'Released in April 2003, [i]PostalÂ²[/i] was known for its one-note offensive humor. The game received poor reviews as most reviewers wrote off the game as a poor joke. You play as \"The Postal Dude\", who is merely trying to survive until the end of the week.','',NULL),(0,279,NULL,'PostalÂ²: Apocalypse Weekend',NULL,26600,'2005-05-00','Postal2AW',3523000,11,NULL,'Released in May 2005, [i]PostalÂ²: Apocalypse Weekend[/i] chronicles the Postal Dude\'s trying to survive the weekend. Like most add-ons, [i]Apocalypse Weekend[/i] features new weapons and enemies, and has greater amounts of violence and blood.','',NULL),(0,281,NULL,'Predator 2',NULL,26700,'1992-00-00','Predator2',699000,11,NULL,'Released for the Sega Genesis in 1992, [i]Predator 2[/i] is a top-down shooter in which you control a pixelated version of Danny Glover. Unfortunately, [i]Predator 2[/i] would not be spared the fate of most movie tie-in games and would depend on its license, rather than its gameplay, to sell.','',NULL),(0,282,NULL,'Prince of Persia: The Sands of Time',NULL,26800,'2003-11-00','PrinceOfPersiaSoT',7563000,11,NULL,'Released in November 2003, this prequel to the Prince of Persia series developed by Ubi Soft sees a young prince battling through the Sultan\'s castle to undo a catastrophe that he unwittingly caused. The prince uses acrobatic skills and time controlling abilities to navigate the trap-filled castle and undo the sands of time.','',NULL),(0,283,NULL,'Prince of Persia: The Two Thrones',NULL,26900,'2005-12-00','PrinceOfPersiaTTT',9487000,11,NULL,'Released in December 2005, [i]Prince of Persia: The Two Thrones[/i] is the final game in the Sands of Time trilogy. On a cue from its fans, Ubisoft brought back Yuri Lowenthal, the actor who voiced the Prince in the first game, and they didn\'t try to make the hero completely dark and foreboding this time. The game starts off where Warrior Within ends; the Prince returns with Kaileena to his home city of Babylon, only to realize his previous actions were not exactly for the greater good ...','',NULL),(0,284,NULL,'Prince of Persia: Warrior Within',NULL,27000,'2004-11-00','PrinceOfPersiaWW',11940000,12,NULL,'Released in November 2004, [i]Prince of Persia: Warrior Within[/i] is the sequel to [i]Prince of Persia: The Sands of Time[/i]. The Guardian of time is now trying to kill you to correct the timeline you created. You embark on a quest to try to change your fate by travelling to the Island of Time and killing the Empress of Time. ','100% requires the life upgrades and water sword, resulting in the good ending.',NULL),(0,287,NULL,'Quackshot',NULL,27100,'1991-00-00','Quackshot',1920000,11,NULL,'Released in 1991, [i]Quackshot[/i] features Donald Duck in a treasure hunt adventure. One day, Donald discovers a map leading to King Garuzia\'s Great Duck Treasure. Stricken with dreams of being rich, Donald is determined to find the Great Duck Treasure, but will Big Bad Pete and his gang let him?','',NULL),(0,288,NULL,'Quake 4',NULL,27200,'2005-10-00','Quake4',6366000,11,NULL,'Released in October 2005, [i]Quake 4[/i] picks up where [i]Quake 2[/i] left off. It\'s another orgy of graphics and violence, as expected from id and their partners. Some new elements such as vehicles and squad fighting are added, along with some new weapons. You play as Matthew Kane, a member of the elite unit Rhino Squad. The human forces are making their final assault on Stroggos, home planet of the evil Strogg race. As Rhino Squad is being transferred to Stroggos by a dropship, the ship is hit by a missile and crash lands in the middle of a battle zone. Armed with a headache and a blaster Kane begins his long journey to conquer Stroggos.','Time stops after the end of each fade to black at the end of a level and resumes after the loading screen disappears. Half a second is added per save.',NULL),(0,289,NULL,'Quest 64',NULL,27300,'1998-06-00','Quest64',10072000,11,NULL,'Released in June 1998, [i]Quest 64[/i] was the first RPG on the N64. Hopes were high after promising previews showed a unique battle system, inspired monsters, and sprawling towns. In the end, [i]Quest[/i] turned out to be a mediocre title due to the developers rushing it to market for fear of [i]Zelda[/i]. Brian, a magician\'s apprentice, sets out to find his father, recover the legendary Eletale book, and banish the evil known as Mammon from the world of Celtland.','',NULL),(0,290,NULL,'Ratchet & Clank: Up Your Arsenal',NULL,27400,'2004-11-00','RatchetAndClank3',8558000,11,NULL,'[i]Ratchet and Clank: Up Your Arsenal[/i] was released in November 2004. It was the third game in the series and brings bigger weapons, much more varied gameplay and the most noticeable feature [-] online multiplayer. This time around, Ratchet and Clank must stop Dr. Nefarious from turning everyone in the galaxy into robots.','',NULL),(0,292,NULL,'Red Faction',NULL,27500,'2001-09-00','RedFaction',3715000,11,NULL,'Released in September 2001, [i]Red Faction[/i] was called revolutionary because of its Geo-Mod technology, which introduced deformable terrain into the first person shooter genre. The story starts when miners on Mars rebel against their employer, the Ultor corporation. You play the part of Parker, a miner who has to fight for his life to regain his freedom and his ticket back to Earth.','',NULL),(0,293,NULL,'Red Star, The',NULL,27600,'2007-04-00','RedStar',5846000,11,NULL,'Released on April 20th, 2007 after nearly three years\' delay, [i]The Red Star[/i] is part beat \'em up, part shmup and part Communist propaganda poster. Based on the graphic novel of the same name, [i]The Red Star[/i] follows Makita, Kyuzo and Maya as they shoot people and blow up things with vaguely Russian-named Gradius and Ikaruga references for no well-explained reason.','',NULL),(0,295,NULL,'Ren & Stimpy: Stimpy\'s Invention',NULL,27700,'1993-00-00','RenAndStimpy',542000,11,NULL,'Released in 1993, [i]Stimpy\'s Invention[/i] features creative teamwork between Ren and Stimpy, such as forcing Stimpy to cough up a hairball or throwing Ren like a boomerang. It turns out Stimpy\'s new invention, the Mutate-o-matic, has exploded. Ren and Stimpy set out to recover the parts.','',NULL),(0,297,NULL,'Resident Evil',NULL,27800,'1996-00-00','ResidentEvil',3484000,11,NULL,'Released in 1996, this game launched the Resident Evil series, including many ports and remakes of the various games. The [i]Director\'s Cut[/i] version adds an \'Arrange\' mode with some items in difference places from the original game. You play as either Chris Redfield or Jill Valentine of the S.T.A.R.S. Alpha team, sent to find the S.T.A.R.S. Bravo team who lost contact during a murder investigation.','',NULL),(0,294,NULL,'Resident Evil (GCN)','Resident Evil',27900,'2002-04-00','REmake',5383000,11,NULL,'Released in April 2002, this remake of the 1996 [i]Resident Evil[/i] adds and changes many things from the original. You play as either Chris Redfield or Jill Valentine of the S.T.A.R.S. Alpha team, sent to find the S.T.A.R.S. Bravo team who lost contact during a murder investigation.','Invisible mode isn\'t counted as a separate category.',NULL),(0,298,NULL,'Resident Evil 0',NULL,28000,'2002-11-00','ResidentEvil0',6340000,11,NULL,'[i]Resident Evil 0[/i], prequel to the first Resident Evil game, was released in November 2002. It follows Rebecca Chambers of the S.T.A.R.S. Bravo team and chronicles how she got to the mansion seen in the first game. She teams up with wanted felon Billy Coen on an out-of-control train and they end up in Umbrella\'s old training facility.','',NULL),(0,299,NULL,'Resident Evil 2',NULL,28100,'1998-01-00','ResidentEvil2',4373000,11,NULL,'First released in January, 1998, this game also takes place in Raccoon City, but a few months later than the original. This time, you play as either rookie police officer Leon S. Kennedy or as Claire Redfield (Chris\'s sister), as you try to escape the city. Umbrella has come up with a new, more powerful form of the T-Virus this time, which they call the G-Virus. [i]Resident Evil 2[/i] has been released on many platforms, including Nintendo 64, GameCube and Dreamcast.','',NULL),(0,300,NULL,'Resident Evil 3: Nemesis',NULL,28200,'1999-11-00','ResidentEvil3',4842000,11,NULL,'Released in November of 1999, [i]Resident Evil 3[/i] takes place before and after the events of [i]Resident Evil 2[/i]. Jill Valentine, former S.T.A.R.S. member, must find a way to escape Raccoon City before she is overcome by the seemingly infinite amount of T-Virus creations [-] all the while being hunted by an abomination known as the \"Nemesis.\" [i]Resident Evil 3: Nemesis[/i] has been released on multiple platforms including Dreamcast, PC, and GameCube.','',NULL),(0,301,NULL,'Resident Evil 4',NULL,28300,'2005-01-00','ResidentEvil4',7584000,11,NULL,'Released in January 2005, [i]Resident Evil 4[/i] follows Leon Kennedy, now a U.S. Agent, on his quest to find the President\'s kidnapped daughter. His path leads him to a mysterious town in Europe where he is suddenly attacked by the locals who seem to have gone insane. Leon must survive long enough to rescue Ashley and solve the mystery behind the villagers\' madness. The game was re-released for PlayStation 2 in October 2005, and for Wii in June 2007.','',NULL),(0,291,NULL,'Resident Evil: Dead Aim',NULL,28400,'2003-06-00','REDeadAim',1423000,11,NULL,'Released in June of 2003, [i]Resident Evil: Dead Aim[/i] is the fourth installment of the popular Japanese [i]Resident Evil Survivor[/i] franchise, but only the second of the series to make it to the USA. The game plays like a traditional Resident Evil game in third person, however, combat requires you to enter a first person perspective, allowing you to use either a controller or a Guncon to battle enemies. This time around a cruise ship has been overrun with zombies and it\'s up to Bruce McGivern to figure out what Umbrella is up to now.','',NULL),(0,302,NULL,'Resident Evil: Survivor',NULL,28500,'2000-08-00','ResidentEvilSurvivor',2522000,11,NULL,'Released in August of 2000, [i]Resident Evil Survivor[/i] trades off its unique \"fixed camera\" controls for that of a FPS. Ark Thompson, an amnesia induced agent, must escape the Umbrella controlled island he was sent to investigate after being discovered and having his first escape attempt thwarted.','',NULL),(0,303,NULL,'Revenge of Shinobi',NULL,28600,'1989-00-00','RevengeOfShinobi',909000,11,NULL,'Released in 1989, during the Genesis\'s first year, [i]Revenge of Shinobi[/i] deviates from the first Shinobi by giving you a life bar and not forcing you to collect hostages. The crime syndicate Neo Zeed has murdered Joe Musashi\'s master and kidnapped his bride, Naoko. Joe sets out to rescue Naoko from the clutches of movie and comic book knockoffs.','',NULL),(0,67,NULL,'Road Runner\'s Death Valley Rally',NULL,28700,'1992-11-00','DeathValleyRally',1551000,11,NULL,'Released in November 1992, this game is based on the classic cartoon starring Wile E. Coyote (Hungarius Uncontrolibus) and his ideal meal, the Road Runner (Speedomitrus Maximus). The Road Runner runs through the Nevada Desert to avoid the Coyote\'s many crazy gadgets and eventually journeys into space. It\'s not over until the Fat Lady sings.','',NULL),(0,305,NULL,'Rogue Squadron III: Rebel Strike, Star Wars','Star Wars Rogue Squadron III: Rebel Strike',28800,'2003-11-00','RS3-RebelStrike',1683000,11,NULL,'[i]Rebel Strike[/i], the third installment in the [i]Rogue Squadron[/i] series, was released in November 2003. While it did not become as popular as the first two games, it still based many missions around the classic movie trilogy and the second installment with Co-op mode.','',NULL),(0,306,NULL,'Rune',NULL,28900,'2000-11-00','Rune',5769000,11,NULL,'Released on November 18, 2000, [i]Rune[/i] used an enhanced version of the Unreal engine that included a skeletal animation system and a new particle effects system. Unlike many games using the Unreal engine, the weapons in [i]Rune[/i] are a medieval assortment. Knives, swords, maces, and axes are some of the weapons that can be collected along the way. You play as Ragnar, who is initiated into the Odinsblade, a cabal of viking warriors. Their oath is to defend the Runestones [-] Odin\'s magical creations that bind the trickster god, Loki. Loki must be prevented from unleashing Ragnarok [-] according to Norse mythology, the end of the world.','',NULL),(0,307,NULL,'Rush \'n Attack',NULL,29000,'1987-04-00','RushnAttack',593000,11,NULL,'Released in April 1987, one of the poorest communism-related puns was ported from the arcade with the inclusion of a 2-player simultaneous mode. Your mission is to destroy a top secret weapon the enemy holds (no prizes for guessing who the enemy is supposed to be). To accomplish this you shuffle slowly to the right while color-coded enemies casually jog (or jump kick) at a slightly faster pace.','',NULL),(0,308,NULL,'Rygar',NULL,29100,'1987-07-00','Rygar',1830000,11,NULL,'Released in July 1987, [i]Rygar[/i] is the story of a warrior from Argus named Rygar, who has been brought back from the dead to defeat the evil Ligar, open the Door of Peace, and restore tranquility to Argool. The game was one of the first to bring RPG elements into a more action-oriented game, but is now probably best known for its awful translation and frisbee-like main weapon (which is actually a shield).','',NULL),(0,309,NULL,'Secret of Mana',NULL,29200,'1993-10-00','SecretOfMana',18900000,12,NULL,'Released in October 1993, [i]Secret of Mana[/i] sets three teenagers on a quest to save the world. At some point in the past, a civilization used a force known as Mana to become powerful. This Mana was used to construct the ultimate weapon: the Mana Fortress. The Fortress was eventually destroyed by complicated events surrounding a war with the gods, giving rise to an era of peace. But time flows like a river... and history repeats... The evil Empire, led by Thanatos, is set on reactivating the mana fortress. The unsuspecting hero and his companions must find a way to stop this, before it\'s too late.','',NULL),(0,310,NULL,'Serious Sam: The First Encounter',NULL,29300,'2001-03-00','SeriousSamFE',2955000,11,NULL,'Released in March 2001, [i]Serious Sam[/i] marks the FPS debut of Croatian developer Croteam. Featuring an original 3D engine that can render large numbers of creatures on screen at the same time, as well as enormous indoor and outdoor environments, [i]The First Encounter[/i] is the first game to feature Sam \"Serious\" Stone, who is mankind\'s last hope against the forces of Tah-Um (Notorious Mental). He has been sent back to the times of ancient Egypt using humanity\'s trump card [-] Timelock, a remnant of an extinct civilization from Sirius. Serious Sam brings back the glory days of furious shoot-em-up action and paper-thin storylines, while throwing in a bit of crazy humor!','',NULL),(0,311,NULL,'Serious Sam: The Second Encounter',NULL,29400,'2002-02-00','SeriousSamSE',3811000,11,NULL,'Released in February 2002, less than a year after the original game, [i]Serious Sam: The Second Encounter[/i] marks the return of Sam \"Serious\" Stone, who was last seen aboard a space ship set for a course that will lead him straight to his arch-nemesis, Mental. However, his ship is shot down over South America, and now Sam embarks on a journey through Mesoamerica, ancient Babylon, and finally medieval Eastern Europe in search of a new ship. [i]The Second Encounter[/i] features several new weapons, enemies, powerups, and enhancements to the Serious Engine, but is still the same mindless shoot-em-up action and wacky fun at the core.','',NULL),(0,312,NULL,'Shadow Man',NULL,29500,'1999-07-00','ShadowMan',11640000,12,NULL,'Released in July 1999 and based on the comic strip, [i]Shadow Man[/i] is the bearer of the Mask of Shadows, which grants immortality, the power to freely walk between the land of the living and the dead, and the ability to harvest souls. The current Shadow is Michael Leroi, who was living the good life until his entire family was killed due to his greed and bad luck [-] which led to his becoming a slave to a 400-year old sorceress who needs his sexual energy to stay young. As if all this wasn\'t enough, an ancient evil named Legion has returned and plans to conquer and cleanse the mortal realm using an army of the undead. Naturally, it\'s your job to stop it.','',NULL),(0,313,NULL,'Shadow of the Colossus',NULL,29600,'2005-10-00','ShadowOfTheColossus',5670000,11,NULL,'[i]Shadow of the Colossus[/i], both a spiritual successor and distant prequel to 2001\'s [i]ICO[/i], was released in October 2005 to widespread critical and commercial acclaim. One of the main draws was that director Fumito Ueda eschewed including any minor enemies. Wander, along with his horse Agro, has journeyed to a desolate, forbidden land in hopes of reviving a girl who was sacrificed for having a cursed fate. An ancient power named Dormin instructs Wander to defeat the sixteen colossi, but warns him that \"the price you pay may be heavy indeed.\"','',NULL),(0,404,NULL,'Shadow of the Ninja',NULL,29700,'1991-01-00','ShadowOfTheNinja',757000,11,NULL,'In January 1991, game-development company Natsume realized there could never be too many ninjas in the video-game world and released [i]Shadow of the Ninja[/i]. The game\'s breathtaking introductory scenes reveal that evil Emperor Garuda rules the United States with an iron fist. As a ninja vehemently opposed to tyranny, you must progress through several side-scrolling, action-packed stages to defeat Emperor Garuda and overthrow his malevolent dictatorship. Ask a friend to join you for some simultaneous two-player action; he won\'t refuse when you tell him the game allows you to do all of the exciting things ninjas do: jump, slash, throw shurikens, and yell \"Ya!\" a lot. ','',NULL),(0,315,NULL,'Shinobi',NULL,29800,'2002-11-00','ShinobiPS2',2309000,11,NULL,'Released in November 2002, [i]Shinobi[/i] is an homage to 2D action games with its responsive controls and unforgiving gameplay. The game was so unforgiving that reviewers complained about the difficulty and gave the game mediocre scores. As Hotsuma, you wield the soul-stealing cursed sword, Akujiki, in an attempt to stop Hiruko from taking over the world.','',NULL),(0,314,NULL,'Shinobi III: Return of the Ninja Master',NULL,29900,'1993-07-00','Shinobi3',1740000,11,NULL,'Released in July 1993, this game is a pretty big step up from [i]Revenge of Shinobi[/i] both graphically and gameplay-wise. Joe Musashi has some new moves in his arsenal, such as running and wall jumping, which he can use to stop Zeed for good.','',NULL),(0,316,NULL,'Silent Hill',NULL,30000,'1999-01-00','SilentHill',2129000,11,NULL,'Released in January 1999, [i]Silent Hill[/i] follows Harry Mason on the search for his daughter Cheryl after a car accident separates them on the outskirts of the resort town of Silent Hill. The only thing that stands between Harry and his daughter is the town itself; its inhabitants are mysteriously missing, replaced with wandering, inhuman beasts. He quickly discovers a rift seems to have opened between Silent Hill and Hell itself, and the only way to save Cheryl is to find a way to survive.','',NULL),(0,317,NULL,'Silent Hill 2',NULL,30100,'2001-09-00','SilentHill2',2737000,11,NULL,'Released in September 2001, [i]Silent Hill 2[/i] introduces the player to the tortured existence of protagonist James Sunderland. James receives a letter from his dead wife calling him to Silent Hill where she supposedly is waiting for him. James embarks on a journey into the dark mist-shrouded streets, trying to find out what has really happened to his wife. Did Mary really die at the hospital three years ago?','The console and PC versions are separate categories due to differences (such as how the inventory works).',NULL),(0,318,NULL,'Silent Hill 3',NULL,30200,'2003-08-00','SilentHill3',2749000,11,NULL,'Released in August 2003, [i]Silent Hill 3[/i] features a female protagonist named Heather. Unlike many female characters, the emphasis isn\'t on Heather\'s body. One day while at the mall, Heather is approached by a detective, Douglas Cartland. Heather manages to escape from Cartland, but finds herself in a macabre, decrepit landscape in which she finds a forgotten secret.','',NULL),(0,319,NULL,'Sly Cooper and the Thievius Raccoonus',NULL,30300,'2002-09-00','SlyCooper',10500000,12,NULL,'Released in September 2002, [i]Sly Cooper and the Thievius Raccoonus[/i] is a smoothly animated, cel shaded game styled in the vein of a Saturday morning cartoon. Like most Saturday morning cartoons, the characters in Sly Cooper are gross caricatures such as the neurotic, always-worrying Bently and the hotheaded, stubborn Carmelita Fox. As Sly Cooper you attempt to steal back the Thievius Raccoonus from the Clockwerk Gang, an evil gang that stole the Thevius Raccoonus from the Cooper family when Sly was a kid.','',NULL),(0,320,NULL,'Soldier of Fortune 2: Double Helix',NULL,30400,'2002-05-00','SoldierOfFortune2',6084000,11,NULL,'Released in May of 2002, the sequel to everyone\'s favorite nutshot simulator is back, now with enemies who can shoot through walls and point blank headshots that miss for no good reason. Like its predecessor, [i]Soldier of Fortune 2[/i] has unrealistic but highly entertaining ragdoll physics. The game was inspired by tactical shooters such as [i]Counter Strike[/i] and [i]Rainbow Six[/i].','',NULL),(0,321,NULL,'Solstice',NULL,30500,'1990-06-00','Solstice',383000,11,NULL,'[i]Solstice[/i] is a June 1990 NES adventure game where you explore a gigantic castle, tackling the enemies, obstacles, and puzzles in each room. The game\'s isometric platforming didn\'t help matters, but the rockin\' soundtrack certainly did. The goal? Rescuing a kidnapped princess, of course.','',NULL),(0,322,NULL,'Sonic the Hedgehog',NULL,30600,'1991-06-00','Sonic1',1072000,11,NULL,'Released in June 1991, [i]Sonic the Hedgehog[/i] changed the entire video game industry almost overnight. Sega\'s cool new mascot character gave the 16-bit Genesis the perceived superiority it needed to steal market share away from Nintendo\'s 8-bit NES. Sonic 1 and its sequels on the Genesis represent elegant, minimalist combinations of speed and platforming that stand unmatched to this day.','',NULL),(0,323,NULL,'Sonic the Hedgehog 2',NULL,30700,'1992-11-00','Sonic2',1092000,11,NULL,'Released in the United States on 24 November 1992 (\"Sonic Twosday\") and in Japan the next day, [i]Sonic the Hedgehog 2[/i] helped the Genesis/Mega Drive devour more of Nintendo\'s console market share. This time around, Sonic was joined by Tails, who only made himself useful as the second player character in the new 2 Player Versus mode.','',NULL),(0,324,NULL,'Sonic the Hedgehog 3 & Knuckles',NULL,30800,'1994-10-00','Sonic3Knuckles',2215000,11,NULL,'[i]Sonic 3 & Knuckles[/i] was released in 1994 as two separate game cartridges: [i]Sonic 3[/i] came in February and represents the first half of the game, while [i]Sonic & Knuckles[/i], representing the second half, arrived in October. New types of Shields, twice the number of Chaos Emeralds to collect and a new playable character, Knuckles, with his own special routes through the game distinguish [i]Sonic 3 & Knuckles[/i] from its predecessors.','Runs on standalone Sonic 3 or Sonic & Knuckles are not allowed. Runs must be performed on the full game.',NULL),(0,325,NULL,'Sonic Advance',NULL,30900,'2002-02-00','SonicAdvance',978000,11,NULL,'Released in February 2002 as the first Sonic game on GBA, [i]Sonic Advance[/i] allows you to play with four characters of different abilities. Dr. Eggman is of course up to his no good tricks once more and it\'s down to Sonic and friends to stop him! The game is often criticized as being \"too slow\".','',NULL),(0,326,NULL,'Sonic Adventure [DX]',NULL,31000,'1999-09-00','SonicAdventure',5067000,11,NULL,'Launching the Dreamcast on 9/9/99, [i]Sonic Adventure[/i] is Sonic and friends\' first truly 3D game. Play as one of six characters as you try to stop \'Chaos\' from recollecting the Chaos Emeralds. Of course, you fail in the end and Chaos floods the city... but it sure looks pretty. The Director\'s Cut, DX version, was released in June 2003 for GameCube with some minor changes.','The game\'s timer is used for all stages that display it (minus 10 seconds added at the end and plus any restarts/deaths). Manual timing of all areas of the adventure field, sub games, and Big the Cat\'s action stages are added on. Comparing DC/GCN/PC versions should be possible with this approach.',NULL),(0,327,NULL,'Sonic Adventure 2',NULL,31100,'2001-06-00','SonicAdventure2',1925000,11,NULL,'Sega released the sequel to their hit game [i]Sonic Adventure[/i] on June 18, 2001 for the Dreamcast. Featuring similar gameplay to its predecessor, [i]Sonic Adventure 2[/i] once again follows Sonic and friends as they try to stop Eggman and his partners Rouge and Shadow from gathering the seven Chaos Emeralds and taking over the world. The player can follow the heroes\' story as they try to save the world, or the villains\' story and help conquer it. A GameCube port named [i]Sonic Adventure 2 Battle[/i] was released early in 2002.','',NULL),(0,329,NULL,'Space Invaders (PS1)','Space Invaders',31200,'1999-09-00','SpaceInvadersPS1',2172000,11,NULL,'The 1978 arcade classic was a hit all across the world, featuring never-ending waves of aliens and simple, addictive gameplay. This September 1999 PlayStation re-release features the same basic core as the original, but adds new bosses, special abilities, and new aliens determined to blow your little tank to pieces.','',NULL),(0,330,NULL,'Splinter Cell, Tom Clancy\'s','Tom Clancy\'s Splinter Cell',31300,'2003-04-00','SplinterCell',4905000,11,NULL,'[i]Tom Clancy\'s Splinter Cell[/i] is a semi-realistic stealth-action game (emphasis on \'stealth\') first released for Xbox in April 2003. A different development team made the PS2 and Gamecube versions. You play as Third Echelon operative and deadbeat dad Sam Fisher, and your journey takes you many places, including eastern Europe and China.','',NULL),(0,331,NULL,'Splinter Cell: Chaos Theory, Tom Clancy\'s','Tom Clancy\'s Splinter Cell: Chaos Theory',31400,'2005-03-00','SplinterCellChaosTheory',4594000,11,NULL,'Released in March 2005, the third in the stealth-based series now gives far more freedom and options, a greater variety and range of moves, a monitor for the noise made along with the ambient noise of the environment, and a knife that was puzzlingly missing from previous arsenals. A complex plot worthy of the Tom Clancy endorsement follows Sam Fisher on the shadowy trail of a computer program capable of destroying America\'s infrastructure, should it fall into the wrong hands.','Seoul is manually timed because the game splits the mission into two separate levels and only gives the total time at the end of the second part.',NULL),(0,332,NULL,'Splinter Cell: Pandora Tomorrow, Tom Clancy\'s','Tom Clancy\'s Splinter Cell: Pandora Tomorrow',31500,'2004-03-00','SplinterCellPT',4305000,11,NULL,'Released in March 2004, in this sequel to [i]Splinter Cell[/i] you again play as Sam Fisher, an experienced agent working for Third Echelon. He learns the secrets behind Suhadi Sadono\'s \"Pandora Tomorrow\" phone calls, and protect Los Angeles from a madman with a nuclear device.','The time from when the game starts to save until the loading screen begins to fade back into the game is [i]excluded[/i] from the timing, but the long loading screens are [i]included[/i].',NULL),(0,333,NULL,'Spyro the Dragon',NULL,31600,'1998-09-00','Spyro',8383000,11,NULL,'Released in September 1998 (1999 in Japan and 2007 for PlayStation Network), this is Spyro\'s first adventure of many to come. Spyro must save the stone dragons and take back all the dragon world\'s gems from Gnasty Gnorc.','',NULL),(0,334,NULL,'Spyro: Year of the Dragon',NULL,31700,'2000-10-00','Spyro3',16740000,12,NULL,'Released in October 2000 (the Chinese year of the dragon), the third in the Spyro series continues its simple but effective treasure-hunting trend using little more than wings, horns and fire. With the help of a varied bunch of new and playable characters, Spyro must travel the Forgotten Realms to confront The Sorceress and rescue the stolen dragon eggs.','',NULL),(0,336,NULL,'S.T.A.L.K.E.R.: Shadow of Chernobyl',NULL,31800,'2007-03-00','STALKER',1038000,11,NULL,'[i]S.T.A.L.K.E.R.: Shadow of Chernobyl[/i] is a first-person shooter computer game by GSC Game World, published March 20, 2007 after 6 years of development. In [i]S.T.A.L.K.E.R.[/i], the player assumes the identity of a \"Stalker\", an illegal explorer/artifact scavenger in \"The Zone\". \"The Zone\" is the location of an alternate reality version of the Chernobyl Power Plant after its second explosion, which contaminated the surrounding area with radiation and caused strange otherworldly changes in local fauna, flora and even the laws of physics.','',NULL),(0,337,NULL,'Starcraft',NULL,31900,'1998-04-00','Starcraft',11827000,11,NULL,'Released in April 1998 by Blizzard, [i]Starcraft[/i] is a wildly popular real time strategy game considered by many to be one of the best multiplayer games ever. Its single player is driven by a series of campaign style missions following the interactions of the three alien races. The primary protagonists are the Zerg, a race of insectoids that overwhelm planets and incorporate the strongest species into their fold. The wise yet stubborn Protoss are the most technologically advanced and wield powerful psi forces in combat. The Terran are the scum of humanity that was shipped away from the earth eons ago [-] they fight amongst themselves as much as against alien invaders.','',NULL),(0,338,NULL,'Starcraft: Brood War',NULL,32000,'1998-11-00','StarcraftBroodWar',10380000,11,NULL,'The ubiquitous expansion, [i]Brood War[/i], was released in November 1998, the same year as [i]Starcraft[/i]. Blizzard introduced more than half a dozen new units along with features both aesthetic and gameplay related. Following the death of the Overmind, Kerrigan assumes the mantle of Queen of the Zerg and attempts to ally the remaining Protoss and Terran forces in order to fight a powerful invading force sent from Earth. Has Kerrigan changed heart or is it a ploy? Will the psi-disrupter pull the Zerg apart? Some answers are best left to the playing.','',NULL),(0,339,NULL,'Star Fox',NULL,32100,'1993-03-00','StarFox',626000,11,NULL,'Released in March 1993, [i]Star Fox[/i] (a.k.a. [i]Starwing[/i]) was the first game ever to use Nintendo\'s Super FX graphics chip, and as such it was heavily hyped at the time and remains well-liked today. The game was initially released at the not-so-well-liked price of $99.95, but the price was quickly dropped to stimulate sales.','The warp destination is what counts in warp runs, not the level path you start on.',NULL),(0,340,NULL,'Star Fox 64',NULL,32200,'1997-07-00','StarFox64',1545000,11,NULL,'Released in July 1997, [i]StarFox 64[/i] is essentially a remake of [i]Star Fox[/i]. Like before, Fox and his trusted wingmen must stop the evil forces of Andross from conquering the Lylat System.','',NULL),(0,341,NULL,'Star Fox: Assault',NULL,32300,'2005-02-00','StarFoxAssault',2743000,11,NULL,'Released in February 2005, [i]Star Fox: Assault[/i] is the fourth Star Fox game, a series known for creative innovations such as the Super FX chip on the SNES and the Rumble Pak on the N64. In Assault, the Lylat system has come under attack by a new foe called the Aparoids, a species of machines made up of one collective mind. Join the Star Fox team and help beat back the Aparoids to save the Lylat system. ','',NULL),(0,343,NULL,'Star Ocean: Till the End of Time',NULL,32400,'2004-08-00','StarOcean3',12480000,12,NULL,'[i]Star Ocean: Till the End of Time[/i] was released in August of 2004 after numerous delays befitting its subtitle. tri-Ace put this time to good use, creating a deep epic spanning two DVDs, featuring a remarkably action-filled yet strategic combat system. The story follows a young man named Fayt. After being forced to evacuate from the recreational planet of Hyda IV, he must fend for himself on an underdeveloped world. But that\'s only the beginning of his journey...','',NULL),(0,342,NULL,'Star Ocean: The Second Story',NULL,32500,'1999-05-00','StarOcean2',18960000,12,NULL,'In May of 1999, [i]Star Ocean: The Second Story[/i] became the first tri-Ace game to be released outside Japan. The realtime battles, item creation, private actions, multiple endings, and postgame content combined to give the game unprecedented depth for a console RPG. A meteorite has crashed on Expel, causing endless disasters. A local girl named Rena meets an otherworldly boy named Claude and starts on a journey that develops special significance for her and the entire universe.','The in-game timer is not used because it drops seconds when saving and loading. Thanks go to Damien \'Dragondarch\' Moody for pointing this problem out and timing Arcand\'s run.',NULL),(0,96,NULL,'Star Wars: Episode I Racer',NULL,32600,'1999-05-00','EpisodeIRacer',5253000,11,NULL,'Released in May 1999, [i]Star Wars Episode 1: Racer[/i] was the racing game which was based around the fast pod-racing sequence from the movie. It features levels from the Boonta Eve Classic course from the movie, to wild levels like the inside of a volcano or a jungle. It also features all the pod-racers from the movie, a customizing feature to upgrade your pods, and an intense multiplayer mode.','Lap times without a link are in the same videos as the full race.',NULL),(0,155,NULL,'Star Wars - Jedi Knight: Dark Forces II',NULL,32700,'1997-00-00','JediKnightDF2',2043000,11,NULL,'Released in 1997, [i]Jedi Knight: Dark Forces 2[/i] continues the story of Katarn, a young mercenary who successfully infiltrated the Empire in [i]Star Wars: Dark Forces[/i]. He embarks on a quest into his past and learns the mysterious ways of the Jedi.','',NULL),(0,156,NULL,'Star Wars - Jedi Knight II: Jedi Outcast',NULL,32800,'2002-03-00','JediOutcast',3970000,11,NULL,'Released in March 2002, [i]Jedi Knight II: Jedi Outcast[/i] features a largely improved lightsaber battle system over its prequel [i]Star Wars Jedi Knight: Dark Forces II[/i]. Along with many other improvements, this game makes you feel like a real Jedi once again.','',NULL),(0,154,NULL,'Star Wars - Jedi Knight: Jedi Academy',NULL,32900,'2003-09-00','JediAcademy',3546000,11,NULL,'Released in September 2003, [i]Jedi Academy[/i] follows Jaden, a young Padawan on his way to becoming a real Jedi. New Force Powers and an improved battle system allow for epic lightsaber duals in the final part of the Jedi Knight trilogy.','',NULL),(0,168,NULL,'Star Wars - Knights of the Old Republic',NULL,33000,'2003-11-00','KnightsOfTheOldRepublic',11640000,12,NULL,'Released in November 2003, [i]Knights of the Old Republic[/i] takes you four thousand years before the Galactic Empire and tells the story of the Jedi Civil War. In the wake of the Mandalorian Wars, Jedi Knight war-heroes Revan and Malak turn against the Republic and begin a war against the Jedi. When the Jedi appear to have the Dark Lord Revan within their grasp, his apprentice, Malak, turns against him and becomes the new Dark Lord. Chose to fight for the light side and defeat the Dark Lord and save the Republic, or turn to the dark side and take Malak\'s place as the Dark Lord of the Sith!','',NULL),(0,169,NULL,'Star Wars - Knights of the Old Republic II: The Sith Lords',NULL,33100,'2004-12-00','KnightsOfTheOldRepublic2',13140000,12,NULL,'Released in December 2004, [i]Knights of the Old Republic II[/i] was developed by Obsidian instead of Bioware (the developer of the first title). The game takes place approximately five years after its predecessor and focusses on a different cast of characters. The birth of The Sith Lords sees the Jedi Order almost destroyed by the Sith Order after the end of the Jedi Civil War. The main character, known simply as the Exile, is a Jedi Knight banished from the Order.','',NULL),(0,344,NULL,'Strider',NULL,33200,'1989-07-00','Strider',2110000,11,NULL,'Released in July 1989, [i]Strider[/i] is the NES installment of Capcom\'s futuristic action series. As the ninja-like strider Hiryu, the player must infiltrate secret bases around the globe to unravel the mystery of the \"ZAIN\" mind control project. In addition to a stylized futuristic setting, [i]Strider[/i] features fast paced platforming action and innovative gameplay mechanics along with the typically goofy Engrish translation so common among NES classics.','',NULL),(0,345,NULL,'Strife',NULL,33300,'1996-05-00','Strife',2371000,11,NULL,'Released in May 1996, [i]Strife[/i] was one of the last FPS games to use the [i]Doom[/i] engine. You play a mercenary who wanders into the town of Tarnhill because he hears of a war between The Order, a religious dictatorship, and The Front, a rag-tag resistance movement.','',NULL),(0,346,NULL,'Super C',NULL,33400,'1990-04-00','SuperC',846000,11,NULL,'Released in April 1990, [i]Super C[/i] added new, innovative ideas to the Contra series, like shooting aliens, shooting giant aliens, and shooting with five-way spread guns. Well, even if the game isn\'t very innovative, it is well known for being more difficult than [i]Contra[/i] [-] there are more enemies on the screen at once, and the Konami code only gives you 10 lives instead of 30. The story features the two most heterosexual shirtless guys ever, Mad Dog and Scorpion, in a mission to kill Red Falcon.','Picking up no items is the equivalent of low% in Super C.',NULL),(0,194,NULL,'Super Mario 64',NULL,33500,'1996-08-00','Mario64',1187000,11,NULL,'Released in September 1996, [i]Mario 64[/i] launched the Nintendo 64, leaving many in awe of the new 3D gameplay. Mario gets new moves in the 3D world such as a wall jump and triple jump, using them on his journey to collect 120 power stars which Bowser has sealed away inside the castle paintings.','',NULL),(0,195,NULL,'Super Mario All-Stars',NULL,33600,'1993-08-00','MarioAllStars',1085000,11,NULL,'This August 1993 compilation of the three NES Mario games features graphical updates and some physics changes too. It also included [i]The Lost Levels[/i]: The original [i]Super Mario Bros. 2[/i] that was released in Japan but not the US. A later re-release added [i]Super Mario World[/i] to the batch.','',NULL),(0,191,NULL,'Super Mario Bros.',NULL,33700,'1985-10-00','Mario1',300000,11,NULL,'The game that brought Mario into millions of homes was released in October 1985. As one of the foundations of the Mario series, the game introduced many Mario favorites such as mushrooms, Koopas, Bloopers, Bowser and the Princess.','',NULL),(0,192,NULL,'Super Mario Bros. 2',NULL,33800,'1988-10-00','Mario2',555000,11,NULL,'The second U.S. installment of the Mario series, released in October 1988, was not the series\'s actual second game but a reworked [i]Doki Doki Panic[/i]. You can play as any of Mario, Luigi, Toad or the Princess, each of whom have slightly different abilities. Journey through Mario\'s dream with creatures that would reappear in later, non-imaginary, Mario games.','',NULL),(0,193,NULL,'Super Mario Bros. 3',NULL,33900,'1990-02-00','Mario3',663000,11,NULL,'The third installment of the popular Mario series came out in February 1990 and introduced many new ideas for Mario games: a world map, usable items, and the ability to fly. Mario must fight Bowser\'s seven kids in his quest to save the Princess from another kidnapping.','For a 100% run on the All-Stars version, see Mario All-Stars.',NULL),(0,347,NULL,'Super Mario Land',NULL,34000,'1989-08-00','SuperMarioLand',865000,11,NULL,'Released in 1989, [i]Super Mario Land[/i] was one of the first games released for Game Boy (the good old fat one). This game is an anomaly in the Mario series. Instead of rescuing Princess Peach, you rescue Princess Daisy; and for some reason the main villain isn\'t Bowser, it\'s some random alien named Tatanga. These bizarre changes make the game look more like a fever dream than an actual Mario game.','',NULL),(0,198,NULL,'Super Mario Land 2: 6 Golden Coins',NULL,34100,'1992-11-00','MarioLand2',1926000,11,NULL,'Released in November of 1992, [i]Super Mario Land 2[/i] first introduced the greedy Wario to the Mario universe. Wario took over Mario\'s kingdom while he was away in the first Mario Land, so it\'s up to our favorite plumber to take it back. Guide Mario as he flies on rabbit ears, rides hippo snot to the moon, and climbs through a gigantic clockwork version of himself.','',NULL),(0,199,NULL,'Super Mario RPG: Legend of the Seven Stars',NULL,34200,'1996-03-00','MarioRPG',14220000,12,NULL,'Released in March 1996, Mario\'s first RPG starts out like most other Mario games: Mario goes to rescue the kidnapped Princess. After a short confrontation with Bowser though, a sword comes crashing into Bowser\'s keep and sets the three of them flying in different directions. Mario travels around the world, teams up with Bowser and the Princess and others in a quest to restore the \'Star Road\' where wishes are granted.','',NULL),(0,200,NULL,'Super Mario Sunshine',NULL,34300,'2002-08-00','MarioSunshine',7189000,11,NULL,'Released in August 2002, Mario and friends (minus Luigi) go on a vacation to the tropical island of Delfino to get away from it all. When they arrive, Mario is almost immediately arrested for vandalism and ordered to clear up the entire island, because of a strange fellow who looks like Mario that made the mess.','',NULL),(0,201,NULL,'Super Mario World',NULL,34400,'1991-09-00','MarioWorld',659000,11,NULL,'[i]Super Mario World[/i] launched the Super Nintendo system in November 1990 (Japan) / September 1991 (US) and helped create the 16-bit gaming era. The game introduced Yoshi to the Mario universe, the dinosaur with an infinite appetite.','',NULL),(0,393,NULL,'Super Mario World 2: Yoshi\'s Island',NULL,34500,'1995-10-00','YoshisIsland',7094000,11,NULL,'Released in October 1995, this prequel to the Mario series takes place when Mario is just a baby. When \'being delivered by the stork\', an accident occurs and Mario ends up on the island of the Yoshis, who transport him around the island seeking his other half. The game was re-released in September 2002 as [i]Yoshi\'s Island: Super Mario Advance 3[/i] for Game Boy Advance, with six new secret levels.',NULL,NULL),(0,348,NULL,'Super Metroid',NULL,34600,'1994-04-00','SuperMetroid',1920000,12,NULL,'Released in April 1994, [i]Super Metroid[/i] was the eagerly anticipated third game in the Metroid series. Samus Aran returns to the planet Zebes, once again to fight the space pirates and Mother Brain who have taken the Metroid hatchling.','',NULL),(0,251,NULL,'Super Monkey Ball: Banana Blitz',NULL,34700,'2006-11-00','MonkeyBallBB',1232000,11,NULL,'Released in 2006 for the Nintendo Wii, [i]Super Monkey Ball: Banana Blitz[/i] said [i]sayonara[/i] to the adventure-style gameplay of [i]Super Monkey Ball Adventure[/i] and returned to the arcade-style gameplay of the earlier games in the series, but this time with Jumping Action! and Boss Battles! The object of the game is to guide a ball housing one of six monkeys (all with different attributes) across a floating, maze-like platform toward a goal by using your controller to directly tilt that platform. It\'s pretty smooth sailing until Stage 10-5, at which point you will experience how unforgivingly tough (and cheap) the game can be, and you will be tempted to smash your Wiimote in anger. Don\'t do it. Wiimotes aren\'t cheap.','We are aware of the glitch that incorrectly cuts off time by .01 second for certain times in the hundredths digit; we don\'t care. Using the displayed times is easier and less confusing.',NULL),(0,349,NULL,'Super Paper Mario',NULL,34800,'2007-04-00','SuperPaperMario',18780000,12,NULL,'Released in April 2007, [i]Super Paper Mario[/i] was one of a few games bumped up to the Wii by being developed too late in the Gamecube\'s lifespan. [i]Super Paper Mario[/i] takes the RPG and other elements of the Paper Mario series and applies them to a classic Mario sidescroller. The results are perhaps debatable, but the top quality writing is still in full force. Count Bleck is using the Dark Prognosticus to bring about the end of all worlds, and it\'s once again up to Mario to collect a set of mystical doodads to stop the evil plot.','',NULL),(0,335,NULL,'Super Smash Bros. Melee',NULL,34900,'2001-12-00','ssbm',0,11,NULL,'Released in December 2001, [i]Super Smash Bros. Melee[/i] features 25 classic Nintendo characters. While it is a game primarily meant for 2-4 player versus battling action, there are many single player aspects to the game, including several mini games that are all about getting low time records!','Three modes of play are kept track of:[ul][li]Break the Targets;[li]10 & 100 Man Melee;[li]Adventure mode.[/ul]',NULL),(0,350,NULL,'Syphon Filter',NULL,35000,'1999-01-00','SyphonFilter',4467000,11,NULL,'Released in January 1999, [i]Syphon Filter[/i] was one of a dozen stealth games that came out after [i]Metal Gear Solid[/i]. Gabriel Logan and Lian Xing are trying to stop international terrorist Erich Rhoemer.','',NULL),(0,351,NULL,'System Shock 2',NULL,35100,'1999-08-00','SystemShock2',2171000,11,NULL,'[i]System Shock 2[/i], released in August 1999, takes place 42 years after [i]System Shock[/i] in the year 2114. Aboard the first superluminal starship, you awaken from your cryogenic sleep and try to figure out what\'s happened. In this first person shooter with RPG elements, you must purchase or acquire skills to decide what weapons you will be proficient with.','',NULL),(0,357,NULL,'Teenage Mutant Ninja Turtles',NULL,35200,'1989-08-00','tmnt',1172000,11,NULL,'As the first Turtles game for NES, released in June 1989, [i]Teenage Mutant Ninja Turtles[/i] sold copies mostly because it was based on a popular television show. [i]TMNT[/i] has gained a reputation for being a brutally difficult game due to the hordes of enemies you fight, and the fact you never gain life after beating a stage. As a team, you begin by rescuing April O\'Neil, and you end up infiltrating the technodrome in an attempt to defeat Shredder.','',NULL),(0,358,NULL,'Teenage Mutant Ninja Turtles II: The Arcade Game',NULL,35300,'1990-12-00','tmnt2',2360000,11,NULL,'Released in December 1990, [i]TMNT 2[/i] was based on the successful four player arcade beat \'em up. However, due to the limitations of the NES, the game is only 2 players and there are no voices. Like usual, the Turtles set out to rescue April and Splinter, then give Shredder and Krang a well-deserved beating.','',NULL),(0,359,NULL,'Teenage Mutant Ninja Turtles IV: Turtles in Time',NULL,35400,'1992-08-00','tmnt4',1351000,11,NULL,'[i]TMNT 4[/i], originally a 1991 arcade game, was ported to SNES in August 1992 and closely follows the formula of [i]TMNT 3[/i] for NES. The twist comes when Shredder sends the Turtles back in time, where the Foot Clan is already stationed to fight them. Battle Bebop and Rocksteady in the past, Krang in the future, and finally return to the present, 1992, to fight Shredder and recover the stolen Statue of Liberty.','The game\'s timer at the end isn\'t used because it is buggy.',NULL),(0,353,NULL,'Terranigma',NULL,35500,'1996-12-00','Terranigma',17280000,12,NULL,'Released in December 1996, [i]Terranigma[/i] was a rare breed, a game released in Europe that wasn\'t released in America! The game is the third part of a loosely related trilogy that began with [i]Soul Blazer[/i] and [i]Illusion of Gaia[/i]. You play as a young man named Ark, who opens a forbidden door and ends up unlocking a whole planet which he eventually learns he must save.','',NULL),(0,354,NULL,'Tetris Attack',NULL,35600,'1996-08-00','TetrisAttack',379000,11,NULL,'Released in August 1996 for the SNES, [i]Tetris Attack[/i] is a puzzle game with swappable tiles, having nothing to do with either Tetris or attacking. [i]Tetris Attack[/i] was previously released as [i]Panel de Pon[/i] in Japan, but Nintendo decided that skinning the interface with characters from Yoshi\'s Island would increase the game\'s popularity tenfold. They were correct.','Runs on stage clear mode are not allowed because they make people fall asleep.',NULL),(0,356,NULL,'Thief: Deadly Shadows',NULL,35700,'2004-05-00','Thief3',5475000,11,NULL,'Released in May 2004, the third Thief installment is widely considered the worst of the three; originally designed by Looking Glass Studios, the series was picked up by Eidos\'s Ion Storm studio. A new \'body awareness\' engine is implemented, as well as an optional third person perspective. The infamous \'City\' now features as a free-roaming locale with sidequests and thievery opportunities. A few years on Garrett is once more drawn into the Keepers\' plans. Can he stop a new Dark Age? Is there anyone besides himself he can trust? He\'ll need to sneak and steal to uncover the ultimate truth.','',NULL),(0,360,NULL,'ToeJam & Earl in Panic on Funkotron',NULL,35800,'1993-04-00','ToeJamAndEarl2',5406000,11,NULL,'Released in April 1993, [i]Panic on Funkotron[/i] is the sequel to the critically acclaimed [i]ToeJam & Earl[/i]. The game takes place immediately following its predecessor; after repairing their spaceship, our titular heroes return to their home planet of Funkotron only to discover that they unknowingly brought with them a number of earthling stowaways. Gameplay has changed from the original, now favoring a more traditional side-scrolling/platformer method of traversing the world, while still featuring a coop mode, hundreds of hidden secrets, and a funk-filled soundtrack.','The difference between ToeJam and Earl isn\'t significant enough to warrant separate categories. ',NULL),(0,362,NULL,'Tomb Raider',NULL,35900,'1996-11-00','TombRaider',6616000,11,NULL,'Released in November 1996, this game stars a character named Lara Croft, a wealthy archaeologist. One day, she hears from a woman named Natla, who tells her about the Scion, an ancient artifact split into three pieces and spread around the world. Naturally, Lara sets off to find it...','Since the corner and trigger glitches save a significant portion of time, runs using those two glitches and runs that don\'t use those two glitches are two separate categories.',NULL),(0,363,NULL,'Tomb Raider II',NULL,36000,'1997-11-00','TombRaider2',9842000,11,NULL,'In November 1997 Lara Croft returned for her second adventure, a journey for the mystical Dagger of Xian, which is said to give great power to those brave enough to plunge it into their heart. On her adventure she also encounters the cult of Marco Bartoli and must stop them from procuring the Dagger for their own evil uses.','',NULL),(0,364,NULL,'Tomb Raider III',NULL,36100,'1998-11-00','TombRaider3',8900000,11,NULL,'Lara Croft returns in her third adventure in November 1998 and travels to India, Nevada, London, the South Pacific and Antarctica. Encounter many dangers, traps, puzzles and monsters along the way as you take Lara hunting around the planet for four mystical parts of a meteor that smashed into the Earth many years ago.','',NULL),(0,366,NULL,'Tomb Raider: The Angel of Darkness',NULL,36200,'2003-06-00','TombRaider6',7075000,11,NULL,'Released in June 2003, [i]Tomb Raider: The Angel of Darkness[/i] sought to continue its predecessors\' successes but received poor reviews due to its annoying controls and outdated gameplay. Being horribly buggy when it was released, it was said to be the worst Tomb Raider game to date. The storyline follows Lara Croft as she is hunted across Europe, accused of murdering her former mentor Werner Von Croy.','',NULL),(0,365,NULL,'Tomb Raider: The Last Revelation',NULL,36300,'1999-11-00','TombRaider4',10131000,11,NULL,'Released in November 1999, [i]Tomb Raider: The Last Revelation[/i] received mediocre reviews for continuing to adhere to the same basic gameplay of the first Tomb Raider. The game pits Lara Croft against her old mentor, Werner Von Croy, who has been possessed by the ancient Egyptian god Set.','Since the corner and trigger glitches save a significant portion of time (20+ minutes), runs using those two glitches and runs that don\'t use those two glitches are two separate categories.',NULL),(0,367,NULL,'Tomb Raider: Unfinished Business',NULL,36400,'1998-06-00','TombRaiderUB',1401000,11,NULL,'In June 1998, Core released a \"Gold\" edition of the original PC version of [i]Tomb Raider[/i] [-] as well as boasting added Glide support and selling at a budget price, it came with an extra disk called [i]Unfinished Business[/i] that provided four (large) additional levels.','',NULL),(0,361,NULL,'Tomba!',NULL,36500,'1998-07-00','Tomba',2460000,12,NULL,'The July \'98 PlayStation release, [i]Tomba![/i] (or [i]Tombi![/i] in Europe), was an energetic and creative mix of puzzler and platformer from ill-fated developer Whoopee Camp. Spiky-haired Tomba\'s quest to find his grandfather\'s stolen bracelet leads him into a somewhat strange war against the Evil Pigs. The pink protagonist, armed only with a ball on a chain and his favourite pants, must stop the Pigs from causing chaos around the land.','',NULL),(0,368,NULL,'Tony Hawk\'s Pro Skater 3',NULL,36600,'2001-00-00','TonyHawk3',383000,11,NULL,'Released in 2001, [i]Tony Hawk\'s Pro Skater 3[/i] is one of four games to receive a 10 out of 10 score on Gamespot. The game continues the tradition of pulling skateboarding tricks for points, and adds a new trick, the revert.','Console and PC runs are in the same category because there are no gameplay differences. To make the times comparable, load times aren\'t counted when timing.',NULL),(0,369,NULL,'Tony Hawk\'s Underground 2',NULL,36700,'2004-10-00','TonyHawkUnderground2',1800000,11,NULL,'Released in October 2004, [i]Tony Hawk\'s Underground 2[/i] (or THUG2 for short) is the sixth game in the Tony Hawk series. This iteration of Tony Hawk brings players into the World Destruction Tour where it is up to you to create the most mayhem and make the losers pay for the trip. New moves include the Natas Spin, Flips/Rolls, and Focus Mode.','',NULL),(0,370,NULL,'Toy Story',NULL,36800,'1996-04-00','ToyStory',1353000,11,NULL,'Released for the SNES and Sega Genesis in April 1996, [i]Toy Story[/i] closely follows the events in the movie. Players take on the role of Woody as both he and Buzz try to find a way back home.','',NULL),(0,371,NULL,'Trauma Center: Second Opinion',NULL,36900,'2006-11-00','TraumaCenterSO',6547000,11,NULL,'Released in November 2006, on the launch day of the Wii, sadists rejoiced as this remake of the DS game [i]Trauma Center: Under the Knife[/i] let gamers continue [s]inflicting grotesque bodily harm upon their victims[/s] treating patients, except with a Wiimote instead of a DS stylus. A new character, Nozomi Weaver, and new missions were added for the Wii release. The game again has the mysterious disease GUILT (Gangliated Utrophin Immuno Latency Toxin) threatening mankind, and it\'s up to Dr. Derek Stiles to prevent GUILT from spreading.','The in-game timer is not used because Healing Touch slows it down.',NULL),(0,372,NULL,'Trespasser',NULL,37000,'1998-10-00','Trespasser',2850000,11,NULL,'Released on October 1998, [i]Trespasser[/i] is a sequel to [i]The Lost World[/i] and [i]Jurassic Park[/i]. You take control of Anne, a casual city girl who crashed on Site B, and you have to get out alive. [i]Trespasser[/i] was an ambitious project, with attempts at a superior physics engine and artificial intelligence, and the intent to revolutionize 1st person shooters.','',NULL),(0,374,NULL,'Turok: Dinosaur Hunter',NULL,37100,'1997-01-00','TurokDH',3774000,11,NULL,'[i]Turok: Dinosaur Hunter[/i], released in January 1997, was the first credible 3D FPS on a console. It loosely follows the plot of the comics of the same name, which involve an Indian heritage of keeping the Lost Lands under control. Turok must defeat the Campaigner before he collects the Chronoscepter.','',NULL),(0,373,NULL,'Turok 2: Seeds of Evil',NULL,37200,'1998-10-00','Turok2',14100000,12,NULL,'Released in October 1998, [i]Turok 2[/i] follows Joshua Fireseed\'s conquering of the Campaigner in the original [i]Turok[/i]. He tosses the Chronoscepter weapon into a volcano, unleashing a powerful energy wave that awakens a new, alien evil. The Primagen crash landed into the Lost Lands eons ago and now desires to destroy the energy totems that bind him in his buried lightship. Turok must stop him before his armies cross over to Earth.','',NULL),(0,376,NULL,'Ufouria',NULL,37300,'1991-09-00','Ufouria',2500000,11,NULL,'Originally released in Japan as [i]Hebereke[/i] in September 1991, [i]Ufouria[/i] was released in Europe in November 1992, but never got an American release. [i]Ufouria[/i] is an adventure NES game, not hugely unlike [i]Metroid[/i]. The player is put in the middle of a big world, in which items have to be found and bosses have to be beaten to get the team of four safely home.','',NULL),(0,377,NULL,'Undying, Clive Barker\'s','Clive Barker\'s Undying',37400,'2001-02-00','Undying',3796000,11,NULL,'Released in February 2001, [i]Undying[/i] took the player into the world of game sub-developer and author Clive Barker. The game puts you in the role of Patrick Gallaway as he tries to help his old friend Jeremiah solve an old family curse. Undying uses the original [i]Unreal Tournament[/i] engine and deserves a special mention for being a first person shooter horror game with shocking moments and a surprising, non-linear story ...','',NULL),(0,378,NULL,'Unreal',NULL,37500,'1998-05-00','Unreal',2958000,11,NULL,'Released in May of 1998, [i]Unreal[/i] tried to be a \"[i]Quake[/i] killer\" with its intense graphics and unnerving AI. Marooned on an unknown planet, you must survive long enough to escape merciless alien warriors and find your way home. Battle your way through lush environments such as temples, spaceships, canyons, and fortresses on your quest for ultimate freedom.','',NULL),(0,379,NULL,'Unreal II: The Awakening',NULL,37600,'2003-02-00','Unreal2',6176000,11,NULL,'[i]Unreal 2: The Awakening[/i] was released in early February 2003. Unlike the first game, [i]Unreal 2[/i] was no success at all, and was mostly made to show off Epic\'s latest game engine, the Unreal Engine 2.0. Marshal John Dalton and his crew have to track down ancient artifacts all over the galaxy in order to prevent a disaster, all while fighting off aliens, skaarj and other humans along the way (unique, eh?).','',NULL),(0,380,NULL,'Uplink: Hacker Elite',NULL,37700,'2001-10-00','Uplink',1212000,11,NULL,'Drawing inspiration from such diverse sources as Bell and Braben\'s [i]Elite[/i] and William Gibson\'s [i]Neuromancer[/i], [i]Uplink: Hacker Elite[/i] was released in October 2001 by Introversion Software, who dub themselves \"the last of the bedroom coders\". Players take on the role of a black hat hacker-for-hire in a dystopian cyberpunk future, performing industrial espionage for the highest bidder using an abstracted point-and-click interface. [i]Uplink[/i] acquired a powerful cult following owing to its atmosphere, tracked music score and novel gameplay, although early releases suffered from some nasty bugs.','',NULL),(0,381,NULL,'Valkyrie Profile',NULL,37800,'2000-08-00','ValkyrieProfile',3300000,12,NULL,'Released in August 2000, [i]Valkyrie Profile[/i] is a cult classic from Star Ocean developer tri-Ace, featuring unconventional plot structure, hybrid realtime battles, and 2D platforming. Its originality and rarity soon made it the most expensive game on the PlayStation second-hand market. Based loosely on Norse mythology, it tells the story of Lenneth, a Valkyrie who must recruit and train dying mortals to fight in the afterlife for the impending Ragnarok. In the course of her duty, however, she begins to have doubts about both her own purpose and her bonds with humanity ...','',NULL),(0,382,NULL,'Valkyrie Profile 2',NULL,37900,'2006-09-00','ValkyrieProfile2',8468000,11,NULL,'The long-awaited follow-up to tri-Ace\'s 2000 PlayStation cult classic was finally released in September 2006, as a prequel of sorts to the original. [i]Valkyrie Profile 2: Silmeria[/i] features a revamped tactical battle system, a \"break\" system for collecting items, and the addition of photons and sealstones for new platforming puzzles. Silmeria, the youngest of the three Valkyrie sisters, has been banished by Odin into the body of Princess Alicia of Dipan. Together, they decide to join King Barbarossa in his fight against the gods.','',NULL),(0,383,NULL,'Vectorman',NULL,38000,'1995-10-00','Vectorman',856000,11,NULL,'Released in October 1995, [i]Vectorman[/i] was praised by reviewers for having incredible rotoscoped graphics and innovative gameplay. The game is set in the year 2049 and robots called \"orbots\" clean up the earth\'s pollution. One day, an orbot named Warhead attached a nuclear bomb to its circuitry and decided to pollute the earth. As Vectorman you have to stop Warhead from polluting the planet to uninhabitable levels.','',NULL),(0,384,NULL,'Vectorman 2',NULL,38100,'1996-11-00','Vectorman2',804000,11,NULL,'Released in November 1996, [i]Vectorman 2[/i] follows shortly after the first game. Instead of fighting Warhead and his minions, Vectorman fights the Black Widow Queen and her mutant insect minions. Gameplay is similar to the first game, except Vectorman has some new weapons and forms such as a pulse beam, a rhino form, and a fire ant form.','',NULL),(0,385,NULL,'Viewtiful Joe',NULL,38200,'2003-10-00','ViewtifulJoe',1864000,11,NULL,'Released in October 2003, [i]Viewtiful Joe[/i] is a stylish beat \'em up with movie-inspired moves and pop culture references. Joe is just a regular guy who has always wanted to do exciting movie things. While on a date at the movies, he gets his chance when his girlfriend Silvia is kidnapped and taken into Movieland by the movie\'s antagonist.','',NULL),(0,386,NULL,'We â™¥ Katamari',NULL,38300,'2005-09-00','WeLoveKatamari',3931000,11,NULL,'The off-the-wall sequel to [i]Katamari Damacy[/i] was released in September 2005. Fulfill the requests of numerous wacky Katamari Damacy fans by rolling up yet more cows into yet bigger balls. Katamaris ... is there anything they can\'t do?','',NULL),(0,304,NULL,'Who Framed Roger Rabbit?',NULL,38400,'1989-09-00','RogerRabbit',365000,11,NULL,'Released in September 1989, [i]Who Framed Roger Rabbit?[/i] is based on the film of the same name. As private eye Eddie Valiant, the player must find the pieces of Toontown\'s will while keeping Roger safe from Judge Doom\'s henchmen. The main characters from the film make appearances, including Benny The Cab who is instrumental in exploring Toontown before the final confrontation with the menacing Judge Doom.','',NULL),(0,387,NULL,'Willow',NULL,38500,'1989-12-00','WillowNES',5653000,11,NULL,'Released in December 1989, Capcom\'s [i]Willow[/i] was an extreme anomaly in its day (and a rarity even now) â€” a movie-to-game translation that not only didn\'t suck, but ended up arguably more memorable than the movie it was based on. Taking control of Willow Ufgood, it\'s your task to uncurse Fin Raziel, the Messenger of Earth, and defeat the evil Bavmorda, Messenger of the Skies.','',NULL),(0,391,NULL,'Wonder Boy in Monster Land',NULL,38600,'1988-00-00','WonderBoyMonsterLand',1287000,11,NULL,'Released in 1988, the second game in the Wonder Boy series deviated greatly from the first. Instead of sticking to the prehistoric theme of the first game, [i]Wonder Boy in Monster Land[/i] is set in a medieval fantasy land. The game introduced a primitive shop system where you could use your coins earned from enemies and random drops to buy items.','',NULL),(0,390,NULL,'Wonder Boy III: The Dragon\'s Trap',NULL,38700,'1989-00-00','WonderBoy3',3346000,11,NULL,'Released in 1989, [i]Wonder Boy III: The Dragon\'s Trap[/i] is an adventure, platformer, and RPG hybrid that was actually the fourth entry in the Wonder Boy series of games. The genius marketing department at Sega decided that since it was actually a direct sequel to the second game (you even start off in the final level of the second game), it should of course be titled as the third game in the series. To confuse things even more, various ports have had titles such as [i]Monster World 2[/i], [i]Monica\'s Gang[/i], and [i]Dragon\'s Curse[/i]. And you thought the Final Fantasy series had idiotic naming conventions!','',NULL),(0,392,NULL,'XIII',NULL,38800,'2003-11-00','XIII',5900000,11,NULL,'Released in November 2003 by UbiSoft, [i]XIII[/i] is based on the first five volumes of Jean Van Hamme\'s comic book of the same name. [i]XIII[/i] puts the player in the position of a man who wakes up on a beach to find a big tattoo of the roman number 13 on his chest, armed hitmen on his tail, and no memory of his past. The game\'s unique story telling and cel-shaded graphics create the feel of the player playing in a comic book.','',NULL),(0,394,NULL,'Yoshi\'s Story',NULL,38900,'1998-03-00','YoshisStory',1381000,11,NULL,'The true sequel to [i]Yoshi\'s Island[/i] was released in March 1998: Yoshi is finally allowed to stand on his own legs. Mario is not around at all this time, and the stages are quite a bit different. They aren\'t completed by finding a goal, but rather eating the correct amount of fruit to proceed through the storybook.','',NULL),(0,395,NULL,'Zelda, The Legend of','The Legend of Zelda',39000,'1987-07-00','Zelda1',2014000,11,NULL,'Released in July 1987, [i]The Legend of Zelda[/i] introduced gamers to a young boy in green who would form the basis for another classic Nintendo series. In this game, he must recover the eight pieces of the Triforce of Wisdom, so he can confront Ganon for the Triforce of Power.','',NULL),(0,396,NULL,'Zelda II: The Adventure of Link',NULL,39100,'1988-12-00','Zelda2',3977000,11,NULL,'Released in December 1988, [i]The Adventure of Link[/i] follows Link on a side view quest through Hyrule to place six crystals back in their palaces and eventually wake the sleeping princess Zelda. Highly criticized as being too different from [i]The Legend of Zelda[/i], it introduced some elements that would be seen in many later Zelda games such as towns and magic, but other things never seen again such as experience points and 1-ups.','',NULL),(0,181,NULL,'Zelda: A Link to the Past, The Legend of','The Legend of Zelda: A Link to the Past',39200,'1992-04-00','lttp',5987000,11,NULL,'Released in April 1992, [i]A Link to the Past[/i] was the third game in the Zelda series and the only one to be made for Super Nintendo. Link goes on a quest that spans two worlds in an effort to restore the seal of the 7 wise men, recently broken by the mysterious wizard Agahnim. The game was re-released for GBA in December 2002, featuring faster text scrolling, Link screaming, a retooled Ice Palace puzzle, and a link with the included game, [i]The Four Swords[/i].','Because of the numerous differences, the two versions can\'t really be compared. GBA runs will be faster because of the faster text scrolling. Requirements for 100% are getting all items on the subscreen (4 bottles etc), all heart pieces, and max level of equipment except the bomb and arrow upgrades. The reason is that Radix never gave a damn about them when he played the game casually for \"getting everything\". The level 2 shield and blue mail can be skipped since they are replaced by the mirror shield & red mail.',NULL),(0,1,NULL,'Zelda: Four Swords Adventures, The Legend of','The Legend of Zelda: Four Swords Adventures',39300,'2004-06-00','4SwordsAdv',10973000,11,NULL,'Released in June 2004, [i]Four Swords Adventures[/i] includes [i]Hyrulean Adventure[/i] which is the portion that can be run. It is a return to the classic 2D gameplay, in which our hero Link now comes in the power of four in his quest to save Hyrule once again. Link makes his way through various stages by collecting 2000 \"Force Gems\" in order to progress forward.','',NULL),(0,173,NULL,'Zelda: Link\'s Awakening, The Legend of','The Legend of Zelda: Link\'s Awakening',39400,'1993-08-00','LinksAwakening',6332000,11,NULL,'In August 1993, Link set out on an ocean voyage to get away from it all. A storm destroyed his ship and he washed up on the shore of a strange island. He must travel around it in search of the eight instruments which can wake the Wind Fish, the only way off the island [-] but at what price? The game was re-released in December 1998 for Game Boy Color, featuring a new bonus dungeon, picture taking, and the removal of the text skip \"bug\".','',NULL),(0,405,173,'Zelda: Link\'s Awakening DX, The Legend of',NULL,39500,'1998-12-00','LinksAwakeningDX',NULL,NULL,NULL,'','',NULL),(0,188,NULL,'Zelda: Majora\'s Mask, The Legend of','The Legend of Zelda: Majora\'s Mask',39600,'2000-10-00','MajorasMask',13020000,12,NULL,'Released in October 2000, [i]Majora\'s Mask[/i] used many of the same models from [i]Ocarina of Time[/i] when Link ends up in a parallel world called Termina. Unfortunately, Termina is facing certain destruction from a strange moon that seems to have not heard of the law of gravity. Lucky for Link, his Ocarina can take him back in time to when he first arrived in Termina, 72 hours before doomsday.','Three types or runs are listed:[ul][li]the standard pure-speed run, measured in real time;[li]a run that seeks to finish the game as early as possible in the second cycle: After completing the mandatory first cycle, the second cycle must be completed without going back in time again. It will use the game\'s clock, stopping when the player reaches the clock tower such that waiting out the time will result in it opening and being able to finish the game. The first cycle and the ending need not be recorded. Different strategies are used to minimize real time in case 1 and game time in case 2;[li]a 100% run, measured in real time.[/ul]',NULL),(0,262,NULL,'Zelda: Ocarina of Time, The Legend of','The Legend of Zelda: Ocarina of Time',39700,'1998-11-00','OcarinaOfTime',8816000,11,NULL,'Released in November 1998, [i]Ocarina of Time[/i] was the first Zelda game in 3-D. Link is the \"boy without a fairy\", sent on a quest to save the world and ends up travelling back and forth through time.','Runs without \'major skips\' are accepted as a fourth category. The tricks which qualify in this game are:[ul][li]Skipping three medallions;[li]Ganon\'s castle trials skip.[/ul]',NULL),(0,265,NULL,'Zelda: Oracle of Seasons, The Legend of','The Legend of Zelda: Oracle of Seasons',39800,'2001-05-00','OracleOfSeasons',7600000,11,NULL,'With a May 2001 simultaneous release, [i]Oracle of Seasons[/i] and [i]Ages[/i] function as a two part game, with either game being playable as the first or second in the sequence. Link finds himself in the land of Holodrum and is awakened by Din, a dancer. Din his kidnapped by Onox and seals her up, which causes the seasons to become chaotic, since Din is the Oracle of Seasons. It\'s up to Link to save her. In a linked game, Twinrova attempt to revive Ganon.','',NULL),(0,222,NULL,'Zelda: The Minish Cap, The Legend of','The Legend of Zelda: The Minish Cap',39900,'2004-11-00','MinishCap',9900000,12,NULL,'First released in Japan & Europe in November 2004, [i]The Minish Cap[/i] starts with Link going to the annual Picori festival. After Vaati releases the seal of the Picori blade, Link heads to the forest and rescues Ezlo, a Minish elder, and wears him as a hat. He has to use the power of Ezlo to travel between the world of the humans and the world of the Minish in order to stop Vaati from finding the Light Force and to save Princess Zelda.','',NULL),(0,388,NULL,'Zelda: The Wind Waker, The Legend of','The Legend of Zelda: The Wind Waker',40000,'2003-03-00','WindWaker',24120000,12,NULL,'Released in March 2003, the first Zelda game for GameCube takes place on a vast ocean, the flooded world that exists centuries after [i]Ocarina of Time[/i]. A new hero witnesses his sister\'s kidnapping by a menacing bird being chased by pirates. He sets out to the great sea to rescue her and ends up taking control of the wind.','',NULL),(0,375,NULL,'Zelda: Twilight Princess, The Legend of','The Legend of Zelda: Twilight Princess',40100,'2006-11-00','TwilightPrincess',17220000,12,NULL,'Released on the launch day of the Wii in November 2006, and in December for the GameCube, [i]Twilight Princess[/i] satiated every Zelda fan\'s desire for hot and sweaty Goron wrestling. Notable differences between the Wii and Gamecube versions include the controllers and the east/west flip of the game world. In the Wii version you can also perform actions never before seen in a Zelda game such as swinging your sword and throwing a boomerang.','',NULL),(0,397,NULL,'Zen: Intergalactic Ninja',NULL,40200,'1993-03-00','ZenIntergalacticNinja',1160000,11,NULL,'Released in March 1993, [i]Zen: Intergalactic Ninja[/i] is one of those quality NES games loosely based on an obscure comic book. Apparently in the comic Zen spends all of his time whacking things to death with his stick, slowly jumping onto small moving platforms, and falling through collapsing caverns for no good reason; all while doing nothing of actual value to the world. This action is faithfully reproduced in the game, making the name a bit of a misnomer, since the numerous one-hit kills and unresponsive controls can easily lead a reasonable adult into a blinding rage within seconds.','',NULL),(0,398,NULL,'Zombies Ate My Neighbors',NULL,40300,'1993-09-00','ZombiesAMN',2138000,11,NULL,'[i]Zombies Ate My Neighbors[/i] is a sleeper hit released for the SNES and the Genesis in September 1993. As the name suggests, Zombies are terrorizing the neighborhood, and it\'s up to you to rescue the neighbors.','',NULL);
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INSERT INTO `il_comments` VALUES (0,143,247,'All of my runs were modeled on or inspired from fussh\'s \"Hitman Contracts in 25 minutes\". Below are the recurrent tricks and notes in this run: [ul] [li]Loading screen movement - Holding a movement key during the loading screen provides a little extra speed in that direction at the beginning of the level. It is also possible to turn during the loading screen. [li]Quick reload - Holstering a weapon and re-equipping it is faster than using the reload button. This cannot be done with an empty magazine because of auto-reload. [li]The bullets are hitscan rather than projectile. [li]Like Hitman 2, some stairs are faster to run through with two movement vectors (diagonal). [li]Patch v1.74 (official latest as of Jan 2008) was used for the entire run. [li]Movement can be improved in all of my levels. [li]While recording at 30 fps, the enemies appear to have slower reaction time. This was instrumental for survival in The Meat King\'s Party, Beldingford Manor, Traditions of the Trade, The Seafood Massacre, and Hunter and Hunted. [/ul] For each mission, I have written down the objectives and the approximate times at which they were completed; special objectives have been noted. I have omitted the \"escape\" objectives, as they appear in every mission. Additional comments may be found below the objectives. <p /> 01 - Asylum Aftermath (1:16) [ol] [li]The walking asylum patients are random. It is possible to have zero patients obstructing your path through the asylum, as well as having the two doors prior to the lift opened by the patients before you run through them. However, the chance of being so fortunate is extremely small. [li]At the main entrance, the SWAT team members and especially the sniper usually deplete all my health, forcing me to land three headshots in slow motion within an allotted time to stay alive. In this rare run, my health only went down to red. [/ol] 02 - The Meat King\'s Party (1:26) [ul] [li]Assassinate \"Meat King\" Campbell Sturrock [[]1:14] [li]Assassinate Lawyer Andrei Puscus [[]0:59] [li]Rescue the Client\'s Daughter [[]0:32 - objective changed, explained in skipped cutscene] [/ul] 03 - The Bjarkhov Bomb (4:59) [ul] [li]Assassinate Fabian Fuchs [[]0:02] [li]Assassinate commander Bjarkhov [[]4:18] [li]Destroy dirty bomb production capability [[]4:22] [/ul] [ol] [li]After exiting the plane in the beginning, traveling to the tunnel in a straight line will cause the soldier to notice you. I initially ran at a 45- angle towards the left fence before running perpendicular. [li]The soldiers patrolling around the submarine are erratic, so I kept my distance from them. [li]It is possible to run towards the sniper rifle, but I initially snuck to reduce the chance of having my cover blown by the soldier standing next to it. [/ol] 04 - Beldingford Manor (2:04) [ul] [li]Assassinate Lord Winston Beldingford [[]0:39] [li]Assassinate Alistair Beldingford [[]0:56] [li]Rescue Giles Northcott [[]1:34] [/ul] 05 - Rendezvous in Rotterdam (2:16) [ul] [li]Assassinate Klaas teller [[]1:45] [li]Assassinate Rutgert Van Leuven [[]1:05] [li]Retrieve the photographs [[]1:19] [/ul] 06 - Deadly Cargo (2:38) [ul] [li]Assassinate Boris Ivanovich Deruzhka [[]1:28] [/ul] [ol] [li]The officer smoking beside the truck at 0:21 usually blows my cover, but very rarely will he open fire. [li]On the helipad, I waited for one of the guards to walk out of my weapons\' audio range. This delays the fire of the guards, giving me a higher chance of survival. [li]A SWAT team member may come from the door at 1:58, so I took a precaution. [li]It is possible to avoid fire from the guards and SWAT teams altogether to shorten the route, but I have not been able to achieve this consistently. [/ol] 07 - Traditions of the Trade (2:08) [ul] [li]Assassinate Franz Fuchs [[]1:12] [li]Assassinate Fritz Fuchs [[]0:31] [li]Retrieve the chemical bomb [[]1:33] [/ul] [ol] [li]I had to pick the lock at the showering target\'s door because I cannot consistently induce his bodyguard to run out of the room after hearing gunshots, and the target does not hear the shots until the door is open. [li]It is not possible to wield a single silverballer while holding the chemical bomb. [/ol] 08 - Slaying a Dragon (0:41) [ul] [li]Assassinate the red dragon negotiator [[]0:18] [li]Blue lotus negotiator must survive [[]passive] [/ul] [ol] [li]The guard who closes the limo door cannot be clipped until his door-closing animation is completed. [li]There is a sniper who may shoot if you run too deep inside the meeting area. [/ol] 09 - The Wang Fou Incident (1:40) [ul] [li]Assassinate blue lotus negotiator [[]1:26] [li]Assassinate blue lotus triad member [[]1:26] [li]Assassinate blue lotus triad member [[]1:28] [li]Assassinate blue lotus triad member [[]1:31] [li]Assassinate blue lotus triad member [[]1:33] [li]Assassinate blue lotus triad member [[]1:03] [li]Assassinate blue lotus triad member [[]1:03] [/ul] [ol] [li]The first four targets were killed with only two shots because sniper bullets travel through flesh. [li]Two of the targets cannot be shot until their door-closing animations are completed. [li]A highly skilled sniper may reduce time by walking while sniping, and fully utilizing the rifle\'s rate of fire. [li]Regarding the last two targets, it is wiser to kill the left one first because killing the right one first would cause the left one to run and become a harder target. [/ol] 10 - The Seafood Massacre (1:41) [ul] [li]Assassinate the red dragon negotiator [[]0:49] [li]Conceal the red dragon negotiator\'s body [[]0:58] [li]Assassinate the chief of police [[]1:15] [li]Assassinate the blue lotus negotiator [[]0:23] [li]Place the amulet at restaurant [[]1:26] [/ul] [ol] [li]Alarming the first target too early will result in a mission failure because he would _technically_ have fled, even if you successfully stangulate him. [li]Tapping a movement key towards the end of the strangulation animation will sometimes cut the animation short and save a couple of seconds. [li]A sniper who targets the entrance of the restaurant makes this run particularly difficult. [/ol] 11 - Lee Hong Assassination (1:54) [ul] [li]Assassinate triad leader [[]1:04] [li]Obtain jade figurine [[]1:25] [/ul] [ol] [li]This level takes by far the most amount of time to record because of the following random factors: [ul] [li]The amount of damage sustained outside in the garden as the guards attempt to shoot you, which affects the chance of surviving a one-storey fall. In my run, I only took one bullet and it struck a good hitbox. [li]The location of the jade figurine. There are four safes in which the figurine may be placed. (I am not sure if the probability for each safe is evenly distributed, as I only found the jade figurine once in 15 attempts. If each safe has an equal chance of containing the figurine, there is less than a 7% chance (.75^14 * .25 * 15) that this would have happened.) [li]The amount of damage sustained after dropping one storey. I find it ranges between half a bar and close to a full bar. [/ul] [li]Picking up the laxative in the bar causes Lee Hong to teleport from his mansion to outside. [li]Picking the lock at 1:28 is sometimes unnecessary because an enemy may open it. [/ol] 12 - Hunter and Hunted (0:46) [ul] [li]Assassinate Inspector Albert Fournier [[]0:40] [li]Assassinate Ambassador Richard Delahunt [[]completed] [li]Assassinate Tenor Philippe Berceuse [[]completed] [/ul] [ol] [li]After killing the police officer, SWAT team members may appear at the stairs down the hallway. Their location is randomized, but if you do encounter them, I recommend taking their clothes instead of the officer\'s because the SWAT uniform is less likely to be blown.',NULL),(0,144,236,'First I would like to thank all of the staff at SDA for providing many hours of enjoyable video for my entertainment. Also, anyone who made comments in the forum topic I made (particularly InsipidMuckyWater). \n\n\n\nI made these comments while watching each track. Most of my times are faster than the arcade world records, though not all. Four tracks still have the better of me: Greek Isles, Lake Powell, The Far East, and Venice Canals. I hope to one day make improvements on these tracks and send them in for your viewing pleasure. I note in my comments on each track where I collect any invisible 4 or 9 second boosts so you don\'t have to wonder how I seem to be gaining extra boost without hitting one of the blue or red blocks. Now on to the runs... [hr]\n\n\n\nEasy Tracks \n\n\n\nLost Island \n\n\n\nFirst of all, I should say that this was the first world record I was able to break for this game. Secondly, I apologize for my slow boat and track selection, I hope it will be edited out if possible. This run was done way back in May, 2006 and I was not totally sure of how much pre-race video I would need to \'prove\' that I was making a legitimate attempt. Most other tracks (possibly with the exception of Arctic Circle) I choose my boat and track very quickly to minimize video time. \n\n\n\nThis run was also made many months before I figured out how to do a \'perfect\' super start. In this run you will notice the boat \'pop\' off the starting line. For a very long time I thought this was the best possible super start, I was wrong. However, this run does break the arcade (coin-op) world record for this track. \n\n\n\nI would guess that I restarted this track over 1000 times before being able to get this time. Figuring out how to get around the big rock arch after the first ramp and boost was immensely difficult. I am slowed down by using up all of my boosters before reaching the 9 second boost in the first short-cut. I will note for you that there is an invisible 9 second boost in the lava blast of the volcano as you jump over it, incase you were wondering where it came from. The rest of the track goes flawlessly except for the very end...I miss the last 4 second boost...however, I still manage to keep my speed at maximum all the way up to the finish line. I think if I were to correct all of the mistakes I made and add in a perfect super start I could lower this time by 1 second or maybe a tiny bit more. \n\n\n\nArctic Circle \n\n\n\nThis run was also made before I made the decision to start recording my runs from the \'press start\' screen. Again, this was from way before I figured out the perfect super start, so you will see the \'pop\' off the start line again. The big challenge in this track is exiting from the big ice tunnel correctly. You get a tremendous boost of speed from sliding down this tunnel which you will keep until you make a drastic course change. Hundreds of attempts were needed to get the boat to not hit the wall on the right side of the track when exiting the tunnel (if I did the boat would get flung into the air and ruin the run). Hundreds more were ruined when I failed to jump through the little hole in the ice which cuts a very long and slow corner off the track. \n\n\n\nThe rest of the track is fairly simple, being an \'easy\' one. After the 9 second boost near the big Titanic looking ship you go up into another ice tunnel and back down to another ramp and 4 second boost. I must jump as soon as I hit the water here because going off the ramp makes the next sharp right hand turn impossible at high speed (with this boat anyway). The run is only slightly marred after collecting the next 4 second boost and running in the small fishing boat on the right, not a huge time loss but it is easily avoidable. Shortly after this, I kill a few penguins on the way to the next short-cut and an invisible 4 second boost. The rest of the track runs smoothly. \n\n\n\nThunder Park \n\n\n\nBy the time I made this run I had finally figured out how to do the perfect super start. I had also figured out that Blowfish, the hovercraft, has the fastest booster acceleration speed in the game, Rad Hazard doesn\'t even come close. The format of \'press start\', choose single player, pick a track, and pick a boat that you see is how all of the rest of the videos appear, why not be consistent? \n\n\n\nBoost management is the most important thing on this track since it is a circuit track. Figuring out when to grab each boost was tricky, since you can only get each of the once, they turn transparent once you have collected that particular boost. As I come around the corner to start the second lap I Hydro Jump into the start/finish sign. I do this to keep my speed at maximum while conserving boost power, I need every second I can get on this track. Hydro Jumping is the term used for jumping out of the water, Hydro Bouncing is the term used for jumping again just before the boat hits the water, this is very important as it lets you keep your speed at maximum while using very little boost power. Hydro Bouncing is an extremely difficult thing to master, particularly if you only want to bounce only a small height off the water (possibly to avoid running into a low tunnel entrance like in Greek Isles). Anyway, back to the track at hand. As I come around the final corner for the 3rd and final lap, I jump and pass through a Banshee boat (the green one that really looks like a high speed water boat) I collect an invisible 9 second boat for doing so. I miss the start/finish sign but decide to press on anyway as there is still plenty of boost available to collect on the last lap. I knew I was doing very well at this point because I am ahead of the helicopter that has been chasing me around the track. The final stretch I Hydro Bounce just to make sure I keep my speed at max, another world record down! [hr]\n\n\n\nMedium Tracks \n\n\n\nGreek Isles \n\n\n\nThis track starts with another pop off the starting line. I always still make an attempt at the track if I get a super start, perfect or not, for practice purposes. I keep this run simply because it is the fastest time I have been able to produce. You will notice that I manage to bash into quite a few walls at the beginning of the race. This is only forgivable because of the hardest-trick-to-pull-off-in-the-entire-game is on this track. Be watching closely as I power down the big slide, heading for a ramp and a 9 second boost. I shoot off the ramp, collect the 9 second boost and head into the archway/tunnel directly ahead. This is the point where I must pull off at least 5 Hydro Bounces in-a-row in order to keep the big speed boost I have received from the previous ramp. I am so shocked that I actually did it I mess up again and can\'t even jump to collect the 9 second boost just after the check point. I keep going because I know my time to that check point was the fastest I have ever done, hoping I will finish with a time reflecting that feat. I somehow managed to pull off the fastest time I have ever gotten, though not a world record. I hope to improve this run in the future. \n\n\n\nLake Powell \n\n\n\nI have decided that Lake Powell is my least favorite track. I don\'t really know why, I just despise racing it. \n\n\n\nI choose Blowfish and achieve a perfect super start. I do not go up the big ramp which leads to the 9 second boost at the beginning. The ramp robs you off any speed that you may have and you have to use most of that 9 second boost to get back up to speed again. Besides, 4 seconds is more than enough to get to the next boost. Just before the 2nd check point, the moving 4 second boost swings out of my way. Though it would be very helpful, I must follow the inside line for a fast time. Shortly after that I drop down a small water fall onto another 4 second boost, unfortunately I have used all my boost up and must wait for them to redeploy. Nevertheless, the rest of the run goes very smoothly. I loose a bit of speed after the big drop at the end of the track because I turned too sharply, but I still get to the finish line to finish with a personal best, yet not a world record. \n\n\n\nThe Far East \n\n\n\nRad Hazard is the boat to use for this track. The trick to a fast time on this track is the short-cut tunnel at the end of the very first strait. The walls of this tunnel are very similar to the wall of the ice cave in Arctic Circle, if you make contact with them they will provide you with an extreme speed boost. You can even hear a noise indicating that I have made contact, kind of a \'shwoosh\'ing noise. Blowfish is not as good at \'gripping\' these type of surfaces as Rad Hazard is and will not get as much of a speed boost. As I get thrown out of the tunnel I hit the invisible wall on the right side of the track and it bounces me into the 4 second boost hovering above the water. This is good. I need as much boost as I can to get through the next section. I go through couple of turns and then see a big ramp leading to a 9 second boost. I go off the ramp and swing left, aiming for the direction I need to be traveling. I touch down on land and slide into the water just in time to make a very annoying hairpin turn, while being harassed by the police, not fun. A couple more turns and a 4 second boost lead up to the 2nd short-cut on this track. I pass under an archway and see a 4 second boost hanging in mid air. I must jump for this boost and keep my speed but not over do it. The short-cut is on top of the \'real\' track. If you land too far down on this \'ramp\' that curves to the right, you will not get another extra speed boost from contacting with it, much like the tunnel at the start of the track. Unfortunately, this ramp does curve so you must hit the wall as you slide through it. Though, once you exit you can jump and Hydro Bounce a considerable distance, keeping maximum speed, before relying on pure boosters again. Rounding the last corner, there is a small island with paper lanterns hanging from it. Jumping through this area reveals an invisible 4 second boost. [hr]\n\n\n\nHard Tracks \n\n\n\nShip Graveyard \n\n\n\nThis run is one of my favorites, almost everything goes perfectly. I get a perfect super start to start out. Just before the 3rd check point I jump to the side of the wood shack to get an invisible 9 second boost. Further down the track, after the large drop off, there is a \'short-cut\' behind the waterfall that I choose not to take because it is much slower to take that route with Blowfish. I follow the main track instead and miss a 4 second boost that I jump for. It turns out it didn\'t matter because it lined me up better to take the next corner with the choppy waves and I still had enough boost to make it to the next 9 second boost. \n\n\n\nVenice Canals \n\n\n\nThis is one of the most annoying tracks in the game. A very narrow main track and several hairpin turns make navigating through it very difficult, especially with the boat I choose. It may look like I get a perfect super start but if you look closely I don\'t get pushed out in front of the other boats like I should. I still get the 4 second bonus though, so I carry on. The narrow opening between the buildings at the very start is hard to get right, it caused many restarts. At the first check point you can choose again to stay on the main path or take the short-cut where you see the flashing yellow arrows. I take the main track because I always found it faster. I miss a 4 second boost shortly after the 2nd check point but I\'m not worried about it, I have a lot anyway. Further down the track, in the room with the 3 swinging chandeliers, I make sure to jump through the 2nd one to pick up an invisible 9 second boost. As I take the last turn before the run to the finish line I jump and pull the boat hard to the left, this helps me keep my speed at maximum and cuts off a nice chunk of time. Again, I achieve a personal best time but not a world record. As a side note, you may notice that each time I pass a check point the \'old time\' message reads 3:59.66, this is because I have not raced this track since turning the Dreamcast on, the game does not save your best split times, only the final times. \n\n\n\nN.Y. Disaster \n\n\n\nPerfect start is achieved again with Blowfish. I am very happy with this run. At times it looks like I don\'t quite hit a boost, yet it gives it to me anyway (I\'m thinking of the one I jump to get after the S tunnel at about 30 seconds into the track). Even though the boosts are close to diamond shaped, the programmers nicely decided to give the racer a little leeway, so your boat can pass \'close\' to it and still pick it up. The part that got my heart racing in this run was while I am in the big tunnel where the police boat is chasing me. I jump for the 9 second boost on the platform between the two pathways and hit the wall. I have to pull a hard turn to the right to make sure that I get it. Again, just like in Venice Canals, the end of the track demands that I jump and pull a hard left to get the furthest distance possible before landing. Getting the last 4 second boost is critical because I always ran out of boost before the finish line if I missed it. \n\n\n\nNile Adventure \n\n\n\nAh, the longest track in Hydro Thunder. The average player will find it very difficult to get a time under 3 minutes on this track. Blowfish is my boat of choice. I don\'t get the perfect super start and again you see the \'pop\' off the starting line. If you have a different boat you can jump over the first archway you see and hit the buzzard to get an invisible 4 second boost. Unfortunately, Blowfish is not as good at jumping as other boats are so I must skip this. I pull a hard left as I go off the first ramp, collecting the 9 second boost, to shave off as much time as I can before the first check point. This track has 2 of the hardest short-cut areas to master in the entire game. The first is just after the 2nd check point. You must jump up through one of the 3 slots you see above the track. For best time purposes you must go through the middle one. You get an invisible 9 second boost for this as well as a huge speed boost. The closer to the very edge of the platform you land, the better. Landing a long way down on this short-cut will result in much less speed from the ramp. You will see that I miss a 4 second boost while in this secret area, it is almost impossible to hit with this boat, you always end up riding the wall on either side. After going through the snake tunnel, you drop down to the most dreaded part of the entire game, the extremely annoying, narrow, and dark tomb section. I manage to make it most of the way through with no trouble. However, near the end of it I smack the wall and lose quite a bit of speed. I grit my teeth and move on anyway as I am doing rather well despite this mishap. I collect a 4 second boost shortly after this and then jump over a tomb to get another 9 second boost. Doing this will cause a tomb on the wall in front of me to open, revealing a \'short-cut\'. Once again, I do not take it because Blowfish is just not suited for it. If you are using a different boat you could possibly get a big speed boost for taking the short-cut but since I\'m using Blowfish I continue on the main track. After a couple more turns and a big drop off, I end the \'meat grinder\' part of the track. If you jump over the islands in the middle of the track you can get an invisible 4 second boost for each part you successfully jump over. I even get the moving 9 second boost when I jump over the last island. My boosters being full, I power on through the rest of the track for a world record time. \n\n\n\nHydro Speedway \n\n\n\nThis is the \'easiest\' world record that I had to break from the arcade version of the game. I think it required less than 20 attempts to produce this run. Though I get the \'pop\' super start, I still power through for a world record. This is another circuit track, it looks very similar to Thunder Park. As I start the final lap, I jump through the Banshee boat that is hanging from the crane to receive another invisible 9 second boost. Landing on the green island that is before the tunnel and before the last turn is a must if you want to get a good time. \n\n\n\nCatacomb \n\n\n\nThis is one of the tracks that was never in the arcade machine version of this game, strictly the home version. Blowfish once again kicks mega arse. After the first turn there is an invisible 9 second boost between the two rocky pillars in the middle of the track. I can\'t really say much else about this track other than that I had to search the net for some best times to beat. Over at www.cyberscores.net I found some. I deemed them \'pathetic\', and if you navigate over there and search for Hydro Thunder you will see why. \n\n\n\nCastle von Dandy \n\n\n\nI get a non-perfect super start on this track, but I don\'t care, this track was not in the arcade version either. Shortly after the start of the race you will see an archway with a bell above the track. Jumping through here will net an invisible 9 second boost. After this boost, take a right hand turn, jump off a ramp into a 4 second boost, and then jump again over a small graveyard. This, again, will let you get another invisible 9 second boost. For those in the know, you can jump through the windows once you enter the castle for a \'short-cut\'. I don\'t go this way because it is way slower, even though you can collect a lot of extra boost if you do.',NULL),(0,202,247,'My advice for the whole run: [ul] [li]Focus only on your objective, kill only the ones in your way, and don\'t get sidetracked on items unless it\'s necessary. [li]Exploit the occasional pauses in the time that occur after you kill a certain enemy because time stops while you don\'t. [li]Dodge rolling is the most important because the Max Payne enemies find it hard aim on a dodge rolling target, and it\'s faster than running. [li]Shootdodging is a bad idea because it takes a while to get back up so that you can continue running. [/ul] p1c9: \n\nQuickly killing the mobsters who come out of the opposite side of the entrance should be the main priority before the Jack Lupino cutscene because there are more mobsters to kill. \n\n\n\np2c3: \n\nNear the start, it took quite some practice to make that jump (not sure how to describe it) after you get up the ramp, which brings you to the door to the outside. I still can\'t make that jump 100% of the time. Also, after the mobster comes out that door, you have to wait for it to close before you go through it or else the platform won\'t be triggered. \n\n\n\np2c6: \n\nDeplete as many painkillers and as much ammo as you want in this level because in the next, you\'ll be full of them. \n\n\n\np3c8: \n\nI\'m still not absolutely sure if it\'s shooting the rotor that causes the shutters to go down, but it seems like it.',NULL),(0,209,186,'Mission 1: \n\nPretty spotless up until the boss. I panic a bit and lose my Slug, making me lose a second or two. I could have unleashed more Missiles faster, as well. \n\n\n\nMission 2: \n\nI absolutely detest this mission. There\'s a lot of platforming and I miss quite a lot of jumps. I keep the Shotgun throughout the mission, switching to the Flame Shot for one section. I could have unloaded a few more grenades on the boss for a faster fight, but jumping on platforms and shooting simultaneously distracts me a bit. \n\n\n\nMission 3: \n\nMy favorite mission. I nearly get killed a few times here, avoiding shots by mere pixels. Again, I keep the Shotgun for the entire mission. I lose the Jet Slug very early (and very stupidly, I might add), but I usually just sacrifice it at the boss anyway, so not a whole lot of time lost. I also screw up a couple of opportunities at the boss avoiding the giant fireballs near the end. I like this run, though because I dash through a lot of things. \n\n\n\nMission 4: \n\nProbably my most impressive run, I dash through and obliterate almost everything that comes near me. I become fat near the end of the mission simply for its massive attack bonus. I lose a bit of speed, but the attack power more than makes up for it, especially at the boss. I lose the Slug very fast, but I usually jump out a second or so later, so I don\'t miss any time, really. \n\n\n\nMission 5: \n\nVery annoying level. The weapon at the beginning of the mission is random. It\'s either a Laser Gun or Rocket Launcher and Laser Gun is by far the fastest option. I become fat again for the upped attack and since most of the level focuses on combat, not movement, I gladly take the opportunity. I use a lot of grenades against the choppers, so I don\'t have as many for the boss as I should, but it makes the whole section look a lot cooler than blasting them manually. The subway trains don\'t stand a chance against the might of my turbo finger ^_^ . I get the Super Grenade (strongest weapon in the game) near the end and use it to blow through everything in the sewers. I almost got exploded by a mutant. My heart stopped for a second there... \n\n\n\nMission 6: \n\nHere\'s an improvement over my original Mission 6 run. The run itself looks basically the same, except for my absolutely perfect Allan fight, I couldn\'t have asked for a more perfect setup. My boss fight also goes very well. It uses the giant Laser Beam which allows me to concentrate on shooting instead of avoiding UFOs and lasers.',NULL),(0,223,52,'I made these segments for my friend Cyberwrath in the summer of 2004. Mostly, he just wanted to see how the game panned out (he had only played roughly 1/3 or 1/2 of it). I took it upon myself to have some fun and do the stages fairly quickly on mission impossible mode (read: hard). I never thought of sending these in to SDA because the game isn\'t very popular (or, in many levels, good). Brad convinced me otherwise, as is evident by this page. \n\n\n\nAs for the run itself, it\'s OK. It\'s somewhat obvious it\'s not a full fledged speed run because I make a point to not rush through the dialogue [-] I hang on to each text bubble for several moments, allowing the viewer (ahem) to read. Other than that glaring fact these runs are pretty optimized, for the most part. \n\n\n\nThere are some cool moments in the game...and some funny ones [-] funny because they shouldn\'t be. Brad and I much enjoyed laughing at the inane things Ethan says to himself. He\'ll be in a hallway, trying to be covert and distract a guard, and when he succeeds he\'ll shout \"WAY TO GO!\" or \"...piece OF CAKE!\" \n\n\n\nThe game also suffers from terribly embarrassing hitbox and bullet detection problems. First off, guards in some circumstances take up to two seconds to react to bullets. Also, they tend to do a back flip upon their death, for no apparent reason. The peak of this form of hilarity manifests itself in the warehouse stage, where a guard rushes up to Ethan, staring at me without moving. I quickly shoot him in the head once, and then lower my crosshair. After an awkward passing of time with no apparent reaction the guard suddenly flips violently backwards. This game is golden. \n\n\n\nThere\'s one more really funny part in the game [-] the train station. You\'re supposed to cover Ethan from undercover bad guys. Good enough. But you also can\'t shoot civilians. Sometimes someone in the crowd will run up to Ethan, reach in their pocket and with great ado pull out a...cell phone; or a glass of wine. Why they have a glass of wine in their jacket is never revealed [-] or why they like to jog before taking a sip in public. \n\n\n\nAlso, shooting one civilian means the mission is over. During a small chase, as I was shooting the bad guys and watching their stupid death animations, an innocent woman ran in front of my bullets and got nicked in the head, hitting the ground hard. I tensed up, realizing I failed...but the failure screen never came. I guess she wasn\'t so innocent after all.',NULL),(0,331,250,'This is a segmented run of Tom Clancy\'s Splinter Cell: Chaos Theory done on expert (editor\'s note, this is before I decided on individual levels). The expert difficulty mode differs from the easier modes in that the enemies hear Sam move at slower speeds, aim much better and see much better. Sam also aims far worse and takes far fewer shots to die. These facts forced me to still maintain stealth throughout the levels, despite trying to run through them as fast as possible. I also wrote down all security door codes for easy reference so as not to waste any time hacking them or going around them. In this run, I attempted to run through the game as fast as possible. The run was helped, in part, by dialate on the SDA forums and seeing a few of the video walkthroughs on the ubisoft forums. \n\n\n\nThis game differs from the first two games in that it gives statistics and a rating at the end of each level. The game also differed in that it split objectives into 4 categories: Primary, Secondary, Opportunity and Bonus objectives. To complete a level, one only needs to complete the primary objectives. However, incomplete secondary objectives will be forwarded to the next level as a primary objective. I had to make the determination of whether it takes less time to complete a secondary objective in one level or if it takes less time to complete it in the next level. All opportunity and Bonus objectives were skipped. The only affect skipping those had was a reduced completion percentage at the end of the level. \n\n\n\nThe completion percentage at the end of the level was based on a few factors: Times being IDed as an intruder, times bodies were found, enemies kiled, civilians/friendlies killed, alarms found and objective completion rate. I didn\'t achieve a rating of 100% in any of the levels. Most were due to skipping opportunity objectives, but a few (such as the Kokubo Sosho) were due to killing enemies, which can be quicker in some cases. \n\n\n\nThis run is not without its flaws. Probably the most glaring flaw is my total inability to switch between weapons quickly. There are 2 ways to switch between weapons and attachments: To hold tab, so that a menu comes up and I can choose the weapon or to tap tab and switch between the weapon/attachment I had previously (however, this becomes nullified if I use up a specific attachment, at which point I have to re-select the weapon). If I go too quickly, the weapon may not be selected (I\'ve actually recorded myself hovering over a weapon and the weapon not being selected. Chalk it up to glitches). There are other miniscule flaws here and there. [ul][li]Lighthouse \n\n\n\nThis level is pretty straight forward. The biggest improvement came from seeing someone else\'s use of the camera gassing in the torture room as well as taking out the technician that runs out of the room. \n\n\n\nThings to note: Had I not killed the guy in the doorway, he would have disapeared outside the door (if you follow him, he actually just vanishes) and appeared later in the level next to the computer that I access. \n\n\n\n[li]Cargo Ship \n\n\n\nThis level is pretty straight forward as well. There were a few instances when I had to wait a little bit before proceeding. After I run the water pump, I have to wait by the door for the water to be drained before I can open it. After I read the Bill of Lading, there are two soldiers that walk out of the engine room. If I don\'t heed Grim\'s fire hazard warning and just fire at the second guy while he\'s still in the engine room, the whole room explodes and the mission is over. \n\n\n\n[li]Bank \n\n\n\nThis is the first level that offers multiple paths throughout the level and is also the first level to have a secondary objective. I opt to go through the area that is guarded by a retinal scanner because the other path only leads to computers needed for the opportunity objective. I chose to complete the secondary objective in this level (looking through the filing cabinet) because I thought it was quicker and less out of the way than completing it in the next level (which involves zapping a camera and using a computer). I choose to visit the vault twice because I need to use the computer in there to complete an objective. However, if I used the computer while in there the first time, the dialogue would take a long time to complete and I\'m unable to place the charge on the vault until after turtle is done talking (you can see the 2 or 3 seconds I Have to wait before I can place the charge). \n\n\n\n[li]Penthouse \n\n\n\nIn the beginning, there are two ways to get up to the top of the building. Either by waiting for the national guardsman to fix the elevator or to climb up the ladder and let the elevator turn on by itself. Obviously I opt to take the guardsman out and take the ladder up. This run also showcases the biggest blunder I made in the whole game. After making my way to the penthouse, I aim and shoot at a guard but somehow miss (despite being close to point blank range). I also opted out of the secondary objective in this level. I\'m not sure if it was the best option. It was also great that I find out that I can run the infinite state machine without having to talk to the creepy old man. \n\n\n\nThings to note: Bashing the door open and the guy falls down the elevator shaft. \n\n\n\nAfter running the machine and running outside a soldier takes a shot at me in the dark. Indicative of the skill of the enemies on the Expert level. \n\n\n\n[li]Displace \n\n\n\nNear the beginning a guy is giving a presentation and I use the wireless device (The EEV) to access the computer in his briefcase. It is necessary to read the computer in the guy\'s briefcase to go through the game which is why i take the time to read it through the vent. Not having found the name of Milan Nedich costs me about 20 seconds in this level as I have to sit around and listen to Lambert drone on. Lambert\'s incessant talking also prevents me from finishing the level after selecting extract at the end. \n\n\n\nThing to note: In the elevator, the soldier runs up to me, but doesn\'t yell out until I hit the 3rd floor. \n\n\n\n[li]Hokkaido \n\n\n\nThis level is pretty short and pretty straightforward. The one hangup I had on this level was when I killed the guy through the paper wall. Sometimes, after killing him, the soldiers in the room would run out and shoot at me while I\'m in the vent. I have actually died in the vent due to the shots that hit me in there. I was lucky in this run that I made it to the vent quickly and was not shot at. I also scan the first license plate at the beginning of the level, but wait till the end of the level to scan the second. Reason being that a soldier is resting against the truck preventing scanning and just waiting till the end is quicker. \n\n\n\n[li]Battery \n\n\n\nThis is definetly one of my least favorite levels. When I come out of the vent and the two soldiers are talking, it took me a while to figure out exactly how to consistently take them out until I decided to use the method I used in the first level. I really couldn\'t find a consistent way to take out the two guys under the first missile battery, so I just fired a bunch of gas bombs. \n\n\n\nThings to note: The soldier in the room full of missiles follows me from that room all the way into the room with computers in the other area. Testament to the AI in the game. \n\n\n\nAlso, there are two instances where an action causes the characters to jump in weird ways. The first is when I open the vent at the beginning of the level, sam and the camera jump making it look like a jump cut. The second is when I shoot the soldier in the head in the second room full of missiles, where he jumps forward when I shoot him. \n\n\n\n[li]Seoul \n\n\n\nThis level was split into two parts, because a cut scene was shown in between the level and FRAPS gave me a hard time recording during loading screens. This level lends itself very nicely to using the sniper rifle. I kill a large portion of the enemies in this level. I get a 0% in the level because I kill some friendly soldiers (South Koreans). Also, I\'m required to eventually tap one of the mobile command units. I decide to tap the first one and leave the second one. I move the bodies that I kill with the grenade, but I found out (only afterwards) that if I attempt to close any device three times, it will close, despite bodies being in the way. Had I just pressed the button 3 times, I could have skipped moving the bodies. \n\n\n\nThing to note: Watch the guy\'s leg who gets fragged and thrown against the wall. \n\n\n\n[li]Bathhouse \n\n\n\nThis was the most obnoxiously hard level of them all. I suppose I wasn\'t thinking about it, but I should have used the sticky cam on the two guys instead of the gas grenades. After I sit in and watch the conversation that Kaneda has with Shetland, it becomes increasingly difficult to get through the level without dying. I make use of the smoke grenades twice to run without being seen (because I would die otherwise). When disabling the bombs at the end, planting the motion mines and shooting at the soldiers through the small opening was the only consistent way to kill them. These soldiers are excessively tough to sneak around in Expert mode and typically only require one shot (to the head) to kill. \n\n\n\nThing to Note: The ending is a little too John Woo, eh? \n\n\n\nAlso, did you notice that the Japanese man is named Kaneda and he screams Tetsuo? A little too Akira, eh? \n\n\n\n[li]Kokubo Sosho \n\n\n\nI must admit that I was a little disapointed in that this level is a little too easy for being the final level. After going down the escalator, the guards there are equipped with sticky shockers rather than bullets. So, if I alert them to my presence at ALL (or get seen by a camera), they will come after me and one hit will take me out. In fact, they can be as far as possible, and one hit will shock me, at which point an interrogation scene will take place. So, I had to be extra careful to be stealthy in that section, which is also why I take everyone out, so that I can move more easily. Also, in the final elevator, I get there quicker than they anticipate, so I have wait for Lambert to finish yammering on. The audio doesn\'t sync with the elevator, so it stops before it makes the stopping sound. The grating that falls is supposed to fall due to the sudden jolt of the stopping elevator.[/ul] \n\n\n\nOverall, I found this game to be the most fun of the 3 released. However, the game wasn\'t without its flaws, especially the obnoxious disc protection scheme and the in game advertisements (if you notice, there are a bunch of Scary Movie 4 advertisements, which are up to date, since it downloads them). \n\n\n\nI\'m also quite happy with the run I made. When I first joined the discussion I was amazed at the times people were getting. It wasn\'t until I saw some of their strategies (as well as making my own) that enabled me to really get a grasp of the game and get as low as I could.',NULL),(0,161,167,'Welcome to my first entries into the world of Katamari Damacy videos.\n\nI am treading down a road very well-paved by Snapdragon. Major thanks go to him for his videos; I used them to significantly improve my routes in Make A Star 4 and 5. Snapdragon\'s videos should live on; if you haven\'t seen them yet I strongly suggest you go to the Archive.org page and find the ones that have been replaced here with improvements.\n\nRight in the last second of my 1:56 on Stage 4 I got an extremely lucky bounce to save two seconds.\n\nI can never hope for my videos to become the classics that Snapdragon\'s are. But I hope you enjoy them anyway.\n\n[a mailto:sloobro@yahoo.com]sloobro@yahoo.com[/a]',NULL),(0,161,54,'Katamari Damacy is a great, quirky game, and ever since I first played it I was itching to speed-run it. I finally got around to doing so - just in time for KD2 to come out!\n\nThe controls in KD are extremely random and imprecise, so I have to admit these runs look sloppier than I\'d like. I was more interested in the strategy than in the execution, so I didn\'t spend much time repeating the levels once I\'d finalized my route. There\'s definitely room for improvement in overall smoothness. The exception is the Moon level; I practiced that one for a while, because that\'s by far the most interesting level.\n\nI\'m sure others could find improvements on the routes that I take, but I think I did pretty well on my own. To the best of my knowledge, my times were all world records when the videos first came out, most by a considerable margin. I improved the Moon record by over 4 minutes. :) Of course, once people watched my videos, some of my times were beaten.',NULL),(0,167,155,'Thanks go to Nate for transferring this from VHS to AVI.\n\nThis is my second run, and I decided that it will be of Kirby Super Star, I\'m not sure how to go about this, so I will just write what I think about the run.\n\nDyna Blade-\n\nThis is a 100% run for Dyna Blade (meaning, I found the two secret exits).\n\nStage 1 - Probably the best part of it. I made minimal mistakes, and did pretty well.\n\nStage 2 - I couldn\'t get into the door (for some reason). Also, I did get the secret to the level as well. a few mistakes, but nothing too drastic.\n\nStage 3 - I made a death that cost me (a preventable one at that). I should have been more cautious in this level. \n\nStage 4 - I had a little trouble with the yoyo at some parts. Also got the secret to this level, and had a little trouble with the copy guys too. I\'m not sure why I kept the COM player, but I get rid of him later. \n\nStage 5 (boss) - getting rid of the COM player slowed me down. Boss could\'ve been better, though.',NULL),(0,167,237,'[b]Spring Breeze[/b]: \n\nMy run follows the same route as Bartz\'s previous run, grabbing Bomb in Stage 1, grabbing Crash in Stage 2 for LoLoLo and LaLaLa, and obtaining Sword in Stage 3 for the rest of the game. All that\'s left is optimizations in actions. Due to the new schoolyear starting up, I\'ve settled for this 3:51 run... there\'s quite a few seconds lost in its course. While Stages 1 and 2 go well, Stages 3 and 4 have a few mistakes. The King DeDeDe fight is just horrendous in fact... my timing is just totally off. Once I get a chance to do runs again, I\'ll be sure to fix this. \n\n[b]Gourmet Race[/b]: \n\nHmm... there\'s really not much to say about the runs, they\'re pretty straightforward. I will say, however, that while I\'m actually pretty consistent on Courses 1 and 2, I experience a lot of variation in running Course 3. Thank goodness for digital recordings, I had lots of resets in trying to get good Course 3 and Grand Prix times! \n\n[b]The Great Cave Offensive[/b]: \n\nI did this the day after my Revenge of MetaKnight run, and it was nice to get an easier game to go through. Then again, this is a minimal item run, and I gather no treasures. The 100% run gathering all 60 treasures is a whole different deal... just thinking about route and power optimizations for the castle section makes me pause for a second. I don\'t know if a 100% run will come soon or not, the school quarter\'s about to pick up. \n\nAnyways, this run basically comes down to luck in obtaining a good power during the Computer Virus battle; my weapon of choice is of course Plasma. This just happened to be the smoothest of the set I recorded... and of course there is room for improvement. Wheelie got in the way during the Computer Virus battle, and I got sloppy in the battle with Wham Bam Rock. \n\n[b]Revenge of Meta-Knight[/b]: \n\nBack into the fray! Before I go further, I must thank jamescom1 over at Kirby\'s Rainbow Resort for helping me with some of the strategies used in the video. This run was very frustrating for me, with a few different luck elements in enemy and helper behaviors. I also made quite a few errors in timing and input, so there\'s lots of room for improvement. The in-game timer runs to 12007 units, where 20 units pass in 1 second of time. I could have done more to get sub 12000, but... I\'m just so tired of the game right now, so it will have to wait until later. \n\nChapter commentary: \n\nChapter 1 - Fairly straightforward. When battling Heavy Lobster, I see two ways of going about it: one way, which is better for the viewer, by defeating Heavy Lobster before blasting off. The second way, which I perform, is to get Kirby beat up, losing and re-gaining my Yo-yo power. The reason behind this is that the dialogue continues even though during the power transformation the timer stops. Normally, this would also add time to the run\'s time but in this case, the Heavy Lobster battle goes for a set real number of seconds. I hope that was clear. \n\nChapter 2 - Mistakes in this section cost me about four seconds from my best performance. Regarding the decision to pick up Crash power, it seems to take about the same amount of time to get through the stage using Yo-yo solely as it does to use both Yo-yo and Crash. What Crash does, however, is to give me about 200 additional units on the in-game timer. \n\nChapter 3 - I let TAC take my Yo-yo power since it\'s really more of a hassle to make a Yo-yo helper. Some time is lost waiting for the second TAC to snatch the power away; normally the first one lower in the tree will take the power from me. \n\nChapter 4 - For me, while Wheelie does help me speed through the stage, he\'s also good at getting in the way and getting himself killed. He doesn\'t get me into too much trouble in this run, but the miniboss and boss battles could have definitely been better. Speaking of the Combo Cannon, there is a way for Wheelie to make himself useful by grazing both cannons at once, doing continuous damage and ending the battle quicker. Of course, it being the computer, it\'s hard to duplicate / induce, and I don\'t rely on it. \n\nChapter 5 - I have poor Wheelie Rider skills in the first section, and get rid of Wheelie in the second. There are a few spots where Wheelie can be useful in the last chapters, but I find him more of a hindrance and burden than an aid. \n\nChapter 6 - A few various mistakes in this section, but nothing terribly important to comment on. My Reactor battle was a little sloppy, though. \n\nChapter 7 - Although it is possible for me to defeat MetaKnight by myself using Plasma in less time, it seems to be more reliable for me to use Sword with a Plasma helper because I also gain time from not doing power transformations. Sorry about not having a perfect escape. \n\n[b]The Arena[/b]: \n\nThe most thanks should probably go to Quasar84\'s Damage FAQ on GameFAQs, to provide a good starting point on how to defeat the bosses the quickest. I try to use as efficient an amount of charges as possible to defeat each boss, by balancing the number of Laser and Wave Cannon shots used. Sometimes I use the Spark as well... but it works out in the end. \n\nTo comment on the run, I should say that I got pretty lucky with how the enemy patterns went on me. Since the timer only runs when the boss\'s life meter is active, I use the rest areas to release and generate the helper as necessary. I do make a few mistakes, enough that I can see a sub 5:10 time as possible. However, I\'m quite happy with how this run goes. I\'m not sure what my next project will be, or when I\'ll have the time to do anything (what with the school quarter starting up). But I\'m glad I did this, and I now have more respect and appreciation for all the other speed runners on the site than I did before. I don\'t know if I could keep up such quality work for long periods of time! \n\n[b]Milkyway Wishes[/b]: \n\nWow, this run took me much longer to complete than I expected. It has its share of mistakes, but I\'m happy with it: my goal was to get the run somewhere under 16 minutes. The basic strategy was to go to Mecheye first and collect Yo-Yo and Plasma powers, then go to the other planets besides Halfmoon in reverse order. Yo-yo is good for running through the stages since the Break Spin goes faster than just running. Plasma, if you didn\'t know from my Arena run, is good for bosses. I pick up Hammer in Cavios since it saves some time over Plasma against Buggzy and the Computer Virus. \n\nExtended Commentary: \n\nMecheye - By not pressing any control pad keys, I maintain my momentum after being shot out of the cannon. After getting Yo-Yo, I stay at the bottom of the elevator shaft so that it doesn\'t interfere with my exit. Heavy Lobster decides to burn me rather than spit out a drone... cost me a couple seconds. \n\nCavios - Buggzy is apparently weak against the Hammer Flip. I make a minor mistake against Wham Bam Rock. \n\nHotbeat - I get burned near the end because I release my air too early. \n\nSkyhigh - Break Spin madness! Went very well, except for trying to spin through the blocks at the start. \n\nAqualiss - I just realized that I could break spin from the first island to where Sir Kibble stands. Oh well. \n\nFloria - This went very well. \n\nHalfmoon - I could probably improve on my speed in the minecart-filled section, just not really sure of the best route. I take the trolley since even though it\'s slower than running, I have to stop in order to take down the posts with Hammer, making the trolley faster overall. \n\nNova - This stage caused me the most frustration. Mostly due to my reckless style of play, I often take damage in the scrolling section, and die on the boss. I fortunately get through with only a few scratches. The Marx battle wasn\'t optimal, but it went quick enough.',NULL),(0,167,238,'[b]Gourmet Race - Race 3:[/b] \n\nI\'ve had Kirby SuperStar ever since it came out and my favourite thing in the game is the gourmet race, but mainly just course 3. I\'ve been playing course 3 for years now, finding every little trick that can save time. I noticed the original record and I was amazed since I always at least get in the 43 second range. I decided to watch it. I decided then that I would make a speed run. I found out all of the tricks I did in my run by myself over my life time. I hope you enjoy the run and I hope it helps other players. new tricks I discovered. \n\nThe most important thing is not taking the top route near the star blocks, and don\'t use the fly dash. Go down the route with two starblock walls, start flying and shoot feather gun at the walls and keep flying through. \n\nA thing about pressing on walls. on the drop after the copy pedistals, you want to fly right. when falling, down press against the right wall. doing this makes kirby have to build up speed again. in this case, press against the left wall while faceing right. this way you don\'t need to build speed again. This is esspescially important at the final flight up before the finish. \n\nOn the final flight up before the finish, there are those platforms that if you press down on you can go through them. Rather than just flying, land on the first one and jump, then continue to fly. this speeds you up considerably. \n\nAfter getting through the two walls on star blocks, it is important to land before the big flight up. If you stay in the air, that will waste time. \n\nThere may be other tricks I forgot to mention, but it\'d be easier to just watch it.',NULL),(0,202,247,'My advice for the whole run: [ul] [li]Focus only on your objective, kill only the ones in your way, and don\'t get sidetracked on items unless it\'s necessary. [li]Exploit the occasional pauses in the time that occur after you kill a certain enemy because time stops while you don\'t. [li]Dodge rolling is the most important because the Max Payne enemies find it hard aim on a dodge rolling target, and it\'s faster than running. [li]Shootdodging is a bad idea because it takes a while to get back up so that you can continue running. [/ul] p1c9: \nQuickly killing the mobsters who come out of the opposite side of the entrance should be the main priority before the Jack Lupino cutscene because there are more mobsters to kill. \n\np2c3: \nNear the start, it took quite some practice to make that jump (not sure how to describe it) after you get up the ramp, which brings you to the door to the outside. I still can\'t make that jump 100% of the time. Also, after the mobster comes out that door, you have to wait for it to close before you go through it or else the platform won\'t be triggered. \n\np2c6: \nDeplete as many painkillers and as much ammo as you want in this level because in the next, you\'ll be full of them. \n\np3c8: \nI\'m still not absolutely sure if it\'s shooting the rotor that causes the shutters to go down, but it seems like it.',NULL),(0,203,162,'First of all, many thanks goes to Radix, nate, mikwuyma, DJGrenola and the rest of SDA crew for keeping up the awesome site! \n\nI\'ve been speedrunning Max Payne 2 for a long time. The oldest runs on the site date as far back as 2005. Some of the levels have gone a long way, in the beginning I thought sub-3:00 p3c8 was very hard and now its 1:09. Thanks a lot to Acapulco for those countless shortcuts and of course the triplejumping technique, I never would have thought there was somebody who loved this game as much as I do ;). Also, thanks dex for accepting my challenge, you really brought my records up to a new standard. Obviously I knew many records needed improving simply because they were too old. Hopefully we\'ll get this game sub-20:00 someday so I can quit doing New York Minute runs :p. It\'s gonna be tough but might be possible. \n\nGeneral tricks and techniques: [ul][li]Superjump: e.g. change from pistols to shotgun or backwards and jump at the same time. Max jumps once in the air. [li]Triplejump: jump on top of something while changing weapons like before and jump again. Wow, Max jump really high! [li]slow-down-speed-up: some time-based events go faster if you slow the game down by doing the bullet-time super-reload. [li]cutscenejump: do a bullet-dodge jump or a roll to a cutscene, the timer stops but Max moves forward. [li]fallingobjects: (not used in any runs) throw a box down from a skyscaper and jump on top of it right before it hits the ground and jump again, Max is not hurt from the fall if you do it right. [li]fall cancelling: dex discovered this one of the most obvious tricks around :p. just roll when you hit the ground. [li]rolling: rolling after you jump on top of something and letting Max slide a bit in the air is marginally faster than just running. thanks dex for finding/checking this out.[/ul] [ul][li]pro1: Never say never, my \"perfect\" 0:15 just got beaten. \n\n[li]p1c2: It doesn\'t really matter how you play before the end fight because the timer reaches zero there. couple seconds improvement possible here with better bullet usage. \n\n[li]p1c5: a lot of time can be saved here with rolling and fall cancelling, I\'ll get back on this someday. (I\'ve tried this numerous times but no success.) \n\n[li]p2c1: most improved speedrun on sda if you look at the percentages. The original one was 0:30 and here we are with 0:03. I\'ll probably get back to this one too because I just wanna get that 0:00 ;). I can\'t promise anything because some things are luck based, like some enemy luring stuff. \n\n[li]p2c2: huge shortcut by Acapulco. many thanks for him :p. \n\n[li]p2c4: dex was going to improve this but quit, he had some problems with the jump after those 3 shotgun guys which open that one door for you ;). anyway, despite what dex says, the shorcut in the beginning is just crazy hard :D. \n\n[li]p2c6: a lot of shortcuts that Acapulco found out. Also fall canceling works wonders here too. the only pain in the ass while running this level is Max who usually gets killed somewhere near the end ;p. \n\n[li]pro3: I bet you could save a second or two here. not sure though. \n\n[li]p3c1: this run needs improvement immediately, hopefully in the next update ;). \n\n[li]p3c2: I\'ve found few tricks for this level too, hopefully I\'ll get this done for the next update ;). \n\n[li]p3c3: I improved the previous one with few more kills, I also got very lucky shots at those guys who climb over the wall. \n\n[li]p3c4: this run needs improvement, sub-4:00 possible. \n\n[li]p3c5: I\'ve recieved quite few improvements via mail for this level, I think it was around 0:36 or something, I\'m probably not doing this because I plain hate this level :p. \n\n[li]p3c6: I really doubt this run is beatable. Unless you find some faster method of movement which I don\'t think is happening. By the way, this is the only level where you can get Out of Bounds :p. Usually when you go OoB you die because of death triggers but you can\'t die here because it\'s a dream level. \n\n[li]p3c7: note that I can\'t do the fast reload more than three times in the end. The game gets seriously screwed when a cutscene begins while you\'re in a fast reload animation. try it yourself. Anyway, I\'m very happy with this run I got some lucky shots in the end :p. \n\n[li]p3c8: sub-1:00 is possible for this level but it\'s not a easy task. There\'s so much stuff going on all the time. I reloaded all the time because the glass door starts to open once Vlad finishes his rant. (the timer isn\'t running while in the fast reload mode).[/ul]',NULL),(0,203,298,'I picked up this game at a junk shop for $8 and enjoyed it, so I thought I\'d try to beat some individual level times. I didn\'t have a mouse at the time, so I was using a laptop touchpad and couldn\'t even begin to compete with the weapon accuracy that Tomi and Karol were achieving. Because of this, I only worked on the levels that were all running and jumping. I reworked the shortcuts in this level, 3-5, and saved a few seconds, so I decided to record it, but I lost interest and only remembered to submit it now, almost two years later. The last stair case and double jump is a little slower than Tomi\'s. Also, bumping my head on the door frame at the top of the electrified stairs was unintentional, but those shortcuts had a tendency to kill me, so I was happy with this. It would be difficult to get the time below 35 seconds, but it can probably be done. The exact time is 35:58.',NULL),(0,203,93,'[ul][li]p1c1: This was my best time. I was surprised it went that good, considering my miss at the keypad shooting. But besides that, it went amazingly good. This was the first level I discovered that rolling from higher objects onto the floor is marginally faster, and that exiting while in bullet time saves about 0.15 off of the time in certain levels. \n\n[li]p1c3: The waiting moment is boring, so I jumped onto a bin and something funny happened in the cutscene... you\'ll see :). Anyhow, this level went surprisingly fast. One of the levels there is no time addition after the final cutscene (anyone knows why this happens in some levels and not in others?). \n\n[li]p1c4: One of my favorite levels. My accuracy reached a nice level of awesome here, almost everyone died after one well aimed headshot. I do a fair bunch of small tricks like fall cancelling etc here, you should like it. I was very surprised at the plank in the elevator, if you look closely you\'ll see it hovers in mid-air. Fortunately, it turned out it wasn\'t solid and I passed right through it O_o. \n\n[li]p1c6: This must be the most polished of the records I have done in Max Payne 2. Cutting the next second would be hard! This record has everything from fall cancelling through a small jump in the elevator to save 0.4 to a pretty much perfect climb onto the boxes. You\'ll love it! \n\n[li]p1c7: Ah, the marvel of the Max Payne 2 timer. I skip half the level, but it only saves about 0.5 seconds. Brilliant :). Also, I utilise a very cool trick on the window cleaners lift, and let\'s just say I consider this the HARDEST trick in the whole game. Which is because if you don\'t shoot the enemy that falls fast enough, he\'ll die without substracting 2 seconds from your timer. The rest of the level is pretty standard, besides a lot of fall cancel usage and a funny bug in the starting elevator. If you look closely on the HUD and listen to the sounds there, you\'ll see Beretta has shot two bullets at once! I\'m looking for a way to replicate this trick, could prove useful... \n\n[li]pro2: Hooray for ADHD. Hooray for being an asshole. Hooray for bullet time speeding up scripted talks like the \'Officer down\' talk. Hooray for killing bum substracting 2 seconds from the timer. Hooray for killing the last enemy long-range with the shotgun in the exact last frame of the level (I\'m serious!). \n\n[li]p2c3: Done just because the run on the site sucked. Surely can be done faster. Fall cancel equals win :).[/ul]',NULL),(0,209,299,'[b]English translation by Giancarlo Andr&eacute; \'gia\' Rivas De Amat):[/b] I am impressed by how many people have put so much effort into their play, it is an incentive to others like myself. Keep at it, like in other domains of life the last word of a game is not set in stone, keep moving forward. \n\nThat is why I wanted to participate on this site with a contribution of my own, I hope not the only one. Although many things are taken lightly and life has moments on which you have to focus, like in the game, and in life you shouldn\'t miss out on what\'s important. \n\nMetal Slug X has an straightforward premise but it is not a simple game, it is a simple idea that can turn complicated. Every kind of game has its own charm, most people think that gaming is a waste of time, but a wise man learns from his mistakes and the mistakes of others, knowledge of this allows us to learn more from life. That is what games have taught me, as well as that you can repeat parts of life as if using an extra continue or loading a game save. \n\nA lot of friends didn\'t want me to keep playing, perhaps they just weren\'t actually friends, despite this many female friends supported me, nothing happens without trust. I chose Fio because I\'ve always believed in sexual equality, I saw other videos where they do the same, sometimes life inspires you in beautiful ways. [ul][li]Mission 1: 1:15:40 \n\nThis mission was extremely fun, this is the only level I use the super vehicle because of its antitank ammo, and vulcan fix since it\'s the fastest way to take down the choppers. \n\n[li]Mission 2: 2:03:51 \n\nI have always admired the egyptian culture, in this case the mummies weren\'t much of an inconvenient given they are already dead anyways, The boss is my favorite from this game, I don\'t know what kind of tank it is but it looks great. The bats from this part bring me good memories, a personal anecdote of course. \n\n[li]Mission 3: 2:08:97 \n\nWe have no trains in my country, should have hopped into one when they still existed, whatever, this mission has a different ambient to other stages of the game, great enemy variety, no long load times even with psx limitations, helping the final timer. The aerial vehicle is primordial for the almost finishing part of the mission. \n\n[li]Mission 4: 1:47:18 \n\nThe mission you have to be the luckiest, also the one that took the most work since the aliens are a real threat to gaining some seconds. The higher the cost the most it is appreciated, this is not an exception. \n\n[li]Mission 5: 3: 09:80 \n\nLuck brought the laser gun, the rockets instead would have made a difference of more than 10 seconds towards the end. Soldiers are very violent and it is best not to build fat (get on a diet). I\'m sorry if I killed a bat, I don\'t like animals getting killed, or trees getting cut down. I wasn\'t worried by the zombies, they should have worried about me. \n\n[li]Final Mission: 3:26:60 \n\nWithout doubt my favorite mission, the variety..., it starts on snow and ends in a city on flames, I bet it has a meaning. I have always believed in extraterrestrial life but the paradoxical is that I dedicated myself to exterminating them.[/ul] \n\nI want to dedicate this record to someone special who helped and supported me, Micaela, for whom I don\'t wanna kill vampires. [b]Original Spanish version:[/b] En esta carta me admira como varios chicos se esfuerzan por jugar es un aliciente para otros como yo. siguen adelante, como en otras ramas de la vida no se sabe la ultima palabra de un juego, sigan adelante. \n\nPor eso deseo participar en su pagina con mi colaboraci&oacute;n, ya que espero que no sea el &uacute;nico juego en el cual participe, ya muchas cosas se toman a la ligera y la vida tiene sus momentos serios, como en el juego y en la vida no se debe descuidar lo mas importante. \n\nMetal slug x es u juego simple por si idea en general pero no sencillo, es una simple idea que se puede complicar, cada tipo de juego tiene su encanto, la mayor&iacute;a piensa que jugar es una p&eacute;rdida de tiempo, para un hombre sabio aprende de sus errores y de los errores de los demas, sabiendo esto se puede aprender mas en la vida, eso es lo que me ense&ntilde;aron los juegos y tambi&eacute;n se que se puede repetir partes de la vida como en un continue o salvar partida. \n\nPese a todo muchas de mis amistades no quer&iacute;an que me esfuerze jugando, solo no eran mis amigos realmente, mas bien hubo varias anigas que me apoyaron, nada se consigue si no hay confianza. \n\nEn el video escog&iacute; al personaje Fio porque siempre cre&iacute; en la igualdad se sexos,vi en otros video de records hacer lo mismo ,a veces la vida te inspira de las maneras m&aacute;s bonitas. [ul][li]Misi&oacute;n 1: 1:15:40 \n\nEsta misi&oacute;n fue muy divertida, es la &uacute;nica parte del juego en que use el super vehiculo por su munici&oacute;n antitanque y vulcan fix por ser la manera m&aacute;s r&aacute;pida de derribar los helic&oacute;pteros. \n\n[li]Misi&oacute;n 2: 2:03:51 \n\nSiempre sent&iacute; admiraci&oacute;n por la cultura egipcia, en este caso las momias no fueron un gran inconveniente, puesto que ya estaban muertas de todos modos, el jefe de esta escena es mi favorito de todo el juego no se que clase de tanque es pero se ve bien, los murcielas de esta parte me traen buenos recuerdos en una an&eacute;cdota personal esta claro. \n\n[li]Misi&oacute;n 3: 2:08:97 \n\nEn mi pa&iacute;s ya no hay trenes, deb&iacute; subir a uno cuando hab&iacute;an aun, ni modo, esta misi&oacute;n tiene un ambiente diferente a las dem&aacute;s partes del juego ,gran variedad de enemigos, no hay muchos tiempos de carga a&uacute;n con las limitaciones del psx, facilitando el tiempo .El vehiculo a&eacute;reo es primordial para la parte casi final de la misi&oacute;n. \n\n[li]Misi&oacute;n 4: 1:47:18 \n\nLa misi&oacute;n en que mas suerte se debe tener y tambi&eacute;n la mas trabajo me cost&oacute; ya que los extraterrestres son una amenaza real para ganar uno segundos. Muchas veces se aprecia m&aacute;s lo que mas trabajo cuesta y esta no es la excepci&oacute;n \n\n[li]Misi&oacute;n 5: 3:09:80 \n\nAl principio la suerte otorga el laser gun sino en cambio los cohetes har&iacute;as un a diferencia de mas de 10 segundos al final, los soldados son muy violentos y es mejor no engordar( ponerse a dieta) .perd&oacute;n si mate a un murci&eacute;lago no degusta que maten animales ni ver talar &aacute;rboles .los zombies no me preocuparon mas bien ellos deben preocuparse de mi. \n\n[li]Final Misi&oacute;n: 3:26: 60 \n\nSin lugar a dudas mi misi&oacute;n favorita, la variedad de la escena comienza en la nieve y termina en una ciudad en llamas seguro so quiere decir algo. siempre cre&iacute; en la vida extraterrestre pero lo parad&oacute;jico es que me dedique a exterminarlos.[/ul] \n\nTambi&eacute;n quiero dedicar este record a alguien especial ,me ayudo y me apoy&oacute;, a Micaela por la que no quiero matar vampiros.',NULL),(0,290,249,'[ul][li]Pirate Booty! \n\nUsing a new technique of punching and then jumping immediately after, Qwark can cover more distance and traverse the level faster. I found that in the first second of the level I could punch-jump to make it through the first set of platforms without damage to slow me down. This jump took awhile to perfect and being at the very beginning of the run, it resolved in me restarting often before 3 seconds had even passed. At the end I would restart if the space eel didn\'t go straight. After many failed attempts I came up with this. \n\n[li]Arriba Amoeba \n\nNot too much different here, more punch-jumping to speed things up. This run has more mistakes than the others but it is still a solid time. \n\n[li]Shadow of the Robot \n\nPunch-jumping combined with better accuracy during the bomber-robots section helped achieve this time. \n\n[li]Deja Q All Over Again \n\nA perfect time on this level would probably result in around 2:38-2:39. \n\nAfter many frustrated attempts I finally nailed a near perfect run. More punch-jumping, and I skip the second to last laser-bug fight. \n\n[li]The Shaming of the Q \n\nI did this level pretty fast. I got hit some. I didn\'t really have any shortcuts. It is still a good time however. Who doesn\'t love running away from boiling acid while shooting frozen-rocket-shooting-robots and avoiding big purple blobs?[/ul] \n\nI greatly encourage people to try to improve these runs. \n\nThanks: [ul][li]Radix [li]nate [li]mikwuyma [li]Cannibalk9 [li]Psonar (Mike\'s note: Uh oh, expect a rant from DJGrenola soon)[/ul] \n\nexpanding and improving the game list one run at a time. \n\n-tenfoLd',NULL),(0,30,24,'There are 57 levels in the game. The goal of each level is to blow certain stuff up, except when it\'s to collect dots or drive in circles. But most of all, the game is about doing it fast. Depending on how quickly you complete a level, you can get a medal - Bronze, Silver, Gold, or the fabled Platinum. \n\nSome time ago, I collected all the Platinums and attained the final rank, \"You Can Stop Now.\" But I didn\'t want to stop... I kept playing, improving my times more and more, and eventually decided to record videos of my best. And so, these were created. \n\nAll the runs in these videos meet the Platinum time requirements. Many of them are quite a bit faster than Platinum. They\'re all fully legit; recorded from an actual N64. No cheats or glitches are used - not the well-known \"Z-Trick\", and not the lesser-known glitching through walls. \n\nNote: These runs are from the NTSC version. The PAL version runs at 5/6 speed. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \nLevel Commentary \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nThese were written as soon as I finished each level, and are whatever I was thinking at the time. \n\n[-]- Angel City - 54.1 (Platinum: 1:35) [-]- \nThis level is hard. Most of it goes well in this run, but I mess up a lot on the last building. \n\n[-]- Argent Towers - 15.5 (Platinum: 0:28) [-]- \nLike most backlash levels, this one has quite a bit of leeway in the Platinum time requirement. And, like most backlash levels, it\'s incredibly hard to take advantage of that leeway. \n\n[-]- Baboon Catacomb - 40.5 (Platinum: 0:45) [-]- \nThis route is a real pain, because of one particular RDU that doesn\'t light up correctly, necessitating a weird skid-bounce later on to get it without going too far off the path. \n\n[-]- Backlash - 7.2 (Platinum: 0:11) [-]- \nYou don\'t want to know how long it took me to get this time. \n\n[-]- Beeton Tracks - 1:05.7 (Platinum: 1:15) [-]- \nThe prelude to Oyster Harbor... though it\'s not nearly as hard. All you Z-trick users don\'t know what you\'re missing. \n\n[-]- Bison Ridge - 1:02.0 (Platinum: 1:07) [-]- \nYay for the Blast Corps physics engine! It may not be at all realistic, but it\'s sure fun! \n\n[-]- Blackridge Works - 19.1 (Platinum: 0:23) [-]- \nIt\'s possible to go straight through buildings 4 and 5 without bouncing, but you have to be really lucky. \n\n[-]- Carrick Point - 35.1 (Platinum: 0:36) [-]- \nThe Sideswipe is the most useless vehicle in the game. Fortunately, you don\'t have to do the level with it. \n\n[-]- Cobalt Quarry - 35.5 (Platinum: 0:36) [-]- \nThere are a lot of racing levels in the game. They\'re not bad, but they\'re generally not as interesting as the other levels. \n\n[-]- Cooter Creek - 24.9 (Platinum: 0:25) [-]- \nThe invisible walls bounding the trees are what give this level that special Blast Corps touch. \n\n[-]- Corvine Bluff - 45.7 (Platinum: 0:46) [-]- \nFinding the right path over the bumps is the key to getting an excellent time. Too bad I don\'t know what that path is. \n\n[-]- Cromlech Court - 17.4 (Platinum: 0:22) [-]- \nThis level isn\'t too hard to get Platinum on, once you understand how the Thunderfist works. The trick is to know the times during a roll when you have enough power to destroy a building in one hit. \n\n[-]- Crystal Rift - 48.4 (Platinum: 0:57) [-]- \nNormally, the beginning of this level gives you a nice overlook of the canyon the carrier is driving through. But all the polygons slow down the game, and oddly enough, the timer does not slow down to match. So you reach the station a few seconds faster if you change the view. There\'s not much else to say about the level; it\'s pretty straightforward. \n\n[-]- Dagger Pass - 36.2 (Platinum: 0:50) [-]- \nDespite how it looks, this level really isn\'t very hard to get platinum on. If you can beat it at all, you shouldn\'t have a problem with it. \n\n[-]- Dark Heartland - 36.5 (Platinum: 0:44) [-]- \nLike Mica Park, but with less ammo. Even so, I find it to be the easier level of the two. \n\n[-]- Diamond Sands - 1:38.8 (Platinum: 2:35) [-]- \nElegantly simple yet extremely challenging, Diamond Sands is one of the most beautiful levels in the game. This run is pretty messy - it could certainly be better, but it\'s the best I\'ve managed so far. \n\n[-]- Ebony Coast - 53.6 (Platinum: 1:12) [-]- \nTake that, you stupid slow train! I push the last TNT crate in a bit of a zigzag, but not because I\'m messing up - if I didn\'t push it that far back it wouldn\'t destroy the whole building. \n\n[-]- Echo Marches - 37.3 (Platinum: 0:45) [-]- \nThis is the easiest Platinum in the game. \n\n[-]- Ember Hamlet - 18.0 (Platinum: 0:40) [-]- \nCyclone Suit? What Cyclone Suit? I went a bit crazy at the end here, because I had four or five more missiles than I usually end up with. \n\n[-]- Falchion Field - 19.7 (Platinum: 0:21) [-]- \nIt didn\'t take me very long to get this run. There\'s not much to perfect here, but there\'s still more time to spare than it seems at first glance. \n\n[-]- Geode Square - 14.9 (Platinum: 0:20) [-]- \nThe first of the J-Bomb bonus level ring, and the only level in it that\'s not covered in stuff that\'ll kill you instantly if you touch it. That makes it a lot easier than the rest. \n\n[-]- Gibbon\'s Gate - 1:12.1 (Platinum: 1:15) [-]- \nI\'ve never liked pacman. I didn\'t try to get very far beyond Platinum on this level. \n\n[-]- Glander\'s Ranch - 1:29.0 (Platinum: 1:33) [-]- \nWho is Glander? And why am I driving in circles around his ranch? \n\n[-]- Glory Crossing - 28.9 (Platinum: 0:40) [-]- \nI\'ve always loved this level, even back when I sucked at it. The music, the name, coming across the bridge and driving into the town just before the Carrier gets there, trying to clear a path through that cramped tangle while further hindered by the high-traction grass - everything just fits together so well. This run is a little messy, but I don\'t make any major mistakes on it. \n\n[-]- Havoc District - 21.4 (Platinum: 0:28) [-]- \nI have nothing to say about this level. \n\n[-]- Ironstone Mine - 41.3 (Platinum: 0:54) [-]- \nThis level is incredibly finicky. If the buildings don\'t like the way that you hit them, they don\'t fall over. You can see one of them grab my nose for a second at the beginning. \n\n[-]- J-Bomb - 22.0 (Platinum: 0:30) [-]- \nThis time could be better. I fly too high on the 4th and 7th buildings... it\'s entirely possible to take them out in one hit from the side. \n\n[-]- Jade Plateau - 1:10.1 (Platinum: 1:13) [-]- \nUgh. That turn coming off the second bridge is damn near impossible to make properly. \n\n[-]- Kipling Plant - 10.3 (Platinum: 0:12) [-]- \nI mess up before the 3rd gas tank, but still get a good time. \n\n[-]- Lizard Island - 1:14.2 (Platinum: 1:30) [-]- \nThere\'s not much time to spare if you want to get to building #6 while it\'s in a good position. \n\n[-]- Magma Peak - 52.5 (Platinum: 1:00) [-]- \nThere may be a better route, and you could save time by stomping more of the pillars. Even so, this time isn\'t too bad. \n\n[-]- Marine Quarter - 34.9 (Platinum: 0:36) [-]- \nPh34r th3 uncontroll4bl3 Dr34m. \n\n[-]- Mars - 1:04.2 (Platinum: 1:50) [-]- \nOf all the levels in this game which make no sense, this level makes the least sense of all. But it\'s fun, so who cares about sense? \n\n[-]- Mercury - 59.4 (Platinum: 1:10) [-]- \nYou want to know a secret? Never do this level with a ghost. Trust me. \n\n[-]- Mica Park - 27.1 (Platinum: 0:30) [-]- \nThey could have given you a better camera for this level. At least you get plenty of ammo. I\'m not very good at this level. \n\n[-]- Moon - 1:49.7 (Platinum: 2:20) [-]- \nAh, the joys of low gty. As if the Backlash weren\'t hard enough to control in the first place. \n\n[-]- Moraine Chase - 59.3 (Platinum: 1:01) [-]- \nI love the level names in this game. \"Moraine\", \"argent\", \"cromlech\", \"skerries\"... so many cool words. \n\n[-]- Morgan Hall - 24.7 (Platinum: 0:35) [-]- \nBuildings explode when you push TNT into them. Some buildings also explode when you push TNT into another building thirty feet away. Some buildings won\'t explode unless you hit them directly, even if you set off a TNT crate two feet from them. The code behind the TNT crates must a sight to behold. \n\n[-]- Neptune - 1:21.8 (Platinum: 1:28) [-]- \nIt\'s kinda strange that Neptune has low gty, but who am I to argue with the game designers? (Actually, there are a lot of strange things in this game...) \n\n[-]- Obsidian Mile - 35.8 (Platinum: 0:55) [-]- \nThe Cyclone Suit is aptly named. \n\n[-]- Orion Plaza - 26.9 (Platinum: 0:30) [-]- \nThis run kinda sucks, but Orion Plaza is annoying as all hell. Most levels with TNT crates are annoying, and this is the worst of them. \n\n[-]- Outland Farm - 46.6 (Platinum: 1:00) [-]- \nHahaha, this one was a challenge both to figure out and to execute. It took me a while, but the time I got is worth it! \n\n[-]- Oyster Harbor - 2:19.9 (Platinum: 2:55) [-]- \nWhen you first reach it, this level is as hard to crack as an oyster. But once you\'re going for Platinum, it\'s a lot easier, since you don\'t have to worry about minor details like holes that\'ll send the Carrier plunging into the ocean. This run has a few moments where I lose a second or two to annoyances like unruly TNT, but overall it\'s pretty good. And no, I don\'t know how to drive the boats. \n\n[-]- Saline Watch - 26.7 (Platinum: 0:45) [-]- \nThis is not nearly as easy as it looks. \n\n[-]- Salvage Wharf - 34.2 (Platinum: 0:37) [-]- \nAll you have to do is drive through the middle of the stacks and not miss any boxes. But that doesn\'t mean it\'s easy. It\'s a shame the boat isn\'t worth enough to make using the Ballista a viable strategy. \n\n[-]- Shuttle Clear - 47.5 (Platinum: 0:54) [-]- \nThis run shows yet another reason TNT crates are annoying. Not much else goes wrong, though, and it\'s hard to get this level done perfectly. \n\n[-]- Shuttle Gully - 34.4 (Platinum: 0:44) [-]- \nI\'m not the greatest with the Skyfall... this run could be better. \n\n[-]- Sideswipe - 10.9 (Platinum: 0:12) [-]- \nIt\'s not perfect, but the sideswipe is annoying, so it\'s good enough. \n\n[-]- Silver Junction - 27.1 (Platinum: 0:30) [-]- \nOne of these days, I\'m going to map out this level and find what the fastest path really is. \n\n[-]- Simian Acres - 12.4 (Platinum: 0:14) [-]- \nGo ahead, try to beat this time. I dare you. \n\n[-]- Skerries - 1:31.7 (Platinum: 1:35) [-]- \nNot a very hard level. I didn\'t spend much time on it. The only tricky part is coming out of the hidden tunnel the right way, so you don\'t skid wide. \n\n[-]- Skyfall - 3.3 (Platinum: 0:04) [-]- \nShort level. \n\n[-]- Sleek Streets - 38.8 (Platinum: 0:40) [-]- \nDon\'t skid too much coming out of the gully... don\'t get stuck between the tree and the wall... I pity the foo who can\'t get Platinum on this level. \n\n[-]- Tempest City - 16.2 (Platinum: 0:27) [-]- \nNow this is fun. I love the Ballista. None of the other vehicles can rampage quite so well. \n\n[-]- Thunderfist - 12.4 (Platinum: 0:15) [-]- \nYe olde Thunderfist training level. Not very hard. \n\n[-]- Twilight Foundry - 26.9 (Platinum: 0:29) [-]- \nIt can be hard to find a good path on this level. Fortunately, most of the RDUs play nice, except that one in the nook behind where you start. That one doesn\'t like to trigger unless you\'re right over it. \n\n[-]- Venus - 1:38.7 (Platinum: 2:15) [-]- \nMore low-gty fun, with nothing but crates as far as the eye can see. Until I destroy them, that is.',NULL),(0,310,213,'1 - Introduction & Verification \n\nHello, I\'m Drew \"stx-Vile\" DeVore. You might remember me from such speedrunning bloopers as \"Doom/Doom2 Done Nightmare Style\" or \"The Obscure Appearance in the Skillz Test #4 Reel.\" \n\nWith some awkwardness afforded by that opening, I\'m happy to introduce my collection of speedruns for the fast-paced shooter, Serious Sam: The First Encounter. Serious Sam began life in 1996 and was developed for five years by the now-famous Croteam. Gamers were given an unexpected sample of Sam\'s first adventure in 2000 in the form of a tech demo, showing off expansive indoor and outdoor environments and hordes of enemies thrown at the player at the same time, which has become the Serious Sam calling card. Less than a year after the release of The First Encounter in March 2001, the aptly-named Second Encounter, Sam\'s next adventure, was released, improving upon the original in many ways but retaining the same successful shoot-em-up formula. Since then, Serious Sam has appeared on many different platforms in many new adventures, and continues to be the source for \"serious\" action. :) \n\nSometime after the release of the First Encounter, a forum for potential Sam speedrunners appeared in the form of \"Serious Sprint,\" which was much like Quake\'s SDA or Doom\'s Compet-N. Unfortunately it has since disappeared, although some records of its existence are still available at the Files section of www.seriouszone.com. Check out the demos there for some solid walkthroughs of the levels. \n\nSince no real speed records remain, just walkthrough runs with all secrets collected, I tried my hand at some demo recording and eventually completed a set of runs for the entire game. These runs were recorded (using version 1.05) on Serious difficulty from scratch using the Custom Level menu, which I will explain in a bit. These were NOT recorded like a traditional QDQ project, where the stats you have in one level are carried over to the next. All levels were recorded individually as to allow improvements for earlier levels without affecting the rest of the runs. Anyone who wants to try a run like that are welcome to do so. :) \n\nUnfortunately, I don\'t remember what sort of validation process was implemented in \"Serious Sprint,\" hell I\'m not even sure how it\'s handled for Quake or Doom. However, I\'ve come up with my own measures to assure that these and future runs were done legitimately. First, it should be noted that the tally screen, which normally appears at the end of the level describing the time taken for completion, total kills, secrets found, etc. does NOT appear in the demo playback. However, capturing a screenshot of the tally screen and packaging it with the demo is just as effective. \n\nWhy is this method of validation so important? Well, at first I only intended the screenshot as a bonus because of the absense of the tally screen in the demo, but further exploration into the commands in Serious Sam revealed something else. The game allows the action to be slowed down with the following command, taken from ShellSymbols.txt in the Help directory: \n\ngam_fRealTimeFactor: \nRealtime factor in game. \n&lt;1 = slower \n1 = normal \n>1 = faster \n\nAs I found out, demos recorded in values lower than 1 can be played back at normal speed. I\'m not sure how speedrunning admins determine if a demo was played using slowdown, but the screenshot helps verify that it wasn\'t. On the tally screen, there are values for the time taken to complete a level, say, \"06 - Oasis\" which is 3:25 and Playing Time, which is 3:31. Playing Time is the cumulative time spent playing the game in a particular session. For legitimate runs, the total Playing Time should only be a couple seconds higher than the time needed to complete the level. I believe it includes the time needed to complete the level, as well as the loading time for the level itself, which for me can be between 5-10 seconds. Anyway, when demos are recorded in slow-motion, the Playing Time for a particular level will appear much higher than the level completion time, which would mean that the game was either played at a very slow realtimefactor, or the player restarted the level multiple times without quitting that particular session, IE pressing fire after dying and being sent to the start of the level. Confusing? Well... I stink at explaining this stuff. In short, please take a screenshot of the tally screen at the end of a run, like I did, if you intend to improve my runs or make your own! :) \n\n2 - Run Mechanics and Rules \n\nFirstly, for those who intend to speedrun the game, I\'d like to help by talking about the recording process. The game has an option in the main menu called \"Custom Level\" which allows you to select any level from the game, provided you completed it in normal play first. Otherwise, only the first level will appear here. When you select a level from this menu, you\'ll start the level with certain weapons and some ammo for each. The weapons you are given are ones that would have been introduced by that time in a casual run through the game. Weapons that are found on the intended path of a previous level are provided, not ones that were found in secret areas. For example, in level 2, you are given the shotgun, which appeared on the main route of level 1, but not the rocket launcher, which appeared in a secret area in level 1. So, when you select a level from the menu, hit ESC while it\'s loading, which will bring you to the menu first-thing when it finishes loading. From there, start recording a demo and kick some ass. :P \n\nAs far as console commands are concerned, I only used two which proved helpful: \n\nhud_bShowTime = 1 [-]- Gives you an ingame timer, which is nice for guaging your progress. \nhud_bShowMessages = 0 [-]- Keeps NETRICSA from bugging you about new messages to a degree while playing. \n\nNext, there\'s a distinction about what tricks I did and did not implement in my runs. For instance, in some maps, you can either use a rocket jump or a monster boost to reach places that were not intended by the level designers. Some things, such as reaching a key early or jumping over a wall, are allowed. Also, running along the outside walls of some large open maps, like Metropolis or Karnak, were also deemed allowed. I had to go to Radix for a ruling on that one. However, there are some instances in the game, such as in Valley of the Kings, where you can actually reach an area outside of the boundries of the level and essentially noclip your way around the map. These types of shortcuts were deemed NOT allowed, and although some can argue otherwise since it\'s not really cheating if you can reach these areas by normal means, it does maintain some level of sanity regarding the runs. I had to draw the line somewhere to keep the runs from becoming too boring. :) \n\nFinally, the time taken to complete a level is measured from the point that the level begins to where the final cutscene of the level STARTS. For example, in level 1, the time was 0:35 when the final cutscene of Sam walking into the darkness begins, which is what shows up on the tally screen. You can easily skip cutscenes that appear only PARTWAY through the level, though... in fact, it\'s encouraged. \n\n3 - Game Mechanics \n\nThe following are some little factoids about certain aspects of the runs: \n\n1. Serious difficulty gives you double the ammo of all other skills besides Tourist. This could be considered an homage to Doom, where Nightmare skill gives you the same benefit. \n\n2. Rocket jumps in Serious Sam provide hardly any horizontal push when compared to games like Quake, so they are mostly used for vertical boosts over walls. The distance you receive depends on how much health you lose, not a damage total of health and armor lost. In short, this means that armor-less players will receive more distance than players with armor. This can affect what kind of jumps are possible, so keep that in mind. Rocket jumps without armor will take away exactly 50 health in Serious skill if the entire blast hits you, so keep that in mind as well. :) \n\n3. Monster pushes, such as getting launched by a werebull, are very hard to control and are hardly ever used intentionally in these runs. It seems like the direction you get launched by a werebull is random. \n\n4. Third-person view is allowed in this game, though first-person is recommended. I only used third-person when I felt like goofing off, or had to run for a long time with nothing going on (Metropolis, again). \n\n5. Sometimes, large battles can be avoided for a variety of reasons. Sometimes it\'s by avoiding the triggers that make them appear, such as walking over a certain area or picking up a certain item, but other times, it\'s by avoiding killing certain enemies that would originally initiate these battles. I\'ll explain these are they appear. \n\n6. Lone health pills and armor shards in this game are almost always booby-trapped, so pick them up at your own risk. :P \n\n4 - Onto The Levels! \n\nI\'ll provide some sort of commentary regarding each of these runs, perhaps recounting some horrible frustrations or giving some insight about possible improvements. I think people like to read these things, anyway. :) \n\n==== Level 01 - Hatshepsut - 0:35 ==== \n\nThis was the only run where I intentionally used a Kleer for a slight speed boost. They really hurt, so I don\'t get hung up on it, but since the run was so short, it might have helped optimize the time a bit. Also, is it just me, but does a Kleer seem like the skeleton of a Quake Fiend... large scythes for arms, hooved feet, leaping attack... hrm. \n\n==== Level 02 - Sand Canyon - 1:45 ==== \n\nThe first trick jump, which uses a Kleer as a step over the gate, is rather tough to stage... it\'s hard to see in that dark tunnel, so getting the jump immediately made me happy. In the Marsh Hopper (exploding toad) room, killing the headless enemies quickly makes the toads appear faster. The armor for the end run was entirely optional, but requires quite a bit of luck to survive without it. Overall I\'m pleased with how this one turned out, despite getting hung up a bit at the very end. \n\nAlso, as an aside, I normally let the final cutscene play out completely in these demos, but the slowdown there got so horrible that I cut it short early. I was afraid for the rest of the runs where I would be avoiding large numbers of enemies, hoping the slowdown wouldn\'t get too bad, but it seems this was the worst case scenario. :) \n\n==== Level 03 - Tomb of Ramses - 1:46 ==== \n\nI\'m very happy with the way this one turned out. I had two monster boost tricks and both were implemented without much loss of time here. In the tunnel after the secret passageway, with virtually nothing going on, I jump once while running through it. This jump was to avoid a trigger that will close the door in front of you and trap you with an Arachnid and some kamikazes. I discovered this trick by accident and was quite glad, as I was using the kamikazes to painfully jump over the door to get out of the trap, putting me in an unhealthy position for the remainder of the run. \n\n==== Level 04 - Valley of the Kings - 4:35 ==== \n\nThis was the last run done for the pack, replacing a 4:50 run that I wasn\'t happy with and eventually couldn\'t ignore. It\'s one of the more frustrating runs in the game on the fastest route. In the valley, I don\'t kill the Gnaar (beartrap teeth creature) or the Werebull, as their deaths will cause many more enemies to appear in their place. I just let them trail behind me as I run for the temple. The Reptiloid (green magic missile caster) has to be killed for the rocket launcher to be appear, which in turn causes the boss to appear when it gets picked up. At this time, the Werebull is still running around trying to get me, and sometimes I can actually get him stuck on the left side of the platform so that he\'ll eventually stop trying to chase me. This is luck-related though, so I sometimes have to kill him. The boss takes exactly 14 rockets to kill, incidentally. \n\nInside... I hate that rocket jump to the key. It\'s easy to miss grabbing the key entirely. This is also the room where you can ghost around the map by rocket jumping on top of the ceiling. I don\'t do this, though, having made it against the rules. You could fly right to the exit if you wanted, though. :) \n\nRocket jumping over the wall of darkness... self-explanatory. At the cage trap with the heart, it\'s possible to avoid getting caught inside, but the door to the next area will not open until the trap has played out. The cage provides protection against the Kleers anyway. \n\n==== Level 05 - Moon Mountains - 1:41 ==== \n\nThe first secret level of the game. There\'s not much to explain here, since the run is fairly straightforward. There\'s two shortcuts that I use here, but both of them actually count towards the secret tally, so there\'s really nothing that I can take credit for, here. At the very end, I rocket jump over a werebull that spawns in front of you, though this was probably hard to see in the demo. I\'m also quite happy with this one. \n\n==== Level 06 - Oasis - 3:25 ==== \n\nThis is a luck-oriented pain in the ass on the fastest route, since the Bio-Mech that spawns inside the building can keep you from advancing too quickly. I had to cancel out his rocket attack at close range with the tommy gun to make it by. In the boss room, you can rocket jump on top of the outer walls in this room, but that\'s rather boring. :) \n\nAlso, it\'s worth mentioning that the two health potions that can be found in the boss room are both booby-trapped and cause more toads to appear, which aren\'t part of the boss meter. The one that appears in the middle of the room partway through the battle is particularly unforgiving... \n\n==== Level 07 - Dunes - 0:48 ==== \n\nSpecial thanks to LarvaExotech, who contacted me sometime after the original demos were posted and revealed to me a trick for finishing this level quite a bit faster than before, making the final battles unnecessary. I assume that he/she is close to the Serious Sam community, as this trick\'s existence would have been difficult to predict, otherwise. Basically, this run exploits a \"thin door\" bug whereby the player can initiate the final cutscene of the level through the exit door and end the level early. This is done by taking damage and forcing Sam in the direction of the door, apparently reaching through it briefly to activate the end-level trigger. LE described this trick using a Bio-Mech for the required damage boost, but some rocket splash damage from your own launcher is sufficient. Although some other levels in TFE come close, this is the only level that I know of where it actually works. As a word of caution, for this trick to work, you MUST end the cutscene before it finishes, because you won\'t end the level if you do. Instead, you\'ll be returned to Sam\'s point of view, stuck inside the door, unable to turn, and with a red screen. It\'s weird, but true, so pressing fire sometime in the final cutscene is necessary to move on to the next level. \n\nThat said, the level became much shorter, and so I also felt obligated to implement some time-saving Werebull jumps to cross the desert faster than before. These jumps are rather uncooperative, as you can either take a lot of damage from the hit or no damage at all, and the direction is tough to control. However, for such a short run, I felt it necessary to do so... if just for the practice, since I\'ve found at least one place in The Second Encounter where such a jump is needed because the rocket launcher isn\'t available yet. \n\nThis was a lengthy session, working down the time second by second, and I don\'t feel like doing it again. It\'s not that fun, so I hope the result was an enjoyable 48 seconds. :) \n\n==== Level 08 - Suburbs - 1:53 ==== \n\nThis was the first level where I thought I\'d have to slow down and deal with the battles that are scripted by the game, but by choosing which enemies to kill and which ones to ignore, I can make my way through without having to get too hung up by the hordes. In the first half, I briefly retreat to the secret corner until the situation calmed down a bit. I\'m normally getting chased by several Reptiloid projectiles, as well as the Werebull, so reaching the door quickly required some sacrifices on my part. In the second half, the screen changes briefly when I hit the two switches that open the way to the sewers. This is the game trying to initiate some small cutscenes showing what the switches do, but it assumes that the player would have cleared the area before hitting the switches. I make those cutscenes as short as possible. :) \n\n==== Level 09 - Sewers - 1:38 ==== \n\nI had a hard time seeing the electric fish, so I sometimes couldn\'t predict exactly where they would appear in the final underwater segment. I only had the general idea of their locations. I don\'t think I lost any time, though, since I kept moving on the right path as they appeared. \n\n==== Level 10 - Metropolis - 9:18 ==== \n\nI\'d say this is the run I\'m the least satisfied with, as it was rather boring on the shortcut route. As such, I played a run where I got to the end and dealt with the final battles in a manner that wasn\'t too embarrassing, but didn\'t spend a lot of time shaving away the seconds. For future improvements, it\'s possible to be right by the door as it opens, though that greatly depends on some blessing from the Kleer horde. \n\n==== Level 11 - Alley of the Sphinxes - 6:16 ==== \n\nPerhaps the first run to use the new Number of the Beast, not that it matters. This run is similar to Dunes, in which I avoid a large portion of the battles by rocket jumping past the segments before the final arena. For each item that is placed in one of the four corners of the last arena, a different set of enemies will appear. I tried to move from each corner of the arena to the next so that some collections of enemies would overlap with each other, but not becoming too overwhelming. A shame that minigun and laser ammo was more limited here. \n\nAs I found out, only the largest of the lava golems need to be killed for the final door to open, not any of his offspring. I move towards the door without getting too close to the boss as his melee attack is, not surprisingly, rather painful. \n\n==== Level 12 - Karnak - 7:07 ==== \n\nAnother run like Metropolis. I demonstrate the trick jump at the start, run off to the end, giggling the entire way (maybe) and then basically do a walkthrough of the final battles of the level. I\'m not sure why the rocket jump off of the beheaded soldier\'s head seemed to get more height, but that was the case here. I got knocked away from the exit door right at the end, so that\'s one possible improvement. \n\n==== Level 13 - Luxor - 5:34 ==== \n\nFor this run, I\'d like to give credit to someone named Prestige, assuming that was the first person to discover the trick seen here: \n\nhttp://files.seriouszone.com/download.php?fileid=265 \n\nThis trick makes the level rather quick like Karnak and Metropolis, but also makes it just a walkthrough of the final battles of the level. I know some people were disappointed by the lack of action in these instances, but it did allow me to speed up the final battle when it was reasonable to do so. In the final arena, you must collect the four Ankhs and place them on the center pedestal to make the final door open. They appear one at a time, and you must place that Ankh before the next one will appear, but at least they\'ll always appear in the same places. \n\nAlso, near the start, I use a seemingly useless RJ over one of the walls to get to a nearby courtyard. This is used to avoid a trigger that would bring in some tough monsters (large lava golems, reptiloids, etc) that would cost even more health and time to dodge, since they will lead their attacks. \n\n==== Level 14 - Sacred Yards - 1:30 ==== \n\nThe second secret level, and oh dear, another boring run because of the rocket jump possibilities. I didn\'t spend much time here, but I\'m actually happy with the way the final run looks. I guess things go rather smoothly when there isn\'t much going on, I just got the gold sphinxes and got the hell out. :) \n\nAlso, at the start, I pick up that health pill since a rocket jump will cost exactly 50 health without armor... so I\'m afforded a second rocket jump without killing myself here. \n\n==== Level 15 - The Great Pyramid - 5:59 ==== \n\nI skip the first arena with a double rocket jump right off the bat. Hurray! :) \n\nReaching the ramp of the great pyramid will initiate the countdown on the door, so doing that as quickly as possible is the idea here. Afterwards, I\'m free to defend myself in any way I choose, all while shooting cannonballs clear across the landscape at the boss in the distance. The final battle could be a potential luckfest, since even if you go through the four hoops as fast as possible to zap the boss, he won\'t always be in the right position at the end. Sometimes he\'ll stay in place and use his weapons multiple times so the blast misses him entirely... grr, annoying I tells ya. \n\n5 - Conclusion \n\nThanks to everyone on the forum who encouraged me to keep going with these runs and giving me good feedback on my progress. It was my pleasure to entertain you with my antics, assuming it was entertaining, and hope you enjoyed my runs as much as I enjoyed making them. The future, for now, is set to the Second Encounter, where I hope to finish another complete set of speedruns on Serious skill. See you then!',NULL),(0,311,213,'1 - Introduction & Verification \n\nHello, Drew \"stx-Vile\" DeVore again. After finishing TFE and taking a break from recording, I started working on a set of speedruns for The Second Encounter, which brought more insane coop action back to FPS fans and, for people like me who have hardly ever played coop (and now regret), some quality single player target practice, secret-finding, and goofing off whenever possible. Overall, I feel that my efforts on this collection surpass those of the original game, partly because I have more experience controlling Sam, a bigger desire to make the runs as smooth as I can, and an apparent bias towards this game over The First Encounter. Hey, I really thought this game improved on the original in almost every possible way, although some of those trick rooms got on my nerves (I\'m looking at you, mister lv03 bounce room). However, as always, feel free to rediscover these classic games the way I have and leave me in the dust by beating my times senseless, or even record some demos on a proper, or \"trick-less\" route, since I know for a fact there\'s a demand for runs that don\'t skip huge portions of the levels. :) \n\nAnd now, here\'s some validation stuff, shamelessly stolen from the comments I made for The First Encounter, since both games are quite similar and all that applied before still apply here. I substituted references to the First Encounter, since referring to the right game would be nice. \n\nSometime after the release of the First Encounter, a forum for potential Sam speedrunners appeared in the form of \"Serious Sprint,\" which was much like Quake\'s SDA or Doom\'s Compet-N. Unfortunately it has since disappeared, although some records of its existence are still available at the Files section of www.seriouszone.com. Check out the demos there for some solid walkthroughs of the levels. \n\nSince no real speed records remain, just walkthrough runs with all secrets collected, I tried my hand at some demo recording and eventually completed a set of runs for the entire game. These runs were recorded (using version 1.07, which is the final patched version of The Second Encounter) on Serious difficulty from scratch using the Custom Level menu, which I will explain in a bit. These were NOT recorded like a traditional QdQ project, where the stats you have in one level are carried over to the next. All levels were recorded individually as to allow improvements for earlier levels without affecting the rest of the runs. Anyone who wants to try a run like that are welcome to do so. :) \n\nUnfortunately, I don\'t remember what sort of validation process was implemented in \"Serious Sprint,\" hell I\'m not even sure how it\'s handled for Quake or Doom. However, I\'ve come up with my own measures to assure that these and future runs were done legitimately. First, it should be noted that the tally screen, which normally appears at the end of the level describing the time taken for completion, total kills, secrets found, etc. does NOT appear in the demo playback. However, capturing a screenshot of the tally screen and packaging it with the demo is just as effective. \n\nWhy is this method of validation so important? Well, at first I only intended the screenshot as a bonus because of the absense of the tally screen in the demo, but further exploration into the commands in Serious Sam revealed something else. The game allows the action to be slowed down with the following command, taken from ShellSymbols.txt in the Help directory: \n\ngam_fRealTimeFactor: \nRealtime factor in game. \n&lt;1 = slower \n1 = normal \n>1 = faster \n\nAs I found out, demos recorded in values lower than 1 can be played back at normal speed. I\'m not sure how speedrunning admins determine if a demo was played using slowdown, but the screenshot helps verify that it wasn\'t. On the tally screen, there are values for the time taken to complete a level, say, \"05 - The Pit\" which is 10:16 and Playing Time, which is 10:21. Playing Time is the cumulative time spent playing the game in a particular session. For legitimate runs, the total Playing Time should only be a couple seconds higher than the time needed to complete the level. I believe it includes the time needed to complete the level, as well as the loading time for the level itself, which for me can be between 5-10 seconds. Anyway, when demos are recorded in slow-motion, the Playing Time for a particular level will appear much higher than the level completion time, which would mean that the game was either played at a very slow realtimefactor, or the player restarted the level multiple times without quitting that particular session, IE pressing fire after dying and being sent to the start of the level. Confusing? Well... I stink at explaining this stuff. In short, please take a screenshot of the tally screen at the end of a run, like I did, if you intend to improve my runs or make your own! :) \n\n2 - Run Mechanics and Rules \n\nFirstly, for those who intend to speedrun the game, I\'d like to help by talking about the recording process. The game has an option in the main menu called \"Custom Level\" which allows you to select any level from the game, provided you completed it in normal play first. Otherwise, only the first level will appear here. When you select a level from this menu, you\'ll start the level with certain weapons and some ammo for each. The weapons you are given are ones that would have been introduced by that time in a casual run through the game. Weapons that are found on the intended path of a previous level are provided, not ones that were found in secret areas. So, when you select a level from the menu, hit ESC while it\'s loading, which will bring you to the menu first-thing when it finishes loading. From there, start recording a demo and kick some ass. :P \n\nAs far as console commands are concerned, I only used two which proved helpful: \n\nhud_bShowTime = 1 [-]- Gives you an ingame timer, which is nice for guaging your progress. \nhud_bShowMessages = 0 [-]- Keeps NETRICSA from bugging you about new messages to a degree while playing. \n\nFinally, the time taken to complete a level is measured from the point that the level begins to where the final cutscene of the level STARTS. For example, in level 1, the time was 0:35 when the final cutscene of Sam walking into the darkness begins, which is what shows up on the tally screen. You can easily skip cutscenes that appear only PARTWAY through the level, though... in fact, it\'s encouraged. \n\n3 - Game Mechanics \n\nThe following are some little factoids about certain aspects of the runs: \n\n1. Serious difficulty gives you double the ammo of all other skills besides Tourist. This could be considered an homage to Doom, where Nightmare skill gives you the same benefit. \n\n2. Rocket jumps in Serious Sam provide hardly any horizontal push when compared to games like Quake, so they are mostly used for vertical boosts over walls. The distance you receive depends on how much health you lose, not a damage total of health and armor lost. In short, this means that armor-less players will receive more distance than players with armor. This can affect what kind of jumps are possible, so keep that in mind. Rocket jumps without armor will take away exactly 50 health in Serious skill if the entire blast hits you, so keep that in mind as well. :) \n\n3. Monster pushes, such as getting launched by a werebull, are very hard to control and are hardly ever used intentionally in these runs. It seems like the direction you get launched by a werebull is random. \n\n4. Third-person view is allowed in this game, though first-person is recommended. I only used third-person when I felt like goofing off, or had to run for a long time with nothing going on. \n\n5. Sometimes, large battles can be avoided for a variety of reasons. Sometimes it\'s by avoiding the triggers that make them appear, such as walking over a certain area or picking up a certain item, but other times, it\'s by avoiding killing certain enemies that would originally initiate these battles. I\'ll explain these are they appear. \n\n6. Lone health pills and armor shards in this game are almost always booby-trapped, so pick them up at your own risk. :P \n\nJust to recap, all of that stuff from validation onward was old text that I recycled... thanks for reading it again. :) \n\n4 - Onto The Levels! \n\nAlong with spending more time on the levels than I did for The First Encounter, I feel that I also provided more indepth explanations of the tricks used, rather than just doing a director\'s commentary on the overall quality of the playing. It\'s more helpful for future runners if I explain my reasoning for some of the tricks, as well as give credit where it\'s due (all you kind people who emailed me about new tricks/routes, for example :) \n\n==== Level 01 - Sierra de Chiapas - 5:07 ==== \n\nI don\'t believe there\'s a whole lot to explain here. However, there\'s actually a way to finish this level on a speedy route without picking up the rocket launcher and substituting two really finicky tricks in place of the times I used the secret rocket launcher to skip over some parts. At the sniper rifle gate, a monster boost could be used. At the super shotgun inside the temple, a VERY frustrating trick can be used to boost yourself over the wall, and I decided to cut it out entirely and rely on the rocket launcher because it has a very low success rate. \n\nOnce you enter this room, run towards the corner and wait for the Kleer skeletons to arrive. They\'ll head towards you, and by dodging, you can get them as close to the corner as possible. You can then jump on the head of the Kleer closest to the corner until all of the Kleers have appeared in the room. It\'ll look dangerous, but they won\'t be able to damage you unless you fall inbetween them. Now, in an entirely luck-based maneuver, repeatedly jump until the Kleers use their projectile attack and hit you hard enough to throw you over the wall. I\'m not kidding when I say that my success rate with this trick was only about 1 in 20 attempts, or even worse, and that\'s being able to do it one time after another rather than starting the level over and making my way to that point. It also requires you to have no armor to get enough height, so you\'ll only get one or two chances to make it over the wall before dying... if anyone tries it, you have my sympathies. :) \n\n==== Level 02 - Valley of the Jaguar - 9:50 ==== \n\nMy initial times for this level were over 13 minutes, so overall I\'m satisfied with making it under the 10 minute mark. Everything up to the valley section should be self-explanatory. I decided to ignore a great many beasts that appear in the valley because I wanted to save the Serious Bomb for a specific moment in the run. At about 3:15 in the run, the door is locked until the pumpkinheads are killed... doors locked until a certain number or kind of enemy is killed will be a recurring theme in these runs. In the room just past, killing all of the bombers is NOT required for the next door to open, but I\'d be running from a large number of enemies on the way back and didn\'t want to chance them being right by the door once I returned. :) \n\nAt 5:39 I pick up the minigun, which I only used to kill the Reptiloid Demon that appears at the center of the valley. I was asked why I did this and didn\'t have a decent answer. I believe that I just wanted to kill him as fast as possible so that I could defend myself from the Kleers that spawn in the valley when I return, but realistically, using the sniper rifle would have sufficed. \n\nAt 6:37, the Serious Bomb is activated. I chose this particular moment because not only would the bomb take out the enemies that appear just on top of the hill, but most of the enemies that were chasing after me in the valley would ALSO get caught in the blast. I felt this would maximize its effects and hopefully cut down on some of the slowdown that I\'ve been experiencing up to that point. \n\nAt 7:10 is the wind room with the spikes... people asked me how I kept my balance by strafing, but the trick to this room is NOT strafing at all. If you walk perfectly straight, you\'ll get blown back and forth a little bit by the wind in this room, but the effects will always even out and you won\'t get killed by the spikes. After this, I believe everything else is self-explanatory... that run to the end had me tense, though, because getting stopped by a monster will leave you to getting splattered by the red Bio-Mechs on top of the hill. :) \n\n==== Level 03 - The City of the Gods - 5:30 ==== \n\nAt 1:07 is a rocket jump using a slope... the physics in Serious Sam dictate that if you jump while running up a slope, you\'ll jump higher than you normally would. The same is true for rocket jumps, which is how I got a rather large boost over the outer walls that make up the boundries of this level. \n\nThe end room almost drove me mad when it came time to squeeze seconds away because of how chaotic it is... rooms that seem dominated by luck and coincidences are a bane to speedrunners. Basically, this giant bounce pad of a room will provide you with respawning ammo packs and 4 Serious Damage powerups at the bottom of the room. However, also at the bottom are four 1+ health pills. It\'s an obscure design idea, but if you manage to pick up two of these health pills, you\'ll stop the insane gravity of the room for exactly 30 seconds. Now, you\'ll find that there\'s a practical use for the HUD timer now, since you can repeatedly chain together this stopping of the gravity by picking up two health pills to stop the gravity once, then pick up another two health pills just as the previous 30 seconds end. These effects cannot be chained together by endlessly picking up health pills one after the other... you can only do this by inititiating the next gravity stop just as the previous one ends or afterwards. Stopping the gravity is helpful in that you can stay at the bottom of the room and use the minigun to thin out the Bombers and Kleers that appear from the chutes, but the Toads that appear in the room will all gather at the very top of the room... a single rocket will take them all out. :) \n\nI\'d say the main issue of this room was stragglers... all enemies need to die for the end door to open, but sometimes enemies would continue to come out of a single chute after all other enemies had been killed... wasting 15-30 more seconds for a few final enemies after killing over a hundred others is quite annoying and hard to prevent, but alas, I finally managed it here. My sanity lives another day. \n\n==== Level 04 - Serpent Yards - 1:52 ==== \n\nThis was a really simple level to speedrun, but also boring... much like the Sacred Yards from the First Encounter, it consists of running outside the boundries of the level and reaching areas further into the level\'s progression. I picked up the armor at the start to survive the three combined rocket jumps that are implemented here. Also, for the first RJ, take note that I used the slopes around the outer walls to increase the height of the jump. \n\nThe trick used at 1:26 was told to me by Vincent Catalaa, a fellow doom speedrunner who also enjoys SS coop. It\'s probably already known by the SS community, but regardless, the trick is used to bypass the locked door that appears ahead. The height of the jump must be controlled carefully because if you jump too high, you\'ll fly through the ceiling of the structure and end up on the roof. \n\nIn the end room, it seemed like I wasted time by killing a mech with the chainsaw, but it was just a play-around... I\'d have to wait the same amount of time for the final red Bio-Mech to appear, who needs to be killed along with the other enemies in the room for the exit to open. Killing the remaining enemies faster does not affect the time. \n\n==== Level 05 - The Pit - 10:16 ==== \n\nI originally planned to improve this run once the entire set of demos was completed, but decided against it, citing a lack of will... though I believe it would be the first run that I would try to improve if I ever returned to this game. So there. :) \n\nBounce Room - The primary targets are the bombers, as killing them off will open the door and let you escape without beating the kleers as well... I get 200 armor in this room, but ironically, I have to lose almost all of it so that I can perform a rocket jump in a later room, but it did help me out here. \n\nTilt Room - I\'m making up names for these early rooms. I just missed a sniper shot here, that\'s all... it annoyed me, though keeping a steady aim when the room moves your aim around is a bit of a stretch. Not all enemies need to be killled here either, as the door is time-locked. \n\nThe towers - One possible improvement would be removing the 100 health from the route. I picked it up to compensate for the armor I have to lose before the rocket jump along the outside edges of the upper walkways. The primary reason for this rocket jump is to save time, obviously, but a secondary reason is to prevent some enemies from spawning at the doorway out of the area. My framerates took a hit in this area, perhaps due to the combination of enemies left alive in previous areas and some weird crap going on with my pc, but I deal with it regardless. \n\nNewton\'s Nightmare - Supposedly the actual name for this room. I use rockets on the toads since the flamethrower and even the previous favorites of tommygun/minigun against the toads does little good in this cylindrical room. I turn forwards and backwards a lot because it\'s very easy to back up into a toad in this room and the damage adds up fast. I don\'t always get past this room alive as a result. The red Bio-Mech is the trigger for opening the door. \n\nAnother Messed Up Room - Staying by the exit door where the new Kleers spawn will let you get out of the room faster, since you can kill them right away. It\'s easy to die here, though, since Kleers need to be used as protection to keep new ones from being able to jump-attack you. \n\nOutdoor Arena - The smaller bio-mechs will spawn in 4 set locations around the arena. Each location will spawn 8 small mechs, and each time you kill one that spawned from a certain location, another one will immediately appear at that spawn point. I use this to my advantage and take out 8 bio-mechs from a specific spawn point immediately, but then I have to defend myself from the others, as well as the bigger mechs that begin to appear. The second reptiloid demon is apparently the door unlocker here.... simply rocket jumping up to the top won\'t do any good since the door to the boss remains locked until the battles are played out. There\'s also a trick to reach the teleport to the Serious Damage early, but it wasn\'t implemented since the bottom door has to be opened for the door to the boss to be opened as well, which lets me get more time from the Serious Damage by skipping it. \n\nKulkulkan Fight - This boss battle is rather strange... it appears that certain weapons will have no affect on Kulkulkan during certain parts of the fight, particularly when he undergoes an increase in size. As such, in practice, I tried many different combinations of weapons against him such as cannon only, cannon+laser, laser only, laser+rockets, rocket only, grenade only, and laser+grenades (which I did in the video). I ended up getting close to the exact same results each time. For example, when I used two cannons on Kulkulkan with the Serious Damage I carried over, they did a lot of damage, but it caused him to start transforming, so the next few cannonballs barely scratched him. It seems like the laser was the only consistent damage inflictor here, so it became my weapon of choice for the fight. Weapons like the minigun will not damage him at all, so they were ruled out immediately. \n\nThird-person view was useful here since finding your way to the powerups and keeping on target with Kulkulkan is tricky in first person. The only powerups I\'m interested in are recharges for Serious Speed and the Serious Bomb powerups. Also, actually standing on the exit pad when it rises out of the ground will not let you exit, oddly enough. You have to touch one of the outer edges of the pad to end the level. \n\n==== Level 06 - Ziggurat - 3:22 ==== \n\nI couldn\'t always do the jump down to the 100 health on the first jump. It\'s quite a bit easier to stop Sam\'s forward movement from a platform farther down, so getting it from the first jump made me happy. It\'s easy to mistime hitting backwards to stop Sam from moving forward at just the right time. \n\nOutside, I originally used a boost from an alien soldier that appears in the right corner when you pick up the 1+ health pill, but I got an email from someone named James Leather who showed me a faster way to do that yard. Instead, the left side is faster, as using the Bio-Mech to jump out of the yard does not take as long. I slid down the side of the temple so that I would lessen the chance of receiving fall damage which, with only 104 health, would not allow me to do the next two rocket jumps. \n\nThe end fight seems chaotic, but not as much as it appears to be. With that particular approach, it isn\'t difficult to anticipate where enemies will be attacking from, though it can be hard to see what\'s going on once the fps takes a hit (for me, anyway). The targets to watch out for were the Bombers and the Kleers. \n\n==== Level 07 - The Elephant Atrium - 1:47 ==== \n\nThose moving objects outside the level (0:48-0:50) are actually jumppads that will vault you back into the level. Why they move around like that is a mystery to me. They will not send me in the direction that I need to go here, even if I try to change the direction with a rocket, so I just avoid them. \n\nThat part where I hit the tree with 3 rockets is so that it gets reduced to a stump, where it can then be used as a step to the upper ledge. A rare thing, but it did help. \n\nIn the end room, all 16 Kleers must die for the end door to open. I exploit the fact that you can avoid getting trapped in the central area, as well as the fact that the Kleers will not even try to attack you unless you attack them first. Funny stuff. They appear at regular intervals, so killing them quickly will not make the next set appear faster. I killed the Kleers in such a way that I could be right by the end door just as the last one died, where it then opens and allows me to exit. \n\n==== Level 08 - Courtyards of Gilgamesh - 2:19 ==== \n\nThere\'s more running outside the level quite a bit, but unlike the Serpent Yards, I was able to do more to keep it entertaining at least. The hit from the reptiloid projectile at 0:27 was not intended by me, but the second hit at 0:34 was. I jump in the air just as the projectile hits and receive a bit of a boost. It\'s not much, but it\'s something, so I decided to use it. I would have done another if I hadn\'t taken that first hit. \n\nAt around 1:18, you\'ll catch your first sight of two hearts outside the level and see them getting tossed around. Here\'s some background on that: when you play the level normally and reach that long final yard, a secret here is to hit the button in the distance so that a heart gets thrown into the yard. However, the game will tease you, making it appear that the heart gets launched over the yard twice before finally making it. Sam\'s remarks at that part of the run are in response to this. Running outside the level, you can see that there\'s more than one heart involved for this charade. You can even grab all three hearts if you want, as they are suspended on invisible platforms (jump up them as you would a slope, or something to that effect). \n\nNext, the teleport into the yard. You might wonder why that teleport occurs at all. It\'s actually a smart design move on the part of the level makers to ensure that the level doesn\'t get broken. Basically, in large outdoor levels where the Werebull enemies can appear, these teleport triggers are placed along the outside walls of the level so that, should you get launched too far by a Werebull, you won\'t be knocked out of the level completely. Instead, you\'ll be teleported back into the field of play, slightly confused, but still able to play. I\'d say newbies to game design would be even more confused if they got stuck outside the walls of the yard, so props to Croteam for taking that into account. \n\nFinally, some numbers. First, the exit door opens EXACTLY 10 seconds after the three giant Lava Golems are killed. Usually the triggers for opening these doors by killing monsters are hard to pinpoint, but I found this one out by experimenting. So, lingering outside for those 10 seconds isn\'t really a waste of time on my part. Second, after teleporting into the yard, I walk forward for exactly 5 seconds before firing rockets. This allows me to have rockets hitting the first Golem as soon as it appears. That ingame timer is rather helpful, eh? \n\n==== Level 09 - Tower of Babel - 7:21 ==== \n\nAt 0:50, the Reptiloid demon and flying Gnaars have to be killed for the door to open... tested them both by themselves and it didn\'t work out. At 1:06... dunno, just found it amusing as hell to just sit in place and hold fire. No further effort required. :) \n\nThe dark room... I don\'t kill the four Gnaars, since killing enough of them will trigger the appearance of bombers and toads. The Arachnids and Biomechs are the only concern here, as the door is unlocked once the red Biomech dies. \n\nThe courtyard... well, this area is quite open-ended as a result of rocket jumping. Only one yard implements the teleport protection, which is the outer wall of the yard directly to the right of the Cannon (or the yard you reach following the third key). Basically, this means it\'s possible to traverse the yards without ever picking up the keys, or even pick them up in reverse order if you wanted. They are required to open the door to the Tower, however, and I found that the intended order is the fastest, even if I skip most of the yard fights. Management of the meager health and armor resources is very important for skipping through the yards as quickly as possible. I also slide down the sides of the tower when I drop into a new yard to lessen the chance of taking fall damage. \n\nAt 4:50, you\'ll see me do a double RJ up the side of the tower wall and teleport onto the Cannon, which warrants some explanation. Basically, there are two teleports that run along this outer wall. On the side that I start at, there\'s a teleport that will send me back into the yard with the Arachnids. On the other side, there\'s a teleport that will send me on top of the Cannonball. Basically, these two teleports are meant to send you back into whatever yard you were in if you get knocked too far. However, a high enough RJ will get around this and give me a nice shortcut to the Cannon. The RJ I use shortly after I get the cannon is to avoid a nasty monster trigger (Werebulls and Reptiloid Demons). I lose enough FPS in the final battle already, so that helped a bit and saved some time. \n\nThe Exotech Larva fight... the generators that will regenerate his health if left untouched can be destroyed before the fight even starts, which is no big secret. I open with the minigun for the first segment (first 1/3 of his health) since I found the second and third segments to be easier with cannonballs and wanted to save them for last. I did some test runs and found that using cannonballs, the minigun, the laser gun, and the rocket launcher all killed him with equal speed, so no gun seems to have a speed advantage here. I only missed one cannon shot, which still annoyed me, but I missed at least 4 or 5 in all previous attempts once the third segment began. I stink. :) \n\n==== Level 10 - The Citadel - 5:28 ==== \n\nIn the first area, the two blue-ish aliens need to die for the door to unlock. So, that explains that seemingly-unnecessary move to kill them. At around 1:20-1:22, there\'s some intentional damage taken from Kleers to peel away some of the armor I had in preparation for a trick coming soon. I bet those moves look ugly to people who don\'t understand the reasoning behind them, but I did have a lot of spare time to fry those Kleers. :) \n\nAt 1:49 is close to the most annoying trick I\'ve ever tried (the MOST annoying were originally in lv01 and never used). The alien soldier tends to run around the outdoor area in a circle pattern and ignore you entirely until you cross his line of sight, so getting him in position quickly is a luck-fest. I took a laser shot first to lose some more of the armor I had. Afterwards, predicting exactly WHEN he will fire his lasers so you can jump over the gate is another luck-fest. I\'ve tried to time it from his previous attack and it never works out. Basically, I watch him turn underneath me and wait for him to stop, jump, and hope that he fires at that exact moment. All of this is to get the rocket launcher from the next yard earlier. It\'s a lucky break that the door can then be opened from the other side if you travel directly over it, otherwise this route would not work at all. \n\nAt 3:13, getting reduced to 2 health by the electro-fish was not intended... bastards. At 4:41, the Bio-Mech actually dodging my first rocket, then getting switched to the DB shotgun was also not intended. I would have preferred to get defaulted to the flamethrower, myself. Ah yes, the end room... yeah, huge FPS lose on my part. Argh, I hate that stuff. \n\n==== Level 11 - Land of the Damned - 5:42 ==== \n\nIn the first outside area, the second Bio-Mech I kill is what will open the gates to the next area. I had originally planned to skip the secret heart from the \"plugged santa\" and go right for the door, but I didn\'t have a choice, so I got the heart while waiting for that mech to appear. In the Jingle Bells segment... well, I thought this would be the time where I would have to cave in and fight the battles as intended, but it seems that running straight through is possible. I don\'t kill the kleers that are chasing me because their deaths will cause two large Bio-Mechs to spawn in front of me, which is very bad news. Also, credits to a local friend TNSe, who hangs out in the qdq channel, for giving me the idea to RJ up the hill and get a boost over the bombers that always get stuck on the hill there. We looked into the possibility of jumping all the way up and over the mountain, but the hills are ultra-slick and I never made it high enough without sliding all the way back down... oh well. \n\nI chose to use the Serious Bomb at the time I did so that all of those cannons on top of the wall would get caught in the blast. My computer slowed to a snail\'s pace at that moment, so even the music is noticably stifled by that move. \n\nAt 3:17... a mysterious gray panel that I\'m sure a lot of people know about, but there it is again... enjoy! \n\nAt 4:11, this is a rather odd move in that you can run up this incline even though you wouldn\'t normally be able to. I think this is because the two sides of the cave converge at that point and you somehow maintain your upward momentum, as this move can be repeated in some other parts of the game (try the corners of the last arena before the boss on lv05.... you can run almost all the way up the sides if you time it right). I planned the health/armor pickups in the sections up to this point so that I\'d be able to have over 100 health for the final part of the level and the trick there. Also, TNSe, the Serious Sam junkie, came through for us again, since I originally used the secret 100+ heart nearby to build up my health for the final rocket jumps. However, he suggested trying to have some leftover armor and build my health back up to 100 along the way, which allowed me to do the final jumps without having over 100 health. This all worked out rather nicely. Also, it seems like I delay my last jump up to the ledge and just kinda hang there (at about 4:16) but the game won\'t let you jump immediately on that incline for some reason. \n\nThe very final trick is another pleasant surprise. I rocket jump inside the castle and activate the end cutscene, but it gets cut short. Basically, in your normal plays through the level, you would have to beat all of the enemies outside so that the gate would open, allowing you inside where the final cutscene of the level would take place. However, this cutscene would first position you outside the gate, then have Sam walk inside the castle. This means that when I rocket jumped inside the castle and activated the cutscene, I was moved back outside the closed gate, which Sam bumped into and ended the cutscene prematurely. The final cutscenes of all levels, whether you noticed or not, are stopped automatically if Sam\'s movement is interrupted by something like a monster\'s attack or a structure getting in the way, as it did there. For the few fans of those end cutscenes, sorry, faster times are more important, and I hope maybe the trick proved useful to those are like to skip that segment. \n\n==== Level 12 - The Grand Cathedral - 4:57 ==== \n\nSuffice to say, my experience with running this game (which I still love in a casual setting, mind you) ended with a whimper rather than a bang. Compared to Land of the Damned, which could be my favorite level to run, this one took an epic level and turned it into an anticlimatic trick-fest. I don\'t even have the energy to improve it now, but at least a simple minute-barrier goal was achieved. \n\nAt the start, the first rocket jump prevents an army of laser aliens from appearing, as well as some harpies carrying bombers. Just a simple trick to avoid having to slow down. \n\nAt 1:02 is the same thing, avoiding a substantially larger enemy horde from the front. My choice of picking up health in this run was to be able to implement these shortcuts, so it seems a bit roundabout, but it was done for a reason. \n\nAt 1:45, I shoot the wall and get rewarded with an invulnerability powerup getting launched into the field of play... what I shot was a Harpy mooning Sam from the window... I\'m not kidding. :) \n\nHaving to pick up the health potion at 2:25 was accounting for a mistake earlier, when I took a hit from a Kleer\'s projectile attack. A few seconds lost there, but nothing major, and nothing I can be arsed to improve. Boring, I say! \n\nThe Mordekai fight... is not featured in this run. Instead, you get to see my grenade launcher dancing to the boss music. The grenade launcher has the highest damage rate in my testing... the follow-up choices were either rockets or sniper bullets, which gave me close to the same results. I chose to finish with the sniper rifle since I could switch over to it and line it up faster than the RL. All things considered, I believe the ending sequence is the most amusing part of the run, so I included the confession sequence in the avi... enjoy. :) \n\n5 - Conclusion \n\nThanks again to everyone on the forums who followed these runs and cheered me on, and especially to those who discovered some new ways to cut down the times or offer some new routes. All in all, I\'d say the package was a success concerning what I originally set out to do, and now, like the rest of you, I wait in anticipation for the release of the real Serious Sam 2. I\'m not sure if I\'ll have the horsepower necessary to record some quality speedruns, but regardless, I\'m definitely ready for the return of Sam. Perhaps we\'ll meet again on some coop servers. ;)',NULL),(0,323,81,'[ul][li]Emerald Hill 1: The difference between me getting :19 and :20 with this route is basically spindash speed. If you do the exact same thing as the TAS route (good luck with that), you might get a low :19, but I really doubt :18 is possible. \n\n[li]Emerald Hill 2: I\'ve tried taking the bottom route underground to get :36, but the boss battle always seems to take a touch too long without invincibility and I end up with a low :37. \n\n[li]Chemical Plant 1: Yes, you can beat that block, but I have only done it a couple of times on console and screwed up the ending every time. If you beat it and get a perfect ending, I\'d wager you could get :19. :22 is pretty easy for me, I get it 1 in every 10 times or so, making it the only level I can consistently match my best time on this table. \n\n[li]Chemical Plant 2: Just optimized the end a bit, very very close to the second border, I can\'t tell you how many 40.00001\'s I had. \n\n[li]Aquatic Ruin 1: If I spindash faster at the beginning, I could get :20. The rest of the route is optimal. \n\n[li]Aquatic Ruin 2: If I hit that spring and take the top route and get the boss glitch, I could get :37, maybe even :36. I suck at doing this though, and was way too lazy to try and get the boss glitch again (I\'ve only had it happen 15 times at most). \n\n[li]Casino Nights 1: The only thing wrong with this level is I cannot find a consistent way to do the ending besides rolling on the flipper like I do. If I jump over the flipper instead, I have such a small margin for error, and things pass by so quickly that 99% of the time I screw it up. Perfect run would be :26. This level isn\'t too hard, but it does tend to knock you around a bit randomly in certain parts. \n\n[li]Casino Nights 2: I know for sure I can get :56, as I\'ve done it with death abuse, but I seriously got sick of either having a slightly slow boss fight (here) or getting like 57.00001. This level is one of my favorites though, and one of the toughest to optimize, so its definitely a good watch. \n\n[li]Hill Top 1: This level I am very confident will not be easy to improve. If I glitch through the lava like I did in my 18:54 SS, and glitch underneath the earthquake (i.e. you can spindash-jump into the earthquake area and there is an area where the collision box is not there and you can pass under the ground for a short distance instead of having to break that rock), you might be able to save time, but I really doubt the rest of the level would go as good as mine did. The jump after I take damage and spindash has 1 frame accuracy, which is very fun to try to do correctly.. \n\n[li]Hill Top 2: As you can see, I finally made it to the previous cycle of the rising blocks. I used to find it very hard to do that, but I get it somewhat consistently now. There really are no long stretches at the beginning to spindash, so it looks kind of slow, but it isn\'t. \n\n[li]Mystic Caves 1: I figured this out and there is a possibility for 10-12 time saving spindashes (most with jumps requiring a lot accuracy following them) in this level. Problem is, all of these spindashes save about a quarter to one half second. So, I got sick of missing a few, and picked a few that I wasn\'t screwing up as much. Skipping the invincibility and just damaging off the spikes would save another .75-1.00, but honestly I got sick of perfect runs being ruined right at the end, which is the spindash that saves the most time. :29 is probably the best with the routes I have in my head, but this level is a bitch and pretty good at :32. \n\n[li]Mystic Caves 2: I think this level is optimal for this route, the TAS route actually wastes more time then it saves for real players. \n\n[li]Oil Ocean 1: You can skip all 4 of those pillars by spindashing under the first 2, jumping, and then rolling under the next 2. I skip the first one, rolling under it instead. I don\'t think this wastes any time at all, and would be highly surprised if anyone ever beats this time. If someone could get the timing down on the jumping at the bottom of the platforms like the TAS does, you could really improve this, but I think that is basically TAS only ground. I\'d consider this my hardest IL time to beat. \n\n[li]Oil Ocean 2: well, here it is, the reason i was so against OOB on SDA. I don\'t actually know if this level can be improved, but i\'m pretty sure its close to optimal. It doesn\'t really matter, as the scrolling glitch is so hard to pull off in a run, and the boss battle after is also very hard, but i don\'t think anyone will ever beat this. Feel free to prove me wrong. \n\n[li]Metropolis 1: I\'m glad Maur told me to improve this, as it is now one of my best IL\'s. Very smooth, and I kind of figured out how to manipulate tails somewhat consistently. \n\n[li]Metropolis 2: The zip at the start destroys a pretty cool level, so i\'d recommend watching the previous IL if you want to see a more skillful route. But getting 14 took me a fair amount of time, because you need to start holding right at a very specific time. There are 2 frames of you can hit to get inside the wall, so yea the odds of hitting those correct frames aren\'t great. There is another method to do this glitch using the other platform but this one is easier. \n\n[li]Metropolis 3: That first spindash through that enemy is stupid hard, but it looks so much cooler then jumping over him (and saves about three quarters of a second). Both collision glitches have about a 5-8 frame window, and the rest of the level went as good as I could hope for while getting both collision glitches on the first try. The second collision glitch is very interesting, in that by using the scroll glitch first, the collision detection on the nut goes away, and if you jump right when it comes back, it forces you down into the area that is supposed to be above you. \n\n[li]Wing Fortress: Everything up until the spindash-jump onto the cap before the boss chamber went perfect. I wasted about 4 seconds by missing that, getting a 6-2 instead of 7-1 boss battle, and missing the spindash-jump through the barrier at the end. \n\n[li]Death Egg: Finally achieved the impossible, 12 hits on Death Egg before he leaves the ground. I ruled this strategy out for being too difficult after trying for a few hours, then randomly Nate told me to try to get 12 hits on death egg. I tried out this strategy with savestates, and found I was very close. It was like something possessed me, because 20 minutes of recording on console later I recorded this. I then tried for 4 hours to do it again without any luck. This is without a doubt the hardest strategy in any IL to date that I have done. I just wish it was 6 frames faster so that it would be a perfect :42.[/ul]',NULL),(0,337,251,'SCT00 - Boot Camp \n\nThis level was almost forgotten! True, it\'s only the training mission but it deserves a speedrun nonetheless. \n\nSCT01 - Wastelands \n\nI kick myself for not thinking about lifting the Command Center before. This itself cut off some time from the 2:49 because now there are two very close mineral patches. Basically, the goal is to build the first barracks as soon as possible, and then make four marines from it with no pause in between. The hard part is timing the 2nd barracks for the last marine, making sure the marine finishes before or at the same time of the 9th marine. \n\nSCT03 - Desperate Alliance \n\nI made this a little more interesting and eradicated the zerg base. You may be asking how I knocked 4 seconds off this \"fixed time\" mission. Starcraft uses a trigger system to make events happen. There is a trigger to start the countdown, a trigger that announces the dropships at the end, a trigger to end the scenario in victory, etc. Well, Starcraft checks the triggers once every 2 seconds, and not instantly, so this is why you sometimes get a delay at the end. \n\nSCT06 - Norad II \n\nSure, that thick clump of Spore Colonies and Scourge is scary at first, but that\'s nothing two floating buildings can\'t fix! \n\nSCT07 - The Trump Card \n\nI didn\'t think beating 28 seconds was possible but I was wrong. Originally I assumed that you had to be touching the actual beacon for it to trigger the speech and victory. Well, the location you have to bring the Psy Emitter in is bigger than the beacon itself so I press Esc earlier and voila, a 1 second improvement. \n\nSCT10 - The Hammer Falls \n\nI optimized the 11 Wraith build as much as I could and managed to get 10 of them alive inside the enemy base. Waiting outside the enemy base is necessary because the Science Vessel can ruin the run by detecting or planting a massive EMP on the Wraiths. \n\nSCZ04 - Agent of the Swarm \n\nThe goal is to destroy Raynor\'s Command Center as fast as possible, regardless of the countdown timer; the level will finish as soon as you destroy it. Yes it looks like I managed to destroy it just in time, but this is just a coincidence. I decided to skip on the Overlord speed upgrade since the islands are so close together. \n\nSCZ05 - The Amerigo \n\nRun, Kerrigan, run! Keeping one Hydra alive near the end is vital because otherwise Kerrigan would lose a lot of health from the missile turret and firebats. It\'s too bad Kerrigan doesn\'t have Psionic Storm yet, though ensnare does a pretty good job. \n\nSCZ08 - Eye for an Eye \n\nThe objectives say to destroy both Protoss forces but you only really need to destroy their Nexus buildings. You also have to keep any of the Dark Templar from escaping from any of the three escape paths. This isn\'t really a problem since there\'s only one escape attempt in the whole of this short run and it\'s always at the bottom right. I used all my starting attack units to destroy Teal\'s Nexus easily enough, killing off their Probes to stop them from rebuilding another, and then I\'m back in time to kill the one Dark Templar trying to escape. \n\nNow the hard part. It could have been as easy as sneaking Kerrigan into the blue base and chipping away at the Nexus, but there\'s that one Photon Cannon just in range to detect her. Since the Cannon is pretty deep in enemy territory, and there are multiple Reavers hanging around, I sent all but Kerrigan to destroy it. Of course, then there are Observers to worry about. They are hard to see, but they tend to hover on top of the Nexus so it was easy to aim the Psionic Storms. As you can see in my run I got VERY lucky near the end when the last Observer detected me. Both Reaver Scarabs got stuck, giving me time to evade them while the Observer was destroyed. I was praying that Protoss wan\'t building a third Observer, since that would ruin the run because of the lack of energy for an extra storm. \n\nSCZ09 - Invasion of Aiur \n\nA previous strat was to use an Overlord to transport a drone across a cliff and to the Kaydarin Crystals to avoid enemy fire. BluBlu suggested sending a drone right from the start and using my Hydras and Zerglings to distract the enemy forces. I used this and the Stack Glitch so that the drone wouldn\'t bump into any units on the way. \n\nThe hard part after that is surviving the attack from orange. I got lucky this time and they came at around 4 minutes on the clock. Sometimes they come at 6 minutes and just ruin the whole run. \n\nBringing the Drone back to the beacon was also quite hard, since you lose the Drone if it\'s in an Overlord when it dies. I got a little frantic when switching Overlords but I managed. \n\nSCZ10 - Full Circle \n\nI took BluBlu\'s strat two steps further by creating a Nydus Canal close to the enemy base, and targeting only the Protoss Temple with my Zerglings. The Nydus Canal also cut the time it takes to bring the Drone with the Kaydarin Crystal to the Temple ruins. \n\nSCP02 - Into the Flames \n\nThe goal is to kill the Cerebrate. The Cerebrate is very well defended with a heavy front line of Sunkens, Zerglings, Hydralisks, and Mutalisks... however the Cerebrate has pretty much zero defense at his back. I used the stack glitch to get atleast one Probe to the cliff to the left of the Cerebrate, past the enemy front line, and built my attack force there. Luckily there was enough room on that cliff to fit three Gateways. The Gateway formation is the best way to not attract enemy units, and stay out of range of the Sunken on the left. \n\nSCP05 - Choosing Sides \n\nFor this mission you simply have to bring Tassadar and two Zealots to the beacon. I saved four seconds from Marsh\'s run by getting the shuttles out faster, and handling the end better. A short and sweet level. \n\nSCP07 - Homeland \n\nAn easy level. The objective is to \"destroy the heart of the Conclave\". This means either killing the two Nexuses belonging to red, or just the one belonging to orange. Going for orange is faster. The only luck/skill involved is making sure the Reaver attacks Zeratul and not the other Dark Templars for that brief moment when the enemy Protoss can detect them. Zeratul has high hitpoints so he won\'t die in one shot from the Reaver.',NULL),(0,337,252,'SCT02 - Backwater Station \n\nPretty random level. For fastest time in this mission you must be very careful while controling your units, especially with marines. If you keep alive 3 or 4 marines, then destruction of the CC will be very fast. \n\nSCZ01 - Among the Ruins \n\nThe first goal in this mission is destruction of starport at 12 hours with minimal losses of zerglings. For full destruction of terran base it needs about 10-11 hydras, several zerglings and all drones. \n\nSCZ02 - Egression \n\nThe main thing of this level is to keep the way of delivery-boy clear. It\'s pretty hard, because you needs a lot of luck besides a good micro.',NULL),(0,337,254,'SCZ06 - The Dark Templar \n\nMostly what made this sub-10 strategy possible are the various anti-reaver strategies employed, as well as that wall of sunkens to deal with the large number of gateway forces. One noteworthy point is that if you destroy the robotics facility in the northeast outpost, then they just rebuild a new one in their base. Much better is forcing them to shuttle reavers back and forth all the time, because then the AI often drops them in stupid places. Keeping reaver kills to a minimum is crucial, as is keeping your guardians alive. In this run I managed to do both, which is tricky. \n\nSCP01 - First Strike \n\nIn principle it should be possible to complete this mission without losing a unit. But this run is close enough to that goal that you\'d be hard-pressed to save 10 seconds. \n\nSCP03 - Higher Ground \n\nTo complete this mission you must destroy all enemy buildings. You can use your scouts to lure hydralisks away from white\'s base and then ambush them, making it possible to defeat white with only a small force. \n\nRed, however, is much trickier because they have 12 sunken colonies. To get a fast time it is crucial to keep dragoon deaths to a minimum when attacking red. A \"decent\" attack would result in a time of about 10 minutes for me, whereas an excellent attack would surely break 9 minutes. The attack in this video was excellent for a while, but I made a number of mistakes at the end, which is why I didn\'t quite get sub-9. \n\nSCP04 - The Hunt for Tassadar \n\nThis mission becomes easy if you use the pause glitch, because it enables you to get Tassadar all the way to the beacon before the red zerg even appear. \n\nSCP06 - Into the Darkness \n\nWatch this run, and you\'ll probably not be surprised to learn that it has an extremely low success rate. There are numerous infested terrans to sneak past, then you have to do a decent job at the doorway to the ghost room, and finally squeeze a low-health zealot through that wall of zerg at the end. \n\nThis run is set apart by a miracle in front of the ghost room. It is faster than should be reasonably possible by about 10 seconds. \n\nSCP09 - Shadow Hunters \n\nSome weird stuff happened at the end. Poor Fenix got killed yet again, but it still gave me the victory. If you watch the video carefully, the cerebrate died 3 frames earlier than Fenix, so that\'s probably why. I figure it\'s only fair anyway, because the sunken colony that was responsible really should have targeted Zeratul instead, who had plenty of health. At any rate, the time was the best I\'d ever gotten, so I kept it.',NULL),(0,337,32,'SCP08 - The Trial of Tassadar \n\nFor this mission all you have to do is destroy the stasis cell with 2000 hp in the middle of red\'s base, Raynor and Fenix must survive. Red\'s base is heavily defended with dragoons, scouts, carriers, arbiters and some cannons and is not easily accessed by ground. I found you can divert most of red\'s troops, especially the air, by using your initial carrier to attack red at the other side of their base. Red sends nearly everything to kill the carrier, does so, then has to come all the way back to your main attack, giving you about 5 seconds of mostly hostile free ground to attack the statis cell. I use Raynor and Fenix to take as many hits as possible while the reavers dish out the damage. \n\nSCP10 - Eye of the Storm \n\nFor this mission you must destroy the overmind building in the middle of map, it is heavily defended by purple. The 3 heroes you\'re given, Zeratul, Tassadar, and Raynor must survive. \n\nThe nuclear missiles do abnormally high damage to the overmind, 1 does 3500 of it\'s 5000 hit points. For my strategy I hit the overmind with 2 nukes for the win. \n\nGetting the ghosts there and staying alive long enough was hard to do. It wasn\'t until I discovered that when you kill both the spores on the bottom purple\'s OLs back away from that area allowing you just enough room to walk in cloaked and go undetected. I used what I believe is the fastest build to get 2 nukes for this map.',NULL),(0,338,251,'BWP04 - The Quest for Uraj \n\nIt seems you CAN send Kerrigan alone through the red base to the Uraj. Before my 2:47 run I tried this but I always ran into 4 goliaths, marines, firebats so I didn\'t think it was possible. Well, I discovered that the Red A.I. gets triggered when you go down the ramp of your main base. When the A.I. gets triggered, it sends that group of goliaths, marines, firebats from the bottom base to the middle base. So, what I did is I immediately sent the Dragoons down the ramp. This helped the timing because the goliaths are just leaving as Kerrigan gets to the tanked ramp. \n\nBWP06 - Return to Char \n\nIn this level you can choose to kill the Overmind or bring a Probe/Drone to the Uraj crystal. I thought about sending a mass of 40 Probes/Drones to the Uraj crystal but this didn\'t work because they kept bumping into enemy units and each other. Since they have very little health, they died long before even getting close to the Uraj. Then I remembered the Stack Glitch. You\'ll notice that worker units pass through units when gathering minerals and gas, and when you move them they start bumping into each other, no longer able to pass through. With the stack glitch I was able to move them to the Uraj while still being able to pass through units. \n\nBWP07 - The Insurgent \n\nThere is a very easy way to kill Aldaris, all you have to use is Mind Control. Flagitious discovered that the enemy shuttles a Reaver from the east base to the west base and that if you get Dark Archons up the middle in time you can mind control the Shuttle on its way back. This leads to a 3 minute improvement over the previous three Shuttle strategy. \n\nBWT02 - The Dylarian Shipyards \n\nI used the pause trick at the beginning because the Dropships wait for Stukov to finish his transmission before unloading troops, saves about two seconds. \n\nSelecting the one Marine among the Medics and Pilots allows me to use the attack command when distributing them to the three beacons. This causes the medics to heal the Pilots as they\'re moving. \n\nThe second island is the easiest of the four. Move the medics to the farthest tank and use Optical Flare along the path. \n\nYou don\'t actually need to capture all 18 Battlecruisers to defeat Duke\'s forces at the end. Kiling the Pilots and backups skips the third island altogether. The fourth island isn\'t too bad either. The Tanks are used for cover and three Battlecruisers are captured making a total of ten to fight Duke\'s force. \n\nBWT04 - Assault on Korhal \n\nFlagitious came up with the idea of dropping 2 tanks on the mini cliff next to the Physics Labs. Since there is barely enough room to fit the 2 tanks, the enemy is unable to drop its units onto the cliff (most of the time). At first I thought this strategy was impossible because of how heavily fortified the red base is, but knowing that it would unlock T05 Ground Zero, which has a much shorter time than T05 Birds of War, I had to give it a try. \n\nOf course I realized it\'s not impossible, just really, really hard. First I had to make sure that the Wraiths drew as much enemy fire as possible. I had to hope that the enemy would fire at the leading dropship first so that the following dropship would still be alive to make its own drop. Since the cliff is so small, I had to hope that I could drop the tanks at all. I had to hope that when I dropped the 2 tanks there wasn\'t enough room for a single enemy marine. I had to hope that I didn\'t drop the second tank just out of range of the farthest Physics Lab. I had to hope that the marines inside the bunker below the cliff wouldn\'t kill off my first tank. And last but not least, I had to hope that the enemy wouldn\'t bring over 2 of its wraiths to kill off my tanks halfway through the siege. After many, many tries, each factor worked in my favour. \n\nBWT05 - Emperor\'s Fall (Ground Zero) \n\nI discovered that it\'s possible to save most of your troops by killing off some of the ghosts with Vultures. The first Spider Mine that I place is in a very specific location. If you place it in this exact spot, it will kill 3 ghosts every time. The second spider mine of the second vulture kills off 2, and all others are single kills. In total, 9 ghosts dead with 6 spider mines. \n\nBWT08 - To Chain the Beast \n\nIt\'s always fun to finish the last level of a campaign in such a short time. Pulling off the drop at the end required a bit of skill and luck and took many restarts. Credit goes to flagitious for the strat. \n\nBWZ02 - Reign of Fire \n\nThe previous strat for this mission was to do a drop with your hero units... which turned out to be a very slow strat getting a time of over 7 or 8 minutes. The secret to this mission is to not build a hatchery so that the enemy A.I. doesn\'t get triggered. Attacking the Psi Disruptor while the A.I. is active would mean fighting off a lot more units since the A.I. would command them to go defend it. I kill the firebats at the top of the ramp because they block your path and you get damaged more. \n\nBWZ08 - To Slay the Beast \n\nTo slay the Overmind I decided that a handful of Ultralisks backed by Dark Swarm and sneaking Dark Templars would do the job. The mission objectives say you must kill the Overmind with a Dark Templar, so you might think the final blow must come from a Dark Templar. Well, not necessarily! The way the game works is that when it detects that the Overmind has been killed, it checks if there are any Dark Templar in the direct vicinity. If one or more is nearby, the objective is complete. If not, the game regenerates a full-health Overmind in the same spot. \n\nSince the Overmind is killed within 11 minutes, my base is safe from any serious threats while I go through my build. So what this mission comes down to is being efficient with resources and getting your units to the island of the Overmind as fast as possible, and then a little bit of micro to kill the Overmind. I chose to use Ultralisks because they have very high hitpoints. Anything else would get torn up by the enemy Lurkers. I used the Dark Swarm spell on top of the Overmind to protect the Ultralisks from enemy ranged attacks. \n\nBWZ10 - Omega \n\nIn the last level of the Brood War campaign you face three enemy forces, two Terran and one Protoss. Thank Blizzard for making this level easier by only requiring unit-producing buildings to be destroyed. I can\'t imagine having to destroy every single building in this map.. *shudders* Anyways, for the last level of a game it\'s fairly straightforward: build, destroy, expand, repeat. \n\nBWBonus - Dark Origin \n\nThe goal is to get Zeratul all the way to the beacon as fast as possible. The enemy units at the beginning can be ignored except for the tank on the cliff. For that I rushed my four Dark Archons and used Mind Control as soon as the tank came into view. This allowed safe passage for Zeratul around the bend. After that it was simply moving Zeratul on a smooth path, not bumping into any critters or firebats.',NULL),(0,338,254,'BWP02 - Dunes of Shakuras \n\nThis is pretty much your standard Protoss vs. Zerg mission, without many tricks to exploit as far as I know (unless you want to count that gateway/zealot blockade). \n\nThe only twist is that you\'re granted four dark templar at the beginning. So, the key to a fast time is to utilize their insane damage potential at every turn, yet still keep them alive. \n\nBWP03 - Legacy of the Xel\'Naga \n\nThis mission gives you four corsairs upgraded with Disruption Web. This ability works remarkably well against the computer because it doesn\'t move its units out of the area of effect. \n\nIt seems as though reavers would be ideal for this mission, because you\'re forced to tech up to robotics facility anyway, and you need to destroy plenty of towers and bunched ground units. Even so, range-upgraded dragoons worked better for me. I think this is because they have better synergy with disruption web, and because rebuilding scarabs is really annoying. \n\nBWP08 - Countdown \n\nThe objective for speedrunning this mission is to start the countdown timer as soon as possible and still survive. I tried a number of different defenses, including combinations of dark templar, air units, reavers, even arbiters, but in the end I became convinced that the awesomeness of psi storm trumps all. Adun was clearly on my side, enabling me to start the countdown without any initial defense on the temple, then move in and fry all 374 of the attacking zerg. \n\nBWT01 - First Strike \n\nAuthor\'s Comments: This run merely combines the block strategy discovered by Philip \'Ballofsnow\' Cornell with the pause glitch originally discovered by Blake \'Spider-Waffle\' Piepho. \n\nBWT03 - Ruins of Tarsonis \n\nThis is a very difficult strategy to execute because you have to use precise micromanagement in several places at once. I\'m especially proud of the group of 8 marines and 2 medics, which singlehandedly lays waste to two zerg bases, with only one casualty near the very end. \n\nAfter much testing, I do believe that this strategy (namely range-upgraded bunker vs. purple, tanks vs. red, and M&M vs. brown and orange) is the fastest possible. It could have been done faster; in my practice runs I was able to destroy either the left two hives or the right two, using disjoint sets of units, within about 5:20. However, because of the difficulty involved, I think it\'s pretty good that I lost only a few seconds to doing both at once! \n\nBWT06 - Emperor\'s Flight \n\nThis is not a new strategy, but I substituted four marines for one tank, which is theoretically slightly faster. I\'m pretty sure this time is within 5 seconds of perfect. \n\nBWT07 - Patriot\'s Blood \n\nAlthough the corridors of the psi disruptor house many enemies, most of them aren\'t all that aggressive and you can run right past them, turning the mission into a stimpack relay race of sorts. \n\nThe most important place where fighting can\'t be avoided is the tight spot where you have the high ground against a ton of hydralisks and zerglings. It seems necessary to bring a medic to that battle, because you need full health (or close to it) on about 5 marines in order to survive the home stretch, using stimpack the whole way. \n\nYou\'ll also notice me pause during a lot of transmissions, usually because it means less in-game time until the next event that allows the mission to continue (e.g. a door opening). \n\nBWZ01 - Vile Disruption \n\nThis mission boils down to running a zergling through the map, avoiding various traps along the way. If you do it fast enough, the enemy will not have enough time to destroy your hives. \n\nActually, if you examine the minimap carefully, you\'ll see that one of the hives was destroyed at the very end; however, due to the way the Starcraft trigger system works, the fact that the victory conditions were met at nearly the same time meant that the victory overrode the defeat. \n\nBWZ03 - The Kel-Morian Combine \n\nThe goal of this mission is \"amass 10000 minerals,\" so the run is self-explanatory. There is one more undefended resource node, but it\'s rather scant in minerals, and doesn\'t pay for itself in time, according to the tests I did. \n\nBWZ04 - The Liberation of Korhal \n\n1 [-] Buildup: There isn\'t much that can go wrong here, once you\'ve memorized what to do. \n\n2 [-] Zergling wave vs. blue: This phase was only about average. It\'s possible to lose a lot fewer zerglings than I did. But I was happy that orange\'s attack went straight for the four sunkens I had prepared. (This attack goes to a random location; some locations kill the run.) \n\n3 [-] Destruction of orange: This is where the run really began to gain time over my other attempts. I got my hydras to the front in an organized fashion, and then the zerglings arrived at precisely the right moment. If they get there too soon, you lose most of them. \n\n4 [-] Destruction of white: White\'s defenses are considerable; they have enough goliaths, marines and medics that they can end the run by breaking through that wall of hydras. But this time, the momentum from the previous phase carried through, and all their attempts at organizing a defense were stopped before they started. I\'m pretty sure my casualties during this phase were the lowest ever. \n\n5 [-] Cleanup: I lost several seconds here. My dealing with those three lurkers was pretty disastrous. Also notice how that lone missile turret was the last building I destroyed; there\'s no good reason for that. But at least I noticed it in time to keep the run sub-11. This is a very good time. \n\nBWZ05 - True Colors \n\nThis run saves a massive chunk of time from Marshmallow\'s previous one: about 4:42 from improved methods and 2:55 from a newly discovered glitch that makes in-game transmissions not count against your time. \n\nContrary to what Kerrigan tells you in the mission briefing, 6 minutes is enough time to do a lot of damage to both bases. Namely: \n\n-On the terran side, nearly all unit-producing buildings are destroyed or get an undetectable lurker burrowed within range. Only a few barracks and starports (which the AI doesn\'t seem to use) are spared entirely. \n\n-On the protoss side, pretty much everything except their southeast stronghold is erased by zerglings. \n\nAfter that, it\'s just a matter of releasing numerous waves of hydras and zerglings to destroy everything else. If you\'re wondering why the terran base had no siege tanks defending it, it\'s because all their factories were destroyed, which forces the AI to pull tanks from its base defense in order to attack me. Most of these attackers (and many protoss too) get killed by lurkers before they can do anything. \n\nBWZ06 - Fury of the Swarm \n\nAfter watching StuporMan\'s run I decided the time on this level could be improved by mixing up the unit choice instead of just using hydralisks. In fact, this version doesn\'t use any hyrdas at all, but a combination of lurkers, zerglings, and mutas. Also noteworthy is the early expand trick at the beginning. \n\nSub-9 is possible; I have gotten as low as 8:45 in my practice runs using load/save. But, this is as close as I managed to get a single segment. \n\nBWZ09 - The Reckoning \n\nThe protoss base defense in this mission seems pretty random as to when they send their units at you. If the reavers come accompanied by a bunch of gateway forces, or if they send their carrier at you right away, you\'ll sustain too many losses and there\'s no way to salvage the run. You\'ll see how things worked out favorably in this run; I was actually very surpised to acheive 6:30, which is an excellent time I daresay.',NULL),(0,338,255,'BWP05 - The Battle of Braxis \n\nThis missions requires you to take out 5 power generator that are surrounded by heavy AA defences. I take the shortest paths to the generators as much as possible resulting in quite some suicide actions. The only non power generator buildings I take out are the four bunkers in front of the second generator as I found them hard/impossible to skip.',NULL),(0,338,32,'BWZ07 - Drawing of the Web \n\nI have to first give credit to RenÃ© Kamp for his 9:49 video. When I saw it in the SDA news that it was a 7:46 improvement I was intrigued. After watching the video I wondered if I could come up with some better strategies for this mission as it looked interesting and not one dimensional. \n\nFor this mission you must get Duran to all 5 beacons without him dying. \n\nThis run came after a lot of new strategies I found. Originally I did a hydralisk strat which I managed to get 6:05 with after some time. After that I wondered if a zergling strat could be faster. After much testing I came up with one that showed great promise. I figured out I could run the beacons in the optimal order too which out many problems. I tried to refine the strat such that Duran could be running from beacon to beacon without having to slow down. I essentially was able to do this. \n\nThis strat requires a lot of luck, and has low completion rate (2 times in 5 hours for me). I give the first beacon 70%, the second 95%, the third 50%, taking the bridge 50%. There\'s some random zealots and DTs which can make you fail. If you get past the bridge at full health I still only give it a 35% chance of completing. You have to get some luck with photon cannons firing slow and being just outside of range and the 4th beacon completing fast with barely touching it.',NULL),(0,386,167,'My gosh, looking at stages done by my partners in crime, I start to wonder if the videos I did can measure up. You\'ve got to see khfan1\'s 0:26 run in Underwater AFAP; until recently the best times on the scoreboards for that level were in the 40\'s. Dr. Thinker\'s two Stage 2 videos leave most of mine in the dust. \n\nOur We Love Katamari project had humble beginnings. When I began this project, my whole purpose of making the videos was to try to get my As Fast As Possible 5 video, which was the only stage I could do really fast, hosted on Speed Demos Archive (SDA wants a whole set when doing individual level runs, not just one stage). At that time my AFAP5 video took over seven minutes! But we worked on it and now we\'ve got 26 different stages run well. We\'ve come a long way, and now I\'m glad that the four of us stuck to it and got all our videos done. \n\nWe Love Katamari\'s control of its dash is easier and much more accurate than dash control in Katamari Damacy or Me and My Katamari. Just two or three wiggles of both sticks, see and hear your ball spin and you\'ve got a 100% chance of a dash. You even have a choice between two speeds of dash, unlike the other two games. Plus there\'s the fact that many WLK stages are short. These two things together mean that there is a potential for super-polished, almost perfect-looking speed videos in We Love Katamari, a potential that isn\'t really there in Katamari Damacy or Me and My Katamari. Hopefully the vids up now are only the tip of the iceberg of the things people will accomplish. \n\nOne of the things that make We Love Katamari so good is that there are so many ways to play it. There are a lot of stages, like Campfire and Sumo, that are probably not meant to be speed-run, but that are very good for speed-running nonetheless. So if you\'ve played the game a lot, gotten every cousin and present, gotten all 2900+ items, rolled up the King and the roses, gotten most of the super-clears (or all), etc. etc., and you want a new way to play it, you can try speed-running stages like Sumo and Campfire. I recommend it. \n\nI would have never gotten the project done had I tried to do it all by myself. I am just not good enough at some of the stages. Thanks to Arrow for teaching me a ton about Speed Demos Archive and for his work on this project, to Dr. Thinker for supporting me in this project, to khfan1 for coming through for us late in the project, to Vix and her site\'s mods for letting me take over a thread and abuse it for months, to Neboke and Ben and ReverendTed for encouragement, to Nate for picking through my cluttered tapes and capturing the video, and to Radix for hosting my videos. Thank you to Yoda for all his help. And a monstrous thank-you goes to Anwonu. He let me watch his videos, and he discussed strategy; he basically taught me my routes for Campfire Small (0:43), Medium (1:38) and Large (1:33). Thank you to Matt Demoss for the work he is presently doing on this project. \n\nSoon there will be very few or no WLK videos up by Arrow, khfan1 and Dr. Thinker. But don\'t downplay the importance of their contribution; it was essential to this page\'s existence. If it weren\'t for them, either I would have submitted much slower videos of the stages they did, or I wouldn\'t have managed a complete set of videos and I would have submitted nothing at all. So their contribution was a very big one, even though Matt Demoss will likely have nearly all their videos bettered very soon. We Love Katamari on SDA has been entirely, delightfully, a group project. Thanks to all! :) \n\nSHAMELESS PLUG: If you want to watch more We Love Katamari videos, with goals besides pure speed, check out Aaron\'s website at www.vgmr.us \n\nIf you want to e-mail me about anything I am at [a mailto:sloobro@yahoo.com]sloobro@yahoo.com[/a]. \n\nRecords are made to be broken. I look forward to downloading the videos once people start submitting improvements to my runs. Until then, enjoy our videos ;)',NULL),(0,393,118,'[b]Â« t r i . h e x Â»[/b] presents ... In association with [b]Speed Demos Archive[/b], Super Mario World 2: Yoshi\'s Island\n100% individual level table (52 of the 54 original levels improved) [hr] \n\n\n[b]Â» Â» Â» I n t r o[/b]\n\n[b]July 15, 2005[/b]\nIt finally happened. The single thing I wanted ever since I first registered at SDA, my name on a page, my name getting known, the era of Â« t r i . h e x Â» beginning! I completed and had on SDA both my 2:19:xx any% SS of Yoshi\'s Island (I won\'t go into details about this until I produce that needed improved any% SS) and my first set of videos for the 100% table. Despite how terrible the 2:19:xx SS was, everyone praised the 2 100% table improvements I had (1-1 and 1-2). I was shocked at how easy improving Marsh\'s 1-1 was, by over 10 seconds. \n\n[b]August-November 2005[/b]\nA lacking memory is terrible. I can\'t remember much about the 100% table from this time. A lot of the information I can recall involves the history of the any% SS rather than the table progress. I did 6 runs total, the reason being I was very impatient and wanted the 1:58:14 SS up ASAP. So I dedicated 1 day to getting whatever I could done, and mail along with the SS. \n\n[b]January-February 2006[/b]\nI was having a troubled time progressing with the Crash Bandicoot 2 speedrun, so I switched back and forth between progressing with the 100% table. I had rushed quite a few of the runs on the tape. I had about 12 finished in total. One night my little stepbrother asked me to record some episode of Family Guy for him. Idiotic me, recorded it with the speedrun tape in the VCR and overwrote 8 of the 12 speedruns. At first, I was very angry at myself for doing something so stupid ... But in retrospect, I\'m glad it happened. This is the reason why the 3rd generation is so small, with only 4 speedruns, since those were far along in the tape, and survived. Also note how all of 3rd gen. is obsolete, it\'s likely I\'d felt embarrassed if I had sent what I\'d consider crap now back then. Realizing that the 3rd gen. stuff was crap inspired me to go forth with a bigger vision in mind, the entire 100% table! \n\n[b]March 2006[/b]\nAfter just finishing the SDA Awards II, I was ready to start producing some speedrunning ownage. The situation was that I was putting everything on hold until I could upgrade in status and get a DVD recorder. At the time, Nate had a thread in Site Suggestion to counter the problem of video signal lag from DVD recorders which made attempting a speedrun with them damn near impossible. This thread eventually solved nothing and I settled on spending an additional $50 (USD) on a video signal amplifier which solves the problem. Also notable, is that I initially had a nice Pioneer DVD recorder, but returned it and went with Sir_VG\'s advice on a certain Panasonic DVD recorder. I must say, for the price, it\'s certainly worth the money. Now that I had the recording equipment, it was time to own ... \n\n[b]April 2006[/b]\nSummer finally approached and I was anxious to speedrun everything I could while I was job-free. Since the beginning of my speedrunning career, I always viewed the 100% table for Yoshi\'s Island as a side-project. I either squeezed some levels here and there because I found a shortcut revolutionary enough to be published, or wanted the submit of speedruns at the time to seem more plentiful, I never thought about it as the main attraction of a submit. That changed whenever I found I could improve (at the time) most (now, all of) of the records set by David \'Marsh\' Gibbons. Initially, I planned to only do World 1, or something involving a small quantity, but once I started producing better records, there was no stopping me ... at least, that\'s what I thought. Summer vacation to Florida to see my dad was coming soon, and I didn\'t want to hold out on those anxious to see what progress I made so far. So I finalized the DVDs I had recorded, and mailed off part 1 of the table project, containing 26 runs, of the first 26 levels. Reaction to these were, obviously, overwhelmingly positive, leaving everyone who had witnessed them anxious for what else I had in store. \n\n[b]June 2006[/b]\nThe two weeks spent with my dad I used to prepare, practicing during the free time I had (And switching between DDR MAX 1 and 2 as well). Once I returned home ... I began work on the Crash Bandicoot 2 speedrun. Afterward, I decided I strayed too far from Yoshi\'s Island and completed what was left of Yoshi\'s Island over a 3 week period. Producing a colossal 38 individual records improved. Only 2 levels remained untouched, E-4, because I\'m still figuring a way to shortcut this level better, and E-5, because ... everyone hates that level with a passion. \n\n[b]August-December 2006[/b]\nI took a downtime period due to school starting and the job killing a lot of the free time I had beforehand. Every other month or so, I\'d randomly pick up Yoshi\'s Island, get into it for a few hours and achieve a few new records in the process. Most notably, improving 1-1 by 2 seconds. [hr] \n\n\n[b]Â» Â» Â» T h a n k s[/b]\n\nOf course I have people to thank that would\'ve never made this accomplishment possible without: \n\n[b]Radix, [/b]for rejecting every single run he ever has that I\'ve ever submitted. He is the one who sparked the revolution within and made me the proud speedrunner I am today. Also, I\'m going to guess that he\'s the one who\'s also been verifying my Yoshi\'s Island runs to date. \n\n[b]Nate,[/b] for being so patient with my crappy ability to ship clean DVDs and label them well. :P [hr] \n\n\n[b]Â» Â» Â» F A Q[/b]\n\n[b]Q: I\'m confused about which levels you did in your latest update, could you show me what levels belong to which generation of improvements?[/b]\n[b]A: [/b]Since the 5th generation of improvements that Radix did an update of, most notably, not showing a list of what was improved, I noticed it\'s easy for even me to forget what the hell I did in which generation. Hopefully this bulleted list will help ease the confusion: [ul] [li]1st generation (July 2005) [ul] [li]1-1 in 1:16 [[]obsolete] [li]1-2 in 1:18 [[]obsolete] [/ul] [li]2nd generation (November 2005) [ul] [li]1-1 in 0:58 [[]obsolete] [li]1-2 in 1:04 [[]obsolete] [li]4-5 in 1:48 [li]4 others not noted in update [/ul] [li]3rd generation (April 2006) [ul] [li]4-1 in 2:00 [[]obsolete] [li]4-2 in 1:53 [[]obsolete] [li]4-3 in 2:06 [[]obsolete] [li]4-4 in 4:53 [[]obsolete] [/ul] [li]4th generation (May 2006), aka \"Uber Yoshi\'s Island Project\" part 1 [ul] [li]1-1 in 0:53 [[]obsolete] [li]1-2 in 0:56 [li]1-3 in 1:13 [[]obsolete] [li]1-4 in 2:17 [li]1-6 in 1:59 [[]obsolete] [li]1-8 in 2:28 [[]obsolete] [li]1-E in 1:03 [li]2-3 in 1:44 [[]obsolete] [li]2-4 in 2:58 [li]2-5 in 1:58 [[]obsolete] [li]2-6 in 1:58 [li]2-7 in 2:43 [[]obsolete] [li]2-8 in 4:25 [li]3-1 in 1:18 [li]3-2 in 1:11 [[]obsolete] [li]3-3 in 3:12 [[]obsolete] [li]3-4 in 4:16 [[]obsolete] [li]3-5 in 1:16 [/ul] [li]5th generation (August 2006), aka \"Uber Yoshi\'s Island Project\" part 2 38 levels improved, [ul] [li]none listed in the update [/ul] [li]6th generation (October 2006) [ul] [li]1-1 in 0:51 [li]1-3 in 1:12 [li]1-6 in 1:54 [li]1-8 in 2:25 [li]2-3 in 1:39 [li]4-1 in 1:52 [li]4-2 in 1:45 [li]4-3 in 1:42 [/ul] [/ul] \n\n[b]Q: You kept mentioning this \'Spezzafer\' figure in your comments in a lot of levels, who the hell is that? [/b]\n[b]A: [/b]Spezzafer is a member of Bisqwit\'s tool-assisted speedrun site. I, personally, don\'t know the guy. I\'ve never chatted with him, or know anything about him other than reading a few of his forum posts in 2 threads concerning whether he was still producing a 100% TAS for Yoshi\'s Island. A lot of the times I mention him, it\'s because I judge what he does as my scale. Most people who produce speedruns are aware of the obvious limitations presented to them, so they don\'t bother to compare a TAS to an authentic played-through speedrun. I strive for a higher quality than that. So I do compare. I try to incorporate as much of what he does into my own runs. For the 6th generation of improvements, it definitely won\'t stop there. As Spezz keeps updating the TAS forums with the progress he\'s done in a viewable SNES9x movie, I\'ll continue to base my level routes off of his. \n\nAs of October 2006, he has only completed until 4-2. As he reveals more of Worlds 4-6, I\'ll naturally want to improve them. So look out for the 7th generation!',NULL),(0,393,256,'Avoiding items in Yoshi\'s Island seems counter-intuitive. Getting 100\'s across the board will open up new levels, while low scores are shown in red (meaning bad). But running in such an obscure category is an easy way to get your runs up without competition. =D \n\nTo get the minimum points, I usually knock Mario off near the end of the level, and retrieve him just before the Toadies take him away. Sometimes there\'s a red coin or flower I can\'t avoid getting, or there\'s no way to get hit near the end of the level, so not all levels have a low score of zero. \n\nSometimes I will reference a Low Score Guide made by GameFAQs user David Egyud, which can be found on this page: http://www.gamefaqs.com/portable/gbadvance/game/561566.html \n\nLevels of interest: \n\n1-1 In this level, I neither make nor throw eggs. \n\n1-2 The crux of this run is a glitch discovered by one spezzafer, whose intricately optimised constructed run has influenced every Yoshi\'s Island run you\'ll find on SDA (excepting Gibbon\'s holdouts). The glitch works based on how the game keeps track of whether or not you have a heightened flutter jump available, the kind you get from boosting off an enemy. Landing will get rid of this bonus, unless you only land for one frame. So, after I get my egg and am lucky enough to avoid the chomps, and bounce off a shy guy and immediately pop off the post there, using my boost and then struggling once more to get up top. In real time this can take a hundred attempts to get right, and it\'s not really possible to \'learn\' it, you just get a feel for it and hope it works. \n\n1-4 Suprisingly, I got this one down with my first recorded attempt. The pit of lava guarded by a giant Blarg is tough to cross without touching the ceiling of coins. I pause a little after hitting the blarg with an egg, to be sure the platforms are where they should be. The boss battle reveals how much of a newb I was (am?) at this game. You can hit almost immediately. \n\n1-6 The popping ballon at the end here seems completely out of place, but it lets me get 0 stars. \n\n1-7 I have to thank the FAQ for informing me how to get over a wall next to a seemingly unavoidable flower. The hardest part isn\'t getting the shy guy where he needs to be, but getting enough height off it and keeping it all the way to the wall. \n\n1-8 Another bad boss battle. Blobs are really the worst thing for speed runs: random movement, easy to derail your \'rythem\' by shielding against eggs when you don\'t expect it...bleh. \n\n2-3 For the first part, I just make sure I have three eggs, which I use in the following cave. I go a little too slow firing the eggs exactly for the red coin skip. I also didn\'t know about holding B to make super mario run faster. \n\n2-5 Red coins abound - watch the 100% run to get an appreciation for everything I avoid. \n\n2-8 It\'s hard to super-flutter jump with my GBA, so I was anxious to move on. I even miss the boss door and take a second to notice - grr. \n\n3-6 I forgot to check whether going over or under is faster. I did over. \n\n3-8 Yay for the boss battle that\'s usually skipped. I let Naval Pirhana go for four passes, but three may be possible. \n\n4-1 If you aren\'t preceding each of my runs with Marsh\'s 100\'s, start now. It could be possible to skip those two coins at the end, but only robots currently know how to wall climb. \n\n4-3 Three Pirhana plant \'skips\' in a row. Whew. \n\n4-4 It\'s easy to collect red coins in the NE room, but I\'m still more cautious than need be. The boss has lots of room for improvement. \n\n4-7 Blech, I take forever to grab the Bullet Bill at the end, and waste time stopping to spit and re-eat (possible to do while moving). \n\n4-8 My favorite =D. The first part is easy enough, but there\'s two ways to get to the locked door - through four red coins above, or through two red coins below. I don\'t think there\'s a way to go through above without hitting at least two coins (using eggs to remove spikes, maybe?). The way I did it is almost impossible to practice for. You can\'t just backtrack a little and try again - or easily judge when to jump, as each ride up is a little different. I\'ve only done it about five or six times, total. Add this to a tricky pair of flowers and a split-second-close boss battle. \n\n5-3 The FAQ says the minimum is 23 points, but I manage 21 by taking a short goonie ride. This one was fun to accomplish. \n\n5-4 The writers of the FAQ went batshit trying to skip two red coins that I hover over quite easily. \n\n6-1 Another super-flutter trick, like in 1-7. This one\'s harder to gather the victim for, though. \n\n6-2 I take three tries to convince a mouse over (I was trying for the wrong one), which is depressing, cuz that\'s a really nice string of tricks at the end here. \n\n6-4 I say =P to the blobs again, especially since the GBA version\'s tinier screen means the eggs can disappear offscreen where they wouldn\'t on the SNES. I really like my Tap-Tap strat, though. Too bad he didn\'t happen to be onscreen. \n\n6-5 Radix suggested I improve this, after getting a one before. Failing this one is easy, both at a tricky red coin skip and at the end, where Mario likes to get back on early. \n\n6-6 A couple shortcuts make this maze not so deep or underground. First off is the trick first discovered by me, which involves getting pushed around by a chomp rock to lick far enough to convince a key over to you. There\'s several ways to do this. Second is a somehow unobvious shortcut discovered first by the FAQ team. I thought at one time that I was the only one to know it, and was a little disappointed when I read it in the FAQ. \n\n6-7 I get hit, but it\'s to make sure I don\'t hit instead the red coin nearby (you\'ll see it, it\'s spinning a little differently at the top). \n\n6-8 I\'m a wuss and lose a second or so on the plane section (flying below screen makes Kamek disappear). It\'s also an easy way to make sure I\'m not hit or collecting something I don\'t want. Then I make sure to pick the best door - I get 4 more than anything, suprisingly. Jump at just the right time to avoid a string of red coins and a flower, then have some fun with Kamek. I get hit here (ick) and also miss Baby Bowser once. Giant Bowser has some interesting scripting. At 0-2 hits, he\'ll just step and shoot fire. On the third, of course, he\'ll summon more rocks. Then he\'ll go back to stepping and shooting, albeit more aggressively. If he only has one hp left, he\'ll stop firing altogether and just charge. So, I have to wait for him to get _right_next_to_me_ to get hit and fire the sixth and seventh eggs. This also means missed eggs don\'t count against me, unless it\'s the last two (which are hard to miss). \n\n1-E Credit for the bat-boosting trick goes to either DK64_Master or some guy on Bisqwit\'s forum - a case of two indepentant discoverers. \n\n2-E The FAQ people went crazy on this level again, devising a string of next to impossible tricks that I make quite obsolete. \n\n3-S I\'m terrible with vehicles =(. I\'d love to see someone go by that red coin in the submarine faster. \n\n4-E A few nice tricks here: First, I discovered that you can jump slightly higher by releasing and hitting the jump button at the apex of your jump. Next I get rid of a pirhana by letting it slip off the screen, but before my box does =). The last trick I\'m quite proud of: it depends on losing the ability to touch things whilst inside a pirhana plant. The countdown is made more difficult because the ghost thing that changes my direction to be opposite lets go of me just before I go into the ring, so I have to depend on intertia to make sure I don\'t suddenly go the other way. \n\n4-S A big run killer here is touching _any_ fuzzy, which makes the convoluted red coin skip next to impossible. And there\'s nothing worse than having an item skip on par with 4-8\'s directly after an on-rails section. \n\n5-E It took a while to figure out exactly when to jump for each item skip. Also notice how I jump early at one point to grab a more opportune plane bubble. [hr] [b]100%[/b] \n\n1-S The first thing in this run that bothers me is I the throwing two eggs at the beginning to get the flower: it could be much smoother, getting the egg out earlier and such. And then I miss an egg throw in the third room. But the rest of the third room went perfect; it usually doesn\'t. Those relentless green plants are quite sensitive actually, so I chose to ground pound instead of wasting an egg. Then, I let myself fall off a platform, struggle and aim and egg, and hit the ceiling so I struggle automatically. It\'s possible, actually, in the fourth room to jump off the red platform as soon as you land on it, and get way up there. The only caviot is that the camera doesn\'t follow you, and so you\'re collecting blind. The way my recording setup is set up, I don\'t hear the game while recording, so I never really had the patience to include that in there. And then also I flutter too soon for the third coin, wasting a couple seconds. The red platform trick is applicable in the next room as well, but it\'s somehow more difficult to pull off; odd, since the extra hovering wouldn\'t save you any time. The last room is always random. Well, that\'s not fair, there\'s actually a lot happening with how the camera moves in comparison to how the blocks are timed. It\'s difficult to ever get a fluid run, even on a particular set of \'stairs\'. I try to look up every time I know I\'m gonna be waiting, to get the blocks moving. \n\n2-S Well there\'s bats at the start that are all random. I need an egg from the first three or four, and then I need to decide when to eat it, and then I decide when to start throwing it; I have to look out for a bat when I\'m already holding one or when I\'m throwing, to maybe change my jump height or stop aiming real quick. And then I hope for a bat to appear in the final pit so I can hop off it and not use the slower flutter. It rarely goes perfectly so I just go with whatever I\'m given. In the next room however, I like the dozen or so jumps I make to be perfect or I tend to start down down A. A lot of them are stunted jumps, which has me pressing A a lot in midair. That single floating block I land on likes to pause the game to turn into a flatter version of itself. Also I initially wanted to avoid the baseball guy but I ended up needing his eggs. \nThe third room ended a lot of my attempts for a while. There\'s a million ways to attempt those couple jumps and only seventeen ways to get through unscathed. Eventually I got fed up with trying to squeeze between the switch blocks and the spikes, while avoiding the second guy\'s egg, and threw an egg to make my life easier. So then I make the climb up to the karate guys, who like to get knocked out by my eggs of freedom. And then when I free them, they want to punch me. The next couple rooms are pretty automatic, so I tend to space out during them. \n... \nAnyways, I grab the key though the wall cuz I\'m cool like that, and then use an extra jump to skip a bit of platforming. So my goal is to make it to the key door. Usually you\'d grab the bouncy thing and sloppily make your way up to top. But fuck that. You can either grab a shell or mosey a bandit over to the spike pit to get a boost up there. Between the two I\'m not sure what\'s better. Grabbing a shell has me pausing a couple extra times, but the bandit moves kinda slow too. If I get this far I\'ll usually fail to boost correctly. So I\'m kinda on nerves from here on out. \nNo matter much I practice clearing the way up for the bubble platform I\'m always too cautious at this point. Only two egg throws are necessary and I could wrangle the bubble a lot quicker than I do. And then I hover above the spikes way too high to be considered cool looking. I should be able get those coins without looking up, but I just need to sure right then for some reason. In the final room, looking at it it bugs me now; I should throw an egg at the shy guy and collect the coin without pausing there. \n\n3-S So there\'s a lot of swimming here at the first part, which means a full stop every so often. The second to last from in this room likes to not appear sometimes, which means a restart cuz I need his body. I get stuck on a wall for a half second just before leaving the room, which almost bugged me enough to restart. The submarine is a weird vehicle. It won\'t round a corner quickly unless you line up the turn just right. I would have preferred to not get stuck on the corner there near the spinning spike thing, but it doesn\'t matter since I\'m waiting for it later anyways. \nThe train parts are always really boring. At one point it looks like I twitch for no reason but it\'s to position the outlined shy guy so he doesn\'t hit me. The fall after getting the flower went perfect; I\'ll usually get stuck on a corner or float too off course. Near the end of the room I try to keep just one shy guy alive for an egg, but two are there at the end and I got scared all the sudden. \nThe mole is boring at best and disagreeable at worst. It\'ll stop or go the opposite direction, or just plain fall off the thing sometimes. My plane route here went through a few revisions. At one point I was going the predefined route of starting at the top and working down, getting the lowermost flower last. Then I discovered you can tongue out of the forced crouch you\'re put it after being sucked back to a morph point, so I was using the first plane bubble to get to the bottom flower and then using it again to get to the second mole morph. But that involved a bit of waiting around waiting for the plane morph to time out, so I tried to see how far I could travel with the spare time I had. As it turns out, I can get to another plane bubble if I maneouver just right. The third mole bubble is used to dig out a specific pattern that will save time later as a plane. When I finish my tasks, I try to get as close to the suck back point as I can to save time. So, the yellow stuff helps me stop to get into that tight space as a plane. Getting back to the top, I was trying an extra-jump but it didn\'t work out. \nLast of all is the best vehicle ever, the car! This level is only time you will see the car in a speedrun. So underappreciated. This thing can wall-climb, did you know that? No, you didn\'t. When somebody makes a hack of Yoshi\'s Island where you can play as the car all the time, I will be a happy man. \n\n4-S The subtle way you direct the camera around at the beginning here will determine whether or not the koopas will align correctly and let you pass. If I can that far I\'ll usually fail trying to do an extra-jump after getting the red coins on the far right. There is a slightly faster way of getting up through the bullet bills, but the fickle success rate and the severe randomness later on made me deem it unworthy of a rerun. In the next room, on any given attempt, I will fail more often than not trying to: kill the red stilt guy in the middle without getting hit, collect a shell, launch the shell to the right place, and tongue the shell in the next room in a smooth motion (mistake was made here). Then I just have to climb the balloons fast and jump on the last two stilt guys in a way that will curve me up to the ledge. That egg I threw is supposed to be for the flower, but I had gone through enough fail points by then to allow a mistake. \nI hate fuzzies. Really random, and the GBA\'s small screen means by the time I see one, I can\'t just aim an egg and kill it, I have to stop. After trying various Rambo techniques I decided it was best to be cautious. Getting through this room whilst trippin\' is truly impossible. One touch I\'m happy about it landing on the bullet bill without having to wait for one. And the next room is just on rails. I used to play around a lot more with the bullet bills while practicing but after going through those last three rooms I wasn\'t in a playful mood. My exit from the rails is a bit shoddy, and I get stuck on a corner for a bit. I should have delayed struggling for another tenth of a second. \n\n5-S If you look at the dates for these individual runs, you\'ll see I wasn\'t moving along, producing these runs at a brisk pace. The time I spent on this level alone is more time than I spent on all of my low% runs two years prior. \nThis level seems like a joke if you just watch the any% or low%. Most of it is completely optional, which made that goal seem very taunting at times. I usually do the first room fine. I considered climbing up there to begin with, but this ceased to be viable once I realized you have to go down through here at least once. In the second room, I don\'t think you can get up there. I violated that bird everyway I could think of to try. I bounce off it in a particular way; it would usually bug me enough to restart if I didn\'t get it just right. \nA lot of parts in this level go faster with just eggs, but birds are more sustainable as they come back to you, and I don\'t have to go out of my way to get them. \nUnderground, I need to suprise a bird and duck under it, then jump stuntedly at the right time to get a coin. On the right, I throw a bird as early as I can, and fail miserably at pulling off an extra-jump. As I ran this level, the number of failures allowed would slowly increase. Anyways, it\'s still faster than waiting around like they want you to. \nThe next room has one door that can be made into three exits. Looking back, I should\'ve attempted these exits from most difficult to least, but I was set in my ways dammit. The three rooms they respectively lead to are identical looking. A couple attempts ended by me looking stupid and trying to go down a pipe that wasn\'t there. \nThe first of these rooms has me dealing with ice, which is fine until you get comfortable with it, then it screws you over. Melting the ice is even less manageable. When I get underground again I need to collect a key, which is supposed to be done by spitting seeds or whatever, but of course you can just lick it out. This doesn\'t always work right, sometimes the key will drop into the pit, or it\'ll take more than two licks (my limit). Or I could just hit the spikes. \nAnd then I\'m back in the starting room. Two or three eggs would solve all my problems here (and it looks quite slick), but I have birds and no eggs. The little room here became much easier after I found out that bird-type is super effective against bandit-type. It could have gone more succinctly, though. \nBack in the dungeon, I go to the middle door. An alternative for getting up to the \'secret\' area is to knock the taptaps outta the way and use a shy guy, but I need the ice breath later on anyways, so that doesn\'t work. Epic fail is found here as I have to jump three times to get two red coins, ugh. My intention for getting the flower was to avoid the red switch, but comparing it to the way it happened, there\'s probably not any time lost except for the fumbling beforehand. \nBack outside, I fumble for an egg for some reason, but end up not needing it anway. Again eggs here would be faster, two eggs would get them all, with the right bouncing. And then I could look cool and ground pound right into the pipe. \nThe third door is the hardest, probably. The ice is easy to fall off of, or worse, waste time in little bits so it doesn\'t bug me enough to restart. I did average on this run. The ground pound was kinda improvised as I was getting anxious to finish the run. \n\n6-S Every attempt at this level has a minute of on rails at the beginning. Which is just mean. If you grab the spike throwing guy at the right time he\'ll be spit out looking like a zombie from castlevania, with his arms curved forwards. \n\nAnyways, this spike pit used to give me a lot of trouble. I happened upon a superb site made by [a http://www.geocities.jp/bisclavaret2000/yi/index.html]bisclavaret[/a], which, among videos of some constructed low% runs, contains a lot of research about how yoshi\'s island works. One such tidbit it gave me was the ground pound route through the spike pit. So, thanks bisclavaret! \n\nOnce at the bottom we see two fire pits (classic hellholes, very metroid-esque) which eventually lead to either end of a series of five rooms. The middle one is locked and I need to visit the other four before entering the fifth. At first, I did the rooms on the left first, but changed my mind after deciding to do the harder ones first. The east fire pit can be very disagreeable. I can eat at most one of the flames, and then if I run into another one, I have to stop and wait or restart. And the hitbox for the flames can be very grabby at times. \n\nThrowing an egg at the cloud here isn\'t as automatic as its opposite. Throw it right away, and it\'ll miss; throw while too far to the left, and the camera will follow, spawn the morphous grey box, move to the cloud on right, and despawn the grey box. And I need the grey box, so the red switch has something to land on. It took me a while to realize that flattening out the box is unnecessary. Up above, I need a couple coins, but really, I could be more ballsy in getting them. The first one can be gotten by dancing much closer to the bullets and bats, and the second by not needing to look up, but then I\'d never be sure I got it until five minutes later when the score reads 99. Yes, I am a pussy. \n\nThe next room kinda happens on its own, I will fail it from time to time. The western fire pit is \'safe\', because there is always an easy way to deal with whatever comes up. In this case, though, I make a jumping error on one run and nearly get hit. \n\nI have to get just a little more height from the jumping shy guys than from regular enemies, so I wait until they make it a little bit off the ground. Occasionally the bubble spitters will scoot to the right too much and kill my booster =/ \n\nI was anticipating the key grab and tried for it too early, which is why it took two licks. Some things are better done while braindead. So, having the key, I finish the last room there and get through the key door. \n\nThe spitting shy guy is not trustworty. If you spit him just slightly wrong, he\'ll bounce into the wrong nook, and if you try to land on him too soon he\'ll wait half a second and then damage you. And he needs to point the right way. The chomp rock is worse, probably the part of the run that could be improved most by tool assistance. If I push it too much it\'ll go way past the one way door, and it\'s not easy to stop or even tell if it\'s going too fast. So I babysit it. I screw up spitting to get the key, and then later as mario, trying to climb ledges too aggressively. \n\nI did suprisingly well until getting outside. The spitting was very acceptable, the baseball dudes played nice (this ended many of my improvement attempts later on). I even got through the last few throws gracefully; camera control is key there. \n\nAnd then I get outside. Of the many many hours I\'ve spent on this level this was the first time I got here in a speedrunning context. Maybe it\'s good I screw up jumping, on subsequent attempts that included good jumping, Kamek has managed to nail me.',NULL),(0,62,52,'Where do I start...? I have so many things to talk about I\'m not sure if I can form a cohesive, non-rambling wall of text. Be prepared: most of this will be a rant. And I know two different companies worked to make CZ, but this is supposed to be VALVe\'s baby. \n\nFor one thing, I suffer similar problems recording here as I did when I did Half Life 2: relatively low frames affect my playing ability along with autosaves (which usually involve a large graphical skip [-] I can\'t seem to turn them off like in HL2). Also, unlike in HL2, I do each level single segment, so the loading times and the massive stuttering are very painful. \n\nThe fact that I get low frames is strange. It seems VALVe has slowly destroyed the CS engine over the years with bad programming. I remember in 1.5 when I played on a sub-1000 mhz computer with, by today\'s standard, a bargain bin graphic card and got perfect 99fps even in a field of smokes. After steam, 1.6, and now apparently CZ\'s campaign mode (with dialogue, large levels, and many scripted sequences) I barely eek out 50fps while recording this speedrun! I got higher on HL2! \n\nThis is all the more ridiculous when you consider the dilation of the crosshair is correlated with the client\'s fps; the higher the fps, the faster it returns to normal, meaning your ability to reliably and accurately burst and spray gets worse as your fps drops (as an aside, I usually still get 99fps in normal 1.6 CS, although this required many PC upgrades; considering how outdated CS really is, this is confusing to me [-] and if you add a smoke or two it plummets to the mid 60s). \n\nThe loading times during mini-level transitions are [b]brutal[/b]. They get worse during the demo playback, where it will often skip up to a good 10 seconds of action. Usually it gets less painful if I play the demo a couple times before recording with FRAPs, but it always seems to miss at least five seconds. It would not affect the timing, though, since the larger the skip, the longer the load time goes. \n\nAnother funny thing that VALVe did is neglect to set appropriate rates for both singleplayer modes (the bots and this, deleted scenes). This engine relies on your rates so when you start with default rates...I can only imagine the frustration of the casual player who gets this out of the box and wonders why people take so long to die or why bullets seem to go through people. \n\nSv_maxupdaterate 100 [-]> definitely the most important command you can set, followed closely by cl_updaterate 100, cl_cmdrate 100, and ex_interp 0.01. They got everything else right, as far as I can tell. \n\nEven with LAN rates (well, we are on our own computer...) the single player AI has some...interesting hitbox properties. For one thing, if the AI is running at top speed laterally to your view you may as well not even shoot at them because bullets won\'t register on them. Also, sometimes a sniper (scout, mostly) bullet will go through an opposing sniper\'s head with no damage. The dot can be directly on their forehead; nothing again and again. Pretty funny, really [-] and really random, and led to much frustration, and eventually more of a reliance on the rifles. \n\nSome specific soldiers in the game are FUBARed as far as I can tell. I\'ll get to those later. \n\nThere are several types of guards: \n\n1. Suicide bombers: Strapped in a belt of dynamite, these maniacal zealots will take themselves out as long as you die with them. Contact is fatal. \n\n2. Machetes: These guys blindly run at you but do a LOT of damage if they connect. \n\n3. Pistols: Fodder. \n\n4. Awpers: The laser sighted soldiers; usually bad aimers but when they headshot you at the last moment as you round the corner to freedom it\'s fun. \n\n5. Riflemen: These guys are dangerous because they can do actual damage; as in multiplayer games, if they hit you in the body your aim will be affected dramatically. These guys get a lot of headshots. \n\n6. Machine gunners / Para Wielders: Paras are mobile; the former man stationary machine gun nests. Both are odd in that they can either kill you almost instantly or let you linger. Para wielders, though, are EVIL [-] they usually take you down with lightning speed from crazy distances. Grenades are usually saved for both. \n\n7. Runners: Their job is to distract you with their invincibility while other normal soldiers step up and kill you as you spray into the lagging/wrong hitboxes of the runner...such cunning on the developer\'s part. \n\nFor the purposes of this campaign, HE grenades were made extremely potent. Any guard caught in its considerable radius will be gibbed in a satisfying rain of organs. Flash grenades are rather useless [-] even beneficial to the AI! They tend to stun the AI for only a moment before they suddenly gain perfect, almost hacklike aim. Smoke grenades are the payoff [-] these totally screw up the AI for extended periods of time. They usually either choke on it and don\'t pay attention or they run/turn around like chickens with their heads cut off and don\'t even look at you. If only it worked that way online... \n\nI won\'t bore you with the details, but I am sorely disappointed with the way the video\'s audio turned out. In some levels it sounds ok; in others, holy moly! Ear plugs, please! It\'s beyond my control. In desyncs a little sometimes, just enough to make you want to stab yourself. Dialogue almost disappears, for whatever reason, if I face slightly away from the source, even though this doesn\'t occur when I play the demo. \n\nI had to use the lowest graphical settings to get an acceptable video recording with FRAPS. I blame my computer. \n\nUnlike normal CS, the guns do not affect your running speed. The only exception is the shield. \n\nOn to the level commentary, and a new opportunity to whine and complain! \n\n[b]Counter Terrorist Training:[/b] \n\nThis is the standard training level as opposed to a full fledged mission. The only hiccup involves a hostage that refuses to obey orders, but that can\'t be helped. The NPCs in this game tend to enjoy not doing what they\'re supposed to if you try to go fast and/or record. Chalk it up to bad programming. \n\n[b]Recoil:[/b] \n\nCommand and control, we have a major malfunction [-] hostages are dumb! OK, so this guy isn\'t technically a hostage, but he operates under the same AI. They like to get stuck! Or not follow your commands...why? I don\'t know. It seems to happen with great certainty when I record, almost never when I just play normally. A speedrunner\'s curse, if you may. Believe it or not, this was my best run in terms of the hostage being smart. You should see how many different ways he screwed me over (especially when you first meet [-] there\'s a reason why I stay and kill two soldiers before opening his door, otherwise he goes loony and usually ends up killing himself!). \n\n[b]Lost Cause:[/b] \n\nThis is my least favorite level in the entire game. I could probably go about 30 seconds faster but I didn\'t want to spend a dozen hours doing it. You can just barely see the trip lines in the movie, but yeah, that\'s what I\'m jumping over. \n\n[b]Secret War:[/b] \n\nI love the snow! Anyway, the guy that\'s supposed to open the door kinda freaks out sometime...but the door opens anyway. I like the effects of the door crushing the boxes, something new in the CS engine...the grenade usually kills everyone in that room but it only got one that time, oh well. \n\nThe trick to the helicopter is to duck when it starts shooting at you, otherwise the bullets will tear you apart. \n\n[b]Building Recon:[/b] \n\nCheck out the groovy effects of the paper going over the canvas! Wow! \n\nThere\'s a lot of dialogue in this level...after about five minutes the actual action starts. \"This organization revolves around being unethical!\" Ho, ho...ho? Terrible laughter! The guard by the tank is a freaking hacker and can kill you really fast if you just run out into the open. I like throwing the grenade into the door and watching the eruption of bouncing organs. Then there\'s the guy that you shoot in the head a couple times, grab the AK, turn around, and then you see him roll, stand up, and then die. \n\n[b]Drug Lab:[/b] \n\nThere\'s a lot of cocaine in this level...and I actually use a scout! The smoke grenade disables two guards, most importantly the rocket launcher (who would otherwise instantly kill you as well as suicide in the ensuing explosion). I like how the first guard just spins in place as the grenade goes off. \n\nThe hostage / friendly NPC interaction at the end is really messy. If I\'m not careful they\'ll stick together and I won\'t be able to complete the level, so I have to leave the hostages behind and draw my friends out. \n\n[b]Motorcade Assault:[/b] \n\nThe RPG launcher makes really cool noises when you take it out, too bad they\'re absent for whatever reason in the demo playback. There\'s some fun scouting and a nice ricochet grenade to take out the target. If you\'re wondering why I turn around after collecting the scout it\'s because the guards will invariably toss in a flashbang and I was somewhat lucky it landed a little short (you can see the cloud from it when I peak out). \n\n[b]Thin Ice:[/b] \n\nThis is a really fun level! I mean, it\'s cold oriented...how can you go wrong with a nuclear powered ice breaker on a crash course for civilization? Wait, we get to use an ump? Nevermind... \n\nOh wait! There\'s an [[]b]AWP[[]/b] at the end! Hooray! It\'s the only place where we can get our greedy paws on it and it turns out to be good at taking out helicopters. Yes, I die at the end from the grenade, but it\'s ok since the objectives were already completed. \n\n[b]Downed Pilot:[/b] \n\nThis is quite a lengthy stage. The area near the beginning with the RPG launcher, mines, and awpers is quite frustrating. Something else that rubs me the wrong way is the long reloading time of the famas/clarion (seems to take an extra 2 secs after the animation before the game registers the fact that you did indeed reload it!). \n\nI throw a grenade at the guy behind the table because it seems about 2/3 the time he is invincible to bullets. After that, I was somewhat sloppy with the scout...eww. \n\n[b]Hankagai:[/b] \n\nThe abundant Engrish in this game is quite painful to the ears! I tried to get the lag to go away in the transition before I collect an extra clip from the friendly NPC but it just wouldn\'t go any sooner than that. \n\nI like the easter egg at the end. \n\n[b]Turn of the Crank:[/b] \n\nI thought this gang dealt in cocaine but apparently crank is actually something else [-] thanks a lot urbandictionary.com. A lot of illegal immigrants die in this level! \n\n[b]Alamo:[/b] \n\nThis is a tough stage due to the high density of guards in each room and the seemingly random helicopter rescue objective at the end. If the helicopter blows up then you fail [-] simple enough, there is a door where RPG soldiers come out and I keep an eye on it (as well as a variety of grenades) yet the chopper will still magically blow up sometimes. I\'ve scoured the area and there\'s no other explosive source I can see...color me confused. \n\nI like the room where the organs spray out after the explosion. Mmm boy! \n\n[b]Rise Hard:[/b] \n\nWhat a dirty name for such a hard level. Oh, wait...this level is really long. But it is! It\'s the only stage over 10 minutes. \n\nAt the beginning when I charge through the hail of bullets is quite random and the chances of survival are quite low. The maze of cubicles is quite haphazard since the guards love to run all over the place like a chicken with its head cut off. \n\nI hide behind the box near the helicopter so its rockets don\'t gib me. \n\nThe knife fight with the terrorist leader is interesting. Every once in a blue moon the game will glitch out and you\'ll be able to grab the knife at the beginning of his speech...unfortunately, I couldn\'t reproduce it in a run. \n\nThe following are all unlocked after beating Rise Hard. \n\n[b]Fastline:[/b] \n\nI think this was supposed to be a beta level or something because it has the CZ title logo after the opening action. There are lots of strange posters on the walls...and the goofy background noises are too syrupy sweet. \n\n[b]Truth in Chaos:[/b] \n\nWhat\'s worse than a poorly programmed hostage? How about five of \'em? Nooo! Getting them all into the tiny rescue room without some getting stuck or left behind was an exercise in frustration. \n\n[b]Run!:[/b] \n\nThis is the shortest level in the game...not much to say except it\'s interesting that you start the level with 10 bullets in your clip. \n\n[b]Pipe Dream:[/b] \n\nKilling people while running forward with the AK is fun! \n\nThere\'s a glitched guard after you blow up the wall with the RC bombs. He opens the door and runs out but if you attempt to go past or kill him he\'ll freak out and start spinning violently in place a la the Freeman model glitch in old CS demos. \n\nI don\'t think it\'s possible to jump the gap in the water room, but I could be wrong. I throw a grenade at the machine gunner but he died in the previous explosive barrel blast, which is unusual to say the least. \n\nI\'m going to have to raise a furor over the incident with the sig rifle towards the end of the stage. Watch the spray on the wall and I [b]clearly[/b] turn the guard into lunchmeat as I lower my aim to compensate for the recoil...but it seems to go through him. \n\n[b]Sandstorm:[/b] \n\nHumorous names for the obvious location, eh? Why couldn\'t the boss be a mustachioed villain? He could be in a spider hole and everything. \n\nThere\'s another loveable glitched guard near the end, towards the RC bomb area and before the final area. I shoot him in the head a couple times but he doesn\'t seem to really mind. The biggest glitch, however, is the fact that carefully thrown grenades will destroy the last target from a far, which saves an enormous amount of time. It does end with your death, however. Without this trick you\'d have go through the rigamarole of dispatching the numerous machine gun soldiers and then planting the bomb and hiding behind the proper wall and whatnot.',NULL),(0,96,179,'Star Wars Episode 1: Racer is an excellent racing game that never really got the attention that it deserved. I\'ve done individual level runs for each track in the time attack mode of the game. \n\n- \n\nA few things to clear up for the casual viewer: \n\nI used a gamefile with the tournament completed to get these times. Basically if you win a race in the tournament mode you unlock it in time attack, the track favourite will be added to the selectable podracers and you win money to buy parts for your podracer. Any part you buy will be used for all the podracers in the game. However that is limited to the best parts available that become unlocked towards the end of the game. So, if you have these parts all podracers have their stats to the maximum of their abilities. Anyone who has the tournament fully completed will end up with the same podracers. \n\nAll runs were done on the PAL version. There is no difference in speed between the PAL and NTSC versions of the game. \n\n- \n\nI\'ve spend many hours on finding the best strategies for each track which basically involves a few things. Being able to boost as often and long as possible, surviving the whole track and looking for shortcuts along the way. I\'m satisfied with the results overall as nearly all my times are now the current WR\'s. \n\nI used Ben Quadinaros for all the tracks with long straights and not too much difficult corners because he has the most powerful and longest lasting boost in the game, only his steering ability is quite bad. \n\nI used \'Bullseye\' Navoir for all the other tracks because he has excellent steering and a relative powerful boost. His only downside is that he is quite weak so careful driving is required. If you see me slow down a little much for a corner on tracks like Grabvine Gateway, where it\'s more like survival in the jungle than podracing, it\'s because he has to go three laps. If you go all out on the first two laps, chances are high that you can say goodbye record because you\'ll get destroyed in the last few corners. \n\nTwo shortcuts that stand out from the rest are the ones I found on Bumpy\'s Breakers and Inferno. \n\n1) On Bumpy\'s Breakers I found a way to skip a large portion of the track by simply jumping on the track below the first jump. This is a lot trickier than it may sound as it requires very precise timing. Pressing the gas a millisecond too late in the air basically means end of the run. \n\n2) On Inferno I found a way to skip a large corner around a big rock by going over that rock at the beginning. Just like Bumpy\'s Breakers it may sound a lot easier than it\'s done because a lot of times the game lets your podracer just randomly crash even if you\'re going very slow. I found a way to prevent this by going only over the brown part of the rock and in a very straight line. After that the track beyond the rock isn\'t fully loaded yet so I jump to the nearest part of the track that is. \n\nNot much else I can say except: enjoy the runs!',NULL);
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2',NULL,'Bunker2',9,128,NULL),(0,274,'Statue',NULL,'Statue',10,128,NULL),(0,275,'Archives',NULL,'Archives',11,128,NULL),(0,276,'Streets',NULL,'Streets',12,128,NULL),(0,277,'Depot',NULL,'Depot',13,128,NULL),(0,278,'Train',NULL,'Train',14,128,NULL),(0,279,'Jungle',NULL,'Jungle',15,128,NULL),(0,280,'Control',NULL,'Control',16,128,NULL),(0,281,'Caverns',NULL,'Caverns',17,128,NULL),(0,282,'Cradle',NULL,'Cradle',18,128,NULL),(0,283,'Aztec',NULL,'Aztec',19,128,NULL),(0,284,'Egyptian',NULL,'Egyptian',20,128,NULL),(0,285,'Asylum Aftermath',NULL,'lv01',1,143,NULL),(0,286,'The Meat King\'s Party',NULL,'lv02',2,143,NULL),(0,287,'The Bjarkhov Bomb',NULL,'lv03',3,143,NULL),(0,288,'Beldingford Manor',NULL,'lv04',4,143,NULL),(0,289,'Rendezvous in Rotterdam',NULL,'lv05',5,143,NULL),(0,290,'Deadly Cargo',NULL,'lv06',6,143,NULL),(0,291,'Traditions of the Trade',NULL,'lv07',7,143,NULL),(0,292,'Slaying a Dragon',NULL,'lv08',8,143,NULL),(0,293,'The Wang Fou Incident',NULL,'lv09',9,143,NULL),(0,294,'The Seafood Massacre',NULL,'lv10',10,143,NULL),(0,295,'The Lee Hong Assassination',NULL,'lv11',11,143,NULL),(0,296,'Hunter and Hunted',NULL,'lv12',12,143,NULL),(0,297,'Lost Island',NULL,'LostIsland',1,144,NULL),(0,298,'Arctic Circle',NULL,'ArcticCircle',2,144,NULL),(0,299,'Thunder Park',NULL,'ThunderPark',3,144,NULL),(0,300,'Greek Isles',NULL,'GreekIsles',4,144,NULL),(0,301,'Lake Powell',NULL,'LakePowell',5,144,NULL),(0,302,'The Far East',NULL,'TheFarEast',6,144,NULL),(0,303,'Ship Graveyard',NULL,'ShipGraveyard',7,144,NULL),(0,304,'Venice Canals',NULL,'VeniceCanals',8,144,NULL),(0,305,'New York Disaster',NULL,'NewYorkDisaster',9,144,NULL),(0,306,'Nile Adventure',NULL,'NileAdventure',10,144,NULL),(0,307,'Hydro Speedway',NULL,'HydroSpeedway',11,144,NULL),(0,308,'Catacombs',NULL,'Catacombs',12,144,NULL),(0,309,'Castle Von Dandy',NULL,'CastleVonDandy',13,144,NULL),(0,310,'Star 1',NULL,'Star1',1,161,NULL),(0,311,'Star 2',NULL,'Star2',2,161,NULL),(0,312,'Star 3',NULL,'Star3',3,161,NULL),(0,313,'Star 4',NULL,'Star4',4,161,NULL),(0,314,'Star 5',NULL,'Star5',5,161,NULL),(0,315,'Star 6',NULL,'Star6',6,161,NULL),(0,316,'Star 7',NULL,'Star7',7,161,NULL),(0,317,'Star 8',NULL,'Star8',8,161,NULL),(0,318,'Star 9',NULL,'Star9',9,161,NULL),(0,319,'The Moon',NULL,'Moon',10,161,NULL),(0,320,'Make Taurus (Holy Cow collected)',NULL,'MakeTaurus',11,161,NULL),(0,321,'Spring Breeze',NULL,'SpringBreeze',1,167,NULL),(0,322,'Gourmet Race - Grand Prix',NULL,'GourmetRace',2,167,NULL),(0,323,'Gourmet Race - Race 1',NULL,'GourmetRace1',3,167,NULL),(0,324,'Gourmet Race - Race 2',NULL,'GourmetRace2',4,167,NULL),(0,325,'Gourmet Race - Race 3',NULL,'GourmetRace3',5,167,NULL),(0,326,'Dynablade - 100%',NULL,'Dynablade',6,167,NULL),(0,327,'The Great Cave Offensive',NULL,'CaveOffensive',7,167,NULL),(0,328,'Revenge of Meta-Knight',NULL,'MetaKnight',8,167,NULL),(0,329,'Milkyway Wishes',NULL,'MilkywayWishes',9,167,NULL),(0,330,'The Arena',NULL,'Arena',10,167,NULL),(0,331,'Episode 1, Chapter 1',NULL,'e1c1',1,172,NULL),(0,332,'Episode 1, Chapter 2',NULL,'e1c2',2,172,NULL),(0,333,'Episode 1, Chapter 3',NULL,'e1c3',3,172,NULL),(0,334,'Episode 1, Chapter 4',NULL,'e1c4',4,172,NULL),(0,335,'Episode 1, Chapter 5',NULL,'e1c5',5,172,NULL),(0,336,'Episode 1, Chapter 6',NULL,'e1c6',6,172,NULL),(0,337,'Episode 2, Chapter 1',NULL,'e2c1',7,172,NULL),(0,338,'Episode 2, Chapter 2',NULL,'e2c2',8,172,NULL),(0,339,'Episode 2, Chapter 3',NULL,'e2c3',9,172,NULL),(0,340,'Episode 2, Chapter 4',NULL,'e2c4',10,172,NULL),(0,341,'Episode 2, Chapter 5',NULL,'e2c5',11,172,NULL),(0,342,'Episode 3, Chapter 1',NULL,'e3c1',12,172,NULL),(0,343,'Episode 3, Chapter 2',NULL,'e3c2',13,172,NULL),(0,344,'Episode 3, Chapter 3',NULL,'e3c3',14,172,NULL),(0,345,'Episode 3, Chapter 4',NULL,'e3c4',15,172,NULL),(0,346,'Episode 3, Chapter 5',NULL,'e3c5',16,172,NULL),(0,347,'Episode 3, Chapter 6',NULL,'e3c6',17,172,NULL),(0,348,'Luigi Raceway',NULL,'lr',1,197,NULL),(0,349,'Moo Moo Farm',NULL,'mf',2,197,NULL),(0,350,'Koopa Troopa Beach',NULL,'kb',3,197,NULL),(0,351,'Kalimari Desert',NULL,'kd',4,197,NULL),(0,352,'Toad\'s Turnpike',NULL,'tt',5,197,NULL),(0,353,'Frappe Snowland',NULL,'fs',6,197,NULL),(0,354,'Choco Mountain',NULL,'cm',7,197,NULL),(0,355,'Mario Raceway',NULL,'mr',8,197,NULL),(0,356,'Wario Stadium',NULL,'ws',9,197,NULL),(0,357,'Sherbet Land',NULL,'sl',10,197,NULL),(0,358,'Royal Raceway',NULL,'rra',11,197,NULL),(0,359,'Bowser\'s Castle',NULL,'bc',12,197,NULL),(0,360,'D.K.\'s Jungle Parkway',NULL,'dk',13,197,NULL),(0,361,'Yoshi Valley',NULL,'yv',14,197,NULL),(0,362,'Banshee Boardwalk',NULL,'bb',15,197,NULL),(0,363,'Rainbow Road',NULL,'rro',16,197,NULL),(0,364,'1-Prologue','The American Dream Prologue','pro1',1,202,NULL),(0,365,'1-1','Roscoe Street Station','p1c1',2,202,NULL),(0,366,'1-2','Live from the Crime Scene','p1c2',3,202,NULL),(0,367,'1-3','Playing it Bogart','p1c3',4,202,NULL),(0,368,'1-4','The Blood 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Power Game','p3c6',23,202,NULL),(0,387,'3-7','Nothing to Lose','p3c7',24,202,NULL),(0,388,'3-8','Pain and Suffering','p3c8',25,202,NULL),(0,389,'1-Prologue','Hospital','pro1',1,203,NULL),(0,390,'1-1','Vlad\'s Warehouse','p1c1',2,203,NULL),(0,391,'1-2','Vlad\'s Restaurant','p1c2',3,203,NULL),(0,392,'1-3','Max\'s 1st Nightmare','p1c3',4,203,NULL),(0,393,'1-4','Max\'s Apartment Building','p1c4',5,203,NULL),(0,394,'1-5','Max\'s Apartment Building cont\'d','p1c5',6,203,NULL),(0,395,'1-6','Mona\'s Funhouse','p1c6',7,203,NULL),(0,396,'1-7','Upper East Side Apartment Building','p1c7',8,203,NULL),(0,397,'2-Prologue','Police Station','pro2',9,203,NULL),(0,398,'2-1','Return to Mona\'s Funhouse','p2c1',10,203,NULL),(0,399,'2-2','Condemned Building','p2c2',11,203,NULL),(0,400,'2-3','Condemned Building cont\'d','p2c3',12,203,NULL),(0,401,'2-4','Construction Site as Mona part 1','p2c4',13,203,NULL),(0,402,'2-5','Construction Site as Mona part 2','p2c5',14,203,NULL),(0,403,'2-6','Construction Site as 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Gazer',NULL,'SnakeTalesE',5,217,NULL),(0,418,'1',NULL,'PinPoint1',1,209,NULL),(0,419,'2',NULL,'PinPoint2',2,209,NULL),(0,420,'3',NULL,'PinPoint3',3,209,NULL),(0,421,'4',NULL,'PinPoint4',4,209,NULL),(0,422,'5',NULL,'PinPoint5',5,209,NULL),(0,423,'6',NULL,'PinPoint6',6,209,NULL),(0,424,'Ice Base',NULL,'IceBase',1,223,NULL),(0,425,'Subpen',NULL,'Subpen',2,223,NULL),(0,426,'Embassy Ball',NULL,'EmbassyBall',3,223,NULL),(0,427,'Warehouse',NULL,'Warehouse',4,223,NULL),(0,428,'K.G.B. HQ',NULL,'KGBHQ',5,223,NULL),(0,429,'Security Hallway',NULL,'SecurityHallway',6,223,NULL),(0,430,'Sewage Control',NULL,'SewageControl',7,223,NULL),(0,431,'Escape',NULL,'Escape',8,223,NULL),(0,432,'Fire Alarm',NULL,'FireAlarm',9,223,NULL),(0,433,'Interrogation',NULL,'Interrogation',10,223,NULL),(0,434,'CIA Rooftop',NULL,'CIARooftop',11,223,NULL),(0,435,'Terminal Room',NULL,'TerminalRoom',12,223,NULL),(0,436,'Rooftop Escape',NULL,'RooftopEscape',13,223,NULL),(0,437,'Station',NULL,'Station',14,223,NULL),(0,438,'Train Cars',NULL,'TrainCars',15,223,NULL),(0,439,'Train Roof',NULL,'TrainRoof',16,223,NULL),(0,440,'Subpen (Mission V)',NULL,'SubpenV',17,223,NULL),(0,441,'Tunnel',NULL,'Tunnel',18,223,NULL),(0,442,'Mainland',NULL,'Mainland',19,223,NULL),(0,443,'Gunboat Escape',NULL,'GunboatEscape',20,223,NULL),(0,444,'Pirate Booty!',NULL,'vidcomic1',1,290,NULL),(0,445,'Arriba Amoeba',NULL,'vidcomic2',2,290,NULL),(0,446,'Shadow of the Robot',NULL,'vidcomic3',3,290,NULL),(0,447,'Deja Q All Over Again',NULL,'vidcomic4',4,290,NULL),(0,448,'The Shaming of the Q',NULL,'vidcomic5',5,290,NULL),(0,449,'1 - Hatshepsut',NULL,'lv01',1,310,NULL),(0,450,'2 - Sand Canyon',NULL,'lv02',2,310,NULL),(0,451,'3 - Tomb of Ramses',NULL,'lv03',3,310,NULL),(0,452,'4 - Valley of the Kings',NULL,'lv04',4,310,NULL),(0,453,'5 - Moon Mountains',NULL,'lv05',5,310,NULL),(0,454,'6 - Oasis',NULL,'lv06',6,310,NULL),(0,455,'7 - Dunes',NULL,'lv07',7,310,NULL),(0,456,'8 - Suburbs',NULL,'lv08',8,310,NULL),(0,457,'9 - Sewers',NULL,'lv09',9,310,NULL),(0,458,'10 - Metropolis',NULL,'lv10',10,310,NULL),(0,459,'11 - Alley of the Sphinxes',NULL,'lv11',11,310,NULL),(0,460,'12 - Karnak',NULL,'lv12',12,310,NULL),(0,461,'13 - Luxor',NULL,'lv13',13,310,NULL),(0,462,'14 - Sacred Yards',NULL,'lv14',14,310,NULL),(0,463,'15 - The Great Pyramid',NULL,'lv15',15,310,NULL),(0,464,'Emerald Hill Zone, Act 1',NULL,'eh1',1,323,NULL),(0,465,'Emerald Hill Zone, Act 2',NULL,'eh2',2,323,NULL),(0,466,'Chemical Plant Zone, Act 1',NULL,'cp1',3,323,NULL),(0,467,'Chemical Plant Zone, Act 2',NULL,'cp2',4,323,NULL),(0,468,'Aquatic Ruin Zone, Act 1',NULL,'ar1',5,323,NULL),(0,469,'Aquatic Ruin Zone, Act 2',NULL,'ar2',6,323,NULL),(0,470,'Casino Night Zone, Act 1',NULL,'cn1',7,323,NULL),(0,471,'Casino Night Zone, Act 2',NULL,'cn2',8,323,NULL),(0,472,'Hill Top Zone, Act 1',NULL,'ht1',9,323,NULL),(0,473,'Hill Top Zone, Act 2',NULL,'ht2',10,323,NULL),(0,474,'Mystic Cave Zone, Act 1',NULL,'mc1',11,323,NULL),(0,475,'Mystic Cave Zone, Act 2',NULL,'mc2',12,323,NULL),(0,476,'Oil Ocean Zone, Act 1',NULL,'oo1',13,323,NULL),(0,477,'Oil Ocean Zone, Act 2',NULL,'oo2',14,323,NULL),(0,478,'Metropolis Zone, Act 1',NULL,'m1',15,323,NULL),(0,479,'Metropolis Zone, Act 2',NULL,'m2',16,323,NULL),(0,480,'Metropolis Zone, Act 3',NULL,'m3',17,323,NULL),(0,481,'Sky Chase Zone',NULL,'sc',18,323,NULL),(0,482,'Wing Fortress Zone',NULL,'wf',19,323,NULL),(0,483,'Death Egg Zone',NULL,'de',20,323,NULL),(0,484,'Lighthouse',NULL,'Lighthouse',1,331,NULL),(0,485,'Cargo Ship',NULL,'CargoShip',2,331,NULL),(0,486,'Bank',NULL,'Bank',3,331,NULL),(0,487,'Penthouse',NULL,'Penthouse',4,331,NULL),(0,488,'Displace',NULL,'Displace',5,331,NULL),(0,489,'Hokkaido',NULL,'Hokkaido',6,331,NULL),(0,490,'Battery',NULL,'Battery',7,331,NULL),(0,491,'Seoul, part 1',NULL,'Seoulpart1',8,331,NULL),(0,492,'Seoul, part 2',NULL,'Seoulpart2',9,331,NULL),(0,493,'Bathhouse',NULL,'Bathhouse',10,331,NULL),(0,494,'Kokubo Sosho',NULL,'KokuboSosho',11,331,NULL),(0,495,'Terran 00','Boot Camp','T00',1,337,NULL),(0,496,'Terran 01','Wastelands','T01',2,337,NULL),(0,497,'Terran 02','Backwater Station','T02',3,337,NULL),(0,498,'Terran 03','Desperate Alliance','T03',4,337,NULL),(0,499,'Terran 04','The Jacobs Installation','T04',5,337,NULL),(0,500,'Terran 05','Revolution','T05',6,337,NULL),(0,501,'Terran 06','Norad II','T06',7,337,NULL),(0,502,'Terran 07','The Trump 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Wild Ride',NULL,'bwr',3,96,NULL),(0,556,'Aquilaris Classic',NULL,'ac',4,96,NULL),(0,557,'Malastare 100',NULL,'m1',5,96,NULL),(0,558,'Vengeance',NULL,'v',6,96,NULL),(0,559,'Spice Mine Run',NULL,'smr',7,96,NULL),(0,560,'Sunken City',NULL,'sc',8,96,NULL),(0,561,'Howler Gorge',NULL,'hg',9,96,NULL),(0,562,'Dug Derby',NULL,'dd',10,96,NULL),(0,563,'Scrapper\'s Run',NULL,'sr',11,96,NULL),(0,564,'Zugga Challenge',NULL,'zc',12,96,NULL),(0,565,'Baroo Coast',NULL,'bc',13,96,NULL),(0,566,'Bumpy\'s Breakers',NULL,'bb',14,96,NULL),(0,567,'Executioner',NULL,'e',15,96,NULL),(0,568,'Sebulba\'s Legacy',NULL,'sl',16,96,NULL),(0,569,'Grabvine Gateway',NULL,'gg',17,96,NULL),(0,570,'Andobi Mountain Run',NULL,'amr',18,96,NULL),(0,571,'Dethro\'s Revenge',NULL,'dr',19,96,NULL),(0,572,'Fire Mountain Rally',NULL,'fmr',20,96,NULL),(0,573,'The Boonta Classic',NULL,'tbc',21,96,NULL),(0,574,'Ando Prime Centrum',NULL,'apc',22,96,NULL),(0,575,'Abyss',NULL,'a',23,96,NULL),(0,576,'The 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Hop! Donut Lifts','15',5,393,NULL),(0,583,'1-6','Shy-Guys On Stilts','16',6,393,NULL),(0,584,'1-7','Touch Fuzzy Get Dizzy','17',7,393,NULL),(0,585,'1-8','Salvo The Slime\'s Castle','18',8,393,NULL),(0,586,'1-S','Exercise in the Skies','1S',9,393,NULL),(0,587,'1-E','Poochy Ain\'t Stupid','1E',10,393,NULL),(0,588,'2-1','Visit Koopa And Para-Koopa','21',11,393,NULL),(0,589,'2-2','The Baseball Boys','22',12,393,NULL),(0,590,'2-3','What\'s Gusty Taste Like?','23',13,393,NULL),(0,591,'2-4','Bigger Boo\'s Fort','24',14,393,NULL),(0,592,'2-5','Watch Out For Lakitu','25',15,393,NULL),(0,593,'2-6','The Cave Of The Mystery Maze','26',16,393,NULL),(0,594,'2-7','Lakitu\'s Wall','27',17,393,NULL),(0,595,'2-8','The Potted Ghost\'s Castle','28',18,393,NULL),(0,596,'2-S','Mystery of the Castle?','2S',19,393,NULL),(0,597,'2-E','Hit That Switch!!','2E',20,393,NULL),(0,598,'3-1','Welcome To Monkey World!','31',21,393,NULL),(0,599,'3-2','Jungle Rhythm...','32',22,393,NULL),(0,600,'3-3','Nep-Enuts\' Domain','33',23,393,NULL),(0,601,'3-4','Prince Froggy\'s Fort','34',24,393,NULL),(0,602,'3-5','Jammin\' Through The Trees','35',25,393,NULL),(0,603,'3-6','The Cave Of Harry Hedgehog','36',26,393,NULL),(0,604,'3-7','Monkeys\' Favorite Lake','37',27,393,NULL),(0,605,'3-8','Naval Piranha\'s Castle','38',28,393,NULL),(0,606,'3-S','Go! 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--
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/*!40101 SET character_set_client = utf8 */;
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LOCK TABLES `part_vidfiles` WRITE;
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/*!40000 ALTER TABLE `part_vidfiles` ENABLE KEYS */;
UNLOCK TABLES;

--
-- Table structure for table `people`
--

DROP TABLE IF EXISTS `people`;
/*!40101 SET @saved_cs_client     = @@character_set_client */;
/*!40101 SET character_set_client = utf8 */;
CREATE TABLE `people` (
  `update_id` int(11) NOT NULL,
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  `forenames` varchar(255) DEFAULT NULL,
  `handle` varchar(255) DEFAULT NULL,
  `surname` varchar(255) DEFAULT NULL,
  `extra` varchar(255) DEFAULT NULL,
  `alternative` varchar(255) DEFAULT NULL,
  `email` varchar(255) DEFAULT NULL,
  `bio_text` text,
  `revision_notes` text,
  PRIMARY KEY (`person_id`,`update_id`),
  KEY `ix_surname` (`surname`),
  KEY `ix_forenames` (`forenames`),
  KEY `ix_handle` (`handle`)
) ENGINE=MyISAM AUTO_INCREMENT=300 DEFAULT CHARSET=utf8;
/*!40101 SET character_set_client = @saved_cs_client */;

--
-- Dumping data for table `people`
--

LOCK TABLES `people` WRITE;
/*!40000 ALTER TABLE `people` DISABLE KEYS */;
INSERT INTO `people` VALUES (0,1,'Aaron',NULL,'Haynes',NULL,NULL,NULL,NULL,NULL),(0,2,'Adam','Introverder','Titowicz',NULL,NULL,NULL,NULL,NULL),(0,3,'Adam','Lucid Faia','Sweeney',NULL,NULL,NULL,NULL,NULL),(0,4,'Adam','Psyrell','Van\'t Hul',NULL,NULL,NULL,NULL,NULL),(0,5,'Adam','Yoshmaster5','Picard',NULL,NULL,NULL,NULL,NULL),(0,6,'Adam','Zhegan','Steidl',NULL,NULL,NULL,NULL,NULL),(0,7,'Adnan',NULL,'Kauser',NULL,NULL,NULL,NULL,NULL),(0,8,'Adrian','InsipidMuckyWater','Feiertag',NULL,NULL,NULL,NULL,NULL),(0,9,'AleÅ¡','Ewil','HorÃ¡k',NULL,NULL,NULL,NULL,NULL),(0,10,'Aleks','SuperCoolAl','Lukic',NULL,NULL,NULL,NULL,NULL),(0,11,'Alex','AquaTiger','Nichols',NULL,NULL,NULL,NULL,NULL),(0,13,'Alex','Madzombie','McIver',NULL,NULL,NULL,NULL,NULL),(0,14,'Andre','l2ebel','Bodmer',NULL,NULL,NULL,NULL,NULL),(0,15,'Andres','Mad 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/*!40000 ALTER TABLE `run_categories` ENABLE KEYS */;
UNLOCK TABLES;

--
-- Table structure for table `run_flavour_mirrors`
--

DROP TABLE IF EXISTS `run_flavour_mirrors`;
/*!40101 SET @saved_cs_client     = @@character_set_client */;
/*!40101 SET character_set_client = utf8 */;
CREATE TABLE `run_flavour_mirrors` (
  `update_id` int(11) NOT NULL,
  `run_id` int(11) NOT NULL,
  `flavour_id` int(11) NOT NULL,
  `mirror_id` int(11) NOT NULL,
  `revision_notes` text,
  KEY `ix_update_id` (`update_id`),
  KEY `ix_run_id` (`run_id`),
  KEY `ix_flavour_id` (`flavour_id`),
  KEY `ix_mirror_id` (`mirror_id`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8;
/*!40101 SET character_set_client = @saved_cs_client */;

--
-- Dumping data for table `run_flavour_mirrors`
--

LOCK TABLES `run_flavour_mirrors` WRITE;
/*!40000 ALTER TABLE `run_flavour_mirrors` DISABLE KEYS */;
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UNLOCK TABLES;

--
-- Table structure for table `run_parts`
--

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/*!40101 SET @saved_cs_client     = @@character_set_client */;
/*!40101 SET character_set_client = utf8 */;
CREATE TABLE `run_parts` (
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  `run_id` int(11) NOT NULL,
  `part` int(11) NOT NULL,
  `is_ending` int(11) NOT NULL,
  `is_supplementary` int(11) NOT NULL,
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  `description` varchar(255) DEFAULT NULL,
  `revision_notes` text,
  KEY `ix_update_id` (`update_id`),
  KEY `ix_part_id` (`part_id`),
  KEY `ix_run_id` (`run_id`),
  KEY `ix_part` (`part`)
) ENGINE=MyISAM AUTO_INCREMENT=4945 DEFAULT CHARSET=utf8;
/*!40101 SET character_set_client = @saved_cs_client */;

--
-- Dumping data for table `run_parts`
--

LOCK TABLES `run_parts` WRITE;
/*!40000 ALTER TABLE `run_parts` DISABLE KEYS */;
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Dark',NULL),(0,550,205,25,0,0,NULL,67,NULL,'A Fish in a Barrel',NULL),(0,551,205,26,0,0,NULL,80,NULL,'Karl\'s Revenge',NULL),(0,552,205,27,0,0,NULL,61,NULL,'Everyone to the Roof',NULL),(0,553,205,28,0,0,NULL,83,NULL,'Just Like Saigon',NULL),(0,554,205,29,0,0,NULL,38,NULL,'Running the Gauntlet',NULL),(0,555,205,30,0,0,NULL,133,NULL,'Still the Cowboy',NULL),(0,556,206,1,0,0,NULL,1251,NULL,NULL,NULL),(0,557,206,2,0,0,NULL,259,NULL,NULL,NULL),(0,558,206,3,0,0,NULL,440,NULL,NULL,NULL),(0,559,206,4,0,0,NULL,418,NULL,NULL,NULL),(0,560,206,5,0,0,NULL,153,NULL,NULL,NULL),(0,561,206,6,0,0,NULL,182,NULL,NULL,NULL),(0,562,206,7,0,0,NULL,365,NULL,NULL,NULL),(0,563,207,1,0,0,NULL,1533,NULL,NULL,NULL),(0,564,208,1,0,0,NULL,431,NULL,NULL,NULL),(0,565,208,2,0,0,NULL,444,NULL,NULL,NULL),(0,566,208,3,0,0,NULL,390,NULL,NULL,NULL),(0,567,208,4,0,0,NULL,564,NULL,NULL,NULL),(0,568,208,5,0,0,NULL,548,NULL,NULL,NULL),(0,569,208,6,0,0,NULL,347,NULL,NULL,NULL),(0,570,208,7,0,0,NULL,614,NULL,NULL,NULL),(0,571,208,8,0,0,NULL,777,NULL,NULL,NULL),(0,572,208,9,0,0,NULL,643,NULL,NULL,NULL),(0,573,209,1,0,0,NULL,266,NULL,NULL,NULL),(0,574,209,2,0,0,NULL,194,NULL,NULL,NULL),(0,575,209,3,0,0,NULL,317,NULL,NULL,NULL),(0,576,209,4,0,0,NULL,554,NULL,NULL,NULL),(0,577,209,5,0,0,NULL,282,NULL,NULL,NULL),(0,578,209,6,0,0,NULL,662,NULL,NULL,NULL),(0,579,209,7,0,0,NULL,635,NULL,NULL,NULL),(0,580,210,1,0,0,NULL,3632,NULL,NULL,NULL),(0,581,211,1,0,0,NULL,6663,NULL,NULL,NULL),(0,582,212,1,0,0,NULL,4305,NULL,NULL,NULL),(0,583,213,1,0,0,NULL,761,NULL,'Lake 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to the land with the everlasting sand\"',NULL),(0,2490,805,2,0,0,NULL,983,NULL,'\"Through Agon she goes, and her arsenal grows\"',NULL),(0,2491,805,3,0,0,NULL,209,NULL,'\"Despite samus\'s plight, the dark hunter fights\"',NULL),(0,2492,805,4,0,0,NULL,444,NULL,'\"Warrior Ing cannot seem to stand the fiery light beam\"',NULL),(0,2493,805,5,0,0,NULL,816,NULL,'\"The vile Amorbis gives access to Torvus\"',NULL),(0,2494,805,6,0,0,NULL,255,NULL,'\"Samus is bound for the Torvus underground\"',NULL),(0,2495,805,7,0,0,NULL,319,NULL,'\"Foil Grenchler\'s scheme and retrieve grapple beam\"',NULL),(0,2496,805,8,0,0,NULL,263,NULL,'\"Off to flog the great Alpha Blogg\"',NULL),(0,2497,805,9,0,0,NULL,294,NULL,'\"With this ing surpassed, Samus boosts fast\"',NULL),(0,2498,805,10,0,0,NULL,638,NULL,'\"Dark visor is saved from Chykka\'s lone grave\"',NULL),(0,2499,805,11,0,0,NULL,472,NULL,'\"With Torvus behind, more energy to find\"',NULL),(0,2500,805,12,0,0,NULL,427,NULL,'\"With all other lands ventured, the fortress is entered\"',NULL),(0,2501,805,13,0,0,NULL,382,NULL,'\"Early invasion of the dreaded Watch Station\"',NULL),(0,2502,805,14,0,0,NULL,601,NULL,'\"Spider ball waits behind cobalt gates\"',NULL),(0,2503,805,15,0,0,NULL,295,NULL,'\"Things get hairy up in the Aerie\"',NULL),(0,2504,805,16,0,0,NULL,634,NULL,'\"Too immense in size, Quadraxis soon dies\"',NULL),(0,2505,805,17,0,0,NULL,387,NULL,'\"En route to the pimpin\' light suit\"',NULL),(0,2506,805,18,0,0,NULL,536,NULL,'\"With the light suit in hand, it\'s back to the swamp land\"',NULL),(0,2507,805,19,0,0,NULL,845,NULL,'\"Much to be found in Torvus below ground\"',NULL),(0,2508,805,20,0,0,NULL,362,NULL,'\"Making great haste from the hive to the wastes\"',NULL),(0,2509,805,21,0,0,NULL,450,NULL,'\"Some items still lacked, Agon is ransacked\"',NULL),(0,2510,805,22,0,0,NULL,388,NULL,'\"Agon\'s contents now drained, few items remain\"',NULL),(0,2511,805,23,0,0,NULL,612,NULL,'\"With a full item supply, Samus soars to the 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to CT',NULL),(0,4588,1560,2,0,0,NULL,1197,NULL,'Ocarina',NULL),(0,4589,1560,3,0,0,NULL,657,NULL,'Pre-Swamp Prep',NULL),(0,4590,1560,4,0,0,NULL,901,NULL,'Sonata of Awakening',NULL),(0,4591,1560,5,0,0,NULL,1146,NULL,'Woodfall Temple (Pt 1) + Swamp & CT Quests',NULL),(0,4592,1560,6,0,0,NULL,829,NULL,'Goron Lullaby + Don Gero\'s Mask',NULL),(0,4593,1560,7,0,0,NULL,1058,NULL,'Zora Mask + Hookshot + CT Quests',NULL),(0,4594,1560,8,0,0,NULL,1122,NULL,'Snowhead Temple',NULL),(0,4595,1560,9,0,0,NULL,706,NULL,'Oceanside Spider House + Snowhead & CT Quests',NULL),(0,4596,1560,10,0,0,NULL,457,NULL,'Powder Keg Cert. + Goron Race + Snowhead Quests',NULL),(0,4597,1560,11,0,0,NULL,964,NULL,'Ocean Quests',NULL),(0,4598,1560,12,0,0,NULL,983,NULL,'Woodfall Temple (Pt 2) + Swamp Quests',NULL),(0,4599,1560,13,0,0,NULL,267,NULL,'CT + Field Quests',NULL),(0,4600,1560,14,0,0,NULL,838,NULL,'Song of Storms + Field & Canyon Quests',NULL),(0,4601,1560,15,0,0,NULL,1010,NULL,'Mirror Shield + Elegy of Emptiness',NULL),(0,4602,1560,16,0,0,NULL,762,NULL,'Swamp Spider House + Swamp Quests + Stone Tower',NULL),(0,4603,1560,17,0,0,NULL,1053,NULL,'Stone Tower Temple (Pt 1) + Field Quests',NULL),(0,4604,1560,18,0,0,NULL,1035,NULL,'Pirates\' Fortress + Pinnacle Rock + New Wave Bossa Nova',NULL),(0,4605,1560,19,0,0,NULL,1329,NULL,'Great Bay Temple',NULL),(0,4606,1560,20,0,0,NULL,1369,NULL,'Stone Tower Temple (Pt 2) + Misc. Quests',NULL),(0,4607,1560,21,0,0,NULL,919,NULL,'Ocean + CT Quests',NULL),(0,4608,1560,22,0,0,NULL,662,NULL,'Epona\'s Song + Ranch and Milk Road Quests',NULL),(0,4609,1560,23,0,0,NULL,392,NULL,'CT Quests',NULL),(0,4610,1560,24,0,0,NULL,695,NULL,'CT Quests + Romani\'s Milk Bottle',NULL),(0,4611,1560,25,0,0,NULL,806,NULL,'CT Quests + Romani\'s Mask',NULL),(0,4612,1560,26,0,0,NULL,628,NULL,'Dampe Bottle + Couple\'s Mask',NULL),(0,4613,1560,27,0,0,NULL,763,NULL,'Additional CT Quests',NULL),(0,4614,1560,28,0,0,NULL,1233,NULL,'Final Canyon & CT 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INSERT INTO `runs` VALUES (0,1,NULL,5,'','Good morning troops. Get suited up, in your planes, and ready to head into the skies. \n\nSpeed Run Rules [ul][li]Completed on Very Easy Difficulty [li]Single Session [li]Takes Damage to Save Time.[/ul] \n\nWARNING NOTICE! \n\nThose people who easily suffer from motion sickness should NOT watch this speed run! This run contains a number of aerobatic maneuvers and other twists and turns that could make you sick on watching it. \n\nEND WARNING NOTICE \n\nAce Combat 04: Shattered Skies is the first of the Ace Combat games to arrive on the PS2, and IMO is one of the best semi-realistic games around. I\'ve played a few other AC games (5 and 0) but only this one sucked me in. Maybe it was the idea of a lone pilot kicking ass and ending a war. Maybe it was the starting mission (Sitting Duck) that was a more exciting start. Who knows. But this game is a lot of fun to play, even if you aren\'t typically into flying type games, which I\'m not. \n\nThe game is divided into 18 missions, spanning a timeline starting in 2004 (hence the title, 04, instead of the typical numbering scheme). While most of the missions end after a certain objective, a few of them have a set time frame. So while doing this run, I had to create a list of priorities. [ul][li]Priority 1: Complete the run as fast as possible. This applies to 14/18 missions. [li]Priority 2: When the run has a set time limit (or a portion of the mission is a set time), aim for an S-Rank. Four missions are a set time (6, 8, 10, 16) and half have at least a large section with a set time (5, 6, 8, 9, 10, 13, 15, 16, 17). While most people who play this game say that 11 is also a set time, the mission can be completed an alternate way. Explanation later. [li]Priority 3: When #2 applies, make the run as entertaining as possible. As such, if I run out of missiles and have plenty of time left, I go back to refuel and restock. You\'ll see this at several points in the run (like Mission 6).[/ul] \n\nSince this game has a lot of great story elements, I will try to incorporate them into my notes. [ul][li]Prologue \n\nThe story is told by a young boy, writing a letter to you (Mobius 1) after the war. His parents were killed by a downed plane, which was shot down by Yellow 13, a member of the Erusean Yellow Squadron. \n\nIn 1999, a huge asteroid (Ulysses 1994XF04) was destined to hit Earth. A project, known as Stonehenge was designed to take out this threat. However, the asteroid suddenly split into a huge number of pieces, and despite the best efforts of the Stonehenge, a number of large pieces hit the earth, creating numerous large craters and killing hundreds of thousands of people. After this, Erusea uses its military to take over the continent of Usea, and also takes over Stonehenge, which is found to be a great anti-aircraft weapon. The opposing force, ISAF, is pushed off the mainland and onto the eastern coast. \n\n[li]Mission 01: Sitting Duck \n\nErusea sends out 6 bombers to hit the ISAF HQ. You are lead by AWACS (call sign SkyEye). The mission is simple ? shoot down the 6 bombers before they are able to carry out their mission. \n\nTime: 01:40:21 (C Rank) \n\n[li]Mission 02: Imminent Threat \n\nThis time, ISAF is on the offensive. We fly to a close base (Rigley Air Base) to destroy the bombers stationed on the ground there. \n\nTime: 01:35:18 (C Rank) \n\n[li]Mission 03: The Northern Eye \n\nHere\'s our first opportunity to give Erusea a big setback. This mission involves hitting a radar base, which taking it out will allow us to move in further on the continent, in our goal of taking out Stonehenge. Upon destroying the radars, you must return to the return line on the south part of the map. \n\nTime: 02:22:80 (A Rank) \n\n[li]Mission 04: Blockade \n\nOperation Hunting Hawk involves shutting down an Erusean air corridor. There\'s 3 targets (C-17s), and 2 E-767s carrying electronic jammers to protect them. You don\'t need to hit the E-767s, but hitting them makes finding the C-17s a lot easier. \n\nTime: 00:57:85 (C Rank) \n\n[li]Mission 05: Lifeline \n\nThe Aegir Fleet of the Erusean forces is entirely dependant on a single oil refinery plant. Since they\'re stupid to do so, we\'ll blow it up and cripple them. Operation Early Bird takes place at dawn, meaning that any time you fly east, you\'ll be looking straight into the sun, which is a bit annoying. The first part is a set time (10 minutes), the 2nd part is not. \n\nTime: 11:21:36 (S Rank) \n\n[li]Mission 06: Invincible Fleet \n\nNow that we\'ve destroyed the oil refinery plant (mission 05), the Aegir Fleet is stuck at harbor. This makes them very good targets for our crew. I have to admit, I did get a bit too aggressive at times in this mission and took some damage, but I pulled through. The entire mission is a set time, so I\'m purely aiming to take out what I can. \n\nTime: 15:00:00 (S Rank) \n\n[li]Mission 07: Deep Strike \n\nOperation Blackout is an attempt to destroy a solar power plant operated by the Eruseans, built at one of the locations of the craters made by the 1999 asteroid. However, shortly after its destruction, we\'re attacked by Stonehenge (which is halfway across the continent!) and a number of our forces are destroyed. The first part of the mission is easy, while the 2nd is extremely annoying, since you have to fly through the ravine. If you\'re over 2000 feet in altitude at the wrong time, Stonehenge\'s attacks will destroy you. \n\nTime: 03:12:53 (C Rank) \n\n[li]Mission 08: Shattered Skies \n\nThe mission involves an ISAF launch site, planning on putting a spy satellite into space. However, the Eruseans have engaged an air battle to stall us, while 5 B2 bombers approach to ruin our plans. Even Yellow Squadron has appeared to make life difficult. This is my favorite mission in the entire game...one big furball, as the game puts it. There\'s two parts to the mission, both are set time limits. \n\nTime: 13:00:00 (S Rank) \n\n[li]Mission 09: Operation Bunker Shot \n\nAll of the fighting so far has basically been off the east cost of Usea. Now is the beginning of the plan to reclaim the mainland. This battle is a combined air/land battle in a spot on the SE corner of the mainland. Stonehenge is out of range, so we can move in here, however the enemy still has the advantage to destroy land troops unless the air forces come and help. The first part is timed, the 2nd part ends after the destruction of the 6 A-10s. \n\nTime: 10:45:01 (S Rank) \n\n[li]Mission 10: Tango Line \n\nWe\'ve moved in slightly inland, and are now, unfortunately, within Stonehenge\'s firing range, which comes into play 3 times in the mission. The objective is to take out a base and move inland. Mission has a solid time limit, so I just destroy as much as possible. \n\nTime: 20:00:00 (S Rank) \n\n[li]Mission 11: Escort \n\nAir Ixiom 701 & 702, civilian aircrafts, were shot at on take off and are flying crippled. Several Erusean fighters are scrambling to destroy it. This time, Mobius 1 is flying solo to destroy them. There are two ways to complete the mission. One is to simply support the aircraft until it arrives in ISAF airspace (the end of the time limit). The other is to destroy all of the enemy aircraft. They appear in 4 waves. First is up at 23,000 ft. Next is at 6,000 feet, then again at 23,000 feet, then the last one is at 6,000 ft again. \n\nTime: 03:02:20 (S Rank) \n\nHowever, it\'s stated that they were not just civilians, but civilians carrying bombs, which is why Erusea was targeting them and trying to shoot them down. \n\n[li]Mission 12: Stonehenge Offensive \n\nNow that we\'ve proceeded far enough inland, it\'s time to take out Stonehenge. This will severely cripple Erusea and allow us to easily and freely move over Usea. The first part involves taking out the 7 guns that make up Stonehenge, then after that a quick battle with Yellow Squadron. The battle with Yellow Squadron ends when one of the targets is downed (as stated in the cutscenes, Yellow 4 is the victim of Mobius 1). \n\nTime: 03:14:08 (C Rank) \n\n[li]Mission 13: Safe Return \n\nOperation Blindman\'s Bluff is probably the most interesting of the bunch. The first portion involves a difficult task of taking out a bunch of blimps that serve as radar jammers, so missiles in this portion are pretty worthless. To make matters worse, the weather and landscape are against you. The blimps are difficult to see when looking at the landscape (similar colors) and the sky is foggy, though it does make blimps higher up a bit easier to see. You need to hit a certain number of targets in order for the radar to clear when the reconnaissance aircraft arrives, since it can\'t fly through the fog very well. \n\nTime: 07:59:33 (S Rank) \n\n[li]Mission 14: Breaking Arrows \n\nUndoubtedly, this is the most annoying mission of the game. This takes place back closer to the eastern coast and involves shooting down a bunch of inbound missiles. There are three rounds to the mission. The first involves a large group of missiles. The second involves a larger group of \"smart\" missiles that break off into 2 groups when at least one of them is destroyed. After that, the 3rd round is a single missile that is a nuke (or at least a missile packed with a ton of explosives). Which if that wasn\'t bad enough, it\'s uber-smart, weaving, bobbing, and dodging and is very difficult to hit. And if you\'re too close when you do hit it...BOOM! \n\n02:44:50 (C Rank) \n\n[li]Mission 15: Emancipation \n\nThis takes place over a town that is rebelling against Erusea by ending a blackout. Granted the lights over the city are mostly no help, it still makes a few items easier to see. In this mission, it\'s very critical to watch your altitude, since it\'s VERY easy to hit the water and not realize it, since it is midnight and very dark out. The first part of the mission is a set time, but then a bunch of \"blackjacks\" (TU-160s) arrive to try to flatten the city. \n\nTime: 13:11:16 (S Rank) \n\n[li]Mission 16: Whiskey Corridor \n\nThis land battle takes place over another area that was devastated by the Ulysses meteor. Goldberg Crater is the most prominent crater and is in the center of the area. Mission is a set time limit, and with the victory here, Erusea is running out of room to run. \n\nTime: 20:00:00 (S Rank) \n\n[li]Mission 17: Siege of Farbanti \n\nThis mission is staged on the far west coast of Usea and is the capital of the Erusean forces. Talks of another superweapon, Megalith, have been noted and we hope to shut down Erusea before they can use that to push us back. The first part involves mainly the defeat of Erusea. While you don\'t have to destroy the choppers at the end (which carry some of the commanders as they try to escape the capital), might as well while I\'m waiting, right? After the timed portion, Yellow Squadron returns for one more showdown. Unlike Mission 12, all 5 need to be shot down and they\'re all after your hide for taking out Yellow 4. I barely make it through a winner. \n\nTime: 15:28:83 (S Rank) \n\n[li]Mission 18: Megalith \n\nJust when it seems that the war is over, it\'s not. One year after the surrender at Farbanti, a bunch of rogue forces have taken over Megalith and plan to unleash mayhem. Part of the group includes a rebuilt Yellow Squadron. This time, Mobius 1 is accompanied by the ISAF forces, all codenamed \"Mobius\" and all carry the trademark \"Ribbon\". In order to disable Megalith, 3 large generators must be blown up. This will allow the ground crew (located on the 13th floor) to get further inside and allow them to open the panels. This is necessary as Mobius 1 flies into Megalith to destroy the largest missile and effectively shut down Megalith. Since there is no end time displayed, the below time is an estimate. \n\nTime: 04:55:20 (B Rank)[/ul] \n\nTotal Time: 2 hrs 29min 30sec according to the save file. \n\nIs the war really over? Only history will tell. However, one thing is for certain. Heroes really do exist. \n\nBig thanks to shatteredskies.net for a bunch of information while preparing these notes, to Gbness for his plane guide at GameFAQs, and Masamune2 for his great maps. \n\nThis run is Copyright (C) 2007 Nicholas \'Sir VG\' Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Video hosting sites (i.e. YouTube, etc) may host this video in part or in full, as long as full permission is granted to the author. Any violation of the above listed may result in legal action. Ace Combat 04: Shattered Skies is Copyright (C) 2001 Namco (now Bandai Namco). \n\nSir VG, signing out. \n\nFIN','2007-12-15',0,8970000,11,'AceCombat4_SS_veryeasy_22930',1,13,0,NULL),(0,2,NULL,6,'','Welcome to the world of ActRaiser! \n\nSpeed Run Rules [ul][li]Completed on Normal Game Mode [li]Single Session [li]Takes Damage to Save Time [li]Uses (a) Death to Save Time[/ul] \n\nActRaiser was an early release game for the SNES by Enix (now known as Square Enix). This game is a dual-mode game, featuring Action stages (Acts) and Simulation stages. Each of the 6 main areas features 2 acts and a simulation in between. The initial act must be cleared to allow development of the people in the area, and the second act must be cleared after all monster lairs are sealed to stop the people from being scared of monsters. Only after all 12 acts are cleared is when the final act available and can be completed. \n\nEvery area (except Deathheim) has a level requirement, which means I occasionally have to wander around the simulation sections for a while before moving on. This is because the level you are at is based upon the total number of people in the world. Level requirements for each area and their population equivalent: [ul][li]Bloodpool: Level 2 (80 people) [li]Kasandora: Level 4 (400 people) [li]Aitos: Level 6 (950 people) [li]Marahna: Level 8 (1500 people) [li]Northwall: Level 10 (1900 people)[/ul] \n\nBloodpool and Kasandora have post-Act II scenarios that halt population growth if they are triggered and aren\'t corrected. Each scenario has an item to correct it (Music for Bloodpool scenario and Herbs for Kasandora scenario) but a speedrunner doesn\'t have time to get these items, go back to the area with the problem, use them, and then continue on. This means I have to watch my local population levels after Act II. Bloodpool is the only one I have to worry about, as I need to stick around long enough to get the scroll from Teddy (Kasandora I can scram before it happens, even if it is right away). So as long as Bloodpool\'s population level is below 300, I am safe. \n\nThe biggest improvement over my prior run was due to mainly being more aggressive. This is in part to removing the minute lag I had in my DVD Recorder, getting a better controller, and trying out a few new tricks. \n\nI apologize for the simulation being a tad boring, but as I said above, I don\'t have much of a choice have to get through it to do other acts and areas. \n\nThis run was my seventh version of this mode. I\'ve put up a comparison sheet on my website comparing the times of my runs to each other and to the TAS. Feel free to check it out, as it goes much more into detail than I can here. My prior submission was my 4th attempt, for notation purposes. \n\nOh, and our little angel is just a tad late for Valentine\'s Day. [ul][li]Fillmore [ul][li]ACT I \n\nWell executed. \n\nSection Improvements: 2 \n\n[li]SIMULATION \n\nThe layout is fairly straightforward. Civilization improvements lie in the NE Bat lair and the White Dragon lair. And after Act II, I manage to get out of town before they try to thank me. \n\n[li]ACT II \n\nI incorporated some new timesaving tricks in section 2, and for the most part just played a bit cleaner than v4. \n\nSection Improvements: [/ul] \n\n[li]Bloodpool [ul][li]ACT I \n\nLevel went well, adding in a few new minor time saving jumps, even over the January 1st Professional! run. Boss fight went well until the end, where I just decided to be stupid or something. \n\nSection Improvements: 4 \n\n[li]SIMULATION \n\nThe civilization improvements are at the NW Bat lair and the E White Dragon lair. The Dragon lair is closest, so I work that way first (after teaching Bloodpool how to make bridges). At a suggestion from StrangenessDSS, the skull can be used to seal the Red Demon lair without having to remove the trees. I get out of town before the population hits 300 (cut it close, didn\'t I?). \n\n[li]ACT II \n\nIt\'s possible to hit that top lift in section 2 on a console, but it\'s hard, though I should have been able to get on the middle one, just biffed my jump. Boss gave me bad spawns, but I dealt with it. Outside of that, level is pretty much same old excellent protocol. \n\nSection Improvements: 0, -2, 1, 1, 0, 0, 0[/ul] \n\n[li]Kasandora [ul][li]ACT I \n\nA few minor mistakes here and there, but the 2nd part was definately better than my Professional! run. The first magic use on the boss was perfect, the rest of the battle was a little off. \n\nSection Improvements: 0, 3 \n\n[li]SIMULATION \n\nUnlike the TAS, I take a little extra time to collect the second MP scroll in the southern forest. I need to stall anyways to improve my population count, so I might as well take advantage of it. Civilization improvements are at both Red Demon lairs. I visited the lost man before sealing the last lair so I can get my 2 MP scrolls before Act II. This comes in handy for avoiding the post-Act II scenario. \n\n[li]ACT II \n\nThe biggest improvement is in part 3, where I FINALLY managed to become efficient enough to make the elevator at around 172 (one cycle faster). I also cut out the stupid mistake I made in section 2 in the prior run. \n\nSection Improvements: -1, 7, 11, 4[/ul] \n\n[li]Aitos [ul][li]ACT I \n\nI made a couple minor goofs in section 1, and fumbled a bit around the crush in section 2. Projectile use still isn\'t up to snuff yet. \n\nSection Improvements: 0, 2, -2 \n\n[li]SIMULATION \n\nUsing rain on the temple is not a required action, but the guy dies anyways, and you will get chatter no matter what you do, so I decided to play a nice god and do it. Civilization improvements are at the NW and SW White Dragon lairs. While sealing the NW White Dragon lair before the NE one gets me about 10 more people by the time the road is done, that means I can\'t get the MP scroll from the mountain until after Act II, so it is of no benefit to me. \n\n[li]ACT II \n\nThe boss fight went better than ever, only 2 seconds behind the TAS. I hate this level with a passion though. Angst. \n\nSection Improvements: 1, -4, -3, 7[/ul] \n\n[li]Marahna [ul][li]ACT I \n\nThe timing of enemies in section 1 seemed off compared to normal. I could have survived without the apple in section 2. Perfect boss fight. Maybe there\'s hope for me as a speedrunner yet (1 second behind the TAS). \n\nSection Improvements: 0, -4, 8 \n\n[li]SIMULATION \n\nI hit the earthquake right away, unlike the TAS, so I don\'t kill my entire population. The downside is that I have to take a little time to refill my SP (as earthquake uses everything I have) before I can start clearing palm trees. The civilization improvements are the Red Demon lair and the Bat lair. Going NW first is better because you can clear out two monster lairs quicker, which gets rid of a lot of interference. I purposely saved the E White Dragon lair for last mostly for humor value (I get a gift from thin air!!), but it does cut out a little text. \n\n[li]ACT II \n\nSection 3 went fairly good, save for a little slop. Boss fight was excellent as the magic use went my way (tied with the TAS!). \n\nSection Improvements: 0, 1, 1, 6[/ul] \n\n[li]Northwall [ul][li]ACT I \n\nSection 3 went better mostly because the eyeballs spawned better. The first magic use on the boss was totally awesome! \n\nSection Improvements: -1, 0, 3, 3 \n\n[li]SIMULATION \n\nAll I need is 8 people to get through here. I don\'t get the population time to flourish don\'t need it. You only need 8, as that is the minimum required to seal the monster is lairs. This went great. For the record though, the civilization improvement areas are the two lairs east of the river. \n\n[li]ACT II \n\nI always used to call this level the run killer. Given how things went this time around, I\'m passing that over to Aitos Act II now. Sorry Northwall Act II. I hated you much before, but now...you\'re just a sorry old tree. Boss fight started great, but that magic use just got bad as the battle went on. \n\nSection Improvements: 0, 11, 2, 3[/ul] \n\n[li]Deathheim \n\nOnly one death to get through and two boss fights faster than the TAS? BRILLIANT! \n\nSection Improvements: 1, 1, -3, 10, 16, 17, -1[/ul] \n\nAnd for those curious enough, scores! \n\nFillmore Act I: 6570 \nFillmore Act II: 7370 \nFillmore Population: 258 (386 at the end of the game) - 128 \n\nBloodpool Act I: 6250 \nBloodpool Act II: 6930 \nBloodpool Population: 294 (454 at the end of the game) - 160 \n\nKasandora Act I: 6120 \nKasandora Act II: 7700 \nKasandora Population: 330 (482 at the end of the game) - 152 \n\nAitos Act I: 10330 \nAitos Act II: 11020 \nAitos Population: 296 (352 at the end of the game) - 56 \n\nMarahna Act I: 7290 \nMarahna Act II: 8670 \nMarahna Population: 274 (322 at the end of the game) - 48 \n\nNorthwall Act I: 6780 \nNorthwall Act II: 8790 \nNorthwall Population: 100 (100 at the end of the game) \n\nDeathheim: 6490 (You do not get a life/time bonus, which is why it is so low.) \n\nTotal Score: 100310 \n\nTotal Population: 2096 (Level 10) \n\nTotal Population Post-Level Growth: 544 \n\nA final thanks to OgerSlayeR for the tips I got from looking at his TAS. Also thanks to StrangenessDSS for giving me some major tips. \n\nThis run is (C) 2007 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. ActRaiser is (C) 1990 Enix (now Square Enix). \n\nSir VG, signing out. \n\nFIN','2007-02-16',0,4206000,11,'ActRaiser_SS_11006',1,18,0,NULL),(0,3,NULL,6,'','Welcome to the world of ActRaiser! \n\nSpeed Run Rules [ul][li]Single Session [li]Completed on Professional! Mode [li]Takes Damage to Save Time [li]Uses Deaths to Save Time[/ul] \n\nFor those that hate boring simulations, this run is for you. \n\nAfter beating the game on Normal Mode, Professional! becomes available as a secret option on the menu. Professional! mode has the following changes from the normal game mode: [ol][li]You start with the full 24 HP. [li]Magic is removed. [li]Simulation Mode is removed. You just go from act to act. [li]The initial \'statue inhabiting\' animation has been removed form the startof the acts. You simply start the level right away. [li]Enemy damage does 2 HP damage. Terrain damage still does just 1. [li]Enemies that normally take 1 hit to kill now take 2. Multi-hit enemies don\'t take any more than before. Certain \'destructible terrain\' like the floating skulls in Aitos Act I still only take 1 hit to kill. [li]Certain enemies have a different pattern, though not very many. [li]Magic Scrolls in the Acts have been replaced by Crushes. [li]NO CONTINUES. You lose and it\'s game over. [li]After an act is cleared, there is no life/time bonus. Your life gets refilled and you move on to the next level. [li]Projectiles in Aitos Act I have been removed and replaced with a 1-UP. You still get them for the Tanzara battle. [li]Ending is removed and you just go straight to the credits, with the final image changed from \'THE END\' to \'YOU ARE THE BEST PLAYER!\'[/ol] Over the course of the summer, I learned a lot of things about the normal game mode from discussions with OgreSlayeR and zidanax while they were trying to figure out how to improve the TAS. During those, I picked up a few things on how to improve the Acts in my own runs. I used these to improve my Professional! Mode speed run (as well as the Normal Mode speed run). \n\nThere\'s still a couple errors in the run. The biggest was in Marahna Act II and another small one at the beginning of Death heim\'s Fillmore Boss Refight. In total, 15 time units was lost between v3 and v7 throughout the entire run. \nOne fact remains the same though: No Deaths Until Death heim! \n\nLevel Improvements (in time units): [ul][li]Fillmore Act I: 0 sec [li]Fillmore Act II: 6 sec [li]Bloodpool Act I: 5 sec [li]Bloodpool Act II: 9 sec [li]Kasandora Act I: 10 sec [li]Kasandora Act II: 1 sec [li]Aitos Act I: 5 sec [li]Aitos Act II: 17 sec [li]Marahna Act I: 12 sec [li]Marahna Act II: 3 sec [li]Northwall Act I: 16 sec [li]Northwall Act II: 10 sec [li]Death heim: 14 sec [li]Total Improvement: 108 sec[/ul] \n\nIndividual Sections with the biggest improvements (in time units): [ul][li]Northwall Act I - Part 3: 11 sec [li]Kasandora Act I - Part 2 (Boss Fight): 10 sec [li]Marahna Act II - Part 4 (Boss Fight): 9 sec [li]Aitos Act II - Part 1: 8 sec [li]Bloodpool Act II - Part 7 (Boss Fight): 7 seconds[/ul] \n\nFull chart of level times and differences will be available at my personal site. For notation purposes, the prior submission was v3 and the first submission was v2. \n\nA final thanks to OgreSlayeR and zidanax for all our discussions on the game at TASVideos. Also thanks to StrangenessDSS for the idea about abusing death more in Death heim. \n\nThis run is Copyright (C) 2007 Nicholas \'Sir VG\' Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. ActRaiser is Copyright (C) 1991 Enix (Now Square Enix). \n\nSir VG, signing out. \n\nFIN','2007-08-04',0,1663000,11,'ActRaiser_pro_2743',1,18,0,NULL),(0,4,NULL,23,'','A Few Notes: \n\n-Recorded using a Genesis Model 1 with Nintendo brand RF adapter \n\nThanks go to Nate for capturing the run. Here is my Adventures of Batman & Robin run. I didn\'t even think this was possible at first, but I watched my friend play one day, and then I tried an attempt, then it just clicked. I went from not being able to beat it, to beating it with one life. This game is very difficult, and beating it on one life, let alone beating it at all is no easy feat. I do have a few mistakes I need to clear, like taking too long with the cat boss, and nearly dying at the second to last part of level four, but I pulled through and did it. Well, here you go, I hope you enjoy it.','2005-07-16',0,3383000,11,'BatmanAndRobin_5623',1,6,0,NULL),(0,5,NULL,26,'','Despite what everyone thinks about this game\'s difficulty, I happen to really enjoy it. Maybe I\'m just a sucker for punishment, I guess. Or perhaps I just like it because I was a big \"Crocodile Dundee\" fan and Billy looks a lot like him. :) \n\nSeriously, I\'ve known how to beat this game for about 15 years and some of my friends recently asked me how to do it. This was the best way I could think of to explain it. \n\nMy main goal here was to pull off a zero-death run, which I managed to do after a few tries. Going for speed made a few stages difficult though, particularly the driving levels. I usually take my time on those, since it\'s so easy to crash. It\'s important to get through the driving levels without dying so that you can carry over your weapon from Stage 3 to Stage 6. Having a weapon there works wonders! \n\nEnjoy! :)','2006-03-28',0,1468000,11,'BayouBilly_2428',1,8,0,NULL),(0,6,NULL,7,'','Maybe I\'m just a nerd or something, but I love logic puzzles. :) After completing a game like this for the first time, most people would probably toss it in the trash, thinking that it has no replay value. Not me! I had TONS of fun trying to optimize the paths through this game! It\'s also a big-time challenge to try and remember all of those paths through 50 rooms at high speed without making a fatal mistake. Even the slightest misstep can sometimes make a room impossible to complete. \n\nMy main goal here was to get under 30 minutes, which took a while to do, in itself. I have since come up with faster paths through some of the rooms, but have yet to sit down and make improvements. Someday, I\'ll have to see about that!','2003-10-01',1,1754000,11,'AdventuresOfLolo2_2914',1,8,0,NULL),(0,7,NULL,8,'','Whew! Didn\'t know what I was getting into by speed-running this one. Lolo 3 makes the other games in the series look like cake walks. There are 100 puzzles instead of 50, and you reach roughly the same difficulty level as in Lolo 2 about half-way through. Then it gets harder... \n\nI came SO close to getting a no-death game on this, but I had to settle for 2. One of them wasn\'t too bad, as it happened right away in the level. The other one was a heartbreaker on the 95th room (level 17-5) where I didn\'t push a snake all the way against the wall, but didn\'t notice it for a full minute! \n\nEven with all the tough puzzles, this is definitely the best game of the Lolo series. Too bad they didn\'t make any more after this!','2004-08-01',1,5014000,11,'AdventuresOfLolo3_SS_12334',1,8,0,NULL),(0,8,NULL,9,'','I wish I could give credit for helping me with this run, but really I did it all on my own. I\'ve wanted to do a AUF run since I found this site back in July of last year. I finally got the energy to do some practice run and I found that AUF is a pretty easy game to speed run. I started with an estimate of about 49 minutes, and over the span of a few weeks, I got that estimate all the way down to a potential sub 40 run. I didn\'t get that sub 40 run, but I should of (more on that later). Here\'s the times for each level... \n\nTrouble in Paradise: 1:54 \nPrecious Cargo: 3:57 \nDangerous Pursuit: 1:00 \nBad Diplomacy: 1:14 \nCold Reception: 1:59 \nNight of the Jackal: 3:04 \nStreets of Bucharest: 7:30 \nFire and Water: 2:57 \nForbidden Depths: 7:12 \nPoseidon: 2:23 \nMediterranean Crisis: 3:15 \nEvil Summit: 4:15 \n\n\nTotal: 40:40 \n\nHere\'s some comments of each level... \n\nTrouble in Paradise- This was a new record for me, so nothing to complain about. I sometimes am able to get the Golden Gun, but it\'s not a big deal. I don\'t use the pistol that much, so it would only save a few seconds, max. \n\nPrecious Cargo- Another personal record, so nothing to complain about, again. I could of hit the red flashing button a little faster at the end, but that\'s about it. \n\nDangerous Pursuit- I usually get unlimited missiles, which makes Streets of Bucharest easier. Luckily, I do great on Streets of Bucharest and didn\'t need the missiles. Could have been a few seconds faster, but not bad at all. \n\nBad Diplomacy- This is a very easy level, with very little potential to mess up. Nothing interesting here. \n\nCold Reception- I get hung up on a machine gunner after I go down the first elevator, so I could of saved a second or two there. Still plenty fast. \n\nNight of the Jackal- I could kill Jackal a little faster, but that fight\'s half luck. I got the Helicopter pilot with one sniper shot, so I\'m happy about that. \n\nStreets of Bucharest- Everything went fine, til the end of the level. If I line it up right, I can shoot the red tank at the end before the cut scene starts. I try to do that, as you can see, but I miss. I need to aim more left next time. It saves about 7 seconds. \n\nFire and Water- I fumble around with my gadgets at one point. I was trying to pull out my jet pack, but I take a few extra seconds. Everything else was fine, and fast. \n\nForbidden Depths- Oooh, I was going to get a new personal record here, but I missed a shot with a guided missile at the end. Everything else was super fast. \n\nPoseidon- A bit of sloppy fighting, but it\'s a new personal record, so what the hay. \n\nMediterranean Crisis- I beat my old personal record by nine seconds, so I\'m very happy with my performance on this level. I could shoot the two guards who are holding that girl hostage a bit faster, but if I miss, I blow them all up. Blowing the girl up = run over. \n\nEvil Summit- I hate myself, I hate myself, I hate myself! I did everything right, and all I had to do was shoot the boss in the head a second faster, and I hesitated. I had it lined up and everything, why didn\'t I pull the trigger? If I had pulled the trigger a second faster, I would of got 3:3x on that level. I think it would of been under 3:35, which would of game me sub 40 minutes. Just pretend that I pulled the trigger a second faster, and I got sub 40. \n\nIf some new tricks come up, I\'ll redo this run and get sub 40. Until then, have a jolly good day! If you wish to contact me, my email is platinum.cygnus ÐÐ¢ gmail.com and my AIM s/n is Platinum Cygnus.','2005-07-16',0,2440000,11,'AgentUnderFire_SS_4040',1,5,0,NULL),(0,9,NULL,10,'','First of all, I have to say thanks to a few people. #endgame on the SDA forum for giving some great tips, Nate for capturing the run and Radix for uploading it. \n\nAlex Kidd was the Mario of Sega before Sonic came into the picture. Alex Kidd in Miracle World, released in november 1986. The game had a lot of attention in the late 80\'s/early 90\'s and was build-in in a lot of Master System consoles. Nowadays the game is still being called 1 of the best, if not the best SMS game there\'s ever been made. The diversity of the game, with a helicopter, bike, boat and the well-known rock-scissors-paper minigame make it a great game to play and speedrun. \n\nThe design of the Master System controller is shit, very shit. There is no pause/start button on it, it\'s located on the console itself. The pause button is needed in some occasions in this game to use certain items such as the power bracelet and invincibility powder, so I had to slam the console a few times in order to equip myself :D. \n\nI didn\'t know what time to aim for until I found out somebody had ran this game before. The time of Rodrigo Lopes is 16:32 played on NTSC or PAL-M. I knew I had to go for a sub 19 on PAL to beat his time. With the use of FreezeSMS, a Sega Master System emulator, I managed to get better at individual levels by using the save and load options. I found loads of tricks, of which most of them (but certainly not all) are included in the run, resulting in a sub 18 time! Some of the tricks have a very high risk factor, so I didn\'t include those. I also found a few new tricks after the run. These are the cumulative times (on tape): [ul][li]Level 1 - Mt. Eternal 	(0:40) \n\nThe first level goes well, but has a few sloppy moments in which my punches miss. The water part goes very well and I manage to get $200, which is needed for the second stage. In the perfect run stage 1 could be done 1 second faster. \n\n[li]Level 2 - Stage 2 (2:00) \n\nEasy map, flawless. \n\n[li]Level 3 - Lake Fathom (2:25) \n\nAnother flawless map. \n\n[li]Level 4 - Island of St. Nurari (2:55) \n\nAgain without any problems. \n\n[li]Level 5 - Stage 5 (3:16) \n\nThis map goes perfectly. I could crash into the red blocks a tad bit earlier perhaps, but it\'s hard to determine how much money you have. It doesn\'t make a difference anyway. \n\n[li]Level 6 - Village of Namui (4:11) \n\nThe first part with the heli goes well. But after I crash I make some sloppy moves in my jumps. Overall it could be done a second faster. \n\n[li]Level 7 - Mt. Kave (5:26) \n\nThis is a pretty hard map to do flawless, and so I didn\'t. The map can be done a second faster then I did. \n\n[li]Level 8 - Blakwoods	(5:59) \n\nPerfect. \n\n[li]Level 9 - Stage 9 (6:22) \n\nNo problems. \n\n[li]Level 10 - Bingoo Low land (8:04) \n\nWell, this map goes flawless. But there is a trick at the end where you can crash your heli in the last cloud (against the left side of it). Alex will fall out the heli and you can walk to the end. This saves about 2 seconds I think. \n\n[li]Level 11 - Radaxian Castle (9:58) \n\nA hard map, but well executed. \n\n[li]Level 12 - City of Radaxian (11:03) \n\nGood run. \n\n[li]Level 13 - Stage 13 (11:38) \n\nAbout 3 seconds can be saved here by trying to fly up to kill the last bird, you need to be very fast though! It\'s a trick with a high risk factor, alotta chance this goes wrong. \n\n[li]Level 14 - Kingdom of Nibana (11:50) \n\nUmmm...not much to say here :P. \n\n[li]Level 15 - Stage 15 (13:18) \n\nGreat run. \n\n[li]Level 16 - Janken\'s Castle (17:03) \n\nThe hardest and longest map in the game. Like always I make some errors here, but it really isn\'t that much. In a toolassisted speedrun it could be done 5 seconds faster perhaps. \n\n[li]Level 17 - Cragg Lake (17:37) \n\nNo problems here. Finished![/ul] \n\nEspecially map 10, 13, 16 have room for improvement. Map 1, 6 and 7 are sloppy at some points, but I don\'t loose too much time. \n\nFor a single segment run this is a run I\'m very proud of. I hope people feel inspired by this run and try to beat it. Perhaps I will try to beat it myself in the future as I feel a sub 17:30 is in range. But for now, have fun people! \n\nFor any suggestions, questions, comments or new tricks (I\'d love to hear of new routes and tricks), mail me at tumpke AT hotmail DOT com','2005-12-06',0,1053000,11,'AlexKiddMiracleWorld_eu_1733',1,16,0,NULL),(0,10,NULL,11,'','First a quick note about the differences in the two difficulty settings of the game for anyone uninformed. On the Super Easy difficutly setting there are less enemies (especially less of those flys that will pop up on the 2nd stage and later in stage 18), which makes dashing around without running into enemies a little easier. A couple platforms are added in easy on a couple stages, as well as a few powerups and health increases, although these don\'t really effect the runs. The big difference is the amount of health the Phoenix Force uses up, and the health of the bosses. On easy the Phoenix Force uses 30 health, which means a single health pickup will bring you back to full health, while on hard you use 50 health, so you need two small health pickups to use the Phoenix Force again. Also, since the bosses have less health on easy there\'s a few tactics you can use to kill them even faster before they start certain time wasting patterns that can\'t be avoided on hard. Other then that, the two difficulty settings play out mostly the exact same. \n\nSorry if any of the things sound confusing to you guys. It makes total sense to me at least. \n\nNow, the Super Easy run, I\'ll just point out errors for the most part. \n\nStage 3: The boss of this stage is a total pain. There\'s nothing wrong here, I\'d just like to point out that this boss has four different patterns he starts out with, and only two of them kill him instantly. If he does one of his other two patterns it will take AT LEAST another 5 seconds, but often 10 seconds will be wasted here and I\'m not wasting 10 seconds this early in the run. I don\'t know how many times I\'ve reset the game on this boss alone. \n\nStage 5: Whoops! Sometimes this boss jumps towards you and hits you if you aren\'t careful. I thought he was going to jump at me for some reason and dashed through him right away. Didn\'t really waste any time, but I think it looks silly. \n\nStage 6: I really shouldn\'t be getting hit on this boss, but I guess that\'s what happens when I fail to turn around before firing my laser. This happens to me more often then you would think. Two seconds lost. \n\nStage 11: Lots of luck on this boss. I kill him just before he turns invincible and wastes a lot of valuable time. I can\'t pull this off on Super Hard. \n\nStage 13: Sigh, getting hit by that worm thing, and then having all the health appear underneath the floor. Very typical stage 13 for me. Having the health to use the Phoneix Force on the boss while he\'s still on the right side of the screen takes off a huge chunk of his health. Three or so seconds lost because of that one. \n\nStage 18: Oh man, did I screw this one up. Got through the whole level just fine, only to try and change one of my Flames to a Lancer and totally fail at it. I end up with a Buster Force instead. \n\nStage 19: This is where grabbing that Buster Force on accident costs me. Usually I just dash through this whole level, but since I NEED that Lancer Force I waste a good 10 seconds fixing my error here. \n\nStage 20: Here\'s the true test of skill. No other part of the game requires such accuracy as Seven Force. The first three forms go great, then it\'s Artemis Force, the cat. Usually I dash to her right side immediately, and move just a little to the right and duck, causing her to shoot a fireball at me. I forget to move the pixel or two to the right and she kicks me as she flips away, I lose lots of health, using the Counter Force on the fireball doesn\'t give me enough health to fill me up, so I can\'t dash through her yet. Next, she decided to shoot another fireball, this time I get hit by it, so now I need to convert three fireballs to fill my health up. Anyway, I finally kill her after wasting a lot of time. Medusa Force goes pretty well, although there\'s a handful of missed shots. Overall, it can be done 20 seconds faster, although I should have at least done it 10 seconds faster. \n\nStage 21: Getting hit by the boss just as I\'m going to use the Phoenix Force isn\'t good. Instead of killing the boss right then, I instead get hurt and end up wasting another 4 seconds while I switch to a weapon with ammo and deliver the final blow. \n\nStage 25: The final stage. It goes great. Sometime Z-Leo will toss you in the air and fire lasers at you. All you can do is dodge the lasers and wait till you come back down. This wastes 7 seconds where you can\'t even damage him and when you land, there\'s a chance he might just toss you straight back up there. This run I don\'t get tossed in the air once. Having such a time wasting random boss at the very end of an already random game can be quite frustrating, just so you know. \n\nIn the end, I think that was a pretty good run, but my Super Hard run is definitely more solid. \n\nAnyway, enjoy the six minutes of credits and wait for the very end where a quick list of all my stage times and final time are listed.','2006-01-26',0,697000,11,'AlienSoldier_se_1137',1,6,0,NULL),(0,11,NULL,11,'','This run was done shortly after my run on Super Easy, so I\'d say it\'s a little tighter then the other run, with less errors as well. I\'ll pretty much just mention errors from this point out. \n\nStage 3: Height is very important on this boss, and as you can see I\'m having trouble getting myself at the correct height, and even end up a little lower then I\'d like, but the boss still went down from the Phoenix FOrce, luckily. \n\nStage 11: Right off the bat I jump up and shoot my Lancer to hit a weapon power up so that the powerup will change to the Lancer Force, only I don\'t hit the power up and when I grab it I end up with the Sword Force. That is not a good thing, but I went with it knowing there was another weapon powerup just ahead, so I wait for the next one to change to a Lancer Force on its own before grabbing it. This costs me maybe 4 seconds of time, but it also costs me 500 ammo for that particular Lancer Force because yOu don\'t get extra ammo when you pick up different weapons, only when you grab the same weapon you have equipped. Anyway, the boss goes great, but if anyone can finish him off before he teleports you could save a lot of time. 10 seconds at least. I do it in the easy run, but the extra health the boss has makes it very difficult to pull off on hard. This also causes the beginning of stage 12 to be a little longer too, which costs another 2 seconds. \n\nStage 13: I got hit twice on the 12th boss yet I manage to get really lucky when the snake dies and leaves all the health pickups right there for me to grab. Going in to the 13th boss with full health makes things go a lot quicker. \n\nStage 15: It\'s dark here, you can\'t see the rocks falling down and neither can I. There is a safe spot in there, but I\'m just a little too far to one side and get hit a couple times on my way up to the boss, which goes ok. It\'s a pretty random boss, so whatever happens here happens. \n\nStage 18: Yeah, I fall in to the pit here, but it only costs me a second so no big deal. And at the end just before the boss when I\'m walking upside down shooting a bunch of flies, it may look like I\'m just a pansy, but those flies are the most obnoxious things ever. You get too close and they swoop around at random shooting bullets at random, you get hit by something, you fall down, lose some health and then you can\'t use your Phoenix Force on the boss to knock away all his shields right when the fight starts which saves you so much time. Yeah, I\'m going slow for a reason. \n\nStage 19: Well, it looked like stage 18 and 19 were going to go perfect for once (this never happens), then I take a bad hit on Jampan (Melon Bread for any Gunstar Heroes fans). This hurts me later during the fight with Seven Force. \n\nStage 20: Not only did I take that hit from Melon Bread, but I get hit on the first form of Seven Force too. Having near full health for Medusa Force (the 2nd form) allows me to use the Phoenix Force repeatedly at the start there, saving me both ammo and time. Well Medusa Force should have been 10 seconds faster, but at least I get to refill one of my Lancers\' ammo just before I finish her off. Then I manage to miss lots of shots on Sylpheed Force causing me much grief and then I get hit by Artemis Force right away again (read the Easy run\'s notes for more on this) wasting more time. I miss shots and then when I finally fill my health up and use the Phoenix Force on her I barely even skim her doing basically no damage. Medusa Force is good, a couple missed shots waste a few seconds, but it\'s far more acceptable then the rest of that battle. Overall, I probably wasted 20 seconds on Seven Force. I got a time of 2.07, when 1.40 is my goal. \n\nStage 22: This part can really get on my nerves. I get hit just before those cats on those bike things stop showing up, and I quickly forget I got that health powerup immediately afterwards. I go on thinking I don\'t have full health and I\'m panicking because they stop shooting at me, and I nearly run right in to a missle trying to tempt those cats. I later realize I had full health all along and feel like an idiot when I watch the video again seeing just how close I came to that missile and ending my whole run. Just so you know, if you don\'t have full health going in to the boss fight you will not be able to finish him off for a very, very long time. Instant reset. \n\nStage 24: You can kill this guy before he moves to the top of the screen, but I think it\'s a totally random thing because I\'ve only done it once. In this run he still had a fair bit of health when he moved to the top and I was pretty close to shooting him immediately when he could take damage. Oh well, it\'s only 6 seconds. \n\nStage 25: Perfect! Absolutely perfect! You don\'t know how lucky I was to get the pattern I did on this boss. He never tossed me in the air once, he moved to the left side of the screen allowing me to use the Phoenix Force on him for full effect, and I didn\'t miss any fire balls. There\'s a reason this run was so fast, and the battle with Z-Leo is it. Even if I did everything else perfect, the odds of getting that lucky on Z-Leo again is pretty small. In fact, that\'s the only time I\'ve ever had the chance to finish him off in 24 seconds (you can\'t do it faster then 24) in a full run. It actually takes me 25 seconds to finish him here, but just barely 25. \n\nThanks for checking out the video, and make sure to watch after the credits for a quick listing of all my stage times if you\'re curious.','2006-02-11',0,760000,11,'AlienSoldier_sh_1240',1,6,0,NULL),(0,12,NULL,15,'','Upon inspection of [a http://metalstuff.com/area64/jaguar/Codes/avpmaps/]Scott Bigham\'s maps[/a], I discovered that only Security Cards 6 and 10 are required to complete the mission. I decided to pick up Security Card 1 and the Pulse Rifle, as well, due to not being able to find enough ammo for the Shotgun later on in the game, and due to potentially not being able to survive in the Alien Ship without the faster rate of fire of the Pulse Rifle. A route on which I would pick up Security Card 7 on Sublevel 1 after getting Security Card 6, then head back to Sublevel 4 and pick up the Flamethrower was abandoned when it became obvious that I could beat the game without the Flamethrower. The run was recorded over the course of a week or so. The two most difficult parts of the run were leaving the Brig (and not being so swamped by Aliens it would cost me an unreasonable amount of time) and dying in the Queen\'s chamber trying to pick up Security Card 10 (and leave alive). I challenge you to come up with a superior route. Special thanks go to out to Rachel Moore for calling out directions in airducts and in the Alien Ship, freeing me from having to memorize all that crap. Thanks a ton, love.','2004-08-11',0,2188000,11,'AlienVsPredator_Marine_3628',1,7,0,NULL),(0,13,NULL,15,'','Veni, vidi, vici. Using the Combi Stick in the Alien Ship allowed me to gain the Shoulder Cannon by the time I made it to the Queen, drastically reducing the amount of time it took to kill her. Special thanks go to out to Rachel Moore for calling out directions in the Alien Ship, freeing me from having to memorize my way to the Queen.','2004-08-12',0,1192000,11,'AlienVsPredator_Predator_1952',1,7,0,NULL),(0,14,NULL,15,'Segments appended to one file.','Radix and I were talking and he pointed out that, because saving and reloading in AvP gives you a different enemy spawn set, it might be possible to achieve in a segmented run what I had dreamed of doing in my one-death single-segment run - going all the way to the Queen and freeing her without dying - provided that saving anywhere was allowed. Radix agreed that such a run could be submitted to the site, so I did one. It took me about four hours to put together. Here it is. Have fun.','2005-01-29',0,394000,11,'AlienVsPredator_Alien_634',7,7,0,NULL),(0,15,NULL,15,'','In my previous run as the Alien, I died twice, and that was a lot of lost time, especially with the first death (as I had to wait in the airduct for nearly the entire maturation process of my first cocoon). I mentioned that my time could be decimated if someone were to do a no deaths run, but I wasn\'t sure at the time if it was even possible given the apparently limited number of random spawn sets in the game. \n\nThis time I only die once, and even then I barely make it (check out my lifebar when the Queen breaks free). The discovery that you are forced to take damage from the forcefield generators pretty much doomed a no deaths run in my eyes, because the chances of getting to the Queen with any life left at all seemed remote enough, but getting to her with nearly half your life is just out of the question, in my opinion. \n\nAnd yes, I do have the airducts memorized by now. :P','2004-11-13',0,528000,11,'AlienVsPredator_Alien_848',1,7,0,NULL),(0,16,NULL,16,'Segments appended to one file.','Special thanks to Kibumbi, Yautja Elder, Radix and mikwuyma. Also many thanks to all at the SDA forum for help and support. This goes for all my Avp2 speedruns. \n\nAt first i didnt have in mind to run the Marine campaign, but after the first Predator run i decided i would give it a try. In my surprise it was alot of fun. Tossing flares is great! \n\nBasiclaly it was all about going as fast as possible. Figure out the fastest route in each level. \n\nThe worst part was segment 4, Betrayal. Alot of randomness, guards at different place, keycard showing up at wrong room. Also alot of buttons to press. The rest of the run went rather well. \n\nI hope you will enjoy this run!','2006-01-04',0,2403000,11,'AVSP2_Marine_4003',8,11,0,NULL),(0,17,NULL,16,'','This is actually my second AvP 2 speedrun as alien, and the goal was to beat the previous attempt at around 23:20 (never submitted). I thought the old record was very good, and many who saw the run believed it was very close to optimal, but when I explored this game a little more I discovered several places where I could improve my old run. One thing I abuse even more than in my first run is the pounce attack, after a lot of testing I discovered that just changing the angle a little will save you up to three seconds in some places. All the levels in this game are very linear and straight-forward so I won\'t bother commenting about the levels themselves too much, if you haven\'t played the game before you don\'t have to worry about missing anything anyway (except for cut scenes). Even though this game is very short I don\'t do an SS run for one single reason, this game don\'t run very well on modern systems. On top of that there are countless bugs in this game that cause further problems. I have disabled the music because it is just disturbing. \n\nIn case you for some reason don\'t want to watch all parts I recommend part 3, 4 and 7, they have the highest wow-factor. \n\nBefore I start with the level comments I would like to hand out a few thanks to people who has contributed to the run in one way or another. \nYautja for support and tips, without some of his tips this run wouldn\'t be much faster than the first. \nChillout for support and for handing me some competition, which drove me to make this improved run. \n\nLevel 1: Birth. \nHere the biggest improvements are made. As the facehugger I perfected my pouncing. As the chestburster I use a trick I didn\'t think of at all in my first run. Instead of waiting for the guards to turn their backs I just rush through and hope that I will get to the end of the level alive, and it worked and saved A LOT of time (provided by Yautja). 1:15 improvement for this level. \n\nLevel 2: Surprise (ignore that the game write Escape, bugs bugs bugs). \nIn this level I abuse the pounce so much it should almost be illegal. At first I didn\'t think I could improve this level very much but after a \"few\" tries I discovered that a 30 seconds improvement was possible. How well did I do? About 26 seconds faster than my previous record. \n\nLevel 3: Escape (the real one). \nThe hardest thing is almost right at the start, getting past the sentry guns and down the ventilation shaft alive. This is actually the only real shortcut I\'ve found in the entire alien campaign. Surviving the \"three-hundred-feet-free-fall\" doesn\'t have anything to with cheating, playing as alien you have the ability to fall from any height without taking damage. The predator fight couldn\'t have been much better, although another 1-2 seconds could be removed if the first tail attack had hit but instead I got lucky and the AI locked up, so no effort was required to finish it. 29 seconds faster than previous record. \n\nLevel 4: Vengeance. \nWithout doubt the hardest level to speedrun in the entire game, at least if you want to make it look really good. Just getting through the level with a somewhat constant speed can (and will if your name isn\'t Luck or Faith) be hell. If you miss the wallclimbing with 1/10 of an inch inside and around those narrow vent shafts you\'re screwed, you get completely disorientated and lose lots of time. After using every single trick I could think of I managed to improve it with 17 seconds. \n\nLevel 5: Abduction. \nIf Vengeance is the hardest level to speedrun Abduction is by far the easiest. Not many tries were required to improve the old record with 28 seconds. This is also one of two levels as alien where you keep your health to the next level, so I can\'t exit the level with too little health. \n\nLevel 6: Pursuit. \nWhen I first looked at possible improvements I had some crazy ideas, which could\'ve shaved off up to 15 seconds if they worked. Sadly they didn\'t work, so I had to use the same route as the previous run and just try to do it faster. I managed to shave off seven seconds, just by playing more accurate and faster. \n\nLevel 7: Freedom. \nAnother level where insane improvements are made. When I started to improve the old run I had my suspicions that this was one of the levels where huge improvements could be made, and I was right. Basically I cheat death through the entire level, don\'t ask me how I managed to survive because I don\'t know. Thanks to the constant low health I had to take a few small detours here and there to refill it now and then. Theoretically this level could\'ve been done 5-7 seconds faster but thanks to the low health this was impossible to achieve. Another reason for not going for another 5-7 seconds improvement is the predator fight at the end, both of them use their spears (a very rare weapon choice in this fight) which allow me to finish this fight very fast. I hunt down the last human in the end to prevent getting shot in the back, I was just too close to make it with a HUGE improvement, so I couldn\'t allow anything to ruin it. A staggering 50 seconds improvement here.','2006-01-03',0,1130000,11,'AVSP2_Alien_1850',7,11,0,NULL),(0,18,NULL,16,'Segments appended to one file.','Special thanks to Kibumbi, Yautja Elder, Radix and mikwuyma. Also many thanks to all at the SDA forum for help and support. \n\nThis is actually the second version of the Predator run. My first was in 13 segments, while this one has 7. Thought no time improvements were made. \n\nThere wasnt really any plans for the run, it was all about going as fast as possible at each level, since there was also no major shortcuts or breaks. The biggest shortcut is while in the alien hive, a big room were you could jump rapidly at the slant to gain fast height. \n\nThroughout i used a technique called speed-jumping(bunny hops), after a high jump you continue to make normal jumps each time you land. This makes you go the fastest in movement. It may not seem to make a difference, but i assure you, it does. I have found out that the speed varies depending on what type of ground it is. As running i tried to have a low amount of kills as possible to save time. Good for me it was pretty easy out-running them. \n\nEnjoy!','2006-01-21',0,1427000,11,'AVSP2_Predator_2347',7,11,0,NULL),(0,19,NULL,17,'Segments appended to one file.','Special thanks to Kibumbi, Yautja Elder, Radix and mikwuyma. Also many thanks to all at the SDA forum for help and support. This goes for all my Avp2 speedruns. \n\nThis, Corporate run, i enjoyed alot. \n\nI found more shortcuts in this run than the rest Avp2 runs. However, its very limited. \n\nThere were alot of aliens around, still i tried to not care and just do what was needed. \n\nIn a great surprise i found the flamer to be very well to fend off aliens, it was a great help in segment 2, Artifact. \n\nThe hardest part was the first one, since staying alive was sometimes random. Facehugger could get you easily anytime and your health could go from 100 to 0 in a few seconds. \n\nThere is very little i would like to change in this run, and as said it was real fun to make, i hope you will enjoy it!','2006-01-14',0,576000,11,'AVSP2PH_Corporate_936',3,11,0,NULL),(0,20,NULL,17,'','Thanks mikwuyma, nate, DJGrenola and Radix getting this run posted. Also, many thanks for Kibumbi and his previous segmented run. \n\nI started out with segmented improvement which ended up around 34 seconds faster than Kibumbi\'s run. After that I tried single-segmenting on easy because normal was just too random, I haven\'t timed it but it was faster than my segmented run on normal simply because of the stuff I can do in the last level. A day later I got bored and wanted to improve the single-segment run but instead ended up finding a better route for the first level. I immediately tried if it works on normal, and it did. I couldn\'t submit anymore after this so I decided to run the game single-segment on normal. [ul][li]New Hosts: \n\nCompletely new route for this one, I manipulated the first pair of predators to open the door so I can just pounce my way through them instead of waiting and going through the hole near the ceiling. In the end I pounced the wall but it didnt matter that much in the end. \n\n[li]Body Bags: \n\nRevised Kibumbi\'s old computer shortcut to a door keyboard shortcut (or something ;). I also discovered a way to just run past the marine that opens the door for you. After that this level is pretty straight forward. \n\n[li]Freefall part1: \n\nThe third level is just a crazy jump up in difficulty. I got insanely lucky here when the two-three marines didn\'t notice me at all after the turret room, that saved me a lot of health. Also the hardest part in this run is wether The Door opens early or not. It can open in 2 seconds or in 25 seconds. This makes especially single-segment runs very frustrating. \n\n[li]Freefall part2: \n\nThis is a lot harder than the first part of the level, therefore I had to play a bit safer (headbiting=healing). Most enemies just refuse to die sometimes in this level, this makes shotgun enemies very dangerous because it\'s 2 point blank hits and you\'re dead. Again, I got really lucky. [/ul]','2007-12-04',0,343000,11,'AVSP2PH_Predalien_SS_543',1,11,0,NULL),(0,21,NULL,17,'Segments appended to one file.','Special thanks to Kibumbi, Yautja Elder, Radix and mikwuyma. Also many thanks to all at the SDA forum for help and support. This goes for all my Avp2 speedruns. \n\nAfter the Marine run i later decided to take on the expansion as well. \n\nThe expansion is far more instense with enemies and damage amount taken. This caused abit problem of going fast, mostly in this, Predator run. The Aliens swarms all around, lots and lots of facehuggers. As comfort and great deal of help i used the healing device and recharger. This made it possible to keep a low amount of kills. Also the stun function on the plasma pistol worked very well to keep the aliens at distance. \n\nI hope you will enjoy!','2006-01-16',0,864000,11,'AVSP2PH_Predator_1424',4,11,0,NULL),(0,22,NULL,12,'Segments appended to one file. There is a slight lifebar inconsistency at around 32:55. The run will not be rejected because the inconsistency is incredibly tiny (look very closely), and made no difference in gameplay.','This run through American Mcgee\'s Alice on Easy is my 4th and most likely last one. Back in December of last year I set out with Allantois to search for new tricks and glitches, because I knew there was still quite a few to be found. I did this run simultaneously with my run on Nightmare. Doing them took me nearly 10 months, and I\'m definitely satisfied with the end result. \n\nWhile I don\'t wish to go into much detail on the run, as I\'d rather you find things out for yourselves, I\'ll list you all the tricks I used in this run, in case you don\'t understand certain parts. The tricks are as follow: [ul] [li]Bunnyhopping (BH) - This trick, present in quite a few first person shooters, basically involves jumping all the time. However, not just straight jumping, but also using strafe keys and the mouse view to gain more distance and speed. To master it you\'ll need quite a lot of practice. You can find examples of bunnyhopping on all levels. \n\n[li]Load Clipping (LC) - Load clipping involves holding a directional key while a game is loading to get a small instant speed increase, which makes you clip in whatever direction you press. While you can\'t clip through walls or any solid object you can clip through weapons, cutscenes and several invisible triggers without activating them. In my run you may notice that alice gets stuck for a second in mid air and then clips when performing the trick. This is because demos don\'t show loading times, and I quicksave and quickload instantly to perform Load Clipping in several places. When alice is still is when the game is loading. You can find examples of Load Clipping on Dementia, Fortress of Doors 2 and Pool of Tears. \n\n[li]Quickstarts (QSs) - There\'s a delay at the start of every level before that the game automatically saves, and in that delay you can\'t move (you can only move your mouse view). However, you can perform Load Clipping during the loading time so that you will move in whatever direction you choose in the delay time (but you can\'t change direction, stop, jump or whatever during a quickstart). You can find examples of Quickstarts on Beyond the Wall, Fortress of Doors 2 and Skool Daze. \n\n[li]Enemy Damage Boosts (EDB) - You can get damage boosts of certain enemies in the game. It can be from simple speed increases from card guards\' or ants\' melee attacks to the massive boosts that boojums and Card Guard with staffs give you. Boosts can be useful in either increase your speed or get you to places where you\'re not supposed to be. You can find examples of Enemy Damage Boosts on Beyond the Wall, Hollow Hideaway and Fungiferous Flora. \n\n[li]Jackbomb Boosts (JB) - As the name suggests, this involves giving yourself a boost using a jackbomb. The boost, however, is quite small, and it more of a forward push than an upward one. To do a good jackbomb boost you have to jump just almost exactly when the jackbomb explodes. It is, however, a risky trick, as you\'d need to waste anywhere between 50 and 90% of your entire health bar for one boost alone, and sometimes if you are too close to the jackbomb you could get killed even with full life. You can find examples of Jackbomb Boosts on Crazed Clockwork and Burning Curiosity. \n\n[li]Ice Walls Riding (IWR) - This trick requires setting an Ice Wall on the ground with the Ice Wand, and then jumping on it. The walls are too high to reach with a normal jump, so make sure you are close by a higher ground so that you can get on top of them. The purpose of them is to have a higher ground so that you can reach places you are not meant to go to. You can find examples of Ice Walls Riding on Pale Realm, Checkmate in Red and Water Logged. \n\n[li]Enemy Riding (ER) - Like Ice Walls Riding, except you can jump on enemies to get higher ground. It\'s also possible to set ice walls on enemies (more appropriately when they are stopped with the dead time watch) to get even higher ground. You can find Examples of Enemy Riding on Castling and Mystifying Madness. \n\n[li]Ice Towers (IT) - Ice towers is basically to build a tower out of ice walls. To do this it\'s appropriate to set at least 3 ice walls on the ground , and then jump on top and set more, then jump on top again and set more, and so on. As Ice Walls don\'t last forever though, the ice towers will collapse as the lower ones melt. The best way to build a big ice tower is by stopping time using the dead time watch, and then proceed to place as many ice walls as you can on top of each other. The only place where I use this trick is on Ascension. \n\n[li]Jabberwock Eye Staff Boosts (JESB) - To do a Jabberwock Eye Staff Boost, you need to charge up the primary attack of the staff, and then when firing the laser aim down, and then jump and a split second later fire. This will both give you a forward and upward boost. While it\'s not as much height as Ice Walls riding gives, it\'s still useful to reach places where you couldn\'t before. You can find examples of Jabberwock Eye Staff Boosts on Airborne Terror, Water Logged and Labyrinthine\'s Revenge. \n\n[li]Jabberwock Eye Staff Autofire (JESA) - This trick involves making the eye staff primary attack fire on it\'s own without holding fire. To do so, press primary fire button on mouse as lightly and fast as you can, so lightly it will not seem like you pressed the button. If done right the staff will just start firing on its own. What\'s this for exactly? Once firing automatically you can charge up a meteor shower (secondary attack) with the drain speed of the primary attack, meaning you can charge up for nearly 3x the normal amount, equalling in a 3x more powerful meteor shower. You can find examples of Jabberwock eye staff autofire on Royal Rage and Heart of Darkness. [/ul] [hr] \n\nNow that I listed all the tricks, below is a list of individual level times, aswell as the times from previous Alice runs on easy for comparison: [ul][li]01: Dementia \n\nAllantois\' 1:02:48 â†’ 0:58 \nAllantois\' 54:55 â†’ 0:53 \nMad Andy\'s 48:19 â†’ 0:50 \nMad Andy\'s 42:35 â†’ 0:25 \n\n[li]02: Pandemonium \n\nAllantois\' 1:02:48 â†’ 0:46 \nAllantois\' 54:55 â†’ 0:39 \nMad Andy\'s 48:19 â†’ 0:37 \nMad Andy\'s 42:35 â†’ 0:34 \n\n[li]03: Fortress of Doors 1 \n\nAllantois\' 1:02:48 â†’ 0:12 \nAllantois\' 54:55 â†’ 0:12 \nMad Andy\'s 48:19 â†’ 0:12 \nMad Andy\'s 42:35 â†’ 0:12 \n\n[li]04: Beyond The Wall \n\nAllantois\' 1:02:48 â†’ 1:49 \nAllantois\' 54:55 â†’ 1:45 \nMad Andy\'s 48:19 â†’ 1:33 \nMad Andy\'s 42:35 â†’ 1:14 \n\n[li]05: Fortress of Doors 2 \n\nAllantois\' 1:02:48 â†’ 0:20 \nAllantois\' 54:55 â†’ 0:17 \nMad Andy\'s 48:19 â†’ 0:17 \nMad Andy\'s 42:35 â†’ 0:10 \n\n[li]06: Skool Daze 1 \n\nAllantois\' 1:02:48 â†’ 2:07 \nAllantois\' 54:55 â†’ 1:45 \nMad Andy\'s 48:19 â†’ 1:35 \nMad Andy\'s 42:35 â†’ 1:34 \n\n[li]07: Skool\'s Out \n\nAllantois\' 1:02:48 â†’ 2:02 \nAllantois\' 54:55 â†’ 1:55 \nMad Andy\'s 48:19 â†’ 1:39 \nMad Andy\'s 42:35 â†’ 1:31 \n\n[li]08: Skool Daze 1 \n\nAllantois\' 1:02:48 â†’ 0:59 \nAllantois\' 54:55 â†’ 0:56 \nMad Andy\'s 48:19 â†’ 0:53 \nMad Andy\'s 42:35 â†’ 0:52 \n\n[li]09: Pool Of Tears \n\nAllantois\' 1:02:48 â†’ 4:18 \nAllantois\' 54:55 â†’ 4:10 \nMad Andy\'s 48:19 â†’ 2:50 \nMad Andy\'s 42:35 â†’ 2:23 \n\n[li]10: Hollow Hideaway \n\nAllantois\' 1:02:48 â†’ 0:46 \nAllantois\' 54:55 â†’ 0:43 \nMad Andy\'s 48:19 â†’ 0:39 \nMad Andy\'s 42:35 â†’ 0:36 \n\n[li]11: Just Desserts \n\nAllantois\' 1:02:48 â†’ 0:30 \nAllantois\' 54:55 â†’ 0:27 \nMad Andy\'s 48:19 â†’ 0:25 \nMad Andy\'s 42:35 â†’ 0:24 \n\n[li]12: Wholly Morel Ground \n\nAllantois\' 1:02:48 â†’ 2:55 \nAllantois\' 54:55 â†’ 2:55 \nMad Andy\'s 48:19 â†’ 2:53 \nMad Andy\'s 42:35 â†’ 2:52 \n\n[li]13: Dry Landing \n\nAllantois\' 1:02:48 â†’ 0:59 \nAllantois\' 54:55 â†’ 0:55 \nMad Andy\'s 48:19 â†’ 0:48 \nMad Andy\'s 42:35 â†’ 0:44 \n\n[li]14: Herbaceous Border \n\nAllantois\' 1:02:48 â†’ 2:27 \nAllantois\' 54:55 â†’ 2:25 \nMad Andy\'s 48:19 â†’ 2:14 \nMad Andy\'s 42:35 â†’ 2:07 \n\n[li]15: Rolling Stones \n\nAllantois\' 1:02:48 â†’ 1:13 \nAllantois\' 54:55 â†’ 1:09 \nMad Andy\'s 48:19 â†’ 1:06 \nMad Andy\'s 42:35 â†’ 1:01 \n\n[li]16: Icy Reception \n\nAllantois\' 1:02:48 â†’ 1:15 \nAllantois\' 54:55 â†’ 1:14 \nMad Andy\'s 48:19 â†’ 1:12 \nMad Andy\'s 42:35 â†’ 0:56 \n\n[li]17: Fungiferous Flora \n\nAllantois\' 1:02:48 â†’ 0:49 \nAllantois\' 54:55 â†’ 0:46 \nMad Andy\'s 48:19 â†’ 0:40 \nMad Andy\'s 42:35 â†’ 0:38 \n\n[li]18: Centipede\'s Sanctum \n\nAllantois\' 1:02:48 â†’ 1:26 \nAllantois\' 54:55 â†’ 1:25 \nMad Andy\'s 48:19 â†’ 1:21 \nMad Andy\'s 42:35 â†’ 1:21 \n\n[li]19: Caterpillar\'s Plot 1 \n\nAllantois\' 1:02:48 â†’ 1:16 \nAllantois\' 54:55 â†’ 1:13 \nMad Andy\'s 48:19 â†’ 1:04 \nMad Andy\'s 42:35 â†’ 1:02 \n\n[li]20: Pale Realm \n\nAllantois\' 1:02:48 â†’ 1:21 \nAllantois\' 54:55 â†’ 1:13 \nMad Andy\'s 48:19 â†’ 0:59 \nMad Andy\'s 42:35 â†’ 0:56 \n\n[li]21: Castling \n\nAllantois\' 1:02:48 â†’ 0:46 \nAllantois\' 54:55 â†’ 0:41 \nMad Andy\'s 48:19 â†’ 0:35 \nMad Andy\'s 42:35 â†’ 0:35 \n\n[li]22: Checkmate In Red \n\nAllantois\' 1:02:48 â†’ 1:30 \nAllantois\' 54:55 â†’ 1:27 \nMad Andy\'s 48:19 â†’ 1:16 \nMad Andy\'s 42:35 â†’ 1:04 \n\n[li]23: Mirror Image \n\nAllantois\' 1:02:48 â†’ 3:40 \nAllantois\' 54:55 â†’ 2:49 \nMad Andy\'s 48:19 â†’ 2:28 \nMad Andy\'s 42:35 â†’ 2:09 \n\n[li]24: Crazed Clockwork \n\nAllantois\' 1:02:48 â†’ 0:16 \nAllantois\' 54:55 â†’ 0:14 \nMad Andy\'s 48:19 â†’ 0:14 \nMad Andy\'s 42:35 â†’ 0:14 \n\n[li]25: About Face \n\nAllantois\' 1:02:48 â†’ 1:10 \nAllantois\' 54:55 â†’ 0:59 \nMad Andy\'s 48:19 â†’ 0:58 \nMad Andy\'s 42:35 â†’ 0:33 \n\n[li]26: Burning Curiosity \n\nAllantois\' 1:02:48 â†’ 2:07 \nAllantois\' 54:55 â†’ 2:03 \nMad Andy\'s 48:19 â†’ 1:48 \nMad Andy\'s 42:35 â†’ 1:39 \n\n[li]27: Jabberwock\'s Lair \n\nAllantois\' 1:02:48 â†’ 1:35 \nAllantois\' 54:55 â†’ 1:35 \nMad Andy\'s 48:19 â†’ 1:34 \nMad Andy\'s 42:35 â†’ 1:34 \n\n[li]28: Caterpillar\'s Plot 2 \n\nAllantois\' 1:02:48 â†’ 0:27 \nAllantois\' 54:55 â†’ 0:25 \nMad Andy\'s 48:19 â†’ 0:23 \nMad Andy\'s 42:35 â†’ 0:22 \n\n[li]29: Majestic Maze \n\nAllantois\' 1:02:48 â†’ 2:42 \nAllantois\' 54:55 â†’ 0:40 \nMad Andy\'s 48:19 â†’ 0:34 \nMad Andy\'s 42:35 â†’ 0:33 \n\n[li]30: Airborne Terror \n\nAllantois\' 1:02:48 â†’ 0:41 \nAllantois\' 54:55 â†’ 0:36 \nMad Andy\'s 48:19 â†’ 0:33 \nMad Andy\'s 42:35 â†’ 0:32 \n\n[li]31: Mystifying Madness \n\nAllantois\' 1:02:48 â†’ 0:53 \nAllantois\' 54:55 â†’ 0:51 \nMad Andy\'s 48:19 â†’ 0:37 \nMad Andy\'s 42:35 â†’ 0:36 \n\n[li]32: Water Logged \n\nAllantois\' 1:02:48 â†’ 1:53 \nAllantois\' 54:55 â†’ 1:27 \nMad Andy\'s 48:19 â†’ 1:22 \nMad Andy\'s 42:35 â†’ 0:41 \n\n[li]33: Labyrinthine Revenge \n\nAllantois\' 1:02:48 â†’ 2:03 \nAllantois\' 54:55 â†’ 2:02 \nMad Andy\'s 48:19 â†’ 1:41 \nMad Andy\'s 42:35 â†’ 1:21 \n\n[li]34: Machinations \n\nAllantois\' 1:02:48 â†’ 1:15 \nAllantois\' 54:55 â†’ 1:15 \nMad Andy\'s 48:19 â†’ 0:54 \nMad Andy\'s 42:35 â†’ 0:54 \n\n[li]35: Royal Rage \n\nAllantois\' 1:02:48 â†’ 0:55 \nAllantois\' 54:55 â†’ 0:51 \nMad Andy\'s 48:19 â†’ 0:42 \nMad Andy\'s 42:35 â†’ 0:39 \n\n[li]36: Battle Royale \n\nAllantois\' 1:02:48 â†’ 1:02 \nAllantois\' 54:55 â†’ 0:58 \nMad Andy\'s 48:19 â†’ 0:52 \nMad Andy\'s 42:35 â†’ 0:51 \n\n[li]37: Ascension \n\nAllantois\' 1:02:48 â†’ 1:37 \nAllantois\' 54:55 â†’ 1:29 \nMad Andy\'s 48:19 â†’ 1:22 \nMad Andy\'s 42:35 â†’ 0:56 \n\n[li]38: Castle Keep \n\nAllantois\' 1:02:48 â†’ 4:21 \nAllantois\' 54:55 â†’ 2:33 \nMad Andy\'s 48:19 â†’ 2:23 \nMad Andy\'s 42:35 â†’ 2:15 \n\n[li]39: Heart Of Darkness \n\nAllantois\' 1:02:48 â†’ 4:55 \nAllantois\' 54:55 â†’ 4:31 \nMad Andy\'s 48:19 â†’ 3:54 \nMad Andy\'s 42:35 â†’ 3:16[/ul] \n\nThe total time is 42:29, and if you add the 6 seconds (12 quicksaves, the rest were autosaves) of save penalty you get 42:35. \n\nThe run was originally recorded using demos, and you can download them if you wish. Below you can find a segment list so that you know what to look for in each demo and the demo FAQ (same as in my older Alice run =P). [hr] \n\nSegment List [ul][li]Segment 1 - Dementia \n\n[li]Segment 2 - Pandemonium \n\n[li]Segment 3 - Fortress of Doors 1, Beyond The Wall part 1 (start to just before entering door leading to lever puzzle) \n\n[li]Segment 4 - Beyond the Wall Part 2 (Lever Puzzle Skip till end), Fortress Of Doors 2 Quickstart \n\n[li]Segment 5 - Fortress Of Doors 2, Skool Daze 1 Quickstart \n\n[li]Segment 6 - Skool Daze 1, Skool\'s Out Quickstart \n\n[li]Segment 7 - Skool\'s Out, Skool Daze 2 Quickstart \n\n[li]Segment 8 - Skool Daze 2, Pool Of Tears Part 1 (Start till you gain control of alice after cutscene) \n\n[li]Segment 9 - Pool Of Tears Part 2 (Start till Mock Turtle Cutscene) \n\n[li]Segment 10 - Pool Of Tears Part 3 (Mock Turtle Cutscene till end), Hollow Hideaway Quickstart \n\n[li]Segment 11 - Hollow Hideaway, Just Desserts Quickstart \n\n[li]Segment 12 - Just Desserts, Wholly Morel Ground \n\n[li]Segment 13 - Dry Landing, Herbaceous Border Part 1 (Whole cutscene until you gain control of Alice) \n\n[li]Segment 14 - Herbaceous Border Part 2 (After first cutscene till end), Rolling Stones Part 1 (Whole cutscene until you gain control of Alice) \n\n[li]Segment 15 - Rolling Stones Part 2 (After initial cutscene till end of level) \n\n[li]Segment 16 - Icy Reception Part 1 (Start till boulder cutscene skip) \n\n[li]Segment 17 - Icy Reception Part 2 (Boulder Cutscene skip till end of level) \n\n[li]Segment 18 - Fungiferous Flora \n\n[li]Segment 19 - Centipede\'s Sanctum Part 1 (Start till after drinking the grasshopper tea) \n\n[li]Segment 20 - Centipede\'s Sanctum Part 2 (Picking up the grasshopper tea, doing the platform skip and final cutscene), Caterpillar\'s Plot 1 \n\n[li]Segment 21 - Pale Realm \n\n[li]Segment 22 - Castling \n\n[li]Segment 23 - Checkmate in Red Part 1 (Start till queen decapitation cutscene skip) \n\n[li]Segment 24 - Checkmate in Red Part 2 (White Queen Decapitation cutscene skip till end) \n\n[li]Segment 25 - Mirror Image, Crazed Clockwork Quickstart \n\n[li]Segment 26 - Crazed Clockwork, About Face Quickstart \n\n[li]Segment 27 - About Face \n\n[li]Segment 28 - Burning Curiosity Part 1 (Start till Caterpillar cutscene) \n\n[li]Segment 29 - Burning Curiosity Part 2 (Caterpillar cutscene till end), Jabberwock\'s Lair \n\n[li]Segment 30 - Caterpillar\'s Plot 2 \n\n[li]Segment 31 - Majestic Maze \n\n[li]Segment 32 - Airborne Terror \n\n[li]Segment 33 - Mystifying Madness \n\n[li]Segment 34 - Water Logged Part 1 (Start till Jabberwock Eye Staff Boost) \n\n[li]Segment 35 - Water Logged Part 2 (Jabberwock Eye Staff Boost till end) \n\n[li]Segment 36 - Labyrinthine Revenge Part 1 (Start till shortcut) \n\n[li]Segment 37 - Labyrinthine Revenge Part 2 (Shortcut till end) \n\n[li]Segment 38 - Machinations \n\n[li]Segment 39 - Royal Rage \n\n[li]Segment 40 - Battle Royale \n\n[li]Segment 41 - Ascension Part 1 (start till building Ice Tower) \n\n[li]Segment 42 - Ascension Part 2 (Enemy Damage Boost from Ice tower till end) \n\n[li]Segment 43 - Castle Keep 1 (Start till entering 2nd picture room) \n\n[li]Segment 44 - Castle Keep 2 (2nd picture room till end) \n\n[li]Segment 45 - Heart of Darkness Part 1 (Start till when Alice gains control on Queen Form 2) \n\n[li]Segment 46 - Heart of Darkness Part 2 (Start of Queen form 2 battle till end)[/ul] [hr] \n\nDemo Playback \n\nHow to get the demos to work \nMake sure you have the console activated. It\'s activated through Settings > Game Options. To get the demos to work, paste all 46 .dm3 files in the \"demos\" folder inside the \"Base\" folder in the Alice directory. Then, start up the game, and load any level (or start a new game). Then when in-game, bring up the console using ~ and type in \"demo [[]demo file name]\" (e.g. \"demo easy1\"). \n\nThings I\'d like to point out before watching \n\n- Black Screens in between levels are loading times \n\n- On every demo except for nightmare1, there is a few seconds of extra footage at the beginning. What I Did is load a different level, and then load the actual level being speedrunned to avoid time loss. Also, at the start of demos nightmare22 and nightmare44 you may notice that the game goes rather weird for a minute or so. On nightmare 22 the camera goes flying through the level and on nightmare44 Alice is stuck in place, and slowly rotates to the right. This is because I quickloaded from the same level because quickloading from another level caused a weird 180 degrees turn glitch, and the demos act rather crazy when quickloading from the same level. \n\nHaving fun with Demos \n\nYou can change the camera while playing demos (but note that the camera used in all the video versions was the camera used to play the game. That camera is a bit less than 1/4 to the right of the bar, or in other words, a bit less than 1/4 from the left side of the bar). To do that, go to Settings in the main menu, and then to Game Options. In there you can change the camera distance displayed in the run (for your choice of better viewing, of course). You can also make the camera rotate around Alice while in-game (not in cutscenes though). So that you can see various things that you can\'t see while playing with the camera in front (like card guards desperately running after you while I outrun them by a mile :p). To change the camera go to Settings and go to the Controls. Find a control called \"Camera Look\", and I suggest changing it to Shift Left or Right (because most keys will make the main menu pop up during playback). After you do that, go into the demos, hold Shift and move the mouse. \n\nPlayback Problems FAQ \n\nQ: The game crashes to the desktop when I try to load the demos, why is that happening? \nA: That\'s happening because you\'re not in-game while loading the demos. Make sure your always in-game when loading demos \n\nQ: I\'m in-game, but when I try to load a demo, there\'s a black screen and then I\'m back to the main menu. Why is that? \nA: That\'s some sort of playback bug. To fix it, just try playing the demo when you\'re in a different level. From my experience, Dementia loads any demos. \n\nQ: When I try to load a demo in-game, the game crashes back to the main menu and there is a message on the console that says \"ERROR: couldn\'t open demos/[[]filename].dm3\". How can I fix this? \nA: That\'s happening because you either didn\'t type the file name correctly or the demo isn\'t in the \"demos\" folder in the \"base\" folder. Make sure all the demos are there with correct file names and then try again. \n\nQ: How can I record demos? \nA: Go in-game, bring up the console and type in \"g_syncronousClients 1\". That activates demo recording. Then, type in the console \"record [[]filename]\", and then you\'re recording a demo. To stop recording, type in the console \"stoprecord\". \n\nThis is all for this Alice speedrun. Hope you\'ll enjoy watching it, and don\'t forget to give feedback in the forum ;)','2006-11-06',0,2555000,11,'AmericanMcGeesAlice_easy_4235',46,11,0,NULL),(0,23,NULL,12,'Segments appended to one file.','This new run of Alice was originally thought of back in December of last year. I knew that even though my old easy mode speedrun was rather good, there were things still that haven\'t been discovered. Because of that, me and Allantois started going on a trick hunt. In the end we found quite a large number of new tricks and bugs, and then I started doing a run. Originally I wanted to do only an easy mode speedrun, but considering that I really didn\'t want to leave my terrible hard mode run on sda, I did 2 speedruns simultaneously, on easy and nightmare difficulties. Doing them took me nearly 10 months, and I\'m definitely satisfied with the end result. There were many parts where I wasn\'t sure if I could pull off every trick on nightmare, but eventually nightmare turned out to be easier than I thought on most parts. \n\nWhile I don\'t wish to go into much detail on the run, as I\'d rather you find things out for yourselves, I\'ll list you all the tricks I used in this run, in case you don\'t understand certain parts. The tricks are as follow: [ul] [li]Bunnyhopping (BH) - This trick, present in quite a few first person shooters, basically involves jumping all the time. However, not just straight jumping, but also using strafe keys and the mouse view to gain more distance and speed. To master it you\'ll need quite a lot of practice. You can find examples of bunnyhopping on all levels. \n\n[li]Load Clipping (LC) - Load clipping involves holding a directional key while a game is loading to get a small instant speed increase, which makes you clip in whatever direction you press. While you can\'t clip through walls or any solid object you can clip through weapons, cutscenes and several invisible triggers without activating them. In my run you may notice that alice gets stuck for a second in mid air and then clips when performing the trick. This is because demos don\'t show loading times, and I quicksave and quickload instantly to perform Load Clipping in several places. When alice is still is when the game is loading. You can find examples of Load Clipping on Dementia, Fortress of Doors 2 and Pool of Tears. \n\n[li]Quickstarts (QSs) - There\'s a delay at the start of every level before that the game automatically saves, and in that delay you can\'t move (you can only move your mouse view). However, you can perform Load Clipping during the loading time so that you will move in whatever direction you choose in the delay time (but you can\'t change direction, stop, jump or whatever during a quickstart). You can find examples of Quickstarts on Beyond the Wall, Fortress of Doors 2 and Skool Daze. \n\n[li]Enemy Damage Boosts (EDB) - You can get damage boosts of certain enemies in the game. It can be from simple speed increases from card guards\' or ants\' melee attacks to the massive boosts that boojums and Card Guard with staffs give you. Boosts can be useful in either increase your speed or get you to places where you\'re not supposed to be. You can find examples of Enemy Damage Boosts on Beyond the Wall, Hollow Hideaway and Fungiferous Flora. \n\n[li]Jackbomb Boosts (JB) - As the name suggests, this involves giving yourself a boost using a jackbomb. The boost, however, is quite small, and it more of a forward push than an upward one. To do a good jackbomb boost you have to jump just almost exactly when the jackbomb explodes. It is, however, a risky trick, as you\'d need to waste anywhere between 50 and 90% of your entire health bar for one boost alone, and sometimes if you are too close to the jackbomb you could get killed even with full life. You can find examples of Jackbomb Boosts on Crazed Clockwork and Burning Curiosity. \n\n[li]Ice Walls Riding (IWR) - This trick requires setting an Ice Wall on the ground with the Ice Wand, and then jumping on it. The walls are too high to reach with a normal jump, so make sure you are close by a higher ground so that you can get on top of them. The purpose of them is to have a higher ground so that you can reach places you are not meant to go to. You can find examples of Ice Walls Riding on Pale Realm, Checkmate in Red and Water Logged. \n\n[li]Enemy Riding (ER) - Like Ice Walls Riding, except you can jump on enemies to get higher ground. It\'s also possible to set ice walls on enemies (more appropriately when they are stopped with the dead time watch) to get even higher ground. You can find Examples of Enemy Riding on Castling and Mystifying Madness. \n\n[li]Ice Towers (IT) - Ice towers is basically to build a tower out of ice walls. To do this it\'s appropriate to set at least 3 ice walls on the ground , and then jump on top and set more, then jump on top again and set more, and so on. As Ice Walls don\'t last forever though, the ice towers will collapse as the lower ones melt. The best way to build a big ice tower is by stopping time using the dead time watch, and then proceed to place as many ice walls as you can on top of each other. The only place where I use this trick is on Ascension. \n\n[li]Jabberwock Eye Staff Boosts (JESB) - To do a Jabberwock Eye Staff Boost, you need to charge up the primary attack of the staff, and then when firing the laser aim down, and then jump and a split second later fire. This will both give you a forward and upward boost. While it\'s not as much height as Ice Walls riding gives, it\'s still useful to reach places where you couldn\'t before. You can find examples of Jabberwock Eye Staff Boosts on Airborne Terror, Water Logged and Labyrinthine\'s Revenge. \n\n[li]Jabberwock Eye Staff Autofire (JESA) - This trick involves making the eye staff primary attack fire on it\'s own without holding fire. To do so, press primary fire button on mouse as lightly and fast as you can, so lightly it will not seem like you pressed the button. If done right the staff will just start firing on its own. What\'s this for exactly? Once firing automatically you can charge up a meteor shower (secondary attack) with the drain speed of the primary attack, meaning you can charge up for nearly 3x the normal amount, equalling in a 3x more powerful meteor shower. You can find examples of Jabberwock eye staff autofire on Royal Rage and Heart of Darkness. [/ul] [hr] \n\nNow that I listed all the tricks, below is a list of individual level times: [ul][li]01: Dementia - 0:25 \n\n[li]02: Pandemonium - 0:34 \n\n[li]03: Fortress of Doors 1 - 0:12 \n\n[li]04: Beyond The Wall - 2:12 \n\n[li]05: Fortress of Doors 2 - 0:10 \n\n[li]06: Skool Daze 1 - 1:35 \n\n[li]07: Skool\'s Out - 1:57 \n\n[li]08: Skool Daze 1 - 0:52 \n\n[li]09: Pool Of Tears - 2:24 \n\n[li]10: Hollow Hideaway - 0:48 \n\n[li]11: Just Desserts - 0:36 \n\n[li]12: Wholly Morel Ground - 2:53 \n\n[li]13: Dry Landing - 0:44 \n\n[li]14: Herbaceous Border - 2:11 \n\n[li]15: Rolling Stones - 1:03 \n\n[li]16: Icy Reception - 0:57 \n\n[li]17: Fungiferous Flora - 0:43 \n\n[li]18: Centipede\'s Sanctum - 1:21 \n\n[li]19: Caterpillar\'s Plot 1 - 1:01 \n\n[li]20: Pale Realm - 0:55 \n\n[li]21: Castling - 0:35 \n\n[li]22: Checkmate in Red - 1:52 \n\n[li]23: Mirror Image - 2:35 \n\n[li]24: Crazed Clockwork - 0:14 \n\n[li]25: About Face - 0:34 \n\n[li]26: Burning Curiosity - 1:39 \n\n[li]27: Jabberwock\'s Lair - 1:34 \n\n[li]28: Caterpillar\'s Plot 2 - 0:22 \n\n[li]29: Majestic Maze - 0:38 \n\n[li]30: Airborne Terror - 0:32 \n\n[li]31: Mystifying Madness - 0:36 \n\n[li]32: Water Logged - 0:40 \n\n[li]33: Labyrinthine Revenge - 1:20 \n\n[li]34: Machinations - 0:54 \n\n[li]35: Royal Rage - 1:06 \n\n[li]36: Battle Royale - 0:51 \n\n[li]37: Ascension - 0:54 \n\n[li]38: Castle Keep - 2:15 \n\n[li]39: Heart of Darkness - 4:43[/ul] \n\nThe total time is 47:41, and if you add the 11.5 seconds (23 quicksaves, the rest were autosaves) of save penalty you get 47:52. \n\nThe run was originally recorded using demos, and you can download them if you wish. Below you can find a segment list so that you know what to look for in each demo and the demo FAQ (same as in my older alice run =P). [hr] \n\nSegment List [ul][li]Segment 1 - Dementia \n\n[li]Segment 2 - Pandemonium \n\n[li]Segment 3 - Fortress of Doors 1, Beyond The Wall part 1 (start to end of moving floor puzzle) \n\n[li]Segment 4 - Beyond the Wall Part 2 (End of moving floor puzzle till \"jumping\" doors area) \n\n[li]Segment 5 - Beyond The Wall Part 3 (\"jumping\" doors area), Fortress Of Doors 2 quickstart \n\n[li]Segment 6 - Fortress Of Doors 2, Skool Daze 1 Quickstart \n\n[li]Segment 7 - Skool Daze 1, Skool\'s Out Quickstart \n\n[li]Segment 8 - Skool\'s Out Part 1 (start to end of gymnasium boojum fight) \n\n[li]Segment 9 - Skool\'s Out Part 2 (End of gymnasium till end of level), Skool Daze 2 Quickstart \n\n[li]Segment 10 - Skool Daze 2 \n\n[li]Segment 11 - Pool Of Tears Part 1 (Start till Mock Turtle Cutscene) \n\n[li]Segment 12 - Pool Of Tears Part 2 (Mock Turtle Cutscene till end) \n\n[li]Segment 13 - Hollow Hideaway Part 1 (Start till landing on rock after ant boost) \n\n[li]Segment 14 - Hollow Hideaway Part 2 (On top of rock till end), Just Desserts Quickstart \n\n[li]Segment 15 - Just Desserts, Wholly Morel Ground \n\n[li]Segment 16 - Dry Landing, Herbaceous Border Part 1 (Whole cutscene until you gain control of Alice) \n\n[li]Segment 17 - Herbaceous Border Part 2 (After first cutscene till end), Rolling Stones Part 1 (Whole cutscene until you gain control of Alice) \n\n[li]Segment 18 - Rolling Stones Part 2 (After initial cutscene till end of level) \n\n[li]Segment 19 - Icy Reception Part 1 (Start till boulder cutscene skip) \n\n[li]Segment 20 - Icy Reception Part 2 (Boulder Cutscene skip till end of level) \n\n[li]Segment 21 - Fungiferous Flora \n\n[li]Segment 22 - Centipede\'s Sanctum Part 1 (Start till killing the centipede, a second before picking up the grasshopper tea) \n\n[li]Segment 23 - Centipede\'s Sanctum Part 2 (Picking up the grasshopper tea, doing the platform skip and final cutscene) \n\n[li]Segment 24 - Caterpillar\'s Plot 1 \n\n[li]Segment 25 - Pale Realm Part 1 (start till after the 2nd Ice Wall shortcut) \n\n[li]Segment 26 - Pale Realm Part 2 (3rd Ice Wall shortcut till end), Castling \n\n[li]Segment 27 - Checkmate in Red Part 1 (start till queen decapitation cutscene skip) \n\n[li]Segment 28 - Checkmate in Red Part 2 (White Queen Decapitation cutscene skip till end) \n\n[li]Segment 29 - Mirror Image Part 1 (start till cutscene activated by destroying the clocks) \n\n[li]Segment 30 - Mirror Image Part 2 (Cutscene activated by destroying the clocks till end), Crazed Clockwork Quickstart \n\n[li]Segment 31 - Crazed Clockwork, About Face Quickstart \n\n[li]Segment 32 - About Face \n\n[li]Segment 33 - Burning Curiosity Part 1 (Start till Caterpillar cutscene) \n\n[li]Segment 34 - Burning Curiosity Part 2 (Caterpillar cutscene till end), Jabberwock\'s Lair \n\n[li]Segment 35 - Caterpillar\'s Plot 2 \n\n[li]Segment 36 - Majestic Maze \n\n[li]Segment 37 - Airborne Terror \n\n[li]Segment 38 - Mystifying Madness Part 1 (Start till shortcut) \n\n[li]Segment 39 - Mystifying Madness Part 2 (Shortcut till end) \n\n[li]Segment 40 - Water Logged Part 1 (Start till Jabberwock Eye Staff Boost) \n\n[li]Segment 41 - Water Logged Part 2 (Jabberwock Eye Staff Boost grabbing ledge of water level switch) \n\n[li]Segment 42 - Water Logged Part 3 (Water Level switch till end) \n\n[li]Segment 43 - Labyrinthine Revenge Part 1 (Start Till Shortcut) \n\n[li]Segment 44 - Labyrinthine Revenge Part 2 (Shortcut Till end) \n\n[li]Segment 45 - Machinations \n\n[li]Segment 46 - Royal Rage Part 1 (Start till JESA is fired) \n\n[li]Segment 47 - Royal Rage Part 2 (JESA fired till end) \n\n[li]Segment 48 - Battle Royale \n\n[li]Segment 49 - Ascension Part 1 (start till building Ice Tower) \n\n[li]Segment 50 - Ascension Part 2 (Enemy Damage Boost from Ice tower till final room) \n\n[li]Segment 51 - Ascension Part 3 (Final room till end) \n\n[li]Segment 52 - Castle Keep Part 1 (Start till picture room 1) \n\n[li]Segment 53 - Castle Keep Part 2 (Picture room 1 till picture room 2) \n\n[li]Segment 54 - Castle Keep Part 3 (Picture room 2 till picture room 3) \n\n[li]Segment 55 - Castle Keep Part 4 (Picture room 3 till end) \n\n[li]Segment 56 - Heart of Darkness Part 1 (Start till when Alice gains control on Queen Form 2) \n\n[li]Segment 57 - Heart of Darkness Part 2 (Start of Queen form 2 battle till end)[/ul] [hr] \n\nDemo Playback \n\nHow to get the demos to work \nMake sure you have the console activated. It\'s activated through Settings > Game Options. To get the demos to work, paste all 57 .dm3 files in the \"demos\" folder inside the \"Base\" folder in the Alice directory. Then, start up the game, and load any level (or start a new game). Then when in-game, bring up the console using ~ and type in \"demo [[]demo file name]\" (e.g. \"demo easy1\"). \n\nThings I\'d like to point out before watching \n\n- Black Screens in between levels are loading times \n\n- On every demo except for nightmare1, there is a few seconds of extra footage at the beginning. What I Did is load a different level, and then load the actual level being speedrunned to avoid time loss. Also, at the start of demos nightmare22 and nightmare44 you may notice that the game goes rather weird for a minute or so. On nightmare 22 the camera goes flying through the level and on nightmare44 Alice is stuck in place, and slowly rotates to the right. This is because I quickloaded from the same level because quickloading from another level caused a weird 180 degrees turn glitch, and the demos act rather crazy when quickloading from the same level. \n\nHaving fun with Demos \n\nYou can change the camera while playing demos (but note that the camera used in all the video versions was the camera used to play the game. That camera is a bit less than 1/4 to the right of the bar, or in other words, a bit less than 1/4 from the left side of the bar). To do that, go to Settings in the main menu, and then to Game Options. In there you can change the camera distance displayed in the run (for your choice of better viewing, of course). You can also make the camera rotate around Alice while in-game (not in cutscenes though). So that you can see various things that you can\'t see while playing with the camera in front (like card guards desperately running after you while I outrun them by a mile :p). To change the camera go to Settings and go to the Controls. Find a control called \"Camera Look\", and I suggest changing it to Shift Left or Right (because most keys will make the main menu pop up during playback). After you do that, go into the demos, hold Shift and move the mouse. \n\nPlayback Problems FAQ \n\nQ: The game crashes to the desktop when I try to load the demos, why is that happening? \nA: That\'s happening because you\'re not in-game while loading the demos. Make sure your always in-game when loading demos \n\nQ: I\'m in-game, but when I try to load a demo, there\'s a black screen and then I\'m back to the main menu. Why is that? \nA: That\'s some sort of playback bug. To fix it, just try playing the demo when you\'re in a different level. From my experience, Dementia loads any demos. \n\nQ: When I try to load a demo in-game, the game crashes back to the main menu and there is a message on the console that says \"ERROR: couldn\'t open demos/[[]filename].dm3\". How can I fix this? \nA: That\'s happening because you either didn\'t type the file name correctly or the demo isn\'t in the \"demos\" folder in the \"base\" folder. Make sure all the demos are there with correct file names and then try again. \n\nQ: How can I record demos? \nA: Go in-game, bring up the console and type in \"g_syncronousClients 1\". That activates demo recording. Then, type in the console \"record [[]filename]\", and then you\'re recording a demo. To stop recording, type in the console \"stoprecord\". \n\nThis is all for this Alice speedrun. Hope you\'ll enjoy watching it, and don\'t forget to give feedback in the forum ;)','2006-11-05',0,2872000,11,'AmericanMcGeesAlice_nightmare_4752',57,11,0,NULL),(0,24,NULL,13,'','Wow, this is a blast from the past. This run was actually completed in the summer of 2004, however I was never able to find anyone to confirm the run. \n\nAs for the run itself, There were only a few parts that really slowed me down. First, the fact that when I reached the 2nd area I was required to spend a few minutes leveling to make the next area manageable, as that\'s when the battle with Gorgen\'s shadow is. Secondly is the battle in the ruined desert town. That is one battle that just takes a long time when there\'s only one person alive because the monsters in that area keep splitting in half. \n\nThis game is actually fairly straight forwards once you know where to go. Its just making sure that you get through everywhere fast enough that\'s hard in a run like this. I think you\'ll find my method of playing through this game fairly interesting considering the risks there are in the method. \n\nAnyway, enjoy, and I\'ll see you next run.','2004-05-16',0,11700000,12,'ArcTheLad_315',4,12,0,NULL),(0,25,NULL,14,'Segments appended to one file.','I think it was about time someone made a run of Area 51 worthy of being listed on SDA. The old run done on Xbox by Kevin \'Mitsukai\' Shropshire was just a joke. There was nothing about that run I would consider to be well done. The planning was bad, the playing was bad and it didn\'t seem like the runner did any research on the game at all. The methods used to improve the run were quite simple. Flatten out the ridiculous amount of mistakes present in the Xbox run, use straferunning to move almost twice as fast as in the Xbox run, and last but not least, use the shortcuts available in the game which the Xbox run didn\'t. If you think I\'m too harsh on his run, I think you should watch the runs side by side, it will most likely change your opinion. \n\nThanks to TheVoid for helping me test a lot of things in the game, and for discovering some of the tricks and shortcuts used in the run. \n\nLater me and TheVoid also found out that the old run was even cheated. If this was intentional or not we don\'t know, because the chance of it being a mistake is quite big. To get the JB grenade rocket upgrade you have to scan some blueprints in the level Life or Death. In Mitsukai\'s run he has the upgrade, but nowhere in the run can you see him scan those blueprints to get it. The problem in this game is the profile management. Once you have scanned an object in the game it will remain as scanned in your profile forever, even if you replay the game from scratch. So it could just have been an overlooked mistake, but it still classifies as cheating, unfortunately. \n\nIn contrary to most of the runs I make, this game is very easy to speedrun. You don\'t have to bother with tricky bunnyhopping or similar things, which can prevent you from optimising other tasks. Just run a lot, push a few buttons and shoot now and then. I decided to do this run on Normal skill since the old run is also done on Normal skill. Basically this is because I wanted to get working on the run right away, and not have to stroll through the entire game a couple of times to unlock Hard mode. \n\nSomething that does make researching this game annoying is the total lack of an SDK, console and manual saving. So looking up triggers and testing different things in this game is a real pain in the ass. I don\'t even dare to think what I might have missed because of that. [ul][li]Part 1: Welcome to Dreamland \n\nEven though you are limited by waiting for your buddies in this level there are a lot of optimisations to do. A bug allow you to pick up the pistol slightly earlier than you\'re supposed to, finish the firing range really quick and abuse the straferunning a lot when chasing the saboteur. \n\n[li]Part 2: Deep Underground \n\nNot much to say here, the entire level is just a cutscene. \n\n[li]Part 3: The Hot Zone \n\nThis is quite an annoying level to speedrun. In this level it\'s important that you get dual SMP (I will refer to it as DSMP from now on) as often as possible, and to make good use of the grenades in the right spots. Since getting DSMP from enemies is a highly random business this level quickly gets frustrating. In the beginning of the level there are 2 useful tricks. The first one is to quickly rush to the door at the end of the hallway to trigger the mutant with the gun, this will prevent any more mutants from spawning in the hallway and you only have to bother with the mutants coming from the windows. The mutants coming from the right set of windows are not invulnerable till they hit the floor, like the ones coming from the left, so therefore I spam grenades to the right to take them out quickly. In the generator room I used a very useful jumping trick to pull off a shortcut. Jumping towards a ledge, holding the jump and crouch button as you hit it will make you \"float\" up onto the ledge. The trick only works on ledges where you are very close to make the jump without the trick. The thing that might seem odd in this level is the fight just after the cutscene with the mutating scientist. It doesn\'t matter that some of the kills in there are slow, because the moment you enter that room everything is set on a timer. \n\n[li]Part 4: The Search \n\nIn this segment there are a million things that can go wrong, luckily I managed to avoid more or less all of them. Just as in The Hot Zone there are a lot of things connected to timers, which gives me a lot of extra room to refill ammo, health and pick up the shotgun without losing any time doing so. I was very lucky with enemy spawns in this segment, without it this run would be around 8 seconds slower. The shotgun is a very necessary weapon for a speedrun. I kill the bugs way faster than you could do with the SMP/DSMP, pistol and grenades. And the other useful function of the shotgun is that you don\'t have to reload the entire mag to shoot again, and that\'s just pure gold when you\'re being rushed by multiple enemies. When I return with the access card so Crispy can hack the final door I forgot to jump over the railing. The good thing is that it doesn\'t really matter. After careful comparison of jumping over the railing vs. running back on the catwalk, I found out that jumping over the railing is only about 0.2 seconds faster. \n\n[li]Part 5: They Get Bigger \n\nOh man, am I tired of that cutscene in the beginning of this part. The only thing in this segment worth commenting on is the shack part. I had 4 different strategies for it, and I spent a lot of hours on this level before I realised that the strategy doesn\'t have any impact on the time, because the entire event after you push the button in the shack is set on a timer already. So the only thing to do was to use the strategy that preserves the most ammo, which is running back to the hole where you enter the shack. This prevents 6 mutants from spawning and climbing into the shack. Just before the fire door cutscene it is necessary to kill those 2 mutants as well, otherwise that cutscene won\'t be triggered. \n\n[li]Part 6: The Last Stand \n\nA level where straferunning comes well in handy. Another thing that comes in handy is knowledge about the triggers and scripts. To trigger the first cutscene you must kill the mutants close to the Delta Team, and then pop the mutant coming from the right balcony. The first big fight in the big hall is set on a timer, so I don\'t have to kill a single enemy there, I do pop a few to make it less dull. The second is not set on a timer so I have to kill the waves of mutants there. When heading for the explosives there are two fancy timesavers to use. The first one is to stand near the door, which will allow you to enter just as it opens instead of waiting for your buddy to move aside. The other is a small shortcut, using the good old jumping trick to get over the crates and skipping running on the vents and all that stuff. When getting back I had the only small miss in this entire segment, an enemy blocked my path and I lost around a second. The game\'s engine won\'t allow you to be above enemies if you\'re within a certain limit, so even though I\'m way above him I can\'t run over him, so I have to jump. The final trick is in the turret fight. If I would just shoot all the mutants as quickly as possible this fight is actually slower, because if you let some of them come through your buddies\' chatter will be triggered sooner. For being over 9 minutes long this is a well optimised segment. \n\n[li]Part 7: One of Them \n\nRawr, I\'m a mutant, ph34r! Yeah whatever... The mutant mode is a very nice addition. Thanks to the powerful attacks a skilled player is more or less invulnerable using the mutant mode. The only drawback is the extreme blooming of light sources, which often obstruct my view and make it impossible to see some obstacles. Thorough knowledge of the level is needed when using mutant mode. Most of the enemies can be ignored in this level, I kill more than enough just to make it more interesting to look at. The only trick in the level is the small cutscene where we get to listen to Marilyn Manson\'s voice talking to us through a dead scientist, how awesome. The trigger for this cutscene is insanely large, so I can jump out the elevator very early and still trigger it. \n\n[li]Part 8: Internal Changes \n\nThis is my kind of level, that means short. The best thing in this level is that you can basically just run past every single enemy. The reason I wait at the first door is that there is an invisible wall blocking the path till the illuminati sergeant has entered and the door has closed behind him. Another annoying thing is the explosion sequence shortly after the lab. Even though the explosion is over the instant kill trigger is active for a few seconds more, and it caused quite a headache when running this level. \n\n[li]Part 9: Life or Death \n\nI don\'t really want to comment on anything in this segment, because words aren\'t really enough for this ridiculously well played segment. But I guess I have to comment on one thing, why I don\'t use straferunning on that blue thing. The thing here is that the blue thing kills you instantly if you touch it, so I can\'t go too close to it, and on the other side I risk falling down. This leaves me with only a very small strip in the middle where it\'s safe to run. And since I don\'t see where I\'m going when I straferun there is basically no chance of success. Try to guess how hard it is to land the first jump from the top of the ladder down to that thing. \n\n[li]Part 10: Dr. Cray \n\nA lot of stuff to say about this segment. For starters, you have to be careful where you use the mutant mode. Mutant mode slows down the world around you, and in this level you don\'t really want that to happen. Some of the fights in this segment are completely random as well, making it close to impossible to get an optimal time. In the first fight you want to use mutant mode, because it\'s all about killing the enemies as fast as possible. The problem in this fight is that it\'s completely random. The only thing that\'s set in stone is that there will be one enemy standing behind the razed scaffolding close to the shotgun. You can never be sure there is gonna be an enemy in the middle, or how many there will be on each side, if the turrets will kill some of them for you and so on. Thanks to this I don\'t even know exactly how many enemies there are supposed to be in that fight, although I suspect the number is around 7. After this we have a small trick in the airlock. By running back inside the airlock you shave about a second in getting to the enemies faster. The reason I stay on the \"wrong\" side and run in the \"wrong\" direction is to touch a certain trigger. If I don\'t touch this trigger all enemies outside are completely invulnerable for some unexplainable reason. And in this fight you only want to use mutant mode for the first wave, which is just as random as the first fight except for the very first enemy I encounter outside. The first guy I encounter is invulnerable till he has taken a certain stance with his weapon, so that\'s why I wait a short while before killing him. If you don\'t deactivate mutant mode after the first wave it will take too long for the second wave to reach you. I shoot off two bursts of parasites to get some cover and extra time needed while morphing into human form. In the part where you are accompanied by Victor there are some peculiar things that can happen. In some attempts he \"moves faster\" than in others, and this is one of those where he \"moves faster\". I don\'t know exactly why or how this happens, but I suspect it has something to do with triggers and scripts going off too soon. When I get into the last chamber it\'s important not to have mutant mode activated when you enter, you want the enemy mutants to gather first so you don\'t have to run around half the room for them. When taking the template fluid (whatever that is) it is critical to do it within a certain amount of time. Failing this it will take Victor around 4-5 seconds longer to reach the final door where he gets killed. After Victor is killed we have the most annoying fight in the level. The placement of the enemies in this room is completely random (of course), but I got somewhat lucky in this attempt and they were somewhat gathered. This particular fight can be done about 3 seconds faster, but taking into consideration how random this level is overall getting everything in it absolutely perfect is more or less humanly impossible. Somehow I managed to glitch the \"Subject\" hatch and it opened about 5 seconds earlier than it\'s supposed to, and I have no idea how that happened. When I\'m escaping there is also a reason why I don\'t just jump over the debris. There is something, I don\'t know what it is, that will severely decrease your speed if you try to jump over it, so it turned out to be faster to run around it. \n\n[li]Part 11: Hatching Parasites \n\nCompared to most levels in this game, this level is quite hard to speedrun. You need to move so precise it\'s ridiculous. The key thing is to do all the jumps properly, and that\'s a lot harder than it looks since they\'re actually highly random (yes, random jumps). The jump over the razed pillar can give you 3-4 different results, even though you jump from the same spot. After that we have the gravity room, where you run across the \"bridge\". During the final jump you tend to get sucked down just before the ledge, like you had some giant vacuum cleaner beneath you. And sometimes (like in this run) it works just fine. In the cannon room I found a nice shortcut, which let you skip the cannon sequence completely. \n\n[li]Part 12: Project: Blue Book \n\nIn this level health is the key, basically everything I do in this level is to preserve as much health as possible while completing the level as fast as possible. The first trick with the grenade doesn\'t really save much time (less than a second), but it gives you the element of surprise in the first fight, allowing you to take the Dark Soldiers out without losing any health. When jumping over the railing in the big hall it is important to land on the lower railing, otherwise you will lose too much health. After the spaceship has demolished the wall and that big thing is falling it is necessary to wait until it\'s somewhat still. The hitboxes of moving objects in this game are completely messed up, if I would jump on that thing while it was still wiggling I would be teleported to the side of it and fall down. In the second big hall comes the shortcut where you need all that health. Rushing over the edge and landing on the wall on the platform below. If you jump instead of just run off the edge you will die, if you overshoot the wall you will die. And sometimes you have the vacuum cleaner effect here as well, where you will just fall straight down as soon as you get over the edge. The two set of stairs just after the lift is a real gamble, running straight into all those enemies can go wrong in a couple of ways. Either you simply get killed, or you get stuck. Trying to avoid a hailstorm of enemy fire while straferunning and clawing enemies at the same time, that was a hard one. At the end I was quite lucky with the jump. I got the angle a little wrong and started heading for the wall (I was about to quit the attempt here), and then I hit this slope and accelerated again and that\'s the only reason I managed to get sub 2:11. \n\n[li]Part 13: Lies of the Past \n\nFrustration, anger and hate. That would be the summary of speedrunning this level. There is always something that doesn\'t go quite right. The vacuum cleaner effect is a real killer in this level as well. I also have to keep a constant eye on the health, one unit off and you\'ve blown the run. The worst trick in this level is when jumping over the railing into the comm room, the vacuum cleaner ruined well over 500 attempts here. The most neat trick in this level is when destroying the jammers. For the last jammer you normally lower a ladder and climb up to it, but I found out that you can stand well below it and lob a grenade up there instead. The reason I don\'t do this earlier is because you have to use the computer in the comm room first, otherwise it\'s impossible to destroy the fourth jammer. It is also important to finish this level with a somewhat good amount of health, it\'s well needed in the beginning of the next level. \n\n[li]Part 14: Buried Secrets \n\nThis level is all about making a ton of retries. The first problem comes when you run into the the two waves of alien parasites, which I like to call metroids because they remind me of them for some reason. Anyway, getting through here quickly is somewhat random. So by throwing two grenades I break up the first swarm. Then quickly go into mutant mode and this is the awesome part. Since the world slows down around you the second wave won\'t have enough time to fully spawn, allowing you to just run past them while taking minimal damage. The shortcut in the large cavern took a while to perfect, it\'s just insanely hard to do it that smooth. That shortcut is good for two things and not just the obvious time saving abilities, it also keeps you out of range from the turrets and preserves a ton of health thanks to that. \"Objective: Destroy the Turrets\" my ass, why do that when you can just skip the entire thing? \n\n[li]Part 15: Now Boarding \n\nThe tricky thing about this level is that it\'s much more random than it seems. In the first part it\'s so easy to miss one of the cloaked RedOps. And for some reason BBG wielding enemies tend to drop more SMP ammo than BBG rifles when you kill them, and that ruins a run because the BBG is needed for the \"sniping\" part. When doing the turret part it\'s important to kill off the last enemies as quickly as possible, otherwise they will just stand inactive somewhere till they are removed. And since you won\'t exit the turret before all of them are gone this can make you lose 7-8 seconds. In the tunnel with the dynamite the 90 degree turn is a result of a really retarded bug in the game. If you stand \"too close\" the rocks will make you turn, I don\'t even move the mouse there. The Theta fight is actually the easiest part in the entire level. Just strafe around him in mutant mode and use the claw attack. I also found out that to make it more likely that Theta will not spawn any leapers (which will cost you a lot of time) you must get hit by his claw attack now and then, for some reason that helps in preventing him from jumping off. \n\n[li]Part 16: The Grays \n\nA very short and fun level. The only thing I don\'t like is that all doors are locked till you have cleared the room of enemies and/or turrets. There aren\'t any awesome shortcuts in this level either. After some trial and error I found out that killing the Gray with parasites is the fastest way. \n\n[li]Part 17: Descent \n\nShortest segment in the entire run with actual playing (level 2 doesn\'t count because it\'s just a cutscene). In this level the key is to make good use of the mutant mode. Both for killing Grays and for bypassing a very annoying event with the extendable bridge. The reason I kill all the enemies in the beginning is to fill up as much mutant mojo I can for the first Gray. Picking up an additional shotgun is needed for the last Gray in the level. The really annoying thing with the Grays is that if you don\'t kill all the BlackOps they spawn, doors and elevators will remain locked. So that\'s why I kill all of them. After the second elevator comes the extendable bridge I mentioned earlier, and here I probably do the biggest mutant mode abuse possible in the game. Normally you have to extend the bridge, run about 1/3 across it and then a BlackOps will retract the bridge from the other side. Forcing you to run back, kill him and then extend the bridge again to run across. Thanks to the slowdown of the world around you when you\'re in mutant mode, it\'s possible to run across the bridge while it is extending for the first time and make it all the way across. I would call this \"The Elegant Solution\". In the last Gray fight where you encounter 2 Grays at the same time, you only have enough mutant mojo to take the first one out with parasites. But thanks to the dual shotgun the process with the second one is very short as well. The Meson Cannon is the best weapon for cleaning up the BlackOps mess, because it\'s basically the equivalent of a BFG-9000 from Doom. \n\n[li]Part 18: The Ascension \n\nThere really isn\'t anything to say about the beginning of this level, it\'s very much straight-forward and just do the level as intended. With the exception of running past the enemies you can run past. The fight in the room with the 4 big pillars (or whatever they are) is very random, there is no way to control where and when the enemies will move. In this attempt it did go slightly faster than normal. The next big thing is the Theta fight, and this fight is so broken it\'s ridiculous. This Theta can release alien parasites instead of leapers, and just as in the Theta fight in \"Now Boarding\", it is possible to prevent him from doing that. The second thing in this fight is that it\'s possible to become invulnerable to his melee attacks (I don\'t know exactly how and why this happens), which makes it impossible to lose this fight, more or less. I strafe around him after the first hit to make each knockback make the Theta move closer to the exit door, so when I finish him off I\'m as close to the exit as possible. In the next part you need some really good timing using the mutant mode to make the big tubes line up perfectly for your entry. You want to just be able to slip by the first tube and be able to jump to the side of the other, perfect execution is needed to pull this off. \n\n[li]Part 19: The Last Exit \n\nThis level was really frustrating to run. Not because it\'s hard or anything, but because about during roughly half of the tries that made it to the \"boss\" the game crashed. The health of turrets in this level seems to be random as well. During one attempt you can kill the turrets with 10 shots, in the next you need 60 shots even though you hit the same spot. In this run I had a small miss on the boss (although I suspect this was a game error since 3 BBG balls is more than enough to break those panels), everything else in this run actually went very well. The turrets had low health, the enemies didn\'t run off too much and so on. The enemies really like to run away from you in this level. The miss on the boss isn\'t that much of a problem anyway, if that panel had blown as normal it would\'ve been 1.5 seconds faster at best. The reason I\'m not jumping down from the platform where you extend the bridge down to the platform where the bridge connects, is that there is a very lame trigger here. It will kill you instantly before you have even hit the floor, you just die in midair. The rest of the level is very much straight-forward, and there really isn\'t anything to comment on.[/ul]','2007-08-10',0,4759000,11,'Area51_11919',19,11,0,NULL),(0,26,NULL,18,'','General: This run was done using BG1 with ToSC expansion pack and the latest official patch. \n\nSpecial thanks goes out to clone rizzo for discovering the polymorph glitch! This run wouldn\'t be possible without this particular glitch. \n\n[li]This run takes a completely different route through the game than any previous BG runs did. \nThe short description is: [ul][li]Go to Ice Island to get the Dimension Door spell [li]Go to BG-City for some shopping [li]Go to Candlekeep to glitch the game extremely [li]Go back to BG-City to finish the game[/ul] \n\nA more detailed explanation follows: [ul][li]Segment 1: \n\nNothing exciting is happening here. I decided to start a new segment after the cutscene because it is very annoying to do the character generation + cutscene over and over again. \n\nNote that I use Charm as my first spell since I do not go to Beregost to get Algernon\'s Cloak. \n\n[li]Segment 2: \n\nI utilize the first major glitch here: Potion Duping. Here\'s how it works: Drink some other potion (like a health potion) and immediately give the command to drink the potion you want to dupe. Then pick up the potion in your inventory and hold it. The stack count will be reduced by one but the potion doesn\'t disappear! Do this again to produce an unsigned integer underflow. \n\nThe rest of this segment is made up by getting to the Ice Island as fast as possible. \n\n[li]Segment 3: \n\nI use my charm spell to charm Garan and steal his Dimension Door scroll. This is the only place to get this scroll before BG-City. \n\n[li]Segment 4: \n\nI introduce another glitch I discovered in this segment: Dimension door abuse. Normally Dimension Door is one of the most useless spells in the game. However if you leave the area immediately after casting the spell you\'ll be teleported to the exact position at which you clicked in the first area. This is great because it saves much walking in the game. Note that I pick up the scroll aftercasting the spell. It\'s a similar glitch like potion duping. \n\nThis particular use of the glitch in this segment places me directly in front of the boss of this dungeon. \n\nI rest here for two reason: First to be able to cast Charm again, second Dezkiels protective spells will wear off. Without his spells active he can be charmed and the cloak, required to leave the island again, can be stolen from him. \n\n[li]Segment 5: \n\nI use the Dimension Door glitch to get into BG. Note that I\'m still in Chapter one and that the bridge is still raised. A watchful viewer will probably wonder why the stack count of the Dimension Door Spell is 1 and not zero. The game resets the count of all stacks with an amount of zero to one when saving the game. \n\n[li]In BG-City I do some shopping: \n\nSell: \n\n1111 Scrolls of Dimension Door \n\nBuy: [ul][li]4x 5 Arrows of Detonation [li]1 Potion of Storm Giant Strength [li]1 Potion of Heroism [li]3 Potions of Invisibilty [li]1 Potion of Invulnerability [li]1 Wand of Monster Summoning [li]1 Scroll of Otiluke\'s Resilent Sphere [li]1 Scroll of Polymorph Self [li]1 Scroll of Minor Globe of Invulnerability [li]1 Scroll of Mirror Image[/ul] \n\nI now fetch Imoen at the north Beregost road where I placed her in the second segment. \n\nThen I dual class her to mage and teleport both characters into Candlekeep using the Dimension Door glitch. \n\n[li]Segment 6: \n\nImoen casts Dimension Door and leaves the library. Outside she\'ll be placed at the back of the library which saves some walking. You might wonder why I entered the library with Imoen just to leave it immediately again. Well, the library can only be entered by the whole party but can be left with a single character. After I placed Imoen near the wall I pull of the polymorph glitch discovered by clone rizzo. The idea is to place monsters or other (N)PCs around your PC and then polymorph into a creature which takes more space. \n\nThe game will then place the PC at the nearest free space which happens to be outside Candlekeep since all the other space around Imoen is occupied by monsters. \n\nWhat follows is some extreme script breaking. Normally the gatewarden will teleport you into the prison after talking to him and Tethoril will teleport you into the crypt after the cutscene. \n\nI discovered a bug which will prevent the NPC and the party members to be teleported away. \n\nFor this to work you have to give ALL but your main character the command to enter another area. Then you have to talk (with the main character) to the NPC which whose script would teleport you and pause the game immediatly after the dialog AND give your main character some other command like walking somewhere else. Then unpause the game and voila, nobody is teleported away. Note that this does _not_ work if you talk to the NPC with another PC than your main character. That\'s why I placed Imoen outside Candlekeep and not my main character (which would be faster if it would work). \n\nI use this glitch the first time to avoid getting teleported into the crypt. The dialog with the gatewarden will set an important ingame variable: If I now talk to Tethoril he will offer me to teleport me into the crypt. The Dialog with Tethoril will also set some important ingame variable which will activate the trigger outside Candlekeep which normally triggers chapter 7. \n\nBy now you should get an idea about what follows now: I talk to Tethoril once while glitching the game to not teleport me away. Then I walk over the chapter trigger with Imoen. \n\nThe drawback is that this trigger does not set the chapter to 7, it merely increases the chapter counter by one. That\'s why I have to repeat this glitch 5 times and after the sixth time I let myself by teleported into the crypt. \n\n[li]Segment 7: \n\nYou might wonder why I use the crypt to get out of Candlekeep and not the polymorph glitch. Well, the crypt is actually much faster than using that glitch. \n\nI sleep on the North Beregost Road to regain my memorized Charm spell and then use the Dimension Door glitch to reach Slythe fastly. \n\n[li]Segment 8: \n\nThis Segment is quite random (as almost all segments in this run) since the third arrow has to be fired at the exact right moment to disturb Krystin\'s Mirror Image spell. \n\nIt\'s important that I kill Krystin and Slythe while he is hostile (that\'s why I step back and hide in the shadows after I fired a few arrows). \n\nWithout those XP points I wouldn\'t reach thief level 5 and would not have backstabbing damage x 3 which is required for the fight against Sarevok. \n\nAlso note that I use the \"force talk glitch\" on Slythe: If you use the \"talk\" button on a neutral person he will just stand there and do nothing for one round or so. This can be repeated several times as long as the NPC doesn\'t approach you (and Slythe will do this if you\'re not invisible). \n\nYou might notice that my character \"jumps\" slightly while leaving the undercellar. This is actually not a problem of the video but of the game. It\'s some extremely rare glitch that sometimes happens. I don\'t really know why and when this occurs. \n\n[li]Segment 9: \n\nI use a slightly modified version of clone rizzos tactic here: Firstly I place my target guard at a different position which seemed to make things easier and secondly I use the force talk glitch to make the dukes stand still instead of Otiluke\'s Sphere like clone rizzo did. The doppelgangers then go down quite easily after a few Arrows of Detonation. \n\nIn the thieves guild I use the dimension door glitch to almonst completely skip the maze and in the maze I use this glitch again to be placed next to the Temple of Bhaal. The rest of this segment is the usual backstabbing tactic to kill Sarevok.[/ul]','2007-06-16',0,995000,11,'BaldursGate_1635',9,11,0,NULL),(0,27,NULL,18,'','General: This run was done using BG1 with ToSC expansion pack and the latest official patch. \n\nIt\'s definitely improvable but I was getting so very annoyed by the randomness of this game that I thought better to submit this run than nothing. A new BG SS run was long overdue anyhow. \n\nCharacter Generation: \n\nObviously Dex and Con are most important. I go for 18 strength mainly to be able to carry lots of duped potions. \n\nIn previous runs charisma was very important, but thanks to the potion duping charisma has become unnecesary. [ul][li]Candlekeep - High Hedge (0:30 - 3:20) \nI utilize the first major glitch here: Potion Duping. Here\'s how it works: Drink some other potion (like a health potion) and immediatly give the command to drink the potion you want to dupe. Then pick up the potion in your inventory and hold it. The stack count will be reduced by one but the potion doesn\'t disappear! Do this again to produce an unsigned integer underflow. \n\n[li]Beregost - (3:20 - 5:00) \nI decided not to go for the Wand of Lightning this time. Instead I get the Wand of Frost later at the Nashkel Mines. Killing Mulahey und Daeveron isn\'t much slower anyhow, the only drawback is that the fight against Drasus is much slower but also less random compared to the lightning bolt tactic. \n\nWhile in Beregost I also grab Algeron\'s Cloak and go for some shopping. \n\nSell \n150 Oils of Speed \n\nBuy [ul][li]5x 2 Arrows + 2 [li]Composite Long Bow +1 [li]Amulet of Protection +1 [li]Bracers of Defense AC 8[/ul] \n\nThe Amulet and Bracers really help against some of the randomness in this game like random encouters with bandits. \n\nMistakes: [ul][li]I missed to remove the 150 Oils from the stack earlier [li]Shopping was a bit slow [li]I should have killed Algernon in the first place instead of trying to pick pocket him. Lot\'s of time was lost here.[/ul] \n\n[li]Getting the the Mines: (5:00 - 6:35) \nI zone up Larswood by leaving the Temple to the North. Nothing exciting is happening until I reach the mine, however theres a rather big time saver in the Carnival: I noticed that you can leave the area to the east to zone up the Mines. \n\n[li]Mines: (6:35 - 10:06) \nAs stated earlier I get the hidden Wand of Frost here. \n\nOn Level 2 a kobold was blocking my way so I had to kill it with my wand. \n\nMulahey also goes down easily with the wand. I use the \"force talk\" glitch here: If you use the \"talk\" button on a neutral person he will do nothing for one round, even if you attack him. This can also be repeated several times (like I did against Slythe later) \n\n[li]Mines - Larswood - Camp (10:06 - 11:45) \nGot a very annoying random encouter with bandits. I surely wouldn\'t have survived this without the bracers and the amulet I bought earlier in Beregost. \n\nAlso noticed that I skipped visiting Beregost a second time? Well, it\'s completely pointless to kill Tranzig and I really don\'t know why we always did this in previous runs. Killing Tranzig will only reveal the bandit camp on the map, it isn\'t required if you enter the camp through Larswood. \n\nIn the camp I get the Potion of Perception which is later required to disarm some traps in Cloakwood Mines. I use the Potion of Absorbtion, obtained in the Nashkel mines, to avoid being damaged by the lightning trap on the chest. \n\n[li]Cloakwood (11:45 - 13:20) \nCloakwood II has always been one of the toughest in single segment runs. Now with all the Oils of Speed I have this became one of the easiest! \n\nMy character is simply too fast for these traps :) \n\n[li]Cloakwood Mines (13:20 - 16:40) \nWell, the fight against Drasus is the worst part of this run. I had to avoid doing too much damage with the wand or otherwise he\'ll freeze (that is all the items would be destroyed). \n\nThat\'s why I charmed the guards as blockers and used some arrows to finish him. \n\nNot only that this tactic is slow, I also had some problems coordinating the guards during this attempt. Really embarrassing :) \n\nOn Level two I get the dispel magic scroll. With the help of this scroll Daeveron goes down really easily. And I finally get my first level up (well to be exactly, 2 level ups for each class) after killing Daeveron. \n\n[li]Camp - Village - Baldur\'s Gate (16:40 - 19:37) \nThe obligatory shopping in BG-City: [ul][li]4x 5 Arrows of Acid [li]2x 5 Arrows of Detonation [li]Potion of Storm Giant Strength [li]Potion of Heroism [li]3x Potion of Invisibily [li]Potion of Invulnerability [li]Otilike\'s Resilent Sphere [li]Dimension Door [li]Minor Globe of Invulnerability [li]Mirror Image[/ul] \n\nI introduce another major glitch I discovered here: Dimension door abuse. Normally Dimension Door is one of the most useless spells in the game. However if you leave the area immediately after casting the spell you\'ll be teleported to the exact position at which you clicked in the first area. This is great because it saves much walking. Note that I pick up the scroll after casting the spell. It\'s a similar glitch like potion duping. \n\nThis particular use of the glitch in this segment places me directly in the upper left corner of this area which isn\'t directly accesible from BG East. I then zone up BG NE and go to the Iron Throne. \n\nIn BG SW I buy a fourth Potion of Invisibilty. It isn\'t normally required but nice to have to be prepared for some randonmess (or stupid mistakes in the case of this run as you\'ll see later). \n\n[li]Candlekeep: (19:37 - 21:43) \nOne major time saver here is to skip the prison cutscene. \n\nHere\'s how it works in 4 steps: [ol][li]Talk to the gatewarden [li]Pause the game immediately after the dialog [li]Give your character another command (important!) and unpause the game. That will break the script [li]Talk to Tethoril, he\'ll offer you to teleport you into the crypt.[/ol] \n\nIn the crypt I use the dimension door glitch two times. \n\n[li]North Beregost Road - Baldur\'s Gate second part (21:43 - 22:53) \nI use the zoning trick via North Beregost road to reach Slythe. Lot\'s of time saved by skipping the sewers! \n\nKilling Slythe is pretty easy with the force-talk glitch and some arrows, though this particular attempt was pretty bad because a lots of arrows missed. \n\n[li]Palace - Sarevok (22:53 - 26:00) \nI use a slightly modified version of clone rizzos tactic here: Firstly I place my target guard at a different position which seemed to make things easier and secondly I use the force talk glitch to make the dukes stand still instead of Otiluke\'s Sphere like clone rizzo did. The doppelgangers then go down quite easily after a few Arrows of Detonation. \n\nIn the thieves guild I use the dimension door glitch to almonst completely skip the maze and in the maze I use this glitch to be placed next to the Temple of Bhaal. \n\nI did a somewhat funny mistake during the fight against Sarevok: I tried to backstab him with my Arrows of Detonation. Well, obviously that didn\'t work too good and I only survived with 3 HPs :). Luckily I bought the fourth Potion of Invisibilty in BG SW so I was still able to complete the game (I guess I had some serious luck there).[/ul]','2007-06-24',0,1470000,11,'BaldursGate_SS_2430',1,11,0,NULL),(0,28,NULL,19,'','//////////////////////////////////////////////////////////////////////// \n\n[-]INTRODUCTION[-] \n\n//////////////////////////////////////////////////////////////////////// \n\nHere we go dudes and dudettes for the next installment of my Baldur\'s gate 2 speedrun. I am very proud of this achievement because I basically destroyed my old run by a terrific new time. I barely slept for a week because I just kept working and working on one miserable segment as luck manipulation is one enormous pain in the butthole. Finally this would be the end result and that is all thanks to: [ul][li]Clone_rizzo - Without his various tricks I wouldn\'t have been close to a time like this. [li]DJGrenola - <3 [li]Mike Uyama - The coolest and most laid back half-Japanese speedrunner [li]Nate - Why do we keep thanking this guy! -_- *Run* [li]whathuh - He was my rival [li]Bioware - They created the best PC games in history [li]Me - Someone has to do it![/ul] \n\n//////////////////////////////////////////////////////////////////////// \n\n[-]INFORMATION[-] \n\n//////////////////////////////////////////////////////////////////////// \n\nGame is played on the original D&D rules \n\n[-]Character[-] [ul][li]Human Sorcerer [li]Lawful Neutral[/ul] \nAll in [ul][li]Intelligence : I need intel because I have a sorcerer and other reasons [li]Wisdom : I need a good wisdom for the Limited Wish spell [li]Charisma : I need a good charisma for 2 areas in the run[/ul] [ul][li]Level 1 [ul][li]Chromatic orb : Won\'t need because my character will never reach a high level [li]Identify : Won\'t need [li]Find familiar : I\'l need it once [li]Magic missile : Will use it often [li]Protection from evil : Will need it once[/ul] \n\n[li]Level 2 [ul][li]Invisibility : Very useful 	 [li]Knock : Amazingly I don\'t recall using it even once [li]Mirror image : Couldn\'t live without it [li]Luck : Useful to find secret doors faster[/ul] \n\n[li]Level 3 [ul][li]Melf\'s minute meteors : I had to use them at two occasions [li]Haste : Couldn\'t live without it [li]Fireball : I can only remember using it once[/ul] \n\n[li]Level 4 [ul][li]Minor sequencer : Used it once [li]Polymorph self : The spell that made the difference [li]Stoneskin : Barely used it[/ul] \n\n[li]Level 5 [ul][li]Cloudkill : Good old cloudkill [li]Monster summoning : I needed summons and this had to do it[/ul] \n\n[li]Level 6 [ul][li]True sight[/ul][/ul] \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nThe run is done on the latest patch \n\nThis character finishes the game at level 12 alone. \n\n//////////////////////////////////////////////////////////////////////// \n\n[-]SEGMENTS[-] \n\n//////////////////////////////////////////////////////////////////////// \n\nSegment 1: \n\nAfter creating the character with the above spells I proceed with the game. As you listen to the wonderful cinematic you will also notice the english voices (They do sound better than the french ones). I quickly proceed to the door behind the clay golem at the very beginning and I don\'t kick Imoen out of the party just yet. You will notice how I teleport myself through the door using the familiar\'s colision size, a trick found by Clone_rizzo and now performed by me. Using this trick I can easily get to the key and imoen can also use the SOUTH portal to bring me to the next area. \n\nYoshimo comes by and I invite him to the group as well because I will need his assistance against the pesky mephits. While I destroy the portals with meteors imoen shall grab the nearest gem (sometime it\'s there sometime it isn\'t) and use what we in the infitiny engine speedrunning world call the \"unsigned integer underflow\" (another trick I found from Clone_rizzo but whathuh gave me the idea). Basically it will duplicate gems by thousands and will allow me to sell them for profit. The trick is simple, go in the item screen try to drink a potion and replace it with a gem. Do this twice and the gods will smile to you. Imoen gives me the gem, I kick both of them out and get the hoo-hoo outta there. \n\nBefore leaving to the next area I use my gems and buy the following scrolls: [ul][li]\"symbole death\" [li]\"symbole stun\" [li]\"limited wish\" [li]\"monster summoning\" scrolls x3[/ul] \n\nI still didn\'t find a reliable strategy against vampires, so decide to go against the puny thiefs. Before Valen comes to see me I need to have pockets full of money (check) and it needs to be night. The rest is self explanatory. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 2: \n\nUsing the Lawful Neutral familiar I can pickpocket the crate from the thief. To stop her from attacking my familiar I try to engage a dialog and cancel it before reaching her. I found the locking trick by myself but it\'s nothing too hard to discover. I use the locking trick again against Gaelan Bayle to erase him from the realms cleanly. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 3: \n\nI do the exact same as the old run here to skip Bodhi\'s rescue quest. A quick \"fireball\" on the poor halfing allows me to simply get rid of the mission and to get right onto the next one. I use the familiar and the spell \"Luck\" to find the secret door. \n\nTo skip the whole door unlocking and key finding garbage I just go straight to the source, using the the air elemental and the Colision size glitch. If I transform into a mustard jelly I go from a small size to a big one and someone has to make a decision. The game simply decides to bring me to the next available free spot and (since there is a giant elemental behind me) that would be behind the locked gate right in front of my character. Before saving I cast \"Protection against evil\" to prevent myself from dealing with the demon in the next segment. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 4: \n\nBy casting my own colisions (summons) I can use the same technique to go visit Aran Linvail and his butt-buddies. For this to work you need to create a perfect funnel and it\'s really not easy. After alot of practice I have been able to achieve near perfection and I was able to teleport myself with ease. The mustard jelly transformation is quite wonderful in term of defense. I am pretty much immute to magic and most weapons in this form. I use limited wish and ask the djinn to make me cast wail of the banshee. Extreme luck manipulation was needed to achieve the first 45 seconds of this segments. I transform back to an ogre and teleport myself behind the door again. If I go from the jelly to the ogre, a weird glitch seem to happen where everytime I get hit or if 30 seconds goes by my colision size will change back from small to big and from big to small in a matter of second. I can\'t really explain why the game would do that but obviously I found that trick by fluke after trying this segments hundreds of time. With the same trick I go through the first door again and use some kind of weird maneuver to get myself from the bridge to the other side. Using the familiar and the colision size I can teleport myself to the bottom.... Needless to say Luck needs to be one my side. To be able to escape the fireball trap I had to transform back into the ogre for HP and go back to human to use \"Haste\" and escape this hell. \n\nIt\'s very hard for me to explain everything but I think I covered most of it. I hope you enjoyed this one because I sure didn\'t. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 5: \n\nSince I have 18 in Charisma I am able to trick Desharick and go straight to Spellhold. Using the same tricks used in Segment 4 I am able to just skip everything and go directly to the next chapter. Obviously this saved me precious minutes. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 6: \n\nBecause of the patch I am not able to pickpocket the stone from Goldander so I just decided to petrify him. Since I don\'t get enought experience to cast the \"Death\" spell and I need it badly in the next segment I only need to buy scrolls from the svirfneblins. With the drow disguise and my high charisma I am able to go straight to the surface. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 7: \n\nI buy more scrolls: [ul][li]\"Protection from energy\" - I will need it to protect myself against fire [li]\"Incendiary cloud\" - I will need it to make a fire [li]\"Wail of the banshee\" - I will need it to be really loud [li]\"Shapechange\" - I will need it to nuke Sarevock and Irenicus [li]\"Time stop\" - I will need it [/ul] \n\nAny other scrolls bought are dumb planning mistakes. \n\nEverything else in this segment is self explanatory. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 8: \n\nI bribe the dragon to give me his cup, I get everything else and get it to mr tree. \n\nAlong the way I get a second \"Time stop\" scroll, an \"Absolute Immunity\" scroll, and a \"Meteor swarm\" scroll. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 9: \n\nI use \"Protection from energy\", \"Stoneskin\", \"Mirror image\", and \"Absolute Immunity\" to protect myself against my \"Incendiary cloud\", my \"Meteor swarm\" and 4 hungry and angry elementals. I used \"Wail of the banshee\" to kill the fire elementals (Just more luck manipulation). The same technique as the old run (Long ranged \"Cloudkills\") as been used to defeat the first Irenicus. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSegment 10: \n\nIt\'s very easy to skip all challenges with dialogs except for Sarevock. I use \"Time stop\" and \"Shapechange\" to defeat him. Basically if you get someone\'s stats to 0 they will die automatically regardless of their hitpoints. The Mind flayer drains intelligence easily once time is stopped. The same strategy is used against Irenicus. However, I needed to cast true sight to be able to target him in \"Time stop\" mode. \n\nNo brain cell is wasted. \n\n*burp* \n\n//////////////////////////////////////////////////////////////////////// \n\n[-]CONCLUSION[-] \n\n//////////////////////////////////////////////////////////////////////// \n\nAnd there it is... I can\'t believe I told myself 2 years ago that it was impossible for someone to beat my time. But at least I was the one to crush it, but I don\'t believe this is the end of it. Alot more tricks can be used in this game and maybe Clone_Rizzo will be the one with his own page here. But for now I am the champion. \n\n//////////////////////////////////////////////////////////////////////// \n\n[-]CONTACT[-] \n\n//////////////////////////////////////////////////////////////////////// \n\nAim : TehMurdoc \nMSN : DAMURDOC AT gmail DOT com \nEmail : DAMURDOC AT gmail DOT com','2007-11-28',0,2869000,11,'BaldursGate2_4749',10,11,0,NULL),(0,29,NULL,20,'','Hi guys, here is my newest Speedrun for the expansion. I am happy to be back and I here is some infos about the run. \n\nNOTE: [ul][li]Used core AD&D rules (normal) [li]New character created and used [li]Used a sorcerer [li]No deaths or cheats (duh!) [li]No patch used [li]I finished the game at level 20 [li]My TOB was in english but my SOA in french (some voices will be in french)[/ul] \n\nAlright let\'s talk about these segments shall we? [ul][li]Segment 1 \n\nI quickly make my character and put everything on Wisdom, Intelligence and charisma. I am aware that I probably didn\'t need INT or CHA but It\'s not like I need Hitpoints or anything like that. Now it\'s interesting to point out that I used the same protrait as my previous run. Here is a list of the important spells that I picked at the start. \n\n1. Magic missile, Summon familiar \n2. Invisibility, Mirror image, Knock \n3. Haste, Dispel magic, Flaming arrow \n4. Fire shield Blue, Fire shield Blue, Greater Malison, Stoneskin \n5. Animate dead, Couldkill (yeah baby), Cone of cold, Lower resistance \n6. Death spell, Protection from magic weapons \n7. Mordenkanen\'s sword, Limited wish \n8. Abi d\'alzim\'s horrid wilting, Spell trigger \n\nI will then add later on my 3 most important spells \n\n9. Chain contingency, Wish, Time stop \n\nTo defeat my first challenge I used skeletons because they last longer than Mordenkanen\'s swords and because I will have to use the slayer yet again to even finish the job. \n\nGromnir [ul][li]Back in the game I start out using the slayer to kill my first Bhaalspawn [li]I escape and go invisible to talk to Melissan faster. [li]To kill gromnir this seemed like the easiest and best way of doing it without any level 9 spells to back me up[/ul] \n\nYaga-Shura [ul][li]I skip everything and go straight for the fiery mountain [li]I use swords to keep the panthers at bay [li]I need the slayer to open the doors to the second hearth [li]To bring back the hearts I used the slayer yet again to survive the spells and the undead army [li]I use Cloudkill on Yaga-shura\'s wizard to stop him from using his time stop [li]Slayer gets rid of the giant bhaalspawn as well[/ul] \n\n[li]Segment 2 \n\nSendai \n\nIn throne of bhaal, baalspawn\'s will not die unless the game want it. What I meant is that even if you get Sendai at -150 hitpoints (or -99999 with CTRL+Y), she will still Heal and comeback at the attack. The reason I am mentioning that is the fact that the slayer alone will not cut it for the finish. For me to be able to have the \"Death\" dialogue before her fall I need a certain combo of contigency. Don\'t ask me why because this boss fight will alwais stay a mystery to me. [ul][li]I kill the army in the oasis on purpose to access level 9 spells [li]To stop the disguised drow captain from going red I glitch him with a click and go straight for slayer [li]To get the key I need to position myself a certain way with the slayer as well [li]We get a first glimps of the contingency abuse with the lich [li]To kill Sendai\'s priestess I need to disctract her minions with Mordenkainen\'s swords while the slayer do the rest [li]The illithids trapping me like that was not expected but the rest of the segment went as planned. [li]I need to send my summons back to keep the drows in their corner [li]The second statue has no Magic resistance [li]I need to bait the third statue out to yet again make sure the drows stay put [li]To continu the assault I need to sleep in my pocket plane [li]I use the third pocket plane trip to remove Sendai\'s stoneskin (it\'s the only way) [li]I used a certain combo of Contigency to kill her, I found no other way.[/ul] \n\n[li]Segment 3 \n\nAbazigal \n\nAgain because I decided not to use any patch I find myself fighting against glitchs more than anything. \n\nRight when Abazigal decide to go to his dragon form the game will freeze.. For me to be able to counter that I need to pause the game at the exact moment. By using the spacebar and the inventory shortcut I was able to beat the odds yet again. [ul][li]Contigency + horrid wilting combo here is my savior [li]I use the pocket plane trip to get my spells back so I can deal with the dragon form [li]I can only kill the sharks with Incendiary coulds amazingly so don\'t be suprised [li]To beat Abazigal\'s first form I used both blue and red fire shields with the slayer [li]To be able to continu to his next form I needed to pause the game at the right moment [li]Of course I had to remove his magic protection before anything[/ul] \n\n[li]Segment 4 Balthazar \n\nAt first I thought he would be a pain but I quickly realise flaming arrows his weakness all along [ul][li]Of course I had to remove his magic protection before anything [li]I used Improved Alacrity to cast the avalange of flaming arrows and protections[/ul] \n\nRavager \n\ni will skip straight to the ravager since the other challenges are not worthy of my attention. [ul][li]Of course I had to remove his magic protection before anything [li]Used Viconia only to cast Magic resistance on the Ravager [li]Magic resistance will lower his resistance from 100% to around 20% [li]This is THE ONLY way of reducing his magic resistance [li]The other spell I used on Viconia was only to protect her from mental attacks from the Ravager [li]After his Magic protection dropped I bombarded him with numerous cloudkills, horrid wiltings and swords[/ul] \n\n[li]Segment 5 \n\nMelissan \n\nIt took me a week to finally finish this last segment. In order to have enough spells to deal with her I need to use Wish 4 times in a row and be able to get the genie to give my spells back. Luck manipulation was a great issue here and makes it impossible to single segment. I don\'t believe there is much to say about the battle itself because it is rather simple. [ul][li]Of course I had to remove his magic protection before anything [li]Contigency + horrid wilting combo is the best way to deal with this wannabe [li]The slayer was used on the third challenge because it\'s the only real way to do it in my situation[/ul] \n\nAfter all this action it is time for me to rest... in the abyss \n\nI will shape it to my darkess desires \n\nI am certain to destroy any challenges \n\nI have stolen the destiny of a god and nothing will stand in my way \n\nI am the bhaalspawn, Lord of murder... and the mark I have carved upon the realms shall never fade! \n\nHAHAHAHAAHAHA!![/ul] \n\nIf you got comments, questions or requests, \nEmail: DAMURDOC AT gmail DOT com \nDAMURDOC AT gmail DOT com \nAim: TehMurdoc','2007-05-16',0,4172000,11,'BaldursGate2TOB_10932',5,11,0,NULL),(0,30,NULL,21,'','I must thank: \n\nBrad \"Cyberwrath\" Cutler: My right hand man, he was an immense help and inspiration. We both worked on strategy and tactics for the run. I\'m not sure if he\'s better than me at BK, but he sure does have more courage when it comes to some situations... \nUilnslcoap: His GameFAQs guide was of some assistance. Many of my strategies for the later stages were based on the skeleton of his guide; the Rusty Bucket route is almost 90% his. He said he is interested in updating it after seeing my run. \nDonkey Kong Song: His guide answered all the possible number questions for Furnace Fun. I never even heard of half of them, so I had to be prepared. \n\nBefore commenting on the run, I have to say that Banjo Kazooie really stood the test of time. When it first came out in 1998 it wowed easily, and six years later it still looks amazing. It is without a doubt one of the greatest N64 games in terms of technologic prowess. What Rare did with the graphics and music was never matched by another company on the system in my opinion. Even after being spoiled by next generation PC games this game is quite easy on the eyes. \n\nAs for the run itself, it is the world record in terms of a single segment run without restarting. Phil Hughes claims a record of roughly five minutes faster, but he quits/saves, kills himself, etc. to skip a lot of time. I wanted do that as well, but Radix insisted I stick to the rules of the SDA and make it in one smooth run. So I ended up with... \n\nSpiral Mountain [-] 2:19 \nMumbo\'s Mountain [-] 6:33 \nTreasure Trove Cove [-] 10:16 \nClanker\'s Cavern [-] 12:58 \nBubblegloop Swamp [-] 16:51 \nGobi\'s Valley [-] 14:55 \nMad Monster Mansion [-] 15:17 \nFreezeezy Peak [-] 16:19 \nRusty Bucket Bay [-] 16:44 \nClick Clock Woods [-] 27:71 \nGruntilda\'s Lair [-] 35:28 (after taking 2 seconds off to pause) \n\nTOTAL GAME TIME [-] 2:55:01 \n\nOverall, the run is very smooth. There are no major, time consuming mistakes [-] only the occasional hiccups. This was harder on me than Jet Force Gemini, since there are hardly any cinemas in which to rest or go to the bathroom (until after Furnace Fun). Around the end of Freezeezy/beginning of Rusty I had to really go pee, but I held it in for the sake of Banjo fans everywhere. =] \n\nRandom comments: \n\n1. Cyber disagrees with me, but I\'m fairly sure jumping in the open is faster than pure talon trotting. If anything, it is not slower. I am 99% certain that leaping up hills or inclines greatly increases speed. \n\n2. You can talon trot, jump, and then perform the rat-a-tat move in the air. I did not know about this until I began to speedrun, and Cyber had to point it out. It has some interesting applications (you can do it on a sloped/raised surface to immediately return to Banjo, for example). \n\n3. I kinda sucked in Mumbo\'s Mountain; I screwed up the Totem and I missed an easy backflip. I went on anyway, though. \n\n4. I missed a note in a tree in Treasure Trove; I was amazed how little time was wasted with that. \n\n5. I was somewhat slow when freeing Clanker from his anchor. Collecting 2D sprites in a 3D, sluggish water environment is NOT fun (the only part of BK that I really don\'t like). \n\n6. I lied. I HATE VILE\'S MINIGAME. Oh my god...it cost me at least two practice runs. Maybe I just suck at it, but it seems to be a huge amount of luck involved. Not to mention, a tie = a loss. \n\nI don\'t really have anything else to say for most of the run, except that Furnace Fun is rather scary because it can either be really hard or insanely easy. I got an easy run for the most part. The major threats are: \n\n1. Questions that ask for numbers (see credits above) \n2. Grunty squares \n3. Death squares \n4. The action squares \n\nThe answers to the Grunty squares are totally random (but set in stone) when the game begins. I talked to three Brentildas so I wouldn\'t have to totally rely on chance (although I did get incredibly lucky for the school/Grunty nickname questions [-] total guesses!). The action squares can be skipped by obtaining the joker cards, but if I miss the joker the run is instantly another 2 minutes longer (don\'t worry, I got it). The BIGGEST threats are by far the death squares, which can spell instant death if you get it wrong. They\'re usually easy UNLESS you end up with a Grunty question on a death square...then, well, good luck. =( \n\nI think you\'ll enjoy my fight with Gruntilda.','2004-11-13',0,10501000,11,'BanjoKazooie_SS_100p_25501',1,9,0,NULL),(0,31,NULL,22,'','Credits: \nNate - For capturing the run from VHS \n\nRadix - For hosting the run \n\nmike89 - His Banjo Tooie 100% Speed Guide was a great starting point for strategizing my own routes, and had a few tricks that I probably wouldn\'t have thought of myself (such as getting the grenade eggs early to defeat Old King Coal faster) \n\nJish - He had originally been working on a Banjo Tooie run awhile ago, and offered a lot of good advice, including a trick I had overlooked for getting Banjo\'s jiggy in the toxic waste plant, sans sack pack. (Unfortunately the advice came too late for me to actually incorporate any of it, though.) \n\nAnd thanks to bunch of people from the [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1120620578]SDA discussion topic[/a] for moral support and random pieces of advice. (Jason the SDA Guest, NintenDan, Pikachu025, Bulblax, XIF, Soteos, Ikanaki, StrangenessDSS... hopefully I\'m not forgetting anyone) \n\nSo, where to begin? \n\nThe 100% definition for this run was as follows: \n-Must obtain all collectables that the game keeps track of: Jiggies, Empty Honeycombs, Cheato Pages, Glowbos, Notes, Jinjos, Jamjar\'s Moves \n-All of the \"Stop n\' Swop\" related items must be collected (the two secret eggs, the Ice Key, and the Mega Glowbo) \n-Although all of the above items must be collected, they do not actually have to be put to use (returning empty honeycombs for additional health or cheato pages for cheats is optional; returning the two secret eggs for cheats is optional; using the mega glowbo to obtain Dragon Kazooie Transformation is optional, although this run chooses to use it). Things that just unlock other cheat codes (Visiting Madame Grunty, hatching Heggy\'s Golden Egg), because they are not needed or noticeable, are optional. The Amaze-o-Goggles are also optional for the same reasons. \n\nSo how did this run come to be? Well, I had originally been interested in doing a Banjo Kazooie Speedrun last year. However, Marshmallow was already working on his run at that time. So I went with Super Mario Sunshine instead. After finishing my Majora\'s Mask 100% run, I read the discussion topic for this project and, seeing it in need of a runner, chose to adopt it. Of course it goes without saying that this run was a rather hefty undertaking. With such massive levels and so much overlap between them, planning the route was a considerable project. That took about two and a half weeks (thankfully mike89\'s guide meant I didn\'t have to start completely from scratch); the run itself took over two and a half months to record. I ended up with these level times: \n\nSpiral Mountain - 5:14 \nIsle o\' Hags - 27:44 \nMayahem Temple - 19:41 \nGlitter Gulch Mine - 22:35 \nWitchyworld - 35:47 \nJolly Roger\'s Lagoon - 24:35 \nTerrydactyland - 33:39 \nGrunty Industries - 38:39 \nHailfire Peaks - 35:54 \nCloud Cuckooland - 30:09 \nCauldron Keep - 20:16 \nTotal Time - 4:54:13 \n\nOf course, this is with segmentation and gratuitous abuse of death and save warps. Still, given the expectations for this run at the time of its creation, Sub-5 is pretty impressive. \n\nWell, I think that covers the basics. Hopefully you\'ll be satisfied with the final product. Enjoy! \n\nIf you have any questions or comments about this run, my AIM screenname is XDragornX. \n\nA few more things to note: \n\nUnfortunately, Rare chose to model the controls for the game\'s first-person areas after control style 1.1 from Goldeneye/Perfect Dark. This rather sucked for me, being a 1.2 user myself... thankfully there aren\'t too many first person areas, though. Of the three first-person area minigames (Targitzan\'s Temple, Ordnance Storage, Clinker\'s Cavern), the first two are fine; Clinker\'s Cavern is the sloppiest, because it\'s the only one that requires accurate shooting while strafing around. \n\nMy strategy for balancing the Clockwork Kazooie Egg (CK Egg) Supply was definitely imperfect; however, it still went surprisingly well, considering that I was basically just making it up as I went along. My strategy called for picking up both egg nests along the mountaintop route in Terrydactyland as CK Eggs; unfortunately, the timing on them is rather random and I missed both. I compensated for this by picking up two different CK Eggs later in that segment, at the expense of several seconds (these were rather poor choices, as the egg nests I run by in Spiral Mountain in the next segment would have required significantly less waiting). I also miss two CK Egg shots during the run; I compensate for the second one by picking up an extra egg near the end of Cloud Cuckooland. (This also wasn\'t the best choice, as there were two nests in Grunty Industries during the final segment that would have required slightly shorter waiting periods.) \n\nIn the beginning of the run, I wasn\'t aware of the \"pressing B in midair in talon trot form to revert to regular Banjo\" trick. I learned of it by reading Marshmallow\'s comments for his Banjo Kazooie Run. I don\'t start using it until Segment Three, so there are a couple of places in the first two segments where it would have been beneficial. \n\nAs I mentioned earlier, this run abuses death warps a great deal, and a lot of times killing yourself as quickly as possible can be a random affair (enemies always refuse to be where you want them). I realized mid-run the excellent technique of using grenade eggs for \"assisted suicide\" (i.e. fire them into a wall at low health to take damage from the explosion). This trick was very useful in the later segments, and probably would have saved time for the Pump Room Death Warp in Witchyworld, at the very least. \n\nMost of my minigame completions are nothing special. (My Witchyworld ones in particular are rather sucky.) They all take a set amount of time regardless of your score, so I wasn\'t really motivated to optimize them. The exception is the Pot of Gold, which ends early if you hit all 100 jiggies. I end it with a few extra seconds left; it\'s not great, but certainly not terrible either. \n\nJiggy Wiggy\'s Puzzles are a nightmare. The early ones are simple, but the later ones are exercises in randomness and infuriation. My later puzzles definitely have their share of mistakes, although I\'m not sure if they actually count towards the in-game time anyway. \n\nSome level-specific comments: \n\nMayahem Temple \nMy first trip through this level was very smooth overall. The only notable mistake was pausing too soon right at the end of the segment. The Golden Statue sequence is extremely... unforgiving. Even with near-perfect movement, you only have about 2 seconds for error. The flying sequence afterwards is also very tricky. (Accidentally landing on the temple roof while collecting the jiggy is disastrous, and it\'s also very easy to crash when beak bombing towards the cheato page.) My second trip through the level is mainly notable for its heavy abuse of CK Eggs. \n\nGlitter Gulch Mine \nIn the first trip through this level, I purposely don\'t collect the prison cell jinjo. The camera angle for this area is very bad, and when you factor in the two narrow doorways that must be navigated and the detonator\'s very bouncy and difficult to control movement, you\'ve got a real mess on your hands. So it\'s just much easier to collect the jinjo in BK form during the second trip (as you have to visit that area anyway). \n\nOne interesting point of strategy for his level involves Canary Mary\'s Races; the first race transports you from one end of the level, by the entrance, to the other, by the train station. The second race does the reverse. Both races were completed at specific times to take full advantage of these warps. \n\nReturning the four empty honeycombs at the end of the first trip, while not required, is very helpful. As mike89 mentions in his guide, trying to get stuff done as Kazooie Solo with only one health piece later is just unreasonable. \n\nWitchyworld \nOne significant mistake here was my not noticing the brat kid\'s presence in the Dodgem Dome lobby. I had to make an extra trip back there during the second Witchyworld visit to hit him, which wasted time. Of course, the combination of kid\'s locations that you get it completely random and significantly impacts the strategy for the second trip. Ideally for my strat, both the fat kid and the girl should be in the inferno; I got stuck with a terrible combination (fat kid in the train station and girl in Crazy Castle Stockade). On that note, I think now that it might actually be beneficial to pick up the fries during the first trip. You go by two of the girl\'s three possible locations (CC Stockade and the Star Spinner; her Inferno location would also only be a minor detour) during the first trip, and giving her the fries then would be a nice timesaver. This is assuming, of course, that you can just get the burgers during the second trip, and use them to feed the fat kid and all three oogle boogles. (I haven\'t actually checked, but I don\'t see why not.) \n\nAlso, I really hate Mr. Patch. Having such a random battle at the end of a long segment is not fun. Overall, I\'d say my battle was pretty good; not my best, but certainly acceptable (especially as I had multiple good runs ruined by terrible Patch Battles). \n\nA lot of tasks in this level are left until the second trip, when they can be completed more efficiently using later moves. This even includes activating the train station, which some people may find to be an odd move. \n\nJolly Roger\'s Lagoon \nIt\'s worth nothing that you can actually complete this level without using Mumbo\'s Sunlight Spell. Now that is just damn cool to watch. \n\nUnfortunately, this level also has a lot of randomness. You\'ve got a lot of stuff that is randomly determined when you enter the level, so you can\'t beat it with Future Knowledge. This includes: \n\n-the code for the Temple of Fishes \n-the location of Davy Jones\'s Locker \n-the entire Boss Fight (the order in which the boils light up is randomized... thankfully my battle was all right) \n-the locations of the seemee items (It saves some time if the honeycomb piece is in the big fish cavern instead of the lockers area. Thankfully, I got lucky with this.) \n-The trick I use to get the jinjo in the alcove above the bay. (If you jump out of the water from a wave at max height, you can actually grab onto the ledge and pull yourself up. It\'s very hard to do consistently, and took me several attempts on my run. Still, it is the best way I found; using the running shoes would require an extra doubloon, and the other possible solution [[]using Banjo Solo and his double jump] is obviously out of the question.) \n\nIn the second visit to this level, I got screwed over when the electric eel in the Ancient Swimming Baths decided to swim behind a rock, thus thwarting my attempts to kill him. He then proceeded to attack me while I was setting up the following CK Egg shot, costing some time. Thankfully I was still able to pull it off and get out of there w/o too much loss. I also wasted some time missing a note nest with the talon torpedo outside the UFO. \n\nTerrydactyland \nThis level, in addition to Hailfire Peaks, was one of the hardest to plan for. However, I think you\'ll find that it has a very efficient route. The multi-level nature of the central hub of the level permits you to drop down from high areas to lower ones, allowing for some very nice shortcuts. Unfortunately at one point during the first trip I accidentally warp to the wrong place. This doesn\'t cost too much time, but just looks bad and rather irks me. \n\nOh yes, watch out for the neat glitch used to pick up the treble clef in Giant Rex Form. \n\nGrunty Industries \nAh yes... the longest level of the game, all the route planning, optimizing, and sequence breaking in the world still couldn\'t tame this beast. As far as mistakes, there is one point during the first trip where I suffered a total brain fart and completely forget was I was doing; I spend several seconds as Banjo Solo running stupidly into the door of the Electromagnet Chamber before I realized what was going on. I also made my second (and thankfully last) missed CK Egg shot in the Train Station. During the second trip, I fell off a catwalk in Clinker\'s Cavern, costing a bit of time. \n\nStill, this level has some pretty neat tricks in it, including reaching the upper levels of the factory early by exploiting Kazooie Solo. This level is also home to what is, no holds barred, the most intense moment of the entire run. The trick at the very end of the first trip involves crossing the spinning beam that spans the length of the Repair Depot. I insisted on doing this, as collecting the relevant Cheato Page after beating Weldar (when the beam has stopped spinning) requires an incredibly lengthy climb up the area\'s ladder, which I just couldn\'t allow. By itself, this trick is very difficult. One\'s timing must be absolutely impeccable; if you hit the jump button too soon, you\'ll feathery flap in midair (i.e. you\'re screwed); and once you\'ve touched back down on the spinning beam, you have a very small interval of time in which you must jump again before getting brushed off (i.e you\'re still screwed). Once you factor in the pressure of having 40 minutes of work ride on the outcome of this sequence, you see just how difficult it really is. I think I held my breath for its duration. \n\nHailfire Peaks \nLike TDL, you can do a lot of crazy stuff on the fire side of this level by dropping from high areas to lower ones. I think you\'ll be impressed with my route. I also traverse Icicle Grotto backwards (getting glide first and then working down to the entrance), which is pretty cool. Uh... honestly can\'t think of anything else... no really notable mistakes here... \n\nCloud Cuckooland \nThis level is unique as being the only one (besides Cauldron Keep, although that hardly counts) that gets cleared out in a single trip. \n\nThe segment for this level required the most restarts, as my strategy required specific locations for the two different Skulls (Mingy Jongo in the Blue one and Mumbo in Red). I would assume that the two different combinations have equal probabilities of occurring, but after I restarted 5 or so times in a row because of this, I started to doubt it. Because of all the restarts, I was a bit more forgiving of tiny mistakes later in the level. (The locations of items in the dirt patches at the beginning of the level are also randomized when you enter, although that\'s not nearly as big of a deal.) \n\nIn addition to the Skulls, the other element of randomness in this level comes from those FREAKING BEE ENEMIES. ARRRGH. Those damn things are everywhere, and getting hit by one almost always results in falling off the course and a mandated restart. You\'ll notice that I\'m very cautious around them. \n\nI used a pen for Canary Mary. You can see I was faltering at the beginning of the first race before I finally got my rhythm down. Unfortunately having a numb arm at the end of the second race doesn\'t make the remaining part of the segment any easier. \n\nThis level is also home to what is probably the biggest mistake of the run. Near the very end, I screw up shooting the Wasp Statue and actually have to restart on it. Naturally this had never happened in any practice runs. I probably should\'ve thrown the segment out, but having just survived Canary Mary and the rest of the segment being pretty good, I just couldn\'t stand the idea of restarting at this point. It\'s not THAT bad anyway. \n\nCauldron Keep \nNot much to see here. Klungo battle is very smooth. Many people might not know that you can jump through the laser grid outside. I didn\'t do as well in Tower of Tragedy as usual. However I still had some fun answering questions blindly during the last round. My Grunty Battle is smooth enough, but just seems uneventful to me. However I still managed to squeeze one last neat trick in there. :) \n\nWow, I really hadn\'t intended to write a novel here. Kudos if you actually read all that. I hope you enjoy(ed) the run!','2005-12-19',0,17653000,11,'BanjoTooie_100p_45413',12,9,0,NULL),(0,32,NULL,22,'','The usual thanks: [ul][li]Radix - for the small matter of hosting the SDA [li]Nate - all the VHS stuff he does, including encoding this run [li]Coolboyman - For showing me how bad my older attempts at this were and getting me thinking about a proper route [li]Dragorn - For doing the 100% run nobody else really wanted to do, and transforming my route into something actually worth watching. And providing a few helpful tricks for this run inadvertently. [li]Anyone that\'s been bugging me for a SDA run for all this time.[/ul] \n\nI actually independently came up with the idea for this run back in 2004, but at the time never really intended to make anything of it. I used to play through it in one go for fun when I was bored, and my times generally came out around 1 hour and 20 minutes. \n\nWhen the Banjo-Tooie topic came up on SDA, I pitched my idea to the masses and Radix told me to wait for a full game run before submitting. So, after Coolboyman beat me to the first submission in this category, here I am. \n\nThe objectives of this run are the same as Coolboyman\'s submission: \n- Fastest time with use of in-game cheats \n- Only collect what is necessary (ie. min%) \n\nMy level times were as follows (with comparisons to Coolboyman\'s original submission in brackets): \n\n[ul][li]Spiral Mountain: 2:03 (-0.08) [li]Isle O-Hags: 10:17 (-0:44) [li]Mayahem Temple: 6:40 (-0:45) [li]Glitter Gulch Mine: 5:57 (-0:10) [li]Witchyworld: 2:42 (-0:03) [li]Jolly Roger\'s Lagoon: 3:05 (+0:06, the reason this is longer is that I pick up additional notes here) [li]Terrydactyland: 0:44 (-0:03) [li]Grunty Industries: 1:41 (-0:29) [li]Hailfire Peaks: skipped [li]Cloud Cuckooland: skipped [li]Cauldron Keep: 19:58 (-1:02)[/ul] \n\nTOTAL: 53:17 (-3:08) \n\nSome specific notes: \n\nSpiral Mountain: I really would have preferred for Klungo to have used the blue potion here, for two reasons: \n\n* It\'s the hardest one \n* When it occurs later on, I can\'t shoot eggs at it \n\nHowever, I drew the green potion first up. It doesn\'t make a great difference anyway. \n\nJinjo Village: My old route took the fastest path to the castle available, skipping the silo in the process. A test run proved to me that using this silo and returning for the Treble Clef here was a wise option -I had previously been ten notes short when wanting to learn Springy Step Shoes, and with all other options looking decidedly slow, this was the best of the lot. \n\nWooded Hollow: An inexplicable double-tap of A constitutes my first mistake -not costing a great deal of time though. The rest went as well as I could have imagined, what with the puzzle only taking me ten seconds. \n\nMayahem Temple: Slight route adjustment here. I pick up Breegull Blaster before entering Mumbo\'s, as opposed to right at the end. This saves a trip up to the top at the end, and after learning Grip Grab allows me to simply exit the level. No mistakes in the Code Chamber, though I had a few anxious moments as, on previous runs, I had missed a letter as late as the C in JIGGYWIGGYSPECIAL. \n\nPlateau: Another mistake -fell off the Glitter Gulch Mine sign. Everything else was good though. \n\nPine Grove: No complaints. \n\nWitchyworld: Slight error at the start, missing the Shock Spring Pad, then nearly falling off the pylon to boot, but otherwise no issues with this level. Ran past a few notes probably costing a second in total to turn around and pick them back up. \n\nAt this point I returned to Jinjo Village and picked up the Treble Clef -it was the best time to do so, as it sets my note count up perfectly for Talon Torpedo. \n\nCliff Top -Easy first time around. The second trip is where the fun is. (I was able to cut the Hailfire Peaks entrance out of the first trip by going back for the Treble Clef earlier. It is in fact quicker on the second trip, so a win all round.) \n\nJolly Roger\'s Lagoon -Pretty simple. Pick up all the notes, get the move, and get out. Talon Torpedo serves a wonderful use straight after picking it up as it\'s considerably quicker than swimming. The last ten are too far out of the way (I used to pick them up with the aid of Sub-Aqua Egg Aiming, but when Dragorn showed the usefulness of Talon Torpedo I took that move out of my repertoire). \n\nSecond Klungo fight - Yay, red! This means blue is last! Oh joy! At least I can use the shooting tactic here. On previous occasions I\'ve had Klungo push me a fair distance in leaving the arena, but I moved too far out of position this time because the final potion was about to land on me. \n\nWasteland -Nothing to see here. Pick up Clockwork Kazooie eggs, get ten notes to have enough for Springy Step Shoes, and into Terrydactyland we go. \n\nTerrydactyland -Easy level. There\'s only thirty notes even remotely close to the starting position, so I built the midgame strategy around having 360 upon entering TDL. Get in, get the notes, get the move, get out. All done in 44 seconds. \n\nGrunty Industries -Again, nothing to see here. Hit the train station switch and return the way you came. \n\nQuagmire -Warp to the Plateau -we missed a level. \n\nGlitter Gulch Mine -About time, hey? My strategy is a slight variant on Coolboyman\'s here, in that I use the speed shoes at the start a lot (because they last a heck of a long time) -the change I made was to do the level in one trip instead of two. So I cover the left hand side first (Fuel Depot, Crushing Shed, Water Storage), warp back to the start, get the shoes again, do the Prospector\'s Hut notes, go back to the start again, hit both warp pads that will be necessary, then switch between them as needed, with an on-the-spot method of picking up the remainder of the notes. Old King Coal went as smoothly as I could have hoped. \n\nGrunty Industries -Another level in which the only objective is to pick up the notes to reach the next target (in this case, 505). An embarrassing mistake on my final practice run was to split up before trying to obtain Claw Clamber Boots -I knew not to make that mistake again. \n\nCauldron Keep -Gate skip achieved in two attempts, which was good. Final Klungo fight was pretty lucky, as I gave myself a 50/50 chance of hitting the correct Klungo the third time, and succeeded. \n\nTower of Tragedy -If you want to waste ten minutes of your life, watch this part of the run. I would much rather suggest you skip it and proceed to the final fight, as I very nearly choked here. I was seven points in arrears after a minute in round 2, and I wasn\'t off the mark at the same stage in round 3. However, I do have a little bit of strategy in this run, which is to ensure the last question is answered correctly (or passed on) with one second remaining, so as to chew up the remaining second but not let Grunty ask another question. \n\nFinal Battle -Props to Coolboyman for reminding me that it is actually faster to attack Grunty in phases 5 and 6. However, the run nearly fell to its knees at the very end when I ran out of Fire Eggs with Grunty on a measly 3% health. I wasn\'t about to waste time looking for more Fire Eggs at this stage, so I hastily switched to Grenades and knocked her down to 1%. It proved my undoing in the final phase as the egg refused to get to her quickly enough to make her drop the spell! After about ten attempts I finally got one to end the fight, and the run. \n\nI nearly choked when I saw that time. Literally. I didn\'t think I\'d beaten my practice runs by over two minutes. \n\nOn that note, I hope you\'re all as surprised by the results as I am! \n\nYou can contact me on either MSN or AIM: \nMSN: mike89_mkscelite AT hotmail.com (this is also my primary email address) \nAIM: mike89mkscelite','2006-07-14',0,3198000,11,'BanjoTooie_SS_Cheato_5318',1,9,0,NULL),(0,33,NULL,24,'','[ul][li]Thanks to Radix- for the wonderful site [li]Nate-for capturing from VHS [li]FODA- for a speedrun he did which gave me some strategies[/ul] \n\nAlso to various people on the forum who gave support. \n\nWelcome to my first speedrun. This run is by no means perfect. However, trying to improve it any further by a significant margin (more than a few seconds) was taking me many resets and was extremely frustrating. That is the reason I settled on this run. I\'m very displeased with how the second boss and parts of world 3 look. Unfortunately, the mistakes in world three resulted in an intentional death which I wish I could have avoided. Though in total, those mistakes may have cost me 15 seconds at most. Despite the mistakes mentioned, I feel the run is rather good. That being said, I hope you enjoy watching my relatively short run.','2006-10-06',0,785000,11,'BatmanNES_1305',1,8,0,NULL),(0,34,NULL,25,'','The run that this obsoletes was really a C run at best, perhaps a C+ if I\'m feeling generous with myself (And it amused me when people drooled over it simply because it was Battletoads being beaten; it was really only on SDA by virtue of being a sort-of-speed run that was on the same tape as my Zelda II New Game + run.) In contrast, this improvement is a solid A-. And no, I don\'t know why the screen is so jittery...a side effect of using an RF switch perhaps, or the fact that this is actually a copy of the original run. Anyway, this run benefits from being six months after the now obsolete run, as I\'ve learned a few things since then. \n\nLevels 1 and 3 don\'t change too much, so I\'ll pick up level-by-level commentary with: \n\nSurf City (Level 5): From the \"Do Your Own Damn Homework\" Department: I wrote in my previous comments that I took the route 1-3-4-6 through the early part of the game because it\'s what the tool-assisted guys (Primarily Phil, Genisto, and FODA) did. I never bothered to check until well afterward if it was actually faster for a human player; my tests showed that presuming my execution of level 4 was close to optimal for a human, it was actually 20 seconds faster to do level 5 instead, so I save time even with my sub-par execution of the Big Blag battle. Hitting the last log in the very first section of the level is intentional; it makes the Space Invader dudes disappear quicker. Oh, and hopefully pseudo-deaths at the end of levels amuse you as much as they amuse me. \n\nKarnath\'s Lair is also pretty much the same as last time. \n\nIntruder Excluder (Level 8): Vroom vroom Battletoad. As usual, the enemies I choose to fight are speed-for-risk choices I make. Robo-Manus pegs me once, then pays for it. \n\nTerra Tubes (Level 9): I would like to publicly state that I hope whoever designed this level was fired and never found work in the video game industry again, though I doubt that happened as the level wound up in the final version of the game. I usually find new and innovative ways of messing this level up (As I do here by getting wailed by a Steelbeak) every time I play it, and if I somehow manage to execute the level perfectly, I end up being screwed by seemingly random events such as the Hammerhead generator spitting out a ton of Hammerheads by the time I get there. On the plus side, I nail the through-the-spike shortcut this time around. I\'m not even sure if it saves any time, but man does it look cool. I COULD have pulled a pseudo-death here, except that I A. would actually have lost the life, and B. might have messed it up and not actually completed the level. \n\nRat Race (Level 10): I move a little slower than usual at the beginning of the first two sections, to make sure I don\'t get hit by electricity from the robots. The reason for this becomes clear at the end of the third race. For some reason, this time the race ends up closer than most times, and I\'m not sure why. In theory, General Slaughter should never touch the ground after he gains a decent horizontal velocity, but for some reason my Toad decides not to run two or three times in a row. \n\nClinger Winger (Level 11): Not much to say here. I win the race. No, the pause early on in the race is NOT intentional. I try to fight the Hypno Orb on the left side of the screen after the race, but for some reason I\'m not as comfortable with that side of the screen..lack of practice I guess. \n\nThe Revolution (Level 12): My death here amused me more than anything else. Additionally, my fight at the very bottom of the tower was also pretty amusing in a \"how did I mess that up?\" way. As with the previous run, I take this level a little more slowly, particularly the last two sections (Which begin with the first red rhino). I\'m more aggressive than is perhaps necessary with the Dark Queen, attempting to use my lives as a resource. \n\nSo if you\'re going to drool over a Battletoads run which uses warps, make it this one. ;) Hope you enjoy it.','2005-06-25',1,1452000,11,'Battletoads_2412',1,8,0,NULL),(0,35,NULL,25,'','Hello there, \n\nThis was actually done before the Battletoads Warp run that appeared at the same time as this one. Going through all twelve levels of the game is, as many gamers will tell you, no easy feat. Going through them quickly is that much harder, but if I were grading myself here, I\'d give myself a nice B+/A- on this one. \n\nRagnarok\'s Canyon (Level 1): Not much to say here really. I like pseudo-dying at the end of levels. \n\nWookie Hole (Level 2): The key here is balancing speed (The level stops at certain fixed points and doesn\'t advance until you destroy the enemies there) with showing off my ability to hit birds off the wall for 1-ups. I think I do pretty well. \n\nTurbo Tunnel (Level 3): Forced-scrolling goodness. As a result, I try to make the Turbo Tunnel proper more exciting where I could. You can actually \"run\" on the bikes by double-tapping like you would when on foot, but there\'s no real practical application for it that I\'ve found. \n\nArctic Caverns (Level 4): Not a lot to say here either. I make several speed-for-risk decisions, most of them dealing with the ice blocks. I also meet my first untimely death here, snuggling a little too close to a spike in an effort to shave some time off. \n\nSurf City (Level 5): This is my second-least favorite level in a speedrun, as sometimes the game will throw you a formation of mines that literally can\'t be dodged in that section. I manage to avoid that here. The damage I take in the first surfing section is intentional, as it makes the Space Invaders go away quicker. Missing the 1-up wasn\'t intentional, but I had built up enough lives to not worry about it. And I still <3 pseudo deaths. \n\nKarnath\'s Lair (Level 6): Except for the final jump to end the level, this is mostly forced-scrolling (In a sense) due to the snakes. As a random fun fact, I have actually never beaten this level the \"proper\" way[-]there are a bunch of snakes after the one I jump from (And to) to end the level, but I found the way I use to beat it independently of everyone else and ran with it. \n\nVolkmire\'s Inferno (Level 7): There are two basic ways to deal with the log-jumping section: Long-jump to the first log, jump for and miss the second log but respawn on the platform you were trying to reach, then wait for the last log, or long-jump to the first log, wait for the second, then long-jump to the third. I decide to long-jump the first, wait for the second, and then walk off the second platform for no reason at all (Thanks, really old Nintendo controller!). The vehicle part of the level goes flawlessly, thankfully. \n\nIntruder Excluder (Level 8): Again, not much to say here. Anything I kill is because it doesn\'t cost me more than a second or two and is far safer than the alternative. Sometimes, when fighting Robo-Manus, your Toad decides to do a Pound attack at the worst possible time[-]as Robo-Manus is leaping into the air, which causes him to land and pump your toad full of lead. I fall victim to this here, but the fight goes well other than that. \n\nTerra Tubes (Level 9): Perhaps my least favorite level in any game, ever. I hit the through-the-spike shortcut, but it turns out not to matter, as my Toad inexplicably says to the exploding robot that immediately follows it, \"Look at my pretty fist!\" and the robot responds with \"Look at my pretty explosion!\" and kills me. The death threw me off enough that I didn\'t even attempt the shortcut the second time around. Everything else goes pretty well. \n\nRat Race (Level 10): I execute the non-race sections horribly enough to die on the third one. This was the one death in the run which actually pissed me off, and I took my anger out on both the third race section (which I nailed probably better than I\'ve ever done before) and General Slaughter. \n\nClinger-Winger (Level 11): I win the race (Though narrowly). I beat the boss. Next level please. Ideally, I\'d be double-headbutting him with every toss, but I do pretty well despite the death here. \n\nThe Revolution (Level 12): As is standard practice, I take this level somewhat slowly, not wanting to screw up a great-to-this-point run. Being eaten by the rhino at the start of the third section, much like my level 4 death, amused me more than anything else. The Dark Queen fight goes about as well as can be expected. \n\nSo I\'m pretty happy with this run. Is it perfect? No; a 35:xx run is definitely possible if we take out all my deaths, especially the ones on levels 9 and 10. A sub-35 run will require close-to-perfect execution from start-to-finish, however, and frankly, this run was frustrating enough to get to this point, so I\'m done with this game in a speedrunning sense for awhile. I hope you like it.','2005-06-20',1,2201000,11,'Battletoads_3641',1,8,0,NULL),(0,36,NULL,37,'','Haaa... the good old battletoads and double dragons on the snes. As soon as I heard my friend had the game I just had to borrow it. \n\nI had no plan to speedrun it at first but I figured it was time to move on into console speedruns once and for all so I grabbed a dvd recorder on ebay and started working on it. \n\nOut of all the runs I recorded this one was the fastest and the best looking of course. I am very proud of it. I think I suffered an arm injury while doing this run because of level 4. \n\nFor those who are wondering I die on purpose at level 2 to get a shorter bonus level. \n\nI also wanna say thanks to Mike Uyama and nate for their work. And a special thank you to the verifiers who stopped me from getting the older version of this run posted. \n\nIf you got comments, questions or requests. \n\nEmail: DAMURDOC AT gmail DOT com \nMsn: DAMURDOC AT gmail DOT com \nAim: TehMurdoc','2007-07-19',0,1403000,11,'BtoadsAndDD_Lee_2323',1,18,0,NULL),(0,37,NULL,27,'','I\'d like to thank Pweisger for his support and enthusiasm, and I\'d also like to thank Radix and Nate (editor\'s note: what about Mike Uyama and DJGrenola?) for the amazing site on which you\'re currently surfing. Thanks, Radix, for consistently updating the site and reviewing/hosting our runs, and thanks to Nate for processing and preparing them; your work is appreciated. \n\nIntro: Yes, that\'s right; it\'s me. I\'M the guy who did a run of a Beavis and Butthead game. Release the disgust now, before you continue. While I\'m quite proud of the run, I\'m also, somehow, very ashamed. Very, very ashamed. \n\nThis game is very difficult. Radical (not to be confused with Free Radical) provided its players with almost no direction or guidance on how to beat the game, and it also failed to give adequate means of sustaining your characters\' lifebars; although, I manage to survive the run without dying. I believe I have, unquestionably, the best route for rushing this game (and it\'s better than any of the ones at Gamefaqs, I might add), so, until I am persuaded as otherwise, agree with me. :) \n\nSince the game is most likely confusing for those who have never played it, I will give a summary of everything that happens. Also, keep in mind that about 80% of the damage I receive during the course of the run is entirely intentional; most of the time, it is much quicker to run through enemies and obstacles than it is to kill or avoid them. I know it looks sloppy, but I assure you that I know what I\'m doing, and this is SPEED demos archive, not FANCY-PANTS archive. Oh, and fair warning, InsipidMuckyWater elaborates an unfortunate amount. [ul] [li]Home: I start as Butthead only because I previously died while using him, in case you were wondering how I did it. He is my primary character, so this is beneficial for me, anyway. I grab the remote, or as I like to call it, the node of transition, and head to The Street. \n\n[li]The Street: This section is easily one of the most difficult areas of the game, so I decided to do it first in order to relieve myself of significant disappointment later on. The first skateboard collision is entirely intentional; it\'s the quickest way to get past Earl and it\'s also the most painless. I drop to the sewer. \n\n[li]The Sewer: Who knows what goes on down here, but it\'s a general pain in the ass to make it through, alive. Until I return to this scene with Beavis, any and all damage received here is unintentional. Luckily, I only incur damage from one puddle of sludge, and that was entirely due to the anticipated but inexplicably denied long jump I attempted. Eventually, I reach the ladder to the junkyard at the conclusion of the monotonous series of jumps. \n\n[li]The Junkyard: After grabbing the duck [[]if you can believe it, I need it for cash], I make it clean to Todd, who, not being where he normally randomly-generates, gets a hit off as usual. I kill him only because I must return through here, later. Shortly after, I duke out with another Todd, and continue. At the end, I grab the surprisingly pivotal bone. \n\n[li]Junkyard; Return: This portion of the run would have been flawless save for those accursed eagles. Two hits. \n\n[li]Sewer; Return: I switch to Beavis, here, as his lifebar doesn\'t matter as long as he doesn\'t die (you\'ll see why, soon). Due to this, I am emphatically reckless. I take more damage this way than if I were to avoid the obstacles, but I save one or two seconds with invincibility dashing. Frankly, I regret not having taken one or two extra hits if time could have been further saved, but alas. \n\n[li]Street; Return: At the onset, I switch to Butthead, run into Earl, as is mandatory, and head to Mr. Anderson\'s house. Once there, I defeat Mr. Anderson (to be pronounced in the manner of Agent Smith), take his key, throw the bone to distract the dog, and use the key to get in the shed. I take the fishing pole, switch to Beavis, and grab the chainsaw, which is an almost utterly useless weapon, somehow. Outside the shed, I cut down the tree to get my first ticket piece, and from here I return to the level\'s exit. \n\n[li]Home: Just a transition. \n\n[li]Burger World: Luckily, nothing randomly generated in my way. I run to the dumpster, take the dead rat, enter B-U-T-T-H-E-A-D into the lock, go inside, dump the fries and dead rat into the frier, take the headphones, grab the newly acquired rat fries, and run to the counter. I give the nauseating meal to Stuart\'s Dad, let him puke it up, and run outside. Here, I purposely run through the rats and grab the rotten burger in order to eat it and become ill. Then, I run around the building, collide with a skateboard (it was either that or Todd, and this is quicker), go inside, and switch to Beavis [[]Read: inventory pack mule] to grab the ticket piece. Outside. Left. Exit. \n\n[li]Home: Transition. \n\n[li]Hospital: I ran through the cop out here to save time. Once inside, you will see that all damage I have accumulated is negated. I switch to Beavis, grab the scissors (essential for getting the alternate ending, later), switch back to Butthead, leave the office, and jump on the scooter only to be pursued by the deranged, rotund, and nearly naked cowboy on the treadmill. What is it, I wonder, that initiates this ridiculous scenario, anyway..? This is a notoriously difficult scrolling scene, but I make an adequate run with four hits (I\'ve only managed two hits at best); the medkits cause negligible, if any, slowdown. Anyway, I grab the ticket piece and exit. \n\n[li]Home: I drop off the three pieces I have collected so far in the bedroom, and return to the T.V. to go to Highland High School. \n\n[li]Highland HS: Despite the absurd amount of damage I incur, here, I do this section almost as well as I possibly can. I only take damage from enemies [[]intentional], and I manage to avoid all of the skateboards. BTW, by having a skateboard follow you, so to speak, it prevents other boards from randomly generating while it\'s still on screen. I run to Buzzcut\'s room, endure the aggravating sequence and choke him by belching in his disgruntled face, grab the questionable chemicals, and continue down the hall. I enter VanDriessen\'s room, switch to Butthead, take the gum, switch back to Beavis, and continue down the hall. In the Principal\'s Office, I drop the unstable compound on the desk, knocking out Mr. McVicar, grab the ticket piece, and run back down the ever-sprawling hallway to the exit. \n\n[li]Home: I switch to Butthead, summon the fishing pole, and use the gum to fish for the next ticket piece. I, fortunately, capture it on the first shot. The mechanics to it are awkward, to say the least, but let\'s just say this doesn\'t always happen. I drop off the next two pieces on the poster, grab the pants, and go back to the T.V. \n\n[li]TurboMall 2000: I take an unholy amount of damage, here. I kill the first cop to restore the perpetually suffering Beavis, and then run through the next two to enter the mall. \n\n[li]Pet Store: I switch to Beavis, buy the snake, have the oblivious clerk giftwrap it, take his key, take back the snake, run to the birdcage and unlock the door, take the ticket piece, and leave. \n\n[li]Car Store: Before entering, I get hit by a shopping cart. These are so much harder to avoid than skateboards; they are just obnoxiously large. Albeit, I didn\'t lose any time as I needed to make an abrupt stop, anyway, but it\'s the principle of the thing. Anyway, once inside, I meticulously slaughter Todd so as to avoid any potentially fatal damage. I take the oil can and leave. \n\n[li]2nd Floor: I switch back to Beavis and run into the Army Recruit. I drop the snake on the ground to scare the impetuous recruiting officer, grab the supposedly scandalous secret file, grab the ticket piece underneath it, drop the supposedly scandalous secret file, grab the unsupervised cherry bomb, and leave as Butthead. I run next door, pawn off the headphones and the bird from the Junkyard, and leave after switching to Beavis. \n\n[li]Yogurt: Back downstairs, I run to the Yogurt shop, run into its bathroom, switch to Butthead and pick up the soap, switch back to Beavis, and leave. \n\n[li]Laundromat: I switch to Butthead, grab the life in the fourth machine, then run to the last washer and oil its hinges. Then, I open it, dump the pants and counter soap into it (an intriguing method for washing your clothes), take the ticket piece, and leave the mall. Outside, I impulsively run through all of the cops back to the exit; I shouldn\'t have tested my luck considering the status of my lifebar, but I managed to survive. Exit. \n\n[li]Home: I drop off the previous three pieces and grab the camera in the drawer. Television. \n\n[li]Drive-In: There\'s little to do, here. I pay the clerk and run to the concessions stand. I switch to Beavis and throw the cherry bomb before quickly exiting. Running to the right, I must overcome another awkward series of jumps and rats, and when I get to the bouncing van (use your imagination), I switch to Butthead, take a picture, switch back to Beavis, hit a rat on my profusely hasty retreat, enter the concessions stand, again, and let the amorphous-blob woman slip on the extreme overabundance of grape soda. Amid the copious purple goop, I grab the last ticket piece, switch back to Butthead, and exit the level. BTW, I\'d like to reward myself with a little self-congrats; at this point in the run, I, officially, could not endure one, single, extra attack from anything else, ever, in the entire game, without dying, ever; and I didn\'t. Teehee. \n\n[li]Home: I drop off the last piece, grab the amalgamated tickets, and run back to the T.V. \n\n[li]Gwar Concert: I simply run to da\' man, and give \'im da\' pieces. Once I enter the doors, I have beaten the game. Enjoy the ridiculous soundtrack of the ending credits. \n\n[li]Alternate Ending: [a http://www.archive.org/download/BeavisandButtheadGenesis_SS_1241/BeavisandButtheadGenesis_AlternateEnding.mp4](available at archive only)[/a] I guess this is the preferable conclusion for our vulgar youths. After the password screen where I entered the last password earned in the standard run (btw, you\'ve got to love those Password Test questions), I grab the tickets, pick up the scissors, and return to the living room. In here, I grab the piece of pizza in the couch cushions, go fishing with it, grab the cat, and head for the concert. \n\n[li]Gwar Concert Version 2.0: After giving the guy the tickets, I then run past the entrance, throw the cat to distract yet another dog, and then proceed to kill two of the thugs. The life they yield gives me just enough to run through the gauntlet of bouncers, and I enter the back doors. Once inside, I cut down the sandbag?.. run to the right to pick up the costumes, and then simply walk onto the stage. \n\nFIN[/ul] \n\nIn the end, I lost about ten to twelve seconds due to unnecessary collisions and from those heathen eagles. Despite the heartrending damage I take, I am still quite pleased with the run; I hope it was entertaining. Though, I believe that it probably was for no other reason than to remind ourselves that there actually was an ephemeral time when a show about two teenagers who did NOTHING but laugh at virtually everything, and fart, was on the air. Ahhh, sweet memories.','2005-10-29',0,761000,11,'BeavisandButtheadGenesis_SS_1241',1,6,0,NULL),(0,38,NULL,28,'','I started this run several months ago, though I didn\'t work on it much until now. My route is entirely the product of my own research; there may well be tricks I don\'t know. I\'ve spent a lot of time on it, and I\'m satisfied with this run, at least for now. I think it\'s pretty good. But of course, anyone is welcome to try to make a better one. \n\nBeyond Good & Evil is a wonderful game, but it isn\'t perfect. The controls can be a bit sticky, especially when camera angles are changing. If I run in an obviously wrong direction for a moment, it\'s usually due to that. Sometimes I get hung up in doorways, or other minor errors slow me down. Also, the audio desyncs during cutscenes on occasion. Sorry. \n\nI enjoyed making this. I hope you enjoy watching it. \n\nA few details: \n\n- The hovercraft nearly always kicks me out once when I try to leave Mammago Garage. I don\'t know why it does that. \n\n- In the Secondary Shaft, you don\'t have to kill everything, you just have to get Pey\'j to step on a trigger at the other end of the room. But killing everything is the only reliable way to get him to do that. \n\n- Black Isle went pretty well, aside from getting hit a lot. Fortunately, I didn\'t die, but it was close. \n\n- Pey\'j has a short attention span. \"I once saw a- hey, Jade, a school of blue scorpion fish!\" \n\n- Don\'t fear the reaper. Really, don\'t. He never even attacks if you keep the pressure up. \n\n- I was pretty messy on the Factory boss. It can be killed faster. \n\n- I made up for Black Isle by not getting hit once in the Factory. I don\'t think I\'ve ever done that before. \n\n- I aimed a few pixels too low trying to knock out a guard in the Alpha Sections Warehouse, woke him up, and got killed by the lasers. This would\'ve been a no-death run if I hadn\'t done that. At least it only cost me a few seconds. \n\n- On my way into the Slaughterhouse, I picked up a boost in a place where I\'m not used to getting one. Soon after, I was driving up a ramp, and thought that it would be a good place to use a boost. As it turns out, it wasn\'t such a good place. Oh well. \n\n- In the Trolley Entrance, you don\'t have to push the box as far as I did. But if you don\'t, sometimes Double-H won\'t follow you. \n\n- The impressive thing is not that Double-H can walk through lasers with his armor on. The impressive thing is that he can do so without his helmet on. \n\n- I was a little off heading through the minefield on my way into the East Wing. Just a little. \n\n- After picking up the pearl in the East Wing, there\'s one guard I have to get around. I didn\'t research this guard\'s movements very well, and it cost me some time. In retrospect I probably should\'ve just rolled past him instead of shooting him. \n\n- Good teamwork? You call that teamwork, Double-H? You didn\'t even get to the party \'til it was all over. Your teamwork is as bad as your directions! (\"It\'s that way, Miss Jade...\") \n\n- While exiting the slaughterhouse, I pressed the wrong button and slammed into a barrier I meant to jump over. I\'ve been making this mistake ever since I switched from the \'Cube version to the Xbox version. In a way, this was fortunate, because I usually make this mistake while fighting the DomZ serpent that attacks shortly after. Making this mistake here reminded me to not make it there. \n\n- The two guards at the Cloister landing strip noticed me when I was trying to stun one, and I had to fight both. That could\'ve been bad, but they went down quickly. \n\n- Pey\'j\'s AI froze when I needed him to open the door to the transmitter room, and I had to run back to the other elevator to get him unfrozen. \n\n- I got real lucky fighting the three guards in the belly of the spider. My super attack usually takes out zero or one, but this time it took out two. Apparently, this is a feat of such magnificence that it snapped the mind of the third. It took me a moment to realize that he wasn\'t attacking me, and then he died.','2005-05-06',0,9669000,11,'BeyondGoodAndEvil_SS_24109',1,20,0,NULL),(0,39,NULL,29,'','I finally captured my Bionic Commando speed run! This game is one of my favorites for the NES, and I even created a site for it many years ago ([a http://www.elitecoder.com/bionic/bionic-commando.html]Bionic Commando HQ[/a]). I did this run several months ago, but I never captured it because at the time I was discouraged by the deluge of faked emulator videos. Anyway, this run was played by Twin Galaxies rules which means that the START+A+B level exit is not used. It finishes in 18:23 which is a very good time. I may be biased, but I highly recommend this one!','2004-04-02',0,1100000,11,'BionicCommando_1820',1,8,0,NULL),(0,40,NULL,30,'','Here is my any percent speedrun for the N64 game \"Blast Corps\". \n\nBefore I go into detail, I should mention that I live in Europe (Germany) and so I played the PAL game which is slower than the NTSC version (you know, like Mario Kart 64 or so). \n\nMy goal in this run was to reach the credits as fast as possible. So I only complete the main levels plus a few bonus levels that are needed to reach these main levels. \n\nThe individual level runs on SDA are all better than the times in my run, not only because of the PAL disadvantage. In a new game you have to destroy all buildings and then exit the level via the transporter. You also can\'t make turbo starts at the beginning of a level. Later, when you replay all levels for a gold/platinum medal, you can do turbo starts and the level automatically ends after destroying the last bulding. So my times aren\'t really comparable with the individual level runs. [hr] - The Run - \n\nAfter entering your name, the game starts in Simian Acres. When you complete it, you get a few new levels. If you complete these levels, you will get even more new levels. The game divides all levels into three classes: easy, medium and main (hard) levels. In six levels you also have to find a hidden scientist. Only when you find all of them, you can see the credits. I will now post a list with all levels in order as I completed them: [ol][li]Simian Acres: An easy first level. But the explanations nerve after doing the run the 5th or 6th time. \n\n[li]Backlash: This level seems to be easy, because there are only three buildings. But it\'s hard as hell, at least when you try to do it fast. \n\n[li]J-Bomb: I needed 2-3 attempts to destroy the left side of the first big house. The rest was great. \n\n[li]Sideswipe: Usually I miss a block in the second row. But this time I only missed the second to last block. So a good run. \n\n[li]Carrick Point: Instantly move to the right at the start. I had runs where I hit the Nuclear Transporter, because I didn\'t react fast enough. \n\n[li]Havoc District: I think I had runs where I directly switched from the Turbo Buggy to the J-Bomb and the \"how to switch\"-message wasn\'t shown. So you could save 1-2 seconds here. \n\n[li]Argent Towers: This level can\'t be done faster. Just clear the path for the Nuclear Transporter and then drive back to a stone, that you have to push forward. Then leave the Backlash and go down the stairs. Move the TNT to the small door in the wall. Now you can go through the hole and enter a train. Drive forward until you reach the Ballista. Then drive back to the stone, that you pushed forward. Enter the hole again, but now you can run through the tunnel instead of driving with the train. After a few meters you find a hidden passage. There you can use a Police Car to drive to the first scientist. Now try to go back to exit the level. You won\'t be able to do it, because the Nuclear Transporter will reach his ending point first and then the level automatically ends. So it\'s impossible to clear the level and rescue the scientist and still exit the level by yourself. So you can\'t win or loose time in this level. \n\n[li]Blackridge Works: Short and easy level. \n\n[-]Easy levels complete[-] \n\n[li]Thunderfist: These small crates are annoying. \n\n[li]Cromlech Court: You sometimes get stuck in the buildings. But this was ok. \n\n[li]Ironstone Mine: Again a level where you can\'t loose time. Destroy the buildings as usual and then rescue the prof. I\'m relatively sure, that you can\'t make it back to the transporter. So the level ends, when the Nuclear Transporter reaches his goal. \n\n[li]Ebony Coast: You can\'t clear the level and find the scientist in one run. That\'s probably only possible when you play on NTSC version with Z-trick. So I had to play this level two times. Z-trick users could get the J-Bomb at the beginning, find the scientist and destroy the last 3 buildings. I had to do both things seperately. \n\n[li]Outland Farm: Hmm, not much to say. Ok run. \n\n[li]Skyfall: That I missed the last building was stupid. \n\n[li]Shuttle Gully: I miss some parts of the buildings and have to turn around to destroy them. \n\n[li]Tempest City: I use a save strat, where I collect enough ammo. I need the ammo anyway to rescue the scientist. \n\n[li]Beeton Tracks: You only destroy two buildings, the rest is driving the train or running around on foot. \n\n[li]Echo Marches: This level is a bit different from the individual level runs, because you have to build two \'bridges\' for the Nuclear Transporter. \n\n[-]Medium levels complete[-] \n\n[li]Ember Hamlet: I use the Cyclone Suit, but it\'s sometimes hard to control, because it just goes straight. The end was not so good. \n\n[li]Angel City: Long, frustrating Backlash level. It\'s extremely hard to get a good run on this level, and this time it\'s no exception. \n\n[li]Oyster Harbour: A long and boring level. At the beginning I don\'t shoot the crates. It would save 3 seconds at best. But if you miss the crates, you easily loose more than 3 seconds. So I just made it save. The TNT part at the end could be done much faster with the Z-trick. I think you could also get the scientist in the same run as you clear the level on NTSC (with Z-Trick). I have to replay the level on PAL to rescue the scientist. \n\n[li]Diamond Sands: Many people see this level as the hardest one (or Oyster Harbour), me too. And that\'s why it\'s probably my worst level. I think 20-30 seconds could be saved here on a good run. \n\n[li]Obsidian Mile: Again this hard to controlling Cyclone Suit. If I hadn\'t missed a small part of the last house, this level would still be good. But so it\'s only average. \n\n[li]Crystal Rift: The beginning was ok and for the end I used the Ram Dozer, because it\'s easier to destroy the buildings with it. So no big mistakes. \n\n[li]Glory Crossing: The houses stand really close to each other, so there is not much room for manoevers. And I missed some parts, so I had to destroy them by just driving against them. However, the scientist is not hard to find.[/ol] \n\n[-]Main levels complete & all 6 scientists rescued[-] \n\nWell, the credits appear and the run might be done. But then you receive a message, that you aren\'t done. You have to destroy buildings, so that a plane can land on the runway. \n\nExtra 1 - Shuttle Clear: I included this level, because there is no real point when the credits stopped. They directly go over into this level. This level is a timed one, so the mission ends when the plane lands, not when you destroyed the last building. After it\'s done, a new extra level appears. \n\nExtra 2 - Moon: You leave planet earth. Now your gravity is lower than on the normal levels. So you jump higher and farther. But I couldn\'t really use this as an advantage for me, because I need way too much time on this level. \n\nNow a new message appears, that says that the Blast Corps team can finally take their well-deserved holiday. I know that SDA isn\'t plot demo archive, but that\'s the first point where you can clearly say that the ending/credits are over. Else you would interrupt the game during a running level. Usually games automatically go back to the main menu or title screen after the credits. But in Blast Corps that first happens after the Moon level. So the end (including the last two levels) could be seen as a long credit. [hr] \n\nI refered to the individual level runs on SDA a few times in my comments, so my thanks go to: [ul][li]Astra Piper & Brandon Sanford: their videos and strats helped me a lot. [li]David Schiering & Paul Burgum: they both have a few PAL videos, that helped me. [li]The SDA team for capturing & uploading the run. [li]Everybody who watches the run. I hope you enjoy it.[/ul] \n\nStefan Mahrla','2006-09-29',0,3432000,11,'BlastCorps_eu_SS_5712',1,9,0,NULL),(0,41,NULL,30,'',NULL,'2004-07-05',1,54100,2,'BlastCorps_AngelCity_0541',1,9,1,NULL),(0,42,NULL,30,'',NULL,'2004-06-21',1,15500,2,'BlastCorps_ArgentTowers_0155',1,9,1,NULL),(0,43,NULL,30,'',NULL,'2004-07-03',1,40500,2,'BlastCorps_BaboonCatacomb_0405',1,9,1,NULL),(0,44,NULL,30,'',NULL,'2004-06-11',1,7200,2,'BlastCorps_Backlash_0072',1,9,1,NULL),(0,45,NULL,30,'',NULL,'2005-01-24',0,62500,2,'BlastCorps_BeetonTracks_1025',1,9,1,NULL),(0,46,NULL,30,'With 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played this game to death when I was young, but I had never yet beaten it without losing a life. After watching the TAS for the game, I picked up a few strategies and decided that not only could I beat the game, I could do it fast. \n\nI abuse a number of glitches. The most well known one is the grenade-pause glitch, which allows the player to kill bosses 2, 4, 6 & 7 quickly without any problems. It does not work on any other boss. Not as well known is the walk-across-lava glitch. It is very difficult to pull off and often results in my death. I also pause and unpause the game in between rooms since it\'s faster than waiting for the room to scroll. \n\nI feel that the route I choose in this game is the fastest one that is reasonable. Anything faster would mean ditching the gun upgrades and taking on the level 5 boss \"naked,\" which to this date I have never been able to do. I make a lot more mistakes than I would\'ve liked in this run, the biggest one being a slip of the finger in level 2 that loses me two bars of gun power. I\'ll likely make another run to improve on this one in the future.','2006-04-29',0,2649000,11,'BlasterMaster_4409',1,8,0,NULL),(0,100,NULL,32,'','I\'ve beaten this game countless times, and I decided to do this one as my first speed run. The game is fun and pretty simple.. Run, shoot, and hit a bunch of switches. I thought I selected Normal, but watching it over, I noticed I click on Easy. \n\nCGI cutscenes could not be recorded with fraps.. I tried, and tried, but with no luck. Fraps shuts off when the cutscene hits. I did however try to turn it back on, but when watching it in WMP, all it showed was a bunch of lines going across the screen.. So, the cutscene that shows Rayne stowing away in a crate, and being shipped off to the place with all the snow isn\'t there, and the final two boss death cutscenes are there. I would have skipped the first two anyway, but would have liked to grab the last one, but couldn\'t. \n\nSorry for the first part being in a tiny bit less quality then the rest, I was very new with compressions. \n\nAs far as improvements go. If there is a whole lot of improvements that can be done, then good luck to the person that wants to improve it. \n\nTimes: \nIn game timer isn\'t as stupid as I thought it was.. I was thinking it was trying to give the time for each level. IT was actually just adding the time up as I went along. You would have to add the last bit of time after the last save, because when you kill the very last guy, game over.. No more saving, therefore, no more being able to look at the time.','2005-07-20',0,4789000,11,'BloodRayne_11949',6,11,0,NULL),(0,101,NULL,33,'','I just want to get this out of the way for the casual SDA viewer who may have stumbled onto this page - these videos probably won\'t be any good for anyone but a Body Harvest fan. The game never gained wide popularity but it did achieve quite a large underground following. The game itself, however, I find quite appealing, challenging, and fun, and it lends itself to a speed run. But a random viewing by someone who\'s never played it...no. \n\nMost of the time saved is simply knowing the most effecient route and SKIPPING or ignoring harvester waves that are too far off the path. Once a harvster wave beams down they will begin to chow down on humans (harvest them, if you will) and work on creating a MUTANT. Mutants are extremely scary, jumping monstrosities that can crush you instantly and follow you anywhere, so if one spawns it\'s bad news. By getting to the processor and finishing the stage all of the enemies chasing you will self destruct, so it\'s mostly a race against time to the processor. In a couple of worlds I cut this quite short in terms of health. \n\nI first attempted a BH run in \"Hero\" mode but soon abandoned the idea as the challenge in Java became too great - I had to slow down significantly just to stay alive. Also, the rate of harvesting seemed faster and I found myself facing mutants much earlier than in normal (which the game calls easy - how do you have hard and easy without a normal?). \n\nGREECE 1916 \n\nNothing much to discuss or point out until late in stage 3 where I gain access to airplanes. I accidentally blow up my test airplane and therefore skip the stupid training exercise, which saved roughly 25 or 30 seconds. When this occured I thought I screwed up big time...talk about a stroke of luck. I\'m not sure if I could blow up my plane the way I did again if I tried! My wing got caught on one of the balloon strings and I was in midair and could not go forward so I crashed nosefirst, which is instant death for any vehicle. \n\nThe third processor can be beaten quicker than the strategy I use by continually bumping against its force field and shooting the entire time. However, I tried to do this twice while recording and my airplane ended up exploding due to collisions. I remember doing it once before on a test run...oh well. \n\nJAVA 1941 \n\nI enjoy the atmosphere of this world immensely but after playing through it so many times I began to despise its very inhabitants (I like how everyone here is white). In stage 3 I end up ignoring the ship full of hapless villagers which is burning due to the lava (that fills up my human meter quite a bit) and several harvester waves that are far away and require severe backtracking to get back to the ideal path. \n\nMy least favorite part of the entire game is the end of stage four where Adam must piece together pieces of the Kris Knife and use it to end the cursed weather. If you try to fly to the processor before doing this your airplane will be mercilessly struck down by lightning. This is also the only part of the entire game where you are required to go backwards to previous stages for lenghty periods of time. \n\nThe MAIN reason why I HATE this part is because the airplanes/gyrocopters are so sensitive and fragile. AT LEAST two recorded games ended here because my airplane either got STUCK or exploded. The Zero once became lodged in the path to the fire temple and I could neither go forward nor backwards. Thanks a lot, Gremlin. \n\nThis stage also features, without a doubt, the most difficult processor in the entire game. \n\nAMERICA 1966 \n\nAmerica is very orange, if I may say so myself. \n\nIt\'s amazing how fast one can do the first stage. This is usually where most people give up, or at least I did when I first played. It\'s quite the maze! Unfortunately I must skip the defining moment of body harvest: running over schoolchildren in an ice cream truck while using its melodious horn. \n\nNow to why I have several saves instead of doing this world single segment...my game decided to start giving me the finger. From the beginning of stage 2 to the beginning of the military base in stage 3 is hereby named \"The Frozen Desert.\" My game froze roughly 25-30 times and the only remedy I found was to save, each save consisting of about half a minute of lost time. This is very peculiar because I\'ve never heard of this being a problem before. \n\nThe biggest trick in this world is getting the flying saucer BEFORE going to stage 4. This enabled me to turn what is supposed to be a nail biting stage into a cakewalk. \n\nSIBERIA 1991 \n\nThis is by far the longest and most difficult world. In the first stage I am pretty much running from a mutant after I get in the train and smash through the avalanche [-] it\'s a good thing the Mutant has to obey and laws of physics instead of teleporting to me. \n\nThe second stage is rather odd. First a huge scientific research facility implodes for no reason and then you use a keycard to open a wooden door in a civilain houseworld. Whatever. The biggest trick of Siberia is solving the nuclear meltdown (a slight diversion from the regular path) because doing so earns you a Spectre VTOL, which enables you to skip large portions of the world and makes the notorious stage 4 much easier. \n\nSpeaking of which, stage 4 is pretty rigged in regards to how the aliens spawn. Which is why I found this great trick [-] I use a Hangman B to fly along the perimeter of the level and then use its rope to pull up the SCUD missile launcher and land it in the military base, thus avoiding (no kidding) about 50-60 aliens, comprising the largest group in the game. \n\nOf course, the reason to even deal with the SCUD is because the Processor doesn\'t appear until it blows up. Trust me, I tried all sorts of zany methods to skip the process of launching the SCUD but the game designers must have had someone like me in their mind when programming. My most hopeful strategy involved using my Spectre to blow the SCUD up from afar but you can not escape its monstrous explosion, which kills both the vehicle and you. This is OK, because bombing the alien radio station is extremely satisfying. \n\nAfter the fourth processor I become somewhat scared because I\'ve failed twice here before. The problem is that one of the portals back to the first stage (you must save your ship) is extremely tiny. I\'m always afraid my plane will either explode or fall in the water, ending 45 minutes of pain. \n\nThe final shield generator is INSANE, by far the hardest in the game. Now, I don\'t know what\'s wrong with me but I failed in the Spectre in a run before this so I decided to try to get the tank. OOPS the tank starts with half life [-] thanks a lot. It is simply AMAZING that I live through this. First the tank is stuck, then it explodes, then I run to an APC and kill some guys to get some health, then I\'m running away from about 30 aliens trying to dodge missiles. This was definitely the most adrenaline pumping part of the entire run, mainly because it was not on the flight plan and I was playing by the seat of my pants. \n\nALIEN COMET 2016 \n\nThe last world is unique in that there are no processors, generators, or different vehicles [-] just you, Alpha 1, and a bucketload of aliens to kill. My strategy involves ignoring as many aliens as possible and collecting as many of the special weapons as I can without being too slow - in particular, the \"lazer\" missiles and the \"resonator\". The missiles I need to destroy engines so the comet can not align to hit the earth AND to destroy the crazy scorpion boss, while the resonator is useful in destroying large masses of enemies that accumulate around me and of course for the last boss. \n\nSpeaking of masses of enemies, I tried a variety of tactics in order to speed through this world. The problem is the most dangerous enemies fly and they all follow you until SOMEONE dies, which presents a problem because you can\'t keep moving forever. In particular, the alien city is evil due to the fact there are gates which are an extrmeley tight squeeze and I always get stuck because the Alpha 1 is so fat. So I end up having to do battle with great amounts of flying, green, electrical dragon things. \n\nThe scorpion is IMO the hardest boss in the game. Resonators have little or no effect upon him and if you stop moving then he will charge and crush you against a wall, resulting in instant death. This is why I keep a constant circle pattern around him. I only stop moving when I know he\'s about to die. \n\nThe last boss CAN be hard...but I\'ve been stockpiling resonators, so in reality he\'s pretty simple. Resonsators just make it so easy. I do, however, enjoy the poetic death of the dark Adam. \n\nOh yeah, this is an aside to anyone who has read my walkthrough for this game: I\'m sorry for being an IDIOT. I thought the girl named Daisy that you rescue in this level is just some random woman that they put in for the sake of having an objective. I didn\'t recognize her tired and exhausted face compared to her normal one. I also didn\'t connect the fact that once you get Daisy your partner returns. Obviously, your partner and Daisy are one in the same. I\'ll blame Gremlin once again for not dropping her name at the beginning of the game (or explaining how she was captured)!','2004-07-30',0,8569000,11,'BodyHarvest_22249',7,9,0,NULL),(0,102,NULL,34,'','This run was done after the full power run and I believe is smoother and more ideal in terms of actual speed. The full power run (and its many attempts) gave me a lot of practice and toughened me up quite a bit. Normal mode is quite easy in comparison to hard; I didn\'t know there were so many differences aside from enemy health, some item locations, and the behavior of the hearts (disappear vs. collectable again after a hit). For example: \n\n- the wind and slipperiness of the ice levels is considerably less \n- the blue and green razor soldiers are relatively docile \n- less and slower fireballs in the fire stages \n- Draco\'s fire breath (green boss) doesn\'t follow you \n- Hades (fire boss) is slower (laser/arm/spinning speed) \n- the levers at the end of fire stage one stay down longer \n\nHowever, without full power there are some other difficulties, like maintaining max fire/bomb count and having to find remote and ultra (\"cherry\") bomb items. Indeed, during this run I explore more of the game and have to solve a couple more puzzles and figure some things out. For example, in water stage one I use the \"dizzy boost\" to get to the bridge switch. \n\nI also figured out other uses for the dizzy boost in black fortress stage three that I did not use in the full power run. If you\'re curious, a dizzy boost (my term) involves laying a bomb a couple spaces away from the wall. Bomberman then holds a bomb in his hand, hugs the wall, and attempts to toss it. Since there is no physical room you will be knocked out and go backwards, landing on the first bomb, which will bounce you to the next, and up the ledge. It\'s quite fancy. I learned it from [b]SpryoDi\'s[/b] GameFAQs bomb ladder guide. \n\nNo time is lost in this game if you die during a mini or major boss. No time is lost if you say \"no\" to a game over. No time is lost if you reset the N64. I didn\'t abuse that very much if at all here, however, aside from killing myself if I drew bad luck at a boss. \n\nThe main reason this is much longer than hard power mode, besides the obvious, are the bosses. Without remotes for Altair\'s henchmen it can take much longer to land a pumped explosion on them and then even just finishing them off can be a challenge. The most difficult bosses to obtain all five cards are Altair and Spellmaker, which is why I saved a segment just for each one (although I was confident enough to go for the difficult cards after Spell, which paid off in the end...it could have gone quite badly). \n\nSpeaking of cards, here\'s a summary: in each action stage you can find three cards hidden. One card is earned after killing 30 enemies and the fifth is a reward for beating the stage under a predetermined time limit. Bosses have their own unique requirements: big ones involve blowing pieces of them off (arms, wings, missile launchers, etc.) while the Bomberman sized guys involve catching them in explosions, bouncing a pumped bomb off their head, and doing something goofy (like getting caught in Orion\'s shield or knocking Regulus out as he does a ninja dash). All bosses also have a time limit. \n\nHave fun! Enjoy the \"bloopers\" in the credits that Hudson put in as a reward.','2005-03-16',0,5640000,12,'Bomberman64_100p_134',4,9,0,NULL),(0,103,NULL,35,'','I\'m having a lot of fun running these goofy, underground games. This sequel is pretty straightforward: get to the end of each stage and kill the boss at the end of the world. There\'s also a reappearing mini boss named Nitros that will make your life annoying in each world. Every time he appears he has a new skill but he\'s a pushover until the final world, where he can fire off 2-3 attacks at once. \n\nMost of the levels are really easy, but doing each perfectly is difficult due to the floaty jumping physics and the lack of what I call \"airborne awareness.\" It\'s hard to tell where Bomberman is because the textures are very bland (which makes referencing difficult) and there\'s no shadow until it\'s too late to really make a decision. This was overcome by simple practice. \n\nThere are a handful of areas (maybe 4? 5?) where it\'s possible to split the path: level b or level a, depending on which exit you take in the previous stage, so this run doesn\'t show every single level, just the fastest route. I also don\'t do 100% because...well...it would take forever. There\'s too much junk in each level and it would be quite boring, I imagine. \n\nThe last world is nothing but bosses [-] I spent the most time here, since it\'s pretty difficult to go through them without dying (I sacrifice myself only to have more health for Natia and Bagular, the most difficult encounters by far). I have max bombs/fire for the rematch with Bolban because after Nitros is defeated he \"gives you a present.\" \n\nI also doubled the bitrate for the last world...I didn\'t think it made much of a difference, but meh. \n\nEnjoy.','2005-03-23',0,4020000,11,'BombermanHero_10700',5,9,0,NULL),(0,104,NULL,355,'','First off, happy 22nd birthday to Nate, since this run was completed on his birthday; unfortunately, I forgot it was his birthday until about a week later. (Sorry!) \n\nSecondly, this is my first full game speed run; that\'s not counting a run of Mega Man 3 on MMAC I did almost 2 years ago that I deemed craphola and my Sonic 2: Death Egg in 54. Yes, I\'m still attempting MM3 if anyone is asking; it\'s just temporarily on the backburner. \n\nSince Sion is the first character amongst the trio, it seemed only natural to run through the game with him first. The only special move I get for him is the Torpedo Kick. Afterwards, I raise the power attribute (for power is strength, strength is knowledge, and knowledge is power) until it\'s maxed out, then life just to be on the safe side. This goes double for Volt & Kou\'s runs, replace the Torpedo Kick with their special move of choice. \n\nHumorous highlights in my opinion are: [ol] [li]Defeating all three guards on the cargo train at the same time during the 2nd set. [li]Volt stealing a couple of my kills (the last guy on the cargo train, round one and the last guy on the aircraft carrier for example) [li]Kaldea getting her ass kicked by yours truly and not returning to panther form during the final battle with her. [/ol] \n\nClose calls: Echidna, round 1 & Mugetsu, round 2. \n\nSpecial Thanks to: [ul] [li]Radix - Hail SDA! [li]Nate - Ruck zuck this! (format \"this!\" normal for emphasis) [li]Wheels - This run is your fault! I probably wouldn\'t have tried speeding this if you hadn\'t started the thread in the forum. How I wound up doing it is beyond myself. [li]InsipidMuckyWater - You eeediot! (for never considering speeding this game) [/ul] \n\nI\'ve decided that I\'m not done running this game yet, as I am working on low % runs on this and my other two Bouncer runs (open for discussion on the forums). I may also, if it\'s possible, do 100% runs in the same fashion (New Game + anyone?) \n\nUntil then, sit back and enjoy!','2006-05-20',0,1140000,12,'TheBouncer_SS_Sion_019',1,13,0,NULL),(0,105,NULL,355,'','This is my second Bouncer run; I completed this one 10 days after my Sion run. This run got the axe several times on previous attempts, the most insulting being accidentally selecting Sion against Kaldea (oops), and getting my ass kicked by Dauragon in the final battle when I only needed one more hit to beat him (oh so humiliating). Volt is the strongest of the three, but also the slowest. The only special move I get for him is the Shoulder Uppercut; it does massive damage, especially against the LD-xx bots. It\'s also the most expensive of the 1st special moves at 960 points (Sion\'s Buster Throw is 400, Kou\'s Heel Smash is 320), the earliest I get it is before I face Echidna the first time. [ul] [li]Mugetsu, round one, was a pain in the ass courtesy of Mr. Cheap Shot. [li]The 3rd battle in the building was insulting, thanks to 3 shots that practically came from out of nowhere. [li]Mugetsu still gets his fair share of blows in before I whip him senseless in round two. [li]I hate PD-4 for only one reason: he goes after whomever you\'re fighting as first, very annoying. [li]Echidna and the LD-X1s have screwed me over on several occasions, especially as Kou. [li]I really hate Mugetsu\'s corkscrew-headbutting attack! [li]I don\'t know how Kaldea hit me with that jump-kicking attack, I was blocking so it shouldn\'t have damaged me. [li]Dauragon is really dirty, especially in terms of counter-attacking, which he does to me several times before I finally put the drop on him. Then again, so is PD-4. [/ul] \n\nSit back, and enjoy!','2006-05-30',0,1140000,12,'TheBouncer_SS_Volt_019',1,13,0,NULL),(0,106,NULL,355,'The timer switches from 0:19 to 0:20. The run counts as 0:19 because there is no control over the character at this point.','Warning: This run contains Wakko Warner bashing, watch with extreme caution. \n\nKou was the last of the three of my Bouncer runs and I finished it after taking a breather after completing Volt\'s. I would say Kou is yang to Volt\'s ying, fastest but weakest. The Circular Uppercut is the cheese for Kou, as he can juggle opponents with it if utilized effectively (can you say \"boingy-boingy-boingy..., hence the Wakko bashing). It\'s also the cheapest, the earliest I usually get it is after the 2nd battle; unfortunately, I was a bit short on experience so I got it after the 3rd. [ul] [li]The cheap shot I get hit with right off the bat in the first battle is embarrassing, now that I think about it. [li]Dauragon was royally spanked in round one. [li]I actually get through the infiltration sequence without screwing up (the 6th soldier is usually where it goes north, major pain in the ass); I like the elevator cutscene, even though you don\'t get to see that since it has to be skipped. [li]Mugetsu was royally pwned in round two. [li]PD-4 and Echidna, round 2 are a pain in the ass in my opinion. That and they should keep the camera off of Echidna\'s butt in the cutscene (which you also don\'t see since it has to be skipped) [/ul] \n\nEnjoy!','2006-05-30',0,1140000,12,'TheBouncer_SS_Kou_019',1,13,0,NULL),(0,107,NULL,4,'','Prologue \n\nIt\'s Friday night, and once again, Boy was at home with nothing to do and nobody to see. Though he and his mother had moved to the area well over 2 years ago, Boy has yet to make any friends. Every time he\'d try to start a conversation with his classmates, or join in on any of the games they played during recess, he\'d get mocked. Nobody liked him, and nobody pretended to ... not even his parents. There is no better evidence of this than the fact that his parents never even bothered naming him, figuring he wasn\'t worth the effort. As you can see, Boy has had it rough since the day he was born. It doesn\'t help being a total spaz either. \n\nTired of spending the evening reading comics in his room, Boy figured he\'d sit on the front porch with his notebook, the one in which he draws his friends, imaginary though they are. Grasping a pencil in his right hand, he began doodling when, out of the corner of his eye, he saw a shooting star. \n\n\"I wish I had a real friend,\" he whispered with tears welling in his eyes. \n\nJust then, amazingly, a creature fell from the heavens and landed with a thud in front of Boy. \n\n\"What!? I don\'t believe it! It worked! It worked!!!\" Boy screamed as he studied the blob-like creature before him. \n\nWithin moments, Boy recalled how he drew something like this just like this a few days ago. Rifling through his notebook, Boy soon came across a picture of an alien blob. Underneath he had written \"Blobert.\" \n\n\"Um ... are you Blobert?\" Boy shyly asked. \n\n\"Why yes I am,\" Blobert replied, \"but please call me Blob. I\'ve traveled many galaxies to find someone suitable to assist me in my mission.\" \n\n\"Your mission?\" \n\n\"On the planet I\'m from, Bloboloniaâ„¢, an evil emperor has assumed power over my kind. He forces us to eat nothing but sweets and won\'t allow us to consume healthy things like vitamins.\" \n\n\"\'Nothing but sweets\' sounds great!\" Boy said smiling. \n\n\"It\'s not a laughing matter. We\'re in dire straights. I need to get vitamins to my people soon or they will die.\" \n\n\"Even you?\" Boy asked, regretting what he said earlier. \n\n\"Yes, even me,\" said Blob. \"Will you help?\" \n\nAfter wiping his eyes, Boy puffed out his chest, looked proudly at Blob, and proclaimed, \"You can count on me ... friend. But, why do you need someone like me? Why did you come to Earth?\" \n\n\"Why not someone like you?\" Blob sympathetically asked. \"We have learned that your planet is the closest source of the vitamins we so desperately need. If only I knew where to find some.\" \n\n\"The health food store down the street sells lots of vitamins. Their prices are really, really high though. But it\'s now the only place on Earth to get them - \" \n\n\"So they\'ve decided to take advantage of you humans by inflating their prices to insane levels, knowing full well a person would pay anything if they\'re so desperate. Hmm, sounds similar to my planet\'s situation. Can we somehow break in?\" \n\n\"Break in!\" Boy gasped. \"That\'s illegal! Besides, the owners - Dave and Rick - are crooks who wouldn\'t think twice about killing us both.\" \n\n\"Ok,\" Blob thought aloud, \"we\'ll just need to acquire the proper funds. I don\'t suppose you know where we can get enough money. Maybe your family could help?\" \n\n\"No, we\'re poor. That\'s why we had to buy this tiny house right next to the subway. And, I doubt my mom would help me anyway ... hey, I just remembered! I\'ve heard that below the subway, there\'s a cave with lots of treasure. I tried finding it myself when I first moved here but ... I\'m sorry Blob.\" \n\nBlob then hopped over to Boy\'s feet, looked in his eyes, and said, \"Ah, but that was before you met me. I\'m going to tell you a secret.\" \n\n\"A s-s-secret?\" Boy stammered. \n\n\"I\'m a magic blob,\" Blob whispered, \"but don\'t tell anybody. Do you have any jellybeans?\" \n\n\"Jellybeans? Um, yeah, I just bought some after school. They\'re inside the house. Hold on,\" Boy said as he raced up to his room. \n\nBoy found the jellybeans and before leaving told his mother he\'s going to spend the night at the subway with his friend Blob. She didn\'t bother responding. Boy then left. \n\n\"Blob, Blob, I found \'em! What do you want me to do?\" \n\n\"Just hold on to them for now,\" said Blob, \"I\'ll show you once we get to the subway. Would you please lead the way?\" \n\nBoy stuffed the jellybeans into his backpack and ran toward the subway, excited about the adventure he and his new friend were about to have. \n\nChapter 1 \n\n\"Blob, where are you!\" Boy yelled up the subway stairs. \n\n\"I\'m sorry, I can\'t move that fast, on account of me being a blob and all,\" Blob huffed as he made his way down the stairs. \"Quick, feed me a punch jellybean.\" \n\nBoy reached into his backpack and tossed a jellybean towards the bottom of the stairs. With perfect timing, the jellybean landed in Blob\'s mouth as soon as he stopped. Boy watched as Blob proceeded to morph into a flat circle. \n\n\"Whoa!\" Boy excitedly exclaimed, \"Jellybeans make you change shape! Awesome!\" \n\n\"Now you know why I\'m a magic blob. In fact, each jellybean flavor turns me into something different. If you want to turn me back into a blob, just whistle,\" Blob explained. \"Now fall through the hole I just created.\" \n\n\"I\'m scared,\" Boy cried, wondering how Blob\'s new shape melted away the subway floor. \n\n\"Come on!\" Blob snapped. \"Oh, um, I mean, don\'t be scared; you can trust me.\" \n\nBoy crossed his fingers and fell through the hole, whistling on the way down. He saw a blue bag full of blue coins on a ledge a few feet away. \n\n\"Blob, we did it! We found the treasure!\" Boy gleefully exclaimed. But as he excitedly ran towards the ledge, he let slip a jellybean from his fingers. Miraculously, Blob appeared where the jellybean landed. \n\n\"How ... how did you do that?\" Boy asked. \n\n\"Magic,\" Blob slyly replied. \"You must have some Ketchup beans in your bag. That only happens with Ketchup beans.\" \n\n\"Why would there be Ketchup jellybeans? That\'s disgusting,\" said Boy with a sour face. \n\n\"Looks like someone played a joke on you kid,\" Blob said, trying not to laugh. \"Enough chit-chat, feed me a licorice jellybean so we can get that bag of treasure!\" \n\nSoon, after climbing the ladder the licorice jellybean had caused Blob to morph into, Boy held the treasure in his hands, marveling at how the coins weren\'t the usual gold color he was used to seeing. \n\n\"This should be enough to buy those vitamins,\" Boy said. \"How do we get back up?\" \n\nBlob stared at Boy incredulously. \"One measly bag of coins isn\'t enough for my people. And you know what they say: \'Why take one bag of treasure when you can take them all?\'\" \n\nBoy was confused. \"Are you ok Blob?\" he asked. \n\n\"Yeah ... um, yeah ... uh, we really should find more treasure if we want my mission to be a success.\" \n\nWith that, Boy and Blob were on their way. After clever utilization of another ketchup jellybean followed by a punch, Boy and Blob found a chest full of treasure guarded by a giant snake. \n\n\"Please do exactly as I tell you,\" Blob insisted. \"First, feed me a vanilla bean; it\'ll save time later.\" \n\n\"An umbrella? How is that going to help us with this snake?\" Boy asked. \n\n\"It\'s not; we\'ll need it for the jump we\'ll have to make.\" \n\n\"Wait. What jump? How do you know what\'s ahead.\" \n\n\"Um ... never mind that now,\" Blob said at a loss for words. \"Now! Run!\" \n\nWithin moments, they were past the snake and gently floating down through the air. \n\n\"Hey, look at that giant spider web,\" Boy directed. \n\n\"I see it,\" Blob replied. \"We\'ll need to burn through it.\" \n\n\"Can\'t I just knock it aside with my hands?\" Boy asked. \n\n\"No,\" said Blob. \"Drop me, grab that treasure over there, and feed me a cinnamon jellybean.\" \n\nBoy did just that and used the resulting blowtorch to scorch the web. \n\n\"That was good,\" Blob said, \"but you shouldn\'t have drifted so close to the wall. We would\'ve saved two seconds had you dropped me closer to the ledge we just jumped from.\" \n\nLooking ahead, Boy and Blob saw boulders as big as Boy\'s head raining down. \"This could be trouble,\" both thought simultaneously. \n\nChapter 2 \n\nAt Blob\'s suggestion, Boy turned Blob into an umbrella again and used it to protect his head from the rocks. As Boy ran through the area, Blob watched as Boy\'s feet kicked out from under the protective field of the umbrella. \n\n\"Why are you kicking your feet so far out in front of you!?\" Blob yelled. \"If one of those rocks hits your leg, you\'ll be crippled!\" \n\nSeeing one about to do just that, Boy wasted a second doing a quick stutter-step to avoid it. Once they were past the rocks, Boy used a strawberry jellybean to turn Blob into a bridge, which he crossed to get to the next treasure chest while avoiding another snake. However, after whistling to change Blob back, Boy could\'ve ran through the gap a bit earlier since only the snake\'s head can harm him, not the rest of its body. \n\nTired of waiting for Blob to catch up, Boy threw a ketchup jellybean to teleport Blob in front of him. Then, Boy tossed Blob a tangerine jellybean so he could grab the diamond floating above. \n\n\"How is that diamond just floating in the air like that?\" Boy asked as he jumped on the trampoline. \n\n\"I don\'t know,\" said Blob, \"but if you didn\'t walk so clumsily, you could\'ve jumped on the trampoline a tad faster.\" \n\n\"Why are you being so mean Blob?\" Boy quietly asked after falling down with the diamond. \n\n\"Oh, I\'m sorry kid. I didn\'t mean to upset you. Forget I even mentioned it.\" \n\nWithin seconds, Boy found a room with more treasure and another snake. Even though Boy could\'ve reached the treasure faster by sliding his feet, he figured he didn\'t want to risk the snake biting him so he just waited patiently for a clear path. \n\nAfter grabbing the treasure and whistling for Blob, Boy fell through the nearby hole, threw a ketchup jellybean to make Blob catch up and then climbed him to get a treasure on a ledge high above. Once that was done, he fell through the ledges until coming to an open area. \n\n\"Where do we go now?\" Boy asked. \n\n\"Up,\" Blob said. \"Turn me into a trampoline again.\" \n\n\"You mean way up there,\" Boy said as he pointed. \"That\'s way too high!\" \n\n\"Don\'t worry. You\'ll be fine. Come on, let\'s go.\" \n\nBoy feed Blob a tangerine jellybean and after a few jumps, was near the ceiling of the cavern. \n\n\"Jump toward the ledge and use ketchup to teleport me up there after you land!\" Blob yelled. \n\n\"I\'ll never make it,\" Boy screamed. \n\n\"Yes you will!\" Blob yelled with a slightly annoyed tone. \"Jump! Now!\" \n\nWith great apprehension, Boy jumped toward the edge, and wondered, as he fell through the air, if he had made a terrible mistake. \n\nChapter 3 \n\nBoy closed his eyes and held his breath as he made the jump. Before he knew it, he felt solid ground beneath his feet. He couldn\'t have been closer to the edge if he tried. \n\n\"Woohoo!!!\" Boy shrieked. \n\nHe then followed the rest of Blob\'s order and used a ketchup jellybean. Then after grabbing another treasure, asked Blob where to go next. \n\n\"There should be a treasure directly below us,\" Blob mused. \"Time for a punch.\" \n\n\"How do you know?\" \n\n\"Like I said before, you don\'t need to worry about that.\" \n\nThe location where Blob morphed into a hole was so perfect, Boy was able to grab the next few treasures without moving his legs. \n\n\"Ch-ching!\" Blob enthusiastically cried out. \n\nA minute later, after grabbing a few more treasures and floating through the air with the umbrella, Boy and Blob came to an underwater area. \n\n\"Use a cola jellybean to turn me into a bubble,\" Blob explained, \"then get inside the bubble and float down to the water.\" \n\n\"But how can I get inside the bubble without popping it?\" Boy asked. \n\n\"Jeez,\" Blob muttered. \"It\'s magic kid, it\'s always magic.\" \n\nAs they made their way through the caves beneath the water\'s surface, Boy began asking Blob about his home planet. \n\n\"Try not to talk much kid; you\'ll run out of oxygen,\" Blob lied. \n\nAfter grabbing several more diamonds and another chest of treasure, which Boy could\'ve snagged two seconds faster with better control of the bubble, they were ready to get back to dry land. Boy changed Blob into a bridge to cross the next gap while avoiding yet another snake. Then, after Blob morphed back into his normal form, demanded Boy feed him a cinnamon jellybean. \n\n\"I don\'t see anything nearby to burn,\" Boy said, confused. \n\n\"You won\'t be burning anything. You\'ll need to turn me into a trampoline just ahead to reach the area above us, but before doing so, you\'ll have to position me in the right spot. This will be a lot easier if you carry me as a blowtorch, then drop me where you want the trampoline to go.\" \n\n\"Why can\'t you just hop into position?\" \n\n\"Because, sigh, I\'m not too accurate with my jumps; I have trouble controlling them,\" Blob dejectedly admitted. \n\nWith that, Boy succeeded in changing Blob into a trampoline in the perfect spot; mere inches in either direction and Boy would\'ve either hit his head on the ceiling above or fell to his death trying to reach the ledge. Boy used this cinnamon strategy once more after making his way up through the rest of the caves to end up at a manhole leading to the surface. \n\n\"Excellent, just excellent,\" Blob proudly stated. \"We\'ve found every treasure. Let me remove this manhole cover and let\'s get out of these stuffy caves.\" \n\nBoy gave Blob an apple jellybean, which turned Blob into a jack. Blob then proceeded to lift the cover off, exposing them to the night sky. Boy whistled to change Blob back so he could feed him a licorice jellybean and get out. However, they were both in for a surprise. \n\n\"AAAAAHHHHH!!!!\" Blob screamed in agony. \n\n\"What happened to you Blob?\" Boy asked, frightened. \"You look all glitched up.\" \n\n\"The pain is unbearable!!! Argh!! Hurry, whistle again. Hurry!!!\" \n\nBoy whistled and Blob was back to his usual self. Neither had any idea what just happened. \n\n\"Whew,\" Blob exhaled, \"I\'m ok now. Let\'s go up.\" \n\nAs soon as they reached the surface, Blob demanded that Boy feed him a root beer jellybean. \n\n\"Hop on kid. I can\'t get back to my planet without your help.\" Blob declared. \n\nSo, Boy sat on the rocket and held tight as it rose into the air and raced towards Bloboloniaâ„¢. \n\n\"Oh man!\" Boy cried as the rocket hit his house, \"look at the damage!\" \n\n\"It\'s barely a scratch,\" Blob reasoned, happy he successfully did what he came to Earth to do. \n\n\"Wait a minute!\" Boy yelled as they traveled near the speed of light. \"Weren\'t we supposed to buy vitamins?\" \n\nChapter 4 \n\n\"So this is Blobolonia? Looks like Earth,\" Boy reflected. \n\n\"That\'s Bloboloniaâ„¢, with a TM. The creator of our world felt it necessary to trademark my planet\'s name,\" Blob explained. \"I don\'t know why; I highly doubt anyone else wanted to use it.\" \n\nAs Blob was talking, Boy absentmindedly threw some jellybeans. After the fourth one he threw, Boy suddenly had a vision of the future. \n\n\"Whoa, that was weird,\" Boy said as he stared at Blob. \"I just saw a room with a huge, evil-looking blob standing next to a cage.\" \n\n\"Weird indeed,\" Blob said as they made their way across the grasslands, \"but not as weird as my whole planet being deserted. I wonder what happened. Perhaps the Emperor had something to do with it. Let\'s go find him.\" \n\nBoy raced ahead of Blob, past the marshmallow factory, and into the chocolate caves. Boy then threw with pinpoint precision a ketchup jellybean at the edge of the pit. \n\n\"Couldn\'t you have teleported me any closer to the edge?\" Blob sarcastically asked. \"We\'re almost at the Emperor\'s chambers. Let\'s cross this gap and confront him.\" \n\nSoon, they came to a locked door. \n\n\"We\'ve made it kid. There\'s only one way to open this door. You\'ll need to feed me a lime jellybean to turn me into a key.\" \n\nBoy did that and used the key to get into the next room, where he saw the Emperor had set a trap. \n\n\"I should\'ve known you\'d do something like this Emperor\" Blob proclaimed, \"but you\'ll never stop me as long as I have my friend over there!\" \n\n\"So, you\'ve made a friend, huh?\" the Emperor bellowed. \"I wonder what lies you told him to make that happen.\" \n\nBoy was confused. \"What does he mean Blob?\" \n\n\"Don\'t listen to him. I have a plan. Feed me an apple jellybean.\" \n\nPutting his trust in his new friend, Boy threw Blob the jellybean and watched as he turned into a jack. Then, Blob jacked himself up, knocking over a huge bottle of vitamins that sat on the shelf above the cage. Before the Emperor could get out of the way, he was engulfed with the vitamins. \n\n\"NOOOOO!!!!\" the Emperor cried out. \"I\'m dying!\" \n\n\"Blob,\" Boy asked, \"what\'s going on? Why are the vitamins hurting him? I thought you needed them for your people.\" \n\nBlob thought fast. \"Well, you see - \" \n\n\"Blobert lied to you son,\" the Emperor stated as he breathed his last breaths. \"Vitamins are poisonous to all blobs on this planet. I had some to protect me in case someone ever broke in here and tried to take my life ... as I knew Blobert would try to do. But I would\'ve given him just one, which would\'ve knocked him out long enough to transfer him to prison. Any more and he would surely die, just as I am about to now.\" \n\n\"B-b-blob, is this true?\" Boy stuttered. \n\n\"Man, you really are a moron, aren\'t you? You think I traveled to your planet because I needed your help \'saving my people?\' I used you to steal your planet\'s treasure.\" \n\n\"Used me?\" Boy asked, heartbroken. \n\n\"Hey, what can I say? That\'s what a pirate does. Sorry kid.\" \n\n\"But, you were never my friend?\" \n\n\"Friends with you? Don\'t make me laugh. Perhaps if we spent more time together, and if weren\'t such a spaz, then maybe we could\'ve developed a friendship. But for now, I\'m glad our time together is over.\" \n\n\"Why Blob, why!?\" \n\nEpilogue \n\nNobody except Boy and the former emperor knew Blobert\'s true intentions, but the former emperor was now dead, which everybody figured was an accident, and Blobert threatened to do the same to Boy if he said one word to anyone. Blobert used his stolen riches to claim the emperorship for himself, hired an unwitting behemoth of a bodyguard to protect him, then sent Boy back to Earth with memories that will forever haunt his nightmares. \n\nThe End.','2007-06-14',0,690000,11,'ABoyAndHisBlob_100p_1130',1,8,0,NULL),(0,108,NULL,36,'','First off, before anything, I would like to thank every SDA staff member. Not only putting up this run and my MMPR run, but also mainly for the hard work you do behind the scenes that make SDA an excellent source for speedruns. Major thanks for people who submit runs to SDA, since you\'ve gave all of us interesting and entertaining speedruns to watch, and give us hints on possibilities on improving gameplay on a game. Now, onto the comments. \n\nBrave Fencer Musashi, a tale of a hero summoned to fight off the evil Square executives for starving their employees while creating this game. As a result, Musashi goes on a quest for the five scrolls, only finding out Square wanted to end the employee rebellion by making sure Dark Lumina is released from Lumina. However, at the end, Musashi defeats Dark Lumina and tells the Square executives how unethical it is to starve their employees. The Square executives learned their lesson, and even allowed the employees to name things in the game after food and drinks. \n\nInstead of napping to decrease tiredness, I decide to buy mints that decrease Musashi\'s tiredness while in the middle of a segment. It saves having to wait till Musashi\'s tiredness is down to 20%. Also, getting the L-glove is better than L-quilt, since L-quilt is no longer needed once you go to Soda Fountain. Not that it matters, since you can decrease tiredness to 0% with mints instead of sleeping. At least with L-glove, you always increase your chances of getting a critical hit. \n\nNow onto the segments: [ul][li]Segment 1 \n\nAssimulate gunshot. It\'s required. Not only do you need it to shoot down the one logs and the one bell, but it makes faster work than fusion in destroying statues. \n\nSteam Knight is pretty much self-explanitory. \n\n[li]Segment 2 \n\nDespite mainstream belief, you can skip Ribson\'s mindless blabbering about stuff you already know by just mashing start, X, and O. \n\nKnock on the mayor\'s house, and rob him! Okay, you don\'t. But after his house, I decide to rescue a few people. Lumpwood is essential since you can\'t enter Twinpeak Mountain without him. \n\n[li]Segment 3 \n\nI gain all the money I need for the entire run in this segment. Poor Macho, he must be poor now. The thing is, I don\'t think this is entirely random, since everytime I loaded up this save for this segment, I would get the same card sequence. After memorizing it, it\'s easy money! \n\n[li]Segment 4 \n\nPoor Minku, it didn\'t have a chance to run away. But, after getting the berry, it\'s time to save Leno! I throw him to save time, since appearently, Leno weighs two tons. \n\n[li]Segment 5 \n\nMusashi should\'ve mugged the mayor. But, have to ask John about the scrolls. However, he needs bread and water. Bread can be bought at Jam\'s, while water can be gotten by the well. However, you must get the water before the town gossips get there. \n\nNow, it\'s time to go into the woods and get the key. Leno\'s path is always the same. The problem is you have to wait for him to sniff out the right path, or else you start from the beginning again. \n\nMake sure you visit John after midnight. Don\'t know why, since Wid sees what\'s going on. \n\n[li]Segment 6 \n\nBack at Twinpeak Mnt., where you cut down trees with Lumina. Lumberjacks and their chainsaws and axes have nothing against Musashi and Lumina. Here, I also save a lot of other people. \n\nI hate the rafting part. Jumping is very much needed. However, it lands the L-brace! \n\n[li]Segment 7 \n\nQuestion: how many of you are fans of the old Atari 2600 game Pressure Gauge? Like it? If so, you\'ll like this segment. If not, you\'ll hate it. If you\'re like me, I hated that game. So thus, I hated this segment. Steamwood Forest should blow up. \n\n[li]Segment 8 \n\nA race with Rootrick to get the Earth Scroll, doesn\'t really need to be explained. \n\n[li]Segment 9 \n\nBattle with the first evil Square executive Skullpion. Again, do I need to explain? \n\n[li]Segment 10 \n\nA short segment, I just find out that that brat Tim got bit by a Vambee (thank whatever is holy!) Now, I have to sleep until Wid is up. \n\n[li]Segment 11 \n\nYou have to wait till 11:00 PM (or 23:00 in BFM) to knock on Wid\'s door. At least I got to the flower or Mysteria or whatever it\'s called on time, since you need to be there between 3AM to 7AM, as Wid says. On the way back, I save quite a few people. \n\n[li]Segment 12 \n\nHotelo seems to not have came back. Good! Maybe Tim will turn into a Vambee! Oh wait, Musashi is cool, so as Hotelo failed, Musashi decided to go get the Aqualin. Of course, in appreciation for his help, all Musashi gets is an orange. So unappreciative. \n\n[li]Segment 13 \n\nTo be able to access the basement of the resturant, you have to talk to Jam\'s dad, Wanda and Macho. After you talk to them, you can then access the basement. \n\n[li]Segment 14 \n\nThe dreaded long segment. Just to note that the Vambees come out starting at midnight. If I remember correctly, after that, one comes out every 30 minutes in the game\'s time. \n\nThe first part of the dungeon, the correct teleports are right, left, and left. Nothing really much to say here except it\'s really hard to navigate in the dark. \n\nFor the second part, you have to assilimate Bowl, as their are some walls you have to break down to advance further. Also, behind some of those walls, you need to save more people as they\'re needed in an upcomming quest. As you can tell from this segment, I suck at bowling. \n\nBefore heading into the third part of the dungeon, I decide to get the L-cloth by bowling down the wall near the next two parts of this dungeon. \n\nThe third part is kind of tricky to time jumps. Not only that, but there\'s the exhaustion from doing a long segment of a speedrun. But, if you come away with some from this segment, just remember that if you fall in lava, you won\'t die, but will return to the last platform you were on, and only lose 27 HP. So go jump into a volcano already! \n\nAgain, the fourth part is hellish. I don\'t bother to assimulate the ghosts to get Sublime, as it\'ll take too much time to absorb the ghost, find out the path that I\'ve forgotten due to speedrunning a long segment, return to the body and go on the correct path. The fastest way at the moment is to just guess on parts I\'m unsure about. However, with the part where you can fall all the way down while in the dark is about timing. You see that I mistime moving while falling. \n\nNow, we\'re finished with this part after taking the uglybelt. \n\n[li]Segment 15 \n\nWe need to have to uglybelt appraised, so Conner is needed. Once it is appraised, looks like the town is in another peril that only Musashi can fix. However, in order to do that, he needs a rope. The problem is that Father White was locked outside his own church, and the rope is inside. To get in, talk to him at 2AM, and he\'ll let you climb up onto the church roof on his back. This is actually a good time to level fusion and lumina up some. However, the massive level-ups doesn\'t occur in the actual run, unlike they did in the practice runs. \n\nAfter getting the rope, it\'s time to get the water scroll. With posession of the water scroll, we can now get White\'s bell. Again, like with Leno, throwing it will save time since the bell weighs a ton. \n\n[li]Segment 16 \n\nNow, it\'s time to fight the evil Square executive Relic Keeper. On the way there, though, I do decide to save one person. Also, no more having to pick up a Vambee and throw it to get over some spikes! \n\nThe fight with the Relic Keeper should be self-explainitory, but I\'ll explain it anyway. You have to use the water scroll in order to damage the fire he creates since he\'s too busy holding up the ceiling. After you extinguish the fire, his core shows. Hit it with Lumina. This fight has a total of 3 rounds, with each one comes some newer attacks for the flame to use. \n\n[li]Segment 17 \n\nOff to Twinpeak Mnt. for the last time. I decide to also go to Hell\'s valley to grab a Minku and its Longetivity Berry. After that, it\'s time to save Weaver Dinneretta. Why save her? She\'s the only one who can make the L-cloth into the legendary item L-glove. With the Water scroll, we can easily get to the other side of the river, so hardly any time is lossed. \n\nNow, off to the mayor\'s house. It turns out he is sick! So what do we do about that? We take his job! And our first job is to restore the well\'s water level with the water scroll and to take yet another longetivity berry. But before we do, let\'s give Dinneretta the L-cloth, and save. \n\n[li]Segment 18 \n\nHere I just get a longetivity berry, the L-vest (which allows quicker charge time), and liberate the water crest. \n\n[li]Segment 19 \n\nDon\'t worry Minku rights activists, this is the last one I throw to get the longetivity berry. Also, it\'s time to get the L-goggles, which will allow us to save time by not having to go to Conner to get items appraised. This is especially important for the L-shoes, which are needed to fully complete the Ice Palace, since we wouldn\'t have to go back to Conner in the middle of the Palace just to get it appraised. \n\nBut before we go to get it appraised, we need to get our next assignment from the mayor\'s wife: get the gondola gizmo. In order to fully complete this assignment, we need to save all three carpenters. The good thing is that we\'ve already saved all of them. \n\n[li]Segment 20 \n\nGet the items appraised, then talk to Ribson about the Gondola Gizmo. It\'s required that you talk to the carpenters in order for Musashi to know what the Gizmo looks like, or else Musashi will get their and complain what type of junk he needs to get. \n\nNow, off to the cave to get the Gizmo. If you\'re wondering, it\'s the third one. Now head back, and save. \n\n[li]Segment 21 \n\nAnother horrible segment. One good thing about the water scroll is that you can hold down triangle or square, and it will produce a rapid fire effect. However, it can only fire two at a time. You can circumvent this by getting up against a wall and fire water blasts towards the fire. However at times, the water scroll seems to just stop working. Also, many times, panicky town citizens will push you out of the way, so position is sometimes important. But after that\'s all and finished, we need to talk to Dinneretta to get the finished L-glove. Now, it\'s time to save. \n\n[li]Segment 22 \n\nHere, we need to talk to the mayor\'s wife again. She\'ll give you some rocksalt, which we\'ll need to get to the fire scroll. The Artisan needs to be saved, so that fusion can be powered up. \n\nSorry, this is the fastest way I can think of to beat Kojiro[-]use Norm. Unfortunately, there were no critical hits in this segment. Also, don\'t you think it\'s strange that the princess actually floated to get up those stone stairs (see around 5:25-5:32). \n\nAfter bringing the princess back, we need to talk to the mercenaries, so we know the path to the ice palace. Now, it\'s time to save. \n\n[li]Segment 23 \n\nBefore heading towards the Ice Palace, we need to stock up on items. After that, it\'s time to go on. The path to it in the woods is left, up, up, right, up, up, right, up, up, left, up, up, up, and up. \n\nIn each of the color eye rooms in the Ice Palace, there\'s a requirement needed to get the item needed to go on. In the redeye room, just destroy all the enemies there. In the blueeye room, you have to defeat all the clones without taking a hit (the fire scroll comes in handy here). The greeneye room, you have to defeat the one thing using a clone, which you assimulate from Clone. \n\nAssimulating D-kick is an excellent thing. Not only is it a strong attack, it takes hardly any BP, and it gives you a speed advantage over walking. Thoughout several parts of this run, I use D-kick for a speed advantage. However, caution must be taken, since the lower Musashi\'s BP is, his condition changes, which can make him slow. \n\nThe evil Square Executive Frost Dragon is usually very easy, as his patterns are the same. So, he is taken down quite easily. \n\nAfter the battle, we head on back to the village, only to find out that it has yet another problem. Damn, this town has more problems than any one person has in their lifetime. Anyways, need to talk to two of the shops. Then save. \n\n[li]Segment 24 \n\nDamnit, someone at Square really loves Pressure Gauge. And this time, they decided to make it even harder. Luckily, we have D-kick still assimulated, and you see the big speed advantage it shows in this segment. \n\n[li]Segment 25 \n\nTime to get the Wind Scroll. Musashi here gets a big max BP increase thanks to Bubbles. Also, need to kill the gigantic ant before saving. That way, if the next segment fails due to a death, we won\'t have to keep killing this ant over and over like it\'s an immortal being that keeps being reincarnated in the same body. \n\n[li]Segment 26 \n\nThis segment is usually the one I have to redo over and over due to that one part before you get to Queen Ant, but this time, it only took two tries. \n\nI think going to save Rumparoni is actually required (well, it\'s not required, but might as well since he\'s there), since you have to hit the one switch to give other places power. Anyways, I save him, since his technique is powerful, and saves quite a bit of time in two future battles. \n\nThe one ride towards the Queen Ant is definitely the hardest part in the entire game (and the part I hate the most, since if you die on it, you have to start the segment all over again if you\'re speedrunning[-]also, you\'ll lose Antidote if you die here.) After that, Queen Ant takes a lot of hits to take down. Since I was at a much lower level than in my practice runs, I decide to play it safe and not level up fusion in the fight. Thus, here, I use Lumina against the slugs. \n\nWell, it\'s time to sleep until Sky day. But until then, we need to stock up on items. Now, we don\'t need mints, so I buy 3 biscuits and the rest ex-drinks. The biscuits are needed before the Death Tower fight to replenish Musashi\'s BP so he isn\'t exhausted and slow against it. \n\n[li]Segment 27 \n\nThis is an accidental segment, since I forgot to go learn Rumparoni-SP in the last segment. \n\n[li]Segment 28 \n\nTo get the last scroll, we have to wait until sky day. When it is sky day, we have to wait till it\'s raining. When it starts raining, we can use the Wind Scroll on the Wind Crest to get to where the Sky Scroll is. \n\nAfter getting the scroll, I decide to take it slow on this part, since it\'s very easy to mess up if you\'re going to fast. \n\nIn the fight against Ben, I developed a new strategy that allows me to take him down in two rounds (usually low-level, it takes around five.) After he comes down, use Rumparoni-SP on him from a distance to get two hits in, then charge up. When Musashi blocks one of Ben\'s attacks, use his one counter attack. This takes a lot of HP out of Ben with just one hit. Until he flies off again, just hit him with Rumparoni-SP and Norm. Repeat until dead. \n\nAnd just if you\'re wondering, the Gingerelle rumor is false. \n\n[li]Segment 29 \n\nLots of scroll switching in this segment. I won\'t bother to say the door combination you need to get to Ed[-]just watch or read the calendar the Mayor gave you. \n\nEd is a tough one to figure out how to defeat quickly. He isn\'t hard, but it takes a lot of rounds to get him down. Usually, this fight is the reason why I level fusion up. However, there are points here where I use fusion on him, and take almost as much damage on him than using Norm. \n\n[li]Segment 30 \n\nThe first thing anyone needs to do in this segment is assimulate grenade. It\'s the strongest ability in the entire game. The only major problem with it is that it takes a lot of BP to use. Usually, you can recover all the BP after using it since enemies in this segment drop a bunch of BP-healing drops. \n\nSorry, Musashi doesn\'t hit girls. So instead, he shows who\'s really the master at DDR. Of course, Topo decides to be dramatic, and dies...yes, she dies because she lost at a dancing contest. \n\n[li]Segment 31 \n\nThe final segment! I couldn\'t believe how lucky I was at this segment, and this is the only attempt at it! I didn\'t even have to reset at all, due to luck. \n\nHere comes the final evil Square Executive Tower of Death. Somehow, this one became stupid by opening the eye with the core in it right near where I was at. \n\nThe Dark Lumina 2 battle is where Rumparoni-SP is the greatest. Notice how easily Dark Lumina 2 is taken out. With Rumparoni-SP, Dark Lumina 2 is most likely the easiest boss in the game. \n\nDark Lumina Finale is somewhat harder. In order to damage him, you have to assimulate him after he does his turn. After you assimulate him, hit him with Lumina. There\'s only one instance where I missed assimulating him, and that\'s when he did his shockwave ability. But, he is also taken down easily. \n\n[li]Ending \n\nI found out in my second test run that if you decide not to skip the ending, the timer keeps going. \n\nOther than that, enjoy the drama that goes on in the ending. \n\nWell, that was a lot of commenting, probably most unnecessary. But enjoy the run.[/ul]','2007-08-24',0,14760000,12,'BraveFencerMusashi_406',31,12,0,NULL),(0,109,NULL,38,'','Not the most exciting game in the world, but as with the Lolo games, logic puzzle fans may enjoy it. \n\nThere are 100 different rooms in this game, but I only go through about a third of them (if that). You can score points by exploring for treasure, but at the huge risk of using up your keys, with no way to win. For those of you looking to set a points record on this game by visiting all the rooms, be warned [-] this puzzle is HUGE! \n\nThe one death in this run is deliberate. I get crushed against the ceiling by an elevator, but I manage to take a monster with me (one that\'s almost impossible to get past normally). Once he\'s dead, he doesn\'t come back. Since I go through this room twice, this greatly simplifies things.','2003-06-01',1,1226000,11,'Castlequest_2026',1,8,0,NULL),(0,110,NULL,39,'','I\'d like to thank all the various speed runners of this game that had an influence on me, and Kinuyo Yamashita for her classic compositions. \n\nLevel 1(stages 1-3): Jumping into action, I sit through the prologue and quickly power up the vampire killer before heading into the castle. Every opportunity for saving time is taken, and my first encounter with the bats provides a boost that ensures I won\'t see a fish man until stage 10! Right after that, I borrow Drac\'s axe and slice my way to a 1 1/2 minute finish time for the level. \n\nLevel 2(stages 4-6): Early on, I stumbled across a weird trick that lets me kill the knight in the first room with one hit when it normally takes 2-3. Making the cross hit it just as the bat flies through it somehow triggers another hit that finishes off the knight. It\'s things like that and two more enemy boosts that cut a lot of time out of the level. As the sprinting stalker of the castle, I make quick work of the Queen Medusa, finishing another level in under 100 seconds. \n\nLevel 3(stages 7-9): Here\'s where I get the holy water that helps me through the majority of the game. This 3rd level took the longest to develop a dependable strategy, especially because of one enemy: the raven. This wicked child needs taken out as quickly as it\'s seen to keep its random patterns from messing up a good run. Somehow I still finish the level in under two minutes. It\'s not seen in this run, but try getting the hidden money bag before the mummies - I think it\'s impossible! \n\nLevel 4(stages 10-12): If there\'s one good thing that came from endless practice on this level, it was finding a pattern for the first 4 or 5 fleamen in the second area. They\'ll occasionally drop an axe right in front of you, which doesn\'t help for getting a quick kill on Frankenstein\'s monster. You can actually walk above stage 12\'s ceiling with a well-timed boost from a skele-dragon\'s fireball. Anyway, walking on the edge of the platform in front of the boss and spamming him with holy water keeps the poor guy from ever moving. \n\nLevel 5(stages 13-15): I love the amount of corner-cutting that can be done in this level. My only real flaw in the whole game was with the skeletons near the start of the area; however, the \"bone boosting\" is intentional. It takes a heart of fire to flawlessly plow through this level, but the Grim Reaper is a cinch with holy water and a multiplier. \n\nLevel 6/Dracula(stages 16-18): Anyone wonder why there\'s an unreachable candle hanging way out above a pit in this level? There ought to be some unique item in that thing! Stages 16 & 17 are cleared within a minute thanks to a well-practiced hustle and one last enemy boost. I\'m able to smack Drac FOUR times before he even does his first disappearance. A few other double hits speed things along and Vlad\'s second form is a piece of cake. Dracula\'s reign is out of time and the game is finished in record time. \n\nIt\'s a tragedy the credits don\'t reveal the real names of the collective soul behind this masterwork.','2005-12-12',0,793000,11,'Castlevania_1313',1,8,0,NULL),(0,111,NULL,39,'','Castlevania is one of my favourite NES games, so when i was looking for a game to run, i figured this one suited me best. After 4 days of non-stop gaming, i got a time that im happy with, but is certainly beatable. \n\nSure, i made some mistakes, as i get hit a couple of times, but nothing thats really time consuming. \n\nI\'d like to comment on the levels of the game: \n\nLevel 1: Pretty easy, nothing really difficult. I could have won about 10-15 seconds if i did a batjump trick to jump over the wall in 1-2, but that was so random that i had to restart a lot, so i decided to just take the underground route and make sure the rest of the run was good. \n\nLevel 2: Another easy stage, which i complete without much problems. I think my Madusa battle could have been a little better. \n\nLevel 3: In this stage i pick up the Holy Water weapon, which i have to keep until Stage 6. This was one of the stages that had been giving me some problems as i hate those crows because when you miss them they start to fly around at random. The Mummy fight was ok, and i picked up the Double item which i need for the boss off... \n\nLevel 4: This stage i found more irritating then hard, because those damn monkeys/hunchbacks/whatevers in 4-2 have a tendency to drop axe weapons, which by accident you can walk right into, which makes Franky & Igor really hard to beat, if you dont have Holy Water. 4-3 wasnt good, but Franky & Igor went down pretty fast. \n\nLevel 5: I really hate the beginning of this stage. The monkey-thing always drops Triple Item, which offcourse i pick up to make the Death battle the easiest in the whole game. Im pretty satisfied with this stage. \n\nLevel 6: The Giant Bats gave me a hard time, because of their random moving. Sometimes when you walk beside the 1st one, he just stays where he is, but often he also comes at you, which causes you to fall down the pit (And you have to restart again) I think my Dracula battle could need some work, but i dont know a way to finish him off faster. \n\nIm pretty satisfied with this run, but as i said earlier, it\'s beatable. I hope somebody beats it, so i can try to beat that time. I hope you like the run, and you will be hearing from me in the future.','2005-04-29',0,1063000,11,'Castlevania_eu_1743',1,8,0,NULL),(0,112,NULL,42,'','[ul][li]level1 : At the beginning I tried to make the first three skeletons drop one or two power ups, but this time I had really no luck, and I decided to keep playing anyway. I won a few time against the first boss : by crouching under his legs, you can skip a part of fight by triggering a bug; \n\nThe most important part of the level is ... picking up the moon card and the sun card! Actually, it will make sure we can consume 6 hours by advancing up to the night at the beginning of the next level, just to enter the villa around 3 O\'Clock a.m; ( for the meeting with Rosa in case you don\'t know the game ); The sun card is needed for the fourth level. \n\nNote also that the second boss can hurt you and -even worse- make you lose time easily, that\'s why I fought him an unloyal way... By the way, I don\'t pick up to many items during the game, I prefer making a good run and just relie on the life refreshing after each level. \n\n[li]level2 : At the beginning, it\'s time to \"consume\" a few hours, in order to meet Rosa just at dawn. I did not fight the dragon as expected, but a perfect run is impossible and I didn\'t lose more than 30 seconds. Finally, look at the second tower : climbing is quite easy if you don\'t miss the predictible opportunities! \n\n[li]level 3: The meeting with Rosa is almost perfect, that\'s important for the whole run to be fluent. There are also strategies to beat vampires -or hell dogs- quickly with holy waters as you can see. I pick up two purifying and I got caught by vampires twice during the game, I can\'t explain why I never manage to avoid it... \n\n[li]level 4: There are not a lot of things to say about this level; if you learn where to go in this maze and if your suncard is ready for the last door, it\'s easy; Nevertheless, I got hit by simple bats twice : It had never happened before, although I did this game at least 200 times in my life... \n\n[li]level 5: The main part of the game, with the famous nitro run! Anyway it\'s not the most stressing part of the game to me. The tower of clock is more tricky and moreover it\'s the last level, after one hour of recording! An important way to spare time is to kill the lizards as I did, I meen by hitting alternatively each of both you have to fight at the same time. Remember you have to fight 24 of them ! There are random spawn an in fact I had to slay 26 of them; I also got poisonned after the first fight, and so I picked up a hidden healing kit later : many gamers don\'t know this tip. \n\nI would like to comment the fight against Rosa : as you can see, unloyality is a quality here, remote firing helps us! I swap for the cross in this level just for this fight, and I pick up a holy water on the way just after it. \n\nFinally I gather two sun cards : one for this level, since vampires are weaker during the day, and one for Dracula later. This tip comes from the previous run by Marshmallow. \n\n[li]level 6: There are different way to beat each boss, I tried the safest without losing too much time : crouching next to the grating so that they get stuck in. One thing is sure, everybody avoids the third fight ( not only during runs ) with the bottom way which is sometimes considered a secret passage although it is obvious ... You will aslo notice how nervous I was: I got hit stupidly many times! \n\n[li]level 7: During the previous run, David Gibbons had problems with a skeleton there. I am lucky, he didn\'t even spawn with me ! I particularly hate the last passage with both axes and bone pillars. \n\n[li]level 8: A boss. \n\n[li]level 9: Here there are many silly ways to die. During a run, I got killed in the wheels. David Gibbons also fell two times while trying to catch the last key. For instance I fell once in the first passage. \n\n[li]level 10: Dracula. I\'m not really happy about the second fight, but since everything seems to be fine before and since there are no major mistakes, I won\'t make the whole run again for -at most- one minute. The very last boss may be beaten within 10 seconds if you don\'t get hurt while sitting between his tail : of course I had no luck, like anybody while recording...[/ul]','2007-02-20',0,3855000,11,'Castlevania64_SS_Reinhardt_10415',1,9,0,NULL),(0,113,NULL,42,'','This run is a Carrie run in normal mode. First of all, I didn\'t pick up either gold, nor any purifying or cure ampoule, in order to spare time. I just picked up three chickens, three roast beefs and one hidden healing kit in the castle center. This was in fact useless, I just ate a chicken against the the two dragon\'s heads in the castle wall, but I feared I would lack some meat against the last Dracula. Finally, the fight was not so tough. My goal was to solve a well known problem for speedrunners: how to avoid waiting for Rosa. Let\'s talk about the levels: \n\nForest of silence: I picked up the moon card at the beginning, this a tip I will explain later. There\'s no need to say more about this level, I guess. \n\nCastle wall: I didn\'t have problems here, except against the boss. I had to eat the chicken since fighting the first head with rings is dangerous but I found it a bit faster than loading fireballs, and perhaps less dangerous; this head moves well and always hits me. One important point is that I used my moon card at 1 O\'Clock PM to \"consume\" 5 hours, and this way avoid the waiting time in the rose garden. \n\nVilla: I fought the Cerberus with rings, as they often avoid my balls. There nothing to say about the first vampire, but as you can notice, I could have used my card one hour earlier, I lost 30 seconds waiting, this was the best time I had ever done! At the end, I take the chicken during the fight, while the vampire turns himself into mist, it is not time-consuming. \n\nUnderground: I had one problem with a bomb-skeletton, my ball didn\'t focus him, I began to worry, waiting for the spikes to fall, and finally I got hit and I decided to try a jump under the second ones, although it is dangerous; this time, I had luck. \n\nCastle center: I didn\'t do a lot of mistake, but one of them annoyed me: the first vampires didn\'t die as I expected and I lost at least 30 seconds again, which makes one lost minute since the beginning of the game. I just wanted to stress how Carrie\'s sister at the end is easy with holy water as you can see. \n\nTower of sciences: I was not far from Dracula, but the roughest part begins, and I decided to be as careful as possible, there are hundreds ways to die in the last 15 minutes of the run. I fear especially the moment after the second key, when I had to jump on two little platforms, while fired on by the guard towers. \n\nTower of sorcery: It\'s the level where the pressure is the strongest. There\'s dark and vacuum everywhere, there are ice men lurking everywhere and as you can see, I prefered to kill the last one, because this betrayer killed me most times during training while jumping on the two last cristals. \n\nActrise: no problem ;) \n\nClock tower: The last but not the least, it is still possible to die or even worse, to fall and to lose time! Look at the nice bug in the second room, it wasn\'t on purpose, I thought it could kill me for a few seconds ! :p. In the last room, falling on the platforms where the third key is hidden is easy, just run and let you fall, jumping increases the risks to fall next to your goal. \n\nDracula: It could have been faster but I won\'t whine, I didn\'t use any meat, and I realised I could have done all the run without losing time with them . \n\nThanks to cornell711 for the help and to radix and nate for their great job on SDA .','2005-08-10',0,3958000,11,'Castlevania64_SS_Carrie_10558',1,9,0,NULL),(0,114,NULL,43,'','Here we are again...more AoS. Using a lot of new info learned from various individuals at SDA, I managed to drop the time from my last run, which will henceforth be referred to as \"Craptastic,\" by 18:22...meaning the new time is 36:12. The randomness of needing certain souls and weapons just about drove me insane this time around, since I changed a lot of what was used. \n\nMain Corridor Part 1 + Creaking Skull: \nI timed out some battles with Creaking Skull using Baselard+Winged Skeleton and compared them to Short Sword+Axe Armor. Average fight time was about 12ish seconds on for both, but my fastest came from SS+AA at 9 seconds (wasn\'t on tape, but oh well). However, Baselard becomes completely obsolete when I get the Combat Knife. Axe Armor is useful for a long while after that (killing Rock Armors comes to mind...seeing as I pick up that soul for Great Armor). \n\nOther than that I think I lost 3 seconds in this segment between the one mistimed jump in the skeleton room (bounced forward though so it wasn\'t bad) and the bounce backwards off the Peeping Eye near the first save room. I also grabbed the Mind Up in the room just below the Save Room after CS. \n\nMain Corridor Part 2: \nSince I skipped Flying Armor I used the Backdash Jump to get into the castle...honestly that caused the most restarts here, with a few 15-20 minute spans where I just couldn\'t make the jump at all. The Combat Knife dropped off the 4th Zombie Soldier this time. \n\nOnly time I lost here was a short jump over the Axe Armor (bounced forward), and a shot of Axe Armor too soon on the Rock Armor just before the save point, causing me to take a hit. I think I lost about 3 seconds here too. \n\nChapel Part 1: \nVery short segment, this one only goes from the last save point in the Main Corridor to the first save point in the Chapel. The randomness here is Giant Ghost (I\'m using a combo Giant Ghost/Lightning Doll Strategy on Death now...more on that in a moment) - provided that even counts since Giant Ghost is a fairly common soul. It only took 3 tries to get. \n\nChapel Part 2 + Manticore + Study Part 1: \nI need Rock Armor this time, for the Great Armor fight. There\'s 4 of them, and running through them isn\'t too smart since I need to save a little HP for the long room with the Arachnes/Ectoplasms. Axe Armor+2 Combat Knife swings is all it takes. I lost a couple seconds from the last Fleaman in this room deciding to not jump into the Axe I threw (granted it DID hit the Rock Armor perfectly) and allowing the Rock Armor time to throw his rock at me. \n\nThe Arachne room went quite well this time around. I found that it\'s best to run in and swing at the Arachne, causing her to back up. This allows me to run under the Ectoplasms, and by the time I reach her again she was ready to spit at me, which allowed me to just jump over her. The second Arachne started spitting before I could swing, so I ended up smacking into an Ectoplasm and bouncing forward into the Arachne - I just kept running through her to make up for it. \n\nI saved just before Great Armor. \n\nStudy Part 2 + Great Armor + Floating Garden: Start off with Great Armor. Rock Armor soul works well since nothing else does any decent damage (best is Axe Armor at 21 (3 hits for 7), but that requires me to be at a distance to get all 3 hits out of it. Winged Skeleton only hits for 4 or 5, and can only hit twice max. Rock Armor hit for 27 and allowed me to not have to reposition myself every time he moved since I could just throw a Rock at him whenever he backed up. \n\nNo randomness this time, just a quick run to the first save in the Clock Tower. I mistimed one jump in the room where Manticore use to be, and took a hit for it...but it made the jump to the far stairs easier since the Ghost Dancers weren\'t in my way any more. \n\nI tried like hell in practice runs to get a damage boost from the Tiny Devil to get to the Warp Room quicker. I know exactly where he needs to be, but the odds of it happening quickly and perfectly are about as good as me getting Flame Demon to drop it\'s soul AND Laevatain in the same kill. I also tried to Backdash Jump up there...and was literally missing it by 2-3 pixels. Soma\'s sprite would even start moving left (2-3 pixels) into the opening, then it would move back those same pixels and fall. \n\nClock Tower Part 1: \nNothing special here, just get Lightning Doll and get to the save point before Death quickly. Luckily the second Lightning Doll in the Mystletain room dropped it, so I didn\'t have to bother with them in the room before Great Armor. I also dropped Great Armor with 2 Lightning Dolls and 2 swings of the Mystletain since I knew it would enough for me to level. It\'s like 3 seconds to kill it. \n\nDeath: \nDeath and Death only...this fight timed out to 37 seconds faster than my last one. I noticed something (that I couldn\'t manage to pull off and just took it as was since Death was giving me a migraine...literally) about Giant Ghost vs. Death: \n\nGiant Ghost does 30 damage per reflect. \nMystletain swings do 28 damage. \nLightning Doll does 59 damage per hit, 3 hits at point blank. \n\nWith the Mind up I grabbed earlier I can cast Lightning Doll exactly 3 times for a total of 531 damage. By the time I kill his first form, I still won\'t have enough MP to cast Lightning Doll again. \n\nNow, if I could reflect 18 or more shots back at him with Giant Ghost, it would out-damage Lightning Doll for the same MP cost, and also allow me to be completely on the offensive since I won\'t have to dodge anything except the floor lasers. I figure since the rest of the damage has to be made up in sword swings, having Giant Ghost up makes that part a bit quicker...plus if Giant Ghost gets 20+ hits or so it would mean less swings anyway. \n\nNote that I only managed 10 hits with Giant Ghost...the only times I got more (highest was actually 23) he decided to be a prick and use almost nothing except his Dash-Slash after he changed forms, which made attacking next to impossible. \n\nClock Tower Part 2: \nJust running from the Clock Tower to the Underground Reservoir. Nothing Special here. \n\nUnderground Reservoir: \nI honestly think this is one of my better segments. Flame Demon was a bitch and didn\'t cough up his soul for a while, but it gave me a chance to practice the segment enough to get it almost perfect. The only unintentional hit I took was from a merman in the room after the Nightmares...but it bounced me forward so no biggie. \n\nArena Part 1: \nThis is, by far, the worst segment I\'ve done. Not in terms of how I performed, but just in how freakin\' long it took me to get Flame Demon to cough up the Laevatain - 3 weeks of off and on attempts! I don\'t know what the actual chance of getting it is, but I\'d estimate that it\'s < 1% with only 20 Luck ;) \n\nBeyond that I mistimed a jump attack against one of the Gargoyles in the first (large) room in the Arena, which caused him to double back and hit me a second time. \n\nBalore: \nBalore took a lot of practice to perfect. Getting hit here means losing quite a bit of time and opportunity so I re-did this segment quite a few times to get it right. \n\nI attempted to use his hand as a platform, but just couldn\'t find any decent use for it. My attack rate didn\'t speed up at all really since I normally do 2 attacks per jump. \n\nI also tried using the Handstanding as a way to keep pounding on him (he swings and I jump over and land on a hand, so I don\'t have to dodge the other one). Unfortunately, he\'s too random on where he swings for this to work well either. \n\nThe major problem I had was when his hands would desync and attack at different times. I noticed that when he swings high that it takes longer for him to recover than if he swings low. Generally the left hand would lag only after a few swings, which would make it so I couldn\'t get as many attacks off. I restarted more times due to this than anything else. \n\nArena Part 2: \nYAY for 22 second segments! All I did here was grab Succubus\' soul from the one above the main path in the Arena (also a Lilith in here, and the Black Cloak). I would have waited until the Top Floor to get it, but I needed Lubicant there (for Graham) and know that Luck wouldn\'t have been on my side. \n\nArena Part 3 + Top Floor: \nFinding the perfect path up to the Top Floor was hard enough, then Lubicant decided to make me re-do everything quite a few times before coughing up his soul. It was still worth it though since it made the Graham fight really quick. \n\nGraham: \nGraham. Is. A. Pain. In. The. Ass. I found that Graham will open the fight a little different depending on how many candles you break on the way from the save point to him. I don\'t know why, but 4 got him to do what I wanted him to do (well, almost). \n\nThe only time the game checks to see if you have the right souls equipped is when you deliver the last hit when Graham is still in Human Form (with the rotating Lava Balls). Other than that you\'re free to use whatever souls you like, which meant heavy abuse of Lubicant/Lightning Doll. \n\nI start the fight by taking a hit from Graham himself, then smack him a couple times. Then I wait until he fires Lava Balls and take 2 more hits, bringing me to 14 HP. \n\nWhen he starts using the Rotating Lava Balls, I have to count hits. It takes 42 swings of Laevatain with Lubicant/14 HP to cause him to switch to his final form. That means I have to stop at 41 since I need Succubus/Flame Demon. After he changes I switch back for the damage and more Lightning Doll-ing. \n\nThere were a few points where I could have been slightly more aggresive, but this segment had me nervous as all hell and I really didn\'t want to screw it up. \n\nJulius: \nStarted off dropping down to 14 HP followed by 4 Lightning Dolls (which are a bitch to triple hit with on him...I think one only hit twice) then just Laevatain as often as I could. I found quite a few good attack opportunities as well, like if he does a sliding Kick, I get behind him and swing once standing, then three more crouching, then he blinks for a second. If he backdashes I can usually catch him with a 4 hit when he comes out of it as well. \n\nAfter he starts using sub-weapons he doesn\'t blink any more, but I found that it\'s better when he uses a sub-weapon since he pauses longer afterward, giving me ample time to hit him twice before he does anything. If he does a kick/backdash/whip I only have time for 1 before he attacks again. \n\nI honestly think it\'s a close call between this battle and Graham for \"most visually impressive\"...though I\'d lean a bit more toward this one - in part cuz the music is nothing short of bitchin\' ;) \n\nChaotic Realm: \nThis took quite a few tries to get the route figured out. Most of the rooms are easy enough to figure out but a bitch to pull off. The only real mistake was when I mistimed the landing before the first Succubus in the Arena large room. Ended up hitting the Succy while in Bat form and got knocked back, and a bit disoriented. Lost maybe 3 seconds. \n\nChaos: \nI went with a Kaiser Knuckle strategy here (I bet you were still wondering just why the hell I picked it up in the Study, huh?). Pounded the first form as best I could, taking one hit from the demon to heighten damage. Second fight just berserked the eyes with the Kaiser Knuckle. I decided against using Lightning Doll since the eyes die quickly anyway. I saved all my shots for Chaos\' Core, which totalled 12 I think (4 for each of the Mana Prisms, 3 after using the High Mind Up, and one after letting my MP refill after all that). It would have been one more except I accidentally was pressing up when swinging at one of the small green balls. \n\nThis one fight took me almost 3 days of constant attempts to finally complete. The Dragon in the second fight seems to have a future sense of sorts...he won\'t aim for where I am, but for where I will be 2-3 seconds from now. He also has a very nasty habit of appearing directly below me while I\'m swinging at the Core. \n\nYou\'ll also notice that I didn\'t immediately drop to 1 HP this time. I would have done this in the first fight, but I needed that extra hit for leeway in case the Dragon decided to toss something my way that wouldn\'t be possible to dodge. I had a lucky drop of Rotten Meat back when I was killing the Zombie Soldiers for the Combat Knife - which made it easy to make sure I had 1 HP =) \n\nI really can\'t think of anything else to say...','2005-11-29',0,2172000,11,'CastlevaniaAoS_hard_3612',17,3,0,NULL),(0,115,NULL,43,'','The main goal of the run is to get to level 15 as early as possible, so I can (ab)use Red Minotaur. Erinys was used to earn more XP as I went along. I planned on having it for Balore, and wound up hitting 15 on the last enemy I killed before him. \n\nManticore is used in 2 ways: One is simply travel through long rooms. It\'s the fastest form of transportation for quite some time. It\'s second use is to remove the crouch animation when falling long distances. It seems I only need it active for 1 frame to make this work, which is nearly impossible on the console...but I still managed to cut time with it since I usually was able to let go of the button quickly. \n\nOther stuff: \nI only switched to Iron Golem in the Merman room on the count of the fact that the Mermen occasionally appear directly below me. \n\nDeath was the first boss that gave me issues. A sickle appeared directly below me during his first phase, causing me to take a hit. Then His first attack after switching forms was a Dash-Slash which caused me to take another hit. I\'m estimating that it only cost me like 2 seconds for both of those, though. I also needed to have Erinys equipped for the final hit. Death grants 4444 XP, so Erinys gives me an extra 889 XP on top of that. \n\nI didn\'t notice much difference between using Lubicant and Headhunter on Balore. The number of RM swings didn\'t decrease, and I use a berserker strategy anyway. The only thing that cost me time here was the fact that his left hand swung low, and I flew across the room for it. I needed his hand to swing high for everything to go perfectly. \n\nGraham went prefectly. I had tested out Lubicant for all 3 forms, and found it only would cut hits on the second form - which was fortunate since that\'s the easiest form to dodge his attacks. \n\nJulius cost me a little time when he trapped me in the corner...although I think I could have hit him with RM anyway. I equipped Ascalon for this one since Julius resists Holy and Ascalaon grants a better STR bonus. Each RM hit does 492 Damage, and Julius has 6000 HP...so that equals 13 RM hits. However, one swing from Ascalon does 99 damage...just enough to cut one RM swing out. Julius is a bitch to double hit with RM. \n\nThe first room in the Chaotic Realm cost me a small amount of time...but that room is a bitch to pull off perfectly anyway. \n\nChaos\'s First form went OK. While I was playing I didn\'t think it was that good, but upon review decided that it wasn\'t that bad. The whole idea here is to take out the Red Orb first so I can use RM. The other 2 don\'t matter too much since RM does so much damage anyway. \n\nChaos\'s Second form I kept swinging RM too early and the second hit wouldn\'t connect. I could have also used Lubicant here, but the odds of a perfect fight aren\'t exactly good. It shaves 4 TM hits off though, and with the early RM swings I kept making, probably would have sped this battle up by about 6-10 seconds.','2006-06-16',0,1197000,11,'CastlevaniaAoS_SS_NewGamePlus_1957',1,3,0,NULL),(0,116,NULL,43,'','Really, there isn\'t all that much I can say that video can\'t say better. \n\nThe only real time losses were: \n-Headhunter, 2nd Form - Missed a couple axes, and got hit a couple times...I actually hate this form more than the 3rd one. \n-Graham - Missed a couple hit opportunities during the 1st phase. Took a hit and missed 2 of them. \n-Graham - Missed one opportunity during the 2nd phase. \n-Graham - On the 3rd phase, I could have manipulated the Laser about halfway through so I could have kept attacking without having to duck at all...this one didn\'t cost me all that much time, though. \n\nA note about Graham - During his first phase, his attack pattern determines the max number of hits I can get per round: \n4 Lavaballs - 3 hits \nHi-Lo Lavaballs - 5 hits \nTriple Fireball - 4 hits \n\nNow, the 4 hits on the Triple Fireball are pretty easy so long as I don\'t swing early (before he fully appears). The 5 hits on the Hi-Lo Lavaballs are a different story. There has to be VERY little pause between my attacks, which is difficult to do while dodging the Lavaballs. You\'ll notice that I wasn\'t always able to get all 5 hits in. \n\nOther than that, I don\'t there\'s really anything else that went wrong. I was being extremely picky about what I wouldn\'t accept.','2006-06-22',0,524000,11,'CastlevaniaAoS_SS_Julius_844',1,3,0,NULL),(0,117,NULL,43,'','This run was a rather large step up in difficulty from my 8:44 run. Aside from the fact that it\'s slightly less than double the length, it also covers about three times as much of the castle as the other run. \n\nThe initial minutes of this run are pretty much identical to my 8:44 run, since the route doesn\'t branch off until the Inner Quarters. Note that Headhunter, 2nd Form gave me trouble again. Have you guessed that I despise that form? \n\nAnyway, I make a quick detour to open up the portal in the Inner Quarters, then just head back to the Main Corridor through the Top Floor. \n\nManticore and Great Armor die easily to the Crucifix. \n\nI had my best fight against Legion ever this time around. I found that 3 Crucifixes made it difficult to do damage afterward, but only using 2 Crucifixes and saving the rest for Crosses worked extremely well. Legion also immediately died this time which has never happened before for me. \n\nBalore went more or less as I had anticipated. \n\nDeath decided that he liked the Dash-Slashes (which had actually killed a previous run attempt) but I did all I could to keep the damage up anyway. \n\nGraham works a little different than I think most people would expect. The minimum number of teleports I can take him out in is 4, which can happen 2 ways: \n1) I Crucifix on each of the first 3 teleports, then whip him 3 times on the 4th. Or... \n2) I\'d need to whip him 18 times within 4 teleports. That means he has to do Hi-Lo Lavaballs at least twice (provided he does Triple Fireballs for the other 2) or 3 times (if he uses a Quad Lavaball). \nNow, the reason I opt for the whipping over the Crucifix is that I can save time on the final form by using the Crucifix to avoid attacks. However, he didn\'t do the attacks I wanted, and I wound up with a 5 teleport first form. Then, on the final form, I screwed up my attack order and had to dodge anyway, plus I whipped one too many times. \n\nDespite that, most of the run went extremely well.','2006-06-26',0,1006000,11,'CastlevaniaAoS_SS_Julius100p_1646',1,3,0,NULL),(0,118,NULL,43,'','DESCRIPTION: \n\nthis is a run of aria of sorrow\'s boss rush mode as soma \"it expired three years ago\" cruz, timing in at 1:21:38. in the course of making this run, i found out several interesting things about how the game works. in short, you can kill balore so quickly that he won\'t die (think about that for a second). in other words, to kill a boss, you must A) do enough damage and 2) let enough time pass. note that this doesn\'t apply to every boss and that this feature is evident in a few of harmony of dissonance\'s bosses. also, graham is so random that he can affect your time by a whole second - even if you do everything *exactly* right. rather frustrating, to say the least. feel free to email me for a more detailed description of these two oddities (see contact section at the end). \n\nthe biggest improvements in this run over dragondarch\'s impressive 1:26:71 run are the dreaded blocking mail strategy on great armor, a new balore strategy of my own, and a toned-down, easier/possible version of a graham fight i saw in a time attack. (yes, one does exist. no, i will not send it to you.) \n\nis 1:20:xx possible? yes. likely? maybe. as stated, the randomness of this run makes it difficult to find motivation to try to shave off 39 hundredths of a second, but i may try some day. using savestates and slowdown, i reached a time of 1:20:63. however, with these current strategies, i find 1:19:xx impossible; this elusive time will only be obtained with newer, better strategies. \n\nPOINTS OF INTEREST OR FRUSTRATION: \n\ncreaking skull - admit it, you didn\'t see that coming. \n\ngreat armor - the blocking mail, which blocks attacks about every 1 in 10 tries, makes this fight minutely faster. note the \"1 in 10 tries\" part. \n\ndeath - mr death \"killed\" several of my runs; occasionally, the axe will only hit him once. i have never discovered why. \n\nbalore - in my opinion, the best part of the run. the strategy i employ in this video is a whole second faster than a previous strategy i developed which i thought was optimal (or as optimal as possible in this kind of a run). four things can go wrong here: \n\n1) the first execution of the red minotaur soul connects only once. \n\n2) you move too far to the right and the second execution of the red minotaur misses the second time. \n\n3) balore moves his fists the wrong way, you panic, and you die. note that not panicking still results in death. \n\n4) balore is so powerful that he can, in fact, kill you from beyond the grave. he shares this ability with death and legion. as balore is dying, his fists begin to disappear, but if you\'re in the wrong place at the wrong time, he can still kill you. \n\nthe key behind this strategy is the use of the ascalon, which raises soma\'s strength - a figure used to determine the damage dealt by a soul like red minotaur. \n\ngraham - interesting strategy right here. it didn\'t quite work as planned...the idea was to use lightning doll and then follow it up with a red minotaur that would connect instantly and finish grahamy off. however, the axe didn\'t hit as soon as i wanted it to, but i do believe this fight was faster than the one in dragondarch\'s video. \n\nTHANKS: \n\ni\'d like to thank iceaga and james gray for allowing me to vent my frustrations while working on this run. they also made comments on different boss rush videos i sent them. thanks go to zanapher for his boss rush strategies that formed the basis for this run, and i\'d like to thank dragondarch for his impressive 1:26:71 submission which i \"researched\" in making this run. also, if you, dear reader, actually read all of these comments, you deserve a cookie. \n\nCONTACT INFORMATION: \n\nif you want to discuss this run or anything else - especially anything relating to castlevania - you can (rarely) find me on AIM with the screenname dingusSJr, or you can always email me at dingussjr ÐÐ¢ gmail.com. feel free to submit any criticism or suggestions for this run. \n\nhope you enjoy the video.','2005-07-17',0,81380,1,'CastlevaniaAoS_BossRush_12138',1,3,0,NULL),(0,119,NULL,43,'','First of all, thanks for the SDA crew running this awesome site, dingussjr for his constant support during the past year I\'ve worked on this and of course Persona for his awesome runs and for the inspiration and competition he gave me. \n\nThe History: \n\nAria of Sorrow has been one of my favourite games of all time, probably because I just love super responsive gameplay and the \'Castleroid\' consept (yeah, I still haven\'t played SotN :p). Also, I\'m a fan of the NES Castlevania games so I immediately fell in love with this game, despite the vastly different gameplay. After finishing the game in every possible way, I watched the speedruns on SDA and I was particularly amazed by dingussjr\'s Soma Boss Rush. So, this game being on a handheld console, I though it would be fun to practice Soma BR from time to time using dingussjr\'s tactics (I actually didn\'t like Julius mode AT ALL, mainly because it had reversed jump/attack). But it took only couple of attempts after I made some compromises on his tactics (blocking mail anyone?) and got fed up with all the switching. I ditched the game for couple of months but I picked it up again for some unknown reason. Knowing how not fun Soma BR was I tried Julius Boss Rush for a change and after all, I wasn\'t used to the default Soma controls anymore so it was a pretty easy switch. I got 4:30 without any real tactics after couple of attempts and then checked SDA again (I actually hadn\'t watched Julius BR run) and saw the 4:06 time. \n\nAfter watching Dragondarch\'s run and searching for information I found some old run by Persona. After a while, I was able to beat the run on SDA but Persona was still giving me trouble. At that time I knew I was gonna do a run on this game no matter what and so after practising quite a lot, I finally beat Persona\'s run. There was some talk about AoS at the time so I made a post about beating the SDA/Persona\'s record with couple of seconds and explained some of my revisited strategies. I\'m not sure if Persona improved his run after I told on the forum that I had beaten his or had he already made it before, but still he had a 5-6 seconds better time at the time, 3:40:93. After watching that run I learned a bunch of things, including the notorious Legion Quick Door trick. I asked him how did he do it but he didn\'t really know himself either and directed me to dingussjr. Well, it turned out that he somewhat knew how it works but it\'s nearly impossible to get. With the various info he gave me about the game and his support helped me to beat persona\'s record, 03:38. I kept trying but I wasn\'t able to improve it for a long while. One day I got a great run going and for my surprise I did the Legion Quick Door trick and dropped my record to an awesome 03:31. After this began the very long search for a Gameboy Player (which was nearly impossible to get from Finland) and the very frustrating fight with recording problems. \n\nAfter finally getting a GBP, I recorded a crappy quality run after couple of hundred attempts, 03:30. Again, I was lucky with Legion but when I got 03:31 I had kinda promised to get sub-03:30 so I kept trying and of course I wanted the run to be on SDA. When I got rid of the recording probs, and after many failed attempts to beat my own record, I finally did it, this time it was only 0.2 seconds faster but it was without Legion Quick Door so I was baffled with the result. I never even thought of sub-03:30 being possible without LQD and after reviewing my run, I knew it definitely was possible for me if I got few of the bosses to cooperate. So I furiously attempted to nail down the run and I really wanted to do so too. I had worked on this for way too long :D. After 78 recorded attempts this time, I finally got it! 03:28:63. \n\nGeneral stuff and tricks [ul][li]Legion Quick Door: inside the ball of the naked bodies, Legion spins around clockwise all the time. so the trick is to get the final blow dealt on Legion when Legion is at the 12 o\'clock position but still there is only a 1 frame margin of error according to dingussjr and when	Legion has 4 hit spots it is practically impossible to get it with skill, it\'s pure luck. Legion drops on to the ground immediately and the orb appears much faster, it saves around 5 seconds. [li]Luck Based Bosses:	Manticore (very minor), Great armor (minor), Big Golem (average), Death (major), Legion (major) and Graham1 (major). [li]Non-Luck Based:	Giant Skeleton, Man-Eater, Headhunter, Balore, Graham2 and Graham3 [li]Julius\' hitbox:	If you\'re facing the way where the attack is coming from, you will get hit a lot earlier than with your back against it. [li]Jumpkicking: Great way to move faster. [li]Dashing: Dashing into every boss room saves some seconds.[/ul] \n\nThe run and strategies: [ul][li]Giant Skeleton:	One of the bosses that have the no luck factor sticker on them. I throw two crosses and wait for a while before I use dash because if I use it too early, I will grab one of the crosses while I\'m inside the Skeleton and it will not die. It is very easy though. \n\n[li]Manticore:	Manticore can rarely screw up your run but when it uses the tail to attack it sometimes avoids damage from the Grand Cross and it fails to die. \n\n[li]Great Armor: Perfect luck on this boss would be that it would only move back and forth. Sometimes, it attacks with the sword twice and screws up your run pretty much. I use Holy Water and whip on this one. \n\n[li]Man-Eater: Grand Cross is the way to go here. I have to wait a little bit for the third eye to appear. I was positioned pretty badly and took a hit after I had killed it. \n\n[li]Big Golem: I got perfect luck against this boss which means it takes one step forward and then uses the rock spitting attack. If you can get perfect luck, Holy Water is the way to go. I also take the Orb for the first time and I take it every time after this one. \n\n[li]Headhunter:	Using the Grand Cross on each form was a pretty obvious strategy. I also tried not to be so frame perfect because it would usually screw up my run. \n\n[li]Death: My favourite boss in the game, too bad it\'s very luck based. In this run, I got a Death fight that I\'ve never seen before. It was almost too fast. Death screws up your run 75% of the time by using his dash attack so this fight was really a miracle. I hit the scythe two times before using two Grand Crosses on it. For Death, the Cross is the right weapon. \n\n[li]Legion:	My least favourite boss. Like explained before, LQD is pretty much impossible but I\'ve never been this close getting it and not getting it like I was in this run. Shows how frame perfect it has to be. I use three Grand Crosses on Legion, obviously and I decided not to dash inside the boss room because, I wanted to be somewhat consistent with the trick. Just for the record, LQD has happened about five times for me and I\'ve played this atleast a thousand times. \n\n[li]Balore:	My strategy is to use whip until Balore tries to hit me with his fists and use all three Grand Crosses in a row when he does so. When he uses the eye lazer or whatever, I whip him until the first row of flames comes and use the \'hippogryph\' to give him 150 or so damage and jumpkick him to death. \n\n[li]Graham1: There\'s a trick to get this fight to only three teleports, but it requires that Graham only uses the meteor attacks and not the	triple fireball. There\'s only one downside, it\'s even more unlikely to happen than Legion Quick Door. My second screw up happened here, I was pressing up on my GCN controller DAMNIT! I use three Grand Crosses here always and hit with whip once if he uses a meteor attack. \n\n[li]Graham2: The easiest form of Graham. I\'ve made this a bit faster because my jumps didn\'t quite match up with the meteors this time. I use one Cross in the beginning. \n\n[li]Graham3: I\'m not too happy about this fight, I missed two hits but overall it was quite good. I use the Axe in the beginning because it equals for two whip hits in the end. I\'ve tried several strategies for this fight but I found out that taking damage is definitely the way to go. I kinda like this fight, but the very low jump whipping can be annoying at times as seen in the run.[/ul] \n\nWell, so what do I think is possible then? I\'d go for sub-03:20 but that is with totally perfect luck and flawless execution and I\'m not the one who is going to wait for that to happen. If you got something to ask me about the run or just wanna bash me for no reason, send sarou an IM over at forums.','2007-03-31',0,208630,1,'CastlevaniaAoS_BossRushJulius_32863',1,3,0,NULL),(0,120,NULL,44,'','My sincere thanks goes out to everyone that helps run SDA and get these runs up for us to enjoy. Thanks guys! [hr]General \n\nCastlevania: Bloodlines is a prototypical old school Castlevania game, with the added bonus of choosing between two characters. I choose spear dude, Eric Lecarde, because he is generally cooler and offers some play advantages. His pole-vault is very useful, because he goes invincible while in the animation, and it opens up shortcuts that are not possible with the standard whip character. His attack is slightly weaker though. Jumping is only faster when you can jump on the first frame possible, otherwise it wastes 2 frames on every jump. \n\nIn general, I try to kill all enemies with the minimum amount of swings when I can\'t jump attack through them. The problem is, enemies often take multiple hits while the spear is out, causing me to swing one more time then necessary in some situations. It is better most of the time to be safe and swing an extra time versus trying to rely on multiple hits when I\'m not sure they will hit. This is especially prominent in level 5, but there is nothing I can do to prevent this really without getting raped by enemies half the time and killing them optimally the other half. \n\nAlso, you may notice that ducking to hit enemies causes the spear to have less time in between swings. The problem is, 95-99% of the enemies have a small wait period in between hits, so you end up missing hits. Whenever I have to duck attack, I try to time the hits correctly, and I don\'t think I really missed any in this run. \n\nThe sub-weapon power in this game goes in this order of strength: Axe, Boomerang, Holy Water. Generally, the Axe does the same amount of damage as a non-flaming spear. I don\'t really use any of these sub-weapons much. Item crashing doesn\'t increase damage, it just allows multiple hits. The best sub-weapon is the green orb thing, which is obtained by grabbing the final spear upgrade or already having the final spear upgrade and grabbing two of the same sub-weapon in a row. It does create lag, unfortunately. \n\nOn that note, it is critical to keep the spear upgrade for most of the bosses in the game, as it speeds up the fights tremendously (probably 2 minutes are saved just on the final boss battles alone). It is obtained by hitting 30 candles/item containers with the 2nd spear upgrade. This is why when I don\'t have the spear, I am constantly hitting candles. The problem is that taking one hit means you lose the spear power up. This prevents most opportunities to damage through enemies in the game and is where the difficulty in speedrunning this game comes from. Damaging through enemies is also not really possible because a lot of enemies do a ton of damage on expert. The final problem with damaging through enemies is that they hit you back to the left, giving you an extremely short invincibility period, and don\'t allow you to walk through. There are still a few areas I find to take damage to save time. [hr]Planning \n\nThis is generally how I planned the spear upgrades: [ul][li]Level 1: DO NOT obtain the spear power up from that Bible (its a 50/50 chance whether I get the spear power up or 30 ammo for sub-weapons), instead take damage to save time and obtain the spear power up right before the boss. The reason for this is it is about 2 seconds slower but way easier to survive the level. As you can see, I got fed up with this on this particular run and just grabbed the spear power up. \n\n[li]Level 2: Keep the spear power up all the way through the sub-boss battles, lose it to the first medusa head in the second auto-scrolling level, obtain it again right before the last bony dragon head for the boss battle. Unfortunately, that fucking sub-boss jumps on me yet again (I know it looks like I walk right into him, but when he goes off screen like that, you just have to act like a soccer goalie and dive for one side of him or the other), and I lost it sooner than I wanted, costing me about 4 extra swings that wouldn\'t have been necessary if i kept the spear power up through that battle. \n\n[li]Level 3: Not concerned about the spear power up at all really, as it saves 1 swing against the mini-boss and 2 against the final boss, and those fucking birds are random and 90% of the time get a hit in on me. The spear power up saves maybe 3-4 seconds at most if you keep it through the whole level, making it the level it saves the least time in. \n\n[li]Level 4: Either lose the spear upgrade right off the bat so I can obtain it right before the boss, or just go through the level without it if I don\'t have it until the boss. It only saves time against the boss, where it saves a bundle (hitting him enough with it skips one of his stupid attacks that takes ~10 seconds, overall it saves probably 15-20 seconds against the boss). \n\n[li]Level 5: Try and obtain the powered up spear right before the boss. It saves a bit of time against some of the other enemies, but its very likely that they will get a hit in on me. \n\n[li]Level 6: Keep the spear through all 6 phases of the final bosses.[/ul] \n\n[hr]Execution \n\nThis run is not perfect. Generally I don\'t have any huge time losses, but little things add up over time. I would have liked a time more like 31:50, but I got very very sick of the randomness of enemies in this game and only completed 2 runs in the time that I ran this game (the other one with a time of 32:49). With all the strats I use, and taking out the easy mistakes, this run could have been in that range. Oh well, maybe someone else will be very motivated and beat this one day, but otherwise I will never touch this game again. [ul][li]First level: Honestly, not much to comment on here besides like I said before, I generally don\'t grab the powered up spear at the bible in 1-3. The reason for this is that a lot of these enemies can be stupidly random and get in hits (prime example being the guy in 1-11). The one thing I want to say is that the final boss of this level is fucking random as hell, and I can\'t let him hit me to set up level 2 correctly, which does not mix very well. I literally had a few 2 hour sessions where I did not get out of the first level because of things out of my control. He only jumps once which is absolutely great. \n\n[li]Second level: In 2-2, I am always cautious around that last enemy before entering 2-3, because he is randomly placed and obviously I can\'t see him at first. The 2nd mini-boss battle is terrible, and ends up costing me 10 seconds eventually. I can\'t damage through any more enemies in this level, which costs me 3-4 seconds, and I have to swing the spear a few extra times against the 3rd mini-boss (its impossible to kill him before he jumps without the final spear upgrade, so even though I miss a few swings its still basically as optimal as can be). I generally restarted when the mini-boss jumped on me, but that dude jumped on me literally like the last 8 times I got to this point, so I kept going. \n\nGetting through 2-5 on 2 health points is a bitch, because those guys have a habit of not going down in one spear swing, and that fucking snake is really random and loves to hit me. I actually meant to prolong the spear upgrade to one more candle, which is why I am surprised and have to turn around to grab it. 2-6 I miss that jump down there which obviously looks dumb. I really should have restarted after this level, I lost about 16 seconds overall from my good runs of this level. My thought was \"I\'m so sick of restarting when I get the first level perfect like that after playing the first level for 55 minutes straight, so fuck it and keep going.\" \n\n[li]Level 3: Like I said before, those birds are fucking random and love to hit me. Also, its awesome when they get their heads cut off and start bleeding, lagging out the game like fuck. Luckily, that didn\'t happen here once. The mini-boss usually stays up in a ball like that for the entire fight, wasted a few seconds having to run back out to get him. The final boss goes down about as well as possible, no idea how that miss on the 2nd cycle occurred, it really looked like i hit him. \n\n[li]Level 4: This level is horrible to try and survive in (yes, I said survive, not to even mention speedrunning), because there are so many enemies that like to hit you into pits while platforming. Lets not forget those fucking blades in 4-8, they do 17 points of damage on expert and took out a few runs where I screwed up a bit. I am pretty cautious in 4-9, because seriously I lost way more runs there because of fucking bats hitting me or missing jumps like that last one I could have tried and probably made than I would like to remember. The boss fight goes great with the powered up spear, it is possible to kill him before he does that last jump move but he did that stupid-spinny-out-of-control-let-me-try-and-rape-stanski-move near the end when I usually can get hits in if he acts a bit nicer. \n\n[li]Level 5: I usually damage through that last enemy in 1-2 because he only does 3 points of damage (yea, so random that he looks badass and does less damage than a fucking bat), but I forgot to do it on this run (for some reason, I forgot that I didn\'t have the green orb power up which is my other alternative for getting through 1-3). 5-8 was a little bit slow, because everyone in that room does a lot of damage and has to be killed. That section is a little bit faster when I happen to have the final spear upgrade. The boss battles all go great and are as fast as I can do with my strats. \n\n[li]Level 6: Ok, I\'m wondering who is going to notice where I got so fucking lucky to not die, in the one room that definitely ruined its fair share of runs. Anyone that can point it out to me (its pretty obvious) gets a cookie. The only boss fight that really didn\'t go how I wanted was the 2nd form of Dracula: he\'s kind of random but can still usually be killed 5 seconds faster before he does that multiply fake images move. The beginning of the final Dracula form battle goes just as planned, but I kind of screw up the end, costing another 5 or 6 seconds. I knew I took damage right at the end and that I could just sit there and hit him at that point, because I had enough health, but for some reason it did not sink in and I just reacted by trying to avoid getting hit more. Also, I am very sweet and completely miss the last ball thing, which looks awesome.[/ul] \n\nSomehow, Eric\'s hair turns from a nice shade of blue to blonde for the final cut scene. Way to go, Konami. [hr]Final Comments \n\nI don\'t think I quite realized how hard this would be when I took it up, because I didn\'t realize how much time the final spear upgrade saves. Playing through this game without worrying about that isn\'t quite as bad, because then all you have to worry about are the cheap and random enemies who like to hit you into pits or the ones who do 7 points of damage with each hit. I definitely didn\'t think it would take as long as it did to get a good run, but I think I put up a mark that is respectable. \n\nAnyways, even if you don\'t think my playing is good enough (fuck you too, just try speedrunning this without wanting to slit your wrist after you lose your 20th run in a row run to that fucking bone-snake in 2-5 hitting you into a pit :-P), the visuals on this game are amazing and its fun to compare how similar yet slightly different some of the enemies are to other previous Castlevania games. I also dedicate this run to everyone out there who thought they had a faulty game cartridge (I know you\'re out there) when they finally made it to the last level and noticed how fucked up it looked. Quoting Mikwuyma, while viewing a test run that went through 6-2: \"go go shitty emulation.\" I love you too, Mike. \n\nThis run is property of Joe Stanski\'s right hand and left thumb, and was performed using an official 6 button genesis controller. You may distribute this run, but only for self pleasure purposes. Do not take orally. This run has not been evaluated by the FDA and is not fit for viewing on youtube. Side effects of watching may include extreme jealousy and a severe surge of horniness. Do not watch in the company of the other sex, or you may feel an extreme desire to make sweet sweet love. Copyright stanskiisthegreatestspeedrunnerintheworldever. And please remember that this run was done on &frac12; of an attempt. Yes, I am so good that I played this with one arm chatting on IRC. If you want to talk to me, I\'ll be with URMOM.','2007-05-18',0,1933000,11,'CastlevaniaBloodlines_SS_Eric_Expert_3213',1,6,0,NULL),(0,121,NULL,46,'','Even though the game is timed manually, I paused after killing the last boss (not necessary if you plan on doing a run of this game). The time is 2:01:39. \n\nI would recommend skipping the card collecting sections, they take a while (but at least they help provide extra experience, as well as the cards). \n\nWhen I get to the second earth demon, skip ahead 6:20 (I get extra potions during that time too, but only to refill to fight the demon more). \n\nSkip ahead the slime and ax armor part 5:10. Then when I\'m at the ax armor in a different spot (because I didn\'t get his card the first time) skip 2:40. \n\nI somehow got the golem card from an electric skeleton, a card I don\'t use. \n\nThe heat shade only took a minute, which is pretty lucky. \n\nThe last card is from the were-panther, which takes 5:50. This part has taken me more than 30 minutes before, several times, so I got lucky here. \n\nCard magic I used were the fire whip; ice whip (for the brain floats); venus + salamander and venus + serpent for the +25% attack and defense respectively; venus + mandragora for +25% luck for card hunting; venus + thunderbird for magic that basically more than doubles your attack power; jupiter + serpent for the 4 ice balls; jupiter + thunderbird for double defense.','2005-07-25',0,8195000,11,'CastlevaniaCotM_SS_21635',1,3,0,NULL),(0,122,NULL,46,'','This run is done in the Magician Mode, which you get after beating the game once. You start out physically much weaker, but start with all 20 DSS cards and greater magic power. \n\nEven though the game is timed manually, I paused after killing the last boss (not necessary if you plan on doing a run of this game). The game time is 34:13. \n\nThis run also counts as a low percent run. I don\'t kill any enemies, I don\'t get any items or potions, I skip the zombie dragon and death bosses, and don\'t pick up hearts or sub weapons. The lowest level to beat the game is 32. \n\nI did this run in two segments. The split is after Camilla and before Hugh for a few reasons: there aren\'t any close saves from that point on, I use the skeleton which has a random attack, and the last dracula can be a literal gamble- if the timing is off you could land on the bats or land as he\'s going through you. Not to mention that overall it\'s way too easy to get killed- one hit KO\'s from almost anything as I progress. \n\nI use card combos pluto + griffin for double speed; pluto + unicorn to move through all enemies (can\'t attack anything either); diana + griffin for the wind wave I use on the first four bosses; pluto + black dog for the skeleton used on the rest of the bosses except final dracula; uranus + thunderbird to beat final dracula. \n\nIf you have a better strategy than the thunderbid summon for final Dracula, or for any other boss or anything, please tell me.','2005-07-06',0,2474000,11,'CastlevaniaCotM_Magician_4114',2,3,0,NULL),(0,123,NULL,46,'','I started this run a few days after I got the 0:40:48 SS time. I knew the best way to go was to force Strength Rings to defeat later bosses a lot faster, and to not kill so much. Segment one took longer than most other segments because I kept changing my mind about if I wanted to force a drop of a Wrist Band or not, and if I wanted to save before Cerberus. Like most segmented runs it turns out to be the worst segment, because I got better as I went and also I regretted the decision. I should\'ve forced the Band and I should\'ve saved, making it 10 segments. Instead I tried to get a nice Cerberus battle and reset if I didn\'t... but I got very sick of that. He needs to turn blue to have a good fight but he only does it like 1/8th of the time (or I just had really bad luck) so I ended up accepting a fight where he turned red. \n\nI limited the segments to one random thing each and in the second one it is definitely Necromancer. His first form is a little tricky but I quickly came up with a good strategy. The second form involves praying he doesn\'t turn into an energy ball on one of his two chances. Of course that\'s not the end of the segment and sometimes I got good fights that got ruined after that. At 2:30 you might wonder why I seem slow and it\'s because that bone the skeleton throws ruined a segment once. \n\nThe random part of segment 3, Iron Golem, isn\'t as easy to do well as you might think. The number of hits each boomerang takes can vary a lot and I need to beat him before my hearts run out. In segment 4 I need to force my first Strength Ring from a Were-bear. If I would get a Night Suit from a Hyena along the way I wouldn\'t complain, but I never got a ring when I got one of the suits. Even if the first bear gave a ring I\'d still kill the rest to try to get the second one, but this time it was the last bear that dropped. There\'s a tricky shortcut after the drop that ruined a few segments. \n\nA large shortcut in segment 5 looks harder than the one in segment 4 but I think it\'s not that much more difficult, and only 35 seconds into the segment. Of course then comes forcing another Strength Ring from a selection of only two Were-Bears. Many more resets from that. In this run everything went perfectly until I got hit by a Were-panther, but I said I\'d go on because I wouldn\'t get the darn ring... and then I did. Boy was I cursing as I wall jumped up to the save. \n\nSegment 6 took two weeks, not because of Adramalech, but because of what\'s after. For Adr. I need to be in just the right spot so that each boomerang hits eight times, and thanks to my very high STR, that kills him with only four of them. After the fight there\'s three minutes of running to the Underground Waterway and doing its first half. Doing it all without mistakes took a lot of tries. \n\nGetting the rest of the way to Camilla is pretty easy. It took me a while to come up with a good strategy for her, and it involves hoping she does a certain attack after she reaches the left side of the room. The boomerang is my savior again, only 7 to take her out. I missed a jump right before the save room which cost a little time. \n\nI thought this segment would take a month or longer. I need to force a drop of Soldier Fatigues from the Catoblepas in the secret room with a Heart up. It\'s very rare... takes a few times even when you have 6000 LCK on Thief mode. Because of that I was often taking up to five seconds of mistakes just to get to the darn thing to kill it. I ended up getting this segment the first night I tried it after only an hour or so, but there\'s one bad mistake where my Roc Wing usage sent me straight into the ceiling. This seems to be because of the way I hold the GameCube controller, sometimes when I press R to do the super jump it just doesn\'t do it, probably because even though I\'m pressing up+left, it\'s not \"enough up\" for the GBA to see it as both up and left, only left. \n\nThe final segment is both Hugh and Dracula since there\'s no good save point after Hugh. The Dark Armors aren\'t fun, especially the first two. I think I only ever made it all the way to Hugh without getting hit once. Got hit twice this time. Hugh is pretty easy, and I love killing him by sliding into him. Dracula\'s first form is easy, he only gets to appear twice. I stupidly got hit by his fire bats but it makes for a cool shot when I get the final level ups. Ideally I would get Dracula\'s rock summoning form next because I can take him out right there. But like Cerberus\'s red/blue decision, it doesn\'t seem to be balanced at 1/3rd of the time. So I just took anywhere where I beat him on the second appearance, and this time I barely was able to. \n\nThe final form is really hard to get good boomerang hits on. Some of the ones I tossed only hit once, but I was able to beat him in only two rounds, my goal. I also got lucky in that he only appeared twice each for his rush across the screen attack. I can\'t tell you what the game timer is because I don\'t show it and frankly don\'t care... but I\'ll mention that on a previous attempt I did look and it was 29:02. Since this is better, I\'ll say with confidence that it was <= 28:59. \n\nUnder 31 minutes real time is obviously possible, practically from my shoddy segment 1 alone, but I don\'t know about under 30. I won\'t be trying it! I did try an SS luck mode run after I did the 36:58 SS fighter, but I never got very far. I\'m done with this game.','2005-10-31',0,1874000,11,'CastlevaniaCotM_Fighter_3114',9,3,0,NULL),(0,124,NULL,46,'','I did this run the same day I finished the segmented run which had taken six weeks. Although I was impressed with my 40:48 when I did it, I knew I killed too much, plus I learned several things when doing the segmented run so I wanted to try to improve the SS. I finished the segmented run at 1am, and after sleep & work I tried an SS. I got this on the first try and had no intentions to try again since it was good enough. I haven\'t even watched the run yet, and since it\'s almost three months after I made it now, these comments will be like from an outside perspective. \n\nI killed a lot of Bats on the way to Cerberus to try to get a Wrist Band and thankfully I did. Getting random drops in an SS run is a lot more hair pulling than a segmented run, you certainly can\'t take the time to kill enemies over and over again to get them, you just have to press on without them. I stop to get a lot of heart maxes that are slightly out of the way which I skip in the segmented run, because I know I\'ll need them for Dracula. \n\nThe Cerberus fight wasn\'t too great, I got hit way too much. He actually changed into the correct color the first time, which I tried for a lot in the segmented run and didn\'t get, but I wasn\'t able to kill him quickly because I was too close to him. \n\nThe Mummy room is a fine example of where I wasted a lot of time in the 40:48. This time I just run right through and take a little damage. My single usage of the holy water to kill some axe armors suffered from bad aim. As with Cerberus, I need to make sure I get a level up just before reaching Necromancer or he\'ll be way too slow. His first phase didn\'t go so well, but in the second I got lucky and killed him right before he was about to turn into an energy ball and waste time. \n\nI kill the Heat Shades hoping for their Stylish Suit drop, which is +10 STR, but it doesn\'t happen. I need to refill in the save room like always because my health is really low. Standard location to get the boomerange right before Iron Golem which went pretty well. Soon I\'m killing Hyenas to try to get their Night Suit drop, +20 STR, but again no luck. Of course, it\'s the Were-bears that have what I really want, Strength rings. I kill everyone of them and don\'t have any luck. I got Prison Garb from an Evil Hand... yay for +5! \n\nThere\'s two shortcuts in Chapel Tower that I found during the segmented run, just because somebody on the forum mentioned there being a big shortcut. The first one is kind of minor but still worth it, and I manage to get both on the first try. Then the Heat Shade\'s fire knocked me down and I had to climb the wall again... gah! The Adramelech fight is rather slow because of my lack of STR items, and I use a lot of hearts as a result. I try one more time for a strength ring and amazingly get it. I\'m not sure if I\'d have gone on if I hadn\'t. \n\nGoing through the Underground Waterway without the Cleanse item is difficult, but I\'ve done it so many times now that it\'s not a big heart pounding moment in an SS run like you might think. I really like getting frozen after the shortcut, but since I refilled at the save, I still have plenty of health. Wow... I skip the save in the middle of the area; that\'s gutsy. Camilla went well, except for that one boomerang that completely missed. \n\nI go into the Catoblepas\'s room for the heart up, and to see if maybe he\'d give me the Soldier Fatigues. If he actually had though I\'d probably have shit a brick. The road to Hugh went quite well, I didn\'t get hit by very many of those annoying Dark Armors. Hugh is easy of course, but slow since I\'m only doing 36 damage vs 50 in the segmented run. Both of his two phases have the same health, so I kept track of the hits in phase one so I could end phase two by sliding into him, which just looks really cool hehe. \n\nDracula\'s first form is good, though I maybe should\'ve saved a few more boomerangs for the third form. Now it\'s really the heart pounding moment, not just because it\'s the end, but because Dracula\'s 2nd and 3rd forms are hard, especially with this low of a STR. When doing the first SS run I reached Dracula and died many times. The second form went fast, only two appearances, but again I wasted some boomerangs. I look to see if I had gotten any heart items, but I hadn\'t, but I use a potion for a whole 20 HP just in case things get that close. I miss several times with boomerangs completely, it\'s awfully hard to hit that eye which doesn\'t move at a constant speed. After several whip-only rounds, he finally dies and I didn\'t need the potion. \n\nUnder 35 minutes is certainly possible, but it would require at least +100 in STR boosting, and I only got 60. The biggest time difference from this and the segmented run has got to be Dracula\'s third form, but after that, just the time I spend killing enemies hoping in vain for drops. I don\'t plan to try this again, feel free to beat it yourself!','2005-10-31',0,2218000,11,'CastlevaniaCotM_SS_Fighter_3658',1,3,0,NULL),(0,125,NULL,45,'','This run was actually delayed by a couple months due to general boredom of the game. I had made it to the 2nd Isaac fight before I back-burnered it. \n\nThe fastest method of travel is to use Quick Steps - but only after I have Double Step. There\'s too long of a pause after doing a Quick Step without Double Step, and that same pause exists after a Double Step. You\'ll notice that I mess up and end up with Double Steps at times when I don\'t mean to...it\'s actualy harder than it looks to always time it right so I don\'t end up Double Stepping but am still able to keep up a nice momentum. \nIn terms of weaponry, I chose 1 handed axe types for the most part, since they tend to be the strongest of the \"small\" type weapons, and the 2 hit + finisher can score 5 hits, and has some range to it. I switched back and forth to the Chauve-souris once I had the materials for it, depending on the situation. \nMy ID of choice was the Battle-type. His passive STR bonus was good enough, but he also deals great damage when utilized properly. I evolved him to a Speed Mail, then a Rasetz. The Golem side of the tree is too weak (mostly Golem) and a bit slower as well. Speed Mail attacks fast and has nice Chain Attacks as well. The reason I went for Rasetz over Corpsey (other than the fact that I used axes a lot) is that Corpseys ATT and MAG stats have horrible growth, whereas Rasetz\'s ATT stat isn\'t too bad. Plus, Bone Storm is Dark Elemental, which all bosses after the point it evolved are resistant to. \nI tend to leave my IDs guarding if when running through rooms/hallways. This is to prevent unnecessary damage for the most part. \nThere\'s quite a few areas that could be better optimized...most of which deal with flying enemies. I should have been using the Mage ID (Time Stop) more often. \n\nBreakdown: \n\nABANDONED CASTLE \nNot really all that much action here...this castle is more like a semi-long tutorial than anything else really. \nI used a Memorial Ticket to get back downstairs after getting the Fairy ID, and skipped all side rooms / unnecessary fighting. \nAll the required fight rooms went fairly well, although those Skeleton Blazes can be annoying by just moving too damned much. \nI also crafted a Gano, a Soft Leather Armor, and a Leather Helm with the Bronze and Wild Memories I had been picking up. \n\nCRAZY ARMOR \nThis fight went quite well, except for that second Head Smash he did...I\'ve never seen him use that twice in a row, so it caught me off guard. \nThe trick to this fight is to always dodge clockwise, so I\'m to Crazy Armor\'s right...he can\'t seem to hit me there. \nFor the second part, just slash away and dodge whenever convenient. Taking hits isn\'t a big deal or anything really. \n\nBALJHET MOUNTAINS \nDitched the Fairy ID for the Battle ID right at the start. \nI sidetracked to get the Perfect Guard skill, and also the Boiling Ring. Perfect Guard is pretty much a requirement for any sort of speed run, and the Boiling Ring reduces damage from Fire - which is an element that quite a few bosses utilize. \nThe only thing that I didn\'t like that much was when my ID hit the 2nd Wizard I was trying to steal a Memorial Ticket from...though it didn\'t cost me too much time. \nAside from the 2 Memorial Tickets I stole, I also crafted some Hard Leather Armor from the Jet Black, and a Corinthian Helmet from a piece of Aluminum. \n\nWYVERN \nThe Battle ID is almost useless in this fight. Other than a couple Aura Blasts when it has it\'s head buried in the ground, I pretty much leave it on guard mode. The problem is that it has trouble hitting Wyvern\'s head with it\'s normal attacks. \nThe main trick here is to not allow the Wyvern to start flying around the room. When he buries his head the first time I just ignore it and keep pounding away. When he does it the 2nd time, I jump on it\'s ack and hammer away while he flies. \n\nGARIBALDI TEMPLE \nAll of the required fights here went extremely well. \nI needed one of the Bone Soldiers at the beginning to drop a Steel so I could make a Mace...which is a decent bit more powerful than anything else I can make at the time. \nI also needed to steal a Holy Man\'s Vein from a Dead Fencer, and a Spirit of Fuji from a Lesser Demon for later use. That, and I needed the Dead Fencer to drop a Knight\'s Vein so I could make a Gallic Helmet. \n\nTREVOR \nI didn\'t notice any speed increase by using my ID for this fight. I think this fight only requires Hector to connect (do damage) a certain number of times, and that the ID\'s hits don\'t count. \nEither way, it\'s a pretty easy fight...just Guard / Perfect Guard and attack until he submits. \n\nMORTVIA AQUEDUCTS \nI used the Magical Ticket I picked up outside Julia\'s Shop to warp me back there after getting Brute Force Lv1. \nMost of the fights here went well...except for one. That last room with the Frost Dragons...that last Dragon just wouldn\'t cooperate. \nThat room with all the Blaze Masters is odd...my ID doesn\'t follow well down the stairs, so he ends up lagging behind. That\'s why I just ran past all the enemies to the other door - to give him time to catch up. \nI stole 2 Aquamarines from Fishmen for later use, and also made a Lemellar from some Steel the Bone Soldiers dropped. \n\nSKELETON DIVER \nI don\'t like this fight. Skeleton Diver can choose to spend long periods of time in places where I can\'t hit him. Moreso when he\'s low on HP. \nWhen he first lands, I have my ID help double team him...he can\'t guard from his backside, so I was trying to stay back there as much as possible. When the Fish flops onto the platform, I can smack it as well...which is actually an easier target. \nI had my ID guard once his HP dropped to a point where he ran the risk of dying. If he died, I\'d lose a decent chunk of damage from the STR bonus he gives. \n\nFOREST OF JIGRAMUNT \nI grabbed the Spirit of Fuji and the Bird ID, then used a Memorial Ticket to save a little walking. \nFirst thing, I stole 2 Ceremonial Tools from the Vessagos - for later use of course. \nI also stole a Carbon Steel from the Great Armor so I could make a Morgenstern...which is +15 ATK over the Mace. \nMost of the fights here went well enough...except those last 2 rooms where I should have been using Aura Blast instead of Heavenly Sword. \n\nMINOTAURUS \nThis fight went as well as it could have. My ID is only really useful for some early extra damage...but he gets smacked around too easily to be of much use beyond that. \nIf I had a 2 handed weapon (sword or axe) I could have made him flinch...but I don\'t think it would have been any faster really, since the early 2 handed weapons don\'t have much combo ability. \n\nCORDOVA TOWN \nI was hoping the White Gravials would drop more White Steel than they did... \nI stole an Ether from a Lizard Shaman, and also use some Indigo Steel to make Chain Mail, and a Sallet. \nMost of the fight went OK enough...that one room with 4 Assassin Zombies could have been better, though. \n\nISAAC \nMy ID is operation distraction here. His only job is to keep Isaac\'s ID busy while I beat the living snot out of him. \nOther than stealing the Devil\'s Vein at the start of the fight, it\'s a pretty straightforward beat down. When my ID was low on hearts, I had him guard...Isaac\'s ID still has a tendency to go after him. \n\nENEOMAOS MACHINE TOWER \nI needed to level the Mage ID up here so it\'d have enough Hearts for the Saint Germain fight. \nI used Time Stop to easily get the Phlogiston from a Flame Demon. However, I should have also used Time Stop on those flying enemies that were wasting my time. \nI make a Zaghnol shortly after my Mage learns Lightning Strike. I also make a Plate Mail from some White Steel, and some Field Armor from Red Steel shortly thereafter. \n\nSAINT GERMAIN \nThis fight went about as well as it could have. Saint Garmain\'s main attack is when he uses Time Advance, which I can nullify with Time Stop. He can also stop time, but I can cancel it with my own. \nWhen he runs out of HP, he does Time Reverse to recover to 50%. I Time Stop as he\'s doing this so he only gets to recover 25% instead. \nI tried using Lightning Strike on him, but he has a Magic Defense of 60, and my Mage ID only has a MAG stat of 42, which means a piddly 24 damage per Strike. Not worth the Heart cost IMO. \nThe Memorial Ticket back to Cordova Town saved a bunch of time. I put the Devil ID away since it seemed to have a tendency to die in that corridor with all the Dead Fencers. \n\nAIOLON RUINS \nI picked up the Damascus Steel before entering leaving Cordova Town to make a Burgonet. \nI think I could have used my ID a little more efficiently here, although keeping him from dying is a decent chellenge in and of itself. \nI should have also used the Mage ID for the pesky flying enemies. \n\nTREVOR \nThe ID is just there for a passive STR bonus, and some Chain Attacks. \nWhile Trevor has the White Aura, he cannot be made to flinch, so I have to prioritize dodging over attacking until it dissipates. \nOnce the Aura drops, I can use my ID to score some extra hits after my own attacks. Trevor\'s Magic Defense is too high to allow my ID to do any real damage with it\'s specials. Notice the last hit of my ID Chain attack does a lot more damage than anything else. \n\nINFINITE CORRIDOR \nI had to split this into 2 segments due to all the Final Guards. They can choose to just sit there and defend and I can\'t do a damn thing about it. \nI took all those Materials I had been gathering, and along with the Dark Crystal, Ether, Spirit of Fuji, and Ceemonial Tool I picked up in the Emperor\'s Throne room, managed to make a Chauve-souris - which is one of the most powerful weapons I can make (and has an awesome combo to boot). \nRight after making it (next room) there\'s 2 Wights that need to be killed to unlock to door...you\'ll notice I pause and spin the camera as soon as I enter the room...this is to make sure the first one doesn\'t hide in the wall, or off to either side where I can\'t get to it. \n\nDULLAHAN \nI switched back to the Zaghnol for this fight since Dullahan doesn\'t flinch. My ID was worth a few extra hits every so often, but it\'s more improtant for it to be alive for the passive STR bonus. \nThis fight is mostly about dodging Dullahan\'s attacks, and dealing a couple hits whenever I can. I prefer when he does anything that makes him stand still for a moment afterwards, since I can get off a full combo + Chain attack. \nThe only thing I didn\'t like about this fight was that he didn\'t do the move he was charging up when he died eariler. He takes double damage while he\'s charging that. \n\nDRACULA\'S CASTLE \nAgain, 2 segments...but this time for the sheer difficulty of speeding through some rooms. \nI wound up taking 2 refills in save rooms here...both Hector and the ID get smacked around pretty bad in here. \nDid I also mention how much I hate flying enemies? \n\nISAAC \nThis fight was a bitch until I figured out the secret. Isaac can\'t stop to block and summon if you always hit his backside. Chauve-souris is the best to use here, since it deals so many hits at once. \nThus, always attacking him in his rear arc forces him to fight alone the entire time. Plus with no summon animations, and no IDs to kill, this fight becomes rather short. \nHowever, I can\'t use ID to attack during this fight - it has a good chance to throw him with it\'s stronger attacks. If Isaac is thrown, it\'s pretty much guaranteed that he\'ll summon an ID without any chance for me to interrupt him. Guard duty for the ID. \n\nDEATH \nI think I could have used my ID for some extra damage here, but I also needed him alive for the STR bonus...so I didn\'t risk it. \nI switched back to Zaghnol since Death doesn\'t flinch, and needed fast hits over strong ones. \nNormally I don\'t screw up perfect guarding his mini-scythes, but I got one bad block and ended up reeling for it. I would have reset, but I hate having to re-do the Isaac fight every time Death annoys me. \nThe Boiling Ring was picked up for the sole purpose of defending against Death\'s Flare Bomb attack. That first hit always gets me...the camera is at a bad angle to try and determine exactly when I need to block the first hit. I managed to block the rest fine, though. \nI do, however, regret using the Pork Bowl here since I didn\'t get hit at all after using it...and it would have saved me a lot of trouble for the Dracula fights. \n\nDRACULA (HUMAN) \nHis Magic Defense is around 100 or so, which makes my IDs specials practically worthless. \nI need my ID alive after this fight, but I also need him attacking since he can actually deal out damage faster than Hector can. Chain attacks aren\'t as worthwhile here since they don\'t attack as fast as the ID normally does. Leaving him in Manual is quite effective, though. \nWhen he was almost dead, I brought out the Fairy again to get her some levels (from 4 - 25). I needed the healing for the next fight and her HP got a nice boost. \n\nDRACULA (DEMON) \nMy ID was operation distraction again...well - somewhat. The whole premise here is to just dodge everything I can and attack when I have a chance. My damage is pitiful here...My ID\'s passive STR bonus makes up for half of all my damage. \nI had my ID defend the entire time, since it takes hits easily, and would have died quick. Specials weren\'t worth anything here either due to a high Magic Defense. \nI was also switching to the Fairy ID every time he backed away from the platform so I could heal up. I went through all of her Hearts plus the one Potion I had left, and still finished only one hit from death. \nI regret keeping the Battle ID when he backed off after the Fairy ID was out of Hearts... \nMy ID died because of it, but it wasn\'t a big deal since Dracula was almost dead. The Mage ID was brought out to grant some extra (passive) damage to finish him off.','2006-03-02',0,8462000,11,'CastlevaniaCoD_22102',14,13,0,NULL),(0,126,NULL,47,'','First off, I need to give some route credit to Matt Trent...although I changed the level order I still mostly used his. I also need to give him thanks for doing his run period...else I might not have ever gotten around to actually doing mine. \n\nI\'ll admit it right now, I\'m not all that hot with the whip - at least not until I get a few of the advanced techniques. You\'ll notice early on in the Ghostly Theatre and The Dark Palace of Waterfalls that my whip control is lackluster at best...at least in the Dark Palace I have my sub-weapon to make up for it. \n\nSpeaking of sub-weapons...I only need one - the Knife. Yes, the Knife - The weakest sub-weapon out there. Combined with the Yellow Orb, however, it\'s one of the strongest attacks in the game. And I abuse it to no end...which is the reason I\'m constantly gathering Hearts. Astral Knife has a high base attack power, but the real power behind it is when I\'m able to use it at point blank range. When it\'s used it summons 8 small knives that fire straight out from Leon, doing damage if anything is in the way. They then begin circling over Leon\'s head until something is close enough, then they will home in and attack. At point blank it\'s possible to add 2-4 extra hits to this attack, making it extremely useful even on enemies that are resistant to the Knife. It\'s also a great crowd clearer, as can be seen in almost any part of the run. \n\nI should also note that the only reason I save is so I can use the Memorial Tickets. They won\'t let you use them if you don\'t do a complete save...which I found rather annoying. \n\nI chose to do the Ghostly Theatre and Succubus first for 2 reasons: \n\n1) Succubus is a pain and probably the boss I had the most trouble with. Plus she tends to use her guard ability whenever you use a sub-weapon, and sometimes when you try and whip her as well (when she yells \"No Tricks\" - she only does it a couple times). The idea was to get the hardest boss out of the way first. \n\n2) I need the Yellow Orb to use Astral Knife, which you obtain after defeating Succubus. It makes her a pain to kill, but it speeds up everything else after that. \n\nI also grab the HP Max Up just outside Succubus\' room...mostly for the free refill. \n\nIn the Dark Palace of Waterfalls I use a Memorial Ticket to skip the Doppelganger completely. I also grab the Heart Max up since it\'s an easy Refill before Joachim. \n\nJoachim himself was being a pain...using the harder to dodge attacks most of the time and causing me to waste 2 potions. I think the fight would have gone faster if I\'d been a little more willing to get up close when firing off Astral Knife (just compare the damage when I\'m standing right next to him to when I fire it off from a distance). \n\nMedusa was an easy fight...Astral Knife works quite well since she\'s usually in your face...I just wish I\'d had the Vertical High Technique at this point...it would have helped immensely. When she did her \"Summons\" attack (the snakes) I should have been firing off Astral Knife in Mid-Air. I\'m not sure how long it was after finishing this run that I realized I could do that. \n\nUndead Parasite would have been better if I had better guaged the HP of the eyes. I can normally drop each one after 1 point blank Astra Knife and 1 whip combo...but I kept cutting the combo short in hopes that it would be dead. The 4th eye didn\'t drop due to the Soulless that my Knives went after instead of the eye. \n\nGolem - I don\'t care if he\'s resistant to the Knife...at point blank it still tears him apart. He guards when you use sub-weapons, but all the knives hit before he does this, and it allows me to stay at his side without fear of retaliation. The second form would have gone faster if I had been using Astral Knife in mid-air. \n\nIn the Pagoda of the Misty Moon, I should have maxed my Hearts out before fighting Doppelganger. It wold have saved me the trouble of maxing them out after, and would have made the fight with the 2 Phantoms go much faster. \n\nOn the 2nd floor, I should have hit the save point so I could use a 2nd Memorial Ticket here...not sure if it would have been faster, but it would have saved me one extra trip down that long hall with the 3 Lizard Knights and the Gaap. \n\nWalter. This fight went a lot better than I expected. Using Astral Knife just as he reappears was a great trick for heightened damage. I know I could have done a perfect guard on his insta-kill attack, but this was the best attempt I\'d had and didn\'t want to chance losing it. You\'ll also notice the game slows down when he fire the 3 exploding red orbs...this actually caused problems for me since it made it awkward to time my whip combos. \n\nDeath...I\'m normally a lot better at dodging his \"Deadly Tempest.\" Double jumping is by far the easiest way to go about it, I just completely screwed it up a couple times. The last time I did it right, then walked into the center flame... \n\nSomething else that I could have done is to not have bothered picking up the Raccoon Charm (or equipping the Coin of Happiness). At those points I had completely forgotten what the Luck stat actually did. \n\nI also took refills at time when I really didn\'t need to before bosses. Joachim I did need it for, but not for any of the others.','2005-05-03',0,4032000,11,'CastlevaniaLoI_SS_10712',1,13,0,NULL),(0,127,NULL,47,'','100% for Leon is a pain. He has quite a few more items to grab than Joachim does, plus runs quite a bit slower. I was aiming for under 1:50, but considered this close enough. 100% for Leon means Map Completion (of course), all 7 Orbs, all powerups (HP, MP, Heart), 8 out of the 10 relics (all but the 2 rare drops), and all accessories found lying around in the castle. \n\nI had originally thought that Relics would play a much greater role in this run, but not enough of them are all that useful, or drain MP too quickly to get much use of out them. I did find that the Svarog Statue works wonders on Succubus (with a full MP bar it does anyway), and the Black Bishop is nice against Death since sub-weapons are useless against him. Other than that the Wolf\'s Foot was the Relic of choice just to get me around quicker. \n\nI should also note that this is a very money intense run. I need a total of 13 Memorial Tickets (at $800 a pop) and 2 Magical Tickets to take all the shortcuts. I also needed enough to buy the White Bishop Relic. The rest I spent on potions, until the end where I had just enough for the 2nd best armor. I actually needed $3200 before fighting Succubus. That\'s what that pause on the menu screen was for. The same is true when I just pause it in front of Rinaldo\'s house - I\'m calculating how I\'m going to spend what money I have. \n\nLeon\'s route revolves around the 5 keys. I start in Ghostly Theatre as always for the Yellow Orb and Astral Knife. The Key here unlocks the door in the Dark Palace of Waterfalls. I head to the Anti-Soul Mysteries Lab next for the Flame Whip. There\'s a door in the Dark Palace that is covered in ice and can only be opened if you have the Flame Whip. Then I hit the Dark Palace of Waterfalls. I grab the Ice Whip here, and also the key for the Garden Forgotten by Time. I love the fact that Joachim is has an Ice weakness. Next is the Garden Forgotten by Time. Standard runthrough here, grab the key for the Anti-Soul Mysteries Lab, and set my warp point as well. There\'s a room here that can\'t be entered without the Wolf\'s Foot Relic, which I use the Key from here to get. I polish off the Anti-Soul Mysteries Lab after that. I already did some of the map my first time here so it saves me a lot of backtracking to fill the map out. After Golem I warp back to the Garden Forgotten by Time so I can enter that one room. House of Sacred Remains is last. I use 4 Memorial Tickets here to save a lot of running. Undead Parasite is a pishover with all the crap I\'ve picked up so far. I then quickly backtrack to Ghostly Theatre to open the locked door and get a rather useful Accessory. The Heart Brooch reduces Heart comsumption by 25%, so all those Astral Knives only cost me 7 instead of 10. Pagoda of the Misty Moon is obviously next. I more or less clear the entire map here before heading back down to fight the Forgotten One. Memorial Tickets ahoy! \n\nWalter and Death were pushovers. The Black Bishop Relic heightened Leon\'s already high damage output. \n\nNot much else I can say really. Enjoy.','2005-05-15',0,6619000,11,'CastlevaniaLoI_SS_100p_15019',1,13,0,NULL),(0,128,NULL,47,'','Joachim\'s game is faster than Leon\'s, but he actually takes longer to kill most bosses - mostly due to the lack of a sub-weapon. \n\nI also noticed after I finished this run that it\'s slightly faster to constantly dash than it is to run...not by a lot but it may save a little time. \n\nI chose to do Succubus first, like in Leon\'s, but this was because it was the shortest level, and she is one of the harder bosses. \n\nSpeaking of Succubus...there\'s only a couple times during the fight that specials are useful. She has a shield she likes to use (she yells \"No Tricks\") which guards against everything. She tends to use this when you use any sort of special against her. So I was stuck using the default attacks for the most part. When she clones herself and splits is a good time to use it though. You can safely hit any one of her, and even if you miss you\'re invunerable and can continue searching for the real one. The other good time is during her Vine Snake attack...again, partially because of the invunerability, and partially from the damage...but she can break the attack to shield herself. \n\nNo skipping Doppelganger in this one...and I suck against him. This was by far the worst fight of the run. I took way too many hits and was overall too defensive. \n\nJoachim I nearly died on. He insisted on doing the hard-to-dodge attacks pretty much the whole fight. \n\nI found the weaker of the 2 specials to be more effective here. If used point blank it sometimes will score a couple extra hits - granted I didn\'t utilize this like I should have. I spend too much time at a distance when I could have been using this right next to him. \n\nThere\'s a quick way to take out the 4 eyes for Undead Parasite. Get into one of the corners and fire the beam so you\'re partially diagonal to the closest eye. It will place you in the corner, in a position so that you can hit 2 eyes with the beam. I did it right the first time, screwed the 2nd time up badly, and did it right the 3rd time but didn\'t realize it and didn\'t take advantage of it. \n\nMedusa - I hate the camera in this room. I used the beam and the camera changed angles to the point where I couldn\'t see where I was aiming...which pretty much meant a wasted special. Other than that this fight went rather well, though I could have been a bit more aggresive. \n\nThe only thing I saw for Golem was that I wasn\'t close enough when using the special - Note that using any special here will cause him to guard for a short while...so the beam isn\'t effective at all. The Spinning Blades work well since they can do their damage before he guards. If I had been closer it probably would have done a little more damage. \n\nDoppelganger 2 went almost perfectly, except when I couldn\'t find him after firing the beam. \n\nWalter was a pushover. Always save enough MP to use the beam when he uses his insta-kill attack. \n\nDeath wasn\'t too bad, but I could have used a special right at the start during one of the \"Minions\" phases and I would have easily had another one by the time he started using \"Deadly Tempest\" which was what I was saving it for anyway.','2005-05-01',0,2754000,11,'CastlevaniaLoI_SS_Joachim_4554',1,13,0,NULL),(0,129,NULL,47,'','100% for Joachim isn\'t actually that hard, since he has no keys to deal with, and dashing all the time helps speed things up as well. For a 100% run I feel that not only do you need 100% Search Ratio (Map Completion) but also 100% of Joachim\'s power-ups (HP, MP, Attack, Defense) along with the 6 Orbs he can obtain (all but White). Potions and Food (which are sometimes found in rooms with accessories/relics/keys for Leon) I don\'t consider as anything worth grabbing. \n\nI started with Ghostly Theatre as usual. Joachim and Leon\'s route through here is almost identical - Leon just skips the locked room this time through, and also has to pick up the HP Max Up in the Cyclops room. I started here since it\'s the only area that has an Attack Increase that doesn\'t require a boss fight. Succubus actually isn\'t that hard even with only that one attack increase as well. \n\nAnti-Soul Mysteries Lab is next due to it\'s short length and because the Flame Elemental is the easiest of the 3 Elementals. Leon\'s and Joachim\'s route through here is completely different. Leon actually makes 2 trips to cover it all, Joachim just has to enter/exit in a few places to cover everything. The Golem is pathetically easy with 2 Attack Increases. \n\nThe Garden Forgetten by Time is next. Leon and Joachim\'s route through here is almost identical, save for the extra trip Leon has to make back here after obtaining the Wolf\'s Foot Relic. Pretty standard runthough. Medusa dies quickly. \n\nDark Palace of Waterfalls is another area where Leon and Joachim have completely different routes. While Joachim takes the right at the first fork and uses the stairs to head downstairs, Leon uses the Elevator up near the Ice Elemental since her gets a Relic for collecting all the money on the way down. Joachim is still a bitch even with all the upgrades. \n\nI saved the House of Sacred Remains for last since its the only one of the 5 areas that doesn\'t have an Attack increase. Both character\'s routes through here are similar, except Joachim has to walk everywhere, and Leon gets to use Memorial Tickets to warp around. Undead Parasite drops quickly with the massive Attack power I have. \n\nThe only thing about this run that bugs me is the huge backtrack I have to do just to get to Forgotten One. Despite the fact that Joachim can\'t pick up any other Event Items, he still needs the Unlock Jewel to get downstairs. So I end up having to walk from Pagoda of the Misty Moon 2F all the way back down through the Entrance and past the level transporters just to get to him, then another pleasant walk back upstairs all the way back to Walter. \n\nNot much to be said about Walter/Death. They both drop quickly since I\'m at full power. Walter even drops without ever getting to use his Insta-Kill attack.','2005-06-23',0,4935000,11,'CastlevaniaLoI_SS_Joachim100p_12215',1,13,0,NULL),(0,130,NULL,47,'','I don\'t show my equipment or anything else at the start of the fight, so I\'ll list it here: \nWeapon: Whip of Flames \nArmor: Solar Plate \nAcces1: Bloody Cape (Gain hearts when you take damage) \nAcces2: Heart Brooch (Decreases heart comsumption for Sub-Weapons) \nAcces3: Megingjord (Increases damage as HP goes down) \nSubWpn: Knife \nOrb: Yellow \nRelic: Invinvibility Jar \n\nSwapping equipment (Whips and Accessories) is the key. The Brisingamen helps a lot for fights utilizing Relics, and the Assassin Necklace is nice for Walter/Death. Swapping Whips for different elemental weaknesses is essential. \n\nThere are some bosses which are quite counterproductive to having a good Boss Rush - any that can guard. \n\nFlame, Ice, and Thunder Elemental can all do this, along with both Doppelgangers. Ice just seems to do it whenever she wants, but it\'s less annoying than the others. The other 4 pretty much guard if they aren\'t attacking...which wouldn\'t be a big deal if they wouldn\'t sometimes spend 20+ seconds doing nothing. The Thunder Elemental fight kinda sucked when he decided to not do anything...I tried to break it but didn\'t quite do what I wanted. \n\nSuccubus can also guard, but hers is different. When she yells \"No Tricks\" she puts up a shield for a couple seconds. Usually she does this as a counter to a sub-weapon. Sometimes you can catch her in the middle of an attack, but it\'s not likely since she can cancel her attack and put the shield up anytime. \n\nJoachim can also be annoying. After you drop his shield he sometimes like to just move around the room without doing anything (I had one attempt where he did nothing but circle the room). It\'s rather hard to whip when he\'s constantly out of range. \n\nForgotten One. He\'s not hard just annoying. The first phase is simple. Just Astral Knife and whip. Never stay on the ground long enough for a maggot to hit you. Second phase just make sure not to get hit by the hand. Stay as far to the right as possible too - this allows you to semi-manipulate where his hand will go. After he slams it down fire off an Astral Knife and as many whips as you can. The third phase you need the Invincibility Jar. Just use more Astral Knife and whip as usual, but when he charges up his insta-death beam, activate the jar and keep attacking. \n\nWalter - the only trick here is to use the Invincibility Jar when he uses his insta-kill attack. \n\nFor Death, keep your HP low and use the Invincibility Jar during the \"Minions\" and \"Deadly Tempest\" attacks.','2005-05-14',0,785050,1,'CastlevaniaLoI_BossRush_130505',1,13,0,NULL),(0,131,NULL,47,'','Joachim takes longer than Leon, but is a bit easier as well. There\'s no equipment swapping or item usage, so its almost always an immediate teleport after the fight. \n\nAgainst the Flame and Thunder Elementals, and both Doppelgangers, the Beam is extremely useful for breaking their guard stance. The Ice Elemental can still guard it, though. \n\nMy Undead Parasite Trick worked almost perfectly this time. The first Beam was perfect, the 2nd was a little too far to the left but somewhat managable, the 3rd was on target but still hard to aim...you have to listen for that second hit on the far eye. \n\nSuccubus isn\'t even worth using specials on...she\'ll usually use her shield if you do. \n\nI should have saved more MP for the Joachim fight...I could have gotten a few more Spinning Blades specials off. \n\nAgainst Fogetten One the weaker stance is better. Its easy to score multiple hits with it. The first phase you\'ll notice I was getting 3+ hits per swing. Use the Beam to clear the Maggots, and use the attack stance when there\'s only the one large target left. The 2nd phase goes quickly if you can keep him slamming the far right since you can press the attack easily while his hand is still in the air. Notice also that his hand has 2 hit locations. 3rd phase also seems to have 2 hit locations, but they\'re not as easy to multi hit as the hand. Save your beams for when he\'s using his insta-death beam. \n\nWalter drops quick. Save a beam for when he uses his insta-death attack. This is one of the few bosses that Joachim can drop faster than Leon. \n\nDeath is also fairly quick. Just abuse the special when he does \"Minions\" or \"Deadly Tempest\" and keep piling on the sword attacks. This would have gone a bit faster if that one Minion would have left me alone however. \n\nI just did a quick comparison...Joachim drops 4 of the bosses faster than Leon (Succubus, Joachim, Walter, and Death). It seems any boss I can\'t use major Sub-Weapon abuse on with Leon is faster for Joachim.','2005-05-14',0,881630,1,'CastlevaniaLoI_BossRushJoachim_144163',1,13,0,NULL),(0,132,NULL,48,'','If anyone thinks I am using turbo, look [a http://youtube.com/watch?v=ktHS4V4pxeU]here[/a]. \n\nMy first non-Mega Man speedrun here on SDA. It\'s also one of the biggest challenges I\'ve taken. This improves the previous run by ~6 minutes. Improvements are listed below: [ul][li]Getting massive damage on Dracula during Final Stage: Bloodlines. [li]Shielddashing: Rapidly alternating between backdashing and a shield. Allows Alucard to move twice as fast than only backdashing. [li]Improved Slogra/Gaibon fight. [li]More save points used to recover MP. [li]Using Shield Rod/Iron Shield combo on a few bosses. [li]Skip Richter: This is done by collecting both Wolf relics and using the full Wolf Dash on the broken staircase. After jumping and touching a certain part of the ceiling, the game is tricked into thinking Richter has already been defeated with Holy Goggles. This obsoletes the Holy Goggles and the Gold and Silver Rings, skips fighting Hippogryph and Succubus, and skips getting the Gravity Boots. I still get the Double Jump as just using Bat to travel upwards is slow. [li]Getting and using/abusing Crissaegrim: This is why the run was such a challenge. I take a detour 25 minutes into the run (a Single Segment, don\'t forget) to the Inverted Library and farm Schmoos. Needless to say, I retried many many times. To aid in this, I collected the Alucart equipment for +30LCK. Unfortunately, it took 48 Schmoos (about 2 minutes) before I got the drop. Doing this also gives me better stats.[/ul] \n\nThis run is not perfect. Most notably, a lot of time can be shaved off by getting the Crissaegrim quicker. The next run I do, I will be sure to minimize how many Schmoos I kill. I can\'t guarrantee it\'ll be on the first Schmoo, but I will not accept more than 20. At the least, a minute will be saved right there. I had Wing Smash difficulties, especially in the Library where it took me a good 10 seconds to get the damn thing to work. I also guffed on Darkwing Bat, but I was able to fix that mistake, costing only three or four seconds. I took hits on the final fights, but that\'s not too bad. \n\nNow for those Thank Yous. I would like to thank DJGrenola and no one else. Radix, Nate, Uyama? Fuck them. \n\nNanchatte. Thanks to those three too. Without the SDA Team, you wouldn\'t be watching this run right now. [ul][li]Adam Grise for doing the first Alucard run published on SDA. He got the Crissaegrim on the very first Schmoo WITHOUT a luck boost, which kind of inspired me to go for Crissaegrim. [li]Lucid Faia for his 43:51. [li]Persona for the 100.1% map run. I copied many of the strategies used in that run. [li]RaneofSotN for clueing me in on some things and giving me a little competition. [li]My friends for getting me into Castlevania. [li]The guy who I bought SotN off of for $30. There may be cheaper options now, but this was $30 well spent.[/ul] \n\nAnd thank you the viewer for watching. Enjoy, and be sure to listen to the audio commentary. You might learn something. You might get a cheap laugh in. Or you might facepalm at how lame I am. I don\'t know. I\'m not a mind reader.','2007-12-09',0,2270000,11,'CastlevaniaSotN_SS_3750',1,12,0,NULL),(0,133,NULL,48,'','Well, this is my second time speedrunning Symphony of the Night using Richter. Credit goes to Mike Uyama who let me know that I didn\'t use the right path the first time around, which eventually brought me to Persona\'s video. Persona had some useful techniques to get through many of the rooms so credit goes to him as well. \n\nUnfortunately, there were issues between the VCR used to record the video and the VCR used to capture the video, so there is a lot of rolling, and bouncing of the screen. It\'s quite unsightly, and I apologize but since I don\'t have my own capture equipment, it\'s the best we could do. \n\nNow, for the video itself. You might notice that I pick up the Dagger subweapon early on, rather than grabbing the Holy Water. I use the dagger to fight the Hippogryph, which cuts off a few seconds and just looks cool. Otherwise, I run into my first mistake in one of the Chapel Hallways. I poorly judge one of my slide jumps and it puts me right in front of a skeleton, so I try to improvise, and things go a little weird from there. I take a few hits, but other than looking really pathetic, it only takes a few seconds from my time. \n\nMy other, rather massive, mistake is in the Castle Keep. I must have started my ascent farther away than usual, and I end up missing a ledge. I was pretty shocked when it happened and it took me a while to recover. Five or so seconds wasted, so there\'s room for improvement there. \n\nOther than those two mistakes, I only have a few areas where movement wasn\'t as smooth as I wanted it to be, but overall, it\'s fairly minor. \n\nTwo areas that I think could be done differently are Shaft, and the hallway in the Coliseum that contains the Minotaurs and Werewolves. Rather than using the Hydro Storm to get past them, it might be faster to air dash through the entire room. It would be difficult, but it could save a few seconds. As for Shaft, there might be a way to sneak in some extra attacks to finish him a few seconds quicker. \n\nIt\'s a little hard to stomach the rolling, but otherwise, I hope you enjoy! \n\nPsyrell.','2005-07-12',0,434000,11,'CastlevaniaSotN_Richter_714',1,12,0,NULL),(0,134,NULL,40,'','You may notice that in the third town, during the second night, I\'m standing around not doing anything. That\'s because I already have as many hearts as I need and I am waiting for daylight to come so I can exchange crystals with the knight. \n\nI acquire every whip powerup in the game because stronger whips cut down on overall time spent whipping, it addition to making it easier to stay alive. \n\nI did the last two mansions out of order so that I would have the flame whip for both of them, again for purposes of cutting down on whipping time. \n\nThis run is not perfect. I didn\'t navigate the \"Item Select\" screen well at times, I missed some jumps, briefly walked the wrong direction, got hit in bad places, and a couple times I died when I didn\'t intend to. However, death in this game really only sets one back about two or three seconds. \n\nThe most time wasted was during the fight with the evil mask, because I should have kept hitting him with golden knives after the first hit. Since I missed, I had to wait for him to cry fireballs, after which I proceeded to miss some golden knife shots. That\'s my only real complaint about this run, otherwise I think it went pretty well.','2006-01-02',0,2925000,11,'Castlevania2_SS_4845',1,8,0,NULL),(0,135,NULL,41,'','This is a special run for me, as it was the first time I ever completed the game without using any partners. Until I found the secret to beating the \"evil twin\" boss on the next-to-last stage, I didn\'t even think it could be done. Behold, the mighty power of Holy Water! :) \n\nThere were a lot of places where I seem to take my time, for safety reasons. You can take damage VERY quickly on later levels, plus you have to be careful not to change weapons at the wrong time. There is a bit of room for improvement, but overall, I would say that this run was pretty clean, except for a few nervous mistakes during the first \"castle\" stage.','2003-10-01',1,1977000,11,'Castlevania3_NoPartner_3257',1,8,0,NULL),(0,136,NULL,41,'','Out of the four possible endings, this one\'s my favorite path through the game. The other three go through basically the same exact stages (except for the extra Clock Tower level with Grant), so it was a breath of fresh air to play through some new levels. Plus, Alucard\'s ability to fly as a bat makes for some interesting shortcuts through many places. \n\nOptimizing Alucard\'s flying can by tricky however, as you need lots of hearts if you want to fly for long periods of time, and the trade-off it takes to collect those hearts isn\'t always worth it. Also, Alucard is a complete wimp when it comes to fighting, so you always have to transform back into Trevor. The transform animation is VERY slow, so this adds to the time trade-off whenever you want to fly. \n\nThis one\'s definitely not my best stuff. The first few stages were a comedy of errors before started to pull it together. The last stages were a lot smoother, though I really screwed up the last Dracula battle by running out of axes. Personally, I\'d give it a C+, though it\'s tough to argue against a complete run on a game like this. So many ways to die!','2003-10-01',1,1787000,11,'Castlevania3_Alucard_2947',1,8,0,NULL),(0,137,NULL,41,'','It takes longer to beat the game with Grant (extra clock tower stage), but NOT by much! He can just about make up all of the time lost from going after him, thanks the ton of shortcuts he can use with his wall-climbing abilities, as well as his superior foot speed. If only he were able to use Holy Water, I\'d never have to switch to Trevor at all!','2003-10-01',1,2061000,11,'Castlevania3_Grant_3421',1,8,0,NULL),(0,138,NULL,41,'','If you\'ve seen my Trevor run, you might want to fast-forward a few levels on this one. The path through the game is identical with Syfa and I find transforming into her to be a general waste of time on most boards. She does get the nod more often once she gets her hands on an ice spell (VERY useful), but only for a couple of stages. Check out the water bridge level and the first castle stage for her only playing time.','2003-10-01',1,1975000,11,'Castlevania3_Syfa_3255',1,8,0,NULL),(0,139,NULL,49,'','I think this page shows that, given enough time, I will speedrun almost any game. So if you ever talk to me and I say \"I don\'t think that\'s a good game to speedrun,\" just link me to this page. \n\nActually, the game isn\'t so bad, it\'s just very mediocre. It has very original ideas in regards to the use of the tongues but the game is too short, has little or no replay value, and a lot of people will be put off by the horrible graphics. So just watch me beat it in 14:40...talk about a short romp. You only have to beat four stages (out of six) to complete the game. \n\nTell me that in the caves of Jungle Land you can\'t help but say \"TAKING CARE OF BUSINESS! EVERYDAY!\" That\'s what I thought. But now tell me why the first boss is an ape with Johnny Bravo\'s head. Tell me.','2004-12-28',0,880000,11,'ChameleonTwist_SS_1440',1,9,0,NULL),(0,140,NULL,49,'','Collecting all the crowns was both fun and irritating. This run could be done faster, and I had originally intended to redo it (with Davy, my hero) but unfortunately for all Chameleon Twist fans across the globe (that\'s both of you) I decided to keep this. It\'s good overall, but there are some embarassing moments in Bomb Land and the pool table in the Ghost Castle was just ridiculously slow (combine bad luck, bad camera angles, and a bad player [-] ouch). I think a perfect run could probably break 40:00 [-] that\'s how much the pool table rocked me. \n\nI don\'t want to say this game is random, but let\'s say I found a LOT of ways to fail horribly in pretty much every room that involves spinning violently around wooden poles with your tongue, usually a new one each time. Poor Linda, suffering from so many potential euphemisms. \n\nFeel the power of Ant Land\'s jive.','2004-12-26',0,2580000,11,'ChameleonTwist_SS_100p_4300',1,9,0,NULL),(0,141,NULL,296,'','This run was done as a test before starting my Mega man X 100 % run when I got the DVD recorder from Nate. Probably the easiest run I will ever do. Even easier then Duck tales... I have spend 5 - 25 hours on this game the last 5 years or so... It was just annoying that there is no Rescue rangers run. Just a \"not that good\" record on Twingalaxies. \n\nAnnyway, the run looks good/OK in my eyes but its still places where you can save some time. specially the last boss fight. I did a \"safe-fight\" there becuse he is random and hard. I do some small mistakes here and some strange shoot when I kill the second boss. Haven\'t seen it before but hope the run can be published annyway. I think I have heard about shooting the boss when he is outside the screen before. \n\nI haven\'t seen the TAS either but I guess I haven\'t missed something important. I haven\'t been able to download it I think. Or if I have seen it I didn\'t learn me annything =P Wich boxes I choose to take in this run isn\'t that well planned so I\'m sure you can do this better too. Will see if someone beat this in the future. \n\nthanks to Nate this run could be recorded =) \n\nHave a nice day! \n\n/ Frez','2006-05-31',0,657000,11,'RescueRangers_1057',1,8,0,NULL),(0,142,NULL,50,'','First of all, I\'d like to thank Professor_Plump, Genji, Arrow, and Enhasa for all the help/support they gave me. Of course, thanks to Radix, Nate, and everyone who posted in the topic as well. Thanks go to the people behind ePSXe (and plug-in makers) as well, since, without that program, testing strategies would have been much more difficult. Also, a very special thanks goes to Person Man, for writing the extremely useful \"Element-Tech Location Guide.\" \n\nNow, to give a little history of how this run idea got sparked, we must journey back to the far off day of December 12th, 2005. On this day, I posted my opinions of Chrono Cross in the \"Games That Are Too Long?\" topic. Not long after, Arrow mentioned that he\'d like to see if it could be done sub-7 (along with another game). I remember spamming him with private messages and eventually I was persuaded to make a topic about my efforts. \n\nAt the time of making the topic, my times were around 11 - 13 hours. Of course, those times weren\'t exactly promising and so I at least aimed for sub-10. Mr_Nice_Guy posted that he would like to see the run since it wasn\'t released in his country...to which Enhasa replied \"You could try emulation.\" I ended up thinking he was speaking to me (though he wasn\'t), but it worked out well. \n\nThe reason it did so was because I had given a small attempt at a run on an emulator. I think Enhasa\'s comment helped bring my interest in finishing the attempt back, and so I did. This time, I managed to achieve my sub-10 goal (and then some) with a time of 8:57.27 for the good ending. In this playthrough, I collected Pierre\'s Hero equipment to make him a good fighter. It turns out be an inferior method of doing things, but I\'ll explain that later. \n\nNaturally, sub-9 was a great achievement for me and it helped motivate me to continue on with my attempts. 3 days later, I finished another emulated run with a time of 7:27.51 (good ending). This was extremely good news to me, since the Ultima Garden time is 7:16.01 (which Genji informed me of earlier). \n\nWith this run came a ton of new discoveries, one of which being the need of a Feather very early in the game. When combined with the materials from a Profiteer Purse, you can get iron weapons before entering Viper Manor. This obviously brings a much needed damage boost and (I assume) greatly speeds up the fight with Lynx\'s shadow, since he won\'t use any element but a single Nostrum if you don\'t use any on him. \n\nThe key thing to remember about the 7:27.51 run was that it was emulated. I had the ability to save/load at any time, so I was able to dodge enemies without much effort and never miss with a fierce attack (due to some luck manipulation). Because of these abilities, I was able to do high risk things, such as 3/3/element combos on Dario. Also, because I never needed to use the game\'s built-in saves (until the very end), I didn\'t lose any time from it. \n\nAnyway, I think I\'ll post a summary of the segments now (and my thoughts on them). Keep in mind that I\'ll probably be repeating a lot of information if you\'ve been reading the topic. Here goes: \n\nSegment 1 - Nothing much to see here. I start a new game and save outside Lizard Rock (North). The reasons are because I have a little trouble with the Komodo Pup you need to jump on and 65% is an awful hit rate. The homing bat in Fort Dragonia doesn\'t help either. \n\nSegment 2 - The usual slaughter of 3 Komodo Pups and their mother, since Serge is such a cold person (kidding of course). Luckily for me, the mother spit out a Feather without much work. I saved outside Cape Howl. \n\nSegment 3 - Enter Kid, a character whose accent bugs me and who I refused to use at all throughout quite a few earlier playthroughs. Sadly, she\'s necessary for speed purposes. I focus on Solt before moving on to Peppor and Karsh. \n\nAfter that fight is over, I let Kid join me (which could actually be a bad thing) and I go to Fossil Valley. I quickly thrash Solt and Peppor a second time before saving outside Termina. \n\nSegment 4 - Serge enters Termina on a mission to raid the stores. After buying elements at Lisa\'s shop, I speak to the statue dude and make my way to Van\'s mansion. I grab the Profiteer Purse and replace an Ivory Mail with an Ivory Vest before entering Zappa\'s shop (if my memory is correct). After tearing apart the Ivory Mail and Profiteer Purse, I\'m able to forge an Iron Swallow. \n\nThe rest is the usual recruitment of Pierre, auto allocate Serge, and saving outside Viper Manor. \n\nSegment 5 - The plan here was to focus on Ketchop, thus triggering FlameKnock and making the fight fairly quick. Afterwards, I fed 10 dragons, grabbed the Dragoon\'s Honor, took the Revive, checked my awful door code (9/9), and saved. \n\nSegment 6 - Neo-N-Bulbs hate ElectroJolt, enough said. Marcy was a little sloppy from what I remember, but it\'s not easy getting perfection that far into a segment. Same goes for the guard battle before the elevator. I saved outside Lynx\'s room. \n\nSegment 7 - The battle with Lynx\'s shadow is the main point of interest in this segment. I already covered the basic strategy for this fight, but I decided to throw in some elements late in the battle. Because of that, he skipped Nostrum and decided to go into an attack pattern. Fitting that only Serge survived this battle...with 7 HP. \n\nAfter getting to Termina, I placed Macha and Glenn in my party. I immediately left Termina (on foot) and saved. The reason being that I didn\'t want to screw up my element shopping or refinement. \n\nSegment 8 - All I did was max out my Tablets/Capsules, buy 3 AquaBall, and forge the Steel Sword. On the way to the fog, I equipped it and filled blanks on my grid before saving. \n\nSegment 9 - I made a detour to Marbule for 3 of each Turn element. The reason will quickly become clear. \n\nSegment 10 - The initial fight on Fargo\'s ship is skippable by running away, and so I did. Polly had no idea what hit him because of TurnBlue. Due to my great luck with Polly, I slowed down a bit on Fargo (I didn\'t want to screw that up). Before saving, I skipped the forced battle by running. \n\nSegment 11 - Fancy footwork in this segment. If you haven\'t seen my Wraith dodging trick in action, I won\'t spoil it for you. Good fun for the whole family. I save back where the segment started after getting \"the key.\" \n\nSegment 12 - More fancy footwork. I screwed up by grabbing the PhotonBeam (which I never use) chest, but that\'s only a slight error. I save before DeadHead. \n\nSegment 13 - I ran from the forced fight and proceeded to kill DeadHead. I used my TurnWhite elements on Glenn and Serge until it was time to unleash X-Strike. I probably did it too late to avoid overkill, but who cares. I saved on the world map. \n\nSegment 14 - Trap shopping, of which I buy too many (though I make sure to get Magnify). I leave and go to Mount Pyre, where Solt and Peppor want to be beaten again. I focus on Peppor first because of his anger with Solt (the longer Solt is alive, the more chance Peppor has to help me). A lot of TurnGreen and green element abuse here. \n\nI managed to get a Sky Djinn Ring from one of the idiots (I have no idea which), which isn\'t something I had planned on. I saved before the Fire Dragon. \n\nSegment 15 - The first ugly battle with the Fire Dragon. I saved afterwards. \n\nSegment 16 - The battle with the Dragoons wasn\'t the prettiest (at least if your name is Macha), but the two important characters survived. Enjoy watching Marcy die a painful death (Magnify + MagmaBurst). \n\nSegment 17 - The Dragoon is a bit of a pain to fight because of his high defense. Of course, I had AquaBall and IceBlast, so I used them. Amazingly, I ended the fight without getting burned. Saved in the main room. \n\nSegment 18 - I HATE Taurosoid! Just killing in something that resembles decent time is good enough for me. I realize I could probably find out his exact stamina rate and attack up to 2 away, use a non-yellow element, and have some other character use Upheaval to force a counter-heal. This wasn\'t an option to me, and the counter-heal is quite effective for a crappy magic user (70+). FrogPrince will be an option in the improvement run though, because of Leena. \n\nI killed Taurosoid and shut down the crystal before moving on to the red room. I skipped all the extra stuff here and went straight for the crystal. Afterwards, I saved in the main room again. \n\nSegment 19 - GiantGloop isn\'t very hard and I remember the fight going well enough. Afterwards, I went for the yellow crystal to complete the first set. There are a few tricks to use in this room and I think I skipped one for sake of safety. First of all, don\'t rush into the rectangle that the bats patrol early. As long as you\'re behind one, they slow down to a crawl. Instead, estimate when to jump in to allow yourself to fly through without stopping (or very little slowdown). \n\nSecond trick is the ability to cause a bat to do a 180 degree turn and leave you alone. This one is unreliable to me, but I think it\'s done by getting the bat to fly in a vertical direction (try on the way back from turning the crystal off) and dodging his attack. If done correctly, he\'ll turn around and you might be able to save some time by doing the first trick again. \n\nSegment 20 - Sun-of-a-Gun gets his own segment for good reason. He could easily kill my team and/or suck lots of time from me because of his defenses. I solve the damage problem by having Pierre use a magnified FrogPrince, easily killing the freak. This fight was nearly perfect from what I remember, so enjoy it. \n\nSegment 21 - This segment was a pain, pure and simple. First, I had to get to Bunyip while dodging all the enemies (which is NOT easy). Once that was done, I had to quickly kill Bunyip. I made sure to bring out the second form before he used Inferno (no trap set) and quickly use FrogPrince while the field was still magnified. After that, I don\'t think it was very pretty (TurnWhite attacks and such). I did manage to catch FreeFall though. \n\nAfter Bunyip came another round of \"dodge the homing bat.\" After I teleported up to the top floor and sat through the FMV, it was time to kill two more bosses. Viper usually doesn\'t give me much trouble, but he decided to be a bit of a pain this time around. The battle with Lynx has an amusing moment or two in it because Pierre made him look foolish for a few seconds (thank you Hero Medal). \n\nNeedless to say, I allowed a fairly ugly mistake in the distorted world, but I had a good reason. This segment is quite long and by that point, I wasn\'t taking any chances on that TotalChaos. Other than that, I saved outside Arni Village. \n\nSegment 22 - I love Lagoonates, but apparently Radius doesn\'t. TurnYellow + Dopplegang Lagoonate + attempts at a yellow field = a seriously dead Radius. Afterwards, I went to Termina and received my new boat. I saved outside El Nido Triangle. \n\nSegment 23 - Less than two minutes long, but it requires far more luck than one might think. Those fish guarding the Star Fragment are evil I tell you. I managed to get it and get out without a fight though. I saved outside Sky Dragon Isle. \n\nSegment 24 - MegaStarky isn\'t exactly a pushover at this point in the game, so he took a decent chunk of time. I replaced Sprigg with him and picked up my Plasma Pistol before heading to Marbule. I asked Toma about the Dead Sea and a freaking NPC got in my way as I was making my escape (quite painful to watch). I shrugged it off because of earlier luck and saved outside the S.S. Zelbess. \n\nSegment 25 - Things went well in this segment, besides my good luck in the rigged pointer game (I managed to hit east the first time). I saved time by letting the Sage through before speaking to Fargo and leaving while the Grand Slam guard was speaking to me. I saved before fighting the Sage. \n\nSegment 26 - No need to follow the Sage through his door, just use your own. The fight with the Sage might not have been the prettiest thing in the world, but it was decent enough. Don\'t use elements on him early on, unless you like him doing the same. \n\nI used a small time saving trick when it was time to get Garai\'s Keepsake. Simply stand right next to the door when told to wait for Radius and the scene will end faster. I saved on the Isle of the Damned. \n\nSegment 27 - Another annoying segment. First of all, that Will-O-Wisp fight is random (hope for no confusion). If you manage a good fight there, you still need to dodge the bone things twice AND get a good Garai fight (if you live at all). I saved in the Dead Sea. \n\nSegment 28 - I love the Dead Sea. In this segment, I heal Lynx, probably overkill Highwayman, and save right before Miguel. Not much difficulty after Highwayman was dead, since most of the enemies don\'t even try to get you. \n\nSegment 29 - As hard as Miguel is, I managed this segment on my second recorded attempt (I think). You may have already seen this battle if you\'ve been keeping up with the topic by the way. Starky is such a nice guy. I make sure to heal Lynx and Starky before saving on the world map. \n\nSegment 30 - I originally planned this segment to cover the sewer and Roachster, but he proved to be quite difficult, so I changed my mind. Not much to see here besides a lot of dialogue. I save in the room that had the Revive in my first visit. \n\nSegment 31 - Obviously, pushing the far off barrel first saves time, so I did so. On the way back from tightening that valve, it might seem like I mock the SpearFisher a bit by walking. Later on, I get stuck behind slow Spearfisher traffic, but I take my chance to pass him as soon as I can...and man, that was extremely close. O_O \n\nRoachster was a painful fight (difficulty and time) sadly. I saved outside the torture room. \n\nSegment 32 - Long segment here, so the later fights got a bit sloppy. First up was Hell\'s Cook, who isn\'t really difficult, but he refuses to go down (high HP I guess). Lots of TurnBlue and blue elements of course. Next up were the 4 guards, which are always big wastes of time. After them came Grobyc, who actually went down fairly quickly if I remember correctly. \n\nGulliot was the last one and shouldn\'t have taken as long as he did. Oh well, nothing segment killing to my knowledge. Lots of dialogue afterwards and I save after losing Harle. Somehow Viper replaced Starky in my team, costing me time in the next segment. \n\nSegment 33 - I switched Viper with Starky, went to Marbule, bought traps (ThundaStorm for good reason), and stole the Black Relic before saving on the Isle of the Damned. \n\nSegment 34 - Long flashbacks suck. Karsh\'s job was to use the ThundaStorm trap, since the pattern changes when one of them dies. In this case, it goes from Earthquake to ThundaStorm...much to my advantage. After the fight, I replace Karsh with Riddel and go shopping for AeroBlasters in Termina. I change worlds and save on Dario\'s island. \n\nSegment 35 - Equip lots of AeroBlasters, sit through long flashback, and burn Dario in horrible ways. No, I mean giving him burns was a top priority (and it took quite a few retries). If you\'re lucky, you can spit out a Magnify and use a level 4/5 AeroBlaster before Dash & Gash. On this attempt, I had great luck with that setup. \n\nI must warn you though, this fight is played in a \"safe\" way, only adding as much speed as I can without risking death. If long 2/2/2/AeroBlaster combos offend you in any way, kiss my butt. I mean, don\'t watch this segment. I save after all the talking is done. \n\nSegment 36 - I visit Earth Dragon Isle to put those lazy idiots to work. For some magical reason, Lynx tells them about a Rockroach being in the way (you\'ll see what I mean). Afterwards, I move on to Water Dragon Isle. I save at the first record of FATE I find. \n\nSegment 37 - The Sidesteppa is a serious pain, though he may not look like one. In this segment, I had great luck with him. The Water Dragon didn\'t go so well, but nothing major. I love my Mastermune, but I don\'t think he likes it. I save on my way to Earth Dragon Isle for the second time. \n\nSegment 38 - Rockroach killing sucks. Destroying the Earth Dragon is good fun for the whole family though. Enjoy watching him/her die a horrible death because of the Mastermune. I save outside Hydra Marshes. \n\nSegment 39 - Prepare yourself for what are probably the worst 3 segments in the entire run, this being the first one of the set. My goal was to beat up Beeba (one of which called a friend), kill Wingapede, trick Beeba into showing up again in the same world, beating him up again, going to Gaea\'s Navel, and saving there. That\'s literally how things went, but with the big mistake of throwing Leah into my party. WHY?! \n\nSegment 40 - To get Tyrano to show his cowardly self, you need to kill 6 groups of enemies. Luck is needed because you DO NOT want to run into one of the tribal freaks. I went for two Pterodact and four PreyMantis sets. I saved afterwards, with Leah still plaguing my party. \n\nSegment 41 - Goodbye Leah, never show your freaking face in my team again. I replace her with the ever useful Marcy and FrogPrince. Obviously, Tyrano feels Marcy\'s wrath. The Green Dragon was almost completely improvised, so if it ever looks sloppy, blame my quick thinking. I save outside Mount Pyre. \n\nSegment 42 - The battle with the Fire Dragon is a seriously tough one. If I remember correctly, most of the fight was planned (probably 3/4 of it). It\'s when I was on my own that I started to slip a little, and I ended up making a very stupid mistake. This mistake was casting TurnBlue on the Fire Dragon himself (I wanted Lynx obviously), to which I responded: \"Fire Dragon? Sh**.\" \n\nI should also mention that this fight is the one where I experienced one of the funniest things I\'ve ever seen in Chrono Cross. Marcy was poisoned with 7 HP or less and I had her use a blue element on the Fire Dragon\'s second form. Needless to say, the poison killed her before the counterattack. The funny thing was that she got back up (I think she was on the ground at the time) and took his FireBreath...kicking the bucket a second time. Talk about overkill. \n\nAnyway, I saved on Sky Dragon Isle. \n\nSegment 43 - Here\'s where the fun begins. I threw everything at the Sky Dragon from the start, so it didn\'t last long. Orlha isn\'t even worth a mention, but I\'ll just say she died a horrible death. I did all the other tasks I needed to do (99 Nostrums and 3 Panacea) before entering Fort Dragonia and saving in the main room. \n\nSegment 44 - Dark Serge was a joke in this segment (watch for yourself). I get Serge back (AH! Nudity!) and switch my two team members to Glenn and Viper. I do the Flagbearer trick 9 times (don\'t complain, I don\'t want to hear it) and grab the second Einlanzer. After that, I kick Viper out and put Starky back in. On to disc 2! Before saving, I equip the Dragoon\'s Glory, slightly better armor, and a Volcano trap. \n\nSegment 45 - This was one heck of a segment, since I did the entire Chronopolis area in one go. Vita Tres was a pushover that I tricked into helping me turn the field red for my X-Strike. PolisPolice managed not to kill anybody (go go super Starky!) and died quickly. FATE didn\'t go as well as the others, and I messed up by not using MagNegate like I should have, but overall I\'m pleased. I saved outside El Nido Triangle. \n\nSegment 46 - RoyalJelly, meet X-Strike. I was gambling on an auto-heal for entering Terra Tower and it paid off. I saved at the entrance to Terra Tower. \n\nSegment 47 - Don\'t think of my late segment paranoia too harshly, I wasn\'t taking any chances. Sadly for the viewers, I didn\'t get any of my ladder glitches to work. It\'s always fun to watch those if you ask me. I saved outside the locked door. \n\nSegment 48 - Gravitor was the first victim on my list and he went down quickly (killing Starky first). Before fighting Luxator, I gave Starky RedField-3. Of course, I unleashed a red X-Strike on him because he\'s not my friend. Aquator was sub-par, I know. I saved back at the previous record of FATE. \n\nSegment 49 - TimeDevourer is a tough cookie. The basic idea was to use GreenField/Genie on the yellow form and beat him down with physical attacks until he turned blue. A red X-Strike took care of that form, but then the most dangerous of them all shows up: black innate. Luckily for me, he didn\'t give me much trouble and changed to his original quickly. \n\nThis switch was bad news for poor Glenn and Starky, to say the least. Just take a look at the four digit number that hit Glenn (good grief!). I wasted time bringing Glenn back and so on, but I won the fight, so who cares? I grabbed the Chrono Cross (-7), healed, and saved outside Opassa Beach. \n\nSegment 50 (good ending) - This went really well, but I used Uplift instead of TurnYellow (dang it). Enjoy the \"good\" ending...if Kid would ever shut up with that annoying accent. -_- \n\nSegment 50 (bad ending) - I won\'t try to deny it, this segment is boring. If you only care about low times and don\'t mind my abuse of a harmless doom bringing creature, this one is for you. The plus side is the lack of Kid\'s speech. \n\nAnyway, it\'s time to completely switch subjects. I plan to improve this run sometime in the future, so if you have an idea (or get one from this run), don\'t hesitate to post in the topic or send me a private message. Same goes for any questions. I didn\'t document all the things I know about running this game in these comments, but I have no problem sharing. \n\nI hope you all enjoy this run.','2006-04-06',0,28508000,11,'ChronoCross_75508',50,12,0,NULL),(0,143,NULL,50,'','First of all, I\'d like to thank Professor_Plump, Genji, Arrow, and Enhasa for all the help/support they gave me. Of course, thanks to Radix, Nate, and everyone who posted in the topic as well. Thanks go to the people behind ePSXe (and plug-in makers) as well, since, without that program, testing strategies would have been much more difficult. Also, a very special thanks goes to Person Man, for writing the extremely useful \"Element-Tech Location Guide.\" \n\nNow, to give a little history of how this run idea got sparked, we must journey back to the far off day of December 12th, 2005. On this day, I posted my opinions of Chrono Cross in the \"Games That Are Too Long?\" topic. Not long after, Arrow mentioned that he\'d like to see if it could be done sub-7 (along with another game). I remember spamming him with private messages and eventually I was persuaded to make a topic about my efforts. \n\nAt the time of making the topic, my times were around 11 - 13 hours. Of course, those times weren\'t exactly promising and so I at least aimed for sub-10. Mr_Nice_Guy posted that he would like to see the run since it wasn\'t released in his country...to which Enhasa replied \"You could try emulation.\" I ended up thinking he was speaking to me (though he wasn\'t), but it worked out well. \n\nThe reason it did so was because I had given a small attempt at a run on an emulator. I think Enhasa\'s comment helped bring my interest in finishing the attempt back, and so I did. This time, I managed to achieve my sub-10 goal (and then some) with a time of 8:57.27 for the good ending. In this playthrough, I collected Pierre\'s Hero equipment to make him a good fighter. It turns out be an inferior method of doing things, but I\'ll explain that later. \n\nNaturally, sub-9 was a great achievement for me and it helped motivate me to continue on with my attempts. 3 days later, I finished another emulated run with a time of 7:27.51 (good ending). This was extremely good news to me, since the Ultima Garden time is 7:16.01 (which Genji informed me of earlier). \n\nWith this run came a ton of new discoveries, one of which being the need of a Feather very early in the game. When combined with the materials from a Profiteer Purse, you can get iron weapons before entering Viper Manor. This obviously brings a much needed damage boost and (I assume) greatly speeds up the fight with Lynx\'s shadow, since he won\'t use any element but a single Nostrum if you don\'t use any on him. \n\nThe key thing to remember about the 7:27.51 run was that it was emulated. I had the ability to save/load at any time, so I was able to dodge enemies without much effort and never miss with a fierce attack (due to some luck manipulation). Because of these abilities, I was able to do high risk things, such as 3/3/element combos on Dario. Also, because I never needed to use the game\'s built-in saves (until the very end), I didn\'t lose any time from it. \n\nAnyway, I think I\'ll post a summary of the segments now (and my thoughts on them). Keep in mind that I\'ll probably be repeating a lot of information if you\'ve been reading the topic. Here goes: \n\nSegment 1 - Nothing much to see here. I start a new game and save outside Lizard Rock (North). The reasons are because I have a little trouble with the Komodo Pup you need to jump on and 65% is an awful hit rate. The homing bat in Fort Dragonia doesn\'t help either. \n\nSegment 2 - The usual slaughter of 3 Komodo Pups and their mother, since Serge is such a cold person (kidding of course). Luckily for me, the mother spit out a Feather without much work. I saved outside Cape Howl. \n\nSegment 3 - Enter Kid, a character whose accent bugs me and who I refused to use at all throughout quite a few earlier playthroughs. Sadly, she\'s necessary for speed purposes. I focus on Solt before moving on to Peppor and Karsh. \n\nAfter that fight is over, I let Kid join me (which could actually be a bad thing) and I go to Fossil Valley. I quickly thrash Solt and Peppor a second time before saving outside Termina. \n\nSegment 4 - Serge enters Termina on a mission to raid the stores. After buying elements at Lisa\'s shop, I speak to the statue dude and make my way to Van\'s mansion. I grab the Profiteer Purse and replace an Ivory Mail with an Ivory Vest before entering Zappa\'s shop (if my memory is correct). After tearing apart the Ivory Mail and Profiteer Purse, I\'m able to forge an Iron Swallow. \n\nThe rest is the usual recruitment of Pierre, auto allocate Serge, and saving outside Viper Manor. \n\nSegment 5 - The plan here was to focus on Ketchop, thus triggering FlameKnock and making the fight fairly quick. Afterwards, I fed 10 dragons, grabbed the Dragoon\'s Honor, took the Revive, checked my awful door code (9/9), and saved. \n\nSegment 6 - Neo-N-Bulbs hate ElectroJolt, enough said. Marcy was a little sloppy from what I remember, but it\'s not easy getting perfection that far into a segment. Same goes for the guard battle before the elevator. I saved outside Lynx\'s room. \n\nSegment 7 - The battle with Lynx\'s shadow is the main point of interest in this segment. I already covered the basic strategy for this fight, but I decided to throw in some elements late in the battle. Because of that, he skipped Nostrum and decided to go into an attack pattern. Fitting that only Serge survived this battle...with 7 HP. \n\nAfter getting to Termina, I placed Macha and Glenn in my party. I immediately left Termina (on foot) and saved. The reason being that I didn\'t want to screw up my element shopping or refinement. \n\nSegment 8 - All I did was max out my Tablets/Capsules, buy 3 AquaBall, and forge the Steel Sword. On the way to the fog, I equipped it and filled blanks on my grid before saving. \n\nSegment 9 - I made a detour to Marbule for 3 of each Turn element. The reason will quickly become clear. \n\nSegment 10 - The initial fight on Fargo\'s ship is skippable by running away, and so I did. Polly had no idea what hit him because of TurnBlue. Due to my great luck with Polly, I slowed down a bit on Fargo (I didn\'t want to screw that up). Before saving, I skipped the forced battle by running. \n\nSegment 11 - Fancy footwork in this segment. If you haven\'t seen my Wraith dodging trick in action, I won\'t spoil it for you. Good fun for the whole family. I save back where the segment started after getting \"the key.\" \n\nSegment 12 - More fancy footwork. I screwed up by grabbing the PhotonBeam (which I never use) chest, but that\'s only a slight error. I save before DeadHead. \n\nSegment 13 - I ran from the forced fight and proceeded to kill DeadHead. I used my TurnWhite elements on Glenn and Serge until it was time to unleash X-Strike. I probably did it too late to avoid overkill, but who cares. I saved on the world map. \n\nSegment 14 - Trap shopping, of which I buy too many (though I make sure to get Magnify). I leave and go to Mount Pyre, where Solt and Peppor want to be beaten again. I focus on Peppor first because of his anger with Solt (the longer Solt is alive, the more chance Peppor has to help me). A lot of TurnGreen and green element abuse here. \n\nI managed to get a Sky Djinn Ring from one of the idiots (I have no idea which), which isn\'t something I had planned on. I saved before the Fire Dragon. \n\nSegment 15 - The first ugly battle with the Fire Dragon. I saved afterwards. \n\nSegment 16 - The battle with the Dragoons wasn\'t the prettiest (at least if your name is Macha), but the two important characters survived. Enjoy watching Marcy die a painful death (Magnify + MagmaBurst). \n\nSegment 17 - The Dragoon is a bit of a pain to fight because of his high defense. Of course, I had AquaBall and IceBlast, so I used them. Amazingly, I ended the fight without getting burned. Saved in the main room. \n\nSegment 18 - I HATE Taurosoid! Just killing in something that resembles decent time is good enough for me. I realize I could probably find out his exact stamina rate and attack up to 2 away, use a non-yellow element, and have some other character use Upheaval to force a counter-heal. This wasn\'t an option to me, and the counter-heal is quite effective for a crappy magic user (70+). FrogPrince will be an option in the improvement run though, because of Leena. \n\nI killed Taurosoid and shut down the crystal before moving on to the red room. I skipped all the extra stuff here and went straight for the crystal. Afterwards, I saved in the main room again. \n\nSegment 19 - GiantGloop isn\'t very hard and I remember the fight going well enough. Afterwards, I went for the yellow crystal to complete the first set. There are a few tricks to use in this room and I think I skipped one for sake of safety. First of all, don\'t rush into the rectangle that the bats patrol early. As long as you\'re behind one, they slow down to a crawl. Instead, estimate when to jump in to allow yourself to fly through without stopping (or very little slowdown). \n\nSecond trick is the ability to cause a bat to do a 180 degree turn and leave you alone. This one is unreliable to me, but I think it\'s done by getting the bat to fly in a vertical direction (try on the way back from turning the crystal off) and dodging his attack. If done correctly, he\'ll turn around and you might be able to save some time by doing the first trick again. \n\nSegment 20 - Sun-of-a-Gun gets his own segment for good reason. He could easily kill my team and/or suck lots of time from me because of his defenses. I solve the damage problem by having Pierre use a magnified FrogPrince, easily killing the freak. This fight was nearly perfect from what I remember, so enjoy it. \n\nSegment 21 - This segment was a pain, pure and simple. First, I had to get to Bunyip while dodging all the enemies (which is NOT easy). Once that was done, I had to quickly kill Bunyip. I made sure to bring out the second form before he used Inferno (no trap set) and quickly use FrogPrince while the field was still magnified. After that, I don\'t think it was very pretty (TurnWhite attacks and such). I did manage to catch FreeFall though. \n\nAfter Bunyip came another round of \"dodge the homing bat.\" After I teleported up to the top floor and sat through the FMV, it was time to kill two more bosses. Viper usually doesn\'t give me much trouble, but he decided to be a bit of a pain this time around. The battle with Lynx has an amusing moment or two in it because Pierre made him look foolish for a few seconds (thank you Hero Medal). \n\nNeedless to say, I allowed a fairly ugly mistake in the distorted world, but I had a good reason. This segment is quite long and by that point, I wasn\'t taking any chances on that TotalChaos. Other than that, I saved outside Arni Village. \n\nSegment 22 - I love Lagoonates, but apparently Radius doesn\'t. TurnYellow + Dopplegang Lagoonate + attempts at a yellow field = a seriously dead Radius. Afterwards, I went to Termina and received my new boat. I saved outside El Nido Triangle. \n\nSegment 23 - Less than two minutes long, but it requires far more luck than one might think. Those fish guarding the Star Fragment are evil I tell you. I managed to get it and get out without a fight though. I saved outside Sky Dragon Isle. \n\nSegment 24 - MegaStarky isn\'t exactly a pushover at this point in the game, so he took a decent chunk of time. I replaced Sprigg with him and picked up my Plasma Pistol before heading to Marbule. I asked Toma about the Dead Sea and a freaking NPC got in my way as I was making my escape (quite painful to watch). I shrugged it off because of earlier luck and saved outside the S.S. Zelbess. \n\nSegment 25 - Things went well in this segment, besides my good luck in the rigged pointer game (I managed to hit east the first time). I saved time by letting the Sage through before speaking to Fargo and leaving while the Grand Slam guard was speaking to me. I saved before fighting the Sage. \n\nSegment 26 - No need to follow the Sage through his door, just use your own. The fight with the Sage might not have been the prettiest thing in the world, but it was decent enough. Don\'t use elements on him early on, unless you like him doing the same. \n\nI used a small time saving trick when it was time to get Garai\'s Keepsake. Simply stand right next to the door when told to wait for Radius and the scene will end faster. I saved on the Isle of the Damned. \n\nSegment 27 - Another annoying segment. First of all, that Will-O-Wisp fight is random (hope for no confusion). If you manage a good fight there, you still need to dodge the bone things twice AND get a good Garai fight (if you live at all). I saved in the Dead Sea. \n\nSegment 28 - I love the Dead Sea. In this segment, I heal Lynx, probably overkill Highwayman, and save right before Miguel. Not much difficulty after Highwayman was dead, since most of the enemies don\'t even try to get you. \n\nSegment 29 - As hard as Miguel is, I managed this segment on my second recorded attempt (I think). You may have already seen this battle if you\'ve been keeping up with the topic by the way. Starky is such a nice guy. I make sure to heal Lynx and Starky before saving on the world map. \n\nSegment 30 - I originally planned this segment to cover the sewer and Roachster, but he proved to be quite difficult, so I changed my mind. Not much to see here besides a lot of dialogue. I save in the room that had the Revive in my first visit. \n\nSegment 31 - Obviously, pushing the far off barrel first saves time, so I did so. On the way back from tightening that valve, it might seem like I mock the SpearFisher a bit by walking. Later on, I get stuck behind slow Spearfisher traffic, but I take my chance to pass him as soon as I can...and man, that was extremely close. O_O \n\nRoachster was a painful fight (difficulty and time) sadly. I saved outside the torture room. \n\nSegment 32 - Long segment here, so the later fights got a bit sloppy. First up was Hell\'s Cook, who isn\'t really difficult, but he refuses to go down (high HP I guess). Lots of TurnBlue and blue elements of course. Next up were the 4 guards, which are always big wastes of time. After them came Grobyc, who actually went down fairly quickly if I remember correctly. \n\nGulliot was the last one and shouldn\'t have taken as long as he did. Oh well, nothing segment killing to my knowledge. Lots of dialogue afterwards and I save after losing Harle. Somehow Viper replaced Starky in my team, costing me time in the next segment. \n\nSegment 33 - I switched Viper with Starky, went to Marbule, bought traps (ThundaStorm for good reason), and stole the Black Relic before saving on the Isle of the Damned. \n\nSegment 34 - Long flashbacks suck. Karsh\'s job was to use the ThundaStorm trap, since the pattern changes when one of them dies. In this case, it goes from Earthquake to ThundaStorm...much to my advantage. After the fight, I replace Karsh with Riddel and go shopping for AeroBlasters in Termina. I change worlds and save on Dario\'s island. \n\nSegment 35 - Equip lots of AeroBlasters, sit through long flashback, and burn Dario in horrible ways. No, I mean giving him burns was a top priority (and it took quite a few retries). If you\'re lucky, you can spit out a Magnify and use a level 4/5 AeroBlaster before Dash & Gash. On this attempt, I had great luck with that setup. \n\nI must warn you though, this fight is played in a \"safe\" way, only adding as much speed as I can without risking death. If long 2/2/2/AeroBlaster combos offend you in any way, kiss my butt. I mean, don\'t watch this segment. I save after all the talking is done. \n\nSegment 36 - I visit Earth Dragon Isle to put those lazy idiots to work. For some magical reason, Lynx tells them about a Rockroach being in the way (you\'ll see what I mean). Afterwards, I move on to Water Dragon Isle. I save at the first record of FATE I find. \n\nSegment 37 - The Sidesteppa is a serious pain, though he may not look like one. In this segment, I had great luck with him. The Water Dragon didn\'t go so well, but nothing major. I love my Mastermune, but I don\'t think he likes it. I save on my way to Earth Dragon Isle for the second time. \n\nSegment 38 - Rockroach killing sucks. Destroying the Earth Dragon is good fun for the whole family though. Enjoy watching him/her die a horrible death because of the Mastermune. I save outside Hydra Marshes. \n\nSegment 39 - Prepare yourself for what are probably the worst 3 segments in the entire run, this being the first one of the set. My goal was to beat up Beeba (one of which called a friend), kill Wingapede, trick Beeba into showing up again in the same world, beating him up again, going to Gaea\'s Navel, and saving there. That\'s literally how things went, but with the big mistake of throwing Leah into my party. WHY?! \n\nSegment 40 - To get Tyrano to show his cowardly self, you need to kill 6 groups of enemies. Luck is needed because you DO NOT want to run into one of the tribal freaks. I went for two Pterodact and four PreyMantis sets. I saved afterwards, with Leah still plaguing my party. \n\nSegment 41 - Goodbye Leah, never show your freaking face in my team again. I replace her with the ever useful Marcy and FrogPrince. Obviously, Tyrano feels Marcy\'s wrath. The Green Dragon was almost completely improvised, so if it ever looks sloppy, blame my quick thinking. I save outside Mount Pyre. \n\nSegment 42 - The battle with the Fire Dragon is a seriously tough one. If I remember correctly, most of the fight was planned (probably 3/4 of it). It\'s when I was on my own that I started to slip a little, and I ended up making a very stupid mistake. This mistake was casting TurnBlue on the Fire Dragon himself (I wanted Lynx obviously), to which I responded: \"Fire Dragon? Sh**.\" \n\nI should also mention that this fight is the one where I experienced one of the funniest things I\'ve ever seen in Chrono Cross. Marcy was poisoned with 7 HP or less and I had her use a blue element on the Fire Dragon\'s second form. Needless to say, the poison killed her before the counterattack. The funny thing was that she got back up (I think she was on the ground at the time) and took his FireBreath...kicking the bucket a second time. Talk about overkill. \n\nAnyway, I saved on Sky Dragon Isle. \n\nSegment 43 - Here\'s where the fun begins. I threw everything at the Sky Dragon from the start, so it didn\'t last long. Orlha isn\'t even worth a mention, but I\'ll just say she died a horrible death. I did all the other tasks I needed to do (99 Nostrums and 3 Panacea) before entering Fort Dragonia and saving in the main room. \n\nSegment 44 - Dark Serge was a joke in this segment (watch for yourself). I get Serge back (AH! Nudity!) and switch my two team members to Glenn and Viper. I do the Flagbearer trick 9 times (don\'t complain, I don\'t want to hear it) and grab the second Einlanzer. After that, I kick Viper out and put Starky back in. On to disc 2! Before saving, I equip the Dragoon\'s Glory, slightly better armor, and a Volcano trap. \n\nSegment 45 - This was one heck of a segment, since I did the entire Chronopolis area in one go. Vita Tres was a pushover that I tricked into helping me turn the field red for my X-Strike. PolisPolice managed not to kill anybody (go go super Starky!) and died quickly. FATE didn\'t go as well as the others, and I messed up by not using MagNegate like I should have, but overall I\'m pleased. I saved outside El Nido Triangle. \n\nSegment 46 - RoyalJelly, meet X-Strike. I was gambling on an auto-heal for entering Terra Tower and it paid off. I saved at the entrance to Terra Tower. \n\nSegment 47 - Don\'t think of my late segment paranoia too harshly, I wasn\'t taking any chances. Sadly for the viewers, I didn\'t get any of my ladder glitches to work. It\'s always fun to watch those if you ask me. I saved outside the locked door. \n\nSegment 48 - Gravitor was the first victim on my list and he went down quickly (killing Starky first). Before fighting Luxator, I gave Starky RedField-3. Of course, I unleashed a red X-Strike on him because he\'s not my friend. Aquator was sub-par, I know. I saved back at the previous record of FATE. \n\nSegment 49 - TimeDevourer is a tough cookie. The basic idea was to use GreenField/Genie on the yellow form and beat him down with physical attacks until he turned blue. A red X-Strike took care of that form, but then the most dangerous of them all shows up: black innate. Luckily for me, he didn\'t give me much trouble and changed to his original quickly. \n\nThis switch was bad news for poor Glenn and Starky, to say the least. Just take a look at the four digit number that hit Glenn (good grief!). I wasted time bringing Glenn back and so on, but I won the fight, so who cares? I grabbed the Chrono Cross (-7), healed, and saved outside Opassa Beach. \n\nSegment 50 (good ending) - This went really well, but I used Uplift instead of TurnYellow (dang it). Enjoy the \"good\" ending...if Kid would ever shut up with that annoying accent. -_- \n\nSegment 50 (bad ending) - I won\'t try to deny it, this segment is boring. If you only care about low times and don\'t mind my abuse of a harmless doom bringing creature, this one is for you. The plus side is the lack of Kid\'s speech. \n\nAnyway, it\'s time to completely switch subjects. I plan to improve this run sometime in the future, so if you have an idea (or get one from this run), don\'t hesitate to post in the topic or send me a private message. Same goes for any questions. I didn\'t document all the things I know about running this game in these comments, but I have no problem sharing. \n\nI hope you all enjoy this run.','2006-04-06',0,28755000,11,'ChronoCross_GoodEnding_75915',50,12,0,NULL),(0,144,NULL,50,'','First run I\'ve submitted to SDA. First I must thank the people who run this site, namely Radix, Nate, and Mike. Without them we wouldn\'t have this site. Next I would like to thank Molotov for helping me out with the idea of using the Pendragon Sigil A accessory, as well as inspiring to do this from his current run. \n\nJust like CT, you can fight the final boss whenever you want on a New Game+. In CC, you get a few items in a NG+, including the Time Shifter. With this, I can fast forward or slow down through the game. With the Time Shifter, a time of under 6 minutes is possible. I get a time of 5:58, but I know lower is possible. \n\nFirst segment is just the prologue , which needs some luck to avoid the bat enemy, and the path to Opassa Beach. Second segment I set my equipment and start the fight. \n\nMy equipment is as follows [ul][li]Weapon: Spectra Swallow [li]Armor: Green Plate [li]Accessory: Pendragon Sigil A, Power Seal, and Sunglasses[/ul] \n\nPendragon Sigil A works similar to Turn elements, changing your attack type to that weapon. With it in effect, I don\'t need to worry about my damage being lowered for the Time Devourer has the same innate as Serge. \n\nHopefully you will enjoy this run folks. I plan on doing 2 runs for KH2 next so keep a watch out for those.','2007-08-17',0,358000,11,'ChronoCross_NewGamePlus_558',2,12,0,NULL),(0,145,NULL,51,'','I know I could never have accomplished this record by myself. So I would like to thank and give credit where credit is due. [ul][li]Squaresoft - For making such an excellent game. [li]The SDA staff - For creating and running such a great site and giving me a chance to publish my run. [li]Molotov - He introduced my old record to SDA and told me he would like to see my run on SDA. Without him, I woud never have challenged the new Chrono Trigger run and been in the member of SDA. [li]Hero of the day - His video gave me the motivation to try Chrono Trigger run. I learned how to avoid enemies from his video. In my old run, I used his great strategy in almost boss battles until Magus. About half of them remained the same in the last run. [li]The n00b Avenger - His Level/Stat Chart on GameFAQs enabled me to beat Lavos before getting Epoch. [li]Ryuuou Reo - Lots of information about Chrono Trigger on his site was very helpful for my run.[/ul] \n\nI also thank all the people who visit and post comments on my Chrono Trigger topic. \n\nHere are some more explanations for each segment. [ul][li]Segment 1 - First, I set the Battle Mode Wait. After Crono wakes up, I set Battle Gauge Speed and Battle Message Speed 1(fastest) and Battle Cursor to save the last command. Then, I head to Leene Square and enter the gate to A.D.600. I get a Power Glove in Truce Canyon and get a Power Tab and use it to Crono in Guardia Forest. Then I head to Guardia Castle and see Marle disappears in Leene\'s room. After Lucca joins Crono, I fight 5 Roly Riders to learn Fire Whirl in Guardia Forest. \n\n[li]Segment 2 - I get a Revive, a Steel Saber, an Iron Sword and a Tonic in Cathedral. When I got a Tonic, I also got an unnecessary Heal. I equip Crono with the Steel Saver, Frog with the Iron Sword and use Slurp to Crono once on the save point. \n\n[li]Segment 3 - I defeat Yakura. And I head to Leene\'s room and see Marle returns to the real world. Then I get back A.D.1000 and head to Guardia Castle and am put on trial. \n\n[li]Segment 4 - I steal 7 Mid Ether from three guards falling down on my way out. \n\n[li]Segment 5 - I beat Dragon Tank. And I get a Shelter on my way out. Then I run away from the Chancellor and enter the gate to A.D.2300 \n\n[li]Segment 6 - I get a Berserker, a Lode Sword and a Lode Bow in Lab 16. I equip Chrono with the Berserker and the Lode Sword and Marle with the Lode Bow in front of Aris Dome. \n\n[li]Segment 7 - I beat Guardian. Then I get a Mid Ether in the storage room. After I watch the video of the day Lavos appeared, I returned to the living room and get a Bike Key from Don. \n\nIn the next segment, the sound suddenly extremely turns to small. I\'m sorry for making you uncomfortable. \n\n[li]Segment 8 - I win the race against Johny and Robo joins the party in Proto Dome.I head to Factory and equip Crono with the Power Glove on the save point. \n\n[li]Segment 9 - I get a Shelter, a Titan Vest and a Plasma Gun in Factory. Before the battle with R series, I use Cure Beam to Crono and Rucca twice and set Battle Guage Speed 4. Then I defeat R series and be made to go to the End of Time. On the save point, I set Battle Guage Speed 1. \n\n[li]Segment 10 - I learn Magic from Spekkio. Then I head to Heckran cave in A.D.1000. I get a Ether and a Mid Ether on my way to Heckran. \n\n[li]Segment 11 - I beat Hekleran. And I head to Zenan Bridge in A.D.600 and hear that army rations run out from the Knight Captain. Then I head to Guardia Castle and get a Ether and talk to the chef. He gives me a Jerkey and a Power Tab. I use the Power Tab to Crono and a Mid Tonic to Lucca and Marle in front of Zenan Bridge. \n\n[li]Segment 12 - I give the Jerkey to the Night Captain. And I fight enemies on Zenan bridge. I equip Crono with the Berserker before I fight Zombor After I beat Zombor, I equip Power Glove with Crono in front of Denadoro Mt. \n\n[li]Segment 13 - I climb Denadoro Mt. I get a Mirage Hand at the bottom of the mountain. I also get 2 Mid Ethers, a Silver Stud and a Silver Earring on the way to the top. I equip Robo with the Mirage Hand and use a Shelter on the save point. \n\n[li]Segment 14 - I defeat Masamune and get a Bent Hilt. \n\n[li]Segment 15 - I buy 11 Tonics, 41 Mid Tonics, 21 Revives, 11 Shelters and 11 Heals in Porre Market. And I get a Magic Scarf and a Bent Sword in Frog\'s House. After I hear about the Dreamstone from Melchior, I head into Mystic Mt. and get a Berserker. Ayla has a party for Crono and joins the party, then after that, I go through Forest Maze and equip Ayla with the Berseker and Chrono with the Magic Scarf in front of Reptite Lair. \n\n[li]Segment 16 - I wait until an Evilweevil dig a hole in the lower right of the first hole. If it finish to dig the hole, I go through it. I get a Mid Ether, an Elixir and a Full Ether on my way to Nizbel. I equip Ayla with the Titan Vest, Chrono with the Ruby Vest and the Silver Earring and Robo with the Berserker and use a Shelter on the save point. \n\n[li]Segment 17 - I defeat Nizbel and make Azala to return the Gate Key. \n\n[li]Segment 18 - I head to Melchior\'s Hut and have him repair Masamune. After I get Masamune from him, I head to Frog\'s house and show it to him. Frog makes up his mind fight Magus with Crono. Then I go through Magic Cave and equip Robo with the Power Scarf and Frog with the Berserker in front of Magus Lair. \n\n[li]Segment 19 - Before I fight Flea, I get 2 Mid Ethers. After I beat Flea, I use 3 Mid Tonic to the three party members. After I beat Slash, I grab a Slasher and a Mid Ether. Then I equip Crono with the Slasher, Robo with the Tin Arm and Frog with the Power Glove and use a Shelter on the save point. \n\n[li]Segment 20 - On the long way to Magus, I get a Mist Robe, a Dark Mail, a Doom Finger and a Speed Belt. I equip Frog with the Dark Mail and the Berserker and Rucca with the Magic Scarf on the save point. \n\n[li]Segment 21 - I defeat Magus. In front of Dactyl\'s Nest,I take the Dark Mail and the Burserker from Frog, the Magic Scarf from Lucca. \n\n[li]Segment 22 - I climb Dactyl\'s Nest. I get a Mid Ether and a Meso Mail on my way to the top. After Ayla joins the party at the top, I head to Tyrano\'s Lair and give the Silver Stud to Crono and take the Berserker from Aylain front of Tyrano\'s Lair. \n\n[li]In segments 23-26, In order to get needed EXP and TP to beat Lavos, I fight enemies 77 times for nearly 30 minutes. It\'s so boring. I think you should skip it. \n\n[li]Segment 23 - I rescued Kino and fight enemies 27 times in front of the room where Nisbel is. When Crono and Ayla\'s MP run out I use a Shelter on the save point. \n\n[li]Segment 24 - I fight enemies 16 times at the same place. In the middle of a series of battle, I take the Silver Stud from Crono and give it to Ayla. When Crono and Ayla\'s MP run out, I use a Shelter on the save point. \n\n[li]Segment 25 - I fight enemies 18 times at the same place. In the middle of a series of battle, I take the Silver Stud from Ayla and give it to Crono. When Crono and Ayla\'s MP run out, I use a Shelter on the save point. \n\n[li]Segment 26 - I fight enemies 16 times at the same place. In the middle of a series of battle, I use a Mid Ether to Eyla and equip Marle with the Speed Belt. \n\n[li]Segment 27 - I beat Nizbel 2. Then I get a Full Ether beside the switch which opens up the locked door to Azala\'s room. \n\n[li]Segment 28 - I get a Mid Ether in Azala\'s room and beat Azala and Tylano, And, I head to Enhasa and fight 6 Nus and get a Speed Tab and a Magic Tab. Then I told the lady in Zeal Palace to plant her plant, which creates Sunken Desert in A.D.600. And I fight Golem and wait until the three party members fall. Soon, The Prophets forces Crono to get back to B.C.65000000. \n\n[li]Segment 29 - I get a Lumin Robe, a Gold Earring and an Elixir in Aris Dome, a Mid Ether and a Swallow in Forest Ruins. Since Ayla\'s TP lacks three of learning Dino Tail, I fighted three Mutants in Lab 32. In front of Sunken Desert, I equip Crono with the Swallow, Marle with the Magic Scarf and Robo with the Speed Belt and use a Shelter. \n\n[li]Segment 30 - I steal a Barrier from Hexapod. Fighting enemies, I go around first room and second room and collect a Full Ether, an Elixir, an Aeon Suit, a Full Ether, a Memory Cap, a Aeon Helmet, a Hyper Ether, 5000G and a Full Tonic. Before the battle with Retinite, I give the Magic Tab and the Speed Tab to Marle. Then I beat Retinite. I get two Mid Ethers in Fiona\'s Villa. After I have Robo stay at Fiona\'s for helping her, I head to Fiona\'s shrine in A.D 1000. \n\n[li]Segment 31 - I sell 1 Hyper Ether, 51 Mid Tonics, all the weapons, armors and headgears except the Lumin Robe and the Aeon Suit and buy one Vigil Hat and one Sight Cap in Fiona\'s Shrine. And I equip Crono with the Sight Cap, the Aeron Suit and the Power Scarf and Ayla with the Vigil Hat, the Lumin Robe and the Siver Stud. After I collect Robo, I have Lucca save her mom and get a Greendream from Robo. Then I head to the End of the Time to beat Lavos. \n\n[li]Segment 32 - I defeat each form of Shell Lavos. Before the battle with real form of Shell Lavos, I equip Crono with the Greendream and Ayla with the Gold Earring. Then I beat Shell Lavos and set Battle Gauge Speed 2 on the last save point. \n\n[li]Segment 33 - All I have to do is beat Lavos and Lavos Core.[/ul] \n\nI hope you enjoy the run!','2007-04-05',0,12840000,12,'ChronoTrigger_334',33,18,0,NULL),(0,146,NULL,51,'','This run branches off my normal speed run after the Ocean Palace Disaster. Instead of going directly to Lavos I complete all the optional side quests. I wasn\'t sure exactly what \'counted\' so I just went ahead and did each one all the way (e.g. after killing the boss in the sunken desert do I have to talk to Fiona and go through Lucca\'s past, technically?). \n\nI didn\'t put as much time into this as my normal run, so it\'s less clean in terms of mistakes and route. I could probably save about two minutes but most of that is from a section that most people wouldn\'t notice. The first segment is all Geno Dome leveling so you may want to skip that one. \n\nI hope you like Omega Flare!','2005-11-18',0,23460000,12,'ChronoTrigger_100p_631',40,18,0,NULL),(0,147,NULL,51,'','I took up more than enough space with my normal run commentary so I will be brief. Crono is level 99 along with maxed out speed and magic. Luminaire dominates because it does 6100 damage to Lavos, rendering him as frightening as a blue imp. I played until his final form didn\'t warp to another time and do some crazy attack that takes too much time. All he does are a couple of slaps [-] it\'s actually scary how much damage they do considering my strength. \n\nI loved the special credits. Mr. Sakaguchi is correct [-] they\'re just my style!','2005-10-17',0,470000,11,'ChronoTrigger_NewGamePlus_750',1,18,0,NULL),(0,148,NULL,52,'','This is a single segment, no-death run of the Sega Genesis title, Comix Zone, performed by my brother, Elliott. I am writing the comments on his behalf, but he is adding in some things here and there. \n\nIf you\'re just interested in comments relevant to the speedrun, you may skip this mini-review (and probably the next FEW paragraphs, for that matter). But, it\'s somewhat obligatory that one kisses a game\'s ass before one kicks it, so here it is for all those interested... \n\nComix Zone has always been an underrated title, even though its reputation has been steadily rising since its debut. Featuring addictive gameplay, competitive graphics, and a notably memorable soundtrack (although, I doubt any would complain were the game twice as long as it is), it\'s not surprising to see the game resurrected by rental companies and by virtual arcade projects like the Nintendo Wii Virtual Console. The game, as will be demonstrated, progresses via comic panels and eventually comic pages and hosts mostly a blend of brawling with puzzle-solving game styles. Again, the game would have certainly benefited from a few extra levels, but one reason for the game\'s unfortunate brevity is the profuse difficulty it sometimes presents, which, of course, probably won\'t be obvious in this speedrun. In any case, it\'s a worthwhile addition to any Genesis connoisseur\'s library, and hopefully my brother\'s speedrun does the game justice. \n\nI\'m aware of a recent TAS performed on this game which I believe clocks in around ten or eleven minutes; in either case, it beats my brother\'s single segment by several minutes. However, my brother\'s run showcases extraordinary skill and, again, no deaths, which are intensely difficult to both achieve simultaneously without the assistance of save states and other tools. While I\'m far from a Comix Zone veteran, myself, I believe Elliott delivered an absolutely applaudable record, which will certainly stand as a tremendous first entry for the game, if nothing else. \n\nThe biggest differences between the TAS and my brother\'s effort are the routes and abilities utilized. I\'ve had trouble locating a seeder for the TAS, so I cannot directly comment on specifics; however, I know in some instances (based on the previous TAS) that it differed from my brother\'s in one or two instances where Sketch (why do I always want to say Stretch?) must choose between two different panels, and it also uses the paper-airplane technique on several occasions while my brother never does. I don\'t believe the differences in routes, if I remember correctly, were anything particularly significant as far as time-saving goes, but I\'m sure Elliott would\'ve appreciated the paper-airplane attack move, which kills virtually everything on screen. Unfortunately, the move leeches an outrageous amount of health from one\'s lifebar, so it didn\'t seem realistically applicable for a legitimate speedrun (and you should observe how remarkably close to death Elliott comes already in this run). There are also some glitches of which I\'m vaguely aware that it uses, but I cannot say how helpful or dependable they are. As well, Elliott does make a couple blatant mistakes in the run, but I\'ll get to that later. Luckily, I don\'t think they account for more than maybe 15 to 20 seconds, but they\'re definitely there. \n\nOkay, with that obscenely lengthy introduction (hah, you poor souls), we can now discuss Elliott\'s run. \n\nRight off the back, you\'ll notice Elliott switches control schemes. He chooses Auto-blocking and Shaolin Kicks, in case you didn\'t catch it. Elliott just favors the Shaolin Kick as a finishing move, and that\'s really all there is to that. \n\nThe first level begins pretty self-explanatorily, although you should know Elliott disposes of the knife almost immediately in order to secure an inventory slot for Roadkill... that\'s the rodent. \n\nIn the first pane, Elliott encounters the first enemy of the game. This creature poses a simple, \"Hey, how ya doin,\" to which Elliott responds by kicking him square in the face. Gotta\' love Elliott\'s go get \'im attitude. Anyway, after defeating another of the obnoxiously hearty oafs, he jumps a panel, kills another, and then drops down a pane. Here, he collects Roadkill, depresses the device, and drops down a pane. Then, he hits a switch and drops down another pane. Next, Elliott kicks open some obtrusive barrels, kills what for all I know is a Harpy, and then finally heads left across the \'page.\' Ironically, it seems the further south Stretch travels across the page, the deeper into the landscape\'s surface he goes. Clever. \n\nIn the next pane, Elliott contends with what I\'m going to call a Gonzales. Why? Because it sounds like he\'s constantly saying, \"Andale.\" I think the evidence speaks for itself. \n\nElliott then jumps to the next pane, instinctively uses Newton\'s third law of motion to push the crate from the wall and drop it on the other-thing-that-explodes below in the next panel. Okay, so maybe it wasn\'t that complicated a puzzle, but he still did it! And man, talk about fighting fire with fire. \n\nThen, Elliott bursts through a sewer grate and charges at the unexpecting oaf with unparalleled ferocity, kicking his surely bewildered butt across the next two panes before he has the faintest idea what hit him. Ahhh, how I admire recklessness (and innocent bystanders blocking pathways). After a final sneaker-to-the-chin, our oaf takes a tumble into the abyss, and Elliott eradicates the final lingering harpies before he reaches the end. Sketch transforms ephemerally into a superhero, and then Elliott makes Sketch do a little workout with a crazy uppercut dance for the next level. You gotta\' keep those biceps in shape, Sketch! \n\nOkay, level two. Elliott\'s immediately forced to kick open a door; this is a prime example of how everything in this game hurts, even puzzle solving. In the next scene, he releases good ole Roadkill to disengage the fans, and then kicks the ink out of those three... ugh... cocoon appendages? We\'ll just call those purplies. Then, YAY, another Gonzales! This one even comes equipped with presumably accent-saturated dialogue! You\'ll notice Elliott kicks him several times into the fan; this helps, because it uses Gonzales\'s spine instead of Sketch\'s foot to wear the fan down. Elliott finishes off the fan and jumps down a panel. Another crate. Another explosion. Another dead fan. \n\nHere, in this inexplicably placed panel, Elliott absconds with the grenade from a finally-nonexplosive-crate, kills two more harpies, and then cuts right. The next two panels are merely gauntlets of purply appendages; he kills them all and grenade-ifies the responsible oaf. Panel left. \n\nUsing the switch, Elliott aligns the rotating whatsitwhosits and drops down into a room which would be UTTERLY MONOTANOUS were it not for his skill in fighting. When I was younger, I would typically stop playing here, because these little rhinocermantises just kept coming and just wouldn\'t start dying. Elliott uses the Power Glove to quickly dispose of the scorpions, and then personally delivers a mouthful of fist to each of the green bastards as they mold. Stupid rhinocermantises. \n\nBut wait! A hive-mother dragon-rhinocermantis in the next panel!? Now who saw THAT coming? Now, you might be wondering why Elliott didn\'t save any powerups for this monstrosity, but you\'ll see it can be quite easily defeated with adequate timing and five shaolin kicks. Can you believe that? It only takes five shaolin kicks to defeat the first colossal creature in the game. Sheesh. They just don\'t make monsters like they used to. \n\nEnd episode two. Sketch does the superhero. And then Elliott makes him do the uppercut dance. A trademark of brilliance. \n\nJust like the previous level, this one really doesn\'t seem to have an explainable transition from the last scene. Ah well. \n\nElliott enters the next panel and humiliates two Bojutsu Bills. What are they really called? Ahh, that\'s not important. Jumping right, Elliott uses his finely honed uppercut dance to retrieve the precariously-placed drinking potion, drops down to the fourth frame, uses some more awesome third-law-of-motion to retrieve a boulder and push it over the Harpy hole, which will generate those things infinitely until obstructed. Note: Harpies are terribly misunderstood creatures; they just want to know if, \"Kreep?\" Poor little guys. \n\nHe shatters the stones with Sketch\'s feet... seriously, ouch... drops down a panel, uncovers another stone, and third-law\'s it over to what I guess is a thirteenth century trash compactor. And, behind that compactor, he finds another lurking Gonzales. Needless to say, he leaves said lurking Gonzales dead on the ground. \n\nElliott then drops down a scene into a hidden fighting arena, I guess. After an exploding powerup, gotta love those, Elliott reflexively utters, \"Fuck, OW\" and continues. In the next panel, Elliott does a little work out. \"I just wanted to pump a little iron,\" Elliott explains. He does this to pass the time, while some inane banter proceeds between Sketch and some.................... demon mantel. \n\nAfter the workout, Elliott Power Slams the next two Gonzales\'s, and then pummels an oaf. After trouncing another Bojutsu Bill, he then kills newcomer femme fatale. Here, Elliott reaches minimum healthbar level, which luckily stops decreasing per sweep kick at that point. \n\nElliott drops down a pane again, and somehow, after having dropped down to enter the Kung Fung arena, is back outside. Well, maybe he\'s on the other side of the world, now. After several seconds, Elliott yells, \"God, would you SHUT UP!?\" and tosses the grenade which Roadkill finds and disposes of another Gonzales. He flips into the next pane and dangles his way across a tightrope, which just HAPPENS to be plagued by Harpies. He death-defyingly manages past them and the Bojutsu Bill. What\'s with everyone shooting fire, all of a sudden?? Anyway, Elliott discovered that merely dropping down to Bojutsu Bill causes him to regain his sense of morality and make a sudden leap to his death in penitence for his wrongdoings. He will be missed. \n\nElliott finishes off the remaining seven Harpies, and again makes Sketch perform his Uppercut Mania. Haha. You know, we always thought it looked funny when we were kids, and it still does. Good times. \n\nAt the start of level four, Elliott quickly trumps a couple harpies, and then hangs on the random-scaffolding-of-door-leverage. Seriously, who knows? He then rolls through the gate, jumps into the next panel, and lets Roadkill open a secret. \n\nNow, here Elliott picks up another Power Glove, which is the source of his one mistake: he doesn\'t use it. I assume this error accounts for about five to fifteen seconds because it could have easily been used on the boss, whose rounds in attacks take roughly that much time, and, presumably, one round could have been skipped with this weapon. Well, we\'re not actually sure on that, but it\'s worth considering. But anyway. \n\nAfter dousing another Bill with a serving of knockout, Elliott takes some much needed health and drops down. Here, he femme fatale\'s his way through the next three panels, drops down, throws a grenade at another Gonzales, opens the crate, swipes the dynamite, jumps to the right panel, drops the dynamite to disarm the trap at the bottom, and then lowers down on the hangbar, kicking tonguelings on his way. Roadkill helps out by finding a knife, and then Elliott heads to the left pane. \n\nThis next scene gives me the Willies. Goosebumps, that is. He must kick his way through some seemingly petrified boxing bags, avoid the incoming fireballs, and then kill another Bojutsu Bill all without taking damage. Yikes. Luckily, Elliott knew what he was doing, as can be seen. He then drops down, takes and drinks the health (which at this point I think is fair to say a little scarce), lets Roadkill raise the sadistic device, and hops right. \n\nOkay, so we\'re at the boss, right? Now, Elliott does pretty damn well against this guy, although he receives a couple of consecutive shots from him. Would the Super Fist have helped, here? I\'m guessing it would have, but I\'m not sure how much. I can\'t see it possibly helping by more than a maximum of fifteen seconds, but even that seems a bit on the high side, from my own personal opinion. Obviously, the REAL way to exact substantial damage on this guy is to propel him towards his own fingernails, which at times become implanted in the surrounding walls. I think regular attacks do hurt him, but they probably don\'t do particularly significant damage. The knife, which Elliott uses here for instance, only appears to cause damage in that it instantly sends him against the walls, where his nails are. So, would the Glove have helped tremendously? I can\'t say for sure, but we\'re probably only looking at a tolerable loss of several seconds, realistically. In any case, end level four. \n\nWe\'re reunited with Roadkill now, at the beginning of level five, and from here Elliott tangles with some frustratingly resilient rhinocermantises. See how aggravating they are? If only they would\'ve carried the damn Super Fist to this scene! This pane may have been responsible for another ten second loss, if only because rhinocermantises don\'t know how to die. \n\nIn the pane to the right, Elliott kills another rhinocermantis while Roadkill gives rabies to the lizard god. (Hey, if you have a more reasonable explanation for what happens in this scene, then be my guest!) Elliott and I never knew what to do here, when first playing the game, especially since those rhinocermantises kept regenerating until he finally figured out that Roadkill was the solution. Some things are so bizarre, that only guess-and-check can help, you know? You can, of course, kick the beast to its death, but that wastes plenty of healthbar, and none of us want that. \n\nElliott takes Roadkill and the dynamite and drops down. Here, he uses the patented explosion-cancelling technique, kills a harpy and a femme fatale, takes her potion and the Super Fist which Roadkill finds. Seriously, that rat rules. Next panel. \n\nYes! Elliott third-law\'s the box down from the top platform and pushes it to the bottom one, where it promptly kills something. Roadkill finds a shortcut to another panel placed suspiciously near Sketch\'s crotch (I knew it all along), and Elliott drops down. In case you\'re wondering, I have no idea what that skipped switch does. \n\nElliott risks taking a question mark power-up (since they can sometimes explode), but he gets lucky with a grenade. Elliott then drops down, grenades a Slinky gargoyle, and lets a Gonzales detonate himself with a landmine, it being apparently unaware of the danger that big, spiky, explosive things present. Elliott then unleashes super kickassery on the next two Gonzales\'s with the help of the Power Glove (I don\'t like to stick to one name; that\'s dull), takes the grenade, and goes to the panel on the right. \n\nAfter decimating another rhinocermantis, he again enlists the help of Roadkill to circumvent some more spiky, peg-shaped contraptions. End scene. \n\nWell, certainly a far-eastern temple scene would lead to a western-European ghostship graveyard scene, so we must be getting near the end. Elliott drops from the tightrope but still manages to hit an exploding question mark pickup. He swears, those ones always explode. But anyway, Elliott goes down a frame instead of right (which I believe is a point of difference between his run and the TAS), takes a potion, third-law\'s yet another exploding crate out of the way, and heads right. \n\nIn the next pane, Elliott destroys another three cocoon-type appendages and drops down. Elliott here tosses a grenade at the oaf guarding the breakable door, seriously damaging them both. Then, he uses the lever to drop the exploding \"mine without fuses,\" which is notably just hovering around over people\'s heads on an indoor magnet, I might add, which then terminates both the oaf and the blocking door. Though, the brute doesn\'t exactly die when the ball is dropped; he kind of just disappears, entirely. Elliott insightfully asks... \"What the hell?\" Anyway. Scene left. \n\nIn the next room, Elliott orchestrates the magnet into relocating the offending mine, and then drops down. The next room defies all logic. Here, Sketch must KICK some marked WARHEADS until they EXPLODE so he can proceed. Oddly enough, it all goes according to plan. Then, he kills some more Gonzales\'s. Elliott would just like me to add that he REALLY freaking hates those guys. There you go; straight from my brother, himself. Those guys suck. South a pane, again. \n\nHere, Roadkill finds ANOTHER powerup hidden by Sketch\'s crotch, and then Elliott kicks an oaf into a more modern trash compactor... which destroys it. After Elliott finishes off the oaf plus two others, one with the help of the knife, he progresses right. In this scene, Elliott kills a straggling harpy (which, just for the record, the lazy writers of the manual call, \"flying creatures\") and takes a huge risk by collecting the random powerup hidden in the box. Luckily, it\'s a grenade. Jumps right to final scene. \n\nHere, after some interference from both good and bad forces, Elliott\'s destined to defeat Mortus while what\'s-her-face nears drowning in who-know\'s-what. Since Elliott makes such quick work of the guy, I\'m not entirely convinced he should\'ve bothered picking up the powerup in the room before, but Elliott says the game will NOT let him continue unless he does so, so go figure. However, Elliott\'s pretty damn lucky he wasn\'t killed by the harpies after he defeated Mortus, so maybe Sega was hoping we\'d all be habitually pursuing more health potions and forced us to get another. In any case, Elliott does indeed defeat Mortus; needless to say, doing such is laughably facile if you know what to do. Lure him to the bottom; hit the switch. Repeat. Then, you just kill the harpies and hit the other switch. Game over, run finished. \n\nEnjoy the text-defined ending. Guh. \n\nAfter writing these comments, I think I appreciate even more how well Elliott performed this run. Again, I\'m not sure where the discrepancy arose between this and the TAS; the addressed mistakes didn\'t seem to account for all that much. I don\'t think using other attack moves would particularly help much, either. Most of it I think derives from unrealistic risk-taking and other tool-afforded luxuries like the paper airplane move, though route differences and what not may have in fact contributed to the TAS time despite what my logic tells me. \n\nI sincerely hope everyone enjoyed my brother\'s terrific run, and, to a lesser extent, these comments. I hope they weren\'t so long they didn\'t warrant a reading, and I also hope they weren\'t too comical (either successfully or ineffectively) to detract from the run. \n\nAnd check the game out sometime, if you have a chance; it\'s pretty cool. I\'m quite glad Elliott did. \n\n-Adrian Feiertag/InsipidMuckyWater and Elliott Feiertag.','2007-01-14',0,1061000,11,'ComixZone_1741',1,6,0,NULL),(0,149,NULL,53,'','I wish I could thank Radix and Nate enough for this site. Thanks for hosting; thanks for transferring from DVD; etc. Somehow, it has become one of my most addicting hobbies. Also, thanks go to dragonGOD for some early advice. \n\nThis, incidentally, is the first Xbox360 run for Speed Demos Archive, and this fact certainly produced a thrill for me in the last two or three weeks of recording the run. That being said, it\'s just another run, and the graphics are not necessarily as pristine as you might imagine, anyway. Still, I hope the run makes for an entertaining watch. \n\nThis is a minimalist run. A 100% would probably consist of the same routes, but with many tangents so that one could collect all of the achievements like finding all of the hidden metal pieces and bird carcasses, which, btw, are probably the coolest collectables, ever. But anyway. \n\nCondemned: Criminal Origins is one of my top three favorite horror titles of all time, and that\'s a pretty significant compliment, coming from me. The first person view is truly immersive, and the demented characters you encounter constitute a wide variety of evil. Running this game succeeded in being unexpectedly pleasurable, and, aside from when I was begrudgingly faced with the abominable seventh level, I found difficulty in maintaining my ongoing academic obligations with the game consistently lying on the floor, all new and begging for a speedrun. \n\nThink of the game as a mixture of Manhunt, CSI, and Doom 3, in terms of atmosphere, gameplay, and graphics, respectively. \n\nBtw, keep in mind that I must run completely PAST a myriad of gangmembers and hobos throughout this protracted run, so if rooms appear barren when I enter them, you can probably often assume there were a multitude of malicious malcontents I just didn\'t let you see. Most of the ones who were at all persistent met the taser at some time or another, and the ones I actually stopped and killed pretty much MUST have been killed. Also, the red bar is health, and the yellow bar is stamina or sprint. \n\nNote: Movies and cinematics are NOT skippable. I attribute this illogical directive to the same guy that added the absolutely baseless \"Criminal Origins\" subtext to the title. Also, there are often invisible walls preventing me from proceeding forward, usually instigated by scripted events such as the incessant phone calls, and these also contributed to lengthening the run. Finally, the video is profusely dark, so you might want to turn up your monitor until the control completely breaks off. \n\nOkay then, we may finally proceed to the comments: [ul][li]Weisman Office Building:\n\n[ul][li]Don\'t you love how we\'re immediately confronted with an at best dawdling introduction sequence AND an absurdly languid follow-the-ole-federal-agent scene? The old man does his damnedest to constrict movement and speed, so you\'ll just have to endure it. Once past this, we have the first of many CSI-inspired crime scenes. Being the showoff that I am, btw, I simply had to put away and then whip out the \"laser light\" (Note: simple green flashlight) JUST as the lights were cut. Don\'t worry; I didn\'t lose a smidgeon of time. Oh, and after the following movie, listen carefully for the most blatant f-bomb in the history of the world. I then run up the stairs, showing how easily you can elude many thugs, hit the invisible event-trigger down the hallway, and then use an excess of what ridiculously insufficient ammo I have on the first thug I bother to kill (I was going to lose the gun, shortly, so why not waste some bullets).\n\n[li]You\'ll see the first \"vision\" after a short while, when I\'m proceeding down an indistinguishable hallway to what looks like an event horizon. There\'s actually an illusory killer running towards me amidst that copious blackness, but you may not be able to see him. And blah blah; after some more running about and forced dialogue, I get the invaluable fireaxe. Now, while I\'m accustomed to the next couple of thugs sneaking a few extra attacks on me, I receive totally unanticipated \"phantom damage\" from one of them once I taser the next guy. Due to this, I break the first rule of running the preliminary segment to any run: NEVER MAKE A WRONG TURN! Luckily, the negligible mistake costs only maybe a quarter of a second, and it only resulted from being so disoriented by the phantom hit I had never taken before, but still.\n\n[li]Yikes, what a prolix commentary this has already become. Okay, long story short, the rest of the expository level went better than perfect, time-wise, although damage-wise, I was subject to ANOTHER phantom hit just before I reached the exit.[/ul]\n\n[li]Metro Station:\n\n[ul][li]This level was a chore if for no other reason than the obnoxiously long intro.\n\n[li]After meandering around for a while and killing the crowbar enthusiast, I then run through a couple of criminal-filled rooms, wait for a hidden loading area just beyond a door, and then proceed until I\'m stopped by a phone call. Okay... I really apologize. I was regrettably absent-minded when I spun around janking the file size of the segment to interstellar levels.... wasn\'t thinking.\n\n[li]But anyway, after this and after playing the pacifist for a sequence of fights (thank the stars for that damn taser), and ANOTHER scripted phone call, I eventually made my way past a large lobby. A little further on, I was impeded by two resistant thugs. I attacked the first one (who appeared to simply loath janitors and their services), but he actually didn\'t die. As I finally managed to kill him while honestly aiming attacks at the other thug, I was actually able to run past the second thug without killing him. In other words, while this section may appear to detriment my run, it was actually an unusual and minorly fortunate event. Anyway, after I again obtain the fireaxe (a recurring theme throughout the entire run), I efficiently disabled a gauntlet of guys (and girl), chopped away a door, and took some life. After I killed the second hoodlum, I took some life which was not ultimately necessary; though, the typical randomness of an upcoming room justified it.\n\n[li]When I elevated to the equally-disheveled upstairs, you\'ll notice that I seemed to hang around the brown doorway for a while only to fight a pithy little addict. Well, this was done to remain in sanctuary from the menacing shotgun villain in the background. This was intentional, in other words, although, I wish the addict hadn\'t blocked as much. Finally, the run does also suffer an additional loss of maybe three seconds from the camera in the newspaper clippings room, which was terribly out of focus at the outset. Though, I made up some time by pwning in the \"vision\" fight, just afterwards. The level coasts from there. Gotta\' love the gratuitous perpetuation of bird-slaughtering at the end. :)[/ul]\n\n[li]Subway Central:\n\n[ul][li]Finally, no intro. This level went almost PERFECTLY, time-wise, but I make the most missed swipes, here, out of any segment. The first miss occurs when I routinely turned about to taser the determined thug following me (not to save time, but to conserve health). Usually, he is pretty persistent, but he was auspiciously passive this day. The next guy, who made a point to have a memorable entrance, somehow nailed a hit on me from maybe ten feet away with a 2x4, and then an addict shortly after appeared to wield the infallible power of \"clipping fortitude.\" Doesn\'t it look like I should\'ve hit him? Twice? Whatever. I fruitlessly attacked without leaving my route, anyway, so it didn\'t cost me time.\n\n[li]Then, after I killed the shotgun crook, I missed yet ANOTHER guy with an unflinching axe swipe. At this point, I think the X360 was overheating or something. Btw, notice how closely the guys with guns came to decimating my backside as I ran away? Smoke can be seen hitting the wall in front of me just a mere couple of inches above my shoulder!\n\n[li]After I take scripted phantom-damage and fall like an oaf down the stairs, I taser a criminal and again am nearly killed by a gunshot as I scamper past. At the end, I jump on the subway\'s caboose, use my apparently superhuman strength to rip off the handrail, and sit through a partially uneventful rail scene. Though, the camera really glitches up (overheating?), and the unrelenting addicts who apparently REALLY needed a lift came as close to killing me as possible.[/ul]\n\n[li]Subway Tunnels:\n\n[ul][li]This is the last of the levels with natural transitions. I believe this is my worst looking segment, but I do NOT allege that the run is POOR, or even less than adequate. Keep this in mind, if you can.\n\n[li]Again, to my jocundity, we suffer no intro. You\'ll notice that most of the enemies in this level are \"crawlers,\" who pose nearly no palpable threat, whatsoever. Though, one must wonder what types of malevolent vagabonds actually act like this, and for that matter, why they so vehemently desire my ruin.\n\n[li]Anyway, after I once again use the sluggish shovel inappropriately as a hacksaw, and scurry over and off the hanging scaffoldings, I then hustle to the first of many now-defunct subway cars and basically sit there for a couple of long minutes. Once I bludgeon the anemic girl, I make a small time-costing mistake by using the recently stolen sledgehammer twice on the Bigboy (or disgruntled ex-fireman) instead of kicking him to finish. One second loss, maybe.\n\n[li]Then, after several more scripted events and attempts on my part to keep the audience entertained, I kill some more crawlers, turn the valve (where you\'ll first notice how uncooperative some of these button-prompts are), and make my way over a crisp addict-carcass down the stairs, I jump down two ladders and MISERABLY fail to kill the hermitic crawler in a timely fashion. Of course, some inexplicably missed swipes are again at fault, here, and it\'s quite irritating how poor they make the fight appear.\n\n[li]Anyway, I then kill Mr. and Mrs. Dysfunctional, grab a medkit, and ascend a nearby ladder. Okay, mistake number two. I embarrassingly miss a taser shot, causing me to lose a substantial portion of my lifebar. Luckily, a medkit rests at the top of the next ladder, but I must waste plenty of integrity and a couple of seconds in order to obtain it. In the room where I next cut another alarm pad with my shovel (seriously, wtf), I appear to waste too much time in a couple more miserable battles with standing crawlers (oxymoron). Actually, since I cannot leave the tight walkway until I\'ve killed the third guy, and since I kill HIM pretty well, I don\'t lose any noticeable time.\n\n[li]Well, I\'m contented to say that the next large room, the one with possibly six criminals, three of whom carry guns, went splendidly. And for the first time, I grab a firearm as well. You must understand; firearms are nearly worthless due to their utterly insufficient base amounts of ammo, and since they never replenish your bullets, ever, the only reason I typically ever carry one is only as a means to disarm the hazardous thug who brought it. And note: one of the thugs uncharacteristically sneaks away from this fight, way in the background, and unexpectedly comes back a few moments later.\n\n[li]After I grab the crowbar, I make the third annoying mistake. Yep, I get caught on a table. Ugh. Anyway, after I get on the last abandoned subway car, I again begin to spin in a fit of ennui. Damn phone calls. SORRY about that, 56kers. Finally, after escaping the train and taking some more phantom damage, I kill the tempestuous axe-girl, grab the life (thank god), and finish the level with the least amount of health possible. The final fifteen seconds are particularly rousing, as you can hear some passionate gun-toter or other chasing me down, and getting nearer and nearer with his blasts.[/ul]\n\n[li]Bart\'s Department Store:\n\n[ul][li]D\'oh; an intro movie. And I think either Ethan had some peanut butter stuck to his palate, or the character model artists neglected his \"angry\" face. Anyway, I love how everything important happens in a ridiculously decrepit and abandoned building in this game. This level is a nice change of pace, and this segment is nearly, if not, perfect. And yes, that\'s a freaking mannequin arm I\'m using for my first weapon. It\'s not bad, either.\n\n[li]After I kill some mannequin-impersonating hoodlums and run around aimlessly (you know, the usual), I eventually reach another investigation scene. You\'ll notice that even when girls are filthy, rotten, murderers, they all still run like little prissy fairies. (Just kidding, Strangeness and Scarlet!!!) Anyway, I eventually acquire the now-unsatisfying sledgehammer, again, and break open another inexplicably locked door. If I lost any time, it may have been here, as the door begins to shut again, but it probably only cost half a second, (as far as I can tell, anyway, as part of the pause actually came from the automatic progress save). Also, immediately afterwards, I take the most \"phantomest\" of damage when I run down the escalator; I\'ve honestly NO inclination from where it came.\n\n[li]I make my way through some more thugs, and then up around some stairs. After grabbing some health, and taking one mannequin-cult member\'s shotgun, I then run away from maybe eight pursuers, two of which possess their own shotguns. Fortunately, they weren\'t on their ball, that day.\n\n[li]After this, though, one of the most intense and thrilling visions occurs, but I was unfortunately in the process speedrunning and couldn\'t really show more than two or three seconds of it. Basically, a bunch of, um, inanimate mannequins start following you and cornering you. It\'s normally pretty entertaining.\n\n[li]After I drop down a couple of holes, I\'m then in the basement. After I investigate the barely discernable footprint, I pull out the (now get this) \"Gas Spectrometer,\" which is normally employed to locate birds, and blast the face off of a hobo and continue. After I ONCE AGAIN find a lonesome fireaxe, I make my way back upstairs and into a disturbing dressing cubical. I\'m sorry this scene is so atrociously long. Well, no more Mr. Matchmaker. Too bad; he was such a good guy. After this, I first avoid and then kill a thug in order to gain access to the next room and let the upcoming villains spawn and, hence, kill each other as I tangle with the most recent pariah. The criminal with a rebar cement really wallops me, but I survive. After Ethan further tortures his cell phone bill, I dash to the exit and barely survive the final addict, yet again.[/ul]\n\n[li]Burnback Alley:\n\n[ul][li]Even though this brief level only took a couple of hours to practice and record, the segment goes better than perfectly. And, it\'s the only segment which does NOT feature the precious fireaxe at some point or other! After I grab what is shockingly the most ideal weapon, the small pipe (unless you\'re into speed and prefer the weaker rebar), I kill the addict, trigger and experience the grappling hobo who grabs me from behind the gosh-dern wall, I run past two others and kill a third, who ignorantly chose to get in my way. After the next guy bursts through the wall (you know, whoever has been constructing the walls and floors around here needs to be fired), I choose wisely NOT to take his shotgun, and I then SOMEHOW skip a phone call!\n\n[li]I\'m supposed to be again interrupted by Rosa just before reaching the window, but I don\'t and save maybe five to ten seconds. I\'ve only ever witnessed this uncommon glitch once before, so I feel pretty fortunate. Anyway, I jump down, run past the hell-in-a-cell, and jump down once again. Here, I very luckily only encountered five criminals in the arena, when I normally face seven. I don\'t know why, and I don\'t care. For most of the time I let the overly aggressive criminals fight amongst themselves, taking the occasional cheap shot whenever opportune, and keep my eye on my health. Now, had anyone brought a fully-loaded gun or a rebar w/concrete into this fight, which infrequently does happen, I would\'ve switched weapons. Seeing as this was not the case, though, and since locker doors and 2x4\'s absolutely blow, I was compelled to stick with the small pipe.\n\n[li]After I kill the last thug, I avoid the pistol man on the rooftop, taser the vagrant who fortuitously collapses behind the fence gate, and quickly hop into the dumpster, which is apparently resting in an alleyway recently slicked up with eight hundred pounds of grease. This portion went remarkably well, also, as I only needed to thwack the assaulters three times between the two of them. And why didn\'t the police, who look suspiciously like the deceased Officer Becker, see me run into the door maybe half a second before they ran past it?[/ul]\n\n[li]The Library:\n\n[ul][li]Oh kill me now!!!!! I emphatically LOATH this level. This segment took approximately seventy-five attempts and nearly two whole DVD\'s to successfully record (on LP mode!), because of one thirty second section. Yes, it was even more difficult than the world-renowned Raptor jump. YEAH, I SAID IT; WORLD-RE-FRIGGIN-NOWNED!!! Still, the segment I recorded went nearly perfectly, but it was an astoundingly arduous road, getting there. Well, let\'s start with the overly elaborate and sardonic remarks, shall we?\n\n[li]Normally, I would have made this much more entertaining for the viewing audience, but I was in the sourest of moods during this attempt, which I was sure was doomed to fail like all the others.\n\n[li]After a few scripted events, I grab the super-taser (which seems less effective terminating my opponents than the regular, as it always requires a follow-up attack), and go through a couple more scripted events. Yay! Paper cutter! Anyway, after Rosa is SOMEHOW kidnapped at arm\'s length distance, I run to an ultimately pointless investigation scene (none of them, in this level, are ever explained, btw), and then trigger the axe-hobo to break down the door. The next couple of rooms are particularly precarious if you don\'t know what you\'re doing, but I\'m proud to say I make them look excessively easy. I kill maybe six of the maybe dozen plus guys, so, again, remember there is more than you\'re seeing.\n\n[li]After I acquire the fireaxe, and kill two guys, you\'ll notice that I arbitrarily peek behind a bookshelf. I do this as, nine times out of ten, a nefarious criminal with a pistol is waiting here to swiftly demolish my backside. For whatever reason, he does not appear, even though I still waste a second searching, but I also still saved time when compared to normal, as I didn\'t actually have to kill him, either. Destroy door. Investigate. Take crowbar. Run around. Open gate.\n\n[li]Now, when I enter the dreaded elevator, realize I am about to undergo the most grueling experience known to my gaming life. When I reach the top, I am reacquainted with an immense room that NOW has three muggers in it, EACH with his own gun. One has a pistol, one has a shotgun, and one has the first sub-machinegun in the game! Now, I initially ignore these fools, open the gate, and run up the stairs while dodging the debris, only taking a couple of shots from behind. However, after I kill the next thug and steal his pistol (does this make ME the thug?), I enter a room where the three gunmen below are actually able to SHOOT UP THROUGH THE FLOOR!!!! Yeah, I know; the bastards. You wouldn\'t believe how long I examined every nook and cranny of that room to find the source of my perpetual pain. Only when I noticed my own blood ON THE CEILING did I realize the shots originated from below.\n\n[li]Anyway, after I SOMEHOW fail to kill the other upstairs thug, even though I appear to land two or three bullets in him, I run into the hazardous rare books room, which is oddly quite populated. At this point, my heart is ready to burst, as you can hear their echoed shots blasting from underneath and causing disproportional amounts of damage. After I grab the sledgehammer and witness the bullet smoke on the crate signifying how close the upstairs hobo came to killing me, I in turn murder him, release and move the ladder, and climb it. Once I drop down to Rosa, I\'m finally in the clear.\n\n[li]Awww, Mr. Serial Killer X didn\'t know how to use the interweb.\n\n[li]After another torturously long scripted event, I follow Rosa (if I precede her, I am again susceptible to the phantom damage) to the counter, take both medkits, and make my way into the labyrinth, also known as the cindered remains of the library. This maze is somewhat difficult to memorize, and every inch of the place looks identical to the ones before and after it. However, I have the route more than rehearsed at this point, and proceed past it and fall through another poorly supported floor.\n\n[li]Thought I was just looking at my feet for no reason, didn\'t ya?\n\n[li]After the scripted event, which would normally be creepy if I were less tepid and more in a mood to show it off, I run through the middle portion of the labyrinth. After I drop down, yet again, I take what may have been an unnecessary medkit (again, justifiably sought for randomness in an upcoming battle), and run through the rest of the intricate maze. I survive and triumph the only other difficult fight scene almost perfectly, and then reunite with Rosa The Inconsequential. After one last scripted event, I then efficaciously kill the final four guys (occasionally difficult), one of which had a gun but only brought two bullets, and frantically jump about my room in joy, hardcore style.\n\n[li]Watch as Rosa eats my venting. Stupid Rosa.[/ul]\n\n[li]Secondary School:\n\n[ul][li]After the seventh level, ANYTHING is easy. This level went very well, but it did feature a couple very minor mistakes. I run through the opening areas, monotonously grab yet another sledgehammer, and proceed upstairs. Apparently, that elusive crawler thinks he\'s the proverbial white rabbit or something.\n\n[li]After my brief but ultimately postponed encounter with The Butcher, a.k.a. The Lunch Lady, a.k.a. The Big, Obese, Amorphous Blob, I then proceed through a couple of classrooms, killing more of these students who REALLY chose the wrong school. After, you guessed it, another faulty floor and some more damage to Ethan\'s perpetually suffering internal organs, I run through a couple more rooms of unscrupulous crawlers and jump over a bar.\n\n[li]This section went perfectly. I utterly clobbered the oblivious thug who sprints into the room, evaded the other, killed the pistol guy with minimal damage, and then fried the bewildered hobo before confiscating his sub-machinegun. A few rooms and a few ridiculously undemanding fights later, I finally arrive at the meat locker.\n\n[li]Okay, god knows why the Butcher thought that meat hooks straight to the spine would provide the most effective supplement for her minions to defeat me, but that\'s what makes her unique. That, and her disgustingly rotund physique.\n\n[li]Even though she\'s the first of three bosses in the game, she\'s quite easy to kill, as you can see, and I believe I scored 100% in head shots! I would\'ve shot more relentlessly, of course, but the damn gun only has about three seconds of ammo; believe me, you do NOT want to fight her with the butt end of a sub-machinegun. Of course, my victory was slightly marred by an unresponsive button prompt just afterwards, but ah well.\n\n[li]Anyway, I then reach the gymnasium, lower the hoop, kill the lingering thug with another taser shock, and then make the most blatant of all mistakes in the run. For whatever reason, I accidentally put away the camera before using it! Well, four seconds lost. And who knows how in the hell Mr. Tibbits freaking ARM wound up in the basketball hoop net, which was incidentally raised to the ceiling. For that matter, who knows why he was still at the school, since, according to seventh level who\'s name shall not be uttered here, the place has been closed for five years!\n\n[li]Anyway, for the millionth time, I jump down after this, run away from another uncommitted crawler, and climb an easily overlooked ladder. I eventually reach the playground area and observe a doofus (me) lying dead on the ground, preluding a very difficult fight scene. There are always five particularly vicious men, here. The first and most whiny I promptly kill, the second I kill just after, the third I think was the cause of the phantom damage and then disappeared or something, the fourth was shooting on a rooftop, and the fifth arrived EARLY, allowing me to leave through the newly-opened gate after I killed him, ALSO EARLY (five to ten seconds, even). Yay for beneficial glitches!\n\n[li]After another CSI moment, I run through some rooms, kill a few mutinous thuglings, and make my way to the notorious locker scene. If you are squeamish, you may want to shut your eyes. But if you\'re squeamish, then you shouldn\'t download speedruns like this. Ya\' idiot.\n\n[li]Once Rosa has seemingly conveyed her life story, I grab the shovel and eventually find myself at the derelict pool. Now, dragonGOD claims you can skip this imaginary fight scene, but I tried an innumerable amount of times to no avail; it just, wouldn\'t, work. Maybe only certain X360\'s allow for this, since the somewhat unbalanced systems are so inconsistent, anyway.\n\n[li]After I completely massacre the brood, I get out, grab the umpteenth fireaxe, and obliterate the door. Though this is the only door I\'ve found in the game that does NOT allow for a double-chop, making me look like an imbecile, in this case. From here, I pretty much just run to the end of the level and sit through some more unremitting scripted events.[/ul]\n\n[li]Apple Orchard Estate:\n\n[ul][li]If you\'re NOT speedrunning this game, the ninth level can take an exorbitant length of time to finish. Obviously, I didn\'t let it; this segment actually went most immaculately. Most of this level revolves around clue-hunting. In fact, only the basement and attic harbor criminals until the outside gauntlet begins to infiltrate the house.\n\n[li]After spelunking the first floor and basement for the first three clues, and effortlessly killing some crawlers with the small pipe, I head upstairs for the fourth and also for the sledgehammer. The damn things grow on trees, I tell ya\'.\n\n[li]I then ascend to the attic, kill the first ninja in the game relatively quickly, and wait for the ephemeral wooden planks to completely vanish before my eyes. Oh yeah; on tape, baby.\n\n[li]The fifth clue is in the room below. Stairs? No, a hole straight down, as always.\n\n[li]From here, we return to the basement and discover the secret room even before Rosa reveals the answer to the cryptic riddle. More investigation and me playing around. Hark! An unidentified noise upstairs!!! Well, once I get up there, and see some piano abuse, I then have to fight a considerable sequence of burglars who enter the house on TIMED QUEUES ... that is to say NOT by the death of the previous one. So, as long as I kill the last addict somewhat quickly, I can\'t lose time here, only health. Though, I do a mighty fine job of killing each of them quickly, anyway, if I do say so myself. Btw, I think I counted eleven intruders. The first six I anticipate, but the seventh just sort of disappears..? You can hear him break in from somewhere, but he doesn\'t emerge until later when he sneaks up on me after I kill the ninth criminal. Btw, what\'s with the guys in green overalls? Anyway, once I\'m back upstairs, the pre-boss cutscene begins, where we see our Ethan\'s witty plan completely fail. Once it\'s over, watch my glory as I kill this normally intricately involved boss in about one minute flat.\n\n[li]Basically, I developed a formula and used it to determine from where he would next attack when I approached spot X. Routine: take shotgun, pace twice to both ends of the hallway, shoot Serial Killer X at far end five times, retrieve firepoker in original room, grab one health kit (no more, no less) in bathroom, pummel him as he comes from the hallway, chase him into the ending room, and get yo\' self knocked the hell out (this last part being a scripted event).[/ul]\n\n[li]Processing Plant:\n\n[ul][li]Another perfect segment. Btw, the level is so dark and umbrageous, I was essentially forced to alter the video settings. The level you see is roughly 50% brighter than default. Hardly made a difference, didn\'t it?\n\n[li]You know, our turbulent Serial Killer X and his overly energetic voice actor are a bit on the eccentric side.\n\n[li]After Ethan has been Frodo-fied, I grab the 2x4-on-fire and head out of the incendiary barn. Despite that the damn thing brightly illuminates the screen with its fiery presence, the weapon kind of fails to deliver the damage. Oh well. After I pass over the bridge, you may notice a distracting graphical error. I can\'t determine what caused this on the DVD, but I\'m led to believe that the fire initiates the effect when it darkens in color, as its sustained image requires an intensive graphical display. I don\'t know. Anyway, you\'ll probably only notice the discrepancy in HQ and IQ, anyway.\n\n[li]The rest of the bucolic level is pretty much just running from point A to point B, grabbing various weapons along the way. Once I reach the climactic processing center, though, and after they\'ve FORCED me to collect the first and only bird carcass in the run, the dirty infidels, I enter the final room. I purposely attack The Hate as he stands on the floor above, as this, I discovered, causes the crawlers to assault me earlier. I save maybe ten to twenty seconds just from this. And no, I don\'t know how I figured it out. Anyway, after a barrage of thugs, the Hate eventually jumps down right when I accidentally almost leave the fireaxe when I\'m attempting to attain a medkit, and begins the final fight.\n\n[li]As you\'ve probably noticed by now, the most formidable attack method for this level is the fireaxe poke, which kills large thugs and Final Bosses alike. A few hits, and I dismantle his shoulder armor via a finishing move assigned to the directional pad (I don\'t use these anywhere else in the run, but I must in order to proceed with this fight). One laughably tardy crawler later, and I must finish him off. Four or five more hits, and there goes... ugh... his pull cord? Well, whatever it is, I bet it hurt like f*ck to have it ripped out. After we visit the \"vision\" world, I bamboozle him for the last time and pull out his metallic jaw. So, he ALREADY lost his jaw? Geez. And after a quick snap of the neck, down goes our ultimate foe who is somehow connected to the rest of the story, in SOME way or other. I guess he represents the innate hatred within us all or something... I guess.\n\n[li]Of course, the disjointed level hasn\'t ended yet. Oh, you were fooled, weren\'t you?\n\n[li]After a cutscene, where Ethan finally displays some balls (no, not literally), I must make a choice to either kill or spare our odious Serial Killer X. It\'s quicker to put a bullet through his contemptible face, so that\'s what I do. In fact, since I\'m positively SLAUGHTERING the trigger button during the cutscene, you\'ll notice that he\'s dead almost before you can tell what happened.\n\n[/ul][/ul] \n\nAnd with that, the run and comments are finished. Wow, you actually read all that? You\'re awesome. I still think the whole story was all in Ethan\'s head, but of course Rosa has to come and spoil my fun. A cult? Oh, only the most stereotypical explanation, ever. \n\nI really, really, really hope everyone enjoyed this run and my comments. This is my first significant run in terms of length, so I hope I delivered. And if you\'re into survival horror games, I imperatively suggest purchasing or renting this title. Happy mugging.','2006-04-20',0,6985000,11,'Condemned_15625',10,21,0,NULL),(0,150,NULL,54,'','This run was done many years ago, back when I first played Rare\'s fantastic game Conker\'s Bad Fur Day. The game was short but immeasurably sweet, and I couldn\'t get enough of it; so I challenged myself to get through it all without dying. It took a while, but I succeeded. \n\nWhile technically my goal when making this run was not speed, I still optimized a number of sections - because I had nothing else to do while heading from one risky section to the next. :) The only segment I didn\'t really race through was War, but it\'s by no means slow. So I did end up with a fast single-segment run - and you\'d want to go through the game with very few deaths to get a good time, anyway. It\'s been too long for me to estimate a lower limit on time, but it\'s probably above 2 hours. \n\nI played the game in Chapters mode so I could skip the hours of cinema scenes (as I\'m sure any sane person would do). Also, I get all the money in the game; you can only skip $100, so why not get it all? (Technically this is a 100% run, as opposed to a \"minimal\" 99% run...)','2001-05-07',0,7832000,11,'ConkersBadFurDay_SS_100p_21032',1,9,0,NULL),(0,151,NULL,55,'','[ul][li]February 2006, Tommy Montgomery, 11:25 [li]June 2006, Freddy Andersson, 10:55 [li]December 2006, 10:50, Ray Cullen [li]May 2007, 10:40, me, Frezy, again..[/ul] \n\nI remember Tmont\'s 11:25. A great run. Someone said it was the most perfect run so far and someone said that it was only 10 seconds of mistakes, and I pretty much agreed. Later I understood that sub 11 was possible and when I finished my 10:55 I knew I should be able to do it 10-20 seconds faster and then Ray Cullen posted his 10:50 so I had to try it out... I knew that just playing smoothly would not give me the record back. My concentration was not perfect, jumping in the waterfall level or running as fast as possible because I knew that how you shoot with your spread gun is the secret weapon. So I played one or two attempts of Contra between my Super Mario 3 attempts. Because my arm has to be in the best condition. And yes, it gave some good results. I would want to show you how fast I killed some of the bosses in the game during my attempts. Also, in the end I made too many attempts in a short period of time, the opposite of my plan. So my shooting wasn\'t the greatest. \n\nI should be satisfied with 10:48 but I got 10:40 when I finally got the record, lucky or not. There was also a chance of getting 10:30. \n\nThe highlights in this run would be when I kill the bosses in the base levels (The eye thing). Still far from my best kills but it\'s at least faster than older speedruns of this game. \n\n[ul][li]Jungle - I\'m satisfied with this stage. Everyone of the earlier runs had to dodge for at least one of the boss\' red balls if I recall correctly. But this time I was lucky. \n\n[li]Base - I did this level very slowly. I didn\'t get the fastest spread rythm even once and after many speedrun attempts my arm was pretty tired so I even lost a good spread rythm in a few rooms. I didn\'t shoot the four blinking things very fast but on the other hand I killed \"The eye\" before it reached the left corner. \"Don\'t try this at home, kids!\" \n\n[li]Waterfall - I lost half a second in a jump at the beginning and I did an unnecessary jump before the boss. I take \"B\" for safety purposes. I think skipping \"B\" can earn you a couple of seconds in time but adds a very big chance of screwing up the run. The boss fight was done as planned so I\'m satisfied here. But you can kill him the first time he opens his mouth. I have done it once on the Probotector/PAL version and I have it taped. \n\n[li]Base 2 - The same results as Base 1. Bad level but great boss fight. And the boss still could have been killed a lot faster. \n\n[li]Snow field - What can I say? Something like \"Perfect but not perfect\" would be true... Or \"Good gaming but far from perfect\". No major mistakes here but bad shooting on the tanks and a few unnecessary very short stops. Also an unlucky spot where an enemy appeared, thankfully I didn\'t die. \n\n[li]Energy zone - I got bad luck when an enemy appeared in a bad spot. And also the timing of the flames was not best possible. But good gaming through this level. The boss fight was not very good. I would like to kill him faster than this. He jumps and shoots once. Thats not good... But normally it\'s even worse. \n\n[li]Hangar - Bad luck with enemies but the stomping pillars were OK and the boss didn\'t give me any problems. \n\n[li]Alien\'s lair - No stops and fast kills.[/ul] \n\nI don\'t know what will happen in the future. I hope someone pulls off a good Super C speedrun. Maybe I will be that runner. But no Contra on my NES for a while. If someone tries to beat this run; Good luck. I don\'t know how fast this game can be beaten but I know I should be able to get at least 15 seconds faster if I put my soul into every attempt. But I don\'t think I will run this game any more, even if someone beat me. I would have serious problems next time ;) \n\nThanks to... \n\n[ul][li]Tommy \"Tmont\" Montgomery - For the first speedrun and discussions. \n\n[li]Ray \"Croc Doc\" Cullen - For his 10:50. I copied a few strategies from his run and I had to take back the record :P Also \n\n[li]The crew. \n\n[li]... And \"Nystroem\" gotta have some credits. He tried to find grammatical errors in these comments. So if you find any. You should blame him, not me. And he also bought Contra for me on Ebay and is a good friend <3[/ul] \n\n[hr] Additional comments from Nystroem: \n\nI think correcting frezy_mans comments is more of a job than speedrunning this game ;). My English isn\'t perfect either but I fixed as much as I could. \n\nOh well. I am the one who should say thanks Freddy. Thanks for being an awesome friend and for delivering the most awesome speedruns on SDA. Lots of love amigo! \n\nSee you next commentary guys ;)','2007-05-28',0,640000,11,'Contra_1040',1,8,0,NULL),(0,152,NULL,55,'','A few years ago, I was on this kick where I\'d try to do incredibly difficult or crazy things in my old NES games. I had played these games so often when I was younger that I became bored with beating them the \"standard\" way, so I thought I\'d try things to liven them up. One of these games was Contra. Back then, I thought the ultimate test of my skill would be to beat the game without dying. When I eventually accomplished this and told my gamer friends, they were very impressed, thinking such a feat impossible. I became known as The Contra Guy. (\"Do you know my friend Ray? Well, he beat Contra without dying!!!\") Deep down though, I didn\'t think the attention was all that deserved. \n\nI realize that Contra has a permanent place in the hearts of many. Many people fondly remember playing it when they, like me, were just starting to get involved with video games. At that time, I thought Contra was a very hard game - I would never think about playing it without \"the code\" - and many others had the same experience. When they grew up, they either stopped playing video games, or moved on to new ones. And, the last memory they have of the game, besides how fun it was, was its difficulty. The game isn\'t really that hard though; we were simply novices. \n\nThat\'s why I thought beating the game without dying wasn\'t as impressive as my friends made it out to be. So, I went back to the drawing board and created a new challenge, one that I truly think is the hardest thing to do in this relatively easy game: beating the game without dying, and without picking up any weapon upgrades or invincibility, and doing it as fast as possible. Because well, let\'s be honest, after picking up the spread gun and letting loose with a constant barrage of red bullets, the game is cake. \n\nHere\'s a rundown of each level: [ul][li]Jungle - Other than having to wait a second to get up close and personal with the boss, this is a perfect run. I\'m especially proud of the jump over the pit by the last giant turret. \n\n[li]Base 1 - I went through the first three rooms as fast as I had hoped, but my timing was slightly off in the 4th, and I accidentally hit the wire in the 5th room. I could\'ve beaten the boss faster too, but oh well. \n\n[li]Waterfall - I hesitated by the first stationary soldier, and my aim was off on the giant turret before the last moving platform, causing me to waste time waiting on that platform. The boss battle went as planned. \n\n[li]Base 2 - The 2nd, 4th, 5th, 6th, and 7th rooms were perfect. In the 1st room though, I started a second or two late, and in the 3rd, I stopped shooting prematurely. In the 8th room, I played it safe by ducking instead of dodging. For the boss, it took me 3 rounds per head. I think 2 rounds per head is possible, but I was mainly focused on avoiding the bubbles. \n\n[li]Snow Field - This could\'ve been tighter; I hesitated by some of the bombs. The first mobile soldier after the last tank almost killed me. I\'m satisfied with the boss. I don\'t think it\'s possible to beat it in one round. \n\n[li]Energy Zone - This level starts out great... until I get to the 1st set of horizontal flames; my thumb missed the jump button. I wasn\'t any better on the 2nd set. And I\'m lucky I didn\'t die when I missed the jump over the vertical flame by the invincibility. I\'m not too happy with this level, but the boss wasn\'t too bad. Due to his random nature, you take what you can get. I\'ve had much worse battles, so I kept playing. \n\n[li]Hangar Zone - At this point, I\'m still speed running, but I\'m more concerned with survival. I played it safe by the two claws immediately after the invincibility and by the last group. The first soldier after the final set of spike walls nearly got me. I was one second away from throwing my controller. \n\n[li]Alien\'s Lair - The shrimp were my first priority; I didn\'t want one to bite me in the butt. Next, I was so focused on avoiding those white spidery shots that I missed the raised platform right under the 4th spitter. I could\'ve beaten the boss faster, but I\'d come too far to risk doing something stupid.[/ul] \n\nI hope you enjoy the run.','2006-10-28',0,804000,11,'Contra_NoItems_1324',1,8,0,NULL),(0,153,NULL,56,'','[ul][li]Stage 1: I grabbed laser spread instead of double spread because I think it\'s faster. The first wall can be taken down faster. Also with some luck the turtle boss can be beaten a lot faster. \n\n[li]Stage 2: With some luck you can beat the boss with one set of double crush missiles. \n\n[li]Stage 3: No mistakes in this level. \n\n[li]Stage 4: I keep double crush instead of getting laser because it is a lot faster. All the mini bosses and the boss were done very well. After you beat the boss you can still die if you\'re not on a missile when the alien ship explodes. It has happened to me quite a few times and is definitely one of the worst ways to end a run in this game. \n\n[li]Stage 5: Couldn\'t do the wall trick by the last spider pod because a spider spawned in the way. Boss was well done. \n\n[li]Stage 6: I didn\'t risk using a bomb on the crawling boss so I couldn\'t kill him in one turn. I paid for this as he took his long path before I was able to attack again costing me around ten seconds. Not all bad though because I rocked the winged demon and the armor for the brain. However the fight with the brain was more colorful then I would have liked as I ended up choosing three different attack patterns that I didn\'t want. Only the brain armor attack pattern was my fault though, the other two were because the brain switched his attack pattern direction at the last second.[/ul] \n\nThanks to Mike Uyama for his speed run which I learned a lot from. \n\nAlso thanks to hero of the day for his 2 player tas and Ash Williams for his pacifist tas. I got a lot of time savers from them. \n\nFinally thanks to the entire SDA crew: Radix, Nate, Mike Uyama, and DJGrenola for doing whatever it is they do for this site.','2007-12-14',0,967000,11,'Contra3_hard_1607',1,18,0,NULL),(0,154,NULL,57,'','Here is a little FAQ for anyone interested. \n\nQ: Why did you pick Browny? His weapons suck. \n\nA: All of them except for weapon C (the yoyo), which is unbelievably broken. Don\'t believe me? Look at how quickly the first boss dies. \n\nQ: What happened to the first boss? He didn\'t even go into his second form. \n\nA: If the first form is destroyed before it lands from its second jump, then you skip the second form entirely. Don\'t ask me why this works, it just does. \n\nQ: Why is your yoyo method inconsistent? Sometimes you spam it at point blank range, and at other times you let it linger inside the bosses. \n\nA: If I can get up close to a boss without dying, then I spam the yoyo at point blank range. However, not all bosses let me inside point blank range, therefore I sometimes have to shoot my yoyo from a distance and let it linger. \n\nQ: Why are there some funny pauses when you text skip? \n\nA: Speeding through text and skipping text are mapped onto the same button, B. \n\nQ: Why do some bosses take tons of hits before dying, then suddenly die when you didn\'t even touch them. \n\nA: Some bosses (the doctor in this path, the three-part boss in the lab, fight path) have attacks that can\'t be interrupted. Even if you kill the boss two times over, the boss won\'t die until it finishes its attack. \n\nQ: Why do you do some very stupid things that almost get you kiilled while fighting the jungle boss? \n\nA: I was very, very bored. You try fighting a boss where you spend 90% of the time waiting for it to become vulnerable, and only 10% actually hitting it. \n\nQ: Why do the runs vary a bit in quality? \n\nA: I discovered a couple of new strategies while running the game, and I was too lazy to redo the earlier runs. I don\'t think these new strategies shave off more than a few seconds. \n\n-Bomb usage [ul] [li]I used my first bomb on the helicopter because it\'s difficult to consistently yoyo. [li]I used my second bomb against the final jungle miniboss because it is also difficult to consistently yoyo [li]I used my last bomb against the final form of the final boss because it didn\'t seem to save much time elsewhere. [/ul] \n\nAfter I finished Metal Slug 3, I wanted to run a game that was easy and short. I decided to run Contra: Hard Corps because it\'s a short and easy game that people think is hard for some reason. It also makes me look a lot less lazy than I really am doing 5 runs on one game =P \n\nThis path is the shortest path, with the exception of the secret ending path. You might notice I do a couple of things differently than the TAS, mostly because I can\'t hit a button 30 times per second. Though I will admit I could have copied the TAS in a couple of places and shaved off a few seconds. \n\nThe only thing I think that really needs explaining is the doctor fight. Once the doctor chooses an attack, he can\'t go into his next phase (the legs growing) until he is finished attacking. That is why it looks like I have killed him two times over, but he is still alive. No, my luck against the doctor wasn\'t optimal, but it wasn\'t terrible either (the pole attack takes longer). \n\nOverall I think this run went really well. There were only a couple of mistakes in the end of the run, and a little bit of bad luck against the constellations. I think the best time someone could get on this path is around 16:15, if someone was devoted enough to try for optimal luck throughout the whole run.','2006-09-17',0,1003000,11,'ContraHardCorps_ChaseJoeSurrender_Browny_1643',1,6,0,NULL),(0,155,NULL,57,'','Refer to the chase Joe, surrender run comments if you have questions that apply to all of the runs. \n\nThe most annoying thing about this run is the headless chickens in the last stage. If I try to slide across the stage, a chicken usually runs into me. Not many problems with this run, my fight against the heart could have been a second or two faster with more jumping and rapid spamming of the yoyo, but my good luck against the crawler boss more than made up for it. \n\nYes, I tried using the third bomb in other places, but it didn\'t save as much time in other places. \n\nI know these comments are very short, but there really isn\'t much more to say. If you have any [b]other[/b] (as in not covered by my comments) questions, just ask me on the forum.','2006-09-15',0,1051000,11,'ContraHardCorps_ChaseJoeFight_Browny_1731',1,6,0,NULL),(0,156,NULL,57,'','Refer to the chase Joe, surrender run comments if you have questions that apply to all of the runs. \n\nA couple of quick comments on the run: \n\nI used weapon A against the jetpack guy\'s first form because he moves around too much to hit with the yoyo. \n\nYes, I should have slid to the right before I started fighting the dual wheel miniboss in the jungle. \n\nDon\'t ask me why the yoyo\'s auto-aim doesn\'t work very well against the robots in the train stage. It just doesn\'t. \n\nYes, I was disoriented for about a second when I collected weapon D in the final stage (though I always collect it) \n\nMy doctor battle was really piss poor. I think this was the first time I couldn\'t kill him before he created a second set of webbing. \n\nUsing my third bomb on the second form of the final boss prevents the boss from jumping over to the left and using an attack that wastes at least 15 seconds.','2006-09-15',0,1167000,11,'ContraHardCorps_LabSurrender_Browny_1927',1,6,0,NULL),(0,157,NULL,57,'','Refer to the chase Joe, surrender run comments if you have questions that apply to all of the runs. \n\nThis is the longest and hardest out of all of the paths. If there was one run that I half-assed, it\'s probably this one. I didn\'t care much about getting good luck against the bosses, I simply wanted to finish the run. \n\nMy run of the lab stage is more refined in this run than the lab, surrender run because I did this path a day later (you know, practice and all that jazz). \n\nI used weapon A against the Dolphin robot because it\'s too hard to get a consistent shot with the yoyo. \n\nMy fight against the individual parts of the robot trio went exceptionally well. I constantly hit the Dolphin robot every time it was vulnerable. \n\nMy fight against the combined parts of the robot trio was considerably worse. The first form used a flip attack that wasted over 15 seconds. However, the second form used an attack that wasted only a little time, so I guess it evens out in the end. \n\nMy Colonel fight was good, considering he is the most difficult boss in the game (random hopping = death). \n\nMy Deadeye Joe fight stunk, but he was never in a good position for me to kill. Sometimes I can get right in front of him and spam yoyo in his face before he can fire a single shot. \n\nI used weapon A against the arms because the yoyo won\'t lock onto them.','2006-09-16',0,1320000,11,'ContraHardCorps_LabFight_Browny_2200',1,6,0,NULL),(0,158,NULL,57,'','Refer to the chase Joe, surrender run comments if you have questions that apply to all of the runs. \n\nDuring the chase Joe stage, the crawler bot shoots four lasers. I probably shouldn\'t have let this happen because I can usually kill the bot after it fires two or three lasers. \n\nMy first fight in the arena was pretty bad. I can usually kill the guy before he throws his fish boomerang. \n\nOther than those two things, the run was fine. I probably shouldn\'t have let those mistakes happen in a run this short, but I\'m lazy.','2006-09-16',0,340000,11,'ContraHardCorps_Secret_Browny_540',1,6,0,NULL),(0,159,NULL,58,'','My first non-Mega Man X speed run! Hopefully you will like it. I know there are two other Contra: Shattered Soldier S-rank videos out there, but neither of them aimed for speed. The main reason why both runs (Psyrell\'s and Rouven\'s) are slower is because both players failed to abuse the flamethrower, which is by far the best weapon in the game. The charged up flame thrower shot not only has a lot of power, it also travels through the screen quickly, and it goes through solid objects (see my battle with the robot in stage 4). I know there is one area I use the flamethrower when it isn\'t the best weapon to use, and there might be a place or two where I underuse it. \n\nFor those of you who don\'t know the game very well, Contra: Shattered Soldier is mostly boss battles, meaning your time mostly depends on how fast you can kill bosses. Also to get an S-rank it is necessary to destroy every destructible non-respawning object (100% hit rate) in the game without dying. If there is a section that looks uneccessarily slow, obtaining an 100% hit rate is usually the reason why. \n\nAlthough Psyrell\'s and Rouven\'s Contra runs were not fast, they both had some interesting tricks I used in my own run. \n\nRouven: Use of homing missles in the section right before the boss in stage 4, flamethrower positioning in the beginning of stage 6, and using the mine gun in the last area of stage 6 \n\nPsyrell: Using the flamethrower when Mr. Heli-Robo shoots the laser beam (in robot form), positioning when firing the the machine gun at the stage 4 robot mini-boss, and using non-charged flamethrower against the plant boss in stage 5. \n\nOverall I\'m satisfied with this run, I make a few mistakes here and there, but nothing incredibly costly to my time.','2004-10-26',0,2281000,11,'ContraSS_SRank_3801',1,13,0,NULL),(0,160,NULL,58,'','First of all, i would like to mention despite the game appearing to have 3 weapons, there are only two(plus charged versions of course). FULL STOP. :) \n\nI now state all the mistakes/stuffups and you can assume everything else is perfect. :) [ul][li]First stage: \nSnake core - can be killed in one less jump if you are TAS-like \nBoss where he opens mouth twice instead of once (nothing you can really do about this you need completely perfect timing.) Missed by one full charge. \n\n[li]Second stage \nLast turret of airship fires an extra bullet due to a mis-aim \n\n[li]Third stage \nAccidental deaths at Cow and boss. Cow was fairly easy section whereas boss made an almost impossible jump (player two makes a tas-like jump whereas player 1 dies). IRONICALLY, if we had not died, we would have gotten an average of 85.8 and thus would have had to do levels 6/7. (i know we coulda killed less stuff in first 4 levels, but you gotta see the irony!) \n\n[li]Third-fourth intermission \n33.4 seconds removed due to dodgy disk. 1.6 second fake load time (real time of non-scratched disk ~1.1 seconds) (Mike\'s note: it\'s true, I watched the original video) \n\n[li]Fourth Stage \nAs good as it gets \n\n[li]Fifth stage \nStopped at last propellor for a second because controller decided to count the shoot button as a double-tap.[/ul] \n\nI\'d also like to thank the following people: [ul][li]Mikwuyma (Mike Uyama) for being my AIM whore, telling me a few tips such as not charging up for second last boss and timing the run. :) [li]Radix for creating SDA [li]ballofsnow for being an uber leet tech support guy who somehow isn\'t even a moderator.','2007-02-17',0,1612000,11,'ContraSS_2P_2652',1,13,0,NULL),(0,161,NULL,62,'',NULL,'2005-04-16',0,553000,3,'CSConditionZero_CTTraining_913',1,11,1,NULL),(0,162,NULL,62,'',NULL,'2005-05-14',0,307000,3,'CSConditionZero_Recoil_507',1,11,1,NULL),(0,163,NULL,62,'',NULL,'2005-05-17',0,284000,3,'CSConditionZero_LostCause_444',1,11,1,NULL),(0,164,NULL,62,'',NULL,'2005-05-14',0,336000,3,'CSConditionZero_SecretWar_536',1,11,1,NULL),(0,165,NULL,62,'',NULL,'2005-05-19',0,573000,3,'CSConditionZero_BuildingRecon_933',1,11,1,NULL),(0,166,NULL,62,'',NULL,'2005-05-15',0,267000,3,'CSConditionZero_Druglab_427',1,11,1,NULL),(0,167,NULL,62,'',NULL,'2005-05-14',0,232000,3,'CSConditionZero_MotorcadeAssault_352',1,11,1,NULL),(0,168,NULL,62,'',NULL,'2005-05-14',0,184000,3,'CSConditionZero_ThinIce_304',1,11,1,NULL),(0,169,NULL,62,'',NULL,'2005-04-16',0,525000,3,'CSConditionZero_DownedPilot_845',1,11,1,NULL),(0,170,NULL,62,'',NULL,'2005-05-16',0,299000,3,'CSConditionZero_Hankagai_459',1,11,1,NULL),(0,171,NULL,62,'',NULL,'2005-05-17',0,185000,3,'CSConditionZero_TurnOfTheCrank_305',1,11,1,NULL),(0,172,NULL,62,'',NULL,'2005-05-15',0,264000,3,'CSConditionZero_Alamo_424',1,11,1,NULL),(0,173,NULL,62,'',NULL,'2005-05-22',0,714000,3,'CSConditionZero_RiseHard_1154',1,11,1,NULL),(0,174,NULL,62,'',NULL,'2005-05-17',0,358000,3,'CSConditionZero_MiamiHeat_558',1,11,1,NULL),(0,175,NULL,62,'',NULL,'2005-04-16',0,273000,3,'CSConditionZero_TruthInChaos_433',1,11,1,NULL),(0,176,NULL,62,'',NULL,'2005-04-16',0,112000,3,'CSConditionZero_Run_152',1,11,1,NULL),(0,177,NULL,62,'',NULL,'2005-05-17',0,166000,3,'CSConditionZero_Sandstorm_246',1,11,1,NULL),(0,178,NULL,62,'',NULL,'2005-05-17',0,252000,3,'CSConditionZero_PipeDream_412',1,11,1,NULL),(0,179,NULL,62,'',NULL,'2005-05-17',0,366000,3,'CSConditionZero_Fastline_606',1,11,1,NULL),(0,181,NULL,59,'','This run went through quite some time [[]and changes] before being the finalized product you\'re [[]more than likely] downloading. The origin of this run dates back to June 2005, shortly after I completed the atrocious Yoshi\'s Island: Super Mario Advance 3 SS in 2:19:XX. This was at the birth of my speedrunning career, with only 1 speedrun accomplished, I felt that I could tackle any game I played in my childhood ... how wrong was I. That lead to me choosing Crash Bandicoot 2, it was one of the first games I had for my PlayStation. \n\nBack on topic to the version history; I began in late June 2005 on the first attempt at producing a \'run for Crash 2. My original plan was to wow the audience with pointlessly long [[]impressive] segments. I had only 7 planned, midway through production, I acknowledged how difficult World 4 was, and added an extra segment totaling 8. So I had completed the run by mid-July [-] Crash Bandicoot 2 - 100% in 2:08:XX with 8 segments. Comparing that time to the 25+ minute improvement now, and I\'d like to know what I was smoking last year [[]to settle for such a crappy time]. Though the time is horrible, it\'s not as bad as it seems, the run was produced before death-abuse was allowed (technically, it was, but had a minute-penalty .. pointlessly, thankfully that\'s not the case now), so I would have to enter many levels multiple times to obtain everything. But even with that, the run had over 10 deaths .. a [b]segmented [/b] run with deaths is bad, but that was (as Radix dubbed some of the rejected junk I\'ve submitted) abysmal. So, it was obviously rejected. It lead to an embarrassment on the forums [[]for me] whenever Radix announced it, in fact, he laid it all on me at once saying both my Crash 2 and [[]conceptual] Crash 3 segmented runs were rejected. The Crash 3 one was laughable, with \"dozens and dozens of deaths,\" but I\'ll go into detail about that on the Crash 3 105% comments (Whoops, it seems I may\'ve spoiled the surprise). \n\nOctober 2005, thankfully someone (I forgot who) started a topic in Site Suggestions about the pointlessness of death-penalties and how a certain Bomberman run by Marshmallow saved more time dying than not dying, even after applying the minute penalty. This lead to Radix allowing death-abuse, but it be in a separate category as legitimate means of beating a game fast. I forgot what I was trying to speedrun at the time, but this new rule throw a new reason to go back and try Crash 2 for another go. The same problems were present: long segments, deaths (unintentional ones), and suckness. My first segment had a death at the very end which I shrugged off and continued into World 2. Problem was that segment was proving too hard to do good with all the death-abuse. So I stalled on that one segment for 3 weeks before finally realizing \"Hey, it\'s a segmented run! I can make more segments and make life easier!\" Cutting that 1 segment into 3, I progressed eventually into World 3. By then, I acknowledged how pathetic looking my death in segment 1 was and wanted to redo it death-free. The straw that broke the camel\'s back was that by then my copy of Crash 2 was scratched or something, after dying on level 3, it would never load again, no matter how many times I cleaned it. My local GameStop had no other copies of Crash 2, and eBay wasn\'t an option for me [[]yet]. The run was officially out of production until I could do something. \n\nApril 2006, I can finally do something now that I had acquired an eBay account and PayPal account. This was also around the time I first got my Panasonic DVD Recorder. I had 2 segments completed before (for the third time) stopping production of the run. I was doing Super Mario World 2:Yoshi\'s Island projects at the same time, and [[]naturally] I was having way more fun with those, and would try to do Crash less and less until no real progress was happening, so I labeled Crash to postponement until I was done with Yoshi\'s Island. \n\nJune 27, 2006; My hours at my job got adjusted to 6 days a week, killing most of my free time those days (7-9 hours daily). At the time, I was practicing for the hellacious Yoshi\'s Island 100% SS (which would either be close to, or be over 3 hours; easily being the most difficult speedrun if I ever get around to doing it), and these new hours only gave me one day (Sunday) to actually bother attempting to do the damn thing, so I postponed that and [[]finally] returned to Crash 2. 6 days, and 22 segments later, I present Crash Bandicoot 2 100% in 1:39:53! \n\nNow that I\'ve caught you up on the version histories and the reasons for over a year in delays, I\'ve got some people to thank: [ul] [li][b]Radix [/b], first and foremost, rejecting every run he\'s rejected from me to date, especially both Crash ones. Thankfully those runs were only seen by 3 people and aren\'t in public to forever embarrass me like [[]Sonic Adventure speedruns] are. Also, for realizing Psychochild pwns as a verifier and saw the need for no other ones and allowed me to send the run the same day I revealed it was completed. [li][b]Nate [/b], for putting up with my hassles of DVD Recorders trying to get around the lagging issues before settling on getting a splitter. Also for putting up with the lack of disc times on my last submit to him. And, of course, for encoding and such [[]as usual]. [li][b]Psychochild [/b], for being such a fanatic and supporting me throughout the year for the run. And gladly volunteering to verify both times! You rock! [li][b]System_Error [/b], for ... randomly revealing probably the most useful single post to a speedrun of mine ever. He revealed (I don\'t know if he discovered) the sequence break of being able to jump higher than Naughty Dog (the developers of Crash games until 1999) intended, leading to doing many things you\'re not supposed to be able to do in order to save time; and [[]as a result] skip entire levels and still get a 100% ending! [li][b]VecGun [/b], for being a fanatic as well, and serving as competition during the year with his alternative speedrun. Though it\'s a shame we never got to see his run, it\'s noteworthy that his revealed routes hardly used masks the same way mine did, and more than likely would\'ve eventually been outdid by me (Not trying to sound egotistical, but if your run was doing what you noted, it was going to happen). [/ul] \n\nEnough rambling, now onto the run at hand. There are some things I need to be clear about or you may be scratching your head at: [ul] [li][b]SS Jumping (Slide-Spin Jumping) [/b], it\'s the technique System_Error revealed. It\'s also how I obtain the Red Gem in segment 2. If you slide jump and spin attack all simultaneously, it results in doing a jump higher than what Naughty Dog thought. The reason it\'s so useful is because there are many obstacles that can be skipped by doing this because they made them just long enough to be out of range with slide jumping, thus, flirting with your ability to jump; so I dubbed them \"flirt gaps.\" A key example of that is in the beginning of Level 14. [li][b]Slide Jumping > Walking [/b], though I never tested it, it seems faster to slide jump than to just walk where ever you\'re going. Now, I\'ve proven to myself that you move faster when you slide than when you walk, but immediately afterward, you have to recover, and walking catches back up to sliding, slide jumping negates the recovery rate, but I still don\'t know if the jump at the end is faster than walking. I do it regardless, especially in segment 1, but that\'s the 411 on that. [li][b]\"Walking\" into the warps [/b], I can\'t recall specifically, but I do know in at least 1 segment, I SS jump into the level warp from the warp room, skip the area that triggers the \"swirl and warp\" animation that follows with a white screen loading, and instead fall to my death then the white screen loading instead. I discovered this on accident, I\'m almost sure it\'s slower, I wasn\'t trying to do it, but it looks cool. ;) [li][b]Run-Jump Cancel [/b], in levels where Crash rides the baby polar bear, you can run, then run faster by hitting circle. Running faster has a recovery rate and slows you down. However, Running then jumping immediately afterward has the same speed as running, thus negating the recovery needed and you just go fast as hell. [li][b]Ice Physics Abuse [/b], any level with ice ground has different physics than regular ground. Notably, bunny hopping on ice is faster than bunny hopping on standard ground. This can be abused by bunny hopping while on the ice and the same physics are still used even on standard ground, so you move faster. This is first seen in Level 6. [li][b]WTF, you like, jumped into nothing at the end of Level 15 then magically reappeared, how the hell did you do that? [/b] ... I really don\'t know, all that matters is that the Polar Beer feel into the pit WAY later than he was supposed to, meaning I went faster than I was supposed to, meaning I saved time. [/ul] \n\nNow onto the individual segment-related comments: \n\n[b]Seg-1 in 0:04:01 {-0:02} [/b] \n\nLevel 01 [ul] [li]Blue Gem + Crystal + box gem in 1 trip. [li]Obtain 2 masks. [/ul] \n\nWhenever I was trying to run Crash for the ... 3rd time back in late November 2005, I had a segment like this, accomplishing the same thing recorded, problem was, in the 2nd mud-pit, I missed a box and had to exit the pit to jump atop the box again [-] costing time. Another notable change is how I avoid the pitfalls with the moles digging underneath the ground. Anytime prior to this attempt, I would slide jump to the right of the pit, where there\'s a tree blocking the way, I\'d have to SS (Slide-Spin; see introductory comments for details) Jump around the tree, then continue. I accidentally discovered that from the edge of the cliff near the pit, you can SS jump to the part after the tree, and slide jump from there to safety. It\'s hard to explain, but it\'ll all make sense once you see what I do. \n\n[b]Seg-2 in 0:02:11 {-0:14} [/b] \n\nLevel 02 [ul] [li]Red Gem + Box Gem + Crystal in 1 trip. [li]Invincibility mask twice. [/ul] \n\nI surprised myself with how well this segment went. Nothing in particular is special except the fact I manage to do the Red Gem glitch PERFECTLY!! [-] meaning I got it on my first try; unheard of until I did it today. What\'s even more mind blowing is that this segmented was accomplished on attempt 1! \n\n[b]Seg-3 in 0:07:34 [/b] \n\nLevel 04 [ul] [li]Cystal + Box Gem. [li]Invincibility mask twice. [/ul] \n\nLevel 03 [ul] [li]\"Less than a minute\" Gem. [li]Death-warp back to checkpoint for Crystal + Box Gem. [li]Invincibility mask once. [/ul] \n\nOnce again, the new method of skipping pits really pays off in Level 4, I never miss anything! \n\n[b]Seg-4 in 0:04:06 [/b] \n\nLevel 05 [ul] [li]Crystal + Box Gem. [/ul] \n\nBoss 01 [ul] [li]Pwned [/ul] \n\nI hate to say that I may suck at these levels, but I\'d always choke at the end of this level whenever this segment and the previous were one altogether. I pointlessly showoff by SS Jumping over the electric field thingies. In fact, if you observe closely, I actually WALK atop one of them for a a second! \n\n[b]Seg-5 in 0:01:43 [/b] \n\nLevel 08 [ul] [li]Crystal + Box Gem. [li]Jump-Run Cancel throughout the level. [/ul] \n\nThis is the first level that makes use of Jump-Run Canceling. As with the other 3 versions of this speedrun, I still suck at getting the final 3 boxes on this level. It\'s the only reason I made this level it\'s own segment. Often I\'d get the 3 here, mess up in level 7 (when this segment and the following one were altogether), then get stuck trying to get those 3 boxes again. \n\n[b]Seg-6 in 0:04:37 [/b] \n\nLevel 09 [ul] [li]Crystal + Box Gem. [/ul] \n\nLevel 07 [ul] [li]Crystal + Hard Path Gem. [li]Obtained 2 masks. [li]Exited via Hard Path. [/ul] \n\nNothing extraordinary about Level 9. In Level 7, there\'s no point exiting the level the standard way, as you can only get the box gem via a warp in World 3, so, I only get what I need (the masks), then hit the Hard Path for it\'s gem and exit through there. Genius. \n\n[b]Seg-7 in 0:07:18 [/b] \n\nLevel 06 [ul] [li]Crystal + Box Gem. [li]Enter Red Path. [li]Managed to skip that pain-in-the-ass nitro box near that hedgehog at the end of the Red Gem Path. [li]Invincibility Mask twice. [/ul] \n\nLevel 10 [ul] [li]Invincibility Mask once. [li]Obtained Green Gem. [li]Death warped right afterward back to checkpoint. [li]Crystal + Box Gem. [li]Obtained Mask. [/ul] \n\nNotable is that this is the second longest segment (Only 3 seconds short of the longest). A lot occurs in this segment. One thing that made this segment rather difficult is at the end of the Red Gem Path in Level 6, I wanted to do this because it looks cool and saved time, I SS Jump AROUND the hedgehog and the nitro box! It\'s cool because if I take too long to turn back to the path, I die, and if I turn too soon, I hit the nitro box, losing a mask I needed for later. In Level 10, it\'s about 4-6 seconds faster to death warp at that point, plus since I\'m getting invincibility masks until 2 segments later, there\'s no need for that mask at that point. \n\n[b]Seg-8 in 0:04:46 [/b] \n\nBoss 02 [ul] [li]Pwned. [/ul] \n\nLevel 11 [ul] [li]Finished the stage in \"less than a minute\" for the Yellow Gem. [li]Death warped back to checkpoint immediately afterward. [li]Crystal + Box Gem. [li]Obtained 2 masks. [/ul] \n\nI kept arguing with myself that doing Level 11 at that time is too soon, but since I need the yellow gem from there to do Level 12, it\'s quickly realized to be best to do it then. You may also notice, I could\'ve gotten all the boxes in the first water part with the ski-jet then hit the second checkpoint and still made it in time for the Yellow Gem to save time, BUT, I need the mask in that part. I\'ve timed it and getting the mask there is faster and allows me to breeze through the Yellow Gem Path in the next segment. \n\n[b]Seg-9 in 0:03:32 [/b] \n\nLevel 12 [ul] [li]Yellow Gem Path gem. [li]Invincibility mask thrice. [li]Crystal + Box Gem. [li]Failed trying to glitch in the bonus level. [/ul] \n\nThis is the sloppiest segment of the entire run. I really wish I had at least watched the damn segment before moving on that day. I miss a lot of jumps, and the fact I wasted 4-6 seconds trying to glitch SS Jumping over those metal boxes on the bonus level really looks sloppy. Also, like a little pansy bitch, afraid of losing my mask for no reason wait for the welder to stop so I can kill him. But rest assured that every segment is satisfactory to me except this one. This could\'ve easily been sub 3:25. \n\n[b]Seg-10 in 0:04:31 [/b] \n\nLevel 13 [ul] [li]Crystal + Box Gem. [li]Run-Jump Cancel throughout the level. [li]Exit via warp to Level 7. [/ul] \n\nLevel 07 [ul] [li]Get boxes only available through warping. [li]Box Gem. [li]Obtain 2 masks. [/ul] \n\nFor some reason, I find level 13 to be easier than level 8. Maybe that\'s because level 13 has less opportunities to do certain parts faster. Once again, I abuse level 7 for it\'s masks to use in later segments (read: next). \n\n[b]Seg-11 in 0:03:44 [/b] \n\nLevel 14 [ul] [li]SS Jump into an area that\'s supposed to require warping to smash remaining boxes. [li]Invincibility mask twice. [li]Crystal + Box Gem + Hard Path gem. [li]Get hit intentionally at the end because masks are no longer needed. [/ul] \n\nTiming when to jump after making it into the warp zone was tricky. Even then, I think I was still too precautious about jumping, I should\'ve practiced that part more. It\'s faster to abuse Invincibility Mask and smash the boxes I did, THEN go into the Hard Path then backtracking into there after it. Yes, I wasted many hours trying to find if it was possible to grab that Hard Path Gem via SS Jumping; it\'s not. I\'ve tried getting on that tiki mask, grabbing any ledge, off of the boxes, off of the ledge behind the boxes: nothing. After missing the TNT box at the end, it sort of hit me that whenever you enter a chase level, all masks go away, so I then just spin to destroy it, get hit by the rat on purpose because I pwn it! \n\n[b]Seg-12 in 0:05:42 [/b] \n\nLevel 15 [ul] [li]Crystal + Box Gem [li]Obtain 2 masks in extra area. [li]Abuse remaining mask in bonus level. [li]Do the \" WTF, you like, jumped into nothing at the end of Level 15 then magically reappeared\" thing. [li]Exit via warping to level 26. [/ul] \n\nLevel 26 [ul] [li]Box Gem. [/ul] \n\nThis segment was definitely one of the harder ones! With what always messed me up over 2 minutes in the segment. In the Extra Area, yes, if I wanted to I could\'ve achieved Invincibility Mask, but it goes away as soon as you exit the area, proving it useless (since the final mask is within 5 seconds of the exit). So I smartly use the masks and get hit where I do to save the most time while keeping 1 for the bonus level. When I\'m in the bonus level, it\'s faster to hit the nitro boxes on purpose than bounce off that metal box. For the bear riding segment ... yeah, that\'s like glitch central. I really tried to fully exploit everything I could (such as if you Run-Jump Cancel in the right spot, you can see me riding a branch of a tree or something off screen then reappear from nowhere), but I kept dying since you reappear suddenly near pits with no time to jump. Also whenever I turn back for the warp, I could SS Jump to the gap after the baby polar bear, you\'re not supposed to be able to, but I can, pointlessly. All you can do there is go to the checkpoint box, the previous bear is blocking the rest of the path. \n\n[b]Seg-13 in 0:01:17 [/b] \n\nBoss 03 [ul] [li]Pwned [/ul] \n\nYeah, as the shortest segment, this was sort of an accident. I couldn\'t recall if I was planning to do this boss with Level 17 in a segment or after Level 26 in the previous segment. After already saving, I was like \"fuck it\" and just made it it\'s own segment since doing this one and Level 17 would prove way too annoying. \n\n[b]Seg-14 in 0:05:01 [/b] \n\nLevel 17 [ul] [li]Obtain 2 masks. [li]Hard Path Gem. [li]Backtrack out of Hard Path back into the fork. [li]Continue the regular path for Crystal + Box Gem. [li]DON\'T warp to Level 14 because I don\'t need to thanks to SS Jumping there. :) [/ul] \n\nUnfortunately, World 4 is way harder than World 5. So almost every level was devoted to it\'s own segment. Level 17 especially since I realized backtracking out of the Hard Path is faster than exiting there and back tracking the regular way (as I was doing in the November 2005 version). \n\n[b]Seg-15 in 0:05:20 [/b] \n\nLevel 18 [ul] [li]Invincibility Mask thrice. [li]Abuse Invincibility Mask like mad in Hard Path. [li]Obtain Hard Path Gem then death warp back to checkpoint for Hard Path boxes. [/ul] \n\nAnyone whose ever played this game will not argue that Level 18 deserves it\'s own segment. Being one of the (if not THE) longest levels in the game, and certainly not the easiest. Thankfully, there are mask boxes throughout to abuse. It\'s pretty obvious it\'s impossible to get the Hard Path Gem and still be in the Hard Path, so the verdict ruled for death warping. A difficult thing to do is try to hit the final metal switch at the end of the Hard Path fast without falling out, so I do it slowly. \n\n[b]Seg-16 in 0:07:21 [/b] \n\nLevel 19 [ul] [li]Green Gem Path gem. [li]Death warp back to checkpoint and continue. [li]Crystal + Box Gem. [li]Still go grandma-slow on the part where 3D rotating pillars and judging distance in an unfair viewing angle is defined as \"fun\" by Naughty Dog. [li]Obtain 2 masks. [/ul] \n\nLevel 20 [ul] [li]Invincibility Mask once. [li]Obtain purple gem. [li]Death warp back to checkpoint. [li]Obtain 1 mask [[]and abuse it]. [li]Crystal + Box Gem. [/ul] \n\nThe longest segment of the speedrun. Level 19 is nothing to laugh at, however, ironically, Level 20 is probably the easiest level since Level 11, so doing it is cakewalk, and doesn\'t need a segment of it\'s own. It\'s kindda sloppy that I wasted 4 seconds TRYING to do die after getting the Green Gem Path gem in Level 19. Also, one day I need to contact Naughty Dog. They have a cast of 11 game testers, I don\'t see how ALL of them approved on that shit-fest they call \"fun.\" The 3D pillar rotation obstacle was such a bitch to do! While in contrast, Level 20 is almost boring with it\'s ease. \n\n[b]Seg-17 in 0:03:13 [/b] \n\nLevel 16 [ul] [li]Try to do the end of the bonus level as fast as I can, but I still think it\'s sloppy. [li]Crystal + Box Gem. [li]Death warp afterward back to checkpoint, proceeding to warp to Level 26. [/ul] \n\nLevel 16, I hate how I bitched myself into making this it\'s own segment, originally, S17 and S18 were one segment, but whenever I\'d mess up in Level 26, trying to do Level 16\'s bonus level fast was proving more and more difficult. Level 16 has THE hardest bonus level of the entire game. You try timing to smash all those boxes without falling to your death! \n\n[b]Seg-18 in 0:04:39 [/b] \n\nLevel 26 [ul] [li]Box Gem. [li]LAWL, the firefly can\'t keep up with me in the Bonus level because I pwn too fast for it! [/ul] \n\nBoss 04 [ul] [li]Pwned. [/ul] \n\nLevel 26 is the first nighttime level you see me do. What\'s fascinating is that in both of the nighttime levels in the game, I skip ahead of the fireflies in the Bonus Level because I SS Jump gaps you\'re \"supposed\'\" to wait for the firefly for. \n\n[b]Seg-19 in 0:04:09 [/b] \n\nLevel 25 [ul] [li]Colored Path Gem. [li]Death warp back to beginning of level. [li]Obtain 1 mask. [li]Crystal + Box Gem. [/ul] \n\nWhere do I start? This is the ABSOLUTE HARDEST SEGMENT of the entire run. This segment took an exhausting 3 hours to do, and went through so many changes! Originally, I was doing Level 20 in this segment, but later realized mask collecting in THIS stage is faster than doing it in Level 20. Another problem is, every failure I had was over 2 minutes into the segment. After death warping back to the beginning, there are so many times where I could SS Jump out of the path and back in to skip the metallic pillars. But I kept dying, so little by little, I\'d tell myself \"can\'t risk that either.\" I\'m not proud of how \"grandma\" I am with everything, but it finally got done. \n\n[b]Seg-20 in 0:04:08 [/b] \n\nLevel 24 [ul] [li]Obtain 1 mask (2 total). [li]Crystal + Box Gem. [/ul] \n\nLevel 22 [ul] [li]Crystal + Box Gem. [/ul] \n\nIn contrast to the previous segment, the space levels are boring. They\'re so easy that they bore me, and doing this segment was probably the first one where I felt was \"chore-ish.\" \n\n[b]Seg-21 in 0:04:07 [/b] \n\nLevel 20 [ul] [li]Invincibility Mask twice. [li]Smash all boxes on standard path and backtrack to Hard Path for Box Gem. [li]Crystal. [li]Exit with 2 masks remaining. [/ul] \n\nw00t! Abusing masks in World 5, finally! If you notice as I backtrack to the Hard Path, one of the shrink rays came SO CLOSE to hitting me, I\'m puzzled as how I didn\'t get hit. \n\n[b]Seg-22 in 0:06:53 [/b] \n\nLevel 23 [ul] [li]Invincibility mask once. [li]Abuse both masks to save time with box smashing. [li]Once again, pwn the firefly because I go ahead of it in the bonus level. [li]Impress Psychochild again with backtracking into the Hard Path for the Hard Path Gem. [li]OMFG, exit the Hard Path with no light what-so-ever! [li]Crystal + Box Gem. [/ul] \n\nBoss 05 [ul] [li]Pwned. [li]WTF, negative one boxes? [/ul] \n\nEnding [ul] [li]Skip it. [/ul] \n\n100% Ending [ul] [li]Watch Cortex get pwned ... then skip it again [/ul] \n\nThe final segment. In the bonus level of Level 23, once again, I cut ahead of the firefly due to SS Jumping. Everything works out because this is supposed to be a finale right? Well, whenever I exit the Hard Path with no light at all, I think that constitutes as it! The \"final\" boss of this game is laughably easy. Seriously, Naughty Dog, work on that! What\'s more interesting is that if you check your status during the fight, you see a NEGATIVE ONE boxes obtained; WTF? .. \n\nI\'m forced to watch that damn ending again. Then I skip the final cinematic, and get on the center platform for the 100% ending. If I didn\'t lose time pausing, I would\'ve showed that if you pause it after that cinematic but before the 100% ending, the game indicates I have only 98% complete, since there are two warps I never enter! \n\n[-][-] I thank you for reading through my stupidly lengthy comments about my fourth \"true\" speedrun. As for the future, I might do a min% SS, but I\'ve got at least 5 more runs I want to do, so that won\'t come for *gulp* maybe a year at minimum. My next project [[]as of the writing of the comments, obviously this sentence holds untrue over time] is revisiting and doing Crash Bandicoot 3: Warped for 105%, segmented. So more than likely the same audience reading these comments will have a \"sequel\" to look forward to. ;)','2006-07-03',0,5999000,11,'CrashBandicoot2_100p_13959',22,12,0,NULL),(0,182,NULL,60,'Game calls 100% 105%.','[b]Â« t r i . h e x Â»[/b] presents ... \n\nIn association with [b]Speed Demos Archive[/b], \n\nCrash Bandicoot 3: Warped\nAll 105% of the game completed in 18 segments, totaling 2:39:00. [hr] \n\n[b]Â» Â» Â» I n t r o [/b]\nIn my perspective, I find that a sequel should only be produced if there warrants a great purpose and an audience to satisfy from whatever the first offering featured. My previous project, Crash Bandicoot 2 [[]100%; 22 seg.; 1:39:59], contained many sequence breaks, skipping entire levels and still maintaining a 100% in-game accomplishments. I view this speedrun as a sequel to the Crash 2 one, which greatly contributes to my attitude of not being satisfied with this run, mainly because it just can\'t be as entertaining as Crash 2 to watch because it\'s so linear. My Crash 3 run doesn\'t have the flashiness of the previous run, but that allows it to shine in a different aspect of endurance and execution versus perfection. That\'s because the routes that I found the fastest in most of the levels in Crash 3 required take a major risk, such as a huge ass jump made tricky due to camera angles, that proved very difficult in which merely executing it yielded success. This new play style required to produce a speedrun of the game made it far less fun to do such. \n\n[b]July 2005[/b]\nMarked the beginning of any work on a Crash 3 speedrun. This was back in my regretted novice days of course, so I made plenty of mistakes. The main one being very impatient in producing a quality speedrun. That run was started very shortly after completing the rejected 2-hour plus Crash 2 speedrun. The rejected 3:08:xx Crash 3 run is a very important run in the development of me, t r i . h e x, as a speedrunner. Upon Radix receiving the excuse of a speedrun, he replied in the tread I started with the rude-awakening that forever changed my attitude towards producing speedruns: \n\n\"You may have practiced before hand, but taking one or two days to do a 3+ hour run doesn\'t make a good one. \n\nEspecially the fact that you segmented the run to 12 segments and died 23 times is laughable. (20 times in 7 segment crash 2) A few deaths in a long Single-segment run aren\'t too bad.\nDozens of deaths in a segmented run? I don\'t think so.\"\n- Radix (Sept. 7, 2005). \n\nNeedless to say, I was quite embarrassed about the situation, but I finally saw the need for a revolution. I rewatched all the speedruns I had published on SDA prior to both Crash Bandicoot games being rejected. I began to see that they lacked quality [-]the deaths, missed jumps, and failed shortcuts in the [[]obsolete, 1:47:xx SS] Sonic Adventure DX run as Sonic; to the death in 6-4 that cost almost 5 minutes in the [[]obsolete, 2:19:xx SS] Yoshi\'s Island \'run. Then I began to get determined to improve my reputation as a speedrunner, and improve all my records drastically. Every day, of every week from then, I practiced. Continually seeing more ways to improve the things I had just improved, I developed my now-attitude of never being satisfied with anything I ever publish. Getting the feeling of \"settling for just this due to time restraints\", it\'s a good habit, but probably lessens the overall satisfaction of any completed speedrun. \n\n[b]October 2005[/b]\nI managed to improve my Yoshi\'s Island SS time by nearly 22 minutes. Once the run was published, immediately overnight, my reputation was reestablished, and the YI enthusiasts who saw the run were eager to watch whatever I had planned next. Which, if you don\'t know, was the 100% table. I\'ll skip the details about the 100% table, go to the [a http://speeddemosarchive.com/YoshisIsland.html]Super Mario World 2:Yoshi\'s Island[/a] page and see the comments on the table for details about it. \n\n[b]July 6th, 2006[/b]\nHot after just completing the extremely-satisfactory Crash Bandicoot 2 speedrun, I was anxious to improve my last evidence of suckage [-]Crash Bandicoot 3 [[]105% in 3:08:xx; 12 segments, 23 deaths; rejected]. Initially, the rejected speedrun had 12 segments, essentially a segment for each world (levels 26-30 counted as a world), then a segment for each world again to get their relics after beating Cortex the first time, totaling 12 segments. Problem is, each segment in this way easily totaled over 12-15 minutes each. Obviously mistakes are going to happen with the segments being that long. That, and at the time I had it as in intention to get all platinum relics to show off since there was very little else I could do to show off. So I reworked all the routes to include some of the time-savers I discovered from the Crash 2 speedrun, and found a successful pattern in the segmenting. Doing a segment for all the platforming (Crash) levels in a world, then a segment for all the vehicle-based levels (Cocoa/Crash) including those levels\' relics proved to work. \n\n[b]July 27th, 2006[/b]\nI complete the speedrun. I posted in glee the official title of the speedrun \"Best 105% time with death-abuse: 2:29:55 in 17 segments,\" foolishly miscounting the segments, it\'s actually 18. At this time, this was when SDA was in drastic need of additional help with Radix becoming busier by the day. So, the still-unpublished Crash 2 run was in queue-hell, while I was attempting a Gex 2: Enter the Gecko speedrun to send along with Crash 3. The Gex 2 \'run ended up being cancelled because I was growing uninterested because it was far less fun than I originally remembered. DJGrenola and others become close staff of SDA and runs were literally flying off that verification thread. Eventually my Crash 2 run saw the light of day. \n\n[b]August-December 2006[/b]\nSummer was officially ending, school was coming up in less than 2 weeks, and my free time was about to be demolished for no return. During my off-time I was able to improve some of my Yoshi\'s Island individual 100% level times, but I didn\'t have the time to start a new speedrun or anything like that. I also never sent that Crash 3 run after officially announcing I cancelled the Gex 2 run, mainly because my comments for Crash 3 were lost, and so were my segment times. I kept procrastinating on doing anything about the Crash 3 run, since I didn\'t feel like watching and observing the speedrun in-depth a third time. So the weeks kept going by without an update. This gap of nothing probably wouldn\'t have been so bad if I had a game to speedrun, but with Yoshi\'s Island DS still months away, and a 100% SS of Yoshi\'s Island requiring oodles of practice time and preparation which can only be provided during summer, I was blank. Throughout the time, several followers of the Crash 2 speedrun kept bumping the Crash 3 thread daily about when am I ever going to send the damn Crash 3 \'run. I promised them during Christmas break \'06 I\'d have the time to sit through and produce these comments along with acquiring the segment times. The promise was to have Crash 3 ready for sending by New Year\'s Day. \n\n[b]December 31st, 2006[/b]\nI decided to dedicate the entire day to progressing on these comments for the \'run. I progressed through each segment until segment 8, and noticed a percentage complete gap, soon realizing I don\'t have segment 8 on the final disc. I checked all the other nonfinalized discs, hoping I accidentally skipped it in the final recordings. I had no hope in finding it. I eventually concluded I had to replay Crash 3, save at 49%, and redo this segment, saving at 54%, and let the rest of the run proceed with the remaining. \n\n[b]January 1st, 2007[/b]\nTo start off a great year, a great speedrun finally sees its final segment complete. Into the wee hours of the morning, approx. 3:30 AM, the segment was complete. The previous finishing day for this \'run was July 31st, 2006, but is now 01/01/07 due to that lost segment. [hr] \n\n[b]Â» Â» Â» T h a n k s [/b]\nOf course I have people to thank that would\'ve never made this accomplishment possible without: \n\nRadix, for rejecting every single run he ever has that I\'ve ever submitted. He is the one who sparked the revolution within and made me the proud speedrunner I am today. Keep owning! \n\nNate, for putting up with everyone\'s constant bitching about Crash 2 never getting published. I was never worried about it not getting done. Also for the usual processing and whatnot of Crash 3. \n\nThe Verifiers, whoever they are, thank you. I wasn\'t worried about needing verifiers after seeing how popular the Crash 2 run was, but you\'re appreciated regardless. [hr] \n\n[b]Â» Â» Â» M i n i - F A Q[/b]\nThere are a few things I want to cover before I proceed into the segment-specific comments. \n\n[b]Q: WTF is SS Jumping (Slide-Spin Jumping)[/b]\n[b]A: [/b]It\'s the technique System Error revealed during the progress of the Crash 2 speedrun. If you slide jump and spin attack all simultaneously, it results in doing a jump higher than what Naughty Dog thought. The reason it\'s so useful is because there are many obstacles that can be skipped by doing this because they made them just long enough to be out of range with slide jumping, thus, flirting with your ability to jump; so I dubbed them \"flirt gaps.\" You can do a SS jump and then a double jump to jump over things that shouldn\'t be possible. A key example is the 2nd boss, defeated in less than 30 seconds when it\'s supposed to take at least a minute longer. \n\n[b]Q: Crappy Time-Trail Times[/b]\n[b]A:[/b] I\'m very aware I skip time boxes throughout the trails whenever I\'m trying to get relics. Here\'s the situation, this game has no \"overall\" in-game timer. So the game must be timed manually. It would seem logical to manually time everything except the time trails, but getting a lower time in the trails takes more \"real\" time, so it goes against the timing purposes of manual timing. To keep things universal, I manually time everything in the run, which means, in trails, run in a straight path, do as little as possible, and ignore the timer because any time I pause it, I don\'t count it. This hardly affects vehicle-based level time trails, but for Crash\'s levels it does. Also, if I were to use the \"time trail time + everything else real timed = SDA time\" formula, to achieve the best possible level times, you would need to get as far off-screen as possible from the clock, and use your cannon to shoot it from far away, thus saving 1-2 seconds on trail time, but doing this costs about 5 seconds in real time ... slightly contradictory, huh? \n\n[b]Q: In the forums you promised us all platinum relics![/b]\n[b]A: [/b]The real time versus trail time argument I mentioned previously covers why in almost all of Crash\'s levels I have to settle for gold. [hr] \n\n[b]Â» Â» Â» S e g m e n t - S p e c i f i c C o m m e n t s [/b] \n\n[b]Segment 1 in 0:07:17 (6% complete)[/b] \n\nLevel 03 [ul] [li]Crystal + Box Gem [li]Obtain 2 masks [/ul] \n\nLevel 03 [ul] [li]Relic (0:20:90) - Gold [/ul] \n\nLevel 05 [ul] [li]Crystal + Box Gem [li]Obtain 1 mask [/ul] \n\nLevel 05 [ul] [li]Relic (0:52:93) - Platinum [li]Obtain 2 masks [/ul] \n\n[-][-][-][-]-\nWhat a segment to make an opening statement for a run! During Level 3, I do stop in about 4 spots, but that\'s because the collision detection isn\'t too great when you run in those areas. To hit all the boxes, you will have to slow down in specific spots, this principle carries on with other Cocoa/Tiger levels. During Level 3\'s Relic, I wasn\'t planning on glitching through the wall like that. It doesn\'t slow me down at all, but it does make me skip 2 boxes and loss the platinum relic, which isn\'t required to begin with (I wanted it to show off). Towards the end of the same trail, I jump atop a false ground near the ceiling of the final platform, this results in Tiger jumping further than usual, closer to the warp, and is faster. Another side effect of this is the timer triggers to stop whenever Tiger lands on the same ground as the warp, so it stops later, another factor into the \"crappy\" time of 0:20:90. \n\nI hate how I missed a box so early in Level 5, but the fact that everything else went perfect. I decided to settle with it and hate myself. \n\n[b]Segment 2 in 0:10:29 (14% complete)[/b] \n\nLevel 01 [ul] [li]Crystal + Box Gem [li]Obtain invincibility mask twice [/ul] \n\nLevel 04 [ul] [li]Crystal + Box Gem [li]Obtain invincibility mask once [/ul] \n\nLevel 02 [ul] [li]Crystal + Box Gem [li]Take a huge risk and skip the 2nd electro-circular tube thing. [/ul] \n\nBoss 1 [ul] [li]Managed to get bounce off of 3 lions in a row (I\'ve done better, 6 is my best) [li]Owned the boss [/ul] \n\nLevel 02 [ul] [li]Relic (1:03:50) - Platinum [li]Take a huge risk and skip the 2nd electro-circular tube thing ... AGAIN! [/ul] \n\n[-][-][-][-]-\nMan, I can\'t believe I settled for missing 2 boxes so early into the segment ... what the hell was I thinking?! Aside from that, Level 1 goes fine. \n\nIn levels involving the Triceratops, it will always destroy every box you skip, except checkpoint boxes. I save time, not a lot at all, by not needing to spin attack while walking. Goddamnit! I miss the 2nd checkpoint box ... twice! Ugh, what a bad taste that leaves in my mouth! \n\nI was debating to try to include taking the shortcut of swimming past the 2nd electro-circular thingy in Level 2, especially since it\'s so risky for so late in the segment. I wanted a great speedrun, so I decided to include it in both the first trip, and the trail. \n\n\n\n[b]Segment 3 in 0:06:08 (20% complete)[/b] \n\nLevel 08 [ul] [li]Crystal + Box Gem [/ul] \n\nLevel 08 [ul] [li]Relic (0:34:23) - Platinum [li]Some Twilight Zone Shit: Got the same exact time as my previous attempt, down to the hundredth of a second! [/ul] \n\nLevel 10 [ul] [li]Crystal + Box Gem [/ul] \n\nLevel 10 [ul] [li]Relic (0:15:03) - Platinum [li]Slowed down intentionally, to get the 2nd mask box [li]Obtained 2 masks [li]The seen 0:14:56 time is the time I\'ve managed without slowing down for the mask, and is my personal best time on this level [/ul] \n\n[-][-][-][-]-\nThe later I proceeded into completing this speedrun, the more I hated these segments (segments that involved the vehicle-based levels). Level 8\'s first trip doesn\'t quite go perfect, as it\'s notable after the first zapper I hit the edge, but it\'s close enough. What\'s freaky about the trail run is how I get the same exact trail time that I did in the previous segment attempt ... \n\nIn Level 10\'s trail, I could get a better time of at least 0.5 seconds, but I need the 2nd mask for the next segment, as I save a lot more time by losing half a second here, to gain 20+ in the next segment through time saved thanks to invincibility masks. \n\n\n\n[b]Segment 4 in 0:08:15 (26% complete)[/b] \n\nLevel 07 [ul] [li]Crystal + Box Gem [li]Obtain invincibility mask once [/ul] \n\nLevel 09 [ul] [li]Crystal [li]Obtain invincibility mask once [/ul] \n\nLevel 06 [ul] [li]Crystal + Box Gem [li]Obtain invincibility mask thrice [/ul] \n\nBoss 02 [ul] [li]SS Double Jump rape [li]Beat the boss in less than 30 seconds, when intended to take over 2 minutes [li]Owned the boss [/ul] \n\n[-][-][-][-]-\nThis segment is all about raping masks. I achieve the invincibility mask 5 times total in this segment. Doing Level 7\'s bonus level is particularly tricky. Doing it fast is very hard, the last 4 boxes require some precision, and exiting off of the 3 boxes in the air without getting hit by the TNT box is easier said than done. I learned through dozens of failed attempts to just wait for the swordsman to turn around as there\'s no way to get past him going at you without losing a mask. \n\nLevel 9 marks the first time you see me abuse ice/oil physics. While achieving invincibility mask, you\'ll notice I keep stepping atop the boxes while the apples come to me off-screen, I do that to show off and hopefully give a feel of me going fast. I made a slight mess-up during the final oil spill area. \n\nLevel 6 is the definition of mask raping. Typically, as I exit to the bonus level, the dumbass frog would own itself and hit the nitro box, it\'s a miracle that he didn\'t do it this time. \n\nBoss 02, what a n00b. \n\n\n\n[b]Segment 5 in 0:11:27 (31% complete)[/b] \n\nLevel 14 [ul] [li]Crystal + Box Gem [/ul] \n\nLevel 14 [ul] [li]Relic (1:16:60) - Platinum [/ul] \n\nLevel 14, warp to Level 31 [ul] [li]Box Gem [/ul] \n\nLevel 14, warp to Level 31 [ul] [li]Relic (0:43:26) - Platinum [/ul] \n\n[-][-][-][-]-\nJust be aware that this is NOT a fun segment AT ALL. I hate Level 14, and I hate the bastard who designed Level 31. There were so many times I wanted to say fuck it and settle for a Gold Relic on Level 14, but thankfully I didn\'t. There were so many failed attempts where I\'d finally get platinum on the Relic for Level 14, only to have 1 of the 17 bajillion possible things possible go wrong on Level 31\'s Box Gem. There were times I wanted to cut both levels to their own segment. Know that I hate this segment with a passion, and that I was stuck on it for quite some time. \n\nNotable, Level 31 has got to have the easiest Platinum Relic of all the levels. You can skip numerous time boxes and still get Platinum. The better times you see on the 1st and 2nd rank are times I get when I actually try to hit all the time boxes. \n\n\n\n[b]Segment 6 in 0:13:52 (41% complete)[/b] \n\nLevel 13 [ul] [li]Hard path gem, death-warp back to checkpoint [li]Crystal + Box Gem [li]Obtain 1 mask [/ul] \n\nLevel 12 [ul] [li]Crystal + Red Gem + Box Gem [li]Obtain 1 mask [/ul] \n\nLevel 11 [ul] [li]Crystal [li]Obtain invincibility mask once [/ul] \n\nLevel 15 [ul] [li]Crystal + Box Gem [li]Obtain invincibility mask once [/ul] \n\nBoss 03 [ul] [li]Owned the boss [/ul] \n\n[-][-][-][-]-\nSurprisingly, a segment as long as this one proved to be very easy. Maybe because there\'s not a lot of time-saving shortcuts that are possible in the Crash platforming levels, but there\'s not much to be able to do other than complete the levels. \n\n\n\n[b]Segment 7 in 0:09:13 (49% complete)[/b] \n\nLevel 20 [ul] [li]Obtain invincibility mask once [li]Lawl, look at Naughty Dog\'s crappy programming, I briefly glitch through a wall while riding the platform that takes you to the Hard Path! [li]Hard path gem, death-warp back to checkpoint [li]Crystal + Box Gem [/ul] \n\nLevel 19 [ul] [li]Obtain 1 mask [li]Abuse oil physics [li]Blue gem path gem, death-warp back to checkpoint [li]Crystal + Box Gem [/ul] \n\nLevel 17 [ul] [li]Crystal + Box Gem [/ul] \n\n[-][-][-][-]-\nThis the first world where I chose to do the Crash platforming levels before the vehicle-based ones, that\'s because I already have 2 masks, which is usually what I hope to obtain from the trails in the vehicle-based levels. I knew that getting all the gems in Level 20 in one trip was certainly do-able, but I also realized it was going to be a total bitch. So, I chose to make it the first level in the segment. \n\nIn Level 19, I learned the hard way that no matter how fast you go, after death-warping back to the checkpoint, there\'s no way to make it past the door without running shoes. \n\nAlso notable, this is the only segment where I hybrid a vehicle and platforming level in the same segment. I chose to do Level 17 because Segment 8 is a total bitch, and doing this easy part here was going to make the next segment that much easier (though it still is hard as hell). \n\n\n\n[b]Segment 8 in 0:09:35 (54% complete)[/b] \n\nLevel 19 [ul] [li]Crystal [li]Gain 1 mask [li]Abuse 1 mask [/ul] \n\nLevel 18 [ul] [li]Gain 1 mask [li]Crystal + Box Gem [/ul] \n\nBoss 04 [ul] [li]Rid of both arm machine cannons without taking any damage! [li]Owned the boss [/ul] \n\nLevel 17 [ul] [li]Relic (0:46:53) - Platinum [/ul] \n\n[-][-][-][-]-\nA lot of history is involved with this, otherwise, eventless segment. It\'s the only reason the publish date of this run touches 2007. I pretty much cover everything I care to mention about this run in the final paragraph of the introductory comments. \n\n\n\n[b]Segment 9 in 0:14:17 (63% complete)[/b] \n\nLevel 18 [ul] [li]Relic (1:23:06) - Gold [li]Obtain 2 masks [/ul] \n\nLevel 23 [ul] [li]Hard path for Green Gem, death-warp back to checkpoint [li]Crystal + Box Gem [/ul] \n\nLevel 25 [ul] [li]Crystal + Box Gem [li]Obtain invincibility mask twice [/ul] \n\nLevel 21 [ul] [li]Crystal + Box Gem [li]Green gem path gem [li]Obtain invincibility mask once [/ul] \n\n[-][-][-][-]-\nI\'m guessing in the original route plan I had segment 8 and 9 as one segment. But that was probably proving too stressful to do and shortened it to two. In Level 23, you\'ll notice I try to include the cannon in getting far away boxes faster. \n\nIn Level 25, I originally planned to get the box gem from the colored gem path, but I forgot that I didn\'t have the yellow gem yet and had to put that on hold until the final segment. \n\nTypically, in my segment routing, I place the hardest levels in the beginning so I fail in the beginning of segment attempts to save time. I shuffled the level order for this segment around for a bit. At first I was having trouble doing Level 21, so I placed it in the beginning. Then it became Level 23 that was the problem. Oh, and for some reason I thought getting hit while having a mask would kill the final target enemy, what a dumb assumption to make at the end of a segment. \n\n\n\n[b]Segment 10 in 0:10:12 (68% complete)[/b] \n\nLevel 22 [ul] [li]Crystal + Box Gem [/ul] \n\nLevel 24 [ul] [li]Crystal + Box Gem [/ul] \n\nBoss 05 [ul] [li]WTF, two gems and a crystal? [li]Owned the boss [/ul] \n\n[-][-][-][-]-\nThis is a fine time to share my love of vehicle-based levels late in the game. Hence the sarcasm, I hate them, all of them. In Level 22, it\'s almost unfair how in the double ramp part, if you go too fast, the collision detection fails, and you \"miss\" the second box. You have to slow down to hit it, and even then it\'s still not guaranteed. \n\nI could write a 45-page essay on how Level 24 is NOT fun, and NEVER will be. And if a level is not fun to play, then to speedrun it would be taking the boredom multiplied by infinity squared. \n\nAlso, I\'m considering writing to Naughty Dog one of these days and tell them about their bosses and how easy they are to bea ... FINALLY, the running shoes! \n\n\n\n[b]Segment 11 in 0:04:27 (70% complete)[/b] \n\nLevel 24 [ul] [li]Relic (1:25:60) - Platinum [/ul] \n\nLevel 22 [ul] [li]Relic (1:19:20) - Platinum [/ul] \n\n[-][-][-][-]-\nGoddamn this segment to hell. Getting platinum relics had best been worth it! I was stuck on this segment for 3 days. What I hated the most about this segment was the fact it was the only thing left to do before I could finally get to the fun part of this entire speedrun, RUNNING SHOE TIME TRAILS! \n\n\n\n[b]Segment 12 in 0:05:36 (73% complete)[/b] \n\nLevel 21 [ul] [li]Relic (0:59:03) - Platinum [/ul] \n\nLevel 23 [ul] [li]Relic (0:51:03) - Platinum [/ul] \n\nLevel 16 [ul] [li]Relic (0:57:66) - Gold [/ul] \n\n[-][-][-][-]-\nWhew! What a blast! Obviously, I get a Gold Relic on Level 16 because it\'s faster in real time to skip the four 1 second time boxes in the beginning. \n\n\n\n[b]Segment 13 in 0:06:03 (76% complete)[/b] \n\nLevel 19 [ul] [li]Relic (1:13:66) - Platinum [li]Obtain 2 masks [li]Obtain invincibility mask once [li]Abuse 2 masks [/ul] \n\nLevel 20 [ul] [li]Relic (1:17:20) - Platinum [li]Obtain 2 masks [li]Obtain invincibility mask once [/ul] \n\nLevel 15 [ul] [li]Relic (0:59:83) - Gold [li]Wall walking too much [li]Missed Platinum by 0.4 seconds [li]Obtain 2 masks [li]Obtain invincibility mask once [/ul] \n\n[-][-][-][-]-\nI\'m just as surprised as you are about how much I skip to save real time and still achieve platinum on Level 19. \n\nI got stuck on the walls, walking on them too much and prevented me from getting a Platinum relic on Level 15. \n\n\n\n[b]Segment 14 in 0:07:37 (80% complete)[/b] \n\nLevel 13 [ul] [li]Relic (0:49:66) - Platinum [li]Obtain 2 masks [li]Obtain invincibility mask [li]Abuse 2 masks [/ul] \n\nLevel 12 [ul] [li]Relic (1:17:80) - Platinum [li]Obtain 3 masks [li]Abuse 1 mask [/ul] \n\nLevel 11 [ul] [li]Relic (1:08:33) - Gold [li]Obtain 2 mask [li]Abuse 1 mask [/ul] \n\nLevel 6 [ul] [li]Relic (1:08:36) - Gold [li]Obtain 2 masks [li]Wall walking, messed up on it again [li]Obtain invincibility mask once [/ul] \n\n[-][-][-][-]-\nYuk, I can\'t believe after the carpet glitching mess-up that my time on Level 13 was my best time overall, I really should practice more. \n\nFor Level 11\'s and 6\'s Relic, it\'s faster in real time to skip the time boxes for a Gold Relic. \n\n\n\n[b]Segment 15 in 0:07:49 (85% complete)[/b] \n\nLevel 9 [ul] [li]Box Gem [li]Obtain 2 masks [li]Obtain invincibility mask twice [li]Abuse 1 mask [/ul] \n\nLevel 9 [ul] [li]Relic (0:53:13) - Platinum [li]Obtain 2 masks [li]Obtain invincibility mask once [/ul] \n\nLevel 7 [ul] [li]Relic (0:44:36) - Gold [li]Obtain 2 masks [li]Obtain invincibility mask once [/ul] \n\nLevel 1 [ul] [li]Relic (0:50:06) - Gold [li]Obtain 2 masks [li]Obtain invincibility mask once [li]Skip stuff to save real time [/ul] \n\n[-][-][-][-]-\nThe contrasting effect is very strong in this segment. I say that because you\'ll see a fully-equiped Crash run through Level 9\'s very basic bonus level. I skip the 2nd mask to abuse it in the other half of Level 9. That level\'s box gem proved to be very hard, memorizing the times of each hidden spear in the ground on the purple gem path was very hard. \n\nLevel 7\'s relic is the only one where you\'ll see me affect level conditions before hitting the timer. Common logic should explain why I did what I did in the beginning. I also skip numerous things to save real time for the Gold Relic. \n\n\n\n[b]Segment 16 in 0:06:40 (90% complete)[/b] \n\nLevel 26 [ul] [li]Box Gem + Relic (0:35:10) - Gold [li]Obtain 3 masks [li]Abuse 2 mask [/ul] \n\nLevel 27 [ul] [li]Yellow Gem on Level 7 [/ul] \n\nLevel 4 [ul] [li]Red Gem Path Gem + Relic (1:39:16) [/ul] \n\n[-][-][-][-]-\nWe return to those vehicle-based levels late in the game. I will once again rant about how unfun they are, reveal that I hated playing this segment, and proceed to brag about how uber the next level is. \n\nI can go on about how many hours I wasted trying to see if it was possible to get that yellow gem from Level 7\'s entrance. It\'s possible to make it to the platform with it, but I think it\'s only placed there from the Level 27 entrance. \n\nNow for the finale of the segment, getting a Gold Relic and the Red Gem Path Gem in the same trip! This proved to be difficult, because in the Gold relic time is 1:41:xx, so I don\'t have room for ANY mistake. \n\n\n\n[b]Segment 17 in 0:09:10 (98% complete)[/b] \n\nLevel 28 [ul] [li]Box Gem + Relic (1:43:66) - Platinum [li]I HATE THIS LEVEL WITH A PASSION (Yes, it needed to be said here as well as the comments) [/ul] \n\nLevel 30 [ul] [li]Box Gem + Relic (0:53:06) - Gold [/ul] \n\nLevel 29 [ul] [li]Level 29 Gem + Box Gem for Level 19 [li]Obtain 1 mask [li]Abuse 1 mask [/ul] \n\n[-][-][-][-]-\nAllow me to remind everyone that it\'s not easy, at all, to get Platinum, 1st place, and the Box Gem for Area 51. \n\nAs much as I\'ve tried, I still can\'t get a Platinum relic and the Box Gem in Level 30, I have to slow down for the final 3 boxes. \n\nYou\'ll notice I play a little more \"Grandma-like\" in Level 29/19 because I\'m very afraid to ruin this segment after getting Level 28 done right (which only happened once every 12 tries). \n\n\n\n[b]Segment 18 in 0:11:23 (105% complete)[/b] \n\nLevel 11 [ul] [li]Obtain 1 mask [li]Abuse 1 mask [li]Warp to Level 32 for Box Gem + Relic (0:44:30) - Platinum [/ul] \n\nLevel 11 [ul] [li]Yellow Gem Path Gem + Box Gem [/ul] \n\nLevel 25 [ul] [li]Colored Gem Path Gem, death-warp back to beginning for Relic [li]No light! [li]Relic (1:17:43) - Gold [/ul] \n\nObtain the 45th gem, achieve 105% complete, and the run is over. \n\n[-][-][-][-]-\nThe final segment. Of course I have some sort of finale planned for making it this far into the run. For Level 32, for those unfamiliar to Crash Bandicoot 3, controlling the Eggapus-rex looks far easier than it actually is. Especially whenever I\'m halfway into 32 and have to make those tight jumps and turns. \n\nFor Level 11\'s second trip, for the Box Gem and such, I get hit on the Eggapus-rex on purpose to show that it runs away into nothing. :D \n\nThe Finale, I complete as much as Level 25 as I can without light. I do this in both the Colored Gem Path Gem and for the Relic. I could\'ve done the entire level without light, but judging when the alligator jumps and a few other objects prevented me from getting a Gold Relic. That, and it\'s late into the segment, which means I can\'t take too many risks. [hr] \n\n[b]Â» Â» Â» O u t r o [/b]\nThank you for waiting for the 6 month plus gap between finishing this run, and having it on SDA. I want to apologize to those who continually supported me throughout the progress of Crash Bandicoot 2 and 3 for having to wait this long to see the sequel speedrun. \n\nSo, now that I have reclaimed and fixed every speedrun from my regrettable n00b days (The Sonic Adventure one was obsoleted, so same difference), what\'s next? I\'m not quite sure what my next project of interest will be. I know I\'m interested in the following as of January 2007 (In order of what will likely be accomplished): [ul] [li][b]Yoshi\'s Island, any% SS[/b] - It\'s been a long overdue time for me to improve this. I know for sure that I can easily get sub 1:50:00 if I were to redo it. So this may be the next thing. [li][b]Viewtiful Joe (GCN)[/b] - I purchased it on eBay recently, and I really want to see the potential. But I\'m definitely interested. [li][b]Yoshi\'s Island, 100% SS [/b]- I have no idea if I\'ll ever get this done. But I know that I want to do it, and that I won\'t settle for anything less than uber owning for 2 hours plus straight. [li][b]Wii games[/b] - None available right now have caught my eye, but 2007\'s library of titles coming has a ton of potential. For a current-gen console, a speedrun from me will probably be done on my Wii before a PS3 or X360 title. [li][b]Yoshi\'s Island DS, 100% table[/b] - Worlds 3,4, and 5 are a total bitch. I may be scared away from ever doing this. The possibility of me doing this is unlikely, seeing as how my spare time is minimal, and this would require quite some time to get done. [/ul] \n\nThank you for reading my comments on my speedruns. For more [b]Â« t r i . h e x Â»[/b] coverage, check out my latest batch of [a http://speeddemosarchive.com/YoshisIsland.html]Yoshi\'s Island[/a] 100% individual level improvements.','2007-01-01',0,9688000,11,'CrashBandicoot3_100p_24128',18,12,0,NULL),(0,183,NULL,61,'','I honestly thought my last run was great...I knew it could be improved, but I NEVER thought it would be a 20+ minute improvement! \n\nI\'d like to give thanks to TMONT for all the extra info he threw my way. I\'d also like to thank him for giving me a bit of a rival for the best time here...else I may not have made this improvement. \n\nI performed a lot of little timesavers in this one, coupled with much better execution and better places to level up, which really managed to add up in the end. \n\nI had done a \"mock run\" where I would save at certain points as repeat an area until I had a \"very good\" run through. I had my old run playing on my PC and from the comfort of my computer chair, re-ran every area in the game...more times than most sane people would even dare! I would sit in the entrance to an area, then start playing the old run at the exact location...I managed to save time in every area of the game, and when I finished I had a time almost 19 minutes faster by my calculations. \n\nThere\'s 2 sequence breaks in this run, along with some hefty abuse of the \"Shop Bug.\" What\'s the Shop Bug you ask? It\'s a bug that allows you to buy items for different prices, preferrably lower. It goes like this: \n\nYou highlight the item you want to be the price. Then you move the cursor over the item you want to buy and press \"A\" immediately after moving the cursor. This only works if the item you want is in an adjacent slot to the price you want. In shops that have less that 4 items, that have an empty slot, you can actually buy items for FREE! I abuse the \"Five Finger Discount\" quite a few times, both early and late in the game. More on those in a moment... \n\n(Note that this run is single-segment, like the last one. I\'m just breaking down the comments for simplicity\'s sake) \n\n1 - A LEAF AND A BROKEN WINDMILL \n\nI buy the Alarm Flute for $30 instead of $50, then buy an Antidote as well for the same price. \n\nI moved the levelling location to the Blue Slimes outside the entrance to the cave leading to the Windmill. I kill 2 Werewolves on the way to Zebu\'s Cave, then 3 more on the way to the Blue Slimes. Using a precise stab upon leaving the cave is the best method, but the Slime won\'t always agree with you. \n\nIf he moves up then you\'re pretty much guaranteed to take a hit, and probably get knocked back into the cave without a kill. If he moves left then your shot will miss. Anything else is easily managable. \n\n2 - THE MAGICIAN\'S BALL \n\nThe levelling here was pretty much identical to last time...I just executed it much more professionally, and a bit more aggresively as well. \n\nInstead of grabbing the Antidote in here, I get the Warp Boots instead. I did what I could to level up quickly, but the Green Slugs in the initial area of the cave didn\'t all spawn, so I was a few XP short when I got the Ball of Wind. I just had to kill an extra Green Serpent to make up the difference. \n\nI was a little timid around the Purple Slimes, even with the Antidote I still don\'t like getting Poisoned here. I wasn\'t slow, I just backed off a bit. \n\nThe Blue Magician fight went quite well. He seemed to like appearing in the same spot over and over which made for an easy kill. \n\n3 - THE ONYX INSECT OF FIRE \n\nFirst thing I do is hit Brynmaer to open the warp point. While there I \"buy\" 4 pairs of Warp Boots for free. I then use them quite liberally. \n\n-One to Brynmaer after getting Akahana\'s Onyx Statue -One to Brynmaer after speaking with someone in Oak -One to Oak after beating Stom -One to Oak after rescuing the Child -One to Brynmaer after killing the Giant Insect \n\nI also moved the levelling spot for 3-4 a little. I still kill the Axethrowers while enroute to the Onyx Statue, Poisonous Swamp, and Tornel\'s Hut, but I wait until after I get the Sword of Fire to finish it. I just use the Blue Mushrooms outside the Swamp for quick levelling. \n\nThe Stom fight went EXTREMELY well this time. I found stabbing hit 3 times on the first 2 tries seemed to weaken him up a bit for the 3rd fight. He barely fought back this time, easily making this my best fight against him. \n\nThe Giant Insect also went fairly well. Note that I didn\'t have to kill that last Purple Armadillo since XP doesn\'t carry over to the next level and the Giant Insect gives 50 XP. \n\n4 - THE MOUNTAIN OF ICE \n\nThe spawns here really didn\'t agree with me this time. In the first cave, when I\'m heading to bust the wall open behind Zebu, sometimes 2 Purple Serpents and one Squid (I don\'t know what the hell they\'re called, actually) will spawn at the first corner. Sometimes only the Squid will spawn. I got the worst case where none spawned. No biggie...or so I thought. \n\nThe Ice Zombie at the first fork didn\'t respawn when I came out of the cave...another 12 XP gone. \n\nI grabbed the Medical Herb here for the Dolphin in Portoa, since it\'s the most convenient one in the game. \n\nA couple of the Squids and I \"think\" one of the Purple Serpents also chose not to spawn in the cave just before Tornel. \n\nAll in all I was down about 100 XP when I got to Tornel. I was also at about 20 HP and 23 MP. All level ups in this game grant you 17 MP except for level 1-2, and I needed to cast Teleport twice after reaching level 6, so I couldn\'t spend any more MP since Teleport costs 20 MP. While earning the last 100 XP, I got hit again and was at about 5 HP when I finally levelled...that Inn in Oak never looked so good... \n\n5 - SOME PURPLE SPINY THINGS \n\nReally, all I do here is breeze through the cave after levelling up on the Purple Spiny Things. I don\'t bother with the Antidote OR the Medical Herb, and I perform the entire level in the same spot instead of only doing most of it. Level 2 Fire Sword (Flame Wave) attacks are VERY effective (thanks again TMONT!) and make for quick and painless XP. \n\nKelbesque isn\'t too bad. I found that if you fire a Level 3 Wind Sword (Whirlwind Rush) attack from above or below him, it will sometimes hit twice. Not always, but most of the time...I tried to ause this as much as I could. \n\n6 - WATERED-DOWN POISON \n\nI once again show my bargaining skills with the local shopkeeper and buy a Platinum Armor at 70% off! \n\nI squirm my way through the Petrified people in the Waterfall Cave so I don\'t have to talk to the Queen/Fortuneteller at all. Levelling on the Medusas is much better for my sanity with the Platinum Armor equipped... \n\nIn the Kirisa Plant Cave I managed to get Paralyzed like an idiot by the FIRST Spider. To get rid of it I INTENTIONALLY thrust myself at the red spiny thing nearby to become poisoned, since it cancels the paralysis. Note, however, that I STILL had the Antidote I bought in Leaf...but I completely forgot I had it and made a mad (careful) rush through the cave so I could Teleport back to Portoa and use the Inn. I actually think not using the Antidote helped in terms of speed since it pressured me to make this quick so I didn\'t die (that and being poisoned is SEXY beyond belief...) \n\n7 - THE VAST OCEAN OF SEQUENCE BREAKS \n\nI levelled to 11 on the Turtles in the Island Cave...that\'s pretty much it for stuff that happens here. \n\n...all else I\'m going to say is that the Rabbit Boots make a great accessory... \n\n8 - THE TOWNS OF THE EMPIRE \n\nLearn Change...blah blah...go get Bow of Moon and Blizzard Bracelet in Amazones...blah blah... \n\nIn Shyron I manage to haggle the shopkeep down to a goose egg for both the Ceramic Suit and Battle Shield. \n\nPlow up to the Sword of Thunder... \n\nArcher levelling went quite well this time. I timed the Inn trips to recover MP for when I would be passing by the entrance (although I forgot when doing 12-13) and didn\'t get hit nearly as much as last time. I love the fact that with the Battle Shield equipped the Bird\'s shots bounce off me harmlessly. \n\nMado dropped in a timely fashion. \n\nI\'m rather glad the Flying Bugs didn\'t bother me any more than they did in the Power Ring cave. Multiple Paralysis would have sucked. \n\n9 - GENERALS \n\nMost of this section is boss fights. \n\nKelbesque performed perfectly. If he moves first then I have to chase him down to do any damage. He decided to stand still and fire his beam at me, which allowed me to engage \"STAB TIME!\" on him while blocking everything with Barrier. \n\nSabera sucked. The quick kill requires me to be just a couple pixels below her when the fight starts, then rapidly stab her with Barrier up until she dies. I was a bit too far below her and missed with my stabs. I then had to chase her around to finish the fight...which got worse when she moved off-screen and I couldn\'t hit her at all for a few seconds. I think I lost 8-10 seconds here, maybe more. \n\nThe Spider levelling went OK. They didn\'t seem to want to spawn to well for me this time. Meh... \n\nMado went as well as he probably could have. Trying to stab him while he\'s moving isn\'t very practical, so Level 3 Water Sword (Blizzard Ring) attacks are the way to go. \n\nKarmine can be a bitch or a wuss, depending on his first attack. He\'ll either start shooting his Orange Spiny Balls at you, or he\'ll use the Nuper Ray. The Nuper Ray cannot be blocked by Barrier...so if he uses that you have to quickly use the Fruit of Repun that Sabera dropped and hope he doesn\'t do it again. The problem is that you\'ll be point blank when Karmine does anything since stabbing is the fastest way to drop him. There\'s asolutely no time to dodge the Nuper Ray if he uses it. Luckily he didn\'t use it but I wasn\'t as quick as I should have been in starting my assault. I lost maybe 2-3 seconds here. \n\nThe Warrior Ring only has one use and it\'s not until the Crystalis Tower. \n\n10 - RELICS OF THE DESERT \n\nI finish up my levelling on the Scorpions in the cave after Sahara. Instead of curing the Poison (since it\'s just sooooooo SEXY!) and healing myself, I just let the Opel Statue revive me when I hit 0 HP...then I started using Refresh. It buys me anough time so my MP reserves won\'t be completely depleted when I get to the Pyramid. I should also note that I got Poisoned at least 15 times...the main reason I didn\'t sure it is due to the fact that I would just get Poisoned again after curing it, thus wasting MP and time. \n\nEmperor Draygon died quickly. \n\nHis True Form decided to not do the laser attack until about 45-60 seconds in, which is just a waste of time...that I can\'t do a whole lot about. I guess he just likes his Orange Spiny Balls. I had seen someone perform a quick kill on im before, but I could never quite duplicate it. It requires perfect timing of 2 Level 3 Thunder Sword (Thunderstorm) attacks. You have to start the first one the instant he becomes vulnerable, and the the second one the instant the first one ends...there should be no pause at all between the 2 Thunderstorms. I\'m still not sure what otherworldly spirit was controlling my luck so well as to enable me to perform this trick perfectly this time! \n\n11 - MECHSTORM \n\nAhhh...the Crystalis Tower. This area took a lot of practice and research to find a quick and sane way to kill everything faster than with just the Warrior Ring like I did last time... \n\nI abuse Thunderstorm this time...a lot. Every Green Mech is killed by a Thunderstorm (with Power Ring equipped) combo except for one - which was killed by the Thunder Sword/Warrior Ring while I was herding it to another area (where it would have died to a Power Ring/Thunderstorm conbo anyway). I use the Warruir Ring to herd Green Mechs to other locations to I can kill more than one with only one use of Thunderstorm. The Sword of Water (well, actually any Sword aside from Thunder) works well for this since it can have more than one shot on screen at a time. All the White Mechs are killed by a Thunderstorm/Level 2 Thunder Sword (Thunder Rings) attack with Power Ring equipped. \n\nDYNA drops in no time flat. The 15 MP I started the fight with was more than enough to keep Barrier up until it died. \n\nEnjoy!','2005-10-16',0,4146000,11,'Crystalis_SS_10906',1,8,0,NULL),(0,184,NULL,63,'','Okay fine, I\'ll admit that this is an awful game, one that most people don\'t like or care about. Simply file this one away under \"they said it couldn\'t be done.\" It\'s so hard to learn this game that most people won\'t even give it enough time to try and beat it. \n\nHOWEVER, the truth is that this game isn\'t really that hard, once you grasp one simple concept: You get 9 lives and you\'re supposed to use them! Why? Because each life comes with a full complement of special weapons, including a Shield (temporary invincibility) and 2 Genocide bombs (clears enemies off the screen). If you use your lives and weapons effectively, you should really only have to fight your way through about one third of the rooms in this game. \n\nTry it, if you dare! :)','2005-08-01',1,383000,11,'Cybernoid_623',1,8,0,NULL),(0,185,NULL,63,'','As if beating this game on Easy wasn\'t hard enough... \n\nOnly two gameplay elements change with the difficulty level, but both are rather annoying. The first is that the bubble-makers actually shoot AT you, as opposed to just randomly spewing their stuff in a single direction. The second is that all projectiles (bubbles, cannon shots, etc.) move faster. \n\nThis requires a few new strategies not used in the Easy run, such as using Shields to get past the cannons. This makes beating the game a bit tougher, as those Shields are useful in other places too. Fortunately, I reached the end with enough lives (Shields) to finish off the last couple of \"impossible\" rooms.','2005-08-01',1,407000,11,'Cybernoid_lethal_647',1,8,0,NULL),(0,186,NULL,64,'','Thanks to Mike Uyama for his support, DJGrenola for helping with the site, and Nate for the dvd recorder and capturing. \n\nDark Castle is notorious as one of the worst games ever produced on the Genesis. When I heard this about 6 months ago, I knew I had to have the game. I didn\'t think I would speed run this game initially, because it was so bad, but my mind changed when I realized it wouldn\'t take that much work at all, its shorter than a lot of segments in segmented runs. It now holds the distinction as the fastest run on SDA with full completion. \n\nI actually didn\'t know how to beat the game for a while, and I\'m sure a lot of other people don\'t know how or haven\'t. The controls are pretty clunky, and its not really obvious how to beat the last room. Normally a shield is required for that room: on easy and normal difficulty, you can go fast enough to miss the bird that you need the shield for. \n\nLevel comments (I refer to point totals for level times, since the points count down at 10 per second): [ol]1850 is the fastest I\'ve done this in, the first jump caused me to stand next to the restart button on the console. \n\n[li]Also the fastest I\'ve ever done this level in, I\'ve been close to 1830 before but never gotten it. \n\n[li]I didn\'t mean to grab the rope on the second jump, it randomly happens sometimes. I also had some bad randomness with the beer thrown at me, but overall I had good enough randomness elsewhere that this level was only 1 second slower then my second fastest run. I went so fast the bird hardly even got to come on screen.[/ol] \n\nI hope you enjoyed this run, I recommend playing the game first before viewing, as it will make no sense to anyone that hasn\'t (and even then, it still probably won\'t make sense what I\'m skipping, what can damage me, and when I take damage).','2007-02-01',0,79000,11,'DarkCastle_easy_119',1,6,0,NULL),(0,187,NULL,65,'','This game is almost unworthy of a speed run, due to the INSANE slowness of a rather weak hero character. Still, the game gets full marks for difficulty, so simply completing the game, at whatever speed, is a nice accomplishment for any gamer. \n\nIt would take a several pages to describe what\'s going on here, so instead of writing it out, I\'ll just point you towards GameFAQs, where I have a full guide posted on this game. It contains everything you need to know about the general strategy I used (though at the time of this run, I didn\'t know where to find the useful Blue Necklace). \n\nHope everyone enjoys this run for what it is. I made a ton of mistakes, but this game is too annoying for me to worry about perfection. It can definitely be done faster by someone daring (foolish) enough to master this game. :)','2003-06-01',1,2590000,11,'DeadlyTowers_4310',1,8,0,NULL),(0,188,NULL,66,'','One of the things I love most about this game, besides it being made by Capcom, is that you can skip EVERY cutscene, including the opening and credits. Two buttons can skip a cutscene, Start and A, and the fastest way to skip one is to mash the two buttons at the same time so you\'re always hitting one of them. Two of the things I hate most about this game, however, are the EXTREMELY long loading times and the sheer randomness of some of the parts(queen hunting in particular). The third is that the camera angles are a real pain. They auto-move if the \"camera\" passes inside something, and it gets very frustrating. \n\nWhy an Overtime run? Well, running the main story is pointless as it always takes 6 hours. I did propose on the forums that a way to compete for the main story slot is \"Time spent standing still in the Security Room doesn\'t count towards final time\", but no one ever replied to it. \n\nA few general notes: Switching weapons and stuff while you\'re under the effects of Quickstep slow you down to normal speed for about 3/4ths of a second per switch, so I try to avoid doing that. Spawns past the first area with enemies generally follow two patterns, and of course one is faster than the other, but it\'s rare you get mainly fastest spawns in a run. \n\nThis run starts off kind of \"weak\", in that I show some only \"decent\" play at the start. I make a few mistakes, but nothing major. This is made up for by the excellent playing in the last part of the movie(caves, tank, Brock), where mistakes are so few, this was my best run through that part, including the 40 or so Practice attempts. \n\nI\'ll break the comments down into 2 parts. The first part consists of gathering the items, and the second part is gathering the queens, the generator, the caves, the tank, and Brock. \n\nWARNING: Extremely long-winded comments ahead. Seriously, if you don\'t like reading then watch the run first. \n\n[-][-][-][-][-][-][-][-][-][-] \n\n==Part 1== [ul][li]-Carlito\'s Hideout- \nI get the angle of the joysticks perfect for getting down the hallway, and I don\'t \"trip\" going down that teeny tiny step to the trapdoor(yes, Frank is the clumsiest journalist in existance). \n\n[li]-North Plaza- \nJumping off the boxes is faster than walking off, and my Joystick angles are angled well here, too. After opening the door to the Huntin\' Shack, your camera will get stuck in the celing above the doorway and then move to the left or right 45?, which can really screw you up. The best way to avert the big jump is to be moving the camera yourself when it happens, and I pull it off well this time. I grab the two shotguns here because they do the most damage to larger amounts of targets. Taking the hallway is faster than going the long way around, even with the spec ops guy standing there. There are 3 ways the encounter with the spec ops guy can go. A: you run past, he shoots you as you\'re about to round the corner. Time wasted, 1.5 seconds. Chance, 100%(60% if trying B). B: You shoot him, he\'s stunned and doesn\'t get a shot off at all, allowing you to escape without a scratch. Time wasted, 0 seconds. Chance, 30%. C: You shoot him, he stumbles in your way, you look like an idiot, and he shoots you anyways. Time wasted, 2.5 seconds. Chance, 10%. The rest of the jog to Seon\'s went well though, I didn\'t get slowed down at all. \n\n[li]-Seon\'s Food & Stuff- \nHere lies the first item. Running in and out isn\'t possible for two reasons. #1: You\'ll get wasted by the spec ops on your way out, there\'s like 12 of them in there. #2: You need the milk later to make Quickstep. I screw up a bit on the way in, missing the stumble-shots, but it\'s only like 4-8 seconds of wasted time. Killing the spec-ops goes really well, and that door really is a great tool, so buggy like that :D. I grab 7 milk, drink 2, and save the other 2 for later(just in case). \n\n[li]-North Plaza- \nIsabella\'s bike is a pain, but it\'s faster than walking. Clumsiest journalist in existance also extends to motercycle riding, because he falls off if the wind hits him wrong. I always take it slow right off the bat, because if I don\'t I\'m going to crack my head off the support for that scaffolding instead of just bumping into it. The right conveyor belt is faster, because it moves in the direction we\'re going. \n\n[li]-Wonderland Plaza- \nTake the bike slow around the corners, because stearing it is impossible. Pressing A+X instead of just A will stop you faster, for some reason. The guy in Wonder Jewels is wonderfully blind and deaf. \n\n[li]-Food Court- \nThis is the stopping-point for many failed attempts. The chances of one of the spec ops guys wasting you here is phenominally high, compared to all the other spots. Thankfully, this time goes well. \n\n[li]-Al Fresca Plaza- \nNothing really to see here. There\'s a slim chance you can avoid triggering the alarm if you take the route I tried, but it didn\'t work this time. Not a lot of lost time here, less than 10 seconds. \n\n[li]-Entrance Plaza- \n2 items to get here. Originally I went for the one at the far end first, swung back for the one by the entrance, then went Paradise Plaza>Warehouse>Security Room>Warehouse>Paradise Plaza. The improved route is featured in this run, and props to =CaRC1n0g3n= for pointing it out to me. I had a bit of bad luck with the spec ops in this area, but I\'ve also had worse, and it didn\'t turn out too bad. \n\n[li]-Security Room- \nDrop the gun, drink the 2 spare milk, get stuck on the door, grab the RMB and cofee filters, and move on with my life. \n\n[li]-Rooftop/Warehouse- \nI took the riskier strategy here, and it payed off. Taking the elevator is grounds for death sometimes, depending on the spawns, but I made it through this time without much trouble. \n\n[li]-Paradise Plaza- \nAvoiding the alarm here is impossible, there\'s a camera copter sitting at the top of the stairs. You can tell I did this part way too many times, I know when they\'re going to come up the stairs. I mix 5 nectars, then mix 3 of those nectars with milk to make Quicksteps. It\'s time consuming, but also saves time later. Sometimes, I only need one nectar in the end, and the other goes to waste. Look at Frank swing his arm around like an idiot(the Queen was too high to grab). Some good invetory management here, I set up so the RMB is out after I drink the quickstep. The smashed plant was purely for fun, and wasted no time :D. \n\n[li]-Leisure Park/North Plaza/Carlito\'s Hideout- \nJust a (VERY) quick jog through the park and plaza to Isabella, and on to part 2.[/ul] \n\n==Part 2== [ul][li]-Carlito\'s Hideout/North Plaza/Leisure Park- \nI chug down another Quickstep after getting out of Carlito\'s Hideout. I completely ignore the generator(reason at end of queen hunting), going straight for the car. The quickstep lasts most of the way there, and I luck out with a queen right away. \n\n[li]-Maintenance Tunnels- \nLots of going, stopping, going, stopping... you get the picture. It really annoys me when a queen gets stuck in a car, but other than that this went pretty well, ranking 3rd out of all the queen hunting parts I\'ve recorded. \n\n[li]-Liesure Park/Carlito\'s Hideout- \nNow I grab the generator, saving time and avoiding spawning the Hellacopter(their spelling, not mine) until neccesary. Sometimes the car will last until the cutscene, where it\'s funny to see it teleport to the other side of the tower with you in it. I use my last quickstep here, it can\'t really be used in the Caves. The first sign of my fatigue shows here(I recorded this late at night). I pause on accident, wasting 3-4 seconds. I use a text skip here that I discovered to hand in the queens faster. You also see the second(and last, because I actually smacked myself) slip-up because of fatigue here. My thumb slips off the left joystick and hits the Back button, opening up the map, wasting 6-8 seconds. \n\n[li]-Caves- \nGrabbing Isabella\'s hand at the start makes her listen to commands. It\'s nearly impossible to hold her hand down the steps, so I get her to listen then run off and call her. The rock gets in my way here as well, but other than that and messing up the head walks while waiting this part went pretty well too, somewhere in the top 5. Isabella doesn\'t even get in the way trying to get in the tank this time. \n\n[li]-Tank- \nThis was the fastest tank fight I\'ve ever done. I wasted him before we made a single loop of the area, completely ignoring the rockets and drones flying at me and blasting him to bits. Excellent performance here, apparently that self-served slap to the face helped me. \n\n[li]-Brock- \nAhh, old Brocky. You\'re completely weaponless for this one, and he has the cheapest hand to hand attacks ever. They interrupt your attacks, knock you down, and if he hits you with a kick he\'ll send you into the hordes below. Again, this was the fastest Brock fight ever(kinda wierd that I got them both in the same run, but I\'m not complaining). I do the somersault+roundhouse kick or the jumpkick+roundhouse kick on him, bugging his AI by holding him at the turret\'s edge. He blocks the somersault/jumpkick and the roundhouse nails him, both of them taking away 1/5th or 1/6th of his health a combo. Dissapointingly easy final boss using this AI bug, but it was so satisfying to pound his face in without it the first time through.[/ul] \n\n[-][-][-][-][-][-][-][-][-][-] \nAnd there you have it. Dead Rising, Overtime mode, with few mistakes. I estimate between one to two and a half minutes of mistakes in the entire run, so there\'s room for improvement, but I\'m a little burned out so I\'ll save that for someone else.','2007-04-11',0,1500000,11,'DeadRising_SS_Overtime_2500',1,21,0,NULL),(0,189,NULL,68,'','Second of four speedruns done on April 8th, 2007. \n\nOut of all of the SNES games that I have played, Demon\'s Crest is definitely one of my favorites, and has one of my favorite soundtracks. The atmosphere and gameplay mechanics are great, and the storyline isn\'t half bad at all. \n\nHowever, it\'s very easy to miss the bulk of the game\'s content. As you can see, it\'s possible to beat the game almost immediately, but as you\'ll see in the 100% run, a lot of the best content of the game is a bit out-of-the-way and is easily missed. Adding this ending to the game may have been a mistake; I bet plenty of people saw this ending, and returned the game for being \"too short.\" \n\nThis is a very solid run. The best points of it would be the entirety of Level 1, and the final battle with Phalanx. Honestly, if you\'re interested in checking out the game to see what it\'s like, you should go for the 100% run, as most of the game\'s best content can be seen there. Still, those interested in seeing just how quickly this game can be beaten should find this run to be quite interesting.','2007-04-08',0,744000,11,'DemonsCrest_SS_1224',1,18,0,NULL),(0,190,NULL,68,'','Third of four speedruns done on April 8th, 2007. \n\nMy copy of this run is just over an hour long, with a sixth of that being the ending sequence. \n\nUnlikely as it may seem, this game has had something of an influence on me. My friends and I love Demon\'s Crest; for years, we had a complex RPG going that was based on this game. And, I never get tired of the music in Demon\'s Crest; I would say it has one of the top three SNES soundtracks. \n\nA 100% run on Demon\'s Crest means starting from a new game, and beating it after collecting every item in the game: the five Crests (including the five pieces of the Crest of Fire), five Vellums, five Urns, five Talismans, and every life extension. This involves a lot of backtracking and unearthing secret locations. There is a blank spot in the game\'s submenu at the end; this space is for the \"Ultimate Gargoyle\" form, which can only be attained by using a certain password, which the game grants you after getting this ending. \n\nI\'m very happy with the way the run turned out. Almost all of it is solid, or at least entertaining to watch. I used a few renegade tactics well, such as switching to the Crest of Time against Holothurion. The second and third battles with Arma were hard-fought and among the most exciting parts of the run. With the exception of the headbutting mini-game, I think I may have a flawless level order here... I could have used some Sulfur potions to speed up the backtracking, but I can only think of one, maybe two spots where it would have saved even a little time. I was low on money, anyway. The only ugly part of the run, unfortunately enough, would be the final battle. The first two phases went well, but the third was rather pedestrian. I even had to use my second Ginseng potion. \n\nFinal battle aside, this is the best Demon\'s Crest run I\'ve ever done. Have fun.','2007-04-08',0,3059000,11,'DemonsCrest_SS_100p_5059',1,18,0,NULL),(0,191,NULL,69,'Segments appended to one file.','Hello there. This is my first speedrun that ends up on SDA (well, I have quite a few records in Quake, but that is irrevelant :) ), and a speedrun made for the game I think to be one of the best games ever. This run improves upon Nick \"Thrull\" Alward\'s run on Realistic difficulty, segmented. It\'s made on GOTY edition with patch 1.112fm, because of version specific bugs and availability of GOTYE. \n\nFirst off, DOWNLOAD XVID LOW QUALITY ONLY AT YOUR OWN RISK. *Severe* eye damage may occur. I strongly suggest getting one of the medium qualities, depending on your computer. HQ is recommended if you can spare the bandwidth. It\'s worth it. \n\nA few words about the game itself. Deus Ex is one of the most popular and highest rated games in the history of gaming industry. It has won a lot of Game Of The Year Awards and other titles with its perfect mix of FPS and RPG elements. With its thrilling plot it remains a game worth at least a few playthroughs, despite its bad graphics today. It is one of my favorites since I have played it for the first time. \n\nAbout the plot - it is awesome, so *if you have never played Deus Ex, I suggest you do it before watching the run*. I don\'t take responsibility for blowing the plot to you :) \n\nFirst, I need to express quite a few thank-yous to people that helped me make this run: [ul][li]Phauxe - he was an *immerse* help, founder of the grenade jumping tricks! He contributed quite a lot to the run. [li]Thrull - for making the earlier run. I\'ve borrowed/improved upon tactics from his run much. [li]pc600 - the reason I had to restart the run completely after 20 segment, he found the LI trick, found a more consistent strategy for Vandenberg (I had a very rare one) and found out about double grenade jump. [li]Sidra, entity999, T1, jetsetlemming, Rake, AgentSmithereens - Contributing tips and tricks on the forums. Thanks, mates! [li]Radix - making the SDA and QDQ sites [li]DJGrenola - taking care of the run posting process [li]mikwuyma - taking care of the verification process [li]Kibumbi - For encouraging me to do a run, and an overall inspiration with his DooM 3 runs :) Also for some help with encoding. [li]henkie, DaleLewill, Kib (again), Ewil, ShadowWraith, Zanthra, Lag.Com and probably a ton of people I forgot - for support. [/ul] \n\nWithout those people, the run would either not exist, or never achieve so high level of awesomeness. I\'ve found some tactics myself, alongside a lot of small tweaks scattered everywhere thorough the run, but without people contributing in the forum thread, this wouldn\'t go sub 0:50 ! \n\nI have started doing this run in December 2006. Earlier, I mostly contributed quite a lot of tricks for the run planned by Phauxe. Unfortunately, as his absence on the forum increased, I\'ve started planning a small test run recorded with FRAPS in half-size, mainly because FRAPS didn\'t work too well on my comp, and I didn\'t want to take the planned run from Phauxe anyway. Then, one night on #qdq, I\'ve been talking with people about how many of them anticipate the coming of DX run. From one point to another, it ended at speculations when will Phauxe come back to make the run. That is when Kibumbi said those unforgettable lines: \n\n[[]12/14/2006 9:18 PM] <Kibumbi> I think you really need to get going with the run \n[[]12/14/2006 9:18 PM] <Kibumbi> :P \n[[]12/14/2006 9:20 PM] <dex|> You mean, like, an official run? \n[[]12/14/2006 9:20 PM] <Kibumbi> yeah \n[[]12/14/2006 9:20 PM] <Kibumbi> just get going! :D \n\nAnd so it started. I\'ve done quite a few segments in the first time, then problems with computer interferred for a while. For the first 5 levels, the framerate problem persisted, but then I bought a new drive and everything was fixed. Then, after getting to segment 20, a trick to cut 1:30 minute on LI was found, so I had to restart the run. It came to good, because I\'ve found quite a few new cuts and tricks that improved on times I thought were already optimized earlier. The framerate chops happen sometimes, they are rare, although especially in like 5-6 segments, they are noticeable, I couldn\'t avoid them during some of those crappy vehicle cutscenes. \n\nAnyway, I am going to include every segment comments, as well as trick explanations. \n\n[ul][li]\"Bunny\" hopping - an easy and efficient trick from Thrull\'s run. Lets me preserve bioenergy while moving at full speed available from fast run aug. The principle is to jump with the speed aug on, turn it off and before hitting the ground turn it again. Rinse and repeat. Can be done without bioenergy, but it\'s inefficient. [li]Grenade jump - despite the name, this is not a damage boost. It is just using U engine physics to your advantage. First, you need to start \"surfing\" on the grenade by throwing it under yourself and after that, jump with your speed aug on, if it\'s needed. The resulting boost can be described as awesome++. It is exactly the same as elevator jump in UT. [li]Grenade fall - close in principle, lets me survive incredibely high falls. It is about surfing on the grenade as well. [li]Grenade climbing - climbing by planting grenades on walls and then jumping on them. [li]Grenade clipping - by standing on the grenade thrown near a vertical surface when it flips you get pushed inside the wall. Most of the time it equals a telefrag and your death, but with thin vertical surfaces like glass or fences you get moved to the second side, along with a bonus of weirdly turning camera.[/ul] \n\nAll of the nade tricks require IMMENSE amount of planning to fit with grenades in the run. [ul][li]Avoiding the text box - just jump through where the text box should be. It will make you avoid the convo. [li]Friendly text breaking - Found by me. Mostly, we always want to *avoid* the convos. But if it\'s impossible, you can use a crowbar or a baton to stop those. You do it by jumping before the text box, starting to hit with a melee weapon. The game should shift into a convo, and the attack you started should hit and break the convo. Only usable on some people. [li]Speeding through text - You need to press spacebar during the convo, it will speed through it in a second-two tops. Makes choices for you, so watch out! [li]Super speeding through text - The last one. If you jump earlier and keep the spacebar pressed, you\'ll speed through the convo instantly. [li]NPC opening the door - You need to force an enemy to open a door for you. Easily noticable in the first segment :) [li]Open every door with one lockpick - a known bug that lets you use only one lockpick even if the door requires ten. You need to open the inventory after starting using the lockpick on the door and wait the time that would be necessary to open the door with sufficient lockpicks. Then turn the inventory off (you can use the time to manage things in it as well). The door should stand opened before you. [li]Scope trick - If you turn on the scope and shoot just after that, your accuracy is 100% perfect. Very handy. [li]Ledge jumping - jumping at the ledges normally unreachable by running at them at an angle. [li]Moving during loading - during loading, you can move your mouse or press some key and it will start working after loading ends. I use it to make the menu appear just after loading to save as fast as possible for example, or to start moving :) [li]Helicopter trick - found accidentally by me. It requires you to press right mouse button on a helicopter before starting and jumping at the same time. It makes you avoid the conversation. For some reason it works only in one segment. [/ul] \n\nWhat pissed me off was the fu**ed up programming of taking items. Most of them required very strange aiming at hitboxes, and some didn\'t register taking them. Same with buttons, you can clearly aim at elevator buttons in segment 8 for example, but still not hit it. FRAPS only made it worse. \n\nWith FRAPS, mouse likes to lag/not register some movements on aug/heal/skill screens. \n\nPlanning is incredibly important in Deus Ex. I often slow down to take a critical aug upgrade, refill my bio energy, get some ammo/biocells etc. Some of the parts aren\'t too fast because of this, but it\'s been carefully checked what is the best for the situation :). Okay, time for every segment writeup. Skip to the segment that interests you. (and because no saving is noticable in the run, I included names of the segments as well). \n\n====== SEGMENT 1 === LIBERTY ISLAND ========== \nFirst off, I take crucial skills. Swimming (will need later), Low-tech (DTS and the beginning), Rifles (EXTREMELY crucial because of the sheer awesomeness of sniper). I downgrade pistols - I need skill points, and there is a bug that makes your pistol skill Trained even if you downgraded (as far as I know, last version specific bug). I take my time, it\'s not counted until I take the control of the char right? :) . In case you wonder about that small sound chop, it is because I\'ve recorded the menu sequence and the segment itself separately, because if I did it all at once, FRAPS had a nasty habit of breaking recording during a very long loading :/. I\'ve ensured everything fits though, so there should be no problem with that. \nI start up with running up to Paul as fast as it is possible. I used the ledge jumping trick. I speed through the convo, take sniper, and then I\'m off to take cigarettes off of the body and get a gas grenade. I use that gas grenade for an astonishing tactic found by pc600, I needed to restart my run after 20 segment because of this getting found. Thanks mate! :P \n\n====== SEGMENT 2 === UNATCO HQ VISIT 1 ========== \nThis one isn\'t as easy as it looks (just look at the freaking try count!), mainly because of the trick found by Phauxe, which is shooting the pistol on stairs. Manderley walks to the door then and you save around 1.5 second all in all. However, as easy as it is without FRAPS, recording it makes Manderley path screw up, and he either gets stuck in the door and never talks to you, or not moves from his place. Suffice to say, on those tries, it is the only occurence of this trick I had. \nI also used a minor tweak that involves jumping into Jaime\'s textbox and turning in the air, after the conversation ends I\'m turned in the direction I have to run next thanks to that. \n\n====== SEGMENT 3 === BATTERY PARK ========== \nVery short segment, but very hard at that. I first skipped the talk with Anna, and then it\'s just a rush to the subway. However, I couldn\'t get even an ounce of leg damage, and this is what makes this one pretty hard. \n\n====== SEGMENT 4 === HELL\'S KITCHEN ========== \nAnother short segment I have to pass without leg damage, and I have to lure one enemy to open the door for me, too. I do it by moving in a specific pattern (yes, the wait near the phone booth is because of this pattern). However, I end the pattern very, very close to a handy biocell, so I take it, as it\'s impossible to be inside faster anyway. I take the aug upgrade (invaluable for my legs later), and the second biocell. Thanks to those biocells, I can skip going to repair bot in Tong\'s Compound later. Voila, 15 seconds saved. Planning ++. I also take three gas grenades, they will prove useful later. \n\n====== SEGMENT 5 === NSF GENERATOR ========== \nI\'m pretty proud of this segment, most of the route is my doing. First off, I go as fast as I can supplying myself with LAMs. Then I kill one enemy with LAM, and before you ask, yes I had to wait so long before shooting, otherwise even a clean headshot wouldn\'t kill him. Stupid. Also, pc600 contemplated going through the front door, but I proved that to be slower by 2 seconds, and I proved it requires one grenade more. I go through the back, and then I throw one grenade to destroy both the safe and the generator, nifty. \nI take two additional LAMs, run aug and go through the same way I got in. I use a grenade jump to get onto the roof, which shaves as much as 8-9 seconds. And then, just look how retarded the sniper guy is ;D \n\n====== SEGMENT 6 === UNATCO HQ VISIT 2 ========== \nLeg augmentation level 2 from the start, woohoo! This segment was quite easy, but even despite that I managed to cut a few seconds between my first and second run, mainly because of manipulating of MedBot position and of spending 2% bioenergy to get up the staircase earlier than Walton Simons got to it. The segment is quite maxed out, maybe besides the position of the bum, but I proved that even his best position saves like 5 frames over this one, the MedBot position is 5 times more important. \n\n====== SEGMENT 7 === MOLE HIDEOUT ========== \nThis one took little time to optimize, nice and easy segment, everything went great. My super stealth fitting for Garrett or Solid Snake shows up in this segment, hehe. \nI\'m fairly happy from my bunnyhopping here, very precise. \n\n====== SEGMENT 8 === HELIBASE SEWERS ========= \nThis segment was a pure nightmare....Starts with a taking damage trick that has to work flawlessly (1 in 20 chance), then you have to pick a few items up, then you need to bypass two deadly bots without getting leg or torso damage (chance like 1 in 10), then you have to avoid every enemy, and there are items and buttons as well... but the result of 12 hours spent on this segment (both rounds) is very, very good, the video and the playing is as smooth as it can be. \nOh, and during this segment I punched my keyboard in anger for the first time in 3 years, and my print screen key is not working now... Why? Because I got a smooth try 3 hours earlier than this, but FRAPS decided it was too fast and made half of the vid 12 FPS, even though the play was clearly 30 :/ This one is 18 frames faster though, so I guess it\'s even better that FRAPS crapped out. \n\n====== SEGMENT 9 === AIRPORT ========= \nAnyone who thought that airport right after helibase sewers was a good idea deserves to be castrated, through his ears, slowly and painfully...this segment was a nightmare, because in addition to those lots of tries I needed to fight against FRAPS. It broke recording every once and then, and it managed to exit with an error every 5-6 tries. Stupid. \nThe segment itself is great, especially the route kicks ass. I do a thing designers probably never thought anyone was going to try :P. Also, killing Navarre is always pleasurable, the only good side of the segment. Too bad about the bump on the trooper at the end, he went into my bunnyhopping line! \n\n====== SEGMENT 10 === MEETING WITH PAUL ========= \nNot too hard, just plain old simple \"get from the point A to point B as fast as you can\". I take an upgrade canister though, 4 level legs = king. \n\n====== SEGMENT 11 === NSF WAREHOUSE ========= \nNice grenade jump at the beginning, but that\'s not really the point. This segment was the first of the segments that had a bio-energy usage so tight 90% of my restarts were because one of the turn-ons of the Leg aug was too long. Really. Also, this segment would fit for antinicotine campaign perfectly. \nI can\'t afford to lose my possesions, so I am clever and just throw my shit on the floor before anyone takes it. Surprisingly, the guards never find what I threw on the floor. I wonder, why won\'t all the prisoners in the world do the same thing in real prisons?.... \n\n====== SEGMENT 12 === DAMNIT I\'M CAPTURED ========= \nSegment so easy it\'s almost a joke. 9 tries...in both rounds. Pathetic. This got its own segment only because the next one is very hard to do optimally. \nI took a gas grenade and all the things I dropped earlier. \n\n====== SEGMENT 13 === UNATCO LOOTING ========= \nThis one was hard because of the density of buttons, items I had to take, doors and menus. This is the kind of shit I get frustrated on! Compared to that, enemies are a joke. Anyway, almost everything went surprisingly good, maybe besides the door that you need the nanokey for, I lost about 6-10 frames there because the game didn\'t register my clicks, a thing occuring often with FRAPS on. \n\n====== SEGMENT 14 === MJ12 HELIBASE ========= \nOne of those cool segments on which I don\'t need to avoid using too much bioenergy or care about my health and just heal with regen, thanks to the repair bot. The cooperation in this segment went pretty well. \n\n====== SEGMENT 15 === HONG KONG PART ONE: DEATH AT VERSADEATH ========= \nOkay, this segment was truly ridiculous. Not only I needed to make a very precise grenade jump and kill everyone I needed fast enough, but also take none leg damage (besides one jump that took 2 hp from each leg, which doesn\'t slow me down. The jump saves about 20 frames), press buttons fast, take all items properly, do a lot of great menuwork and input codes and logins properly. The commando had a nasty habit of killing me with one shot when I used pistol, not having DTS hurts. I take the DTS off of Maggie\'s body and take the upgrade cannister and Power Recirculator augmentation. Both will be incredibly useful. \nAnd just for the record, killing Louis Pan after making this segment (not recorded of course) was like the biggest joy I got in Hong-Kong. There are times when running under your legs and pissing you off just goes too far. \n\n====== SEGMENT 16 === HONG KONG PART TWO: A VISIT TO MAGGIE CHOW ========= \nI skip waiting for DTS, I needed to wait until the second Tong\'s convo started though. That\'s still quite a nice timesaver. Nothing after getting to the DTS room influences the final time basically, because I had to wait for that stupid convo to start. Most of the difficulty was to avoid getting hit in the legs, because honestly, who cares about torso damage as long as you are alive? \n\n====== SEGMENT 17 === HONG KONG PART THREE: PARTYING IN SUCKY MONEY ========= \nMost of the difficulty lies in killing enemies fast in this segment, fortunately everything went great despite about 20 FPS I had here. Well...everything is too big of a word, almost everything would fit better. There was a remote possiblity to hit with one of the swipes into the enemy and not the dead body hitbox, but it wouldn\'t do any good for time anyway, so I left this in. \n\n====== SEGMENT 18 === HONG KONG PART FOUR: TONG\'S USEFUL ITEM STORAGE ========= \nMostly an \"item take\" segment, I get two grenades, upgrade canister, rockets and all kinds of other things that will be essential to my survival. The only highlight is using the \"great sequence break of China\". The principle is to talk to Tong being outside of his hitbox (you have to invoke the convo yourself). Works wonders. \n\n====== SEGMENT 19 === -JOCK: I HOPE THAT\'S THE END OF THOSE SILLY JOURNEYS ========= \nI just need to talk to a few people, which means running and talking as fast as possible, nothing really fancy. One of those \"close to super optimum\" records. \n\n====== SEGMENT 20 === TO THE BOAT! ========= \nI like this one, pretty clever routes made by me, pc600 (suggestion to use elevator) and Phauxe (key). Dodging those spiders was pretty hard... \n\n====== SEGMENT 21 === ARGHHHHHH!!!!***@$&@^&(!&*%! ========= \nI hate literally everything in this segment. Starting with voices; seems like the designers thought that in 50 years the Americans will migrate to China and then go to chinese army to serve on a ship in America. Brilliant. Next, enemies are most of the time like small cats, even on Realistic. Unless you try to speed through the boat level, in which case they get an aimbot mode and hit everything from a range a class A sniper would probably miss. They also have the tendency to be so stupid it\'s actually harder to kill them. Believe me, hitting enemies running around me randomly like chickens with a slightly delayed hit weapon (DTS has a delay between \"shot\" and hit) is very hard. I of course had to get all the weld points without any bumps and stucks, get quite a few codes inputted, few items taken, a computer handled...and last but not least, I had to survive without too much leg damage. WHY? \nSimultaniously, I am proud of this segment like of none other. I utilize a LAW trick - the principle is that the LAW rocket gets spawned several units ahead of player, so I can shoot through the glass. This makes a visit to armory actually faster than not visiting it. \n\n====== SEGMENT 22 === SHIP ESCAPE! ========= \nThe fan jump was pretty random, believe me. And avoiding getting hit by spiders is hellishly hard, two hits are basically a minimum. \n\n====== SEGMENT 23 === NO GRAVE FOR DENTON ========= \nAhh, a fine level, Graveyard. I first bypass a bunch of invisible walls by just jumping through a hole in them. Next time cover ecerything up, designers! Not like it would stop me anyway. I talk to Dowd, get a few grenades and then I destroy the generator through the wall. Heli spawns on me (literally), forcing me to the conversation because of some quirk in the engine. The view gets slightly buggered, I even see the GEP model for a short while. \n\n====== SEGMENT 24 === THIS BUILDING WILL BE HARD BECAUSE OF RAD...*LOADING* ========= \nShortest segment in the run (for a reason). Grenade tricks are fun. \n\n====== SEGMENT 25 === LES CATACOMBES DE PARIS ========= \nThis was a pretty funny segment. Most of the problem was killing almost every enemy with one swipe. I took a LAM and a few handy rockets and biocells. It\'s a segment full of taking enemies down very fast, which is why I like it that much. \n\n====== SEGMENT 26 === LA PORTE DE L\'ENFER ========= \nI like how Nicolette talks to a guy with a LAM in his hands that just demolished half the club when doing a grenade jump. This was a pretty easy segment, besides the grenade jump which had a very small margin of success. \n\n====== SEGMENT 27 === CHATEAU DUCLARE ========= \nThe trick with the grenade was found just a few segments earlier. The only place that you can use it in is fortunately only Prison, where it saves 6-7 seconds. Besides that, I resupplied myself a little, especially the LAW will be damn useful. Nothing fancy besides those things. \n\n====== SEGMENT 28 === CATHEDRAL TIME! ========= \nAh, my favorite level. It has such a great atmosphere and so many things to do I had a hard time skipping everything :). The biggest problem was bypassing those damn bots. I can\'t unfortunately skip going to the Cathedral, I need Atanwe to spawn in the subway. Then a quick jump to the Everett\'s home and save. \n\n====== SEGMENT 29 === JC SAVES! ========= \nFirst I use the grenade clipping trick, unfortunately you can\'t use it both ways because of how the textures are placed, so I took this occasion to install Cloak which will help me a few times. Then, just like Thrull did, I do save Jo....Black Helicopter. It\'s done very, very efficiently, I didn\'t lose time in this run at all. So, I chose to have some fun and save the bastard :) \n\n====== SEGMENT 30 === VAN DEN BERG! ========= \nThis route is pretty Goddamn useful, don\'t you think? Three segments from Thrull\'s run that took over 3 minutes in total became a 30 second segment in my run, now this is what I call \"condensed\". \n\n====== SEGMENT 31 === VAN DEN BERG 2! ========= \nTo skip all the stupidly long infolink talks I make one conversation with Carter, which makes all the infolink messages go to hell. That saved quite a few seconds. Besides that I used a BSP hole designers have left in the level. And before you ask, the Thermoptic Camo is absolutely NECESSARY to my survival. \n\n====== SEGMENT 32 === SAVING TIFFANY? I DON\'T QUITE UNDERSTAND WHAT YOU MEAN. ========= \nRun, get guards attention, exit, swear at low framerate during the cutscene. \n\n====== SEGMENT 33 === SOCAL SEAWALL ========= \nI don\'t like Ocean Lab...it got very old after the first playthrough. Only one proper way most of the time, almost no invention... I still managed to squeeze a few interesting things into this segment. It turned out good at the end. \n\n====== SEGMENT 34 === OCEAN LAB ENTERING ========= \nA segment full of buggy doors, items and one computer, as such I hate it very bad. Managed to get it quite good though. There\'s also an interesting engine quirk, it seems that all the computers are open in the beginning, which makes me lose about 5 frames. \n\n====== SEGMENT 35 === OCEAN LAB UC ========= \nFeel the power of double grenade jumping. \n\n====== SEGMENT 36 === OCEAN LAB EXITING ========= \nThis segment uses quite an interesting tactic, and you can see why I opened the doors in segment 34. \n\n====== SEGMENT 37 === OCEAN LAB ESCAPE ========= \nThat one was rather easy. You can see how much grenades Ocean Lab wasted, I\'m left with just two. Getting close to the final confrontation... \n\n====== SEGMENT 38 === MISSILE SILO ========= \nI like how the only objective is to kill Howard Strong. Quite fast, but I had to wait for convos to end. \n\n====== SEGMENT 39 === WHAT GOOD IS A GAME WITH A CONSPIRACY PLOT WITHOUT AREA 51? ========= \nMy favorite unit, probably. The bunker entrance went very fast, and Jock is alive as expected. I love the music in this level, probably the only piece of music that charmed me in Deus Ex. \n\n====== SEGMENT 40 === \"DO WHAT YOU THINK\'S FAST, JC. ONLY LISTEN TO YOUR OWN CONSCIENCE.\" ========= \nThis is not a run to save resources anymore. I abuse the crap out of Cloak. I find the elevator sequence quite funny :) \n\n====== SEGMENT 41 === FINITO ========= \nWho cares about meeting Page and doing any of the silly objectives when you can just set the world into the Dark Age in a matter of seconds without any requirements? Enjoy the ending, and notice how JC reappears in a solid form during the ending, quite interesting indeed. \n\nFinishing stats? 0 hp in torso and legs, 30% of bio, one biocell, and all the things you see in the inventory. I believe a few seconds could be cut if you skipped 2 biocells. Besides that the planning ended up pretty well despite the improvisation in the last levels. \n\nWell, I hope you have enjoyed/will enjoy the run. See you.','2007-05-03',0,2600000,11,'DeusEx_Realistic_4320',41,11,0,NULL),(0,192,NULL,70,'Segments appended to one file.','Well, this is the first run I\'ve officially finished. This is a neat game with a LOT of problems. I\'m not sure if they were pressured into early release or if they had stupid testers, or what, but there are about a million glitches you can exploit. Most of them didn\'t even make it into the run because they just didn\'t come in handy, but the two that are in there are pretty crazy, I\'ll mention them in the specific levels where I use them. This game basically just has a lot of little holes, which makes the run a lot of fun to do. I really want to thank sewerat for finding about a million awesome timesavers and routes, and thanks to everyone who expressed interest in the thread while I was working on this. \n\nOverall run notes: \n\nThe game has it\'s own timer, which is the one used for the run, and it doesn\'t count load times, time spent in inventory, or time spent in cutscenes. I still skip the cutscenes in the spirit of speed, and try to minimize inventory time, but just know that if I don\'t snap my mouse to an item instantaneously it\'s not costing me any time. As far as the actual levels, the single most annoying thing in this game is the inability to skip infolink dialogue. Basically, other characters can talk to you at various intervals to further the plot or give you new objectives for the level, etc. The problem is that while they are talking, you cannot travel from one area to the next, (with a few exceptions) and you cannot activate certain items. So, a significant amount of time is spent just standing at the exit of the level waiting for everyone to shut up. In many segments I found ways to pass the time, so if you see me doing something that looks like a waste of time, it\'s because someone is talking and I can\'t move on anyway. Also, the game autosaves every time you move to a new level, and I used these saves for the run, so that\'s why you never see me saving, and you only see the load screens. Ok, on to the specific level notes. \n\nLevel Specifics: [ol][li]New Game - I included this because you have to set these options for every new game, or else it starts with the default settings. \n\n[li]Tarsus Apts - Boring section to run. \n\n[li]Tarsus Rec - The first two sections were always run together, because if you load a save from this level, the door to the locker room will be shut and you won\'t be able to finish the level. So if I messed either section up I had to quit and restart the game. Annoying. \n\n[li]Tarsus Apts - Shooting this guy prevents a cutscene. The vent route gets me the second multitool I need and an emp nade that I use later. I now have 2 multitools, which is all I will need for the run. \n\n[li]Tarsus Labs - Ok, I install runspeed mod here, so after I open the door the run starts getting interesting. Those lasers I jump through kill you if you touch them, so that jump took about 70 tries. It\'s annoying, because when I don\'t have fraps running I nail it 100% of the time. Fortunately that was the only hard part in this section though. \n\n[li]Upper Seattle - I kill these guys to skip a cutscene and get the third emp I will need. \n\n[li]Inclinator - Talking to this woman gets you the password for the computer so you don\'t need to hack, thanks to sewerat for finding this. Shoot the dude to skip a cutscene (again). I pause before I jump down because you take damage from the gas, and you can\'t hit the button until it\'s all clear anyway. You\'ll see me get a \"powered down\" message a few times before it goes. \n\n[li]Lower Seattle - Just run through \n\n[li]Order Church - Found this jump, it lets you skip talking to \"her holiness\". \n\n[li]Lower Seattle - Run back \n\n[li]Inclinator - Some tricky parts, but mostly just a straightforward section. \n\n[li]Upper Seattle - Use the first emp nade here. \n\n[li]WTO Airport - Organize the inventory so I have everything I need on 1-6, so I\'m not opening this up every time I want to use an energy cell. I kill the guards for the concussion grenade. \n\n[li]WTO Hangar - Sewerat discovered that you can use emp nades on the missile batteries instead of concussion nades, which allowed me to skip picking up a second grenade here. This is my favorite section, because I complete objectives faster than she can give them to me. HAHA. \n\n[li]Mako Exterior - Sewerat found a nice entrance up top there, which puts you in a much better position once you\'re inside, and then I used the flying trick to get up there without taking damage from the guard bot. \n\n[li]Mako Interior - Pretty straightforward, just go from one objective to the next. The two notepads give me codes to the door and elevator, which saves time over using multitools. \n\n[li]Mako Labs - Sewerat uses a different route here, because it is very easy to get killed the way I do it, but the payoff is that this level can not be done faster, because people are talking non-stop, I exit the level right as all the dialogue ends. This took 127 tries. \n\n[li]Mako Int - Again my route differs from sewerats here, he has an extra nade at this point, so he goes out another way that requires blowing up a door. My route isn\'t any faster, but I just didn\'t have the nade. \n\n[li]Mako Ext - I found a way to jump up here, saves time over using a ladder. \n\n[li]South Medina - Goofin off. \n\n[li]North Medina - Get the objectives, get out. \n\n[li]Mosque - Run through. \n\n[li]Arcology 107-8 - Run through. \n\n[li]Arcology Air - I throw the tnt up to kill a woman up there with a sniper rifle. I think sewerat already has invisibility installed so he uses that. I collect less biocells than him so I needed to conserve energy at this point. It doens\'t take any longer though, people are talking non-stop once I enter the hangar until I exit the level so it can\'t be done any faster. \n\n[li]Arcology 107-8 Run through. \n\n[li]ApostleCorp Facility - I get a mod canister from Billy and now I install the cloaking mod. I use the cloak to run past everyone. \n\n[li]ApostleCorp Labs - I discovered you can just jump right down and then back up with the superjump trick, so this section is really short. That gun shoots through walls, so that first shot isn\'t a mistake. \n\n[li]ApostleCorp Facility - Use cloak and run through. \n\n[li]Arcology 107-8 - Found the floor vent, lets you skip the stairs. \n\n[li]South Medina - Use the wallclimbing trick to skip the ladder. Saves less than a second, but looks neat. \n\n[li]Trier Streets - Run through. \n\n[li]Nine Worlds - By hugging close to that last door I can skip the conversation with Ava. Cloak mod upgraded to use less power. \n\n[li]Trier Streets - Run through, goof off. \n\n[li]Trier SSC - These guys upstairs have a dialogue they do, and they don\'t start until you go in that room, but then you can goof off for a little bit until it\'s time for your cutscene. \n\n[li]Trier Streets - Run through. \n\n[li]Black Gate Ruins - Theres a model stuck in the floor because the game doesn\'t expect you to be there yet, you have to jump just right to skip a cutscene with the security woman there. LOL. Turn on cloak to skip the guards, and chuck the box into position for when I run back through here. I also grab a biocell. \n\n[li]Black Gate Labs - This route bypasses guards and turrets, and is the best way I could find. Jumping past the dude in the hall on my way out skips a cutscene that would make the infolink start over and cost me time. \n\n[li]Black Gate Ruins - I use the flying trick with that box from before to avoid taking damage on the way down. \n\n[li]Trier Streets - Run through \n\n[li]Nine Worlds - Talk to Ava \n\n[li]Trier Streets - I found that by jumping up here you can skip taking the ladder. Saves a second or so. \n\n[li]Templar Compound - This route is shortest. I shoot at the kid because he talks to you otherwise. I shoot the turret through the wall. (thanks sewerat) Run through. \n\n[li]Templar Church - Found this window, best way to get in. You have to kill that guy or the game won\'t progress, I don\'t know why. Sewerat found the datapad at the back so I don\'t have to hack. Really solid section. \n\n[li]43 Run back. Jump past Klara to skip a cutscene. \n\n[li]Trier Streets - Goof off until everyone shuts up. \n\n[li]Black Gate Ruins - Run through with cloak \n\n[li]Black Gate Labs - What a friggin\' annoying section. almost 130 tries, and I still took damage. \n\n[li]Shackleton Ice Shelf - Run through, this is where I use those 2 multitools from the beginning. \n\n[li]JC\'s Sanctuary - Run Through, you don\'t actually have to fight Billy here so I just keep going. \n\n[li]Shackleton Ice - Run back up, using cloak. \n\n[li]Versalife Ext - Run through \n\n[li]Versalife Int - Use the cloak to skip all the gob fights, Listen to what the guys are screaming as I leave, it\'s really funny. (Augh!! Neurotixin!!) \n\n[li]Versalife Ext - Hit the beacon and leave, pretty straighforward. \n\n[li]South Medina - Boring \n\n[li]North Medina - I kill Leo to skip a cutscene with him. LOL, crappy ragdoll phyiscs. \n\n[li]Arcology - Run through. \n\n[li]Arcology Air - Run through. \n\n[li]Liberty Island - Run through, waste the rest of my ammo while people are talking. \n\n[li]UNATCO Ruins - Run through with cloak. Run back out. Wait 1 billion hours for Saman to shut up. \n\n[li]Liberty Island - Run to JC, talk, hit the button without being in the chamber. \n\n[li]Ending - This is a really lame ending, and I wish that I could have done one of the others, although they aren\'t much better, but this is the fastest way. Feel free to skip it as there is nothing interesting left in the video.[/ol]','2006-08-31',0,1609000,11,'DeusEx2_Realistic_2649',59,11,0,NULL),(0,193,NULL,71,'','First of all, thanks to Radix for correcting the desync in segments 2 and 3. \n\nAnyway, this is, hopefully, my last Devil May Cry run. I kept trying to achieve a sub-hour time single-segment, but eventually decided to go with 3 segments to preserve my sanity. \n\nAll of the segments are fairly decent, even segment 2...which is obviously worse than the rest. I can\'t bash them too much though, as I did make it under an hour, so I must have done something right. \n\nSub-58/57 is possible I think, and with near perfection, a time of 55.xx also. Good luck to anyone willing to try though, you\'ll need it. \n\nEnjoy the run.','2005-06-17',0,3507000,11,'DevilMayCry_5827',3,13,0,NULL),(0,194,NULL,71,'','This is my second from-scratch 100% run of Devil May Cry in Dante Must Die! mode, purchasing every skill and Purple/Blue orb, getting every Blue Orb fragment, completing every Secret Mission, and getting S-Ranks or Special Bonuses on every mission. \n\nThis one is a major improvement from my earlier run, knocking off 19:31 from the previous run using 15 segments instead of 23. More stingering, DTed running, improved strategies, and the introduction of item usage made for a faster time. \n\nThis run was made possible by a collaboration of some of the finest minds the DMC community Joch, Ryan86, Patient Vlakorados, Devil May Asian, Rob, and justaNewbie. The story began when DMA did some experimenting in late 2004 to determine if it was possible to S-Rank Mission 1 in DMD! mode with a fresh Dante. He was able to meet the time and orb limits, taking one hit. It then escalated to a challenge to the other DMC players (mainly Joch, DMA, Ryan86, and myself) to achieve a Special Bonus in Mission 1. I wanted to record this, and so I did. Once completing Mission 1, the way was open for getting SBs on the other missions. After a month or so, several players completed their SB runs of DMD! mode. \n\nThere is an audio commentary for this run available in the .mkv files, which aren\'t listed here due to a technical issue server-side. I couldn\'t include them in the .mp4 files due to Quicktime being unable to play the audio streams separately. Most of the techniques and strategies used in this run are explained in the commentary, as well as some observations and fireside monologues. \n\nThe HQ and IQ versions of this run have been specially filtered with MEncoder to create progressive 59.94fps video from its interlaced NTSC source. A powerful CPU will be required to play these back. \n\nThe Matroska files are available for download [a http://www.archive.org/download/DevilMayCry_100pDMD_13534]here[/a]. \n\nThere are a number of techniques used in this run few outside of the GameFAQs forums have seen. \n\n1) Slash-cancelling \nThis technique was discovered by Patient Vlakorados, specifically for fighting Nelo Angelo, but has applications outside of this fight. Whenever Dante slashes with his sword, there is some lag time between that slash, and when he puts the sword back, allowing him to move again. This animation can be sped up by wiggling the stick back and forth quickly after slashing. Dante can cancel on his 1st, 2nd, and 4th slash. \n\nAgainst Nelo Angelo, this allows you to get up to 18 consecutive hits on him before he blocks (or teleports, if attacked from behind). 2-slash SCs work well DTed or not against Nelo\'s front or back. 4-slash SCs only work against Nelo\'s front while DTed, but are the easiest to maintain. If Nelo counterattacks, he must be allowed to finish his attack before you start up again, otherwise he\'ll block after a couple slashes. This is only necessary in the first fight, as Ifrit is much more effective in later fights. \n\nSC\'ing also works wonders against the first wave of Maris in the Mission 1 basement fight and the Frosts in Mission 7, keeping them both stunned and unable to start an Icy Inferno. \n\n2) Phantom Critical Hit \nProps again to Patient Vlakorados for this one. Phantom has a point where if a downslash connects, it will do massive damage to him, and cause him to stagger. We call this a CH on Phantom. If timed correctly, this will allow you to keep Phantom stuck in a loop where he is unable to get away from you. You can kill Phantom in under 20 seconds if each one connects. This will allow the player to complete Mission 3 with the Secret Mission in under 3 minutes (the time limit for M3). \n\n3) Griffon Meteor2 Double-Hit \nIf timed and placed correctly, and charged Meteor2 can hit Griffon TWICE, dealing double damage. This is possible because Griffon has 2 hit areas (head and legs). I have not yet heard of a double-hit against Griffon 1, but it is certainly possible against Griffons 2 and 3. The double-hit against Griffon 2 is nigh-impossible to get reliably, as the window for the hit is VERY small. Getting a double-hit at the start of Griffon 3 almost ends the first part right there. \n\n4) Mundus Dragon Double-Hit \nWith a full 10 runes, it is possible to make the DT Dragon hit Munus TWICE, doing insane damage. This can be done at two points. One: When Dante is point-black with Mundus, unleash the Dragon when he is about to summon the gunspheres (wait until his right hand is staightened out), or from below on the second run (won\'t work in the first run). \n\nEnjoy :)','2006-08-19',0,5734000,11,'DevilMayCry_100pDMD_13534',15,13,0,NULL),(0,195,NULL,71,'','This run didn\'t actually take all that long to make, which is a good thing, since I\'ve already played this game to death earlier. \n\nAnyway, the run went really well near the beginning, and heads slowly downhill from there. I\'m not saying that the run is terrible at the end, I\'m just saying that I slack off a bit (and make at least one weird mistake). \n\nThere were two things in this run that scared me, the tentacles in mission 22 and the fire dragon attack from Mundus 2. The tentacles scared me for a bit because I looked at my energy and I couldn\'t get out. Luckily, I smashed them away before things got too ugly. \n\nThe dragon on the other hand, was a BIG scare (a short panic in my head I think). I don\'t really remember ever seeing that attack, and I didn\'t expect that at all. I had a Vital Star there to save my butt though, so all was well. Thank goodness I was in the good shape I was in when it hit me, or the run would\'ve ended there (of course). \n\nI got my revenge on that cursed level 24 elevator, which, for those who don\'t remember/know, caused me trouble in my previous run. \n\nYes, a time of under 49 minutes is possible, but I\'m not doing it. \n\nAnyway, I hope everyone enjoys the run.','2005-04-17',0,2975000,11,'DevilMayCry_SS_SuperDante_4935',1,13,0,NULL),(0,196,NULL,71,'','This is a from-scratch any% run of Devil May Cry in Dante Must Die! mode, going for all S-Ranks (\"King of Hell\"). \n\nThis run was a nice change of pace from my previous runs, doing the whole game in one shot, but not focusing on getting everything. Getting S-Ranks is pretty easy, since all you really have to do is not die. The better your ranks early on, the easier the game gets (relatively). \n\nI had to use LDK (a costume change for Dante with DT available on Mission 1) for reasons of sanity. There were too many elements to Mission 1 to warrant doing it over and over and over and over again to get a Special Bonus, only to blow it on Mission 2 or so. LDK makes Mission 1 soooo much easier. Using LDK takes about 1 minute off the regular SB clear time I get for Mission 1. Once you get Alastor, everything is the same as regular Dante. \n\nI don\'t even want to think about how many tries it took to get this right. Even then, I still blew a few things here and there: [ul] [li]Mission 5: One of the Shadows exposes its core in midair, making it impossible to attack. That nearly got me killed, let alone costing me the SB. [li]Mission 9: A Blade dings me, forcing me to take an extra 20 seconds or so to make sure I make the orb requirement. [li]Mission 11: I screw up my Ifrit combo against Nelo and get slashed trying to make up for it, losing the SB. [li]Mission 15: I cancel DT in the middle of my Inferno string against Griffon. I get whacked twice for this. [li]Mission 16: I get poked by a core ray at the beginning, screwing up my combos and costing me the SB. [li]Mission 18: I was unable to block Nightmare\'s boomerang attack, and floundered about trying to keep the top core green. [li]Mission 20: An ice slug sneaks up on me, and screws up my attack on the Final Core. [li]Mission 21: A Nobody cracks my skull. [li]Mission 22: I got overconfident near the end of Mundus 2 and was nearly wasted. [/ul] \n\nIn spite of this, I\'m particularly happy with the way Mission 17 turned out. \n\nAgain, I have done an audio commentary for this run. It was surprisingly easy to keep talking for an hour and a half. Unfortunately, I could only do it for the HQ version, as the encoder that was available to me at the time couldn\'t handle lower bitrates properly. The commentary is in an .mkv file available [a http://ia331302.us.archive.org/3/items/DevilMayCry_SS_LDK_DMD_11743/]here[/a]. I couldn\'t put it in the .mp4 file, since the Quicktime player cannot differentiate audio streams, unlike every other media player out there. \n\nThere is no IQ version this time around, as having an .mp4 larger than 2GB breaks the A/V stream. \n\nAgain, the HQ version has been specially filtered to recreate the original 59.94fps. You\'ll need some hefty hardware to play it back at full speed. \n\nI intend to combine what I learned in this run with my earlier one in hopes of making a single-segment 100% run of DMD! mode. We shall see...','2006-10-14',0,4663000,11,'DevilMayCry_SS_LDK_DMD_11743',1,13,0,NULL),(0,197,NULL,72,'','So, here we are with ANOTHER Devil May Cry 3 speed run from me. There\'s not much of a story behind this run, really. I\'ve been practicing and performing a Royal Guard segmented run in 17 segments over the past two months and I had finally completed the run a few days prior. \n\nWell, I get back from work around 11 PM on the day before New Year\'s Eve aggravated, bored, annoyed and as usual, pumped up on enough caffeine to make Daxter look to be as calm and sedate as Mr. Rodgers in a Ritalin induced coma. So I sit down, hands shaking and turn on the PS2 to play whatever\'s in there. It turned out to be DMC3. So I just started a new game and started playing around with Trickster until I died on mission 5 against Agni and Rudra. I found that I could keep my style rank going surprisingly well, my timing was great for Trickster\'s Dashes a good chunk of the time, and all in all, I was performing very well. So I popped in a VHS tape, sat down again and started playing. \n\nBefore I get another thousand PMs, NO, I skip the cut scenes as it\'s Speed Demos Archive\'s policy that if a cut scene can be skipped you HAVE to skip it. As it was, if I did let them in, my time\'d suffer anyways, and god knows I\'d go mad watching the mission 12 cinematics. God that level\'s brutal. Anyway, if you people REALLY want to see the in-game cinematics, http://www.thehandvseye.com/dmccs.htm also hosts the game\'s cut scenes in .WMV format. Decent quality for the most part too. \n\nSO DON\'T PM ME ABOUT THE MOVIES DAMN IT! \n\nEdit by the Runner: By the time this run is published, the special edition DMC3 will be out or very close to being out. What\'s worth noting about it is that in the original DMC3 North America edition actually has the difficulties shuffled around so that our normal difficulty is actually PAL and Japan\'s Hard, our easy is their normal, and our hard didn\'t exist in their versions until now. With the release of DMC3\'s Special Edition in the U.S., our difficulties will be put in line with the other versions so the DMC3\'s Greatest Hits/Special Edition will have our easy be Pal/Japan\'s easy, our easy now normal, our normal now hard, and our hard will now be the \"New\" difficulty Very Hard. Also, due to the fact that Jester is a fightable boss in both campaigns last I checked (I could be wrong) you will have to compete against my time on the original DMC3 version. Otherwise, the run is going to be comparable to a Hard mode run under the Yellow Orb settings in the Special Edition. \n\nI ain\'t doing a very long, drawn out commentary here, but I\'ll focus on the good and the bad parts of this run. The bad first. \n\nIn mission 6 I mess up on the combat adjudicator in the same mission since I couldn\'t perform the Million Slash A&R combo. Instead, I kept performing the 5 hit one because my last strike was always premature. \n\nMission 7 is great, BUT! There\'s a really annoying section where Dante follows a path up to the roof of the Tenen-ni-gru. It\'s a curved path that runs around the tower and the camera is positioned like a quarter of a mile away. It makes it really annoying to Stinger up the path and unfortunately, this run didn\'t work out very well when it came to that point. I probably lose five seconds all in all vs. doing the smart thing and just running up the pathway... but eh. \n\nIn mission 8, I don\'t go and purchase the four Devil Trigger runes in my first visit to Leviathan\'s intestines so I had to improvise in the Retina Room. The reason being is that it completely slipped my mind. Yet, when I tried to test the difference after performing the run, I found that there really wasn\'t much of a difference in the first place having used only a DTE against the mob without raising my style first. Not to say that it can\'t be faster, but it didn\'t make a very significant difference to wrangle them up, get some style going, and then blow them all up. Plus, it allows me to have a full Demon Orb bar in time for the Leviathan fight. Speaking of which, the fight can be faster because I don\'t get in Leviathan\'s Heart Core again while it\'s shooting lasers around the room in case I slip up, which is a very real possibility. The fight can be about 10 seconds faster because of it. \n\nI forget to switch to Cerberus in Mission 9\'s time goddess statue so I have to make a few second detour back to it. While I\'m there, I take the opportunity to upgrade Spiral to level 3 in the first place (I normally would do that in the following mission, but I was there anyways). That\'s probably the most subtle of my obvious mistakes but it still costs me a bit more time than I had wanted. I also have a bit of bad luck on the Nevan fight when I broke her shield and she knocked me back at the same time, resulting in her recovering from her stun before I can recover from the hit. No biggie though, I\'m right on top of her a few seconds later. \n\nThe only really jarring thing comes back to bite me in the butt come mission 17 where my Doppelganger fight could be better. I blame myself entirely here because this is normally a very easy to control boss fight and I lost control about halfway through. I lose at least 15-20 seconds from the fight itself. \n\nIn the following mission, the Chessboard goes great, Cerberus goes great (more on him later) and Beowulf is good enough, but I really need to explain Agni and Rudra 2, as it\'s one of the glaring problem in this run. In all of my recorded attempts on this game, only two boss fights instill fear in me. Geryon along with Agni and Rudra have ALWAYS made me a bit anxious and for fairly good reason. In this run, it\'s obvious with Agni and Rudra. Although the first rumble with them went good, the second was miserable. \n\nThey just COMPLETELY kicked my ass to such an extent that I was friggin\' AMAZED, people. Look at about halfway through the fight when I stun one of them, yet the other one stands there and does a great job of defending the damn stunned one. They almost gave this illusion of teamwork there, and if that isn\'t bad enough, I kill one off earlier than the other. It\'s a mistake you can recover from if you go ahead and get the remaining brother caught in a parrying loop and stun him outright but the remaining brother had other plans. \n\nRather than let me wail on them which, you know, they ALWAYS do in the hundreds of times I\'ve fought these guys, the surviving brother just ran away the instant the other one dies. It just jumps to the other side of the room, charges at me, and I\'m cursing at this point. He charged straight ahead into the Super Agni/Rudra thing where one statue will wield both brothers and completely kick ass until it\'s taken down. Fortunately I kill the boss very quickly from there, but there\'s such a long movie showing the transformation (About 10 seconds that\'s unskippable) that I have to endure in the first place. \n\nStill, the fight COULD have been worse since they\'ve always been my weakest boss. \n\nFinally, the most \"Questionable\" mishap, I got Spiral Level 3, thinking that I was going to be able to S rank a few more missions to afford the forth holy water for use against Arkham, but when the time came to mission 19, I was 8,000 orbs short to afford the damn thing. So instead, I stocked up on Devil Stars hoping that I could use DTEs twice per vulnerability phase and try to even things out. No dice (And in hindsight, should have just bought an extra demon orb). Do I regret not getting that forth Holy Water vs. the Spiral Upgrade? Well, I know that the extra dolphin, time in the menu, and attack phase cost me around 35 seconds which leads to the question. Did I save 35 seconds time by using the upgraded Spiral (Which increases the weapon\'s strength) over the ten missions I\'ve had to use the weapon? Was it necessary in order to help aid my survival? I can\'t tell you without the video, but I know I got a lot of use out of the weapon throughout the second half of the game. \n\nLooking back, I estimate there being only about three minutes worth of mistakes at most. \n\nLet\'s talk about what went good now. \n\nMissions 1-3 were very speedy, often times coming very close to my RG times. I get SS and S ranked in mission 1 and 3, allowing me to be able to fully afford Stinger and Air Hike at mission 4. Most importantly, I really luck out and I\'m able to perform a very long stun on Cerberus (A trick shown to me by Gemasis Sydawn) which requires that you shoot off the ice on the heads and wait for Cerberus to pounce. When he does, jump into the fray and wail away. You can get a head destroyed outright and take significant health off the boss which I do in this run to an incredible mission 3 time of 3:50. \n\nMission 4, I S rank it very nicely and although Gigapede didn\'t give me the ideal attack pattern, doing a purple orb attack in the second and third passes (He only did on the third) for me to reflect with Cerberus\' Revolver, that is something beyond my control and the fight could\'ve been much worse considering. \n\nMission 7 has some sloppy stingers, but that\'s to be expected a good 40 minutes into the run on a slope with a piss poor camera angle to line up the character perfectly. However, mission 8\'s performance is incredible. My aim against Leviathan\'s boils is dead on and my stingers and jumps are great. Mission 10 is well performed and mission 11, the Soul Eaters cooperate as well as I\'ve come to expect from them. Mission 12 is an incredible performance all considering how much pressure there was at that level since it was the first major run stopper I encountered, but I handled it well enough. 13 goes very well, 14 is a great example of the level (And I admit, looks smoother than the RG run) and 15 just works, although I think I have a few moments of stupidity involving the obstacles here and there including trying to Sky Star through a solid blade in the Altar of Evil hallway. I only came in 16 seconds behind my segmented run though. Mission 16 has an excellent Lady fight. Traveling through Mission 17 goes great, though the boss fight is in itself iffy. In mission 18, I manage to do a long stun Cerberus AGAIN (Which only happens... once in a blue moon I imagine) saving me a lot of potential time there and the chess board goes well. Then, in Mission 19, a major run stopper, the Mirror Room goes INCREDIBLY well. That is a purely random moment there that could destroy the room, and I pull it off without incident. Other than that, there\'s a lot of close calls like in mission 20 off the top of my head when I\'m struck down to half a centimeter of my life. That happens quite often, actually. \n\nItem-wise, I end up getting two full blue orbs, getting the first one before the A&R fight and the second one in mission 14 much like my Swordmaster run before did. Besides the Holy Waters in the usual places, I also end up using two Vital Stars. One on Agni and Rudra\'s rematch in mission 18, as well as using one on Vergil 3 when I actually tried to just guard Vergil\'s attacks and brought me to a centimeter of my life. Just guarding. With Trickster. (Grumbles) I also think I may have gotten a yellow orb in there as well, though if I did, I obviously wasn\'t thinking clearly. \n\nAll in all, this is a great single segment run with a lot of the more random things working in my favor, with great action, decent execution and fairly smooth fights. With incredible luck and execution throughout the entire game or by exploiting something that I\'m unaware of, I can see this hitting 2:08, but not much further than that. To go lower than that, Royal Guard is going to have to be used. Good luck on a consistent two hour performance there, buddy! \n\nMajor thanks to Radix and Nate as usual for the work they put behind getting this run captured, compressed, finding the verifiers to make sure this run was legitimate and uploading it in the first place. Thanks also goes to the posters who\'ve followed my progress with these runs and continue to offer support, random facts and what have you through all of the months I\'ve been running this game (Mostly Nikullivin) Also, I want to thank Gemasis Sydawn for both the Cerberus freezing trick as well as all of the royal guard attack timing videos that he both specifically made for me and had available on thehandvseye.com/dmc3.htm (Which is as of the writing of these comments, offline for a reorganization/redesign of the website, if I recall). \n\nSo what\'s next for \"Psychochild?\" Well, I got a 1:59:13 RG run to still mail out (though I\'m still thinking of weither or not to scrap it and try again). Ironically, when I was writing my original DMC3 comments, I said that I am done with DMC3 and I ain\'t touchin\' it again until if and when the Special Edition game comes out. I wanted to go ahead and do a run on Vergil\'s campaign with the \"Dark Slayer\" style on the USA default Normal difficulty. \n\nWell, as it turns out, that run is going to be getting worked on a lot faster than I originally figured it would. The moment I finished those comments I logged onto Gamefaqs for a few seconds and read that DMC3:SE is being released by January 23rd in the U.S. of A. So, by the time you see this run, I\'ll already be getting ready to tear through Vergil\'s campaign on the HARD difficulty and aiming for a single segment run. I have no idea what to expect, but it shouldn\'t be too overwhelming for me.','2005-12-31',0,8074000,11,'DevilMayCry3_SS_21434',1,13,0,NULL),(0,198,NULL,72,'','First off, I feel it\'s necessary to thank the following: BallofSnow for the support and helping renew my interest in starting and finishing the run; Nate for doin\' the thing he\'s been doin\'; Joch (A.K.A. \"The Jochness Monster\") for the help and support he gave me especially when mission 12 rolled around; Devil May Asian and Rustedfaith for their banter and general hijinx; Ifrit and Mike Uyama for inadvertently helping me out; Da_Dood and guitarslinger44 who tipped me off to a Holy Water I never knew existed, kip for his suggestion to what to DO with said holy water which comes into play later on, Xarugas who ALSO helped with \"That Geryon Thing\" along with Volteccer Jack and Madsharkk (All three from Gamefaqs) and of course, Radix for the most obvious of reasons. \n\nSo here it is, a full speed run of Devil May Cry 3: Special Edition on the \"Hard\" difficulty setting using Vergil. That\'s right. For any DMC3 fans who\'ve been completely neglecting the franchise since the third was originally released, a Special Edition was re-released back in January that included Vergil as a fully functional and playable character with his own style, moves and even a re-worked weapon swap system where Vergil has access to all three of the weapons (Which he starts with) at all times (unlike Dante who\'s stuck with two). To trade this off, Vergil only has one ranged weapon, his Summoned Swords attack, which work FAR differently from how Dante\'s guns work, as does how upgrading weapons and such work on Vergil\'s campaign, being reliant on your style level to purchase upgrades instead of simply having the weapon making his campaign far more interesting to run. \n\nNow, random musings. \n\nFor starters, I apologize for Mission 2. That was a miserable attempt that should\'ve never made it into the final product and while producing a second version, I was able to chop off 16 seconds ALONE on this stage. The same goes for Mission 5, where I\'ve cut off another 20 seconds or so from the final time. My purchasing order is for the most part, fairly sound throughout the first 10 missions of the game since I NEED the Devil Trigger orbs, I need Starfall, I need pretty much everything I pick up and interestingly enough, I\'m able to actually afford all those things before I actually need them. It works out very nicely. \n\nIn hindsight though, my purchasing order in missions 11 and above need to be changed a good bit. I should be picking up Stinger Level 2 immediately after Mission 10. I don\'t NEED Spiral Swords and the only reason I pick them up (And so late into the run) is that I thought that they\'d be far more useful against mission 18 than they actually were. My bad. Future revisions of this run will include me purchasing an extra holy water somewhere in here for use in Mission 16\'s Living Statue Room (Or saving Mission 15\'s) and also possibly an extra one on top of that if I save the one from Mission 15 for a rematch in Mission 18. And of course, I\'ve simply improved so much since I first started playing with Vergil that there\'s bound to be plenty of time saved just from an overall superior execution. \n\nAnd I\'ve had someone claim to beat my mission 3 time by well over 20 seconds. I GOT to figure out how he did that. \n\nSure, I\'ve got a few regrets with this run(2, 5, 17), but despite that, the run overall is actually very tight. Don\'t think that I\'m done with this game just yet though! There is a revision in the works which will hopefully shave the time down even further. As of this writing, I\'m a minute and a half under this run\'s time by the halfway point and it\'s some VERY impressive stuff... it just still has a ways to go before submission. In the mean time though, I hope that you all find this run very entertaining and keep an eye out for my next project when it comes around. Contact me by \"Psychochild\" on the SDA forums or PM me via AIM where you\'ll find me hiding under my SUPER SECRET ALIAS, SpasticHeathen.','2006-07-21',0,6007000,11,'DevilMayCry3SE_Vergil_Hard_14007',18,13,0,NULL),(0,199,NULL,72,'','Well, here it is... (Deep breath) My Devil May Cry 3: Special Edition Segmented Heaven or Hell Any Percent Turbo Mode Gold Orb Fresh Super Dante Speed Run! Where as my last few segmented runs were the product of months of dedication, this one... not so much. This run came about quite simply from a thread at Phantom Babies, a Devil May Cry forum I frequent. The thread was about Devil Triggers and the effects with different Devil Arms equipped. It was a post by Ryan86 that got me started on this. \n\n\"Playing Easy + Super Dante + Cerberus + Turbo Mode is so much fun :p\" \n\nSo I load up my version of S.E., started playing around, and eventually I begin to wonder what it would be like to do a Heaven or Hell run. \n\nWell, now I know. \n\nThis is where I try to justify every category in my gigantic run description. \n\nDevil May Cry 3: Special Edition: Where as Devil May Cry 3: Dante\'s Awakening\'s Heaven or Hell mode used the enemy spawns from the Dante Must Die difficulty , Special Edition lives up to its reputation of being the easier of the two and only uses spawns found on the Hard difficulty mode. Most people don\'t know it, which is why I feel I need to mention it here, or else people would start wondering where the hell all the wraths are in mission 1 that simply aren\'t there in my run. \n\nIt\'s made into two segments for one very simple reason. Two, actually. Make that three. The first being that I wanted this run to head out along with my Vergil segmented run. The second - Dullahans. I NEVER thought I\'d ever find myself saying this but the Dullahans are probably the most frustrating enemy you can find on this kind of run. They are a RUN KILLER. You HAVE to use melee attacks, you HAVE to attack them from behind while avoiding the front half unless you\'re trying to commit suicide (More on that later) AND they\'re so huge they often block other Dullahans in the same room which leaves you very vulnerable to be double teamed. Such pains. Scratch yourself on the side of their shield? Dead. Last, I really wanted to get a Turbo Mode run onto the site just so the category exists for this game. I didn\'t want to send a full run like my new Vergil just to have it rejected because it was in Turbo, so a quick, easy run like this was the obvious answer. \n\nHeaven or Hell difficulty meanwhile can be summed down to this. Everything dies in one hit. Bosses, enemies, Dante... If a bullet even GRAZES your foot (As it did with Jester) you\'re dead. Hence what makes Dullahans such a pain. \n\nIn this run, I do pick up Air Hike for both Beowulf and A&R for obvious reasons and I also pick up a Holy Water (With hilarious results) for the chessboard in mission 18, hence the Any % marking. Of course, I also level up Trickster throughout the run though once I get Devil Trigger, I don\'t use it much anymore. \n\nTwo exclusive features of the Special Edition, Gold Orbs and Turbo mode, are used for this run. Some people (Wusses mostly) just couldn\'t handle the fact that if you died in D.A., you would have to start the mission over unless you had yellow orbs on you. You know, the same exact way that DMC1 handled death. So in the re-release, Capcom implemented a checkpoint system that allows for some death abuse in Missions 8 and 15. Turbo Mode meanwhile made things just a bit more interesting for me by boosting up the gameplay speed 20% and allowing me to further push the entire \"Fastest completion possible\" theme further. \n\nLast, that leaves me with Super Dante. I do use a fresh Dante in this run which means no devil trigger until mission 7 but once I do, it never goes off due to the massive speed buff Cerberus offers (Either 20 or 30 percent on top of Turbo\'s 20% increase by default). \n\nSo, now that we have all the basics covered, it\'s time to nitpick. \n\nEverything from missions 1-12 is excellent, though fatigue becomes obvious throughout mission 13. Even then there\'s some movement flubs in a few missions where I get turned around a bit due to the ultra-twitchy Dante and a targetting issue in mission 6 in the Trial of Fighting. Mission 11 does have some significant issues in the Altar of Evil room when I try to get up to the second floor which costed me several seconds before I could get up there. The ideal fashion, as I COMPLETELY drew a blank when I got there, was to wall run up and then air hike to the second floor. Again, I just blanked there and it costed me a few seconds. \n\nMission 14 has some movement issues that could have been cleaned up a bit but otherwise isn\'t worth dwelling on (2:30 is the lowest I\'ve been able to do anyway). I was so wrapped up in living and so pumped that I completely forgot to change from Beowulf to Agni and Rudra. Because of that, I lost five seconds (I counted!) trying to use Straights to smash the wrecking balls in the Chamber of Sins to reach the Moonstone. \n\nOf course, you could argue that it\'s time saved from having to switch the weapons, but it still looks sloppy if you asked me even if I DID come ahead in my times because of it. \n\nMission 17\'s Doppleganger is just ugly. When I was practicing, I found that Aerial Cross, the A&R move I used, shattered the window in three hits. I found that odd, but justified it as it being an attack where both his weapons got a \"Hit\" on the window, meeting the five smash quota, much like how an average helmbreaker is actually two hits, one that deals damage, the second that deals damage and knocks the enemy back. \n\nWell, I never practiced the stage again, I was more focused on 15 in particular, so when I went back there, lo and behold my plan DIDN\'T work out which really threw me off. So, I switched to Revolver and finished the fight, costing me about eight seconds or... five seconds, depending on when you count (After the first charge or after I shatter the first window and miss him). \n\nI have no doubt in my mind that this run could be faster. Sub 1:00:00 would be hard to reach knowing what I do, but I imagine this could probably be handled just a minute or two faster if I were to fix up the problems I found in the run. Keep an eye out for a revision when I get around to it!','2006-08-01',0,3783000,11,'DevilMayCry3SE_SuperDante_Turbo_HoH_10303',2,13,0,NULL),(0,200,NULL,73,'Segments appended to one file.','Thanks Radix, nate, mikwuyma and DJGrenola for obvious reasons. I would also like to thank flagitious for pointing some things that didn\'t come to my mind or I just didn\'t know about them at all. \n\nEvery time I improve the run the comments get shorter and shorter, so let\'s stick to that. Minor things worth mentioning: \n\n[ul][li]Item duplication glitch:\n\nA very usefull glitch for a speedrun (and on b.net too ;)). You just drop an item you want to duplicate, move away from it, click on it and when you\'re about to pick it up, click on any item that\'s on your belt. The item that you\'ve picked up is in your inventory and you\'re holding a clone of it instead of the item you clicked on your belt. \n\n[li]Lazarus\'s cutscene/speech skip:\n\nFlagitious gets the credit for skipping the cutscene. Alt-tabbing back to windows skips the entire cutscene, simple as that. Also saving and loading the game skips Lazarus\'s speech (he\'s invulnerable until he\'s done speaking). \n\n[li]Drawing Diablo out with a lightning based attack:\n\nFlagitious gets credit for this one too. It turns out that from the shit load of monsters in Diablo\'s chamber, only the big guy can be damaged by lightning (and there\'s also a black knight there but thanks to the monster behaviour RNG, it dosen\'t matter). \n\n[li]Monster behaviour RNG:\n\nCheck wikipedia if you don\'t know what Random Number Generation is. Luckily in Diablo, you can manipulate things like monster movements, attacks, and even the damage they deal AND receive (you can\'t manipulate drops though, because they\'re generated upon character creation). Things like moving in a particular direction, attacking, or opening/closing the inventory, change the RNG. So basically \"mistakes\" like casting one fireball too much are done on purpose.[/ul] \n\nAs for dungeons... \n\nextreme luck manipulation anyone?','2007-04-21',0,367000,11,'Diablo_Sorcerer_607',40,11,0,NULL),(0,201,NULL,74,'','I just have this say to any potential viewers: I highly recommend viewing this at 200%. It makes things much clearer. \n\nDiablo is one of those games where if someone mentions the idea of speed running everyone will point and laugh. Initial estimates hovered around the SDA seven hour limit. I am proud to present to you, a character from scratch, with no tweaking whatsoever, on /players 1, a sub two hour run from creation to Baal\'s anguish on normal difficulty (although describing it as a difficulty is more of a misnomer; Diablo is unique in the way its difficulties are arranged). \n\nThe map spawns in a single player game are set in stone at character creation and thus if you save the character files you can explore ahead, exit, reinsert the files, and play with full knowledge of where to go. Since there are several huge, sprawling areas of the game where a wrong decision can lead you astray this is the main way of cutting down time. \n\nA second way to make the game faster is in the character. In all classes, most of the time sunk will be spent in the first act doing the required leveling. A trap based assassin is the fastest character I have tested due to three reasons: \n\n1. A ranged area of effect spell that is powerful and mana manageable at level 1 allows for quick leveling. \n\n2. Burst of Speed allows a large increase in run speed without the requirement of finding faster run boots. \n\n3. Wake of Fire is an extremely powerful \"fire and forget\" spell and it only takes level 12 to earn. Each trap spurts five waves of fire and you can lay five traps on the ground at the same time; every wave pierces through all enemies. This can lead to enormous amounts of damage. \n\nEven with fixed maps the game is quite random of course. Item drops, monster locations, monster type combinations, and champion and unique monster locations are the result of chance. However, it appears that with each map spawn there are certain locations where uniques spawn specifically. Going through the same areas over and over again I learned that they tend go spawn in certain locations over and over, which I could abuse. Monster type combos were only an issue in one or two areas which I will discuss in the particular act. \n\nAs for items, the only thing that really matters would be either fast run boots, items that grant resistance, and nice shiny things that sell for wads of cash (like heavy armor, rings, wands, and paladin scepters). \n\nSince I have Burst of Speed and faster run items give diminishing returns the more you stack the lack of faster run boots isn\'t that detrimental...but of course, it would have been useful. I don\'t know how much it would have cut off but most of the time is spent running. \n\nAs for resistances...well...let\'s just say it was an interesting run. I ended with 75 cold and 6 for the rest. The most important is without a doubt fire and I wanted to get as close to the max 75 as possible. Inferno attacks (fetish shaman, venom lords) melt through health like butter and Diablo and Baal both have devastating burning attacks. More on that later. \n\nI did, however, come upon max cold resistance due to jewelry and the arctic set belt (+40% cold res) found in Act 2. How interesting. Cold is only a serious threat (although being frozen makes a speed run not so speedy) against Duriel, Mephisto, and Baal, where I would have usually relied on thawing potions (with temporarily grant max cold resistance) and trying to avoid Mephisto\'s cold ball. I guess that saved some money and clicking, but meh...lucky, but not [b]that[/b] beneficial, especially since I had 0 res to all other elements until I was ready to tackle Baal (and then only a paltry six). \n\nAn embarrassing fact I didn\'t know after all these years is that if you shift click a potion in your inventory it\'ll go right to your belt. I know some pretty obscure tidbits about this game but I didn\'t know that...wow. I manage to do somewhat well by running and dragging potions to my belt anyway, or while my fire traps were killing mobs. \n\n[b]Act One and the Maiden of Anguish:[/b] \n\nThese are the longest and dullest segments. \n\nThere is a shrine right outside the Rogue camp. Every time it was an experience shrine it seems the number of enemies would be cut in half and when it was something else there were many more enemies. However, there was a nifty experience shrine in the cold plains near a huge camp of uniques and imps (And good old Bishibosh) so that was a great boost during this segment. \n\nOriginally I aimed to get to level twelve before Andariel but that wasn\'t going to happen on players one even with the huge amount of champions/uniques I had slain. I tried to get as close as possible, of course. \n\nThe fight with Andy, as she is lovingly nicknamed, was fairly uneventful. Poison antidotes and the fact that I pumped health (and \'sins get +3 hp per point) made her infamous poison attack not so bad. \n\n[b]Act Two and the Lord of Pain:[/b] \n\nWith the acquisition of Wake of Fire I can now level on the run by sprinting around, gathering huge mobs, laying traps, and then running away while watching my bar fill. The fire simply dominates everything in this act with no mercy. The only frustrating areas are the Maggot Lair and the Arcane Sanctuary, hated by many players due to their close, claustrophobic tunnels which can be a huge burden on certain attacks. WoF performs decently but I am slowed. \n\nMany consider Duriel on normal the most difficult boss in the game to solo. His unique unavoidable holy freeze aura and staggering knock back with the potential for critical OHKO\'s can leave a player running scared in the tiny chamber. Luckily, I can cast the traps and run around while damaging him. Since I had the arctic belt I also had nice cold resistance. \n\n[b]Act Three and the Lord of Hatred:[/b] \n\nOf all the areas of the game I would estimate the casual player knows the least about the jungles of the east which hide Mephisto and a portal to Hell itself. This is a critical area [-] the jungles can either be short and fast or long and tortuous [-] [b]even if you know where to go beforehand![/b] Doing it blind is almost more like work than fun. The worst is when you have to go through the Great Marsh to get to the Flayer area...if I had obtained a truly bad spawn I might have considered restarting from scratch. I found a decent spawn but nothing to jump for joy. \n\nMy Sewers and Durance of Hates were rather sweet, though. \n\nMephisto is no push over, especially with 0 lightning resistance, but he\'s no Duriel. My cold res, however, enabled me to take his cold balls without too much bloodshed. I was able to take him down without running to Ormus for help. \n\n[b]Act Four and the Lord of Terror:[/b] \n\nI enter Hell at such a low level that I\'m outside the range of getting more than 5% experience and thus I don\'t level up at all. I run to the Fire River waypoint in less than three minutes, which definitely deserves its own segment due to the randomness of monsters clogging the path. Maggots seem less likely to do so, although it would have been prettier if I was avoiding the big Urdars and Pit Lords more often. \n\nThe Chaos Sanctuary is perhaps the peak of the game. If you can take this then you should be able to beat the game. Everything is fire resistant, which prevents a bit of a problem for my poor little assassin. If you wondered why I needed the cold mercenary from Act III then look no further than the fire immune Vizier of Chaos. As for the Infector of Souls...well...let\'s just say he takes as long as Diablo to take down. \n\nSpeaking of Diablo, YOWZA. As per the usual, his pink lightning hose of doom may as well be an instant kill since barely grazing it empties my orb. His fire waves send me into hit recovery. Luckily, I can abuse the traps and the walls and make the Lord of all Terror look like a functional idiot. \n\n[b]Act Five and the Lord of Destruction:[/b] \n\nI had to level up to 20 since that\'s the minimum required by the ancients. I had to use the tried and true method of dropping potions on the ground. Two of them are fire resistant, which of course is fun for the entire family. \n\nBaal\'s pets worked out decently (Colenzo requires my merc, of course) until Ventaur and Lister, which have to be lured out and parked. I had to kill off a wandering Pit Lord minion, unfortunately. \n\nFinally, Baal himself...definitely the most powerful individual monster in the game (except perhaps the Uber Diablo, but is only an online feature that isn\'t set into the game\'s quests). With my bad fire resistance he makes me buy a boatload of the red stuff and his constant streams of mana draining dragon breath is extremely frustrating. Thankfully, the cold waves, although still annoying, don\'t threaten to kill me (I would have used thawing potions anyway, as I said earlier).','2005-06-11',0,7102000,11,'Diablo2LoD_Assassin_15822',10,11,0,NULL),(0,202,NULL,74,'','Firstly, a big thanks to Marshmallow, for doing his D2LOD speedrun, which got me into wanting to do it myself. Thanks to everyone on the thread, especially Coriolanus for his tireless number crunching, Dragonwarrior, Stuporman, Gorash, and everyone else who gave their words of advice. \n\nI got the idea for this speedrun when a friend said I should download a sub 2 hour speedrun of LOD. I thought \'it has to be a sorceress\', and then saw it was an assassin. I saw why the assassin would have a lot of advantages during a speedrun, but when I saw his fights, especially against act bosses, I become convinced that the sorceress had more potential. For instance, his section of the chaos sanctuary and Diablo is about 17 minutes, while mine is 5. \n\nDiablo 2 is a weird game to speedrun. If you save your character files upon creation, the map is constant, as are spawn points of some monsters. Drops, equipment for sale, and some monster layout is all random though. There are many things to do to get ready for the fight with baal. Level up to 20, work your way through all the acts, have decent equipment, perhaps a decent mercenary, enough gold to buy potions - you always have to be doing lots of things at once. This leads to a lot of hard decisions that have to be constantly made as well, and hesitation is time wasted. A couple times I had to sell stuff that I was using, just to buy enough potions to stay alive. \n\nIf you\'re not familiar with Diablo 2, these are the main differences between speedrunning with the Sorceress and Assassin: \n\nAssassin: \n+Great damage area of affect spells \n+Good fire and forget leveling method (with traps) \n+Increased running speed beginning at level 6 \n+Lots of health \n-Boss fights are slow \n-All damage is skill based, but cannot get +skill items (realistically) \n-Crowd control is limited, and does not benefit much from a merc \n\nSorceress: \n+Good damage area of affect spells \n+Benefits immensely from equipment (faster cast rate, +skill items are very easy to obtain) \n+Gains teleport skill at level 18 \n+Insanely good against bosses (static field reduces an enemies HP by 25% on each cast - bosses included) \n+Good crowd control with frozen armor, freezing merc (with teleport) \n-Mana intensive - have to buy thousands of potions \n-Low HP - hard to stay alive \n-Must stand still to cast all spells - leveling is difficult \n-No way to increase speed before level 18 without lucky boots \n\nIt\'s a tough call which is better, but given that act 3,4, and 5 all require lots of running and boss fights (chaos sanctuary bosses, Diablo, ancients, Baal), I figured that if I could reach level 18 earlier, I would have a big advantage. The game can be broken into two segments: the first is running through the first three acts and leveling, and the second is running to all the bosses in the last 2 acts and killing them. The sorc would be much weaker in the first part, and much stronger in the second part. \n\nI didn\'t do everything I had planned, and looking back on it, there\'s a lot of things I did that I now regret, but a \'perfect\' run can\'t really be defined in this game. \n\nI got kind of lost in the catacombs, which is pretty dumb of me, but whatever. \n\nI wanted to get level 18 before I finish act 2, which I didn\'t quite do, but the time lost walking through the beginning of act 3 wasn\'t much time lost. \n\nI have very few regrets with all of the boss fights. For my sorceress, the hardest was Andariel, then Mephisto, then Diablo, then Baal, and Duriel is the easiest. The hardest part of the whole run was Baal\'s minions. Parking them is so hard without clearing the entire section, but those dual wielding guys take forever to kill, and destroy my health. Parking the last 3 groups was difficult, and took many tries. The first time I even got to baal was the run that I kept, even though I died a couple times. The time spent on bosses is really low - I\'d bet I spend 10 times as much time in town than on the bosses. \n\nIf you want some more information, I recommend watching Marshmallow\'s run and reading his comments. It\'s very interesting to compare two similar timed runs when the distribution of time is done so differently. I also employ more \'tricks\' to save time, then go to waste a lot more time than him on stupid stuff (act 5 merc for example, scrounging for money to by things, rearranging inventory, etc). \n\n[b]Act 1[/b] \n\nAct 1 is just a rush to the boss - but you also must be a high enough level by then to fight her. \n\nAct 1 is where the sorceress was expected to be the weakest. And apart from requiring a stupid amount of stamina and mana potions, she does just fine with charged bolt. I still take longer and end at a lower level than marsh, who I was constantly comparing my run to, but I expected as much. The fight with Andy went well, if requiring tons of potions. \n\n[b]Act 2[/b] \n\nAct 2 is gathering 3 components, and placing them in the final chamber to unlock a room to the big guy. \n\nAct 2 is rough. Lots of running, and no way to speed it up. I make the decision to go through the sewers first, because I get good exp there, and I will need to go out of my way to level anyways. The +1 skill point radament drops seals the deal. The leveling everywhere is okay, but the arcane sanctuary is especially nice, which is why I go through more than once, with the contraversial act of repopulating the place between segments. It\'s legal, and I don\'t see how it can be abused. I kill Duriel in record time. The reason I keep saving in act 1 is because I need to save in the same spot I load from, and it\'s a shorter run in act 1. \n\n[b]Act 3[/b] \n\nEveryone hates act 3, no exceptions. You have to collect 4 components, put them together, then go kill Mephisto. The catch? The place is HUGE! \n\nI made sure to get teleport before the real running begins, and that definitely helped, but I still needed to gain 2 levels here, so I can\'t just skip everything. I get these levels faster than I had expected, and then proceed to ignore everything else in the act. A funny note, you don\'t actually have to kill the high council, I just needed the money very badly. Time could have been saved here if I had skipped them though. Mephisto was harder than I had hoped (he is lightning resistant), but I do okay. \n\n[b]Act 4[/b] \n\nAct 4 is simply killing Diablo. To summon him, you have to go press 5 seals, 3 of which summon a boss and all his friends. Once the 3 bosses are dead and all 5 seals are pressed, every enemy in the place dies, and Diablo is summoned in a screen shaking scary shout. \n\nI stopped by ol\' Izzy (Izual) here for a side quest, because it\'s right on the way, and he doesn\'t take TOO long to kill. The reward is two delicious skill points. Diablo\'s minions go down quickly. Diablo goes down faster than I had expected, and it\'s off to act 5. \n\n[b]Act 5[/b] \n\nAct 5 is unique, in the fact that you NEED to be level 20 to complete it. This paves the way for the entire beginning of the run, forcing every character to level up to 20 eventually, making most of the run an intense powerleveling fest. You kill the ancients (one of which is lightning resistant), kill (or park) Baal\'s 5 waves of jerks, and take down Baal himself. \n\nNote that potions cost twice as much here than they do in act 4. You\'d think they\'d want me alive if I\'m saving their stupid town. Jerks. The run to the ancients is uneventful, and the fight goes very smoothly. Baal\'s minions are very hard, however. I park the final 3 groups, and even though they disagree with my methods, Baal enters his portal quick enough. Baal himself is a relative pushover, even though I still die to him a couple times. No biggie. His clone decieves me, but only for an instant. Thank god for static. He dies, cool music starts, Tyrael comes down to say hello, he portals me to DESTRUCTION\'S END (?), and for some reason, Cain takes it upon himself to promote me to some arbitrary rank (This part didn\'t capture for some reason - i think the cutscene killed it). Fame and glory indeed. \n\nI do plan on doing another run, mostly because there are so many places for improvement on this one, and I want to show the sorceress to be the better speedrunner. I hope marsh or someone else tries to improve his assassin speedrun; it would be a fun competition between these two classes to see which is more proficient at speedrunning. I don\'t think any other class stands a chance at 2 hours. Maybe druid (elemental build), or Paladin (thorns + zeal with a 2h LL maybe), but I doubt it would work for either. I hope somebody tries though.','2005-07-23',0,6824000,11,'Diablo2LoD_Sorceress_15344',13,11,0,NULL),(0,203,NULL,75,'','Here is my 100% speedrun for the N64 game \"Diddy Kong Racing\". \n\nI call it a 100% run, because I do the last (fifth) trophy race which can be skipped and I also unlock the secret character Drumstick. These two things could be skipped in an any percent run. All other things like the TT amulet, the first four trophy races and the magical amulet can\'t be skipped (as far as I know). \n\nBack to the run: I used Bumper. He and Banjo seem to be the fastest characters besides Krunch, TT and Drumstick. However, TT and Drumstick are secret characters and this is a \"new game run\", so I couldn\'t start the run with them. Krunch\'s handling is the worst in the game. Never use him. So then I had to decide between Bumper and Banjo, but because Bumpers handling was a bit better for me, I took him. \n\nDuring the run I use all advanced techniques: rapidly pressing the A button to go faster, going off the A button before zippers, snaking, barrel rolling, wallboosting, ..., but I want to mention that I used no turbo controller. I change the course map to the speedometer at the beginning of the game. So you can see that my speed isn\'t always constant and that no turbo controller was used. \n\n- The Run - \n\nBefore the run starts I go into the cheat menu to ... well, to enter a few cheats ;) No not really. I just turn off the secret characters, so that I can unlock Drumstick again during the run. [ul][li]Main World: After the opening you have to collect 4 ballons from the main world. You actually only need one ballon to enter the first world, but then you could only do the first three races. So I collected all 4 ballons at the beginning to not go back later. \n\n[li]Dino World: I start with Jungle Falls and then always go to the track next to it. So no weird driving from the door with 1 ballon to the door with 2 ballons, etc. \n\nThe CPU drivers are really bad in the first worlds. You sometimes even lap them in your second lap. And lapping them always takes time, because you have to drive around them. \n\nIn Ancient Lake I collect the key for the Fire Mountain bonus game. \n\nBesides missing a blue ballon or hitting a wall for a second, the races are quite good. \n\nThe first big mistake is in Jungle Falls silver coin challenge, where I miss a silver coin in lap 1. Then in lap 2 I want to do a crazy jump over the water to get it. But I hit the wall on the other side and land in the water. The second dino boss also includes two stupid mistakes ;) \n\nAt least the bonus game and the trophy race don\'t include any (big) additional mistakes. \n\n[li]Main World: The car challenge is one of my favourite races. Get the ballon and then change to plane to enter the snow world. \n\n[li]Snow World: In Frosty Village, the CPUs hit me in the tunnel so that I miss a zipper. In Snowball Valley I get the key and restart the race. \n\nThe boss is the easiest in the game, I think. Just do a turbo start and then snake to the end. No bubbles or flames you have to worry about. \n\nThe rest of the world was ok. Maybe Walrus Cove silver coin challenge and the Icicle Pyramid could be a bit better. \n\n[li]Main World: Shit, I missed the turbo start in the hover challenge. But I think that\'s the only failed turbo start in the whole run. Taj\'s start wasn\'t better. So no problem to win the challenge. \n\n[li]Water World: I tested to get the key in Crescent Island and then drive back onto the track. But it was faster to restart the race after collecting the key. I don\'t use the small shortcut at the end of the track, because in 1 of 2 races I get stuck in this shortcut and loose at least 5 seconds. So I played it save. \n\nThe first boss was good, but the second time I get hit by one of his bubbles at the start, because I hit the left wall. One of the worst mistakes in the run. But as usual, it was still no problem to win the race. \n\nFor Darkwater Beach I used an easy and effective strategy, where you just collect the red ballon near the start and shoot the CPUs. \n\nThe rest of this world was again quite good. \n\n[li]Main World: The barrel rolls are hard. You sometimes do a salto instead of a roll. This happens two times in the plane challenge. \n\n[li]Dragon World: I collect the key in Boulder Canyon during the actual run. Restarting would be slower. At the end I take the left path, which is sligthly longer. But on the other way you sometimes get stuck on the trunks in the water (like I did in lap 3 before the bridge). \n\nIn Haunted Woods, why don\'t I get a turbo from the zipper in lap 3, although I clearly drive over it? \n\nAs in the water world, I make a big mistake the second time I race the boss. I get hit by his flames two times. \n\nI miss two coins in Greenwood Village silver coin challenge. One coin is out of the normal way, so I had to turn around to get it (instead of collecting it in the next lap, how I did with the other missed coin). \n\nIn Smokey Castle you just get the same bananas five times and deliver them to your box. Really easy level, as long as the CPUs don\'t shoot you. \n\n[li]Main World: Now that I have all amulets and trophy races, I can unlock Drumstick. But of course, the frog with the red thing on his head has to be in the most stupid position: in the water. With the plane you can\'t crush him in the water, so first I had to get him out of it. After a few tries I finally catched him. Next time I will use the car to unlock him! Stupid cock. \n\nThen I fly into Wizpig\'s mouth to race him. I missed two zippers, but I\'m satisfied with this run. \n\nNow watch the ending and credits... \n\nWell, that\'s not the real ending. Like most Rare games, Diddy Kong Racing also includes a secret world. So let\'s do Future Fun Land now. \n\nYou have to choose your character again, but this time I use Drumstick, because I just unlocked him and he is a bit faster than Bumper. \n\n[li]Main World: Drive to the lighthouse and hoot near the \'trophy race\'-sign. Now you will be warped to the fifth world. \n\n[li]Future Fun Land: The car tracks aren\'t that good for Drumstick. His handling isn\'t so good and you have to break a lot in Darkmoon Caverns and Star City. But in the plane tracks he is really an advantage. He is even better than TT (the clock) in some plane tracks, including Spacedust Alley and Spaceport Alpha (at least the WRs are done with Drumstick on these tracks). And the last boss is also a plane track. So all in all, Drumstick should be an advantage compared to Bumper. \n\nIn this world there is no \"first boss\". So after the fourth race, you can instantly do the silver coin challenges. \n\nThe silver coin challenge in Spacedust Alley is probably the worst race in the run. I hit so many walls, miss a coin, barrel roll into a stone, etc. \n\nCompared to other worlds, the CPU puts many obstacles in your way. So you see me a few times driving over an oil spot (especially in Star City) ;) \n\nAfter the silver coin races, you are warped to the last boss. But I said this run is 100%, so I still had to do the last trophy race. And watching the ending & credits after the last boss takes a long time, so I just return to the lobby and do the last trophy race. Then after obtaining the trophy, I go back to Wizpig 2. \n\nBut what is a speedrun without a mistake at the end? Yeah, my run is no exception. You will see what I am talking about ;) \n\nWhoo, after I finish the race, the game is over. Lean back and watch the real ending.[/ul] \n\nFinally, I want to thank a few people: [ul][li]Yasutaka Mitani, a Japanese player who beat (nearly) all of my and Patrick Zalesky\'s time trial records. He found some crazy strategies that I use in the speedrun. [li]Patrick Zalesky, he made some good time trial vids. [li]Daniel Viebrock, a German player who found the advanced barrel rolling technique. [li]The SDA team for capturing & uploading the run. [li]Everybody who watches this run.[/ul] \n\nStefan Mahrla','2006-08-30',0,9444000,11,'DiddyKongRacing_eu_SS_100p_23724',1,9,0,NULL),(0,204,NULL,75,'','Here is my any percent, new game+ speedrun for the N64 game \"Diddy Kong Racing\". \n\nIt\'s a new game+ or special run, because I use a secret character that isn\'t available when you play the game your first time. You can unlock this character by beating him (or his ghost) on all time trial tracks. You probably already know who it is: TT, the clock. There is no doubt that this character is the best in the game, because it has excellent acceleration, top speed and handling. The run is also any percent, because I don\'t do the last trophy race and I don\'t unlock the secret character Drumstick (who isn\'t needed anyways, because he is worse than TT). As in my 100% run, I make use of all advanced driving techniques. But again no turbo controller was used. \n\n- The Run - \n\nThe strategy is (nearly) the same as in my other DKR speedrun. Well, it\'s a racing game and it\'s just do drive around the tracks as fast as possible. And because you need a certain amount of ballons to enter a specific track, there aren\'t many possible strategies. So I do one whole world and then move to the next one. Changing between the worlds would take too much time. [ul][li]Main World: After the opening, talk to Taj and collect the first four ballons with your plane. Then enter Dino Domain. \n\n[li]Dino World: The races, the boss and the silver coin challenges went quite good. I miss a zipper here and there or hit a wall, but that\'s only small mistakes. At least I never accidently restarted a race like I did on one of my training runs. I restarted a race after a small mistake at the beginning of a track, because I always instantly restart after a small mistake in time trial mode. So before I realized that I was doing a speedrun, I had already restarted the race. Good, that this never happened again to me. \n\nIn Fire Mountain I somehow miss one egg from Diddy Kong\'s nest, although I clearly got it. \n\nYeah, I drove a WR in Ancient Lake (trophy race). But only because you have ballons in adventure mode and can cut grass or jump really far. So it\'s not really comparable to the time trial WR. And I still missed a few ballons, so my time wasn\'t even that good. \n\n[li]Main World: With TT the Taj races are fun. Nothing special here. \n\n[li]Snow World: If you wonder why I don\'t make as many barrel rolls in the plane tracks as in the world record videos, that\'s because you can\'t really control the barrel roll and usually you end hitting a wall. And hitting a wall is the worst thing with plane, because you fell down to the ground and loose all your speed. Hitting a wall with the car only stops you for a second and with hover it\'s sometimes even wanted (wall boosting). And I get a lot of blue ballons in the plane track, so I use them instead of the hard barrel rolls. \n\nThe Icicle Pyramid wasn\'t that good. I miss Pipsy once with a missile and at the end my homing missile misses Diddy Kong. And that my last shot hit, was just luck ;) I wanted to restart the run here, but somehow hit him from such a worse angle. If the shot had missed, you would see a different run now. \n\n[li]Main World: Again an easy race. That\'s why I like these challenges: no ballons or zippers you can miss. Good race. \n\n[li]Water World: This world has no big mistakes. Maybe a small comment about the Whale Bay trophy race. You remember the Twin Galaxies bounties from 2004? There was a DKR challenge where you had to complete Whale Bay sub 55 seconds. And I did it in this run. There are no blue ballons on this track, so it\'s comparable to a time trial run. And I got 54\"7x. I was surprised when I saw that. \n\n[li]Main World: No problems with the challenge, but with entering the waterfall ;) \n\n[li]Dragon World: I never had so much trouble in Smokey Castle. When I get shoot the first time, it\'s not a big deal. But then at the end a CPU stole my banana (the banana I always collect). So I had to drive around to search for a second banana and they even shot me again. Finally I was able to deliver the last two bananas, but everybody can do this much faster. \n\n[li]Main World: It\'s time for Wizpig. I wanted to make this level entertaining, so I \"turned around\" at the end to look where Wizpig is. Too bad he was still so far behind, although I missed nearly all zippers ;) There is no way to skip the ending cutscene, besides reseting the game. But people who know the SDA rules probably know this: \"Any save and quit from the game will count as segment. It doesn\'t matter if you use this to warp around and then keep playing without stopping: your run is no longer Single-segment.\" The game is saved after the race and pressing the reset-button would quit the game. So then my run would have been segmented. And if I really had wanted it to be segmented, then I would have done segments for each world. So I don\'t skip the cutscene(s) for that reason, to keep my run single-segment. This cutscene including the credits takes ~ 5 minutes, so subtract that from my final time and you get the time I would have, if I had skipped the cutscene. \n\n[li]Main World: Rare has some funny ideas: a lighthouse that turns into a rocket. Let\'s \'rocket\' to the last world. \n\n[li]Future Fun Land: The normal races were good, but the beginning of Spacedust Alley\'s silver coin challenge wasn\'t. However, the rest was again better. I wonder why you can lap so many CPU drivers on Star City, although it is the last (usually hardest?) track? \n\nWith TT you have no trouble on the last boss: Wizpig 2. Beat him and you can see the final credits. That\'s it. Now let\'s hope that Diddy Kong Racing DS comes soon.[/ul] \n\nFinally, I want to thank a few people: [ul][li]Yasutaka Mitani, a Japanese player who beat (nearly) all of my and Patrick Zalesky\'s time trial records. He found some crazy strategies that I use in the speedrun. [li]Patrick Zalesky, he made some good time trial vids. [li]Daniel Viebrock, a German player who found the advanced barrel rolling technique. [li]The SDA team for capturing & uploading the run. [li]Everybody who watches this run.[/ul] \n\nStefan Mahrla','2006-09-28',0,8504000,11,'DiddyKongRacing_eu_SS_NewGamePlus_22144',1,9,0,NULL),(0,205,NULL,76,'','A huge thanks to Radix for being patient, tolerant, and very helpful and for accepting the run. Another huge thanks to Nate for his FAQ and for capturing segment 16: In the Vents. \n\nAnd on that note... \n\nHI! :) This is my very first speed run and I\'m proud of how it turned out. I think you\'ll be able to tell this is my first time *blushes* Die Hard: Nakatomi Plaza received lackluster reviews and a fairly negative response from gamers, but I\'m a fan of the movie and the game itself is something of a novelty; I\'ve never come across anything like it. I don\'t think the game is really that bad. Not great but not horrible. Nakatomi Plaza originally started as a Half Life mod, but Fox Interactive bought it and the game transferred to the Lithtech engine. I would\'ve liked to have seen this game on the Half Life engine, but alas, beggers can\'t be choosers or whatever. \n\nSome basic info on the game: \n\n3 \"health\" bars: Nakatomi Plaza incorporates a 3-bar health system that affects the overall performance of the player. The first is the most important: physical health (the bar next the the heart symbol). When this bar goes, you go. The second is the second most important (notice a pattern?): stamina (the bar next to the lung symbol). This affects how fast you run and whether or not you can jump. Running and jumping depletes this bar. Because of this, and the fact the game runs on Lithtech, bunnyhopping is futile; something that might\'ve been possible on the Half Life engine. Also, the speed of your running is relative to how much bar you have. The third bar is the least important: morale (the bar next to the brain symbol). Apparently, this meter affects the enemy A.I. If the bar is fairly high, the enemy acts more agressive; if it\'s low, the A.I. cuts you some slack. Personally, I think no matter where this meter happens to be, it doesn\'t change the fact the terrorists all drove in on the short bus. The meter itself is affected by what\'s happening to the character. If you get some health, the meter goes up; you get shot, the meter goes down. Either way, it\'s pretty useless. \n\nHighly inaccurate weaponry: Self explanatory. The MP5 is the best example of this. Also, on the more powerful guns such as the M60 or the M16, the muzzle flash blocks out the reticle and the enemy you\'re shooting at, making it difficult to maintain a decent aim. \n\nSequence breaks: There are hardly any to speak of. Like the movie, the game takes place completely within the confines of the Nakatomi building, meaning no wide open spaces like in Half Life or Far Cry. In a hopeful situation, I could shoot out a window, scale the side of the building, and blow Hans away right off the bat. But the maps are built seperately, like \"chunks\" of the building. Each level is not contained in one giant model of the tower. I make a point to show this at the beginning of segment 28: Just Like Saigon. At the beginning, before I swing through the window, I look down. You\'re able to see only the top portion of the building, with the picture of the ground and the cityscape in the background. The only sequence break is near the end of segment 15: The Architect, where I crawl into the elevator before the architect. I wouldn\'t even call it a sequence break, but it saves me a few seconds and allows me to kill the last to terrorists more safely. \n\nThe flow of the run: My stamina bar doesn\'t last forever. There are plenty of parts where I run like an oompa loompa on crack, and there are parts where I take a backseat to speed so I can regain some stamina. In general, I didn\'t like my stamina to be in the yellow or red. There are levels in the run where I don\'t adhere to this, though. It all depended on the situation, and stamina management and planning could\'ve been better. Also, there were times when I could\'ve been moving ahead while shooting at terrorists, but I didn\'t in order to maintain my accuracy. So I apologize if the flow of the run is a little spastic :S \n\nMistakes: Theyr\'e inherent and pretty obvious. I can\'t justify them, but they weren\'t huge or horrible or anything. \n\nNOW ON TO THE RUN! :D \n\nThere are some things in the run that might strike normal speedrunners/viewers as time wasters, but there is a method to my madness. There are also some things that might strike you as strange or pointless. A few of these things are just simple old mistakes and a few really are strange and pointless :P I will explain, though. In segment 1: Nakatomi Plaza, I crouch through the elevator doors. This saves me a little time since walking through the doors too early would bounce me back into the elevator. In segment 5: Down the Shaft, I pause before I go through the door past the two guys debating which wire to cut. This is because the terrorist behind the door is scripted to throw a flashbang. I wait for it to happen, but it doesn\'t. *shrugs* Better to lose a second in anticipation than to get blinded and blown away. In segment 6: Welcome to the Party, everything goes smooth except for the terrorist I shoot at through the glass door. In the thousands of times I\'d played the level before, he went down without a problem. This time around, though, he decides not to. This takes a few seconds. In segment 8: Argyle\'s Run, I get a little confused as to which direction some of the terrorists are supposed to come from. Another error of anticipation. In segment 9: Playin\' the Hero, I have to kill all the terrorists in the forklift room to progress. In segment 12: Aftermath, it\'s the same deal. I have to kill all the terrorists in the level to progress. In segment 13: Clearing the Bird\'s Nest, the M16 is put into effect. I do this just to show what it looks like and stuff, but I put it away shortly to conserve my Steyr ammo. The M16 and Steyr both use the same ammo. Also, I get lost in the construction area near the end. It\'s obvious since I panic and run like the dickens when I realize my mistake. In segment 15: The Architect, I get into the game a little bit. Also, there\'s one point where I backtrack to get the architect because his A.I. doesn\'t want to follow me. When I\'m in the elevator shaft, I start to take damage from the fire on the other side of the wall. And the terrorist I shoot above me is scripted to climb down and attack me after the architect hops on the elevator. I beat him to the punch by using the aforementioned \"sequence break.\" Segment 16: In the Vents has an interesting story behind it. Well, not that interesting. I had to have Nate capture this for me from VHS because Fraps caused this level to glitch badly. When Fraps was recording I couldn\'t get into the vents for the life of me, and if I did it took literally 3 minutes at least. This was strange considering I didn\'t have a problem with vents earlier in the game. The level goes fairly smooth, though. Segment 17: Send in the Car, is a tad sloppy because it was one of my early practice runs of the level. It doesn\'t go as smoothly as hoped, but it doesn\'t go bad either. I had to use this recording because I hit the end of the level. This automatically replaces the autosave with the one for the next level, and there was no way I could go back. In the room with C4 strapped to the chair I run all the way to the opposite window in order to trigger the \"car\" cutscene. In segment 20: Coulda Used His Shoes, I constantly take damage because of the glass in my feet from the previous level. The goal of this level is to get to the bathroom and find some bandages. In segment 23: R&D Lab, the four switches I pull in the control room kill a buch of terrorists in other rooms later in the level. It\'s very convenient, health wise. Also, I ram the last clean room door a few times to trigger the thing to open. Stubborn airlocks! What\'s the world coming to? Segment 24: Fumbling in the Dark is one of my least favorite. Near the beginning, I run down the stairwell to evade a terrorist who is scripted to enter behind me after I kill the first terrorist. Then, when I get to the door that\'s \"Argh! Locked!\" I turn around to make sure the two terrorists behind me are good and dead. One of the requirements needed to progress. At the end of the level, I have some bouncy difficulty getting into the elevator shaft. Segment 25: A Fish in a Barrel is the most boring segment in the run. I pretty much have to sit on the elevator and twiddle my thumbs. Everything I do in this level I do to up the entertainment value, or try to. In segment 26: Karl\'s Revenge, I start off running. A little later I jump into an elevator shaft and start scaling the wall. I open the grating at the top and blast the two terrorists below me as opposed to moving forward. If I move the forward, the guy closest to the top of the screen runs off and triggers two more terrorist ahead. I kill both terrorists before I climb through the grating to save some time, ammo, and health, the latter of which is desperately needed by the end of this level. In segment 28: Just Like Saigon, the silly fire extinguisher keeps running away from me at one point :P \n\nThose are about all the strange/interesting/whatever points I found that I felt needed some explaining/commenting. Anything else not mentioned that you see in the run is probably a mistake. I could babble on forever about the run, but I\'ll stop here. I hope you enjoy, and if you have any questions or comments feel free to post or drop a message =)','2005-06-12',0,2888000,11,'DieHardNakatomi_4808',30,11,0,NULL),(0,206,NULL,77,'','First off I\'d like to thank LLCoolDave for helping to test different routes and methods and keeping me interested in the game. \n\nNow on to the run. [ul][li]Segment 1: \nThe success of the longest segment (due to no savepoints on the way) depends on how fast one can collect 500 gold for the boots. This time I got a little better than average drops so I decided to keep this attempt as I didn\'t have any notable mistakes. The best I\'ve had there while practicing was barely under 20 mins but that was with really lucky drops. \n\n[li]Segment 2: \nThis segment started to get annoying after I fell barely short of the 1000 gold required many times in a row so when I finally got lucky with the drops, I somehow managed to forget about this chest which cost like 10 seconds. Got lucky with gold so I decided to keep this one. \n\n[li]Segment 3: \nNothing special, everything went pretty well. \n\n[li]Segment 4: \nA couple of minor mistakes but again, pretty good segment, note how I had only 8 gold left after equipping myself. Lucky me. \n\n[li]Segment 5: \nThere were a couple of powerups more in the area but I skipped them because they were too far out of the way. Other than that, surviving without using elixirs was the goal. \n\n[li]Segment 6: \nThis was pretty spontaneous as I hadn\'t really practiced my new route before which led me to a couple of miscalculations. Other than that, I\'d have preferred full health before saving. I should have learnt by now that I don\'t need gold anymore, hehe. \n\n[li]Segment 7: \nBasically this was the place in the game upon which all the routes and methods were decided upon. My initial plan was to use 1500 gold to buy Hellfire magic but that proved to recharge too slowly so I tried using the bow and, although a little too rare, the power shots damaged Seth well enough even with that basic bow.[/ul] \n\nIn the end, even though there are optimizations and improvements possible everywhere, I\'m happy with the run for now.','2007-07-12',0,2962000,11,'DinkSmallwood_4922',7,11,0,NULL),(0,207,NULL,78,'','In my opinion, Aladdin for the SNES is one of the best Disney games, alongside The Lion King and Magical Quest, Starring Mickey Mouse. It\'s a shame it\'s such a short game, though. \n\nAladdin\'s health carries over to each level, so it\'s important I ration my hits until I can get refilled. To do that, I collect as many gems (red gems especially) as possible without leaving my path. By collecting 100 gems (Red are worth 3) I get my hearts refilled and gain a new heart. I don\'t collect any apples because I only need about 8 or 9 throughout the game. \n\nYou may notice that at times when I fall for a great distant I activate my parachute briefly. By doing that, I can usually eliminate Aladdin\'s landing animation and save a quarter of a second. \n\nAs of the date that this run was completed, the battle against Jaffar is faster than that of the TAS at Bisqwit\'s site. The Jaffar trick that I use to stay above him can be difficult to pull off, but it can be done without getting hit every turn. \n\nAll in all, this was a fairly simple game to plan and run, and wasn\'t very frustrating at all. Enjoy this short, but sweet run.','2005-12-01',0,1103000,11,'DisneysAladdinSNES_1823',1,18,0,NULL),(0,208,NULL,83,'Time adjusted due to [a http://speeddemosarchive.com/gbComparison.html]Super Game Boy[/a] use.','Donkey Kong is the very first Game Boy game that I ever owned and, for the longest time, it was my favorite. While running this game, I was surprised at the ways you can save time, especially by backflipping. It always seemed like such a slow game to me when I was a kid, but I guess it goes slower when you die every couple minutes and spend your time getting all three items in each stage. \n\nThe hardest part about running DK wasn\'t route optimization, since it\'s usually pretty obvious what the fastest way to go is. Instead, the hard part was surviving it all. Mario is ridiculously fragile in this adventure and even falling too far can kill him. I must have died in nearly every stage at least once while doing this run. \n\nThere\'s not too much to comment on the run, seeing how each level basicaly speaks for itself. I made two pretty big mistakes, one in 3-8 and one in 4-11. It\'s pretty obvious what they are, have fun laughing at me. \n\nBig thanks to Arrow for the info and strats for the run. Hope you guys enjoy this.','2005-10-22',0,4578000,11,'DonkeyKongSGB_11618',9,2,0,NULL),(0,209,NULL,79,'','I don\'t know exactly what prompted me to speed run this game. When I downloaded this game for the Wii Virtual Console, I was just doing it for nostalgia. Then I saw ArneTheGreat\'s 24:24 DKC Tool-assisted speed run and saw all the rolling he did in it. I thought \"cool!\" to myself and wanted to get through the game doing as many rolls as I could. Then I saw the DKC topics in SDA and thought everyone abandoned the run, so the idea just jumped into my head. That was in March 2007. \n\nThe results you see (or will see) form my first speed run. I tried to do as many tricks as was in the latest TAS run as possible, making many compromises to accommodate my skill level. I think it turned out very well and I hope you do, too. \n\nThanks goes to Tompa for his helpful comments, and of course ArneTheGreat for most of the standards I followed. \n\nEnjoy!','2007-06-23',0,1920000,12,'DonkeyKongCountry_032',7,19,0,NULL),(0,210,NULL,79,'','So much for a theoretical limit of 47 minutes. \n\nHere\'s a 101% speedrun for Donkey Kong Country, SNES version. Finishes in 00:44, according to the in-game timer. The run is single-segment; it was done without saving the game. \n\nDKC has always been one of my favorite Super Nintendo games. Playing the Competition Cartridge with my little sister in Blockbuster\'s competition a decade ago is one of my favorite gaming experiences. By the way, she\'s probably a lot better at this game than you are. >_> \n\nGetting \"101%\" in DKC means not only completing every level in the game, but visiting every bonus area. There are two \"bonus areas,\" however, that don\'t count towards the percentage. They\'re commonly believed to be bonus areas, but they aren\'t. These rooms appear in Bouncy Bonanza and Manic Mincers. If you\'re wondering why I skipped these rooms, that\'s why. \n\nThere are two things about the in-game timer I\'d like to mention. First, a lot of slowdown is created in the Torchlight Trouble level, but I believe this also slows down the in-game clock, rendering the slowdown irrelevant. Next, the timer doesn\'t run on the world map. One could take a five-minute break on the world map, go and get a drink, come back, and not have lost any time. I did no such thing, but I could have if I wanted. There was a point where I accidentally beat Master Necky Jr too early, and had to backtrack back to Monkey Mines to visit the bonus areas for Millstone Mayhem, then use Funky Flights to proceed to the Vine Valley levels. While this looks odd, this did not cost me any time, because of the way the timer works. \n\nThis speedrun was done on SNES version 1.1 (or maybe it\'s 1.2) of the game. I\'m aware of two major changes to this version from the original: First, I believe it\'s impossible to skip the world map \"celebration\" by mashing buttons. I haven\'t had any luck getting it to work on this version of the game. Not that this makes any difference, as the timer doesn\'t run on the world map. Next, the popular warp glitch that allows for warping to Orang-utan Gang from World 1, is fixed. So not only did I not use said glitch in this run, I couldn\'t have if I wanted to. \n\nThis run went very well, apart from a sloppy performance in Vulture Culture. A time of 00:43 is possible, but it would require using a more aggressive, riskier route than the one I used. It would be very difficult to achieve. \n\nEnjoy the run.','2007-08-23',0,2640000,12,'DonkeyKongCountry_101p_SS_044',1,18,0,NULL),(0,211,NULL,80,'Game calls 100% 102%.','When I started to make a fast run on that game, it was to beat my friend\'s time, 2:05. I made 2:02, in october 2003. After that, I found the 1:33 of SnapDragon on SDA. I was so impressed that I decided to continue playing the game to improve my time. I made many 1:33 (you can see two of them on the File Select Screen) to finally beat the record with 1:31. \n\nBy memory I died once, in mudhole marsh [[]Marais Marrant] and make some time losses here and there. In Rambi Rumble Rambi Chambarde, making the rush trick is possible and I don\'t do it in my video. Because of that, I think that 1:30 is possible. I saved my game at different points so it\'s useful to localize yourself during your eventual game of DKC2. Here some tips for the ones who wants to run that game. \n\n-Choose you character : Remember that Diddy climbs faster than Dixie (Chain Link Chamber [[]Sallon du Maillon]) and the throwing techniques are different for the two monkeys: Diddy throws faster but Dixie is protected when she\'s below the enemy (see my selection in Kleever\'s Kiln [[]Fournil de Kleever]). The flying technique of Dixie is also a big factor to make a good time (for example, in Jungle Jinx [[]Jungle ensorcelÃ©e], in Krockhead Klamber [[]Crapahute des Croqueurs] and Gusty Glade [[]Fatale Rafale]). Personally, I think that Diddy runs faster than his girlfriend. In water, I favor Diddy and in Windy Well [[]Gouffre Glacial], Dixie looks smaller to me. Use the character you\'re the most at ease with in the different levels. \n\n-The sacrifice: Sacrifying a character can save a lot of time. See it in my video in levels like Squawks\'s Shaft [[]Perchoir de Squawk], Bramble Scramble [[]Embrouillamini-Joli] and Parrot Chute Panic [[]Perroquet PaniquÃ©]. \n\n-The warps: Warps are presents in the two first world of the game. See how it\'s useful, particularly in Gangplank Galley [[]Passerelle de la galÃ¨re] and Red-Hot Ride [[]TraversÃ©e EmbrasÃ©e]. \n\nI\'m really proud of some tricks I succeed, like the falling down with Dixie\'s spin in Kannon\'s Complain [[]Complainte de Kannon] and my team-up trick in Castle Crush [[]Bastion Broyeur]. \n\nThanks to SnapDragon, his video helps me in my achievment. For example for the trick in Barrel Bayou Bayou du Baril and the sacrifice in Windy Well [[]Gouffre Glacial] (the line of three Zingers). \n\nEnjoy!','2004-12-30',0,5460000,12,'DonkeyKongCountry2_SS_102p_131',1,18,0,NULL),(0,212,NULL,80,'\'Hard mode\' is the result of using the code which removes DK and continue barrels.','Greetings all to my first pathetic attempt at a Speed Run. The game? Donkey Kong Country 2. The system, my GBA. DKC2 is really one of the better Kong games, that isn\'t too simple (DKC) or too gimmicky (DKC3... ugh). My motivations behind the run? \n\nIt\'s a fun game, and it\'s still one of my favorite games after all these years, but Rare really ruined the port with their incessent need to tinker with things. It\'s still fun, and it\'s great for that DKC fix you need from time to time, but it hardly compares to the original. The new mini games, whatever. The new mini-map, fine. But they had to tinker with all sorts of minor things. There\'s tons of shortcuts like in the second level of the game that are removed. The barrels have been tweaked (Especially the Blast Barrels in Barrel Bayou), the collision detection now registers a hit when you\'re in mid air, and you hit any part of the top half of their body (Refer to the Klobber in the first level, you can\'t do what I did on the SNES version), and, god forbid, they added \"Kerozine.\" \n\nAnyways, this run is an any % run under \"Hard\" mode. Ignoring the idiotcy on the menu screen, I put in the \"Rockard\" code. What this code does is remove all DK barrels and midpoint barrels. That means I can only have two folleys in a level, and I\'m done. \n\n((Note: If you wish to respect my skills, just skip the first two worlds. Really. You will lost all respect for me in the first 5 minutes of the video, easily. Also, it is 2:45 AM upon writing this. Bear with my spelling, grammar, and generally ranting.)) \n\nGangplank Galleon: It\'s only when you start recording when all of these completely random factors start showing up. In 1-1, Rambi snags a barrel costing me a few seconds. And 1-4, woo. Usually, I hug the right wall when falling, hit the secret little ledge, and cartwheel jump into the barrel. You can\'t toss the monkeys up there, so either you hit it, or you continue on, trigger the water rise, and swim back. I missed, and on my way hit the barrel, picking it up, and then THROWING it rather than plowing into the Kremling. Lost lots of time there. \n\nKrow: I deliberately allowed Diddy to get hit to switch him out with Dixie. I\'m lazy like that. Expect to see that lame gimmick another dozen times before this run\'s up. \n\nCrocodile Cauldron: Nothing much here. Red-Hot Ride has a warp barrel that I haven\'t seen in the SNES version, and when battling Kleever, I don\'t jump up to hit him, because it almost always sends me into the water if I jump into him. Upon further thought, I realized just now upon writing this commentary I could have thrown the cannonball up into him... \n\n.... \n\nKrem Quay: Let the near death experiences begin! Count the times where I almost fall to my death. Lots of fun there. The Krusha battle went well enough though. Just watch this part, and laugh at my spastic mad skills. I think Rattly Battle was a little poor though, but then again, controlling that guy is a PAIN. Thankfully, he only shows up twice in this run. \n\nKrazy Kremland: Bramble Scramble went well, as did Mudhole Marsh. Now, I\'m not sure how it is in the SNES version, but in the GBA version, you can get a solid time going through Rickety Race by jumping before you hit the dips, jumping up into hills, things like that. I did mess up on one jump and knicked the car ahead of me slowing me down, but this level is single handedly the one that ended the majority of my runs. Damn level. I\'m content that I lived. \n\nThe King Zing Sting battle went FANTASTIC, although I wish I was able to hit him when he was ascending and shave more time. There\'s an interesting glitch, where if you managed to hit King Zing into the wall on the final hit before he shrinks, he only summons one bee that you have to dispatch. Woot. \n\nGloomy Gultch: Behold, as I, Psychochild, abuse Dixie\'s helicopter spins to a new extreme. I was INCREDIBLY pleased with Parrot Chute Panic. A small note: Parrot-Chute panic features extreme slowdown which I will chaulk up to hardware limitations. Doesn\'t make this level much easier though. \n\nWeb Woods, I was more cautious than I normally am (Mostly because I forgot what the entire game after Rickety Race looked like. Go figure)), because the new game physics allows you to sprint through your platform jumps, since Squitter\'s webs seem to go at different speeds depending on if you\'re running, jumping and running, walking, etc. (Where as in the SNES version, it was the same constant speed). \n\nKreepy Krow, I think I got stuck behind him when trying to beat him with his infernal egg as Diddy, and lost him earlier as I had hoped. Otherwise, I would have been showing off on the last batch of vultures, just going back and forth.... Mostly because I have a sick need to be noticed. I\'m such an attention whore. \n\nK.Rool\'s Keep:Nothing special. I tried this shortcut in Castle Crush that should have saved me some time (Or merely just averaged out to be the same, but I rather not have you sitting there for 10 seconds watching me do nothing). I also skip getting Rambi because it costs me about 5 seconds to get him, and he\'s hardly nessecary. \n\nThis world is the most dull of the bunch easily. Windy Well, another one I hate. It\'s pretty straightforward outside of finding the specific places to trigger the gusts. At this time, my mind was filled with a million voices going \"Woot!\" This was the run, I knew it. \n\nChain Link Chamber came out well. Behold, Snapdragon, as I can move horizontally AND vertically on the chains at the same time. I call it \"Diag-a-ni-al\" movement. Take that, SNES version! \n\nToxic Tower is a fun level with Squawks because the physics are completely wrong. Rather than drifting downward like normal, he kind of floats up in general. I don\'t recall if it was like that before the port, but this level just feels weird, or something. They were kind enough to ruin the Rattly shortcut where I could spring up as well. Bums. \n\nStronghold Showdown: Children are fleeing in terror, the dog is hiding under the couch in fear! Look out world, it\'s \"Kerozine\" the giant Kremling! \n\nMy friend, who was watching me do this fight on a practice run sums it up nicely. \"What the ****!\" \n\nThe crappiness of this boss, you have to see to believe. I\'ll let the fight speak for itself though, as I honestly don\'t remember it. I assume I won though. \n\nWinning is good. \n\nFlying Krock: \n\nScreech\'s Sprint, several changes. The most noticable one, is that they either removed or relocated the second blast battle during the player\'s ascent from the first one. I spent a good four minutes looking for it my first time through before giving up. I did get a little forgetful near the end, where I started killing all the bees, rather than plowing through. \n\nK.Rool Battle: \n\nI remember going into this fight \"Oh man, I can\'t believe I did it! I got to K.Rool! Oh man, I\'m gonna do this right, all Diddy action!\" \n\nThen I got Diddy\'s face shot in with a spiked cannonball because I didn\'t feel like jumping over it during, I think it was, K.Rool\'s second round. \n\nStupid. Stupid. Stupid! \n\nEither which way, enjoy the new ending, which is hardly as good as the original\'s, and feel slightly bittered just how much Rare sodomized their own great game like that.','2005-04-15',0,3360000,12,'DonkeyKongCountry2_GBA_SS_056',1,3,0,NULL),(0,213,NULL,81,'The \'TUFST\' code which removes DK and continue barrels is considered \'Hard mode\'. The game normally reports 100% as 103%, but with this code it is 105%.','Normally the maximum percentage available in DKC3 is 103%. However, there is an \"expert code\" that takes away all DK barrels and save/midway/continue barrels - whatever you want to call them. The game becomes much more difficult! To perform this, select a new file and press LRRLRRLRLR. A prompt will come up - type in \"TUFST\". Now you can enter your name as usual and begin the game. A new, snazzy ending status screen and 105% will be you reward for getting everything. \n\nIf you lose a partner and begin a new stage you will automatically get that character back. There are only 4 DK barrels in the entire game that will benefit the player (the others are in boss levels but disappear because you have 2 characters anyway!): \n\n1. Tearaway Tobbagon: the first bonus has a DK barrel because without a partner it is not possible to get all the stars. However, it would take effort to lose a character because the bonus is right at the start of the level and there is only a single, stationary buzz. \n2. Pot-hole Panic: Without leaving the bonus with Ellie or having both Kongs it would be impossible to get to the automatic barrel before Squitter. \n3. In Swoopy Salvo: The last bonus - see number 1. Except this time it is useful because this level is tough. \n4. Kastle Kaos: After Kaos is defeated you receive a barrel. This is useful for me because my strat involves sacrificing a Kong to beat Kaos faster. \n\nDue to the difficulty of a 105% run I decided to go with multiple segments, saving after the completion of each world. \n\nWhen I first began recording it was only for a friend, I didn\'t actually think I would get a good time. The record at Twin Galaxies is around 2:27 for 105% and when I realized my time was going to blow that out of the water I started to be more serious. If anyone were to be crazy and bored enough to beat my time they would have to correct these mistakes (plus not make others)... \n\n1. Picking up barrels when I don\'t need them. Throughout the game. Maybe three or four times. Curse the double use of Y (run and pick up)! \n2. Sliding down slippery slopes, especially on the waterfall and jungle stages. \n3. Not collecting bear coins that are out of the way in the stages. I thought about this before doing the run. I knew I had to get 55 bear coins by the time I finished the Lost World. I decided to get as many bear coins in the stages as I could so you wouldn\'t have to watch 20 minutes of me beating Cranky down in Swanky\'s game (which does not take time off the game clock, mind you). This decision probably added 20 seconds at the most. \n4. Not going super fast in Floodlit Fish. When going down the vertical shafts filled with Lurchins going up and down there are alcoves to wait them out. It is possible, although very random, to be able to just skewer through them and continue. I erred on the side of safety because after the first two stages I just wanted to get the world over with. Add another 15 seconds at the most. \n5. Koindozer Klamber got ugly around the first bonus barrel. First I chickened out of jumping off the Bazuka\'s gun directly into the bonus (4 seconds) and then in the bonus game I somehow missed a single star (3 seconds). \n6. In Poisonous Pipeline (for those not familiar, the entire challenge of the level lies in the fact that your D-pad left/right are switched while in the Kool-Aid), I forgot to perform the trick with Enguarde that makes it so you don\'t go flying off into the alcove when you pass the no-Enguarde sign. All you have to do is hug the ceiling before charging. Around 4 seconds I suppose. I also chickened out on one of the fish obstacles later on. \n7. Rocket Rush! I like the stage but I was extremely cautious at the first half, mainly because the Lost World is so difficult. I can usually do the second half with only hitting the ceiling once but I hit twice because I didn\'t really practice before the run. And the Koin at the end became disagreeable with Dixie... \n8. My greatest failing in DKC3 is my lack of complete Squitter mastery [-] I sometimes miss jumps when going vertical with quick webs. This is the one thing that I am envious of Snap Dragon\'s DKC2 run. Although I can do much better than what is shown it does not matter because my Krack-Shot Kroc level is pretty disgusting, most likely the worst level in the run. \n9. FEEL THE RANDOMNESS! Yes, even in an SNES platform jumper from RARE there are still random factors. Three major ones that could really affect the end time, as far as I can tell... \na. Green banana game bonus: Especially if there are obstacles. You\'d have to save before and after each stage to get the ideal conditions. \nb. Lightning-Look Out: I have a theory that you have some control over the lightning via the d-pad. However, it still seems really random. \nc. Creepy Caves: The ghost barrels that I must wait for the correct direction to continue are sometimes in the ideal direction when I first arrive. I doubt this is from time because I ran the stage the same way every time. If you played it until each barrel was perfect then a lot of time could be saved, perhaps 20 seconds or so. \n\nMisc. Notes: \n\n1. Criss Kross Cliffs is a really weird level. I don\'t think RARE\'s QA finished it...there are many times where a red Buzz is supposed to block the flow of barrels but if you go up they just keep coming. This may be reflected in DKC3\'s weird habit of \"if it\'s not on the screen, it doesn\'t exist!\" Also, after the final bonus I go to the right and then back to the left. I DID NOT GET CONFUSED AND MESS UP! You must go to the right so you see the barrels come up. If you don\'t and simply continue there will be no barrels to bounce off of and thus you will be stuck. Like I said, weird level... \n2. Time only elapses in stages and banana bird caves. \n3. Press up while throwing a barrel to make it go an initially short distance and roll slower than normal. \n4. I really like the new RANK + STATUS SCREEN when I finished the game. I was not expecting it. \n5. The first ending is obscenely long. I have to show it though because you know, I might cheat somehow if I don\'t. Plus I get a banana bird and save afterwards.','2004-06-08',0,6660000,12,'DonkeyKongCountry3_151',11,18,0,NULL),(0,214,NULL,82,'','Here we go again! Just when I thought I was burned out on this game, I managed to pull it together and make some improvements. This run is 10 minutes faster than my previous effort. It contains roughly the same route, with some improved and/or more dangerous strategies. \n\n4:26 is as close to perfect as I\'m willing to go for now. I calculated roughly 2 minutes of major mistakes (detailed below), so I could theoretically get sub-4:25 with exactly the same approach. However, it\'s more likely that I\'ll be able to make up the same couple of minutes by improving the route again, so I\'ll wait until I do that before attempting to go farther this. \n\nHere are a few notes on each level. I\'ve left several of the comments in from the previous run, since much of the run hasn\'t changed. Look for \"**\" instead of \"[-]\" to see the new stuff. [ul][li]#1: Jungle Japes \n\n[-]It\'s a couple of seconds slower to use the #3 bananaports while rescuing Diddy, but I prefer this method because you get an extra banana bunch for DK\'s medal. Otherwise, you need both bunches from the barrel-blast course, which is tough to do. As it turned out, I missed BOTH of them and had to quickly re-enter the course for a bunch. \n\n**One of these day\'s I\'ll have to draw the line here and force myself to get those barrel blasts right. I\'m losing roughly 30 seconds by being conservative AND screwing up the shots! If it weren\'t for the Production Room in Frantic Factory, I would have concentrated more on this. \n\n**I managed to pull off Diddy\'s \"plank\" jump in the mine area (the one with the switch that makes a banana appear at the very top of the level). A special thanks to YautjaElder for pointing out this nice little trick! \n\n[-]During the boss scene, the damage I take is deliberate. The Army-Dillo likes to roll around for longer unless he hits you. \n\n[li]#2: Angry Aztec \n\n[-]Going after DK\'s blueprint without his \"Strong Kong\" barrel is a bit risky with just one melon. Still, it\'s early in the run, so it\'s worth it. \n\n[-]It\'s actually faster to exit-warp out of the level after rescuing Tiny. It may look a bit weird, but it works! \n\n[li]#3: Frantic Factory \n\n[-]A big part of my run is my usage of the Rainbow Coins, which are worth $5 for all Kongs (even ones you haven\'t rescued!). This requires me to visit the banana fairy to get the \"charged attack\" move. This move is also useful for collecting blueprints, since it can kill even strong enemies (Kasplat, Kosha) with one hit. \n\n[-]Getting the Rainbow Coin in K.Lumsy\'s room may seem like a waste of time, but I make up for it and then some. Just to give you an idea, think about this: There\'s a set of 5 green coins in Frantic Factory near the starting point. Normally, Chunky would need to warp back and forth from the basement to get these (he needs at least $8 before visiting Cranky and only $5 is available in the basement). This path takes roughly the same amount of time as getting the Rainbow Coin, but the rewards are far greater. \n\n**Chunky\'s Zinger room now uses the \"through the box\" glitch! Thanks again to YautjaElder for pointing out another great time saver. \n\n**I FINALLY GOT THE PRODUCTION ROOM RIGHT! I lost count of how many times I started the run over trying to do this part cleanly. \n\n[-]As the reigning world record-holder on NES Donkey Kong, I know a thing or two about DK Arcade. :) I proved it here by scoring death-free runs on both levels of the game, as I collected the Nintendo Coin. I even managed to do the shortcut jump in the elevator level, which is harder to do in this version of the game than on NES or even the actual arcade game. \n\n**This time, I did the shortcut jump \"correctly\" like all the other DK pros do it. :) I made the jump from upper ledge to upper ledge instead of riding the elevator down a notch like last time. \n\n**To top it all off, I beat the Jack-in-the-Box boss without taking a hit! \n\n**This was EASILY my best Frantic Factory run ever, which makes the mistakes that follow a little disheartening, but tolerable. \n\n[li]#4: Gloomy Galleon \n\n**Disaster strikes in one of the battle crown fights. I lose about 30 seconds from getting knocked over the edge in a freak accident. :( \n\n[-]DK\'s Lighthouse area bananas are a bit slow, particularly since the cut scenes that follow them count against you. However, they both include tons of easy bananas, so I make up for it by getting him a banana medal on this level. \n\n**Minor mistake: In going after Diddy\'s banana bunches atop the lighthouse, I slipped and had to retrieve the jetpack a second time. \n\n[-]I discovered that you can get Diddy\'s blueprint here with the water level raised! It\'s simply a matter of timing. You have to jump on Kasplat\'s head just as he gets up from a knockdown. \n\n[-]This is the only other place where I exit-warp in mid-level (the way I use the Lanky glitch forbids me from doing it from here on). I use it after collecting Chunky\'s Lighthouse Ship banana, which is a pain otherwise because he gets dizzy just afterwards, which is slow and painful. \n\n[-]Here\'s a stumper that I couldn\'t figure out: There\'s supposed to be a green banana balloon (for Chunky) floating next to the #2 bananaport in the main watery area. I wanted to collect this in my run, but I couldn\'t because it\'s not there right away in the level and I don\'t know how to trigger it. The only time I\'ve seen it is after I collect almost everything else, such as when I\'m trying for 101% and all regular bananas. Does anyone out there know if there\'s a simple way to trigger this balloon? PM me if you do! \n\n[-]I manage to wait until this level to collect any of Chunky\'s weapons. He doesn\'t need his gun at all in Frantic Factory and the Triangle is only needed to fight the \"toy chest\" monster (which takes too long). \n\n[-]It took a little bit of study, but I managed to crack the Gloomy Galleon boss\' pattern. The stars always appear in the exact same places, so you can plan out a specific path to each of them. \n\n**I had another accident against the boss. Late in the battle, I let the timer expire due to taking too many hits. Another 30 seconds lost. :( \n\n[li]#5: Fungi Forest \n\n**NEW GOLDEN BANANA: I get Chunky\'s blueprint. I forgot about mid-air rolls before and thought I couldn\'t make the jump without coming back at night! \n\n**I also try to throw in a few of Chunky\'s banana bunches, but as you can see, I forgot where they were at first. :) Not sure what happened, as I practiced this several times. This little brain fart only cost me about 10 seconds though. \n\n[-]A nice little stunt-jump with Tiny nets me a Battle Crown without having to wait until nighttime to open the path. \n\n[-]Back in DK Isles, I manage to make the jump from the Forest ledge to Diddy\'s caged banana, which normally requires a Jetpack. This took a LOT of practice to master, but once I figured it out, I hardly ever miss this jump! \n\n[li]#6: Crystal Caves \n\n[-]Tiny\'s Monkeyport path from Funky\'s is a bit long, but I make up for it by getting Diddy\'s blueprint, which cannot be collected without Tiny. \n\n**I found the answer to my jetpack woes with Diddy and bananaport #4...Don\'t use it! :) I came up with a precision drop move that lets me land on the tiny ledge every time! \n\n[li]#7: Creepy Castle \n\n[-]There is no need to warp from the upper bananaport #2. Its mate and all of the others (plus a tag barrel) are just below the ledge! \n\n[-]The Battle Crown in Lanky\'s maze seems like an obvious one to collect, but the Forest one is quicker. The Castle Battle has a longer clock, plus Lanky can\'t sprint out of the maze after collecting the Crown. \n\n[-]Very few bananas can be skipped here, so I force myself to collect Lanky\'s TOUGH balloons across the green lava. This is another one of those areas that can ruin a speed run unless you practice hard. I used to miss at least 3 times per run until I sat down and learned a little \"touch\" for this room. \n\n[li]#8: Jungle Japes II \n\n**A stupid detail I missed before on Jetpac: You don\'t have to die to end the game once you get the RareWare coin. You can just pause and select \"quit\" from the menu! I was always too chicken to try it before. :) \n\n[-]You might wonder why I use the Saxophone when collecting Tiny\'s shrinking/mushroom-bounce banana. The reason for that is because I\'ve been victimized by a glitch here where Tiny disappears from the screen after shrinking! I can\'t prove it yet, but I believe it has something to do with those bees and their bombs exploding at the wrong moment. \n\n[li]#9: Hideout Helm \n\n**I was a bit slower this time with this part, but just by a few seconds. Nothing great, but nothing terrible. \n\n[li]#10: Final Battle \n\n[-]This is one of my favorite final battles in all of video games! :) It\'s a bit long, but I love the antics with the Kremlings and that bell, among other things. \n\n[-]My DK round is the best part. I take a few incidental hits between shots, but I nailed each cannon shot at the earliest possible times. Note that you can register the third hit REALLY fast, if you time it right. The pattern I used there always works. \n\n[-]The rest of the battle goes on without incident, though I\'m a bit slow with the Diddy part. The key is not ruining everything by getting get beat up during any one part, which can easily happen if you\'re careless. \n\n**As part of my frantic effort to make 4:25, I gambled a little on Chunky\'s part and got burned. Funny thing though, it turns out that the 30 seconds lost here didn\'t hurt. My actual final time was 4:26:40, but I didn\'t know that then. :) \n\nEnjoy!','2006-11-15',0,15960000,12,'DonkeyKong64_SS_426',1,9,0,NULL),(0,215,NULL,82,'Game calls 100% 101%.','I have to say that when I joined Speed Demos Archive, I hadn\'t planned on speedrunning DK64, but I volunteered if the DK64 thread creator didn\'t want to go through with it. And guess what happened. \n\nThis run took me some time to put together. I had to design route plans for each segment, which was made easier by the Nintendo Power Player\'s Guide I owned. If I didn\'t own that guide, there was no way I would have attempted this run! \n\nThat being said, I think my route plans overall are somewhat decent with the exception of Crystal Caves and some of the DK Isles bananas. My intuition is telling me that Crystal Caves can be improved somehow, and I admit it - I messed up on a few of the DK Isles bananas in the run. I explain what happened in this screw up in the description of the Jungle Japes 2 segment. \n\nAs for the ideal route plan for this screw up, what I should have done was NOT go to the DK Isles Snide\'s after the Frantic Factory segment. (I\'ll explain in a bit.) Then before I enter Gloomy Galleon, I should have got Chunky\'s blueprint, in the Gloomy Galleon segment obviously. Before entering Hideout Helm in the Hideout Helm lobby, Tiny should get a golden banana by playing on a saxophone pad - which also makes a Chunky barrel appear on an island. After defeating Hideout Helm, Donkey should get his blueprint in the Hideout Helm lobby, then drop down to Snide\'s in K.Rool\'s ship and get his golden banana. (Diddy should also get his golden banana in here as well as the battle crown.) Donkey should be selected again, brought outside and then he should get another golden banana from a switched cage nearby. He should drop down and go into the Gloomy Galleon lobby and Tiny should be selected. After she gets her golden banana in here, Chunky should be selected and taken out and past the banana fairy island. He should capture the banana fairy on the small island, become Hunky Chunky, slam on the X out in the water and go around the island and get the golden banana that results. The Hideout Helm segment should end here. \n\nHonestly, I think the execution of my routes could have been much better, especially the retro games and the battle arenas. I\'m sure sub-8:45 is very possible and I would have given it another attempt, but I finished it right before I had to go back to school. \n\nAnyway, onto the run.... \n\nSegment 01 - Jungle Japes 1 \n\nAfter landing on top of the Kasplat with Diddy, I lost a few seconds by not getting close enough when I tried to finish him off. \n\nI shot the Zinger over the plank because it usually gave me trouble in my practice segments. \n\nI didn\'t take the time to slow down and avoid the hazards in the mine cart ride. There are more than enough coins to make up for what was lost. \n\nI missed a coin in Donkey\'s Barrel Blast, so I have to make it up in the next segment. \n\nSegment 02 - Angry Aztec 1 \n\nAt the begining of the segment, I hadn\'t planned on going up to the llama cage, but I had to to get a coin that I missed in the last segment. \n\nI wondered what was going on when the cutscene of the cave opening didn\'t start right away after the monkey sounds. Apparently, it doesn\'t work if Donkey\'s not on the level where the switch is, so I got off. Then after it was over, I was back on the step again. Weird. \n\nWhen selecting Kongs to feed Scoff (I guess that\'s the hippo\'s name.), I got ahead of myself and chose Diddy, so I had to turn around and get Tiny. \n\nWhen shooting the buzzard carrying Lanky\'s Golden Banana, he flew just out of range right before the last hit; the game wouldn\'t let me aim up anymore. \n\nI\'m still having a hard time believing that I managed to screw up getting to the top of the building where Diddy\'s blueprint is. \n\nSegment 03 - Frantic Factory \n\nWORST. SEGMENT. EVER. \n\nIn Chunky\'s room with the oscillating pillars, I had bad luck with the mechanical Zingers, but I still managed to get the banana without having to slam the button again. \n\nThe DK Arcade is by far the worst part of this run. I didn\'t have a problem on the first round. However, on the first attempt of the second round I spent awhile trying to avoid the fireballs on the second level. But then when I\'m almost at the top, a pie comes out and nails me. On the second attempt, I lost my first life on the third level by falling something like a whole extra pixel too far. Then, again on the third level, the fireball on the right trapped me for a LONG time. But, on the last level, I got trapped by those flame creatures with only one brick left. >:( On the third attempt, on first level, I swear, I\'ve never seen barrels come down the upper right hand ladder before. And finally, the fourth attempt....I beat the damn thing. \n\nIn Diddy\'s room where number codes have to be entered on buttons, I decided to take out the three banana balloons while he had infinite peanuts. \n\nThe next part of the run I accidentally deviate from my route plans because my little brother burst into my room and started distracting me. Where I start to mess up, my route plan was supposed to go as follows: Get Tiny, go into the room with the chart, shrink, race the car, get banana. Go back, get Donkey, go back into that room, pull the lever, come out and take a right and climb up the ladder, jump into the pit and get the battle crown...etc. What happened was that instead of getting Tiny first, I get Donkey. Then, I accidentally go in the wrong direction but then turn around and go into the room with the chart and pull the level. But I noticed Tiny\'s bananas and realized what happened. So I go back and get Tiny and get her banana from the car. When I get Donkey, I start to go back to that room since I had made a habit out of it, but I turn around and get back on track. \n\nAfter turning the Auto-Production Room\'s power on and getting Chunky, I start to go down the tunnel instead of warping on bananaport #1. But I turn around and get back on track. My 100 golden banana run involved Chunky going down the tunnel at that point, which could possibly explain why I made that mistake. \n\nWhen getting Chunky\'s golden banana in the Auto-Production Room, I fell off one of the mechanical arms. I attacked to try to stay on, but I fell off. At least I only fell on top of the base instead of all the way down. \n\nAfter finishing Frantic Factory, if I would have completely thought my route plans through, I shouldn\'t have went to Snide\'s room in K.Rool\'s ship after finishing Frantic Factory. I would have been better off waiting until after completing Hideout Helm. \n\nSegment 04 - Angry Aztec 2 \n\nWhen I had to set the giant boulder on the table with Chunky, the cage didn\'t lift up at first, even though the cutscene showed that it was. So I had to go back and reset the boulder on the table. \n\nI didn\'t have Lanky\'s sound matching game well memorized like I should have. \n\nThose banana fairies really irritate me. It took me several tries to capture the last one. \n\nDuring Chunky\'s part in the \"evil\" temple, I noticed that he had 64 bananas when he was supposed to have 65. I forgot that I was supposed to get a single banana near the center of the area. So I had to exit, pick up one lousy banana, and reenter. Then to top it all off, I accidentally long jumped into the tag barrel and played the triangle! \n\nTiny\'s fly mini-game in the lobby was kind of annoying and took me longer than expected. \n\nSegment 05 - Gloomy Galleon \n\nAgain, here\'s another spot that should have been changed in my route. Chunky should have got his blueprint in the lobby at the start of this segment. \n\nI started to go down the cave with Donkey when I realized I was supposed to go under the rotting ship first and shoot a banana balloon. \n\nWhen I got on the box outside of the cave with Lanky and looked up, his balloon wasn\'t there. So I had to get in the water and look up to make it appear. I had to do the same thing in my practice segments. \n\nI took out Lanky\'s Kasplat with Chunky\'s cannonball because I\'d still kill him by running him into it anyway. \n\nThe worst thing that happened was when I accidentally swam to the wrong \"side-valley\" of water in the larger water area with Chunky. I was swimming for a bit, noticing that something was wrong and wondering why I wasn\'t seeing the cactus-shaped thing. When I came up, the seal started talking to me. Then I realized what had happened so I swam to where I was supposed to go. \n\nDuring one of the timed-door swims, I swam on the wrong side. When I started to swim to the door and noticed it was closed, I swam around the wrecked ship and went in the right door. \n\nThe second worst thing was trying to capture one of those banana fairies on film. It was the one in Tiny\'s section of the ship behind bars. It took me several attempts to capture it. The bars kept interfering with the camera. On a few of the pictures, the fairy was even dead center! \n\nNote that the button that raises the water was pushed in, but came out when activated. Another glitch. \n\nI didn\'t mean to fall off of the lighthouse with Diddy; I didn\'t aim my landing correctly. \n\nThe mechanical fish was a close call. I don\'t know why one of the pieces of the heart didn\'t break when I shot it. \n\nSegment 06 - Fungi Forest 1 \n\nRight off the bat - the worst thing that happened - is...Jetpak... Yep, believe it or not, that\'s the worst part of this segment. So...I accidentally die a time or two, but didn\'t think anything about it since the character has to get a game over after picking up the Rareware coin. I get over 5000 points, but the Rareware coin doesn\'t come down, only a gold bar and a fuel container. Then I get hit by an enemy. DAMN. Second time, I get a game over when I had 34xx points. That was just horrible beyond belief.Third time I beat it, but stay on the first level. I always died whenever I went on the bottom part of the screen. So I played it safe and stayed on the top on the first level collecting items, then committed suicide when I had the Rareware coin. Then to top it all off, I pressed A when Cranky talked to me, so I had to pause and exit Jetpak when it started. \n\nI had a bit of some button slip ups with Donkey in the giant mushroom - I accidentally shot a coconut into ground. \n\nIn the room where a Chunky face had to be made, I stay by the door to avoid the Zinger. The Zinger is hard to kill without homing ammo, and I hadn\'t bought it from Funky yet. \n\nI killed the Zinger outside of the giant mushroom with Diddy because it always messed me up in the practice segments. \n\nAt the point where Chunky crushes steel kegs with a spiked wheel, I had an epiphany of improving my route on the fly by going to the back entrance of the barn and get the last keg first before going into the front entrance. Well, I did that, but when I set the keg on the conveyor belt, it wasn\'t moving. I had a bit of hesitation, then I got Donkey and had him do his thing with the levers, which got the conveyor belt moving. Thankfully, the game still counted the crushing of the metal keg Chunky moved from the other barn room. Then I got Chunky and had him finish the job. In the end, it did improve my route and time by a small amount. \n\nSegment 07 - Crystal Caves \n\nDuring this segment I sometimes jump into the tag barrel to cancel out the stalactites falling. \n\nWell, there\'s really nothing to explain about the barrel blast other than I should be drug out in the street and shot for making such stupid and sloppy mistakes. I missed 3 times. \n\nAt the start of the race against the beetle, Squawks talks to me. I can\'t help but wonder if he gave the beetle a head start. Also, my strategy for the race was to get in front of him right before the finish line, which is what I did. \n\nDiddy missed bananaport #4 on the pillar and fell into the water. \n\nThe rotating ice maze took me some tries to get through. Not that this is unexpected though. \n\nIn Lanky\'s cabin with the 3-second golden banana, I intended to pick up the bunch of bananas on the switch, but barely missed them. I continued since I had enough to get the banana medal. \n\nNow....I had practiced the Battle Arena quite a bit in my practice segment, discovering the Donkey\'s roll is better, as opposed to his forward-kick. His forward kick is hard to control, and he can still get hit from the side with it. His roll is quicker and a person can change direction with it. But even with all that, Donkey is the worst Kong to have to play Battle Arena with. Unfortunately, the game forces Donkey to have to play this one and because of it....this Battle Arena just went horrible. The first time I got punched off. The second time I had to deal with unresponsive controls and rolled of the edge. The third time I got punched off right when time was up. The fourth time I got nailed by a shockwave and the fifth time I finally beat it. \n\nSegment 08 - Fungi Forest 2 \n\nThis one sucked. I beat the rabbit on the first try. But on the first two attempts of the second race, Lanky just barely misses the OrangSprint barrel (goes right through the edge)...and just barely looses. Then I get into the barrel on the third attempt and beat the rabbit. \n\nSegment 09 - Creepy Castle \n\nI lost Lanky\'s Searchlight Seek game in the Lobby, but then won on the second try. \n\nThere are two hard Beaver Bother bonus games in this segment. The first one took me several tries, and I think I got the second one on something like the fourth try. I can\'t say that this was unexpected though. \n\nDuring the race against the car with Tiny, I had planned on cheating by skipping some flagged points. However, I screwed up by not seeing one and skipping ahead too far. I got confused for a bit and ended up restarting the race. Then at the end of the second try, I got lucky because an explosive box put me behind the finish line, but not between flags and the game counted it as a valid win. \n\nDuring the fight against the flies with Tiny I accidentally played my instrument as I do from time to time. But it worked in my advantage because it killed all the flies at once. If I would have thought of that before, I would have done that right away. \n\nLanky\'s battle arena could have gone better. The first time, I got punched off and the second time I got hit by a shockwave, even though it didn\'t look like it hit me. Then I beat it on the third try. \n\nSegment 10 - Jungle Japes 2 \n\nOK, Initially I had planned on going into the Gloomy Galleon lobby, getting Chunky\'s blueprint and Tiny\'s banana in there, then taking Chunky out and getting in his Hunky Chunky barrel after getting the banana fairy, slamming on the X, going around the island, getting his banana and then going into the Jungle Japes lobby and proceeding with the segment. \n\nBUT, when I got to where his Hunky Chunky barrel was supposed to be, it wasn\'t there. I quickly realized that Squawks makes it appear when Tiny plays on her pad on the top of K.Rool\'s ship, so I had to just swim back to the tag barrel area on the beach and then go on into the level. So, that doesn\'t look so good... >_> \n\nThe reason I didn\'t realize this in my practice run is that I initially wanted to do Hideout Helm before Jungle Japes. In my practice run when I got in Hideout Helm and seen I only had 10 minutes to complete the whole thing, I realized I need to do Jungle Japes beforehand since that\'s when I turn in the blueprints. (I planned this run before my 100 banana run. When planning, I was using a guide, but hadn\'t played the game in a few years.) I had planned on jumping off the side of K.Rool\'s ship with Chunky and getting those DK Isles golden bananas after Hideout Helm, so I stuck them at the begining of the Jungle Japes 2 segment (since I hadn\'t gotten Chunky\'s blueprint in the Gloomy Galleon lobby), forgetting about needing the bird to make the barrel appear. \n\nSo basically, this mistake is a result of me forgetting something as a result of me forgetting something else. :/ \n\nAs far as the actual Jungle Japes 2 segment goes....It took me a few tries to get into that stump with Tiny. \n\nSegment 11 - Hideout Helm \n\nDuring the battle arena...battle, a Kremling punched Diddy and knocked him off 10 seconds into the ordeal. But then I beat it on the second try. \n\nYou know, having Donkey\'s blueprint in the Hideout Helm lobby really screws me up trying to make a decent route since I can\'t visit Snide with all the blueprints at once without going to the Hideout Helm lobby twice. The best I could come up with is that after beating the level, I take Donkey out and have him fall down two levels to Snide\'s and then get the blueprint banana in there. (I already got everybody else\'s in Jungle Japes.) \n\nAfter that, I get Chunky, and have him jump out and pick up where he left off at the start of the Jungle Japes 2 segment. Had I not gotten his blueprint at the start of that segment, I would have been in a pickle. \n\nThe negative part of this is that I already visited Snide\'s room in K.Rool\'s ship after the Frantic Factory segment! Had I planned ahead farther, everything I would have got at the end of that segment I would have got after Hideout Helm! \n\nIn addition to this, I will also get Chunky\'s blueprint in the Gloomy Galleon lobby at the start of the Gloomy Galleon segment instead of waiting until he presses the button after he gets the required potion if I decide to give this run another go. \n\nSegment 12 - Rareware banana \n\nEverything went OK. \n\nSegment 13 - K.Lumsy\'s last key \n\nEverything went OK. \n\nSegment 14 - Final Battle \n\nI punched too early with Chunky and K.Rool nailed me with an uppercut. It only happened once though. \n\nIf you have anything you would like to comment on about this run, you can do so in the the Donkey Kong 64 thread in Newer Consoles on the Speed Demos Archives message boards. If you would rather e-mail me, my e-mail is joewiewel AT gmail.com. I\'m sure you know what to do with the \" AT \". Thanks, and enjoy the run!','2006-08-04',0,32520000,12,'DonkeyKong64_101p_902',14,9,0,NULL),(0,216,NULL,84,'',NULL,'1998-09-28',0,9000,3,'Doom_UV_e1m1_009',1,11,1,NULL),(0,217,NULL,84,'',NULL,'2003-01-08',0,22000,3,'Doom_UV_e1m2_022',1,11,1,NULL),(0,218,NULL,84,'',NULL,'2001-04-08',0,40000,3,'Doom_UV_e1m3_040',1,11,1,NULL),(0,219,NULL,84,'Secret exit',NULL,'2000-12-18',0,45000,3,'Doom_UV_e1m3s_045',1,11,1,NULL),(0,220,NULL,84,'',NULL,'2001-04-11',0,12000,3,'Doom_UV_e1m4_012',1,11,1,NULL),(0,221,NULL,84,'',NULL,'2000-12-30',0,55000,3,'Doom_UV_e1m5_055',1,11,1,NULL),(0,222,NULL,84,'',NULL,'2004-05-08',0,57000,3,'Doom_UV_e1m6_057',1,11,1,NULL),(0,223,NULL,84,'',NULL,'2002-10-13',0,75000,3,'Doom_UV_e1m7_115',1,11,1,NULL),(0,224,NULL,84,'',NULL,'2004-04-08',0,46000,3,'Doom_UV_e1m8_046',1,11,1,NULL),(0,225,NULL,84,'',NULL,'1999-10-30',0,29000,3,'Doom_UV_e1m9_029',1,11,1,NULL),(0,226,NULL,84,'Due to Compet-N ruling, the player must only SURVIVE the last level of an episode; time is not a factor. For further elaboration on this ruling, bug stx-Vile and he\'ll try to explain it.',NULL,'2003-03-03',0,406000,3,'Doom_E1NM_0646',1,11,0,NULL),(0,227,NULL,84,'',NULL,'1999-09-03',0,36000,3,'Doom_UV_e2m1_036',1,11,1,NULL),(0,228,NULL,84,'',NULL,'2000-05-12',0,14000,3,'Doom_UV_e2m2_014',1,11,1,NULL),(0,229,NULL,84,'',NULL,'2004-03-04',0,26000,3,'Doom_UV_e2m3_026',1,11,1,NULL),(0,230,NULL,84,'',NULL,'2001-04-16',0,39000,3,'Doom_UV_e2m4_039',1,11,1,NULL),(0,231,NULL,84,'',NULL,'2001-07-02',0,27000,3,'Doom_UV_e2m5_027',1,11,1,NULL),(0,232,NULL,84,'Secret exit',NULL,'2000-08-03',0,24000,3,'Doom_UV_e2m5s_024',1,11,1,NULL),(0,233,NULL,84,'',NULL,'2002-11-26',0,72000,3,'Doom_UV_e2m6_112',1,11,1,NULL),(0,234,NULL,84,'',NULL,'2003-01-19',0,17000,3,'Doom_UV_e2m7_017',1,11,1,NULL),(0,235,NULL,84,'',NULL,'2000-10-25',0,31000,3,'Doom_UV_e2m8_031',1,11,1,NULL),(0,236,NULL,84,'',NULL,'2000-05-14',0,6000,3,'Doom_UV_e2m9_006',1,11,1,NULL),(0,237,NULL,84,'Due to Compet-N ruling, the player must only SURVIVE the last level of an episode; time is not a factor. For further elaboration on this ruling, bug stx-Vile and he\'ll try to explain it.',NULL,'2004-05-18',0,292000,3,'Doom_E2NM_0452',1,11,0,NULL),(0,238,NULL,84,'',NULL,'2002-12-12',0,28000,3,'Doom_UV_e3m1_028',1,11,1,NULL),(0,239,NULL,84,'',NULL,'2002-12-25',0,12000,3,'Doom_UV_e3m2_012',1,11,1,NULL),(0,240,NULL,84,'',NULL,'2004-03-20',0,22000,3,'Doom_UV_e3m3_022',1,11,1,NULL),(0,241,NULL,84,'',NULL,'1999-11-08',0,39000,3,'Doom_UV_e3m4_039',1,11,1,NULL),(0,242,NULL,84,'',NULL,'2004-01-10',0,23000,3,'Doom_UV_e3m5_023',1,11,1,NULL),(0,243,NULL,84,'',NULL,'2000-06-01',0,28000,3,'Doom_UV_e3m6_028',1,11,1,NULL),(0,244,NULL,84,'Secret exit',NULL,'1998-10-05',0,6000,3,'Doom_UV_e3m6s_006',1,11,1,NULL),(0,245,NULL,84,'',NULL,'2002-10-06',0,57000,3,'Doom_UV_e3m7_057',1,11,1,NULL),(0,246,NULL,84,'',NULL,'2004-04-05',0,30000,3,'Doom_UV_e3m8_030',1,11,1,NULL),(0,247,NULL,84,'',NULL,'2002-12-08',0,64000,3,'Doom_UV_e3m9_104',1,11,1,NULL),(0,248,NULL,84,'Due to Compet-N ruling, the player must only SURVIVE the last level of an episode; time is not a factor. For further elaboration on this ruling, bug stx-Vile and he\'ll try to explain it.',NULL,'2005-03-08',0,250000,3,'Doom_E3NM_0410',1,11,0,NULL),(0,249,NULL,84,'',NULL,'2000-12-18',0,25000,3,'Doom_UV_e4m1_025',1,11,1,NULL),(0,250,NULL,84,'',NULL,'2001-03-16',0,16000,3,'Doom_UV_e4m2_016',1,11,1,NULL),(0,251,NULL,84,'Secret exit',NULL,'2001-03-16',0,20000,3,'Doom_UV_e4m2s_020',1,11,1,NULL),(0,252,NULL,84,'',NULL,'2002-11-14',0,8000,3,'Doom_UV_e4m3_008',1,11,1,NULL),(0,253,NULL,84,'',NULL,'2000-10-28',0,35000,3,'Doom_UV_e4m4_035',1,11,1,NULL),(0,254,NULL,84,'',NULL,'1999-07-25',0,25000,3,'Doom_UV_e4m5_025',1,11,1,NULL),(0,255,NULL,84,'',NULL,'1999-01-28',0,98000,3,'Doom_UV_e4m6_138',1,11,1,NULL),(0,256,NULL,84,'',NULL,'2004-03-10',0,9000,3,'Doom_UV_e4m7_009',1,11,1,NULL),(0,257,NULL,84,'',NULL,'1999-06-22',0,49000,3,'Doom_UV_e4m8_049',1,11,1,NULL),(0,258,NULL,84,'',NULL,'2000-05-16',0,9000,3,'Doom_UV_e4m9_009',1,11,1,NULL),(0,259,NULL,84,'Due to Compet-N ruling, the player must only SURVIVE the last level of an episode; time is not a factor. For further elaboration on this ruling, bug stx-Vile and he\'ll try to explain it.',NULL,'2002-09-16',0,354000,3,'Doom_E4NM_0554',1,11,0,NULL),(0,260,NULL,85,'','[m]           Time\n---------------------\nLV 01  -   0:06\nLV 02  -   0:59\nLV 03  -   0:33\nLV 04  -   0:40\nLV 05  -   0:38\nLV 06  -   1:08\nLV 07  -   0:55\nLV 08  -   0:57\nLV 09  -   0:58\nLV 10  -   0:39\nLV 11  -   0:44\nLV 12  -   1:15\nLV 13  -   1:26\nLV 14  -   0:59\nLV 15  -   0:36\nLV 31  -   0:36\nLV 16  -   0:46\nLV 17  -   2:06\nLV 18  -   0:35\nLV 19  -   1:01\nLV 20  -   0:41\nLV 21  -   1:03\nLV 22  -   1:20\nLV 23  -   1:11\nLV 24  -   1:10\nLV 25  -   1:08\nLV 26  -   1:10\nLV 27  -   0:34\nLV 28  -   1:01\nLV 29  -   2:17\nLV 30  -   0:44\n---------------------\nTotal     29:56\n---------------------[/m]\n\nC-N entry #207, movie run #40. \n\nNo different route, just a broken milestone. :) \n\nYou\'ll find little nagging mistakes all over this movie (12, 14, 17, 22, 24, 28, 29), but it\'s more experience for me and a few more seconds knocked off the final time. I managed to once again bring down the time of my favorite map, 30 (cough) and I\'m sure you\'ll enjoy the finale considering the first enemy I drew from the Icon\'s deck... lucky me.','2004-10-18',0,1796000,11,'Doom2_SS_NM_2956',1,11,0,NULL),(0,261,NULL,85,'[ul][li]Video A - Radek\'s viewpoint[li]Video B - Vincent\'s viewpoint[/ul]','Radek: \nIt was a big pleasure for me to join Vincent and make this demo. It took us some while, be sure it wasn\'t that easy. We worked on it about a week or so, mostly in the evenings. Started off with times slightly over 25mins, but we got better by every run we recorded. We had 24min demo soon, 23min came quick as well. We both knew we had to do it under 23min, it wouldn\'t have let us sleep in peace otherwise. Breaking the 23min barrier was a great challenge for both of us I believe. Dont forget we recorded it playing over Inet with ping around 100ms. That makes me even more happy. I think the demo is definitely the best one we did. I mean, no big fuck-ups and we implemented all tricks we wanted to, except of map27 archie trick, on the other hand map30 went perfect for instance. I wanna thank Vince for his effort in this movie, he made an awesome job. It\'s the best coop player I\'ve ever played. That\'s it, enjoy!\n\nVincent: \nThat was a kinda fun and interesting adventure. We got the routes set up pretty quickly and then improved a few things here there as we played more. This is by far our best run, no real major mistakes, a lot of small ones here there though :) I was glad to make the glide in 21 and not to fall in 24 (which happened quite often:) Radek played great all along. Our original goal was to get below 24 mins, but it quickly changed to below 23 mins. Note that this is the only time we got below 23 mins, and it\'s even below 22:30 :))) Thanks Radek for giving me the opportunity to do this run with such a great player.','2005-04-07',0,1347000,11,'Doom2_SS_UV_2p_a_2227',1,11,0,NULL),(0,263,NULL,85,'',NULL,'1998-03-30',0,5000,3,'Doom2_UV_lv01_005',1,11,1,NULL),(0,264,NULL,85,'',NULL,'2001-12-16',0,40000,3,'Doom2_UV_lv02_040',1,11,1,NULL),(0,265,NULL,85,'',NULL,'2002-03-13',0,19000,3,'Doom2_UV_lv03_019',1,11,1,NULL),(0,266,NULL,85,'',NULL,'1999-10-30',0,28000,3,'Doom2_UV_lv04_028',1,11,1,NULL),(0,267,NULL,85,'',NULL,'2002-04-21',0,24000,3,'Doom2_UV_lv05_024',1,11,1,NULL),(0,268,NULL,85,'',NULL,'2000-04-24',0,54000,3,'Doom2_UV_lv06_054',1,11,1,NULL),(0,269,NULL,85,'',NULL,'2002-05-01',0,6000,3,'Doom2_UV_lv07_006',1,11,1,NULL),(0,270,NULL,85,'',NULL,'2000-04-08',0,22000,3,'Doom2_UV_lv08_022',1,11,1,NULL),(0,271,NULL,85,'',NULL,'2001-07-24',0,61000,3,'Doom2_UV_lv09_101',1,11,1,NULL),(0,272,NULL,85,'',NULL,'2003-12-19',0,25000,3,'Doom2_UV_lv10_025',1,11,1,NULL),(0,273,NULL,85,'',NULL,'2001-12-07',0,34000,3,'Doom2_UV_lv11_034',1,11,1,NULL),(0,274,NULL,85,'',NULL,'2000-05-01',0,43000,3,'Doom2_UV_lv12_043',1,11,1,NULL),(0,275,NULL,85,'',NULL,'2001-04-05',0,60000,3,'Doom2_UV_lv13_100',1,11,1,NULL),(0,276,NULL,85,'',NULL,'2002-04-29',0,20000,3,'Doom2_UV_lv14_020',1,11,1,NULL),(0,277,NULL,85,'',NULL,'2002-03-05',0,82000,3,'Doom2_UV_lv15_122',1,11,1,NULL),(0,278,NULL,85,'',NULL,'2002-02-21',0,30000,3,'Doom2_UV_lv15s_030',1,11,1,NULL),(0,279,NULL,85,'',NULL,'2001-03-24',0,11000,3,'Doom2_UV_lv16_011',1,11,1,NULL),(0,280,NULL,85,'',NULL,'2003-03-05',0,119000,3,'Doom2_UV_lv17_159',1,11,1,NULL),(0,281,NULL,85,'',NULL,'2004-01-06',0,21000,3,'Doom2_UV_lv18_021',1,11,1,NULL),(0,282,NULL,85,'',NULL,'2002-07-18',0,36000,3,'Doom2_UV_lv19_036',1,11,1,NULL),(0,283,NULL,85,'',NULL,'2002-01-07',0,34000,3,'Doom2_UV_lv20_034',1,11,1,NULL),(0,284,NULL,85,'',NULL,'2001-11-21',0,17000,3,'Doom2_UV_lv21_017',1,11,1,NULL),(0,285,NULL,85,'',NULL,'2000-01-09',0,37000,3,'Doom2_UV_lv22_037',1,11,1,NULL),(0,286,NULL,85,'',NULL,'2000-09-19',0,45000,3,'Doom2_UV_lv23_045',1,11,1,NULL),(0,287,NULL,85,'',NULL,'2004-01-23',0,33000,3,'Doom2_UV_lv24_033',1,11,1,NULL),(0,288,NULL,85,'',NULL,'2000-08-28',0,43000,3,'Doom2_UV_lv25_043',1,11,1,NULL),(0,289,NULL,85,'',NULL,'2000-08-18',0,41000,3,'Doom2_UV_lv26_041',1,11,1,NULL),(0,290,NULL,85,'',NULL,'2002-10-27',0,11000,3,'Doom2_UV_lv27_011',1,11,1,NULL),(0,291,NULL,85,'',NULL,'2003-02-01',0,40000,3,'Doom2_UV_lv28_040',1,11,1,NULL),(0,292,NULL,85,'',NULL,'2000-12-06',0,106000,3,'Doom2_UV_lv29_146',1,11,1,NULL),(0,293,NULL,85,'',NULL,'1999-03-09',0,30000,3,'Doom2_UV_lv30_030',1,11,1,NULL),(0,294,NULL,85,'',NULL,'2000-07-18',0,30000,3,'Doom2_UV_lv31_030',1,11,1,NULL),(0,295,NULL,85,'Secret exit',NULL,'2002-11-16',0,32000,3,'Doom2_UV_lv31s_032',1,11,1,NULL),(0,296,NULL,85,'',NULL,'2002-04-10',0,11000,3,'Doom2_UV_lv32_011',1,11,1,NULL),(0,297,NULL,86,'Segments appended to one file.','If you want to mail me, or even have my msn address: tagh_azog AT hotmail DOT com -This run took me 4 months to complete, knowing that I speedrun that game for 1 year, (I\'ve had this game since June 2004)! I was going to beat my old run (1:30:52) when Peter \'Kibumbi\' Knutsson was beating it on Nightmare, and Liam \'fierus\' on Marine. I found most of the new shortcuts on my own, apart from a few which will be mentioned in the following comments. I didn\'t know that I would beat my old run by 21 minutes! -And again thanks to Joseph \'Apathy\' Wilcox for the 1:40 run, which was a milestone in Doom 3 running. Many of the tricks he used were great, although I managed to find the same tricks on my own. \n\nLevel times: \n1) Mars city Intro - 1:25 \n2) Mars city underground - 4:41 \n3) Mars city revisited - 2:00 \n4) UAC administration - 1:49 \n5) Alpha labs sector 1 - 2:13 \n6) Alpha labs sector 2 - 2:13 \n7) Alpha labs sector 3 - 3:04 \n8) Alpha labs sector 4 - 2:04 \n9) Enpro Plant - 3:47 \n10) Comms Transfer - 3:08 \n11) Commnunications - 5:43 \n12) Recycling sector 1 - 3:08 \n13) Recycling sector 2 - 2:44 \n14) Monorail - 2:34 \n15) Delta labs 1 - 3:14 \n16) Delta labs 2a - 3:08 \n17) Delta labs 2b - 1:23 \n18) Delta labs 3 - 1:54 \n19) Delta labs 4 - 0:38 \n20) Hell - 4:58 \n21) Delta labs 5 - 1:54 \n22) Central processing - 2:12 \n23) Central server Bank - 1:29 \n24) Site 3 - 2:56 \n25) Caverns area 1 - 1:59 \n26) Caverns area 2 - 1:19 \n27) Excavation - 1:46 \n\nTotal time: 1:09:37 \n\nAll the possible improvements mentioned here is to make a PERFECT run, without other shortcuts or tricks discovered. \n\n[hr] 1) Mars city Intro (1:25) \n\nJust run like a rabbit! ^^ Strafe jumping works very well on Doom 3 and increases your speed, big thanks to Kibumbi for discovering and perfecting this important trick in Doom 3! You can skip all the video sequences in this level. \n\nAdvice: If you want to speedrun or beat this run, this level is a good training level. You must have less than 1:35, and beating 1:27 seems to be impossible. [hr] 2) Mars city underground (4:41) \n\nShortcuts: All tricks on this level shave 4-9 seconds. The first barrel jump outside between the airlocks, and the second jump at the end (great jump here^^). Pass the bridge without extending it, and skip the stairs in the room where the light turns off. \n\nImproved route: go onto the rail to avoid the imp who breaks the stairs, go up the ladder instead of killing the zombie with the flashlight. Kill the 3 first enemies with the lamp, this item is strong! ^^ \n\nPossible improvements: better route and proper strafe jump in the entire level you can kill 8 seconds! [hr] 3) Mars city revisited (2:00) \n\nImproved route: take the first ladder before it goes down, and get a shotgun boost at the end. \n\nPossible improvements: just be faster, there are no mistakes in my run, but there could be more strafe jumping included. [hr] \n\n4) UAC administration (1:49) \n\nImproved route: do not go the entire way to the Alpha labs door, the necessary trigger is located a lot earlier than that. Don\'t kill the pinkies, avoid them instead. \n\nPossible improvements: better stamina and strafe jump management. You can kill 5 seconds at least in this level! [hr] 5) Alpha labs sector 1 (2:13) \n\nShortcuts: Use the famous trick I discovered, the teleport jump (when an enemy appear), to go onto the balcony where the control panel is and open the barrier in the laser room. You don\'t have to put the fire out, just run past it. You must have more than 50 Hp to survive, though. Use the barrel jump (saves only 2s). \n\nEnormous trick: if you are kick ass enough fast, you can get the BFG, by killing Campbell before he disappear from the map! It is clearly visible in the run. \n\nPossible improvements: have more stamina at the end, and be faster from the beginning...you can get more than 7 seconds in this level! [hr] 6) Alpha labs sector 2 (2:13) \n\nShortcuts: Thank you Liam \'fierus\' to show us the show_triggers command, and that you can pass the first door without killing the imps. It appears to be easy, but it isn\'t that easy! Also thank you Peter \'Kibumbi\' to get a better way to avoid the trite fight when activating the ladder at the end, instead of using the trite boost (hard and slower). You can jump onto the health box and go directly to the end, but you can do it only with a proper strafe jump :) \n\nPossible improvements: in the big dark room, I didn\'t manage the route with stamina and strafe jump very well. You can kill 5 seconds of this level! [hr] 7) Alpha labs sector 3 (3:04) \n\nImproved route: do not use the automated crane sequence to get rid of the first barrel because you will lose 3 seconds. Throw a grenade in the room where you have to wait. With the right timing it will kill 2 enemies at the same time, an imp and a shotgun marine. The faster you kill the enemies in this room the faster the door will be opened! \n\nPossible improvements: with Fraps, there are some problems, Kibumbi has the same point of view ^^. Without it I can kill some enemies before the teleport is complete, but with Fraps it is impossible. If you can somehow solve this problem you can probably shave around 6 seconds from my time. Other than that this level is almost perfect. [hr] 8) Alpha labs sector 4 (2:04) \n\nImproved route: you must avoid the first imp, because you can\'t kill him, unlike some other imps in the pounce position. Run onto the rail before the bridges appears, and kill the Vagary with the BFG! \n\nPossible improvements: the beginning of the level is almost perfect and might be unbeatable, but from the 2nd bridge to the end, the stamina wasn\'t managed at all, you can kill more than 5 seconds of this level easily because of the 2nd half of this level! [hr] 9) Enpro Plant (3:47) \n\nMy worst level! \n\nPossible improvements: do not take the storage. Instead, try to pass the fire without disable it in the control panel at the beginning, avoid the door trigger when getting back into the reactor core (that Liam \'fierus\' found!), when I have to wait and kill lost souls. And try to manage stamina and jumping, you can kill more than 15 seconds of this level!! [hr] 10) Communications transfer (3:08) \n\nShortcuts: do not take the PDA that let you use the service platform. Go directly to where the platform is, jump onto the rail, and then jump again and click on the panel on the platform, you must hit the right spot (not easy) to activate the back movement. \n\nImproved route: don\'t take the stairs at the beginning, use the ladder when you encounter the trites outside, jump at the 3rd station without waiting platform to arrive at this point. Kill the enemies with the chainsaw and use the berserk to have a perfect strafe jump! \n\nPossible improvements: this level was great, it would be hard to beat it, apart from if you found a way to skip the taking of the platform! [hr] 11) Communications (5:43) \n\nThere are no shortcuts in this level, just a very improved route. I think this is one of my best levels, very hard to beat it (near perfect). [hr] 12) Recycling sector 1 (3:08) \n\nThis is the hardest level for me because of the amount of hard shortcuts to use in the level, plus the route management. \n\nShortcuts: 3 grenade jumps in the pinkies area to go directly where the recycling control panel is and activate it (this 3 grenade jumps shortcut is very hard to pull off already). And one grenade jump to arrive directly on the stairs, and finally a barrel jump after the last SAS to jump directly at the end! \n\nImproved route: killing revenants with one shot is hard but possible. After the 3 grenade jumps I go to the side when I took health, it is because it causes a bug and you can see that the imp I killed just behind the door disappear directly, and didn\'t cry! ^^ Also, the maggot, which should be there, didn\'t appear. Now you know why I took the right side after the health box :) \n\nPossible improvements: try to kill the 2 first revenants in one shot. Don\'t let the trites block your path when you strafe jump. You can kill 10 seconds of this level, if you are a perfect runner because it\'s almost impossible to get this perfect route and keep all the shortcuts at the same time! [hr] 13) Recycling sector 2 (2:44) \n\nShortcuts: you can skip (well, not really but you get the idea) the dialogue in the beginning by marking the interface panel, then run backwards and use the panel just as you reach the door. This will allow you to exit the control room before the dialogue takes place, and you can make your way to the second floor in the room by jumping on the container next to the broken stairs. Unfortunately you still have to wait for the door on the second floor to unlock as usual, but you still save 6-7 seconds since you are already at the door when the dialogue is over. You can skip the mancubus area with a rocket jump on the bridge at the top, a great shortcut btw! \n\nPossible improvements: don\'t waste time killing revenants with the rocket launcher because it is better to avoid them. And don\'t lose the second I lost when a lost soul hit me in the room after I came back from the recycling control panel! This level is nevertheless hard to beat, I managed it well, but it is still possible to beat it by 5 seconds. [hr] 14) Monorail (2:34) \n\nShortcuts: one rocket jump to go directly on the room where you open the way to Site 3 for the monorail. Went on the other side and pulled off a grenade + rocket jump after the accident to go onto the bridge. I didn\'t take the PDA to disable the turret defense, but this is even better because I don\'t have to disable it anyway. I just wait for it to target the commando who followed me, and run at the end, you must have the 100 HP and more than 50 armor to survive! \n\nImproved route: a funny trick is to active the monorail from outside, and you can run on the rail with the train, without any oxygen problems, you can kill 3 seconds (because you don\'t have to wait for it to open). Also for the second part of monorail you don\'t have to run with the monorail, the accident scene will appear in all cases. By this way, I took all the armor and health I could take to survive the next shortcuts I used after the crash. \n\nPossible improvements: just in area where the first rocket jump is, you can kill 3 seconds maximum, but this level is still a well-played level. [hr] 15) Delta labs 1 (3:14) \n\nShortcuts: come back to the beginning with a rocket jump, this was a great route I discovered. Also break the window (one of the 3 windows you can break, and this one is useful in the speedrun) to activate the reactor \n\nfaster. \n\nPossible improvements: I think there are no possible improvements here. This level is near perfect! [hr] 16) Delta labs 2a (3:08) \n\nOnly one shortcut here, launch a grenade to kill the 2 zombies in the room with the 9 boxes and the machine. It will trigger the teleport of an imp, go on the rail and rocket jump at the same time, the rocket + teleport jump keep you on the top where you have to go! \n\nPossible improvements: just be faster in all ways, because the route isn\'t perfect. You can kill 8 seconds at least in this level, I think. [hr] 17) Delta labs 2b (1:23) \n\nShortcuts: this long level is short in the speedrun because of 2 great and big shortcuts, one grenade + rocket jump to skip the first archvile room, and one rocket + teleport jump in the second room where an archvile is. These shortcuts skip 2 minutes of the whole level. \n\nPossible improvements: on marine, you can try to get the first rocket + grenade jump, without killing any enemies. But it is very hard because they are annoying when you want to do this shortcut properly. I don\'t know even if it is possible. If not, this level is near perfect, I think. [hr] 18) Delta labs 3 (1:59) \n\nShortcuts: one grenade + rocket jump and then another rocket jump to avoid the first teleport sequence (you can see Betruger with this shortcut, a funny bug :D, I pass through him, there is no corpse model for him). The second shortcut was searched by all the speedrunners of this game, and I finally managed to pull off the grenade + rocket jump to jump on the tubes and pass the broken bridge. The reason why this shortcut wasn\'t found by all runners is that there is an invisible wall, which block you if you try to pass this bridge from the front. You must pass it from the side, that some have tried, but the tubes block you. The only way is to jump on the rail, and do a great grenade + rocket jump on the full right side to go on the tubes. \n\nPossible improvements: please have really good computer skills to run this level (5 fps at the beginning), this level is also almost perfect anyway. If you can get the last shortcut without killing the revenant before, you can save 3 seconds, but I didn\'t manage it, that\'s why I killed him. [hr] 19) Delta labs 4 (00:38) The shortest level, nothing important here, just a perfect strafe jump to the last room. Skip the cut scene and kill the 2 hellknights in one fully charged BFG shot. \n\nPossible improvements: try to beat this level. I did it in only 3 tries, because it\'s really an easy level. It would be a nice training if you want to speedrun this game. [hr] 20) HELL (4:58) \n\nMy favorite level! The invisible floor at the beginning is reachable only with a perfect strafe jump with the right timing. Skip the platform, which goes down to go faster to the berserk room. Keep this berserk as long as possible to speed things up. Killed The Guardian with only 1 HP, I love this stuff in the speedrun! Jump onto the rocks to the left just before the room where there are some barriers, this will prevent 2 lost souls from appearing. At the end, keep the strafe jump in the stairs to increase your speed consequently, it saves 5 seconds just for the end! \n\nPossible improvements: just try to be more efficient in the room where the barriers are! I lose 2 seconds with the reload of ammo belt. But it is really hard to beat 4:58. This is the hardest level to beat I think, together with Communications, Recycling sector 1, and Caverns area 1. [hr] 21: Delta labs sector 5 (1:54) \n\nShortcuts: just one grenade jump to avoid the annoying detour. \n\nPossible improvements: better running in the spider corridor, and maybe you don\'t want to take the chainsaw. I wanted to take it for the next levels, but if you choose to not take it and manage the spider corridor better you may save 10 seconds in this level! [hr] 22: Central processing (2:12) \n\nShortcuts: in this level we have the highest and hardest jump in the entire run, 1 successful attempt in about 400 tries. This is a neat grenade + double teleport jump! You must wait for the 2nd cherub teleport, and launch a grenade to kill them together at the same time. That will make the archvile summon 2 cherubs at the same time, but you must launch a grenade on the floor with the perfect timing of a 1 frame precision to pull off this enormous trick, you may pay attention to the archvile because he can walk on the grenade and that will ruin the jump! You know now why it\'s the hardest jump to do in the whole run (it appears to be easy when you see it). But there is nothing hard after this shortcut, this is the only shortcut in the level and it\'s not at the end, so this level was easier than the Recycling sector 1! \n\nPossible improvements: kill the 2 cherubs faster, and try to have the soul cube ready to kill the first archvile. Maybe it\'s possible to kill 5 seconds of this level, but I\'m not sure. [hr] 23) Central server Bank (1:29) \n\nShortcuts: the first enormous shortcut in the run, with the one in caverns area 1: a great wall-surfing plus a rocket jump to go directly to the Sarge room without the need of the PDA :p. One minute of the whole level saved here! \n\nImproved route: I managed to find the fastest way to trigger the opening of the door at the beginning (I think), you have to kill the 2 archviles and the revenant in the room, and there are many ways to trigger their teleports! \n\nPossible improvements: there might be a faster a way to kill the 3 enemies to get the door open faster, anyway it\'s a well-played level. [hr] 24) Site 3 (2:56) \n\nThere are no shortcuts in this level, and many enemies on the route. Therefore the main research on this level was in what way I have to kill the enemies, what enemies I can avoid and with what sequence of weapons I have to kill some enemies. I killed 48 seconds of my previous run in this level without shortcuts. I didn\'t believe it myself! \n\nPossible improvements: There are some very small misses in the run. You can maybe shave 4 seconds more in this level. And maybe \"better computer skills\" will help a little as well (near merfect anyway). [hr] 25) Caverns area 1 (1:59) \n\nShortcuts: this level has the highest number of shortcuts in this run. One barrel jump (very hard to pull off, just to save 4 seconds) at the very beginning. Go through the tunnel without the elevator, and strafe jump on the 2 ramps to avoid to death when you jump (ps: on god mode, when you strafe jump all the time, it give you an incredible speed in the tunnel), this shortcut can save 20 seconds. One rocket + slope jump to avoid a long way and take a PDA pickup etc., it saves 30 seconds! Then the most impressive and enormous shortcut of the run is at the end, when I fall down in the last large area, and lost 0 HP! This glitch is very hard to pull off (some luck and randomness here) and it can save 1 minute at least! \n\nPossible improvements: try to get a good strafe jump in the tunnel unlike I did in this final attempt, which isn\'t that bad after all, and this level is very good anyway! \n\nPs: I managed to finish the tunnel with 1 HP again, I love this :D [hr] 26) Caverns area 2 (1:19) \n\nA short level without shortcuts, but in this level the strafe jump is really important, you can increase your speed a lot if you take a good route! The time can differ with 10 seconds between two runs because of different strafe jumping. \n\nPossible improvements: better strafe jumping. I don\'t know exactly how much time you can kill on this level. It is less than 5 seconds, that\'s for sure. [hr] 27) Excavation (1:46) \n\nFinally the end of the game! \n\nShortcuts: There is only one shortcut at the very beginning, almost like in caverns area 1, but you may lose exactly 28 HP all the time you fall down the elevator. With my jump, I.e. a direct jump to fall down without really hit the floor, I got a successful attempt 1 try out of 60. Fortunately, it is at the beginning. \n\nImproved route: get higher speed in the stairs when you jump, with a good tempo, then increase the speed of strafe jump on the last stairs to the Hall! Try to strafe jump everywhere in the tunnels to the boss, this part saves 15 seconds on the whole level from the last run! The second part of this level is the fight. Trigger all the monster spawns by strafe jumping constantly around the hole, to reload your soul cube quickly. I didn\'t have enough rockets to do it easily, I had to take a worse weapon for this kind of running. \n\nPossible improvements: If you manage to have enough rockets it will be easier to get a good time for this level. Sub 2 minutes is already a good base to beat :D [hr] \n\nA perfect run would be close to 1:07:30, with all the perfect improvements you can do on this run, and may be faster by other tricks I haven\'t discovered yet. Anyway, I think this run is definitively a very good speedrun for the marine run! [ul][li]Thanks for everyone who support me in this speedrun, and even posted on the thread! \n\n[li]Thanks to Peter \'Kibumbi\' Knutsson and Liam \'fierus\' Jenkin for speedrunning this game and keeping me company in speedrunning Doom 3, and for the 3 tricks I wouldn\'t know about without them, and some extra thanks to Kibumbi for making the comments easier to read! \n\n[li]Thanks to SDA for accepting this record on their site! \n\n[li]Thanks to everyone who read these annoying comments :D and watched my speedrun![/ul] \n\nIf you didn\'t see the video yet, enjoy it and be surprised!!!','2006-11-18',0,4177000,11,'Doom3_10937',27,11,0,NULL),(0,298,NULL,86,'Segments appended to one file.','This is a project that has been going on for several months and I even restarted the run from scratch twice because I wasn\'t satisfied with the result. The planning started back in August 2005 and I guess that the time it took to finish this is a good measurement for how hard it is to speedrun this game on nightmare. This is probably one of the hardest things you can do in any FPS game. When JÈ³rÃ´me \"tagh_azog\" Bouzillard got his 1:30 run on marine up the goal became to beat that run, with the difference that I would be running on nightmare instead of marine. \n\nThere are of course a bunch of differences between a marine run and a nightmare run in style of playing and strategies as well as the choice of shortcuts and time savers. \n\n-First of all, some things that I can\'t do are rocket/grenade/barrel jumping, a single explosion bring you down to negative health (instant death) when you have full health and armour. \n-Many shortcuts that involve taking damage can\'t be used, the damage system for nightmare makes everything deal a ton of damage and often result in instant death. \n-All medkits are removed, only way to restore health is to use health stations or the soul cube. \n-You receive the soul cube in level 2 when playing on nightmare, this allow for some new strategies which actually make some parts faster on nightmare, for example the first mini boss Vagary can be killed in around 5 seconds compared to around 20 seconds on marine. \n-Your health drops by 5HP every 5 seconds or so till it reaches 25HP, putting you on a very tight leash in terms of HP. \n-Many levels are so hard on nightmare so I split many of them into two parts to achieve acceptable times and performance, specially the earlier levels since I have weaker weapons. Don\'t let my flow fool you, most of the segments required over 200 tries to achieve the end result. \n-In most levels there are more enemies than on the other difficulties. \n\nAs usual I never forget to mention people who have helped me in my runs in one way or another. This time they go out to Apathy for proving it was possible to run this game in less than 1:45, tagh_azog for his run where I got a lot of inspiration, some thanks go out to rr.ninty/yiff.fierus for tipping me off on the g_showtriggers command. Lastly thanks go out to all the guys in the forum who followed this project from the start and kept me going with their nice comments with how awesome my run was. \n\nThey are: \nAgopo \nAquashark \nBallofsnow (extra thanks to this guy for technical help regarding the encoding) \nHenkie \nInsaneB4st4rd \nJuncti \n\nPart 1: Mars city introduction. \nNot much to say, the name of the level pretty much speak for itself. \n\nPart 2: Mars city underground, part 1. \nThis is a very long and hard level, which involves some very tricky shortcuts and sequences, therefore I split it into 2 parts. I shoot the civilians on my way to charge the soul cube a little. \n\nPart 3: Mars city underground, part 2. \nTime for the fun part. Here it is very important to use the soul cube in the right places, failing to do so will not only cost you precious time but also ammo and health. Thanks to the new shortcut I found in the bridge room one of the harder sequences in this level is bypassed, allowing me to optimise the soul cube usage even more. \n\nPart 4: Mars city revisited. \nHere we have the kind of level I like, short, compact and 110% action. As you can probably guess the last 30 seconds are the hardest, lots of marines everywhere. Exiting a level with only 5HP left is not really recommended on nightmare... but what the heck, a little challenge is always good. \n\nPart 5: UAC Administration. \nAnother level with a fair amount of tricky parts and the first one is right in the beginning. One thing I like is that you don\'t have to run all the way to the wounded marine to trigger the next mission, this removes one of the imps in the level. \n\nPart 6: Alpha labs sector 1, part 1. \nHmmm, seems like all levels are tricky on nightmare, including this one. The only thing I didn\'t get quite right is when I try to kill the first imp, for some reason it always takes 2 shots when I record. \n\nPart 7: Alpha labs sector 1, part 2. \nThe first half of this level was tricky, this one is even worse. The very first marine is responsible for 150 deaths alone. \n\nPart 8: Alpha labs sector 2. \nIn this level I encounter one of the enemies I fear the most on nightmare, trites. They have everything a speedrunner hate, a bugged hitbox, small size, their attacks can for some weird reason not be dodged and they ALWAYS come in large numbers. Thanks to the awesome damage they deal on nightmare (50HP per hit) I can\'t do the trite boost near the end to bypass a very annoying trite fight. Don\'t worry, I found my own way around it and my way is actually faster, trite boost is so the 80\'s. There was actually some action outside of the game during this level. A hair from my cat got caught just under the laser (yes laser, not optic) sensor on my mouse and almost ruined the run on 1:31, the mouse registered this as a movement and \"woops\" suddenly turned hard left. In the middle of the run I lift the mouse up and blew the back of it clean while moving, now that\'s what I call improvising. \n\nPart 9: Alpha labs sector 3. \nThere are 2 things I\'m forced to do in a different way on nightmare in this level. When I encounter the imp crawling in the ceiling there is an invisible wall where it will land. On marine difficulty you can have the machine gun marine to boost you through this wall but on nightmare there is no chance of surviving that boost. After the trite trap I kill a couple of marines then I enter the second trap room in this level. The usual shortcut here is to jump over the fence right away, however, on nightmare a new angle of approach is needed to survive. I did experiment to charge my HP with the soul cube before the jump but it always turned out to be around 3 seconds slower. \n\nPart 10: Alpha labs sector 4, part 1. \nThis very short segment might seem controversial to many in terms of speedrunning, but I don\'t give a damn. In this run I strive for perfection, which will require very short segments now and then. The amount of luck needed to perform well during the mere minute of playing is astronomical, just such a thing as the soul cube targeting (you have no control at all over the soul cube when it comes to targeting) the wrong enemy ruins the entire attempt. Some moves may seem weird but there is strategy and research behind each and everyone of them, just before I fire the soul cube the strafing behind the pillar prevent the marines from shooting which give a precious half second to fire the soul cube and change weapon to the shotgun without getting hit a single time. \n\nPart 11: Alpha labs sector 4, part 2. \nI could make this part a little longer because the density of enemy hordes is somewhat lower. There are still some pretty tricky sequences in this part. First of all, strafe jumping over the bridges while they are being deployed is not exactly the easiest thing in the world. Second, time every single move so a box won\'t block my path at bridge number 3. The timing involved everything from killing all enemies with just 1 shot from the shotgun at close range to get across the bridges using max 2 touches on the bridge itself. Lastly, kill Vagary in less than 10 seconds (you won\'t survive longer than that), I managed to do so in half that time. \n\nPart 12: EnPro facility, part 1. \nThis is a level that I knew would be really tough, mostly because of all those lost souls you encounter later in the level. Lost souls are very much like trites with the difference that lost souls fly. When I run through \"Chamber 1 upper\" there\'s something like 12 lost souls behind me, and it was just pure luck that I managed to make it through that chamber. I also managed to find out how the teleport jump (thanks to tagh_azog for this trick) worked, and that\'s why you will see a very high jump close to the end. It seems to be a random event, but at that particular time it prevented me from getting hit by a lost soul and die. \n\nPart 13: EnPro facility, part 2. \nSpite all the luck manipulation you expect in a segmented run I think the cramped space and amount of enemies justify the improvising in this part (try it yourself and you\'ll see what I mean). Between the lift and the core exit it is more or less 100% improvising all the way, I have a plan on what I should do but since the enemy movements are so random making a plan on how is just a waste of time. If I\'m lucky I can get half of the enemies with the grenades and clear the rest up with the plasma gun. Cleaning up the lost souls is quite important otherwise they will attack me from behind when I try to kill the maggot and imp to open the door back to the core. \n\nPart 14: Communications transfer, part 1. \nI\'m getting sick of splitting levels in 2, but once again it is necessary for acceptable performance. The part after the chainsaw room is full of backstabs and surprise attacks, teleporting enemies and other annoying stuff. \n\nPart 15: Communications transfer, part 2. \nThis is the really hard part of this level. Cacodemons cause a new problem since they actually follow you through the entire level, when you have to wait for something or climb a long ladder they will surely catch up and give you hell. I discovered that strafe jumping is even faster when you have berserk, I use this knowledge near the end to zoom past the cacos really fast. I\'m starting to run ridiculously low on ammo for all weapons, which can be a problem in the coming levels. \n\nPart 16: Communications, part 1. \nThis is one of the longest levels in the entire game. For some reason interface panels in this level don\'t respond properly when I record, therefore you will see me mash the fire button when I use a panel. \n\nPart 17: Communications, part 2. \nThis part could\'ve been done a few seconds faster, but I need the extra ammo I pick up. I discovered an interesting thing when I timed certain parts of this segment, the elevators don\'t follow a timed route. What I noticed is that when calling an elevator it can differ with as much as 2-3 seconds before it arrives, and the same about riding the elevator to the next floor. This is most random and with enough tries I believe that you can gain something like 20 seconds on this event alone. \n\nPart 18: Monorail skybridge (Recycling - sector 1). \nMan, this was a tough one. I bought myself some iron will and decided to do this level in one go. It took 6 days to crack this one, and the day I beat it I played the level for about 5 hours. This level is very much like Mars city revisited with the difference that this level is about twice as long and have beefier enemies. I shouldn\'t whine too much, this level brought me more than just sore hands, I discovered that slope jumps work in this game. Some people doubted that I could get below 5 minutes for this level, as you can see I proved them wrong. \n\nPart 19: Recycling - sector 2. \nThis level is very annoying for two reasons. I have to kill a lot more enemies on nightmare because of the revisiting of several areas, not very fun to run into 10 enemies 5 seconds from the end with low ammo for all weapons and low health. The other thing is that I can\'t skip the mancubus fight since I can\'t do any rocket jumps, this add about 22 seconds to the total time. \n\nPart 20: Monorail. \nFinally some easier stuff, apart from level 1 this is probably the easiest level in the game. The amount of enemies is not that big and you have lots of powerful weapons at this point to take care of the few commandos. If you wonder why certain enemies seem to be missing its because I do some clever trigger bypassing, preventing some of them from appearing. \n\nPart 21: Delta labs - sector 1, part 1. \nOnce again it is time for level splitting. I think this is one of the hardest levels in the game when playing on nightmare, and it doesn\'t get easier when you speedrun. The first part of the level is the foreplay. The second part is the intense combat part. Hordes of lost souls, cacodemons and commandos will be a real pain in the next part. \n\nPart 22: Delta labs - sector 1, part 2. \nNow this is something special, I don\'t think there is any level in this game where you have the same amount of enemies on such small spaces. One of the few levels where I have to use more or less the entire arsenal to get through the enemy hordes. In this level it is hard to kill an enemy without getting hit by another, id really managed to make this level hard. \n\nPart 23: Delta labs - sector 2a. \nQuite an annoying level, actually. There is only one really hard part, the crane room. Imps teleport in from all over the place and quickly surrounds you, this is the typical kind of situation you don\'t want on nightmare. I managed quite well though. \n\nPart 24: Delta labs - sector 2b. \nFirst level where I am able to make good use of the teleport jump trick. Thanks to that trick I literally cut the completion time for this level in half. Who needs rocket jumping when you can abuse teleports? \n\nPart 25: Delta labs - sector 3, part 1. \nDLS 3 is one of the hardest levels in the game. It is a comparably long level and you encounter lots of annoying enemies everywhere. The weapon cabinet cost me a few seconds, but I need those rockets bad. \n\nPart 26: Delta labs - sector 3, part 2. \nOne thing I find particularly annoying is that I can\'t move too fast just after the chaingun commandos, if I do the timing with the marine will be messed up and I will end up dead. Playing hide and seek with the revenant is not for fun, it is the fastest way to keep the rockets away from you and still stay close to the panel. \n\nPart 27: Delta labs - sector 4. \nA ridiculously short level, the only \"new\" thing here is that I save a few extra seconds by killing both hellknights with just one shot. \n\nPart 28: Hell, part 1. \nTight quarters combined with the crazy damage system on nightmare make Hell qualify as one of the hardest levels in the game. The soul cube does ease the pain a little when fighting hellknights, but when going up against the swarms of lost souls there is little the trusty cube can do. It is most annoying that the cramped corridors of this level prevent you from navigating around most enemies. \n\nPart 29: Hell, part2. \nThis part took most retries in the entire run to complete, and it still contain some small errors which means it can be done around 5-6 seconds faster. The most important thing in this part is to never stop moving, if you do those enemies will corner you in an instant and the run is over. \n\nPart 30: Delta complex. \nIt might seem weird that I pick up the chainsaw, it costs a few seconds but it will help shave a lot more seconds later in the run. \n\nPart 31: Central processing. \nEasiest sequence break ever, memorize the door code and you can skip 20% of the level. Once again a thing that might seem weird is that I spend a few seconds to open the cabinet and pick up the rocket launcher and grenades. Picking up the rocket launcher actually shave 15 seconds on this very level, so the extra seconds are well invested. The grenades come in handy during the next 2 levels. \n\nPart 32: Central server banks. \nThis is a part I\'m really proud of. I played it close to perfect, and even if I hadn\'t messed up when turning the bridge the second time it wouldn\'t be enough to lower the time with another second. \n\nPart 33: Site 3, part 1. \nSome people might complain that I split this short level in 2 parts but there is a good reason for it, its called random enemy behavior. Most enemies have about 4-6 different attacks and that is a real problem in a level like this one. Just such a small thing as one of the imps throwing a fireball too early is enough to ruin the run, so to be able to control this I decided to split this level in two. \n\nPart 34: Site 3, part 2. \nThis is probably the most random part in the entire game. A large number of enemies and they can be positioned in countless ways, making no try look like another. Without the BFG-9000 it wouldn\'t be possible to play this part as I do on nightmare, unless you use cheat codes. I\'m running slow now and then to save the stamina to when I really need it, at the very end of the level where it is easy to get stuck on the smallest thing. \n\nPart 35: Caverns - area 1, part 1. \nThanks to all 3 shortcuts in this level being so tricky I split this one as well. Try doing that slope jump up on the catwalk and you\'ll see what I mean. The reason to why there are no enemies but the archvile in the locked room is because I managed to kill the archvile before it could spawn any enemies. \n\nPart 36: Caverns - area 1, part 2. \nThis part turned out a lot easier than I thought it would. For some reason two of the chaingun commandos are invulnerable till they reach a certain point, that\'s why I hold my BFG shots a little. \n\nPart 37: Caverns - area 2. \nSpite being a short level it is very tricky, very much thanks to the fight in the beginning. Tight quarters combined with big, strong and beefy enemies who are capable of killing you in one blow even at full health. Thanks to a lot of small things in the tunnels like holes in the floor and so on I don\'t do any strafe jumping in there, those small obstacles kill any speed you have if you try to jump through them. \n\nPart 38: Primary excavation. \nFinal level. This level is so straightforward so there isn\'t anything to comment on, except for that I\'m only 1 frame from death in the end. That rocket is pretty damn close...','2006-07-14',0,5111000,11,'Doom3_nightmare_12511',38,11,0,NULL),(0,299,NULL,87,'Segments appended to one file.','Provided I had a better computer, this run would have been a bit faster, and easier on the eyes, but I don\'t, so be forewarned. I was tempted to stop doing this one because of the low FPS in alot of places, but I showed some people the parts of the run where I got the lowest FPS, and they said it was still viewable, so I just contenued. \n\nAlso, provided I that I didn\'t have technicle difficulties with my video card, this run would have been finished sooner. \n\nMain Excavation - Those stupid heads the replaced the Lost Souls, are really annoying when they get together. I really didn\'t have too much of a choice other then trying to get rid of them. If I would have just ran, I would have gotten pinned down, and it would have gotten really choppy. \n\nErebus Level 2 - This level had by far, the most killing in it,, Not really unnecessary killing, although I\'m sure if you ran fast enough, you could make it out with really low health. I attempted to run by all the guys near the end of the level a coupe times.. I was instantly gunned down, or slashed too death, because way too many guys spawn right there. I did over-use the artifact though. Considering at that point in the game, it does nothing but slow stuff down. \n\nErebus Level 3 - I missed alot of critical shots, and got pinned in an elevator. You get the DB Shotgun here. It\'s reload time takes too long when you have 6 guys on you, but works wonders when you\'re running, and only run into something every once in a while. \n\nErebus Level 4 - I used the artiffact twice, the first was not quite necessary, I could have just tossed a granade, but didn\'t think about it until after I watched it to see how it looked. I killed 1 demon that wasn\'t really needed.. I killed him because I thought you had to, to get the door to open, but replaying that level after it was too late, I found killing it was a waste of time. Near the end, I was desperately trying to find the health station, that\'s why I\'m spinning in circles. \n\nErebus Level 5 - This level was pretty straight forward.. Not having to really backtrack, so not too many complaints here. I killed 1 zombie that really wasn\'t needed, and I strafed off to the right to get a chaingun that was actually in front of the door I need to go through. \n\nErebus Level 6 - Another straight forward level, with a tiny bit of backtracking, and missing 1, or 2 critical shots. This one had a lot of killing too, but must most necessary to get passed.. End guy gives you berserk too. \n\nPhobos Labs Sector 1 - Considering you get Berserk through here, and reserve it when most needed, it becomes nothing more then a run through of the level. I still didn\'t have Godmode with the artifact, so I was still able to take damage. \n\nPhobos Labs Sector 2 - Even with berserk, sometimes it\'s still hard to get through some of the enemies. Considering when you\'re in berserk, your fists, or flashlight become the strongest weapon you have, it\'s pretty pointless to use anything else. It was pretty much run, smack, run smack, through this one.. The almost end guy gives you god. \n\nPhobos Labs Sector 3 - I chose left door when getting off the tram so the zombie wasn\'t in my way when I went to go for the stairs. I ended up using artifact on accident due to it even being out. I had the rocket launcher out at first, switched to the artifact, then wenr to go switch back, and hit fire on accident, so I just went with it.. Felt like I was waiting for ever for the display monitor to allow me to click it. This is the only level I used a shortcut in, I think. \n\nPhobos Labs Sector 1 - Pretty much straight forward. Went a bit out of my way for the BFG, but that was for good reason. \n\nDelta Labs Unkown - I don\'t know why, but it took me forever to get the route down for this one. Only slow downs were an elevator, and a demon that swiped at me before I was able to shoot it. \n\nHell - I was in berserk 95% of the time through this one.. I don\'t get why they decided to make you have to fight 40 Hellnights, fat white chubby guys (can never remember their names), and Imps. After you\'re done with that spot, it\'s just berserking your way to the last guy.. I don\'t even want to see his health bar. I shot countless rockes, and BFG shots at him. This level was also the reason why it took me so long to complete the run. Every time those meteors came down, my video would lock-up. Took me a while to fix the problem.. \n\nChances are I\'m forgetting something that I wanted to add. \n\nI thought the bosses were rather pathetic. The game is too filled with eye-candy. Because of this eye-candy, my comp was strugling the whole way through. If you were to play this game for the storyline, and cinamatics, I don\'t think any of it was really worth it. The ending was short, and IMO stupid. Anyway, if you liked this run, my regular Doom3 run, or any of the other runs, be sure to click on that donate button. Send 50 bucks, and a lawyer to Radix ...And maybe a stripper for his brother =D','2005-10-16',0,3145000,11,'Doom3RoE_5225',12,11,0,NULL),(0,300,NULL,88,'','This is probably the first time I\'ve ever seriously sped through a game. Usually I\'m horrendously slow, taking my time on everything; how else would I rack up 60 hours on Infection alone? To chop that down to 2 and a half is something else. I guess the first thing I should do is thank Brightstar for his run. Had I not watched it, I wouldn\'t have gotten the idea to run Infection myself, nor would I have known how to get that kind of speed or what to improve upon, etc. \n\nAt any rate, a lot of the extra speed in this run came from new level-up fields and a bit of luck. The massive Virus Core A and B gathering over two segments, for example, really did come one after the other, no retakes involved, almost completely eliminating what I think is the biggest headache of running Infection. The monsters I faced levelling up were only physically strong, making the battles nice and one-sided despite hideously low levels so long as I kept them at a distance. The final segment had a couple practice runs, but amazingly the one time I taped it, I had all the luck in the world. The monster encounters lacked the trouble I had on the practice runs, and I was able to get better weapons for BlackRose and Piros, speeding up the final battle. About the only thing I really question is whether it was worth the 5 and a half minutes to grab the Kagayuzen at all, but I\'d have to rerun the game to be certain its magical attack and defense didn\'t make enough of an impact. I know giving Piros the Axe Bomber was a waste of time seeing as how I already gave him the Master\'s Axe, but my good fortune outweighed the small mistakes in the final segment. \n\nThe other little things I changed up had to do with gathering the right skills. I took Mistral\'s Sotetsu instead of the Raitei from Koji because aside from elementals, the Sotetsu is almost statistically identical to the Raitei and Tiger Claws is 20 SP less expensive than Thunder Coil (plus equipment level has no bearing on combat anyway, so the Raitei being two levels higher doesn\'t make it automatically better). Magic-wise, I had to trade for the Smith\'s Gloves before Expansive Haunted Sea of Sand so I could unequip and transform the Leather Gloves into the Wrist Band; these gave me Juk Rom and Vak Don. Vak Don helped out really well versus Arrow Fish on the first level up field and Juk Rom was useful throughout the game for its area effect. The main reason behind Juk Rom, however, was preperation for tackling Mu Guardians at the end of the game. I only \"downgraded\" the Smith\'s Gloves to the Fire Bracer because I didn\'t want to waste SP in the final dungeon on a single missed hit, but in hindsight I don\'t think it made that big a difference. I needed to Data Drain an Anshou from a Metal Goblin on the second level-up field. The Goil Menhirs can be a bigger menace than Mu Guardians in Chosen Hopeless Nothingness not only because of Rip Maen, but also for their Magical Evade, forcing you into physical encounters. The Anshou\'s Swirling Dark combined with its +15 Darkness boost makes short work of them, and thankfully they only appeared twice on the run so the cost was affordable. Aside from all that, I also employed what I\'ve called the Quick Hit bug. If you move during a normal left hand strike, Kite will cancel out of the animation and can strike again immediately, saving just less than a second between blows if you do it right. I dunno how much time I saved doing this, maybe a minute or so if I was lucky. It is possible to cancel out before doing any damage, so you have to be a little careful. \n\nI enjoyed finally putting those hundreds of hours of .hack to the test, and aside from nitpicking, I\'m rather pleased with how this turned out. Maybe I\'ll do this speed run thing again someday. \n\n...oh, almost forgot; ignore the fact I always waste all of my GP anytime I\'m at a shop. I have no idea why I did that other than to max out supplies, but that was a stupid reason because I should have saved up for Skeith. Oh well.','2006-05-14',0,8894000,11,'DotHackInfection1_22814',17,13,0,NULL),(0,301,NULL,90,'','I\'ve been preparing to do this speedrun for about the past 16 years. Not that I knew I was going to do this run all that time. However, when my parents bought Dr. Mario for the NES, I played it over and over until no one ever wanted to play against me, since I\'d always win. I realized one day not too long ago while playing this for fun on the N64 that I could do a speedrun on classic mode from level 0 to level 21 without too much extra practice. (If you\'re wondering why I go to level 21 instead of 20, it\'s because the N64 version shows credits and a congratulations screen after level 21, which is pretty much an ending.) So here is the result. \n\nSince there is so much randomness in this game, it was almost impossible to use luck manipulation on a single-segment run. So I performed many runs and took the one with the best time. I ultimately wanted to get under 40 minutes without losing on any level. This run was the only time I was able to manage under 40 minutes, but unfortunately I lost once on level 21. Even though that cost about 20 seconds, I\'m still very happy with the time on this run considering my next best time was about two minutes slower. I think this time is due to a combination of luck and my not having any major dyslexic moments. \n\nI have several techniques that I use in order to save time. I set the speed to high, so that the pills will drop faster. I try to limit the amount of time I\'m waiting for pieces of pills to drop after clearing something; hence, I don\'t always clear things in the most efficient way (e.g. clearing a virus with a column of five of the same color instead of four). I also try to clear multiple viruses at the exact same time with one pill. Do I always follow these techniques? No, because when you\'re going fast you don\'t see every possibility. \n\nNow onto individual level comments. \n\n0. This went perfect. As a side note, the fastest I\'ve ever done this level is 10 seconds; it\'s one second slower here. \n\n1. No problems on this one. \n\n2. Watch out for a nifty in-between move. \n\n3. Here\'s my first mistake, of which there are very few in the entire run. I find that most of my mistakes happen in the earlier levels, probably for two reasons: I\'m trying unusual maneuvers to clear the very sparse viruses, and it takes me a while to get into my groove. \n\n4. Another mistake near the end, but the rest of it is fine. \n\n5. I had a lot of combos at the start, which isn\'t really useful in classic mode, but it\'s a habit I have from doing multiplayer. At one point, I couldn\'t make up my mind where to put a pill, and so it wound up going nowhere useful. \n\n6. The double blue pill at the beginning was a mistake, but the rest went well. \n\n7. I love clearing viruses from underneath! \n\n8. Lots more combos in this level. At the end when there\'s only one red and one yellow virus left, I changed my mind on the order I was going to clear them when I saw the pill coming next. \n\n9. Bet you didn\'t expect me to clear the two blue viruses on the bottom sideways! \n\n10. I had a nice 3-combo at the beginning[-]too bad I wasn\'t doing multiplayer! (That\'s a good way to get them piled up at the beginning). I also managed to get rid of 4 yellow viruses at once in a pretty cool way. \n\n11. I should have done the beginning of this level differently, and at the end it would have been quicker to clear the red virus before the blue, but I didn\'t know that at the time. \n\n12. I had an obvious indecisive moment near the end of this level. \n\n13. Combos again[-]my multiplayer habits die hard! The combo of blues vertically and horizontally at the same time was an unexpected surprise. I wanted to get the bottom red viruses sideways, but oh well. \n\n14. Likewise, I should have cleared the bottom blue viruses sideways, but I unfortunately messed it up. \n\n15. The middle got stacked up for a while, but it all worked out. I accidentally cleared some extra stuff at the end, which wasted a bit of time. \n\n16. The levels is starting to feel claustrophobic... I had one small mistake where I flipped a pill too late. \n\n17. This is the first level where you hear the annoying siren that means you\'re stacked too high (although it\'s unavoidable now). There were a couple near misses close to the end[-]I blame the controller. \n\n18. It\'s funny, when I watch my run, I know almost exactly what I\'m going to do; it\'s not that I remember what I did, but that I\'d do the same thing if I were playing again. Anyway, I don\'t know if it really saved time to clear the red viruses sideways near the end. \n\n19. Major claustrophobia here! This is where I first use the top cutoff trick (my name for it): if part of a pill is outside the top of the jar when you place it, that part disappears. I use it to my advantage on this and the next level. Somehow things got piled up near the last red virus, which made clearing it kind of annoying. \n\n20. I moved a little faster on this level, because I really wanted to beat my previous fastest time for this run. However, there were a lot of things I could have done more efficiently, especially all the red viruses that I could have cleared sideways but didn\'t. \n\n21. It\'s really annoying on high levels when it gives you blue pills and there are no blue viruses available! I might still have been fine (would have needed to clear things sideways), but then I made a couple more mistakes right after that. So I ended up losing the first time on this level, which cost 20 seconds. However, the second playthrough worked out just fine. There was a mistake with a double red pill near the end, where I didn\'t have time to move it over as far as I wanted, but when you\'ve been doing a level for that long the pills are dropping pretty fast. Despite losing once, I was very pleased with the final time. \n\nSo that\'s it. I hope that at least some of the moves in this are entertaining. I had fun making this run, and I hope you have fun watching it!','2006-10-29',0,2330000,11,'DrMario64_Classic_SS_3850',1,9,0,NULL),(0,302,NULL,90,'','Story mode requires different techniques from classic mode. In story mode, the fastest way to do things is to get the computer player so piled up that they lose automatically before you clear all your viruses. Consequently, my strategy was to perform as many combos as possible in the hopes that it would cause the computer to lose. This didn\'t happen as often as I would have liked, but it was often enough that it saved some time. \n\nStory mode runs are probably more entertaining to watch than classic mode runs, because they\'re a lot more unpredictable. \n\nIndividual battle comments: [ul][li]Wario: I got him to lose by piling up too much. When I watched this later, I found it ironic that it would have been faster if I hadn\'t dropped on him that last time. \n\n[li]Spearhead: If some of the things I do seem strange, well, the computer players do even stranger things... Seriously, it\'s because I\'m trying to set up combos so I can drop on him. It worked pretty well, too. \n\n[li]Webber: My first mistake is here, but I was able to make a combo out of it, so no harm done. Unfortunately, I wasn\'t able to get him piled up, so I had to win the longer way. I have no idea what I was doing with that one blue/red pill, and I don\'t think I had any idea then either. \n\n[li]Silky: The double red pill at the beginning was not a mistake. I suffered from some minor indecision on this level. I love it when I clear the last virus right as I\'m about to get dropped on. \n\n[li]Jellybob: There was a mistake on this one, but I think it was the controller\'s fault... There\'s also some nice sideways-clearing action near the end. \n\n[li]Helio: It seemed to take me quite a while to get a combo here. Another small mistake is near the end. \n\n[li]Wario/Scienstein/Hammerbot: I despise this battle because it makes the viruses so small that it\'s hard to see. (I think I need to get glasses.) I was really disappointed that I wasn\'t the first to drop. Again, what was I doing with that red/blue pill?! Despite that, I was able to get Scienstein and Hammerbot to retire before I cleared everything. \n\n[li]Rudy: My first combo here was really nice. Surprisingly, it took him a while to drop on me[-]usually he does it right away[-]but at one point he dropped 4. (Ouch!) My main regret in my Dr. Mario runs is that I never got a combo of 4... \n\n[li]Vampire Wario: He barely beat me to dropping first, but I was lucky that he didn\'t get me really piled up. One pill I flipped too late, but later on I dropped 3 by accident. I should have cleared that last blue virus sideways.[/ul] \n\nHave fun watching!','2006-10-24',0,1013000,11,'DrMario64_Story_SS_1653',1,9,0,NULL),(0,303,NULL,90,'','Like my normal difficulty run, my highest priority was getting combos in order to make the computer player pile up and lose. It seems that it\'s more likely for this to happen on hard difficulty since the viruses are higher to begin with. However, the computer players are smarter (a bit), and so it didn\'t happen as often as I would have liked. On the other hand...well, watch the battle against Vampire Wario, and you\'ll see. \n\nIndividual battle comments: [ul][li]Wario: I was able to set up lots of combos right away, which allowed this battle to end more quickly. \n\n[li]Spearhead: Unfortunately, I wasn\'t as lucky with combos here, so it was the longer route on this one. I find it kind of funny that that one column got really piled up, but it didn\'t matter at all. \n\n[li]Webber: Here\'s my first mistake, where I flipped a pill too late. Luckily I dropped on him in just the right places and ended this battle early. \n\n[li]Silky: It seems that you always get dropped on in the worst possible places, but I made it work to my advantage. The end was annoying with everything that was stacked up. \n\n[li]Jellybob: I had lots of combos at the beginning, and there\'s some cool stuff at the end. \n\n[li]Helio: He dropped first, which hurt my ego but nothing else. At one point I flipped a pill the wrong way, and you can tell that I lose my concentration for a little bit after that mistake. Then I had a dyslexic moment later on. The one good thing about being so piled up is that you can make a lot of combos out of it. \n\n[li]Wario/Scienstein/Hammerbot: I really like dropping on two people at the same time, but it came back to me when I had to wait for 3 drops in a row on me. I got a pretty nice combo with 2 yellow viruses sideways, but then I made a mistake with a blue pill near the end. \n\n[li]Rudy: This guy\'s music always psyches me out... Anyway, I got a good first combo on him, even if it took a while, but at least he took even longer to drop on me. On this battle and the next, my priority is clearing the highest viruses rather than getting combos. I had to wait a little bit to get one blue pill at the end, which was a bit annoying. \n\n[li]Vampire Wario: Just like Helio, he dropped before I did, but I got him back for it! I have to say that this battle\'s abrupt end (to me at the time, since I wasn\'t watching Wario\'s side) was the most surprising thing in this run. I even got a new high score, which was subsequently saved by the game.[/ul] \n\nI hope you enjoy watching this!','2006-10-24',0,1477000,11,'DrMario64_Story_SS_Hard_2437',1,9,0,NULL),(0,304,NULL,89,'','After many years of play, and months of running, I have finished a speed run of Driver. Unlike most games where you can memorize enemy positions and activity, Driver randomly places civilian and police cars so it is extremely difficult to get a perfect run. These cops don\'t have to drive into your area of radar either; they will just appear around the corner. Naturally for me, the game places watchful cops right at the end of a mission, and of course most have to finish with no tail. A couple of times I have to destroy a tailing cop car just before the finish because I can\'t have a tail, and it\'s easier to destroy the cop than it is to lose the cop. \n\nI\'m sure a better run can be done, but probably only by a few minutes. \n\nNote: The in game timer seems to run really slowly, so don\'t go by it. [ul][li]Segment 1 - The Interview/Miami \n\nA relatively easy segment except for Bust out Jean Paul, with wide open areas and so many trees and poles to get stuck on. I think I got the Interview part to as fast as can be done. \n\n[li]Segment 2 - San Francisco \n\nThis was the hardest segment to do, mainly because the first two missions have a finish point that is inside a small walled off area that only has a tiny rear entrance. It allows so much time for a cop to be randomly placed nearby and will prolong the mission. \n\n[li]Segment 3 - Los Angeles \n\nThis segment went smoothly, only 4 missions with mainly straight paths or around the same area. \n\n[li]Segment 4 - New York \n\nNew York has the more complex missions, like multiple parts, several ramming, and an endurance run. I was actually able to get two ramming missions on the first try in the same segment. The Accident was about as fast as I could imagine a ramming being done. But those two ramming missions were easier than the alternate path, The Rescue, which is a ridiculously hard mission. \n\n[li]Segment 5 - The President\'s Run \n\nAh, the infamous President\'s Run. Most people think it\'s a random act to make it all the way to the end, but there is something to it. Your car is a tank, very durable but also much slower and less nimble than the FBI and cop cars coming at you. With cars coming straight at you, it\'s easy to dodge by faking left then going right. With cars coming from behind, just align yourself up with the car and it should push you straight forward. Roadblocks you can just go upon the sidewalk for, or can ram through one of the gaps. It does get very hard at the end with nightfall and the rain, like driving blindly on ice.[/ul]','2007-01-05',0,6502000,11,'Driver_14822',5,12,0,NULL),(0,305,NULL,91,'','From the beginning this run weren\'t supposed to be posted here at SDA. It was just to beat Brian Sulphers world record on twingalaxies. I sat down and played this american version to see how hard it was to beat the record. I planned to improve this run with at least 15 seconds. Maybe times around 08:30 is possible. I made the decision to send it after all. I know that people want to see it and I\'m sure of that I will not play this game in a long time from now on. One of the reason is random boss fights. I hate it. And I\'m not ready to face the random bosses from this game in a while. \n\nThanks goes to Brian sulpher for his \"official\" world record over at twingalaxies and also to Jeremy \"rabdpnguin\" Capello. He got 9:24 ones and we have talked some trough MSN about duck tales.','2006-09-13',0,542000,11,'DuckTales_difficult_902',1,8,0,NULL),(0,306,NULL,91,'','This run is easy to do. Still it isn\'t perfect. The hard thing with running this game is the boss fights, that\'s where you shave the seconds. Especially the magica and the last boss fight. In easy mode you don\'t have to worry that much about the rat becuse its hard to die. I did this easy run becuse you can take a lot of damage on bosses and kill them quicker that way. \n\nThe snowman fight wasn\'t too beautiful and the jump after defeating the last boss when I grab the rope was a little bit off but some places I ran really fast too. If you noticed I take an item in the jungle so I\'m invincible for a while. This item doesn\'t exist in hard mode so I couldn\'t use it there.','2006-04-13',0,575000,11,'DuckTales_eu_Easy_935',1,8,0,NULL),(0,307,NULL,91,'','After I did my Duck tales II run I watched my old hard mode run for this game for the first time in months. The quality was poor and the game play were bad compared to what I can do so I couldn\'t stand it. I did an improvement with 25-30 seconds. \n\nTheoretically a hard mode run can be done as fast as a perfect easy run but is about 1 000 000 000 % harder. You need lucky boss fights and have to pull off a lots of very tight tricks. \n\nThe european version is slower then the american version. I thought the difference would be 16-17% but I guess its not that much. There are also other differences not speed based. Some tricks you can pull off on the PAL version but are impossible on the NTSC version. Jump over the huge gap in the amazon stage as the best example. Some tricks are also easier to do on the PAL version. \n\nThis run is a little tricky to do if you go for a good time. I died a lot the day I did this run. Moustly one the boos in the moon stage and the final boss Dracula duck. but also the hole amazone stage is tricky and the fight against Magica. The easiest part is the african mines and Himalayas. The reason why I begun with the moon stage is becuse thats the hardest stage. \n\nThe run is far from perfect but I\'m satisfied. It feels like I can\'t be really serious on the PAL version anyway.','2006-04-13',0,595000,11,'DuckTales_eu_Difficult_955',1,8,0,NULL),(0,308,NULL,92,'','Dennis MÃ¶ller died of cancer at only 17 years old. He was always one of my best friends from when we were six years old until the day he died. I didn\'t knew what to do when he left us. I have a very good memory about when we played this game as kids so I decided to do a run for him. He didn\'t care about my speedruns very much and I know its just a poor easy run but thats something. Another friend played this game for a while and he decided to do a run of it. After have been waiting over one year I decided to do it myself. I was very sad and angry this days and played it in two days straight. \n\nI really love the game, I love the music, the game is very easy, very easy and fun to run, with one damn exception. The \"stone golem\", the boss in Mu-island. That is the reason why I choose that stage first. And that\'s the reason why it took me two days to do the run, also the reason why the run isn\'t perfect. \n\nIn my 1-200 attempts or more on the mu-island boss I finally made it to kill him pretty quickly. He\'s so random that the hands in mario 3 is nothing compared to this boss. I could write long comments about how to get the perfect mu-island boss fight but I\'m too lazy. I\'m still 10-20 seconds from a perfect boss fight. And the chance to get as great a fight as the TAS (in theory possible) is 1 in 1000. The perfect stone golem fight includes two very tight double pogo hits. To do that he needs to throw down two stones just beside him in a row. \n\nI have done close to perfect runs through this game but none includes a good boss fight in mu-island. When I finally got the chance to kill him quickly I was too nervous to get a very good time. Still I did a lot of tight moves. I\'m very satisfied with the time I got. But still it can be improved with 20-30 seconds at least. But I\'m pretty sure of that no one will ever beat this speedrun with a PAL cartridge. And if so I will spend my life trying to beat it ;) \n\nThere is a chance that I will do a hard mode run on the NTSC version some day. But for now I don\'t have the cartridge.','2006-04-12',0,700000,11,'DuckTales2_eu_Easy_1140',1,8,0,NULL),(0,309,NULL,93,'','Greetings. This is my first speed run, and definitely not my last. Dynamite Headdy is one of my favorite games on the Sega Genesis, and one I am intimately familiar with; I couldn\'t really think of a better choice for my first run. The game is well known for its difficulty in the later stages. I would guess that many people who played the game have never actually beaten it. From the start, my top priority in this run was to complete the game with no deaths, as I knew this would be just as impressive, if not more so, than any speed tricks I could find. I also spent a great deal of time practicing the bosses, optimizing the battles as much as I could. I\'m quite satisfied with the results, and I hope you will be too. I\'ll warn you in advance that my comments are rather long. I like to explain things as much as I can so it will be clear to those who haven\'t played the game before. Plus, I personally enjoy reading detailed comments, and I have a feeling I\'m not the only one. Anywho, on with the run! \n\n1-1 The Escape \nAuto-scrolling level until the end. The spikes and robo-collector can\'t actually hurt you. Destroying the robo-collector is unnecessary, it just rewards you with a secret bonus point. This is as good a time as any to comment on secret bonus points (from here on referred to as SBPs)... I do not attempt to collect all of the SBPs in the game during this run. Many of them are out of the way, some literally involve standing around doing nothing for a while. Not very entertaining for a speed run. I do, however, snag any that are directly in my path and/or don\'t cost any time, such as the one on this level. Next is Trouble Bruin, a boss I\'ve fought way too many times now. Not much to say about this fight, it\'s pretty simple. Occasionally the pattern of the balls forces me to take a hit in order to strike TB as fast as possible, but that wasn\'t the case this time. This game, graciously, allows you to skip through the points tallying unlike most games. \n\n2-1 Practice Area \nThis is the tutorial stage. The three doors I pass contain mini-games that teach you how to play and reward you with SBPs upon completion. Obviously, it\'s faster to just skip them. \n\n2-2 Toys n the Hood \nBehold my first speed trick: hitting soldiers with an aerial strike! Usually when you shoot your head, Headdy has to stop moving, but not so with an aerial shot. I *could* just jump over the soldiers, but it requires precise timing. Much easier to just do the jump attack. So then I proceed to forget to use this technique against the third soldier >_< Too many run attempts was taking its toll on me or something. The rest of the level goes just about perfectly. At the first Headcase I use, you would think I would want to take the Super Head since it increases my run speed. Unfortunately, it would only get me to Catherine slightly faster than normal, and it ends up not saving time since the Hammer Head does double damage. As an aside, the Super Head is NEVER offered at a point where its speed boost can be beneficial. I use it once later in the run, but for its range increase. Anyway... Catherine goes perfectly. I hit the two guys that jump out of the cage not for the SBPs, but because if you don\'t the screen won\'t scroll to the right until they run off to the left. I take the Pin Head path here. Generally it would be best to avoid the Pin Head as it decreases your speed dramatically, but if you take the upper path, you have to fight a mini-boss named Snake Eyes that can be very random. It\'s probably possible to go slightly faster if you take the upper route, but it\'s way too luck dependent. In all my practice runs, the lower path was faster, so that\'s the one I stick to. \n\n2-3 Mad Dog and Headdy \nOwned. I like the trick I figured out to hit his tail before it\'s even in the screen. He goes down quick and without incident. My apologies to fans of the Nutcracker Suite. \n\n3-1 Down Under \nThis is my least favorite stage in the game, at least where speed running is concerned. The enemies tend to be grouped too closely together to use the jump strike trick, and are too large to jump over. This leaves going around them, which is very difficult due to the tilting of the stage. The frogs are pretty much impossible to get around without stopping or getting hit, so I chose to just dive in the pit before them since the damage I take is negligible and it costs no time. The flying soldiers can be difficult... you have to be almost perfectly aligned with their shadows to hit them. Overall, this was one of my better runs of the level. \n\n3-2 Backstage Battle \nHere\'s where I use the Super Head. It\'s actually possible to beat TB during his first rotation, but requires perfect precision with your shots. Difficult, to say the least. I\'ve done it once out of my hundreds of attempts, so it wasn\'t too surprising that I fell short this time. \n\n3-3 The Green Room \nI take out Gentleman Jim first because he\'s very annoying to fight during the second phase, while the Puppeteer is very easy. The only good reason to kill Puppeteer first is to get a SBP. \n\n3-4 Clothes Encounters \nI accidentally figured out a method to beat Wooden Dresser during her first form, but I was never able to replicate it. I\'m not even sure if it would be much faster. It involved waiting around a long time before you knock off the dragon costume... Wooden Dresser then kept dancing around for 8 seconds as if she was still wearing it. Even if I had been able to repeat it, the waiting takes almost as long as waiting for Wooden Dresser to switch costumes anyway. I think beating her during the second form is fast enough... people who have played this game before are saying, \"Wait, I thought she had a third form!\" They\'re also probably saying, \"Wooden Dresser is a SHE?\" According to the Japanese version, which had a LOT more dialogue (that is to say, it *had* dialogue), she is. \n\n4-1 Terminate Her Too \nMinor mistakes here and there, nothing too costly. Bomb Head is by far the quickest way to beat Mons Meg (or any boss that has it available as an option for that matter, which is a grand total of two bosses). Ideally, Super Tank Machine (love that name) will fire the first cannonball straight, but it\'s a 50/50 chance it will bounce as it did here; only a few seconds lost. I use the Empty Head here so I can press against the tank and pass as soon as possible without taking damage. The part with the conveyor belts can be kind of annoying, so I save myself some time by falling in the pit and then grab the banana to make up for the damage I take. \n\n4-2 Mad Mechs \nAlmost a perfect run through, except for missing that last jump. Luckily I landed on the ledge below and recovered quickly. \n\n4-3 Mad Mechs 2 \nThis level can be frustrating due to certain elements that seem placed specifically to disrupt going as fast as possible. If you try to move onto the spinners as soon as you can, the soldiers will usually flip them at the same time and hit you, or at least send you off in a direction you don\'t want to go. At the very last spinner where I stop the fan, occasionally you can jump into it while it\'s spinning and have it flip you right up to the ledge that leads to the exit. This is very random though, and if it doesn\'t work can sometimes result in you losing a lot of time by being stuck in it while it spins. This wasn\'t a risk I was willing to take, so I just stop it the old reliable way. \n\n4-4 Heathernapped \nThe only dialogue that was left in the game (aside from the tutorial rooms, which you don\'t get to see) is featured on this level. I skip it, of course =P \n\n5-1 Go Heady Go \nJust in case you were wondering, getting the Hammer Head here would be pointless because you lose heads between stages. The only reason it\'s offered is because if you take the Liberty Head (for the bonus game), that option will disappear after you use it, so there has to be something else available on Headcase. No, I\'m not controlling myself when Headdy climbs the stairs... he\'s on autopilot. \n\n5-2 Stair Wars \nAh, Stair Wars, my other least favorite level. While Down Under was frustrating due to pixel-perfect precision demands, this one is frustrating due to the bane of all speed runners: luck. As far as I\'ve been able to determine, whether TB uses the scythe or moves into the center where you can hit him is completely random. I\'ve had him move into the center four times in a row before, and I\'ve also had him go a whole minute without doing it. So there\'s a good two minutes or so riding on random, uncontrollable factors in this level. I try to stay low so that TB won\'t hit me when he moves to the middle. I fall twice, but it\'s not like it costs me any time. This run through was on the slow side compared to my average, but I\'ve had it take even longer. \n\n5-3 Towering Internal \nAvoiding those fire things at the beginning is tough. I could have saved some time on Armordillo by hitting him between uses of the Ticker Head, but I didn\'t want to get too caught up and then miss grabbing the head altogether. I do save a second or two by canceling the head as soon as I know I\'ve hit him enough times (16). Getting the banana at the end of the stage is rather unnecessary since Spinderella never hits me. \n\n5-4 Spinderella \nThis is my favorite boss in the game, for a few reasons. 1. She has my favorite music (Baby Face also has this song). 2. I think the tower spinning effect is kind of neat. 3. She\'s extremely easy. Which is ironic because when I was younger I considered her to be one of the hardest bosses in the game (she is if you aren\'t familiar with her pattern). The only time I could have possibly saved here is where I accidentally stop too early when I\'m in the background (it\'s tough to line yourself up back there). \n\n6-1 The Flying Game \nLet me take a minute to talk about the available heads for the flying stages. Air Head: Shoots bullets in three directions and allows you to turn around. Rocket Head: Shoots rapid fire lasers in a straight line that can penetrate barriers, but you can only face right. Feather Head: Sucks, and will not be seen in this run. I choose Air Head first for two reasons... it\'s the first head available, so I don\'t waste any time waiting at the beginning, and it allows me to shoot the Sky Battleship from behind. More on that in a bit. The flying levels are all auto-scrolling, so there\'s nothing I can do to make them go faster (aside from the Sky Battleship and TB fights). My approach to this was that I should make them as entertaining as possible by not getting hit and/or destroying all enemies. Watch me fail miserably on both counts =P In my defense, the flying levels are the first that really start to pick up in difficulty. Also, getting hit on this first stage doesn\'t really matter since there\'s a banana at the beginning of the next one. Anyway, you may wonder why I\'m not more gung-ho about attacking the claw against the Sky Battleship, since the level doesn\'t advance until I destroy it. Well, according to the Dynamite Headdy FAQ written by Minty Fresh Death, no matter how much you hit it, the claw can\'t be destroyed until the cloud cover passes. As far as I\'ve been able to tell, this is true. Instead, I focus on destroying the mouth (the things it shoots out are VERY annoying), then move behind it to destroy the cannon back there, and then focus on the claw. The planes and the mines they drop are much easier to avoid from the back, so that\'s why I use the Air Head here. Afterwards, I switch to Rocket Head for the next stage. \n\n6-2 Fly Hard \nMy main goal here is to do enough damage to TB that he only moves into the foreground twice. My secondary goal is to not get hit much. Well, I managed to accomplish one of those goals. At the start, it really doesn\'t matter if I get hit since that banana is coming up. After that, I try to be a little more cautious and dodge attacks occasionally. TB was a lot more trigger-happy during this run than usual though, so I take more damage than I would have preferred. I still beat him in the optimal time, but I\'m going to regret those hits I took... \n\n6-3 Fly Hard 2 \nThis level probably contains my worst mistakes of the run. Thankfully it\'s auto-scrolling so none of them cost any time. Here\'s what\'s going through my head at the beginning of the level: \"I took more hits than usual on that last level, so I better be extra careful.\" Then my hands decide to do the complete opposite and I drop down to one health. At this point, I was convinced my run was over, but I kept trying and somehow managed to make it to the banana despite how nervous I was. Yes, that end part with all the climbers really is as hard as it looks. As a side note, I don\'t know why I switch to the Air Head here. It isn\'t an accident; I do it every run. For some reason I just prefer flying with it. \n\n6-4 Baby Face \nNormally Baby Face isn\'t too much of a challenge, but I\'m fighting with lower than usual health. First things first, get the Rocket head so I can save a TON of time on Boy Face and Man Face by shooting through their barriers. Baby Face is sort of like that first fight against TB where the pattern of the balls sometimes forces me to take a hit. Usually this isn\'t a big deal, but since my health is already low, it\'s far from desirable when it happens this time. My technique against Boy Face took a while to develop. Originally I was convinced that I had two ways I could fight him when he moves to the left. 1. Stay to the left and keep shooting. Boy Face himself won\'t hurt you when you do this, but his hand will when it comes up. 2. Move to the right where I can safely avoid all damage, but won\'t be able to hit him for a while. Between the two, obviously the first choice would be better, but it would be risky in situations where I was at abnormally low health (like this run). At some point in my practice runs I suddenly realized that I could just move to the right briefly to have Boy Face\'s hand come up in the middle, and then move back to the left to resume hitting Boy Face, only taking one hit in the process. This was a great technique and it worked famously. Too bad I completely botched it in this run. I almost forgot to move, so I end up with the hand way too close to avoid the sparks. I still manage to beat Boy Face with the optimal time, but now my health is so low that Man Face can easily take me out with one hit. Don\'t you just love these tense situations in speed runs? I\'m not so crazy about them anymore. But as it so happens, my fight against Man Face was perfect. Now for those who aren\'t familiar with the game, let me explain what the deal is with Grandpa Face. He tries to grab you, but if he does, he just dies instantly. What\'s the point of even bothering to fight him then? Well, if you manage to beat him, you\'re rewarded with a SBP. For the sake of a speed run, obviously just letting him grab you is faster... not to mention that it\'s hilarious =P \n\n7-1 Headdy Wonderland \nNot much to this stage. Gatekeeper is kind of annoying. He jumps a random number of times, so it\'s impossible to predict which side you need to stand on to have him facing the right direction for Heather to make her throw. I only miss twice this time, which is average. Very rarely do I only miss once, and I think I\'ve only done it with no misses once or twice. Now comes Nasty Gatekeeper. My strategy here is plain and simple. Get the Bomb Head as quick as possible and use it until Nasty is toast. Doing this is easier said than done. A lot of factors have to go your way. Firstly, Nasty has to grab Headcase. Sometimes he\'ll do this, sometimes he\'ll grab Bino instead (like he did in my run), and sometimes he\'ll use the arm holding Heather to attack instead of the empty one. And sometimes he\'ll just jump around. Once he has Headcase, you have to time grabbing the Bomb Head so that it will go off at his feet right when he uncovers his face. But sometimes the timing will be off and sometimes he\'ll choose to attack instead of uncovering his face. And sometimes he\'ll just jump around. If you can\'t tell, I\'m not a big fan of the jumping; it\'s a major waste of time. The Bomb Head has the potential to defeat Nasty in two hits, but is VERY luck dependant. The nice thing about it is that even when you miss, you can usually still hit Nasty with a normal attack, so it doesn\'t waste any time compared to not using the Bomb Head at all. I manage to get one off, so I\'m a happy camper. \n\n8-1 The Rocket Tier \nSwing, and a miss! Hehe. There\'s two ways you can do this level. 1. Use the Pin Head to duck under the missiles, which is cowardly and slow. 2. Take the Spike Head to grapple the ceiling. This is more difficult, but much much faster, not to mention that it looks impressive. Obviously I choose the latter option. Then I make one of the silliest mistakes of my run: I stop to grab the banana. When I had full health. Yeah >_< Force of habit... \n\n8-2 Illegal Weapon 3 \nThe missiles fire off with either short or long intervals between launches. If there\'s a long one, I can beat Missile Man in three turns, but they were all short this time around. \n\n8-3 Fun Forgiven \nThe level goes smoothly, and I had a very nice Tarot fight. Falling in the spikes wasn\'t too cool. See, what was supposed to happen was I would jump off the edge towards certain doom, and land perfectly on that scarecrow, and then jump to the middle without missing a beat while you, the viewer, stare in amazement. Instead, I jump late, fall in the spikes, and have you, the viewer, laugh at me. \n\n8-4 Vice Versa \nSmall time saving trick to hit the level flippers in mid-air. By total accident, I discovered during one of my practice runs that those enemies that hang from the ceiling don\'t hurt you, only their bullets do. I stop before Sparky to use the Sleepy Head - the only place in my run where I use it. Ideally, I didn\'t want to ever use it, but if you\'re familiar with the game, then you know I\'m going to want to have as close to full health as possible for the next level. Sparky is the only boss (well, mini-boss) I could never figure out a fast method for beating. The size of the ball that hits him doesn\'t matter, however I think two hitting him at once does double damage. But actually getting this to happen is rather difficult. \n\n8-5 Twin Freaks \nThe climax! As anyone who has played this game (and gotten this far) will tell you, Twin Freaks is BY FAR the hardest boss in the game. No contest. I tried to downplay this level when discussing my run on the forum, but all along I was dreading it, knowing that it would probably be the downfall of more run attempts than any other level. This actually wasn\'t the case, because I never even got as far as Twin Freaks in any of my previous recorded attempts =P Anyway, I practiced him a lot, and eventually got to the point where I could beat him pretty consistently. But even the smallest mistake here results in being crushed (which is instant death). So I can\'t begin to describe the pressure I felt at this point in my run. But the fight goes almost flawlessly, so I\'m more than content :) For the record, I *have* beaten Twin Freaks without getting hit, a feat that probably only a few people in the world can admit to. \n\n9-1 Fatal Contraption \nAnother auto-scrolling level, and not a very hard one. The only real danger I have is being shot by TB at a *very* inopportune time, causing me to be crushed. Aside from that, it doesn\'t matter if I get hit here since there\'s a banana at the beginning of the next stage. As it so happens, I don\'t get hit. Yay. \n\n9-2 Far Trek \nYet *another* auto-scrolling level... it\'s the last one, I swear. I kind of suck at this stage. You have to avoid the haywire Super Finagler\'s laser fire while ALSO avoiding TB grabbing onto you (which doesn\'t hurt you, but slows you down and keeps you from being able to jump). The damage I took this run through is pretty much average for me. \n\n9-3 Finale Analysis \nFirst, let me say that I was extremely nervous by this point. I wanted this to be the run I kept, so I was a little more cautious when picking heads against Dark Demon than I am usually. This caution caused me to miss hitting him a few times, and also to get hit by the laser once. So it was sort of sloppy. I probably lost about a minute due to the misses. The only other thing I could have done to make the DD fight go faster would be to use the Hammer Head for double damage, but the only time I feel safe using it is when DD uses his spike attack. As you can see, he didn\'t use it once -_- \n\nEnjoy the ending, curtain call, and credits that make up the next half of this video -_- Seriously, watch the credits long enough to listen to the pretty song once, and then just skip the rest... you aren\'t missing anything important. Random note: somehow I managed to glitch the game at the very end of the credits. I was pushing C repeatedly so I could just skip past the security door, and somehow this caused the hand to appear in the middle of the screen, with my controls frozen. It\'s never happened before... I\'ll take it as an omen that it was a good run. I went so fast that I broke the game =P \n\nI made about a minute worth of small mistakes in this run. Had I been lucky, another two minutes could be saved on Stair Wars and Headdy Wonderland, plus another two for a DD fight with no misses and lots of Hammer Head use. Having all of this go in your favor is highly unlikely, so I would say that it\'s probably not humanly possible to get a time over four minutes faster than mine. \"Will you ever try to improve your run?\" Not unless some major time saving tricks are discovered. I enjoy this game a lot, but I don\'t think improving my time by a couple minutes is worth it unless there\'s a significant change made. \"Will you ever do a 100% SBP run or a run that gets the four digits from the bonus levels to access the security door?\" Probably not, since it\'s a lot of extra wasted time that doesn\'t really make the run look any more impressive... just slower. \"Do you have any future speed running plans?\" Why, yes I do. I\'m already planning a run of another Sega Genesis classic. Something a little more... funky. Stay tuned to the SDA forums for details. \n\nThanks to Radix and Nate for doing their thing, Minty Fresh Death for his insightful FAQ (found on gamefaqs), and the supporters I had on the forum. Also, a very special thanks to everyone else that has contributed speed runs to SDA. One can never fully appreciate how difficult it is to make a run until you do it yourself. And finally, thanks to anyone who actually read through my full comments. I appreciate it :)','2005-09-29',0,2855000,11,'DynamiteHeaddy_4735',1,6,0,NULL),(0,310,NULL,94,'','First of all, I\'d like to thank: [ul][li]Radix - for SDA [li]Nate - for transfering the run from DVD [li]Ninjitsu - for his very helpful TAS [li]Nate - for giving me the idea to do this run [li]my friend - for discovering the shortcut I use at the start of Undercaves [li]Nate - for all the help and encouragement he gave me while I was running [li]and everyone else who aided or encouraged me in any way.[/ul] \n\nI originally wasn\'t going to submit this run, as it has a few very large mistakes, but I reached the point where I couldn\'t play the game anymore without getting sick of it, and this was the only completed run I had, so here it is. Note that sometime in the distant future I do intend to return to this game and make a better run, unless someone else does so first. [ul][li]Home Bay:\nOne of the few levels that went perfectly (then again, it\'s the first 15 seconds of the run). \n\n[li]Medusa Bay:\nSee above, but change 15 to 30. \n\n[li]Undercaves:\nThis level was just filled with bunches of tiny mistakes. Fortunately, the current skip went smoothly, and I (just barely) didn\'t miss the last key glyph. \n\n[li]The Vents:\nI charged slightly too late on the first jump, forcing me to circle around to make it over the second island. Other than that, everything went fine. \n\n[li]The Lagoon:\nThis level was interesting, in the sense where the dolphin randomly decided to follow me, which was so unexpected that I started playing horribly. \n\n[li]Ridge Water:\nThose star rings really hated me this run. Plus I messed up with the first shell and swam straight into a few walls near the end. \n\n[li]Open Ocean:\nI love this level. \n\n[li]Ice Zone:\nI actually managed to get the glyph glitch to work on my first try. \n\n[li]Hard Water:\nHad I turned slightly earlier, I could have gone in front of the first ice cube, but it only saves about a second and greatly increases my chances on death. Those ice cubes after the barrier glyph seem to be completey random, so I have to slow down a bit. \n\n[li]Cold Water:\nBest music in the game. Besides a few problems with glyphs and sonaring, this level went quite well. \n\n[li]Island Zone:\nUgh. What was I thinking?! Ah well. Besides that horrendus bit near the start, the level went okay. \n\n[li]Deep Water:\nYes, I did mean to get hit by that spike near the end. No, I did not mean to sonar after I started turning. \n\n[li]Marble Sea:\nActually went fairly well. \n\n[li]The Library:\nI should\'ve just ended the run right here. BLEH!! Not only did I mess up pushing the block, I messed up TWICE. And then I messed up trying to recover from my mistakes. \n\n[li]Deep City:\nGot the jump on the first try. Went smoothly for the most part, if you exclude my getting caught in the second-to-last current. \n\n[li]City of Forever:\nMissed the warp ring and had a bit of trouble activating the time machine. \n\n[li]Jurassic Beach:\nIn case you\'re wondering what all the random sonaring is about, it\'s just because I love that sound effect. No major slipups in this level. \n\n[li]Pteranadon Pond:\nCan anyone say \"how to fail at glyph glitching?\" Besides that, there weren\'t any problems worth mentioning. \n\n[li]Origin Beach:\nSometimes, that trilobite actually never appears. Wish I could figure out why. No big problems, except maybe getting stuck against the ceiling of that diagonal tunnel. \n\n[li]Trilobite Circle:\nI kinda missed that first jump. \n\n[li]Dark Water:\nHere we are. The part I\'m always afraid I\'ll die on but for some reason haven\'t yet. I got stuck between the glyph and the wall a bit longer than usual. Asterite fight went smoothly. \n\n[li]Deep Water again:\nI have no idea why I decided to turn into the wrong passageway near the end. \n\n[li]City of Forever again:\nThis time, I managed to hit the warp ring dead on, and I managed to sonar the time machine right away as well. \n\n[li]Home Bay again:\nFor whatever reason, Ecco always refuses to move properly for the first second or so. \n\n[li]The Tube:\nSorry it isn\'t more interesting; I didn\'t want any chance of death. \n\n[li]Welcome to the Machine:\nManaged to avoid almost all of the slowdown. \n\n[li]The Last Fight:\nI was being a bit too cautious at the very end because of my low health.[/ul]','2006-06-15',0,1712000,11,'Ecco_SS_2832',1,6,0,NULL),(0,311,NULL,94,'',NULL,'2006-09-02',0,11000,3,'Ecco_Medusa_Bay_011',1,6,1,NULL),(0,312,NULL,94,'',NULL,'2006-09-02',0,44000,3,'Ecco_Undercaves_044',1,6,1,NULL),(0,313,NULL,94,'',NULL,'2006-09-02',0,19000,3,'Ecco_The_Vents_019',1,6,1,NULL),(0,314,NULL,94,'',NULL,'2006-09-04',0,94000,3,'Ecco_The_Lagoon_134',1,6,1,NULL),(0,315,NULL,94,'',NULL,'2006-09-02',0,89000,3,'Ecco_Ridge_Water_129',1,6,1,NULL),(0,316,NULL,94,'',NULL,'2006-09-02',0,47000,3,'Ecco_Open_Ocean_047',1,6,1,NULL),(0,317,NULL,94,'',NULL,'2006-09-02',0,6000,3,'Ecco_Ice_Zone_006',1,6,1,NULL),(0,318,NULL,94,'',NULL,'2006-09-02',0,28000,3,'Ecco_Hard_Water_028',1,6,1,NULL),(0,319,NULL,94,'',NULL,'2006-09-02',0,54000,3,'Ecco_Cold_Water_054',1,6,1,NULL),(0,320,NULL,94,'',NULL,'2006-09-07',0,47000,3,'Ecco_Island_Zone_047',1,6,1,NULL),(0,321,NULL,94,'',NULL,'2006-09-04',0,34000,3,'Ecco_Deep_Water_034',1,6,1,NULL),(0,322,NULL,94,'',NULL,'2006-09-04',0,24000,3,'Ecco_The_Marble_Sea_024',1,6,1,NULL),(0,323,NULL,94,'',NULL,'2006-09-07',0,34000,3,'Ecco_The_Library_034',1,6,1,NULL),(0,324,NULL,94,'',NULL,'2006-09-07',0,61000,3,'Ecco_Deep_City_101',1,6,1,NULL),(0,325,NULL,94,'',NULL,'2006-09-04',0,36000,3,'Ecco_City_of_Forever_036',1,6,1,NULL),(0,326,NULL,94,'',NULL,'2006-09-04',0,48000,3,'Ecco_Jurassic_Beach_048',1,6,1,NULL),(0,327,NULL,94,'',NULL,'2006-09-04',0,84000,3,'Ecco_Pteranodon_Pond_124',1,6,1,NULL),(0,328,NULL,94,'',NULL,'2006-09-04',0,31000,3,'Ecco_Origin_Beach_031',1,6,1,NULL),(0,329,NULL,94,'',NULL,'2006-09-04',0,22000,3,'Ecco_Trilobite_Circle_022',1,6,1,NULL),(0,330,NULL,94,'',NULL,'2006-09-04',0,35000,3,'Ecco_Dark_Water_035',1,6,1,NULL),(0,331,NULL,94,'trivial',NULL,NULL,0,111000,3,'Ecco_The_Tube_151',1,6,1,NULL),(0,332,NULL,94,'trivial',NULL,NULL,0,347000,3,'Ecco_The_Machine_547',1,6,1,NULL),(0,333,NULL,94,'',NULL,'2006-09-08',0,45000,3,'Ecco_The_Last_Fight_045',1,6,1,NULL),(0,334,NULL,95,'Segments appended to one file.','First I have to thank the whole SDA Team, first for giving me the info I needed to post my work and second for making such a great Site. \n\nThen I have to thank my good friend Joerg Runge, who lend me his Computer for Recording this Run, which was a hard time for him, because he is an World of Warcraft addict (I used to be one too, but now I am clean). And, last but not least, thanks to the dudes in the Forum and the Speedrunnners who inspired me with their great work, like TSA, Spider-Waffle, Bleeding Snow, The Void and so on. \n\nSome words about me, I am a German (so please apologize my bad english) college-student (political sciences, philosophy, media sciences) who loves to watch Speedruns, and so i decided one day to make my own with this Enclave Game. \n\nThis is Enclave, a game from the swedish Gamestudio Starbreeze. They made some other Games, some with swordfighting (Knights of the Temple), others in a SF Scenario (Chronicles of Riddik, a Game the most of you will know). Their project in the moment is The Darkness, a Shooter which I am really looking forward to...but back to topic. \n\nI set me some goals I wanted to achive in this Run: [ul][li]some cool arrow shooting moves with the huntress [li]collecting as little Gold as needable [li]no death, ergo no death abuse [li]a respectable time [li]finishing at least one Mission with Maximum Gold (just for style)[/ul] \n\nThe cool arrow shooting moves didnt get into the run, because i had a good time OR cool moves, but never both...I hope you enjoy this one too. \n\nThe Gold is a Problem in this Game, you need it to buy your stuff at the beginning of every Mission (except Light Mission 1 and 2, and Dark Mission 1), and with less gold you get only some crappy weapons and a little shield, which makes it all a bit difficult. So I needed to take all the gold I would need for the following missions, but on routes which arent too far of. And you keep every piece of Gold through the entire game, so its a very important thing. But there are 3 things which make it easier: \n\n1. There are some kinds of money, not only the Gold Bags (5$), there are also Blue Gems (50$), Green Gems (100$), Red Gems (150$) and Diamonds (200$). So, if you know there positions, you can only go for the most valuable...I think I collected all Diamonds in the game... \n\n2. You get money for completing Misisons, normally the maximum of which you can find in the Mission. \n\n3. You get money for collected items. There are not many, and only in 4 Missions in the first Campaign, and in the first two there are nearly worthless, but better than nothing. The Ice Sword in Level 6 and Mordessas Sword in Map 13 are real killers with 1200 Gold. \n\nSo, with this said, just one or two words about the Gamemechanics: The Melee fighting is nice, and when you know how it works, you can use the combo system to your advantage. The last hit on a Combo with the Weapon is always the one with the most Damage, which is graphically shown but a shockwave/magical burst or something like that. This is the reason why I sometimes start to attack, even if I am some meters away from any enemy. But even in melee the attacks are not really accurate, sometimes the clipping doesnt work right or something like that, and you should have hitted the target, but the weapon went right through him. This most often happens in really close combat. \n\nThe next thing which I really like, but only one Time use in this Run, is the bow fighting. With normal arrows and fire arrows you can do the Legolas and shoot up to 8 arrows at once with your bow, which has devastating effects. You also can use Sniper arrows, whith which you can zoom on enemys to hit their weak spot. \n\nAnd I also have to name another thing: The AI. The Artificial Intelligence is pending, sometimes interesting smart, sometimes stupid as a bucket full of sand. When you are running towards an enemy with bunnyhopping, then they mostly will start jumping too, which is really annoying, but good programming. So sometimes the enemys look like bots in multiplayer games. To change AI scripts I often attack enemys without killing them, so they change their standard behavior and begin to get a bit cautious. this is especially very helpful with enemys with ranged Weapons, like crossbow and longbow. Sometimes it suffices when you only push them 2 Meters behind, so they get another angle and don\'t hit a thing. Okay, to be honest: Sometimes they wouldn\'t even hit the water if they were sitting in a boat. \n\nBut now directly to the comments on the Run, with an Time Index at hand: [ul][li]Mission 1, Imprisoned (Iellon Outpost) \n\nCharacter: Knight (only available) \n\n[[]Equipment]: No Equipment \n\n[[]1:11] You have to get the torch, otherwise you can\'t access the sewers, there would be an invisible wall. \n[[]1:57] No need to kill the Goblin, just need to activate the Trigger, which is the guy with his death - scream \n\n[li]Mission 2, Protect the Outpost (Iellon Outpost) \n\nCharacter: Knight (only available) \n\n[[]Equipment}: No Equipment \n\n[[]2:43] I run a Meter or so back to collect the Crossbow, which is very important for my run, for both using it and claiming the money its worth \n[[]3:20] Yeah, this is the problem with little enemys, hard to hit...sleazy bastards \n[[]4:14] This was an easy kill, sometimes this fight takes 10 seconds \n[[]4:47] And now the reason for taking the Crossbow. By the way, you don\'t have to kill all targets in this part, just some specific. \n\n[li]Mission 3, Escort Marcus (Celadia Village) \n\nCharacter: Huntress \n\n[[]Equipment]: \nShortbow			25 \n	 260 Misc arrows \n	 240 Burst Arrows	60 \n	 10 Fire Arrows		15 \n	 10 Sniper Arrows	20 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		75 / 195 \n\n[[]5:50] I begin to lie Arrows on my bow, 8 bursts for now, and some fire for later. \n[[]6:29] In 80 % of attacks from this distance with 3 Arrows the Orc dies...dammit...but these are just two seconds I loose, not a big deal \n[[]6:49] Marcus talks about his brother at this point, one of those typical Starbreeze Jokes. The brother has an appearence later in the game, at the harbour of Ark Amar, and he bashes...on his brother...sweet irony \n[[]6:53] Normally here stands an orc, this time he spawns later \n[[]7:14] bad luck with the AI \n[[]7:28] I like to know where the snipers are waiting...this way my kill efficiency is rising exponentially *g* \n[[]7:34] using the fire arrows finally \n[[]7:51] The Goblin behind me gets normally sniped at my return from the blue gem, this time he falls down the roof...whatever \n[[]8:19] Okay, this shot I screwed up...but I am bound to the moving of the merchant, so this is no big deal \n[[]8:45] This little fella I didn\'t expect, I confused the one before with this one, but that was the one who fell from the roof earlier... \n[[]8:56] these Nightcrawlers are tough bastards, especially in the first 5 or 6 Levels of a Campaign...later you kill them en masse \n\n[li]Mission 4, Deserted Temple \n\nCharacter: Knight \n\n[[]Equipment]: \nLong Sword	200 \n	Brute Shield	150 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	60 / 410 \n\n[[]9:23] I choosed the knight because he is an tough bastard and excellent for this mission. This button pushing puzzle is random, and so annoying \n[[]9:46] I rescue the druid, although I dont need to. But she distracts the enemys a bit, and it takes only a fragment of a second to do this \n[[]9:56] The key on the cupboard is the key to the secret map in this stage, to a bonus level...i skipped it for time, but if I do a 100% run one (distant) day, I will take this one \n[[]10:45] Ah, good to know where the hidden treasures are \n[[]10:50] Reinforcements...many enemys, much honor (sounds sloppy, its a translation of a german proverb) \n\n[li]Mission 5, The Divided City \n\nCharacter: Druid \n\n[[]Equipment]: \nAstral Staff	300 \n	Long Dagger	50 \n	2 Health Potions	300 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	90 / 740 \n\n[[]11:45] the imho two coolest moves in my run come directly together, first the goblin in the bushes and then the one jumping down the window. BOOM, HEADSHOT!!! \n[[]12:02] I wanted to help the Halfling, but couldn\'t hit the orc. now you hear her die...sry, i did what i could \n[[]12:28] Here I have to summon an earth golem, cause the sorceress gets really annoying when she follows you, and so she\'s busy \n[[]12:34] Meanwhile I know, if I would jump inside the room through the window I would have safed at least 10 seconds...I will improve this one day, for that I am sure \n[[]12:54] I didn\'t have to waste my mana on the berserker, cause he is suicidal and jumps down in the rift...sometimes its hard to be evil \n[[]13:02] this is the reason for going this route, the 100 $ Crystal. was worth it. \n[[]13:29] This is my main reason for using the druid on this map, the earth golem makes the Bossfight pretty easy \n\n[li]Misison 6, Outland wastes \n\nCharacter: Halfling (from now on till the rest of the Campaign) \n\n[[]Equipment]: \nBrute Axe	400 \n	Kite Shield	250 \n	Dwarven Crossbow	150 \n	No Ammo (explained later) \n	2 Health Potions	300 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	5 / 1105 \n\n[[]15:21] I needed a Crossbow and some Poison Bolts for this mission (you see in a short while why), but hadn\'t the money for both. But i reminded, that this goblin drops some Poison Bolts, so I got the Crossbow to fill it with ammo found in the Map. Man, I\'m a real maniac \n[[]15:27] This is a moment you should remember, the halfling drinks his first health potion. And because the halfling is the only character I use till the rest of the Campaign, get used to this picture, a little woman drinking some stuff which heals her. That always reminds me of the 8-Bit Theater, when they have a random encounter with some Werewolves, and they need aggrevated damage to kill them. One asks what aggrevated damage is, and Black mage means:\"I think the health potions taste aggrevated\". I found this really funny...for you who doesn\'t know http://www.nuklearpower.com ...highly recommended to everyone out there. btw. I am very glad that my halfling doesn\'t get addictet to these potions. \n[[]15:35] Have to clear the path from these gobos, just standing in the way. the bombardier I escort only goes farther when you are near him btw \n[[]16:00] Some goofing around with the enemys here, don\'t take this serious \n[[]17:00] Ah, the Frost sword of...frostbites...or something like that. But hey, its worth 1200 Gold, yay. And ya need it to cool the Boss down \n[[]17:38] Just usual stuff, had a good time so I checked the Checkpoint if I die \n[[]18:25] My fastest Boss Battle against the guardian Durzu ever!! boooooya!!! \n\n[li]Mission 7, Ark Amar (The Harbour of Ark Amar) \n\n[[]Equipment]: \nBattle Axe	500 \n	Blade Shield	300 \n	Dwarven Crossbow	150 \n	130 Misc Bolts \n		120 Bolts	60 \n		10 Poison Bolts	100 \n	3 Health Potions	450 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	0 / 1560 \n\n[[]18:50] Here is the Brother, and he\'s looking...exactly the same as Marcus...except for the clothes \n[[]19:01] Doesn\'t always function this jump, but this time...perfect. Just to collect some money in a secret. here is btw. the second map to a Bonus Level \n[[]19:22] Just goofing arund with the enemys \n[[]19:30] I needed to poison the assassins, it makes them hit less good \n[[]20:04] The sorceress is a problem with her \"Heatseeking\" spells...can kill you around a corner...stupid hag \n[[]20:09] I dont have to kill the assasin, just push him a little behind, so i can climb up the ladder in his dead angle \n[[]20:37] Now the cannons at the other side are manned, and want to shoot a hole in your figure...and when you are at the middle of these bridges, than the OTHER cannons are manned also...this one is pretty hardcore \n[[]21:14] One time I got shot in the back and died, while in the plank...I could have bitten in my keyboard \n\n[li]Mission 8, The Ancestors (Meckelon) \n\n[[]Equipment]: \nWar Axe	650 \n	Chaos Shield	400 \n	3 Health Potions	450 \n	Light Armour	500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	80 \n\n[[]22:08] Oh yeah, I love the Chaos shield... =). By the way, the green flashes from the War Axe don\'t poison enemys, this just looks cool \n[[]22:43] The Fight was really not optimal, but these great shields (some would say DOORS) are a good cover for the sleazy romans...with british accent...what the heck? \n[[]23:40] You have to get a Canister for gas for fueling the ariship, and this dude had it. \n[[]24:14] and here it is filled with gas \n[[]24:29] Bad luck with the orc sitting behind the door. Darn... \n\n[li]Mission 9, The Sanctuary \n\n[[]Equipment]: \nGreat Axe	750 \n	Thorn Shield	500 \n	3 Health Potions	450 \n	Light Armour	500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	535 / 2735 \n\n[[]24:58] for this mission i don\'t need much items...but look at the big axe for the little girl...jesus christ! \n[[]25:28] Now to the Underwater Base of Dr. Blofeld...erm, High-Wizard Zale...sry \n[[]25:33] Yeah, a lich has taken over, charming bastich \n[[]25:56] cant use the stairs, would collapse \n[[]26:50] High Noon between the Lich and the Halfling. The Lich send in is minions before he comes himself this coward \n[[]27:02] This I meant with using the last hit of the combo to bash the enemy, nice hit \n[[]27:42] The begin of the catching of the first diamond \n\n[li]Mission 10, The Underworld \n\n[[]Equipment]: \nShatter Axe	900 \n	Ancient Scutum	900 \n	Heavy Crossbow	250 \n		20 poison Bolts	200 \n	4 Health Potions	600 \n	Light Armour	500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	0 / 3450 \n\n[[]28:50] hmm, looks like the realms of Hel from Rune here... \n[[]29:33] What? I don\'t \"need\" these health potions, they just make me feel comfortable. I could stop when ever I want \n[[]29:48] Just getting to the valuable shiny thingies \n[[]30:17] When you think this was a boss, you should see the next one! \n\n[li]Mission 11, Zurana (The Underworld) \n\n[[]Equipment]: \nShatter Axe	900 \n	Ancient Scutum	900 \n	4 Health Potions	600 \n	Light Armour	500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	1305 / 4205 \n\n[[]30:36] Why the heck did I take the crossbow last mission in the first place? Dunno...better safe than sorry. And btw, this is the Map on which I collect all the gold \n[[]30:56] Uhh yeahm, Zurana is really an ugly bitch...or bastard...I am not sure, there are to less cursewords for hermaphrodites. Can\'t understand why, they are a minority... \n[[]31:02] Zurana does here his/her slapstick tricks, getting hit by a rock and falling down spectactularly...i couldn\'t show though, too much concentration needed for the jumping passage. But I recommend to all who have this game: Look at her at this time, shes hilarious. \n[[]31:42] Ah, that thing I was looking for, the Earth Staff of Evil-Overlord Destruction. Even a magic n00b could use this, so mighty is it. Now Zurana is creamed! \n\n[li]Mission 12, Kam - Zara (High Pass of Kam - Zara) \n\n[[]Equipment]: \nAxe of Slaying	1500 \n	Enchanted Shield	1500 \n	5 Health Potions	750 \n	Light Armour	500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	1055 / 5305 \n\n[[]32:35] Now I have the highest tier weapons, they do good damage, but costs ya the world \n[[]33:24] the Magic Users in this Stage are really a pain in the Ass, I kill them everytime they walk in my direction...okay, I just try, later you will see that this is not ever the best idea \n[[]33:48] I should have killed that one, would have cost me much nerves \n[[]34:22] look how my health drops, for I have been poisened with the Darkness of Despair Staff. It does really good damage...but you should see the poison damge from the Tears of Corrosion Staff, that really melts faces. Ya can see this in my run on the Dark Campaign \n[[]35:38] So, now the High-Wizard Zale can use his Staff of Evil-Overlord Destruction to destroy the big fortress here, and to bring peace in the lands again...very logic. A wise man once said: \"Fightin for peace is like f***ing for virginity.\" I wish I knew who said that...but he must have been wise \n[[]36:04] The most annoying Bug on this Map, just outside the game re-checks the Chekpoint AGAIN, in an in-game Sequence which ISN\'T SKIPPABLE. This happens only in 1 of 10 tries, and I had such a good time with this run, I had to let it in. But it looks dumb. \n\n[li]Mission 13, Jasindra (Ark Moor) \n\n[[]Equipment]: \nAxe of Slaying	1500 \n	Ancient Scutum	900 \n	5 Health Potions	750 \n	Medium Armour	2500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	295 / 5945 \n\n[[]36:22] Hooray, after all the Medium armour, i deserved it I think. But back to serious problems, the stupid spoiled princess of Celenheim has been kidnapped by Mordessa, the General of the Dark Armies and most valuable customer for the Metal Bra Industry (you will know what I mean when you see her..), to sacrifice her to the Arch-Demon Vatar. So what happened when they looked for a volunteer to storm Mordessas big Residence in the Crater of a Vulcano (!!!)? Everyone stepped one step behind, but my halfling could just think about hitting the next Health Potion and overslept the retreating step, and so got left alone (!!!) at the wooden bridge over the Lava (hey, one moment) and has to do this Sam Fisher like. I mean, alone. Hell yeah. btw, this is the longest mission in the run and in the game, takes far too long. \n[[]36:44] So much for security, the combination is easier to find out as looking for the key under the doormat. This is really a Maniac Mansion. But warm all the year. \n[[]37:05] Here I have to wait till the archer come down. I could have packed the Crossbow, but they are fully armoured, it would take me longer to shoot them down than to wait. And my Axe hacks them down in just the blink of an eye \n[[]37:14] Hoops, sry, wasn\'t my intention, it will not happen...erm, never mind \n[[]37:35] Have to wait again, for 2 Wraiths transform in Liches...takes all its time. I think you can understand that this brings down your nerves when doing this the 100th time. \n[[]39:01] And that was a teleporter which build itself up from the floorplates. Unlogical, but cool. \n[[]39:11] And now you see what magic doors are good for: They can even close when blocked by some door-blocker-thingie \n[[]39:18] Ah, the oldest trick in the world...but for these morons an advancement \n[[]39:44] Just pushing her under the stairs so she can\'t hit me \n[[]40:04] I have to kill every enemy to activate the switch, but i got very unlucky with this friggin\' wraith...I hate those things \n[[]40:27] Again, I just threaten her, and she gets out of the Danger Zone for sniping me of the stairs \n[[]40:36] Hey, lemme pass Mordessa, I have an appointment \n[[]40:40] This stairs could be directly from an David Lynch movie...or from Alice in Wonderland. You have to hit the floorswitch to deactivate the Magic on it, or the stairs repeat itself ever and ever again...like the one in Super Mario 64, which lead to the last Fight with Bowser \n[[]41:06] Oh man, look at these hooters, no wonder she needs a metal corset. If they would get loose, it could be the end of the Victoria Secret Collection as we know it. Man, what a bitch \n[[]41:14] There is no need to rush this fight, you have to wait till Jasindra gets down in her Temple-of-Doom-like-holding-frame-thingie. This was not what I volunteered for... \n[[]42:52] At least you get sacrificed with her together. And now, to the big showdown, welcome to Hell! \n\n[li]Misison 14, Vatar (Ark Moor) \n\n[[]Equipment]: \nAxe of Slaying	1500 \n	Enchanted Shield	1500 \n	5 Health Potions	750 \n	Medium Armour	2500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left	590 / 6840 \n\n[[]43:08] And here just for you, a look on the father of everything that is ugly: Vatar! The manifestation of chaos, destruction and...ugliness. This Level is really easy btw, but ya will see. \n[[]43:14] I should have taken the RIGHT gate, not the left...the gold i didn\'t need, but as we in germany say: \"Die Macht der Gewohnheit\", what can be translated to something like: The Power of consuetude. Or: The Power of habit. I think you know what i mean. \n[[]43:20] Again a security problem with this villains: Vatar protects his doors to the throne room with a powerful magical seal. Good idea. And he stores the only thing which can destroy them on an upper level, directed towards the seal. Bad idea. These demons, i dont know...but now comes again a more interesting part in AI history, look at my health as i begin shooting! \n[[]43:40] And now look again. I didn\'t drink a health potion (hey, I said I can stop) and I have still at least 85% health. While I stand still for 20 seconds, sorrounded by big shadow skeletons with big axes. In hell. Oh man...they wouldn\'t even hit the fire when standing in the purgatory. \n[[]44:45] And now again the good idea/bad idea principle. Vatar secured the direct entrance to his throne room with a heart or something like that. And this he protected by one of these magic seals again. Good idea! But there is only ONE THING that can destroy these things. A magic balista. And look, there is not only one of them, on the other side is the OTHER ONE! Bad idea man, bad idea! \nAnd again, look for the really amazing AI attacks, and how my health sinks faster than a man with concrete shoes, whos thrown in the hudson river by the Mafia. Okay, bad one, the Hudson river is not really deep, i used it just for realism. Lets take the Mariana Trench, this is far deeper...but where getting of the point here. \n[[]45:32] Again, the Power of habit. \n[[]45:50] Here I run in the teleportation point of Vatar. I do this, because so he looks for a new point to teleport, and i have enugh time to finish him after this teleportation of, before he ports again, cause he has some kind of cooldown or something. \n[[]46:12] Yippie, the good triumhed over the evil. And has activated the dark campaign.[/ul] \n\nSo, i hope you have enjoyed this little piece of speedrunning. If you liked this, which you must, cause you are still reading the bullcrap i write, i highly recommend you to see my run on the dark campaign, which is far better. This has two reasons: \n\n1. The Missions in the Dark Campaign are shorter, but more challenging. So a speedrunner get some cool moves in it, with far shorter times than in the light run. \n\n2. I say so. And my commentary will be less long, cause the run is only half the time than this one, and the AI and Gamemechanic issues i allready postet in these commentarys. \n\nAt last I want to thank you for watching. You are the person(s) who I made this movie for, and I hope you will enjoy my future works. \n\nAnd I want to apologize to every addict (in any form...I know how you feel, I once smoked cigarettes and drank far too much alcohol), hermaphrodite, evil Overlord, Dark Army General with big hooters, every person who ever wear sexy underwear and all others who feels offended by my comments. It\'s just for the joke, don\'t take it seriuos. \n\nI\'m Kahless The God of Akimbo, see you all soon.','2007-02-28',0,2719000,11,'Enclave_easy_Light_4519',14,11,0,NULL),(0,335,NULL,95,'Segments appended to one file.','There are some things I have to talk about before you begin watching. These you can find in the Commentary of the Light Run. I thought its useless when I repeat them, so I skip them this time. \n\nI only want to give out the thanks, first to the great SDA - Team and second to my friend Joerg Runge, who helped me in recording this run (too...). \n\nOkay folks, lets begin with some words about the difference between the Campaigns: The Dark Campaign is designed more complex and more difficult, but nearly all Levels are shorter. The Enemys come more frequently and there is less easy money, so its really rough, from the beginning to the End. Erm, not really to the end, the 2 last Missions are a piece of cake, but the 3 before them really give you the creeps. Also, there are some missions which have the same Map as Missions from the Light Campaign, I will name these when we come to them. So lets begin, shall we? [ul][li]Mission 1, Zuranas Crystal (Zuranas Mansion) \n\nCharacter: Assassin \n\n[[]Equipment]: No Equipment \n\n[[]00:50] I get the Equipment primarily for the money, I just need to attack once in this levels, so I would only need one weapon. Btw, my mission is to break into the Mansion of good \'ol Zurana (yeah right, the he/she/whatever Monster I killed in the Light Campaign with the Staff of Evil Overlord Destruction. I think in the past he/she/it was a Warlock/old Hag/Daemon Summoner or something like that). And your \"Mission Commander\" is...Mordessa, the General of the Evil Army with the...unsubtle female Atrributes...back to topic... \n[[]00:57] The whole mansion is full of traps, this was one of them. I could walk through it cause it isn\'t lethal, but I do this later in the Mission just for style \n[[]1:21] Okay, bad shot, but I didn\'t want to kill him, just to...scare him, exactly. Scared Skeletons are no threat. Believe me. \n[[]1:58] Ahh, shut it... \n[[]2:09] This is the moment of the one shot in the mission which is necessary for completion \n\n[li]Mission 2, Kill Marcus (Celadia Village) \n\nCharacter: Assassin \n\n[[]Equipment]: \nShortbow			25 \n	135 Misc Arrows \n		120 Burst Arrows	30 \n		10 Fire Arrows		15 \n		5 Sniper Arrows		10 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		35 / 115 \n\n[[]2:53] One of the coolest Missions in the Game, killing the Merchant who you protected earlier in the Light Campaign, I love it. \n[[]3:00] I start laying arrows on my bow for later use, first 8 Burst Arrows (which are finished now) then 8 Fire Arrows. I really like the bow-shooting-system in this game \n[[]3:11] I could have killed in the time the bomb was burning at least 3 of the enemys, but I didn\'t do it for 3 reasons: \n\n1. The time refilling the Arrows on the bow would take me too long \n\n2. The Enemys here help me killing Marcus later, cause they are standing in his way \n\n3. I can show some cool dodge move. This is important, cause later I screw up pretty much and I wanted it to still look cool (uhh, bad grammar...) \n\n[[]3:17] I let me some time with aiming, because I wasn\'t in a hurry, and the shot had to be exact. \n[[]3:25] Now back to screwing up: While escaping Marcus didn\'t get away well, so I am really short behind him. I change to the fire arrows to puncture his back, so lets see what happens: \n[[]3:27] Uh wow, what a shot...8 Arrows, ALL miss him. I incinerate a Fire Wall before him, but he has more fear before the assassin. Yeah, the Black Clothes are really scary. But now my second mistake: \n[[]3:30] The Sniper Arrow misses him by 15 centimeters, I think (yeah, I use the metric system. It should be around 6 inches). This is not really a problem, this arrow missed everytime...but it was worth it. But now to my third mistake: \n[[]3:35] I don\'t know why I tried it on the left side. Everytime he blocks the left side this stupid turd, and I can only pass on the right side. Why am I doing this? Hell... \n[[]3:38] And now the killing blow, I shot the 8 Burst arrows and it kills him. What a shot. You might ask yourself now: \"Why did the idiot with the stupid name let his crescendo of lameness in his speedrun?\" The answer is easy: It costs me no more time, than if the fire arrows hitted and killed him 10 Seconds ago. And my Nickname rules! \n\n[li]Mission 3, Surprise Attack (Ark Moor) \n\nCharacter: Berserker \n\n[[]Equipment}: \nWar Hammer		100 \n	Spiked Shield		100 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		115 / 315 \n\n[[]4:10] In this Mission you have to drive back the Ancestor Attackers on the bastion of Mordessa. It is some kind of going in the opposite direction than with the Light Mission here. I took the Berserker, he is slow but takes a lot of beating. At the beginning I collect some Gold and a Potion. You have to wait some seconds, so I try to use my time creatively. \n[[]4:42] Here you have to kill only the dude with the crossbow to open the door, but I screwed it up and it took me some more time, cause the other guys got very...close. But see for yourself. \n[[]5:51] Had to get some Gold (Blue Crystal] to boost my finances. And, if you hadn\'t noticed the funny detail yet, the big fella has some mushrooms hanging at his right side of his belt. As I first realized it I only thought: WTF?!? For the Magic Mushroom Trip between the Missions or what? lol \n[[]5:55] Have to deactivate a trap to get outside \n[[]6:43] I destroy the wooden planks and kill the roman ancestor to get the sorceress more convinced to join my cause. I can really need her, so I had to take the problems out of her way \n[[]6:53] I am running before her. I make myself ready for fighting while she runs behind. And then she says: \"Come WITH me\" argh, women... \n[[]7:15] This fight didn\'t work out as I planned, so I decided to get the attention of the sorceress on Alecto. For this I started attacking the stupid bow man, who was bombarded by the sorceress. \n[[]7:31] Oh yeah, I kill the stupid roman and the sorceress hits me with a fireball. Under this circumstances I cannot work. I choose to jump! \n\n[li]Mission 4, Mansion of Dreams (The old Mansion) \n\nCharacter: Assassin \n\n[[]Equipment]: \nComposite Bow		150 \n	160 Misc Arrows \n		120 Burst Arrows	30 \n		20 Fire Arrows		30 \n		10 Grenade Arrows	60 \n		10 Sniper Arrows	20 \n	2 Health Potions		300 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		30 / 620 \n\n[[]07:48] Ahh, the Mansion of Dreams Trilogy. Three Missions, one Mansion, one Tome, three different Characters...and two Arch Wizards who get creamed. Sounds like fun, doesn`t it? First two Headshots on the Nightcrawlers. Man, I hate these things. But in this mission they are harmless compared to their appearance in Mission 6. But to that later. \n[[]7:55] Don\'t go the stairs, cause a Nightcrawler would jump down and attacks me. Its better to kill him later. \n[[]8:17] This is the Goblin who will join my cause after this mission. He has the Key to the front door, so I escort him to it. Unfortunetly I cant kill him (no friendly fire with the baddies? Unrealistic, Starbreeze,unrealistic...)and it would take to much time to let him be killed, so I just walk with him. \n[[]8:56] I changed to Sniper Arrows for 2 Reasons: \n\n1. There is a bug in the game, when you have some arrows laying on your bow and drink a potion then they will be reseted. But only if they are currently equiped. So if I equip the Sniper arrows nothing will be resetted. \n\n2. I plan to use them in some moments. \n\nBtw, the Spiral Key is needed for the end of this mission. \n[[]9:05] The way across the roof is longer, but I take it for more money. In the left door here btw is the first Map to a secret Mission \n[[]9:26] The Wizard is invincible till you kill the skeletons he is about to summon. I shot the sniper arrow to get his attention, and now I change to Grenade Arrows (yeah, the Assassin is a real Gadgeteer) \n[[]9:43] So, first shot with the 8 Arrows: Missed almost completely. Now the 8 Fire Arrows: \n[[]9:44] Darn it...I suck \n[[]9:57] Better late than never... But the next Wizard fight in this room will be really great, I promise! \n\n[li]Mission 5, The Guardian (a twisted reality) \n\nCharacter: Goblin \n\n[[]Equipment]: \nDwarven Axe		300 \n	Round Shield		200 \n	2 Health Potions		300 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		175 / 975 \n\n[[]10:29] First time with the Goblin. Nice and fast character, I like the little fella with the funny ears. Here I give you a little peek of the boss of this stage: The somewhat-magic Dragon something... \n[[]10:36] To open this barrier you have to collect a blue crystal. Isn\'t that cool? I want more of these Mansions in the Tome...in the Mansion. \n[[]11:22] Okay, difficult jump when the game is not running on the normal fps...but all for the viewers. \n[[]11:57] As I recorded this run I wasn\'t using my own mouse, instead the one from my friends Computer, on which I recorded. Don\'t get me wrong, it isn\'t a bad mouse, but mine is far superior. So, please forgive the crappy aiming. \n[[]12:24] Huh, that was close. \n\n[li]Mission 6, The Escape (The Mansion of Dreams revisited) \n\nCharacter: Sorceress \n\n[[]Equipment]: \nTears of Corrosion		750 \n	1 Health Potion		150 \n	Light Armour		500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		90 / 1490 \n\n[[]12:35] I took the Sorceress for 2 specific reasons. The first one you will see any second. \n[[]12:38] Yes, it is him: Zale with the Earth-Staff, dammit. I bet some really good looking guy helped him find it...but back to topic: One of the reasons for picking the sorceress was this fight. The Boss fight of this Mission is on the Beginning, so I had a ready-to-fight-immidiately character. It would have taken to long to shuffle the arrows, so no Assassin. I could have taken one of the Melee dudes with the big Axes/Hammers, but melee attacks against a magician with the Earth-Staff are suicide. So I decided for a mage duell, me with the Tears of Corrosion Staff. Very Powerful at this level, and it poissenes quite well. The Second Reason you see later...ahh, Lethal Weapon 1 on TV, brb \n[[]12:44] HOLY MOTHER, I killed him never THIS fast. After this I got super cautious. \n[[]12:56] And here the second reason for taking the Sorceress: Her staff is glowing in the Dark. This is great for this part of the stage, cause normally you have to use a torch, and the other characters are handicapped by that. The Melee Fighters cannot use their shields and the Assassin can\'t use her bow. I think the region is too complex to go through it blindly (at least for me...), so I took this opportunity. Oh, and you recall the Nightcrawlers which I mentioned would come in this mission at Mission 4? Wait for it... \n[[]13:24] Have to take this money, and the Crystal before, also it costs much time. Uh yeah, and the next Chrystal is also important. \n[[]13:58] Stupid Nightcrawlers, I have to use the defense features of the staff to get rid of them. \n\n[li]Mission 7, The Plateau (Aylewoods) \n\nCharacter: Goblin (Till the Rest of the Run) \n\n[[]Equipment]: \n\nBattle Axe			500 \n	Blade Shield		300 \n	Dwarven Crossbow		150 \n		10 Poison Bolts		100 \n	3 Health Potions		450 \n	Light Armour		500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		15 / 2015 \n\n[[]14:46] I kill this Huntress, because she has Sniping Arrows, and this is really annoying. By the Way, the objective of this Mission is to find the Teleporter on top of the plateau, which ports you near Jassindra, the Princess of Celenheim. Mordessa want to sacrifice her to Vatar, you know, the guy who ugs in the ugly. If you have played the Light Campaign (or watched my Speedrun) you had seen Jasindra been sacrificed in Ark Moor. But that is another story told...erm...before. \n[[]14:49] Little boost from the bolt of the Gnome, very helpful. \n[[]15:00] Implementing him a Poison Bolt, so he\'s quite now. Ah, and I collected the first Diamond in the Dark Run. And it is not the last! \n[[]15:13] Stupid Templers...this is the reason why I hate Paladins and order knights (hmm, sounds a bit sloppy in english...I mean knights who fight for a religious sect or order, like the Templars between 800 and 1000 anno domini), they can fight and have the cover from above, but they are dumb as a bucket full of sand. I swirl a bit with my axe around and they are unable to attack me. They were 3 against 1! I can\'t make it more easy for them. This is the reason why I earlier bashed upon the AI in the comments of the Light run, its very...pending. \n[[]15:28] I got at least one time too often killed by this friggin\' Huntress. This time she was a bad shot. \n[[]15:30] I equipped the crossbow with the poison bolts to give the Gnome up there something to chew, before he gets bad ideas. The Bomb he throws is scripted although. \n[[]15:36] Ahh, money makes the Weapon Arsenal go round...the crumbling you here are these ruin walls that fall apart. Don\'t know why, but I think (Warning, stupid joke alert!) the reason is Sam Fisher, cause he blows out candles in Splinter Cell: Chaos Theory. Chaos theory, you get it? Okay, bad joke...but it was a nice game. \n[[]15:50] Ahh, hit the druid before she materialised, bad programming. It is important to keep her under supression with my attacks, because she is about to summon an earth golem, who is really annoying. Also he would smack the crap,outta me. So I decide to give her some nice hits. Unfortunately she fells of the cliff, which is not perfect but okay. Max 3 seconds lost. \n\n[li]Mission 8, Capture Jasindra (The Cabin) \n\n[[]Equipment]: \nWar Axe			650 \n	Chaos Shield		400 \n	Heavy Crossbow		350 \n	150 Misc Bolts \n		120 Bolts		60 \n		30 Poison Bolts		300 \n	3 Health Potions		450 \n	Light armour		500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		20 / 2730 \n\n[[]16:20] A little shot of bolt Poison scatters the enemy group, cause there AI script changes to \"under fire\" so its easier for me to get around them \n[[]16:36] first time this sucker blocks my way...but after all I had a really good time with this Mission, so I let it in. And you see by the way why its important to have a shield around, because even I didn\'t press to right mouse button to shield me, it blocked a whole volley of arrows. \n[[]16:55] picked up the key for some extra cash later \n[[]17:16] In one attempt before this, I shot the Knight right in the face with my crossbow. I died after that, but that was really a great shot. This one wasn\'t so good, but it sufficed \n[[]17:22] darn overleaping polygons...I hate it when that happens in games. Sign of bad level construction. \n[[]17:27] here I use the rusted key to get the red gem. Also I go up the stairs to finish of the damn Hunter, who would be a real troublemaker later. \n[[]17:53] \"Picked up Princess Jasindra\" I love this one, could be out of a Monkey Island game, or Simon the Sorcerer \n\n[li]Mission 9, Outpost Siege (Iellon Outpost) \n\n[[]Equipment]: \nGreat Axe			750 \n	Thorn Shield		500 \n	Repeating Crossbow	750 \n		30 Poison Bolts		300 \n	4 Health Potions		600 \n	Light Armour		500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		70 / 3470 \n\n[[]18:18] And this Map you have allready seen if you know the Light Campaign. Ah yeah, and sorry for my crappy Catapult Shooting. But I hitted the Points I needed to burst. And the Gate fall with the first shot. \n[[]18:55] Ahh, second Diamond. Very important for the Items for the 2 next Missions \n[[]19:40] I don\'t finish this Gnome off, but I get him later, I promise. \n[[]19:50] Rescuing the Lich to distract enemys. But only for 1 or 2 seconds...but better than nothing. \n[[]20:29] Okay, the fight was lame, but THIS attack on the wizard...come on, it\'s cool. \n[[]20:38] You have to touch the handle for these two to appear. Only the knight has the key, the Huntress can live (she is also a bad shot...as you can see) \n[[]20:48] Ah, the Gnome is back...sry buddy, no time for you now, I first must take the wizard. \n[[]21:20] You see a green gem here, but I skip it. It\'s a trap, and I don\'t want it to snap. \n[[]22:08] and after all the Gnome gets spanked. One less for the good side. \n\nBTW, this Mission is a perfect example for the Good vs. Bad Movies, Novels and Games always screws up. The Good need everytime some \"Higher Powers\" to win the game. Luke Skywalker used the force and a Lightsaber, the dudes from LotR destroyed the One Ring (and the stupid Sauron didn\'t even GUARD the fu****g Volcano...when I had only one place where my biggest weapon, to which I am also bound, could be destroyed it would be better guarded than my treasure rooms. The stupid sucker deserved to die...), here they need the Earth Staff and an old hell of a wizard, who wants peace so desperately that he throws away all his morals and bows before the queen of Celenheim. And the evil has military dominance far too often. You see it, they needed only ONE Goblin to take out the entire Outpost. Only one of us walks away. \n\n[li]Mission 10, The Great Wall (The Fortress) \n\n[[]Equipment]: \nShatter Axe		900 \n	Ancient Scutum		900 \n	Repeating Crossbow	750 \n		50 Poison Bolts		500 \n	4 Health Potions		600 \n	Light Armour		500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		40 / 4190 \n\n[[]22:24] Okay, the Fortress with the great wall, the second hardest Mission in this Campaign. You see, even in the beginning I am under suppression fire. And the front door isn\'t even an entrance. \n[[]22:39] Bunny hopping in the water makes it really easy to get through it fast. \n[[]22:43] In the far left corner would be a key to a secret Level Map \n[[]22:59] I got lucky this time, the Archers behind the Wall didn\'t hit me. I forgot that the shield is important at this moment. \n[[]23:04] One of the favorite scenes in this run, 2 Hunters sitting on the floor with enough Ammo to bring down a Space Cruiser, and look how easy you can trick them...! \n[[]23:06] It would be far cooler if the two would kill each other with their shots... \n[[]23:19] Just grabbing some money for the next Mission \n[[]23:26] Annoying scene, the little \"plattforms\" to stand on use your Quake skills, while the Archer just pisses you off. Not easy. \n[[]24:00] My Archer skill is tested again, but I fogot that I just collected some normal bolts, but I wanted to use poison bolts. Darn... \n[[]24:05] And again, some good hidden treasure. \n[[]24:46] Ah, Ehrick the...Commander or what? The primary objective, has to be neutralized. But he isn\'t the problem, its these Hunters up there. \n[[]25:00] One of my moves, the only situation where I could use it. I start drinking a potion and jump on the ladder, so the drinking animation is interrupted. It will continue when I jump off the ladder again. So I get a health bosst when I am up there. Charming idea, isn\'t it? \n\n[li]Mission 11, Ungard Mines (The old Mines) \n\n[[]Equipment]: \nAxe of Slaying		1500 \n	Thorn Shield		500 \n	4 Health Potions		600 \n	Medium Armour		2500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		65 / 5165 \n\n[[]25:32] I skipped the Cutscene. For those who doesn\'t know the game: I push the Lore down. It destroys all in its way. \n\nThis Level is by the way the most difficult in this game. Very long, full of Archers and in this speedrun with this bad equip (I use a thorn shield...just because the Medium Armour is so expensive (2500 ?!? Are these Armour Smithes totally NUTS?) and I really need the 4 Health Potions and the Axe of Slaying). \n\n[[]25:55] First part of the bomb I need to blow up the bridge. \n[[]26:20] This scene is very buggy. I had some really carppy moments here. You see, I need the flint for the bomb from the Gnome, so I have to wait. But sometimes the dudes stand in the air while waiting for the lift to get down, or I get near them and I got killed out of the blue. Really messy... \n[[]26:30] Bug again...first I wanted to restart, but I made it through and had a pretty good time after all. So I kept it in the vid. \n[[]27:04] I have to kill the Gnome, because later I have to get a key from a Gnome with the same equipment (meaning: he looks the same) so I killed this one just to get not confused. \n[[]27:35] I attacked nearly all Archers, but I skipped the Wizard. Not worth the trouble. \n[[]27:40] Funny bug, cause I skipped the cutscene the model-animation is stuck. So the Goblin look like Michael Flatley, hilarious (for those who don\'t know him: http://en.wikipedia.org/wiki/Michael_Flatley , but don\'t get me wrong, I can\'t stand the guy...) \n[[]28:43] After all I could have skipped this gem...the 2 next missions are absurd easy. Ah, what the heck... \n\n[li]Mission 12, Mordessa (Ur-Annon Island) \n\n[[]Equipment]: \nAxe of Slaying		1500 \n	Ancient Scutum		900 \n	4 Health Potions		600 \n	Medium Armour		2500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		560 / 6060 \n\n[[]29:08] Mordessas Winter Residence is very well guarded...by blind orcs who wouldn\'t even hit the ground when you throw them out of a plane. Easy in, easy out. \n[[]29:25] The queen of steel corsetts with her staff of evil looking now gets a beating. Easy battle. \n[[]29:31] Dunno why the soundfile of her last words wasn\'t played. Shes quite a charmer, and her last quote is not really bad. \n[[]30:07] I snapped a little peak on Vatar in, just for seeing him once in this campaign. \n\n[li]Mission 13, Celenheim (Celenheim Castle) \n\n[[]Equipment]: \nAxe of Slaying		1500 \n	Enchanted Shield		1500 \n	5 Health Potions		750 \n	Medium Armour		2500 \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n	Total gold left		660 / 6910 \n\n[[]30:54] So, great boss battle, against the Queen and her 6 Wizard/Servants/Honour Guards/whatever. They make some decent damage, but with one good hit they fall. \n[[]31:24] Hah, this was just a copy of the queen. Nice idea, but not creative enough for the best Warrior of Vatar. \n[[]31:33] The Symbol on the floor is the Starbreeze Logo btw.[/ul] \n\nSo, its finished. Thanks for watching the whole thing, and especially for reading the Comments, means much to me. \n\nI hope you enjoyed my little fight for unjustice, dishonor and...speedrunnnig. I think of making some other projects, like one day a 100% run on Enclave. and there are also numerous runs on other games I like to be done, like Jagged Alliance 2, XIII (I think theres one in progress...), Painkiller, Battle Isle 3 and so on... . \n\nStay tuned for my future Runs (if any... =) ). \n\nThis is Kahless_GOA, cya all. \n\nAh, and hear the Audio Comment. It\'s my personal note and an idea for future speedrun projects.','2007-02-28',0,1847000,11,'Enclave_easy_Dark_3047',13,11,0,NULL),(0,336,NULL,97,'','Back in January after Christmas, I began to catch interest of speed running eternal darkness, mostly because nobody did it before. I was interested in going through it as fast as I could, and aswell making up strategies for this very complex game to speed run. I knew that I had to do everything myself, that I had no sources whatsoever to give me speed running tips, but I hope this run will motivate other players to go through eternal darkness after me to find further time saving techniques. However, now let\'s get onto the run. \n\nThis game spans 2000 years in which you play as 12 different characters, which have their own mission to accomplish to save the world from the Eternal Darkness. The game has 3 alignments to play through, which are Chattur\'gha (Red god), Ulyaoth (Blue god) and Xel\'lotath (Green god). Each of them changes the game slightly (the enemies are different, there are some graphical changes, but most of the changes occur in the cinematic cutscenes which I skip). I choose to play through the Xel\'lotath alignment because it has the easiest enemies to kill, which surely gave me a faster time then the other alignments. Now however, let\'s get to the speed tricks I used. \n\nThe most obvious speed trick I used was to completely skip all the spell scrolls and spell codex. Yes, I know that if you played through ED already you might find this extreme, because it means you need to memorize all the rune symbols. While this made the game harder, it also made it quite a lot faster. I made a few spells early too, like the magickal attack which I made 2 levels before you\'re supposed to find it. However, I will not list every single thing that I used in my run, so if you want to find out download it right away \n\nThere were quite a few mistakes here and there, but none of them took away more than 10 seconds. While most of the mistakes were due to insanity effects and other random elements, they still take time away from me, and they can be avoided somehow. Below there are mistakes that I\'ve made in my run: \n\nChapter 1: The chosen one \nThis chapter went well. I basically maybe didn\'t press the buttons at light speed. I believe that I could save 5 seconds if I go for ubber perfect. \n\nChapter 2: The binding of the corpse god \nFrom the nature of this hard chapter, my time impressed me. I ran into a few traps, and Ellia got tired and ran slowly in a few parts. Nothing major. \n\nChapter 3: Suspicion of conspiracy \nThere were only 2 mistakes in this chapter. One was that I took a little too much to get rid of the trapper in the tight corridor after fighting the Monk, and I suffered from an insanity effect which could have been skipped in 1-5 seconds, instead of the 10 seconds which I took. \n\nChapter 4: The gift of forever \nThis chapter in my opinion wasn\'t very good at all, but maybe it\'s just me. The first half which was basically pure speeding went well, but the other half which was a kill fest went rather bad, and I lost a lot of life so I therefore had to use the healing talisman which you get at the start 4 times. Overall though, the other times I got before were way worse, so I\'m still happy with this time. \n\nChapter 5: The lurking horror \nThis chapter only had 2 mistakes. One was that I went stupidly down the wrong stairs in the fight against the horror that held the Chattur\'gha rune, and the other was that I enchanted the sword near the end to fight the guardian of Xel\'lotath (the fight was faster, but for the 2 less hits I don\'t think it was a good idea to enchant the sword). \n\nChapter 6: A journey into darkness \nThis chapter caused me nightmares. I basically cannot describe how stupidly hard this chapter was before I started making complex strategies. It was soon that I gave up and decided to use the shield and recover sanity spells early to give me a chance to finish this chapter quickly (and in the end it ended up being faster lol). Thanks to the recover sanity spell there was only one insanity effect which costed me about 10 seconds, but aswell as that at one point near the end my life dropped really low so I had to use the only recover life spell in the game. I believe that if I used the magickal attack in this chapter I could have been even faster. I skipped the Mantorok Rune. \n\nChapter 7: Heresy! \nThis chapter is probably the worst level ever to speed run :p Loads and loads of running, and therefore I had to run 2 steps, stop, run another 2 steps, stop, and so on. Probably I could have used this technique a lot less. Apart from that I got trapped in between a bunch of zombies near the end, and getting rid of the bone thieves at the end took more than necessary. Overall I\'m happy that I did this chapter well. \n\nChapter 8: The Forbidden City \nProbably my worse executed chapter. I ran into a few walls, I spent quite a lot trying to use magickal attack to kill a trapper when I could have just picked up the crossbow before in the chapter, I went slowly in menus, and so on. Maybe it\'s because the next chapter is my favorite and I wanted to play it badly. \n\nChapter 9: A war to end all wars \nMy favorite chapter, so you can guess that I tried my best to do it well. The mistakes I had were that I suffered from the \"please insert controller\" insanity effect which costed me 10 seconds, and when fighting the Xel\'lotath black guardian boss she did a sanity shock attack one extra time than necessary due to me not moving around enough. \n\nChapter 10: A legacy of darkness \nLongest chapter which was a whole 25 minutes long, which I did in 2 segments. In the first segment with the vampire, before going into the basement, I for some mysterious reason got the urge to kill the servants and casted the magickal attack instead of using the reveal invisible spell to see the vampire in the basement. This therefore made my fight with the vampire longer and the time ended up being 3 seconds slower than the previous save I had. \nThe other segment went rather well, with a few mistakes here and there. Probably the biggest mistakes were that I got tired of running a few times, and that I got confused with chapter 12 and walked in the area where the giant worm pops out of a hole. \n\nChapter 11: Ashes to Ashes \nHere it is, the magick bar\' best enemy. This chapter went very well. Probably the only mistakes were that I took a few seconds too much in the burning city puzzle with the staff and the ray of light, and that I ran too much some times when recovering magick. In this chapter I could have used the Ulyaoth magick pool to recover the magick power more quickly (but even then maybe I didn\'t have enough power to cast it, so you never know). \n\nChapter 12: Gateway to Destiny \nThis chapter went overall pretty well. In the first 18 minutes long segment I didn\'t make many mistakes. One of them was that when I summoned the Chattur\'gha zombie it seems to have been summoned a little too far off the yellow magick teleportation circle., and the other mistake was that at the very end when going back to the teleport area I had to use 2 7-point bind magick spells instead of 1, and then I had an insanity effect which costed me 10 seconds. \nThe final boss went pretty well. I only missed him a few times, and I could have used the 3-point enchant spell instead of the 7-point one for the first half of the battle. \n\nWell then, that\'s it of my boring talk then. This is the very first speed run I did in any game, so I really hope you will enjoy it. Have a good watch. :)','2005-03-08',0,8856000,11,'EternalDarkness_22736',14,5,0,NULL),(0,337,NULL,98,'',NULL,'2007-05-01',0,46200,1,'Excitebike_Track1_4620',1,8,1,NULL),(0,338,NULL,98,'',NULL,'2007-05-01',0,48170,1,'Excitebike_Track2_4817',1,8,1,NULL),(0,339,NULL,98,'',NULL,'2007-05-03',0,53100,1,'Excitebike_Track3_5310',1,8,1,NULL),(0,340,NULL,98,'',NULL,'2007-05-05',0,52490,1,'Excitebike_Track4_5249',1,8,1,NULL),(0,341,NULL,98,'',NULL,'2007-05-07',0,51000,1,'Excitebike_Track5_5100',1,8,1,NULL),(0,342,NULL,99,'','This is my first recorded run for SDA and I\'m very proud to present it. My thanks goes to Radix, Nathan Jahnke, and the rest of SDA for creating such a hardcore speed running site. And, of course, thanks to SDA for hosting my pleasantly annoying rendition of Fable speed running at its most moderate greatness *cough*. I would also like to thank Christian Haralter for getting the ball rolling on this Fable running thing. If it wasn\'t for his run, I wouldn\'t have known how to abuse Enflame to its fullest (kidding and serious) and have actual video guidance for my own run. A few boasts and boo\'s below. \n\nGood points about my run. It\'s all from memory and notes only: \n-I\'ve found that rolling is faster than walking. How fast, sayeth ye? Rolling across the bridge towards Bowerstone beats running by .4 seconds on average. Also, the higher the Speed attribute is, the faster you can roll. \n-Pressing the A (talk) button farther away (I estimate around 10 ft is the farthest) from your target almost always contributes in saving time. \n-If you hold the control stick in the direction you want to run as soon as cutscenes finish you can save some time over just waiting until the screen comes back. \n-Shooting the Guild Master during the timed Archery and Lightning tests saves a combined total of 1min 20sec on average. \n-Killing the small bugs after hurting the Wasp Queen speeds up the murder. She\'ll spawn more small wasps quicker and therefore be able to die quicker. \n-Holding down on the D-Pad as soon as the screen goes black after an Auto Save speeds up the warping process. \n-You can save a few screens of time by getting Wellow\'s Pickhammer as soon as you finish the Orchard Farm quest and then warping to and from the Hero\'s Guild afterward. \n-Sneaking around during the \'Bandit Seeress\' quest helps as they don\'t hear you when you do it. Running has the opposite effect. \n-During the White Balverine quest, after the first White Balverine encounter, running around the southern part of the map\'s circle spawns the Balverine much quicker than waiting. \n-During the \'Save the Archaeologist\' quest, sometimes you can kill only three Minions near the Archaeologist and the quest will finish. It only seems to be by chance occurence as I\'ve only made it happen two out of four runs through that mission. \n\nOn to the boo\'s: \n-Farting has no meaningful value other than to reduce my own stress levels while speed running. Sorry if you\'ve been offended by the exessive flatulance... not really, though. \n-I block and sideroll (slower) quite a bit during my run making it seem like rolling isn\'t that great. I think that it really depends on how skilled you can make yourself at rolling and then deciding whether or not it should be used in your run. I was doing pretty good for most of my other failed runs so I decided to keep with it no matter what. \n-I also roll into a fair amount of archway supports and people and whatnot. This also being uncharacteristic of my average run, but I actually finished this run without any major foul-ups so it had to stay in. \n-Some of my fights are slower than normal. Most of this pertains to chance so it really couldn\'t be helped no matter what day I was having (i.e. fighging Whisper in training grounds, I think). \n-I\'m not completely sure but it might actually be faster to get Wellow\'s Pickhammer before Orchard Farm... eh, probably not. \n-You could also skip grabbing Wellow\'s Pickhammer altogether and go for grabbing the Cutlass Bluetane (with time freeze glitch) or even Skorm\'s Bow (for distance fighting over close range fighting). I haven\'t timed any of these other methods so feel free to find out for yourselves. \n-My endgame fights were also pretty slow. This, on the other hand, was my own fault as I had forgotten where I had to go next and the end result was poor play. I plan to do my run over in a month and hopefully improve to a sub 1hr 48minutes time *fingers will be crossed*. \n-Also, some of the leveling I did in this run could be reduced or even omitted altogether. In all honesty, I believe I went a little overkill on my leveling and that\'s another thing I\'d like to improve in future runs of this game. \n-One more improvement would have to be my end potion count. Also overkill on that one. I\'m sure I could have skipped a few merchants and gotten a better time, but I\'ll again have to leave that to future runs. That\'s about all I\'ve found so I\'m done with it all for now. Enjoy my run.','2005-07-13',0,6660000,12,'Fable_SS_151',1,20,0,NULL),(0,343,NULL,101,'','I\'d like to thank Radix for all of his work on SDA, Ekarderif for recording this run, and several of the members on NMA for suggesting improvements for this run. \n\nThis will be my final run for the game unless I find some major improvements that can be made. There are just too many random factors that can affect the run. There are several major new tricks I use to greatly improve my time for this run, exclusively in the Cathedral. First, I no longer use pickpocketing to acquire keys to open the doors. Instead, I simply lockpick the doors (I\'m not sure what I was thinking for my first run). This cuts out most of the stairs in the game, which I frequently got \"caught\" on during my previous run. Second, instead running out of the Cathedral, I get Jeremiah to kick me out, which teleports me outside. I made fewer mistakes while playing this time as well. You no longer see me counting out how many hexes to move while playing. \n\nThere are only two possible improvements that I know. First, if I knock a technician in the military base unconscious, I can take his robes and skip the Boneyard completely. However, this trick is completely impractical for a single segment run. You would need to be insanely lucky to pull this off. The only other major improvement would be to simply get less random encounters. This is also heavily based on random chance. \n\nAnother possible route would be to go straight to the Cathedral, and set off the bomb there by using science. Then, head towards Necropolis and convince the Super Mutants there to take you to their leader, teleporting you to inside of the military base immediately. This completely eliminates the need for the robes and the key. However, it wouldn\'t be possible to lockpick the doors in the Cathedral, and it would require spending a large amount of time in Necropolis getting to the Super Mutants. This method would also require you to either kill or knock unconscious two supermutants at one time at level one. \n\nAnd now to list a few of the tricks I used so I don\'t get accused of cheating. First, when you manually enter combat, you can freely leave combat as long as you don\'t attack an enemy or end your turn. If you hold down the \'a\' key when you end the combat, you start a new combat with no enemies. It\'s possible to \"sneak\" around all of the enemies in the game using this trick. Second, it\'s important to enter the military base during the day to avoid extra super mutant patrols inside the base. And finally, the vault overseer bug. For some reason, every time I try to record this run, the vault overseer doesn\'t appear at the end of the game. I have no idea what causes this bug, but I have found that examining the bones nearby will cause him to randomly appear behind you and start talking to you. I\'ll just leave this as another unexplained bug in the Fallout engine.','2005-12-22',0,559000,11,'Fallout_SS_919',1,11,0,NULL),(0,344,NULL,102,'','I\'m pretty sure this is the first known recorded attempt at a speed run for Fallout 2, which kind of surprises me given the game\'s structure. Having played it for so long, I knew that the way the game was built would make a speed run very viable, and I think this video reflects that. The run is recorded with the latest offical patch (v1.02), and done from start to finish without any saves. \n\nIt took me a while to finalize the route that I had planned to take. At first, I had planned on going to Navarro and sneaking in to steal the Power Armor that I needed, but in the end it was more time-consuming and much more risky (as almost any random encounter near Navarro is an Enclave Patrol). The route I use in the final version allows me to stay in San Francisco, which also cuts out time wasted from having to watch the first scene with Frank Horrigan, as it will not play if you do not leave the town area of the World Map, even on or past the date when it is supposed to take place. The real risks involved with this run are successfully making the Steal checks, and setting the timers on the plastique (as if you get a critical failure on a demolitions check, they will explode immediately when you exit the inventory menu). \n\nUnfortunately, the program that I used to record this run would not work perfectly with Fallout 2, which resulted in the colors during all of the cutscenes being messed up. I skip all of the cutscenes in the run that I can, so it is not too much of a distraction (the worst being the three still shots of the towns during the ending sequence). There is also a little bit of color distortion of colors that are supposed to be white, resulting in things like green Medical Kits. \n\nOverall, though, I thought it turned out pretty well. I hope you guys enjoy it.','2004-04-21',0,1071000,11,'Fallout2_SS_1751',1,11,0,NULL),(0,345,NULL,103,'','Notes on the video: \n[-][-][-][-][-][-][-][-][-]- \n\nAll of the loading screens before and after each segment were cut out, and the remaining parts appended \"as is\". I also recorded the game menu and final cutscene independently, and later added them to the video. \n\nLow/Normal quality: 320x240, High quality: 640x480. \n\nGeneral notes on the run: \n[-][-][-][-][-][-][-][-]- \n\n- Version used: 1.33, graphic settings set to 800x600, medium quality. \n\n- I chose medium difficulty because it gives you a good balance of skipping enemies and having to fight them. The game is essentially pretty hard, and the last level, Volcano is way harder than the rest of the game (and the AI is incredibly random). That\'s why I chose to renounce my artificial \'one segment per level\' rule and split the level up. \n\n- Autosave happens once in a while, and as far as I know, it can\'t be turned off. Note, that I don\'t use it throughout the run. With the exception of Volcano (2 segments), each segment = 1 level. \n\n- A good deal of time is spent while driving various vehicles, so there is a racing element involved in the run. Throughout the run, I use all of them - buggy, jeep, patrol boat, inflatable boat, truck, forklift (!) and a hang-glider. \n\n- Sequence breaking is a major feature of this run. Using jeeps, plus hill climbing glitch, some pretty good shortcuts were discovered. Also, in the early levels, you do not need to complete most of the objectives at all. \n\n- I tried to utilize every glitch possible. Here are the most noteworthy ones: \n1) Hill climbing: if you rapidly jump towards certain steep surfaces which you can\'t normally get on, you can get onto them. However most hills are a lot tougher to climb than that, they usually require individual approach. \n2) If you get hit after a fade out starts, your armor will be carried over to next level as if you weren\'t hit. \n3) You can \'drive\' an inflatable boat on land by pressing \'use\' quickly to move it. My tests showed that you could go up hills and even fly up with it (\"HL2DQ\" style), albeit not too high. I barely use it in the run (in the beginning of the 14th level), as it slows you down everywhere else. For example, I managed to beat the whole Fort level using this glitch, but the overall time was worse than the current one. What a pity. \n\n- The video was captured with FRAPS, limited at 30 fps (while playing). This fact has created additional troubles, such as: \n1) laggy gameplay (making it super hard to aim, especially with the sniper rifle). The video looks pretty smooth though. \n2) Jeep\'s behavior is different when driving up hills. There were several places, where it seemed that the gear was stuck. I wish I had a manual gearbox in this game :) \n3) In the end of level 13, Cooler you have to wait for water to fill the room, which seems to depend on FPS too, thus I have to waste time. \n4) Some cutscenes played about 0.5 sec after I hit spacebar to skip them, which is annoying. \nIf anyone ever tries to improve this run - here\'s my advice: under no circumstances you should use FRAPS! \n\n- Health is automatically fully restored in the beginning of a level, but weapons and armor are carried over from the previous. The exception is level 19, where you start with none. \n\n- A key element to moving fast is to save stamina when you can, and spend it where you need to (jumping, running past enemies etc.) Stamina is also restored after most cutscenes. Also, if you sprint before a ladder you can climb it faster. \n\n- Heavy weapons affect your running speed, that\'s the reason I spend so much time with a knife or pistol. \n\n- There are occasional gameplay mistakes (particularly in the hard/long levels like Boat, Swamp and Archive). As far as I know, there is a total of about 1-1.5 minutes worth of mistakes in the run, no more. Speaking about my route, I don\'t see any possible improvements, but this doesn\'t mean there are none. \n\n- Here\'s a final list of level times: \n\nTraining - 3:27 \nCarrier - 2:01 \nFort - 2:07 \nPier - 3:47 \nResearch - 2:16 \nTreehouse - 2:44 \nBunker - 1:32 \nSteam - 1:58 \nRegulator - 3:08 \nControl - 3:44 \nRebellion - 2:38 \nArchive - 4:37 \nCooler - 4:36 \nBoat - 8:06 \nCatacombs - 2:35 \nRiver - 4:43 \nSwamp - 7:06 \nFactory - 1:21 \nDam - 2:30 \nVolcano - 2:11 \n\nLevel-specific commentaries, [[]x:xx:xx] indicates time from the video start: \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\n1) Training [[]0:00:12] \n- Skipped all the objectives and headed to the end of the level on a buggy via the most direct route. \n\n2) Carrier [[]0:03:39] \n- Killed a bare minimum of soldiers, avoided the helicopter battle. \n\n3) Fort [[]0:05:41] \n- Switched to a patrol boat since it\'s a lot faster, then drove a buggy to the very top. \n- Skipped battle on the top and waiting for security door to open by jumping on top of the ledges and onto a nearby hill. \n\n4) Pier [[]0:07:48] \n- Skipped blowing up the armory. \n- A strange incident in the end when a soldier whom I needed to kill, fell into water. Cost me a few seconds. \n\n5) Research [[]0:11:36] \n- Nothing to comment here, I beat the level the normal (and only) way. \n\n6) Treehouse [[]0:13:53] \n- Drove a jeep up a mountain for a shortcut. \n\n7) Bunker [[]0:16:37] \n- One of the most intense, kamikaze-like, I\'d say, levels, featuring some knife-action (since it\'s faster). It is possible to jump over the far railing in [[]0:17:05], but I never succeeded in that. \n\n8) Steam [[]0:18:10] \n- A huge jeep shortcut allowed me to shave off more than 30 seconds, I think. \n\n9) Regulator [[]0:20:09] \n- It is possible to skip all of the interiors in this level by climbing up a mountain, but it\'d most certainly violate SDA rule about level boundaries. \n- Jumped over the steam which normally kills you. I\'m almost sure this way was not planned by developers. \n\n10) Control [[]0:23:17] \n- It is possible not to crawl through the ventilation in the beginning of the level, but run through hordes of monsters as they fight each other. I had no luck though, so I\'ve taken the conservative route, wasting ~5 seconds. \n- Performed the steam trick again, this time it deals almost a full health bar of damage. \n- In the end I wasted some time to shoot a \"rocket trigen\" with a minigun. As I found out later, they are harmless if you treat them properly. \n\n11) Rebellion [[]0:27:01] \n- Swapped my vehicle in the middle of the run since a buggy is faster. \n- The final jump over a large gap was quite tricky, but it was worth my efforts. \n\n12) Archive [[]0:29:39] \n- Used a forklift to drive towards the final building and shoot enemies simultaneously. \n- Missed a sniper shot, several seconds lost... \n- For some strange reason, it took me too long to hit the chain in the end, few more lost. \n\n13) Cooler [[]0:34:16] \n- Could have killed some enemies faster. \n- Also see FRAPS problem 3. \n- I end this level with an unbelievably low amount of health, fortunately, the trigens (very passive for some reason) didn\'t hit me. \n\n14) Boat [[]0:38:53] \n- The longest level in the game, hence I let several mistakes slip, such as hitting enemy boat, missing a sniper shot (again!) and 1 rocket launcher shot (out of 10). \n- My boss battle with the helicopter was very good for something that follows ~7 minutes of the segment. Theoretically, I could have shot the helicopter few times while he was approaching me, but it was too risky since I had limited ammo. \n\n15) Catacombs [[]0:47:00] \n- Performed a trick with my trusty jeep and then entered catacombs from above. This way is faster and, more importantly, I saved a pack of explosives. \n- In my first version of this segment I didn\'t enter the catacombs right away, but glitched to the top of the level. AFAIK, this violated SDA rule about level boundaries, so I redid it, losing about 10 seconds. \n- Skipped the PDA and headed directly for the exit, then used explosives there. \n\n16) River [[]0:49:35] \n- This is one of the hardest levels to speedrun because of a tough battle in the end, where you need to kill 11 soldiers (and Crowe himself) in order to proceed. \n- Originally I headed to the right at the very beginning, and reached patrol boat by foot. However, this turned out to be slower than the regular route. \n- Quite flawless boat riding, although I could have changed my vehicle faster. \n- Killed the helicopter while riding the patrol boat, saving 5-10 seconds. \n- In the end, climbed up a hill for a shortcut and a good shooting position. \n\n17) Swamp [[]0:54:18] \n- In my opinion, this is the worst level in the game, as it\'s too linear and you have to wait for Val all the time. And she likes to stop and be distracted by enemies (this happened at least once in the segment, my mistake). \n- I\'ve found all sorts of shortcuts here, but they are of no use since Val can\'t jump or be teleported, and without her I can\'t finish the level. \n- There was quite a close call in the very end, but I used Valerie\'s vehicle as a shield. \n\n18) Factory [[]1:01:25] \n- Skipped the entire level by climbing a nearby hill and heading for the exit. \n\n19) Dam [[]1:02:47] \n- Didn\'t take the weapon at the start because it slows you down. \n- Avoided damage while driving buggy in order to have full armor in Volcano, which is critical. (also see glitch 2) \n\n20) Volcano [[]1:05:17] \n- The first battle may seem disorganized, though in fact it is carefully planned. \n- Krieger sometimes jumped to me earlier, but this happened very rarely. \n- This level was split in two segments by using in-game autosave feature. It happens at [[]1:06:24]. \n- Note that it is not necessary to kill the second mutant with sniper rifle, but you need to hurt him so he jumps away from his position. \n- An unexpected shortcut in the \'pit\'. \n\nThanks to: \n[-][-][-][-][-] \n- Radix, for creating and maintaining such an addicting site. And also for making me improve the last segment by ~2 seconds ;) \n- Everyone who tried speedrunning FC before me: Apathy and (particularly) Nonoce. Nonoce\'s videos showed me not only that a run is possible, but also very good routes for levels 1-7. \n- All the forum members who participated in the FarCry thread and showed interest for my run, thus supporting me. \n- Mike \"Gumby\" Anderson, for the font I was using in the intro. \n- Michael Shepherd-Finch, who wrote the useful \"Far Cry exploration guide\".','2006-01-20',0,4022000,11,'FarCry_10702',21,11,0,NULL),(0,346,NULL,104,'','Faxanadu was one of my favorite games when I was younger. I played through it several times always taking my time, building up for the best equipment and exploring every nook and cranny. Those playthroughs usually took upwards of two weeks, the first much longer than that, and I had to restart more than once due to incorrectly perceived mantras. Back then, the game seemed so big and quite long, and I\'d have never believed it could be beaten in a sitting, let alone inside of an hour. \n\nWell, it can. \n\nFirst off, thanks to the following: [ul][li]Radix, Nate, mikwuyma, and all the rest of the moderators and staff of SDA for making the site what it is, and for processing and hosting this run (why must everyone forget DJgrenola!!!!). [li]Walker Boh for his tool-assisted run. It really opened my eyes to what was possible for this game and I took a bunch of tricks from it. [li]Shiner for his non tool-assisted run. It helped fill in the gaps for routes and tricks from the TAS that weren\'t realistically possible in real time and gave me a bar against which I could measure myself. [li]tmont for providing the console on which this run was produced. An incredibly awesome gesture. Thanks again (for like the fiftieth time)! [li]Red Scarlet and Lokarin for offering tips and ideas on the boards. This run is all the better for it. [li]Everybody else who swung by the thread with words of encouragement (you know who you are). [li]My girlfriend for putting up with my strange hobbies. [li]And my mom, for finding the cartridge for me.[/ul] \n\nAs for the run itself, it took me about 2 months to produce, and during that time, it underwent several route changes and purchasing plans. In those regards, I think what I ended up with is about ideal. There were a few places where my execution could\'ve been better. I think with this route, a time under 36 minutes would be possible, but it would have to be pretty close to perfect. On the whole, I\'m very happy with my time. \n\nI think the run speaks fairly well for itself for the most part, but there are a few points that I think need a little explaining. \n\nI admittedly don\'t fully understand how the item drops in this game work. At multiple points in the run you\'ll see me entering and exiting rooms repeatedly to rig one up. I know for a fact that the number of times it is necessary to enter each room is based on the route taken to that point (my last route change did change the number for one of them). Also, there were a couple of places where if I was knocked onto a screen I didn\'t mean to enter, it would throw the counts off for the rest of the run. However, some other screens would leave the counts unchanged. What I don\'t know is how exactly the game tracks this, but all I really needed to know was how many times I needed to reset a given screen for my route. As long as I didn\'t deviate from it, the numbers remained static. \n\nFor those that don\'t know, the Hourglass is what stops the King Dwarf from shooting fireballs. I\'m not sure if the programmers intended for it, but it works. Without a shield, it\'s pretty much necessary to beat him. \n\nYou might notice the extra Hand Dagger in my inventory when I equipped the Dragon Slayer. I have no clue where it came from or when exactly it hit my inventory, but it also happened to both Shiner and Walker Boh in their runs. I\'m guessing it\'s just a glitch. \n\nIf you\'re curious as to what I was thinking every step of the way, you can go on to read my extended comments. If not, you can stop here. Hope you liked it. [hr]Extended Comments [ul][li]Eolis \n\nI clocked tons of resets here believe it or not, largely due to the fact that I was being extremely picky this early. You\'ll notice that I don\'t lose my walking speed anywhere here until the hopping skull at the end, which is harder to do than it looks, especially at the King and the first two shop trips (if you look really close between transactions you\'ll see I\'m still moving). \n\nAs for the action itself, those Red Potions I buy are the only ones I get all game, and they conveniently let me spend all my money so I can hit up the King twice. The fact that I do this makes my run unacceptable by Twin Galaxies standards, but oh well. There is really nothing else of note here. \n\n[li]Tower of Trunk \n\nThe stretch between Eolis and the first town is one of the hardest parts of the run due to my tiny lifebar. The hopping skulls are one of the most random enemies in the game (most of the others either charge you or follow a set pattern) and it only takes a few hits for a reset. I do pretty well through here for the most part. Ideally, I don\'t get hit at all before I get to the screens with the zombies in my path. If that happens I have enough health to suck up a hit from both of them if I fail to jump them cleanly (and jumping them isn\'t easy). As it stood here, I had enough health to get hit once, and I don\'t try to jump the first one because the spiked crawler on the screen with the second one makes it harder to navigate if I have to kill him. A couple seconds lost, no biggie. Hit up the hospital in the town and it\'s smooth sailing to the tower. \n\nMy only real gripe with the tower was the slight difficulty I had getting on the ladder right before I got the Hourglass (which is much less out of the way than the one Shiner got by the way). Other than that, this place went pretty well. The only actual farming I had to do took place here, and outside of one gimpy kill of the goat thing on the way out, it all went smoothly. \n\n[li]Springs \n\nI have a pretty good run to the next town, which is great since that stretch does contain one of my problem screens (the one with the two flying things and a hopping skull can be a huge pain). In town, I buy my sole equipment upgrade until the endgame in the form of the Long Sword and the only pair of Wing Boots I actually pay for, though I lose my speed after shopping at the tool store (the jump is in frustration). From there I hit the Spring in the Sky, which the game actually wants you to get second, but this way I only have to go to the Tower of Fortress once as having this spring activated is the trigger for getting the Joker Key. The stretch from town to the Spring and back to the dungeon could\'ve been a little faster, but not much so, and I still have the Wing Boots as long as I need them. \n\nIn the tower itself, both Shiner and Walker Boh only got one pair of Wing Boots, each a different one. I get both as it saves me from buying a pair (and a large chunk of time) later on. This place went fine with the exception of the cobra on my way back from the first pair of boots. I missed the hit as I was falling to his level, which cost me a little time and made me use my Elixir a little sooner than I wanted to. Other than that, no real complaints. \n\nThe Joker Spring went great; I normally take at least 3 hits from the wyverns but got through with only one, which helped to offset the early use of the Elixir. My only gripe is that I lost my speed at the guru guy, but that\'s only a tiny mistake. \n\n[li]Mist \n\nBefore getting to Mist proper, I suffer another tiny error as I gimp out a little on the ladder after I got the ointment, but it didn\'t cost enough time to prevent me from running by everything I needed to with the invincibility. Nothing to do in the first town, so I run right through. The stretch to the second town goes pretty well except for the first room I have to enter going up a ladder. The damage is unavoidable, but ideally, I would kill the floating eyeball that hits me. Since I didn\'t, I needed to take a little time out to kill a second tiny swordsmen on the screen with the building I get Wing Boots from in order to afford the King Keys I\'m about to buy, which costs me a few seconds. \n\nThe next bit where I have to use the Wing Boots is one of my favorite parts of the run. It\'s really not all that hard to do, but I think it looks rather impressive. I work my way to the next town quickly, hit up the guru to rig up my first use of death abuse, throw an item in hand for inventory space, buy up 4 King Keys (which are the last things I need to buy in the game, money is now obsolete), and book it to the shortcut in the screen after town (which I can\'t take credit for finding, didn\'t know about it until after I watched the TAS, which Shiner\'s run predates and he used it too). From there, there\'s nothing really eventful until the tower. \n\nBefore I watched Shiner\'s run this place gave me lots of trouble. Afterwards, I found out about the Ointment on the third screen and that makes things tons easier. The brief pause I make before exiting the first screen is intentional as it lets me run straight through the next one (the mace guys\' feet don\'t hurt you when they\'re jumping). Also, it\'s faster to go up the ladder on the screen with the wyvern and fall than it is to navigate both ladders on that screen. The fight with the demon dog could\'ve gone better. If it looks like I\'m hitting him way more times than seems possible, keep an eye on my magic meter. I\'m really rapid-firing him with Deluge (you can produce a new shot the instant the first finds a target), and with this technique it\'s possible to kill it in one jump, but two is much more common. I don\'t mind the fact that he hit me, since I had to kill myself right after anyways, and I still had a lot of health, but I wish he hadn\'t gotten away from the corner. A couple of seconds gone there. Once he\'s dead it\'s off to kill myself for the first time. 3 hits isn\'t quite ideal, but about par for the course here, and using death abuse here saves about 10 seconds on walking. It\'s certainly not a huge timesaver, but it\'s a timesaver all the same. \n\nThe last bit in Mist could\'ve gone better. I\'m a little upset that I didn\'t get a double hit on the blue guy on the screen where I got my last pair of Wing Boots, another couple seconds gone. Also, while it didn\'t actually cost me any time, I almost forgot to put an item in hand before I got the Ace Key, and that would\'ve been a reset (I\'d have still gotten the Ace Key, but it would\'ve replaced the bottom item in my inventory, which is no good). Fortunately, I only almost forgot, and got to Branch without a hitch. \n\n[li]Branch \n\nSmooth sailing in the beginning (even nailed the tricky jump in the room after the first ladder on the first try). No complaints until the first demon dog. Again, I was hoping to get him on the first jump, but he survived until the third, and what\'s worse, he hit me twice. That forced me to play the room after him a little more carefully than I usually do. Yet a few more seconds down the crapper. I also missed the jump over the poison on my way to town. That jump is really hard to nail, so I\'m not too disappointed with that, but it would\'ve certainly been nice to make it. Then it\'s off to town to rig up death abuse part the second. For those of you with elite pausing skills you can pick up a mantra that will dump you right there (you\'re welcome). \n\nFrom there it\'s off to the Battle Suit. No real gripes with the trip there. The room right after the second door could\'ve gone better, as could\'ve the demon dog fight, but getting him on the second jump isn\'t bad at all. I also had more health than I would\'ve liked when I tried to kill myself (in this instance 3 hits is definitely not par for the course). This time around, death abuse saves loads of time, probably 2 minutes easy. \n\nMore than once I\'ve forgotten to get the ring after my resurrection, but fortunately not this time. I\'ve had cleaner runs to the next town, more than one ugly little error on the way, but nothing too time consuming. However, there was some good here. I nailed the room I screwed up on my way to the Battle Suit and got lucky in the room with all the ladders as the teleporting thing didn\'t get in my way. After the town it\'s just a straight shot to the door to the fortress, no hang ups there. \n\n[li]Fortress \n\nThings go pretty smooth all the way to the King Dwarf\'s dungeon, including the screen with the 3 jumps and the 2 hornets (that screen has killed several promising runs). The Wing Boots save a little time getting to the dungeon, but where they really shine is inside. They allow me to fly down the ladders (even though I don\'t dismount one of them too smoothly), make the jumps by the flying squid a non-issue, make it so I don\'t need to be lucky to get by the ghost generator quickly, and help to bail out a less than optimal start to the King Dwarf fight. The hourglass is the only thing that makes it winnable (stops his fireballs), but the boots definitely helped to kill him faster. Ideally, I whack him with my sword before he starts rising and again before he\'s out of jump range, which corners him. Since I missed the first swing I had to fly after him and almost manage to corner him with Deluge before he swooped again. Without the Wing Boots, he wouldn\'t have died until at least late in the third swoop. With them, I almost got him on the second even after the initial errors. It wasn\'t an ideal outcome, but it could\'ve been much worse certainly. \n\nAfter the fight, I stutter step in my inventory (meant to equip the sword first, threw me for a second), and we get the premier glitch in the run in the form of the second Hand Dagger. Where it came from, I don\'t know exactly, but like I mentioned earlier, it appears in both other runs of the game I\'ve watched. The rest of this dungeon goes smoothly. I didn\'t really need the Red Potion when I used it, but since I had a fair amount of health, it took less time to use it then, and I didn\'t have enough life to get through the game, so I did need it at some point. The only other real thing of note that happens here is on the screen before I exit. I\'m not sure how I killed both hornets with one shot of magic. It\'s never happened before, and I\'m guessing it\'s a glitch. Maybe saved me half a second. \n\nThe rest is mostly uneventful. I use the Wing Boots when I do so that I can climb the ladders faster. The only real mistake on the way is in the first room of the last dungeon. I stop flying just a split second too soon and miss the edge of the platform, and I lose a couple seconds as a result. Just for the record, I knew about this particular shortcut before I watched the TAS, found it myself way back in the day, and it\'s a good one. Thanks to the ointment, the last boss is a pansy, and goes down quite easily. Cue the ending which is pretty short and doesn\'t have credits like many games this old. \n\n\'What a restless guy!\' Indeed.[/ul] \n\nIf you read all that and still have any questions feel free to hit me up on the boards. Thanks for watching!','2006-12-11',0,2184000,11,'Faxanadu_SS_3624',1,8,0,NULL),(0,347,NULL,105,'','Phew, finally! I never thought that the lowest difficulty available in a game can be this hard. Of course, completing the game on this difficulty level is child\'s play, but like always, the problem occurs when you\'re trying to finish it as fast as possible. Most of the levels had to be split into two segments just because of the sheer randomness of the AI. 50% of failed attempts were the fault of enemies running straight into me. The other half, as funny as it may sound, had to be redone because of poor health. Health management plays a big role in this run, you know :). As for which segments were the hardest ones, well, I can\'t tell. One thing I do remember is 9-2 being the only easy segment in the run. [ul][li]Interval 01 - Inception: Point of origin \n\nMy main and only goal in the first level was to knock down the lock with only one shot. After some tries it got to me that I can\'t force Jankowsky to start his speech immidietly after entering the room. Jumping appeared to be the fastest solution (after Jankowsky turns fully around), but it was still almost a second slower than in the extreme difficulty run. This game can play nasty tricks on you. \n\n[li]Interval 02 - Initiation: First encounter \n\nI start off with glitching onto the fence from which I can jump over a cutscene trigger, saving a minute. This level was really frustrating (like all of them, doh) because after doing this trick I still had three minutes of playing before me, which translate to five AI luck manipulation spots. Health didn\'t play a role in this level up until the last enemy squad which can deal a fair amount of damage even on the easiest difficulty. \n\n[li]Interval 03 - Escalation: Infiltration \n\nWith a low success rate for the bridge glitch actually saving any time, and six AI manipulation spots where two were almost impossible to get right, this level was a real horror. I ran out of patience, that\'s the only reason why this one got split into two parts. \n\n[li]Interval 03 - Escalation: Heavy resistance \n\nThis is the part where I start abusing the heavily overpowered melee system of the game. This is also the first time when I use the crouch glitch to save a couple of seconds. Somewhere at the end I pick up the shotgun, I\'ll need it later in the game. \n\n[li]Interval 03 - Escalation: Bad Water \n\nI skip the whole fighting part of this level via a glitch in the engine that allows me to stand on every solid object, no matter of the size or shape of it. A hanging lamp becomes my partner in crime here. \n\n[li]Interval 03 - Escalation: Exeunt omnes \n\nNear the beginning, I use all my medkits to get through the electricity early. It\'s all about shooting after that part. This level could have been slightly faster if only the last fight would work the same way every time, which obviously doesn\'t. I always reload the shotgun after the big guy because each of those two guys on my right [[]u]always[[]/u] went in a different direction and I had to shoot at them from quite a distance. The situation that you can see in the video never happened to me before. Damn those bots are stupid... \n\n[li]Interval 04 - Infiltration: LZ is hot \n\nAfter a one minute cutscene (which you have to stare at every time you want to redo this segment), I have to deal with more than ten random position guys. Which basically forces me to split this level into two. At the end I found a funny way to make it into the end-level trigger in only one jump. \n\n[li]Interval 04 - Infiltration: Watchers \n\nThis is the first place where I use the wall climb glitch. Combined with a nice long tunnel where you should crawl through, but instead I just use the crouch glitch, more seconds were shaved. I also save another second with, after Mapes finishes his speech, forcing the door to open the other way. Some time after you see Mapes, I make an use of the lean glitch to activate the security switch through a window. \n\n[li]Interval 05 - Extraction: Bishop \n\nYeah, Bishop my ass. With my route, you\'d never see how the guy looks like. As for the route, I glitch up to the second floor making a fool of the whole enemy squad surrounding the area, just like the squad after this one, and the one following that one, and... \n\n[li]Interval 05 - Extraction: Blindside \n\nI got really lucky with enemy positions through the entire level. I saved my medkits to get through the fire early in the basement, health well spent I\'d say. The trick for the last part was to stun the guys on the lift as fast as possible and activate it while being still outside. \n\n[li]Interval 06 - Interception: Sayonara, sucker \n\nThe hardest part here was the corridor with a lot of enemies, after you see Mapes. Usually, the grenade kills just one, maybe two, the survivors just run around like rats, blocking your way. So basically you have to clear your way with jump kicks or slides. Somehow, it worked different for me, my nade killed almost all of them which saved a lot of time. A while later, while going out of the basement, I shoot at the guy crouching behind a shelf so he doesn\'t slowly walk away from me when I get closer, blocking my way. \n\n[li]Interval 06 - Interception: Unauthorized personnel \n\nThis level got split into three parts because of that difficult wall climb spot. Attempts in which I made it to the upper floor were really rare, let alone getting up there while loosing only two medkits. The third segment was also a bitch because I wanted to save as much medkits as possible. It worked out a little too well I\'d say. \n\n[li]Interval 06 - Interception: Afterimage \n\nFinishing the first segment with six medkits required a lot of luck. Getting through the second one while not getting blocked by morons is indeed a true miracle. Five medkits at the end of the level was a nice surprise that a \n\n[li]Interval 07 - Redirection: Alice Wade \n\nThe longest, most boring level in the game. The main goal is to get to Alice, trigger her early, and get to the end of the level. You can force her to start talking sooner with... Well, I really can\'t tell, it appeared to be random at times. I had the impression that turning your back at her works like that. Because of the randomness of that trick, and because it was my fastest attempt at this trick (the one in the video), I left a small mistake at the end of the segment because trying to redo it would count as overkill. After the elevator bit, when you have to turn it back on, I use the lean glitch to speed up the process by some seconds. \n\n[li]Interval 07 - Redirection: Flight \n\nThe thing worth mentioning is the laptop teleport glitch. It\'s probably the most frustrating trick in the run not only because it\'s just damn random, but because you get to that part after almost two minutes. And maybe it\'s worth mentioning that, at the parking lot, I threw grenades in front of me to make the enemies panic or maybe even stun one or two. Low health, you know. \n\n[li]Interval 08 - Desolation: Urban decay \n\nBefore the mech fight, I switch to the shotgun before sliding into three replicas. Why? Because no matter for how long I practiced, I just couldn\'t kill all three of them with only one slide (I always got \"stuck\" on the third guy). So basically after that slide, while standing back up, I used the shotgun to blast the last guy. BUT, of course, after I was doing my very last attempt at this segment (wanting to improve it by five frames), I nailed all three of those soldier asses in just one slide. It may look stupid in the video (that I take out the SG before sliding), but it\'s really way faster than my any other attempt. Anyway, after the mech there are still some tricky gaps to jump above and a quick run through the corridors, straight to the end-level trigger. \n\n[li]Interval 08 - Desolation: Point of entry \n\nHealth was my only problem here, and maybe that spinning wall-door at the end got me pinned in place a couple of times if I entered through it to fast (while it was still spinning). Damn random glitches. One of the fences, at the last room with the lift, isn\'t solid so I can jump right through it, down to the end-level trigger. FUNNY SHIT: At ~0:59:05 I kill one ATC guy with a slide and he disappears, ok, but look closely at the spot slightly on the right of the steps at ~59:18. Win. \n\n[li]Interval 09 - Incursion: Lapdog \n\nThere\'s a nice wall climb spot after the first checkpoint, using it saves tons of time. After that it\'s pretty much a straight run to the end, except for that small glitch that lets you get through a gate that is supposed to close. Well, with a little help it doesn\'t :). \n\n[li]Interval 09 - Incursion: Bypass \n\nThat\'s the level that I\'m most proud of. It got completely destroyed with the help of wall climbing and clipping glitches. I can\'t really describe it, you\'ll have to see it for yourself. \n\n[li]Interval 10 - Revelation: The Vault \n\nAfter all those spirits in the dream world, when you get a chance to kick Fettel\'s ass, I shoot after the character stops moving by itself because if I\'d shoot him sooner, my man would walk at the opposite direction that I need to go by himself for two or more seconds. After the scene where you encounter spirits in the real world for the first time, I use a wall climb spot to skip a chunk of the level. \n\n[li]Interval 11 - Retaliation: Ground Zero \n\nIt\'s straight forward as hell. I just run in straight lines, running into every spirit in my way and skipping all items (the medkits that I pick up are literally in my way). The repeating cannon is all I need for the last fight because with it I can take out groups of spirits with single shots. I got really lucky at the last corridor where spirits are comming at you in real time (w/o the slowmo), usually a couple of them will still fly right into me but it didn\'t happen this time. Again, looks stupid, but ends up being faster.[/ul] \n\nSo that\'s it. I\'d like to thank the whole SDA staff. And I have to give credit to flechette and DaleLewill for some tricks/glitches that I used in my run.','2007-08-12',0,4016000,11,'FEAR_low_10656',35,11,0,NULL),(0,348,NULL,105,'','The SDA staff and those who wanted to see this run are the ones to thank. First of all, sorry for using 7000x4500 resolution, FSAA and everything else set on max/on. The graphics are so stunning that you won\'t be able to hold up with whatever happens in the run, thinking about what my PC specs are. I\'m just used to playing like that, yeah, every game. I also usually play everything on the easiest difficulty level, but something made me play this one on the highest possible (it still haunts me, you know). I\'d rather stick to what was planned instead of fight with the randomness of this game (that\'s why I\'ve split most levels into two or more segments). On lower difficulty settings you can just run infront of god knows how many clones and you\'ll end up loossing less health than I loose taking one shot from a machine gun (still, with segmenting and heavy luck manipulation this could be pretty much avoided). \n\nSome things that I feel like commenting on (everything else is pretty much clear and obvious): [ul][li]~00:00:50 \nYou can glitch through some \"solid animations\" simply by jumping into them (this is the only place where it can save time). \n\n[li]~00:04:15 \nYou can glitch into some objects (considering that this guy is an object) by pushing and jumping into them. By push and jump, I mean hold the walk button, tap the forward button once and jump at the same time. You should end up being stuck in that object. In this particular case, I jump in order to get out of this guy, and eventually get pass the gate w/o opening it first. \n\n[li]~0:08:35 \nBridge glitch, I don\'t know how and I don\'t know why it works. You just jump on the bridge while it\'s still rotating and it just happens. \n\n[li]~0:08:40 \nYou won\'t die if you touch the pipes while falling. \n\n[li]~0:14:40 \nCrouch glitch, you can run in areas where you usually should crouch to get pass through. Just crouch and when you\'re about to enter a hole/vent/whatever, release crouch and press forward immidietly after that. You\'ll see more of this later. \n\n[li]~0:16:00 \nYou can stand pretty much on everything (Havok ftw) no matter if it was intended or not (unless it isn\'t solid of course). \n\n[li]~0:22:30 \nThis is the first place where I climb a wall, there will be more of this and I\'ll explain it only once so pay attention. Here\'s what you do: \'hug\' to a climbable* spot and start jumping. Easy? Guess what, it is. *Climbable spot: this particular type of pillar and some certain wall angles. Oh, I almost forgot to tell you that doing it at this spot prevents some assassins from spawning which saves time overally. \n\n[li]~0:24:15 \nThis is how bad clipping can get in a game, you can lean through walls. \n\n[li]~0:27:05 \nI don\'t really know how to explain this one as I still don\'t know how to do it every time so I don\'t know how it works exactly, you just jump up there. \n\n[li]~0:37:25 \nI don\'t really know why, but I couldn\'t get up the pillar in one try unless I jumped super slowly which usually left me dead because of the skipped clones. I know what I\'m talking about, I\'ve tried this one for like two hours straight (which translates to like 500 tries) and gave up eventually. It\'s even more strange because I could do it every time on my slower PC. \n\n[li]~0:52:15 \nLaptop teleportation = fun. I could do it as intended almost every time when not recording but with fraps I usually got teleported in a random spot by standing or even getting close to the laptop. This trick is so hard that I even left a missed jump in the vid. \n\n[li]~1:05:40 \nThe fence on the 2nd floor isn\'t solid so I can just fall right into the next level trigger. \n\n[li]~1:07:35 \nKilling those two ATC\'s before they hide behind the corner prevents the gate from closing. \n\n[li]~1:08:45 \nI don\'t know why but my game froze every time I got to that spot, before Harlan finished his speech, this jump solves the problem. \n\n[li]~1:09:00 \nYou can glitch into every box shaped object by getting on its corner and crouching rapidly. I mean you can get into this object walls with this, but if the object is higher than you (if you don\'t jump above the object), you can slowly work your way into it by taping forward+jump once, pressing crouch after stopping, and by tapping forward+jump, and by ... And on, and on... \n\n[li]~1:10:30 \nI didn\'t shoot Paxton until I stopped moving because if I did something would force me to move at the opposite dirrection that I need to move for a while.[/ul] \n\nYeah, that\'s all that I can think of right now. I forgot to thank Apathy for his FEAR run, great work mate. Also I\'d like to thank flechette and DaleLewill for finding some of the tricks/glitches that I used in my run.','2007-06-04',0,4555000,11,'FEAR_extreme_11555',38,11,0,NULL),(0,349,NULL,106,'','The speedrun improvement that the world has been awaiting for so long has finally arrived. For a long time, the people clamored: \"Hey, vgmrsepitome, we need an improvement of Felix the Cat, and we need it now!\" At first, I declined, saying, \"No, I mustn\'t. Felix the Cat for the NES is an anathema to me, a force so powerful I dare not provoke it. Felix the Cat exists on a higher plane, and were I to attempt a speedrun, I would be overcome by the game\'s unfathomable magnitude, its undeniable ability to invade the mind and taint the soul. I would emerge as a delusional wisp of a man, desperately clinging to a tattered heart and a battered will.\" \n\nBut the clamoring of the people persuaded me. I abandoned all hope and selflessly plunged into the miasma of Felix the Cat. \n\nKidding aside, Felix the Cat is one of the easiest NES games to beat. But it is not as easy to speedrun as it might look. (However, Felix\'s effective, fun-to-use star-aura attack does make it easier.) \n\nI used bag shortcuts in stages 2-2, 2-3, 3-1, 3-2, 5-1, and 5-3. In marth1\'s 26:03 speedrun (which was recorded on November 25, 2005), some of the bag shortcuts were missed. Using all of the bag shortcuts allowed me to save a significant amount of time. \n\nFelix gains magic power by collecting hearts and milk bottles. Felix\'s magic power is represented by the hearts in the upper-left corner of the screen. Felix\'s remaining hearts count down at the end of each stage, which wastes time. (That\'s why I purposely didn\'t obtain any hearts in stage 1-1.) I tried to have as few hearts as possible at the end of each stage, but trying to do so was usually not worth the effort or the risk. Excepting stage 5-1, I had fewer hearts or the same number of hearts at the end of each stage as marth1 did in his run. \n\nStages 2-1, 3-3, and 5-2 are flying stages. I spend time collecting Felix heads in these stages because that\'s how I get the plane, and the plane flies faster than the hot-air balloon and faster than Felix-with-umbrella. As an example, if you use the plane to fly through stage 5-2, you can get a time of 181. But if you use the hot-air balloon or Felix-with-umbrella, you\'ll get a slower time of 169 (the onscreen timer starts at 250 and counts backward). Ideally, I would end stage 3-3 with the plane because then I would start stage 5-2 with the plane. But in my run, the boss in 3-3 hit me, which caused me to lose the plane. So I had to start 5-2 with the hot-air balloon. \n\nStage 6-1 is probably the hardest stage to speedrun. The current pushes you backward, and if Felix is positioned at a certain level on the surface of the water, he won\'t jump when you push the button. These two problems (combined with dodging spitting fish and maintaining enough hearts to keep the dolphin) make speedrunning this stage an awkward experience. I was a bit cautious and a little sloppy, but I was able to beat marth1\'s time on this stage by nine seconds. \n\nStage 8-1 is a bit tricky. You can\'t let your heart supply become exhausted; if you do, Felix\'s spacecraft will disappear, and Felix will die (which is fun but not advised during a speedrun). Luckily, I discovered a certain cloud that, if shot three times, disgorges a power-up that replenishes Felix\'s heart supply. \n\nDuring the ending, Felix and Kitty are finally reunited, but Felix\'s efforts to rescue Kitty are all for naught because Felix snorts a little too much catnip and crashes his spacecraft into a planet, thereby killing himself and Kitty in a massive explosion. The end. \n\nIf you have questions or comments, e-mail me at egmlover AT hotmail DOT com.','2007-09-05',0,1489000,11,'FelixTheCat_2449',1,8,0,NULL),(0,350,NULL,107,'TNT\'s [i]Evilution[/i] maps.','[table][tr][td]01[td]system Control[td]0:45\n[tr][td]02[td]Human BBQ[td]1:25\n[tr][td]03[td]Power Control[td]1:36\n[tr][td]04[td]Wormhole[td]0:27\n[tr][td]05[td]Hangar[td]2:07\n[tr][td]06[td]Open Season[td]2:47\n[tr][td]07[td]Prison[td]1:03\n[tr][td]08[td]Metal[td]3:17\n[tr][td]09[td]Stronghold[td]4:03\n[tr][td]10[td]Redemption[td]1:52\n[tr][td]11[td]storage Facility[td]0:27\n[tr][td]12[td]Crater[td]0:47\n[tr][td]13[td]Nukage Processing[td]1:28\n[tr][td]14[td]Steel Works[td]2:20\n[tr][td]15[td]Dead Zone[td]0:36\n[tr][td]16[td]Deepest Reaches[td]1:31\n[tr][td]17[td]Processing Area[td]0:58\n[tr][td]18[td]Mill[td]3:00\n[tr][td]19[td]Shipping/Respawning[td]1:20\n[tr][td]20[td]Central Processing[td]3:41\n[tr][td]21[td]Administration Center[td]3:32\n[tr][td]22[td]Habitat[td]0:29\n[tr][td]23[td]Lunar Mining Project[td]0:43\n[tr][td]24[td]Quarry[td]0:37\n[tr][td]25[td]Baron\'s Den[td]2:22\n[tr][td]26[td]Ballistyx[td]2:21\n[tr][td]27[td]Mount Pain[td]3:14\n[tr][td]28[td]Heck[td]2:41\n[tr][td]29[td]River Styx[td]2:14\n[tr][td]30[td]Last Call[td]1:51\n[tr][td]Total[td][td]55:34[/table]\n\n01: The awesome tyson-style start level. :)\n02: I still don\'t like this map much.\n03: I grew to like this map more during the 30ev recordings. It plays similarly to map09 with low level monsters in tight corridors.\n04: A very short level, just run up the stairs, run back down and exit.\n05: This map is OK.. at least nothing can go wrong here.\n06: Another corridor/weak-monster map, this one is also fun, IMO. :)\n07: Not a tough map, with some extra cells to be picked up here.\n08: My least favorite episode 1 map.. still, I ran it faster in this movie than I ever did in my ev01 attempts. :)\n09: I love this map! Probably my favorite from episode 1 after map01, it\'s just fun to slice through armies of formerhumans/imps.\n10: I get a ton of cells here, which will pay off even a long time from now.\n11: A short level with a soulsphere!\n12: Another short level with.. nothing! A whole lot of nothing.. that red key area is waaaaay too empty.\n13: Another short level, only a bit tougher. The end in particular can drain your health quickly sometimes.\n14: A map similar in ugliness to map08, only with more slime.\n15: Damn, did something really stupid and owned myself with a barrel here. I had To find more health to make sure that I survived the beginning of map16.\n16: Not much trouble here, since a megasphere is just what I needed after map15. :)\n17: No troubles here, with a 200% armor and more cells for the taking.\n18: I lost an attempt at the end of this one when the cyberdemon sat on the exit and fired continuously.. I take a short sidetrip to an invincibility to fix that problem. :)\n19: Another map with a free megasphere for the taking.\n20: This map is long, but doesn\'t pose a problem unless I ended up having low health at the end for some reason.\n21: Ouch, this map can be trouble.. I take a little time here to grab a megasphere and make sure I get out alive. :)\n22: I like this map for the 240 free cells (and a soul sphere at the start if I need it), but there\'s something about this level that just creeps me out.. Legend has it that the ghost of a doom god roams the poorly designed hallways of this level.. some call it the \"Dashiva,\" while others claim it\'s just a crack-smoking monkey.. we\'ll never know for sure..\n23: An easy map unless something weird happens.. I actually ran right through the exit in one attempt and got clawed by the baron on the other side. :)\n24: This map is short, but I take my time to kill the revenant at the blue key from below, just in case. He can actually punch you to death while you\'re waiting for the elevator to rise sometimes.\n25: Ugh, ugly map with dark passageways.. but at least I finally get the BFG here.\n26: Ugh, an even worse map than 25.. I lost an attempt here because the level caused the game to crash, so I got a little nervous while running through that one area.\n27: This might be the toughest map from the whole thing, since rushing it can result in an agonizing death. I take my time to clear out the hallways after the blue key.\n28: This is the only episode 3 map that I like, it\'s design is interesting enough. I lost an attempt at the red key, so I wake the revenants and let them move out of the way first before running back out.\n29: An easy map, and the extra cells allowed me to take down the spiderdemon quicker and handle the yellow key area more safely.\n30: Kinda stressful for an end map, even if it\'s easy. I am never sure about the beginning part, plus I almost get knocked into lava early on, but I finished regardless. :)\n\nI\'m pretty satisfied with the way this run turned out. Not a lot went wrong and I didn\'t have to make too many side trips to stock up on health/ammo. Enjoy the run, because I think at this point that I\'m done with evilution. :)','2002-02-17',0,3334000,11,'FinalDoom_TNT-Evilution_UV_SS_5534',1,11,0,NULL),(0,351,NULL,107,'Dario and Milo Casali\'s [i]The Plutonia Experiment[/i] maps.','[table][tr][td]01[td]Congo[td]0:52\n[tr][td]02[td]Well of Souls[td]0:59\n[tr][td]03[td]Aztec[td]1:20\n[tr][td]04[td]Caged[td]1:11\n[tr][td]05[td]Ghost Town[td]0:43\n[tr][td]06[td]Baron\'s Lair[td]1:32\n[tr][td]07[td]Caughtyard[td]0:26\n[tr][td]08[td]Realm[td]2:02\n[tr][td]09[td]Abbattoire[td]1:57\n[tr][td]10[td]Onslaught[td]0:33\n[tr][td]11[td]Hunted[td]0:59\n[tr][td]12[td]Speed[td]3:02\n[tr][td]13[td]The Crypt[td]1:44\n[tr][td]14[td]Genesis[td]1:06\n[tr][td]15[td]The Twilight[td]1:13\n[tr][td]16[td]The Omen[td]0:45\n[tr][td]17[td]Compound[td]1:57\n[tr][td]18[td]Neurosphere[td]0:29\n[tr][td]19[td]NME[td]1:36\n[tr][td]20[td]The Death Domain[td]1:44\n[tr][td]21[td]Slayer[td]0:37\n[tr][td]22[td]Impossible Mission[td]1:33\n[tr][td]23[td]Tombstone[td]2:30\n[tr][td]24[td]The Final Frontier[td]1:31\n[tr][td]25[td]The Temple of Darkness[td]2:02\n[tr][td]26[td]Bunker[td]0:56\n[tr][td]27[td]Anti-Christ[td]1:11\n[tr][td]28[td]The Sewers[td]2:10\n[tr][td]29[td]Odyssey of Noises[td]1:26\n[tr][td]30[td]The Gateway of Hell[td]1:06\n[tr][td]Total[td][td]41:11[/table]\n\n01: The run is 1 second faster already.. woo!\n02: Same troubles as before here.\n03: I don\'t like these hallways anymore than I did before. :)\n04: Stumbled a little at the start, but still improved the original time by playing much less safe here.\n05: Same run as before.. I like playing this level. :)\n06: I think that this level is my favorite from the entire wad. It\'s just a fun level to finish.\n07: Another favorite, even if it\'s a short one.\n08: I favored a new tactic at the end where I eliminate the archvile/revenants on one side of the exit. It seems like I can never exit without getting pounded.\n09: Made a nice improvement to the previous time here. The end of this level can still be pretty exciting. :)\n10: Played less safe here by dodging the revenants rather than killing them first.\n11: I\'ve learned from experience that if the archviles wake up, your life can be a living hell.. I would waste cells/rockets/health/armor just trying to get out.. and you want all of that for map12. Thankfully, they stayed asleep here. :)\n12: I actually tried a new strategy here that I didn\'t use even in the episode run. It allows me to save cells I would normally waste killing the cyberdemon. I also perform the trick jump at the end.\n13: The same run as before, only slightly faster this time.\n14: The route I used in the episode run helped a lot here.\n15: Another route unchanged, just played less safe again.\n16: A little trouble at the end, since the archvile was off in happyland and didn\'t want to boost me to the exit.\n17: Same route, only faster again.\n18: Got the archvile jump on the first try, yay!\n19: Played less safe once again.. that cyberdemon is still making me waste cells. :)\n20: Had a little trouble at the end trying to get the barons to destroy the barrels.. eventually just said the hell with it and did it myself, waking the revenants. I came REALLY close to death here. :)\n21: Still shaky from the end of map20, but it went faster than usual. :)\n22: Got beat up at the red key, but escaped without any major losses.\n23: Didn\'t miss any switches this time. :)\n24: The cyberdemon spared me this time, allowing me to stay very healthy for map25.\n25: Wow, this time is a personal record for me here.\n26: A routine run.. that megasphere kicks ass.\n27: Missed the invincibility the first time, but snagged it before I got myself killed like in a previous attempt. :)\n28: Same run, only this time the monsters stayed asleep near the end!\n29: Same run again, only more confident than before.\n30: Took down the boss faster this time. :)\n\nWow, I\'m quite happy that I managed to get this run. :)\nThis is my fourth successful 30pl total.. the first being the 46:54, the second a 42:26, the third.. well, the third sucked bad because map20 royally screwed up.\nEnjoy the run, because I think this will be my last attempt for a while. :)','2002-02-11',0,2471000,11,'FinalDoom_Plutonia_UV_SS_4111',1,11,0,NULL),(0,352,NULL,108,'','First, I would like to thank my friend Kyle for lending me his working cart, [a http://persona-world.com/]Persona[/a] and [a http://speeddemosarchive.com/]Radix[/a] for hosting, Ben Siron (BSiron) for his now 11-year-old [a http://www.gamefaqs.com/console/snes/game/522596.html]algorithms FAQ[/a], and Peter Tiernan for his [a http://www.archive.org/details/FinalFantasy2_415]previous run[/a], which gave me the necessary motivation. I\'ve wanted to do this for years now, and I made my goal sub 4 hours without really knowing if it could be done. Peter\'s 4:15 looked really good, and I only gained more respect for it as I was trying to beat it. My main speed advantage, along with better luck manipulation, is that I avoid leveling almost the entire game, only fighting two regular enemy fights. This makes for some very tense boss fights, with new strategies for most of them. It\'s amazing to note how perfectly the stars have to align for this minimalist run to even be possible. Kain needs to have enemy Ã¼bergear, Rydia needs to have Warp for early dark crystal, and FuSoYa needs to have Lunarian Ã¼bergear. Incidentally, the point about minimizing leveling was stressed in my original post, but I certainly don\'t blame Peter for his leveling, as I\'m sure it was much less annoying that way. \n\nThere are two main innovations that I came up with for speedrunning FF2. Unfortunately, for both of them, I know of no other game where they work so well: \n1) At minimal levels and equipment, the run hits a roadblock at Valvalis, who just attacks too fast, for too much damage. I developed a \"tanking\" strategy, where I remove all of Kain\'s newly issued armor and give it all to Cecil. When someone dies, all they get is a Life1 and no more healing. Eventually I abuse Cecil\'s auto-cover to the point where he is taking all the hits for the entire team with his inflated defense. \n2) Harvesting enemies is somewhat of an RPG tradition, but usually harvesting top-of-the-line enemies is not feasible because they are too dangerous and take too long to kill. By using FuSoYa\'s Weak, however, I level the playing field and earn 26-27 levels each for Rosa and Cecil, fighting two Dragon Machine fights in the Giant. \n\nNow for some comments on mistakes: \n1) I only have one working controller, and it rattles and is breaking down, so if I screw up while moving the cursor to the beat or pause slightly while walking in a straight line or seem to let go while running away or something like that, you can blame it on the controller. I estimate all this only adds up to several seconds anyway, but it might look stupid. I actually do kinda suck at button mashing though. =p \n2) I make three blatant mistakes, all dealing with items. I save just enough money to buy a Tent in Fabul, but somehow I just don\'t buy it and I didn\'t notice until I kinda needed one later after Magus Sisters. I also unnecessarily used a Cabin before fighting the Elements. Both of these waste about 15 seconds. Also, the Calbrena & Golbez segment that went the best was also the one where I forgot to sort my inventory before the battles. This costs between 5-10 seconds. Fortunately, since I make it at the tail end of 3:55, I think the final time would have been the same. Combine this with better button mashing and control from #1, as well as some miscellaneous junk, and it all adds up to 3:54. \n3) My biggest regret, while it doesn\'t waste any time, is actually not switching lead characters nearly enough. I have no explanation; I mean, I do this while normally playing, but I guess I was preoccupied, heh. \n\nFor the curious but lazy, here are the items I get: \n- some items like Cure1, Ether1, Ether2, Tent, Cabin, 2 Elixirs, Ninja star, etc \n- I buy a bunch of items (in Fabul, then Baron, then Dwarf Castle) like Cure1, Cure2, Life, Heal, Cabin, etc \n- Kain and FuSoYa\'s EQ \n- Darkness sword \n- Fire sword \n- Earth hammer \n- Catclaw \n- Blizzard spear \n- Dragoon EQ \n- Protect ring \n- White robe \n- Crystal sword \n\nNow on to the segment comments, with a short FAQ section afterwards! I\'ll try not to make fun of the plot too much, as it has enough plotholes and dei ex machinis to feed a third world nation. But I really do admire the simple, heartfelt purity of the story. Really. \n\n1) Just some story stuff, including the \"crossing the bridge\" sequence. We get to see the dummied items that confused American gamers for years! \n2) Mist Dragon fight went well. Sorry about your mom, Rydia! =( \n3) I guess the trauma made Rydia forget how to summon Titan, which is pretty lame. Cecil serves some Soldier beatdown and then makes sure to talk to Rosa reeeal slowly so that she doesn\'t talk twice. \n4) When I get Tellah, I temporarily get a Cecil with Tellah colors walking around. This looks pretty neat, and is obviously also a secret cheat that doubles my powers of awesome. Oh yes, I have been asked several times, wouldn\'t it be better to level Rydia up some with Tellah\'s Lit1? Although this might seem to make sense, I have extensively tested and it really is better not to level at all. Rydia\'s extra levels are only really useful to Lit1 Octomamm, as during Antlion and Mombomb, she uses Chocobo and has enough MP. \n5) Rydia just parries against Octomamm and gets a Life1 from Tellah near the end. I could use Chocobo or Rod, but her damage is not nearly as time-efficient as Cecil or Tellah, who are both able to exploit elemental weaknesses. Besides, I actually need that one extra Chocobo against Antlion. \n6) Edward is such a pansy. Also a spoony bard! I personally think Tellah is so focused on the delivery of this killer insult, that he forgets to hit Edward during the fight. \n7) \"Worry not. Antlion is tame.\" I love that. Anyway, using Ether1 and Cure1 on Rydia and being Operation Human Shield is as useful as Edward will ever be in a fight. Taking 2 damage and dying while at 2 HP will also not be on his highlight reel. \n8) What will be on his highlight reel, however, is the time he singlehandedly took down the mighty Water Hag! Ok, not really singlehandedly... he needed the loving encouragement of his dead girlfriend. At least he doesn\'t die in this fight; I think I\'ve had that happen before. My brother tried to rag on me while watching for parking the hovercraft suboptimally outside Kaipo, but if you keep on watching, I get the last laugh! In other news, if I was Rydia, the first thing I would do after learning Fire1 is cast it on Cecil. This is, of course, in lieu of the Titan that she previously forgot. \n9) I make the safe play and Cure1 Cecil after Mombomb explodes. Rydia usually doesn\'t survive as long as she does after that. I could have tried to make Edward survive the Explode (I think this is actually as close as he ever got), but since I want the Bombs to be exploding and not falling asleep, it\'s actually better this way. I considered just parrying with Edward, but sadly his 40-50 total damage here usually makes the difference in Rydia being able to Chocobo immediately after Explode. \n10) When the King of Fabul asks the women to stay behind to help nurse, I always get confused why Edward doesn\'t go with them. ;) But seriously, look how much he just gets in the way during the fighting. It would have been better if he had just died so I wouldn\'t have to keep controlling his hidden self. And at the end, he even trips on the carpet and falls flat on his face, resulting in an extra fight! What a pansy. Oh and I really wish it was possible to cast Warp here; that Dark Elf cave later on is pretty stupid. \n11) Cecil would have been suspicious of the twins\' ulterior motive, but then Palom said \"I can\'t stop thinking about dark knights! They\'re cool... and by cool, I mean totally sweet.\" POW! If you notice, I was really channeling Winston Churchill while walking to Mt Ordeal. \n12) I need to get Comet, then two Flares to make the first Milon fight go quick. He counters everything with Lit1, and it\'s all about Twin, so Tellah is best served mostly healing. \n13) I need at least two out of three Flares against Milon Z. Again, it\'s all about Twin. I also tried sneaking in some offensive Cure2\'s, but I couldn\'t ever win with only two Twin\'s, even both being Flare. Oh, and Porom and especially Palom need all the EXP they can get, in order to learn Cure2 and Lit2 respectively, right before Kainazzo. What I don\'t understand is why Milon has to throw himself off the cliff like that. Doesn\'t death only make him stronger? He\'d be pretty unstoppable after a while, if you ask me. \n14) This is when people typically level up Cecil. The effect it has on later characters is usually overstated. The difference in Yang\'s level based on a level 1 Cecil and a level 9 Cecil? 13 and 14. \n15) Our intrepid heroes totally run right over that little girl in the inn. \n16) Palom and Porom must have known that Baigan was an imposter by the fact that the party would have had six people! Knowing this, they later turn themselves to stone once you get Cid. (Maybe the Enterprise only seats five.) All jokes aside, this segment is extremely difficult. Flare is reflected by Wall, so I need Comet against Baigan. I also need to time the second Ice3 correctly so that it goes off right after his Wall wears off. Cecil promptly celebrates by gaining seven levels. Against Kainazzo, I need Palom\'s Lit2 to get in there or else I can\'t win. It would have been nice to have Porom survive Wave, but in the end this fight is all about Tellah, and Cecil and Yang know this. After the fight, we witness the debut of Convenient Cid. I call him this because, well, he conveniently decides to come to the rescue right after the two difficult fights. \n17) I love how semantically, the metal paralysis bit is completely inconsequential. Say hi to the Wizards from FF1. Astos himself is impressively buff before Edward\'s music turns him into just another GameFAQs poster with bad grammar and poor netiquette. Speaking of which, I love how Edward\'s crowning achievement in this game is walking four whole steps without his attendants. In retrospect, I think the Dark Elf would like to take a mulligan on that \"ME CHANGE!\" bit. Hmm, the Eight Clerics really do seem naÃ¯ve letting Cecil just take the crystal away like that. But how could they really stop him anyway? They\'re just clerics; the best they could do is to threaten to not heal him or something. \n18) Now I know why Kain betrays Cecil. He couldn\'t resist the opportunity to get his own sweet airship ride! And yes, that really is the best way to fight the Flame Dog. \n19) Do you ever wonder how much more dangerous the opposition would be if they ever taught Revive to more than one person in a party? The traditional thing to do versus the Magus Sisters is to bounce magic off your Wall, but I eschew that and just go with good timing. You would think that the post-Cindy part of the fight might go a bit quicker if Tellah never casts anything but Ice3 and so gets an extra one, but somehow when I tried it that way several times, it was actually slower due to chance and everyone else having to use Cure1 and Life1 more instead of attacking. I do think it\'s better in theory, but what can you do other than keep the fastest segment? Anyway, this is supposed to be a tough fight even at normal levels, so after this embarrassment, the Magus Sisters decide to turn themselves into giant insects. It\'s true! \n20) If only Tellah had 9 more MP, I could smash through this game. Good thing I\'m speedrunning, or Rosa would have been crushed! I love how, even though she knows Valvalis is around, Rosa doesn\'t bother casting Exit ASAP and waits until the tower is about to collapse. This costs me around seven minutes. Actually, Rosa could have just cast Exit in the first place. Maybe making out with Cecil restored her MP! Anyway, I\'ve heard of not sharing the remote, but this is beyond ridiculous. \n21) During the crossfire, it\'s interesting to note that both sides must consider the Enterprise as an \"Enemy Airship.\" It warms my heart to know that Do Make Say Think must have been big fans of FF2. Oh, and I know he\'s a main character, but Cecil really needs to work on his waking up skills. \n22) Another set of two very difficult boss fights. We know what that means! It\'s time for Convenient Cid to exit the house, although he could have just, you know, used that remote control he was just bragging about. I\'ve been asked before, so I\'ll mention that I need to kill the dolls this way so that Calbrena doesn\'t form, which is an unwinnable fight. If you notice, at the end of the fight, I parry with Cecil. This is to get him to stop tanking, since I need Cecil to have close to full HP to have any sort of chance against Golbez. People have a hard time believing this, but it really is impossible to get Kain into the air versus Golbez at low levels. You know, I think it\'d be pretty useful if Rydia had a Shadow Dragon of her own to summon. I\'m not sure why I hesitate using Cure2 with Rydia, since you NEED Lit3 to hit Cecil and might as well reset if it doesn\'t happen. I actually win with one final hit from Cecil on the way, which I didn\'t think was possible. Speaking of not thinking something was possible, I\'ll just assume there\'s a secret entrance to the locked crystal room I don\'t know about. I know seeing a dismembered hand might be a little freaky, but Cecil really needs to work on his reaction time. But that\'s ok. Warp! Rydia, I love you. =) \n23) You might wonder why I get the Catclaw, as it only seems to raise Yang\'s attack by 1. However, it also gives STR+5 and AGI+5. This is just enough to increase his attack multiplier by 1 each. (And no, the additional STR+5 of the Bandanna I pass up does not make a difference.) So in actuality, Yang\'s base attack goes from 129 to 220. By my calculations, it wasn\'t worth picking up the Charm claw (AGI+3) or the Poison claw (STR+3) earlier. But it is possible based on the random nature of stat increases at level-ups that it could have been worth picking up either one or the other, and then rerolling after boss fights for good stat-ups. That\'s a level of insanity that should be reserved only for Famitsu Wave (GameWave) DVD. \n24) Long story short, this really is the fastest way for me to do Lugae and Balnab. At least Rydia\'s spells are optimized. I like how Yang\'s sad music lasts for all of five seconds before the next random encounter happens and it goes away. Ooh, there\'s Convenient Cid again. Good thing we don\'t actually have to fight Golbez this time, or he might not have come at all! Hmm, two apparent kamikaze suicides in one segment. That must be some sort of record. \n25) By the 15th consecutive time I saw the airship remodeling sequence, I really wish I\'d done it in the previous segment. And you think I\'m kidding. \n26) I guess Glare could be considered a kind of Flame. Here\'s a fun game: every PC in FF2 has one specific plot moment where they and they alone can allow the party to proceed. A lot of them are hard to come up with, but perhaps none are as unmemorable as Edge\'s. \"Watch! (me bust through the wall)\" I\'m a little miffed that the segment I kept wasn\'t one of the ones where I got surprised by an Egg. That\'s always good times. \n27) My brother informed me that moving to the music during Edge\'s parents\' farewell scene was a bit tasteless. Oh well. I don\'t know exactly how fiery rage would draw out Edge\'s hidden power of Flood, but I\'ll take it. More fun with timing. Cecil can\'t attack because Rubicant counters with AOE, and he can\'t parry because he needs to be tanking. So he is relegated to item use. Man, the Chamberlain and Company must be decently leveled to breeze through this dungeon that the legendary heroes just had a tough time with. Every time I see this scene I want to beat him up and steal his sprint shoes. They also show up just in time to not be able to help out against Rubicant. The Chamberlain must have been taking lessions from Convenient Cid! Hmm, if the good guys had thought of building pitfalls at the entrances of their crystal rooms, that would have made things a lot easier. I remember when I was a little kid, I tried casting Float upon entering the room. It didn\'t work because, you know, that would actually make sense. Skipping past a bad Iron Man joke, I absolutely love Rydia and Rosa\'s comments at the Falcon: \"It\'s not yours!\" \"Isn\'t this a trap or something?\" Good thing Edge doesn\'t subscribe to morals or reason. I could imagine the rest of the party just sitting there for days. \n28) I shouldn\'t have disequipped the Blizzard spear here; I thought I would be able to Dart it later for some reason. Another poor soul gets run over, this time a black mage in Mysidia. Wait, I think he\'s that bastard that casts Piggy on you. Justice is served! After all the theatrics, I know I can\'t possibly be the only one who was let down by the Big Whale hype train the first time. I would have thought it would have looked more big and more whale-like and less like, say, a Hummer H3 with tail fins. \n29) Those Lunarians sure would be useful to have at raves, what with their bright flashing colors and all. I wonder if we are really supposed to believe that this is Earth, in the Milky Way galaxy. Maybe FuSoYa was still feeling the effects of all that ecstasy. \n30) Yes, it\'s true that the Giant of Babel would have destroyed the entire world. FuSoYa just neglected to mention that at that rate, it would have taken roughly 10,000 years. Just like Rydia, I take every opportunity to actually say \"Screeeam!\" It\'s great fun; you should try it. \n31) It almost certainly wasn\'t worth the couple of seconds to swap the Diamond ring. I level up Rosa first so that she can get Cure3 for the second Dragon Machine fight. \n32) The mass suicide part of the fight goes a lot better this time. As well as mass suicides can be expected to go, at any rate. \n33) Wow, I get some massive framedropping during this segment. The highly dangerous part of this fight is that even if she\'s waiting for it, Rosa isn\'t fast enough at this level to be able to heal after Storm before Valvalis can attack to kill someone. Because of this, I try to cast Cure4 in the dark, anticipating Storm. I don\'t know how it worked this time really. Let\'s just say the unnecessary Life2 of Cecil was due to an unpleasant experience I had once, walking back with FuSoYa. \n34) My original strategy for this fight was to Meteo, use the last Ether1 on FuSoYa, and Meteo again for the win. Let\'s just say this led to many angry fist pounds as the CPU refused to Globe199 the correct people. Then I discovered that the CPU\'s Wall wears off around the Globe199 stage. Well, that was easier. Oh, I don\'t think Edge knows that it isn\'t possible to \"get rid of\" hypnotized Kain in one-on-one combat; he will just cheat and kick your ass with aimbot. Cecil\'s idea at the end is extremely arbitrary and dumb, but at least the women vote themselves back on the island. I wouldn\'t want all that powerleveling to go to waste. \n35) What a short segment, that could have went with the previous one. And with semi-respectable levels, there\'s not even any danger of wiping this time! \n36) I really hated redoing this segment so many times. It didn\'t help that twice the power went out when I was having insanely good luck. Then the power went out again. For five whole days. Then I had to continue doing this segment over again after all of that. \n37) I am so glad there\'s a save point right there, because Mega Nuke is almost never that cooperative. \n38) Of course, the opposite of that is this segment. Sad that this fight is mostly boring attrition, but then again, Zeromus was never really the life of the party. \nending) I will allow the writers just a small truckload of sappiness. \n\nQ: Why does it look so blurry when you walk around? You should have done this on VCR and sent it to Nate or something! \nA: Honestly, I wouldn\'t have even attempted this on a VCR; it terrifies me just thinking about it. Using my capture card, it takes about 5-10 seconds of downtime between failed segments. And my hard drive doesn\'t have enough space to encode all the different SDA flavors or even hold all the Huffyuv originals. The videos probably could have stood to use some more kbps, but it looks more than fine to me, and that\'s the bottom line. I offer you my deepest apologies if it truly bothers you though. \n\nQ: Why so many segments? \nA: To put it simply, usually to minimize random encounter time. Bosses are obviously no joke, either. All that optimization adds up. \n\nQ: I can\'t believe you made these little mistakes! Shouldn\'t you have redone all of those segments? \nA: I need to stress that I actually recorded most of these segments 20-30 times, keeping the best one. Strangely enough, the first time I won many battles was eventually the one I had to keep. You need to remember that damage varies wildly in this game, and in a segment in which I might make a mistake which costs a couple seconds, the battle might go extremely well, saving much more time. Incidentally, the wildly varying damage is why sometimes it might appear like I\'m unnecessarily healing. I do overheal some, but probably not more than five or so specific instances in the entire run. \n\nQ: Any ideas for improvements? \nA: Well, besides flawless play and even better luck manipulation, there are a couple things. One is gaining a few less levels, and offloading some of the level gain (some leveling is needed to beat the Elements) to harvesting Attacker and Defender using Quake. I didn\'t do the former because retrying Zeromus 50+ times didn\'t sound like my idea of fun, and I didn\'t do the latter because it is too difficult without emulator help to safely comprehend. The other possible improvement is more interesting. My test runs made me settle on getting the equipment I did as optimal. However, I now believe that it would be better to buy 4 Headbands after fighting Yang in Baron and to take a quick trip to Rydia\'s house to pick up the Change rod and Tiara after getting the Enterprise. The STR+5 of the Headbands would allow the fighters to hit their next attack multiplier a little earlier, and the combined WIS+15 of Rydia\'s gear increases her magic multiplier by 4. I know the tendency is usually to try to pick up too much, but in this case, I\'m pretty sure this is correct, despite the extra time that it takes. \n\nQ: What about future work? \nA: Well, because of all the work involved, I don\'t anticipate ever doing this again myself, and maybe my talk of all these retries will scare off everyone else. I will estimate, however, that it would be possible to approach 3:45 with absolutely perfect play and a GameWave level of masochistic dedication, and probably 3:20 with a TAS. However, I am more than satisfied with 3:55. \n\nQ: Why was this writeup so damn long? \nA: I\'m sorry.','2005-12-19',0,14160000,12,'FinalFantasy2_356',38,18,0,NULL);
INSERT INTO `runs` VALUES (0,353,NULL,109,'','I would like to give a big thanks the following people: [ul][li]First, my husband Denton, who still puts up with my speedrunning obsessions, and who also took apart the old SNES controllers and cleaned them for me so they would work better for this run. I love you! \n\n[li]My brother Brian, whose FFIII cartridge and Super Nintendo I borrowed to do this run[-]although there wasn\'t much he could do about it. ;) \n\n[li]Peter Tiernan, for doing the segmented run, which gave me the motivation to do this run and also had a bunch of good strategies that I used. \n\n[li]erokky, for doing the TAS of this game, where I got a lot of other time-saving ideas. \n\n[li]MasterZED, for his very helpful FFIII guides on his webpage found [a http://masterzed.cavesofnarshe.com/ff3.html]here[/a]. \n\n[li]Novalia_Spirit, for his/her Mag Roader guide on GameFAQs, which helped me figure out how to get the most MP out of those battles. \n\n[li]The entire SDA team: Radix, nate, mikwuyma, and DJGrenola, for making SDA such a great site. \n\n[li]And all those who gave me help or encouragement on the SDA forums[-]I don\'t want to list names for fear I\'ll forget someone![/ul] \n\nI must have been insane to do this run. Final Fantasy VI/III was the first Final Fantasy I ever played, and it is and always has been my favorite game. Consequentially, I wanted to do a run on it, but there was already a segmented run on SDA; so I got the bright idea to try a single-segment run of this game. At first, I planned to follow the same route as the segmented run, but then I watched the TAS done by erokky, and I realized that there were many improvements that could be made, including not needing to level up in the dinosaur forest, not fighting the Magi Master, not needing to learn so many spells, and not having to get Locke in the WoR. \n\nThe hardest part of planning this run was figuring out which spells I needed, who to have learn them, and finding the fastest way to learn them. I did many test runs trying out different ideas until I came up with the plan that I used in this run. It isn\'t the fastest plan I came up with, but it\'s the safest for a single-segment run while still not sacrificing too much time. \n\nJoker Doom is used a *lot* in this game. MasterZED has a lot of information on slots which was very helpful in this run. Basically, if you use an Echo Screen at the beginning of the battle, it sets it up so you can use Joker Doom. There are a few battles that don\'t allow you to get 7-7-7 even if you use an Echo Screen, though, including Ultros #4 and the 3 Tiers; however, there is still a way to do Joker Doom in these battles (see comments for the final battles). Other times, I use Vanish/Doom to make the battles go quickly. \n\nThis run was so long that I had to switch tapes twice during it. Since the in-game timer doesn\'t run when you pause during battles, I made sure to switch tapes when I was in a battle screen. The first time is just after defeating Dadaluma, and the second is when Kefka is turning the Espers into magicite in Thamasa. \n\n[-][-][-][-] Narshe [-][-][-][-] \n\nI set battle speed to 6 (which affects only enemies and not my party) and message speed to 1. I also leave the battle mode on Wait for the entire run; this might make me lose some time, but it also allows me to use a wait trick to delay enemies\' attacks. If you see me waiting in menus during battles, it\'s so that the enemies\' ATB bars don\'t fill up during that time, which will hopefully make them do fewer attacks. I tried to use this as much as possible when it would be beneficial. \n\nI avoid the second and third battles here by walking around the square that triggers them, and I was pretty lucky to get no encounters in the mines (which hardly ever happens). \n\nWhelk: Here is the first time I use the wait trick to make sure Terra gets 2 turns before Whelk goes into its shell. I wished I could kill it before it goes into its shell, like the TAS does, but that requires *tons* of luck, so I didn\'t go for it. \n\nI needed Terra to get to level 5 before Locke appears, so that Locke and Edgar will join at one level higher (more important for Edgar, so he can kill stuff in one hit with Autocrossbow). This is the only out-of-the-way leveling up that I do in this run. \n\nMarshal: Thanks to the TAS, I learned a quicker way to get past the guards, which forunately isn\'t all that hard to pull off. I strip off Mog\'s equipment to get his strong shield (which will be used until the WoR and then sold for money). You know, it wasn\'t until completing this part that I wondered if using Mog\'s party would be faster than Locke\'s party; Locke is faster, but Mog\'s on a higher level, although I\'d have to remove his weapon. Ah well. \n\nI run away from enemies in the desert because I can\'t kill them in one round. That\'s pretty much the criteria I used for whether I should fight enemies or run from them: If I could kill the enemies in one round, then I do so (because it helps to have higher levels), but if I couldn\'t, then I run away. \n\n[-][-][-][-][-][-][-]- Figaro Castle [-][-][-][-][-][-][-]- \n\nThe Chancellor decides to be annoying this time[-]you\'ll see in this run I had a lot of trouble with NPCs getting in the way, more than I usually do. \n\nM-tek Armor x2: Locke doesn\'t steal anything, but no big deal. Terra must refrain from using magic until after the cave so that Locke and Edgar don\'t freak out. Since I made sure to level Terra up, Edgar can kill them in two hits. \n\n[-][-][-][-][-][-][-][-][-][-][-] Cave to South Figaro [-][-][-][-][-][-][-][-][-][-][-] \n\nThe first fight could have optimized a little better by having Locke attack first (since he\'s got higher speed, he\'d get his next turn quicker), but I usually don\'t run into that formation and I wasn\'t ready for it. \n\n[-][-][-][-][-][-][-] South Figaro [-][-][-][-][-][-][-] \n\nI have a little trouble with NPCs, but it could have been a lot worse. (I remember one attempt where everyone got piled up, and neither Shadow nor I could get through.) I finally get Sprint Shoes, yay! I don\'t necessarily need 3 pairs, but they save some hassle in the menu, and I have the money for them. It would be faster to wait until Locke\'s scenario to pick up the Hyper Wrist and Running Shoes, but they are pretty helpful for areas before that. Chocobos are faster than walking; btw, I love how they don\'t give you riding instructions until after you\'ve been forced to ride one. \n\n[-][-][-][-][-]- Mt. Kolts [-][-][-][-][-]- \n\nEdgar\'s still the power house, especially once he gets the Atlas Armlet. You\'re forced to step on a save point on the Lete River, so I would have had to step on one eventually, although I don\'t use it for saving. Nothing too special about the battles here; I don\'t think I ran into as many Tuskers as I normally do, which is a nice timesaver. \n\nVargas: You\'ll probably notice that I select Blitz, cancel, then select it again and input the blitz. I found that if the cursor isn\'t already on Blitz, when I input the blitz it\'s incorrect. (It probably has to do with the way I trained myself to do blitzes quickly.) So whenever the cursor doesn\'t start out on Blitz, I have to select, cancel, and select again in order to get it correct. Kind of annoying, I know, but it works for me. Too bad I wasn\'t able to do Pummel before he did Doom Fist. \n\n[-][-][-][-][-][-][-][-][-][-] Returners\' Hideout [-][-][-][-][-][-][-][-][-][-] \n\nSaying no to Banon three times is of course faster, plus it gets me the Genji Glove, which will be helpful against Ultros #2. \n\n[-][-][-][-][-][-] Lete River [-][-][-][-][-][-] \n\nThis part can be done without putting Banon in the back row, but I didn\'t want to take that chance. I try to always kill enemies here in one round or faster, which gets easier as I go along since everyone gains some levels here. \n\nUltros: I probably shouldn\'t have done that last Fire spell with Terra, since then I have to sit through Ultros\' dialogue. \n\nThis is how I decided in what order to do the scenarios: Banon\'s scenario is first so I can remove Edgar\'s relics and use them in Sabin\'s scenario, then Sabin\'s is next so I can buy Smoke Bombs in Nikeah to use in Locke\'s scenario. \n\n[-][-][-][-][-][-][-][-][-] Banon\'s Scenario [-][-][-][-][-][-][-][-][-] \n\nI messed up in one battle where I forgot that Fire won\'t kill 1st Classes. Again thanks to the TAS, I take a slightly faster route at the security checkpoint. \n\n[-][-][-][-][-][-][-][-][-] Sabin\'s Scenario [-][-][-][-][-][-][-][-][-] \n\nIt\'s not worth it to pick up Shadow, especially since he could run off at any time. \n\n[-][-][-][-][-][-][-]- Imperial Camp [-][-][-][-][-][-][-]- \n\nLeader: Easy, as always; fortunately he didn\'t counter and I got the Black Belt (worth a lot of money) instead of a Fenix Down. \n\nThe battles before getting the MagiTek Armor could have been faster if the enemies would have attacked Cyan more; he usually counters when they do this, but annoyingly he didn\'t counter either time that he was attacked. I try to make it through the entire camp without healing Sabin, but I got a little worried near the end. \n\nI put Sabin\'s and Cyan\'s cursors on Fenix Down in the Item menu at this point so they\'ll be ready to use it on Ghost Train, since I probably won\'t have time to do it while on the train. (Remember, battle mode is on Wait, so I don\'t want to waste time in the battle menus.) \n\n[-][-][-][-][-][-][-][-][-][-][-] Phantom Forest/Train [-][-][-][-][-][-][-][-][-][-][-] \n\nI run from everything here except lone enemies, because the experience earned isn\'t worth the time it takes to kill them. (Lone enemies probably aren\'t worth it, either, but I kill them if I can get a turn before they do to be safe.) \n\nGhost Train: I wasn\'t worried about Cyan dying, since they\'ll automatically get healed at Baren Falls. However, since he died, I don\'t have as much time as I usually do to arrange my items while the boss is dying. I\'m supposed to make three empty slots near the top so that Dried Meat, Smoke Bombs, and Thunder Rods will be right there when I get them. \n\n[-][-][-][-][-][-]- Baren Falls [-][-][-][-][-][-]- \n\nPiranha/Rizopas: Rizopas shows up only after a set amount of time, so it\'s best to kill the last Piranha right when that time is up; hence, all the waiting in this battle. I tried to do the rest of my item arranging while he died, but I didn\'t quite get it all done, so I had to improvise a little during Locke\'s scenario. \n\n[-][-][-][-][-][-][-] Veldt/Mobliz [-][-][-][-][-][-][-] \n\nMisfortune hits me here: I run into two unescapable battles on my way to Mobliz. At least Gau showed up on the way to Crescent Mountain so I didn\'t have to waste time trying to get him. Watch as I use my mystical powers (or maybe just my thumb) to enter Mobliz backwards. ;) \n\n[-][-][-][-][-][-][-][-] Serpent Trench [-][-][-][-][-][-][-][-] \n\nThe battles here aren\'t random; well, the enemies you fight are, but not the battles themselves. Taking the first right path will result in one fewer battle. Again, it\'s not worth it to fight the enemies here, especially when there are dangerous Aspiks. \n\n[-][-][-][-] Nikeah [-][-][-][-] \n\nNo more manually running from battles, now that I can buy Smoke Bombs! I don\'t have enough money to buy as many as I\'ll need for the entire run, so I get enough to last me until I can buy the rest. \n\n[-][-][-][-][-][-][-][-][-] Locke\'s Scenario [-][-][-][-][-][-][-][-][-] \n\nAnother thanks to the TAS for the biggest sequence break. I haven\'t tried it, but apparently you can go on through the game without getting Celes, and she gets replaced with one of the moogles from earlier. I need Celes, though, so I get her. \n\nTunnel Armor: The Thunder Rod actually saves more time against Kefka instead of Tunnel Armor, but this battle is the more dangerous of the two. \n\n[-][-][-][-] Narshe [-][-][-][-] \n\nI made my main group be group 2 because if I didn\'t, there\'s a chance one of the soldiers would run into group 2 before I get to Kefka. Once again, I skip all the soldiers and go straight for Kefka, though I take a little extra time to make sure I don\'t run into Rider. \n\nKefka: It would have been faster to not use Runic, but of course it would also be more dangerous. Celes wouldn\'t have Earrings though, so she wouldn\'t do all that much damage anyway. \n\nI go out of my way to pick up Elixirs, not because I\'ll use them, but so I can sell them before Dullahan to make my GP end in 0. \n\n[-][-][-][-][-][-][-]- Figaro Castle [-][-][-][-][-][-][-]- \n\nWith Edgar in the lead, I get discounts here, so this is the cheapest place to buy Fenix Downs (needed for the final battle, but also \"just in case\";). \n\nThe Hero Ring is invaluable (like Earrings and Atlas Armlet in one), and luckily it\'s on the way to the chocobo stable. \n\n[-][-][-] Zozo [-][-][-] \n\nI run away from HadesGigas because their Magnitude8 is scary. I was lucky that the one lone Slam Dancer I ran into didn\'t wipe out my whole party. (Why are they more aggressive when they\'re alone?) \n\nDadaluma: Sometimes I can defeat him without him healing himself, but it didn\'t happen here. At least he didn\'t have time to call for help. Here is the first time I had to pause to switch tapes. \n\nI remember that during the conversation with Ramuh, I was talking on the phone. (I was the only person home at the time, and it was an important call.) Fortunately all I had to do was mash A during that part, so you probably won\'t even be able to tell. \n\nMagic-learning time! Figuring out which spells I needed, who should learn them, and the fastest way to learn them took some of the biggest planning in this run. I wanted to avoid spending time learning spells in the Maranda desert as much as possible. I\'ll try to explain why I equipped the Espers that I did. Celes gets Siren so she\'ll learn Mute for the 2nd Tier and Fire in case Ice Dragon freezes anyone; Edgar gets Kirin so he\'ll learn Cure for the IAF sequence and Tentacles; and Sabin gets Stray so he\'ll learn Muddle as a backup plan against Ultros #4. \n\n[-][-][-][-] Jidoor [-][-][-][-] \n\nI could probably have bought 10 fewer Echo Screens, but I wanted to make sure I wouldn\'t run out of them. Another chocobo saves the day! \n\n[-][-][-][-][-][-]- Opera House [-][-][-][-][-][-]- \n\nI don\'t waste any time trying to dodge the rats; if they aren\'t already out of the way, it\'s unlikely that I\'ll get past them. Usually I get past one of them, though; oh well. \n\nUltros: Sabin always dies in this battle, so that\'s not unexpected. Ultros is pretty pathetic here. \n\nI switch Sabin to Ramuh so he can summon him against the enemies in the Magitek Factory, which are weak against lightning. Fortunately, he already learned Muddle, so I don\'t have to switch him back to Stray. I also move Sabin into the lead to manipulate the Mag Roader battles so that I get the most MP out of them. (See the Mag Roader FAQ for more details.)**************** \n\n[-][-][-][-][-][-][-][-][-][-][-][-] Vector/Magitek Factory [-][-][-][-][-][-][-][-][-][-][-][-] \n\nThe only things I pick up here a (Thunder Blade and Break Blade) are for selling later. \n\nIfrit/Shiva: Sometimes this battle is easy, and sometimes it\'s very hard. It depends on how many times Ifrit/Shiva double-turn Celes and whether or not they use attacks that she can Runic. This was one of the better battles[-]normally Shiva changes back to Ifrit before the battle ends. \n\nIfrit is useless, although I thought I had a use for Shiva. (Turns out I didn\'t need her at all, as you\'ll see later on, but you have to pick her up later.) \n\nNo. 024: He used Overflow once, but luckily nothing serious happened because of it. Usually I can kill him before he does WallChange, but it didn\'t happen this time. Again, I use the time during his death animation to my advantage. \n\nNow Sabin gets Phantom to learn Vanish, Edgar gets Shoat to learn Doom, and Locke gets Kirin to summon against No. 128. Since Sabin was and is in the lead, I get the most MP possible from the Mag Roaders. \n\nNo. 128: How easy or hard this battle is depends mainly on how many times Sabin decides to attack the middle part with Aurabolt. (He has never had Fire Dance by this point in all my attempts.) Luckily it cast Net on Locke instead of one of the others. \n\nCrane x2: Joker Doom ftw! You\'d better get used to the pausing[-]you\'re gonna be seeing it a lot. ;) \n\n[-][-][-][-][-][-][-][-][-][-][-] Zozo/Esper Flashback [-][-][-][-][-][-][-][-][-][-][-] \n\nThe flashback is boring as usual. Setzer takes Siren to learn Mute for the 2nd Tier and Fire in case Celes gets frozen by Naughtys while escaping the Floating Continent, and Sabin and Edgar will continue to learn Vanish and Doom, respectively. \n\n[-][-][-][-] Narshe [-][-][-][-] \n\nI think I had a little trouble flying the airship to Narshe because there was a glare on the tv right over the world map. Nothing exciting except adding another Elixir to my inventory. \n\n[-][-][-][-][-][-][-][-][-][-][-][-]- Cave to the Sealed Gate [-][-][-][-][-][-][-][-][-][-][-][-]- \n\nEdgar needs to learn Doom before Ultros #4, and in order for that to happen, he needs to get at least 16 MP in this cave. Thankfully Joker Doom comes to the rescue! I messed up Joker Doom once; if Setzer had ended up summoning Bahamut, I probably would have just fought out the battle, but since he didn\'t, it was quicker to just run away and try again. I have made it through this part without messing up Joker Doom, but one mess-up isn\'t that bad. (More than one probably would have caused a restart.) Again, the Tempest is for selling later on. At the part with the changing bridges, I was lucky to get a battle right as the bridges changed, because they immediately change again right after a battle, saving a bit of time. Also of note is that this is the last area in the run where I fight random encounters instead of running away; it\'s all Smoke Bombs after this! \n\nKefka: Using a Smoke Bomb skips the text that normally happens at the end of this battle. \n\n[-][-][-][-] Vector [-][-][-][-] \n\nMore NPC trouble...(sigh) I really, really need the Charm Bangle, so I talk to the all the soldiers. I use the extra time that I have afterwards to arrange my items so it\'ll be easier when I sell stuff in Thamasa, and I just barely have time to take a potty break. ;) It\'s only necessary to ask Gestahl two questions to get the Charm Bangle. I could have Joker Doomed the SP Forces, but the way I did was about as fast and less risky. Using the Warp Stone inside the cafe is another trick I learned from the TAS. \n\nNow that I have the Gale Hairpin (increases rate of preemptive encounters), Back Guard (disallows back and pincer attacks), and Charm Bangle (decreases random encounter rate), random encounters become much more tolerable from now on. \n\n[-][-][-][-]- Albrook [-][-][-][-]- \n\nNot much to say about this, actually. \n\n[-][-][-][-]- Thamasa [-][-][-][-]- \n\nSince 3 of the things I sold were near the top, the rods (ice, thunder, and fire) that I get will be in those spots for easier use during battles. Ice Rods are for Flame Eater and the Tentacles, and Thunder Rods are for Ultros #3 and Naughtys. \n\nI do my best at dodging the flames in the burning house, but it didn\'t turn out that great this time[-]I usually dodge at least 3 more of them. \n\nFlame Eater: In all my practices and run attempts, Terra and Strago always fell just short of killing Flame Eater, so Locke needed to summon Shiva. Somehow, though, Terra and Strago were each one level higher than normal at this point, so Shiva wasn\'t needed at all. \n\n[-][-][-][-][-][-][-][-][-] Western Mountain [-][-][-][-][-][-][-][-][-] \n\nUltros: This is the only time I use Morph in the entire run. Of course, Relm being that brat that she is, decides to miss on her first Sketch attempt. \n\nKefka: Leo also ended up on a higher level than normal; this meant that I didn\'t have to worry whether he would take 4 or 5 Shocks to defeat Kefka. \n\nMy second tape switch happens during this part. \n\n[-][-][-][-][-][-][-] IAF Sequence [-][-][-][-][-][-][-] \n\nI won\'t be taking Celes to the Floating Continent, but since she shows up anyway, I put her in the party at first to get her ready along with everyone else. Edgar will finish learning Doom during this part, Setzer starts learning Float (for 1st Tier), Celes will start learning Vanish, and Sabin gets Siren so he can summon if something goes wrong in any of the IAF battles. I would have preferred switching Sabin\'s and Edgar\'s roles at this part (since Sabin is faster, he could throw Echo Screens more quickly), but Edgar needs to learn Doom, so Sabin is in charge of summoning if needed. I started to get nervous at this part, because most of my runs ended at this part. (I only ever made it past the IAF three times.) However, things went pretty smoothly (no double Absolute 0\'s, woohoo!), up until the last battle when I messed up Joker Doom. (I think at the time I was trying to memorize the equipment changes for the Floating Continent, so I wasn\'t concentrating as much on the battle as I should have been.) Still, Sabin was prepared just in case this happened, and while I couldn\'t get Setzer to do anything useful for the rest of the battle (I wasn\'t thinking very well), I still made it through. \n\nUltros: This is one of the few battles where 7-7-7 Joker Doom is not allowed at all. Since Edgar didn\'t die during any of the previous battles, he learned Doom just in time to use it here. If he for some reason he hadn\'t learned it, I had a backup plan that involved Muddle and 7-7-bar Joker Doom; see comments for the final battle if you want to know what the plan was. \n\nAir Force: As long as it doesn\'t do Atomic Ray (which messes up Joker Doom), it\'s pretty simple. \n\n[-][-][-][-][-][-][-][-][-][-] Floating Continent [-][-][-][-][-][-][-][-][-][-] \n\nEdgar starts learning Remedy now (will be used in the final battles). Getting Shadow will just waste time. I was *very* lucky not to run into any Ninjas (which you can\'t run from); if the Ninjas each get a turn before I can pull off Joker Doom, then my party gets wiped out. \n\nAtma Weapon: Laughably easy. During his death animation, I move all my items that sell for 1 GP near the top for easier finding. \n\nAfter the long cutscenes, which was a nice break, I give Sabin\'s Running Shoes to Celes in the hopes that she\'ll get the first turn in the coming battles. I have never run into so many Naughtys before! Usually I have at least one Thunder Rod left after this part, but not this time. On the other hand, I killed Nerapa before he did long Condemned attacks! Setzer is ready throughout to cast Fire on Celes if she happens to get frozen, but luckily it doesn\'t happen. \n\nAnd the world was changed forever... \n\n[-][-][-][-][-][-][-][-]- Solitary Island [-][-][-][-][-][-][-][-]- \n\nOn average, saving Cid is faster than letting him die. However, I\'m not quite sure if it was faster here[-]this was some of the worst luck I\'ve ever had with the fish. Too bad there\'s not much I can do about it in a single-segment run... \n\n[-][-][-][-] Nikeah [-][-][-][-] \n\nI buy an Enhancer to raise Celes\'s magic power against the upcoming Tentacles. It\'s too bad that I don\'t have enough money to buy all that I need here, which will necessitate another trip here in just a little bit. In preparation for Dullahan, since I can\'t be sure what levels everyone is going to be on, I play it safe and make my GP end in 0. (If I did everything right, I should have exactly 9 items that sell for 1 GP, so I can always make it end in 0.) \n\n[-][-][-][-][-][-][-] South Figaro [-][-][-][-][-][-][-] \n\nWasn\'t I just on a chocobo...? \n\n[-][-][-][-][-][-][-][-][-][-][-] Cave to South Figaro [-][-][-][-][-][-][-][-][-][-][-] \n\nThe back attack against Dante really scared me; if he had done QuartzPike, I would definitely have been dead. \n\n[-][-][-][-][-][-][-]- Figaro Castle [-][-][-][-][-][-][-]- \n\nI pick up the Crystal Helm (sells for a decent amount of money) and the Gravity Rod for the upcoming battle. Celes is moved to the 3rd party spot so that the Tentacles can\'t cast Poison/Bio on both Celes and Edgar in one turn. \n\nTentacle x4: This battle is always scary, and this time was no exception. I cannot stress enough how lucky I was that Bio missed! Usually Edgar gets one Drill in so I don\'t have to use my last Ice Rod, but alas, not this time. \n\n[-][-][-][-][-]- Kohlingen [-][-][-][-][-]- \n\nNow Edgar will finish learning Remedy and Setzer will finish learning Float (both needed for the final battles). \n\n[-][-][-][-][-][-][-] Daryl\'s Tomb [-][-][-][-][-][-][-] \n\nI pick up the Crystal Mail to sell for money in just a little bit and the Man Eater for raising M. Block. Thanks again to the TAS for giving me the idea of using a Warp Stone partway through here to avoid some random encounters. \n\nDullahan: His first attack is always L? Pearl, so as long as I made sure my GP ends in 0, he doesn\'t get a chance to hurt me. \n\nThe rest of the World of Ruin is getting only the people/things that I need to make it through Kefka\'s Tower, and it goes surprisingly quickly. I needed 6 people in total, 2 for each party in Kefka\'s Tower: one party would do Vanish/Doom, and the other two would do Echo Screen/Joker Doom. Celes, Edgar, and Setzer and mandatory, and Mog is a no-brainer because of the Moogle Charm. I also get Gogo since he can mimic Joker Doom. The 6th person was the next quickest to get: Sabin, which works out nice since he already learned all the magic he needs to know. \n\n[-][-][-][-][-][-][-][-] Maranda Desert [-][-][-][-][-][-][-][-] \n\nJust a quick stop here to make sure Celes learns Vanish (not actually needed until Kefka\'s Tower, but it makes Ice Dragon a lot easier), and it doesn\'t hurt to pick up some extra money. Thanks to Red_Scarlet for telling me that Drill works on Cactrots. \n\n[-][-][-][-]- Maranda [-][-][-][-]- \n\nThis is the last time that I sell stuff. I needed 52,000 GP to buy everything necessary for Kefka\'s Tower, and usually I get that much easily; however, I usually have two rods left at this point, which sell for a lot. So I waste a little bit of time finding things to sell in order to get enough money. The Tao Robe will be for Gogo, which raises his M. Block by 10%. (I\'ll explain more about it at the final battle comments.) \n\n[-][-][-][-] Narshe [-][-][-][-] \n\nOf course I get Mog for his Moogle Charm! Then I make another trip here to get one of the two Force Shields from Ice Dragon; it would be *very* hard to survive Kefka\'s Tower without both shields. \n\nIce Dragon: I could use either Vanish/Doom or Joker Doom here, depending on who gets frozen by his first move. Luckily, no one got frozen, and so I used the easier method. \n\n[-][-][-][-] Nikeah [-][-][-][-] \n\nNow that I have more money, I\'m able to buy all that I need here. Everything that I buy is for boosting M. Block; there\'s a glitch in the game that makes Evade do nothing and M. Block count for both M. Block and Evade, so the best way to avoid enemies\' attacks is to boost M. Block as much as possible (although anything higher than 128 is pointless). \n\n[-][-][-][-][-][-][-][-]- Fanatics\' Tower [-][-][-][-][-][-][-][-]- \n\nJust a quick visit to pick up one of the two Force Armors, which like the Shield is pretty much required in order to survive Kefka\'s Tower. I had a little trouble on the stairs, but not too bad considering how long I\'d been playing at this point. \n\n[-][-][-] Tzen [-][-][-] \n\nI wait to do this part until I have the Moogle Charm, so it goes really quickly. I have to get Sabin before Gogo because I want Mog to go alone to Triangle Island (so I don\'t have to wait for Zone Eater to Engulf four people), and you can\'t change your party until you have a fifth person. \n\n[-][-][-][-][-][-][-][-]- Triangle Island [-][-][-][-][-][-][-][-]- \n\nI wait to change my party until I\'m right over the island in case I get attacked by Doom Gaze. (Thankfully, he never attacked me.) I was very lucky with the green men; sometimes I have to wait quite a while to get past the second one. The Thunder Shield is a precaution for the 3rd Tier (explained later). \n\n[-][-][-][-][-][-][-]- Kefka\'s Tower [-][-][-][-][-][-][-]- \n\nAlready it\'s time for Kefka\'s Tower! By this time, I was really getting nervous. I had only ever made it to Kefka\'s Tower once before in all of my attempts. I set it up so that each group had one of the three people who could wear Force Armor (Celes, Edgar, and Setzer). Group 2 takes the most steps, so I put Mog in that group. Group 3 fights the most bosses, so I put the two people who could get the highest combined M. Block in that group (Celes and Gogo). \n\nA bunch of things make this place difficult: Gt. Behemoths and Land Worms can\'t be run from, and Land Worms can do an attack (Lode Stone) that messes up Joker Doom. Also, Outsiders can instantly kill my party if they both get a turn before I do. Fortunately, I ran into a lot fewer Gt. Behemoths than usual, the one Land Worm didn\'t mess up Joker Doom, and I barely got away from the one Outsiders battle (again, pretty scary). \n\nI\'m not sure that I went through here with the fewest group switches, but I optimized it so that I could avoid having to change equipment as much as possible. Group 2 goes first so they can pick up the other Force Armor and Force Shield for the other groups to use. While walking, the groups always equip Back Guard, Gale Hairpin, Charm Bangle, and Sprint Shoes so I can deal with encounters more easily, and then right before bosses I give them White Capes to boost M. Block in the hopes that the bosses\' attacks will miss. I\'m sorry that the boss fights here might not be that interesting, but hopefully the final battles will make up for them. \n\nInferno: If he had used Atomic Ray as his first attack and it hit someone, it would have messed up Joker Doom; I had a backup plan for that just in case (just needed to use a Potion and then I could use Joker Doom). \n\nGuardian: Same old, same old. \n\nPoltergeist: See above. \n\nDoom: Ditto. \n\nGoddess: There was one run attempt that made it clear to here, and I was just thinking that it would be the last time that I\'d have to do Echo Screen/Joker Doom...and then I messed up Joker Doom. :( I tried my hardest not to let that happen this time. \n\nThe final battles all went perfectly, which is pretty amazing considering how nervous I was at this point. I probably should explain how these battles worked. Normally, 7-7-7 Joker Doom isn\'t allowed in the three Tier battles; however, 7-7-bar Joker Doom *is* allowed. There is also a glitch which makes it so that if Setzer is going to do 7-7-bar Joker Doom, and he gets Muddled and un-Muddled before taking his turn, then Joker Doom will target the enemies instead of the party (I call this a \"reverse Joker Doom\";). Combine these two things, and the Tier battles become a whole lot easier. Then Gogo can also mimic Joker Doom, but some weird things can happen with it. (See Master ZED\'s Slots FAQ for more information about these tricks.) \n\nTier 1: The lower left hand is susceptible to Break, so I get rid of it right away to avoid its final attack (Shockwave). Sometimes Break misses, though, so I was very glad that it worked on the first try. Then I get Setzer and Gogo on low HP so that Celes will protect them from this Tier\'s physical attacks with True Knight; the easiest way to get low HP is to kill them instantly (must Vanish Gogo first because he has high M. Block). (Celes and Edgar have above 128 M. Block, so not much is going to be hitting them.) The timing to pull off the reverse Joker Doom can be tricky. I Vanish Setzer first to give me more time to put in Gogo\'s and Edgar\'s commands before haivng to do Joker Doom, and also because sometimes Muddle misses if he isn\'t vanished. I have to wait until Gogo starts casting Muddle before inputting Setzer\'s 7-7-bar (or else he\'ll do Joker Doom before Edgar un-muddles him, which will cause him to Joker Doom my entire party), and then I have to finish inputting it before the Muddle spell is finished or I lose control of Setzer. Plus inputting 7-7-bar is harder than 7-7-7, because when 7-7-7 is allowed, the slots help you get the second 7 (you can be a few away from it when you push A and you\'ll still get it), but when 7-7-7 isn\'t allowed, it doesn\'t help you (meaning the slots have to be right below the second 7 when I push A). So I was a little more cautious when doing Setzer\'s slots here. To un-muddle Setzer, the only thing that works is the Remedy spell; the remedy item doesn\'t get rid of muddle, and I couldn\'t use a physical attack because Celes would block it. Setzer\'s Float spell finally comes in handy! \n\nTier 2: This Tier always gets two turns before I do, so Setzer and Gogo usually die right away. (Gogo would have been healed from Diffuser if I had equipped the Thunder Shield on him, but I want him to stay at low health so Celes protects him from 10 Hits.) Once the far left is Muted and the top is Doomed (fortunately both of those worked on the first try!), there\'s not a whole lot this Tier can do to hurt my people. I managed to pull off another (and my last!) reverse Joker Doom, which is amazing considering how very nervous I was. During 10 Hits, Gogo equips the Thunder Shield and Edgar unequips his Force Shield in preparation for the 3rd Tier. \n\nTier 3: Sometimes (not all that often, but often enough that it worried me), this Tier starts out by casting Merton (which ignores M. Block, so it *will* hit everyone). I really didn\'t want to take the chance that I\'d get this far and then get wiped out by Merton; fortunately, Merton is fire and wind elemental, and the Thunder Shield nullifes wind, which is why I equipped it on Gogo just before this. My plan was that if it did Merton, before killing it Gogo would equip the Force Shield and I would pray that he had enough M. Block to block Calmness. I didn\'t actually have to worry about any of this, though. Like I said before, mimicking Joker Doom does some weird things, which is why I have to do it twice. (I won\'t explain it here, so see Master ZED\'s slots FAQ if you want details on why it acts like this.) \n\nKefka: I think I was in shock when I made it here. His first attack is always Fallen One, so there really wasn\'t any way this could get messed up. Sorry if the final battle seems anticlimatic, but it was the fastest way to do it! \n\nHave fun watching the stripped-down ending! I had a lot of fun doing this run on my all-time favorite game, even though I still think I was crazy to do this! I hope that you enjoy it as much as I did. If you have any questions or comments about this run, feel free to email me at fouressentia AT yahoo DOT com.','2007-07-24',0,17280000,12,'FinalFantasy3_SS_448',1,18,0,NULL),(0,354,NULL,112,'','I would like to thank the following people: [ul][li]First of all, my husband, Denton, for putting up with me while I was obsessed with this run, and for sharing my joy and frustration while making this. \n\n[li]FUMIZO, for his speedrun and report of this game on Ultima Garden, where I got most of the boss strategies I used in this run. \n\n[li]Atomos199, for his Excalibur II + Perfect Game Guide, where I got some other strategies for doing things quickly in this game. \n\n[li]nate, for taking the time to capture this very long run and dealing with 19 tapes in the process. \n\n[li]Reks/JustStep25, for starting the Final Fantasy IX thread on the SDA forums (which gave me the idea to do this run), and for advising me to throw away all cards to get better ones from Tot for the card tournament. \n\n[li]Lag.Com, for urging me to try segment 34 some more, allowing me to get it even better. \n\n[li]All the other people on the SDA forums who gave me tips and support, and even those who just read my ranting posts.[/ul] \n\nFinal Fantasy IX is one of my favorite Final Fantasy games, and I thought it was a shame that there wasn\'t a run for it on SDA, especially since it sort of has a built-in speedrun for the Excalibur II anyway. This is quite different from an Excalibur II challenge, though. \n\nThis run was done on the NTSC version of the game and played on a PS2 with the fast disk speed and smooth texturing options set. This run does not skip FMVs, because it isn\'t allowed by SDA\'s rules. I also did not use the gold chocobo bug (where you skip a lot of the plot by getting a gold chocobo early), mainly because it doesn\'t seem to work on my version of the game, but also because it doesn\'t seem to be worth it. \n\nYou might wonder why there are so many segments. The main reason was to avoid random encounters; it\'s amazing how you can get through this game with very few of them. Each time you get into an encounter, it wastes at least 30 seconds, whereas saving and reloading takes about 14-18 seconds; thus, with one exception (in the Ice Cavern), it was faster to save than to get into an encounter. Besides one planned encounter to learn Limit Glove, I get into only 10 random encounters in this entire run. The chance to get into an encounter is reset every time you enter a new screen, so whether or not you get an encounter on one screen doesn\'t affect whether or not you\'ll get one in the next screen. With two exceptions, the only places I allowed encounters were on screens where I had never made it through without any encounters (after trying a whole lot, of course), and then I allowed only one. The exceptions are the Iifa Tree and Ipsen\'s Castle, where those segments depended on a lot of luck for the bosses. \n\nI don\'t ever go out of the way to level up, and high levels aren\'t really needed on this run anyway. Even at low levels you can still deal lots of damage by having strong weapons, using killer abilities (e.g. Devil Killer, Man Eater), and taking advantage of elemental weaknesses. (If you want an example of this, watch the last segment, where a party with an average of level 24 defeats Kuja and Necron pretty quickly.) \n\nMoney was not really a problem in this run. To make sure I had enough, I got 10,000 gil at the beginning for doing the swordfight scene perfect, gave Quina the Millionaire ability as soon as possible, picked up two Angel Earrings (which sell for 10,000 gil each), and picked up a lot of gil hidden around (although I probably picked up more than I should have). \n\nMy goal for this run was sub-8:30, which I missed by just a few minutes. While I didn\'t make any mistakes that I would call \"major\", it\'s definitely possible to get below 8:30 with more luck. This would require getting fewer encounters, more preemptive battles, and more critical hits, all of which require a lot of luck. So lots of luck to anyone who tries to do it! \n\nComments by segment: [ol][li]Start - Alexandria/Steeple \nI wanted to steal the Mage Masher from Baku; not only does this save time by not having to pick it up in the Ice Cavern, but its higher damage speeds up the next few battles as well. The likelihood of stealing it quickly, however, is pretty small. After many tries, this was the quickest that I was able to steal it (took one extra turn). When you follow Puck into the steeple, if you\'re fast enough he won\'t actually tell you to keep up; usually I\'m fast enough, but this time I wasn\'t. \n\n[li]Alexandria/Steeple - Prima Vista/Crash Site \nI really should have retried this segment until no one used any stage magic, but oh well. (I think I was more lenient at the beginning of this run and got stricter as I got further.) The sword fight was perfect and I got 10,000 gil out of it. The first two battles with Steiner go quicker with the Mage Masher equipped. I don\'t have Cinna attack because he doesn\'t do enough damage to make it worth it, although I didn\'t realize until after I\'d gone on to further segments that I should have had him steal a Silk Shirt. (I buy one in Dali instead.) In the fight against Steiner and the Bomb, it\'s quickest to kill off everyone except Garnet so you don\'t have to sit through their dialogue. \n\n[li]Prima Vista/Crash Site - Prima Vista/Crash Site (after fighting Baku) \nBoth Prison Cage battles go nice and quick. In the Baku fight, I needed him to attack Zidane 3 times in order to fill up his trance gauge as much as possible; this makes the Sealion battle go faster. \n\n[li]Prima Vista/Crash Site - Evil Forest/Spring \nThis segment is only about a minute long, but you wouldn\'t believe how hard it is to get through those three screens without any encounters. \n\n[li]Evil Forest/Spring - Gunitas Basin \nAgainst the Plant Brain, Zidane commits suicide so that Blank appears immediately. The boss then goes down in one round. Zidane is revived afterwards so that he\'ll gain a level. I wanted to fight 4 Plant Spiders, and I did, but unfortunately they all got a turn before Vivi did. It\'s nice that you can\'t have any encounters as long as the words \"Mist Continent\" are on the screen, but you can\'t save as long as they\'re there either. \n\n[li]Gunitas Basin - Ice Cavern/Cave \nThis is the one place where it takes longer to save than to get into an encounter (because of the conversation with the moogle and the tutorial afterwards). I saved here, however, to preserve my sanity against Sealion (see next segment). Since I was saving here, though, I made sure not to get any encounters throughout the entire Ice Cavern. \n\n[li]Ice Cavern/Cave - Nolrich Heights \nThe boss battle here is annoying in that even if you do everything correctly, your last attack may or may not do enough damage to beat it (due to randomness). The Black Waltz stays alive as long as possible so he\'ll help to fill up Zidane\'s trance bar. After taking the Black Waltz out, Zidane needs to attack the Sealion once from the front row, once from the back row, and steal the Mythril Dagger, all before getting a trance. (Doing any more damage than this will cause the Sealion to wipe you out with Blizzara or Tidal Wave.) I was very lucky to steal the Mythril Dagger on the first try, but then of course I made a mistake. The battle could have ended a turn earlier if I hadn\'t used that last Potion; I wasn\'t even planning to use it, but I must have had a brain cramp. Still, Zidane got his trance about 4 turns earlier than usual, plus I got no encounters in the rest of the Ice Cavern, which make up for it. \n\n[li]Nolrich Heights - Dali/Storage Area \nI chose to end this segment at the Dali storage area because the next segment is so long. Dagger doesn\'t appear in the weapon shop until you visit all those places and talk to Vivi. The Mage Masher and Feather Hats that I buy are for synthesis later on, and I have to buy a Silk Shirt since I forgot to steal one from Steiner in segment 2. I\'ve got avoiding those kids in the town down to a science. \n\n[li]Dali/Storage Area - Lindblum Castle/Dragon\'s Gate \nThis is the longest segment of this run. I could have split this in Lindblum, in order to get a faster time in the festival hunt; however, any time saved from that would not be enough to offset the time of saving and reloading. As Steiner, you have to wait for Morrid to walk so far down the steps before he\'ll enter his hut, so I have just enough time to pick up 135 gil and a Hi-Potion. Observing the barrel is about 6 seconds faster than poking it with the sword, but may not be as humorous. I never did quite figure out Black Waltz 2; most of the time he casts Fira on everyone, but sometimes he doesn\'t. I needed to steal a Steepled Hat here (or so I thought[-]see Black Waltz 3 battle) so that I wouldn\'t have to visit the weapon shop in Lindblum. The battle went all right, I guess. Black Waltz 3 went perfect, although I was expecting Zidane to steal a Linen Cuirass (but not depending on it). The Zidane loses the Festival of the Hunt when he is unable to distinguish between foe and self, but at least Freya will share her Coral Ring. Buying 11 Potions and 11 Phoenix Downs was for safety reasons, but looking back, I probably didn\'t need to buy them. \n\n[li]Lindblum Castle/Dragon\'s Gate - Eunorus Plains \nNow onto some side events that will end up saving time. Getting Quina allows for using Limit Glove to significantly shorten some boss fights. Leaving Quale\'s hut to the right prevents Quina from asking to catch frogs. \n\n[li]Eunorus Plains - King Ed Plains \nI stop by the forest and get a chocobo out of it, who will help to avoid random encounters in a few spots later on. There\'s no need to buy Gysahl Greens from Mene, since I\'ll be picking up what I need. \n\n[li]King Ed Plains - Eunorus Plains (after learning Limit Glove) \nGetting Limit Glove with level 2 characters isn\'t the easiest thing to do. This could have been better in a lot of ways. First of all, it would have been faster to fight 2 mandragoras instead of 3. Second, there\'s no reason at all for Quina to gain any levels, so it would have been better if s/he had died in place of Vivi. Third, Freya and Quina took some extra turns, which wasted time. I probably could have redone this segment, but I was just happy to finally get Limit Glove. \n\n[li]Eunorus Plains - Gizamaluke/Cavern \nThe Potions I used were a precaution, but I probably shouldn\'t have used any on Zidane or Freya. It\'s fastest to have only Zidane attack the black mages since he can kill them in one hit. Quina must die for the next segment to work. You have to talk to the first moogle or they won\'t give you the bell (in the next segment), but I accidentally talked to him an extra time. \n\n[li]Gizamaluke/Cavern - Daines-horse Basin \nIt can take quite a few resets, but it\'s nice that Phoenix Downs can revive you with 1 HP. Gizamaluke seems pretty pathetic here. I kind of forgot what I was supposed to do right after Gizamaluke since it took so many tries to get this far. It took me a moment to realize I was talking to the same guy over and over (rub-a-dub!), and I had to backtrack a bit to pick up the Multina Racket. So this little section could have been better, but it didn\'t lose very much time. \n\n[li]Daines-horse Basin - Burmecia/Vault \nThe black mage battle is something we\'ve seen before. Me like Burmecia with no random encounters. There\'s one point where I lost my grip on the control stick[-]see if you can spot it! \n\n[li]Burmecia/Vault - Start of DISC 2 \nThe battle against Beatrix...well, let\'s just say that I forgot the battle doesn\'t end right after Limit Glove. (Poor Zidane, no one likes him...) Still, I stole the Chain Plate like I wanted, so I kept this segment. End of Disc 1! \n\n[li]Start of DISC 2 - Bentini Heights \nMarcus gets humiliated when Dagger deals more damage than he does to Black Waltz 3. (By the way, this is Dagger\'s final equipment for the rest of the run.) I pick up 1610 gil from a treasure chest on the way out. \n\n[li]Bentini Heights - Gargan Roo/Entrance \nI watch the first ATE in order to get a Power Belt (500 gil is a reasonable price to pay). The Mage Masher, Leather Wrists, and Glass Armlets are for synthesis later on, and the Magus Hat is to raise Vivi\'s ice damage. There happens to be 2225 gil in front of the auction house, which is mine for the taking. Not much else here besides skipping storyline. \n\n[li]Gargan Roo/Entrance - Daines-horse Basin \nYou wouldn\'t think that getting through Gargan Roo with no encounters would be that hard, but it seems to have a higher encounter rate. Ralvurahva cooperated this time by not killing Steiner (at least, not until it didn\'t matter anymore). \n\n[li]Daines-horse Basin - Cleyra/Tree Trunk \nNo encounters; picked up Magician Shoes to boost Vivi\'s magic attacks. \n\n[li]Cleyra/Tree Trunk - Cleyra/Inn \nQuina could have learned Auto-Life in this segment, but I decided against it. The only fight where it would be useful is against the Antlion, but with some luck it isn\'t needed at all. It took only one try to get out of the quicksand hole this time. Lots of stuff to pick up in Cleyra: 970 gil, Thunder Gloves, Gysahl Greens, Yellow Scarf, and 1250 gil respectively. The Chain Mail is for synthesis later on; I buy it here instead of at Treno so that Steiner could equip optimum without equipping the Chain Mail (saves a tiny bit of time). Unforunately, I accidentally talked to the priest in the cathedral twice, even though I was specifically trying not to. \n\n[li]Cleyra/Inn - Cleyra/Inn (after Antlion) \nWithout Auto-Life, Quina must get exactly 1 HP in one of two ways (both of which require a lot of luck): by being killed and revived with a Phoenix Down or by Antlion using Sandstorm (which reduces HP to <= 10). It would have been better if one of these had happened first thing in the battle, but at least this really didn\'t take any longer than if I had used Auto-Life. (Besides, this battle took MANY resets to get.) \n\n[li]Cleyra/Inn - Cleyra/Cathedral \nFirst, I pick up some Gysahl Greens and 900 gil that I skipped earlier. Once again, Quina must die. (Don\'t worry, s/he\'s used to it by now.) The battles went pretty much as I expected; some were quicker than others, but everything went down in one hit. I save all the Cleyrans because I\'m nice (and it\'s quicker than not saving them). \n\n[li]Cleyra/Cathedral - Red Rose/Cabin \nBeatrix goes down the same way as last time. I really should have stolen the Ice Brand from her, though. Since I didn\'t, I have to spend a little extra time in Alexandria Castle picking it up. Poor Cleyra...*sniff* \n\n[li]Red Rose/Cabin - Alexandria Castle/Chapel \nThis is the fastest way I\'ve found to escape with Steiner and Marcus. I believe it\'s possible to avoid both guards, but I\'ve never been able to do it. So I fight one battle and kill off Marcus so Steiner will gain one extra level. \n\nI\'d make a joke about all the Alexandrian guards here being blonde, but I have blonde hair myself, so... Against Zorn and Thorn, Vivi shouldn\'t have had to take a turn, but annoyingly, Zidane didn\'t do as much damage as he normally does. \n\n[li]Alexandria Castle/Chapel - Alexandria Castle/Chapel (after a bunch of battles) \nFinally there\'s an actual fight against Beatrix, but it still goes pretty quickly. When I practiced this segment, Beatrix always killed Bandersnatches in one hit, but of course when I record, she doesn\'t. (Grr!) It would have been nice if Freya hadn\'t died so she could get some more experience, but I dealt with it. Zidane gets to level 13 at the end of this segment, and just \"happens\" to have max HP that ends with 7! (This was planned, of course.) \n\n[li]Alexandria Castle/Chapel - Eunorus Plains \nIt takes 2 Blizzaras and one attack from Zidane to take out Ralvuimago; Zidane attacks last so it doesn\'t go into its compact form. Stealing the Adaman Vest was a nice surprise, meaning I don\'t have to buy it later. Ramuh is useless (as well as all other eidolons), so he gets skipped. It\'s very easy to not trigger the conversation with the people standing around the black mage in Lindblum, but I guess I had to make a mistake in this segment somehow... Because of my earlier shopping, I don\'t have to visit the weapon shop in Lindblum. The Exploda is for Lucky Seven, the Glass Buckles are for Power Belts, and the Power Belts are for...well, power! (Well, and also for MP Attack and Counter.) This time I save on the world map instead of at the moogle near the exit because it can be difficult to get to Qu\'s Marsh without any encounters (as I found out in segment 10), and the next segment is already annoying enough. \n\n[li]Eunorus Plains - Fossil Roo/Cavern \nThere are a couple small mistakes in this segment that bother me. I can dodge the pendulums just fine almost every time, but of course the time I do the worst is when I get lucky with Lucky Seven against Lani on the first try. (In case you don\'t know what Lucky Seven does, it randomly deals 7, 77, 777, or 7777 damage if Zidane\'s HP ends with 7, and deals 1 damage otherwise.) \n\n[li]Fossil Roo/Cavern - Dyshnose Shores \nA pretty boring segment, if you ask me. I get through Fossil Roo with no encounters. As long as the words \"Outer Continent\" are on the screen, you won\'t get into encounters, so I manage to get pretty far before saving. \n\n[li]Dyshnose Shores - Magdalene Forest \nChocobo = no encounters, which I like. I pick up 2700 gil, and then follow a black mage out of town. \n\n[li]Magdalene Forest - Mountain Path/Roots \nIt\'s pretty much impossible to get through the forest without any encounters, so this is the first segment where I allow one (besides the one encounter for acquiring Limit Glove, that is). I pick up Gysahl Greens in the chocobo stable, and because of earlier shopping, I\'m able to avoid going to the synthesis shop (which would have triggered a time-wasting conversation). If I would have planned a bit better, though, I would have bought the 2 Glass Armlets earlier when I bought the others in Treno; they aren\'t needed until Disc 4, but this is the last chance I\'ll have to buy them. Magic Armlet and Magician Cloak are for raising Vivi\'s magic and ice damage, respectively, and the Headgear is for Undead Killer. (Although Ritual Hat also provides Undead Killer and has higher defense, you\'ll see in segment 37 why I bought Headgear.) Too bad there isn\'t time for Vivi and Quina to get married... The only mistake of this segment is right at the end, where instead of talking to the save moogle I accidentally talked to Stiltzkin as well as accidentally bought his deal for 666 (coincidence?) gil. \n\n[li]Mountain Path/Roots - Banyano Shores \nDespite getting this segment many times in practice, once I started recording it took forever to get. 7777 damage isn\'t quite enough to take down Hilgigars, so Vivi helps with Blizzara. Zidane speeds things up by asking Dagger to come with him to the Eidolon Wall before he actually decides to have her come. (The dialogue is messed up because of this, but it\'s too fast to read it here.) Poor Vivi looks like he\'s getting whiplash during the dinner conversation. \n\n[li]Banyano Shores - Pualei Plains \nNo encounters on the way to the Iifa Tree[-]short and sweet. \n\n[li]Pualei Plains - Iifa Tree/Roots \nThis segment was a fluke, but a good one. The Iifa Tree has one of the highest encounter rates in the entire game. Previously, the fewest encounters I\'d gotten during this segment was 3, and I was about to accept that when Lag.Com urged me to try to get it down to 2 encounters. So I tried just a couple more times, and somehow I got really lucky and got through with only 1 encounter! \n\n[li]Iifa Tree/Roots - Pualei Plains \nThis was one of the hardest segments of this run. It\'s possible to get through with only 1 random encounter, but so many other things depend on luck as well that I finally gave in and allowed 2 random encounters. Zidane MUST have his HP end in 7 at the end of this segment, which pretty much means he can\'t get hurt during the two forced encounters. Zidane also must be at level 17 at the end of Disc 2, so in order for him to get enough experience, the first forced encounter had to be against 3 zombies instead of 2 (it can randomly be either) and Dagger needed to be dead (which I didn\'t have to worry about, thanks to the previous segment). Finally, Soulcage\'s first move is always L.5 Death, which will kill Zidane at this point, and so I needed the first turn in that battle. Needless to say, I was very happy when all of this finally happened. \n\n[li]Pualei Plains - Lucid Plains \nSame as segment 33, except backwards. \n\n[li]Lucid Plains - Banyano Shores \nThis is why Zidane\'s HP had to end with 7 at the end of segment 35. When Zidane\'s defense is exactly 21, Amarant\'s attacks will always be a multiple of 10, so I don\'t have to worry about Lucky Seven getting messed up. With the Survival Vest that I pick up and his other equipment, his defense becomes 21. It takes one extra attack after doing 7777 damage to finish Amarant, so you can see that this battle is the fastest scenario. Although Amarant isn\'t any more useful than Dagger in the upcoming battles, he needs to gain some exp. and AP, so I put him in the active party. \n\n[li]Banyano Shores - Pualei Plains \nIf you\'ve watched segment 33, this will seem very familiar. The only difference is I do some equipping in the menu at the end. \n\n[li]Pualei Plains - Iifa Tree/Tree Trunk \nI was unlucky with the first Mistodon battle in that both Mistodons got a turn before my characters. Still, I got through the first part of this segment with no encounters, so I\'m not complaining. \n\n[li]Iifa Tree/Tree Trunk - Start of DISC 3 \nI\'ve never gotten past this part without at least one Mistodon battle, so I made sure it was ONLY one. End of Disc 2! \n\n[li]Start of DISC 3 - Treno/Knight\'s House \nThis segment is mostly skipping storyline. The only things of note are picking up 3927 gil at the dock and tossing all my cards in order to get better ones from Tot. \n\n[li]Treno/Knight\'s House - Gegalrich Shores \nThe card game is not one of my favorite parts of this game, and I\'ve never been that great at it. I depended more on luck than skill to win the tournament[-]and I needed to win in order to get the Rebirth Ring. I also acquire some Angel Earrings when Dagger gives the correct orders, which are only good to sell for 10,000 gil later. I avoid the first Mistodon battle by luring it over so it gets stuck, which can be kind of tricky. All the battles with Steiner and Beatrix go well; it\'s too bad that Steiner\'s automatic trance in the last battle is useless. The rest of the segment is just a ton of storyline. It doesn\'t matter at all who I choose for my party at the end, because it\'s going to be changing again soon anyway. \n\n[li]Gegalrich Shores - Kiera Desert \nOnce again, Choco saves the day. \n\n[li]Kiera Desert - Blairsurpass Plains \nHere is the first time where choosing the right party really matters. I can\'t say for certain that I made the best decision here, but it seemed to work pretty well. Ark has more HP than Valia Pira, so the group going to Oeilvert gets more heavy hitters. The screen right before getting onto the Hilda Garde 1 is another screen that\'s impossible to get through with no encounters[-]and they make you go through it 3 times! Too bad the words \"Forgotten Continent\" disappear before you get a chance to walk. The chocobo tracks are pretty far away, so I have to walk quite a ways before saving. \n\n[li]Blairsurpass Plains - Oeilvert/Outside \nThis is the last time we\'ll be seeing Choco... \n\n[li]Oeilvert/Outside - Oeilvert/Star Display \nIt may not seem like it, but the hardest screen in Oeilvert to get no encounters on is the very first screen. I had a little trouble in the room with the airship holograms, but nothing too major. The only treasure I pick up is the Shield Armor. \n\n[li]Oeilvert/Star Display - Desert Palace/Rack \nThis here is another very annoying segment. The two things Ark could do to mess things up were to use Propeller Wind (which would confuse everyone since no one has Clear-headed) or Photon on Zidane (reduces HP to 1). At least I was able to get Zidane\'s defense just right again so that Ark\'s other attacks always dealt damage that\'s a multiple of 10. I wasted some time using Lucky Seven a second time, but other than that this battle went very well. I really wish the hedgehog pie minigame weren\'t right after the Ark battle, though; of course, I got nervous and lost about 20 seconds. \n\n[li]Desert Palace/Rack - Desert Palace/Library \nThe only treasure picked up here is the Shield Armor. It\'s not too difficult to get through here without any encounters. \n\n[li]Desert Palace/Library - Gulug Mountains \nSince I picked up the Shield Armor in the last segment, Valia Pira doesn\'t get its defense enhancement; now it takes one Limit Glove and two attacks from Freya to finish it. I was VERY lucky to get only two encounters in this segment (I was expecting more). It takes about the same amount of time to kill one Ogre as it does to Flee. The first time that I was able to change my party, I put Freya in, hoping that she would gain a level from some Ogres. At the end, I put Vivi in the party so that it wouldn\'t bring up the change party screen in the next segment when he forces his way in. \n\n[li]Gulug Mountains - Esto Gaza/Terrace \nThere are some chocobo tracks nearby, but unfortunately I don\'t have any more Gysahl Greens. For some reason, you can get attacked in the first screen of Esto Gaza, which is kind of annoying (didn\'t happen here, though). During the flashback, you have to wait for the scene to complete, so it doesn\'t matter how fast you skip through the dialogue. This is the first time I don\'t have enough money to buy everything I need; luckily Angel Earrings sell for 10,000 gil. \n\n[li]Esto Gaza/Terrace - Hadris Basin \nBy my calculations, I figured I didn\'t need to pick up the 9793 gil near the entrance of Mount Gulug, but not picking it up proved to be a small problem later on. Steiner equips the Coral Sword and Coral Ring in order to learn Charge! and Man Eater, and Amarant equips the Chain Plate so he\'ll have Devil Killer. I was hoping Amarant would inflict Venom on one of the Red Ragons, but unfortunately it didn\'t happen; however, I was happy just to defeat them. I couldn\'t have asked for a better Meltigemini battle, although I wasted a turn healing Amarant. Besides Steiner, it doesn\'t matter who goes to Ipsen\'s Castle (although it\'d be foolish to put Amarant in the group at this point). At the very end of this segment is one of my worst mistakes of this run; it just shows that I should have practiced flying from Lindblum to Ipsen\'s Castle... \n\n[li]Hadris Basin - Ipsen\'s Castle/Small Room \nAmarant leaves, but it doesn\'t affect my current party. \n\n[li]Ipsen\'s Castle/Small Room - Ipsen\'s Castle/Small Room \nI had been planning to steal the Orichalcon from Taharka, but this proved so difficult that I finally gave up on it (which caused some strategy changes later on). I don\'t think it\'s possible to defeat Taharka much faster than this. (Yay for Heat!) Since I was so lucky with Taharka, I allowed one encounter on the way back. \n\n[li]Ipsen\'s Castle/Small Room - Triquai Plains \nThis time I made sure I practiced flying the airship between the shrines before recording this so I wouldn\'t have another blunder like at the end of segment 51... \n\n[li]Triquai Plains - Blairsurpass Plains \nIf I\'d had the Orichalcon, it would have taken 3 hits from Zidane and 1 Limit Glove to finish the Earth Guardian. Without the Orichalcon, the fastest way is 2 Limit Gloves and one hit from Zidane, which is a bit slower due to Limit Glove\'s long animation. Zidane equips Gaia Gear to absorb earth damage and the Ribbon to halve the other elemental damage. At the end of this segment, Steiner, Freya, and Amarant are put into the party so that I could get their equipment ready for the battles in Pandemonium. \n\n[li]Blairsurpass Plains - Bran Bal/Storage \nIt turns out that I shouldn\'t have put Steiner into the party in the previous segment; his equipment and abilities didn\'t need to be changed, and he leaves the party anyway at Bran Bal, forcing me to replace him. So I switch him out at the first opportunity. I pick up a Demon\'s Vest on the way to Bran Bal, and then Angel Earrings and a Wing Edge. \n\n[li]Bran Bal/Storage - Pandemonium/Hall \nI have to buy the Orichalcon here since I didn\'t steal it from Taharka, which I hadn\'t planned on. (Costs 17,000 gil, ouch!) The 3 forced battles in Pandemonium can really be a pain, but here they worked out well. In all 3 of them, the enemy gets healed completely whenever one of the characters joins the battle. No one except Quina and Dagger could die in these battles, because this is the last chance for them to get experience. \n\nAmdusias: Zidane\'s trance here was not planned (in my practice run he got his trance at the end of Disc 2), but it actually turned out to be helpful. Freya shows up after Amdusias flies up, and Amarant shows up after you deal enough damage (usually 2 hits, but only 1 hit if Zidane has a trance). Then I wait for it to come back down because attacking it while it\'s in the air provokes a counterattack. \n\nAbadon: Zidane shows up after 2 rounds, so no point in doing anything until then. I was lucky that it missed with its physical attack. \n\nShell Dragon: Dagger shows up when Zidane\'s HP is critical; unfortunately, this took 2 turns longer than usual. It was also unlucky that Zidane missed with his counterattack. \n\n[li]Pandemonium/Hall - Pandemonium/Maze \nThis is the last time I go shopping. Since I didn\'t pick up the gil in Mount Gulug and since I had to buy the Orichalcon, I have to sell a few extra things to have enough money to buy all that I need. The heavy hitters get weapon upgrades, and the Coronets absorb wind (very helpful against Nova Dragon). I wasn\'t exactly sure how many Phoenix Downs I would need in Memoria, so I used up the rest of my money buying them. \n\n[li]Pandemonium/Maze - Start of DISC 4 \nThere\'s no time to equip anyone in Disc 4 before Nova Dragon, so they need to be prepared for that battle as well as the next 3 battles here. The 3 bosses here (Silver Dragon, Garland, and Kuja) are all actually pretty easy. Garland is usually more annoying with casting Stop a lot, but here it wasn\'t bad. Terra gets destroyed, and it\'s the end of Disc 3! \n\n[li] Start of DISC 4 - Memoria/Entrance \nSince Nova Dragon is weak against ice, Vivi can deal more damage to it than Freya can. Nova Dragon can deal major wind and water damage, but due to their equipment, Vivi and Steiner absorb wind and water, and Zidane and Amarant are immune to wind and halve water damage. The rest of the strategy depends on Nova Dragon not doing Shockwave at all, which WILL kill everyone. \n\n[li]Memoria/Entrance - Memoria/The Past \nI never managed to get through the third screen here without any encounters, although I tried my hardest; I finally gave in and allowed one encounter. I pick up Kain\'s Lance and The Tower. Maliris was kind enough not to use Mustard Bomb and not to kill Zidane until Raining Swords (which she always does when you kill her). \n\n[li]Memoria/The Past - Memoria/Ruins \nAmarant gets his Rune Claws. Since Maliris made sure everyone could be at critical HP in this segment, I use that to my advantage against Tiamat. As long as Tiamat doesn\'t use Twister or Jet Fire, everything goes fine. \n\n[li]Memoria/Ruins - Memoria/Portal \nOnce again, I was never able to get through this without any encounters, so I allowed one. (This is the last one, though!) \n\n[li]Memoria/Portal - Memoria/Time Warp \nIf you don\'t take out Kraken\'s tentacles, they will counter every time you attack him, so they go first. Once they\'re gone, however, Kraken counters with either Leg or Waterga every time you attack him. I was hoping for Leg every time (since Waterga would wipe everyone out), and preferably he would do it to Steiner or Freya (since they have Distract). Thus I needed to limit the number of times that Kraken countered, and Charge! was perfect for the job; it lets you get 4 hits with him countering only once. \n\n[li]Memoria/Time Warp - Memoria/Gate to Space \nLich was nice enough not to use L5 Death or Earthquake, and so this battle went very well. \n\n[li]Memoria/Gate to Space - Crystal World \nMade it in plenty of time to pick up the Excalibur II...not that I was really worried about that. Thank goodness this was the last area where I had to avoid random encounters (although it still wasn\'t that easy). \n\n[li]Crystal World - Crystal World \nHere is the first (and last) time I use Tents. While it would be nice to have critical HP for using Charge! against Deathguise, having full HP increases their chances of surviving his opening attack. Deathguise is without a doubt the hardest boss in this entire run. He always opens with Meteor, which usually kills everyone right out, but can sometimes miss or do very little damage. Then about 90% of the time he follows that with Spin, which kills anyone who happened to survive Meteor. If he doesn\'t use Spin, he\'ll use Demon\'s Claw, which will usually miss Steiner and Freya (thanks to Distract) but kills the others. Because there was so much randomness in who survived Meteor, I didn\'t have a definite strategy for this battle and had to improvise it. I finally got a battle that worked, with the added bonus of having everyone at critical HP at the end (which makes Kuja battle tremendously easier). \n\n[li]Crystal World - End \nThe party\'s final equipment is listed below. Note that not some things are equipped only because they were required for previous battles and I didn\'t bother to take the time to unequip them; not everything here is necessary for the final battles. \n\nZidane (level 30): The Tower, Coronet, Jade Armlet, Gaia Gear, Rebirth Ring abilities: Auto-Life, MP Attack, Bird Killer, Devil Killer, Man Eater, Counter \n\nFreya (level 19): Kain\'s Lance, Cross Helm, Venetia Shield, Shield Armor, Power Belt abilities: Distract, MP Attack, Bird Killer, Devil Killer, Man Eater, Counter \n\nSteiner (level 25): Excalibur II, Cross Helm, Venetia Shield, Shield Armor, Power Belt abilities: Distract, MP Attack, Bird Killer, Devil Killer, Man Eater, Counter \n\nAmarant (level 23): Rune Claws, Coronet, Jade Armlet, Demon\'s Vest, Power Belt abilities: MP Attack, Bird Killer, Devil Killer, Man Eater, Counter, Locomotion \n\nBoth of these final battles were perfect. Like Kraken, Kuja likes to counter every time you hit him, with either Flare, Holy, or Flare Star, so using Charge! limited the number of times that Kuja would counter. Flare Star wipes everyone out, so I just needed him to not do that. For Necron, as long as Zidane survived until Neutron Ring (which always comes right after Grand Cross), I had won the battle.[/ol] \n\nThat\'s it for the run; I hope you enjoyed watching it! I really enjoyed doing this run, even though it really tried my patience at certain times. If you have any questions or comments about this run, feel free to email me at fouressentia AT yahoo DOT com.','2007-03-06',0,30720000,12,'FinalFantasy9_832',68,12,0,NULL),(0,355,NULL,110,'','The fifth game of the Final Fantasy series was not released in the US until its Playstation remake, which is the version you see here. It is nonetheless a spectacular game, featuring a job system quite like the one in Final Fantasy: Tactics. Jobs are switchable between battles, and abilities, once learned, may be carried from one job to another. \n\nI\'d like to thank everyone who helped me or encouraged me to make this run. Credit goes to many members of the SDA forum, especially Genji and Mkt2015 for their helpful suggestions. Many thanks also to instructorpepe, whose amazingly comprehensive and accurate algorithms/stats FAQ on gamefaqs.com made this run possible, and Boco, whose tool-assisted run of the first world contained tricks I never would have thought of. Let\'s not forget Nate, and Radix for editing, and hosting this run, and the verifiers. \n\nFor those of you who\'d rather not watch the whole run, the last five segments, especially the very last one, are probably the most entertaining. \n\nLike any good speed run, this is the final result of much discussion, research, planning, testing, re-planning, re-testing, practicing, and recording. It\'s true that my this is my first speed run, and my 2D gaming skills can\'t stand up to the best of them, but for an RPG the planning is more important to the final time than speedy execution. \n\nThe main reason I chose this game is that the flexibility of the job system allows for almost limitless different strategies. By tailoring a strategy for each fight, you can close out most combats within only one or two rounds. Due to several abilities being powerful almost to the point of brokenness, this can be made to work no matter how low your characters\' levels are. Really! This means that I never have to grind for levels during the run; this can\'t be avoided in most RPGs. Viewers may be especially interested in the last few segments, where having the proper strategy wins the day despite the fact that any attack from any boss could kill my characters in one hit. \n\nA word about segments: 25 might seem like a lot to some people, but it\'s actually exercising some restraint. No amount of skill will sway the random events in the game to your favor; only redoing the segments over and over again can accomplish that. One could continue adding segments pretty much ad nauseum to get a better time. For instance, you never have to encounter any monsters outside if you save every 15 steps or so. Taking this idea to its logical conclusion, you\'ll have potentially hundreds of completely uninteresting segments. This run aims for a happy medium: it uses luck manipulation when the effects are greatest, but still has a viewable number of segments. \n\nWithout further ado, here is the summary of the run by segment. \n\n1: Opening \nMostly plot in this segment. Contrary to what might seem like common sense, \"battle speed\" doesn\'t make battles go any faster; it just gives you less time to choose your actions. In some cases, setting the battle speed to fastest means you go after the enemies instead of before them. \nIn various other versions of this game, the protagonist is named Butz or Bartz by default, but in this version there is no default, so he\'s just B. \n\n2: Pirate cave and wind shrine \nI fought one battle in the wind shrine to get level 2 for Siren. Wingraptor is a pushover as long as you grab the sword for Galuf. \nThank goodness that thieves have every non-combat ability I could ever want, and that their crystal in the first set! The only problem is, their dash ability is a little too fast perhaps, because I can\'t always control it perfectly. I fumbled around in the crystal room, and forgot what I was doing in the menu screen to boot. \n\n3: Torma canal, ship graveyard \nKarl Boss is easy to kill with bolt. It didn\'t even matter that I forgot to move to the back row. \nYou can see that goblinpunch is tremendous in the Siren battle. In fact, that\'s the general pattern for blue magic in this run; each time I learn one, total ownage ensues against several future bosses. Actually, goblinpunch only becomes an uber-weapon when your level exactly matches that of your target, making it only feasible to use on two bosses in the game. \n\n4: North mountain \nI fight the two tatus in order to achieve level 3 for the goblinpunching of Garula in the next segment. True to the meaning of \"speed run\", I defiantly charge through the poisonous flowers. \nMagissa gets the distinct honor of being the first victim of rod-breaking. Without the ice rod from Kerwin Town, I would have no way to beat Magissa and her beefy husband who normally comes to her aid. Still, Galuf manages to get himself fried again. \n\n5: Garula, first visit to Karnak \nGarula is normally capable of crushing a party of level 3 characters like peanuts. He must be terminated with extreme caution, using the latest in paralyzing weaponry and goblin martial arts. \n\n6: Steamship \nI fight some monsters in order to learn exploder, which will come in handy later in the run. I targeted my bolt incorrectly against the mottletraps, though, which cost me about 10 seconds. (It was supposed to hit both.) \nWhen you hit Liquiflame, it changes form, either to a tornado that is about as threatening as a tranquilized kitten, or to a hand that is totally invincible against magic and devastates you with fire2. Guess which form I\'m hoping for. \n\n7: Karnak castle explosion \nFor some reason, the dash system is whacked out in this castle; you move at 2x speed independent of having a thief and/or holding the dash button. \nI had to keep restarting in order to not be attacked by any sergeants; they\'re nearly impossible to run away from and I don\'t yet have the flee ability. Also, the boss cooperates and teaches me doom claw in a timely fashion. This skill pretty much kills anything it can hit. \n\n8: Ancient library \nWith ice rods on my side, Ifrit is more bark than bite. I then use his powers to quickly learn level 5 doom from the forced battle. Oh precious, precious lv. 5 doom. Most bosses are normally immune to anything involving a big floating skull, but this spell bypasses that immunity! Of course, it only works if the target\'s level is divisible by 5, but this can always be attained through a little \"level arithmetic,\" once I learn blackshock and L2 old later on. \nBiblos can be doom clawed, as you can see. Lady Luck decided to give me a first strike, which made me very happy. As far as I know, Biblos is the only boss who can be struck first. \n\n9: World touring, Sandworm \nI spent all the money I\'d been collecting on a bunch of rods and ninja skills, which are needed for various boss fights. \nSandworm\'s biggest weakness is the aqua rake spell. I have no way to learn it. Its next biggest weakness is the water element, which I exploit by having three ninjas flip out and throw water skills at it. Occasionally three of them wouldn\'t quite do the trick, so at the last moment I decided to throw in that silly knife attack. Other than that, this long segment is just plot development and fleeing from enemies. \n\n10: Crayclaw, Blackflames, Adamantaim \nClay Claw has pathetic HP for a boss at this point in the game. The battle against the blackflames is for the purpose of learning blackshock. Yes, I could have thrown that skill sooner; it was a silly mistake. Faris takes one (two, actually) for the team in the Adamantaim battle. \n\n11: Airship, floating city, Puroboros \nWith my characters\' levels, the flamethrows will incinerate me if they get even one turn. Ninjas are faster than they are, fortunately. Soul Gun is likewise no problem. \nIt took me quite a few resets before I could run through the whole floating city at 4x speed without screwing up too badly. \nArcheoavis is one of the more durable bosses I have to face. Although it appears to have two only forms, the first is actually comprised of four different forms, each corresponding to a different element. Forms 2 and 4 can be hit by doom claw, so I probably should have used it. This way is pretty much the same speed, though. \nYou can tell I have no fear of Puroboros based on the fact that I fight them in the same segment as Archeoavis. I have $toss now, which is t3H r0><0r$. \n\n12: Chimerabrain, Titan, interplanetary travel \nChimerabrain is vulnerable to doom claw. I steal a dragonfang from him because I\'ll need them much later, in the N-Zone. Titan\'s final attack will kill everyone . . . unless they\'re floating or jumping. Lancer Faris to the rescue! \nYeah. . . when life gets you down, just jump into an energy vortex and hope it will reunite you with your friends and not kill you. That\'s what I always say. \n\n13: Big bridge, a long hike \nBig bridge is unique in that you can avoid all the encounters (except the ones you see) by avoiding certain squares. This is why I take such a strange path across the bridge. Gilgamesh is another tough boss since he\'s not vulnerable to any of the standard blue magics. I think it may have been faster to release a sand bear or two (from world 1) against him. \n\n14: Moogles, werewolves \nIn the Moogle cave I appear to get swamped by enemies. Normally I restart when this happens, but actually I got fewer encounters than average; the ones that occur in the water are fixed and unavoidable. The bosses in this segment are very easy. \nThere was a little incident involving a Kornago, a Weresnake, an Aquazone, and me not remembering to equip the flee ability. How embarrassing. It only cost me a few seconds though. \n\n15: Dragon valley \nIn this segment I hunt down one DrgnZombie for its fang. This one took a whole lot of resets, either because Golem got me (shame on his hit-and-run tactics!), or the fenixdown missed against the DrgnZombie, or the DrgnZombie never appeared, or I made too many movement errors, or I got way too many encounters, or I got miserable luck in the weed battle. \nOddly enough, Krile\'s little tincture doesn\'t actually cure Reina of the poison, as opposed to the dragon\'s snout back on North Mountain. No, I didn\'t set that up on purpose! I didn\'t even know it before I watched the video. \n\n16: Zeza\'s fleet, barrier tower \nI steal the Genji glove to use against the mummies in world 3. Since blackshock cuts an enemy\'s level in half, rounding down, it\'s very effective against enemies whose level is 1 modulo 10 (such as Gilgamesh) when combined with L5 doom. \n\n17: Atomos, Guido\'s cave \nAtomos falls to the same level arithmetic as Gilgamesh. Guido\'s cave is the stupidest part of the game in my opinion. It has only two types of monster, no treasure, and no boss! They should have just left it out. Also, when you think about it, the whole section of the game from the barrier tower\'s destruction up until the end of Moore forest, our heroes are pursuing nothing more than a counterproductive plot development ending in Galuf\'s tragic death. Why not just attack Exdeath\'s castle right away, for goodness sake! \n\n18: Moore area \nMoore village is a serious powerup zone. Here is where I buy a number of truly awesome spells, especially Break, which converts an ordinary knife or sword into a Terrifying Blade of Instant Death. I also buy a bunch of mixing ingredients for the N-zone. The expensive ethers turned out to be unneeded. The reset spell was a fail-safe in case the last segment turned out to be too frustrating, but I didn\'t need it either. \nThere are some very nice chest pickups in the forest, with plenty of gil or items worth as much as 20000! Unfortunately I have to go a slightly out of my way to get them, and the monster encounters are incredibly dense here. But, I need to start stockpiling money to throw at Neo-Exdeath at the end of the game. \nThe crystal battle is a bit of a luck-fest, but I managed to evade most of their blows, and the ones that landed weren\'t concentrated on a particular character. The last three $tosses must to be done in quick succession in order to bypass the crystals\' desperation spells. \nExDeath doesn\'t do a quick enough job of killing Galuf, so I need Galuf to kill himself. I gave him the bonemail so that he\'d be vulnerable to fenixdown. It\'s odd that the first one missed; I don\'t think that ever happened before. \n\n19: Exdeath\'s castle \nHere is where I learn L2 old, which hits any even-level enemy, causing it to start losing levels one by one. This means that L2 old plus a properly timed L5 death can kill any even-level boss, and moreover, an odd-level boss can sometimes be blackshocked to an even level. Very, very handy. The magic dragons never uses L2 old unless they\'re charmed or controlled, and even then they cast it on their own party instead of yours, necessitating the reflect spell. I wonder if anyone has ever actually discovered, without using a guide, that L2 old can be learned here! \nMy favorite monster name is in this segment: \"Adamngolem.\" I think it\'s supposed to be an adamantium golem, because it was \"Adamagolem\" in other translations I\'ve played. Hilarious! \n\n20: Rejoining the worlds, antlion \nThe two bosses in this segment, Exdeath and Antlion, have even level. \'Nuff said. \nI skipped some dialogue that normally occurs in the square in front of the Eldest Tree. Oddly enough, I never found any other dialogue skips of this form. \n\n21: The great pyramid \nI must have miscalculated Faris\' knight ABP, because she actually would have been fine without the 10 points from the gargoyle battle. Then I could have had used 3 samurai to make it go faster. Oh well, better to have too many ABP than too few. Also, I managed to avoid every single one of their attacks! I didn\'t even need to. \nIt\'s quite difficult to avoid both those snakes, and I\'m not certain that I even saved any time by doing so. It\'s mostly the principle of the thing, I guess. Thankfully the robots are much easier to avoid. They don\'t belong in an ancient pyramid anyway! \nThe mummies are a significant threat because they will always attack first, and they do enough damage to kill a mage at my level in one hit. The solution is to get knightly Faris\' defense rating high enough to completely nullify the mummies\' attacks (a.k.a. Operation Shining Armor). If the other characters have critical health, the knight\'s cover ability will defend them as well [-] a tactic known as the knight lockout. This is why I intentionally poison everybody on the spikes. I was also careful to save two fire rods from world 1 for damage enhancement. \n\n22: Mellusion \nHer initial form is weak against fire, but the blackshock + L2 old + L5 doom combo is faster. Faris is still a knight because she needs the 20 ABP towards learning 2-handed. \n\n23: N-Zone part 1 \nIn this segment I also sell practically all the gear I ever collected in the game, just so I can fling the money at Neo-Exdeath. It\'s amusing that even the humblest shopkeeper in the game (who sells only tonics and tents) has enough cash on hand to buy my entire collection. \nWoodSprite is even level, but still annoying because she often casts reflect on herself, resulting in a reset. \n\n24: N-Zone part 2 \nI really hate Apprehendr because he has so many attacks that leave me flat on the floor. You see him being extraordinarily tame. Also, this battle is the opening debut for the Mix ability. Pretty cool, huh? Sampson power boosts your level by 10 for the duration of the battle. Dragon power (which I use later) boosts it by 20! Blessed kiss is just plain broken. When used on a character, it grants haste, berserk, and image all at once, which is probably just a little too good. But there\'s more. You can also use it on enemies to give them berserk status, even if they have berserk status immunity! This can have glitchy consequences; see the next segment for more details. \nApocalypse is an optional battle. I fight him for his save point only. That, and he\'s so incredibly stupid that he doesn\'t deserve to live. \n\n25: N-Zone part 3, final battle \nThis segment definitely gives a good climax to the run. It\'s chalk full of crazy anti-boss tricks, job/ability/equipment-shuffling madness, and answers to questions such as \"Why did you go out of your way to give [[]insert character name] so many [[]insert job name] ABP? Why did you collect [[]so many dragon fangs/so much money/item X]?\" This one took quite a lot of planning, folks. The N-Zone music is pretty cool, too. \nCatastroph is lv 71, so the natural way to attack him is blackshock + L5 doom. However, blackshock has a very low chance to hit, and his earth shaker attack is much too powerful to survive, so this idea isn\'t really feasible without using the save point and a dragon power. \nHalycanos is even more blackshock-resistant than Catastroph, so I decided on a knight/2-handed/blessed kiss/level pumping strategy. \nTwin Tania uses lethal all-party attacks almost exclusively. Because of the coral ring, B manages to barely escape into hiding. Fortunately, the reason for the name \"Twin Tania\" is apparently that when he\'s about to use gigaflare, he swaps in his identical, but extremely vulnerable sibling. (Yes, I just made that up). This is B\'s chance to come out of hiding and strike. \nExdeath/Neo Exdeath: If you blessed kiss the first form, you actually prevent it from changing into Neo-Exdeath when it dies. As you can see, I don\'t do this because it would be so very LAME and anticlimactic. To use it would save about 3 minutes in the final battle + another minute or so from not having to collect certain chests or sell items. So it\'s not an overwhelming difference. . . and did I mention it would be LAME?!! If there\'s enough demand, I will redo the run since there are other improvements I\'d like to make anyway. \nAnyway, the final battle goes perfectly, as well as I could hope. The first blackshock connects, the dreaded White Hole is not used, and I don\'t screw up the L5 doom timing! Together, these events mean that Exdeath bites the dust on the third round. \nThose familiar with this game would probably guess that Neo would be much more of a threat than the tree form. However, against my strategy he\'s practically no threat at all! The part that\'s responsible for Almagest (big spell, everyone dies) gets taken out right away by break sword. The part that uses Grand Cross (another big spell I don\'t want to be hit by) has its timer reset, and then gets killed, before anything bad can happen. The part that uses physical attacks is no worry thanks to the knight lockout, and the part that uses magical attacks is \"persuaded\" (via cheapo kiss) to use physical attacks instead. (Yeah, I had to use it this once.) All four parts are accounted for. The only way I can lose is if B repeatedly misses his break sword attack (very unlikely), or if I just plain screw up. And yes, that fire rod actually does make for one less $toss. \n\nEnjoy!','2006-01-04',0,12360000,12,'FinalFantasy5_326',25,12,0,NULL),(0,356,NULL,111,'','And it\'s finally done. This is my first speed run ever, and probably the last one for awhile. I\'ve been working on this project for over a year, and a lot has happened. I\'ve seen the end of two years of college, got married, moved into my first apartment, rebuilt my computer, had surgery on both feet simultaneously... and through all of that, I have worked on this speed run. The total of that effort, energy, and time comes down to this... \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \nI. Introduction \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\nI had been watching speed runs on SDA for quite some time. I enjoyed watching runs of games I had played, and one day I thought, \"Hey, I wonder if there is a Final Fantasy VII Speed Run.\" To my disapointment, there wasn\'t. However, there was a topic on it, and I created an account, just so that I could encourage anyone who wanted to do one. This is how I came across GarlandG. I followed the Speed Run Discussions on GameFAQs for quite some time, before I decided to make an account there too, so that I could try and help progress the run in any way I could. I even decided I would use the FAQ that GarlandG had made, and make a speed run, in order to check the FAQ for errors, and test the strategies, as well as for my own personal enjoyment. \n\nAnd that\'s how I began this project. I decided I would follow the FAQ\'s strategies, and try to do the run as quickly as possible, while saving more often, so that the run would take less time to complete, but would still give a relatively accurate display of the game being pushed to its limits. I started recording it so that I would have proof of my accomplishments, as well as give me something to watch later, and brag to my friends about. 	 \n\nBut just before Cosmo Canyon, something funny happened. After realizing it would be a long time yet before GarlandG\'s run is completed (at the time of completion, GarlandG is on the second segment), even though I had been waiting for the start of the run since May, 2006. I realized, that a lot of others were still waiting to see a run of this game on SDA, and here I was, doing a run, and recording it as well. I decided that I would try to have my run posted on SDA, so that all those fans waiting for GarlandG\'s run would have something to watch. After that, I put much more effort into the run, and began working on the run much more frequently. I\'m glad I did. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \nII. Reflection \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\nIf I had it to do over again, I would have started the run with the tenacity that I finished it with. With that said, I am extremely proud of what I have accomplished. In all honesty, I am not sure how much faster I could have gone. This run is far from perfect, but most of the imperfections are masked by the enormous amount of luck involved in the running of this game. I may run a segment perfectly, doing everything humanly possible correctly, and still achieve a slower time, because of something seemingly insignificant, like the number of times I am attacked in random encounters, or the length of the animations for the attacks used. Luck plays a huge factor in each and every segment. I assure you the segments I kept were the fastest I was able to get, while still keeping my sanity. \n\nAlso, please be aware that this run was made using the PC version of Final Fantasy VII. There are some very peculiar differences between the PC version and the Playstation version of the game. If something I do in the run seems weird, and you ask yourself, \"Why on Earth did he go out of his way there?\" or something to that affect, check the In-Depth Comments for that segment. It probably has something to do with the PC version of the game. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \nIII. Acknowledgements \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\nFirst and foremost, I would like to thank GarlandG. Nearly every strategy I used was taken directly from GarlandG\'s FAQ on GameFAQs. You can find the FAQ here: \n\nGarlandG\'s Speed Run FAQ: [a http://www.gamefaqs.com/console/psx/file/197341/31141]http://www.gamefaqs.com/console/psx/file/197341/31141[/a] \n\nThis run was originally only planned to find mistakes in the FAQ, so that when GarlandG made his run, he would not run into the problems I did. I\'m glad I was able to help, and I can\'t wait to see GarlandG\'s run of this game. \n\nLolo26 deserves his own section as well. When I had a question about anything, he was the first person I asked. Always helpful and encouraging. He was a major developer of the strategies used in the FAQ as well. \n\nI would also like to thank: [ul][li]Andy Aloisio - Showing me Quake Done Quick, my first speed running experience... watched several runs with me when I was first getting into it. Thanks Andy. \n\n[li]Dustin Angevine - He came over several times and just hung out while I worked on the run. He gave me advice, and was just there to lift my spirits when I restarted another segment yet again. He\'s done nothing but encourage me. Thanks Dusty. \n\n[li]Matt Zetterman - For not killing me, or kicking me out of the room after hearing the combat theme to Final Fantasy VII for the 1,000,000,000th time. Thanks Matt. \n\n[li]My wife, Laura - You\'re always there for me. Not everyone is lucky enough to have a wife that will not only put up with a husband who enjoys this kind of thing, but also encourages it. She watched the entire run with me, helped me write the comments, and even went so far as to scratch any itch I had while working on the run! Thanks hun. I love you.[/ul] \n\nAlso [ul][li]Other friends and family [li]GameFAQs [li]Speed Demos Archive [li]Radix for hosting the site, Nate for encoding [li]And any one who encouraged me while I was making the run[/ul] \n\nThank you all. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \nIV. In-Depth Comments \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\nOn to the more detailed comments. Most of the reasoning for the things I do can be found in GarlandG\'s FAQ on GameFAQs. But I will elaborate on some of the things I feel the FAQ doesn\'t go in-depth on, and also point out some of the reasoning for things I do in the run, as well as any mistakes I made. I will also give a general outline of the strategies used in major battles, so that if you don\'t want to go look at the FAQ, you don\'t have to. I\'ve divided the sections up the way GarlandG has in the guide, to make it easier to follow, as well as by segment. \n\n[-] The First Mission [-] [ul][li]Segment 01 - \n\nFirst battle went as fast as possible. I renamed Cloud to Andrew... at the time I wasn\'t considering sending the run to SDA, and I figured it would be more personal if the main character and I shared a name. Also a way to prove to my friends I was the one making the videos. I make a slight bobble before saving, but I had had enough of the opening FMV. \n\n[li]Segment 02 - \n\nAh, Guard Scorpion. The strategy for Air Buster requires both Cloud and Barret use Limit Breaks, which means I need to finish the Guard Scorpion battle with both having limit breaks. Cloud doesn\'t completely get his limit, but he gets it in the 3rd Segment, on the way out of the reactor. \n\n[-] The Aftermath [-] \n\n[li]Segment 03 - \n\nIt took some luck to keep Cloud alive, and get his limit in the process. Running to talk to Jessie in the train was a part that caused me to restart a lot, as you have to be careful not to go too far and provoke the conductor, but you have to go far enough to talk to Jessie, and not Wedge. I saved in the sector 7 Slums because I hated that part. \n\n[li]Segment 04 - \n\nI saved earlier than the FAQ, because I didn\'t want to have to go through the memories again. I know, lazy, but again, at this point I wasn\'t thinking about submitting the run. \n\n[-] The Second Mission [-] \n\n[li]Segment 05 - \n\nGetting the High-Potion from the man on the train wasn\'t mentioned in the FAQ... cost me a couple seconds, as I had to pick up the one in the Train Graveyard instead. Note that if I were following the FAQ exactly, this is where I would have saved for the second time. \n\n[li]Segment 06 - \n\nShort segment. I save to keep from having to hit the buttons again. If I had it to do over again, I wouldn\'t save here, but oh well. \n\n[-] Back to the Slums [-] \n\n[li]Segment 07 - \n\nThe strategy for Air Buster is pretty self explanatory. I saved earlier than the FAQ, because I didn\'t want to have to play the church scene again. I probably wouldn\'t have saved here, had I known I was sending in the run at the time, but oh well. \n\n[li]Segment 08 - \n\nPretty short segment, and pretty self explanatory. \n\n[li]Segment 09 - \n\nAnother pretty short segment. I save here because the Wall Market segment is pretty difficult, and I wanted to be close so that I wouldn\'t have to wait too long to try again. \n\n[-] Wall Market [-] \n\n[li]Segment 10 - \n\nIts 30 seconds faster to have Don Corneo choose Cloud for his date, than it is to go through the battles, and not have to get more than the minimum items. This is just going through and getting the fewest items needed for Corneo to choose Cloud. \n\n[li]Segment 11 - \n\nIt may not look like it, but I must have had to restart 30 or so times doing this segment, because I got caught on those stairs in Don Corneo\'s Mansion just after entering. I made a slight running mistake in the sewers. \n\n[-] Slums Revisited [-] \n\n[li]Segment 12 - \n\nSaving here eliminates the first random encounter on the way up, making it a time saver to save. \n\n[li]Segment 13 - \n\nIt actually takes more time to break Cloud out of the pyramid than to just leave him in it. \n\n[li]Segment 14 - \n\nJust have to get through Elmyra\'s flashback. I saved here because I was sick of watching it. \n\n[li]Segment 15 - \n\nWatching the run now, while I do the comments on it, I just said to myself, \"Really, Andrew? You saved here too?\" That would have never happened, if I had known I was submitting the run. \n\n[li]Segment 16 - \n\nI make a slight bobble climbing down a cord, but the rest of the segment went splendidly, so I kept it. \n\n[-] Shinra Headquarters [-] \n\n[li]Segment 17 - \n\nFor the battle with the 3 Grunts at the top of the stairs, apparently you can use the wait trick, and save big time, but it wasn\'t in the FAQ when I went through. Also in the FAQ, it describes being able to get through the statue area much quicker than I did, but I\'m not sure how. I feel like I went at the earliest possible moment each time. The single book I read, is because it is the only book that is unique to each of the four possible passwords, and the Elemental Materia is needed for the run. I made 3 minor running mistakes, but nothing too major, especially for this long and difficult of a segment. \n\n[li]Segment 18 - \n\nIn this battle, I needed to make sure Cloud had a limit break afterwards, and that no one died. It was extremely difficult, and took a ton of restarts. As you can see, I started slowing down my movements at the end of the segment, because I thought it was another failure, but I got very lucky before the last two grenades. I saved to keep from having to do it again. \n\n[li]Segment 19 - \n\nPretty boring segment, but you get to see me run around in circles during the talking. \n\n[li]Segment 20 - \n\nTwo really close calls in this segment. First, Aeris is put to sleep, but Heli-Gunner\'s next attack wakes her up, so it didn\'t waste any time. The other is the fight with Rufus. You probably didn\'t notice, but I was trying to be too fast after the battle with Rufus, and hit cancel in the item collection screen. This caused me to not get the items from the battle. I didn\'t notice this until I got to Corel, and needed to sell them. Luckily, as you\'ll see in that segment, after I buy the Gold Saucer ticket, I\'m left with a paltry 7 Gil. \n\n[li]Segment 21 - \n\nThe red bikes avoid your swings, so the goal is to get three red bikes behind you, and then just keep swinging, and they will never get near you. I knocked out a few red bikes on accident though. Oh well, it\'s not like it cost any time. It\'s also interesting to note that I finished the battle with Roller Ball using my very last grenade. \n\n[-] The First Continent [-] \n\n[li]Segment 21 - \n\nFirst half of a really boring segment. Looking back, I shouldn\'t have attacked the dragon, but at the time, I did it to show the relative weakness of Cloud to Sephiroth. It didn\'t waste much time though. That, and the save in the middle of the flashback would both be things that wouldn\'t happen if I had known I were sending in the run. Neither is that big of a deal though... They don\'t waste much time. \n\n[li]Segment 22 - \n\nThis is the harder half of the Kalm flashback, and why I saved in the middle. I was sick of having to watch all 20 minutes of this, just to restart. \n\n[li]Segment 23 - \n\nShort segment. I save to avoid a random encounter on the World Map. You\'ll see this a lot. I also use the opportunity to make some equipment changes. Equipment changes are almost always at the end of segments, so that you don\'t waste time opening the menu unnecessarily. \n\n[li]Segment 24 - \n\nYou restarted and restarted until I got lucky enough to get across in one segment. I have problem getting up the root, but it took so long to get across the Marsh that I didn\'t mind too much. \n\n[li]Segment 25 - \n\nSaved to avoid a random encounter. \n\n[li]Segment 26 - \n\nSaved to avoid a random encounter. \n\n[-] Junon [-] \n\n[li]Segment 27 - \n\nQuick shopping segment. I didn\'t want to have to shop every time I had to do the battle with Bottom Swell, so I made a save after the shopping spree. I wouldn\'t do that now, but that was my reasoning at the time. \n\n[li]Segment 28 - \n\nBattle with Bottomswell. Then I have to save Priscilla. She needs 41 breaths to revive, so I use the 9-9-9-9-5 technique. I make a couple fumbles running around in the house, nothing too major though. \n\n[li]Segment 29 - \n\nThe quickest way up to the top is to just blow the whistle twice. I save here before the marching, because the marching is hard. \n\n[li]Segment 30 - \n\nThe 5000 Gil was needed. I get warmed up in the locker room, because I had a lot of time off, just click the action button, so I needed a little practice before the real thing. I need the President\'s Mood to be between 60 and 90, so I just goof around, and make sure it\'s between 60 and 90 at the end, so I get the HP Plus Materia. \n\n[li]Segment 31 - \n\nThis is the segment is just going to each of the characters and talking to them. \n\n[li]Segment 32 - \n\nJenova-BIRTH. If the second stop had missed, I would have defeated her without JB getting in the last two Lasers... so it would have saved 3-5 seconds. \n\n[-] The Second Continent [-] \n\n[li]Segment 33 - \n\nSaved to avoid a random encounter. \n\n[li]Segment 34 - \n\nNow, in this segment, I\'m supposed to get in a battle with two bombs on the bridge, and steal two Right Arms from them. However, in the PC Version, the random encounters aren\'t random. I always got the same battle on the bridge... So I had to figure out another way to get all 5 Right Arms quickly. \n\n[li]Segment 35 - \n\nI found that there were always 2 bombs on the second battle. I got 2 right arms in 2 attempts, so I saved, as there is about a 1% chance of this happening. \n\n[li]Segment 36 - \n\nNow I finally go the rest of the way across the train tracks. It was very rare to have Red XIII survive this segment. This segment shows how tough it is to get those stupid Right Arms. But since I got 2 in 2 attempts on the previous segment, I was a little more lenient with stealing them in this one. If I had known I was sending it in, I wouldn\'t have been. \n\n[li]Segment 37 - \n\nI save so that I don\'t have to buy things every time I did the Gold Saucer segment. Do I need to say \"I wouldn\'t have done this if I knew I was sending it in,\" again? \n\n[li]Segment 38 - \n\nNot really a whole lot too this segment, as far as difficulty. I save with 7 Gil. I barely made it. \n\n[li]Segment 39 - \n\nThis segment is just the second half of the Corel flashback. I save because the save point is close, and I didn\'t want to watch the FMV any more. I regret saving here. \n\n[li]Segment 40 - \n\nBattle with Dyne went perfectly. You can see the power of the Right Arms, and why they are worth the trouble of getting. You can\'t end the Chocobo Race until someone places second. Also, for some reason, sometimes when you are in the buggy, the action sound get high pitched. It happened at the end of this segment. \n\n[li]Segment 41 - \n\nAlmost every time I went through the forests here, my battle was with Yuffie. Too bad it\'s a waste of time to see her. Saved to avoid a random encounter. \n\n[li]Segment 42 - \n\nSaved to avoid a random encounter. \n\n[-] Cosmo Canyon [-] \n\n[li]Segment 43 - \n\nWhile working on this segment, I was comparing my times to Lolo26\'s times for his PC Final Fantasy VII Speed Run, and I noticed that he was only slightly faster. I realized I was doing a lot better than I thought I was, so I decided I would try and get the run posted on SDA. So from here on out, I buckled down, and really tried to do my best on every segment. It stopped being a project for testing purposes, and personal satisfaction, but a project to break records. \n\nThis segment itself is one of the most annoying in the game, I think. It\'s 6 and a half minutes of text skipping, and I had to redo it way more than I thought I would have to. That\'s why I ended up breaking it in to two segments, right before the campfire sequence. You practically have to run through the save point anyway, so it didn\'t seem like such a bad idea at the time. This is the last of those \"Wish I Hadn\'t\" saves. \n\n[li]Segment 44 - \n\nSecond half of one of the most annoying segments in the game. Saved to avoid a random encounter, and to keep from killing myself during the next segment. \n\n[li]Segment 45 - \n\nThis is was the hardest segment of the run, at the time. I have to run around in the first area with the lava, because of the random encounter problem of the PC game. The second battle was always with 3 x Sneaky Steps, which I needed to learn Death Sentence from, so I needed to run around a little extra to make sure I got that battle in this area. One of the Sneaky Steps had to cast Death Sentence on Tifa, and then I also needed to win at least 1 M-Tentacles from the battle. The M-Tentacles is then used against Stinger #1. For whatever reason, the Stingers don\'t counterattack with Sting Bomb when hit with an M-Tentacles. I got very lucky with the second Stinger deciding to attack Red XIII twice, as the other two got Sting Bombed, and wouldn\'t have been able to survive too many attacks. So many people ask why me why I don\'t use a Phoenix Down on Gi Nattak. To quote GarlandG\'s FAQ, \"Throw an Elixir at him and the battle will be over. Phoenix Downs work as well, but there\'s a chance they\'ll miss. Elixirs never miss.\" With as much luck as this segment already requires, using a Phoenix Down is nutty. I saved immediately after the segment, because I did not want to get unlucky with the random encounters, and have to redo it. \n\n[li]Segment 46 - \n\nSaved to avoid random encounter. Also some equipment changes are made. \n\n[-] Nibelheim & Mt. Nibel [-] \n\n[li]Segment 47 - \n\nThe FAQ currently says that Cait-Sith should get hurt a lot on this segment, so that he is close to his Limit, so that he can use it for Palmer. I either missed that part, or it wasn\'t there when I went through. \n\n[li]Segment 48 - \n\nProbably the segment I spent the most time on. What happens is this: Materia Keeper has 8400 HP. Bio does 78 damage, and Tifa\'s attack does 21 damage. This leaves Materia Keeper with 8301 HP. Each poison deals 262 damage. He takes 2 from poison, dealing 524 damage, leaving him with 7777 HP. This is known as \"lucky 7\'s\" causing everything MK does to cause 7777 damage... including poison! So he dies instantly. I grab the Counter materia because one time, I got stuck on it, and I didn\'t want that to happen again. I spent probably 3 weeks on that segment. \n\n[li]Segment 49 - \n\nSaved to avoid random encounter. \n\n[-] Rocket Town [-] \n\n[li]Segment 50 - \n\nShopping and plot line segment. I saved because the cutscene is so long and boring before Palmer, I didn\'t want to have to do this every time I had to fight him. This save, I do not regret. It saved my sanity. \n\n[li]Segment 51 - \n\nThis gun would have gone faster if Cait had his limit break, but not a whole lot faster, unless I got really lucky with the Dice. I didn\'t realize I needed him to have his limit until now, and there was no way I was redoing the Materia Keeper battle. This way wasn\'t much slower any way. \n\n[-] Before the Temple [-] \n\n[li]Segment 52 - \n\nSaved to avoid a random encounter. \n\n[li]Segment 53 - \n\nThis Segment includes some shopping, the date, and Cait\'s betrayal. I saved at the end to avoid a random encounter. \n\n[li]Segment 54 - \n\nI run around in a weird way because I have the PC version of the game. This was the pattern I found gave me the best chance at getting to fight 3 x Flapbeats. I spent nearly 5 man-hours trying to get this short segment right. I needed Cloud to have his Limit at the end of it, and I needed to get 2 T/S Bombs from the Flapbeats. \n\n[li]Segment 55 - \n\nI stop by Gongaga to pick up the Deathblow materia. I save to avoid a random encounter. I know I was really close to the ship, but not once was I able to make it all the way there. I almost never made it as far as I did, actually. And if I did make it, I would have had to save in front of the Temple of the Ancients to avoid a random encounter any way. \n\n[-] The Temple of the Ancients [-] \n\n[li]Segment 56 - \n\nLooking back on it, his is probably the segment I am the least happy with in the entire run. For as little luck as it requires, I make too many small mistakes in my opinion. None of them add up to much time, but it just doesn\'t feel like a very clean segment to me. \n\n[li]Segment 57 - \n\nThis is the first segment that utilizes the power of Tifa. When Tifa has the Powersoul, she does more damage when she is in danger. She does: \n\n2x damage for being in critical health 4x damage for having Death Sentence on her 2x damage for Deathblow \n\nThis gives her 16x damage, making her quite powerful. The first attack must be Red Dragon Breath on Tifa, to put her in critical health. Then I cast Death Sentence on her, and use Deathblow, and use Cross Slash. This paralyzes Red Dragon, so that Tifa can attack twice more before Red Dragon gets to. I restarted until none of Tifa\'s Deathblows missed. It took me 5 hours to get this battle right, which is why I didn\'t restart when I made a slight fumble in the menu at the end of the segment (cost maybe ~1 second). \n\n[li]Segment 58 - \n\nThis is the battle with Demon\'s Gate. Demon\'s Gate must open the battle waving his arms, meaning that Demon Rush will be his next attack... that is unless I do enough damage to him. The segment really just involves trying to do enough damage to him, while staying alive. Interesting note, these are the only 2 Deathblows in the entire run that I allow to miss. \n\n[-] Bone Village & The Forgotten City [-] \n\n[li]Segment 59 - \n\nThe Lunar Harp is always in the same place, so you don\'t need to place any diggers to find it. The rest of the segment just involves not getting caught on anything, which happens a lot, as there are two fairly difficult running areas in this segment, especially in the area with the beds. I do make a running mistake, costing maybe 1/2 a second. \n\n[li]Segment 60 - \n\nSad segment. I throw the Molotov at Tifa in order to get her health into critical condition. I watched that FMV a lot, because I didn\'t want to let any Deathblows miss. \n\n[-] Adventures in the Snow [-] \n\n[li]Segment 61 - \n\nPretty simple segment. \n\n[li]Segment 62 - \n\nSaved to avoid a random encounter. Also made some equipment changes. \n\n[li]Segment 63 - \n\nSorry about the quality of this segment. For some reason, Camtasia doesn\'t like when there is a lot of stuff going on, and this is the worst it gets. It\'s not too bad though. This segment was another one of those really annoying segments. Not only is there snowboarding, but I have to steal a Circlet from a Snow. First of all, the snowboarding. It went pretty well, though I suppose it could have gone better. I hit the walls in a few spots, though I don\'t fall over. It was 3 seconds slower than my fastest time, though, so I didn\'t mind too much. But the big reason I kept it was because I was able to steal the Circlet on my first attempt. The reason I had to run around until I got a battle with the Snow is because I have the PC version of the game. This was the worst affect it had on me... If I had the PS Version of the game, I would have just simply restarted until I got a battle with the Snow as the first battle in this area. Unfortunately, the battles are always the same for us PC users, and the Snow is the 3rd battle in this area. This wastes just about 1 minute, exactly. \n\n[-] Gaea\'s Cliff [-] \n\n[li]Segment 64 - \n\nThis segment took a lot of restarts. I need Cloud to have just about full health in order to be able to survive the Stilva using Magic Breath, so I need to make sure I am fully healed when he uses it. The Elixir is needed to refill Cloud\'s MP. \n\n[li]Segment 65 - \n\nThis was another one of the most annoying segments in the run. I spent a ton of time on this segment, and it was incredibly luck requiring. If any of the Evil Heads use Ultrasound on Cloud, Cloud becomes silenced, and I have to restart. As well, Demi misses quite often. Not to mention death is a distinct possibility, and must also be avoided. This is why I saved after this segment. I\'m extremely glad I did, as I had to redo segment 66 when I learned Tifa needed to be in the front row for Schizo, and it wasn\'t in the FAQ. I would have died if I had to redo this as well. \n\n[li]Segment 66 - \n\nThis segment just involves getting to the save point before Schizo, and making the necessary equipment changes. \n\n[li]Segment 67 - \n\nThe battle with Schizo requires quite a bit of luck. I need the Ice Head to open with an attack on Tifa to put her in Critical Condition. Then I need to keep everyone alive, and at full health for the finishing attacks, and I restarted until Deathblow didn\'t miss. The caped guy at the bottom of the crater that you have to talk to, made me restart more than once. For some reason, sometimes I couldn\'t talk to him, even though I was running straight into him. \n\n[-] Whirlwind Maze [-] \n\n[li]Segment 68 - \n\nI actually the battle with Jenova-DEATH was worse than the battle with Schizo. Though the battle is actually as difficult, or as luck requiring, it takes a lot longer to get to the battle. I decided after I had already defeated Schizo that I would use the \"perfect tactic\" against Jenova-DEATH, so I needed to switch to the Power Wrist before the battle, instead of at the end of the previous segment. Unfortunate, but I did not want to have to redo the segment with Schizo. This still saved me huge amounts of time. \n\n[-] The Time Without Cloud [-] \n\n[li]Segment 69 - \n\nAfter 15 minutes of text skipping, I felt saving here was ok, especially because the next segment is 13 minutes. \n\n[li]Segment 70 - \n\nFor whatever reason, getting out of that chair is really hard on the PC version. I think it\'s because my keyboard is really sensitive, and it notices slight timing differences between two buttons, that I am trying to hit at the same time. So I found that if I just held the next buttons I need to push, while she is doing the previous action, I always mess up twice on the same animation, but at least it is consistent. It is also much better than I normally did, even if it isn\'t perfect. It only costs me a couple seconds to do it this way, versus if I had done it perfectly. \n\n[li]Segment 71 - \n\nThis segment involves both shopping, and equipment and materia changes, spread pretty far apart. The equipment changes I need to make, are some of the most drastic in the entire run, and it\'s very difficult to do quickly without screwing up. \n\n[li]Segment 72 - \n\nI\'m really bad at catching the other train. I don\'t know why I\'m really bad at it, but sometimes, I feel like I am in a good rhythm, and I just don\'t catch it, and other times I feel like I\'ve screwed up a lot, and I catch it quicker than normal. That seems to be the case here. This was only 2 seconds slower than the fastest I was able to catch it. Also, there was a pretty big problem with my game at this point. When trying to slow down the train, none of my keys would work. I ended up having to connect a joystick, in order to use the joystick keys to slow down the train. I have no idea why that happened, but the PC version of this game is wrought with problems. \n\n[li]Segment 73 - \n\nThis is the Fort Condor segment. Once you\'ve placed a troop, you can place more troops just below them, up to a certain point. As well, when there are no enemies on the map, the mini-game ends instantly. This demonstrates a great way to exploit this, and achieve a quick victory. \n\n[li]Segment 74 - \n\nTo quote GarlandG\'s FAQ, the goal of the battle with Ultimate Weapon is to \"Survive and steal a Cursed Ring.\" I restarted until that happened. Then there is a lot of text skipping, and following along enough to make sure I move to all the right places. At the end of the segment, is probably the most difficult equipment and materia changes in the run. \n\n[-] Junon Underwater Reactor [-] \n\n[li]Segment 75 - \n\nThis segment required a ton of restarts. I needed to win two S-Mines from the battles in and just outside of the elevator. This only happened once every 25 restarts or so. When that did happen, I had to make sure Tifa had the right amount of health, so that she could be in Critical Condition by Carry Armor. I found the \"sweet spot\" to be around 650 HP. I had two faster segments, one where she finished with 150 HP, and one with 880 HP, but neither one allowed me to be in the right range by Carry Armor as often as this one. The reason this attempt was slightly slower, is because of the stupid button in the underwater elevator. It\'s very difficult to press on the first try, and apparently I had just too much good luck, because I missed it 3 or 4 times, costing me 3 or 4 seconds. \n\n[li]Segment 76 - \n\nThis segment was also really difficult. This was one of only two times I successfully defeated Carry Armor without a Deathblow missing, and the first was a practice run. The very last battle of the segment, I should have used Trine first, and then had Tifa use Deathblow. It would have saved the Added Cut animation. But with as luck requiring as this segment was, I wasn\'t going to restart, just to have that Deathblow miss, killing the guard with Added Cut, making the times exactly the same. \n\n[li]Segment 77 - \n\nThis was the quickest I was able to destroy the sub. I was never able to get a 9:47. I don\'t know why the camera pauses for 13 seconds after the victory, but that happened every time. \n\n[-] Rocket Town & More [-] \n\n[li]Segment 78 - \n\nI got extremely lucky on this segment. Normally, when doing this segment, I had Cloud use Trine to kill the enemies in the first two battles. But for some reason, spur of the moment like, I decided to use Deathblow. No Deathblows missed, even though I had been on a terrible string of missed Deathblows. In the second battle, no one even got to attack. I needed to use the two Molotovs to get Tifa in the right range to beat Rude in one hit. I had trouble landing the Highwind at the end of the segment, but I saved so much time using Deathblow, it didn\'t matter. This is also the reason I saved here, as I didn\'t want to lose the work I had done thus far. \n\n[li]Segment 79 - \n\nPretty long and boring segment, followed by some equipment changes, and then waiting for Diamond Weapon at the beach. I make a slight error during the changes, costing less than a second, but I have to wait for DW any way, so it didn\'t really cost any time. \n\n[li]Segment 80 - \n\nDiamond Weapon has physical immunity, unless you use two limit breaks against him. I do tricks in the air to land in the area with the save point. \n\n[-] Return to Midgar [-] \n\n[li]Segment 81 - \n\nI have Tifa attack herself in order to get her into the right HP range quickly. This took many more retries than you would think. Because the PC doesn\'t have random encounters, the screen always zoomed to the same angle, and I wasn\'t able to attack Tifa, unless Cait got pushed out of the way first. Then I discovered I could select her if I were running. That\'s why I run and then attack Tifa. \n\n[li]Segment 82 - \n\nThis segment took me over 6 hours to get right. 6 straight Deathblows need to connect, and there are two sets of equipment changes to get through. I screw up on the first set, accidentally hitting no to reset Cloud\'s limit, before quickly selecting yes. This cost me maybe 0.5 seconds. The battle with the Turks looks a little sloppy too, but it was as fast as it could have gone. I couldn\'t be happier with the battle with Proud Clod. \n\n[li]Segment 83 - \n\nFrom this point forward, since Tifa has the Mystile, it\'s impossible for Deathblow to miss. Thats good news... That makes the battle with Hojo require almost no luck at all. However, I restarted quite a few times, any way, until I was satisfied with the results. Guess I\'m just sick. \n\n[-] The Northern Crater [-] \n\n[li]Segment 84 - \n\nI was able to get the earthquake animation and the chest opening animation to work at the same time, saving a couple seconds. The rest of the segment is just getting to the bottom as quickly as possible, and making the final save. \n\n[li]Segment 85 - \n\nHumorously, I finished this segment in the morning, before I had to leave for work. I ended up being late to work, because I had to wait and stop the recording at the end of the credits. There were two luck requiring parts of this segment. Tifa needs to be critical by Jenova, and Shadowflare must miss.[/ul] \n\nAnd that does it. Thanks for watching! I hope you liked it. \n\nAndrew \"Farringa\" Farrington','2007-06-04',0,27660000,12,'FinalFantasy7_PC_741',85,11,0,NULL),(0,357,NULL,113,'','My Crystalis commentary was rather long and my fingers are getting rather tired - so I\'ll keep this semi-brief. \n\nI had made a run attempt on this game back in the early summer, and my time came out to 3:30. I sent it in before my cable was turned back on (about a week before). Once I had internet access again I hit GameFAQs and realized that there a ton of things I didn\'t do that would have sped up my run by quite a margin. Not only that, one of the verifiers rejected the run outright from all the crap I didn\'t do. I asked Radix not to post it and said I\'d re-do it at some point. \n\nI now present to you my 2:39 FFMQ run. My 3:30 run was single-segment, and abused the resistance bug pretty heavily. I decided to segment this one so I could optimize as much as possible. It actually made all the difference. \n\nI made it a point to not accept major bad luck, and this helped immensely. The only bad one I kept (since I was sick of re-doing the segment) was in Lava Dome, where a group of Ninjas decided that they would only use Lullaby for the first couple rounds. \n\nYou\'ll notice that I generally use Bombs if I \"Attack.\" Bombs always have a 100% hit rate. I usually have the Claw equipped since it gives +5 Magic, and for the greater part of the run (especially the latter half) I pretty much use magic exclusively. Also, all Black and Wizard spell have a 100% hit rate. White Magic seems to share the same accuracy as your normal attacks. \n\nThings that sucked: \n-Flamerus Rex for some reason likes to dodge my Cure spells. I had to restart this segment quite a few times due to a missed Cure. \n-The Centaurs in the Wintry Cave can be run-stoppers if they confuse both characters. \n-The Exit Battlefield cooperated this time (first try even) but hadn\'t been so nice in practice runs. Sometimes I just can\'t get the single Squid to appear. \n-Medusa is an absolute bitch without the resistance bug. Reuben\'s only resistance is to Fire...which Medusa doesn\'t use. Also, the main guy doesn\'t have much in the way of resistances yet. She seems to like keeping us Paralyzed/Petrified a lot... \n-For some reason, in the Giant Tree, my hit rate seems to be stupidly low - I\'d partially expect it for my vastly underlevelled hero, but Kaeli seemed to have the same problem...I had to repeat this segment quite a few times when they\'d both gave strings of misses. No character should miss more than 3 times in a row. \n-Gidrah is another bitch without the resistance bug. Fortunately Kaeli\'s natural resistance is to Petrification, which helped a little. Also, Gidrah will always use Para-Gas on his first turn, on whichever character will be going NEXT. I needed Kaeli to go first here else I\'d be restarting. \n-Dullahan also sucks hard. His attacks all hurt a ton, and his insta-death attack has about a 50% chance to hit. \n-Pazuzu\'s Tower required a lot of luck to do well. In order to be quick, I needed Pazuzu to appear on the 6th floor. I could then just hit the switch and trap him there. I speak with him on the 3rd floor, so that eliminates the chances of him appearing there - making it a 1 in 5 chance of him on the 6th. I hated this segment... \n-Doom Castle 6F is suicide without the Aegis Shield (no Paralysis or Petrification resistance). There\'s 10 fights and most of them suck. That is all. \n-Dark King is far from easy even with the Cure cheapshot. He had a severe tendency to kill me off whenever he was exactly 1 hit from death. Also of note is that when he changes to his final form, he ALWAYS uses Golden Web the next chance he gets, which is a guaranteed petrify. \n\nOther interesting tidbits: \n-Minotaur gets 1 shotted from the Life spell. \n-A lot of fights can be skipped in the bone dungeon if you jump in the right direction over the shifting sand. \n-The Exit Battlefield cooperated for a change (except for 1 fight). \n-Tristam is really weak the second time he joins you... \n-Lamias like to cast Sleep Lure a lot. \n-Skullrus Rex is petrifiable...much love for the Dragon Claw! \n-Stone Golem for some reason or another can be insta-killed by the Exit Spell... \n-Twinhead Wyvern is weak to every element except Fire and Earth, which it\'s strong against. \n-Pazuzu and Zuh both seem to follow a rule of not casting/dropping Pshychicshield until after/before you cast your spells. Though Kaeli seems to be able to beat Pazuzu to the punch when he goes to drop it sometimes. \n\nI can\'t think of anything else (pertinent)...enjoy!','2005-10-22',0,9860000,11,'FinalFantasyMQ_24420',22,18,0,NULL),(0,358,NULL,114,'','Using the almighty powers of the JP Scroll glitch, this is now my fastest recorded speed run, completed in 4 hours and 45 minutes. This run is quite similar to my previous solo-Ramza run, except I utilize Flare instead of Holy when possible, since Flare has a much shorter animation than Holy. [ul][li]Chapter 1: Segments 1 to 10 \n\nRamza\'s Zodiac sign is Cancer (as in the previous run) since it is the most neutral sign in the game. Other signs would still work, however, certain points in the game become more difficult with other signs. \n\nThe opening battle features a very mathematically unlikely occurrence...four consecutive critical hits! With a critical hit percentage of approximately 5%, this works out to be a 1 out of 160,000 chance. I\'m glad this was the run through Orbonne I kept. \n\nSome early differences between this run and the previous run: [ul][li]I only train two generics instead of three. [li]I abuse the JP Scroll glitch on Ramza and the generics. [li]I raise Ramza\'s Faith to 80.[/ul] \n\nFor a detailed explanation of the JP Scroll glitch (aka the Page Down glitch) there is an excellent FAQ at GameFAQs that explains it and what classes it works on. The process consists of five steps: [ul][li]Select a skill that can be learned [li]When it asks for confirmation, hold square and press down, the skill list will shift downward to a skill that cannot be learned [li]Select \"Yes\" to confirm [li]Cancel back to the job list screen, it should say that 0000 JP are available [li]Cancel back to the unit screen and re-enter the job list screen, it should now say that 9999 JP are available[/ul] \n\nI use this glitch to teach Ramza Flare, Quick, Demi, Demi 2, and Teleport, and teach the generics Bolt 2, Bolt 3, Frog, and Magic Attack UP, as well as Preach and Mimic Daravon for the Talk Skill generic. \n\nThis glitch does not work with all skills, which is why I glitched Wizard by placing Ice as the second skill from the bottom on the screen and then glitching it, any other way does not work properly. \n\nThe main problem with using the glitch is that is does NOT raise job levels, so I still need to have Ramza Yell his way up to level 4 Priest, level 4 Wizard, level 3 Oracle, and level 3 Time Mage to open up Calculator. Sadly, Calculator cannot be glitched, so I still have to earn the abundance of Calculator JP the hard way. \n\n[li]Chapter 2: Segments 11 to 18 \n\nThis chapter is virtually identical to the previous run, except Flare is used instead of Holy. Also, the viewer may notice that in the previous run, I was able to run through six battles in a row without stopping to save. I could\'ve done it here as well, but the problem is Flare is evadable, while Holy is not. Therefore, I settled on doing battles two or three at a time, as I occasionally hit a battle where a Small Mantle caused a restart when \"Guarded\" came up. \n\n[li]Chapter 3: Segments 19 to 24 \n\nAfter a great deal of trial and error, I found a way to win the Goland battle in one spell instead of two (as in the previous run), however it took a number of tries before it happened. As long as Olan hits both Chemists with Galaxy Stop and Ramza doesn\'t get charmed by the Thieves, then a CT 4 Flare hits everyone and not Olan. Getting him to use Galaxy Stop was another story, though, as he usually prefers to attack the enemy Mediator. \n\nThe rest of the chapter is as before, with the only exception being two Demi 2\'s on Velius instead of two max-MA Holies. \n\n[li]Chapter 4: Segments 25 to 37 \n\nThe main time-saver in this chapter is at Bethla Sluice. After all the enemies move, a Teleport/Quick/Teleport combo hits both switches and ends the battle very quickly. Thanks to EnigmaGamer for pointing it out to me. \n\nSome battles in this chapter do require the use of Holy instead of Flare, due to either insufficient damage output (against Elmdor and Zalbag), to bypass significant magic evasion (against Dycedarg\'s Aegis Shield and innate Magic Defend UP, and the UBS 4 generics, all of whom have mantles), or to cast two spells instead of three (against Rofel and Balk). \n\nFinally, Demi is used against Altima 2 since either Demi or Demi 2 require four uses to kill him (due to the damage cap of 999) and Demi has a higher hit rate and slightly faster animation.[/ul] \n\nThanks always to Nate for converting the run, and thanks to everyone for watching!','2007-06-21',0,17100000,12,'FinalFantasyTactics_445',37,12,0,NULL),(0,359,NULL,115,'','My first speed run on SDA, yay! \n\nFirst I\'d like to than Radix for making this awesome site. Nate, for the great compression guide. All the people in the Tech Support forum helping me out. Ventuz for giving hope that the game can go sub 5, which I probably would have never even done this without. KADFC for his Speed FAQ on Gamefaqs, which I used a lot to compare times. And all the people who gave support in the forums, it really helps. \n\nWhen I first wanted to do a run of this game, my hope was shot down when I saw that there was a Speed FAQ of X-2. I looked through and lost almost all ambition to even attempt a run of this game because it seemed so flawless. A long time later Ventuz made a topic and said he had a time of around 5:40 at the last save with not too much planning. This sparked an interest to see if 5 hours could be beaten while using a different strategy than the one in the FAQ, because my intention when I first saw the FAQ was to just follow it. After only about a week, I started and completed my first speed run for this site while beating KADFC\'s record by 51 minutes! Not to say it was an easy task, very much the opposite. \n\nCharon is an attack that does double the user\'s max HP. So I had to get both my girls up to level 22 to have at least 2500 HP to do max damage. This is why I refrain from using it with two girls in the beginning. \n\nI had a couple of mistakes that I let slide because they were hard segments and required some luck to get good times on. Segment 2 and 3 were ones I had to complete with no encounters, which is extremely rare, so they might be a little sloppier than normal. The contol of Yuna is very similar to DMC, when the camera changes, you continue in the direction you\'re going. Then when you change direction, it sort of jumps (it\'s hard to explain). If you ever see me going the wrong direction, it\'s because of the controls. I also had an embarassing fumble in segment 11 which I had redone many times, and that one had the best time. Georapella really likes using death... \n\nThe run is not perfect, some things could have gone better. But I don\'t think I\'ll redo it because going flawless all the way up to the final save would probably not even save a minute, so the end time would be the same. Also, segment 1 through 12 are recorded via Composite cable. I then later bought an S-Video cable, so the rest looks much better. I highly recommend getting high quality for this. \n\nOverall, I really did enjoy speed running this game. Much more than I did FF VIII, but that\'s because I didn\'t have to redo it so many damn times... I hope everyone enjoys as much as I have.','2006-01-23',0,14940000,12,'FinalFantasyX2_409',19,13,0,NULL),(0,360,NULL,116,'','Hey. I started this run on August 13th, and didn\'t finish it until December 2nd. That\'s insane! As far as I know, this delay was my fault. \n\nFirst of all, I should thank everyone who wanted to see this run and helped contribute ideas. Admitted, I don\'t remember many (if any) new ideas, but even having someone to discuss my ideas with was great. You guys know who I\'m talking about, so thanks to you all. \n\nBut anyway, I did a lot of things differently this time around (besides going faster obviously). I even threw in some RNG abuse, which I can\'t remember if I did in the previous run. \n\nAs an added bonus, I never deployed Merlinus throughout the entire run. I enjoy making him look stupid. Of course, he looks that way anyway. \n\nEnough rambling, on to the chapter summaries! I\'m going to skip Lyn\'s mode summaries, since I hate that mode. \n\nChapter 11: Marcus abuse as usual. Sadly, he decided to hate me by missing Groznyi the second time...freaking moron. \n\nChapter 12: This chapter looks somewhat sloppy, to be quite honest. This chapter has one of the two armory visits in the run. \n\nChapter 13: Ha! Guy, who needs you? Not me, that\'s for sure. \n\nChapter 14: Matthew tricked the bandit into fighting a battle he couldn\'t win by missing the first time. If he had hit, I\'m fairly sure the bandit would\'ve wasted time on the fort. \n\nChapter 15: Florina takes Marcus and Eliwood for a ride. Fairly simple strategy (kill boss, fly in leader). \n\nChapter 16: Ah yes, Merlinus shows his ugly and useless face. I don\'t bother with Raven and Lucius. \n\nChapter 16x: Behold! Limstella\'s worst nightmare joins me! Florina and Marcus take care of things fairly quickly. \n\nChapter 17: Only 3 characters take part in this chapter (Eliwood, Marcus, and Florina). The plan is basically the same as the previous run, except this time I don\'t get the Speedwing and Eliwood hides in a corner. \n\nChapter 18: Marcus does most of the work, as usual. This chapter had a few close calls. \n\nChapter 19: Home of the first Luna spell, which is the only one I ever get. This chapter also has one of the stupidest looking fights ever: Marcus versus Darin. Here\'s how the fight goes: \n\nMarcus attacks with a Hammer Axe (76%) and misses. \nDarin counters with a Silver Lance (52%) and misses. \nDarin hits Marcus. \nMarcus hits Darin. \nMarcus misses. \nDarin misses. \nDarin misses. \nMarcus kills Darin. \n\nIf there was any part of this run that counts as comedy relief, that would be it. -_- \n\nChapter 20: Marcus the one man army. That\'s all that needs to be said. \n\nChapter 21: A sad excuse for a defense chapter. Isadora clears the way, Marcus kills Eubans. No Heath this time. \n\nChapter 22: I needed that specific RNG order, so that Canas would get a critical hit on Paul. This weakened him just enough for Pent to finish him off, ending the chapter quickly. I also stole a Guiding Ring for Canas in this chapter. \n\nChapter 23: Marcus killed Lloyd with ease and I skipped Wallace this time. \n\nChapter 24: I had four possible strategies for this chapter, and had to decide which would be the fastest. Here\'s a list: \n\n1. Don\'t kill anything and wait it out. \n2. Only kill in self-defense while waiting. \n3. Kill everybody in a reasonable radius while I wait. \n4. Kill in self-defense and mop up things in my immediate range. \n\nI chose the fourth option, since it seems to be the best idea. Not fighting eventually costs time, and fighting too much obviously does the same. Pent and Louise rescued Eliwood and Lyn while sitting on forest squares for the avoid bonus. Marcus rescued Hector and sat on a forest square as well. \n\nChapter 25: Simply put, I settled on this chapter. Yes, it could\'ve been better, but I hate this long chapter anyway. That\'s not to say it\'s complete crap, it\'s just not my best. \n\nSadly, I had Hawkeye grab a Talisman...that I never used. Athos would\'ve been the only person to consider, but 2-4 extra magic damage won\'t kill him. \n\nOther than that, the Mercenary near Legault, Ninian, and Lyn was a cheater. The RNG hated me, so I had to do some other things to avoid missing with a decent hit rate (I think). \n\nChapter 26: The strategy I used had one important goal: rescue Zephiel as soon as possible. After Marcus the one man army did so, I had him escape the throne room...bumping into guys along the way. Time lost there, but I did get the Boots, which made it worthwhile. \n\nI had completed this chapter before this segment, but I decided to take a 13 second penalty for the Boots (which I skipped before). I think the \"inventory full\" part shocked me for a second, since it looks like I hesitated. \n\nChapter 27 Preparations: I think this might have been the most annoying segment of the run, and it lasted less than a minute. I had to make sure I didn\'t see Nergal\'s ugly face, since if I did, it would cost me seconds. If I managed that, I still had to be near perfect on my preparations. \n\nChapter 27: One of the time killing chapters...or at least, it tried to anyway. I pretty much went on a set plan throughout the entire segment, but near the end you might notice I\'m on my own. It should involve my decision not to attack the enemies at the top right, see if you can spot it. \n\nPent getting to 19 speed (at least) was a mandatory thing, since it would allow him to double attack Linus with Thunder (and making the chapter that much faster). \n\nI also grabbed the Warp staff, since it\'s an obvious requirement. Athos warping is just too much fun. It has one use in Chapter 28 as well, thanks to my new strategy. \n\nChapter 28: Marcus has to help my pathetic Eliwood get past Georg, so Pent warped him over there. There\'s a very dangerous decision near the end, when Eliwood gets released. I won\'t spoil it for you though. \n\nChapter 29: Basically a repeat of Chapter 24 when it came to possible approaches. I decided the best strategy was to remove as many of the NPCs as possible, since they suck time from you (especially with Poison Bows everywhere). \n\nAnother key thing was to kill Denning as soon as possible. His death stops all reinforcements, so killing him is beneficial for obvious reasons. I also wanted the Body Ring for Athos, so the self-defense strategies were worthless to me. \n\nFor some useless information, I think I can quote what I said when the Armor Knight shocked me with a critical hit (and a kill) on the Sniper: \"Whoa! Whoa!\" \n\nChapter 30: Three words that, before this run, should never have been in a sentence together (unless when referring to Hector Hard mode): \"I love Vaida\". She was the character who basically made this chapter as quick as it was. \n\nThe reason being that she went through the middle, nearly killing everything in her path. Naturally, this kept the Wyvern Knights off of me, among other things. \n\nBefore Canas\' second attempt on Limstella\'s life, I decided to go bold and try to tip the RNG in my favor. It definitely paid off, since the next hit was a critical which left her with 5 HP. \n\nCan you guess who landed the final blow on her? Vaida, of course. \n\nFinal Chapter Preparations: Athos leeches quite a few stat boosting items, an Iron Rune, Luna, and Bolting. \n\nFinal Chapter: Harder than I might have made it look, considering I needed the RNG to like me during the fight with the Dragon. There were some Bolting criticals, which is fun for all. Other than that, I let Renault get berserked and Louise (of all people) kills Ursula. O_O \n\nEnjoy the fight with the Dragon, I know I did. :) \n\nI think it\'s safe to say my old time was pulverized, and that\'s something I can be proud of. For extra information, I got a B rank and the Battle History screen said I had a time of \"2:03.33\". I also took 203 turns, 2 turns higher than one of my previous completions of the Final Chapter. \n\nIf anyone wants to talk to me about this run, or Fire Emblem series runs in general, feel free to contact me through a private message (Molotov). My AOL Instant Messenger name is LameImitation, in case you want to talk to me that way.','2005-12-02',0,9170000,11,'FireEmblem_LynEliwood_23250',35,3,0,NULL),(0,361,NULL,117,'An extra segment (29) shows statistics.','Thanks given to the entire crew of SDA for making this awesome site, nate for doing everything to post every speedrun. Thanks to Molotov, Petrie911, and everyone else for both their support and assistance, Molotov in particular for many strategies used throughout the run, whether given directly, or taken from his FE speedruns, thanks. Thanks to my parents, for letting me import this game years ago, getting a DVR so I can record, and everything else they\'ve done. Finally, my friend Andy for letting me use his Game Boy Player for months. \n\nAh, Fire Emblem: Fuuin no Tsurugi. First off, the Fire Emblem known in the US is the prequel to this game. Secondly, because this is Japanese, the only reason I know the plot is through game translations, and the best is by Firelizard on GameFAQs. This is why I\'m not including the ending, because only someone fluent in Nihongo could read it. If you truly want to read the plot, ending, and all things that occur in-game, read Firelizard\'s translation. One of the major differences from other runs of this game, is that I do not use the \'Jeigan\' characters. In this game, they are Marcus and Zealot. The reasons I don\'t use them as the run progresses, is that they are terrible units. Having low stats, pathetic growths, and are completely out-classed, I use Alan, Dieck, Rei, and Percival. Another feature of this game is every map is a Seize map. The few things I do in-game that may be mishaps or problems usually come from using the B-button to move around the map quickly, and that is EXTREMELY hard to perfect. To avoid this, usually I use the L-button, but because that can burn RN\'s when I don\'t want to, sometimes I have to avoid using it. One technique employed frequently in this run, is the RN-burn. Because everything in this game is determined by a random number generator, everything is determined from numbers ranging 1 to 100. These are separated into Low and High RN\'s, each being 1-50, and 51-100. So, for optimum fights, I get low RN\'s compared to enemy high RN\'s. There are two more things noticeable. One, chapter 12, I stall for turns. This is to avoid the Gaiden chapter, 12x. The other is when I send Sophia to her grave, to avoid chapter 14x. If I hadn\'t, I\'d have to turn abuse on chapter 14, and that is a heck of a lot harder than on chapter 12. Finally, during route splits, I go the A route for chapters 10 and 11, and the B route chapters 17 to 20x. The reasons are because they are both faster, easier, and more fun. Enough of this, onto the run itself! \n\nI will be the last to say this is the best run possible. I know that there could be better routes through this game, I made many cursor mistakes, and some while burning RN\'s. If this route was perfectly optimized, then this run would be anywhere from one to three minutes faster. [ul][li]Chapter 1 - The Beginning of a Destiny: Not too much to say. Alan gains a few levels, Marcus is a ferry, and I get 5000 gold. \n\n[li]Chapter 2 - The Princess of Bern: Move people out of range, ferry, and get weapons. The Armorkiller is key, and the two I get last for a LONG time. Dieck enters, and shows why he is a god in this game. Alan gets the kill at the end for stats that he really needs. Thanks to Molotov for this strategy. \n\n[li]Chapter 3 - The One who Came Late: Really poor map, and one of my worst performances. The RNG refused to cooperate a lot of the time, and I had a number of issues... it was faster than any of my other attempts, so I kept it. The changes of equipment change the way the enemy AI reacts, and this I exploit later in the run. \n\n[li]Chapter 4 - The Collapse of the Alliance: Yar, pirates that can\'t spawn because I blocked ye. The first chapter that has tons of cutscenes I need to skip. Marcus stays in the spot near Erik because that changes how Rutger appears, as you can see. I get the Angel\'s robe for Rei, and pick up more Javelins, and Hand Axes for Dieck. Erik still sucks, as Dieck shows. HA. \n\n[li]Chapter 5 - The Fire Emblem: Yay, complex trading sequences! =D ... Back on topic, it\'s charge through the groups of enemies, and Rutger acts as evasive bait. Now you see how crappy Marucs is. Your Killing edge is MINE. On that note, I get tons of criticals in this map. Dieck performs brutal murder on the boss. \n\n[li]Chapter 6 - The Trap: Very slow RN burning here... and I wait to seize so I can kill Cass... she\'ll show up later in the game, so I might as well take her out now. Marcus does the most he ever will in this run. Chad gets a silver lance and 2000 gold, both will be used. Not much to say for this map... except that enemy shamans are evil. \n\n[li]Chapter 7 - The Rebellion at Ostia: Holy god this is a hard map. When I first played this game, I was stuck here for a few weeks. Plus, you\'ve got 3 characters to recruit that go anywhere... plus, the late-turn reinforcements are a pain, because they\'ve got mages. Finally, the two Dragon Knights. Those things are evil this early in the game, where you don\'t have magic much, and poor archers. Plus... there are PRIESTS. Damn healers... Thany acts as item-gather. I didn\'t need to get the Elixir, I discovered that later in the run, so that could have been skipped. I also didn\'t need that many door keys, and didn\'t even NEED the chest key. That was a bad mistake in this chapter, but for this overall, this chapter was done well. I took way too long on the RN burns, but this was good overall. \n\n[li]Chapter 8 - Reunion: Another very difficult map. This took the longest to record of all of them... I made some cursor mistakes here and there... but this was very good. Alan shows he is better than the Jeigans, but they still have a huge role. I get the second Armorkiller in this map. Thanks for your one use Oujay! ^_^ I\'ll change Zealot\'s equipment so I\'ll kill the stupid mage. Finally, I move my people so I block reinforcements. Made a stupid mistake by selecting Thany, but it wasn\'t much. The boss is taken down easily, to my astonishment, because Generals on thrones means I\'m trying to kill something. \n\n[li]Chapter 8x - The Blazing Sword: This map is fairly simple... until the boss. *twitches* While this fight is VERY fast, it\'s still annoying. Plus, the stupid fire plumes are random. So this is VERY annoying. Dieck promotes now, and he again shows why he is a god. Thany is, again, ferry-bird. I MOVE THEE. Aside from this... not much happens. Why do I go to this gaiden chapter? Well, it\'s too much hassle to get Lilina killed, and the Durandal is the second-best S-rank weapon, the best being the Sword of Seals. \n\n[li]Chapter 9 - The Mystery Isles, A route: I guess the most annoying thing in this map is Dieck gets poisoned. Aside from that... this is the first Fog of War map... which I hate. At the beginning, the reason I have Javelins equipped on the jeigans is so the Pirate goes after Alan. Aside from that, I kill both Firu and Shin... which I\'m not elated about, because both of them are awesome units. I have the Jeigans go to the right for shopping reasons. Hand Axes = win. The boss is a berserker, and those guys are evil. Dieck dual-crits the boss, which is awesome. The end, you can see why I kill the mercenary. Alan gets an awesome level-up, with stats he needs. \n\n[li]Chapter 10A - The Resistance Forces: Thanks to Molotov for telling me to use this route, it\'s much faster than the B route. Dieck = awesomeness. He alone destroys tons of enemies, and then kills a goddamned Druid boss. Durandal = win. The Jeigans and Alan take down a few enemies. Meanwhile, Thany plays Roy-pigeon, and Roy probably pimps her for ferrying him all the time. Dieck has to endure tons of magic attacks, which for ANY character except magic users in this game is near-death. I had route-attempts on this end with Gonzales killing Dieck, which is petrifying. \n\n[li]Chapter 11A - The Hero of the Western Isles: Ugh, this is a tiring map. The premise is easy, but figuring out what houses I\'d need for items is annoying. Plus, this is another \'Crapload \'o cutscenes\' level. I recruit Klien for a few reasons. That White gem he has means 3 Rizziah tomes, and 1000 other monies. Plus, he makes chapter 13 a lot easier. Figures that Louise spawn 1 is pathetic. The way I move and attack is so I get good results with enemies... and I take down longbows first. Dieck performs swordie-kill on the boss, and I get a speedwings and dragonshield from villiages. Messed up the final move, but that wasn\'t a huge error. \n\n[li]Chapter 12 - The True Enemy: Turn abuse. *shudders* I wish there was another way to skip the gaiden chapter. Alan promotes because, well, he couldn\'t get another level, so what\'s the point in wasting experience? Zealot, Thany, and Dieck decide to dodge sleep, so I\'m happy. Thany is again, ferry abuse. All, meet REI. He doesn\'t do anything this chapter, but he will be crucial throughout the rest of the run. *laughs at various enemies in the level* They die FAST. The boss is the first mamkute you see, and Dieck renders him useless. After that... wait until the four reinforcements show up. \n\n[li]Chapter 13 - The Rescue Plan: The prep section took a heck of a lot to pull off. I sell for exactly enough to buy 7 rizziah tomes. Took a LOT of retries because of everything I have to do. Why do I not use the items for Rei in the prep screen? The Use option was added in FE7. This is a pain for me in a later chapter. As for the actual map, this is, yet again, a \'Crapload of cutscene annoyance\' level. Thany is ferry-girl again. Enjoy Zephidel WTFPWNING Cecelia, because it gets old after a while. That is something you NEVER want to see in chapter 22. Miledy is a VERY good unit when leveled up, but I don\'t have the joy of using her in this run. This is the last shining moment of the Jeigans. Sayonara, shitheaps. I will use them more, but this is the last time they actually kill something. The final part of the map, charging at the boss, is a very difficult move. Dieck misses so many enemies because they have swords, and Miledy has tons of various evasive maneuvers. The boss meets the fate of Dragon versus Durandal-INSTANT DEATH. \n\n[li]Chapter 14 - Arcadia: Lord... fog of war combined with the classic desert map in Fire Emblem. *shudders* I had a short mishap on the prep screen, but it\'s not much. Sophia gives Rei her Flux tome, and then goes to her quick demise. ;_; I hate the death music... Rei also shows why he is awesome. The cursor is annoying... as are the rampant dragon knights. I need to use a number of defensive formations so someone, usually one of the thieves, doesn\'t die. By now, Dieck doesn\'t really need insane level-ups as much as Rei does, for example. I\'ll do a number of things to burn RN\'s, such as having Ashtor attack the priest. I finally show why I\'ve been getting tons of money-seven Rizziah tomes, and all of them are used up. I use up my last Killing Edge, so I can\'t abuse for criticals anymore. But, I have the Durandal, so I can still kill everything. Rei promotes at the end of the chapter. The only items I get are Speedwings, Boots, and finally, the Warp Staff. The two former are for Fazilla, and the Warp Staff is absolutely crucial. \n\n[li]Chapter 15 - The Girl of the Dragon Race: ...is there really anything I have to say about this? Lalum gets Percival the demon, Thany and Miledy play ferry-girls, while Dieck goes to the worst paladin ever and utterly destroys him. \n\n[li]Chapter 16 - Retaking the Capital: The prep screen went alright...there was one or two issues. As for the actual chapter, Fazilla levels up. Zealot plays ferry, because his defenses are better than Marcus, and everything has better defense than Thany. Rei having to heal is annoying, but it can\'t be passed...RN burning didn\'t work, so I don\'t have much choice. This is also the first map with enemies that have long-range tomes that matter... *shudders* Eclipse doesn\'t count, it\'s the worst weapon in the game. Hugh is WTFPWNT, sorry Canas-spawn, I don\'t have 10,000 cash. Rei does a little bit, and Percival utterly destroys Douglas. Take that you pathetic excuse for a general, and thanks for letting me skip 16x. Boss is a Dragon-master. What do you think happens? DURANDAL. Take that you pedophile boss. I\'m now leaving Etruia bitches. \n\n[li]Chapter 17B - The Path through the Ocean: Pretty easy. It\'s the last map that Thany and Miledy play ferrying. Thany must\'ve gotten tired of Roy being a pervert. Rei shows for a little bit why he is awesome with Rizziah. Meanwhile, Fa leveled up while holding enemies back. The boss is another that\'s a major pain in the ass. Plus, the boss fight is a piece of crap. *shudders* Percival should have been able to kill Alcard, but Rei has to finish him off. Oh well... *shrugs* It could be worse. As for worse boss... see chapters 20 and 20x. \n\n[li]Chapter 18B - The Frozen River: Fazilla gets tons of use. Thany exists only for the RNG burn. Because of the way the map is set up, I can\'t RN burn with anyone else because of all the freaking forests. As for the reason there are a number of mistakes...I was an idiot and accidentally saved over the wrong file during another attempt. Luckily, this isn\'t horrid. I had a number of cursor mistakes, but that\'s in every chapter. This is another chapter that\'s one of my worse performances in this run. Cecelia has some OMG USE. Luckily, everyone dodges berserk, which is a godsend. The boss is also a pain because of a Purge tome, so I can\'t get a number of people close. That means I have to wait to drop Roy, which adds a turn. As for the boss fight... because I didn\'t sacrifice something to the RNG gods, I can\'t get a critical from Fazilla. That means I have to use the Durandal. And that\'s that...this is probably the worst chapter in the run. \n\n[li]Chapter 19B - The Bitter Cold: HELLO WARP STAFF. ^_^ I figured this out from watching the other Fire Emblem runs on this site, and just how useful the warp staff is. This is one of my most hated maps in the game...because of all the ballistae, status staffs, and Pegasus knights. With the Warp staff, it may not seem like much of a timesaver, but it saved a lot of time. This is also the awesomeness of the Horsekiller. Because of the blasted status stats, Rei can\'t do much. I had a number of cursor mishaps, but this wasn\'t horrid. Again, Rei has to heal a lot. ;_; Fa gets a number of kills, and this, along with chapter 20, is enough for chapter 22. The boss is annoying because I don\'t have any good bow-users, or any good Anima magic users, because Aircalibur would be awesome for this chapter. As for the actual boss... it\'s really annoying that I can\'t kill her quickly. But, oh well. I hate Fog of War anyway. Thank god that\'s over now. \n\n[li]Chapter 20B - The Liberation of Illia: Everyone has a use. Literally, even if it\'s staff bait. I have a prep segment because I have such a complicated setup move, and too many times when recording I screwed it up. The idea for warping Zealot to recruit Yunno came to me when I decided that charging through the middle would be impossible under the circumstances. It limits me to two warps on chapter 20x, but I manage. Yunno is needed for 20x to be accessible. Niime decides to dodge sleep, shich is VERY nice. Fa, Percival, and Rei are the key characters on this map. Marcus makes his last appearance, and now he\'s an errand boy. Roy is obviously traumatized. This map is really annoying because of all the staffs and the purge bishop, but otherwise it\'s fairly simple. Niime plays hit and Run with the mercenaries at the top before coming in to attack. The hero at the top is a huge pain to take down, as you can see because it takes 3 people to kill him. Easily the most annoying part of this map was making sure Rei dodged the berserk staff. Marcus and Percival cant\' get near because they are sure to be berserked. That\'s... not good. The boss is a pain, so I have to RN burn, and it\'s probably the worst in the entire run. Up next...speediness. \n\n[li]Chapter 20Bx - The Spear of Snow and Ice: I have one thing to say about this map-WARP. The biggest difficulty in this level is making sure that whomever is warped first isn\'t berserked, put to sleep, or killed. So, Rei has to go over, kill the berserk druid, and wait for Percival ferrying Roy to go over. I get lucky with the swordsmaster...in the way that it doesn\'t kill me. The boss is the worst fight in the entire run. A general on a throne equipped with a lance is the worst enemy in the game. The bastand won\'t die. It takes 3 turns to kill the prick, and even then, I have to RN burn just so I don\'t die, and then that bastard dies. However, getting the Malte is well worth it. \n\n[li]Chapter 21 - The Sword of Seals: I have such a love-hate relationship with this map...it\'s insanely difficult but I love it because of that. My first run through this game, I was stuck here for a month. You don\'t even see all the reinforcements in this run, if you go south first, then tons of paladins decide to flood in. This level is pure Rei WTFPWNAGE. 80 uses of a rizziah tome, ALL used on this map to kill craploads of enemies. Plus, I have to heal a number of times. All of them are so the enemy AI is manipulated into attacking a different person, or going in a different path that will get a result that doesn\'t end with Percival or Yodel getting killed for instance. This map, I don\'t use the L button because it will change the RN\'s... and you will also wonder about why I don\'t slow the scenes when reinforcements spawn. I discovered that pressing the start button during that BURNS RN\'S. I about died when I figured that out. I can\'t use Zealot for ferrying, because he\'d be killed. It was hard enough getting Dieck through with out him dying. I barely got Dieck through the ending swarm. One of the crucial points in this map is when Gale spawns. I have a lot of trouble killing him because he alone can one-hit kill both Niime and Yodel. Not to mention his cronies can kill Yodel easily. That\'s why I have to heal Yodel. As for Murdock, he dies fast. Without Armorkillers, he\'s hard as heck. With them...he dies like some of the early bosses. This run I\'m particularly proud of because of so few mistakes in this long of a chapter...I guess the fact that at least maybe... 12 minutes of it is enemy movement. Perhaps the only things I could complain about are the required cutscene at the end, and the fact I don\'t get Apocalypse (the S-rank Dark Magic tome) because that would make Rei a complete god. \n\n[li]Chapter 22 - The Never-ending Dream: Finally, the last map of the run. Prep screen went well, so no complaints there. As you can probably guess while watching, I need to get someone to wait on the buttons at the top of the map. The difficulty is getting someone there, and to the main gate where Zephy\'s domain lies. The first problem with this is the left side... that\'s solved with the Warp Staff. Alan\'s last hurrah. Well, technically no because he doesn\'t die, but his last uses in the run. I cracked up when the Berserked Zealot WTFPWNT that Armor, I was expecting him to attack one of my people. The heroes on the buttons are tough to kill physically...but like almost everything in this game, Magic utterly destroys them. Near the end, the trick is to keep the weakened people as far away from getting attacked as possible. That\'s why I do the defensive formation when I open Zephy\'s room. In there, is another scene that cracked me up. I initially RN burned so Zealot would hit the sniper. He did, but it missed. I decided to finish him off anyway, thinking Roy, now armed with the Sword of Seals, would finish him. Yodel criticalled him with a 1% chance. XD As for Zephy\'s room... you can see why it\'s evil. High level enemies with powerful weapons that all come at once. As for the Zephidel fight, ENJOY FLUFFY DRAGON RAPE. =D \n\n[li]Ending Stats: Well, this shows the times according to in-game, and gives a \'Play time,\' but I use the time counter on the save screen. You can also see the turn count. A number of them could have been lower depending on how you were playing, or how the RNG responded. *shifty eyes* As for Rankings, it\'s what I expected. [ul][li]Tactics: A [li]Combat: A [li]Survival: B [li]Money: E [li]Experiece: E [li]???: E [li]Overall: C[/ul][/ul] \n\nLet me say one thing more: This is not the entire game. I got the worst ending possible, which is by not going to all the Gaiden chapters, letting one or more of the Holy Weapons break, and letting Fa\'s dragonstone break. If you do this, there will be 3 more chapters. I will say this though-Zephidel is harder than the final boss. ;) \n\nAs for totals for how many levels gained... [ul][li]Roy: 2 + Promotion [li]Alan: 24 + Promotion [li]Marcus: 4 [li]Dieck: 24 + Promotion [li]Rutger: 3 [li]Zealot: 3 [li]Miledy: 2 [li]Cecelia: 2 [li]Rei: 20 + Promotion [li]Percival: 10 [li]Fa: 18 [li]Niime: 2[/ul] \n\nWell, that\'s my first speedrun. Will I do another one? Possibly...Star Wars games are appealing to me. I just hope that more people will enjoy the Fire Emblem series, and possibly try to best this, or even try for all characters, all maps, and best ending. Thank you, the viewer, for both watching this run and for reading my comments/rambling.','2007-08-25',0,11005000,11,'FireEmblemFNT_30325',28,3,0,NULL),(0,362,NULL,118,'','I\'d like to thank everyone on the forums for their support and advice (petrie911, Amazing Ampharos, yoshimaster5, Molotov for getting the ball rolling on this game, and spineshark for all his advice, though I did end up needing the boots, liar!). Sorry if I missed anybody else. \n\nI\'d also like to thank the staff of speeddemosarchive.com, I absolutely love the site, keep up the great work! \n\nThis is my first recorded and submitted run to SDA, I hope it is satisfactory. The run was done on normal difficulty, on a new game file, which means there was no choice between random and fixed stat growths, and no stat bands. RNG abuse is not possible in this game; everything is random. \n\nHere are the main aspects to this run: \n\nFirst off, combat animations in this game are very, very slow. As a result I was forced to take a very pacifistic approach to the game in order to achieve a good time. I\'ll try to explain where my choices are based on this aspect. \n\nSecond, character choices are very important in any Fire Emblem game, this is no exception. My choices are quite limited; I only actively train two units, and I make heavy use of this game\'s Jeigan as well as the Laguz (which are, in a way, a steady supply of Jeigan characters throughout the game). Here\'s a brief list of the most important players: [ul][li]Ike - the main Lord, required in all chapters, etc. He\'s pretty good especially when equipped with his mastery skill Aether. I of course abuse his stats beyond all reason, and he maxes everything but Mag and Luk. In a word, unstoppable. \n\n[li]Titinia - sometimes called Tiamat by purists, this game\'s Jeigan, is pretty good, considering her high growth rates (not quite as good as Seth though...), and is a fixture in my party through the first 1/3 of the game. She loses her use once Marcia comes in though. \n\n[li]Marcia - the first Pegasus Knight you can acquire and the single most essential unit in the run. Her growths are not really that good, so quite a bit of luck abuse was needed. But the results were well worth it, as she basically carries the run from chapter 14 onward. I should have focussed more on her Luk stat, but otherwise, she ends up about as solid as Ike, though without Aether... \n\n[li]Mordecai - Lethe is a better fighter, and transforms much sooner, but Mordecai comes with the smite command, which is needed in several situation, right up until the end of the game. There are several situations in which I needed the extra two squares, so he deserves mention here \n\n[li]Reyson - his chant ability makes him the bard/dancer of this game (the animation for it is slow though), but he gets a good chunk of use extending the movement range of a few units, and he\'s also essential for the insane chapter 22 strategy. \n\n[li]Tanith - another Falcoknight, like Marcia, but she really only just used as a ferry in a few cases.[/ul] \n\nThird, equipment forging is a very useful aspect to this game; it really helps to bolster Marcia\'s low Str. Only one weapon can be forged per chapter, but I take advantage of this almost every time possible. The most forged weapon: Javelin, without a doubt. \n\nLast, bonus experience allows me to very easily train Ike and Marcia, and allows me to have pretty good control over their stat-ups (since I don\'t need to train them in battle). Generally, these segments are separated from the rest of the run, and are generally done in groups of 5 levels, just to keep my sanity intact. \n\nOnto the run: \n\nI won\'t bother going into too much detail, the run should speak for itself after all. I also won\'t bother mentioning any small mistakes; they\'re pretty obvious. [ul][li]segment #1: Prologue: Mercenaries \n\nIt\'s pretty straightforward; I don\'t think anything needs explaining. \n\n[li]segment #2: Chapter 1: The Battle Begins \n\nThis is part of what I mean when I say limiting combat. I really made an effort to minimize the number of enemies I fight, in this case, by staying out of enemy movement ranges. \n\n[li]segment #3: Chapter 2: Rescue \n\nThe goal in this chapter is rout, so I have to kill everything anyways. Titania comes too late to be of any real use, plus Ike needs the levels so he ends up doing most of the killing. Close call on the boss, I\'m glad I used the vulnerary. \n\n[li]segment #4: Chapter 3: Pirates Aground \n\nNo idea why I bothered getting the elixir here; technically I never even needed it. I have to get Ike to speak with Marcia so that she shows up in chapter 9, and while he\'s at it, he might as well gain a few levels. Another close call on the boss, and some of the stat-ups could have been better. \n\n[li]segment #5: Chapter 4: Roadside Battle \n\nWow! This took some planning. The trick is to finish this in 2 turns, so I need to get Ike out in the open to finish off the boss. I could re-try it until Titania gets a crit on the boss, but I like my way better, plus it gains Ike another level, and it ends up being slightly faster too. \n\n[li]segment #6: Chapter 5: Flight \n\nThe idea here was that Shinnon\'s provoke skill causes the archers to go primarily for him, which clog up the front row, then I hope that the back row fills up with ranged attackers. This helps limit the number of fights per turn, but there really isn\'t much else that I can do. \n\n[li]segment #7: Chapter 6: A Brief Diversion \n\nPossibly the riskiest chapter in the run. Titiania should be in the circus; she performs the entire thing with Ike on her back. A made a small error with Oscar\'s position, but I just wanted the pain to end. \n\n[li]segment #8: Chapter 7: Shades of Evil \n\nAnother rout chapter, everybody plays a part. Pretty straightforward Jeigan abuse, an interesting note, the position I move Oscar to on the first turn causes Shinnon, Gatrie, and the boss to arrive after only one turn. I\'m not sure if it speeds thing up, but it saves a turn or two. \n\n[li]Segments #9 + #10: Power-levelling Ike \n\nI bring Ike\'s level right up to 20 with the help of the bonus experience. He turns out pretty strong, which is good, since he needs it for next segment. \n\n[li]segment #11: Chapter 8: Despair and Hope \n\nThe newly powered-up Ike cannot be defeated. All he does is stand there without a weapon, he barely even gets hit. \n\n[li]segment #12: Chapter 9: Gallia \n\nTitania and the Laguz do most of the dirty work, as Ike must hang back to recruit Marcia. \n\n[li]segment #13: Chapter 10: Prisoner Release \n\nI recruit Volke, as I need a thief, and Sothe takes longer to recruit. Otherwise, this is the most boring chapter of the run, I don\'t even fight anything. \n\n[li]Segments #14 - 16: Power-levelling Marcia \n\nIn retrospect, I should have focussed more on her Luk stat, especially for chapter 15, oh well. \n\n[li]segment #17: Chapter 11: Blood Runs Red \n\nThe newly promoted Marcia is put to great use in this chapter, killing anything that dares stand in her path. Titania will slowly lose her usefulness, but she can still give a good kick in here and there. \n\n[li]segment #18: Chapter 12: A Strange Land \n\nA simple 3 turn rout. I have no need for Jill, thus I do not bother to wait for her. \n\n[li]segment #19: Chapter 13: A Guiding Wind \n\nPossibly the most complex strategy of the run. Oddly enough, this chapter actually goes faster if you just kill everything since then the \'other\' units don\'t waste time fighting futile battles, and the crows leave you alone. Thus, virtually everybody has a small but essential part to play. \n\n[li]segment #20: Chapter 14: Training \n\nGrabbing the spirit dust from the house takes about the same amount as time as letting the pirate burn it down, and this way I net more bonus exp. I only fight two battles here, so it\'s pretty boring. \n\n[li]segment #21: Preparations for Chapter 15 \n\nI power-leveled Marcia a little more, and gave Ike all the power-ups she won\'t be needing. I also set up chapter 15, as I need a good chunk of luck abuse, and hence many restarts. \n\n[li]segment #22: Chapter 15: The Feral Frontier \n\nIn order to execute most of my later game strategies, I need to have Marcia get the boots on her first turn. I have no idea why I killed the raven right there, I think it was because he\'d transform next turn anyways. \n\n[li]segment #23: Chapter 16: The Atonement \n\nI make sure to grab the full guard (and the dracoshield while I\'m at it) with Volke, but if anyone every gets around to improving this run, that might be the first thing to jettison, as I\'m doubtful I really needed either. Otherwise a straightforward seize. \n\n[li]Segments #24 - 27: Chapter 17: Day Breaks \n\nI could have done 17 all in one segment, but I figured this run is broken up already; a little more wouldn\'t hurt it. [ul][li]Part 1: \n\nI only use Ike and Marcia; no need for anyone else. With the boots, this is just a quick 2 turn rout \n\n[li]Part 2: \n\nA negligibly defended arrive square = easy win \n\n[li]Part 3: \n\nI try and duplicate the same idea that I used in chapter 5 with mages this time, it basically worked \n\n[li]Part 4: \n\nWho thought this one up\' This is the stupidest map design ever. 2 turns and its all over.[/ul] \n\nI also include Ike\'s promotion at the end of this segment, to avoid having to watch it over and over again in the next few. \n\n[li]Segments #28 + #29: More Power-levelling \n\nIn an act of foolishness, I saved over the wrong file after 28, so that was the Marcia I was stuck with, unless I wanted to re-do 17 part 4. All things told though, she was fine. Ike gets some levels too, and he\'s shaping up pretty nice \n\n[li]segment #30: Chapter 18: Crimea Marches \n\nI give Ike the arms scroll so he can start wielding forged silver swords, and I also give him his godly master skill, Aether. The chapter itself is pretty straightforward. I move Lethe and Mordecai to those particular positions to prevent reinforcements from arriving after Marcia finishes of the crows. \n\n[li]segment #31: Chapter 19: Entrusted \n\nMuch the same idea as chapter 14 really; nothing too special to see here. I obviously skip Volke\'s promotion; it\'s just a waste of time. \n\n[li]segment #32: More Levels for Ike \n\nI need him to be at his best for the boss in 20 \n\n[li]segment #33: Chapter 20: Defending Talrega \n\nThe boss here is kind of hellish, what with his elixir that he uses. Thankfully Ike can take him down no sweat, which means that it only takes 3 turns. I got Callil in the info screen before the fight, as I need her for chapter 22. \n\n[li]segment #34: More of Ike \n\nBy now, he\'s already maxed everything that he needs to, so there\'s not much to see. \n\n[li]segment #35: Chapter 21: Without a King \n\nThis was a relatively hard chapter to plan for. Both Reyson and Tanith make their first appearances, and they really help. Taureono\'s help basically consists of a single shove, but hey, whatever helps. Ena\'s miracle thankfully didn\'t activate, which was probably the biggest problem. \n\n[li]segment #36: Preparations for chapter 22 \n\nI just prepare for chapter 22, as its based entirely on luck, however, as it would happen, I got 22 to work on my first try anyways. \n\n[li]segment #37: Chapter 22: Solo \n\nThis 1 turn strategy was supplied by somebody on the forums, to whom I extend my gracious thanks. I\'m not sure if this is the fastest way to get things done, what with recruiting Callil and all, but it definitely gets points for style. \n\n[li]segment #38: Chapter 23: The Great Bridge \n\nMarcia leaves all enemies in her dust by charging headlong down the bridge while carrying Ike. This chapter is obviously supposed to discourage flyers with all the ballistae; I obviously don\'t care. Thankfully I manage to beat it before the retarded Crimean reinforcements arrive, which saves a lot of time. \n\n[li]segment #39: Full Power Ike \n\nThe final power-level segment; this is the greatest Ike I\'ve ever had! Just goes to show you how random these games can be (except, of course, on fixed growths). \n\n[li]segment #40: Chapter 24: Battle Reunion \n\nI make sure to grab the saviour scroll, as it\'s unbelievably necessary for the final four chapters. The \'other\' characters are retarded as usual, I can\'t really help that. \n\n[li]segment #41: Chapter 25: Strange Lands \n\nWasn\'t there another chapter awhile back with the same name\' Odd. Anyways, Marcia makes good use of the Brave Lance and Spear to clear out the upper level. Reyson was a huge help on this chapter, things really got going once I started including him. Taureono, Muriam and Tanith help out in the slaughterfest; this is the final \'rout\' chapter of the run. \n\n[li]segment #42: Chapter 26: Clash! \n\nMordecai is needed to get Marcia just far enough to drop Ike off, then get out of range. Elincia is required in this chapter for some reason; in order to keep her alive, I give her the full guard then hide her in the trees. She ends up dodging the second attack anyways, so it was a moot poitn anyways. \n\n[li]segment #43: Chapter 27: Moment of Fate \n\nI ran into some problems with the enemies\' random stats, on a few recordings, this time was fine, but Ike failed to pull off the Aether needed to clear out the boss, not a big deal though. I run away from the Black Knight obviously, not that I couldn\'t beat him with Ike\'s stats. \n\n[li]segment #44: Chapter 28: Twisted Tower \n\nI specifically give Marcia a weapon that\'s about to break, so that she\'ll stop retaliating in order to save time. This was the best I could come up with for this chapter; I\'m not sure what else I could do... \n\n[li]segment #45: Preparations for Endgame \n\nI just get everything I need set up. This was worth it since the final chapter is based almost entirely on how lucky Ike can get with his attacks. \n\n[li]segment #46: Endgame: Repatriation \n\nSo many enemies! Seriously, the designers went overboard with this one. Anyways, I should probably explain myself with Ena. Normally, it takes much longer to kill Ashnard, and at that point, she has transformed, and a whole bunch of enemies are surrounding her, which wastes enormous amounts of time. The only way to stop this to throw her at the left side dragon, which kills her. Reyson was also meant to die as well, but then Ike was not sucking as much as usual, and managed to get the 2 Aethers I needed. But let me tell you, you wouldn\'t believe how loudly and profanely I swore when Ike missed the first half of his second Aether, nor how much I rejoiced when the Luna half hit and somehow did just enough damage to finish him off. That was the only time that he was beaten so quickly, and I\'m not going to wait up for it to happen again.[/ul] \n\nSo there you have it. The time can probably be improved by a few minutes (less mistakes, better precision, some better strategies in a few chapters) using my strategies, I\'d say the lower limit using them would be 2:20ish. If somebody was ambitious enough, they could try doing the run in a single-segment on easy using fixed growths, which might be interesting. \n\nOh, and in case you were wondering, the run took 158 turns. \n\nIf you have any more questions regarding the run, or perhaps if they want to beat my time, or you just want to talk to me for whatever sick reason you might have, send me a PM on the SDA forums, alias: SMK. I\'ll try to be of help.','2006-12-23',0,9001000,11,'FireEmblemPoR_23001',46,5,0,NULL),(0,363,NULL,118,'An extra segment (47) shows statistics.','First of all, there are some people to thank: [ul][li]Spine Shark - For our old strategy discussions and being a good friend. [li]Nitrodon - For his support, good ideas, and for regularly checking up on my progress. [li]SMK - For starting the topic that finally got me back into this game, and some ideas I stole from his run. [li]SDA staff and verifiers - Thanks, all of you. [li]Some GameFAQs/YouTube user(s) - For showing me the Wrath/Resolve combo for killing Ashnard. [li]Posters in the various Radiance topics - For showing interest. :)[/ul] \n\nAnyway, on to the actual comments. For those who might not know, I started a topic for this game back in 2005. I ended up making super lame attempts at running this game and dropped it from my queue because I thought it was too long (or something like that I think). Later on, I seemed to have picked it back up, but as I know now, it\'s best to stick to one project at a time. Needless to say, that run died...at Chapter 6 I believe. \n\nJanuary 3rd comes, and enter Spine Shark. For quite some time, we discussed strategies and he even did a run on Normal in 3:56:06. Sadly, one of the VHS tapes that the run was recorded on was ruined before submission, so Radiance was left without a run for a while longer. \n\nOver time, people discussed trying the run themselves, but no published run came of it. But, behold, SMK came to the rescue with a topic and, later, a run for all to view! When this topic came up, it seemed to have set me on the warpath in a way. Here\'s a small sample of what I said: \n\n\"LameImitation: I\'ll ask Mike whether my recordings are good enough for another run (just in case), and then do Radiance myself. \nschzzl: O_O \nschzzl: still want me to send that stuff? \nLameImitation: It\'s hit the point where the game must die. \nLameImitation: This is the third topic already... >_<\" \n\nI also decided to do this run on Hard, probably because I felt it would earn more respect from viewers. Whatever inflates the ego, I suppose. \n\nAnyway, it turns out that Hard is pretty manageable, even with the little roadblocks that get thrown in the way. I\'ll cover these issues in my segment comments, which I\'ll begin now: [ul][li]Segment 1 - Prologue: This chapter is shorter on Hard than the other modes, for various reasons. I hold B to speed up cursor movement right after Boyd, which I find a bit difficult to do in normal situations. Of interest, I\'ve managed a 1.05 completion (after saving), but I dropped it because Ike didn\'t gain any stats (I think). \n\n[li]Segment 2 - Chapter 1: I stole this strategy from ogu_dai\'s (Ultima Garden runner) Maniac low turn run, except I dropped the Steel Sword from the plan. Oscar grabs the Seraph Robe, Tiamat kills the boss, Ike steps on the magical square. \n\n[li]Segment 3 - Chapter 2: Generic stuff here really. Oscar goes up, Ike/Boyd go right, Tiamat shows them how things are done. \n\n[li]Segment 4 - Chapter 3: Ah yes, the first real time I need luck in the run. The idea was to carry Ike to Marcia\'s range, speak to her, and have Tiamat nail the boss with a 6% critical. Of course, things went my way this time. \n\n[li]Segment 5 - Chapter 4: More luck needed in this chapter, and boy is it painful. I needed a 4% critical on the boss, which you will see here. Sadly, I fumbled through the menu afterwards, but you\'d be amazed just how rare that critical is (when you need it). \n\n[li]Segment 6 - Chapter 5: Perhaps not the best strategy, seeing as I didn\'t lure Archers in with Shinon (like SMK did), but he doesn\'t take much abuse in Hard anyway. Overall, the idea is simple: two person diagonal wall from the magic tile, no weapons equipped. There\'s also fog in this chapter, but who cares? \n\n[li]Segment 7 - Chapter 6: The idea here was to use Tiamat for clearing a path and Oscar for dropping Ike in range. The reason for this is because Tiamat gets slowed down too much by fatty Ike. I remember replaying this chapter to get a better time/level up for Tiamat, but I ended up getting a 6% (I think) critical on the boss as a bonus. Naturally, this is followed by a silly Start button fumble. \n\n[li]Segment 8 - Chapter 7: This chapter sucks, and just finding something that works decently is basically all you can hope for (from what I see). Overall, I fumbled around a bit, but I believe my various lucky moments made it ok. \n\n[li]Segment 9 - Chapter 8: No Ike leveling at this point was possibly a bad decision on my part. Instead, I grabbed Ike with Tiamat and sat on the magic square as usual. I believe I used 1 Vulnerary during this chapter. \n\n[li]Segment 10 - Chapter 9: Ack! This chapter is pretty annoying. The basic idea was to let Tiamat and the Laguz kill things around the boss, leave Ike in range of Marcia, and have someone ready to take Ike off her hands (to save a turn I think). Mordecai made a mistake at the end by causing an extra battle, but that\'s not bad enough to ruin things for me. \n\n[li]Segment 11 - Chapter 10: Boring. Do yourself a favor and skip over this thing...unless you like watching Tiamat (with Ike) dodge guards like a ninja. \n\n[li]Segments 12 - 16 - Powerleveling Marcia: Nothing really to see here, unless you like watching level ups and Marcia\'s promotion. \n\n[li]Segment 17 - Chapter 11: Ah, this is a strategy I like. I have Tiamat grab Ike and hide in the entrance gate, while Marcia flies to the left (over the houses). Left and up is all I need to say, and the rest you can see by viewing the segment. Mackoya\'s pathetic life is spared by the way. \n\n[li]Segment 18 - Chapter 12: More luck required, except this also involved an enemy\'s growth. I needed the higher level Crow that attacked Tiamat to be slow enough for her to double. She also needed to gain strength, for doubling the other Crow. This is a 2 turn completion, and Jill was late to the party. So much, in fact, that she didn\'t even show up. \n\n[li]Segment 19 - Chapter 13: Possibly an inferior strategy or two used here, but this chapter required lots of luck (if I remember correctly). Basically, I swipe all the treasure and kill everybody. The new Crows just leave, instead of being suicidal (like most Fire Emblem enemies). \n\n[li]Segment 20 - Chapter 14: This chapter takes me a turn longer because of fog (dang Hard mode). I let the Bandit have his fun with the house, because I don\'t need the Spirit Dust inside. The idea here was to have Tiamat carry Ike to safety and Marcia kills the boss. \n\n[li]Segment 21 - Chapter 15: 2 turn completion + Boots + no Laguz (other than Muarim) harmed/killed = whee! Mordecai and Lethe move Marcia up, she grabs the Boots, and proceeds to kill He-Man\'s Tiger. \n\n[li]Segment 22 - 24 - Powerleveling Ike: Behold, Ike the super tank! What\'s that? His resistance sucks noodles? Always a catch with these darn $19.99 T.V. offers I tell you! \n\n[li]Segment 25 - Chapter 16: Radiance has new features and by-golly, I\'m going to use them! Basically, I use Marcia/Ike and Tiamat/Volke for this chapter. When it comes time to grab the Full Guard, Hulk-er, I mean Tiamat, smashes the door with a Javelin. Volke will take the chest on the right for $200, Alex. \n\n[li]Segment 26 - Chapter 17-1: I forge a Steel Axe for Tiamat, since she needs one to do her job correctly. She goes left, Marcia goes up, and Ike stays back. Such a brave leader... \n\n[li]Segment 27 - Chapter 17-2: Tiamat hides in a small area, Ike hides in another, and Marcia flies through the forest. How the enemy \"loses\" by one of your units reaching a spot, I don\'t know. \n\n[li]Segment 28 - Chapter 17-3: Ike and Tiamat back off while Marcia slaughters a lot of suicidal enemies. Everyone then crams themselves in the top left corner, thus drawing the 2 Soldier reinforcements to my trap. The plan is finished once the stupid Social Knights jam themselves in 2 space range, not allowing other enemies to actually attack. \n\n[li]Segment 29 - Chapter 17-4: Marcia decides to throw a Javelin through Oliver\'s huge head. People everywhere send Marcia their thanks for such a great deed. Also included in this segment is Ike\'s promotion, for obvious \"I don\'t find it fun to watch Ike promote every time I retry 18\" reasons. \n\n[li]Segment 30 - Chapter 18: Lots of people with things to do this time. Tanith goes right, Marcia kills everything in sight, Reyson is obvious, Tiamat carries Volke to the Wrath scroll, and some holes are plugged. For fun, I used the down + A trick for any battle/death quotes in this chapter (if I\'m remembering things correctly). I\'ll explain this trick in segment 32\'s comments. \n\n[li]Segment 31 - Chapter 19: This is a fun strategy and it helps Homasa\'s death quote: \"...the shame...\" make more sense. Basically, I Smite/Shove Reyson/Marcia to the point where Marcia can kill Homasa with two Javelin tosses. This is a 1 turn strategy, and Homasa is the only one to die this time. What is this, a pacifist run? \n\n[li]Segment 32 - Chapter 20: I learned about the down + A trick at some point during my run, and thank goodness I read about it before Calill/Largo. Basically, if you hold those two buttons, text auto-scrolls at a ridiculous speed, thus making both recruitment conversations take very little time. Obviously, I use this to recruit Calill, since she has a very important mission in Chapter 22. \n\nAbout this chapter, Tanith/Marcia go to the right and land at a very important location beside that tree. This way, I can avoid counters and still keep a clear path to Shiharam. Janaff heads up and grabs the Smite scroll before the end and the others stay out of attack ranges. It\'s interesting to note that Oscar literally stopped on the 1 safe tile in that area. \n\nShiharam died to Marcia\'s 21% critical, which took longer to achieve than you might think. I even saw him use Stun on me once, before I ever got the critical I wanted. Anyway, Tanith flies to the magic square after Shiharam\'s death. \n\n[li]Segment 33 - Chapter 21: I think the overall strategy here was pretty clever, so hopefully you think so as well. I only bring Ike, Marcia, and Reyson to this chapter. The idea is to dodge the starting 5 enemies (Soldiers and Halberdiers), fly down the waterway, drop Ike near the throne room entrance, and lower Tauroneo\'s HP (with Marcia\'s Javelin) to Resolve status before recruitment. I do this and have Ike give a Killer Lance to Tauroneo. The goal is to kill Ena in a single Resolve critical, which happens this time. \n\n[li]Segment 34/35 - Chapter 22: One of my options for this chapter was a 1% Meteor critical with Calill, and it\'s obviously the best option. I tried this option first, before settling for the inferior methods if I couldn\'t get the luck I needed. As it turns out, I nailed a 1% critical within a short time span. I was averaging about 2 attempts every minute, and it only takes one attack, so my odds weren\'t actually that bad. As a side note, this was Calill\'s only kill for the run. \n\n[li]Segment 36 - Chapter 23: Oh boy, this one needed luck. I\'m not 100% sure whether I could\'ve skipped the NPC army or not (like SMK\'s run), because there are more enemies for Hard. Anyway, I plugged all the holes for reinforcements and killed Haar when he showed up. The rest was a Marcia/Ike warzone drop and hope that Ike gets a Wrath critical on Petrine. \n\n[li]Segment 37 - Chapter 24: The combination of tons of enemies and NPCs makes this chapter take far longer than it should. Nitrodon gave me a brilliant 3 turn strategy for this chapter, and I used it. I also grabbed the very important Savior scroll, for obvious reasons. \n\n[li]Segments 38/39 - Chapter 25: Argh! The idea here is basically damage control, because getting something I\'d be pleased with isn\'t likely to happen. I\'m not going to explain everything that happens, but I believe I settled at the end (boo-hoo). I freaking finished the thing in a decent amount of time, didn\'t I? \n\n[li]Segment 40 - Chapter 26: This one is fairly easy, especially in comparison to many other chapters. The idea is to Smite Marcia and have her go to specific spots, before dropping Ike in front of Bertram. I also tricked Bertram into attacking Ike by giving Marcia an old 4 use Javelin, which, as an added bonus, breaks during counters and saves time afterwards. On the next turn, Marcia grabs a 1 use Javelin and kills Bertram with it. Ike finishes things, of course. \n\n[li]Segments 41/42 - Chapter 27: I stole the basic idea here from SMK (go left), but added my own twists. Marcia/Ike and Tanith are used for this chapter, and I needed luck for a lot of things (mostly Tanith dodging Bolting blasts). Tanith\'s job at the end was to unequip her weapon, grab the Resolve scroll, and draw some fire. Ike\'s job (after being dropped) was to kill Hafedd, so that Marcia could fly to the magic square and win. No Black Knight fight, for obvious reasons. \n\nAs a side note, there should be a waiting period on Pure Water usage in the beginning. Slow load times + scratched disc I guess. \n\n[li]Segments 43/44 - Chapter 28: I settled on an outcome that involved less luck, which probably costs me a decent chunk of time. Believe me though, I had good strategies in mind. They basically all failed in one way or another, because of various enemies getting in the way. So don\'t think I didn\'t try. \n\nAnyway, Smite/Shove Reyson/Tanith and Marcia grabs Ike and gets a second move. After that, things should be fairly self-explanatory. Ike dodged a Sleep staff at the end though, which isn\'t exactly a sure thing with his low resistance. \n\n[li]Segments 45/46 - Endgame: 2 turn completion, everybody on my team survived, and I believe battles were basically minimized. I had a change of plans that caused me to grab a Laguzguard for Marcia in the actual chapter itself (not the preparations segment), but there would\'ve been a long wait otherwise. Whenever I would normally Shove Ike with Ena before this change of plans, there was a long period of waiting for action to happen. This is a similar situation as the Pure Water in Chapter 27, but with a longer wait (I think). \n\nAnyway, Ike kills the super Cat (who often wouldn\'t die) and gains a level. Gaining resistance is actually a bad thing at this point, because it makes it harder for the Rexaura Bishop to put Ike in Resolve status. Marcia grabs Ike and a lot of Shove/Smite work goes on for Reyson. I spaced it out just at the right spot, avoiding an extra battle. \n\nAfter Reyson is in place, he moves 1 space above Marcia and Chants. Marcia then drops Ike in a spot you may find surprising, but it works wonderfully. Ashnard comes out and commits suicide on a very angry Ike (Resolve/Wrath) and enemies try to kill Marcia. Next turn comes, and I play it safe instead of using the faster \"attack Ashnard and hope to dodge a 60% - 80% attack\" strategy, which likely costs me about 10+ seconds. \n\nThe safer method (which I use) is to have Ike move above Ashnard (out of Bryce\'s Daunt range, so I only deal with 1 Daunt) and use an Elixir, before ending my turn. Ashnard seems to hate Ike and moves first, which leads to a second suicide on his part. Goodbye Toxic Crusader, I hardly knew ye. \n\n[li]Segment 47 - Records: This segment consists of my Chapter/Unit Records. I feel this stuff is actually quite interesting, especially my 5 MVPs. Also note the \"1 turns\" and \"1 kills\" stuff... >_<[/ul] \n\nI left out the ending, because it\'s long and slow. If you thought Nergal\'s (Rekka) \"Mwa ha ha! You killed Ninian, you stupid dork!\" crap was slow, prepare yourself for something even worse (much longer). \n\nAnyway, it\'s good to finally have Radiance done, after letting it rot for so long. I\'ve basically adopted a policy of never announcing a run that I won\'t finish from now on, but don\'t bug me about anything in the past I may have said. \n\nIf you have any questions or comments, feel free to send me a private message (Molotov, obviously) on the SDA forum or post in one of the Radiance topics. Enjoy the run.','2007-01-29',0,9853000,11,'FireEmblemPoR_hard_24413',46,5,0,NULL),(0,364,NULL,119,'','First of all, I\'d like to thank YoungLink, Maur, yoshmaster5, and LinkTheValiant for their support. I\'d also like to thank Mike Uyama for his help in getting this run posted. Last, but not least, I\'d like to thank Nate for compressing the files, uploading them, and everything else he does for SDA. \n\nThis run was started on April 30th and completed on August 7th. Apparently, I\'m good at making runs take a long time in production...usually due to laziness. As you know, I played through Eirika\'s route, which isn\'t something I would normally do (Ephraim > Eirika). I\'ve also stated in the past that my Ephraim run was complete crap, so here\'s the proof. \n\nNow, I should mention that I relied on an emulator as my planning tool. Without it, the run would have suffered greatly and you wouldn\'t see as many Eirika warzone drops near the end. The reason is because (to me anyway) the RNG seems to be set in stone. I took advantage of doing the same things in both runs and getting the same results. \n\nEnough rambling and run bashing, get on with it! \n\n[ul][li]Prologue: I had to work for this time of 44 seconds, but 43 or lower seems possible. Nothing fancy here obviously. \n\n[li]Chapter 1: Not very impressive really. I think the miss was intended for a better level up, but it does look pretty bad. \n\n[li]Chapter 2: You may notice that I don\'t grab the Elixir this time, since I have no use for it. You may also notice I send Vanessa into the archer\'s range and that she barely survives that encounter. Fear not, because the ever useful Garcia can now destroy the fool...and does so. After he kills that archer, I make sure to rescue him and stay put (to get rid of the NPC Phase). \n\nNot much to see after that, besides Eirika killing some bandits. Yes, I might have been able to manipulate a critical hit at the end, but I didn\'t. \n\n[li]Chapter 3: Amazingly, Seth decided not to kill that bandit on turn 1. The turn 2 bandit on the other hand, was very unlucky. Pretty much a standard strategy here: recruit Colm, drop Eirika near throne, kill boss, and seize. Some RNG abuse was involved in this chapter, for those who like to see that. \n\n[li]Chapter 4: Starts off with a bang, but otherwise nothing really special to ramble about. If you ever get curious to why I move certain people at specific times, it\'s because I was working on a specific RNG order. If I messed up on one chapter (doing something in a different way than I did on an emulator), that wouldn\'t be cool. \n\n[li]Chapter 5: I like easy chapters. For those of you who love Joshua, I recruited him and he had a slight amount of work to do. Heck, Seth also broke his Steel Sword over Joshua\'s head. By the way, the music lowers if you skip the recruitment dialogue, which is somewhat amusing. Anyway, Joshua picks up the Armorslayer and Seth kills the boss. \n\n[li]Chapter 5x: As far as I know, this is the only time (for this run) that you can see an Ephraim warzone drop. Of course, I had Kyle kill a few RNs beforehand, since Ephraim would\'ve died otherwise. I take Orson\'s Javelin and Silver Sword before ending the chapter, but it seems the Silver Sword wasn\'t of any use this time around...oops. \n\n[li]Chapter 6: Eirika hides and Seth does all the work, as usual. Seriously, nothing special happens here...besides Seth\'s nice level up at the end. \n\n[li]Chapter 7: Gilliam versus Soldier (on turn 1), who will win? Both of them missed each other like freaking idiots. The basic idea is the usual Vanessa/Seth/Eirika castle drop, except Seth cleared the landing zone for Vanessa before she dropped Eirika (no warzone drop this time). Franz also enjoys dodging Thunder while standing in a forest. One must question his sanity at times like that. \n\n[li]Chapter 8: Ugh, so many level ups on turn 1. Still, this chapter should mark the first appearance of an Eirika warzone drop in this run (Chapter 3 doesn\'t count). Funny thing is, the RNG liked me so much that not only did she survive those attacks, she also killed off 2 of her 3 attackers (one was a Longbow user). Seth makes a nice clean kill on Tirado too (no overkill). \n\n[li]A New Journey: Go with Eirika?! Argh! \n\n[li]Chapter 9 Preparations: This is the only time during the entire run that I make an extra segment to set myself up. I go to Ide and purchase 10 Javelins and hand out a few to Seth, Kyle, and Forde. A Javelin is your best friend for a speed run. \n\n[li]Chapter 9: Everybody has a job to do in this chapter, with the exception of Eirika. Most of my army goes left and Vanessa drops Seth in the bottom area. Specific things needed to be done, so if something looks stupid, that\'s why. I realize I could\'ve ended the chapter before Amelia even showed up, but it\'s too late to change it now. The good thing is that I managed to get the Speedwing from her. Yes, I recruited her with Rambo Franz. \n\n[li]Chapter 10: Behold, a TAS-like strategy! Have I lost my marbles? Perhaps. As you might guess, it\'s a simple Tana/Seth and Vanessa/Eirika drop at the beginning. Artur had to do his part to make the RNG happy, or else this plan would\'ve failed. No Cormag this time around. \n\n[li]Chapter 11: Super Gerik level 10 promotion time again! This chapter involves splitting up in two directions (obviously), but I won\'t give a complete list of what I did. Basically, Gerik, Tethys, and Innes cleaned up the bottom area wh8ile Seth, Franz, and Tana cleared the right side. Artur had his role in this chapter for a little while. \n\n[li]Chapter 12: A lot of memorization involved with this chapter. Seth goes right, Tana goes up, Gerik goes for the boss, and Saleh spends time near the houses. I used some Vanessa drops for Gerik and Saleh to speed things up. For those interested in RNG tricks, Garcia had to kill some RNs for Gerik\'s boss fight. \n\n[li]Chapter 13: I used my standard Gamecube controller for this chapter instead of the Hori. I should\'ve used my brain like I did later on, and just use the Gamecube controller for skipping scenes. I make a strange movement mistake 34 seconds in, but I manage otherwise. Seth couldn\'t kill Aias by himself, so Innes took the kill. \n\n[li]Chapter 14: I send my army up the right side and recruit Rennac along the way. Dozla is used to plug the hole where I came in. A little RNG abuse takes place for Seth\'s battle with Carlyle and Gerik dropped Eirika in such a place that she wouldn\'t be blocked by those Monks. \n\n[li]Chapter 15: Everybody had a purpose in this chapter, even if Eirika\'s was to hide in the castle like a wimp. Gerik, Rennac, Tethys, Innes, and Dozla went south to take care of Valter\'s army (and Rennac picked up the Swiftsole). Saleh went down the right side, Garcia was my Pegasus guard (2% critical on turn 1 as well), Franz played Eirika\'s guard, and Seth took care of Caellach\'s army by himself. \n\nTo be safe, I made sure to let Ephraim\'s group stop running before I skipped the scene. As for that group, Knoll had the job of killing a lone Mercenary while Ephraim and Duessel helped out with Valter\'s army. As for Valter himself, I would demand a refund for the Fili Shield. \n\n[li]Chapter 16: Tremble in fear, ye bosses of the later chapters...Myrrh has come to kill you in horrible ways. This chapter involves another Eirika warzone drop, but this one is high risk and quite suicidal. Myrrh and Seth take down Orson, Eirika uses Myrrh\'s Elixir, and Gerik gets rid of an annoying enemy that would love to kill Eirika. No promotions for Eirika and Ephraim this time. \n\n[li]Chapter 17: I love this chapter and Myrrh loves killing Lyon. I get a crapload of free gear at the end of the chapter though, to the point that Eirika should\'ve snapped and killed someone for making her carry so much useless junk. The Rescue staff has a purpose though... \n\n[li]Chapter 18: Hulk smash puny Gorgon eggs! Seriously, this was a spread out chapter. Syrene took the lower right, Saleh and Myrrh took the top left, Innes and Duessel took the right side, and Seth and Gerik took care of the top right (plus the boss). \n\n[li]Chapter 19: Riev should learn to exclude himself from the victory condition by now. Seth and Myrrh went straight for him and Myrrh did the job. Every freaking NPC Armor Knight died, the last of which was so stupid/sad/angry that he commited suicide against a dude wielding Nosferatu. \n\n[li]Chapter 20: The Rescue staff had a use, just like I said. I go into the shop and sell it before buying Pure Water for Eirika. I have Eirika use that Pure Water on turn 1 and Syrene carries her towards Morva. Myrrh and Tana also head that direction. The worst Eirika warzone drop of the run appears at this point and she survives due to the Pure Water (silly Riev). \n\nSyrene kills the Wight to clear the way for Eirika and change the RNG in Myrrh\'s favor. Myrrh proceeds to completely destroy Morva (again) in a single shot. After that, Eirika finishes things with a simple walk to the gate. \n\n[li]Final Chapter: This chapter has high risk written all over it. The strategy was extremely direct and I went straight for Lyon in what seems to be a suicidal charge. Syrene carries Myrrh, Tethys dances, and Syrene drops Myrrh. Next turn comes, Syrene kills the middle Wight with a Killing Edge, and Myrrh flies right up to Lyon before using her Elixir. Attacking at that point would have killed her, so the Elixir was necessary. Eirika killed some RNs in a fairly slow fashion, which allows Lyon to attack Myrrh and receive a double critical in return. \n\nRound two begins and Fomortiis should\'ve realized who he was dealing with. Myrrh was having a very bad day thanks to some serious RNG abuse by Eirika (which wasn\'t very fast). Needless to say, she destroys him in a single shot (10% critical), so enjoy that one. By the way, take a look at his damage and her HP. Heh heh... \n\n[li]Epilogue: I only leave the turn count and the \"Fin\" screen, but I didn\'t have any losses anyway (in case you wanted to know). My final turn count was 105 by the way.[/ul] \n\nOverall, I\'m very pleased with this run. Someday a new Ephraim run might come, but I\'d be willing to bet I won\'t do it for quite some time. Feel free to send me a message on the SDA forum (Molotov, of course) if you want.','2006-08-07',0,5876000,11,'FireEmblemTSS_Eirika_13756',26,3,0,NULL),(0,365,NULL,120,'','Doing a speedrun of Fur Fighters came from the idea of the other games I ran. I like taking the games that I enjoyed a lot when I was young, and give them again life by speedrunning. Fur fighters fell in that list. Originally when I had a look at what kind of speedrun possibilities this game had, I didn\'t see much. However, after a while I just launched myself and started doing a speedrun of this game. This was back in January. As you should know if you played the game, the game consists of entering levels in 5 different worlds (6 if you count Viggo A Gogo), and collect tokens and babies. Tokens open up levels and babies open up bosses. The absolute minimum items that you can collect are 90 babies and 550 tokens, but that isn\'t the fastest way. In this run I collect 90 babies and 600 tokens, and I skip a few babies in certain levels because they take quite a long time to collect. This game takes quite some time to finish, so I originally didn\'t want to play through it completely once to do the run. I did finish a run sometime in March 2006, with a time of 3 hours 28 minutes and 28 seconds in 12 segments. Not being happy with the result, I later redid segments 3-12 because they lacked quality and planning, but not 1 & 2 as they were hard & long segments. One I reached Viggo A Gogo again I lost interest, and for a lot of month I let the run collect dust. Later, I wanted to carry on the run so that I\'d finally finish it, but another problem kicked in...upon watching segments 1 and 2 I realized they just weren\'t very good. That\'s when I decided to restart the run, and considering that the run would\'ve been segmented anyway, I decided to use more segments to be able to save as much time as possible. Once finished, it was 26 and a half minutes faster, thanks to several new tricks, improved token route but especially a lot of optimization. The original run had terrible mistakes (like the unintentional death I had in Dinos Downstairs...ugh), and I\'m glad I ironed them all out. Sure this run isn\'t without mistakes of its own, but they are all minor, so it\'s still good. \n\nBefore giving the times I\'d like to give a few notes on the video quality of the run. First, you can notice several graphic glitches throughout the run. This was because this game really wasn\'t meant to run on high-end PCs or windows XP, and it screws a bit with the graphics in certain places. Another note is that because of the power of high end PCs, the game runs faster than it is supposed to when at 60 frames per second. Because of this, the physics of the game are seriously affected. For example, the running machine on world quack center (with the baby cat) makes it impossible to go over it because you get pushed off it as soon as you touch it, doors and objects also take MUCH more to get pushed, and also the bosses move MUCH faster than they should. However, when I played the game back on a low end pc, the game ran normal, and be sure to note that when fraps is recording at 30 frames, the game runs almost like it\'s supposed to (a tad slow in certain spots, but the important stuff is as it should be). Another thing is that when entering certain levels, the loading screen is cut out, and that\'s because fraps stops recording if the game reads from the disc (for some reason). You will also notice that at Saving Winnie and May there\'s a bit cut out in the level overview, I did that manually because there\'s a point at the overview that if you\'re at 30 frames per second, it triggers a massive graphic glitch that makes the boss unplayable. \n\nBelow are times for worlds and levels. Note that I don\'t list tokens collected for the rumpus room onwards, and that\'s because after dino upstairs I collected enough tokens to finish the game: [ul][li]Fur Fighters Village - 2:55 [ul][li]Undermill - 1:44, 6/6 babies, 7 tokens[/ul] \n\n[li]New Quack City Hub - 3:21 [ul][li]World Quack Center - 12:00, 8/9 babies, 59 tokens [li]Lower East Quack - 10:59, 11/11 babies, 73 tokens [li]Quackenheim Museum - 15:55, 9/9 babies, 73 tokens [li]Saving Gwynth - 3:33[/ul] \n\n[li]Beaver Power Hub - 3:28 [ul][li]Compound Factions - 10:14, 9/9 babies, 71 tokens [li]God Machine Valley - 13:31, 10/10 babies, 43 tokens [li]Beaver Dam - 6:26, 6/7 babies, 23 tokens [li]Saving Juanita - 2:40[/ul] \n\n[li]Cape Canardo Hub- 3:05 [ul][li]VAB Building- 4:11, 3/5 babies, 41 tokens [li]VLF Facility- 15:04, 10/10 babies, 77 tokens [li]Space Station Meer- 0:00 [li]Saving Claude- 3:11[/ul] \n\n[li]Dinotopolis Hub - 3:06 [ul][li]Dinos Downstairs - 6:24, 6/7 babies, 38 tokens [li]Dinos Upstairs - 5:59, 5/5 babies, 36 tokens [li]Rumpus Room - 5:34, 7/10 babies [li]Saving Esmeralda - 1:21[/ul] \n\n[li]Anatat Tatanatat (City Of Fear) hub - 1:04 [ul][li]Jungle of despair - 0:00 [li]Temple of Gloom - 0:00 [li]The Bad Place - 0:00 [li]Saving Winnie and May - 3:29[/ul] \n\n[li]Viggo A Gogo Hub - 0:54 [ul][li]H.M.S Viggolina - 10:37 [li]The V-100 - 8:19 [li]Secret Island - 15:37 [li]The General\'s Lair - 7:00[/ul][/ul] [ul][li]Total Babies - 90/114 [li]Total Tokens - 616/2000 [li]Total Time - 3:01:58[/ul]','2006-08-07',0,10918000,11,'FurFighters_30158',30,11,0,NULL),(0,366,NULL,122,'',NULL,'2005-05-31',0,68041,0,'FZeroX_mc1_108041',1,9,1,NULL),(0,367,NULL,122,'',NULL,'2005-03-24',0,62395,0,'FZeroX_s1_102395',1,9,1,NULL),(0,368,NULL,122,'',NULL,'2005-04-01',1,57947,0,'FZeroX_so1_057947',1,9,1,NULL),(0,369,NULL,122,'',NULL,'2005-03-23',0,63812,0,'FZeroX_df1_103812',1,9,1,NULL),(0,370,NULL,122,'',NULL,'2005-02-12',0,63542,0,'FZeroX_bb1_103542',1,9,1,NULL),(0,371,NULL,122,'',NULL,'2005-05-31',0,62996,0,'FZeroX_pt1_102996',1,9,1,NULL),(0,372,NULL,122,'',NULL,'2005-04-21',0,60760,0,'FZeroX_sa_100760',1,9,1,NULL),(0,373,NULL,122,'',NULL,'2004-11-01',1,54919,0,'FZeroX_rc1_054919',1,9,1,NULL),(0,374,NULL,122,'',NULL,'2005-03-01',1,65743,0,'FZeroX_df2_105743',1,9,1,NULL),(0,375,NULL,122,'',NULL,'2006-01-03',0,56920,0,'FZeroX_mc2_056920',1,9,1,NULL),(0,376,NULL,122,'',NULL,'2005-05-31',0,48901,0,'FZeroX_bb2_048901',1,9,1,NULL),(0,377,NULL,122,'',NULL,'2005-04-30',0,74236,0,'FZeroX_wl1_114236',1,9,1,NULL),(0,378,NULL,122,'',NULL,'2005-06-01',1,52731,0,'FZeroX_ff_052731',1,9,1,NULL),(0,379,NULL,122,'',NULL,'2005-07-10',0,65656,0,'FZeroX_s2_105656',1,9,1,NULL),(0,380,NULL,122,'',NULL,'2005-06-07',0,69537,0,'FZeroX_sb_109537',1,9,1,NULL),(0,381,NULL,122,'',NULL,'2005-05-09',0,61506,0,'FZeroX_rc2_101506',1,9,1,NULL),(0,382,NULL,122,'',NULL,'2005-02-02',0,37592,0,'FZeroX_wl2_037592',1,9,1,NULL),(0,383,NULL,122,'',NULL,'2005-03-10',0,68425,0,'FZeroX_mc3_108425',1,9,1,NULL),(0,384,NULL,122,'',NULL,'2001-01-01',1,93998,0,'FZeroX_rr_133998',1,9,1,NULL),(0,385,NULL,122,'',NULL,'2001-01-01',1,58734,0,'FZeroX_df3_058734',1,9,1,NULL),(0,386,NULL,122,'',NULL,'2005-05-31',0,79997,0,'FZeroX_sp_119997',1,9,1,NULL),(0,387,NULL,122,'',NULL,'2005-04-17',0,67751,0,'FZeroX_so2_107751',1,9,1,NULL),(0,388,NULL,122,'',NULL,'2005-10-31',0,80076,0,'FZeroX_pt2_120076',1,9,1,NULL),(0,389,NULL,122,'',NULL,'2006-01-30',0,107864,0,'FZeroX_bh_147864',1,9,1,NULL),(0,390,NULL,122,'',NULL,'2005-10-12',0,94242,0,'FZeroX_s3_134242',1,9,1,NULL),(0,391,NULL,122,'',NULL,'2007-06-07',0,90959,0,'FZeroX_so3_130959',1,9,1,NULL),(0,392,NULL,122,'',NULL,'2005-10-31',0,97302,0,'FZeroX_df4_137302',1,9,1,NULL),(0,393,NULL,122,'',NULL,'2007-08-12',0,92094,0,'FZeroX_pt3_132094',1,9,1,NULL),(0,394,NULL,122,'',NULL,'2006-01-12',0,95790,0,'FZeroX_df5_135790',1,9,1,NULL),(0,395,NULL,122,'',NULL,'2005-12-31',0,106637,0,'FZeroX_bb3_146637',1,9,1,NULL),(0,396,NULL,122,'',NULL,'2005-12-03',0,75639,0,'FZeroX_mc4_115639',1,9,1,NULL),(0,397,NULL,122,'',NULL,'2006-09-15',0,76433,0,'FZeroX_sp2_116433',1,9,1,NULL),(0,398,NULL,122,'',NULL,'2005-10-27',0,83461,0,'FZeroX_pt4_123461',1,9,1,NULL),(0,399,NULL,122,'',NULL,'2006-03-03',0,83154,0,'FZeroX_ff2_123154',1,9,1,NULL),(0,400,NULL,122,'',NULL,'2007-03-01',0,77998,0,'FZeroX_wl3_117998',1,9,1,NULL),(0,401,NULL,122,'',NULL,'2005-10-02',0,87046,0,'FZeroX_bf_127046',1,9,1,NULL),(0,402,NULL,123,'','This game is a monster challenge, but I found the secret to speed-running it: You don\'t need to collect the clues! Normally, the game has you play through a bunch of extra rooms in order to piece together a code that opens the final stage (the \"Vault\"). However, I managed to see a pattern in the codes that could be used to decipher any combination, simply by looking at your password from after each treasure room. So no, even though it may look like I cheated at the end by using save states or something, I didn\'t! \n\nThe only thing I hate about Gauntlet is the randomness of the treasure rooms. As shown in the emulator run, it\'s better to be lucky than good. If you get a lot of easy exits, you\'ll get a faster time. Once you know the path through the game, that\'s really all there is to it. Still, I did have fun flying through the mazes with that speedy Elf, especially after he gets the speed potion! :)','2005-01-01',1,1213000,11,'Gauntlet_SS_Elf_2013',1,8,0,NULL),(0,403,NULL,124,'','Thanks to the good people at SDA for transferring & hosting this. Thanks to sdkess for inspiration. Also thanks to Jeff C, author of a GnG TAS that I used for research. \n\nI don\'t think there will ever be a \"perfect\" run of this game. I think the best you can do is build up a good set of techniques that can efficiently get you through any situation. The monsters can\'t be counted on to behave exactly the same way from attempt to attempt, so I\'d say a good one-fourth of this run is improvised (especially in the second round.)\n\n[ul][li]ROUND 1\n\n[ul][li]Level 1 \"Graveyard-Forest\"\n\nI go through the first 3 levels with the spear. It is possible to gain a knife by killing enough zombies, but the cost of time spent waiting around is not nearly made up by the knife\'s faster attack.\n\n[ul][li]0:50 - The first of 5 intentional monster-hit-abuses I take during the run to save some time. The difference in time between doing exactly this and \"playing it safe\" can be seen when I meet this Red Devil again in the second round at 11:50. [li]1:02 - That\'s really fun to do. [li]1:27 - The six Cyclopses that I have to fight in this game randomly jump. They cost me a second each time they do, but there\'s nothing I can do about it. [li]1:32 - I can\'t go \"SMB3-wand style\" and jump up to grab the key, I have to wait for it to touch the ground.[/ul]\n\n[li]Level 2 \"Frozen Towers-Camelot\"\n\nThere is a faster way through the Frozen Towers, but doing so affects the behavior and placement of the Big Men in Camelot. The path I take is safe and allows for minimal encounters during the Camelot part of the level.\n\n[ul][li]2:36 - Wonderful shortcut. [li]3:15 - I totally jumped in the wrong direction and nearly lost my life for the first time this run. This fight would have been over sooner if I was able to finish off the first Cyclops faster, if I was closer up on the second Cyclops, and if he didn\'t jump as much. These guys are pretty inconsistent in behavior, so fighting them is always improvised.[/ul]\n\n[li]Level 3 \"Yellow Cave-Blue Cave\"\n\n[ul][li]3:46 - I could have killed the bats faster, but the bat on the right that I left alive is a \"timing\" bat, and that timing makes the zombies appear above me at 3:58 instead of the lower level that I\'m heading to so they\'re out of my way. [li]4:01 - It\'s possible to take a hit to save a little time around this spot in the Yellow Cave, but the Red Devils in the upcoming Blue Cave sometimes rush you and hit you before you can help it. So I play it safe. [li]4:11 - This is my standard Red Devil fighting technique, which works great most of the time. You sacrifice some \"forward\" motion in order to do the jump-away, but you stay alive. Fair trade. [li]4:37 - I choose to go \"up\" instead of straight across right because there are 2 difficult Red Devils to get through on the right, and only very easy one up above. [li]5:00 - Time for a weapons change from Spear to Torch. This is because Spear does not damage the Snake Dragon boss of this level. As it turns out, Torch is an excellent weapon for the next 2 levels if you don\'t waste your shots, especially against airborne targets because Torch is the only weapon that can travel in an arc at a height slightly above Sir Arthur\'s head. [li]5:04 - This is an interesting spot. About half the time, Sir Arthur will get hit as he approaches the Snake Dragon, only there is no enemy or projectile in view. He just gets hit by the air and loses his armor (or his life, if he was armorless.) I\'ve found that jumping at that particular spot reduces (but does not eliminate) your risk of \"phantom damage.\"[/ul]\n\n[li]Level 4 \"Eyeball Platforms-Bridge of Death\"\n\n[ul][li]6:05 - It is not necessary to kill most of the Blue Devils on the bridge, but I think they are visually distracting. And it\'s good practice for the \"throw weapon in the opposite direction of your jump,\" which is easily the most useful technique for live GnG speedrunning. [li]6:31 - This is exactly why I have to \"play it safe\" for this level and some of the others - this Snake Dragon does not always behave the same from one attempt to the next. As you can see, his first move was to come straight at me. There\'s nowhere I can go and no chance of hitting his head 6 times, so I have to take my hit and keep trying. This is a difficult flying pattern to track while not being hit a second time, and this is the second time this run I was very near death.[/ul]\n\n[li]Level 5 \"Astaroth\'s Tower part 1\"\n\nThis is my favorite level because there\'s much less chance of random death than in other levels. The only thing to watch out for are the flying burritos that can come out of the walls when you\'re not ready.\n\n[ul][li]7:32 - One thing that can make or break a good speedrunning time is the Big Men in this level and the next. I can\'t ascend the ladder unless he is far enough away from it, and there\'s no sure way to get them where you want them to go. Best idea is get under them so they\'ll throw a blue spiky ball at you, because they have a 50% chance of changing direction after that.[/ul]\n\n[li]Level 6 \"Astaroth\'s Tower part 2\"\n\nTough level, no question about that. Contains the most unreliable (and thus dangerous) enemy in the entire game - the Red Devil at 9:43, whom I must face with a short-distance weapon. After that, I have to keep on my guard for flying burritos, which in this level often have a tendency to appear directly in your way. I am forced to change weapons to the Shield because I can not enter the Final Boss room without it.\n\n[ul][li]8:59 - Hit intentionally taken to get me up the ladder quickly and safely. [li]9:23 - I take 3 seconds out of my busy schedule to get some extra armor because of the upcoming Red Devil.[/ul]\n\n[li]Final Boss - Astaroth\n\nWell - just jump and shoot. A very easy final boss for a game so otherwise difficult. \n\nBUT NO! RETURN TO STARTING POINT![/ul]\n\n\n[li]ROUND 2 \n\nRound 2 is not the same as Round 1. All enemies and projectiles move faster this time around, and the Red Devils shoot more often. I\'d say Round 2 is probably twice as difficult as Round 1 to survive.\n\n[ul][li]Level 1 \"Graveyard-Forest\"\n\nThis is the only level in this speedrun that is 100% improvised because I can no longer count on the same timings for the zombies in the Graveyard, or the flying burritos in the Forest. Also I do not know when I will get a change in weapons, since one is certainly needed. By the time I leave the Graveyard I will usually have Spear or Knife to replace the Shield, and if one doesn\'t come on the way to the Red Devil I am forced to stand around and wait. Luckily this did not happen on this attempt.\n\n[ul][li]11:18 - My mind was just now thinking about how well Round 1 just finished. So when my thumbs decided \"I\'ll take a hit from this zombie to get me over that gravestone\" my brain was just not fast enough to veto it. Right after I got hit I knew it was a bad idea because I had a lot to shoot through before the Forest. Thus, Graveyard on Round 2 is the third time I was very near death. [li]12:06 - I can\'t jump through the Ghost Knights this round because they fly at different heights. [li]12:35 - This boss fight could have been better. But I survived, so I\'m not allowed to complain much.[/ul]\n\n[li]Level 2 \"Frozen Towers-Camelot\"\n\n[ul][li]13:51 - The bird must generate while I am in the middle of a jump, or else he\'ll either be too low or too high to get me over the wall. I was very, very lucky that I was able to get the height correct on the first relevant bird.[/ul]\n\n[li]Level 3 \"Yellow Cave-Blue Cave\"\n\nThe Yellow Cave was improvised. Usually I take the same route as Round 1 but the zombie generations didn\'t match up this time. In the Blue Cave we can see the real danger of the Round 2 Red Devils - they shoot twice as many projectiles, and swoop faster.\n\n[ul][li]16:29 - The Knife can damage the Snake Dragon. However, I actually prefer a Torch against them. Walking towards the Snake Dragon made me very scared that I\'d get hit by \"phantom damage\" and have to start over (it\'s happened.) Thus, even though it doesn\'t appear so, this is th fourth time I was very near death.[/ul]\n\n[li]Level 4 \"Eyeball Platforms-Bridge of Death\"\n\nRun just the same as Round 1, with one good relatively lengthy Red Devil fight. No complaints.\n\n\n[li]Level 5 \"Astaroth\'s Tower part 1\"\n\nI had to fight through more Big Men in this round than in Round 1, which took more time than I wanted, but again, I survived.\n\n\n[li]Level 6 \"Astaroth\'s Tower part 2\"\n\n[ul][li]20:51 - I actually missed the good hit abuse spot, and when I did get hit I was knocked AWAY from the ladder, and the resulting temporary invincibilty lasted barely loing enough for me to get above the Cyclops. Very near death for the fifth time. [li]21:18 - This time, getting the extra armor cost me 10 seconds instead of 3 due to that fall. [li]21:53 - One more fight against the most dangerous enemy in the game. A few previous run attempts have ended here. [li]22:18 - This two-boss fight could have been better. The fight against the second Red Guardian is the sixth and final time I was very near death during this run.[/ul]\n\n[li]Final Boss - Astaroth\n\nI actually got hit. What can I say, I was pretty excited by this point.[/ul][/ul]\n\nTHIS STORY IS HAPPY END!\n\nIndeed.','2006-10-24',0,1376000,11,'GhostsnGoblins_2256',1,8,0,NULL),(0,404,NULL,125,'','I use Rock&Roll for most of the run because he has the strongest weapon. I also jump as much as possible because it\'s faster then walking. I use vehicles in most levels where available because it is much faster then without them. For some bosses I rapidly switch from weapon to fist to do more damage, some of my switching could have been faster though but my select button isn\'t broken in very well and sometimes sticks. I had bad luck on AI Comp and my performance on Snake Eyes Stage 3 and Rock&Roll Stage 3 could have been better. [ul][li]Duke Stage 1 - The Cobra Condor Z25 can be beaten a little faster if you destroy the front of it on the first pass, I have only managed to pull it off a couple times though. \n\n[li]Duke Stage 3 - I got lucky against Range Viper and was able to beat him very fast. \n\n[li]Blizzard Stage 1 - There were a few mistakes in this level but they didn\'t cost much time. \n\n[li]Snake Eyes Stage 2 - Your time on AI Comp decides on how soon it moves in so you can do maximum damage, I got unlucky and lost about 5 seconds. \n\n[li]Snake Eyes Stage 3 - I reach maximum weapon power with Rock&Roll in this level. \n\n[li]Capt. Grid-Iron Stage 1 - I use Capt. Grid-Iron in this stage because he is better for the jumps and I don\'t need Rock&Roll\'s weapon for the level or boss. This is the only level where it is possible to fight a boss in a vehicle and it is very effective. \n\n[li]Capt. Grid-Iron Stage 2 - This is the level where I would usually make mistakes because of some of the hard jumps I do but I aced it this time around. \n\n[li]Rock&Roll Stage 3 - Not very pleased with this level as I played it too safe and also made a few mistakes. \n\n[li]General Hawk Final Stage - I use General Hawk for this stage because he is awesome and can fly. The ninja near the beginning that somehow turned itself invisible and attacked me was awesome too and deserved to get that shot in (probably Snake Eyes getting his revenge for being snubbed!).[/ul] \n\nThanks to Ferret Warlord for his Tas which showed me some tricks. \n\nAlso thanks to the SDA crew: Radix, DJGrenola, Enhasa, Mike Uyama, and Nate.','2008-01-13',0,1289000,11,'GIJoe_SS_2129',1,8,0,NULL),(0,405,NULL,126,'','First, let me say thanks to Prism for creating the first speedrun of this game. Without his run I wouldn\'t have started mine. Thanks to Radix for creating and maintaining this website. \n\nWhen watching this run, I think you will be surprised that there is a relatively low amount of combat. Poseidon\'s Rage is a devastating spell and you will often see me use it. Another thing to note is that you can start playing a few seconds before the graphics load up. That\'s why the save points are usually out of sight when I begin a segment. \n\nSegment 1 \n4:35: This Hydra is the most random of the bunch. Improvement can be made here if you get really lucky and it grabs you 5 times in a row. \n8:15: Ahh, Poseidon\'s Rage. This is the number one tool for a speedrun of this game, get ready to see a lot of it. \n\nSegment 2 \n1:20: Instead of battling the two little Hydras with the Blades of Chaos, you can save time by relying on the magic orbs they give you. Of course, luck was involved to accomplish this. \n2:30: The big Hydra fight! The reason I don\'t get hurt when he chomps down on the mast the first time is because I rolled. When you roll, there is a moment of invincibility; I use this trick later in the game. The Poseidon->combo->repeat is achieved by not completing the combo where Kratos slams his blades into the ground. \n\nSegment 3 \n2:00: It\'s hard to see, but the exits get blocked off so you do have to kill the three minotaurs. \n4:06: I lost a couple seconds trying to get magic from the chest because of that damn popup message. Luckily the Cyclops backed away. \n5:20: Poseidon\'s Rage level 2 instead of blades... I wonder why... \n6:55: This is the first sign of the devastating power of Poseidon\'s rage. Medusa is no match. \n9:55: This trick I learned from Prism\'s run; I use this later in the game. \n11:30: The trick to not getting hit from behind on the rope is to not screw up on the enemies in front of you, perfection is a must here. \n\nSegment 4 \n2:06: This is the only attempt I had where the gorgon gave me trouble at the roadblock. I almost restarted but she ended up breaking the barrier for me. \n2:33: As long as you don\'t waste any magic at all, stoning all three Cyclops is possible. \n4:28-4:40: Woohoo, perfect rolling. To roll fast you just hold the right analog stick and keep tapping the jump button. Usually what I do is I start with my right hand doing the roll, then immediately switch to using it with my left, and then I tap the jump button with my right hand. \n\nSegment 5 \n2:55: I had a bit of trouble with the two wraiths but I managed to stone both at the same time, so I just went with it. \n4:57: I stun the closest two soldiers to keep any others from getting close to me. \n7:55: I set a goal in this run to get level 3 Poseidon\'s Rage before the desert. Starting from here you\'ll see me do a lot of orb farming. Stoning the harpies gives a huge bonus because they crash into the ground. \n\nSegment 6 \n1:10: I use one of the more advanced fighting techniques here against some of the harpies. Instead of just grabbing a harpy and smashing it down, I use the left analog stick to direct the harpy smash on top of other harpies. This kills them instantly. \n\nSegment 7 \nThe three sirens always spawn in the same place. Once you memorize placements of bushes, chests, etc, it\'s hard to get lost. \n6:55: Remember when Medusa died in 10 seconds? This time it\'s with level 3 Poseidon\'s Rage. \n\nSegment 8 \n4:55: If I had never seen Prism\'s run I would have spent the time killing those archers. This is because they can pretty much single-handedly ruin segment 10. You\'ll see why in that segment. \n\nSegment 9 \n0:40: It may seem like the archers have horrible aim, while it\'s true to a certain extent, it did take many restarts to get past untouched. \n1:10: This is one of the most annoying parts in the game. I go back and forth to avoid getting overwhelmed by the soldiers. Deciding when exactly to go back and forth, I just looked at where Kratos\'s hands were in relation to the background. \n2:40: This battle went well. I used Poseidon\'s Rage when I couldn\'t find a legionnaire (no armour) to grab right away, or when there were too many strays behind me. \n\nSegment 10 \n0:54: I used that grab-smash technique again here to kill three harpies at the same time. \n2:00: Dropping down like that wasn\'t intentional, though it seems to be faster anyways. \n2:15: This battle went perfectly. I didn\'t actually try to stun the second set of sirens, I was focusing on the shielded legionnaires. \n8:40: I was a split-second away from a ruined segment. If I had not gotten that door up right away, I would have restarted. Because I got hit, notice how the camera stays on Kratos instead of panning out to get a view of the room. \n\nSegment 11 \n1:05: This battle was actually quite hard to complete with four uses of Poseidon\'s Rage instead of five. \n1:22: I saved a trip to the next magic orb chest by summoning Poseidon\'s Rage before receiving all magic orbs. \n6:00: Pushing the cage a little higher draws out that second legionnaire captain. After killing them, I start pushing the cage from behind to avoid getting hit by the third captain. \n11:00: I wait for the chest to turn green before doing the third Poseidon\'s Rage. This leads to the chest being blue when I\'m done, so I don\'t have to wait around and possibly get hit. As you can see I barely dodged that harpy smash. \n13:37: I just love doing that to minotaurs. Actually there was purpose behind the attack. If you do not stun the minotaur, he will smash his hammer into the ground knocking you off the switch. \n\nSegment 12 \n1:45: One of the main reasons to grab all phoenix feathers up to this point is so that this one is your sixth, meaning a magic bar upgrade and refill, speeding up the centaur battle. \n3:48: I don\'t know who discovered this glitch. It sure is useful! I think it saves around 6-7 minutes. \n\nSegment 13 \n2:34: I practiced with three straight Poseidons but one of the centaur\'s death animations is very slow and you end up dealing no damage to the second. It\'s too bad, because you can rack up a nice combo here. \n5:00: I don\'t know what happened to the sound for the rest of the segment. First time that\'s happened. \n\nSegment 14 \n2:15: Using Rage of the Gods here was probably a mistake. I had to spend some time in Hades trying to fill the meter back to full. \n3:06: I don\'t know who discovered this trick. I wonder if the game developers made this possible on purpose. \n\nSegment 15 \n0:30: Knocking the satyr down keeps him from moving away while I use Poseidon\'s Rage. This leads to killing off two satyrs instead of just one had I not used this trick. \n2:40: Luck favored me in the next 10 seconds. Usually when grabbing the chest to get magic, you\'ll get interrupted by one of the satyrs, forcing me to stop the segment. I was lucky to grab onto the ledge after one of the satyrs hit me while I was in mid-air. I was lucky that none of the archers stuck an exploding arrow on the rotating lever. \n\nSegment 16 \nCrossing the blades and platform area for the first time is easy since it\'s always the same when you load the game. \n\nSegment 17 \nI learned the shoulder attack -> stab -> scissor swipe combo from watching Prism\'s run. It is an excellent combo in this battle because it lets you close distance between harpies and at the same time damaging them with the shoulder attack. The swipe kills the harpies in one hit. \n\nSegment 18 \nMany people have trouble in this area. With enough practice it becomes extremely easy. \n\nSegment 19 \nI ran into a little trouble with the Rage of the Gods meter. In my practice runs I got it full by segment 17 in the conveyer battle, so I don\'t know what happened there. I had to pull off extra combos to refill the meter, costing me some time. It may be better not to use Rage of the Gods against the minotaur boss. \n5:55: When refilling your magic bar, you should roll back once you\'ve opened it and set off a Poseidon\'s Rage before your magic bar gets completely refilled. The satyr battle was my last chance to get my RotG meter full so I didn\'t use this trick. \n8:45: There\'s a bug with Army of Hades where it\'ll stop damaging an enemy when they\'re just spawning. That third Cyclops should have died right away. \n9:20: Those archers sure pack some punch. \n\nSegment 20 \nAres 1: Extremely easy. \nClones: Easy, but the timing is tricky. I take advantage of refilling the RotG meter by healing my family twice. Letting the clones do enough damage to them while not killing them was the tricky part. \nAres 2: This went extremely well. I can only see maybe 5 seconds of improvement here. \n\nWell, I hope you enjoyed my run. I think I set the bar fairly high, or should I say low, for future runs. Good luck to anyone attempting to beat my time!','2006-04-04',0,8183000,11,'GodOfWar_god_21623',20,13,0,NULL),(0,406,NULL,127,'','Firstly, I\'d like to say thanks to some people, I couldn\'t have done this run without their help. They are: GodModeGod, who bring the high jump and regenerating magic into the speedrun and gave me many good suggestions to save time; MistryMan, who have tried his own speedrun and I learned a lot from his, especially the combat strategy; RJWaters2 and kevbew63, who provided me some useful skips here and there; And ballofsnow, who guided me through submitting the run. \n\nBefore watching the run, I\'d like to explain some time saving skills: [ul][li]Quick roll: Use square attack to cancel the roll and use the roll to cancel the square. You can simply do it with holding the right analog and press square repeatly. [li]Regenerating magic: Created by GMG. At Typhon\'s Cave, after Typhon says,\"Get out of my sight!\". Turn back to the place you start crossing the brige, jump towards the grapple and swing back, then you will acquire the regen magic.(end after acquiring CR) [li]High jump: The revolutionary method in GoW2 speedrun, also created by GMG. Launch(hold triangle) or Icarus Ascension, switch sub weapon, then you can use Icarus Lift to add height. [li]Upgrade high jump: The same as high jump, you can get the effect by upgrading CR or hammer instead of switching sub weapon. [li]Infinite high jump: Based on high jump, use hammer\'s air L1 to add height, then switch sub weapon to use it again, and so on.[/ul] \n\nYou can see more details about these skills in SDA forum. [ul][li]Segment 1 \n\nUse grab and PR(Poseidon\'s Rage) to kill the soldiers, remain 1 PR for Colossus1. Colossus1, very easy, PR*3. \n\n[li]Segment 2 \n\nColossus2, Spirit of Hercules + double PR, be careful of the right timing of double PR. \n\n[li]Segment 3 \n\nSpirit + PR to kill all the soldiers in the hall, ignoring the archers. The jumps on the beam is a bit risky, need some practice. \n\n[li]Segment 4 \n\nColossus3, could have been better if I launch his hand early in the small cutscene. Also get some trouble in Hades, disturbing by the hands. \n\n[li]Segment 5 \n\nThe first Pegasus section, use shoulder collision to kill the enemies. Restart at 2:09 to avoid killing by the dark rider. \n\n[li]Segment 6 \n\n1:06 use X to throw the archer. 1:10 climb to the left corner, stand and side roll across the ledge. \n\n[li]Segment 7 \n\nTyphon\'s breath will not affect you if you get the right timing to cross the bridge. And I got the regenerating magic after this segment. \n\n[li]Segment 8 \n\nUse the regen magic to kill the gorgons and the harpies. And use RotT to kill the Minotaurs after aquiring RotT. \n\n[li]Segment 9 \n\nThe second Pegasus section, basically the same as the first. Just use X to rush in the combat agaist the dark rider, you don\'t need to do any damage on him. \n\n[li]Segment 10 \n\nGet the body, kick the hounds away and leave. Cerberus = skip. \n\n[li]Segment 11 \n\n0:59 killing all the sentries by just one archer throw is a bit lucky. Siren widow = skip(by RJWaters2). \n\n[li]Segment 12 \n\nWith the regenerating magic, Theseus became a fool. Just shoot the silly old man to dead. I lost the regen magic after this segment. \n\n[li]Segment 13 \n\nNothing special, a tedious segment. \n\n[li]Segment 14 \n\nCR(Cronus Range) for the guardians and RotT for the Minotaurs. \n\n[li]Segment 15 \n\nThe combat agaist Cyclops + boars. Basically, OH(hold O when the enemy is in air) the boars and throw them to the Cyclops. Hold your position, don\'t let the Cyclops grab the boars. The boars are your main weapon in this combat. \n\n[li]Segment 16 \n\nB.King, Stage 1: RotT rape + CR. Stage 2: grab. Stage 3: Spirit + CR/roll tricking, don\'t care about the health too much. Stage 4: RotT. I got the hammer in this segment, the most powerful weapon! \n\n[li]Segment 17 \n\nBeast Lords and Cyclops: OH collision. Hades Fiends: CR*5(by MistryMan). Body room: move the body into the water and kill the Hades Fiends to gain some EXP. \n\n[li]Segment 18 \n\nTM1(Titan Minotaur 1) was raped by RotT hammer + bow cancel. Carry the soldier to the Conveyor Belt, ignoring that silly gorgon. Cerberus: hammer time. \n\n[li]Segment 19 \n\nThe first upgrade jump is used here at 0:58, you need to get the right timing to jump across the barrier. \n\n[li]Segment 20 \n\nStandard strategy agaist Euryale, show time for hammer. Stage1: RotT hammer. Stage2: hammer stun loop. Stage2: RotT hammer again. \n\n[li]Segment 21 \n\nAnother tedious segment. Use half swings in the 5 pillars puzzle can save a little time. TM2: rape it with RotT hammer again. \n\n[li]Segment 22 \n\nNothing special. The amount of red orbs you get from the red orb gift is quite random, load the game if you are not content. Upgrade EH to lv2 for the next segment. \n\n[li]Segment 23 \n\nThe second upgrade jump is used here to skip getting the block. \n\n[li]Segment 24 \n\nGuardians before the secret message can be skipped if you can jump far enougth. Perseus, stage 1&2: hammer. Stage 3: Hammer + Bow pushing + CR trick. Stage 4: CR + hammer. \n\n[li]Segment 25 \n\nGet to the upper platform with chain. BE CAREFUL here, BE QUICK! Or the game will FREEZE after you reflect the light, the only way to continue is to reset your PS2. I can use normal high jump after getting SoD in this segment. Use high jump to cross the lowland without moving the statue(by kevbew63). \n\n[li]Segment 26 \n\nJust skip all the combats with high jump. \n\n[li]Segment 27 \n\nLong jump with SoD + glide to cross the \"river\"(by MistryMan). Nymph nest = skipp. The little challenge after AQ: flash + AQ(gorgon\'s rage is better, but my red orbs are not enough to upgrade lv3 EH). \n\n[li]Segment 28 \n\nUpgrade EH to lv3 and use it to crush all the beast lords. There is a mistake in this part. I should have jumped into the Boreas Chamber at 3:53 to skip the cut scene. That will save about 5 sceonds. I knew that but I just fogot to do so. \n\n[li]Segment 29 \n\nStone the enemies in wave 2 and carry the silly translator to leave. Wave 3: MP is important, you can stone all the enemies if you use EH efficiently. \n\n[li]Segment 30 \n\nGrabs in the spike trap. Use glide to pass the ledge. \n\n[li]Segment 31 \n\nSirens: hammer + bow cancel. Nymph nest: CR to avoid being disturbed by the Nymphs. 1:26 - that cutscene can be skipped if you jump and CR the ice from the doorway(by kevbew63), but I didn\'t know this at that moment, pity. \n\n[li]Segment 32 \n\n0:43, pull the switch in the cutscene(by MistryMan). 4:10, skip the Cyclops(by RJWaters2). \n\n[li]Segment 33 \n\nHigh jump and skip the spike elevator(by MistryMan). Cross the ceilling with RotT, be sure that you have enough health, or you will be killed by those crazy archers. \n\n[li]Segment 34 \n\nHigh jump to skip raising the phoenix. Infinite jump to pass the elevator before the Spartan without the block. Spartan: hammer rape. Kraken: bow shoot for stage 1 and air hammer triangle*2 for stage 2. \n\n[li]Segment 35 \n\nBell puzzle = skip(by RJWaters2). Sisters: hammer, and I recommend AQ in stage 3. \n\n[li]Segment 36 \n\nInfinite jump strikes! Note that it\'s faster to fight than to \"skip\" in the small waves like waves 2, 4 and 6. I skipped wave 4 because the barrier there will not disappear if you skip wave 3(you can see just 3 enemies spawned there, not 7 as usual, and sometimes no enemy will spawn). \n\n[li]Segment 37 \n\nMulti-breasted sista...... Use high jump to skip floor 2. \n\n[li]Segment 38 \n\nThe final combat agaist Zeus. Stage 1: CR + Divine Retribution. Stage 2 phase 1&3: RotT + triangle. Stage 2 phase 2: CR + Spirit, things may go better if Zeus did not block my attacks.[/ul] \n\nSo that\'s all of my run, hope that you enjoyed watching, thank you!','2007-12-21',0,11245000,11,'GodOfWar2_titan_30725',38,13,0,NULL),(0,407,NULL,128,'',NULL,'2002-09-27',0,53000,3,'GoldenEye_A_Dam_053.wmv',1,9,1,NULL),(0,408,NULL,128,'',NULL,'2005-04-20',0,78000,3,'GoldenEye_SA_Dam_118',1,9,1,NULL),(0,409,NULL,128,'',NULL,'2004-10-23',0,120000,3,'GoldenEye_00_Dam_200',1,9,1,NULL),(0,410,NULL,128,'',NULL,'2003-09-07',0,47000,3,'GoldenEye_A_Facility_047.wmv',1,9,1,NULL),(0,411,NULL,128,'',NULL,'2003-09-11',0,57000,3,'GoldenEye_SA_Facility_057.wmv',1,9,1,NULL),(0,412,NULL,128,'',NULL,'2003-09-24',0,57000,3,'GoldenEye_00_Facility_057.wmv',1,9,1,NULL),(0,413,NULL,128,'',NULL,'2004-03-09',0,22000,3,'GoldenEye_A_Runway_022.wmv',1,9,1,NULL),(0,414,NULL,128,'',NULL,'2003-01-09',0,23000,3,'GoldenEye_SA_Runway_023.wmv',1,9,1,NULL),(0,415,NULL,128,'',NULL,'2003-09-07',0,38000,3,'GoldenEye_00_Runway_038.wmv',1,9,1,NULL),(0,416,NULL,128,'',NULL,'2003-08-07',0,63000,3,'GoldenEye_A_Surface1_103.wmv',1,9,1,NULL),(0,417,NULL,128,'',NULL,'2004-03-11',0,110000,3,'GoldenEye_SA_Surface1_150.wmv',1,9,1,NULL),(0,418,NULL,128,'',NULL,'2004-03-12',0,110000,3,'GoldenEye_00_Surface1_150.wmv',1,9,1,NULL),(0,419,NULL,128,'',NULL,'2003-08-18',0,17000,3,'GoldenEye_A_Bunker1_017.wmv',1,9,1,NULL),(0,420,NULL,128,'',NULL,'2004-04-14',0,23000,3,'GoldenEye_SA_Bunker1_023.wmv',1,9,1,NULL),(0,421,NULL,128,'',NULL,'2004-03-09',0,67000,3,'GoldenEye_00_Bunker1_107.wmv',1,9,1,NULL),(0,422,NULL,128,'',NULL,'2004-03-28',0,65000,3,'GoldenEye_A_Silo_105.wmv',1,9,1,NULL),(0,423,NULL,128,'',NULL,'2004-03-19',0,72000,3,'GoldenEye_SA_Silo_112.wmv',1,9,1,NULL),(0,424,NULL,128,'',NULL,'2004-04-03',0,92000,3,'GoldenEye_00_Silo_132.wmv',1,9,1,NULL),(0,425,NULL,128,'',NULL,'2005-09-29',0,23000,3,'GoldenEye_A_Frigate_023',1,9,1,NULL),(0,426,NULL,128,'',NULL,'2005-10-09',0,66000,3,'GoldenEye_SA_Frigate_106',1,9,1,NULL),(0,427,NULL,128,'',NULL,'2005-10-28',0,72000,3,'GoldenEye_00_Frigate_112',1,9,1,NULL),(0,428,NULL,128,'',NULL,'2004-04-02',0,52000,3,'GoldenEye_A_Surface2_052.wmv',1,9,1,NULL),(0,429,NULL,128,'',NULL,'2002-10-21',0,55000,3,'GoldenEye_SA_Surface2_055.wmv',1,9,1,NULL),(0,430,NULL,128,'',NULL,'2003-12-05',0,92000,3,'GoldenEye_00_Surface2_132.wmv',1,9,1,NULL),(0,431,NULL,128,'',NULL,'2003-04-10',0,25000,3,'GoldenEye_A_Bunker2_025.wmv',1,9,1,NULL),(0,432,NULL,128,'',NULL,'2004-04-30',0,50000,3,'GoldenEye_SA_Bunker2_050.wmv',1,9,1,NULL),(0,433,NULL,128,'',NULL,'2003-03-30',0,67000,3,'GoldenEye_00_Bunker2_107.wmv',1,9,1,NULL),(0,434,NULL,128,'',NULL,'2004-05-08',0,140000,3,'GoldenEye_A_Statue_220.wmv',1,9,1,NULL),(0,435,NULL,128,'',NULL,'2003-05-07',0,140000,3,'GoldenEye_SA_Statue_220.wmv',1,9,1,NULL),(0,436,NULL,128,'',NULL,'2003-05-07',0,140000,3,'GoldenEye_00_Statue_220.mpg',1,9,1,NULL),(0,437,NULL,128,'',NULL,'2003-05-08',0,16000,3,'GoldenEye_A_Archives_016.wmv',1,9,1,NULL),(0,438,NULL,128,'',NULL,'2003-05-14',0,56000,3,'GoldenEye_SA_Archives_056.wmv',1,9,1,NULL),(0,439,NULL,128,'',NULL,'2003-05-13',0,56000,3,'GoldenEye_00_Archives_056.wmv',1,9,1,NULL),(0,440,NULL,128,'',NULL,'2005-06-25',0,73000,3,'GoldenEye_A_Streets_113',1,9,1,NULL),(0,441,NULL,128,'',NULL,'2002-09-12',0,116000,3,'GoldenEye_SA_Streets_156.wmv',1,9,1,NULL),(0,442,NULL,128,'',NULL,'2002-09-27',0,116000,3,'GoldenEye_00_Streets_156.wmv',1,9,1,NULL),(0,443,NULL,128,'',NULL,'2002-10-05',0,26000,3,'GoldenEye_A_Depot_026.wmv',1,9,1,NULL),(0,444,NULL,128,'',NULL,'2005-05-31',0,43000,3,'GoldenEye_SA_Depot_043',1,9,1,NULL),(0,445,NULL,128,'',NULL,'2005-06-15',0,50000,3,'GoldenEye_00_Depot_050',1,9,1,NULL),(0,446,NULL,128,'',NULL,'2003-05-17',0,67000,3,'GoldenEye_A_Train_107.wmv',1,9,1,NULL),(0,447,NULL,128,'',NULL,'2003-10-15',0,103000,3,'GoldenEye_SA_Train_143.wmv',1,9,1,NULL),(0,448,NULL,128,'',NULL,'2003-01-22',0,131000,3,'GoldenEye_00_Train_211.wmv',1,9,1,NULL),(0,449,NULL,128,'',NULL,'2003-10-09',0,53000,3,'GoldenEye_A_Jungle_053.wmv',1,9,1,NULL),(0,450,NULL,128,'',NULL,'2004-04-09',0,57000,3,'GoldenEye_SA_Jungle_057.wmv',1,9,1,NULL),(0,451,NULL,128,'',NULL,'2003-12-28',0,58000,3,'GoldenEye_00_Jungle_058.wmv',1,9,1,NULL),(0,452,NULL,128,'',NULL,'2003-10-20',0,242000,3,'GoldenEye_A_Control_402.wmv',1,9,1,NULL),(0,453,NULL,128,'',NULL,'2004-06-15',0,254000,3,'GoldenEye_SA_Control_414',1,9,1,NULL),(0,454,NULL,128,'',NULL,'2003-10-25',0,262000,3,'GoldenEye_00_Control_422.wmv',1,9,1,NULL),(0,455,NULL,128,'',NULL,'2001-08-13',0,63000,3,'GoldenEye_A_Caverns_103.wmv',1,9,1,NULL),(0,456,NULL,128,'',NULL,'2003-10-09',0,83000,3,'GoldenEye_SA_Caverns_123.wmv',1,9,1,NULL),(0,457,NULL,128,'',NULL,'2003-10-13',0,102000,3,'GoldenEye_00_Caverns_142.wmv',1,9,1,NULL),(0,458,NULL,128,'',NULL,'2003-09-27',0,35000,3,'GoldenEye_A_Cradle_035.wmv',1,9,1,NULL),(0,459,NULL,128,'',NULL,'2003-11-07',0,37000,3,'GoldenEye_SA_Cradle_037.wmv',1,9,1,NULL),(0,460,NULL,128,'',NULL,'2004-01-03',0,37000,3,'GoldenEye_00_Cradle_037.wmv',1,9,1,NULL),(0,461,NULL,128,'',NULL,'2003-11-28',0,96000,3,'GoldenEye_A_Aztec_136.wmv',1,9,1,NULL),(0,462,NULL,128,'',NULL,'2003-12-21',0,105000,3,'Golden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times:\nDam:		2:11 (best 2:06)\nFacility:	1:25 (best 1:11)\nRunway:		0:44 (best 0:43)\nSurface 1:	1:54 (best 1:53)\nBunker 1:	1:41 (best 1:23)\nSilo:		2:38 (best 2:23, 2:20 with bit more aggresive strat)\nFrigate:	1:38 (best 1:27)\nSurface 2:	1:54 (best 1:52)\nBunker 2:	1:40 (best 1:29)\nStatue:		2:34 (best 2:31)\nArchives:	1:01 (best 0:59)\nStreets:	2:05 (best 2:00)\nDepot:		2:29 (best 1:11)\nTrain:		3:50 (best 3:08)\nJungle:		1:37 (best 1:22)\nControl:	5:12 (best 5:12)\nCaverns:	5:17 (best 4:25)\nCradle:		1:02 (best 1:02)\nAztec:		5:11 (best 4:17)\nEgyptian:	1:21 (best 1:04)\nTotal: 47:24[/m]\n\nDam: bad aim on guard after double gates, ugly lock part. \n\nFacility: worst Doak (not counting the spots I don\'t check under any circumstance). \n\nRunway: Decent. \n\nSurface 1: Good. \n\nBunker 1: incooperative Boris. \n\nSilo: kinda slow. \n\nFrigate: Hostages are important. \n\nSurface 2: Good. \n\nBunker 2: Decent. \n\nStatue: Good. \n\nArchives: Okay. \n\nStreets: Got armor to be sure. \n\nDepot: Worst run ever? Ammo Dump wouldn\'t complete, so I had to go back for it carefully, I was low on health. \n\nTrain: The game hates me. Ouromov dies slow. Xenia does not die. Have to do slow ending. \n\nJungle: Decent. \n\nControl: My best so far on a 00 Agent speedrun attempt. \n\nCaverns: Can\'t say I\'m glad about this. \n\nCradle: Good, didn\'t watch intro, got armor. \n\nAztec: Scary shit. Almost died because of countless careless moves. \n\nEgyptian: First Baron died very slow. \n\nAll in all a decent run, but it isn\'t easy to do all 20 levels in a row without a single failure or death. I\'ve got more on my mind to do before going for lower here.','2005-07-02',0,2844000,11,'GoldenEye_SS_00_4724',1,9,0,NULL),(0,468,NULL,129,'','First - Thanks to NTG and Molotov. Most of the strategies I used came from watching their videos. Also, Thanks to SnapDragon who helped out with ideas and encouragement all along the way. Without all three of them, I never would\'ve managed this. \n\nThere are minor driving mistakes throughout the run, but none are a big deal. Probably cost less than 20 seconds in total for the whole game. \n\nPart 1 - The save right after \"Cipriani\'s Chauffeur\" is ugly, but necessary. It invloves driving from the Restaraunt to the Garage to save, and then right back to the Restaraunt to start the next mission. But in order to get the best possible time, it\'s important to make sure that \"Van Heist\" and \"Taking out the Laundry\" are done in different segments. And unfortunately, there is no better way to make that happen. \n\nPart 2 - \"Taking out the Laundry\" went so well that I briefly considerred doing another quick save - that\'s why I end up driving in the \"wrong\" direction for a few seconds afterwards. During \"The Pick-Up\" the second grenade I drop right at their Van - you can hear it go off and see the screen shake, but it doesn\'t damage anything. That\'s why the end of the mission seems sloppy - because if it weren\'t for that glitch, the van would\'ve already been destroyed. Oh well. \n\nPart 3 - My sniping during \"Bomb da Base\" is laughably bad - but it doesn\'t cost any time since 8-Ball runs at a constant rate after the first shot anyways. During the forced-waiting of \"Sayonara Salvatore\", I end up buying two of everything at Ammu-Nation. Note that that\'s a completely worthless thing to do since I never used the extra ammo - but it doesn\'t cost any extra time. So, whatever. \n\nPart 4 - The rain made \"Paparazzi Purge\" hard to do because of the higher waves, especially using NTG\'s very clever Sniper Rifle / Machine Gun strategy. \n\nPart 5 - Nothing interesting to be said. \n\nPart 6 - The SUV\'s stability sucks pretty bad, so having to drive one for the first couple minutes of the Segment didn\'t make things easy. Fortunately they\'re pretty fast, so it didn\'t really cost any time. \n\nPart 7 - Right after starting the long drive back with 5-Stars during \"A Drop in the Ocean\", note the way I leave Asuka\'s parking lot. If you just go straight over the embankment, the game will spawn two FBI cars right near you that make life difficult. But by taking the extra few seconds to use the proper exit, they won\'t spawn and so you won\'t have to deal with them. \n\nPart 8 - You may notice that I have a bit of trouble selecting the Rocket Launcher to shoot the last Stand during \"Espresso-2-Go\". The L2 button on my controller sucks - but I\'m too cheap to replace it. Doesn\'t really cost any time though, it just looks silly. \n\nPart 9 - All the Fog made \"S.A.M.\" a little difficult. You can\'t see where the plane\'s coming from at any distance, and it\'s approach is always a little different. Doesn\'t affect the time, though. \n\nPart 10 - Note that after the end credits roll, I run through the in-game Stats. So you may find that interesting. \n\n- Tim \"twoton\" Symanczyk (twotontim ÐÐ¢ gmail DOT com)','2005-06-28',0,6220000,11,'GrandTheftAuto3_14340',10,13,0,NULL),(0,469,NULL,129,'','First of all, thanks to SDA, Rockstar Games and Multitheftauto, without the three this wouldnt be here. \n\nThis has actually been planned as a single segment run but I had to split it into segments. The reason for this was the numerous gameplay bugs i experienced (weapon bugs, mission script bugs, AI bugs, general game programming bugs, etc.). Not sure if its only GTA3 or my PC being too fast, I won\'t go into further detail here, the cursing in my forum topic might explain it better. \n\nSome General Notes: \n\nThere are quite a few differences between the PS2 and the PC versions of GTA3, that\'s why they are in separate categories, although I\'ve capped my fps on 30 (top left corner in the videos) to make sure the game doesn\'t run faster than it would on a PS2. I\'m not a fan of speedruns which are faster because the hardware of person X is better than the one of person Y, hardware isn\'t the point here though, the 2 platforms are very different. \n\nI never liked the name \"Claude\" that\'s why I stick to calling the main character Fido. \n\nI prefer to play GTA games on a high mouse sensitivity, that\'s why my aim isn\'t all that good a few times during the run, it doesn\'t play that much of a role though as I only need to snipe in 3 missions, just looks kinda funky. \n\nI removed the little piece that makes my mouse wheel \"click\" when scrolling it (for easier bhop timing in other games), for that reason my weapon selecting seems a bit messy sometimes (mouse wheel scrolls like butter...). \n\nThe camera in this game doesn\'t work very well, especially on on-foot to in-car transitions. I usually flick my camera to the side view when I enter a car, to reposition it straight behind it. Just something I got used to in my multiplayer days. \n\nI did this run without listening to the games audio so I didn\'t bother changing the radio stations; hence I\'m not responsible if for example opera doesn\'t appeal to you :) \n\nAlright, enough of the excuses, on to the missions :P [hr]Missions: [ul][li]SEGMENT 1 [ul][li]\'Give Me Liberty\' - As I drive through the small alley where the police bribe is I touch the wall to my left to knock off the drivers door, I do this every time I know I would leave and enter the same car numerous times because it eliminates the door-opening animation. \n\n[li]\'Drive Misty for Me\' - If you exit your car right after you sound the horn misty will run to you, if you stay in the car she creeps as usual. \n\n[li]\'Farewell \'Chunky\' Lee Chong\' - Probably the shortest mission in the whole game if you\'re in possession of a firearm, luckily I picked up a colt during the previous mission from a mafia member who seemed to have stumbled under my wheels :o \n\n[li]\'Van Heist\' and \'Taking out the Laundry\' - These 2 missions are the essence of Portland\'s total time, if both turn out bad you better restart the game because there\'s no way you could ever catch up on time to compensate for them. My van heist was terrible, the laundry on the other hand didn\'t take long at all so it kind of matched up well all together. bombing myself with grenades looks stupid though. \n\n[li]\'The Pick-up\' - While practicing this mission I tried to use grenades to take out the triads but it proved to be too random because grenades often get shot in midair and bounce right back at your feet, no fun. \n\n[li]\'Salvatore\'s called a Meeting\' - The trick in this mission is not to go full throttle as soon as the van hit your limo but to wait a second for the van coming from the right to pass, that way it will leave you more space to drive around the corner. Yes it took me a while to realise that, hey im on a speedrun, what do you expect! \n\n[li]\'Bomb da Base: Act I\' - I hate that fence, its more stable than a 2 ton truck, in fact I once had to restart a run because I couldn\'t smash it (yeah I\'m picky). \n\n[li]\'Bomb da Base: Act ii\' - According to my plan the first Columbian I should be sniping is the one standing to the left of the ramp, its been too long since I\'ve done a run to remember the order, that\'s why I\'m looking kind of lost after I shoot the second guy. \n\n[li]\'Sayonara Salvatore\' - I now work for the yakuza right? Let\'s do this kamikaze style. I wonder who at Rockstar came up with the idea of requiring 3 minutes to drive from asuka to luigis; you could probably make it by foot in that time. I decided to go for the m16 instead of just waiting, I considered going for a molotov or flamethrower pickup but couldn\'t find any use for them for the rest of the run. The reason I don\'t start shooting as soon as the time hits 18:30 is because if you don\'t let the first mafia member make space for the other 3 they will eventually spawn inside the roof of the corridor which means you\'d have to use grenades to take them out.[/ul] \n\n[li]SEGMENT 2 [ul][li]\'Payday for Ray\' - Rain, every banshee driver hates it. In general it was raining a lot during the whole run, wouldn\'t have had as much rain if I would have done this in 1 segment, oh well. \n\n[li]\'Silence the Sneak\' - Normally I would only use grenades for this mission but during my previous run attempts they would not register or simply go right through the ground so I decided to try the m16. I guess it kind of worked, even though I was going \"EEK!\" as Fido did the \"all so useful\" car-dodge jump. \n\n[li]\'Arms Shortage\' - The initial plan was to get to the rocket launcher by jumping on top of the tank and from there on to the wall and finally to the container. Proved to be risky though cause if I\'d fail the jump on the first try I\'d fail the whole mission and the whole run so in the end I decided to go for the traditional box-wall-container combo. \n\n[li]\'Evidence Dash\' - Perfect vehicle for this mission plus I was lucky the bobcat went such a nice route, other times it would drive straight to the other end of Staunton. \n\n[li]\'Waka-gashira Wipeout!\' - One of those missions where you think everything\'s going just fine and one moment later you end up as fireworks on wheels, for that reason I\'ve tried to eliminate randomness by killing him the sneaky way. Shame though the script only makes Kenji vulnerable when you approach him in a Cartel Cruiser. And again, I\'m the master of self-bombage :/ \n\n[li]\'A Drop in the Ocean\' - Decided to go for a romantic cruise under the bridge, keeps FBI on distance on the return route. \n\n[li]\'Grand Theft Aero\' - People used to say \"going back by car will always be faster\", fact is the dodo is the fastest vehicle in the whole game if flown properly. I didn\'t fly it fast in my run though because loading screens can screw you up completely (often vehicle physics aren\'t paused during loading screens or cut scenes). \n\n[li]\'Bait\' - As I was on my way to the second NPC car I played with the thought of saving the game right after (which proved to be a good choice). Because of that I wasn\'t concentrated on the game and accidentally drove a little too far, only wasted 5 seconds though.[/ul] \n\n[li]SEGMENT 3 [ul][li]\'Espresso-2-go!\' - I would only accept if I\'d finish this mission with more than 3 minutes left on the timer when taking out the last stand, glad I had the freedom to do the last 3 missions as planned thanks to the spontaneous save after \'bait\'. It was actually quite fun to make out a plan for this mission. I for example considered going from Portland to the airport by driving through the subway, taking out the stand, going for the stand at the hospital and finally jumping from Pike Creek over to Wichita Gardens per cliff. Would have loved to include that into the run but taking the tunnel to return to Staunton takes ages, shame how Rockstar designed the tunnels and especially the subway, I had almost forgotten it existed its so underused. \n\n[li]\'S.A.M.\' - I decided to jack the Cheetah because my Banshee didn\'t look very fresh and I knew I\'d have to drive through the red-white barriers at the airport, seems like preventing randomness becomes a natural habit. The only reason I hesitate to shoot the Columbian loner is because I wanted him to fire his rocket launcher, looks funny when peds blow themselves up because Rockstar didn\'t teach them how to shoot rocket launchers :) \n\n[li]\'The Exchange\' - Once again I\'ve tried to eliminate randomness... wait no, I actually went kamikaze on this one. My landing in front of the house was a bit funky, planned was a float down landing but I realized I gained a little too much height as desired and went for the \"nose-in\" landing. Not much to say about the dam, every step was planned although it can still be risky; I once died on that mission while doing a SS run, sucks to play 90 minutes just to die 20 seconds before the end. A good trick is to jump as much as possible instead of running, with perfect jump timing the Columbians often don\'t even bother to shoot at you. My initial strategy was to just land right next to the RL but for some mysterious reason Rockstar decided to make the heli invulnerable until the cut scene would be triggered. \n\nPs, how did Catalina make it into the heli? Did she borrow CJ\'s jetpack? I like the thought of CJ actually flying the heli. San Fierro garage, all mine again xD[/ul][/ul] [hr]Vehicle and Weapon Management: \n\nThe main part of this run is about getting from A to B; it\'s like a racing game where you can exit your vehicle so having good cars is very important. \n\nThe Banshee has an outstanding acceleration, that\'s why I spend most of time driving them, it\'s the perfect car for all those stop-and-go missions, drifting with it is great fun too. \n\nThe Infernus would actually be the fastest car in the game but there are only a few missions where the high end speed is worth the lack of acceleration (driving from Portland to SSV in \'Espresso-2-go!\' for example). \n\nThe Cheetah is a great mix between the above two and its handling is almost too easy, I didn\'t encounter too many Cheetahs during the run though which is a shame cause I usually go nuts with that car. \n\nThere\'s 3 reasons I\'m going for the police car in Portland right after \'Don\'t Spank ma Bitch up\', firstly its one of the fastest cars driving around in Portland, secondly it gives you a free shotgun and lastly it has 4 doors which makes picking up misty about 3 seconds faster, woot! Those cop cars aren\'t always unlocked though so I found myself restarting the game up to 10 times in a row which took about 1 hour because I had to go through the first 3 missions each time. \"Random Theft Auto\" anyone? \n\nI once tried to go an alternative route back to Donald Love after i\'d pick up the oriental man in \'Liberator\'. i drove to the multi-storey carpark to watch out for a fast car, incase i\'d find one i\'d switch to it and make my way to Donald to drop off my passenger and then right back to the carpark to assassinate Kenji. This would have saved a good amount of time (20 secs or so) but the game isnt very reliable in terms of memory, sometimes it would remember my last 2 cars and even burned out car wrecks, other times it wouldn\'t even remember 1 car. In this case that\'d be the Cartel Cruiser which is needed for the next mission so in the end i kept my car hopping on a minimum, the chance for the game to remember it wasn\'t high enough. [hr]Weapons: \n\nI had many different plans about which weapon I\'d pick up for which mission. After \'Mike Lips last Lunch\' for example I considered going for the ak and armor behind Toni\'s restaurant to take out Lee Chong and later the 3 warlords in \'Triads and Tribulations\', however I didn\'t like the fact that id waste time on getting the ak and realized that the colts range was good enough for Chunky and that i\'d have grenades left over from the laundry to use against the warlords. \n\nPicking up an ak during \'Bomb da Base\' for killing Salvatore a bit later fit perfectly in my plan cause then I could go for another weapon pickup during the wait for Sal to come out instead of having to go to ammunation, the m16 only saved a few seconds during \'Under Surveillance\' but hey, better than nothing. \n\nMy first plan for \'The Exchange\' was to shoot the Columbian who\'s standing on the crate right next to where I land and grabbing his m16 to take out the rest step by step. This strategy is a bit less risky than the one you see in the video but its slower so I wouldn\'t be able to take down the heli on its second bombing approach. [hr]Misc: \n\n5:40 minutes into the part1 video, as I leave the cop car it looks as if Fido was trying to mess with the guy in the grey suit, he even follows him if you look closely, probably robbed him, we just couldn\'t see it :D \n\n28:25 minutes into part1 you can see an old lady getting run over; during the whole time I speed-ran this game every now and then this lady would appear and run with high speed on the road and always exactly in front of my car, as if she waited her whole life to be ran over by me o_O \n\nI always thought i\'d hate this game after i would finish this run, matter of fact though, i like it even better :) \n\nAny comments? l2ebel at hotmail dot com (L2EBEL that is, not I2ebel, |2ebel or whatever people come up with ;P)','2006-12-30',0,4951000,11,'GrandTheftAuto3_PC_12231',3,11,0,NULL),(0,470,NULL,129,'','Welcome to my GTAIII 100% speedrun, my most ambitious project so far. I can\'t thank Pweisger enough, for making the original topic that I then stole and for making the first set of videos that I took some ideas from and used to find improvements. Without those I probably wouldn\'t have made this. Also to l2ebel, for his awesome any% run which proved extremely useful for the routes for certain missions (Espresso-2-Go and the route to Catalina\'s especially). And to Demarest, with an epic GTAIII site at www.tfads.com - a brilliant game guide and an invaluable research resource that made the planning so much easier and whose routes I used for off-road missions. It even has a very nicely made 100% checklist that gave a very clear sense of progression throughout. And I have to thank all the people who supported me throughout this endeavour on the forum. It makes it all worthwhile. \n\nAlso to Radix, nate, DJ and Mike. The site has never been better, keep up the good work! \n\nThe speedrun: I started running this without having to plan the first few segments myself and I knew most of the city layout from memory, but I hadn\'t played for years and this was my first time using the PC version with mouse and keyboard. Not being a regular PC user in the first place and playing through all three GTA console games with a controller meant that it took a long time to get used to it, so you\'ll probably see a noticable improvement in my driving and general playing as the run progresses. There isn\'t anything I\'d be prepared to improve by re-running but it\'s just so ya know! \n\nIt is a very open game, so segments were planned primarily attempting to tie in as many packages, rampages, unique jumps, import/export cars, emergency vehicles and side missions with the main missions. Some missions don\'t allow collecting either due to time or vehicle restraints, and a few won\'t allow you to deliver a car to the I/E garage for some reason during the mission. The hardest part was finding something to do between the end of a mission and returning to the hideout, as I wanted to reduce the amount of long distance travelling as much as possible. \n\nThe secondary planning was to put the hardest parts of the game at the start of segments, which was difficult to do in segments with many tough rampages and both \'Patriot Playground\' and \'Gripped!\' ended up at the end of a segment. The level of randomness is obviously huge so making it through without any major mistakes and still alive required a level of patience I didn\'t know I had (although my Spyro3 run came close). Any spare time given in timed missions was used as much as possible for extra collecting; overall it worked out far better than I could have hoped for and I hope it shows. \n\nSegment Comments: I\'ve put the percentages and things done in each segment cumulatively so you can see how everything comes together over time (if you want to). \nM=Missions P=Packages R=Rampages UJ=Unique Jumps I/E=Import/Export cars EV=Emergency Vehicles [ul][li]01 - 3% \nM - 3/73; [b]Paramedic[/b] \n\nThe first few missions put you right next to the hospital so doing the Paramedic mission as soon as possible to get infinite sprint makes sense. Paramedic was of consistent standard as far as I could tell with some really close calls and an \'oh shi... huh?\' moment with one patient, but I got seriously lucky with the pickup places and the time for this is extremely fast. Finishing such a long tedious mission makes me slightly erratic grabbing a taxi, but not much time was lost. \n\n[li]02 - 11% \n[b]Taxi Driver (all 100);[/b] I/E - 10/32 \n\nBy far the most (/only?) boring segment of the run. It\'s easy to fall into a rhythm but you need to snap out of it when you spot a rareish car for the garage. Finding a new taxi is easy, but just in case I didn\'t I headed from the garage to the nearest spot where I know a certain vehicle always spawns. I tried this with the Rumpo but I rolled it over (mostly the cars fault...) which is the biggest mistake of the segment and probably the run. It went fine for the rest and you aren\'t required to watch it to make sure. Plenty of cars collected which is a huge help in later segments and I finished at the car showroom which is incredibly lucky since I needed to get the Banshee. You\'ll notice I hadn\'t practised with the Banshee much before recording... \n\n[li]3 - 15% \nP - 9/100; R - 4/20; UJ - 7/20 \n\nA few segments need to be dedicated to side-stuff since they\'re just too difficult or out of the way for any other time, and the Banshee speeds everything up. I can\'t do most of the unique jumps without something of its calibre so I may as well get packages and kill people in the process. I didn\'t want to use the Pay \'n\' Spray at all but I just barely couldn\'t survive till the end of the segment so I relented. It\'s still quite close by the end. \n\nThe first rampage is very hard firstly because you can\'t kill them close-up and they cause lots of damage, and mainly because there is almost always police interference which hurts and causes fewer Diablos to appear, so running out of time is possible. Didn\'t happen this time though. The second rampage is a good example of how annoying the police can be. \n\nAfter that the unique jumps are risky but it has to be done! \n\n[li]04 - 19% \nM - 6/73; P - 22/100; R - 6/20; I/E - 12/32; Firefighter - 20/60 \n\nA special note on the following two segments: I decided to start playing my own music since I thought it\'d be more interesting for both the viewer and myself (hearing the same station play through 20 times over hundreds of attempts is not fun!). After I was persuaded not to I kept the music in and didn\'t change to it, so the possibility was there and I tried to refrain from changing station throughout the rest of the run. \n\nThere is a glitch on the PC version where turning \'replay\' on and off with the \'F1\' key completes firefighter objectives, so that should explain what happens there. Other than that, plenty of opportunity for messing around in this segment and it\'s mostly easy until the grenade rampage which went very well (police intervention is good this time!) but is very easy to blow yourself up on. Then it continues to \'Patriot Playground\' where I take a route adapted from Demarest\'s site to make it slightly easier and to collect a package. I finish by getting a police car although I was hoping to find one on the road; the parked ones are often locked. \n\n[li]05 - 26% \nVigilante - 20/60; M - 15/73; P - 25/100; EV - 3/7 \n\nVigilante is very easy in Portland, no complaints here (again if you didn\'t know, pausing and unpausing on any version causes the criminal to exit their vehicle). When picking up Misty getting out the car causes her to run rather than crawl (thanks l2ebel!). I had some time to burn before the phone missions (something I\'d want to improve if I\'d planned these things better, but with time it\'s hard), so I got some emergency vehicles and set things up nicely for the missions. The missions themselves are simple, but need to be done extra fast before it becomes too late to start them again. \n\n[li]06 - 35% \nM - 27/73; I/E - 14/32; P - 26/100 \n\nI get a police car since they\'re far more durable and will allow me to do \'Van Heist\' without switching vehicles. I take this opportunity with the Securicar (since cars of the same type spawn more regularly if you\'re driving one) to find one for the garage. This was immensely random and this is by far the fastest I\'ve ever found one. It takes me a while shooting the second fish van, I find it hard to drive-by shoot to the left since my hands don\'t work that way! \'Dead Skunk In The Trunk\' without taking out the \'Forelli brothers\' requires some luck since the car is so crap. Most of the missions in the game are easy if you have good tactics, so I do as many as possible (with \'The Getaway\' being done after \'Cutting The Grass\' since you\'re guaranteed to have a 4-seater at that point). \n\n[li]07 - 42% \nM - 35/73; P - 35/100; I/E - 15/32; \n\nIncorporating the massive shortcut in \'Big \'N\' Veiny\' requires practice and luck with traffic (and the roly-poly-rumpo), this one went much better than most. I don\'t get the package in the long tunnel during \'Blow Fish\' since I need to go through here later and you usually take damage trying to get out the other side. I hadn\'t planned when I\'d need the molotovs from the tramps but they turned out to be very useful for the end of the segment. \'Bomb Da Base\' is one of the times I wish l2ebel didn\'t have such a great tactic that I\'d have to replicate; the sniping needs to be very fast and I\'m not very good, leading to plenty of frustrating restarts. \n\nThe package I get from the rocks on the boat may have been faster to get later but at the time I wasn\'t prepared to play through half the game to find out, it wouldn\'t save much time though, a minor detour. The one on the docks is the same as I end up going there later in segment 12, another few seconds. Since I\'m going back anyway I get a Blista for the garage, but it has a tendency to disappear when in the subway (grr!), and I use up the time till Salvatore appears quite nicely. If I still have the Blista by now the mafia can blow it up with a shotgun, so I circumvent the hazard areas and nearly get destroyed by other road-users anyway, typical. I want a Banshee for the next segment so may as well do \'Under Surveillance\' now, and \'Casino Calamity\' is a nice way to end a difficult segment. \n\n[li]08 - 45% \nP - 55/100; R - 13/20; UJ - 9/20 \n\nBut not as difficult as this one! I didn\'t know you could do a unique jump while doing a rampage till I saw that it would work really well with my route and had a go, but that road is hard to navigate and the jump usually tips me over. If I get a wanted level during the sniper rampage I may as well start over; unfortunately being exposed also seemed to be the fastest method. The rest is just trying to live up to my route planning; it may look good on paper but actually pulling it off is another story. Especially got lucky finding a Banshee just after the shotgun rampage, keeping it all the way to the end was more than I could have hoped for. Ahh, but it was damned close with that last one... Funny how I do every rampage on the island and only get 3 more percent... \n\n[li]09 - 50% \nM - 42/73; P - 61/100; UJ - 10/20 \n\nIf I get to the payphone a second later the checkpoints change position to a much slower route, mehh. The time they take to complete the rest of the mission for me is variable and they were quite slow this time, but it was a pretty smooth mission transfer in all. Taking the Banshee down to the docks in \'Paparazzi Purge\' doesn\'t save much time and is dangerous, but for me it disappears every time otherwise. \'Silence The Sneak\'... so awful... bit I survived!! I let it go because I was resolved to screwing up \'Ride In The Park\'. The Landstalker feels like driving on a constant oil slick with a lump of slowly melting butter on wheels. Check out the perpendicular skidding! \n\nI only got one set of rockets after \'Arms Shortage\' which was only just enough for the game (not planned), but getting more may have saved some time... but probably not. While I\'m in the area I get a BULLETPROOF! Barracks OL and store it away for a some later missions where it\'s very useful. \n\n[li]10 - 55% \nM - 49/73; P - 63/100; EV - 4/7 \n\nStarting off by luck manipulating a police car and rigging it with a bomb for later, I make use of the rockets in a mission I left for now since it puts me next to Kenji. humdeedum... oh, \'Evidence Dash\' went very well since it needs a lot of luck to stop him dragging you all over the city. \'Grand Theft Auto\' is not easy, but I only had to pay \'n\' spray the last car (and even then initially only because of a pedestrian) so I\'m very happy with it. \'Deal Steal\' puts you in close proximity to an ambulance, which makes it easy to quickly get an Enforcer (for the EV garage) and then the following mission \'Shima\' sends you to Portland to hand it in. Perfect! It even puts you next to the BF Injection (spiiinnnnyyyyy) so I take it back and store it away for the Shoreside I/E Garage, after a final mission \'Crackdown\' that\'s easy as long as you don\'t get blown up of course. \n\n[li]11 - 59% \nM - 52/73; P - 65/100; UJ - 11/20; Vigilante - 40/60 \n\nMore missions, this time from Donald Love who is far too far away. Found a Cartel Cruiser for \'Liberator\' nice and quickly and the oriental gentleman was in the first garage I looked in to boot! Again one of l2ebel\'s strategies is used for \'Waka-Gashira Wipeout\', it isn\'t easy either. It has less purpose since I have to go to the top anyway for a jump, but my car will most likely be destroyed if I do go up and it skips a cutscene. The rest is fine with a good route to take to when I have 5 stars on \'A Drop In The Ocean\' to avoid the cops. Then more vigilanting. Staunton is a complete pain because there are intersecting roads where you can\'t tell where the criminal is till you\'ve gone the wrong way, and some of my routes were cringeworthy but there were far more good than bad decisions in my opinion. \n\n[li]12 - 62% \nUJ - 12/20; EV - 6/7; M - 57/73; P - 66/100 \n\nThat first jump is very difficult, flying straight and ending up on your wheels is rarely the outcome. While I am near the area I get a Diablo gangcar for \'Gangcar Round-up\'. I don\'t know why you can run over rather than shoot people in \'Uzi Rider\'... but you can. \'Gone Fishing\' uses my last rocket but allows me to get a Mafia gangcar for the following mission. \n\n\'Plaster Blaster\' is where my Barracks first comes in useful with its extreme ramming capabilities, but it is primarily for \'Marked Man\' where it can cross to Shoreside by the main bridge straight through the heavy Mafia gunfire, which saves a lot of detour time. I wasn\'t sure whether driving off the bridge to get the package was a good idea. It wasn\'t but it worked so I can\'t really complain. It\'s served its purpose so I can just stick it in the EV crane. \n\n[li]13 - 75% \nI/E - 28/32; M - 60/73; P - 68/100 \n\nMessing up in the BF Injection was my biggest restart reason, it\'s just so easy to crash. I don\'t have much time to waste later on so I just put cars in the I/E garage if I see them nearby. Flying the Dodo is very difficult and I could never do it before I tried to speedrun with it. A crash is as good as a land in my book but that actually wasn\'t too bad. \n\n\'Escort Service\' doesn\'t require you to follow the Securicar; in fact if you leave it alone no Columbians will attack it until it gets to the Shoreside tunnel. So this is a good time to take the Dodo across for the last Portland I/E vehicle, you can\'t tell how badly damaged the Dodo is but I\'m guessing it wasn\'t feeling too well. While I\'m in a car collecting mood I manage to get all but four of the Shoreside garage vehicles, extremely lucky and another huge help for later segments. \n\nI love the photo-finish on \'Decoy\', it couldn\'t have been better if I\'d have actually planned it. \n\n[li]14 - 79% \nM - 62/73; P - 79/100; R - 17/20; UJ - 14/20; I/E - 31/32 \n\n\'Bait\' is the essence of perfect, the Mafia can screw that up for you quite easily. The Columbians sometimes get clustered just beneath you on the sniper rampage, effectively making it impossible. The unique jump just after is almost impossible to land, making this the hardest segment by far in terms of sheer number of restarts. After handing in the Cheetah I can\'t progress with much until I either find a car capable of doing the next jump or get all the cars for the garage, so I spend a while looking around before finding my Banshee. \n\nDuring the flamethrower rampage a Columbian gets stuck protected behind a sign and takes off huge portions of health. But I just keep going! I\'ll leave the rest to you; what\'s a run without a decent dose of near-death excitement through stupidity? \n\n[li]15 - 82% \nM - 66/73; P - 81/100 \n\n\'Uzi Money\', oh god why, it got quite stressful after a while. But I have something to show for it, I made it out with the same car as when I started which has never happened before and is very good! Lots of luck with the Securicar placements in \'Toyminator\'. Shortly after it\'s \'Rigged To Blow\', the reason why this is my shortest segment. Twice through the tunnel without a scratch is very hard and requires care above all else as cars will sometimes change lanes with little warning, but I tried to be risky if I thought I could get away with it. I even had a little bump that didn\'t register so I was very lucky in this segment overall. \n\n[li]16 - 92% \nM - 68/73; P - 90/100; R - 19/20; UJ - 18/20; [b]Firefighter - 60/60; EV - 7/7[/b] \n\n\'Bullion Run\' is prone to substancial police interference (especially if you get all 30 pickups in one go) and this was one of very few occassions when they didn\'t do much. I used my Infernus to destroy a car through a fence during my \'destroy vehicles (by drive-by...) rampage. Then the used another thankfully unlocked Infernus to brave the multitude of airport ramps; I find it hard to centre on them but everything went very well. I took the Fire Truck across to Staunton, but if I go any further than where I stop on the bridge then the objectives will appear in Staunton and the game will get confused. This was the first time I\'ve managed to make it across the bridge before it went up, so this is a relatively impressive segment methinks. \n\nNow I get a Rhino, since the only other way is to complete the game and the credits are unskippable so I undergo the very hard task and stir things up a bit until I get one. I\'ll let you see for yourself how hard it is to make it across the city during \'Kingdom Come\' in a tank with 6 stars. Well the segment was going so well it would have been a crime to fail. Then I take it across to the crane, but take some time to notice that no message comes up when I\'ve handed it in. This will have reprecussions later... \n\n[li]17 - 98% \nM - 71/73; P - 95/100; [b]R - 20/20; Vigilante - 60/60; UJ - 20/20[/b] \n\nNot much to say for a change. Everything was nice until the hard Vigilante part. I can\'t go over to the other side of the city because the roads make it impossible to do anything quickly, and I don\'t chase them if I think they\'re in the tunnels by the airport because it\'s a straight line and they go very far, so it isn\'t worth the time to get them. The final criminal was wasted in superb fashion and right next to my jump (that old luck thing creeping in again). Then we continue to \'Gripped!\' which isn\'t too bad when you know what to do, but it was a bit dark which makes things slightly scarier, and the few times it started slipping away were recovered nicely. I was a bit worried about that last unique jump because cars can get in the way and I thought I might land in the river... but it wasn\'t meant to be! \n\n[li]18 - [b]95%... wait, what?[/b] \n[b]M - 73/73; P - 100/100[/b] \n\nFinally got that bridge package, unfortunately \'S.A.M.\' doesn\'t give you time to get any packages at the airport. More Dodo flying now, ranking the difficulty up a notch (...thanks l2ebel...). A hell of a lot of practice went into that especially the turning to gain speed/height, but I didn\'t fly to the dam partly because I wouldn\'t have been able to get the package up the stairs there, and partly because my plane was embedded in the wall. It finished without a hitch... so lets explain my confusing finishing percentage. \n\nIt does actually go down when I complete the final mission. After my initial bouts of panicing that you\'d expect, I went searching for the cause of this discrepancy and found it at the EV crane. Remember my Rhino delivery didn\'t leave a message? Well it\'s because the game has screwed itself up and sort of half-awarded it me before then took it away when I completed the game, possibly linked to the credits or something, I just don\'t know. I clearly show at the end that all I need to do is drive there and it sorts itself out, and I don\'t think it\'s added to my time. It better not, since my route to the crane was horrible! I suppose I hadn\'t been to Portland properly for a while... \n\n[b]100%[/b][/ul] \n\nThanks very much for watching and/or reading!! It\'s been a pleasure to make and share with you and I really hope you enjoyed it. Vice City should be just around the corner, until then, bye for now!','2007-04-03',0,27420000,12,'GrandTheftAuto3_PC_100p_737',18,11,0,NULL),(0,471,NULL,130,'','Credits first - I referred quite a lot to Tirdun\'s walkthough from gamefaqs, and also used the [a http://www.gtasanandreas.net/sam/]Java San Andreas Map[/a] a lot to locate weapons/armour. \n\nNotes/Missions in each part: \n\nPart 1 (Big Smoke, Sweet & Kendl, Ryder, Tagging Up Turf, Cleaning The Hood, Drive-Thru, Nines and AKs, Drive-By, Sweet\'s Girl) \n\n- This could definitely be improved on. The mistakes on the bike are not too costly because you have to wait for Ryder anyway, but my car catching on fire in Sweet\'s Girl is very avoidable. Gets better from here on in though. \n\nPart 2 (Home Invasion, Catalyst, Robbing Uncle Sam) \n\nPart 3 (Cesar Vialpando, High-Stakes Low Rider,OG Loc, Life\'s A Beach, Running Dog) \n\n- 1:28 for the lowrider race. \n\nPart 4 (Wrong Side of The Tracks, Just Business) \n\n- It\'s possible to launch the bike at the train (from the ramp on the right of the tracks), and hence vaguely possible that you could get the bike ontop of the train. I couldn\'t do it though, but it would save a bit of time. \n\nPart 5 (Madd Dogg\'s Rhymes, Management Issues, Burning Desire) \n\nPart 6 (Doberman, Grey Imports, House Party) \n\n- I take the bike into the warehouse in Grey imports because you take a lot fewer hits on the bike. I mess up driving with the flatbed quite badly, but it doesn\'t cost too much time, because you can\'t do House Party til 22:00 anyway. \n\nPart 7 (Los Sepulcros, Reuniting The Families, Green Sabre) \nPart 8 (Badlands) \nPart 9 (King In Exile, First Date, Tanker Commander, Body Harvest) \nPart 10 (First Base, Local Liquor Store) \nPart 11 (Gone Courting, Against All Odds) \nPart 12 (Made In Heaven, Small Town Bank) \n\nPart 13 (Wu Zi Mu, Farewell My Love, Are You Going To San Fierro) \n\n- 2:56 for the first race, 3:07 for the second. \n\nPart 14 (Wear Flowers In Your Hair, 555 WE TIP, Deconstruction) \n\nPart 15 (Photo Opportunity) \n\n- Seemingly random, but all the swimming is because you need to \"level up\" lung capacity 3 times before doing \n\nAmphibious Assault, in part 21. \n\nPart 16 (Jizzy, T-Bone Mendez, Mike Toreno) \n\n- This went quite well, apart from getting the worst possible placement for Toreno\'s van at the airport. Doesn\'t cost too much time though. \n\nPart 17 (Outrider) \n\n- No matter how fast you destroy the roadblocks, you still have to wait for the van to get to the end of its route to finish the mission, so you have about 90 seconds of free time to go and get stuff. Important to save after this mission because you get three stars, and saving will make them disappear. \n\nPart 18 (Snail Trail) \n\n- Some more free time in this mission while waiting for the reporter to catch a taxi, but there was nothing really useful to do in it. Sadly you can\'t repeat the trick from GTA III of getting your own taxi and picking the guy up in that, you just have to follow him at a snail\'s pace instead. \n\nPart 19 (Ice Cold Killa, Mountain Cloud Boys, Ran-Fa Li, Pier 69) \n\nPart 20 (Lure, Toreno\'s Last Flight) \n\n- Quite a long detour to get the Heatseeking Rocket Launcher, but it proves to be just about worth it compared to chasing Toreno down the highway. It must be possible to shoot him down quickly with the normal Rocket Launcher without chasing him anywhere, but I couldn\'t get near to doing it. \n\nPart 21 (Amphibious Assault, The Da Nang Thang) \n\n- It\'s not possible to avoid being shot down and losing all your weapons at the start of The Da Nang Thang. This part goes quite well, apart from the fact I shouldn\'t have picked up an SMG a few parts earlier in Outrider, you lose the ability to run and shoot at the same time, which would\'ve been quite useful. \n\nPart 22 (Yay-Ka-Boom-Boom) \n\nPart 23 (Monster, Hijack, Interdiction, Verdant Meadows) \n\n- A fairly good segment, spoilt a bit by poor weather at the end, flying without knowing where I was really going and I flew over the no-fly-zone. \n\nPart 24 (Learning To Fly) \n\n- All golds in 10 minutes - this is probably one of my favourite parts of the run, mainly because it took me a couple of hours to get all golds first time I did it. I\'ve never done them all perfectly in a row, but only 2 failures (on Land Helicopter and Barrel Roll) is quite good I think. \n\nPart 25 (N.O.E, Stowaway, Black Project) \n\nPart 26 (Green Goo) \n\n- As far as I can tell, the goo is always in the last crate you open, so no manipulation of luck is possible there I don\'t think. This is also the last segment that comes off VCR, so quality gets better after this. \n\nPart 27 (Fender Ketchup, Explosive Situation, You\'ve Had Your Chips, Don Peyote, Intensive Care) \n\n- The helicopter is a lot better at not disappearing in between cutscenes now, though you still need to get into it at the end of Fender Ketchup or it will disappear, and you need to swap the hunter for the Maverick in Don Peyote because the Hunter cannot take passengers. I thought the man was always in the last ambulance you rammed in Intensive Care, similar to what happens in Green Goo, in fact this is the only time I\'ve ever seen that not happen. The ending is a bit sloppy, but it was still faster than my other attempts because of that factor. \n\nPart 28 (Misappropriation, The Meat Business, Fish In A Barrel, Madd Dogg, Freefall) \n\n- Driving the ambulance in Misappropriation is quicker than stopping at Verdant Meadows and taking the Hunter, mainly because you would still need to switch into a Maverick as you need to carry a passenger in The Meat Business. \n\nPart 29 (High Noon, Saint Mark\'s Bistro) \n\n- This segment probably took me around 20 attempts to record as High Noon is by far the most irritatingly random mission in the game. Pulaski seems to be randomly invincible, most of the time either his car remained undamaged or somehow he survived the explosion, rose up like Terminator 2 and killed me :/ . \n\nPart 30 (A Home In The Hills) \n\n- This mission is probably the reason behind the bizarre inability of CJ to run indoors, you cannot catch Big Poppa up. \n\nPart 31 (Vertical Bird) \n\n- The best mission in the game! You don\'t need to target any of the planes, if you fly low they will always destroy themselves by flying into the surrounding hills (usually at the expense of them hitting you though). \n\nPart 32 (Home Coming, Beat Down On B Dup, Grove 4 Life) \n\n- Every time I tried this there was a lot of waiting in at least one of the territories for gang members to spawn, you would have to be very lucky to avoid that before the riots started. The helicopter disappeared in the middle of Grove 4 Life as well though, but I could have probably avoided that by getting into it after the first territory was won. \n\nPart 33 (Cut Throat Business, Riot, Los Desperados) \n\nPart 34-36 \n\n- Just taking over enough territories to activate the final mission. I waited for the riot to start before I did these, because it seems like there are more gang members around in the riot to start the fights with. \n\nPart 37 (End Of The Line) \n\n- This part went fairly smoothly, I don\'t think I could have done much better here. It\'s possible of course just to run through the fires, but apart from the one nearest the exit, I didn\'t think I could afford to lose the health for doing it. \n\nIf you have any comments or feedback, feel free to email me (nelson ÐÐ¢ n-par.co.uk).','2005-05-13',0,27960000,12,'GrandTheftAutoSA_746',37,13,0,NULL),(0,472,NULL,131,'','First and foremost, a big Thanks to NTG. Most of the cool tricks you\'ll see in my video were taken straight out of his. Mainly what I brought to the party this time is minor tweaks to his work. \n\nPart 1 - One really annoying thing you\'ll see throughout the game is a pink dot on the radar marking the hotel. Right at the start of the game it asks you to enter the pink marker at the hotel, which I don\'t bother doing so it never goes away. Also, Police Cars in this game SUCK. In GTA3 they were pretty good, but not here. They\'re still worth stealing because of the 5 Shotgun shells, but they handle terribly. Finally, you\'ll notice that I ignore my phone a lot - stopping the ringing by getting into and out of a car. Any phone call that I take is necessary to proceed in the game, the others are total wastes of time. Note that the game won\'t let you activate any new missions, buy property, or save the game while the phone is ringing. \n\nPart 2 - When returning to Diaz\'s after \"The Chase\", there\'s usually a decent Motorcycle at a fixed location along the route that was not there this time. So I had to improvise a little and steal a fast car. That is easily the worst part of my entire run, I don\'t know if my controller was glitching, or the game was just being a pain - but for whatever reason it just wouldn\'t let me go from the Moped into the Sports car. Doesn\'t cost much time, it just looks really stupid. But \"Phnom Penh \'86\" went exceptionally well, so I kept the segment anyways. One little Easter Egg to watch for is during the Helicopter ride before the actual gun battle, you can see a man in converalls jumping off the bridge. \n\nPart 3 - Using the Helicopter for these two missions is just a phenomenal idea by NTG. Makes them so quick to do. Until doing this segment, I had never really used any Helicopters when playing Vice City before - so you\'ll notice my flying in this segment is a little shaky. \n\nThat was also pretty much the last segment where I do multiple missions. Up until now, it would be hard to figure out a way to do more saves without spending a significant amount of time reaching a save point. But from here on in, most every place you have to go anyways to activate a mission has a save point right there. I know doing one mission per segment makes for a much less \"Cool\" video - but it\'s the best way to get the fastest possible time. \n\nPart 4 - Using grenades to blow out the windows for \"Shakedown\" saves a lot of time over a machine gun. Plus the four grenades that I\'m left with aftwards come in very handy later on. \n\nPart 5 - Activating the Strip club seems very simple - but this one segment took a lot of thought and experimentation to pull off. The simple strategy of continually re-entering the room cuts the amount of time down by about half. But the big problem was that I\'ve already got so many phone calls saved up from skipping them that, given the chance, it\'ll ring almost non-stop! That\'s the reason I start the segment by shooting the cop. The phone will NEVER ring as long as you\'ve got a wanted level. Without that little addition at the beginning, the phone ringing would\'ve kept me from being able to activate the dancer-sequence in the back more than three or four times in a row. \n\nPart 6 - Another great idea straight from NTG. By continually beating your own record at Cone Crazy, you can get all the money you need to finish the game in just a few minutes! Keep in mind that it\'s not enough to just do the course over and over again - you must always break your old record. Thats why I keep pausing before grabbing the last marker in the early runs. \n\nPart 7 - Returning to the helicopter after \"Bar Brawl\" my driving is bit confused. This is because I was totally disoriented having killed the second biker so quickly, and having the Helicopter end up in front of me rather than behind. Again, this doesn\'t cost much time, it just looks stupid. \n\nPart 8 - The reason I kill the first cop I see (rather than lead him into the garage) is because you need to lure in two cops. Having just one is worthless. The automatic 2-Star wanted level you get from killing the cop is much more valuable than just the single cop. The reason I stop to kill the one cop when leaving the Mall was to prevent him from pulling us out of the Helicopter during takeoff. \n\nPart 9 - The call from Cortez is worthless per say since you never do that mission - but until you take it, you won\'t be able to take other phone calls that are necessary. \n\nParts 10 to 14 - The Rancher, LandStalker, Esparanto, and Blista Compact will all (eventually) spawn on the road directly in front of Sunshine Autos. The Idaho and Stallion, however, NEVER will (unless you leave the area first). So for those you need to venture out further away. In Part 14, you can see that if you have a long phone call you need to burn, you can take it overtop the \"Asset Activated\" animation sequence to save some time. \n\nPart 15 - Kaufman Cabs don\'t drive very well at all - and you don\'t need to be in one to do \"Friendly Rivalry\" anyhow. Getting into and out of the Kaufman Cab twice, though, is another amazing idea from NTG - doing so actually gives you 300 rounds of SMG ammo for free. Go ahead and check all the FAQs over at GameFAQs - NONE of them list that little tidbit. How he figured that one out, I\'ll never know. Awesome! \n\nPart 16 - Nothing interesting to say. \n\nPart 17 - I have absolutely no idea why the Ice Cream truck just \"appears\" at the start of this segment. When loading the game, it would never just \"be there\" - it would always materialize out of thin air a couple seconds later. Supposedly (according to some FAQs) you\'re never even supposed to save your game at the Ice Cream place anyways for fear of glitching your game. I didnt have a problem, but maybe that has something to do with it? \n\nPart 18 - The only way I could get the boat to spawn for this mission is to briefly leave the Boatyard, just barely crossing the threshold onto the sidewalk. Also, it looks strange that the weather suddenly goes from stormy to calm when \"Checkpoint Charlie\" starts - but the weather is tied to the mission itself. There are four levels to \"Checkpoint Charlie\", each with a goal time of 5 seconds less than the previous, and each with specific weather conditions. It just so happens that the first one has clear weather, and it\'s the only one you need to do to activate the asset. During the phone call at the end, I have no idea why Tommy keeps craning his neck back. \n\nPart 19 - My original plan was to use the Police Helicopter to do both Print Works missions - but turns out that it\'s actually faster to take the offered cab and then drive a car for the first one. Even so, it\'s still mildly useful to have. It probably didn\'t save more than a few seconds - but more importantly, it didnt cost any time. \n\nPart 20 - After having all the FAQs say how hard this mission is, I was surprised to figure out this simple strategy. As long as you\'re fast enough, it\'s very repeatable. The key is to have a car waiting for you right there before you activate the mission. \n\nPart 21 - This is easily the most complex mission in the game, and I\'m proud of my strategy here. It\'s about as simple as it can possibly get. The only hard part is at the end when you\'re in a standoff with Sonny. Maybe two thirds of the time he\'ll pull off a miracle headshot with his Ruger and blow you away before you can get the first rocket off. Very annoying, and the main reason I chose to save between \"Cap the Collectors\" and \"Keep your Friends Close\". \n\nThat\'s all - hope you enjoyed the run! \n\n- Tim \"twoton\" Symanczyk (twotontim ÐÐ¢ gmail DOT com)','2005-08-27',0,8063000,11,'GrandTheftAutoVC_21423',21,13,0,NULL),(0,473,NULL,132,'','This game will never be confused with Zelda, but it does have some interesting route-planning elements to work with. \n\nFirst of all, there are 21 \"corridors\" (shooter-style levels) in the game, but the only ones that are required to complete the game are 1-10 and then 21. This is not completely obvious when you\'re playing the game for the first time. \n\nCorridors 11-20 are a waste of time. Completing them simply gives you power-ups, most of which are not all that useful. Plus, many of the exact same upgrades can be found by simply walking around in the \"RPG\" phase of the game. \n\nThe only special weapons worth collecting are the two laser-saber weapons (think \"Star Wars\" [-] VERY powerful!) and the Fireball (for a certain pesky bosses). Each of these can be upgraded through up to 3 levels of power, but it\'s not necessary to max out all of them. You need at least one maxed-out weapon to defeat the last bosses with any kind of speed though. \n\nAs far as other items go, I collected most of the life-ups (blue happy-faces), weapon-chip-upgrades (red happy-faces), and weapon/armor power-ups. I did however leave out one of the armors, which can only be retrieved by doing Corridor 20. This was risky, as it makes the final boss more difficult. Warning to anyone trying to improve this run: Any less armor would be suicide! Try sacrificing the other items first. \n\nEnjoy! :)','2005-09-20',0,3792000,11,'GuardianLegend_SS_10312',1,8,0,NULL),(0,474,NULL,133,'','This is my 3rd speed run to date and I\'m not slowing down. I play through the game on Easy difficulty, because the game has the terrible concept between \'easy\' and \'normal\'. \n\nEasy is too easy, but when you go normal, they literally almost triple or quadruple the difficulty making it too big of a difficulty jump. \n\nI have very few if any mistakes in this run. I know it can be done faster and any mistakes I might have are that I take a minute or two (two most) out of my total time to do a quick side-mission that takes almost no time and improves my stats for the later battles. \n\nThe final boss fight was VERY good, but could have been better, but there\'s nothing I can do it about it. It\'s entirely random whenever the cave starts to collapse so the only thing you can really do keep shooting him like you should and hope the cave starts to collapse soon. \n\nWhen I get an Xbox 360, I plan to re-run the game for a better timing and a better looking run. \n\nNot much else to say other than to enjoy the run.','2005-12-04',0,8060000,11,'Gun_21420',6,5,0,NULL),(0,475,NULL,134,'','-Goal: Complete the game on the hardest difficulty setting \n-Single-segment \n-No deaths \n-Damage taken, most of it doesn\'t save time =( \n-Played at Hardest difficulty setting \n-One minor programming error abused (Dice Palace) \n-A Genesis model 2 + VCR was used to record the run, thanks go to Nate for capturing the run. \n\nWell hopefully this speedrun lives up to the quality of one of the best action games ever. Am I biased? Maybe a little. \n\nI would like to thank StrangenessDSS, Jackic, and Fale for contributing to this run. \n\nStrangenessDSS: Gave me a good strategy against Minion soldier, even though I ended up not fighting him. \n\nJackic: His TAS (or whatever you want to call it) had good strategies for the fifth stage and fighting Orange the second time around. \n\nFale: Gave me the suggestion of throwing the flying bomb carriers to eliminate the Phantoms faster in the fifth stage. \n\nWeapon Choice: \nI only use two weapons throughout the entire run, the flame chaser and the lightning saber (flame + lightning). \n\nFlame chaser: By far the best weapon in the game. It is either first or second best in terms of damage (the only competitor being the lightning saber), it nullifies enemy bullets, and it has the best range of any weapon in the game. It is a little hard to control, but that is hardly a factor in a speedrun. The only drawback to this weapon is the fact it is unuseable in the spaceship shoot\'em up section of stage 6. \n\nLightning saber: Another great weapon, but has one huge drawback that prevents it from being as good as the flame chaser. Like the flame chaser, the lightning saber is powerful and it can nullify enemy bullets. However, the lightning saber has almost no range, making it nearly useless on some bosses (super gondola, most forms of seven force). I only use the lightning saber in the spaceship section of stage 6 because it\'s the best weapon for that area. \n\nI choose fixed shot instead of free shot because it is impossible to both control the flame chaser and your character simulataneously. \n\nMovement/Path choices: \nIn terms of movement I usually jump kick like a maniac followed by a quick shot of whatever weapon I\'m using. There are exceptions, like when I need to slide under things, I use the powerslide (half circle to the left or right, then B). Occasionally I simply jump without a jump kick, this is either done for positioning or because I\'m being an idiot. \n\nPath used: \nPink, Black, Orange, Green, 5th stage, 6th stage, final stage. \n\nPink is chosen first because it\'s the easiest stage, though maybe Green should have been chosen first because I can switch weapons without losing time there. The order doesn\'t really matter afterwards because I don\'t need very much life to complete any of the first four stages. \n\nIf you\'re wondering about life collection, I only collect life if it doesn\'t cost me any time, otherwise I skip it. \n\nPink stage: \n\nThere really isn\'t much to say here. My weapon switch isn\'t perfect, but after going over the first 30 seconds or so over and over again trying to get a good weapon switch I decided to keep on going. Other than that the stage went just fine. I know about staying in the top left corner, but I thought it would look boring during the auto-scrolling section. \n\nBlack stage: I will admit I got THE BEST LUCK EVER on the Dice Palace. I really don\'t think you could get any luckier playing on a console without save states. I didn\'t even roll a single one. My performance through this stage was good, but I screwed up at the dice throw glitch more than I should have. Also, my Black battle was slightly slow due to being indecisive about my positioning. \n\nOrange stage: Overall a great run. My only goof was during the Orange battle. I need to make Orange blink once to start damaging him with throws. Usually after one kickup he will start blinking, but for some reason he was very uncooperative and I had to throw him first before I could make him blink (and this was after 4 or 5 kickups). \n\nGreen stage: Great run, I only got hit by Seven Force once and it was a stupid flukey hit. The only glaring mistake was after I beat the stage I paused the game by accident because I was overeager about skipping the intermission. During Crab Force I stopped shooting him for about a second because I was afraid of getting hit and my thumb was getting really tired from all that flame swirling. \n\nFifth Stage: I switch to the lightning saber this stage because it is absolutely necessary for the next stage. \n\nYes, I get hit a lot here, but it can\'t be helped. The stage is really long and there are enemies constantly respawning. Furthermore, towards the end the walkers get taller and taller and it isn\'t worth trying to get past them without getting hit. I managed to jump kick through two of them without getting hit because I was incredibly lucky. My Smash Daisaku battle was pretty good, but the two hits I took were really dumb on my part. \n\nSixth Stage: If you are a hardcore shooter fan then you probably don\'t want to watch this stage. I\'m mediocore at shooters so you will probably think I kinda stink :/ There was nothing catastrophic that happened and I got the weapon switch I wanted after I completed the shooter segment. I know about staying in the upper-left corner when the lasers come, but I think it looks boring so you get to see me get hit instead, yay! \n\nMy Core Guard System battle went well, the only bad part was the Unit of the Dragon using its spinning attack, wasting 20 seconds. I shouldn\'t have been hit by Unit of the Runner, but the battle is so easy I got complacent. \n\nFinal Stage: This is one of the crappiest runthroughs of the final stage I have ever done. Usually when I get up to Golden Silver I have 160-180 life, and he usually only hits me with 40-50 points of damage. \n\nDuck Battalion: They gave me a really easy pattern to work with and I take them out with no hassle. The Gunner I fight afterwards gave me some problems. I was just outside of throwing range when I shot him by accident with a flame chaser. \n\nIn between bosses I swear I pressed the jump button to perform a jump kick, grrrrr. \n\nPinky Roader: I almost never get hit during this battle but Pinky Roader did something really bizarre. Usually when I fight Pinky Roader it usually chases after the side I\'m on, but this time it stood just left of center and started spewing bubbles at me. It was very stupid of me to walk into the bubbles, but I didn\'t think bouncing off the wall and jumping on top of Pinky Roader would work (even though it probably would have). \n\nOrange: This battle went well. In theory, I could have thrown him more, but that requires Orange attacking me less. \n\nBlack Fly: I got really lucky during this battle and after Black sent the energy batons after me, he shot into the center of the screen, which almost never happens. Going to the top of the screen was pretty stupid, but I thought it would be faster than jumping kicking through Black\'s lasers since his life was so low. \n\nGreen: With the AI bait, this battle goes off without a hitch. It might look boring, but this really is the fastest way to take Green out. \n\nGolden Silver: I\'m not going to deny, this battle was crap. The good thing was I successfully pulled off the positioning trick that forces Golden Silver to sit there until I knock his life down to about 6600. Afterwards, I managed to fail at pulling off the AI bug consistently twice before I get Golden Silver locked into a pattern of constant jumping. When the blue gem came out, I was doing pretty well until I jump kicked right into the laser, causing me to get hit way more than I should. Thankfully the battle was still quick. \n\nOther than the final stage this was a great run, and if you disagree have fun getting better luck in the Dice Palace than I did. =P','2005-05-25',0,2475000,11,'GunstarHeroes_expert_4115',1,6,0,NULL),(0,476,NULL,135,'','Ah yes, the game that plays more like a remake than a sequel. \n\nAfter a decent amount of attempts, I came up with a time of 18:51. The time is pretty good. It has few mistakes, and it\'s far lower than I thought it would be to begin with. Aside from the one-second brain farts that accompany every submission to some degree or another, I would say the worst part of the run were the two Green fights. He used Urchin Force in neither fight, and the second fight just naturally looks slow. I can\'t think of any way to damage him consistently with something larger than a peashooter when he does some forms, and I just opted to take the stupid way out, get damaged, and use proximity to try to stop him blocking shots. I could dodge, but I\'d waste more time dodging than I do getting hit, I believe. I\'m playing on easy for a reason, I suppose. \n\nI think that, while this run could be improved, it\'s good quality stuff overall, and I think you\'ll enjoy it greatly. A couple of the boss fights are just sick, and most of the levels went really well. Watch and see. :P','2006-06-12',0,1131000,11,'GunstarSuperHeroes_SS_Red_Easy_1851',1,3,0,NULL),(0,477,NULL,136,'Segments appended to one file.','First off, let me tell you this is a temporary brief set of comments, I will have much better ones with lots of detail up here probably by august, 2007. \n\nThis is my first and only segmented Half-Life speedrun. I had the idea for this in year 2000, started working on it in 2003, and completed it in October 2006. \n\nThis run was done through many small segments in aim of achieving a high level of perfection. The final time from start to the death blow on Nihilanth is 29:41. \n\nI have to give a big thanks to people that made a segmented Half-Life run before me, these people are Radon (-think.circle-), Dopefish, and RandomEngy. I\'d also like to thank RandomEngy for capturing the video and his video editing support. \n\nI hope you enjoyed it. Feel free to link and tell your friends about it.','2006-07-01',0,1860000,11,'HalfLife_hard_3100',180,11,0,NULL),(0,478,NULL,136,'Uses [a http://speeddemosarchive.com/hlspBunny.html]HLSP Bunny Mod[/a]. Demo file will only play in Half-Life v1.1.2.0.','First off I\'d like to give big thank you to RandomEngy for making the avi from my demo; he also gave me advice and support throughout the making of this run. \n\nThis run was quite an endeavor which turned out to be much harder than I had first anticipated. When it was all said and done I had spent roughly 4-5 hours a day for 3 weeks working on this. I am very satisfied with the completed result. \n\nI think this run went a bit faster than my average run attempt. There were some delays which I rarely did but also some extra shortcuts which I rarely did in my many failed attempts. \n\nI had really rough start health wise in this run, but recovered mostly by the part where you get mugged. At the start of \"We\'ve Got Hostiles\" I had only had 13 armor which was very low for this point, typically I would have around 40 armor which was very consistent, and thus the run was flukishly low on armor at this point. After armoring up, shortly after blasting 3-arms I only had 82 armor; which was very rare, I had 100 armor at this point on virtually every other run attempt, but this was still ok, it was in the events to come that I would almost doom myself. In the electric water part I had the map load right when I landed in the water, this makes you lose an extra 22 armor. At about 18:50 my computer started chunking massively causing me run onto the electric rail and get hit my alien slave, the demo is also chunky at this point. Fortunately it only lasted for about 10 seconds. At 19:20 I only had 35 armor after using the armor dispenser, normally I would have 90-100 armor at this point. At 19:44 I hit a trip mine, only the second time I ever hit a trip mine in my many attempts. This took me down to 40|0 which is extremely low health for this point and I was considering restarting the run for I had little hope to make it through the next parts, but I decided to continue. \n\nAt 22:55 I decided to take a small detour to get an extra 10 armor (which turned out to only be an extra 5 because of the water worms) because I never been at this low on armor before and wanted to play it safe. This is something I regret doing now. I would go on to finish the rest of the level strong, only taking 1 alien slave hit and no hits from the spies, salvaging my yearly misfortunes, and finishing up apprehension with 79 armor. \n\nAt 28:20 I had an unusual mistake in falling off the conveyor belt but it was only about a 12 second delay. At 29:47 I snuck up on a guard and grabbed him before he could see me, otherwise you have wait for him to finish a long speech for you have grab him. At 30:35 I lost 40 armor to my own grenade launcher shot, which is somewhat BS and sucks a lot. I made this up by doing the rest of questionable ethics quite nicely; this was one of my best jobs on this level. In the 34:00-34:50 part I hid from the helicopter a lot because if you\'re out in the open when it\'s out it will do insane damage to you. \n\nI am very happy with the way everything went up to 41:00; I barely missed an air boost jump here that ended up costing me 15 seconds. At 42:15, since I had so much armor and still 1 more trip mine, both of which I didn\'t normally have, I was able to do a small shortcut which I very rarely got to do. At 43:50 since I had so much armor still, I decided to let some of the head crabs damage it while I had some free health you use. At 44:45 I went to the room with head crabs to get rid of my armor for a grenade jump coming up. The amount of boost you get from an explosive it proportional to the health you lose, so armor will make you lose much less health and thus much less boost. I accidentally took a little too much damage from the head crabs so I had to take a small detour to get more health. \n\nEverything went pretty nicely up until 52:40, at which point Gonarch went insane and demanding that I do an insane amount of damage to him before he would continue. But I managed to salvage the situation losing little armor and only cells. At 55:40 I had a very high amount of armor so I didn\'t have to take a 30 second detour to get more. Everything went very well up to 57:50, which is important because the part starting at 57:50 is by far and away the hardest part in the game to go fast through. Here I go all out using the egon weapon wildly; doing anything I can to prevent damage. At 58:12, since I still had 74 armor, I decided to mulch through the rest of level, which is what I ideally had planned to do, but 74 armor is a luxury you can\'t count on. I made it to Nihilanth with 26 armor, which would mean only a large blast from Nihilanth himself would kill me. I am very pleased with the way Nihilanth went, the only thing that really could have been much faster would have been dropping down and going for the kill sooner, before his head opened up, but I didn\'t want to take this risk. \n\nOverall I\'m quite satisfied with the final result, and don\'t plan on doing anymore HL marathon runs. However, I still have plans to do a segmented run, teaming up with some other HL runners. Stay tuned for when this run hits the shelves, I\'m expecting a time between 38 and 39 minutes!','2004-09-17',0,3633000,11,'HalfLife_SS_10033',1,11,0,NULL),(0,479,NULL,136,'Demo file will only play in Half-Life v1.1.2.0.','I\'m pretty satisfied with this run, largest mistake being at the longjump over the large box, perhaps 3 seconds lost there.','2004-12-26',0,190000,11,'HalfLife-Hazard_310',1,11,0,NULL),(0,480,NULL,136,'Uses [a http://speeddemosarchive.com/hlspBunny.html]HLSP Bunny Mod[/a]. Demo file will only play in Half-Life v1.1.2.0.','There were some mistakes, namely at the jump around the elevator part, 3 seconds lost. I went up too high on the last ladder, didn\'t trigger new level to load in the water as fast as you can do it, and messed up the jump over the large crate you\'re supposed to break. So there were about 7 seconds lost in all. However, I think a lot of things I did pretty fast so this run would be hard for me to improve much.','2004-12-25',0,185000,11,'HalfLife-Hazard_Bunny_305',1,11,0,NULL),(0,481,NULL,137,'Played by the [a http://www.hl2dq.net/]Half-Life 2 Done Quick team[/a]. Segments appended to one file.','Thanks for watching our speedrun. We had a lot of fun times and painful memories making this, and we\'re glad we have an audience to see it. \n\nIn case you think we timed our jumps too perfectly, know that this speed-run was NOT focused on timing jumps. For bunnyhopping, we used a simple macro which presses the button assigned to \"jump\" repeatedly, for as long as it is held in. This was done to increase focus on less tedious and more complicated tricks in the run, as well as to prevent people from doing silly things like making an in-game script with hundreds of \"+jump\" commands and binding jump to the mousewheel as well as 12 buttons on a joystick to stomp on. In case you\'re wondering, yes, the above method has actually been used before the macro was voted as an option. \n\nThis run is also not perfect. We have spent a long time trying to cut down on seconds throughout various maps, but some do have their weaknesses. Sometimes we may run into a pole, walk when we could have sprinted, or miss a teleport or two. Nevertheless, we spent a large amount of time finding revolutionary shortcuts and shaving off seconds, so it should at least be quite an undertaking to improve on this run significantly. \n\nFor this run, we began timing the moment we were able to move as per SDA rules, and stopped the moment we lost control. These times were the tram opening and the explosion of the portal, respectively. We clocked in for a total time of ~1:36:50, with an SDA time of ~1:37:03. We finished with 26 non-traditional segments, most of them due to the random and difficult nature of their content, for a total of 88 segments. \n\nFor every level transition we included a special _2.dem demo which is automatically generated while recording during a map change, to help bridge the gap between loading a new level and the autosave which occurs a few seconds afterward. However, they do not count as their own segment as they were not necessary and were only included for video continuity. \n\nIf you have any questions about how we performed the tricks shown in the video, read the HL2DQ Tricks text as well as the HL2DQ Questions Guide text. \n\n======= \nCREDITS \n======= \n\nIn case you missed it at the end of the video, here\'s a list of the people that helped make or support the run over the course of it\'s creation. Thanks guys, and sorry if you weren\'t included, the old forums are down and are memory is only so good! \n\nRunners: \n[-][-][-][-] \n\nMax]I[[]muS-X \nsuga \nbandit5k (aka Minim) \nmagzy \nDaleLewill \nChomp (aka Chomp On This, emerica) \nDark_Devil \nFU3L3D \nLightningX \nLonerville \nBen \'nVa\' Riley \nDaniel \'o40\' Lundgren \nPincus \n|Z|Option \n\nHL2DQ Founders: \n[-][-][-][-][-][-][-][-] \n\nTamale \nMatthiasII \nMythik \n\nPlanning/Tricks: \n[-][-][-][-][-][-][-][-] \n\nbi0_gauss \nchabo \nChib \nCyberwrath \nDaleLewill \nDemonStrate \nDownup \ndude \neLe \nFragalishus \ngeaowe \nKay \nLightningX \nlml-mike \nLonerville \nmajor5013 \nMax]I[[]muS-X \nNam3 \nNaz \nNezumi \nPincus \n]eQm[[]_9800_PRO \nRTC \nspeCter \ntrh \nWampa \n\nNew Site Admin: \n[-][-][-][-][-][-][-][-] \n\nSamuli \'Samppa\' Ylikraka \n\nDemo Uploads: \n[-][-][-][-][-][-][-] \n\nSuperJer \n\nTechnical help from Valve: \n[-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nMartin Otten \nYahn Bernier (Yucca will assimilate you) \n\nVideo Work: \n[-][-][-][-][-][-] \n\nRandomEngy \ndoxliy \nDemonStrate \n|Z|Option \n\nPrevious Half-Life/Half-Life 2 Runs: \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nDavid \'marshmallow\' Gibbons \nSpider-Waffle \nDopefish \nRadon (aka -think.circle-) \nRandomEngy \nDark_Devil \n\nSpecial Thanks To: \n[-][-][-][-][-][-][-][-][-] \n\njacen \nNotes \n\nForumers: \n[-][-][-][-][-] \n\nAd&Hoc \nAquashark \nDrunksailor \nhappyface_0 \nHlook \njimsfriend \nKiudee \nn1ght \nways \nxeen \n\n========= \nMAP TIMES \n========= \n\nThis is the times as listed on the HL2DQ website (www.hl2dq.net). The times are rounded down and do not include _2.dem times.\n\n[m]Map name..............Time (part times).....Runner....................Time saved\n\nd1_trainstation_01....2:40..................Lonerville................1:09\nd1_trainstation_02....0:25..................Max]I[[]muS-X...............0:06\nd1_trainstation_03....0:13..................Max]I[[]muS-X...............0:02\nd1_trainstation_04....1:27.(0:20 + 1:07)....Max]I[[]muS-X...............0:09\nd1_trainstation_05....7:30.(7:10 + 0:20)....Max]I[[]muS-X...............0:05\nd1_trainstation_06....0:13..................Max]I[[]muS-X...............0:01\nd1_canals_01..........0:54..................Max]I[[]muS-X...............0:10\nd1_canals_01A.........1:19..................bandit5k..................0:24\nd1_canals_02..........0:13..................bandit5k..................0:04\nd1_canals_03..........1:45.(1:30 + 0:15)....Pincus....................0:37\nd1_canals_05..........1:18.(0:37 + 0:41)....bandit5k + DaleLewill.....0:26\nd1_canals_06..........0:37..................FUEL3D....................0:53\nd1_canals_07..........1:34..................Max]I[[]muS-X...............0:09\nd1_canals_08..........1:12..................Max]I[[]muS-X...............0:29\nd1_canals_09..........1:14..................DaleLewill................0:01\nd1_canals_10..........1:45..................magzy.....................0:05\nd1_canals_11..........1:28.(0:29 + 0:59)....Max]I[[]muS-X...............1:23\nd1_canals_12..........1:37..................Max]I[[]muS-X...............0:16\nd1_canals_13..........0:26..................LightningX................0:02\nd1_eli_01.............6:43..................Max]I[[]muS-X...............0:02\nd1_eli_02.............5:43..................Max]I[[]muS-X...............0:25\nd1_town_01............0:23..................bandit5k..................0:08\nd1_town_01A...........0:13..................bandit5k..................0:05\nd1_town_02............0:15..................bandit5k..................0:01\nd1_town_02A...........0:11..................bandit5k..................0:09\nd1_town_03.................(skipped)..................................All of it\nd1_town_04............0:35..................bandit5k..................0:11\nd1_town_05............2:40.(0:22 + 2:18)....bandit5k + Max]I[[]muS-X....0:20\n\nPart I................44:33...........................................7:52\n\n\nd2_coast_01...........0:14..................Max]I[[]muS-X...............0:08\nd2_coast_03...........0:44..................bandit5k..................0:19\nd2_coast_04...........0:28..................nVa.......................0:09\nd2_coast_05...........0:25..................bandit5k..................0:09\nd2_coast_07...........0:31..................bandit5k..................0:05\nd2_coast_08................(skipped)..................................All of it\nd2_coast_09...........0:48..................bandit5k..................0:16\nd2_coast_10...........0:16..................o40.......................0:01\nd2_coast_11...........0:47.(0:23 + 0:24)....Max]I[[]muS-X...............0:42\nd2_coast_12...........0:37..................Max]I[[]muS-X...............0:01\nd2_prison_01..........1:34.(0:37 + 0:57)....Max]I[[]muS-X + suga........0:39\nd2_prison_02..........0:29..................Dark_Devil................0:11\nd2_prison_03..........0:26..................suga......................0:39\nd2_prison_04..........0:11..................suga......................0:07\nd2_prison_05..........0:35..................suga......................0:16\nd2_prison_06..........5:36.(4:15 + 1:21)....suga......................1:11\nd2_prison_07..........4:30.(0:33 + 3:57)....suga......................0:34\nd2_prison_08..........7:54.(0:32 + 7:22)....suga......................0:14\n\nPart II...............26:05...........................................5:41\n\n\nd3_c17_01.............2:29..................suga......................0:00\nd3_c17_02.............1:15..................magzy.....................0:06\nd3_c17_03.............0:13..................suga......................0:06\nd3_c17_04.............0:14..................Max]I[[]muS-X...............0:06\nd3_c17_05.............0:25..................Max]I[[]muS-X...............0:07\nd3_c17_06a............1:54..................suga......................0:31\nd3_c17_06b............0:27..................Chomp.....................0:06\nd3_c17_07.............1:23..................suga......................0:16\nd3_c17_08.............0:45.(0:16 + 0:29)....Max]I[[]muS-X + suga........0:13\nd3_c17_09.............0:11..................suga......................0:07\nd3_c17_10a............1:04.(0:50 + 0:14)....suga + Max]I[[]muS-X........0:11\nd3_c17_10b............1:40.(1:33 + 0:07)....suga......................0:16\nd3_c17_11.............0:11..................suga......................0:11\nd3_c17_12.............0:17..................suga......................0:09\nd3_c17_12b............0:13..................suga......................0:12\nd3_c17_13.............1:03.(0:04 + 0:59)....Max]I[[]muS-X...............0:42\nd3_Citadel_01.........0:28.(0:24 + 0:04)....Max]I[[]muS-X...............0:02\nd3_Citadel_02.........0:45.(0:01 + 0:44)....Max]I[[]muS-X...............2:06\nd3_Citadel_03.........0:42.(0:16 + 0:26)....|Z|Option + suga..........0:20\nd3_Citadel_04.........0:32.(0:14 + 0:18)....suga + Max]I[[]muS-X........0:45\nd3_Citadel_05.........1:57..................Max]I[[]muS-X...............0:19\nd3_breen_01...........6:29.(4:26+1:28+0:35).suga......................1:46\n\nPart III..............24:37...........................................8:37\n\n\nTotal time............1:35:15.........................................22:10[/m][hr]\n\nThis is a list of explanations for tricks found in the HL2DQ speedrun that casual viewers may not understand. If you have a question about something in the run, this is the place to look. \n\nThe tricks are listed by map and order of appearance. Not all maps are listed, as some do not contain any complicated or notable tricks that have not already been covered before it. You might notice I got bored and had a little fun with it, at the expense of humor everywhere, and I\'m pretty sure it gets more and more disturbing as you go down. Further proof that I am slowly slipping into speedrun-induced paranoid schizophrenia. \n\n================== \nd1_trainstation_01 \n================== \n\nQ.) How does he move so fast? \n\nA.) This is a trick called \"bunnyhopping\" and is explained under the HL2DQ Tricks text. You will see a lot more of this, so get ready. \n\nFor this run, we used a simple macro which presses the button assigned to \"jump\" repeatedly, for as long as it is held in. This was done to increase focus on less tedious and more complicated tricks in the run, as well as to prevent people from doing silly things like making an in-game script with hundreds of \"+jump\" commands and binding jump to the mousewheel as well as 12 buttons on a joystick to stomp on. In case you\'re wondering, yes, the above method has actually been used before the macro was voted as an option. \n\n[-][-] \n\nQ.) Why did the guard disappear and reappear at the end of the hallway? Did the video skip? \n\nA.) No, what you saw is called \"teleporting\" and is listed under the HL2DQ Tricks text. \n\n================== \nd1_trainstation_02 \n================== \n\nQ.) Um, did I just see him walk THROUGH a guard? \n\nA.) Yes, you did. The guard is pre-programmed to walk to an exact point, and Gordon passed that point before the guard did while ducking. Since the guard\'s only priority was to walk to the point at the time, he continued walking. Ducking helps Gordon to squeeze through easier for some reason, probably because his center of gravity is smaller and therefore easier to slip through the model of the guard, although that I am not sure about. \n\n================== \nd1_trainstation_04 \n================== \n\nQ.) OK, first of all, that guy just flew on a can of paint. That\'s impossible. Cans don\'t fly! \n\nA.) How do you know? Have you ever gone outside and tried to fly on a can of paint? It\'s quite relaxing. Also, this trick is called \"flying\" and covered in the HL2DQ Tricks text. You will also be seeing much more of this. \n\n[-][-] \n\nQ.) How is he walking on air? Is he standing on the telephone lines? \n\nA.) No, what he is standing on is commonly called a clipbrush. It is invisible, solid, and designed to block the players movement, to prevent him from getting to icky places that the designers don\'t want him to go. Suckers. \n\n================== \nd1_trainstation_06 \n================== \n\nQ.) Why did he jump so far forwards in the last map, if he was only going to run backwards in this one? \n\nA.) At the end of each map is a trigger which loads the following map. You cannot advance to the next map without passing this trigger, even if the trigger is in an inconvienent place. In this case, the load trigger in the last map was ahead of the board I grabbed in this one. \n\n[-][-] \n\nQ.) Blah blah, \"flying\", right we got it. How am I even asking a question? \n\nA.) Actually, I just wanted to note that the flying technique used to descend featured in this map is called \"sailing\" and is listed under the HL2DQ Tricks text. As much as you might not like it, flying is a technique, a skill, and NOT a glitch on par with \"noclip\". Sure, it\'s not traditional, but it is also not easy, and has many complex forms of itself to master. \n\n[-][-] \n\nQ.) Hey, wait just a minute! He skipped the crowbar... What gives? \n\nA.) We saved quite a bit of time skipping Barney\'s dialogue, and as you\'ll see later, we didn\'t need it anyway. Besides, I have yet to see Gordon put that crowbar to ANY industrial use, and frankly, I don\'t trust him with it. \n\n============ \nd1_canals_01 \n============ \n\nQ.) How did he roll up the wall? Is that like flying? \n\nA.) Sort of. That is called \"wallclimbing\" and is described in the HL2DQ Tricks text. \n\n[-][-] \n\nQ.) I noticed he took no damage when he fell on that train. Where can I download teh hax? \n\nA.) If you land on a sloped surface that is curved just right, you are able to slide down it without incurring damage. Sprinting helps. I\'m not sure why. \n\n============= \nd1_canals_01a \n============= \n\nQ.) That guy jumped from one underground tube to the next in a single bound! No fair, I can\'t jump that far. \n\nA.) That is called \"circlejumping\" and is listed under the HL2DQ text. It also couldn\'t hurt to hit the gym a little, fatty. \n\n============ \nd1_canals_02 \n============ \n\nQ.) Liek, that iz tottaly teh sped hax. \n\nA.) What? If you bunnyhop on slime, such as the kind found on the downward ramp here and in the sewer on the last map, you essentially gain the same speed as a bunnyhop but without leaving the ground, accelerating you FAR faster than normal bunnyhopping. \n\n============ \nd1_canals_03 \n============ \n\nQ.) How did you blow open the explosive barrel in the crowded hallway in one shot? It takes at least two, and that\'s just to light the thing on fire. \n\nA.) If you hold in the secondary fire button, then hold in the primary fire button, and keep them held in, you charge the pistol. To fire the extra rounds, release the secondary fire. \n\n[-][-] \n\nQ.) When did Gordon become such an Olympic swimmer? All my guy can do is doggy paddle. \n\nA.) This is called \"speedswimming\" and is found in the HL2DQ Tricks text. \n\n[-][-] \n\nQ.) WAT!? HE ZOOMED UP THAT LADDER LIKE...ZOOOM! \n\nA.) Is it just me or are you getting more and more idiotic? This trick is called \"ladderjumping\" and can be found in the HL2DQ Tricks text. \n\n============ \nd1_canals_05 \n============ \n\nQ.) Ooh, I see what you did there. he tossed that barrel next to the airboat for good luck. Like salt, but with a barrel, and no salt. \n\nA.) Actually, we thought we needed the barrel, but it turned out we didn\'t, and we never fixed the mistake. \n\n============ \nd1_canals_06 \n============ \n\nQ.) After that big jump over the dam he lands right through a rock. Airboat noclip anyone? \n\nA.) First of all, there is no such thing as \"airboat noclip\". Second, the rock isn\'t solid, as it is beyond the load trigger that you normally aren\'t expected to pass. \n\n============ \nd1_canals_07 \n============ \n\nQ.) How did he open the big doors without going into the building? What did he even shoot at, I couldn\'t see anything! \n\nA.) This is a trick first discovered by Marshmallow. What he is shooting at is an explosive barrel, which is the trigger that blasts open the doors. \n\n============ \nd1_canals_08 \n============ \n\nQ.) The alarm always go off for me on this map, and the giant doors always close. What did he DO? \n\nA.) This is the first example of enterclipping, as described in the HL2DQ Tricks text. There is a trigger at the entrance to the big open area, that if passed sets off the alarms and closes the doors. It is fairly thick, so finding a way to skip it was a bit of ingenuity on my part. I discovered that while in an airboat, the section of the airboat that sets off a trigger is near the middle, but not exactly in the center. There was actually more of the airboat that could be exposed to a trigger without setting it off in the FRONT of the airboat than in the back. If you tried entering the airboat while it was on the other side of the trigger while it was facing forwards, even with the maximum distance away from the airboat that it takes to be able to get inside, there was not enough room to avoid setting off the trigger. When I found how the sections of the airboat that set off triggers were divided, the solution was simple; turn the airboat around! And that\'s my story. Say, are you still reading this? A golden sticker for you! \n\n============ \nd1_canals_11 \n============ \n\nQ.) I just saw him go through a WALL. I\'m scared. Hold me :( \n\nA.) Look, we haven\'t killed him...yet...so he\'s not a ghost. This is the second example of \"enterclipping\" found in the HL2DQ Tricks text. How convienent that it looks like Gordon fit through that tiny hole in the wall, though. \n\n============ \nd1_canals_13 \n============ \n\nQ.) Hmm, he flew straight up. I thought flying was repeatedly jumping off of an object? \n\nA.) I told you flying was complicated. \"Climbing\" is just one of several techniques available with flying, as detailed in the HL2DQ Tricks section. \n\n========= \nd1_eli_02 \n========= \n\nQ.) Why did you throw every single item on the board off the map? What are you, obsessive compulsive? \n\nA.) No way. What I was doing was getting rid of anything Dog will get distracted by when I took his toy away. If you take away his toy of the moment, he immediately finds something else on the map to throw around. If he has nothing else to distract himself with, you\'re able to throw the only toy left on the map to wherever you want, and get Dog to follow. Once the time limit was almost up, I grabbed the toy Dog was playing with and threw it near the dumpster, so when he had to run to the dumpster on the next part he wouldn\'t have far to go. I\'m smart like that. Also, I did it so the voices would stop bugging me. \n\n=========== \nd1_town_01a \n=========== \n\nQ.) What health does he grab at the beginning of the map? I can\'t find any there. \n\nA.) If a health kit (or any pickup item for that matter) is close enough to the wall, it\'s possible to pick it up from the other side. \n\n========== \nd1_town_02 \n========== \n\nQ.) How does he climb the wall so fast with a cinderblock? I read in the HL2DQ Tricks text that an object had to be cylindrical to wallclimb with it. \n\nA.) If you were paying attention to the text you would have noticed bandit5k\'s alternative method for wallclimbing, discovered on this very map. \n\n========== \nd1_town_04 \n========== \n\nQ.) How did he fall all the way down that mine shaft without losing health? \n\nA.) He lands on the side of the barrel at the perfect angle, sloping off of the edge and saving his life. This was a very random and difficult trick to do, as hitting the barrel just right is hard enough, let alone hoping that the barrel doesn\'t bounce or roll away once it hits the ground. \n\n=========== \nd2_coast_01 \n=========== \n\nQ.) WTF! He bounced on a barrel and flew across the freaking map! Last I checked the rubber content of a metal barrel was somewhere between 0 and -1 percent. \n\nA.) This is called \"stuckjumping\" and is described in the HL2DQ Trick text. \n\n[-][-] \n\nQ.) OK, now he hit the ground after a 70 foot drop and took no damage at all. What is the ground made of in this game, cotton candy and baby\'s breath? \n\nA.) The small section of ground he landed on was sloped just right to \"absorb\" any impact he would have gained otherwise. This was mostly a matter of luck. Ask me a question like this again and I\'ll break both of your legs. \n\n[-][-] \n\nQ.) How does he go careening over the hill then? \n\nA.) This is called \"collision boosting\" and is described in the HL2DQ Tricks text. \n\n=========== \nd2_coast_05 \n=========== \n\nQ.) So Gordon can just pop into the air at random now? Does the HEV suit come with springs on the feet in this game? \n\nA.) The first jump is thanks to an antsy rollermine popping out of the ground at the exact moment Gordon passes over it. The second is simply a collision boost against part of the bridge railing. \n\n=========== \nd2_coast_09 \n=========== \n\nQ.) Gordon passes right through that police barricade, and I\'m pretty sure he wasn\'t obeying traffic laws either. \n\nA.) He duckjumps over it, not through it, and for once I think I agree with you. \n\n=========== \nd2_coast_10 \n=========== \n\nQ.) How did he survive the fall off the cliff? He had 8 health... No uh wait, I mean it was a sloped surface, PLEASE DONT HURT ME! :( :( :( \n\nA.) Actually this time the answer is slightly different. See Gordon\'s suit power go down as he scrambled along the cliff wall? If you sprint against a sloped surface, you can slow your descent and save yourself the pain of broken legs. Both of them. You heard me. \n\n=========== \nd2_coast_11 \n=========== \n\nQ.) Wait wait, don\'t tell me. It\'s a gravity jump, and you can find it in the HL2DQ Tricks text. Great. But how does he go so high? \n\nA.) Well it was just a great gravity jump to begin with, but what you don\'t see very clearly between segments is that he careens off of the top of the hill to the left for extra height, then uses his horizontal velocity plus the sprint button to slide up the niche in the terrain. \n\n[-][-] \n\nQ.) And uh, that fall at the end there. Sloped surface...? *cowers* \n\nA.) He survives by landing between two pieces of terrain that are too close together for Gordon to pass through and hit the floor, or something like that. There are some spots that you can fall between if they\'re tight enough that restrict all movement but ducking until you eventually slide free, but that also manage to remove all fall damage no matter what the height. Luckily the spot was small enough that after one crouch I was no longer stuck. \n\n============ \nd2_prison_01 \n============ \n\nQ.) Why is he shooting random rockets and mortars at nothing? Is he easily frightened? \n\nA.) Of course he is, why else would he be running away from all the bad guys? However, if the final video ended up re-cammed in this area, you wouldn\'t be asking this question. I haven\'t seen the video yet though. In fact, I haven\'t even played the game. I just make stuff up and apparently, you read it. In any case, I\'ll answer this one by saying that he actually DOES hit the gunship, but it is either behind a building or off-camera for those two shots. Satisfied? \n\n[-][-] \n\nQ.) Gordon never even killed the second gunship, so why did it blast open the wall? \n\nA.) Maybe it just felt like being nice? It only takes 4 hits on the second gunship, after the first is destroyed, to open the wall. Don\'t ask me why. We don\'t make the game, we just destroy it. \n\n============ \nd2_prison_02 \n============ \n\nQ.) How does he blast through that little nook in the beginning like that? When I duck I move so slow... \n\nA.) It\'s called \"crawljumping\" and it is described in the HL2DQ Trick text. \n\n[-][-] \n\nQ.) Well then how does he slide so fast through the ripped gate? He\'s not jumping there. \n\nA.) It\'s called \"speedcrawling\" and it is described in the HL2DQ Trick text. Aren\'t you getting sick of hearing this? \n\n============ \nd2_prison_03 \n============ \n\nQ.) The gate opens but he never goes upstairs and presses it. Am I missing something? \n\nA.) You\'re able to \"use\" items through walls in Half Life 2, including buttons, if you\'re close enough. \n\n============ \nd2_prison_06 \n============ \n\nQ.) Why does Alyx teleport at the beginning of this map if he never \"teleports\" her? \n\nA.) But he does, only in a different way. He places the ammo box where Alyx lands, so when she later tries to move, there is already an obstruction in the way and she automatically teleports to her destination. What did you think that crate was doing there, keeping her feet warm? \n\n============ \nd2_prison_07 \n============ \n\nQ.) Apparently Gordon has the mentality of a three year old, because every time I see him in a speed-run, he\'s carving something moronic on the walls. Has he lost his mind? \n\nA.) Gordon is mute, and he\'s always looking for creative ways to express himself. Like beating his name into a wall, for example. The crowbar is his brush and the world is his canvas, and if you don\'t keep your mouth shut about it you just might find \"GORDON WAS HERE LOL\" written in skull fractures across your forehead. \n\n========= \nd3_c17_02 \n========= \n\nQ.) Nova Prospekt must have scared the wits out of Gordon, he can\'t even get up the nerve to raise his gun! \n\nA.) It wasn\'t really Nova Prospekt, Gordon is just a sissy in general. Just look at the guy, he\'s got big ol\' black wireframe glasses that just screams \"emo\". \n\nSince I\'m sure your just about sick of sarcastic answers though, here\'s the real scoop. Gordon\'s gun automatically lowers for all of d3_c17_01, as it is a dialogue sequence. Normally, after you leave the laboratory and the door closes behind you, the gun snaps back into \"ready\" mode. Unfortunately, we left the map too fast for the gun to fix itself. Ah, the trials of speedrunning. \n\n========= \nd3_c17_03 \n========= \n\nQ.) So he gets to the big metal barrier and then, well, I don\'t get the relationship between big explosions and jumping higher. Any help? \n\nA.) It\'s called \"impact boosting\" and you can find it in the... Actually, I\'ll let you figure this one out for yourself. \n\n========== \nd3_c17_06b \n========== \n\nQ.) When he is flying on that little piece of wood, where exactly does he go? I\'ve looked for a window there but haven\'t found one. \n\nA.) That\'s because it\'s hidden. Don\'t ask me why, but until you go through it the window looks dark and static, like every other \"window\" on the building. \n\n========= \nd3_c17_09 \n========= \n\nQ.) HEY! What\'s Alyx doing at the beginning of this level? She\'s not supposed to be there! \n\nA.) Did you ever stop to think that maybe the problem isn\'t with the level, but with your face? Alyx just doesn\'t like you. We also suspect that Alyx joins your party in this level because we left her still a part of our party two maps before this one, and she never had the chance to leave. \n\n========== \nd3_c17_10a \n========== \n\nQ.) What exactly is that giant black pistol you picked up out of that bloody mess? \n\nA.) That bloody mess was Alyx, not looking her best. Sadly, the gunship murdered her before she ever made it up the stairs. Don\'t feel bad, she was just a tease anyway, but look at the sweet gun she drops! It\'s pretty much just a rapid fire pistol, but it looks nice. Finders keepers. \n\n========== \nd3_c17_10b \n========== \n\nQ.) At the end of the map, Gordon launches himself to the top of the stairwell with an energy orb? How? \n\nA.) This is called \"orbjumping\" and can be read about in the HL2DQ Tricks text. \n\n========= \nd3_c17_13 \n========= \n\nQ.) So now Gordon can fall straight out of the sky on to a paved road and STILL take no damage? Maybe the CEMENT broke his fall. \n\nA.) Well technically, Gordon was never actually falling for most of the object\'s descent. See \"freefalling\" in the HL2DQ Trick text to understand why. \n\n[-][-] \n\nQ.) HEEEY, you skipped the strider battle! Don\'t you kill ANYTHING in this run?! \n\nA.) Not when we can avoid it, unless they die a funny, gurgly death. There are two triggers of interest at the end of the level. One that spawns Dog and Barney, and another that spawns the combine. To make Dog open the barrier, all the combine need to be dead. However, the trigger that spawns the combine never actually spawn the combine UNLESS the correct striders are destroyed. I found how to get around this quite by accident, but this is how it works. The combine are able to be killed early, but in the event that you refuse to do anything, they have a set amount of time to live before Dog takes care of them himself. If you hit the combine trigger and wait around this amount of time (approximately 9-10 seconds), THEN hit the trigger that spawns Dog, the combine timer has already ended and Dog assumes them to be dead. He will then open the barrier, effectively skipping the strider battle. \n\n============= \nd3_citadel_01 \n============= \n\nQ.) What\'s going on at the end there? I can\'t make out what\'s happening. \n\nA.) That\'s because there is a trigger you have to pass at the end which calls the \"fadeout\" command; very annoying. The whole point of this procedure lies in the trick itself. You might notice that I end up OUTSIDE of the container on the next map. I found that if you enter the loading trigger on this map while carrying an object with the gravity gun, it forces you outside of the container, opening up the possibility of flying through the level and saving a lot of time. The only trouble was finding a method of touching the loading trigger, which is over your head and beyond the blinding fadeout trigger, while holding something with the gravity gun. I finally managed to prop the wood against the wall under the trigger, jump on to and off of the wood, then as I began my ascent (on a small jump, the trigger isn\'t that far above your head), I grabbed the object with the gravity gun before I hit the trigger. Problem solved. \n\n============= \nd3_citadel_02 \n============= \n\nQ.) How did you avoid falling to your death? \n\nA.) We found that if you ducked while the object was underneath you and being held with the gravity gun, you will slide backwards along the wood. If this was done just as the wood was close to touching the ground, you were able to use the wood as a safetly slope much like the other damage-less landings. \n\n============= \nd3_citadel_03 \n============= \n\nQ.) How did you manage to keep your weapons? \n\nA.) Since you are supposed to be in the center of the room at this point if you were dumped off by the container, the programmers didn\'t count on someone being right at the boundary where guns can be taken back into inventory. If you stand close enough to the forcefield as your guns are floating in the air, you\'re able to take all of them back again. Usually the device still manages to suck them out of your hands and make them useless, but sometimes, most likely a direct result of firing your weapon at the right time, the device fails to take them from you and you get all your weapons back. \n\n============= \nd3_citadel_05 \n============= \n\nQ.) Why did you go in the container all the way across the room? Why not the first container? Was it dirty? \n\nA.) It\'s pretty self-evident I jump into the far container because it\'s closer to my final destination than the beginning container. \n\n[-][-] \n\nQ.) Why are you facing the wrong way the entire ride? \n\nA.) It\'s a demo recording bug. \n\n=========== \nd3_breen_01 \n=========== \n\nQ.) Holy crap, how did Breen die so fast?! \n\nA.) Listen, Breen was old. Let it go. \n\nP.S. If you hit the core three times with an energy orb, Breen dies. [hr] ============== \nSpeed Swimming \n============== \n\nTeam Discoverer: Many \nDescription: Using the sprinting ability to travel faster in and under water. \n\nExplanation \n[-][-][-][-][-][-] \n\nIf you hold the sprint button before you enter the water, you are able to keep your sprint even while underwater, until your suit power runs out. \n\n============== \nSpeed Crawling \n============== \n\nTeam Discoverer: DaleLewill \nDescription: Using the sprinting ability to travel faster while crawling. \n\nExplanation \n[-][-][-][-][-][-] \n\nIf you hold the sprint button before you enter a crawl, you are able to crawl at faster speeds until your suit power runs out. \n\n============= \nBunny Hopping \n============= \n\nTeam Discoverer: Many \nDescription: Jumping continuously at accelerating speeds. \n\nExplanation \n[-][-][-][-][-][-] \n\nJump while moving forwards, then jump again as soon as you hit the ground. If your timing is right, you\'ll gain speed. Continue doing this upon each successive jump. \n\n============= \nCrawl Jumping \n============= \n\nTeam Discoverer: Many \nDescription: Jumping continuously while ducking to slowly decrease speed or speed through very small corridors. \n\nExplanation \n[-][-][-][-][-][-] \n\nIdentical to bunnyhopping, but while holding the duck key. This does not keep, let alone gain, your previous speed as bunnyhopping does, and in fact it deplenishes your speed fairly slowly. However, it can take you through tight corridors like vents much faster than you ever could speed crawling, provided you have the speed to begin with, and there are no turns. \n\n============ \nCircle Jumping \n============ \n\nTeam Discoverer: Many \nDescription: Jumping further than normal from a standstill. \n\nExplanation \n[-][-][-][-][-][-] \n\nThe idea behind this is to increase your forward velocity both by sprinting and by using extra speed provided by strafing. Turn left or right from the direction you want to jump towards, and then hold in the strafe key that will now take you in the direction you originally wanted to go. At the same time, hold in the sprint and forward keys. After about a fraction of a second, quickly turn back toward the intended direction and jump. \n\n================== \nCollision Boosting \n================== \n\nTeam Discoverer: Many \nDescription: Using speed and the slope of objects/terrain to propel yourself over and past obstacles. \n\nExplanation \n[-][-][-][-][-][-] \n\nSimply charge full speed into an object or terrain. With enough speed, you can use just about anything solid to collision boost off of. However, the best objects are slanted much like a ramp. The height and distance you get from it depends on the slope of the object. \n\n============ \nDale Jumping \n============ \n\nTeam Discoverer: DaleLewill \nDescription: Transportable collision boosting. \n\nExplanation \n[-][-][-][-][-][-] \n\nCarrying an object while bhopping, preferably something sloped like a barrel sideways, then dropping or throwing it at your feet at just the right time so you collide into the top edge of the object and achieve a collision boost. \n\n=============== \nImpact Boosting \n=============== \n\nTeam Discoverer: Many \nDescription: Dramatically increasing velocity and/or height with the power of explosive weapons. \n\nExplanation \n[-][-][-][-][-][-] \n\nTake out a weapon that explodes, and fire it at the ground while running/jumping in the intended direction. If it is a grenade, make sure it is behind you, and wait until it explodes before moving away from it for maximum effect. \n\n=============== \nGravity Jumping \n=============== \n\nTeam Discoverer: Many \nDescription: Using the gravity gun to boost yourself vertically. \n\nExplanation \n[-][-][-][-][-][-] \n\nThe simplest way to perform this trick is to stand on object, preferably flat, crouch, look down, and shoot the gravity gun\'s primary fire at the object. The object will rebound off the ground and throw you into the air. The height it gives you depends on the weight, area, your location on the object, and other such properties of the object. This can be done without crouching, and sometimes it helps to jump just as the object is rebounding off the ground for extra height, although this may end up stifling your jump instead. \n\n======================== \nAdvanced Gravity Jumping \n======================== \n\nTeam Discoverer: Max]I[[]muS-X \nDescription: Gravity jumping with the additional aid of more complex physics manipulation. \n\nExplanation \n[-][-][-][-][-][-] \n\nSame concept as gravity jumping, but simply more complex in it\'s use of physics to gain height. For example, some objects can be tilted off their axis by duckjumping on top of the edge of them, after which they quickly return to their initial state. You can use the added force of the object\'s edge trying to push itself up, on top of the rebounding effect from the gravjump, to propel yourself to even higher heights. \n\nOther examples, such as gaining massive height from a gravjump off the airboat, involve standing on the edge of a bulky object, then firing the gravity gun at it sideways, so that the object is thrown perpendicular to the ground, simultaneously throwing the edge with you on it upwards violently. \n\n============== \nLadder Jumping \n============== \n\nTeam Discoverer: Pincus \nDescription: Climbing ladders at extremely fast speeds. \n\nExplanation \n[-][-][-][-][-][-] \n\nFor reasons not altogether understood by myself, if repeatedly jump and crouch while on a ladder, it sends you hurtling up it. That\'s about it for this one. \n\n====== \nFlying \n====== \n\nTeam Discoverer: DemonStrate \nDescription: Using HL2\'s physics against itself to repeatedly jump off objects and simulate flight. \n\nExplanation \n[-][-][-][-][-][-] \n\nWhen you hold an object underneath yourself, you end up standing on it. After about a second of this the game automatically makes you let go of the item. However, if you stand on an object while still holding it, and then immediately jump, you will jump off the object and the object will follow you to your new height. If you repeatedly do this, you will continue to gain height. With most objects holding in the forward button helps, as it maintains your place on the object, whereas otherwise it starts to come out from under you. Flat objects with a good amount of room for standing are easiest to fly with. \n\n================= \nFlying (Climbing) \n================= \n\nTeam Discoverer: Lonerville \nDescription: Flying in such a way that you gain height and distance rapidly. \n\nExplanation \n[-][-][-][-][-][-] \n\nNormally if you hold in forward while flying without letting go for a certain amount of time, eventually you\'ll end up gaining too much speed and flying off and past the object. However, if the object is slanted in front of you just right, you are repeatedly jumping forward off and INTO the object, therefore you are not only kept from flying off the end, but you jump more rapidly, as you land on the object faster. This makes for a sharper climb in height and better speed. \n\n================ \nFlying (Sailing) \n================ \n\nTeam Discoverer: Lonerville \nDescription: Using the crouch key while flying to descend or maintain a certain height. \n\nExplanation \n[-][-][-][-][-][-] \n\nIf you simply stop bhopping while flying on an object, since you are standing on the edge, either the object will tip and not fall, or it will fall out from under you and prevent you from flying further. However if you crouch while flying on an object, and the object is held close enough that you crouch on it and not behind it, you stop bhopping and start to lose height. As long as you don\'t stay too long in this state, you are able to start flying again. This can be used to descend, to maintain a certain height, or to keep yourself from flying off the end of an object. \n\n================= \nFlying (Hovering) \n================= \n\nTeam Discoverer: Lonerville \nDescription: Staying in one place while midair, using an object. \n\nExplanation \n[-][-][-][-][-][-] \n\nThis trick can be achieved in two ways. One is simply to take a long flat object and fly without moving forwards. Eventually the object will slant enough that you are barely standing on it, balancing the jumping and falling enough that you won\'t gain any height. If the object has enough surface area, you\'re generally also able to teeter around the back edges, causing the object to try to adjust itself and remain in air. \n\n============ \nWallclimbing \n============ \n\nTeam Discoverer: Max]I[[]muS-X \nDescription: Using small and/or cylindrical objects to fluidly \"roll\" up a wall. \n\nExplanation \n[-][-][-][-][-][-] \n\nThis trick is essentially the same concept as flying, but it is faster for gaining height than climbing while flying and can be done with small objects. Cylindrical objects work best and are preferred with this trick. The standard method of wallclimbing is to hold the object with the cylindrical, curved part of the surface facing the wall (this usually means holding the object sideways) at chest level, then to move toward the wall, and just as the object touches, to quickly jump forward and lower the object. If done right, instead of bumping up the wall as normal flying will do in this situation, you will fluidly \"roll\" up the wall. \n\nAnother method to use if the object is not cylindrical, as bandit5k discovered, is to jump over the object and shoot it with the gravity gun, giving it vertical velocity, then grabbing and bunnyhopping on the object up the wall. \n\n============ \nStaircasing \n============ \n\nTeam Discoverer: Lonerville? \nDescription: Using an object while midair to lower yourself to the ground like a series of stepping stones. \n\nExplanation \n[-][-][-][-][-][-] \n\nIf you stand on the back edge of a flat object with sufficient surface area while midair, without jumping, the object will slant underneath you and you will begin to fall. However, since the object is slanted you will land on it at regular intervals, therefore slowing lowering you to the ground without damage. \n\n============ \nFree Falling \n============ \n\nTeam Discoverer: DaleLewill \nDescription: Falling while balanced on an object and landing without recieving any damage. \n\nExplanation \n[-][-][-][-][-][-] \n\nIf you stop flying while midair on an object with enough surface area (usually better if it is long) and balance yourself in the middle, both you and the object will drop at the same rate. Since your gravity in HL2 is not relative to the \"earth\" but to any surface beneath you, you do not receieve fall damage once your object hits the ground. It is possible that your object may break, however. \n\n=================== \nObject Acceleration \n=================== \n\nTeam Discoverer: Lonerville? \nDescription: Using the same method as flying to accelerate horizontally. \n\nExplanation \n[-][-][-][-][-][-] \n\nWhile flying, jumping occurs much more frequently as the \"ground\" you are standing on is constantly being pulled up to the same level as your feet. Consequently, you can fly while moving forward (from a standstill) to build up speed with bunnyhops faster, then duck and pull the object out from under you to resume bunnyhopping normally. This is only good for gaining speed for the first few seconds, before bunnyhopping normally would have been faster. \n\n============== \nSuper Turbo Up \n============== \n\nTeam Discoverer: Lonerville \nDescription: Using a special falling collision with a falling object to propel yourself vertically. \n\nExplanation \n[-][-][-][-][-][-] \n\nThe reasons as to why this trick works is not understood. If you are climbing with an object, it is possible to \"slide\" past it by making yourself unstable, either naturally or using the strafe keys, resulting in both you and the object to begin falling at different angles and speeds. After doing so, although it is very rare, there is a chance that the angles of both you and the object you were flying on will intersect, and the object will touch you in such a way that for some reason, your character boosts upwards to significant heights. \n\nThis has only been done with a pallet so far, and upon collision, the pallet has been upright. \n\n=========== \nOrb Jumping \n=========== \n\nTeam Discoverer: suga \nDescription: Using the force of a collision between an object and an energy orb to dramatically increase player velocity. \n\nExplanation \n[-][-][-][-][-][-] \n\nAlthough orbjumping has been known throught the HL2DM community for some time, this specific single-player rendition of a jump using energy orbs was first performed by suga, as inspired by a video called \"Josh2High\". The method involves first standing on a part of an object, where ideally the part of the object has small surface area but the object itself is large and heavy. Grab an energy orb with the gravity gun, and fire it at the object in such a way that the part of the object you are standing on is launched in the intended direction. \n\nAlternatively, as demonstrated by Chib, you are also able to boost off of an enemy elite\'s energy orb, if you collide with it at the right angle. \n\n================== \nBrute Acceleration \n================== \n\nTeam Discoverer: Max]I[[]muS-X \nDescription: Using the complicated properties of in-game models to launch yourself at tremendous horizontal speeds from a standstill. \n\nExplanation \n[-][-][-][-][-][-] \n\nThis works best with a small object with a complicated model, such as a piece of a broken bottle. If you duckjump on top of the object and stay there for half a second, then try to jump, you may find you are stuck either under or in one of the jagged edges of the object. However, you are able to move fractions of an inch in your intended direction. Using this technique, you can jump fast and repeatedly with virtually no time taken to land back on the ground. What this results in is the added velocity of many bunnyhops in a very short amount of time. \n\nOnce you \"jump\" far enough away from the object that you are \"released\", release the duck button and resume bunnyhopping with the additional velocity. As a side note, sometimes you may be \"crushed\" doing this trick, either because you clipped the object or a part of you was trapped between the object and the ground. \n\n=============== \nBrute Launching \n=============== \n\nTeam Discoverer: Max]I[[]muS-X \nDescription: Using a similar concept as brute acceleration to launch the player vertically. \n\nExplanation \n[-][-][-][-][-][-] \n\nWhen flying with an object, if you collide into a surface such that the bottom of the object is pressed up against the surface, there is a chance that for a short period of time both player and object will be stuck in that position without falling. In this position, the player is keeping the board against the wall, but some as of yet unknown dynamic is holding the player to the board/wall. It is believed that the player model is fighting to release itself from this adhesive force in the general direction of the velocity it was previously travelling in. When it is finally freed, it\'s fight with the board has amplified it\'s previous velocity in much the same fashion as brute acceleration. The result, if applied vertically, is the player is launched into the air. \n\n============= \nStuck Jumping \n============= \n\nTeam Discoverer: Pincus \nDescription: Using the game\'s clip prevention techniques against itself to transfer large amounts of force to the player. \n\nExplanation \n[-][-][-][-][-][-] \n\nIn the unlikely event that a solid object passes through another solid object in the world, the game automatically tries to push the objects out of each other with tremendous force. The object continues to push until it is freed from it\'s faulty position. This is why you are sometimes \"crushed\" when accidentally clipping inside of objects while doing seemingly innocent things in the game. \n\nTo take advantage of this, it is possible to use forced animations, such as the closing of a door, the raising of a ramp, etc. to trap objects inside of the animated object, and deform both the physics of both objects. If the animated object isn\'t necessarily an object, such as a door, then only the regular object\'s physics will be deformed. When an object\'s physics are \"deformed\", it is holding large amounts of energy trying to push itself out, which can be transferred to the player when you touch it. For optimal height versus distance, it is best to duckjump into the diagonal of the object. Forces depend on both the size and shape of the object you are touching, as well as the way you touch it. \n\n============== \nGravity Flying \n============== \n\nTeam Discoverer: Max]I[[]muS-X \nDescription: Using objects held with the gravity gun to simulate flying using alternate methods. \n\nExplanation \n[-][-][-][-][-][-] \n\nSo far this has only been done with one object, but there are others which potentially can achieve the same result. The object which was used was the holding container for prisoners in the citadel, found hanging high above at the beginning of citadel_03 and able to be grabbed with the super gravity gun. If you lay it on it\'s back, stand a little away from it on the end that resembles pincers, and grab it with the gravity gun, you will find that the distance the object is held away from you is far too short on this end of the object. It cannot penetrate you, so it scrambles wildly around your body as you continue to hold it, trying to find a stable place to rest (inside of you), and finding none. \n\nIt is very random, but it is possible to lower the object below you as it is doing this, and if you are lucky, it will be twisted below you in such a way that it\'s movements pull itself up. This action combined with very fast and repetitive jumping allow for essentially the same concept as flying, but far more limited. Because the object is constantly trying to adjust it\'s position while beneath you, you do not automatically let go of the object even though you are occasionally standing on it, as you normally would. It\'s benefits are that it is able to climb in a straight line, and at a faster rate than normal climbing with an object. \n\n============== \nEnter Clipping \n============== \n\nTeam Discoverer: Max]I[[]muS-X \nDescription: Using the \"entering\" animation most common with vehicles to skip triggers and pass through walls. \n\nExplanation \n[-][-][-][-][-][-] \n\nWhen you enter something, a vehicle for example, the player model is not actually passing through the area between yourself and the vehicle, but disappears, and is replaced by the model of the vehicle for the time you are using it. When it shows you entering the vehicle, it is only an animation, nothing more. For this reason it is possible to pass through triggers upon entering a vehicle, provided the width of the trigger is smaller than the maximum possible width between the player and the vehicle upon a successful \"entering\". \n\nUsing the exit animation, it is similarly possible to pass through walls, but this one is trickier. There are small areas surrounding the vehicle which are designated to be spots where the player is able to be exited, and are checked to make sure these places are clear before a player exits. If one of these places is blocked, it will force the player to exit into one of the other possible exit locations. If ALL the exits are blocked, it will not allow the player to exit until they are free. To trick the game into thinking an exit is free when it is not, it is possible to violently change the position of the airboat, usually via midair crash, upon exiting the vehicle near a wall. This is actually how I first accidentally discovered the glitch. \n\nThere are other, simpler ways to exit through a wall, but these are dependent on the area. For example, in some places the vehicle naturally thinks an exit is free, but it is only by strange design of that specific terrain, and you end up being partway inside of a wall, after which you are automatically and instantaneously pushed to the other side. \n\n=========== \nTeleporting \n=========== \n\nTeam Discoverer: Lonerville \nDescription: Blinking an NPC straight to it\'s destination while it is in path mode. \n\nExplanation \n[-][-][-][-][-][-] \n\nThere are essentially three modes for an NPC to be in. We\'ll call them Stand Mode, Follow Mode, and Path Mode. The latter is the one we\'re interested in. This is the mode where an NPC is headed for a specific point on the map, and will continue to try to get there no matter what block it\'s path. For example, even if you completely block an NPC\'s path while it is in path mode, it may try to strafe around the objects for a few seconds, but it will eventually teleport on the other side or straight to it\'s intended point, depending on how long it was delayed. \n\nTaking advantage of this knowledge, it has been found that holding or lowering an object over a \"sweet\" spot just above and in front of the NPC\'s head while they are in path mode, most easily when they have just begun moving, will trick the NPC into thinking there is no way around the object and instantly teleports the NPC to it\'s destination.','2006-03-08',0,5817000,11,'HalfLife2_13657',88,11,0,NULL),(0,482,NULL,138,'Segments appended to one file.','First of all I would like to thank: [ul][li]Radix, Nate, DJGrenola, and Mike Uyama for their work in maintaining SDA [li]Downup and Dark_Devil for their previous runs of Blue Shift [li]slynk, Zhouy, and acxy500 for their help in finding shortcuts [li]groobo for bringing to my attention the tactic of wall-strafing [li]ballofsnow and darkwasabi for helping with encoding problems [li]Radon for his run of Half-Life which I took some strategies for fighting marines[/ul] \n\nThis is my first and likely last non-TAS speedrun, since I have a hectic school schedule. The game is Half-Life: Blue Shift, one of the expansions for Half-Life, the other being Opposing Force. Since both Half-Life and Opposing Force already have runs, this completes the triumvirate. I used the Steam version of Blue Shift, with no scripts. [ul][li]Segment 1 (Start - 00:54) [-][-][-][-][-][-][-][-][-][-][-][-]- \n\nI made this segment so that I wouldn\'t have to listen to Barney\'s speech over and over. I sprayed the wall for fun, it\'s a habit of mine to do that when things are dull. \n\nPossible improvements: None that I know of, unless there is some way to make Barney open the door earlier. \n\n[li]Segment 2 (00:54 - 02:10) [-][-][-][-][-][-][-][-][-][-][-][-]- \n\nI jump over the railing so I don\'t have to go around the stairs. It\'s necessary to pick up the vest and armor because Barney (imagine that, a whole crowd of Barneys in this place) doesn\'t let you through if you don\'t. At 1:41 I shoot out a window and jump to the other side to save a trip downstairs. \n\nPossible improvements: Use the pistol\'s secondary function to break the window quicker, but it is less accurate. \n\n[li]Segment 3 (2:10 - 5:15) [-][-][-][-][-][-][-][-][-][-][-]- \n\nI jump and air-strafe to the lower level to skip using the ladder. The long elevator sequence was annoying because the elevator often got stuck due to a glitch, which would damage me and kill the scientist, which instantly failed the game. \n\nPossible improvements: Use a barrel for a speed boost down the dark hallway. \n\n[li]Segment 4 (5:15 - 5:43) [-][-][-][-][-][-][-][-][-][-][-]- \n\nThe start of this segment is normally blacked out, but since I made a new segment it shows up in light. I shot the switch to open the door, and used the chair to go over the gate. \n\nPossible improvements: Bunnyhop from the table to the chair and then over the gate all in one smooth motion. \n\n[li]Segment 5 (5:43 - 5:59) [-][-][-][-][-][-][-][-][-][-][-]- \n\nI made this segment short because of the difficulty of the jump to the other side. In order to build up enough speed, I followed a very specific bunnyhop pattern beginning at the tram. When the alien slave spawns, I crowbar him to delay his attack animation. \n\nPossible improvements: A shorter bunnyhop pattern to get to the other side? \n\n[li]Segment 6 (5:59 - 6:33) [-][-][-][-][-][-][-][-][-][-][-]- \n\nI was rather lucky to lower the cranes without being attacked by the houndeyes. When I bunnyhop to the ladder, I have to be careful not to go where the slave spawns because it means instant death. \n\nPossible improvements: The second crane doesn\'t have to be lowered that much, I think. \n\n[li]Segment 7 (6:33 - 6:53) [-][-][-][-][-][-][-][-][-][-][-]- \n\nWhen bunnyhopping to the control room, I crouched to avoid the gas pipe. The jump across the canal saves over a minute and skips activating the power, but it also skips the shotgun. \n\nPossible improvements: Start the jump across the canal earlier. \n\n[li]Segment 8 (6:53 - 7:22) [-][-][-][-][-][-][-][-][-][-][-]- \n\nAfter the jump, I get to fight three slaves with just a pistol and a crowbar. Fun fun. Anyhow, I wait until they fire and then crowbar one to stop his attack, and quickly push the explosives down. \n\nPossible improvements: Instead of hiding behind the box, just run forward and shoot the slaves with the pistol to break their attack animation. \n\n[li]Segment 9 (7:22 - 7:39) [-][-][-][-][-][-][-][-][-][-][-]- \n\nI shoot the lock with the magnum instead of crowbarring it to save a few seconds. Later I found out that shooting the barrels also breaks the lock, but oh well. \n\nPossible improvements: Better bunnyhopping. \n\n[li]Segment 10 (7:39 - 8:21) [-][-][-][-][-][-][-][-][-][-][-][-] \n\nThis segment was uncomfortable to run because the cramped tunnels really limit my bunnyhopping. I lure out the bullsquid and then jump over him, saving me both ammo and health. \n\nPossible improvements: More aggressive bunnyhopping, and it might be possible to jump over the bullsquid without luring him out. \n\n[li]Segment 11 (8:21 - 8:38) [-][-][-][-][-][-][-][-][-][-][-][-] \n\nI think it\'s safe to say this segment destroyed my mousewheel. It\'s actually possible to bunnyhop faster but the electric rod near the end damages you if you arrive too early. \n\nPossible improvements: With uncapped bunnyhopping speed (which the Steam version of Blue Shift does not have) it may be possible to go so fast that you get to the electric rod before it shoots out sparks, instead of after, like I did in this segment. \n\n[li]Segment 12 (8:38 - 8:50) [-][-][-][-][-][-][-][-][-][-][-][-] \n\nI shot the barrel to spawn the slave and then waited behind a wall to manipulate him to come closer, then used him as a platform to reach the vent. \n\nPossible improvements: Jumping on the slave\'s head as soon as he spawns instead of waiting to make him come closer, however I have tried every jump angle and is not sure if it is doable. \n\n[li]Segment 13 (8:50 - 9:42) [-][-][-][-][-][-][-][-][-][-][-][-] \n\nI move close to the headcrab and then move back, so he jumps and becomes an easy target. Shooting the scientist skips an otherwise lengthy speech. \n\nPossible improvements: It\'s not necessary to kill the second headcrab, use 1 magnum headshot to kill each marine attacking the scientist. \n\n[li]Segment 14 (9:42 - 10:11) [-][-][-][-][-][-][-][-][-][-][-][-]- \n\nI chose to magnum the guards from afar because they surely would have destroyed me if I tried a head-on blitz. I use the mp5 grenade on the guard in the window, so by the time I get there his body can\'t block me. \n\nPossible improvements: Attempt a head-on blitz and hope you get really, really lucky. \n\n[li]Segment 15 (10:11 - 10:26) [-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\nI get the satchel so I can kill a large pack of marines later. The reason I strafe close to the train is because it triggers the next door to open. \n\nPossible improvements: Skip the satchel and use mp5 grenades later on. \n\n[li]Segment 16 (10:26 - 11:01) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nThis segment was annoying because it seemed like the marines had a varying amount of health every time. It is not necessary to break the two wooden supports closest to the train. \n\nPossible improvements: Use mp5 grenades on some of the guards instead of the shotgun/magnum combo. \n\n[li]Segment 17 (11:01 - 11:17) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nI use an mp5 grenade on the boxes to uncover two health packs, and then strafe over the railing to avoid going around. \n\nPossible improvements: Only pick up 1 health pack, the shotgun may be faster at destroying the air tanks. \n\n[li]Segment 18 (11:17 - 12:29) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nI killed the shotgun-wielding marine because it was too risky to leave him 5 feet away from me while I\'m activating the switch. After the train moved into place, I \"used\" Dr.Rosenburg on the other side of the wall to get him to start his speech without having to go inside the train. \n\nPossible improvements: Skip killing the first marine. \n\n[li]Segment 19 (12:29 - 19:16) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nSince I can\'t skip Rosenburg\'s speech, I just get some ammo and health. I turned around in the hallway to check on Rosenburg, since he always seems to get stuck in a corner. Once he gets to the labs, I\'m stuck in a very long scripted sequence. Unlike in Half-Life, where shooting a scientist or throwing a grenade at him can scare him into opening doors early, Rosenburg doesn\'t flinch when a grenade is tossed within two inches of him, and if he gets hit the game automatically ends (even if he doesn\'t die). I got myself wedged in the teleporter just for fun. \n\nPossible improvements: Some way to make Rosenburg open the portal earlier? \n\n[li]Segment 20 (19:16 - 20:14) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nI use a mortar boost to skip the stairs, and I shoot the plant thingy to make him attack, then run right past him. In the tunnel, I use wall-strafing to go faster. This doesn\'t work in all tunnels because of differing angles. \n\nPossible improvements: Find more places to wall-strafe. \n\n[li]Segment 21 (20:14 - 20:43) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nI go to the left to avoid being hit by the plant thingy. \n\nPossible improvements: Throw a grenade so that it activate the plant thingy\'s attack animation, then quickly swim up and get on land before it can attack. \n\n[li]Segment 22 (20:43 - 21:27) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nAt 21:16 I used a grenade boost to get over the gap, skipping a scripted sequence that creates a bridge. \n\nPossible improvements: With uncapped b-hopping speed it is possible to do a mortar boost near the beginning of the segment and carry the speed all the way to the hole. \n\n[li]Segment 23 (21:27 - 21:57) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nI use a grenade boost to skip going in a tunnel to the river. The alien jump pad was weird in that if I jumped into it coming off a previous jump, it won\'t send me high enough, but if I ran and jumped into it, it did. \n\nPossible improvements: Do the grenade jump and air-strafe into the river instead of manually lining myself up for the boost. \n\n[li]Segment 24 (21:57 - 22:40) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nAfter activating the power, I collect some ammo during spare time. When I went into the tunnel, I lured the slave out, laughed as it got buried by a rockslide, then picked up a health pack for good measure. The reason I didn\'t jump on the rocks earlier is because even though they don\'t show up on the screen, there are still rocks falling down that can kill me. \n\nPossible improvements: Activate the right switch first, and then the left. \n\n[li]Segment 25 (22:40 - 25:21) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nI fire the mp5 grenade at the slave to kill it, and to distract the one to the left of me while I blast the one in the middle. After killing the bullsquid, I gib it and the scientist for fun. \n\nPossible improvements: Use mp5 grenades on the bullsquid. \n\n[li]Segment 26 (25:21 - 25:41) [-][-][-][-][-][-][-][-][-][-][-][-][-] \n\nAt 25:40 I use a mortar boost to reach the second floor, which skips activating the power generators. \n\nPossible improvements: Better b-hopping. \n\n[li]Segment 27 (25:41 - End) [-][-][-][-][-][-][-][-][-][-][-][-] \n\nThis segment was really frustrating because the power cell is unpredictable when you try to move it fast. At 30:54 I jumped and missed the ladder, costing about a second. A funny thing that can happen in this part is to die as you jump into the portal; you\'ll still complete the game, but the ending scripted sequences will play out with you in the \"death stance,\" that is, lying sideways on the ground. \n\nPossible improvements: Get the power cell in the charging station faster, not missing the ladder on the jump.[/ul] \n\nEnjoy the run. If you have any more questions, IM me at the SDA forums, where I go by the nickname laughing_gas.','2007-01-11',0,1938000,11,'HalfLifeBlueShift_hard_3218',27,11,0,NULL),(0,483,NULL,264,'Demos require Opposing Force v6.1.0.6 installed. Segments appended to one file.','First off I\'d like to give a thanks to Downup to be the first one to make an OF speedrun. Him, Xeen and a few others were very supportive during the creation of this run. At the end of my comments I included a list of the major scripts I used. If you still have any questions after reading this or just want to comment on the run go to [a http://speeddemosarchive.com/yabb/YaBB.pl?board=other_games;action=display;num=1108508833]this forum thread[/a]. \n\nYou may notice my title screen covers up the first few seconds of the run and then fades out. This is because when I played OF it starts out completely black and then fades out so I had to run blindly from the first room to the double doors. Since this doesn\'t show up in the demo I tried to simulate the blackout effect as best I could. \n\nAt 1:05 I made the decision to skip the knife, this is because I only would have needed it for quickly destroying four boxes in the sewage drain off system before the orb creature. I was able to destroy these with 2 satchels and getting the extra satchel I needed takes less time than getting the knife. At 1:14 I go right through the electric field. Xeen was the first to find out that this was possible. I concluded how it worked was that there is a kill trigger that goes off about twice a second where the electric field is. The time can vary between kill triggers and sometimes it will almost skip a beat, this is when I made it through. \n\nAt 1:27 I needed to avoid the alien slave hit so I\'d have 20 armor for the acid part coming up soon. At 1:31 I jammed myself a corner smaller than 90 degrees to avoid taking fall damage. At 1:40 you must trigger a rather long sequence in order to get the door at the top to open, so I\'m just waiting on the door for the next 50+ seconds. I took an extra second to grab a battery for the acid part coming up. At 3:14, after I blow up the explosive box, I needed to wait for the cool looking robot to get the hell out of the room; takes about 35 seconds. The acid part occurs at 4:02, here I jump into the acid which does something like 2-3 damage every .03 seconds, when you have armor though this is reduced and rounded down to 1 armor damage and no health loss about every .03 seconds. The acid level was quite low where I landed and I duck immediately after jumping out of it so I\'m no longer touching it and I lose only 17 armor. I would take about 5 more seconds to wait for the acid to completely go away. \n\nThis boring tram ride is necessary for the next 2 to levels to load in sequence and can\'t be skipped. At 6:21 I started a triggered sequence which eventually results in the glass breaking, the only way to advance. I grabbed exactly 3 more armor after the lift to be at 6 armor for an up coming grenade jump, which saves something like 40 seconds. Another triggered sequence is triggered at 7:11, the time, not the.. nm. It takes about 30 seconds for the wall to open up. At 7:42 I jump several times while ducking through a small passage to try and keep my speed. The angle of entry is quite sharp so I can\'t be at full speed when I enter; the red light in the middle makes this even trickier because you must not run into it. This duck jumping through vent trick is done again right afterwards, here it is easy to see how much faster this is than crawling. I crawl through the next short vent at 8:01 because in order to speed jump through it would require doing an extra jump, making a U-turn, and this would ultimately be slower than wall strafing it. Wall strafe: holding forward and strafing against a wall, makes you move 22% faster. At 8:06 I speed jump through another vent, it\'s too dark to see in the video but this vent is fairly long. At 8:17 I use a button through a wall to start up the fire ball machine; blows up the explosive box I moved and causes many other explosive boxes to explode, making a hole in the ground. I fall though this hole and land on a slope just right as to have it send me off with some extra speed. \n\nAt 8:33 I get some speed off a ramp, taking 5 damage, I couldn\'t afford to take much more. At 8:47 I do a grenade jump off a ladder. The ladder allows you get twice the height of regular jumping if you dual vector up it, so this helps the grenade jump go a bit higher. The boost you get from an explosive is proportional to how much health (not health and armor) you lose. Having 6 armor made me take 71 health damage, which is about the minimum for making the jump. At 9:03 I do a small grenade jump to get over the garbage bin barrier. The jump from the filling cabinet to the vent is not easy since you must duck right away to avoid hitting ceiling and then curve around the upright filling cabinet with the greatly reduced air control from ducking. If you couldn\'t figure it out, I trigger an event at 9:16 so the door will blow up at 9:28, why can\'t they blow up the next door like this too? You have to wait on the guy in the funny glasses to finish his dialog before he\'ll do anything. I stand in just the right place so he\'ll run all the way towards the door almost. Then I go and collect every item possible while he\'s torching the door. At 10:10 I make the elevator door close early, you can\'t do this until the funny glasses guy gets to his spot. Then I kill him for his dessert eagle. \n\nAt 10:20 I throw a grenade on the ground so all the aliens that will soon spawn behind me will take cover and not obliterate me. I grab a battery at 10:32 so I\'ll take 20 less health damage from the grenade jump just ahead. With 30 armor I take about the minimum health loss needed. At 10:39 I trigger this dude\'s dialog to start and throw a grenade behind him to make him run towards the door I\'ll be picking him up at later. Those two black opps at 10:47 weren\'t trained too well... at 10:52 I can\'t grab the dude yet because he\'s still on his dialog, you can\'t hear it because I saved after is started. So I throw another grenade at him so he\'ll run further to where I want him. Then grab him once he\'s done talking. At 11:08 a triggered event begins, eventually the guy sucking on an unlit cigarette stands up and I grab him asap. For whatever reason my satchel weapon was bugged but I could fix it if I held it out for long enough, I have to do this again later. That poor hornet alien sure was bamboozled. \n\nStarting at 12:15 is one of my favorite parts. I drop a satchel by these two dudes then grab the one with the particularly useful weapon. Then I mortar jump in just the right spot so a black opp will see the mortar through a very small gap between two crates and run somewhere else so she won\'t kill me later on. I use the lever and detonate the satchel at the same time. This kills the dude who didn\'t have such a cool weapon, if I didn\'t kill him like this, when I kill the cool weapon dude he would have killed me. I bludgeon my ally over the head with a pipe wrench because I really want his high recoil gun and I don\'t think he knows how to fully utilize its capabilities. Up ahead are some nice hallways for the recoil boosting. I use a script to fully take advantage of the m249\'s boosting capabilities; this can be found in the script section at the end. Without such a script the run would have been maybe 30 seconds longer. At 12:42 I throw a grenade against a curved wall so it will go around the wall and find it\'s way onto the ground, resting, so a black opp behind a little bunker will take cover and not kill me when I jump through the window. \n\nAt 13:05 I touch the ground of this particular platform asap so it will trigger the displacer gun to fall. I have to wait for the displacer to actually be on the ground before I pick it up. At 13:33 I get exactly 30 armor for an up coming mortar jump. I throw the grenade at 13:48 so the scientist will run all the way to his trigger spot. At 14:01 I get to a spot that will trigger the wall to break up open in a few seconds. At 14:20 I fix the bug with the satchel weapon by holding out for long enough. Note the usefulness of dual vectoring on ladders at 15:00. At 15:27 I have to wait a second for a hurt trigger to go away. \n\nI make use of the displacer\'s secondary at 15:54. I use it at the very start of the new level, it takes you to a small sublevel. Here I save the game, load, then take the portal out of the sublevel. If you load while in a sublevel then take a portal out you will be defaulted to set spot on the map, about the center of the level. If you don\'t save and load in a sublevel you will go back a spot usually pretty close to where to you used the displacer initially, this varies for each level. This particular displacer shortcut at 15:54 saves about 30 seconds. At 16:30 I use the displacer right before hitting the ground a specific spot. If you displace from this particular spot close to the ground, after going through the portal in the sublevel you will be placed in the vent above from where you displaced. This is about 2 minutes faster than doing the skipped levels as they were intended. This shortcut is still possible without the displacer but is considerably more complicated and takes about 20 seconds longer plus health loss. \n\nAt 16:37 I do a mortar jump with the 30 armor I had setup earlier, this only saves 2-3 seconds but was the best way I could use the extra, free health, I would acquire throughout the run. At 16:41 I trigger the door to open to get out of that sewage room, it takes 12 seconds, just enough time to get the 20 health and 20 armor, not all 30 because I\'ll only want 16 for a mortar jump eventually. That orb creature I bypass at 17:05 obviously has never played goalie. Not sure why Gearbox made him so easy to bypass, you don\'t even have to do any tricky jumps. I don\'t get more of boost from the m249 at 17:10 because that gap in the catwalk is placed exactly where I would want to land and skipping it a jump sooner would be too much of a boost. The two hits I take at 17:25 were intentional so I\'d have 16 armor for a mortar boost. At 17:46, the very start of a new level, I do another displacer shortcut just like the first one I did. This saves about 20 seconds and costs about 10 for getting the extra cells. At 18:52 I do another displacer trick of this sort, saves about 25 seconds. \n\nStarting at 18:57 is one of my favorite parts. I get as much of a boost as I can from the m249 so I land right before the water where I do a mortar jump, getting a little extra speed from landing on the slope as well. Water slows you down considerably in OF. Then I do some more m249 boosting; get enough speed to ramp slide a slight slope, the smaller the slope the greater your speed needs to be. Then clip this very sketchy brushing problem next to the side of the rock which acts a ramp. No fall damage is suffered. At 19:09 I trigger the black helicopter to start moving. You pretty much have to wait for it to get past a certain point before you can continue or else is will obliterate you. I grab these two health kits while waiting on the helicopter. At 19:20, had I arrived at this spot .1 seconds sooner I would have been owned by the helicopter. The hits I take from the black opps at 19:40 and 19:51 are intentional so I\'ll be at 16 armor for an up coming mortar jump. At 20:12 I arrive before the hanging crate lets you by, this is the only way to advance; you can\'t arrive there one crate sooner, not even close. The mortar I fire at 20:15 is so a black opp above will take cover and not shoot me, same for the mortar I fire at 20:20. At 20:21 I had just enough speed to ramp slide that ramp, thus taking no fall damage. \n\nAt 20:34 you may notice I\'m not trying to go very fast. This is because you have to wait a bit before you can pass through a certain trigger area, or else the trigger will not go off. I set off the trigger at 20:40, had I arrived there .1 seconds sooner the trigger wouldn\'t have gone off and the final boss, the big green octopus rhino, would never appear. I shoot his eyes pretty much as soon they vulnerable on both the left and right sides all four times, I also shoot the little compartment with the glowing, pink sprite pretty much as soon as it\'s vulnerable all four times. \n\nThe G-man takes so long to say so little and I get quite bored, sorry for the night vision toggling, but this speech isn\'t very good. I\'ll paraphrase if you don\'t want to watch- I\'ve been busy cleaning up this mess; I like you but my employers think you\'ll leak what happened so we\'re going to detain you. Hope you enjoyed the run. \n\nListing of major scripts used:\n\n[m]//useful aliases\nalias w wait\nalias ww \"w;w;w;w;w;w;w;w;w;w\"\n\n//m249 boosting\n//at 60 fps yawspeed should be value below, at least that\'s what worked for my machine\ncl_yawspeed 21500\nalias +M \"fps_max 60;-forward;-moveleft;-moveright;-back;w;m_pitch 0;force_centerview;+left;w;-left;+attack\"\nalias -M \"-attack;+left;w;-left;m_pitch .022;fps_max 100;alias -Mswitch -M2\"\n\n//grenade jump straight up\nalias nj \"+use;-forward;-moveleft;-moveright;+lookdown;w;-attack;-lookdown;-use;w;force_centerview;w;w;w;w;w;w;w;w;+duck;+jump;w;-jump;use weapon_m249;ww;-duck\"\n\n//running mortar jump to go mostly upwards, adjust pitchdown to change angle (health loss will change as well)\n\nalias mjup \"+duck;sensitivity 0;cl_pitchdown 85;+lookdown;w;+attack2;w;-lookdown;force_centerview;sensitivity 12;cl_pitchdown 89.999;-attack2;w;w;w;+jump;w;-jump;use weapon_m249;ww;-duck;\"\n\n//bhop alias +bhop \"+jump;wait;-jump;wait;+jump;wait;-jump;wait;+jump;wait;-jump;wait;+jump;wait;-jump;wait;+jump\" alias -bhop \"-jump\"[/m]','2005-02-12',0,1389000,11,'HL_OpposingForce_hard_2309',93,11,0,NULL),(0,484,NULL,139,'','When I thought of speedrunning a Harry Potter game this was the game that came to mind, but then I figured I should try and beat them in order. I never knew how frustrating it would be to get Chamber of Secrets to record. It took a little bit of time and thinking to finally get my pc to hookup into the vcr and then to the tv. I had to do it this way because Fraps hates this game. \n\nWhen I finally got to record I was amazed as to how many things you don\'t have to do. You never have to collect any stars and I don\'t. I also wanted to find several shortcuts. I originally was going to run American McGee\'s Alice and I actually did a few levels. However, I\'m very glad that I didn\'t do it because the person who did found shortcuts that I knew I would\'ve never found. \n\nI\'m incredibly excited that I found as many shortcuts as I did. Just to be in a mind-set of trying to find shortcuts is a very interesting thing. I would play one challenge many, many times and then finally wonder if I could do something. It wasn\'t until about my 40th time playing through the Rictusempra challenge that I wondered if I could just leap across the gap near the end. I\'ve only done a couple of speedruns but I think that this one is my closest to optimization. [ul][li]Segment 1: Near the end of the challenge I found my first shortcut...and as I already mentioned, it\'s jumping over a gap. If you collect enough beans you get to go into sort of a bonus round. I end up going even though I didn\'t intend to collect as many beans as I did. If someone else can do this challenge and not get into the bonus round, there\'s a good 30 secs.-1 minute you can save. I lost a bit of time at the end shooting the turtle things over the edge to raise the platform. For many tries I ignored the first turtle to the right of the entrance and just went up and then 1 or more wouldn\'t fall all the way down and the platform wouldn\'t come up. I don\'t lose much time. \n\n[li]Segment 2: The bean bonus round is at the start. This is an incredibly dumbed down version of Quidditch. You chase after the snitch automatically...which doesn\'t add much to the interactive aspect of it. Near the end of the segment is my next shortcut. Instead of going into another room and moving a block so that this scale stays in the right position, I just jump over to the ledge, saving quite a bit of time. Also, I have no idea how I got the other time in this challenge. \n\n[li]Segment 3: The Malfoy duel could\'ve gone a lot better. About halfway through you see a strategy where I shoot and it looks like to should miss him, but then he goes right into an then back to where he was at. It sort of glitches so that he goes back and forth. I wish I could\'ve done that for the whole duel, and in one practice run I was able to beat him in about 15 seconds. This time it didn\'t work so well. At around the 14 minutes mark you\'ll see a pink wall on the left. This is the least glitchy it got in this room. Several times the whole place was covered in pink and I had to guess where I was going. Thankfully, it wasn\'t that bad this time. No shorcuts in this area. Ho hum. \n\n[li]Segment 4: Several unskippable cutscenes. A shortcut about halfway through is when I jump down to a sofa instead of going through the hole in which there was a spider web. I started getting low fps later on...but that was the only part. Yeah, I know. This isn\'t Quake 4...but it does eat a lot of memory. \n\n[li]Segment 5: The Spongify challenge. No shortcuts...but I save time by casting spongify on the ground before I land quite a bit. \n\n[li]Segment 6: A shortcut at the start of the forest and me jumping from the left side straight down to the middle instead of jumping over to the other side. A mistake happens a ways into the forest where I try to jump but I didn\'t quite make it. \n\n[li]Segment 7: The spider battle. I played this one too many times. I just kept running in the beginning and I lost a little health later on but not too bad. \n\n[li]Segment 8: You notice these segments are getting shorter and shorter? I made this a segment because I would always do this one really well and then botch up the next part, so I made it segment 9. \n\n[li]Segment 9: The shortest segment and it\'s all because of the jump in the beginning. I missed this jump so many times. In the end...I had to jump on the platform a little to the right just so I could miss that pixie in the air. Stupid pixie. \n\n[li]Segment 10: There were going to be 11 segments, but then I did the 11th segment wrong, realized that I didn\'t have my save there, but I had my save for this segment. I played it once, and when I got to the cut-off for segment 10/11 I figured I might as well keep going. I kept doing well and got through the last boss battle with very little health. The 4 fire crabs/turtles were so hard at first that it made me want to quit the whole thing. It\'s amazing now that those 4 and the end boss are in the same segment.[/ul] \n\nFeel free to improve this.','2006-01-02',0,4194000,11,'HarryPotterCOS_PC_10954',10,11,0,NULL),(0,485,NULL,140,'','There is only one huge mistake in this run and it\'s 2/3 of the way through the game. While I\'m trying to get ingredients for Snape, I tried to shoot this thing from afar and missed several times. This worked in practice, but oh well. \n\nI did not practice each segment a lot because I figured the game was easy anyway and since the puzzles are easy a person can practically figure things out on the fly. At first I thought of doing the whole game in one segment since I have an external 120 gig but sending information to it slowed down Fraps considerably, so I settled for four segments. Quidditch is the only random thing...so as long as I was able to get the snitch relatively easily, I kept the segment. \n\nSeveral interesting things: \n\n1. During a practice of segment one during the first Peeves fight something glitched and Peeves no longer moved. I have no idea why this happened. \n\n2. While getting the ingredients for Snape the platforms that go in and out of the wall would sometimes stay where they were. I do not know what causes this, but it helped in that segment...made it probably twenty or more seconds faster since I didn\'t have to wait for them to come out of the wall. \n\n3. During a practice of segment 3 Mrs. Norris would fail to jump up to a bookcase allowing me to traverse the whole thing without being seen. This glitch happened several times but the segment I kept it didn\'t happen. \n\n4. I only give beans to Fred and George twice for a total of 50 beans and you still get to see the ending. \n\n5. You can move Harry during certain cutscenes but you won\'t be able to see him move. This is advantageous but I only did this once in the whole run, and it was on accident...I simply held down a button, getting ready for the cutscene to be over. \n\nHopefully I\'ll be able to do Chamber of Secrets some time and Prisoner of Azkaban. \n\nFeel free to improve this run.','2005-07-31',0,7564000,11,'HarryPotterSS_20604',4,11,0,NULL),(0,486,NULL,100,'Segments appended to one file.','Hi, Heavy Metal FAKK 2 is the 3rd game I\'ve ran. It uses the quake 3 engine so it was an easy transition to do from American McGee\'s Alice. There is only one difficulty setting, which I obviously played it at. I don\'t have the time table for the individual levels, but if you\'re that interested in this run I\'m sure you can figure it out based on the final video. \n\nThis run was done QdQ style, segmented per level, with continuity between saves. There were two points at which I saved from the in game menu due to the levels being extraordinarily long/hard. It took 28 segments to complete and has enough tricks to impress most people, even if they havent played the game and I guarentee you will enjoy it if you have played, and remember the game.','2005-08-10',0,2598000,11,'HeavyMetalFAKK2_4318',28,11,0,NULL),(0,487,NULL,141,'','0 - Introduction \n\nDon\'t miss the [a http://speeddemosarchive.com/yabb/YaBB.pl?board=other_games;action=display;num=1109343067]forum thread[/a] about Hexen 2 done quick. \n\n1 - Game presentation \n\nAnyone familiar with the 3D gaming genre will remember Heretic and Hexen, two great games by Raven Software that took the Doom engine to new heights. The gang at Raven has done the same to the Quake engine with Hexen II. Hexen II is the first of many games that uses the amazing and unbelievably versatile Quake engine. Eidolon, the oldest and most powerful Serpent Rider, has enslaved your beloved land of Thyrion. His power is immense; his grip on Thyrion is absolute. His evil minions have terrorized the people of Thyrion long enough. It is up to you to defeat Eidolon and his vile servants and to restore the freedom and dignity of the people. The odds are greatly against you and the task is formidable. Will you accept the challenge and can you succeed? \n\n2 - Run Presentation \n\nThis is a Hexen 2 v1.11 run at skill 0 with the crusader. Hexen 2 is very similar to quake and almost all QdQ tricks can be used in Hexen 2 (slope jumps, rocket jumps with the Meteor Staff, explosive barrels jumps, bunny, monster boosts, air control, U-jumps). This project is recorded as a QdQ project - level by level. At the end of each demo a saved game is created when you get in the next level - saved game that were the base for the next level in the run. Hexen 2 is hub-based, like quake 2, so there are lots of map changes. In fact this run is 67 demos long. I have uses lots of tricks and commenting all of them is too long. The mains tricks are: \n\nBunny - bunnys are really fast with hexen 2. Hexen 2 is quake with sv_maxspeed set to 640. \nZigzagging - when there is no room for bunny you can wall hug or zigzag. But bunny is faster and with the mad air control of the engine you can use it almost everywhere. \nStrafe running - in water strafe running is great. \nMeteor Staff - the Meteor Staff is the third weapon of the crusader, it shoots explosive meteors. Sot it can be used for performing some jumps. The weapon also boosts you backward when you shoot. \nSlope jumps - As in quake, that is very useful when you don\'t have the Meteor Staff. \nChaos device - This item teleports you at the start of the level - to the last entrance you used for getting in the map. The chaos devices saves lots of time and are very useful. A few monsters can randomly drop chaos devices. [[]archer_lord & werejaguar probability: 1/83.33] [[]werepanther & medusa & wizard_lord probability: 1/133.33]. \n\nOh, this run has been recorded by Pif de Mestre & Luc de Mestre with Hexen 2 1.11 and a modified progs.dat that display the time and automatically save the game when you get in a new map. If you want the hexen 2 stats patch contatct us at korax2@yahoo.com. If it is too slow for you, improve it. \n\n3 - Timing \n\nThe run is 67 demos long. Total time is 25:58 if you add the time (in seconds) in each map. Total time with all the decimals added and the intermission time: 27:41, the timer ends when eidolon dies. Radix used 27:36 for the time at SDA as the real time of the run, the game steals about 0.2 seconds from you on each map load. \n\n[m]--------------------- Episode 1 ---------------------\nDemo    time    Runner\n00	1:00	Pif\n01	1:30	Pif\n02	0:14	Pif\n03	0:24	Pif\n04	0:13	Pif\n05	0:30	Pif\n06	0:06	Pif\n07	0:06	Pif\n08	0:15	Pif\n09	0:05	Pif\n10	0:16	Pif\n11	0:34	Pif\n12	0:07	Pif\n13	0:26	Pif\n14	0:18	Pif\n15	1:00	Pif\n16	0:05	Pif\n17	1:05	Pif\n18	0:08	Pif\n--------------------- ep1 time: 8:22 ---------------------\n\n--------------------- Episode 2 ---------------------\n19	0:09	Pif\n20	0:35	Pif\n21	0:07	Pif\n22	1:03	Pif\n23	0:23	Pif\n24	0:33	Pif\n25	0:08	Pif\n26	0:09	Pif\n27	0:06	Pif\n28	0:15	Pif\n29	0:08	Pif\n30	0:24	Pif\n31	0:03	Pif\n32	0:05	Pif\n33	0:17	Pif\n34	0:07	Luc\n--------------------- ep2 time: 4:32 ---------------------\n\n--------------------- Episode 3 ---------------------\n35	0:46	Pif\n36	0:11	Pif\n37	0:03	Pif\n38	0:12	Pif\n39	0:19	Pif\n40	0:09	Pif\n41	0:37	Pif\n42	0:10	Pif\n43	0:02	Pif\n44	1:44	Pif\n45	0:02	Pif\n46	0:37	Pif\n47	0:54	Pif\n48	0:07	Pif\n49	0:32	Pif\n50	0:43	Pif\n51	0:04	Pif\n52	0:14	Luc\n--------------------- ep3 time: 7:26 ---------------------\n\n--------------------- Episode 4 ---------------------\n53	0:20	Pif\n54	0:36	Pif\n55	0:19	Pif\n56	0:22	Pif\n57	0:06	Pif\n58	0:15	Pif\n59	0:45	Pif\n60	0:16	Luc\n--------------------- ep4 time: 2:59 ---------------------\n\n--------------------- Episode 5 ---------------------\n61	0:36	Pif\n62	0:26	Pif\n63	0:44	Pif\n64	0:09	Pif\n65	0:09	Pif\n66	0:35	Pif\n--------------------- ep5 time: 2:39 ---------------------\n\n\n--------------------- total time: 25:58 ---------------------[/m]\n4 -Thanks \n\nAll QDQ team for the idea (www.planetquake.com/qdq/). \nAll SDA team because they are great guys (http://speeddemosarchive.com/). \nRadix because he is a great man. \nStx-Vile for the same reason and some suggestion. \ndragonGOD for making the .avi - that is really great. \n\nPif & Luc de Mestre 05/03/05','2005-02-25',0,1656000,11,'Hexen2_2736',67,11,0,NULL),(0,488,NULL,142,'','Sorry about the low graphics setting, I needed to maintain a consistent framerate for my run. \n\n// comment start | level # - level name \n\n#1 Anathema \n- The only level where i used the ballas, a lot faster then using the 9mm SD to kill his guard with the shotgun before he kills you ;) \n\n#2 St Petersburg Stakeout \n- I just rush through it and killed the right KGB officer, easy mission. \n\n#3 Kirov Park Meeting \n- A boring mission, i kill the guards, take the clothes and then wait till this lazy ass comes by and kill him and his friend. \n\n#4 Tubeway Torpedo \n- I can\'t believe how lucky i was not getting killed with 1 HP left after i triggered the bomb :) plus i made some dumb mistakes like getting out of the truck and get back into it... :D \n\n#5 Invitation to a Party \n- Easiest mission of all, i just rush in and do a little mess. I also went lucky that the embassador picked the perfect way to open the safe, saved a lot of time! \n\n#6 Tracking Hayamoto - If you let one soldier attack you right infront of the door you can trigger the soldier behind the door so he unlocks the door for you, saved a LOT of time! \n\n#7 Hidden Valley \n- Jeez i HATE the first sniper.................... \n\nI actually lost 3 seconds to the previous speedrun right here, but that doesn\'t matter with the actual endtime :) \n\n#8 At the Gates \n- If you kill the patrolling guards make sure the sniper doesn\'t see them, else your mission will fail. \n\n#9 Shogun Showdown \n- Lot\'s of soldiers in this one but with a little luck you can overcome them. \n\n#10 Basement Killing \n- Easy as pie \n\n#11 Graveyard Shift \n- Nothing to say about this one except that i failed at cutting the animation where you \"hack\" the server... but that only lost me like 1 or 2 seconds max. \n\n#12 Jacuzzi Job \n- Made a lot of mistakes there like opening the safe, but actually it doesn\'t matter as i still made it to the elavtor right on time ;) \n\nNote: Some people may ask themselfs if i could improve it by triggering the alarm first then kill the boss, well after few tries it is NOT as there\'s this nifty little bug that prevents you from entering the elevator once you trigger the alarm first. \n\n#13 Murder at the Bazaar \n- Too bad that the Bin Laden looking guy didn\'t get his butt downstairs to meet me, so i had to spent good seconds of my run chasing him down.. \n\n#14 Motorcade Interception \n- I hate this mission as i\'ve done suicidal at least 10 times form the top of the building... *coughs* \n\ni tried to kill the target while they were still driving across the desert, well it didn\'t work so i had to wait till they drove upon me... \n\nalso i made a mistake while pushing the wrong button once i jumped down from the building as you\'ll see \n\n#15 Tunnel Rat \n- I can\'t say much about this one, just kill them terrorists! ;) \n\n#16 Temple City Ambush \n- I never ever wanna do this one again... at least not speedrunning as it\'s a pain! \n\n#17 The Death of Hannelore \n- Pistol power! \n\n#18 Terminal Hospitality \n- I don\'t like random things as you may see :D \n\n#19 St Petersburg Revisited \n- You have no starting weapon except your fiberwire in this one so if you want to finish this level in a real fast way pray for a lot of luck! (or simply waste >20 seconds sneaking up Mr. 13, or waste even more by picking up the SVD Sniper and ammo ^^) \n\nI couldn\'t believe Mr. 13 came down that fast, as you may see i didn\'t recognized him at first :) \n\n#20 Redemption at Gontranno \n- Awful lot of snipers... good luck if you ever decide to speedrun this level :P \n\nThis level can be improved A LOT but trust me, after 50 consecutive fails you\'re just getting tired of this one. \n\nThe reason i shoot the wall in my barn is that i needed more ammo which you just can\'t pick up right away, you have to lose some ammo first :( \n\nAnd finally thanks to everyone that made this run possible, specially everyone around SDA :)','2007-05-10',0,2350000,11,'Hitman2_3910',20,11,0,NULL),(0,489,NULL,143,'',NULL,'2008-01-15',0,76000,3,'HitmanContracts_lv01_116',1,11,1,NULL),(0,490,NULL,143,'',NULL,'2008-01-04',0,86000,3,'HitmanContracts_lv02_126',1,11,1,NULL),(0,491,NULL,143,'',NULL,'2008-01-03',0,299000,3,'HitmanContracts_lv03_459',1,11,1,NULL),(0,492,NULL,143,'',NULL,'2008-01-03',0,124000,3,'HitmanContracts_lv04_204',1,11,1,NULL),(0,493,NULL,143,'',NULL,'2008-01-03',0,136000,3,'HitmanContracts_lv05_216',1,11,1,NULL),(0,494,NULL,143,'',NULL,'2008-01-04',0,158000,3,'HitmanContracts_lv06_238',1,11,1,NULL),(0,495,NULL,143,'',NULL,'2008-01-04',0,128000,3,'HitmanContracts_lv07_208',1,11,1,NULL),(0,496,NULL,143,'',NULL,'2008-01-03',0,40000,3,'HitmanContracts_lv08_040',1,11,1,NULL),(0,497,NULL,143,'',NULL,'2008-01-03',0,100000,3,'HitmanContracts_lv09_140',1,11,1,NULL),(0,498,NULL,143,'',NULL,'2008-01-04',0,101000,3,'HitmanContracts_lv10_141',1,11,1,NULL),(0,499,NULL,143,'',NULL,'2008-01-04',0,114000,3,'HitmanContracts_lv11_154',1,11,1,NULL),(0,500,NULL,143,'',NULL,'2008-01-03',0,46000,3,'HitmanContracts_lv12_046',1,11,1,NULL),(0,501,NULL,144,'',NULL,'2006-05-20',0,91680,1,'HydroThunder_LostIsland_13168',1,1,1,NULL),(0,502,NULL,144,'',NULL,'2006-05-31',0,94920,1,'HydroThunder_ArcticCircle_13492',1,1,1,NULL),(0,503,NULL,144,'',NULL,'2006-12-27',0,91250,1,'HydroThunder_ThunderPark_13125',1,1,1,NULL),(0,504,NULL,144,'',NULL,'2006-12-20',0,92180,1,'HydroThunder_GreekIsles_13218',1,1,1,NULL),(0,505,NULL,144,'',NULL,'2006-12-22',0,98480,1,'HydroThunder_LakePowell_13848',1,1,1,NULL),(0,506,NULL,144,'',NULL,'2006-10-14',0,87120,1,'HydroThunder_TheFarEast_12712',1,1,1,NULL),(0,507,NULL,144,'',NULL,'2006-12-22',0,91820,1,'HydroThunder_ShipGraveyard_13182',1,1,1,NULL),(0,508,NULL,144,'',NULL,'2006-12-27',0,81020,1,'HydroThunder_VeniceCanals_12102',1,1,1,NULL),(0,509,NULL,144,'',NULL,'2006-12-24',0,95320,1,'HydroThunder_NewYorkDisaster_13532',1,1,1,NULL),(0,510,NULL,144,'',NULL,'2006-12-17',0,163270,1,'HydroThunder_NileAdventure_24327',1,1,1,NULL),(0,511,NULL,144,'',NULL,'2006-12-15',0,97120,1,'HydroThunder_HydroSpeedway_13712',1,1,1,NULL),(0,512,NULL,144,'',NULL,'2006-12-24',0,118150,1,'HydroThunder_Catacombs_15815',1,1,1,NULL),(0,513,NULL,144,'',NULL,'2006-12-24',0,101080,1,'HydroThunder_CastleVonDandy_14108',1,1,1,NULL),(0,514,NULL,145,'','This game while simple in nature had given me a lot of fun times when I played it as one of my first SNES games. This run could have been a little better, with me dying part way through an area, but overall, I did much better than any of my other runs. There are essentially 4 parts that affect your time in this game. How much you use the brake, how much you get hit (or die), how often you run off the track, and how fast you can kill the bosses. \n\nOverall a good run I think, and the fact I completed the final area without getting hit was a pretty good feeling for me as well. Anyway, enjoy it and I\'ll see you next run. \n\nOh, sorry about the way the video looks, It came in much better, but things just went downhill when I compressed it. In the 320x240 version of the video, It was impossible to see anything so I pulled the brightness up a lot to make it at least a little visable. HQ viewers won\'t notice that tho.','2004-08-24',0,1632000,11,'HyperZone_2712',1,18,0,NULL),(0,515,NULL,146,'','If you have any comments about Icewind Dale please post them in the [a http://speeddemosarchive.com/yabb/YaBB.pl?board=pcgames;action=display;num=1127505942;start=30#30]appropriate thread[/a]. [ul][li]Character Generation: \n\nI use a human mage in this run and will dual-class to Figher at Level 2. It\'s better than the Fighter/Mage/Thief of the previous run as I use mage and thieving skills rarely and can concentrate on building a good tanker. The mage levels allow me to use scrolls, which is all I need. \n\n[li]Segment 1: \n\nThis segment looks easy and boring but it was in fact the hardest segment of the whole run. The only thing a level 1 mage does is die quickly and all those goblins are a real threat. \n\nThe quest trigger for Hrothgart\'s Quest is outside the cave so I don\'t have to enter it. \n\n[li]Segment 2: \n\nI add another Fighter/Thief to the party just to pick pocket the Ring of Free Action Orrick and dispose him after that. I choose Figher/Thief instead of Thief as the F/T does get more starting gold and I need at least 100 gold to identify the ring. I then sell that ring and buy Agannazar\'s Scorcher, Melf\'s Acid Arrow and Magic Missile. \n\nIn the tavern I kill Lysan with the scrolls I bought. It\'s important to charm her as otherwise the town people get hostile and if that happens the game cannot be completed anymore. It\'s also important to leave the tavern as soon as Lysan dies as otherwise the town people also get hostile. Killing Lysan in the Tavern has the big advantage that I only need to go into Kresselack\'s crypt once. \n\nI then go for some shopping at Oswald: \n\nBuy: [ul][li]2x Potion of Healing [li]Elixir of Health [li]Potion of Heroism [li]Potion of Invisibilty [li]Potion of Invulnerability [li]Oil of Speed [li]Potion of Mind Focusing[/ul] \n\nI only buy one of each potion as they can be duped when needed. \n\n[li]Segment 3: \n\nThe Vale of Shadows and the Temple are straightforward. \n\n[li]Segment 4: \n\nThere\'s a random item at level 1 of Dragon\'s Eye, the \"Boots of the Fox\". They do +40% movement speed but are exactly as fast as the Boots of Speed (+50 movement speed) and I get them much earlier. \n\nAttacking the priest at level 5 will open the first locked door and the second door is opened with the Knock scroll from the Vale of Shadows. \n\n[li]Segment 5: \n\nYxunomei need at least +3 weapons to be attacked and with the Short Bow +1 and the Arrows +2 I have the required +3 bonus. \n\nAfter the fight I use the Dimension Door glitch to leave Dragon\'s Eye fastly. The Dimension Door spell is pretty useless but if you cast it and then immediately leave the area you\'re teleported to the exact coordinates at which you targeted the Dimension Door. \n\n[li]Segment 6: \n\nI use the Dimension Door glitch + force-talk glitch to skip the cutscene at the Severed Hand. \n\n[li]Segment 7: \n\nMalavon has some very nice spells in his room which I take. I then force-talk the golems and the Simulacrum and hack\'n slay them away. \n\n[li]Segment 8: Malavon has very good saving throws and magic resistance but that doesn\'t mean that he\'s immune to Finger of Death. \n\n[li]Segment 9: \n\nI turn the Maiden into stone and grab her badge.. I really love those instant-death spells. \n\nIn Easthaven I kill Everard as this will skip the cutscene in the temple and shorten the cutscene with Belhifet considerably. \"I will follow later if I can\" he said. I guess he can\'t. \n\nThe Death Spells works wonders against all the Pomabs. Lot\'s of time saved here. \n\nTenser\'s Transformation is the ultimate buffer spell for a Fighter/Mage and Belhilfet goes down really easily. Though I\'m wondering why I lost so much health this time, he normally doesn\'t hit that much.[/ul]','2007-09-01',0,1977000,11,'IcewindDale_3257',9,11,0,NULL),(0,516,NULL,147,'','This run is about 12 minutes faster than the previous \"world record\" Japanese time. I could probably save 1-2 minutes if I wanted to redo this. At first, I didn\'t think this could even reach 1:55, so it\'s pretty funny that this run beats that even after including the credits and ending. Especially since being relatively linear, you wouldn\'t think there would be many ways to save time in ICO. \n\nI put a lot of effort into these runs. Basically, from mid December to near the end of March, this was the only game I played. I originally expected to be able to do this in a weekend, so go figure. Anyway, it\'s torture for me to not be able to play anything new, but I love ICO so much that I was able to keep to it. I am going to take a little break from running to catch up on my pretty big backlog of games I haven\'t played yet. \n\nI\'ll be honest up front; 3D action games are certainly not my forte. Copying my route, you could probably train a top SotC player to beat my times without too much difficulty. I love planning RPG runs, and I am proud to say that the good amount of time that I save comes from more optimized routes. In particular, hopefully you will enjoy some of the time saving tricks that I put in there. I don\'t want to spoil anything, but I think an especially unique trick occurs in the chandelier room. \n\nI did this run before the SS one, so there are a couple tricks I discovered/implemented there that I didn\'t here: throwing the bomb to get to the graveyard, and cutting two ropes at a time in the towers. Anyway, this is faster segmented because I got to make sure that I got pretty good luck, and there shouldn\'t be any big time-wasting mistakes. The reason why I don\'t use more segments is because the very act of saving wastes some time. \n\nFeel free to offer any suggestions, but know that I have played and tested this game obsessively. There are probably many instances that look like minor mistakes but aren\'t, and some very minor mistakes than probably only I would notice. For example, it is possible (albeit risky) to jump onto ladders instead of climbing from the bottom, but it is actually slightly slower. \n\nOne thing that I tested for about 45 minutes to an hour, was the effect of jumping. Despite my first intuition, I am pretty sure that in fact, jumping and running take exactly the same amount of time. If there is a difference, it is too minute to notice after even 30 second stretches. However, there are some reasons to jump for speed: 1) when carrying a bomb; 2) to avoid climbing animation time; 3) to reduce acceleration time from zero; 4) to maintain horizontal velocity when falling off cliffs; 5) if you can chain multiple jumps, since the delay upon landing is mitigated. The last one is a bit of an enigma because it seems nobody knows how to actually do it. I personally just mash triangle; I tested with a turbo controller and that doesn\'t work. Anyway, this means that I want to jump on stretches if and only if I would like to be able to at least double jump. I try very hard to stick to this, although if there is high enough danger of double jumping to death or catching onto an unwanted platform, it\'s better for me just to run. \n\nThere are quite a few differences between the different region versions of this game, and it is widely known that the EU version has many nice extras and better packaging. There are some advantages when it comes to speedrunning, however. \n- 2 player mode, which lets you get around Yorda\'s at times unresponsive AI... also, you can get some concurrency on things such as ladders \n- slightly improved framerate, which allows for more precise control and less lag \n- basically all the cutscenes are skippable \n- Yorda\'s AI is improved \n- shadow AI is also improved, and they are more aggressive, which is faster because you don\'t have to chase them around \n- Most importantly, if you set the framerate to 50 Hz, there is a glitch where you can do a superjump (much farther, one \"block\" higher) by hitting square right after you hit triangle to jump. This allows massive sequence breaking, such as in the room just beyond the crumbling bridge, you can go straight forward instead of up the rising stairs, then jump across the gap to skip all the way to the chandelier room. And so forth. \n\nI\'ve never played the EU version, but based on these factors, I think that closer to an hour flat is a relatively decent estimate to shoot for, depending on just how much sequence breaking is possible. \n\nWell, that\'s all I can think of to say, that you couldn\'t just figure out by watching. Oh, one final note: I am somewhat acrophobic. o_o','2006-03-11',0,6325000,11,'Ico_14525',4,13,0,NULL),(0,517,NULL,147,'','A minimalist game deserves (relatively) minimalist comments. Read the segmented run comments for aspects that apply to both runs. \n\nThis is several minutes faster than the previous best known world record, which was done by some Japanese guy SEGMENTED. I think that if everything went perfectly, I could do sub 1:45. However, it would probably take me at least another three months of recording, and I don\'t have that kind of time or patience. \n\nI make three sizable, blatant mistakes, which cost about 2 minutes combined. Deciding not to attempt skipping the last skippable fight cost a little over another minute. Finally, I get bad luck in the room right before the windmill, costing 3 minutes. And when I mean bad luck, I really do mean luck. I don\'t think there\'s a better way to play \"hold onto R1 after a cutscene.\" During that section, I play a bit on tilt and get juggled 7 times in a row (!) and almost die. But I kept on going because amazingly, the shadow skip right before that (the riskiest part of the entire run) went perfectly.','2006-03-21',0,6664000,11,'Ico_SS_15104',1,13,0,NULL),(0,518,NULL,148,'','Preface: \n\nAs I started this speedrun, ignorant of the pains and horrors to come, I wrote it with the intent that you could read what I did and why, while making brief jokes to break up what would be a straightforward and boring comments file. I was wrong. After a few months, and only a *few* thousand level attempts, my mind began to fray and as I wrote it reflected that descent into madness, all remains of straightforward, or even coherent, disappeared. I blame you, Istanbul 01! Anyway, I still hope it\'s funny. \n\nHello and welcome to my, Goggen\'s, Indiana Jones and the Emperor\'s Tomb speedrun. \nLet\'s begin... \n\nGeneral info: [ul] [li]Rolling over jumps sometimes saves time. Basically, when jumping *down*, you go farther in a roll than in a jump. More horizontal speed and whatnot. [li]Jumping into whippings saves time; Indy doesn\'t stop and pull out his whip first, but instead does it mid-air. Yeah, *that\'s* realistic... [li]Rolling over items, guns, ammo etc. picks them up, and is faster than the animation *and* you keep moving, not to mention picking up multiple items in one go. Boy, is rolling *fun*! [li]Annoyance #1: Dodgy camera movement around enemies: The camera goes to fighting mode when close to an enemy, which is really annoying. [li]Annoyance #2: Cutscene sticking: After a cutscene, Indy sometimes won\'t move immediately. [li]Annoyance #3: Difficulty in restarting a level: To restart the level, you have to either a) die, which can be surprisingly difficult at times, and which has an annoying Looney Tunes fade-out, or b) exit to the main menu (complete with loading) and re-load the level from there (now with 50% more loading, for that extra loading goodness). [/ul] \n\nMain Menu: Little to say here, really. Overwrote existing game \'cause it\'s faster than deleting and starting anew. ...And I couldn\'t figure out how, as well. Apparently it\'s in the Load Menu or something. Ah well. \n\nCeylon 01: \n\nJumped the low edges, as it\'s faster than stepping over them. Fell into the stream instead of jumping over it, but you travel about as fast on the ground as in a jump, so it doesn\'t really matter. Rolled over the gap since you skip the tiny animation of Indy hitting his shins on the edge. And it looks funny. \n\nRan and jumped around the first water fountain to save the corner. As you can see, rolling over the jump saved me the catching-the-edge-and-pulling-up animation. Dropped off the next edge \'cause jumping is difficult to aim and I saved some health, and it wouldn\'t have been faster. \n\nJumping gaps *then* whipping is faster (and not just cool) since you keep moving. Since the machete can\'t be selected with numbers for some reason, and I don\'t have three hands to select it with arrow keys, I \"used\" the vines for it. \n\nCeylon 02: \n\nUrgh. A bit long and some nicely random shortcuts scattered about. \n\nCutting the rope and elbowing the guy went smoothly (a rare occurrence), as well as the rolling off the crates, which kept the speed up. Bypassing the enemies and whipping the first gap went well, although the wallhug could have been just a *tad* more to the left. The following whippings were OK, but he steps over the broken wall-section which can (randomly) be avoided. \n\nHuge time-saver: Rolling over to the platform saves the whole business of getting out of the water and jumping to it. \n\nCutscene skipped. \n\nRoping straight to the whip-point saves some more time, as well as avoiding fighting the shotgun-guy. \n\nMinor mistake: Fell off the edge and pulled up as I landed after the rope-jump. *Could* have been avoided, but since the guy didn\'t shoot me (he\'s one helluva shot) I let it slide. Speaking of slide, I stopped for a moment before the floor collapsed and the short slide, but I let that one SLIDE as well. \n\nSwimming and getting out of the water went OK. Perhaps a bit clumsy on the getting out. \n\nClimbing and pulling the switch OK. \n\nCutscene skipped. \n\nGot shot once with shotgun, *could* also have been avoided but since he shot me around the corner it didn\'t really hurt much. \n\nCeylon 03: \n\nWow, that first jump has killed me a buncha times. Pulling out the whip mid-air over pointy spikes went well, although for some reason I didn\'t jump into the pit, I just dropped. Probably still as quick, though. \n\nHit both the guy and the wall running past, this because of the camera moving to fighting mode. Jumping and especially the whipping went smoothly. Skipped the whole shimmy-tutorial by just pulling myself up and running. *Also* avoided the spawning of a machete-guy who would otherwise cause trouble planting the demo-charge. \n\nShooting both guys saved time, and luckily I got some ammo for the next level. Selecting the bomb first saved perhaps a bit of time. Hiding behind the column saved time getting to the level-exit after the bomb went off. \n\nCeylon 04: \n\nGetting to the switch and hitting it at correct angle a bit annoying, but OK. \n\nCutscene skipped. \n\nI shot the shotgun guy first because a) he\'s a bigger threat and b) hitting the revolver guy from the left means I can roll *towards* the climbing bit for his gun rather than away from it. No point in taking the shotgun since you don\'t get any bullets until he\'s pulled it out. Shooting machete guy went OK. \n\nCutscene skipped. \n\nClimbing and jumping went well, but for some reason you can\'t jump into the whipping. Took a lot of damage jumping the guard rail (sometimes I take no damage) but it saves time. As mentioned in Ceylon 01, had to \"use\" the vines to select the machete. \n\nJumped onto the vineclimb since I skip a bit of slow, slow climbing. Jumping the first weakened floor and rolling under the traps you\'re *supposed* to do, but the second weakened floor I just ran across on the left. Whipping and macheting went OK. Rolled into the end cutscene. Not strictly necessary, but a bit funny. \n\nCeylon 05: \n\nNow, here I let the cutscene play out just a millisecond longer than I had to. Why? So I don\'t have to watch him get up *after* the cutscene. Clever, clever. \n\nRolling into the first ever Adventure Mode (Adventure Mode! In color!) skips ahead three squares. Went straight through the first set of traps without delay, taking one hit. Waited a bit at the second, because jumping into an already sprung spike halts Indy, and I only had enough health for one more hit. Which I took. Curiously enough, I discovered that turning around and going through the Adventure Mode *backwards* is much faster, unfortunately though turning around is so clumsy (and getting through the trap alive is so uncontrollable) that it had to be abandoned. Might come in handy in a later level. \n\nTook a swig of water for no particular reason (wouldn\'t need it for the next level anyway) other than a nice straight hallway to select the bottle and swig away. Got to the switch unharmed. \n\nCutscene skipped. \n\nSlight cutscene stick here. Also a bit of dodgy running thanks to fight cam. Ran for the bridge, where I unfortunately didn\'t get the machete guy close behind me (which is all for the better anyway, because of fight cam). Why is this unfortunate? \'Cause he\'d be on the bridge when it collapsed and fall to his humorous death. Mwahaha. Well, as you know, I always *thought* he tried to go a bridge too far... \n\nCutscene skipped. \n\n\"See you later alligator!\" \"In a while, crocodile!\" Heeding no warnings of befanged crocodiles, I swim along the bottom straight through. Luckily, Indy can outswim the crocs most of the time, *and* they have trouble biting downwards, hence swimming along the bottom. \n\nHitting the switches went decently, had a bit of clumsy fight cam though. Rolled into the water for fun more than speed, really, although I got both. \n\nCeylon 06: \n\nFor some strange reason, 90% of the time Indy\'d lose his precious hat at the beginning, but not this time. Pulled up a bit as I started swimming since Indy has a nasty tendency to stick to the bottom. (Run out and buy the brand new non-stick \"Teflon Indy\"! In stores now.) \n\n*Very* narrowly escaped the crocs, but hey, that\'s what Indy\'s all about. \n\nCutscene skipped. \n\nSlight cutscene stick. Jumping OK, luckily avoided some annoying fight cam I\'d usually get. Pulled out water bottle and filled it up for the section ahead (which I doubt I\'d have survived). The following Adventure Mode went perfectly (from a speed point of view). Hit the switch at a right angle (that\'s 90 degrees, not the \"correct\" angle), but it\'s as quick as at the correct angle since Indy just turns through the animation. \n\nCutscene skipped. \n\nWatch in amazement as Indy\'s crotch painlessly travels straight through the lever! Here you see the advantage of the wonderful, wonderful roll, as the distance would be too far to jump and\'d have required a long detour through the water. Also another reason why I\'d need more health. Boy, is Indy hitting the bottle hard this level. Ran straight for Kouru Watu\'s mouth, which could not be jumped for some reason, had to step. Rolled into the level exit for show, as always. \n\nCeylon 07: \n\nUrgh. Another Ceylon 02. Not as long, but *very* random. I tried this level at *least* 200 times. This run was the *first* successful run and the 90th attempt *in a row*. On to the notes... \n\nStraight run for the first trap, a spiked 14-ton weight (Why spike what\'s *already* an excessively deadly trap?). Fun moment of *just* narrowly jumping out of the way of it failed, but irrelevant to the speed anyway. \n\nAnnoyingly random and difficult trick #1: Failed. Rolling off the weight, over the edge, into the hole, over the rubble and into the cutscene in one roll. Stopped before the cutscene. However the time loss is so minor (and the trick so random and difficult) that I kept going. \n\nAnnoyingly random and difficult trick #2: Success! Sliding and jumping to the whip-point, then jumping the intended whip-point step and whipping straight to the last stairs. Then actually getting *on* the stairs properly from that angle makes it all the much better! \n\nAnnoyingly random yet not actually *difficult* trick #3: Success! Running straight past the two guys, one packing shotgun heat, to the high step and vine-climb without getting shot or pistol-whipped (shotgun-whipped, ya nitpicker) a) while running or b) while climbing the step was a happy moment indeed. The rope-swing (alright then, vine-swing) went OK. \n\n*Somewhat* random and difficult trick #4: Success! Jumping onto the cage-elevator-dealie as it\'s moving has the sad tendency to get Indy stuck in space while the cage continues up. If you look closely, after pulling up onto the cage itself his feet briefly sink into the cage before I narrowly escape the 91st failure in a row that day by jumping up to the top of the cage. Jumping off the cage couldn\'t have been better timed, and the switch and run for the exit went without problem. \n\n*Finally*. Onto Ceylon 08. \n\nCeylon 08: \n\nNot a very difficult level, but *very* random. This run isn\'t pretty, but it gets the job done. \n\nStarting off with abusing the Guardians\' blind spot, directly underneath one, I just jump across the first puzzle. Rolling into the cutscene as it starts gives me a one-roll-length headstart on the next puzzle, which I kinda messed up. It *is* possible to roll straight through *all* the Guardians, but since I got hit while rolling I didn\'t lose speed and decided to keep going. Second Guardian went well, rolling *both* its attempts at Indy\'s life. Bad Guardian, *bad*. Stay! No, *bad Guardian! [[]Hits Guardian with rolled-up newspaper.] \n\nThen a straight run for the mother of all Guardian puzzles. Ignored both thugs, naturally (how they got there and what they were doing is anyone\'s guess). Took a swig of water while running, not much else to do. Rolled the first three Guardians, picked up a skull by accident (Why do human skulls grow on bushes in this game?), took one hit on Guardian #4. Jumped the Temple of Doom lava pit and avoided one of two hits. Then ran for the exit, holding the skull and saying \"Alas, poor Yorick. I knew him, Horatio. Kinda. I knew *of* him, certainly. Say, where *did* the rest of his skeleton go and why was his skull growing out of a bush? And *why* was there grass and a bush growing underground, out of the sun and without water?\" \n\nCeylon 09: \n\nFirst boss ever! Yay! A mercifully unrandom level, and *nicely* easy to die in. Just jump in the water and yell \"bite me\" at the croc, death in no time. Let\'s begin. \n\nStraight run for the climb-out-of-the-water-spot as it\'s furthest away from the croc and nearest the target area. Notice how Indy continues to talk while submerged. Nice voice on the man. \"If I don\'t get that monster out of the way this is going to be a real short swim.\" Nope, not going to do that. Went straight for the first switch (after jumping the stair in a needlessly showing-off way). \n\nCutscene skipped. \n\nStanding parallel to the corner and rolling when the cage hits the edge (watch for it), it should have been perfectly timed for Indy to land on the edge of the top of the cage. Instead, slight undershoot and taking damage and slight time penalty on the bottom cage-edge. Not really significant, and much faster than getting in the water and climbing up anyway. Straight jump from top of cage #1 to the edge of the top of cage #2. Ran to the *extreme* right and jumped without pause from rope to rope to switch #2. \n\nCutscene skipped. \n\nThis rope-jump is very tricky, and I had to get all the way out on the edge to do it. But I did, skipping having to stop and aim the damn rope. The jump from cage #3 to cage #4 *is* possible to do ending up on the bottom edge of cage #4, *but* out of 150 tries (and at least as many rehearsals) at this level that happened *twice*. The jump from cage #4 to the rope-jump is much harder than the same from cage #2, but I managed it, skipping having to aim this one as well. Paused a wee bit on the landing, but on that tiny ledge I\'d usually fall off anyway. Straight for switch #3. \n\nCutscene skipped. \n\nPerhaps a bit slow getting to the rope-jump, but it was seamless enough and skipped climbing up a bit to get on cage #5. Rolled to the top of cage #6. (To be honest, never even checked if it was possible to just jump. Probably wasn\'t.) The jump from cage #6 to cage #7 is *also* possible to end on the bottom edge, but about as rare as on cage #4. Didn\'t bother to climb to the top, ran straight for the rope-jump and switch #4. \n\nCutscene skipped. \n\nJumped for the rope-jump \'cause Indy\'ll do it whether you want to or not. Swam for the climb-out-point, went for the idol. The floor gave way, what a surprise. \n\nCutscene skipped. \n\nSwam for the vines, selected the machete there. (Climbing out of the water resets your selected underwater weapon, so selecting it earlier and pulling it out now not possible.) Slashed through (quicker than on land as well) and swam for the exit, where nasty Von Beck (grrr) tries to take the idol (grrr) but gets thrown to the croc (yay) and *you* get the idol anyway (yay). On to a brief cutscene and then Prague! Which for some reason has been moved from Czechoslovakia to Bavaria in Germany on a map from after WWII... \n\nPrague 01: \n\nLook, Prague is the capital of the Czech Republic, it\'s in what was at the time (1935) Czechoslovakia, it is and has never been in Bavaria, it was occupied from 1939 to 1945 (and was *still* in Czechoslovakia) and it *continued* to be in Czechoslovakia until the Czech Republic and Slovakia peacefully broke up in 1993. They *moved* one of the oldest and proudest cities of Europe to another country! What\'s next, \"Paris, Italy\"? *And*, almost as obscenely dumb, the map\'s not even from 1935! It\'s from a brief period between 1945 and 1948, *after* large sections of Germany were turned over to occupied countries but *before* Israel was formed. Humbug! \n\n...Anyway, onto the first level, a fictional castle in the fictional city of Prague, Germany. Come to think of it, there wasn\'t even a city! There\'s no Prague, it\'s just generic box canyon surrounding the castle! Couldn\'t just have said \"A castle in Germany!?\" AAAH! \n\nAhem. It starts of with a long, straight run for the first jump. Selected some weapons to show off and make the trip seem shorter. \n\nFight cam pulled me away from the closest point to jump from, but it makes *no* difference. And now for something completely unintended by the idiot makers of the game: (Fair enough, they can\'t clip *everything*, but come on! \"Prague, Germany\"!?) Instead of going over and around the main gate, climb down and go for the bridge jump (minding not to go a bridge too far), I roll straight over the secondary (rather pointless) gate and go straight for the bridge. For some reason, took no damage (or time penalty) for rolling it. Hm, weirdly random. And now for *more* unintendedtacular action; I jump on the banister, *roll* the shimmy, overshoot (purely by design of course) and whip for the rope-jump and jump and run for the exit. Beautiful. Fastest level of the game so far. \n\nPrague 02: \n\nUrgh. *Longest* level of the game so far. Only two tricks total and nothing remotely spectacular. \n\nTrick #1: Jumped straight down to the two Gestapo, hitting the banister on the way so\'s Indy wouldn\'t die. \n\nRan straight through most of the first trap, rolled the end \'cause there\'s a 50% chance of taking damage and pausing briefly. Ran past trap #2. Trap #3 done as supposed to; jumped first blade, rolled second, and rolled the last two. Trap #4 done as intended; jumped the rather un-ominous rolling spiky thingie. Trap #5 went as intended; waited a split second before running straight for the switch. \n\nCutscene skipped. \n\nTrick #2: Rolled the whipping. Landing on the stairs doesn\'t seem to be any faster than landing on the edge and pulling up. \n\nWent for the switch. \n\nCutscene skipped. \n\nRolled off the ledge and rather fluidly landed on the banister. Ran past Gestapoman and rolled when passing to avoid being shot in the back. Ran for the whipping, whipped across bottomless pit. Wallhugged at ideal point, but disengaged awkwardly. Went for the lever. Jump and rope-climb went OK. Shot all three Gestapomen because they\'d have shot me in the next section. Climbed for the levers. \n\nCutscene skipped. \n\nJumped the two ropejumps and climbed for next switch. \n\nCutscene skipped. \n\nUnexpectedly landed on top of a window when rolling off. Jumped off *that* and jumped for the switches again. \n\nCutscene skipped. \n\nJumped the ropejumps but got weirdly stuck on the ledge for half a second (jumping off as I hit the wall looks the culprit). Pulled the switch and awkwardly ran for the exit. This was the best and *only* successful attempt. \n\nPrague 03: \n\nShort, uneventful level. Oh, and marvel at the *doors* (!?) in the canvas-cover of the truck. \n\nRan past two Gestapo and rolled the MP-40 and ammo (*might* come in handy), climbed the flatbed and picked up the demo-pack. Ran for the covered well. Shot a Gestapo. Jumped and placed bomb. Took two hits after, irrelevant as the timer was running. Rolled into well. \n\nCutscene. \n\nSwam for the lever. Pulled lever. \n\nCutscene. \n\nRan for the end switch. Got slightly caught on a corner. Pulled switch. Easiest level so far. \n\nPrague 04: \n\nStarted level, ran past Gestapo and on to the doors. Ran past two more Gestapos on way to whipping. Turned and jumped into second whipping, where I whipped further than usual (or I hit the edge). \n\nTwo cutscenes. \n\nIt seems like The Collective blocked the ledge, or I\'d have rolled for it. Dang. Wallhugged whilst drinking water, and tapped the key to show off the funky animation. Pulled lever. \n\nCutscene. \n\nAt this point, I *could* have rolled for the rope, but instead I whipped as you\'re supposed to, \'cause then (if done right) you get *exactly* the right altitude for the jump-off. Opened the doors, and shot a Gestapo on the right so\'s he wouldn\'t hit me in the back when I took the key. Yella\' bastard. Ran through the doors and on to the exit. \n\nPrague 05: \n\nLotsa hard tricks. \n\nRan for the fireplace, jumped the first step. You\'re *supposed* to whip across (like I do later), but I instead climb someplace they seemed to forget to clip. Following trick was the hardest of the level; running on the ledge, running straight into the wall and *sliding* gently into the banister and climb that. Fell off lots here. At this point, you\'re supposed to lower the chandelier and whip across and wallhug to the stairs. No chance; jumped the banister and ran the ledge. Pulled the switch. \n\nCutscene. \n\nRolled off the ledge but did *not* lose health or speed on landing. Weird. Ran on the right \'cause the Gestapos have lousy aim over distance, as you can see. And it looks cooler. Messed up jumping to the book, climbed instead. Slight mess-up, but I kept running anyway \'cause the dismount from that last roll was so flawless. Got the book, ran off the step, jumped onto the fireplace and whipped as you\'re supposed to. (At this point you\'re supposed to lower the chandelier even further.) Ran for the wallhug, which was a bit clumsy. Used the book. \n\nCutscene. \n\nWhen you skip the cutscene, Indy\'s animations are still fixed. Got the map. \n\nCutscene. \n\nGot extremely lucky when jumping down to the two Gestapos, ran between them and went for the exit. A bit of dodgy fight cam, unfortunately. \n\nPrague 06: \n\nUrgh, that clock. \n\nRan and picked up the crown, was too fast to the door to necessitate a roll. Aw... Ran on to the switch and deposited the crown. \n\nCutscene. \n\nRan over the levers before they rose. Used them at first opportunity, but a bit of inevitable lag in the animation. Rotated the dials the quickest direction and ran for the exit. \n\nPrague 07: \n\nRan and jumped onto the first stairs. Believe it or not, the toughest bit of this otherwise easy level. Ran past second stairs, turned 180 degrees and jumped onto those. \n\nCutscene. \n\nCould have gotten into that wallhug a wee bit further out, but it was okay. \n\nNow, here\'s what you\'re *supposed* to do: Climb the wall to the top of the tower, run out the window and fall into a rope. Climb to the bottom of the rope and swing in a window and out the door. Alternate route 1: jump from window on opposing side of the rope, onto the balcony. Alternate route 2, the neat-o one: Before the wallclimb, jump from the steps onto the spiky guardrail and onto the balcony. Ta-da! \n\nEven bumped into the guard. Followed intended level route for a while; through the door, up the stairs, into and out of a small tower, smashed a window, stole a broken sword. \n\nGot the recently spawned Gestapos out of the way with my trusty MP-40, and took a shortcut off the balcony and ran for the stable and the exit. (Intended route; up the stairs again, into the tower again, and slide on a rope to the top of the stable, down the two sets of stairs and out the exit while avoiding a Gestapo with MP-40.) \n\nOutside of punching air opening the stable door, this level went pretty flawlessly. \n\nPrague 08: \n\nDeposit broken sword to statue, toy with clock, onto next level. Pretty straightforward, really. \n\nPrague 09: \n\nRan a bit, past two Gestapos. On past annoying rope-swing. Ran way out on the edge for show. And because my mouse-cable got caught on something. Ran past the next set of Gestapos and skipped a section of gameplay; you\'re supposed to go to the left and whip along the bridge. I jumped onto the ledge and rolled for the entrance. Had some luck on the landing; took no damage. w00t. Got the lever-handle and used it, had a bit of cutscene-stick. Ran outside the rotating platform, \'cause it was running against my direction. Selected the water-bottle after opening the secret compartment. Picked up annoying document. Took a swig waiting for Gestapos to break down door. \n\n(Intended route: Climb the telescope while the Gestapos are at work on the door, slide a rope to a platform, enter some section of tower and take some stairs to a door not far from the exit.) MP-40ed my way past the two Gestapos, jumped over the railing, landed on some spiky railing further down, and rolled from *that* to straight outside the exit. W00T! \n\nPrague 10: \n\nMore clock. Nothin\' to see here, show\'s over, move along people. \n\nPrague 11: \n\nUrgh, lots of climbing, hardly any shortcuts. \n\nActually, outside of the basic not-attacking-enemies-even-though-the-game-taunts-you-to, there\'s only a single deviation from the normal course in this level. At the end, instead of climbing (from the room filling with gas) I jump the banister skipping one rope-climb. Unspectacular. \n\nPrague 12: \n\nFinal clock! No more clock! Wuhu! \n\nPrague 13: \n\nAnother boss. An annoying one, since he does too little damage to kill me *quickly* so I can retry a failed run. Oh, and the loading screenshot of the lab doesn\'t match the final product; there are chairs strewn about and the skeletons are standing upright with their arms straight out through the wall of their tubes. \n\nAnyway, I smote him thusly: Ran for the beaker on the left and rolled behind the table for cover (seriously, those fireball thingies of his mess runs up). Threw that and the three next beakers, and onto stage 2. Here, I use a tiny trick; he hits back if you hit him three times. As you can see, I hit him twice, let him recover, hit him twice, recover, etc. until he bites the acidic pointy piece of metal tube dust. Which, by the way, was buggy and glowed white (too many fume sprites, I reckon). Then I roll the Dragon Shard dealie and run for the exit. \n\nIstanbul 01: \n\nAAAAAAAAAAAAARGH! This took *forever*. Figuratively speaking. Attempt after *attempt* after ATTEMPT after *ATTEMPT*! I have nothing but attempt, I mean contempt, for this level. I tried it so many times that I started counting. I counted 522 attempts before I got the level. FIVE HUNDRED AND TWENTY-TWO! (Not to mention a couple hundred attempts before I *started* to count!) And that\'s *at least* thirty seconds per attempt just from loading alone! That\'s four hours twenty-one minutes loading! ARGHGRAAAARHH! I even got *so* bored with this level I set up statistics over *how* I failed this level hundreds upon hundreds of times. Here they are, by the way: \n\n(Opening fight)....................... \nFirst room:............26	12.21% \nNo kills:..............93	43.66% \n1 kill:................48	22.53% \n2 kills:...............10	04.69% \n(3 Kills, moving on).................. \nBefore pack:...........11	05.16% \nAt pack:................4	01.88% \nAfter pack:.............7	03.29% \nIn gunfight:...........10	04.69% \nAfter gunfight:.........2	00.94% \nTries counted:........213	40.73% \nTries total:..........523 100.00% \nTries successful:.......3	00.57% \n...................................... \nTimes timed...........195	37.28% \nTime playing:...................98:46 \nEstimated time playing:........264:46 \nEstimated time in loading:.....261:00 \nEstimated total time:..........525:46 = Eight hours, Forty-five minutes, forty-six seconds! \n\nAlso, we can glean from these (wonderful) statistics, that I only get past the first three guys 16,81% of the time, and those remaining 83,09% those god-damned arab nazis mess up my run in the first 25 seconds! GOD DAMN YOU! GOD DAMN YOU ALL TO HELL! TAKE YOUR STINKING PAWS OFF ME YOU DAMN DIRTY ARAB NAZIS! IT\'S A MADHOUSE! A MADHOUSE! Furthermore, you can also see that I spend almost exactly the same time in-game as I do in the god-damned loading menu! WHY THE HELL DO YOU HAVE TO GO TO THE MAIN MENU TO LOAD GAMES!? ARGHGRAAAAAH! And it all adds up to almost nine hours. NINE HOURS! AAARGH! \n\nSigh. Anyway, on to the level: \n\nIn the opening fight (which, statistically, got messed up 434 times, by the way) I run straight for the knife-guy, since he doesn\'t attack you until he gets to a certain point (and \'cause he has a knife, obviously). Tactically, I use stabbing against one enemy and swipes against close-together enemies. This has got to be one of the smoothest victories ever. (And, statistically, one of only 89 such.) \n\nI run straight past the next knife-guy, get the MP and *kill* the MP-guy up top, because with him alive I can\'t get past the stairs on the way back. I dispatch the following two MP-guys (one who spawns later than the first), and the one in the next room, with shooting suspiciously dangerously-placed highly explosive barrels. I pick up the pack, roll some ammo and a medkit, run and roll a MP, and run back to the stairs. I grab a medkit by the (dangerous) MP-guy, and run for the next cutscene, where I roll into a pair of grenades. I run through MG-fire and past that guy and a grenade guy and roll into the next cutscene. Here\'s a tricky part; I shoot all three knife-guys before that Chinese girl shows up, meaning she\'ll be fighting the knife-guy who spawns next and I won\'t have to watch the stupid cutscene of her leaving. I climb the tower, roll across to some other tower, climb, push some boxes out of the way and skip that cutscene. Then a cutscene-rope-descent, some climbing, a narrow dodge of a knife-guy, and the level\'s over. YAAAY! \n\nIstanbul 02: \n\nStrangely easy, once I got the only trick in the level to work. What, \'one trick level\' and \'easy\' in the same sentence? But that\'s impossible, Istanbul 01 proved it! \n\nBut no! You\'re supposed to run from the giant room into some caved-in entrance, (You\'re on the top floor of a giant towering structure. What is there to cave in?) whip across some places, slide some, run back out to slightly further down in the giant room, wallhug, run back into the structure, run some hallways and another whipping-section across some sharky water, down a hallway, pick up a bomb in a room adjoining the giant room, run back that last hallway and blast your way into Istanbul 03. And all this while arab nazis and DAK troopers shoot at you. (That\'s Afrika Korps for j00 ww2-n00bs, nazis in deserty camouflage, and actually not in existence until 1941, six years after this game. Although they *could* technically be SA, who\'d have brown desert camos left over from WWI. Hence \"brownshirts\".) \n\nWhat *I* did, however, is so much more spectacular! I ran to the opposing end of the room (drinking some water on the way, and selecting the gun so Indy briefly drank that, kinda funny), right over to over that bomb-room, selected a grenade (don\'t know if that helped or not, I was trying stuff out), Guard-walked off the edge, fell a *really* lethal distance, landed unscathed in midair just shy of a ledge, ran onto the ledge and awkwardly made my way into the bomb-room by dropping onto a pillar and down. That skipped the whole level, pretty much. Yep. I 0wnZ j00 4ll. w0rd. \n\nThen just a matter of getting the bomb, run to the exit, set the bomb, wait, and exit. \n\nAfter a few (hundred) merciful attempts (you get that first trick or die, so you\'ll immediately restart the level, yay), this level was over thanks to an *incredibly* random bug. Which is also why I let slide the following: Clumsy running while selecting grenade, clumsy running on the ledge (falling off and getting back up), clumsy rolling a medkit, clumsy running to the exit). If fixed, could save a couple of seconds maybe. But then again, I just saved maybe a *minute* or more on that drop-trick, so I\'m pretty pleased. Level over! Yay! \n\nIstanbul 03: \n\nStraight run, just one tiny shortcut. \n\nAt the start, I follow the standard climbing and whipping route (and not getting shot by luck) until I get to some stuff leaning against the scaffolding. I climb on the stuff\'s bounding box, and jump (seemingly from midair) on to the next bit. \n\nAfter the whipping, you\'re supposed to jump across and shimmy some. Instead, I just run off and aim for the box for box-smashing k3wlness. I miss, *but* I lost no health/speed so k3wlness will have to wait. I run straight for the DAK (Afrika Korps, just to remind you) by the elevator, \'though I disarm one on the way, \'cause killing *him* triggers the elevator. I shoot the remaining two DAKs so\'s they won\'t get in the way, kick one elevator-DAK out of the way (humorously) and trigger the elevator, lever-style. Totally old-school. Word. \n\nI MP-whip the second DAK and steal his Mauser (Schnellfeuer Model 712 \"Broom handle\", so now you know) and pistol-whip him in the crotch with it. 0wnZed. The first DAK picks up *his* Mauser, runs after and tries to shoot me, but ha-ha, no luck. Pretty awesome muzzle flash in frame, too. Unfortunately, I get a bit caught on a doorway, but nothing too costly. \n\nAnd now for the crane puzzle. Wow, almost Half-Life 2-like. Except crappy. I spend the time looking around a bit (first head- crane-head-crane, then I look up to the route I followed in Istanbul 02, and nod all gloaty-like). I skip the cutscene and get shot twice getting to the ladder. I don\'t *jump* the ladder \'cause they\'d shoot me in mid-air (much better shots than that elevator-n00b). I take some hits but lose no speed. Then a brief climb and whip my way to Istanbul 04! (And hey, doesn\'t it look like Indy\'s *surfing* that giant head? \"Whoo, catchin\' some great waves on this giant head, dude!\") \n\nIstanbul 04: \n\nPlease note how the previous level ended with Indy gently being lowered into the hole (With whom at the controls...?), and this level started with Indy plummeting. The Collective, masters of continuity! \n\nAnd also note that after a few tries I got a run at 3:47. Not pleased, I ran the level a few hundred times more on a level that takes almost four minutes to complete, and got... 3:39. Ah, progress in practice. \n\nAnyway, on with the notes. A first with this level, I noticed that there\'s some weird kind of speed-swimming Indy can do. Tap Jump repeatedly (for stroke) and he\'ll swim *extra* fast. Well, *animate* extra fast at any rate. Also, I noticed that Indy doesn\'t put his hat back on when he gets out of the water if you\'re holding something, in this case a Turkish knife. I swam for the oxygen-canister (which apparently requires no form of mask, or regulator, or anything. And which the nazis aren\'t themselves using in stead of their clunky underwater battle armor things. No wonder they lost the war...), used a medkit while getting out of the water, smashed a crate and rolled, picking up said canister and a brand new medkit. Then into the water and a tiny bit of speed-swimming before I get to the shark introduction cutscene. Which prompts: \n\n[[]JAWS theme] \n\nNA NA. NA NA. Nananananananana-NANA-nana-NANA-nana-NANANAAAA-nana-NANAnaNANANAnaNANANAAAA! \n\n[[]/JAWS theme] \n\nOkay, back to the speedrun. I fiddle with the knife a bit (\"Yew call that a knife!?\") and climb out. I check to see if I actually got the medkit (yup) and pick the Mauser, then shoot the unsuspecting and very deserving nazi in the face, missing once. I pick up his Mauser and head for the strangely placed cottage thing where I roll the map, MP40-ammo and a bottle, pick up the speargun (and drop the bottle) and pick up three speargun-ammos. Then I roll into the water and (after a brief cutscene) swim for the bomb. I fire off a couple of speargun shots at the diving suit nazis, hit once and miss once. (I would *also* like to point out that they\'re wearing nazi armbands. You know, if you\'re in a leaky diving suit, in deep water, surrounded by sharks, in a temple that may collapse at any moment, handling explosives *and* fighting off archaeologists with spearguns, you\'ve *already* proven your loyalty to the third reich without needing to show off with armbands...) \n\nI take one hit after picking the bombs up, and on the run back to the shark pond I check if I actually got both bombs (yup) and swim, *very* narrowly avoiding a shark to the point you actually get its point of view, and showing its teeth and whatnot. Hm. Shark\'s point of view... \n\nNA NA. NA NA. Nanana... \n\nOkay, I\'ll stop. Anyway, I get up and roll into the cutscene, ending up in the water. I swim for the obelisk and plant the bomb on this lovely piece of archaeology. Tsk tsk, dr. Jones. I punch the bomb a bit (\"Damn you for destroying priceless millennia-old architecture!\") and drop off the ledge while still hanging on. I look around a bit, and KABOOM, skip the cutscene, get back up into the middle of some great balls of fire. (\"Goodness gracious great balls of fire!\") I run the now toppled-over obelisk and instead of going the proper, complicated route on the left, roll off to the right and skip some whipping and whatnot. I also have some luck with the landing, getting a landing-without-taking-harm-or-pausing-landing. I run for the crane and its controls, and while fiddling around, looking at the crane, to the hook, to the head, to the wall, back to the head, and *swiftly* pan to the wall and shaking the camera a bit. Implying what\'s about to happen. Ahem. *Then*, I leave the crane, for the reason that if I *start* the next bit of craning (rather than *continuing* the craning) I can leave the crane controls be and run off to the ladder, which I jump for in the nick of time before the cutscene. *After* the cutscene, the camera just stays around some (\"Hello? Cut! CUT! STOP FILMING!\"), during which I climb the ladder (you can only hear Indy grunting and groaning, in case you\'re wondering what *that* was). I beautifully execute a semi-circle run around the ladder-hole, and climb to where (on Ceylon 03) there was a ladder to the crane itself, but isn\'t now, and instead jump and climb up. I run and roll for the head. Now, if you land on top of the head, rather than on the side of it as I do (and boggle most people\'s minds, I\'m sure), you can roll straight for the pre-exit platform, but instead I have to run around the head, land on some broken wall and run for the roll to the end of the level. Yep. I roll for a millisecond into the end cutscene, for good measure. \n\nIstanbul 05: \n\nBlargh. Long, long, long level. Longest level so far. Hm... \n\n\"When and where the invasion takes place, it will be, for the Allies as well as the Germans, the longest level. The longest level.\" Da-da-da-DAM. \n\nAlright, enough references to really old movies. ...For now. \n\nI start off with a quick roll into the water, and a short swim for the absolutely nearest climb-out point. Please note the shark generally minding its own business. AI not kicked in yet due to skipping of cutscene. Sad, really. I whip to the next bit, where I do *not* climb onto a thin ledge, shimmy around to the other side, fall off and jump on some rubble. I instead roll and then jump onto later in that same some rubble, which is actually surprisingly difficult to do; you have to either jump *under* the outcropping dealie, or *outside*, and both have a terrible risk of either butting Indy\'s head and falling in the water or falling short. And falling in the water. I speed through the next bit \'till I get to the stairs, where I roll onto the Wine Coin place (and, in many failed attempts, miss and fall in the water or fall short and fall in the water), skipping the spawning of one arab nazi knife guy (\"ANKG\"?) who\'d be triggered at the top of the stairs. I reload the MP-40 (awkwardly) and the speargun (needlessly) and roll the coin (and, usually, the speargun ammo, but not this time, hence the needlessly) I run back, fiddle with the coin, and fall in the water. Well, roll. Intentionally. I take some damage on the midway landing (\"Midway\", 1976), something I usually don\'t. But did. This time. \n\nI follow the beaten path until after the whipping (pretty much \'till the end of the level, actually), where I run along a thin ledge instead of immediately climbing onto the plateau, to avoid some rubble maneuvering (\"You rubble scum!\") and to select the bottle while climbing up. I take a swig, and run for a roll to the Trident Coin place (I think you can jump it, so it\'s probably not an unintended shortcut). I run up the toppled pillar and roll to the lamp on the bottom platform of the next bit and jump onto the next platform (alternately, you can run slightly farther along the platform and roll straight to the edge of that last platform), a trick which although minor, I *insisted* on keeping in the run in spite of the, uhm, minority of it. Not that I actually had anyone to insist *to*, but if I had, I\'d be insisting their ears off. \n\nI climb to the top and roll to the bomb platform, and roll two bombs (For the price of one!) and climb back onto the top. Here I should actually have jumped from the bomb platform straight over the next level and onto the second-highest level, but I fell short and had to climb. Very minor. \n\nI roll over to the next (or previous) bit and climb almost to the top, jumping straight onto the pillar, which I then roll off of and run for the bomb placing. While waiting I wallhug and use the kinda-cool lean-out-and-look-animation for entertainment. Also, please note that in spite of the ticking of the bomb, and plainly obvious clock on its face, the bomb also has one of those fizzy Mission Impossible-fuses. which is *not* actually physically present on the bomb. Bah. \n\nOr rather, \"KA-BAH-LAM!\", as I run straight through a sea of fire (damn, I already used the \"great balls of fire\"-joke on the last level) to the Trident Coin. I select the last bomb on the way back. (\"The Last of the Bomb-hicans\"? Nah, that\'s even more of a stretch than \"KA-BAH-LAM!\" was...) \n\nI roll and swim for the last bomb site (\"The Last...\" ...Nah.) and plant it. You can see I\'m a bit early on the swim for the coin and pause briefly. Could have gone badly... \n\nAnyway, I pick up the coin and climb (and fall out of the water and awkwardly climb again, costing a second), roll over to the bomb platform and selected the MP-40 to gun away the two arab... The two ANKGs from the doorway, which I don\'t \'cause they step out of the way (nice of them) and run for the next bit. \n\nHere, you\'re supposed to jump onto the rope, climb, turn around, swing, grab ledge, climb up, but I get caught on some rubble. \"Oh no, he\'s ruined the run, I have lost my faith in humanity\", you say? Nope, I climb the rubble, turn (on a really easy to fall off of ledge) and jump, skipping five seconds. All intentional. Yay, faith in humanity restored. \n\nAnyway, I run past one arab nazi grenade guy (who blows himself up) and gun the next two arab nazis out of the way and follow the (yellow brick road?) intended path (bah) and roll down some rocks, where I get caught for a second. Dang. \n\nI roll into the water, swim and grab the last coin, swim back up, skip a tiny tiny bit by jumping straight over to the last stretch (and into the camera rather awesomely). I run for the coin puzzle and select the first coin. The next bit doesn\'t need much narration, but, well, actually it does; intended route was Wine, Trident, first wheel, Seahorse, Kraken, second wheel. I screw up ever so insignificantly and go Wine, Trident, Seahorse, Kraken, second wheel, first wheel. Might\'ve cost a second. But at least the level\'s over. *Finally*. \n\nOh, and by the way, noticed how Indy carries *both* the MP-40 and the Speargun on his back? And how did he light the fuse on the underwater bomb? And what do those sharks eat when Indy\'s not around, anyway? And if you say those little fishies swimming about, well, what do *they* eat? And how exactly *do* the nazis and arab nazis get around these levels, anyway? And what do *they* eat? \n\nAND WHY THE HELL CAN\'T INDY CLIMB LEDGES TWO FEET ABOVE HIS HEAD WHEN HE\'S IN WATER!? \n\nIstanbul 06: \n\n\"The Fall of the Sea King\". \n\nHm. Isn\'t \"Sea King\" some kind of helicopter? So this is basically like \"Black Hawk Down\", then? \n... \n...Yeah, I worked on that one for a long time. \n\nAnyway, this level here was mercifully brief. And more so the next one. Yee-hoo! \n\nOkay, I start off with a roll the *frame* the first cutscene starts, and land in the water to skip a negligible piece of time. But it\'s a shortcut. One must take shortcuts. Even when they ruin 90% of your level attempts. \n\nMoving on, route-wise on this level I go for the waterfall-turnoff-lever first, although I suppose it *might* be *as* good to go for the bombs first. Ah well. I\'m a bit clumsy immediately after the lever, but there\'s some cool flame in shot so I kept it. And it wasn\'t slower, naturally. Which I know, \'cause on the way back from the lever I move sort of in sync to the music. Urgh, flashbacks to Istanbul 01. \n\nI swim for the bombs and amazingly don\'t get shot by the swimsuit nazis (Sports Illustrated\'s Swimsuit Nazi Edition?), who instead shoot each other. Tihi. Also, some harpoons fly past camera just before bombing the ankle, also cool. On the way to the thigh-bomb I jump the collapsa-floor in the nick of time, more coolness. (And no, you can\'t whip, jump or roll when the waterfall\'s on. If you *do* catch the ledge, you\'re washed off.) I do *not* select the bomb after the trident-whipping, \'cause that tends to end in my clumsiness either missing the whip or not jumping the hole after it. And it\'s virtually cost-free. I *could* have waited for the bomb *underneath* some of those collapsa-column-chunks, but since I skipped that bit and it\'d have had me facing the wrong direction, I left it out. Then just a short jump and climb and whip to the next level, ending with a cool 2 minutes flat. For those keeping track at home, the score is Cool 8, Not Cool 3. \n... \n...Oh, and isn\'t *really* bad archaeology to blow up an ancient giant statue to get through a floor? Wouldn\'t it have made sense to, well, BLOW UP THE FLOOR!? \n\nIstanbul 07: \n\nHm. The last level ended with Indy being sucked down some water hole. And now you\'re falling down some decidedly *not* watery hole. The Kraken\'s Lair must have some *damn* good de-humidifiers. \n\nAnd the Kraken apparently lost two limbs while installing them, \'cause octopi have eight or ten tentacles, *not* six. Thank you, PC GAMER, for pointing that one out. And the bit about the statue in the last level, forgot to thank you then. \n\nAnyway, this level, in spite of it\'s >2 minutes length, is in fact very little of anything at all. Here goes, in Text Adventure Mode: \n\nWait through annoying cutscene that can\'t be skipped. Pick up Super Speargun. Pick up Speargun ammo. Roll bombs. Jump in water. Shoot Kraken and annoying jellyfish it for some reason excretes (the loss of those two tentacles must\'ve been *disastrous* to its hygiene). Plant bombs. Swim for climb-out point. Shoot Kraken again when it returns. Climb out. Roll bombs. Plant bombs. Wait through annoying cutscene that can\'t be skipped. Jump onto concrete block, after for some reason having lost your hat. Roll to bottom of stairs, once *again* losing hat. Roll Shard of Whatsit-or-Other. Miss. Run back and pick up Shard-dealie. Lose fraction of second. Skip cutscene, yay. \n\nISTANBUL OVER! \n\nHong Kong 01: \n\nHONG KONG BEGINNING! \n\nSorry about that. Anyway, this level was an odd one. First, let me explain how I complete a level. First, I start out by going through the level, looking for places to go, people to see and shortcuts to... Cut. Then, once I\'ve figured out the route, I look at specific tricks, often comparing differing things to see which is faster, and run *those* things until I\'ve figured *them* out. Lastly, I run the level again and again and again until it\'s finished. \n\nNow, I was in stage two, testing stuff out. I knew the route, more or less, and there were two things I was wondering about. Secondly, there was a jump from the third level balcony straight down to the dance floor, or going along some roofing straight to above the switch. But firstly, there was the opening fight. I figured \"hm, lotsa chairs about, I\'ll try those\". So I picked up one chair, hit a ninja. Went smoothly. Picked up a second chair, hit ninja. Hm. Third chair, ninja. Fourth chair, ninja. Then I figured \"hm, that went smoothly, I\'ll just try and see if I might just go through to the end of the level for kicks\". So I followed the route, went up to the third level balcony, picked up an iron skin potion, pulled a lever, went back and jumped off the balcony, went for the final lever, and ran to the end of the level picking up a bottle and some ammo on the way. And I was finished. Level done. No flaws or anything, except for some *slight* awkwardness picking up those two things. \n\n...What? \n\nDone with the level ON THE FIRST TRY!? \n\nThere must be more to it. Quite frankly, this kind of thing had never happened before. \n\nSo after basically settling on this 1:46 run, I ran Hong Kong 02 a bit. *Could* run through it without using anything. And checked a walkthrough and found out that the next two levels were rail gunners so I wouldn\'t need anything for them, either. \n\nAnd then I found out the big flaw... \n\nNow, setting aside that, apparently, the ammo I\'d picked up had just disappeared when I picked up the bottle, not gone into my inventory, and that the *bottle* had disappeared between levels, and that the Iron Skin potion was bloody useless (doesn\'t protect against fall damage or stop Indy from taking hits). \n\nI\'d have to run this level *again*. \n\nUrgh. \n\nNow for, well, talking about the level. It took about three hundred tries, I reckon. *After* that damned beautiful 1:46 run. And then I got an ugly 1:43 run. And then I got a slightly less ugly, but also slightly less fast 1:44. Luckily, in the end, I got my coveted 1:40, but THREE HUNDRED tries to undo two minor mistakes?! \n\nOkay. Now for *really* talking about the level. \n\nIt starts out with three ninjas waiting to beat Indy up, one on the floor, two on the stage. Basically, you have to first take out these three and *one* of the two that spawn to trigger a *sixth* ninja to open the door out. \n\nSo I use chairs to take out the first four ninjas seemingly effortlessly, but actually incredibly frustratingly, since The Collective saw fit to not only auto-aim attacks (annoying on a PC where you can DAMN WELL AIM YOURSELF), but to auto-aim them towards the nearest *object*. No, not enemy, objects. And since the chairs are standing next to a table, roughly 250 of those just as roughly 300 tries were me hitting a table with a chair. Grrr. \n\nAnyway, I run away from ninja 5 and past ninja 6, as well as ninja waiters 7 and 8 and climb for the first cutscene, which I skip. However, Indy still runs and does his animation so it looks like I just stand there for a while. \n\nI continue on to the first lever, rolling (slightly delayed) under ninja 9 who kindly jumps over me. Sweet guy. I squeeze past ninja 10 and nearly get punched by ninja 11 as I pull the lever. That enables ANOTHER LEVER!? What the hell!? What sense does *that* make!? \n\nI can just see how a show works in this place: \n\nGuy 1: You need to go open the curtains. \n\nGuy 2: Do I pull this lever next to the curtain? \n\nGuy 1: Nope, you have to climb to the third floor and activate a lever there. \n\nGuy 2: And that opens the curtain? \n\nGuy 1: Nope, it just turns on this lever. Then you come down here again and pull this lever. It\'s really logical when you think about it, dumbass. \n\n... \n\nSigh. Anyway, I skip a huge chunk of level and all the following ninjas by running back to ninja 9, who kindly opened the door for me (What a guy!), climb the railing and fall down to the dance floor, ready to boogie. I run to the lever and kinda miss it at first, but pull it. Then I run for the stage where a waiter ninja with a Mauser is *not* waiting (also not waiting; boxes with ammo and medkit), thanks to the shortcut. Then I climb up top, rope across and roll into the next level. \n\nHong Kong 02: \n\n*Unbelievably* painless level. Well. For now... \n\nI just run from beginning to end. That\'s it. Nothing fancy. \n\nWell, I jump on top of a couple of boxes. And roll off. That\'s it. \n\nNo, really, nothing more. What did you expect from 26 seconds of the shortest level in the game? \n\nHong Kong 03: \n\nRail gunner. Well. Fixed length, so no shortcuts. I shoot stuff. Gangster waiter ninja nazi cars and motorbikes, mostly. A couple of barrels. Yes, that\'s it. \n\nWell, I could point out that I don\'t even *aim*, this silly console game does that for you. You only really have to point more or less in the right direction and shoot. And you\'ve got unlimited ammo. Well. \n\nThat\'s it. For real. \n\nHong Kong 04: \n\nYes, *another* rail gunner. Didn\'t even bother running them more than once. No, still nothing to note. \n\nPeng Lai Lagoon 01: \n\nWhoa, fifth level completed in one day! Awesome-tastic. \n\nAnyway, short, sweet, and full of sharks. \n\nNA-NA! NANA-NANA! \n\nBasically, I follow the standard route through the level with one minor exception; I do not pick up the oxygen tank. *Hopefully* that won\'t come back to haunt me. \n\nThough, speaking of things coming back to haunt me, those nazi divers *still* have armbands. Tsk tsk tsk. \n\nAnyway, I start the level off with swimming for and picking up the machete, (It\'s on the way, and you never know...) then swimming for and picking up the bomb (It\'s not on the way, and you never know... ...Ehm, actually you do, I need it.). Then I swim and plant the bomb. I come up for some air, take very slight damage from the blast, and swim for the end jumping puzzle. Which I complete. I get shot once by a nazi, but it\'s fairly minor. \'Tis but a scratch. Have at you! \n\nPeng Lai Lagoon 02: \n\nProbably among the first times the *level* is random. Let me explain. Oh *please*, let me explain, you know I want to. Come on. Please? Just a little explanation? A minor dissertation, if you will? I\'ve got a lovely theorem out back, some old lady only used it to explain to churches on Sundays. \n\nYes, I knew you\'d come around. \n\nOkay. The randomness inherent to the level is as follows: Once you start gunning down the nazis with the MG-34; a) the number spawned is supposedly random, but is usually 12, b) their spawnplace is random, c) how long it takes for them to spawn is random, and d) when they choose to show their faces to the rather ill-advisedly placed MG-34 is random thanks to this game\'s lovely AI. Outside of that, this level\'s the usual trek. Or slog. Or... Trog. Dor. The burn-i-nator. \n\nTROGDOOOR! \n\nRight. I made some tests, as I am wont to do, just like Trogdor is wont to burninate peasants. And thatched-roof cottages. \n\nI came up with: \n\nMG-time of 60 seconds = bad \n\n40 seconds = good \n\n30 seconds = what I got on my first successful attempt. \n\nThis attempt was 2:33. Remember that. Yes, it *will* come up. Trogdor will probably too. \n\nI checked around a little, and figured that I could cut some time by shooting the first ten nazis with the MG, and the last 3 with the Webley on foot (me on foot, the Webley shooting nazis, that is) so that I didn\'t have to run all the way from the MG when I finished them off. Okay, this presented a few new problems. Like it still being random. Which, come to think of it, isn\'t *new*. But me counting how many I\'d shot turned out to be. Apparently I suck at counting. Then there\'s the issue of shooting three guys and *hitting*. And finally where they spawn; usually *behind* Indy, making the shortcut awkward. \n\nStill, 2:26, not bad. \n\nThen I figured out that I needed the Webley ammo for the next level. So I\'d have to run it again, this time shooting them all from the MG *again*. \n\n2:38. Sucky. \n\nSo I ran it a few more times. \n\n2:27. Wow, only one second slower than a shortcut one! ...Except that my computer locked up before the next level loaded, probably screwing up between-levels continuity. Damn. \n\nSo I ran it a few *more* times. \n\n2:21. \n\nWhat the hell...? \n\nNo, I have no idea how that happened. Nothing really accounts for it. The opening MG-ing wasn\'t that fast, I sucked as usual throughout the level, I screwed up the minor crane-shortcut a bit, so... \n\n2:21!? \n\nWell, at least the level\'s done. \n\nOh, and by the way, the shortcuts were: Kill nazis (randomly) quickly, roll into the water instead of climbing to the rope-slide, leave the crane controls before it comes to a complete stop and roll from the crane to the end without picking up platforms and whatnot. Oh, and in the swimming bit I hug the wall and (seemingly) Indy goes into warp-speed every stroke. Funny. Faster too, maybe. \n\nPeng Lai Lagoon 03: \n\nThis level was short and sweet. Completed same day as Peng Lai Lagoon 02. \n\nAnd it would have burninating nazis, if I triggered the alarm. Ah, so when Trogdor was a dragon man, he was a nazi! \n\nBurninating all the peasants, in their THATCHED-ROOF COTTAGEEES! \n\nOkay. I jump over a fence down to a securi-door just before nazi #1, and I skip all the enemies except nazi #3-or-so, out of a group of three in which one has to be engaged to trigger the opening of the door to end the level. I guess. I suppose you don\'t have to *kill* him, but he had it coming. Probably burninated the countryside and whatnot. \n\nAnyway, this run went so smoothly I didn\'t even find out if you *can* open the exit door when the alarm\'s on. Probably can. Or not. \n\nStill, not going to stick around to find out. Moving swiftly along. \n\nAnd the Trogdor comes in the NIIIIIIIIIIIIGHT! \n\nPeng Lai Lagoon 04: \n\nWhoa, did it again. Just like Peng Lai Lagoon 02, I completed this level unexpectedly quickly. In more ways than one, seeing as how it took *less* than the customary two hundred tries. Not even two dozen. And only slightly more than two! \n\nMaybe like... Five. Or so. \n\nAnyway... \n\nAs in Peng Lai Lagoon 02, there\'s an annoying killa-spawna-nazis-witha-MG bit, which I run past enemies to get to. And they don\'t set off the alarm *or* shoot me! Nice guys, these nazis. They even let chubby nazis in now, too. Inclusive people. \n\nAnyway, the MG bit I measured, like in 02, and came up with roughly 35 seconds and 10 nazis. For some reason, in this run, 25 seconds. Well, not gonna argue with that. After the gunnin\', I run past a few more spawnees (get shot once in the shoulder, inconsequentially) and pull off this level\'s only shortcut; jumping onto the side off the little hut and climbing up instead of climbing some ladder and jumping over the roof of that nice Mercedes Benz parked there. Yes, the truck. \n\nI don\'t jump onto the front, or well, the other side, of the hut because they ledgegrab-blocked it. Hm, gots to remembers me that word. But they didn\'t ledgegrab-block (Rolls off the tongue, doesn\'t it?) the side since that\'s where you\'d be coming over the MB from. \n\nMB....Mercedes Benz? \n\nYes, the truck! \n\nAlso, the hut\'s just a tad higher than you can jump up to *if you\'re standing*. Running-jumps have more height, or rather, more forgiving ledgegrab. So I run into the wall and jump and grab and go into the hut and pull the switch. \n\nThis next bit I actually researched some, and found out that: \n\nSpectacular shortcut 1, jumping on the control panel and rolling out the window, is *exactly* as fast as going out the door, *if* you don\'t count the time you spend shooting out the window first. Sadly, not practical. \n\nSpectacular shortcut 2, jumping onto the side of the hut again and jumping over the MB (TRUCK!) to the end, rather than doing the ladder, is in fact, much slower than just doing the ladder. \n\nAside from that, I clip a nazi when I get onto the stairs, and he shoots me in the back while I\'m climbing to the level\'s exit. \n\nNazis. I hate these guys. \n\nPeng Lai Lagoon 05: \n\nShort, easy, but surprisingly annoying. Damn nazis. \n\nI start off with skipping the cutscene. Like in, uhm, let\'s see, (puts scrollbar to use) Ceylon 05, I can wait a tiny bit before skipping the cutscene. Reason I didn\'t, apart from me doing it nine times out of ten from habit, is that it\'s *exactly* as fast as skipping the cutscene. *Exactly*. 3,6 seconds for either, to be precise. \n\nAnyway, I move on to the first shortcut: Rolling into cutscene. If you pay close attention you can see Indy flying out the vent in a funny manner. Ti-hi. \n\nSecond shortcut: I wait a tiny bit before shooting nazi in the back, to let *him* open the door for me. And that\'s how I repay him. I run on to the obligatory silly lever, pull it, run past nazi coming out of doorway and whip across, over probably the most shiny U-boat in the world. A U-boat which, apart from looking not like a pre-war model, also has a snorkel, definitely *not* pre-war. \n\nHere, I *did* measure that the fastest route was to take the uniform first, then the papers. I shoot the nazi in the stairs \'cause I felt like it, really, and \'cause I needed his bullets to break the window later on. Now, I *could* have used a Webley bullet, or one of the bullets I got from door-opening nazi, *but* I\'d be left with either one useless Webley bullet (need two for most nazis) or two or so Mauser bullets (you need three). Besides, he was in the way. \n\nAnyway, I run back after the uniform, break the window, confuse you all, take the papers, skip cutscene, and jump onto some console and roll out the window, and run out with the exit alarms glaring and packing heat. Seemingly, one of these two causes problems in the next level. *But* I don\'t feel like running this level again to not even save any time. \n\nNow it\'s on to \"The High Road To Peng Lai\". \n\n...No, there\'s no hope of me not singing \"Bonnie Banks o\' Loch Lomond\" with altered words. \n\nPeng Lai Mountain 01: \n\nThis level took 131 tries. So now you know. \n\nRather remarkably, this level has *no* shortcuts. None. Except for one that\'s not really a shortcut, which is jumping from the slide straight to the edge instead of catching the ledge. But hard to do. Hence it did not end up being done. But *almost*. *Almost*... \n\nAlso remarkable, and also not in the video, is a Red Dwarf reference. The pair of nazis talking (or fighting Indy in this run) in the little office which for some reason has a switch for *only* Crate Room #2, (probably why they had to pry open the vent on top of Crate Room #1 and blast a hole in the wall between #2 and #3; to get in) are saying \"That was Indiana Jones! We\'re lucky to be alive!\" (only in German). It\'s a quote from Red Dwarf: \"That was Ace Rimmer! We\'re lucky to be alive!\" The quote also matches in German (except for Ace/Indy, naturally) but is for some reason spoken *really* fast. \n\nAnd here\'s one more thing that\'s also not in the run and is *also* not a shortcut: You can run along the left side of the room to bypass the whipping. Shame it\'s ten seconds slower than just pulling the lever, though. \n\nI should also point that this level has another one of those nice Mercedes Benz trucks, and that these trucks are shiny. Even their rubber tires are *shiny*. What *is* it with this game and shiny things? Are the game designers magpies? \n\nAnyway, no shortcuts, nothing to note outside of those things, straight on to Peng Lai Mountain 02, and then... \n\nOh! ye\'ll take the High Road and \n\nI\'ll take the low road, \n\nAnd I\'ll be in Peng Lai Mountain afore ye; \n\nBut me and my true love \n\nWill never meet again \n\nOn the bonnie, bonnie banks of Peng Lai Lagoon. \n\nPeng Lai Mountain 02: \n\nAnd this level took more than three hundred tries. So now you know and hopefully feel some degree of pity for the fool that undertook this speedrun. *Do* you pity the fool? Come on, pity the fool at least a *little*. Bah, heartless non-fool-pitying jerks. \n\nAnyway, this level\'s three hundred tries were due to the Istanbul 01-effect: Level starts out with some must-be-killed guys and few tools for the job. Although that\'s mostly my doing for not picking up any in previous levels. Ah well. \n\nI start out with a 1337 quick-select of the Mauser, open a door and gun down an officer with my remaining 3 bullets (in many runs, the other guy), pick up *his* 3 bullets (in many runs, 1 or 2) and shoot the second guy (in many runs, the wall), and jump off the platform (and of course, in many runs, into the wall). Although I *should* point out that it\'s strictly speaking not necessary to gun any of those guys down, it\'s just *extremely* unlikely I\'d make it to the alarm door before they turn *on* the alarm. Bah. But I do, and immediately run for a box containing a much-needed medkit. I run up to the level\'s first lever, and run on to the ropeswing/whipping. I select the whip, uhm, eat (?) a medkit on the way, and jump on the box. I jump into the chain-swing, turn 90 degrees and whip to the fan (and in many runs, fail to land on the edge) and roll under said fan (in many runs, *not*). I run to big-ass shortcut #1; roll down to some generic machinery instead of catwalk-trek. I run to a door and the next lever, roll past an officer (awkwardly) and run to the generic floor-with-electric-arcing-maze-like-in-every-game-ever-made, and use big-ass shortcut #2; jump on the edge of some slope and run past. I run to the end lever (and opening of level) through a crapload of doors, and after said lever, punch the window out, drop down and roll to the generic cable-car-section-like-in-every-game-since-Half-Life-and-also-the-movie-Where-Eagles-Dare. \n\nA major annoyance was that I had *one* run that was perfect up until smashing the window, which took three tries. That run was 1:31. Another hundred or two later: 1:30. ...Sigh. \n\nPeng Lai Mountain 03: \n\nAs far as I know, \"Terror at 2000 Feet\" is a reference to some Twilight Zone episode called \"Nightmare at 20000 Feet\", where I think William Shatner was some guy on a plane with some goblin eating the wing, or something. I guess. And it just goes to show that The Collective even suck at *quoting* titles. So anyway, show of hands for how many who cared? \n\n...Oh. \n\nAnyway, I start by skipping the opening cutscene somewhat needlessly, since the only difference is I control Indy instead of watching what happens cutscenically. I was *thinking* of doing some North By Northwest reference with Indy looking at the Messerschmidts approaching, turning to under-angled camera and running, like Cary Grant does with the crop duster. Cary Grant 0wnZ j00 4ll. \n\nBut I decided against it, as the first time I tried I ran off the cable car dealie. So I guess you\'ll have to use your imagination. Anyway, I basically just jump across to the second cable car, throw the two nazis off, take their ammo and spend the rest of the level machine-gunning anachronistically painted and not properly marked Messerschmidt BF-109s out of the sky. Actually, I shoot a total of 59 BF-109s out of the sky. And let 7 slip, most of which I then shoot down at a later time. \n\nLet\'s just review their strategy, shall we? [ol] [li]Let Indiana Jones make off with a cable car. Have said cable car slowly ride on to an inexplicably broken point in the cable to fall off. [li]Instead of letting Indy stay on doomed cable car, pull second cable car up alongside. Equip cable car with machine gun and staff it with two inept soldiers. [li]Once Indy makes off with *second* car, instead of cutting the power, the wires, or waiting at the other end of the ride with a god-damn tank or anything, attack it with state-of-the-art fighter planes. [li]Send a total of 60 such planes, one at a time, to attack the cable car with machine guns and *not* bombs, and with explicit orders *not* to fire on the guy on top. [li]Also give them instructions to *not* evade fire, but instead fly in a straight line towards the machine gun. [li]Also also give them orders to open fire at spitting distance instead of the more sensible quarter-mile or so distance. [li]As a total of 60 planes were blown out of the sky, do not prepare for Indy\'s arrival at the end of the line. Just have a couple of guards. That\'ll be plenty. Indy\'ll never overpower them. [/ol] \n\nPeng Lai Mountain 04: \n\nRight. This is one of those levels where I start out with low demands, get a middlin run, heighten my demands, get an okay run, and then finally ramp up my demands to the point where it drives me to the brink of insanity just to get, at the end, \"good enough\". Bah. \n\nI started out with the following: Shoot must-die-to-proceed enemies, get shot, get to end of level. Accomplished this in a few runs, at 2:20-something. \n\nContinued with: Grab MP-40 \'n ammo, shoot must-die-to-proceed enemies *quickly*, don\'t get shot *much*, get to end of level. 1:59. \n\nEnded up with: Break both boxes with MP and ammo, roll said, shoot enemy #1 in half a mag, reload, roll his Mauser, run across to enemy #2, shoot said before he *finishes* activating the alarm, climb ledge, roll his Mauser, cutscene, switch to MP, gun down enemies #3 and #4 in one mag or less, roll both their ammos, select MP and reload, shoot enemy #5 and grab his MP, first-person-aim at door, reload, shoot enemy #6 and box behind him, pick up medkit and roll his Mauser, reload Mauser, open door, run and break corner box and pick up medkit, turn and shoot enemies #7 and #8 without missing, break another box and pick up MP-ammo and pick up their Mausers on-the-run, run to next box, break, and roll MP-ammo, select MP and reload, jump onto box, climb, jump to shed-thingie, run into hole, open door, run after chubby nazi and shoot him once he\'s started opening the door, spray room and open door, roll past catwalk-nazi and open exit door. \n\nAll without getting shot. \n\nThat took about 300 tries. And I had three minor flaws all the same; clumsy pick-up of first medkit, missing breaking last box on the first try, getting shot once in last room. \n\nFinal time: 1:51. Sigh. \n\nPeng Lai Mountain 05: \n\n17 tries. Including the successful one. Such a breeze compared to the last one. Creepy. \n\nThis level\'s main trick, and only trick really, was fairly complex to uncover. \n\nAs usual, I started out with the (usual) jumping-off-high-places-to-not-quite-so-high-places in the hopes of reaching the ground. And then not immediately dying. Or, as The Collective weren\'t very elegant in blocking off places you weren\'t supposed to go; die mid-air. The rush of the ground approaching must give Indy heart attacks or something. \"HIIIAAAAAARGH!\" \n\nOne such place they\'d blocked off was the cable-support-dealie. Jump across to it = \"HIIIAAAAAARGH!\" \n\nSo I figured I\'d check to see what happened if I jumped over to it later in the level, from the other side of the room. \n\n\"HIIIAAAAAARGH!\" = FALSE \n\nHandy. I also found out I could roll straight from the other side of the whipping instead of jumping over the flamethrowernazi-guarded railing. So I played around some on the cable support and found that if I shimmied the ledge and dropped down to the lowest part of the support, I could Guard Mode-walk to the outer edge, and run off to land on the edge of the lever\'s platform. In the end, I had a bit of luck in landing on the edge of said platform, potentially saving a wee bit of time from taking damage. Or not. But it looks frikkin\' sweet. \n\nAnd that was the first 35 seconds of the level. The rest I stand waiting for the stupid cable car to arrive, and once on it, I wait for it to proceed. The game actually ends the level quicker if you shoot down the Messerschmidts (you\'d have thought they\'d learned their lesson by now, but no). But anyway, Peng Lai finished! \n\nBlack Dragon Fortress 01: \n\nWell well. Lost all my ammo before this level. And the weather changed. Indy must\'ve taken his sweet time getting to this fortress, which it must be said is placed most uselessly for a fortress. What exactly is it supposed to defend? \n\nFortress-designing architect: \"Congratulations King Kong Tien, I mean Emperor Kong Tien, now your desolate mountain top is entirely impregnable!\" \n\nAnd what\'s up with all the scaffolding as well? Are they redecorating? And why is there scaffolding in severely inaccessible places? How do the ninjas get around? \n\nSigh. \n\nAnyway, this level only really has two tricks. Annoyingly, it *is* possible to roll across to the end of the level pretty much from the start, *but* they\'ve placed a kill-field there, I guess to prevent just that. Outside of that one, which doesn\'t count, the first trick is straight from GameFAQs, and that is to run off the first section of scaffolding down to a whipping, which when whipped will waste whipper, uh, what? Then a quick climb to annoying enemy section #1 (navigating scaffolding with two ninjas running around after you *and* Fight Cam), mess up getting on the vines a bit, and up to trick #2: Jumping off the fortress wall down to a small roof below, slide off that (in a jerky manner) down to low wall underneath, run off *that* and land on a nice and decorative archway (no doubt installed with scaffolds) and finally down to this level\'s stupid switch #1. Pull that while getting stabbed in the back with spears. Run to lever (catching a corner a bit, and not having door opened by nice ninja exiting) and pull it, while getting twirly-speared in back. Then an awkward run to the end of the level. \n\nInterestingly enough, all of Black Dragon Fortress was completed in one day. \n\nBlack Dragon Fortress 02: \n\nMore scaffolding!? \n\nHere I roll for all I\'m worth, saving considerable time otherwise lost to wading in the waist-deep water. I came up with the shortest being six rolls and no wading outside of turning. Then I run past a ninja to the bomb, and run past him (awesomely, with him chasing with spear in-camera) to some SCAFFOLDING, which when climbed brings me to a crossbow-ninja. I punch him off the SCAFFOLDING to keep him from shooting me in the back, and whip across to yet more SCAFFOLDING, highlights of which include jumping over another crossbow-ninja\'s head and planting a bomb, with usual cool looking-around-corner. Level finished. Interestingly enough, this was the first attempt. Ever. Got it in one. I tried it 62 more times to cut a corner or two, but didn\'t manage to complete it again so I stopped bothering. Probably not even a second to gain, really. \n\nBlack Dragon Fortress 03: \n\n*MORE* SCAFFOLDING!?!? \n\nHere, I break a box and take a Tiger Skin Potion for the boss fight to follow. At this point, I had actually planned *two* levels ahead! That\'s a new record! Anyway, I continue with a whipping across to some GOD DAMN SCAFFOLDING, where instead of wallhugging I roll across. Probably faster. Then a whipping across to a rope-climb, where I climb to the top and jump off to the ledge at the top of that level, probably saving a millisecond or so. \n\nI run past the ninjas, one of which gets shot by his TK-ing crossbow-ninja friend. I take the elevator up, run past some more ninjas, and skip a small jumping puzzle: Instead of jumping across to a cage, waiting for it to lower, jumping across to next and then whipping, I just jump on a ledge and run across. Take that, scaffolding-like puzzle! With the Tiger Skin Potion selected, I open the door to the exit. Here, there would usually be a pair of ninjas guarding, but I guess they don\'t spawn \'cause I didn\'t kill any of the other ninjas or something. \n\nBlack Dragon Fortress 04: \n\nFirst, a small task for you viewers: When Indy starts drinking the potion, start humming the Popeye theme. \n\n\"I\'m Indy the Archaeologist Man! Indy the Archaeologist Man! I\'m strong to the finish \'cause I drinks me Tiger Skin Potion!\" \n\n...Right. I run and grab a sword and promptly kick the asses of those twins in less than 27 seconds. I even kick them when they\'re down! \n\nThen there\'s the cutscene where the floor gives way for the dumbest level of the game yet. \"Slip Slidin\' Away\" \n\n...I mean \"Descent Into Darkness\". Yeah. \n\nStupid level. \n\nIt makes me angry at that Marshall Kai dude for building it, or rather living in the stupid fortress on top of it. \n\nKHAAAN! I mean, KAAAI! \n\n\"Indiana Jones and the Emperor\'s Tomb: Episode II: The Wrath of Kai\" \n\nTemple of Kong Tien 01: \n\n\"Temple of Kong Tien\"? What about \"Forehead of Kong Tien\" or \"Cheekbone of Kong Tien\"? \n\nAh well. In my defense, that pun certainly wasn\'t any stupider than this level. I mean, *what* possible architectural purpose is it supposed to serve? Is it *supposed* to be an entrance? Why\'s it boarded up? Why aren\'t there *stairs* down? *WHY* traps!? What were they expecting!? Why not just block off the bottom and let trespassers starve to death, or better yet; place an unavoidable big spiky wall at the bottom to slide into. Or why just not putting all the traps in such a configuration that you can\'t just narrowly slide between them. Come on! Just put two flamethrowers facing each other and that\'d be it! Why!? Just WHY!? WHAT THE HELL IS THIS LEVEL SUPPOSED TO BE!? GOD DAMN YOU, THE COLLECTIVE! GOD DAMN YOU ALL TO HELL! \n\nWith that said, here\'s what I did this level: Slided. Or wait. Is it \"slad\"? \"Slod\"? \"Slode\"? Definitely \"slode\". Yes, I *slode*. Seems about right. \n\nThere is *one* trick I discovered. While sloding, if you jump, then jump again when you land, there\'s occasionally an *extreme* boost in speed. Sufficient to traverse a whole sub-slide in one jump, in principle. \n\nIn practice, however, you can\'t get two jumps chained without landing on a trap (WHY!?!?), and you might still land on one at the bottom. I do *one* of these slide boosts unintentionally diagonally along a wall. (...Unintentionally diagonally alongally a wally?) \n\nOutside of that, I take some tiny damage at one flame thrower. \n\nSTUPID LEVEL SLODDEN! \n\nTemple of Kong Tien 02: \n\nUrgh. Nasty little level. And, of course, once again I have to fight an annoying lot of enemies unarmed, Istanbul 01-like. Bah. \n\nThis level starts off with me skipping the opening cutscene. *Not* skipping the opening cutscene means you can manoeuvre into position on zombie ninja #1 when he spawns. However, waiting, and then waiting, is not a good speedrun strategy. \n\nI beat up zombie ninja #1 and dispose of ninja #2 in record time. I then proceed to gracelessly mess up climbing out, but keep going. At this time, the schedule is to be inside ninja #3\'s crypt before the music gets to the DALEDALALALA-DANNDANNDANNDANN-DANNDANNDANNDANN-bit. I get to it about halfway into beating up ninja #3 (after stealing his Tiger Strength potion, all graverobbing-like). Ninja #4 I spawn-camp and dispose of. I select the Tiger Strength Potion and start drinking it as I enter the trigger for fight #2. Cutscene skipped for your convenience. I run into ninja #2a\'s crypt, beat him up with a four-punch combo and steal his sword (again with the grave-robbing). I sword ninja #1a (SWORD\'D!), miss ninjas #3a and #4a on the first couple swings but get them in the end. Schedule here is about half-Tiger-Strength-Potion-left-ish, and I\'m a tiny bit behind. I catch a corner getting to the gong mallet, which after rolled, I fail to hit the gong with, followed by not falling into the hole on cue. Not very slick. \n\nTwo ninjas fall to their deaths. Occasionally I\'d get all three and a nice little fanfare, but not this time. So sad... \n\nThis next bit I follow the standard route, picking up a health potion inside one zombie\'s grave (I know, I know, grave-robbing) and holster/unholster the Blue Torch a bunch. To show off the clear stupidity of the item. Up, up and segue! \n\nOkay, you pick up a gong mallet and mallet the gong (yes, that was a puzzle by this game\'s standards). You are awarded by plunging to fiery death. But wait, you narrowly escape to a room with a one-of-a-kind torch and a lamp! You take ill-placed torch which you can freely holster without catching fire, and light a lantern that is *not* part of this level\'s stupid massive lantern-lighting-orgy before proceeding to the rest of them. ...Why, The Collective? Just why? \n\nSegue over. \n\nAnyway, I step on one electrified plate, get punched a bit at lantern #3 (and overhear them punching each other). I fail in running off second level and landing on raised \"sidewalk\" in front of exit, but strike gold in having the ninja zombies keep the door open from way back earlier in the level. Level finished, not a particularly *pretty* run, but at 18 seconds less than \"ugly\" definitely a keeper. And it only took two-three hundred tries! \n\nTemple of Kong Tien 03: \n\nUrgh. Again! But not as urgh as last level. That level urghed significantly more than this one. Maybe two, three times the urgh of this one. The urgh of the previous level can be given the urgh-ratio of urgh=[[]2,3] when index-adjusted to this level\'s urgh. \n\nAnyway. \n\n*This* level, instead of the trued and tested Istanbul 01 approach of throwing enemies at you, *then* a massive trek with nasty puzzles (and nastier tricks), exchanges all that for the exact opposite. \n\n*Two* minutes of trekkin\' and puzzlin\' and trickin\' (and very little treatin\'), *then* you have to whoop the zombified ninja asses of *two* groups of enemies. *And* the supposed wonder-weapon the PaCheng is actually *slower* than fists and Tiger Strength Potion! Bah. \n\nIt starts off with stupid puzzle #1: Rotating platforms *not* conceptually stolen from Super Mario games. Really, there\'s no similarity. *Completely* Indy all the way, this. \n\nI drink some water (needlessly), drink the gun (for comic relief), and holster/unholster the torch some to switch off the platform light. For comic relief. Trick #1: Activating both torches #1 and #2 *before* torch #1\'s cutscene starts, and here we\'re talking maybe one *frame* to do it in. But I do. After both cutscenes, I jump into the bottomless pit for *more* comic relief (you teleport to the beginning of the platform puzzle, annoyingly; it\'s possible to get halfway across before that, but ultimately useless). \n\nI run into the camera to jump after the first three jumps, because the camera re-orients itself every platform revolve cutscene. (You\'d think we\'d *get* that the platforms are rotating because of their animations, the blue/red light on them and the sound, but *no*, The Collective wants directorial oversight to show us the action *every* damn time! ...Except for the first three. And the last one. But *come on*!) \n\nAfter opening the door to the main chamber and slipping through, I have a bad case of cutscene stick. I run to puzzle #2: Stupid transparent path puzzle, *also* entirely Indyesque and not in any way SuperMariotastic. \n\nI run across with the aid of Stupid Blue Torch and activate torch #3. I *could* activate #4 as well just as with #1 and #2, *but* I don\'t because of this trick: After activating #4 I jump on the now moving invisible path just before the cutscene starts. I run across without waiting for any platforms but the last, which I roll off. I pause a bit at the door to not catch the corner. I have luck with the puzzle, and go the right way every revolve; every level restart it is in a random position. \n\nI walk away from the animation, wait through the cutscene, then roll the PaCheng and run to the door, holstering/unholstering as I go. I long-range zombie #1, pummel both by luck, get pummelled by zombie #2 (who also hits #1). I take out #1, but get hit by #2 and #1\'s ghost. I long-range ghost #1, but get thrown to the ground by #2. I pummel *him*, but take a few hits from recently spawned #3. I long-range #2 and get pummelled by #3 *again*. I pummel #3, and hit both him, his ghost and #2. I pummel #3 away, and #4 swipes me in the back. I miss him with the first few punches, but get him in the end. \n\nI run on, hitting one electrified tile on the way. I clumsily circumvent zombies #5 and #6, and get to the endfight. \n\nI long-range #7, and we both punch each other when he recovers. He then jumps back, and hits me with some swipes. I long-range him and #8, whom I run around and long-range again, having ghosted both. I hit ghost #7 while aiming for #8, and hit ghost #8 while aiming for zombie #9. #9 falls to a couple blows, and his ghost to a long-range. I long-range #10 but miss, and instead pummel him and his ghost. I long-range #11, and pummel him away, and then run away from his ghost, ghosts #12 and #13, and zombies #5 and #6, who all fail to stop me from getting to Temple of Kong Tien 04! \n\nTemple of Kong Tien 04: \n\nExclamation mark! \n\nBoss fight! \n\nEasy! \n\nTook five tries or less! \n\nOr your money back! \n\nAnyway, the tactic for this level was fairly easy: Not get hit, long-range everything, only once stand behind a pillar that\'ll be destroyed in one demon-laserbeam and immediately return-fire with long-range, and in a sentence worthy of quoting from my condensed notes: \n\n\"Using PaCheng shield, bounce electric demon-balls into ghosts.\" \n\n...Quite frankly, I\'d have been mildly surprised, if back several months ago when I started this run, someone had come up to me, and said \"you\'re going to bounce electric demon-balls\". \n\nAnyway, this surprisingly attractive demon, the three balls from which it draws power, and the electric demon-balls it shoots, is now history. Really, really weird history. \n\nHm... Have to flesh out this note some more. It\'s rather short. \n\nWhat do you do with a demon with three balls? \n\nWalk him and pitch to the ghost. \n\n...I think. We don\'t have baseball over here so I\'m not sure. Oh well. \n\nThe Emperor\'s Tomb 01: \n\nIndiana Jones and THE EMPEROR\'S TOMB! ...Finally. \n\nThis level is notable for not having shortcuts. No real ones, anyway. \n\nI fall in the spike pit, and do various things to pass the time between climbs. Such as spinning (badly), pulling up so close to being smooshed that Indy gets hit and wants to fight the spiky slabs of stone, and then finally I jump to the ledge and pull up. In the next section I whip away without waiting for the flames (as if you\'d expect me to), and I get caught on a corner some and catch fire exiting the section. \n\nIn the electric balls section (hm, more electric balls) I do *not* use the skulls. Instead I just walk *really* close to being zapped and activate the zapping without being zapped (by the electric balls). I roll a health potion, and roll through the second to last zap-field taking damage, before moving on to finish the level. Done. \n\nThe Emperor\'s Tomb 02: \n\nBlargh, more enemies than Istanbul 01! Blargh! BLARGH! HONK HONK! BLARGH! \n\nI start off with sipping some life-hooch before I take on three ninjas unarmed. Now, here\'s this first trick: I fling them off the level. That way, aside from being fairly effective, I keep the ghosts from possessing them, saving stupid slow possession animation and killing the ghost zombie ninjas. (Hm... By Monkey Island 4, they\'d gotten up to \"ghost zombie demon politician pirate LeChuck\", would \"ninja\" be added to the mix for a Monkey Island 5?) Although slow with the tossing of ninjas (except for the dumb-ass who backflipped himself into oblivion) into bottomless pits, I *am* quick on the PaChenging of ghosts. \n\nNow for next bit. Silly unseen trap puzzle. Which is *completely* unseen in this video, because I run through it without the Mirror of Whatsit or Whatever. Because: [ol] [li]It\'s 1337, and shows off my 1337n355 in going through a deadly puzzle unseen and unharmed. And verily thou shall bow down for my uberness, for I have out1337ed you all! [li]It looks better. And funnier. And slightly puzzling, I\'ll admit. And verily shall thou, uh, gaze in awe at the puzzlance? [li]...Okay, I\'m too clumsy to select the Mirror of Dealie without getting smooshed. That\'s why. Seriously, the default PC controls require three hands! WASD to move, mouse to look, and arrow keys to select and whatnot. ...Or mouse wheel and T key, but like I said I\'m clumsy enough as it is. [/ol] \n\nAnyway, I roll through the first trap (carefully timed, observe the camera [[]ehm, like you\'d *not* observe the camera] as I pass) and jump the spikes badly. I *think* it isn\'t possible to get through the next smooshing trap without waiting, which is what I do. I make Indy do some twitching as I wait, looks better than standing there, and I\'m *sure* I\'ll get through when they open. The next trick is mentioned on GameFAQs, but I refined it some: GameFAQs said to jump across to the wall on the other side, make your way onto the invisible wall, and then jump across the next to the switch. I instead jump straight across to the invisible wall, across the next and to the switch. Saved some unseen crap, there. \n\nI waterbottle a bit while waiting for What\'s-her-face and look at her approach. \n\nIn this next enemy-bit, my strategy was, originally, to shoot both of these ninjas after Mei-Ying deswords them, then shoot one of the next spawnees before turning to throwing knives for in-close fighting and PaCheng for ghosts \'n zombies. Unfortunately, that strategy didn\'t work at all well. \n\nInstead I disarmed the first ninja myself (Bloody useless women ninjas. Ought to be in the ninja kitchen cooking ninja dinner for the ninja men, they should.) and shot him, then beat up the second ninja (on my own, bah). Then the stupid defend-the-inept-woman-against-hordes-of-enemies-section, where I shoot the first two ninjas and beat up the third. Unfortunately, they *all* turn into zombies but I am surprisingly effective with the PaCheng this run. For me. \n\nSpeaking of which, my first successful run was 2:44. I thought \"well, I\'ll run it a hundred times or so, shave off maybe ten seconds\", and then ruined *that* plan by getting a 2:58. Another hundred or so runs, a final 2:33. Finally. \n\nThe Emperor\'s Tomb 03: \n\nThree tries. I think. \n\nI start off with a PaCheng-toss at ninja #1. I proceed to beat him up, and while beating up ninja #2 I accidentally elbow ghost #1. Hah. I punch air twice after beating up ninja #2. On the way to the terra cotta soldiers I holster/unholster the PaCheng. I roll into the cutscene, of course. In the fight I punch a fair bit of air, but that\'s to be expected in a fistfight. \n\nSadly, I found no shortcuts in this puzzle; although it *is* extremely easy to roll from platform #1 to platform #3, theoretically skipping puzzles #1 and #2, the level is sadly enough scripted so that puzzle #1 *enables* #2, and so on. Bah. I semi-wrote-down, semi-memorized the sequences and got through the level. \n\nThe Emperor\'s Tomb 04: \n\nTen tries. I know for a fact. \n\nThis level was such an incredible nightmare on my first playthrough way back when this game was new, and now such a breeze. On average, about a hundred or two less tries than usual. Ah... \n\nAlthough conceptually, this level\'s just bad. It should have started with a cutscene with some alarm flashing \"CONSOLE! CONSOLE! CONSOLE!\", \'cause that\'s what it is. At least not as bad as the Slip Slidin\' Away level, though. And the tank\'s kind of nicely modelled. Although it\'s actually completely incorrect on so many levels: [ol] [li]The tank *clearly* drives over the holes in the level. It *would* have fallen in. [li]It\'s a TBM, Tunnel Boring Machine, and as such the drill head has to be *larger* than the tank. Otherwise, it wouldn\'t be able to get into the tunnels it\'s boring. Yes, I know, boring. [li]It has a grabby crane, purposeless on a TBM. It also doesn\'t *do* anything, like attack Indy or anything. [li]The ass-end looks suspiciously much like a Sherman, the most American of tanks ever made. And the least German of tanks, as well. Speaking of which; in the documentary series Crusade in Europe they featured WWII propaganda from \"North Africa\" in which an M3 Stuart charges into battle, turns into a M4 Sherman when a shell supposedly \"happens to\" land in frame, and then turns to fire at a German panzer which looks in no way like the exact same Sherman with a cardboard turret stuck on top and some swastikas here and there. [li]Speaking of which; *why* not use a regular tank? Or why not just *not* have MP-40s lying around, instead using them to shoot Indy? Or: How about smashing up those convenient decorative archways so Indy\'d fall to his death? [/ol] \n\nOr why not just park the tank across the path so he can\'t proceed!? AND DOESN\'T VON BECK THINK IT\'S A BAD IDEA TO DRIVE OFF A LEDGE INTO CERTAIN DEATH!?!? DON\'T BORING PANZERS HAVE BREAKS!?!? \n\nSigh... \n\nThe Underworld 01: \n15 tries. Fact. \n\nI start off by rolling decoratively into frame for the first cutscene (hah). I then move into position for... \n\n...The bouncing of electric blue ghost balls. The ghost fails to give me balls before he sends off two ghosts for the statues, so I move farther back to bounce more safely. I then run around the slow-moving statues and bounce the second ball. \n\nI then twist the pillars and jump across to Electric Blue Ghost Ball Bouncing #2, where I repeat what I did last. I clumsily circumvent the two statues before moving to pillartwisting #2, where I do it in the *fastest* order (I switch pillars 2 and 3) and move across. \n\nIn Bouncing #3 I just barely bounce the second ball before a statue moves in behind me. \n\nMore pillar-twisting, and then Electric Blue Ghost Ball Bouncing #4, where things go badly; I move out on the ledge for a clean bounce, which I get, but I\'m hit twice by statues, rather awesomely *just* missing falling off. Because of that, and that I didn\'t miss any balls to bounce and thus lost no time, I left it in. \n\nI twist the pillars slightly out of order by accident, but didn\'t lose time. \n\nI run and jump and whip across to... \n\nThe Underworld 02: \n\n6 tries. Irrefutable fact. \n\nThis level starts off with a completely unnecessary Adventure Mode, although I\'d say all the Adventure Modes were. Except if they\'d had one in the Temple of Neptune. And if it instead of Neptune had been Poseidon, the same guy but different ancient civilization. And then it\'d have been The Poseidon Adventure Mode! ...Ehm. \n\nI go through the Adventure Mode as intended (and constantly annoyed by the fact that the floating platforms are *clearly* in range of even a *tiny* jump), except for just rushing through the strangely harmless electric beams. In the final terra cotta soldier fight, which I\'ve been too lazy to write about until now, I have so-so luck. I kept it in mostly because What\'s-her-face yells \"Behind you Indy!\" when there\'s *actually* someone behind him that you can see! What luck! \n\nOutside of that, a straight fight. And outside of *that*, what\'s the deal with Indy\'s eyes? Glowing red? Isn\'t that bad? Is Indy evil now? Or does he just need eye-drops? Or *did* he use eye-drops that happened to be radioactive? Or Predator-blood? That\'s been mixed with some kind of red blood since Predator blood is green? Although that mixture would actually make black, so Indy\'s probably just evil. EEEEEEVIIIL! \n\nThe Underworld 03: \n\n9 tries. A fact, although possibly refutable. Sixth level completed today! And completed along with the entirety of Indiana Jones and the Emperor\'s Tomb! Yee-haw! \n\nI just run from charging station to charging station, whip selected for trek purposes (which reverts to the PaDealie on charging/teleport), throw at Kai (KAAAAAAI!) and have luck at the final throw, when he spawns inside elbow\'s reach. And now the game\'s over! And I didn\'t even mention the dragon possibly burninating the thatched-roof pagodas! \n\nIT\'S OVER! \n\nAnd if you enjoyed these *seriously* overwritten notes, run, don\'t walk, to your nearest SpeedDemosArchive forum and gaze at the thread I made and continuously updated parallel to this. Why, that parallel updating makes the perfect parallelogram! [a http://speeddemosarchive.com/yabb/YaBB.pl?board=pcgames;action=display;num=1120223136]Emperor\'s Tomb thread[/a]','2006-03-13',0,6403000,11,'IndianaJonesEmperorsTomb_14643',58,11,0,NULL),(0,519,NULL,170,'','Here\'s a fun little game. Most movie-based titles aren\'t worth playing, but this one has enough variety to keep it interesting. It basically follows the main scenes from the movie: Getting the Cross of Coronado, rescuing Indy\'s father, the desert battle on the tank, and navigating the trap-ridded temple to find the Holy Grail. \n\nThe game also attempts to throw in the scene in Venice where Indy discovers the Grail\'s location, but instead of a location, he finds a picture of the Grail, which is supposed to help him \"choose wisely\" from a shelf of 18 possible cups during the final scene. I skipped this part, trusting to luck (and a little pattern recognition) to figure out the right Grail without the picture. Like with Gauntlet and the \"vault\" combination, this CAN be done without save states!','2004-07-01',1,215000,11,'LastCrusade_335',1,8,0,NULL),(0,520,NULL,352,'','I must be a real sucker for punishment. :) A couple of years back, I got terribly obsessed with beating this nasty game. Most of it isn\'t really that complicated, but Waves 9 and 10 are nearly impossible! After a lot of mapping and secret-hunting though, I managed to find a relatively consistent way to win. \n\nI don\'t show the screen that displays the level I\'m on for more than a split second, so I\'ll list my route here. The color of the cave is a good indicator of this, so that\'s why I added that as well. \n\nWave 1 (blue) - Take hidden door to Wave S2 (the warp zone). \n\nWave S2 (pink) - Take 3rd door down to Wave 7. \n\nWave 7 (blue) - Find the Special Key (yellow), a normal exit key, enter the mine area, and exit. \n\nWave 8 (blue again) - Find normal exit key, enter the mine area, and exit. \n\nWave 9 (gray) - Use the Special Key to open the door and reach the island in the middle of the lava (MAJOR shortcut), kill lava monsters to make a bridge, collect Sankara Stones, and exit. \n\nWave 10 (blue, gray, then orange) - Use map fragment to find the hidden exit and blast it open. Note that the doors in the level are really confusing without a map! If you\'re trying this, see my guide on GameFAQs for some help! \n\nWave 11 (gray) - Nothing fancy. Just reach the top and exit. \n\nWave 12 (gray with blue sky) - Make your way to the bridge and touch Mola Ram to break the bridge, then climb to the top and touch the girl. \n\nOnce you know how to beat Waves 9 and 10, then you can try to optimize other things, such as the number of weapons you collect. In the end though, getting the fastest time requires a bit of luck with the random location of Wave 10\'s exit. There are 24 possible locations and some are definitely better than others.','2004-07-01',1,313000,11,'TempleOfDoom_513',1,8,0,NULL),(0,521,NULL,389,'','This one is tops on my list of annoyingly hard games (can anyone say \"collision detection?\"). If this wasn\'t a Wizards and Warriors game, I wouldn\'t have given it a second thought. But, since I happen to enjoy the other games in this series, I had to at least beat the game once, just to say I did. What you see here is that one time. \n\nThere\'s a glitch employed by the emulator people that allows you to bring keys, magic power, and \"elemental spells\" past the end of a level. I don\'t use this trick because I think that this is cheating (plus, it\'s banned by TG). You\'re supposed to start each level without the above items because that\'s what normally happens when you collect a piece of the Ironsword. This is important because having the extra stuff allows for some HUGE shortcuts on some levels that are supposed require the collection of new items (ex: getting the Golden Fly in the forest level without the Waterspout). \n\nThat aside, this run has a bit of room for improvement, particularly the last battle, where I accidentally get stuck in the subscreen with no spells (the darn thing takes several seconds to tell you that you\'re empty-handed!). I also get bounced around quite a bit by the last boss(es). Who knew that they were powerful enough to hit you from the other side of a mountain? :)','2004-09-01',1,781000,11,'WizardsAndWarriors2_1301',1,8,0,NULL),(0,522,NULL,149,'','Ahh it is a relief to actually get a run out there. This is my first run so it has minimal greatness but it still has all of the potential. I\'d like to thank Radix, Nathan Jahnke, and a special thanks to 3nki for his help. Also thanks to 3nki for letting me borrow the game. The pros and cons of the game and run. \n\nPros [ul][li]I survived as my character. Damn sub-characters who get killed and waste time. [li]I was able to abuse two of the styles by switching back and forth between them. This helped because it kept the enemy from rolling around, blocking and it helped make the battles go faster. [li]Having the sub-characters in support allowed me to keep having Chi attack. It also kept me from running to the other side of the area to finish off the person they were fighting. [li]Having Dawn Star as my helping sub-character helped to keep using chi while attacking, making battles faster. It also let me heal whenever I needed it. [li]Focus running is faster than rolling. Using focus in battle could help you evade more but it is consumed way to fast during battle. Little focus means you would have to continually run to focus shrines. Thus it is bad to use the focus in battle. [li]In the graveyard (forget the name) I was able to avoid the battles by turning the camera towards the character and running along the inside of the wall. [li]Following the way of the open palm I avoided some battles and shortened others. [li]Fighting the Mother instead of the Forest Shadow takes less time.[/ul] \n\nCons [ul][li]I died, well I let the sub-character die. [li]I didn\'t use any transformation styles. I think there is only a couple or maybe a single place that it would help out. The Jade Golem transformation is the one that would be useful. [li]I got tied up in air spells that keep you suspended in the air. Transforming to a demon and then back will help you get out of this but it still takes up time. [li]I wasn\'t able to plan for every battle. Some of the non boss fights I got close to death.[/ul]','2006-02-22',0,10626000,11,'JadeEmpire_TigerShen_25706',4,20,0,NULL),(0,523,NULL,151,'','I wish Jak and Daxter could\'ve been beaten as fast as Super Mario 64. Less than an hour and a half isn\'t possible. Less than two hours isn\'t possible. I couldn\'t jump into magical pictures to save time. The world of Jak and Daxter acts like an actual world with almost no load times between places. Another thing is that Jak and Daxter doesn\'t have glitches that would allow me to skip sequences. \n\nEven though the run is over 2 hours I don\'t make many mistakes. Most of the mistakes I make only cost me a second or two and that\'s it. I got all of power cells in the first 4 areas because those power cells are easy to get and it saves me from getting power cells in the harder areas later on. I didn\'t go into the spider cave near the end of the game because I couldn\'t remember how to get the power cells and because I hate spiders. \n\nSandover Village: I saved time by not talking to people to get missions. \n\nForbidden Jungle: I had a different route for this early on but then I found out that you power up with blue eco on top of the machine and then get the hidden power cell that way. Probably saved me at least 20 seconds. \n\nSentinel Beach: This place is the easiest place in the game. I did really well. \n\nMisty Island: It\'s kind of difficult to hit the enemies that are floating over the water. I did better on it this time than other times that I tried. I think the route I used is as fast as you could do it. I originally went to the right and into the arena first, but I think this route is faster. I was so happy that I caught the sculptor\'s muse quickly. That was pretty much the only \"luck\" thing I had to worry about in this segment. Near the end when I get the last few scout flies there is a walkway that collapses. I intended to long jump it and had one of those \"oh shit\" moments there. \n\nLava Canyon: I hate this place. There was so many times I had to the very end and then died. Most of those times were when I was trying to do all four places and this in the same segment. Anyway, it ended up being it\'s own segment. The balloons I missed I don\'t think I have ever actually managed to get them. \n\nLost Precursor City: This place is very difficult because of the electric water and the places where you can easily fall into dark eco. I think I played this part the most out of all the different segments. The parts where I always had trouble with were on the jumping puzzle where you have to jump on each place only once. That critter that gets spikey was always annoying. I was just glad I was able to get past him this time. \n\nPrecursor Basin: I only needed to do a few things here. Most of the power cells take a lot of time and energy to get. The power cells I got were the easiest and the quickest to get. The reason why I kept the big mistake was because I was sick and tired of playing these two worlds and then getting to Boggy Swamp and then dying so I finally gave up and made Lost Precursor city and Precursor Basin a segment. \n\nBoggy Swamp: All of the power cells are relatively easy to get but it\'s like Lost Precursor City. If you don\'t jump high enough or far enough you end up getting hurt. Something that quite a few gamers say is that if you\'re lost or in a maze, just keep going left. I found out that for Boggy Swamp it\'s actually \"just go right.\" \n\nMountain Pass: I found out that you can just stay in one spot and fire at the big guy. I originally thought that you had to jump up and then fire to hit him. The path through the mountains isn\'t hard. You just have to learn how to avoid the bombs. It\'ll only took me about four or five times to get it right. \n\nLave Crater: If you\'ve collected enough orbs you can just go to the miners and get 4 easy power cells. \n\nSnowy Mountain: I only had to get a certain amount of power cells and I did the ones that were the easiest and quickest again. The hard part was activating the red eco vent because of the ice. Getting past all of the small lurkers isn\'t hard if you do it fast enough. \n\nLava Tube: This is much easier than Lava Canyon because you follow a roller coaster type path to the last world. I didn\'t pick up any of the scout flies because I didn\'t need them. \n\nGol and Maia\'s Citadel: This isn\'t nearly as hard as it looks as long as you know how far you have to jump in order so that you don\'t fall into the abyss. There are colored panels in a lot of different places that you have to jump over before they all collapse. More panels would show up if I had activated the last eco vent in the spider cave. It makes it a bit harder, but still manageable if you do it right. The robot isn\'t hard until the end. You only have about ten seconds to grab the white eco, but you have to wait for the white eco to appear which translates to having less than three or four seconds to grab the white eco. \n\nTo get all of the other power cells would probably take another hour at least, probably another hour and a half because you\'d have to go through all of spider cave.','2005-02-14',0,8403000,11,'JakAndDaxter_22003',8,13,0,NULL),(0,524,NULL,150,'','Thanks to Radix for all he does and thanks to Nate for putting up the [a http://www.archive.org/details/incomplete_jak_2_ben_fichter]partial Jak II run last year[/a] and for doing this run as well since it\'s long and in many segments. \n\nFor starters, I am never doing a speedrun of this game again. There\'s a part of me that thinks at some point a person could do a speedrun of this game single-segment, but then another part of me laughs and realizes that it\'s impossible. There are just too many random things that happen in this game for that to be possible. \n\nThere are alot of segments because I wanted this to be really optimized and every time you load you get all of your health back, which helps. I use save warps to save time. In the long run it might only save a couple of seconds, but even a couple seconds every segment ends up being a minute for the whole game. \n\nThere are a couple times that I accidentally go into first person view. I think, overall, this might happen twice in the whole run. It always happened right when the moment was getting intense and then suddenly...ack...first person view. Trust me...it sucks when the run up until that point is nearly perfect. \n\nFor those of you who aren\'t going to read this commentary and/or don\'t want to see the whole run, there are several segments that, in my mind, are simply outstanding. \n\n1. Protect Site in Dead Town - The 19th segment. With all of my failed attempts and countless tries to figure out the best way to get through this and the fastest way, this is definitely a must see. \n\n2. Destroy Equipment at Dig - The 25th segment. The first time I played this mission I probably died 50 times before I beat it. Here, I own it. \n\n3. Break Barrier at Nest/Attack the Metal Head Nest - The 2nd to last segment. In my normal mode run I attacked as things came to me. Here, I try to run past everything, saving several minutes. With all of the things that are going on in this level, it\'s incredible. \n\nAll 3 missions take up less than 20 minutes...so no, you don\'t have to watch all 4 hrs and 42 mins. \n\nI never went to the Oracle. \n\nEscape From Fortress - A friend of mine told me that I could probably do a long-jump at the very beginning. After quite a bit of practice I knew just exactly how many I could do...but then I had to do that, get through the rest of the level, and record it. Normally I have to load every single time I record, but for this first level I didn\'t have to do that. I don\'t use any ammo, so that stays the same and overall time doesn\'t increase since every time you restart the time resets. I ended up recording pressing start, skipping the cutscene...and then I played through that first mission about 50 times, connected the two together and voila. \n\nProtect Kor and Kid - No real way to mess this up... \n\nTalk To Torn/Retrieve Banner From Dead Town - A couple small mistakes but nothing terrible. \n\nFind Pumping Station Valve - I tried to do as many long-jumps as I could in this one. \n\nBlow Up Ammo At Fortress - I was able to do the two shortcuts I found even better this time. I also got the tank to hit all 4 things at the end faster. \n\nMake Delivery To Hip Hog Saloon/Beat Scatter Gun Course - Delivery is easy and I do the scatter gun course faster by leaving as soon as I\'ve reached the minimum goal. \n\nProtect Sig At Pumping Station - After I beat this I saw that Sig ended up with about 10% health. I was so surprised that I still won. What surprised me even more was that he ended up with 10% health in the very beginning. I was able to use the peacemaker to quickly kill many metal heads in the middle. \n\nDestroy Turrets In Sewers - I killed enemies faster and tried to keep going. I don\'t know why I didn\'t plow through all of the guys I used peacemaker on. Didn\'t cost much time though. \n\nFind The Blaster Mod - I thought I could just get the blaster mod and exit...so this is probably the shortest segment. I ended up going back and doing the gun course later on in the act though. Just like with the Scatter gun course, I did the Blaster course faster by only doing the minimum goal and exiting. \n\nBeat Time To Race Garage - I know the city really well now so I saved a couple seconds on this. \n\nWin Jet-Board Stadium Challenge - Same as before. \n\nRescue Vin At Strip Mine - Ran past alot of the enemies. Saved quite a bit of time. \n\nDestroy Eggs At Drill Platform - Maybe it\'s just me but when I was studying this one for shortcuts I discovered that there were certain eggs that activated the next section of the stage...so I thought that I could just shoot those eggs and continue. I thought wrong. I almost had a heart attack when I stopped shooting and got out and there was one egg left, I turned around and saw about 10 guys hovering around me...and I still beat the mission. \n\nCollect Money For Krew/Blaster Gun Course - Same as before, unfortunately. No real way to save time. \n\nFind Pumping Station Patrol - I did a small shortcut in the beginning. Saves maybe a second or two. This was a very difficult mission, and that shocked me. Strategy: Don\'t get electrocuted. \n\nTalk To Onin/Find 3 Artifacts In Mountain Temple - I ran past 2 of the guys with shields and I didn\'t have to collect any gems so that made this a couple minutes faster. I dodged boulders first just to get it out of the way and because I hated it when I got the other two and then screwed up horribly on boulder dodging. \n\nTurn On 5 Power Switches - Same as before. \n\nRide Elevator Up To Palace/Defeat Baron At Palace - It was my intention of making this two segments but I accidentally went ahead and beat him and I did it fast so I kept it. \n\nShuttle Underground Fighters - I tried to beat this with only one vehicle but I think that\'d be very unlikely. I don\'t think it cost much time though. \n\nProtect Site In Dead Town - There\'s several months separating the previous segments and this segment. I tried it for an hour or so and it was just too difficult. I was also getting ready to move and I knew I had other things to worry about. Even after I moved I knew that the first segment I had to do was get past this hard one so I just kept putting it off. I did a shortcut that caused me to fall into the water and take damage and then the strategy was to jump over the stingers. I didn\'t want to hide behind the pillars as I picked off the guy...so I ran toward him and just started shooting. I am amazed that I was able to pull the whole thing off. I took several minutes off because of it. \n\nCatch Scouts In Haven Forest - I hate this mission...not because it\'s hard but because it\'s tedious. It took the same amount of time as the previous one so I kept it. \n\nDestroy Cargo In Port - Same as before. \n\nRescue Lurkers For Brutter - Same as before. The rescue lurkers missions are the only ones in the game that just feel out of place. \n\nCheck The Bazaar/Intercept Tanker - I used Dark Jak here to conserve ammo. \n\nEscort Kid To Power Station - Sometimes there\'s alot of guys you have to shoot and sometimes hardly any at all. Easy mission. \n\nDestroy Equipment At Dig - Here I get to show off my Tonk Hawk skills. Nine out of ten times that first guy would hit me before I finished grinding. This time I was very lucky. I saved a bit of time near the end by jumping from the top rail and landing on the rail at the bottom. I was hoping I could jump directly from that rail to the jump pad...but I don\'t think it\'s possible. \n\nDrain Sewers To Find Statue - At one point I went to the right instead of the left. Might\'ve saved a second or two, but that\'s it. \n\nCheck The Water Slums/Get Seal Piece At Water Slums - I did the same strategy as before. Pretty easy. The civilians have to cooperate and not bump you into the water. Thanks go out to the person in the forums who mentioned getting on the hoverboard so I didn\'t have to get the dark bomb. \n\nWin Class 3 Race At Stadium - Same as before. \n\nBlow UP Strip Mine Eco Wells - Same as before. \n\nDestroy Ship At Drill Platform - I thought this mission was going to be the end all of this. Yes, this mission is insanely difficult...but it takes alot more luck than skill. After many failed attempts I just pressed record and just kept at it for about 30 minutes and then I beat the wave of 40...and finished the mission. \n\nHunt Haven Forest Metal Heads - This time I remembered where everyone was at so I killed much more efficiently this time. I think I saved about a minute on this. \n\nGet Seal Piece At Dig - Same as before, but this time it was much easier for some reason. \n\nDestroy 5 Hellcat Cruisers/Beat Onin Game/Use Items In No Man\'s Canyon - I made this all one segment because, frankly, it gets tiring having so many segments and I knew that Onin\'s game and the mission after that were easy so why not. Destroying the 5 Hellcat Cruisers was always hectic. This time it was less so. At the end of this segment I saved it right next to the door leading to the tests of manhood. When I loaded it I was right next to the palace. The nice thing was that I was able to get in a vehicle right away and get over to the tests of manhood in only a few seconds. \n\nPass The Tests Of Manhood - I made each test it\'s own segment so I could optimize them a bit more. On the first test of manhood, near the end, I skip a platform. Saves a couple seconds. On the floor puzzle I memorized exactly where each place to jump was at to save time. I was able to do the music puzzle faster, but it\'s still not fast. I am hard of hearing and not good at recognizing notes. I\'m sure a person with better ears could probably shave off twenty seconds or more. I was more worried about the music puzzle then not getting electrocuted because I knew that I could go through the water perfectly and then take a long time with the music puzzle. Anyway, I saved a minute overall. \n\nDefeat Baron In Mar\'s Tomb - I was able to hit him with 4 bombs each time, so that made it a bit faster than the previous attempt. \n\nRescue Friends At Fortress - This mission is probably the hardest mission of Act III. In the old video I killed all of the guys and then went back and hit the 4th switch. In this one I go ahead and hit all 4 and then take the rest of the guys out. Most of the time you\'ll get hit as you jump over a gap...and if you get hit you just go straight down. To try and prevent this I jumped, did a spin-shot and then jumped again. I saved quite a bit of time by jumping on top of the lasers instead of going around them on the left. In my last few attempts I thought about the part where you \"have\" to get on the hover board, go into the half-pipe and then get out on the other side. No matter what I did it seemed the electricity would always get me. I thought about doing a roll-jump to get to the other side. When I actually tried it I ended up just jumping down, walking over and then jumping up the side...however, if you read the guide it says that jumping isn\'t an option and only the hover board works. Shows what they know. \n\nProtect Hideout From Bomb Bots - I tried alot of different things against the bomb bots. I tried becoming dark jak and just kicking them, but that didn\'t work. I tried shooting them and spin-kicking them as fast as I could, but that didn\'t work. At one point I thought that I could steal a krimzon vehicle (the small kind) and shoot them with the vehicles weapons, but it only fired over the bot. For awhile I assumed that I wouldn\'t be able to beat the mission without more ammo, so I skipped it and recorded the Escort Men in Sewers mission. Unfortunately, getting there from where I was at, completing the mission and getting back added about 4 minutes of driving time, so I went back and tried the mission again and again. I\'d always start with the northern most bot and then come back and take out the other two, but that never worked. The last four or five tries I did I started with the southern most bot and then took out the other two. This was easier because I didn\'t have to cross paths with the cannon only a little ways away. \n\nWin Class 2 Race At Stadium - The 2nd race is pretty much the same as before. \n\nEscort Men Through Sewers - I was able to get through the next mission, but I normally had barely any or no ammo left. I knew I would need some ammo for a couple missions later. Earlier I had thought that ammo wouldn\'t be a problem and that I could skip getting the peace maker. Well, I had to get ammo before the mission and I made sure I got some peace maker ammo. That way I was able to take out many hose heads at the end of the mission with 2 shots of peace maker. \n\nBeat Erol In Race Challenge - It wasn\'t as close of a race. \n\nGet Life Seed In Dead Town - I saved a couple seconds by not worrying about the guys in the beginning. I also saved a few seconds by not shooting the last guy and instead going up to him and punching him. \n\nBring Life Seed/Protect Samos In Haven Forest - There was initial strategy and the idea that I could take out the flyers without getting hit with electricity by standing on the railing, but in the end, I was just trying to survive. \n\nDestroy Eggs In Strip Mine - Same as before. \n\nDestroy Drill Platform Tower - I didn\'t worry about the guys at the very top so it was a bit faster that way. I also did a few long-jumps to save time. \n\nRescue Lurkers For Brutter - It\'s a bit faster if you destroy two of the flyers at once and then rescue the guys. Rinse and repeat. \n\nWin Class 1 Race In Stadium - Same as before. \n\nExplore Palace - I ignored the guys to the right in the beginning, long-jumped and then long-jumped again. Took out the guys up close with the scatter gun to save time. \n\nGet Heart Of Mar In Weapons Lab - I use one peacemaker ammo in the beginning and then I was just trying to get through the guys without getting hurt. I picked up a thing of health just in case, did some spin-shots halfway through to make things faster and then the rest was just running more to save time. \n\nBeat Krew In Weapons Lab - He has more health so it takes another minute or so to beat him. I didn\'t purposefully \"stock-up\" on ammo...but that was the end goal. \n\nBeat The Metal Head Mash Game - I wanted to beat it without hitting a red one. Yay for me. \n\nFind Sig In Underport - I hit a bomb in the beginning to save time. \n\nEscort Sig In Underport - I saved time by spin-kicking and then punching the blocks. \n\nDefend Stadium/Check The Construction Site - I Tried to conserve ammo in Defend Stadium. \n\nBreak Barrier At Nest/Attack The Metal Head Nest - I did this much faster than before. I didn\'t bother with the spiders. This is several minutes faster. \n\nDestroy Metal Kor At Nest - This is really tough. Even peacemaker ammo that I had saved up doesn\'t do much against him. After I got done with it I tested to see how much time I had left before another minute occurred. It turned out to be about 45 seconds...which meant that if I had beaten Kor 15 seconds faster this whole thing would be a minute shorter; however, I soon realized that being 15 seconds faster wouldn\'t happen. \n\nIt is hard to judge seconds in this game because you\'re only given whole minutes. Seeing my times near the end frustrated and confused me because all of the seconds I had gained earlier in the game now showed up, so a segment could be 5 minutes instead of the previous 4 but still be a shorter segment, if that makes sense. Because of this, I initially always tied my previous times or did better, but in Act III I\'d go back and forth. One segment I\'d be ahead by 32 minutes and then the next segment I\'d be only 31...even though I was certain that I\'d done better/gone faster. The only missions that took longer than before was Bomb Bots, beating Krew and beating Kor. Each mission took 4 minutes instead of the previous 2. I know that if a person went back and did this game on normal they would be 6 minutes faster right away. Add into account that all enemies would be easier 10 minutes could probably be shaved off...so 4 hrs 32 mins?','2006-06-30',0,16920000,12,'Jak2_442',56,13,0,NULL),(0,525,NULL,152,'','Jaws is not a highly sought-after title, but it\'s been the competition of Rudy Ferretti that made me push this game so far. Trying to beat his times made me go back to the drawing boards, armed with a now-obsolete TAS (tool-assisted speedrun made on an emulator) and a mood for experimentation. \n\nAt first, I was quick to disregard most aspects of the TAS as being infeasable on a console, but then I decided to try and figure out just how those aspects were done. The TAS did these things that I didn\'t have in my previous Jaws running method: [ul][li]Get the minisub [li]Only have 2 underwater encounters before fighting Jaws[/ul] \n\nThe first one was pretty easy to figure out: any time you reach 30,000 points, the minisub will appear on 1 of 4 spots on the map. I had never noticed it before, because a perfect Bonus Scene is necessary to meet the points quota, and that was not a part of my previous method. \n\nThe second one was more tricky. In the TAS, the boat made some jerky motions on the way to the East port, and managed to skip the third underwater encounter that I was always running into. I tested a few things and figured out that it has to do with timing. I learned that if I wait a few seconds before moving my ship, the encounter appears closer to me. If I wait more seconds, it will happen as soon as I move the ship. Just a little longer, and the encounter doesn\'t happen. But if I wait too long, it still happens, just further down the way than it would have originally. \n\nThe first and second encounters plus the bonus scene are needed to meet the 30,000 point quota in order to get the minisub. So the only encounter I could try to avoid is the 3rd encounter. All I had to do is stop one space short of it, wait a little while, then continue on. Three problems: [ul][li]I don\'t know exactly where \"one space short\" of the encounter will be, since it changes locations from game to game, [li]I\'m not sure exactly how long to wait, and... [li]Jaws\' fin will appear and run into me before I\'m done waiting.[/ul] \n\nTwo of those are based on guesses and one is random luck. The odds of all 3 of them going right are outrageous, but I never liked odds all that much, so I kept trying. \n\nWith a game whose total length of a successful run is under 5 minutes, it\'s possible to make a few hundred attempts in one sitting. I\'ve probably made over 1,000 recorded attempts since my last Jaws run was published on SDA in May 2006. Only three times was I able to avoid the 3rd encounter, but two of those times had other mistakes that kept me from getting a time worth the trouble of missing the encounter in the first place. \n\nAbout my general encounter technique: \nIf I hit a stingray or jellyfish and he drops an item, a replacement enemy won\'t spawn until I collect that item. So it\'s a good idea to swim towards the enemy while shooting so you can collect the item as fast as possible. Of course, they don\'t all drop items, so for the ones who don\'t drop items, it\'s better to shoot them as fast as possible. I don\'t know which enemies drop items, so I have to guess whether or not to kill them quickly or while swimming towards them. \n\nAbout my Jaws encounter technique: \nHammering Jaws with bombs from the minisub won\'t kill him any faster because not every hit registers. There\'s a space of time between hits that will register damage to Jaws\' power and my technique is to toss bombs as close to that space of time as I can manage. \n\nSo here\'s a list of things that need to go right for an ideal Jaws run: [ul][li]Hit the first encounter at one particular shallow spot, since the first encounter seems to go by faster at a shallow spot than at a deep one. [li]Hit the second encounter far enough away from the first one. [li]Get a perfect Bonus Scene (hit all 30 jellyfish) [li]Have 30,000 points by the end of the Bonus Scene. This means I need to get lucky on collecting stars from killing stingrays and jellyfish from the first two encounters. Which led to a new problem: if I get too many points in the first encounter, it moves the second encounter closer. That makes guessing the location of the third encounter more difficult and makes a possible extra encounter on the way to the final power-up. [li]Guess the location of the third encounter and stop just short of it. [li]Guess how long you have to wait to avoid the encounter. [li]Make sure Jaws\' fin doesn\'t hit you while you wait. [li]Go back and forth between the ports until you have a power level of 3, without hitting any more encounters. [li]Make sure not to get hit during the Jaws encounter, or else you lose your minisub and it\'ll take longer to get Jaws\' power down to zero. [li]Stab Jaws with your boat on his first run at you.[/ul] \n\nThe term \"statistically improbable\" was coined for this game. True story. I don\'t think I\'ll ever beat this time, but I won\'t say it\'s \"impossible\" to do so. You just need lots of practice, lots of time, lots of luck, and lots of patience.','2006-11-14',0,238000,11,'Jaws_358',1,8,0,NULL),(0,526,NULL,153,'','I thought this game would not be very popular when I first suggested it on SDA. However, it turns out I was pretty mistaken; a number of people had heard of the game, so I stuck with my original plan of doing a speedrun. I actually have done two speedruns of this game, one for Jazz and one for Spaz, but for the purpose of these comments I will discuss only the Jazz run. \n\nI did this run first - Jazz is not as fun to use, so I thought I would get him out of the way early. \n\nBefore I start, I\'d like to thank Robyrt for giving me some general advice. I\'d also like to thank Radix, not only for being willing to host this, but also for indirectly pointing out I was using too high a resolution, making things harder to distinguish. \n\nI used a Radeon AIW 7500, a TV, and a VCR to record this run, and have opted to let Nate capture it. The run was played using 400 x 300 x 16 resolution, as a vote decided. \n\nIn any run, Jazz is going to be the slower character. He lacks a double jump for taking shortcuts and he lacks the side kick to use against bosses. He instead has a helicopter ears move to slow down falls and a super jump that must be done from a crouch. \n\nSome notes: \n-In most levels, your character starts on a platform during the loading screen. As soon as the graphics have loaded, the game removes that platform. If you hold the jump button during the loading screen, you can actually jump from this platform. I use this only in places where I stand to gain time for sure. And this glitch does not work in levels 7, 9, 11, 15, 17, 21, or 23, where you \'teleport in\' to the level. \n-In level 12, using the aforementioned trick has the unintended side effect of draining all the water from the level. While this removes the ever-annoying \'swimming\' element, the level is actually harder to complete unless you know all your moves well. I am pretty sure this is faster, however. \n-During periods of invincibility - after taking a hit, while using a shield, or grabbing a carrot - you can pass right through, and even stand within, enemies. I use this quite a bit, especially for early boss fights so I can get the Toaster to hit immediately. \n-Early on in the game, I rely on my thumb to shoot very fast. Once I have enough Fastfire powerups, though, I let the game take care of my fast shooting, except for weapons that don\'t use Fastfires (such as the Missile Launcher). My shooting looks less sporadic mainly because of this fact. \n-I take the time to destroy the chain on the level 18 boss because it kept killing me before. Only after the run did I discover that using the Toaster for this job was easier and quicker. \n-I wind up collecting each weapon at least once in this run, although I don\'t use all of the ammo I pick up. However, I do not go out of my way to get ammo unless I intend to use it - it\'s just faster to pick it up inadvertently than deliberately avoid it. \n-There are at least two points where I accidentally run out of ammo for the weapon I wanted to use. Yes, I did panic when this happened, but I found ways around the problems. \n-This run has no deaths whatsoever. However, I become very, very cautious when I have one hit point left as a result. \n-I end the recording at the high score screen because the fire alarm in the building went off during the last level. I had to rush out right after finishing the Devan Shell fight and there would have been an extra five minutes of waiting for me to input my high score if I had included it. I wound up taping over most of that five minutes.','2005-10-03',0,1941000,11,'JazzJackrabbit2_SS_Jazz_3221',1,11,0,NULL),(0,527,NULL,153,'','I thought this game would not be very popular when I first suggested it on SDA. However, it turns out I was pretty mistaken; a number of people had heard of the game, so I stuck with my original plan of doing a speedrun. I actually have done two speedruns of this game, one for Jazz and one for Spaz, but for the purpose of these comments I will discuss only the Spaz run. \n\nI did this run second because I wanted to get the less fun Jazz run out of the way. \n\nBefore I start, I\'d like to thank Robyrt for giving me some general advice, as well as one specific point used a lot in this run. I\'d also like to thank Radix, not only for being willing to host this, but also for indirectly pointing out I was using too high a resolution, making things harder to distinguish. \n\nI used a Radeon AIW 7500, a TV, and a VCR to record this run, and have opted to let Nate capture it. The run was played using 400 x 300 x 16 resolution, as a vote decided. \n\nSpaz will always be the faster character, because of his double jump (which allows shortcuts galore) and his side kick (more on that later). \n\nSome notes: \n-In most levels, your character starts on a platform during the loading screen. As soon as the graphics have loaded, the game removes that platform. If you hold the jump button during the loading screen, you can actually jump from this platform. I use this only in places where I stand to gain time for sure. And this glitch does not work in levels 7, 9, 11, 15, 17, 21, or 23, where you \'teleport in\' to the level. \n-In level 12, using the aforementioned trick has the unintended side effect of draining all the water from the level. While this removes the ever-annoying \'swimming\' element, the level is actually harder to complete unless you know all your moves well. I am pretty sure this is faster, however. \n-During periods of invincibility - after taking a hit, while using a shield, or grabbing a carrot - you can pass right through, and even stand within, enemies. I use this quite a bit, especially for boss fights. \n-As Robyrt has informed me, the side-kick attack does massive damage on bosses when done correctly. In order to get it working the way I think he intended, I have to stand inside the enemy. You might wonder why I don\'t take damage here - it\'s because Spaz is invulnerable during the windup for the side-kick. \n-Early on in the game, I rely on my thumb to shoot very fast. Once I have enough Fastfire powerups, though, I let the game take care of my fast shooting, except for weapons that don\'t use Fastfires (such as the Missile Launcher). My shooting looks less sporadic mainly because of this fact. \n-I take the time to destroy the chain on the level 18 boss because it kept killing me before. I remember to use the Toaster this time, at least. \n-I wind up collecting each weapon at least once in this run, although I don\'t use all of the ammo I pick up. However, I do not go out of my way to get ammo unless I intend to use it - it\'s just faster to pick it up inadvertently than deliberately avoid it. \n-This run has no deaths whatsoever. However, I become very, very cautious when I have one hit point left as a result.','2005-10-05',0,1800000,11,'JazzJackrabbit2_SS_Spaz_3000',1,11,0,NULL),(0,528,NULL,157,'Run is single-segment, but video has been cut into six parts.','This run was done in a single, painful sitting. Besides the five hours shown here there were a couple of other failed runs I performed before this successful one. So there was definitely some fatigue towards the end. I especially remember my thumb killing me in the mine level with Vela. If I ever wobble while going in a straight line it\'s probably because I use my right hand to push forward so my left hand can rest! \n\nThe movie is almost five hours long but the game time is 3:21 [-] blame the cinemas. There are a lot of cinemas that involve entering and leaving stages. These are annoying because they can not be skipped, although they allowed me to take much needed drink and restroom breaks. \n\nMost of the speed of this run comes from knowing what I have to kill to open the doors (in the beginning I was surprised to see how little is required - i.e. just a green sniper drone or just this wave of fliers. Although, later in the game every room needs to be scoured before doors will open) and being able to nab the Tribals without hesitation. The Tribals in particular are pretty evil since if one dies then the run is pretty much over because you have to restart the level (this is why I do Lupus\'s underground level in Goldwood first after the first meeting with Mizar [-] too many potentially dead Tribals!). \n\nThere is a fair amount of randomness in this game. Drones will run around all over the place and sometimes it seems like the last one or two required to open the door are hiding. Sometimes when you shoot them they don\'t really die, instead they lose all their appendages and suffer for about 20 seconds before giving up the ghost. This is bad because doors will not open until they fully expire. A single bullet will put them down but if you don\'t notice them suffering then the wait for the door can be painful. \n\nMistakes were made during this run. When the \"speed run\" is going to be over three hours no matter what then small mistakes can be overlooked. Thus, I will only list the worst offenders: [ol] [li]In Lupus\'s Mizar stage, the area with the night vision goggles - oh my! This is supposed to be easy. I wasn\'t paying attention, however. I thought it would be fun to switch my weapons to the music and jump up and down and rocket. Of course while I was doing this I missed my exit...20 seconds later I\'m thinking, \"This should be over by now.\" Wow, I felt like a jackass! [li]I fail Floyd\'s minigame in the Anubus. This wastes about a minute. I was never good with these on my first try because the controls seem dramatically more sensitive than the rest of the game. [li]Vela on the first stage of Rith Essa - I had low health but I thought I could make it to the end. Naturally, I die right before the final door. I would have made it if I didn\'t plow through the explosions of the dying, flying drones, which causes a lot of damage. Goodbye, 40 seconds! [li]Vela in the Thorax of Eschebone - I didn\'t have any explosives so I could not open the wooden door that would allow me into the brain of the worm. So I had to collect the dumb tokens, exit, repeat a couple times, etc. until I could buy full ammo from the robot vendor. What a rip-off! [li]After liberating the Tribal race I use Juno to meet up with King Jeff in Mizar\'s Palace. What I DID NOT know is that only Juno can go through his door, Vela through hers, etc. I could have SWORN I remember being able to go through any door with any character after the meeting with Mizar for the first time. This was pretty embarrassing...goodbye, 45 seconds. [/ol] Mistakes that really aren\'t: [ol] [li]I die twice besides the Vela incident - once as Lupus in his Goldwood stage and once as Juno in the final meteor level. I always die on Lupus\'s stage eventually because the level is quite long and I\'m not very careful. It doesn\'t even take away that much time. As Juno I kill myself so I can have full health for the final battle with Mizar. [li]Sometimes when in long halls filled with drones Rare thought it would be comical to have drones \"warp in\" behind you (GoldenEye, anyone?). So no, I don\'t miss drones in a narrow, straight hallway, it\'s simply a conspiracy. This is most obvious in Eschebone and Cerulean. [/ol] Other observations: [ol] [li]I really DESPISED the item collection system in this game. Believe me, I learned a few things. Tribals only \"count\" towards the final total (for the spaceship part Jeff gives you at the end so you can reach Mizar\'s lair) if you \"OFFICIALLY\" exit the stage. This means reaching a door with the fancy lights, the dramatic music, and the screen that totals your Tribals, kills, accuracy, most used weapon, and time. This usually isn\'t too bad but there are several levels where either SEVERE backtracking or a lot of running ahead is needed to meet this requirement (i.e. Anubus passageway, Eschebone with Vela, Vela on Rith Essa in general, Ichor in general). \nYet, the other items in the game (such as weapons, keys, space ship parts, and misc. quest items like the earplugs, magazine, Floyd parts, etc.) are saved permanently as soon as you touch them! I found this out when I cleared out the Thorax with Vela but didn\'t get to the end (this was before I started running, when I was testing things out). When I came back I appeared in the Thorax with ZERO Tribals but the magazine, blue key, and a gemini piece. It doesn\'t matter if you just quit or save and quit...Tribals are evil. [li]I\'m fairly proud of the final Mizar battle. The trick of course is to kill him so he never uses his three main attacks (electricity of doom being the main concern, the laser eyes and minty breath being jokes). I almost pulled this off but I had a little bit of trouble with his second stage. Most people have trouble with him because they probably never realized you don\'t have to wait for him to turn around [-] shooting him in the midsection hurts his wing apparatus just as well. [li]According to the inventory screen, I collected a total of 32 insect heads. [li]Juno is the disco King, baby! [/ol] Enjoy the run.','2004-07-14',0,12060000,12,'JetForceGemini_SS_321',1,9,0,NULL),(0,529,NULL,158,'','JSR is my second speedrun, my first was the ps2 Shinobi. I decided to play as Tab because he has easy tags and holds 30 cans. I skip all the optional character challenges because the only character I would opt for over Tab is the Noise Tank (who holds 50 cans) and I don\'t think you can even get him on your first play through. \n\nThere are 3 classes of mistakes in JSR speedruns: [ul][li]Minor - These are either times when you bump something and lose a little speed or you really mess up but recover immediately. These cost between 1 and 5 seconds. \n\n[li]Moderate - These are the mistakes that cost you enough time to regret making them which is 10-20 seconds. It\'s about as easy to make a moderate mistake as it is to make a minor one but if you make more than a few moderates, your run is over. \n\n[li]Major - These are mistakes that take you so far off your intended course that it is essentially hopeless. However, with quick and miraculous reactions, a major mistake can be downgraded to moderate or even minor. They range about 30-60 seconds and you basically quit if it\'s going to take longer.[/ul] \n\nSomewhere in Asia... \n\nYou begin the game as Beat and first you must complete 6 tutorial trials. These are mostly basic exercises and there\'s not much to say about them except that in Tab\'s second challenge, what happens is that I trip over a curb and land behind a sign. It just looks like I disappear for a moment. \n\nSo now Gum and Tab are selectable. We\'re only going to see Tab for a while but the others will pop up again later on. I made these custom tags just for this speedrun. The reason the medium tag says \"EBU\" is that Megatherium and space demon ebu are the same person. The small and large tags are self-explanatory. [ul][li]Chapter 1 GG \n\nLets get scratchin... [ul][li]Shibuya GG \nThe bus station is a vital territory in our criminal network and it must be reclaimed. The police are too slow to really even play a role in this level. Don\'t worry, it gets more intense later. \n\n[li]Love Trap \nIn this level the SWAT team comes out and the first thing they do is drop tear gas in a playground. I have a little trouble with some buses but it only comes out about 10 seconds slower than my best. \n\n[li]Monster of Kogane \nI\'m sure my behavior in the early part of the level seems peculiar and to that I have no excuse. \n\nIgnore the rivals that appear at the window. Or don\'t ignore them and instead come up with creative ways to decline their challenges. Those are your two options. \n\n[li]No. 540 \nWhy are we conquering a junkyard? And why do the police care so much that we do? In this game you are invincible while grinding. \n\n[li]Kogane Circus \nThis is the first of a few gang boss fights. In these levels you have to chase down 3 rivals gang members and tag their backs each 10 times. That is why it is important that Tab holds 30 cans. This is one of the hardest levels to pull off reliably. I\'ve done it about 15 seconds faster. \n\n[li]Benten Boogie \nWe will return to this rail that you start on multiple times throughout the game. If you watch carefully towards the end, I enter a building at ground level, go through a curved passage (that I occasionally refer to as the Escher Hall) and then exit the building at the rooftops. \n\n[li]Graffiti High \nBonus points for tagging the captain. \n\n[li]Noise Reduction \nThis level is the reason the Major mistake classification exists. It begins when I attempt to jump up on a rail and accidentally double tap A which makes me jump off again. This was a horrible place to make that mistake but I still recover pretty well, what really seals the deal is when i get slapped around by the Noise Tanks later on. If I had played less imperfectly, I would have finished by 750. This is the other hardest level to do reliably. \n\n[li]Love Attack \nThe Love Shockers are small potatoes by comparison.[/ul] \n\n[li]Chapter 2 Combo and Cube \n\nWe have to accept the challenge when the two Americans appear at the window. After they join the GGs, they tell us a foreshadowing anecdote in the form of a playable flashback. [ul][li]Tag or Die \nI choose Cube because she holds 5 more cans than Combo and I find it unlikely that Combo would be blaring Rob Zombie on his jam box. Assassin number 5 is quite dangerous, don\'t be deceived by his \"hello, child\" greeting. You may notice a tactic I use is to run into enemies so that I get the couple seconds of invincibility (flashing red). \n\n[li]Rock and Roll Grind \nA rather vertical level that stresses the little dreamcast at certain angles.[/ul] \n\n[li]Chapter 3 Golden Rhinos \n\nNow that we\'re through with that nonsense... [ul][li]Explosion \nThis level is all the day time areas crammed into one giant booby trapped nightmare. Persued by a jawless guy in a suit that uses molotov coktails as a melee weapon. It goes alright actually. \n\n[li]Fight or Flight \nAt the bottom of the sloped section, you can tag the rhino and get out without being sniped, but you must be very quick. In the sewers the jet pack squad really gives me the business. \n\n[li]Benten Burning \nThe deal with the big wrestler guys is that if you can avoid their somewhat limited sight range, they won\'t notice you. You can even bump into their leg and they won\'t feel it. Later on I come up short on spraycans but I find a quick solution so I don\'t lose much time on the roofs. The flame thrower guy normally doesn\'t come down off the van he\'s standing on, but this time he does, and he sets me on fire. Twice. \n\n[li]Behind the Mask \nThe group gets too far ahead of me and I have to cut over a street to intercept them. After that, everything goes about right. \n\n[li]Final Groove \nNo comment.[/ul][/ul] \n\nMany people that didn\'t like or couldn\'t get into JSR complained about the awkward control of the character. I wanted to speedrun this game to demostrate the kind of flows you can get into when you\'re good at the game.','2007-06-01',0,3819000,11,'JetGrindRadio_SS_10339',1,1,0,NULL),(0,530,NULL,160,'Run has a \"shaky cam\" feel to it, due to poor source tape.','Thanks to Radix and Nate for your indelible testament to videogames and gamers via SDA, and thanks also for your remarkable work developing the site and processing/hosting our demos. Finally, I would like to thank Austin Douglas for his extremely convenient subservience, as he obsequiously pressed the \"reset\" button on my Sega Genesis, every time I failed, for a considerable number of attempts. Seriously, if it weren\'t for prompt sycophants like him, our shoes would never get polished! Haha; jk!! The poor shmuck is my best friend, and it actually was such a relief not to have to reach for the button after every error. \n\nI firmly believe that this is my most formidable run to date. While the Raptor\'s mission is laughably easier than Grant\'s, it still posed quite a tedious challenge. I chose the Raptor\'s quest for obvious reasons; Grant takes more damage, has to face dozens more dinosaurs with clunky and limited ammunitions, must survive more levels, and cannot move anywhere near the Raptor\'s velocity. It was really the repetition and countless, failed attempts that truly tried my patience with the Raptor run, though. As with any short but intense speedrun, it required numerous retries and blistered fingers. My only goal for the run was to eliminate deaths; this I accomplished. I am thoroughly pleased with the time I have achieved, and I hope it has made for an entertaining demo. The Raptor\'s vendetta is excruciatingly unexplained, btw, but I don\'t believe a compelling narrative is necessary for an adventure starring an extinct beast, anyway. Just deal. \n\nIn the jungle, I don\'t believe I make a single mistake. If you notice, I preemptively eliminated the Dilophosaurs by reaching their spawning points before they had generated (Btw, just so everyone frickin knows, those guys did NOT have frills and did NOT actually spit venom. Archaeologists and sages, everywhere, are still attempting to discover what the motivation behind this directive was). Anyway, this tactic seemed to work well in the run. \n\nThe power plant goes smoothly, as well, except for when I anticipated the last tesla-soldier and somehow missed my kick, which I can only attribute to insufficient hit-detection. Oh, and I receive style points for kicking Grant at the exit. \n\nThe Raptor\'s seemingly ceaseless lust for rampage continues into the sewers, from there, and I believe I make my most impressive action segment, there. Trust me; you have absolutely no idea, whatsoever, how difficult those six jumps are. No idea [-] trust me. BTW, I lose those precious style points for failing to remember to kick Grant, here. \n\nNext we face the baseless VOLCANO level. Besides being utterly out of place, this vagabond level is eerily short and seems to defy the levels transitioning to and from it. This area also contains my only significant mistake; instead of mauling the last two guards, I should have leapt completely over them, as I meant to do, and saved a couple of seconds. However, this is a most forgivable error, especially since the high jump I actually pressed simply failed to register [[]Note: absolving myself of blame]. \n\nThe final level reveals the latent, aggressive nature behind the guards. The third guard in the opening area somehow manages not only to survive my reckless charge, but he also musters TWO hits on me. Enraging. Not only that, but the next guy, two rooms later, also manages to damage me before meeting his own demise. Of course, this is to be followed by an accidental turn around on my part, wasting one or two seconds. At least, with that, the worst is over. On the next floor, the insidious green men begin to arrive. They have a quickdraw that would put John Wayne to shame, although it is not obvious from this run. The final man on this floor is a miniboss, for all I can figure, with an even snappier quickdraw. I\'m sure it appears to be an accident, but I intentionally jump underneath him to fake him out. After I ascend the next room, I enter the uppermost level. Here I run along the floor until I reach [[]and kill] a seriously incongruous Dilophosaurus, and from here, I proceed to do the MOST DIFFICULT THING I\'VE EVER DONE IN ANYTHING IN THE WORLD. The final soldier who waits in the ceiling is one, sick, son-of-an-incestuous-bitch. He is able to electrocute the Raptor BEFORE I even make a jump; it\'s absolutely insane. And no, utilizing the Raptor\'s absolutely absurd grappling technique to climb onto the platform does not work, either. I have one failed attempt where I redo this jump, which I SOMEHOW manage to nail in one attempt, here, a total of twenty-five poignantly painful times. I don\'t know; maybe I was trying too hard, but I\'ll be damned if I wouldn\'t have kept this run, even if the rest of it hadn\'t gone so well, just for the sake of preserving this emaculate jump. Anyway, after this I kick the dinosaur skeletons out from underneath Grant to \"defeat\" him. Now that he\'s running scared, the Raptor can execute his ingenious hide-in-the-open-box plan, I guess. \n\nI hope you enjoy!!','2005-11-28',0,213000,11,'JurassicPark_Raptor_333',1,6,0,NULL),(0,531,NULL,159,'','Before I start rambling, I need to thank some people. [ul][li]Joe Stanski - He didn\'t just play the game when I told him to, he gave me a ton of good strategies and tips which helped me plan my run, even if he is illiterate (I love you too Stanski). [li]The people on #sda who bothered to play the game after I bugged them around 50 times.[/ul] \n\nHey everyone, I still run games! And like always, I have an IFAQ for everyone to read. \n\nQ: IFAQ? \n\nA: InFrequently Asked Questions. I was talking to kareshi one day (the [a http://speeddemosarchive.com/GhostsnGoblins.html]Ghosts \'n Goblins[/a] runner) and he said he loved the FAQs that come along with my comments, even though no one asks those questions. He then went on to call them IFAQs. I figured he had a good point, so I decided to rename my FAQs to something more fitting. \n\nQ: Why run such an obscure game? You usually run well-known games. \n\nA: Because this game is a lot of fun. Seriously, if you like beat \'em ups, you should try this game. With the exception of Themyscira 2, this game is a lot of fun, and has unique moves that haven\'t been seen in previous beat \'em ups, like the seeking. \n\nQ: How are you pulling off such big combos? \n\nA: The designers let you dodge attacks during a combo by tapping back. However, the designers didn\'t realize you could perform infinites by tapping forward aftwards, wailing on the B button, then tapping back again, repeat. \n\nQ: Why do you miss so many punches? \n\nA: This game has very finicky hit detection when it comes to punching enemies. You need to be almost perfectly lined up with an enemy to hit, which is why seeking is very useful. \n\nQ: Why are you running along edges so often? \n\nA: A lot of battle triggers are activated when you\'re in the middle of the screen. You can avoid a lot of battles by running along the edges. \n\nQ: Why do you sometimes run around the screen like a moron (this is most noticeable at the end of Metropolis 1)? \n\nA: Because it enables something I call the wiggle skip. First off, you need to be in a screen where the enemies don\'t appear unless if you get too close. You start running around in small circles, and eventually, the screen should scroll a little and you can pass by without fighting. \n\nQ: Why do you sometimes hit enemies who are off screen a couple of times, then move on? \n\nA: Because hitting enemies off screen sometimes lets you skip battles, but it\'s very inconsistent. This is why you will occasionally see me trying to progress, but failing. \n\nQ: Why did you almost always use your assists in the order of Superman, Martian Manhunter, Wonder Woman, then Green Arrow (note, I never used Black Canary in my run)? \n\nA: Because that\'s the order from fastest to slowest. I used frame advance on VBA to test this. Wonder Woman can be slower than Green Arrow if she uses her combo attack, but I got lucky in my run and she only used it once. \n\nQ: Why did you use your assists at the end of 1-2? \n\nA: The Superman assist let me skip the two red robots, while the Martian Manhunter assist let me end the stage early (notice how the gorillas are trying to rape me). \n\nQ: Why didn\'t you dodge most of Killer Frost\'s attacks? \n\nA: Because dodging takes longer than getting hit. \n\nQ: Is Metropolis 1 supposed to be that short? \n\nA: No, but it\'s a great example of how broken the game is. \n\nQ: I don\'t understand what you\'re trying to do during the Brainiac battle (yes, I\'m aware this technically isn\'t a question!). \n\nA: I\'m not sure I understand either, it was that bad. \n\nQ: Why didn\'t you restart during the Brainiac battle? \n\nA: My luck throughout the rest of the run was very good, and it\'s improbable to get lucky on all of the random elements in this game. \n\nLevel comments: [ul][li]Keystone City: \nHonestly, both stages were nearly flawless. I even managed to pull off all of the skips in Keystone 2. \n\n[li]Gorilla Grodd: \nI fucked up a bit in the beginning, getting hit twice by his punches, but I manage to kill him before he does any time consuming attacks. \n\n[li]Gotham City 1: \nA red shirt slows me down when I\'m in front of the cinema, not much else to mention. \n\n[li]Gotham City 2: \nI get hit by some of the flaming bots, but that deactivates their flames (if they\'re moving) \n\n[li]Killer Frost: \nNothing went wrong in this battle. When she activated her ice ring I smashed her with the infinite. \n\n[li]Themyscira 1: \nFor some reason the game thinks it\'s funny when I whiff trying to seek to enemies. Also, near the end I didn\'t know I could get hurt whirlwind attacking the flaming bots. \n\n[li]Themyscira 2: \nThis level is painful, not just your typical painful, but \"Oh no I dropped the soap, now let me bend over and pick it up\" painful. This stage is easily difficult enough to be the last stage. \n\nWith that being said, I got stupid luck with assists during this stage, and even managed to skip part of the waterfall battle I have never skipped before. Even though I almost died near the end, this is the fastest I have ever completed this stage. \n\n[li]Circe: \nThis is a combination of being lucky and unlucky. I was lucky because Circe decided to surround herself with yellow orbs, which lets me beat the crap out of her before she can summon guards or fling statues around. \n\nThe unlucky part was that it took four repetitions before Circe surrounded herself with yellow orbs. She will sometimes surround herself after two repetitions. However, I was somewhat lucky because she flung white orbs during two of those repetitions, and the white orbs are much faster than her default attack of yellow orbs. \n\n[li]Sunken City 1: \nI run around like an idiot at the first screen because there are usually more slime monsters to fight. \n\nYes, I have to activate flash speed (the slowdown technique) to skip the second fight, don\'t ask me why. \n\nThis stage was quite well done, except I didn\'t know you could skip the final fight by activating flash speed and going below the fight area. Stanski says this cost me about 8 seconds. \n\n[li]Sunken City 2: \nDon\'t ask me why I suddenly switch between the cylindrical bots at the first screen. I would have done better if I just finished them off one by one (and I wouldn\'t have been shocked like an idiot). \n\nThere\'s a partial skip you can pull off on the second forced fight, but the enemies need to remain off screen. \n\nYes, it was stupid of me to jump kick that one robot into the third forced fight. \n\n[li]Zoom 1: \nThere isn\'t anything I can do to make this go faster. Fun little fact, this is the least damage I\'ve ever taken during this level. \n\n[li]Zoom 2: \nEmbarrassingly bad, it\'s like I forgot how to play the game here. \n\n[li]Zoom 3: \nNearly flawless, Zoom wouldn\'t have blocked my punch if I activated flash speed earlier. \n\n[li]Metropolis 1: \nPerfect! You get to see how broken the game is here. \n\n[li]Metropolis 2: \nI shouldn\'t have collected the heart, but I was worried I was going to die. It only cost a second anyways. The stage went well other than that. In the beginning I managed to pull off some skips that require luck (enemies staying off screen). \n\n[li]Entering Brainiac\'s fortress: \nStupid hentai tentacle rape monster. Had to hit me :( \n\n[li]Brainiac: \nThis battle is retarded random. Sometimes Brainiac will be very cooperative and do nothing but stand there for your convenience as you wail on him. Sadly, this was not one of those times. He decides to teleport not once, but twice, costing me at least 10 seconds. Every time he teleports I have to destroy another pillar. If I don\'t destroy a pillar, Brainiac will turn momentarily invincible and shoot a sonic wave that takes off almost all of your life. I think I did an ok job handling the battle, though my punching could have been a lot faster.[/ul] \n\nSo there it is, my first run in six months. Don\'t worry, I haven\'t retired yet, but making sure everyone else\'s runs get posted is a wee bit time consuming. \n\nIf you\'re wondering what I\'m going to run next. I\'m currently trying to improve my Contra III run. Then I would like to do a Sunset Riders run, and finally run the speedrun equivalent of Duke Nukem Forever (hint: it has a 2 in its name). If I get too lazy to run \"the game\" (which will probably happen in two weeks), then I\'ll work on Metal Slug 1 and X (PS2 anthology). \n\n-Mike \"I only do random beat \'em ups and platforming shooters\" Uyama','2007-03-27',0,1646000,11,'JLHFlash_SS_Justice_2726',1,3,0,NULL),(0,532,NULL,161,'','First and foremost, I\'ve gotta say that Snapdragon\'s videos from 2005 were instrumental to me in doing this run. In most stages I did begin by practicing them a bunch without ever having seen Snapdragon\'s videos, so that my videos would be different from his, but then I watched his videos carefully and implemented all sorts of improvements into almost all the stages. And in some stages, like stages 1 and 2 and Make The Moon, the only reason why I deviated from Snapdragon\'s route at all was because I couldn\'t pull off some of the stuff he did. Truth is that before I watched Snapdragon\'s Make the Moon video, I had never completed the stage in less than 14 minutes! Snapdragon\'s videos are awesome. \n\nCompared to the odd We Love Katamari single-segment, this video is very straightforward. I play through stages 1 through 6, then I have to pick up a little bear in Make Ursa Major to unlock stage 7 (at which time I made an ugly, funny mistake on the map screen), then I play 7 through Make The Moon, and then of course I roll up as many countries as I can (of which I missed one, sorry to say). \n\nThese were the times displayed at the end of each stage: [ul][li]Make A Star 1: unknown, but probably about 0:27 [li]Make A Star 2: 1:01 [li]Make A Star 3: 1:29 [li]Make A Star 4: 2:06 [li]Make A Star 5: 2:40 [li]Make A Star 6: 2:07 [li]Make A Star 7: 3:07 [li]Make A Star 8: 4:46 [li]Make A Star 9: 5:48 [li]Make The Moon: 6:53[/ul] \n\nI started out alright in stages 1 and 2, but not spectacularly. Then 3 and 4 went really well. 5 got pretty ugly in several places, but the finishing time was still good. \n\n6 and 7 were both bad, with very noticeable mistakes, and to top it off, I made a map-screen mistake in between them. Mistakes abounded; for example, when a swan boat was chasing me in Make A Star 7, I should have just gotten out of its way and waited a second. Instead I tried to pull off my maneuvers in front of it, and I got clobbered. I tried to return to my path, and got clobbered again. Instead of spending 1 second getting out of the way, I spent 5-10 seconds battling the darn swan boat. That was not smart. Then 8 went smoothly. \n\nThen came Make A Star 9. Right at the beginning I tried to pull off my signature move, where I begin a dash just as I fall off the left side of the high platform, bounce once, and land right on the higher level next to the megaphones. But I botched it. True that only cost me three seconds or so, but it disappoints me that that trick won\'t be in the video. The rest of the stage was more costly than just three seconds. Little thing after little thing went wrong. I finished up at least 20 seconds slower than I would in a good attempt, and 50 seconds slower than Snapdragon did in his video. \n\nAnd finally came Make The Moon :) Before this attempt I had never completed Moon in less than 7:40. But all kinds of little things went right, and I finished in less than seven minutes, within a half a minute of Snapdragon\'s time. \n\nI used a \"Katamari Damacy Tourney\" I ran at a message board to motivate myself to practice Katamari Damacy over the last month. I thank Vix and the others at the message board very much for putting up with my messed-up tournament thingy. Again I thank Snapdragon. And I thank Radix and Nate for their work. \n\n[a mailto:sloobro@yahoo.com]sloobro@yahoo.com[/a]','2006-08-03',0,1826000,11,'KatamariDamacy_SS_3026',1,13,0,NULL),(0,533,NULL,161,'',NULL,'2005-02-23',0,22000,3,'KatamariDamacy_Star1_022',1,13,1,NULL),(0,534,NULL,161,'',NULL,'2005-03-01',0,50000,3,'KatamariDamacy_Star2_050',1,13,1,NULL),(0,535,NULL,161,'',NULL,'2005-04-24',0,92000,3,'KatamariDamacy_Star3_132',1,13,1,NULL),(0,536,NULL,161,'',NULL,'2006-07-15',0,116000,3,'KatamariDamacy_Star4_156',1,13,1,NULL),(0,537,NULL,161,'',NULL,'2006-08-04',0,155000,3,'KatamariDamacy_Star5_235',1,13,1,NULL),(0,538,NULL,161,'',NULL,'2005-05-13',0,114000,3,'KatamariDamacy_Star6_154',1,13,1,NULL),(0,539,NULL,161,'',NULL,'2006-08-02',0,168000,3,'KatamariDamacy_Star7_248',1,13,1,NULL),(0,540,NULL,161,'',NULL,'2006-07-15',0,278000,3,'KatamariDamacy_Star8_438',1,13,1,NULL),(0,541,NULL,161,'',NULL,'2005-06-17',0,297000,3,'KatamariDamacy_Star9_457',1,13,1,NULL),(0,542,NULL,161,'',NULL,'2005-08-02',0,386000,3,'KatamariDamacy_Moon_626',1,13,1,NULL),(0,543,NULL,161,'Holy Cow collected',NULL,'2006-07-30',0,198000,3,'KatamariDamacy_MakeTaurus_100p_318',1,13,1,NULL),(0,544,NULL,162,'','I played and beat this game for the first time around the beginning of January, and then decided to explore its speedrunning capabilities. This was also the first time I beat the game without dying. This game does not lend itself to repeated playing, so I was pretty happy that this came out so nice. First, I need to thank Daniel Remar for his Kid Icarus FAQ, which explained in great detail how to get the weapon upgrades, which is extremely non-obvious. For the unenlightened, I will explain. \n\nAccording to his FAQ, there is a score, called \"skill,\" that is tracked by the game internally, so the player never knows how much skill he has at any time. Basically, you need 10,000 skill before you can get the weapon upgrade, and your skill is reset to 0 after each level. You get 100 skill for killing the weak enemies, 300 for the medium enemies, and 500 for the stronger enemies. You also get 100 for each small heart, 300 for each half heart, and 500 for each big heart. You lose 300 every time you get hurt, and you lose 10 every time you shoot an arrow. There are other stipulations mentioned in the FAQ, but they\'re less consequential. So, that\'s why you see me kill a lot of things in some levels (the ones where I needed to get a weapon upgrade) and nearly nothing in others. The exception to that is the first several levels. I changed strategies shortly before I completed this run: before, I didn\'t worry about the health upgrades (which are based on how many things you kill), but this strategy resulted in many failed attempts, mostly around 2-3. So then I started worrying about the health upgrades, which is why you see me killing everything I can find in the first four or five levels. Basically, I needed 50,000 points by 2-2, which is also the reason for the pause near the end of 2-1 (to make sure I had enough points). \n\nAnyway, the one major mistake I made was that I got unlucky on 3-1, and wasn\'t able to kill everything I usually do, and consequently wasn\'t able to obtain the fifth weapon upgrade (and also foolishly lost my feather). Had I got that weapon upgrade, I might have saved about 20 seconds on the battles with Pandora (Bubbles) and Medusa (Inexplicable Eye). Also, one more thing of note is the blatant reliance on luck in 3-4. The first room I go to is the only part of the run that is based purely on luck. If you\'re unlucky, you\'ll fall directly into an eggplant, with no hope of escape (kind of like the hands in world 8 of Super Mario Bros. 3). Since the hospital is so far out of the way, getting turned into an eggplant means the run is over. If you\'re lucky, the eggplant wizards throw a low eggplant, and you won\'t get hit. Unfortunately, there is no other way around that room. I had a couple runs end that way, and it\'s a bit frustrating. I\'m pretty satisfied with the way this turned out. Hope you enjoy it.','2006-01-25',0,2024000,11,'KidIcarus_3344',1,8,0,NULL),(0,545,NULL,163,'','This run, like the last, is dedicated to an old friend of mine who went far too soon. Scott, thanks for all the times you made me laugh, and I wish I had gotten to know you better before you left us. My memories of you will last forever even though you may not be beside us in person. I love you buddy. \n\nWell, here it is a run that has really made me wonder how my first KH2 run ever got accepted. Not long after my 5:06 run was released, I started playing the game again and quickly realized through other members and my own discoveries, that the last run was horribly rushed and was a very lazy excuse for a speed run. In this run, nearly every boss battle is improved upon at least slightly, and many of them(such as Xaldin, Xigbar, Genie Jafar, Hydra, Dark Thorn, and almost every other boss) are improved by a large amount of time. To be honest this run itself could still be improved by probably another 10 minutes at least. I should have had Combo Boost attached earlier in the run to make Explosion more powerful. Also, I tried AquaTiger\'s strategy of gettting a Soldier Earring, but the problem was that I need to pick up about 20 different items to be able to synthesize that, not to mention 5 specific items just to make it. At the earliest I could get it, I would already have both the Medal and Sardonyx Ring attached, each giving me +1 Attack. Anything I could synthesize would only give me +2 Attack, and once again, that would require me randomly getting at least 20 different items, meaning I would have to segment the hell out of this run just to give myself a chance of picking up all of these items. All that and I think the time spent getting them would cancel out anytime the 1 extra attack(since I wouldn\'t have a spot for it, meaning I would have to take off one of my +1 Accessories anyways) would give me. All of that being said, someone could try it, it\'s just not going to be unless there\'s any easier way to do it. \n\nAnyways, I\'m glad to finally improve upon my old run by what looks like 26 minutes(bringing the time down to 4:40 Final Blow). On to individual segment comments: [ul][li]Segment 1: [ul][li]Against the nobodies in the beginning that you have to face with the bat, the cutscenes will not start until you have hit them 10-12 times. So I came up with this pattern to dispose of them the fastest. [li]The sword still seems like it would be the fastest path in this game, although admittingly, I haven\'t gone through the game completely with each, so if someone else cares enough, they can try this with one of the others and try it out. [li]In my last run I attached Aerial Recovery prior to the Twighlight Thorn. This time around, I decided I didn\'t need it for the boss, and saved it for when I attach the Medal later in the segment. [li]Against the boss, he has a harder time hitting me if i stay at the top(bottom?) of his neck when hitting him while he is in the ground. Good battle overall for me. [li]Newsflash: I still suck at the Struggle battles, but hey I saved like 12 seconds between Hayner and Vivi, which never happens. [li]The battle with Axel could have been better, but this was the only attempt since my old run that he didn\'t use his invicibility state. [li]I lose to setzer in order to get the Medal, which gives my attack +1. [li]I\'ve had a better vivi battle, but it\'s based solely on where all the vivi\'s pop up, So I didn\'t worry about it. [li]That nobody in the street was a real bastard this time. [li]Against Axel, I save using his reaction command until the second time I knock him up in air in order to skip his invicibility stage. [li]27 minutes into a speed run, we finally see the main character, Good god that\'s a long intro. [li]eh, I\'ve gotten out of Twighlight town with 0:34 on the clock before, but that was only once, and I think my time was a low 0:35. [li]I cut out using Blizzard in the Bailey battle, which saved time. [li]In the battle, it\'s fastest to get all of the nobodies stuck up against the cage, then you can hit multiple enemies at once with Sora and Leon. [li]There always seems to be one left hanging out in the back :( [li]I save before Land of Dragons to make sure the heartless aren\'t too annoying while I climb the mountains.[/ul] \n\n[li]Segment 2: [ul][li]In Land of Dragons, against the flying heartless, I use a single hit, followed by a 3 hit aerial combo to dispose of them quickly, while keeping them in distance. [li]Fire works as a form of Explosion agaisnt the tiny heartless. [li]I risk using Valor a little bit earlier this time when going up the mountains, the goal is to reach the cave with all the heartless before Valor runs out. If I run out of Valor before the Cave, then it isn\'t refilled and I won\'t have it for the rest of the World. [li]While going up the mountains, those heartless can be way too annoying. luckily I tried the segment over and over again until I got this result. [li]The battle in the cave is much better than the last run, where I couldn\'t get close to the large heartless. [li]It\'s possible that I could skip attaching Slide Dash here, and save attaching it until segment 3 along with Aerial Spiral right before Pete in olympus Coliseum. [li]It\'s so random exactly when the heartless decide to start attacking you on the peak, once it took so long that I only killed about 30, keeping me from doing enough damage with Red Rocket(Mulan\'s limit). Thankfully this time I killed plenty. [li]Instead of using Valor on the way down the mountain, I save it for Shan-Yu. This allows me to use Red Rocket in the square. [li]Speaking of that battle, I\'ve done this segment about 20 times, and only once before this did Red Rocket not just kill them. Very unlucky there. [li]Against Shan-Yu I am able to skip his reaction command by using Red Rocket, Valor, Red Rocket, then a regular combo to finish him off(which probably took too long at the end). [li]Wouldn\'t you figure this gummi mission would come before Port Royal, not olympus coliseum? Whatever. [li]I had a few really close calls with the boulders in the underworld. [li]I always jump now at the end of the path to hades lair, in order to avoid the projectile of the plant heartless. If I don\'t it delays me going through the entrance. [li]I have to be very careful when using Reaction Commands against the heartless in the final tier of the Hades battles, sometimes I press triangle and I\'ll use Auron\'s limit instead. This is bad because I want to save it for the last group of enemies when the large heartless shows up. No problem here though. [li]Ah, Cerberus, the boss that made me stop trying this run for a week. on my first attempt at this segment, I had about the best recording ever for this section, and then he killed me out of nowhere(which happens maybe once every 15 times I fight him. I was able to kill him quickly this time, but this is still my least favorite segment in the run, it should have been 1:08 not 1:09, but I got tired of trying this segment over and over again, considering I was so close in the first attempt. [li]I save here so I can have better pot battles.[/ul] \n\n[li]Segment 3: [ul][li]First pot battle was excellent. [li]In the second pot battle, I had to back the large pot up into the group with all the smaller pots, because it gives you large orbs worth 10 a piece, but if you destroy it along with a bunch of the smaller ones, all of their orbs become worth 10 a piece also. [li]Hey, looky there a Power Boost, how the hell did I miss that the first time? [li]It\'s way too hard trying to control Sora when he is using the wild dance reaction command against Demyx. The battle was overall 4 seconds faster than last time, but I would have liked it to have been still a few seconds faster. [li]Had a few hiccups before the Pete battle. [li]Attached all my AP Boosts that I will need for the rest of the game and a also the Power Boost I picked up earlier. [li]The first Pete battle is set on a time limit, and it doesn\'t matter how much you damage him, so when other heartless show up, I take the time to kill them instead. [li]This was a really good second battle with Pete, Valor worked out well, and the other enemies didn\'t get in my way too much. [li]This save is in order to get a better Hydra battle.[/ul] \n\n[li]Segment 4: [ul][li]For Hydra, I time a few early hits by being knocked up in the air by his tail, and then by jump attacking at a certain time. [li]When using the first Vanquish, I usually end up on his back when falling, but there is always a delay before Phil\'s reaction command can be used anyways, so it didn\'t cost me a lot of time. [li]I avoid using Trinity or Pegasus run, by simply hanging out and waiting for him to lower his head, than in two quick rounds of damage he is defeated. [li]I attach Hero\'s Crest here because if I don\'t my next chance won\'t be until Beast\'s Castle, after two more battles with heartless. [li]random pause before I leave Hollow Bastion, I wasn\'t paying attention. [li]Once agan, Fire works as an Explosion to make the first battle in Beast\'s Castle much faster. [li]I buy a Sardonyx Ring here(+1 Attack, +1 AP), but I can\'t attach it until latter on. [li]Just a question, has anyone ever gotten the closet moved in two full rounds instead of three before? [li]The Door Beast, was a decent battle, but could have been faster if not for those damn gargoyles. [li]I have to destroy a few boxes when lighting all of the lanterns to make a path for my little helpers. [li]I went a little too gung-ho when facing Beast, and decided to try defeating him without using Cogsworth\'s reaction command, ended up costing time. [li]With the added Power Boost, this initial Dark Thorn battle was the best I\'ve ever had. Second phase of the fight was also really good, but I shouldn\'t have had to use the reaction command twice. [li]Just a general save here, to avoid having too crappy a session with guiding Minnie or from getting screwed over by Anti-Form in Timeless River.[/ul] \n\n[li]Segment 5: [ul][li]I\'ve never really had a solid strategy to guiding Minnie across the hall/throne room. It\'s just really using her reaction command when enemies surround her, or when they are winding up an attack, and using triangle when I get a certain distance away from her. [li]Attached Sardonyx Ring and Trinity Limit(after messing up a little bit) before Pete. [li]Found out that the reaction command in the second miny world does no actual damage to any of the heartless, so I cut that out along with Trinity Limit here, since it appears to be faster to just use regular combos and Valor here. [li]I remember when I used to think that those cars were the most annoying enemies in the game, now Trinity Limit for almost a year now have made them much easier. [li]I go Valor prior to the Steamboat Willie battle, beacause if I wait until I go into the battle, I will miss the first item that pete throws at me. It also makes my attacks stronger when trying to break through the bars. [li]The final stage of the Pete battle can be ended with three of the reaction commands pretty quickly. [li]Wow, that\'s the first time I\'ve ever gotten through a gummi mission with a score of 0. [li]I attach Donald\'s Comet limit for a few uses in the run. [li]The intial encounter with the pirates can be ended by accumulating a certain amount of hits on them, even though you aren\'t doing any damage. [li]I save Valor till I\'m in front of the boxes so I can blow through it due to the transformation, rather than needing a full combo to break through. [li]For all the sailing in Port Royal, you can skip all of the battles by running inside and then setting sail for the destination a second time. [li]It\'s good to kill as many pirates as you can in the minute you have, since they give really good Exp. at this point in the game. [li]Instead of using Blizzard against the large group of Pirates in the battle at sea, I use Comet to spread damage all around, followed by Valor and another dose of Comet. However I screw up by locking on to one of the pirates during the second Comet, so i need to do a little extra work with my regular combos. [li]Geez, that pirate before Barbosa kicked my ass. [li]Really quality battle with Barbosa here. [li]Trinity limit followed by Valor always seems to make the opening battle go the quickest. [li]Before heading to the cave of wonders, I steal two Ethers from Aladin, attach Aerial Finish to Sora, and Teamwork(Knocksmash) to Goofy. [li]The first large body took far too long to defeat. However the rest of the battles were just fine. [li]I use the Drive Recovery I picked up in beast\'s Castle in order to make sure that I would reach 3 full drive gauges again during the battle in the treasure pit. [li]Comet works best here with the smaller enemies, but then I go Valor, Revert, and use Knocksmash for the big ones. [li]Probably should have used Valor at the end of the boss battle, but there is a high chance of going Anti-Sora at this point. [li]Save here is to avoid having a terrible battle with the large nobodies in the sandlot of Twighlight Town.[/ul] \n\n[li]Segment 6: [ul][li]It\'s Explosion time bitches. [li]Battle was decent but after so many tries I gave up on killing the large nobodies with one Knocksmash. [li]In order for me to make the whole way to Space Paranoids with only 4 Drive Guages, I needed to attach Oathkeeper onto Valor at the beginning of the stage. [li]If I re-do this run, I\'ll skip picking up the Drive Recovery at the beginning of Space Paranoids. For some reason I never had to use it. [li]The boxes don\'t actually start moving until you approach the red one. [li]Should have used Valor a little bit sooner, but it didn\'t cost too much time. [li]The only way to actually slow down in the bike sequence is by either hitting a wall, or getting hit by an enemy, so I kill as many as I can in order to avoid either of those things. [li]Comet is a great way to kill a lot of enemies really quickly in the freezing sequence. Overall, this was about 22 seconds faster than my last run. [li]Save here is to make sure I have good battles with the Space Paranoids Boss and all the enemies in Hollow Bastion.[/ul] \n\n[li]Segment 7: [ul][li]Got another Ether off of Tron Here. [li]After facing this boss many times during practice runs, it seems that Knocksmash, followed by a full usage of Valor, regular attacks when that wears off, and finishing him off with another Knocksmash is the fastest way to go. [li]A major error from last run was that I used Knocksmash while he was frozen, which actually inflicts no damage at all. Also I have to make sure that he is within distance before I start Knocksmash, or too many of the first stage of attacks will miss him. [li]This is the first point in the game where I start using Ethers in order to use more limits throughout my battles. [li]The ideal battle in the corridors would have been to completly kill all of the nobodies with the second Knocksmash, but it didn\'t take too much longer. [li]The second battle was excellent. [li]I\'ve heard about the possiblity of Wisdom/Fire being useful to clear out all of Demyx\'s water clones, but I didn\'t here about it until after this segment was finished. [li]The whole trick to Demyx is to keep him off balance at all times so he never has a chance to use his 10 form in 10 seconds technique, which I achieved in this battle. I make sure to do just enough damage to him with Valor before reverting and using Knocksmash again, this allows me to save two Ethers for later usage. [li]Admittingly, If I were to re-do the run again, I would have attached Combo Boost by this point to make Explosion do even more damage, however I wasn\'t thinking and it appears it could have helped out quite a bit. [li]In the final stage of the smaller battles when I get to fight with Cloud, I always wish that I could use the Sparkle Ray Reaction Command more often, but it never seems to pop up. [li]First of 3 elixir\'s I pick up throughout the game. [li]This 1000 Heartless battle ended up being terrible. The smaller heartless have an annoying tendency to just dissapear when you start moving towards them, and their Sparkle Ray Reaction Command is by far the fastest way to destory all 1000 Heartless. Once again, If I re-do this run, I\'m going to save right before the 1000 Heartless battle because I\'ve had battles SOOO much better it\'s not even funny. I eventually excepted it because I was getting tired of this segment after it unexpectedly took me a few days to complete.[/ul] \n\n[li]Segment 8: [ul][li]I\'m really sorry about excepting this segment, let\'s just say I was tired after trying Segment 7 about 40 times. I know the beginning is terrible, with me attempting to attach Sora with more Ethers. Also, I should have taken Mulan out for Donald, which I have to take the time to do later on. [li]This battle with the Mysterious Man becomes a lot faster with me using Trinity, Ethers, and teh Reaction Command from all of the heartless. The most annoying aspect of the battle is that I have to be pretty close to use Slide Dash instead of accidently using aerial attacks against all of the flying heartless. [li]In order to get full usage out of running with Valor, but not taking the time to revert, wait for Goofy to come back and use Trinity Limit in the battle in the square, I reverted just as I entered the square. [li]I\'m surprised to see after practicing this segment quite a few times in the past, that Trinity Limit is still the fastest Limit to use against the Heartless in the square. It deals the most damage by far and leaves me with just a little bit of damage left to deal. Plus, the bonus is that I always end up with just over 3 Drive gauges left at the end to use against the heartless in the palace. [li]Ogre Shield gives a huge attack boost to Goofy, making Knocksmash(and soon Whirli-Goof) much more powerful per attack. [li]Against Storm Rider, I always seem to miss jumping on his back at least once every single time I fight him. [li]Instead of using the reaction command that knocks him up in the air and then to the ground, I allow him to fly by, therefore knocking me back up onto his back, which allows me skip the animation of the reaction command, and skip him flying up after I do a certain number of combos on him on the ground. [li]Don\'t ask me how I was able to stay on his back at the end of the battle. I think it\'s one of the coolest parts of the run though. [li]Knocksmash/ Whirli-Goof is much faster than my previous usage of Trinity Limit here is Beast\'s Castle 2. [li]I save here instead of in the room with the Moogle before Xaldin since it\'s right in front of me, rather than waiting until after I finish the battle in the main hall. It just meant I had to do that battle again every time I messed up the Xaldin battle.[/ul] \n\n[li]Segment 9: [ul][li]This is proabably the best I\'ve ever done in the Menu. sorry I suck so bad at it all the time. [li]I attach Reaction Boost for the Xaldin battle, and Scan makes allows me to know when I lower Xaldin to 3 bars of health, which any lower than that and he starts going into his Wind of Despair bull shit. [li]Whirli-Goof is so awesome because of its ability to \"suck\" in enemies whenever they get close. Not to mention it\'s powerful as hell, and it\'s got the fastest animation of any of the limits. [li]Ok, so while this battle was over two minutes faster than my last run\'s battle, it still could have been improved if Goofy didn\'t die while I was stocking Jumps. Best case scenario, Goofy is alive after my second use of 9 jumps, therefore I would have continued attacking him in the air, then used Whirli-Goof, and hung up in the air until it killed him. It still ended up being a hell of a lot faster, and after about 15 tries, this was the only time, he didn\'t use Wind of Despair.[/ul] \n\n[li]Segment 10: [ul][li]Another Ether is picked up at the beginning of Port Royal 2. [li]For some reason this segment took many attempts because about 4 times out of 5 I would go Anti-Form at some point in the segment. [li]Proabably would have been better if I had allowed the pirate to just shoot me from behind to give myself a boost forward. [li]Whirli-Goof seems to be the fastest way to kill the nobodies with the coins. [li]These are still the 3 fastest Nobodies to kill in order to get the other 3 coins. [li]I pick up the Meteor staff and attach it to Donald immediatly. [li]This battle is a hell of a lot faster then last time because of many reasons. First of all I keep Donald out of the team at the beginning of the segment. Then after he takes all 882 coins from the chest, go Valor in order to fill back up my MP meter(pray I don\'t go Anti-Form here). I then swap out Jack for Donald(which is supposed to conserve Donald\'s MP until this point, but he used it all for a cure on Goofy this time instead). After that I revert, leaving myself with a full MP bar, and start using Thunder like crazy, all while picking up potentially all the coins and constant MP bubbles he drops while Goofy and Donald attack him regularly, allowing myself to use Thunder even more. This also tricks him into hovering above the chest trying this certain move over and over and over again, while I keep thundering 50 coins from his every time, and all that has to happen is Donald needs to use Thunder once or twice and I\'ll start loading them all into the chest pretty quickly, he usually attacks me while I\'m dropping them all, so I have to use his reaction command once, but regardless it still is a great strategy in my mind.[/ul] \n\n[li]Segment 11: [ul][li]I take a few more Ethers from Jack at the beginning of the segment. [li]I use Knocksmash here instead of Whirli-Goof because it ends up being too hard to suck in the 3 enemies. Also I save Valor till a certain point in the battle to make sure it dosen\'t run out before I get to the forest. [li]In the battle in Candy Cane Land, I have enough time to go over and pick up the ether before using my other two ethers, because it always takes a little more then two ethers to fill back up my MP bar, so I have to wait for my limits to be used again anyways. [li]I avoid using Valor when heading to the graveyard so I can use a certain pattern of attacks against the boss. [li]Good god this boss has so much freaking HP at this point in the game. [li]Since Knocksmash does the most damage to this boss, I have to make sure that he doesn\'t avoid too much of the final stage of the attack(which happens while he is absorbing another one of the kids to transform). This works out the best by using Knocksmash at the beginning and the end of the battle, which is where he rarely uses his transform technique. Therefore I use a full combo of Knocksmash, Valor, Whirli-Goof(because it doesn\'t have a break anywhere big enough for it to start transforming), two ethers, another Knocksmash, and Valor again to finish the battle. [li]Boy, I screwed up badly against Oogy[li]Boogy the second time he fell down. I don\'t know how the hell I missed him when I jumped to use Whirli-Goof though. Whatever.[/ul] \n\n[li]Segment 12: [ul][li]These little bastards made this segment take way too freaking long to actually accomplish(along with Anti-Form and collecting the presents). It\'s important to know that once two kids are knocked out and in the boxes, that you don\'t have to actually knock out the third one, you just have to get ii in the box regardless, which triggers the end of the fight. [li]I went Anti-Form in the forest way too many times to count. [li]Knocksmash has a fast enough animation and kills the heartless with the presenst quick enough to allow me to pick up all 4 presents before the larger enemies have a chance. [li]Got really lucky with the Present miny[li]game. I actually got plenty of large boxes to appear this time. [li]I avoided using Valor against the boss, because the chance of going Anti-Form were way to high at this point. Regardless, it was still a really good battle, just a careful one. [li]At the beginning of Agrabah 2, I give Sora the Pumpkin Head, and I take off Reaction Boost to make room for Combo Boost, which will make all my explosion\'s a lot stronger against all the enemies and Jafar in this world. [li]The goal in this carpet[li]riding sequence is to use Explosion as much as possible and to get it to attack as many enemies as possible. The more I use it, the faster the battles get. [li]I was probably crazy for trying to activate the 3 switches near the end of such a hard segment to get right. The annoying factor comes from activating the Blizzard Switch, because of all the little enemies trying to mess me up while trying to activate the switch. They hit me once, but that was just fine at this point. [li]When racing back to Agrabah, all the enemies are killed in one swing other than the bigger pink heartless, which can only be killed after a final hit, so I try to hit other enemies with my first two swings, then attack the pink heartless with my final swing. [li]I save here so I can make sure to get this Genie-Jafar battle how I like it.[/ul] \n\n[li]Segment 13: [ul][li]I saved over 3 minutes on the Genie Jafar battle battle through the new strategy of using 3 combos on his head before using the reaction command, then after I use it do another 3 1/2 combos. Unfortunatly, I could never get two full rounds of this to ever fully kill him, so I fixed this by using up my MP bar using Thunder between the two of them. This way, I was able to completly skip him pulling me into the other dimension. [li]Not much to say about the battle I get to fight along side mickey with, I just utlize Knocksmash, Slide Dash, and Explosion(with a screwed up Whirli-Goof at the end). [li]The reason why I don\'t pick up the elixir in the mansion until this time through instead of with Roxas at the beginning of the game is because the chest doesn\'t contain one. [li]Killing off all of the Nobodies in the intial battle with Whirli-Goof is pretty hard, but I was able to just barely get it. [li]This is the last battle before the Final Battle where I will be facing anything that will give me experience, so level 35 is what I\'ve got until the Final Battle. [li]As for the battle, as always, the closer I can bunch all the enemies together, then smack them all with Explosion, the faster the battle gets. [li]For anyone wondering why I don\'t force Final Form at some point throughout the rest of the game, the reason is because I can only go Final Form if my Valor is at Level 5 before I try, and also because it just really isn\'t worth it, I only use Valor once more for battle in this run anyways. [li]I\'m considering not picking up the Cosmic Belt at the end of this segment at the next run, since I barely get hit by Xigbar anymore.[/ul] \n\n[li]Segment 14: [ul][li]The reason why I go into the synthesis menu at the moogle is because he gives me a free elixir. [li]I know I said this last time, but I\'ve got to say it now. MOST. AWESOMEST. XIGBAR. BATTLE. EVAR. It saved over a minute from the last run by utilizing 4 ethers, and 3 doses of Knocksmash. [li]Well, I\'m in the home stretch now, and it\'s good to get that battle out of the way.[/ul] \n\n[li]Segment 15: [ul][li]Good god I love this segment so freaking much, It\'s easily my favorite in the run. [li]Against Luxord, I attached Combination Boost so I could use three full combos with every use of Trinity. [li]I love that I was able to pull of the reaction command trick all three times he hides himself in his cards. [li]This is the first time I use Thunder as a good quick final blow to a boss here at the end of the run. [li]Against Saix, the reason why I use Knocksmash, Whirli-Goof, then Knocksmash instead of just 3 Knocksmash is because, sometimes during the break before the Final stage of Knocksmash he will go Berserk, so Whirli-Goof doesn\'t give that break. [li]Both of those battles were basically perfect by my standards(however low those may be). [li]I whore the crap out of almost all of my ethers to maximize the speed of the Xemnas battle. [li]Never really understood why against Xemnas here I always waited for him to reach the ground before using Trinity, I guess I never really tried it while he was airborn. [li]I understand there is a 3rd stage to what I can do against him while we are running up the building, but it takes too long, and I really just need him to be stunned so I can start using Trinity. [li]It wasn\'t quite a perfect battle, because it\'s possible to keep him from climbing the building a 2nd time, it just rarely works out that way, and the rest of the segment was too perfect for me not to accept it.[/ul] \n\n[li]Segment 16: [ul][li]Last segment, here we go. [li]I attach Sora with my 3 Elixirs and final 3 Ethers I have. [li]Speacial thanks to Axel-Ryman again for telling me about using Magnega here to make the cannons part go a lot faster. I have to use of my Ethers inbetween to fill back up my MP Bar because 4 Magnega nearly sucks it dry. [li]I still use Knocksmash rather than Comet here simply because it does more damage and it still covers plenty of ground(that and it\'s so much faster than Comet). [li]Since Valor is safe when no enemies are on screen, I use it to take down the core, but revert and use Knocksmash/Whirli-Goof when the nobodies show up. [li]The reason why I use Whirli-Goof the second time is because I want to make sure I kill the large berserker nobody in particular, because he\'s the one who can slow down the final battle so much if he starts using his more annoying techniques. [li]Trinity is used rather than Knocksmash/Whirli-Goof against Xemnas here because it\'s way too random exactly what hits him in those two techniques. [li]The \"space bike race\" goes pretty much like last time. [li]Trinity is used for the rest of the battles for two main reasons, 1. it\'s stronger, 2. it\'s faster. Two kind of big points in a speed run. [li]My two final Ethers are used in certain points to get me to a full MP bar faster in order to use Trinity. [li]Also with Trinity, I have to be close enough to him before I use it or I\'ll start attacking in random areas instead against Xemnas. That\'s why I move closer to him before I use it everytime. [li]I finally use my 3 elixirs here at the end of the game both to make Trinity come back faster but also so he doesn\'t kill me in 1 hit like he loves to do. [li]I don\'t know how much faster neccesarily Reflect would have made this battle, but I decided to just use all my MP for Trinity instead. [li]It\'s important to use Trinity just before he grabs a hold of Sora with his orb, that way I can take care of another bar and a half of health before the part of the battle where I use Riku, then my MP is almost full charged back up after I gain control of Sora again, so I can use it again pracitcally for free. [li]Screwed up at the beginning of the Riku part, but it wasn\'t that bad. [li]Thanks to Wheels for the idea of using Thunder for the final blow, it proabably didn\'t save much time, but it gave a much cooler final blow screen. [li]Cool to see that I never used Anti-Form, Mickey, or used Cure in this run. Those were my goals from the start of this run.[/ul][/ul] \n\nOverall, this run makes me feel a lot better about my Kingdom Hearts 2 speed capabilities. While the run was my first, it looked a little bit too much like one that shouldn\'t have been accepted on Speed Demos, and it admittingly was a lazy run from the planning stages. thank everyone for their support on the boards and I hope everyone enjoys it. \n\nI wish the best of luck to Axel-Ryman and his Single Segment Kindom Hearts 2 run, and I send out a request for a Kingdom Hearts run to a certain Final Fantasy IX master. \n\nAs for me I\'m thinking about letting this game collect a little dust in my game box for a while, as i want to try a Rayman 2 N64 run. Although I\'m sure this won\'t be the last you see of me running this game.','2007-06-17',0,16740000,12,'KingdomHearts2_Beginner_439',16,13,0,NULL),(0,546,NULL,164,'','Kirby 64 is unique. Not because of Kirby\'s abilities, or the combo powers, but because you can become a curling stone. (check out 4-3 and 4-4) \n\nI love this game. It has what I think to be one of the coolest final bosses and the coolest final boss music. I\'ll probably run it again in the future. So any advice would be helpful. \n\nI hope you like the double fire combo, because I use it a lot. I\'m sure the first level is the quickest place to get it. \n\nMistakes- there are small ones here and there, mostly landing into enemies after using the fire combo. But this is easily the best looking run of this game out of the 100 or so times I\'ve attempted it. Some bigger mistakes are: \nBoss of second world: lost the electric double combo. I was going to hit two of the crystals, but still almost beat them the first round. \nLevel 5-4: (where I start getting rusty) Accidentally destroy the cutter power, and go thruough a little backtracking. Then I get squished (my only death in the run), which costs maybe about a minute. \nLevel 6-1: Lost my fire combo. Was only going to use it twice more, so no big time loss. Then I was flailing about to get on the shortest platform in the level (where I get burned). \nLevel 6-2 and 6-3: Urrg, lost the electric power I was going to combo with the cutter for the double light saber. Was going to use it in 6-3, but I get it eventually anyways. In 6-3 I was sliding into the enemies in the frst area because I thought one of them had electric.','2005-07-30',0,5439000,11,'Kirby64_SS_100p_13039',1,9,0,NULL),(0,547,NULL,167,'',NULL,'2005-09-20',0,231000,3,'KirbySuperStar_SpringBreeze_351',1,18,1,NULL),(0,548,NULL,167,'',NULL,'2005-09-20',0,101120,1,'KirbySuperStar_GourmetRace_14112',1,18,1,NULL),(0,549,NULL,167,'',NULL,'2005-09-20',0,21720,1,'KirbySuperStar_GourmetRace1_2172',1,18,1,NULL),(0,550,NULL,167,'',NULL,'2005-09-20',0,33250,1,'KirbySuperStar_GourmetRace2_3325',1,18,1,NULL),(0,551,NULL,167,'',NULL,'2007-06-23',0,42570,1,'KirbySuperStar_GourmetRace3_4257',1,18,1,NULL),(0,552,NULL,167,'',NULL,'2005-02-01',1,682000,3,'KirbySuperStar_Dynablade_1122',1,18,1,NULL),(0,553,NULL,167,'',NULL,'2005-09-14',0,376000,3,'KirbySuperStar_CaveOffensive_616',1,18,1,NULL),(0,554,NULL,167,'',NULL,'2005-09-13',0,867000,3,'KirbySuperStar_MetaKnight_1427',1,18,1,NULL),(0,555,NULL,167,'',NULL,'2005-04-18',0,945000,3,'KirbySuperStar_MilkywayWishes_1545',1,18,1,NULL),(0,556,NULL,167,'',NULL,'2005-04-02',0,316480,1,'KirbySuperStar_Arena_51648',1,18,1,NULL),(0,557,NULL,165,'','Well, I guess this is my first speedrun submission. Up to now, all my published work has been for tool-assisted runs, although I have done a couple of speedrunning attempts in the past. For this run, I must thank Lord_VG for inspiring me. \n\nKirby and the Amazing Mirror is different from my other attempts because I have obsessively played it since it first came out so I guess that gave me a really good start when I decided to speedrun it. \n\nSeptember 12th, I became aware that Lord_VG was attempting a run and, inspired by his attempts, I realized I had the hardware and attempted a run myself. Although the first was just recording me playing, by September 16th the strategy had been much better refined for a speedrun. \n\nHere are my comments about my run while rewatching it: \n\nThrough the intro, area 1, part of area 2, and well into area 9 this were pretty much perfect. I get hit way less times than usual. \n\nI first acquire Smash in area 9. For this run, Smash is important because of its combination of power and flexibility. \n\nThat stupid wheelie in area 9 hits me every time no matter what I do. :( \n\nAt the point where I branch off into area 4, the first hit happened because the strategy there wasn\'t refined yet, although it was good enough to not kill the run. \n\nI went to the main mirror room then back into area 4 so that I would appear in front of that mirror when I defeated the boss. I still don\'t know if it\'s really worth it to do that. \n\nIt\'s fine to lose smash on the way to area 5 since I was planning to ditch it there anyways. Mostly, I was planning to pick it back up later in the run. \n\nThe biggest weakness in my run is the Carrot Castle route. There is a faster route, however it is much more dangerous and easily capable of killing a run. This path, although longer, guarantees that I\'ll make it to the boss with an ability that actually works against him. \n\nUsing Wheely and Missile in Carrot Castle were experimental. Went pretty well. \n\nUsing Wheely to get to the middle area 3 mirror and area 6 was also experimental. Clumsy looking. If the rest of the run hadn\'t worked out so well then I wouldn\'t have accepted this. \n\nI accidently connected area 6. It wasn\'t too bad a delay, though. \n\nGobler fight was pretty good, although I believe Rock will probably be much better to use in the future. It shouldn\'t be too bad for getting to area 8 after that as well. \n\nAccidently got the switch in area 8 as well. \n\nI did try to skip the sequence between the Meta Knights but I guess it doesn\'t let you skip it the first time. \n\nDark Mind (Big) was much better than usual, although I summoned my allies a little earlier than I needed to so I ended up summoning green back when the idiot killed himself. \n\nOverall, most of the run went way better than usual. My final warp star score was 115, my highest ever. Final completion percentage was 40%. \n\nIn the future, I hope to give it another shot, although I don\'t know how long it\'ll take me before I get another good recording. Maybe one of y\'all out there will improve it before I have a chance. :)','2006-09-16',0,2534000,11,'KirbyAmazingMirror_SS_4214',1,3,0,NULL),(0,558,NULL,166,'','I\'d like to give thanks to Mike and DJGrenola for their work maintaining the site, Nate for capturing the run, Stanski for encouraging me to do this, and the lovely people on #sda at irc.freenode.net for enduring my epic tales of failure (and resultant voluminous all-caps swearing, of course). \n\nMy initial goal was 12 minutes. I fell short of this as a result of several factors, the most significant of which was the *copious* amount of boss randomness in this game. Potentially, boss patterns can affect anything up to a minute or more during a single playthrough. Execution, luck, all-inclusive seldom fell into place, and even then, our good friend <a href=http://en.wikipedia.org/wiki/Murphy\'s_law>Murphy\'s law</a> often struck me down where it hurt the most (thanks a dozen to HAL Labs for forcing us through the whole damn boss line-up again at Mt. Dedede... cheers). I became disheartened as a result, and my boss battles aren\'t quite as good as they could have been. My first encounter with Lololo & Lalala is particularly cringeworthy. \n\nOn a plus note, my Bubbly Clouds performance as a whole was possibly the best I\'ve achieved thus far in terms of execution, so that\'s one thing I can be proud of. \n\nOne idea, albeit unexplored, I was riding on is that boss battles may actually not be so random at all, and that proximity may be a contributing factor. This can be seen put into practice at my battle with Poppy Bros. Sr.; one spot in particular seems to consistently activate the third bomb drop immediately without the usual delay (costing about seven seconds), but I can\'t be 100% sure. \n\nStill, not bad for a first attempt. I\'m indifferent towards the quality of this run, but either myself or someone else should improve it in due time. It\'s certainly possible.','2007-08-10',0,727000,11,'KirbyDreamLand_1207',1,2,0,NULL),(0,559,NULL,328,'','Before I go into the mistakes I made in the run I wanted to talk about the game itself. This was the first game I ever recorded. I liked the story and the atmosphere...and since the game is a bit long I didn\'t want to play the whole thing every time I wanted to see different cutscenes. I don\'t quite remember when I started to record the game, but most of the recordings I had were cheated. I was doing it more for entertainment purposes only. I could still die...I just didn\'t want to collect all the life pieces so I\'d use a code to get them. \n\nAnyway, this was the first game that I did speedruns for. If I had known that there was going to be an \'others\' section of SDA I wouldn\'t have cheated. If I had done this legitly five years ago I would\'ve been able to go through the whole game without doing a single huge mistake. \n\nI\'d like to apologize for some of the really bad camera angles and the darkness of the game. I\'m also sorry for the Dumah chase. If you get too far away from him he stomps the ground so you\'re paralyzed for a few seconds. Having him be right up next to me is the easiest way. I used the PS2\'s smooth texture feature for the game. I think it makes the game less dark, but not necessarily bright. \n\nThere are 6 areas: Melchiah, Kain (1st), Zephon, Rehab, Dumah and Kain (2nd). \n\nMelchiah - The first one was because of glare from a window. I\'m not making this up. When I move the block to the right and put it on top of the other block and I get on and jump and can\'t reach anything. I forgot where I was at. My bad. Melchiah wouldn\'t quite cooperate so I do the lever twice and it didn\'t work. 3rd times a charm. \n\nKain (1st) - No mistakes here. I was happy I hit him 3 times without him getting me with lightning. \n\nZephon - In the first pipe room where you have to go spectral and then the one pipe moves and becomes a thing for you to walk on I fell off twice. I missed a jump in one of the pipe rooms. Only cost a few seconds though. The rest of the place went smoothly. \n\nRahab - I fall off a platform once. After I beat the boss and go back up the spiral staircase I fall into the water. I was supposed to do a standard jump instead of L1 jump. Luckily, I got to where I was supposed to be at. Cost me less than thirty seconds. A portal you can activate before you fight Rehab isn\'t accessible after you beat him so I had to go through the water. The camera is always horrible when you are going down or up a spiral staircase underwater. If you can\'t tell I come out of the water in one of the very first sections of the game. Here, instead of going through the portal I could\'ve gone out regularly since the entrance to the next area is only about 10 seconds away. I didn\'t know which way would be faster...but I figure that since the difference between them would only be a matter of maybe 1 second or less I\'d just do what I had done the rest of the game so far...use portals. \n\nDumah - The place went really well. Near the end I was trying to jump up onto a platform and I don\'t know if I wasn\'t positioned right or what, but that sucked. I ended up going spectral after Dumah chased me all the way back. If I had stayed physical for five more seconds I would\'ve pulled the switch and been done with it. The way it is I have to wait 45+ seconds to go physical again. \n\nKain (2nd) - This went pretty well. I missed a jump halfway through that cost me a second or two, but no big deal. I ended up going spectral more than I wanted to, but it didn\'t cost much time. Hitting Kain the third time is always more luck than anything. I was just glad that it didn\'t take that long. \n\nI know there are certain parts of the game that I take rather slowly but I figured it would be easier to take another second or two to do something instead of rushing through and screwing up horribly.','2005-04-02',0,11760000,12,'SoulReaver_SS_316',1,12,0,NULL),(0,560,NULL,171,'','Welcome to the Legend of Mana. This is the Dragon Storyline run, version 3 (2nd published version). \n\nSpeed run Rules: \n*Single Session \n*Takes Damage to Save Time \n*No Deaths \n\nFirst, I\'d like to thank the writers of several great FAQs, for without them, this run wouldn\'t have been done. This includes RCrowder for the Technique List, Myst Erik Ery for the Artifact Guide, and Nemesis and SeanKelson for their general walkthroughs. Though I\'ve played this game over and over, all of these were necessary to determine the minimums for doing a speed run. \n\nWhat are the differences between this and the prior published version? And why is this version 3 (submission 2)? And why the change in weaponry? \n\nFirst off, the difference between this and v1 (submission 1) is about 12:13, pushing this run to under 2 hours, which was the goal of this new submission. This run is classified as version 3, as there was a version 2 done, but not submitted, for it was just over 2 hours. A couple minor changes to the layout were made, along with the change in weaponry. In version 2, SteelSword was used the entire way, however with the change to Braveblade, it made battles a little faster, as it\'s +17 attack over SteelSword. I do lose my tech attacks (Iai Strike and Rising Sun) but I do learn Rising Crush, which is a big help. With this I was able to get the run under 2 hours. \n\nIf you read my old notes, take note. There are a LOT of differences between them and this. Check out all the cool new stuff, including Boss Defeat Time, Mission Improvement Time, and the Storyline Comparison Listing. \n\nWhat is the Boss Defeat Time? I added it to the notation this time around for a little something extra. The time is in minutes:seconds, and is calculated from when the characters \"flip\" (to start the battle) until the boss meter disappears. \n\nAlso added to this version is Mission Improvement Time. First, both runs had to be timed in a similar manner, so the timer starts when I enter the area that leads to the first event of the mission, and ends after THE END fades out. So entering Domina to find Elazul and get the Jade Egg is the beginning of the mission The Lost Princess, not entering Mekiv Caverns. After that the two runs are compared and the Mission Improvement Time is born. This will be displayed in a similar manner to the Boss Defeat Time. \n\nOne last thing added is the Storyline Comparison Listing. Some missions done are in multiple (or all three) storyline runs. This will compare how much faster or slower this run\'s attempt was compared to the others. This is a comparison of Jumi v3 (Submission 2), Fairy v3 (Submission 2), and Dragon v3 (Submission 2). \n\nThe following missions were removed from the last run (Dragon v1 [[]Submission 1]) and the time saved from removing them: \n\nHuntin\' Du\'Cate: 8:31 \nThe Infernal Doll: 3:20 \n\nNICCOLO\'S BUSINESS UNUSUAL \nReasons for mission choice: 3 artifacts (Wheel, Flame, Medallion) \n\nNiccolo has a problem. There are bandits on the highway, so I decide to join him. First off, how does he find a wheel on the highway when the wheel IS the highway? Ok, whatever. I breeze through here getting good drops, which is critical for getting SteelSword later (Clear Feather by itself is 125 Lucre!). At the Goblins, there is no difference in the choice; you still have the same result - boss fight. \n\nBoss: Mantis Ant - Goes down nice and quick. I made my one tech attack count. Niccolo was actually good help. Being the greedy rabbit he is, he takes all my money (since I don\'t have 300 Lucre) and gives me two worthless items, and IronPot. I\'m supposed to smile after that? \n\nBoss Defeat Time: 0:37 \nMission Improvement Time: 0:16 (Faster) \nCompared to Jumi: 0:36 (Faster) \nCompared to Fairy: 0:21 (Faster) \n\nBonus fact - Mantis Ant is also the first boss of Secret of Mana as well. (Go watch that run, even if it\'s not mine - totally awesome game.) \n\nTHE LOST PRINCESS \nReasons for mission choice: 3 artifacts (Jade Egg, Firefly Lamp, Stone Eye). Firefly Lamp is a MUST HAVE. \n\nI head back to Domina to team up with Elazul. The babe Pearl is missing, and we need to find her. This is technically part of the Jumi Storyline, but it\'s a quick mission for the artifacts I get. \n\nBoss: Du\'Inke - He pulls off more tech attacks than I like, but oh well. Occasionally you\'ll see me use a tech attack and miss. You\'ll notice in boss battles that I\'ll do this but it\'s also a great way to prevent taking damage, though if timed right, I can do that and hit him as they come out of invincibility. \n\nBoss Defeat Time: 2:19 \nMission Improvement Time: -0:27 (Slower) \nCompared to Jumi: -1:12 (Slower) \nCompared to Fairy: -0:44 (Slower) \n\nBonus fact - If you do this mission before Niccolo\'s Business Unusual, Sandra will be in the room before Du\'Inke. \n\nI lay out all my artifacts (Flame, Medallion, Firefly Lamp, and Stone Eye) to clear them out of my inventory. Firefly Lamp is the only one needed to continue going on with the game. However having 3 artifacts would prevent me from getting the full amount in the next mission. \n\nFAERIE\'S LIGHT \nReasons for mission choice: AF Trembling Spoon can\'t be acquired anywhere else! \n\nI agree to help a man name Gilbert (or Edward as I like to call him - FFIV joke) sell a bunch of lamps. The only buyers are a bunch of Dudbears that don\'t speak any English. It requires a crash course in the language, though I really don\'t pay attention. During the mission, I buy my SteelSword upgrade before talking to the bears to not get my money messed up with Gilbert\'s. \n\nMission Improvement Time: 0:24 (Faster) \nCompared to Jumi: 0:07 (Faster) \nCompared to Fairy: 0:03 (Faster) \n\nBonus fact - For those that didn\'t get my joke above, in Final Fantasy IV, the prince of Damcyan was named \"Gilbert\" in the Japanese version and \"Edward\" in the US version. Also, Monique is referred to as a princess at one point in conversation, which is what Edward\'s love, Anna, would have been. \n\nMONSTER CORRAL \nReasons for mission choice: Third member required for Ghost of Nemesis. This is faster than getting a golem. \n\nThis is a pointless annoying mission to make a Rabite my pet. Lovely. \n\nMission Improvement Time: 0:15 (Faster) \n\nBonus fact - When you start a new game, if you were to pretend to load a game and the memcard has a Final Fantasy VIII save, instead of a Rabite, you\'ll get a Chocobo. \n\nI place the Trembling Spoon and head to The Underworld to begin the storyline. \n\nTHE FALLEN EMPEROR \nReasons for mission choice: Part of the storyline. Required to get AF Skull Lantern and complete the next mission. \n\nAfter a surprise greeting from Larc, I head into the underworld to meet up with a man name Drakonis. But first, I must be tested. \n\nBoss: Hitodoma - This boss loves to warp in and out, which is quite annoying. Eventually at the end, I manage to goof up the AI and can finish him with ease. \n\nBoss Defeat Time: 1:12 \nMission Improvement Time: 0:49 (Faster) \n\nBonus fact - By starting this mission, it makes The Blessed Elixir mission temporarily unavailable since you don\'t have a soul for the moment. \n\nAfter planting the Skull Lantern, I head up to the mountains to sing The Sound of Music...I mean, continue the mission. We\'re introduced to Sierra in quite a rude manner. \n\nTHE GUARDIAN OF WINDS \nReason for mission choice: Part of the storyline. Required to get AF Dragonbone to complete the next two missions. \n\nThe three mini-bosses love to constantly use magic, so spamming attacks is a must. On the first one, I purposely duff Rising Sun to protect myself from his magic attack. \n\nBoss: Akravator - This is one of the most annoying bosses due to the huge amounts of invincibility time it has. It\'s quick fly across the level can lead you to believe you hit it with a tech attack but no damage is taken off. \n\nBoss Defeat Time: 2:13 \nMission Improvement Time: 0:08 (Faster) \n\nBonus fact - This mission is the only place you hear the game\'s title theme outside of the title. \n\nI plant the Dragonbone and head home to quick pickup my newly hatched Rabite. I take the half-second to actually name it \"Rabite\". \n\nTHE FIELD TRIP \nReason for mission choice: Required to trigger The Ghost of Nemesis. \n\nA stupid mission of a bunch of kids fiddling with stuff they shouldn\'t. I have to purposely duff the first attempt as the flowerling won\'t give over star sparkles the first time around. \n\nMission Improvement Time: 0:05 (Faster) \n\nBonus fact - Bud, in case you forgot, is one of the two sorcerers from \"The Little Sorcerers\" mission (see Jumi Storyline). \n\nTHE GHOST OF NEMESIS \nReason for mission choice: Part of the storyline. Required to get the AF Green Cane to complete the next mission. \n\nUpon returning, I\'m greeted by a big bad roar and a big bad dude that wants to kick my ass. We beat him, but however shortly after fall into a trap. I had a little stupid troubles getting my \"precious\" Rabite as well as getting the key from Sierra. But I finally get a better weapon, Braveblade. I don\'t equip this initially as I tend to use Counterattack against Sierra which is easier with a 1H sword than a 2H one. \n\nBoss: Deathbringer - This guy looks scary and tries to sound scary, but he can\'t handle Braveblade. \n\nBoss: Jajara - This boss fight is quite interesting. Watch the video and see why. \n\nBoss 1 Defeat Time: 0:36 \nBoss 2 Defeat Time: Two-Part Battle \nPt.1: 0:57 \nPt.2: 0:33 \nMission Improvement Time: 0:38 (Faster) \n\nBonus fact - If you return to where you fought Deathbringer, you\'ll fight Deathbringer II, which is the combination of Deathbringer and the remains of Jajara. The benefit? LOADS of EXP. I think I got 1000 EXP from it on one attempt. \n\nI lay out the Green Cane to continue on with the next mission. \n\nTHE DRAGON PRINCESS \nReason for mission selection: Part of the storyline. Needed to trigger the next mission. I also get the AF Torch of Coral, which I use later on. \n\nLarc wants to find Sierra and can apparently detect her scent. Somebody obviously has been sniffing too many panties. He gets what he wants, but leaves me with the boss battle. \n\nBoss: Sierra & Vadise - Two against one-and-a-half. And the half isn\'t much help. However, my new technique, Rising Crush, is really handy in not only doing loads of damage to Sierra, but also protecting myself from Vadise\'s spewing attack. \n\nBoss Defeat Time: 1:18 \nMission Improvement Time: 1:53 (Faster) \n\nBonus fact - No matter what my response is to Vadise, I still have to fight him. What, I don\'t get a say in anything in regards to saving (or not saving) the world? Boo hiss. \n\nI lay out a host of artifacts in my inventory (Broken Doll, Sand Rose, and Tome of Magic) to get them out on the field and it moves me in a general direction leading my cursor to home so I can dump off the Rabite. It\'s not much help for the next mission and keeping it costs me time, especially on Boss 3. \n\nI return to The Underworld to finish the storyline. \n\nTHE CRIMSON DRAGON \nReason for mission selection: To finish the storyline and allow me to do Cage of Dreams. \n\nI play escort to Sierra, who certainly doesn\'t need any help in the fighting department. But how can she get around the Underworld even though she never received the Baptism? We could have seen a similar situation in The Fallen Emperor, but didn\'t. After arriving at the bottom, we face Drakonis, who is a master of trickery. \n\nBoss: Larc the Conqueror - The video makes it look like I killed Sierra, doesn\'t it? Too much invincibility time again. Ugh. After winning, The Underworld turns into The Flames. \n\nBoss Defeat Time: 1:24 \n\nThe Flames is a mess of a castle that can lead you running around in circles if you aren\'t careful. In order to get anywhere, you have to defeat 3 bosses, which seals up magic orbs, preventing floors from collapsing so I can reach the throne room. \n\nBoss 1: Zenoa - Simply put, Larc with a palette change. Goes down nice and quick and I get great placement right in front of the door. \nBoss 2: Sky Dragon - Goes down nice and quick. Anybody hungry for Dragon Steak? \nBoss 3: Land Dragon - Also goes down nice and quick. Rising Crush is devastating. \nGrand Boss: Drakonis, The Crimson Dragon - This guy has one of the WORST hit detections of a boss, especially considering its size. Sierra gets cooked and eaten, so it\'s up to me to beat him. \n\nBoss 1 Defeat Time: 0:45 \nBoss 2 Defeat Time: 0:36 \nBoss 3 Defeat Time: 0:31 \nGrand Boss Defeat Time: 1:19 \nMission Improvement Time: 0:58 (Faster) \n\nBonus fact - This is the only one of the 3 storylines where you have to do some scrolling of the text after the boss battle is over. The other two are totally automatic until the THE END appears. \n\nI layout Torch of Coral and do some penguin watching. \n\nSUMMER LOVIN\' \nReason for mission choice: Needed for 2 more artifacts to get the necessary amount to get Cage of Dreams to trigger. \n\nWhich came first, the Penguin or the Egg? I try to chase down the answers while tiptoeing around not-so-crabby crabs. \n\nBoss: Fullmetal Hagger - Watch as this boss is devastated by the power of Rising Crush. Had I timed the second one better, it would have been a perfect fight. \n\nBoss Defeat Time: 0:39 \nThis was a new mission to the run. Time added: 5:49 \n\nBonus fact - That crab on the last screen (where the final conversation takes place)? He\'s important to note for when you do REAL crab crushing for another mission (not shown in this run). HE SEES ALL. And knows when you crush his buddies. \n\nTHE CAGE OF DREAMS Reason for mission choice: AF Sword of Mana. \n\nWhile I trigger The Little Sorcerers, I don\'t need to do it. Instead, I go talk to a stain glass window and a bird about love. All you need is love, love. Love is all you need. \n\nMission Improvement Time: 0:30 (Faster) \nCompared to Jumi: -0:43 (Slower) \nCompared to Fairy: 0:04 (Faster) \n\nBonus fact - You need 18 artifacts to trigger this. I also needed to return and leave home for it to start. Unlike previous thoughts, you do NOT need to enter and leave your house before the initial scenario triggers, just before the title appears. \n\nLEGEND OF MANA \nReason for mission choice: Uh, to finish the game?! \n\nWelcome to the glory and beauty that is the Tree of Mana. I love this level in every way, with the sound of the music, the lily pads, everything. The ascent is a blessing. After clearing the 4 corners of the Sanctuary of Mana, I arrive at... \n\nFinal boss: Mana Goddess - There are two kinds of love that a person can give. One form of that is tough love, which is what this goddess gives and needs. My two Rising Crush attacks lay major blows on her and allow for a relatively quick victory. \n\nBoss Defeat Time: 2:18 \nMission Improvement Time: 1:21 (Faster) \nCompared to Jumi: -1:11 (Slower) \nCompared to Fairy: 1:25 (Faster) \n\nEnjoy the ending people! \n\nGame was completed with the hero at Level 22 (1 level higher than v1), buying only one additional item (SteelSword), learning 4 abilities (Counterattack, Counterstrike, Rising Sun, and Rising Crush), and making 3 equipment changes (equipping SteelSword, and later BraveBlade, and Iron Pot). \n\nThis run is (C) 2006 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting have been granted to Radix and Speed Demos Archive for hosting this run. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Legend of Mana is (C) 2000 Squaresoft (now Square Enix). \n\nSir VG, signing out.','2006-02-13',0,7091000,11,'LegendOfMana_SS_Dragon_15811',1,12,0,NULL),(0,561,NULL,171,'','Welcome to the Legend of Mana. This is the Fairy Storyline run, version 3 (2nd published version). \n\nSpeed run Rules: \n*Single Session \n*Takes Damage to Save Time \n*No Deaths \n\nFirst, I\'d like to thank the writers of several great FAQs, for without them, this run wouldn\'t have been done. This includes RCrowder for the Technique List, Myst Erik Ery for the Artifact Guide, and Nemesis and SeanKelson for their general walkthroughs. Though I\'ve played this game over and over, all of these were necessary to determine the minimums for doing a speed run. \n\nWhat are the differences between this and the prior published version? And why is this version 3 (submission 2)? \n\nFirst off, the difference between this and v1 (submission 1) is about 12:43, pushing this run to under 2.5 hours, which was the goal of this new submission. This run is classified as version 3, as there was a version 2 done, but not submitted. \n\nIf you read my old notes, take note. There are a LOT of differences between then and this. Check out all the cool new stuff, including Boss Defeat Time, Mission Improvement Time, and the Storyline Comparison Listing. \n\nWhat is the Boss Defeat Time? I added it to the notation this time around for a little something extra. The time is in minutes:seconds, and is calculated from when the characters \"flip\" (to start the battle) until the boss meter disappears. \n\nAlso added to this version is Mission Improvement Time. First, both runs had to be timed in a similar manner, so the timer starts when I enter the town that leads to the first event of the mission, and ends after THE END fades out. So entering Domina to find Elazul and get the Jade Egg is the beginning of the mission The Lost Princess, not entering Mekiv Caverns. After that the two runs are compared and the Mission Improvement Time is born. This will be displayed in a similar manner to the Boss Defeat Time. \n\nOne last thing added is the Storyline Comparison Listing. Some missions done are in multiple (or all three) storyline runs. This will compare how much faster or slower this run\'s attempt was compared to the others. This is a comparison of Jumi v3 (Submission 2), Fairy v3 (Submission 2), and Dragon v3 (Submission 2). \n\nThe following missions were removed from the last run (Fairy v1 [[]Submission 1]) and the time saved from removing them: \n\nReach for the Stars: 6:20 Enchanted Instruments 101: 1:55 \n\nNICCOLO\'S BUSINESS UNUSUAL \nReasons for mission choice: 3 artifacts (Wheel, Flame, Medallion) \n\nNiccolo has a problem. There are bandits on the highway, so I decide to join him. First off, how does he find a wheel on the highway when the wheel IS the highway? Ok, whatever. I get a good number of drops, which is crucial for making my purchase later. At the Goblins, there is no difference in the choice; you still have the same result - boss fight. \n\nBoss: Mantis Ant -Being the greedy rabbit he is, he takes all my money (since I don\'t have 300 Lucre) and gives me two worthless items, and IronPot. I\'m supposed to smile after that? \n\nBoss Defeat Time: 1:01 \nMission Improvement Time: 0:14 (Faster) \nCompared to Dragon: -0:21 (Slower) \nCompared to Jumi: 0:15 (Faster) \n\nBonus fact - Mantis Ant is also the first boss of Secret of Mana as well. (Go watch that run, even if it\'s not mine - totally awesome game.) \n\nTHE LOST PRINCESS \nReasons for mission choice: 3 artifacts (Jade Egg, Firefly Lamp, Stone Eye). \n\nI head back to Domina to team up with Elazul. The babe Pearl is missing, and we need to find her. This is technically part of the Jumi Storyline, but it\'s a quick mission for the artifacts I get. \n\nBoss: Du\'Inke - The key to this fight is tech attacks. It\'s handy that they protect me from Du\'Inke\'s attacks and most of the time I connect with them. \n\nBoss Defeat Time: 1:27 \nMission Improvement Time: -0:06 (Slower) \nCompared to Dragon: 0:44 (Faster) \nCompared to Jumi: -0:28 (Slower) \n\nBonus fact - If you do this mission before Niccolo\'s Business Unusual, Sandra will be in the room before Du\'Inke. \n\nFAERIE\'S LIGHT \nReasons for mission choice: 2 AF (Trembling Spoon, Sand Rose) \n\nI agree to help a man name Gilbert (or Edward as I like to call him - FFIV joke) sell a bunch of lamps. The only buyers are a bunch of Dudbears that don\'t speak any English. It requires a crash course in the language, though I really don\'t pay attention. During the mission, I buy my SteelSword upgrade before talking to the bears to not get my money messed up with Gilbert\'s. \n\nMission Improvement Time: 0:31 (Faster) \nCompared to Dragon: -0:03 (Slower) \nCompared to Jumi: 0:04 (Faster) \n\nBonus fact - For those that didn\'t get my joke above, in Final Fantasy IV, the prince of Damcyan was named \"Gilbert\" in the Japanese version and \"Edward\" in the US version. Also, Monique is referred to as a princess at one point in conversation, which is what Edward\'s love, Anna, would have been. \n\nHUNTIN\' DU\'CATE \nReason for mission choice: Needed to trigger The Murmuring Forest. \n\nSkippy and Hamson are housecleaners at the mansion in Geo, but apparently racked up a huge debt breaking stuff. So they need to go hunt down a Du\'Cate tail. I decide to compete against them, since they\'re a couple bumbling idiots. \n\nBoss: Du\'Cate - After getting into position, this boss can\'t do anything to stop me. \n\nBoss Defeat Time: 0:39 \nMission Improvement Time: 0:02 (Faster) \n\nBonus Fact - Whether you\'ve cleared this mission or not will determine whether Hamson and Skippy will be at the entrance to the mansion in Geo (compare the v1 and v3 Jumi runs). \n\nTHE MURMURING FOREST \nReason for mission choice: Part of the storyline. Needed to trigger Two Torches. \n\nMost of the mission is over before it actually begins. Apparantly the Penguins serving under Rosiotti want to know why the Fairies are pissed. Ok, fine. \n\nBoss: Funkmaster - How the boss got that retarded name is beyond me. He\'s not funky, nor a master at anything, except being an angry fellow. Counterstrike makes the fight much easier. \n\nBoss Defeat Time: 0:49 \nMission Improvement Time: 0:01 (Faster) \n\nBonus Fact - Some of the other options that you get at Funkmaster will lead to a fight, but the bottom one is immediate. \n\nTHE FLAME OF HOPE \nReasons for mission choice: Need to clear it out of the way to do Two Torches and other Gato related missions. \n\nThis mission has some of the funniest lines. I swear, seeing the Spoutling yelling \"NOOO!\" is the funniest thing. There isn\'t much battling here, just running back and forth between the edge of town and the temple chasing a stupid plant. Lovely. \n\nMission Improvement Time: 0:17 \nCompared to Jumi: -0:10 (Slower) \n\nBonus Fact - The scene at the end of the mission is shown in the ending, less the hero and text. \n\nTHE GORGON EYE \nReason for mission choice: Needed to trigger In Search of Faeries. \n\nForsake the lake to see the sea! See? I\'m off to find out why penguins are being turned to stone. Come to find out it\'s not Medusa. \n\nBoss: Gorgon Eye (How original!) - HAHA poor guy can\'t do a damn thing. Too bad, sucks to be you. \n\nBoss Defeat Time: 0:32 \nMission Improvement Time: 0:48 (Faster) \n\nNICCOLO\'S BUSINESS UNUSUAL 2 \nReasons for mission choice: AF Broken Doll. \n\nOur favorite rabbit is back, and he\'s looking to go get some food. I\'m suppose to escort him through the dungeon, but being that I\'ve already been through it, the game allows me to skip over it and right to the waterfall. In order to get the fairy to appear, I have to go to the Cancun Bird\'s nest for some unknown reason. Oh well. \n\nThis was a new mission to the run. Time added: 1:59 \nCompared to Jumi: Dead Even \n\nBonus Fact - The fairy shown at the end may appear before hand (though not to trigger the mission end) under certain conditions. This is most likely to happen during this storyline (though it didn\'t in this run). \n\nTWO TORCHES \nReason for mission choice: Part of the Storyline. Needed to trigger In Search of Faeries. \n\nYour cue about this mission is actually what you saw at the beginning of Niccolo\'s Business Unusual 2 - Escad walking into the temple. \n\nBoss: Spriggan - Once again, I must say hit detection sucks. He does his attack at the middle of the room and I\'m at the top, yet it hits me. Ok, THAT was interesting. \n\nBoss Defeat Time: 1:40 \nMission Improvement Time: 0:37 (Faster) \n\nBonus Fact - It is possible to get to the sealed room without Deana\'s help, but it\'s a pain in the ass. \n\nIN SEARCH OF FAERIES \nReason for mission choice: Part of the Storyline. Needed to trigger Pokiehl: Dream Teller \n\nDeana is missing and I have to find her. She\'s gone looking for Faeries, which means she\'s in one of two locations: the Jungle, or Lake Kilma. Since I\'m smart I go to the lake. \n\nBoss: Boreal Hound - This boss has to be the most difficult boss in the entire game. I found this out during some failed runs. It\'s lightning attack can be hard to avoid and can easily take one-third of your life out given proper conditions. Let me say this - walking in to Lake Kilma with the Jinn mana grid at full on a Jinn day is a BAD idea. Hitting it with the first Rising Sun was totally an accident, but it was totally funny. \n\nBoss Defeat Time: 2:45 \nMission Improvement Time: 0:03 (Faster) \n\nBonus Fact - Selva appears for 3 missions in the game: this one, Heaven\'s Gate, and The Seven Wisdoms. \n\nTEATIME OF DANGER \nReasons for mission choice: Needed to trigger Star-Crossed Lovers. \n\nTeapo has wandered around looking for tea leaves, but got lost. I\'m supposed to go find the whiney baby. Great... \n\nBoss: Count Dovula - After the funny intro, it\'s time to fight. Except I left my oak stakes and holy water at home. Counterstrike does some great damage. \n\nBoss Defeat Time: 0:47 \nMission Improvement Time: 0:15 (Faster) \nCompared to Jumi: 0:27 (Faster) \n\nBonus Fact - This is the only mission where I fight the same enemy 3 times at the same location. \n\nTHE INFERNAL DOLL \nReasons for mission choice: AF Tome of Magic and Moon\'s Mirror \n\nThey toys are upset and planning revenge on the humans. Junk should stay in its place. \n\nBoss Defeat Time: 0:22 \nMission Improvement Time: 0:47 (Faster) \nCompared to Jumi: 0:21 (Slower) \n\nBonus Fact - The guy at the end is named Louie. If you go off in the right (well, wrong) direction enough, he\'ll find you and point you in the right direction. \n\nMINE YOUR OWN BUSINESS \nReason for mission choice: Needed to trigger Pokiehl: Dream Teller \n\nPokiehl sends me off to find Watts for some unknown reason other than to annoy the little bugger. Ok, fine. \n\nBoss: Labanne - As you notice, I only have to chop the red hand down, but not attack it to take damage to the boss. However when it\'s down it\'s potentially very dangerous. The green swirl can do a large amount of damage and stuns you. But I am easily victorious. \n\nBoss Defeat Time: 2:10 \n(This is a bit inflated from the victory time as it takes about 7 seconds for the meter to disappear.) \nMission Improvement Time: 0:11 (Faster) \n\nBonus Fact - If you\'ve played other Mana games, you might recognize Watts as being in Secret of Mana and was a blacksmith there too. \n\nPOKIEHL: DREAM TELLER \nReason for mission choice: Needed to trigger Star-Crossed Lovers. Even though I fail it, it will still trigger it. \n\nPokiehl has a story to tell, the story about Escad, Deana, Irwin, and Matilda. But actually, I don\'t care. I purposely fail this mission. \n\nMission Improvement Time: 0:04 (Faster) \n\nBonus Fact - If you actually completed this mission, it would tell a bit more about the past of the incident involving why Matilda is an old geezer though everybody says she\'s 26. Twenty-six is a sad age to be at, trust me. \n\nSTAR-CROSSED LOVERS \nReason for mission choice: Part of the storyline. Needed to trigger Heaven\'s Gate. \n\nDeana, being the nice woman she is, wants to help Matilda prolong her life and live happily with Irwin. Naturally, this pisses Escad off. Though I wonder, how did Matilda selectively warp everybody except Escad out of the room? And why did all of us wind up at different locations? And where did Deana wind up when she arrived at the temple? \n\nBoss: Escad - Daena is also a potential boss, but my choice leads to fighting Escad. Counterstrike was great for doing damage and Rising Sun makes for great defense during his special attack. \n\nBoss Defeat Time: 0:52 \nMission Improvement Time: 0:56 (Faster) \n\nBonus Fact - Whomever you fight at this boss battle officially dies at the end of the fight. Whoever you join can become your partner in the next mission. \n\nHEAVEN\'S GATE \nReason for mission choice: Final story in the storyline. Needed to trigger Cage of Dreams. \n\nIrwin plans on destroying the world. Naturally, I must stop him by going through a decayed wyrm. Finally, the Cancun Bird comes into play other than letting Sandra escape. Selva is a tempter during the mission, trying to get me to turn back. Naturally, I refuse, because I\'m the most kick ass Legend of Mana player ever. \n\nBoss: Irwin - He gets way too much invincibility time and that meteor strike attack is NASTY. I prevail though, because I\'m awesome. Funniest moment is watching a stunned Irwin pull off a tech attack. How come I am never allowed to do that? \n\nBoss Defeat Time: 2:23 \nMission Improvement Time: 0:51 (Faster) \n\nBonus Fact - After completing the mission, you can no longer enter Lumecia. \n\nTHE CAGE OF DREAMS \nReason for mission choice: AF Sword of Mana. \n\nWhile I trigger The Little Sorcerers, I don\'t need to do it. Instead, I go talk to a stain glass window and a bird about love. All you need is love, love. Love is all you need. \n\nMission Improvement Time: 0:54 (Faster) \nCompared to Dragon: -0:04 (Slower) \nCompared to Jumi: -0:47 (Slower) \n\nBonus fact - You need 18 artifacts to trigger this. I also needed to return and leave home for it to start. Unlike previous thoughts, you do NOT need to enter and leave your house before the initial scenario triggers, just before the title appears. \n\nLEGEND OF MANA \nReason for mission choice: Uh, to finish the game?! \n\nWelcome to the glory and beauty that is the Tree of Mana. I love this level in every way, with the sound of the music, the lily pads, everything. The ascent is a blessing. After clearing the 4 corners of the Sanctuary of Mana, I arrive at... \n\nFinal boss: Mana Goddess - There are two kinds of love that a person can give. One form of that is tough love, which is what this goddess gives and needs. Unfortunately unlike the other two storylines, I don\'t have some kick ass weapon, so I\'m desperately relying on counterstrike. I wish I could have gotten one more in as to not have to face the laser attack, which cost a bit of time. But I still win, which is the most important thing. \n\nBoss Defeat Time: 1:48 \nMission Improvement Time: -0:09 (Slower) \nCompared to Dragon: -1:25 (Slower) \nCompared to Jumi: -2:36 (Slower) \n\nEnjoy the ending people! \n\nGame was completed with the hero at Level 21 (2 levels lower than v1), buying only one additional item (SteelSword), learning 3 abilities (Counterattack, Counterstrike, and Rising Sun), and making 2 equipment changes (equipping SteelSword and Iron Pot). \n\nThis run is (C) 2006 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting have been granted to Radix and Speed Demos Archive for hosting this run. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Legend of Mana is (C) 2000 Squaresoft (now Square Enix). \n\nSir VG, signing out.','2006-02-19',0,8409000,11,'LegendOfMana_SS_Faerie_22009',1,12,0,NULL),(0,562,NULL,171,'','Welcome to the Legend of Mana. This is the Jumi Storyline run, version 3 (2nd published version). \n\nSpeed run Rules: \n*Single Session \n*Takes Damage to Save Time \n*No Deaths \n\nFirst, I\'d like to thank the writers of several great FAQs, for without them, this run wouldn\'t have been done. This includes RCrowder for the Technique List, Myst Erik Ery for the Artifact Guide, and Nemesis and SeanKelson for their general walkthroughs. Though I\'ve played this game over and over, all of these were necessary to determine the minimums for doing a speed run. \n\nWhat are the differences between this and the prior published version? And why is this version 3 (submission 2)? And why the change in weaponry? \n\nFirst off, the difference between this and v1 (submission 1) is about 28:43, pushing this run to under 3 hours, which was the goal of this new submission. This run is classified as version 3, as there was a version 2 done, but not submitted. \n\nIf you read my old notes, take note. There are a LOT of differences between then and this. Check out all the cool new stuff, including Boss Defeat Time, Mission Improvement Time, and the Storyline Comparison Listing. \n\nWhat is the Boss Defeat Time? I added it to the notation this time around for a little something extra. The time is in minutes:seconds, and is calculated from when the characters \"flip\" (to start the battle) until the boss meter disappears. \n\nAlso added to this version is Mission Improvement Time. First, both runs had to be timed in a similar manner, so the timer starts when I enter the town that leads to the first event of the mission, and ends after THE END fades out. So entering Domina to find Elazul and get the Jade Egg is the beginning of the mission The Lost Princess, not entering Mekiv Caverns. After that the two runs are compared and the Mission Improvement Time is born. This will be displayed in a similar manner to the Boss Defeat Time. \n\nOne last thing added is the Storyline Comparison Listing. Some missions done are in multiple (or all three) storyline runs. This will compare how much faster or slower this run\'s attempt was compared to the others. This is a comparison of Jumi v3 (Submission 2), Fairy v3 (Submission 2), and Dragon v3 (Submission 2). \n\nThe following missions were removed from the last run (Jumi v1 [[]Submission 1]) and the time saved from removing them: \n\nHuntin\' Du\'Cate: 10:19 \n\nNICCOLO\'S BUSINESS UNUSUAL \nReasons for mission choice: 3 artifacts (Wheel, Flame, Medallion) \n\nNiccolo has a problem. There are bandits on the highway, so I decide to join him. First off, how does he find a wheel on the highway when the wheel IS the highway? Ok, whatever. I get a good number of drops, which is crucial for making my purchase later. At the Goblins, there is no difference in the choice; you still have the same result - boss fight. \n\nBoss: Mantis Ant - Thanks to help from Niccolo, he falls nice and quickly. I did send it the wrong way with my tech attack, which cost some time. Great fight otherwise. Being the greedy rabbit he is, he takes all my money (since I don\'t have 300 Lucre) and gives me two worthless items, and IronPot. I\'m supposed to smile after that? \n\nBoss Defeat Time: 0:51 \nMission Improvement Time: -0:04 (Slower) \nCompared to Dragon: -0:36 (Slower) \nCompared to Fairy: -0:15 (Slower) \n\nBonus fact - Mantis Ant is also the first boss of Secret of Mana as well. (Go watch that run, even if it\'s not mine - totally awesome game.) \n\nTHE LOST PRINCESS \nReasons for mission choice: 3 artifacts (Jade Egg, Firefly Lamp, Stone Eye). \n\nI head back to Domina to team up with Elazul. The babe Pearl is missing, and we need to find her. This is one of my favorite missions in the game...I guess I like the whole damsel in distress thing. \n\nBoss: Du\'Inke - The key to this fight is tech attacks. It\'s handy that they protect me from Du\'Inke\'s attacks and most of the time I connect with them. The last one I started a little early, but oh well. Pearl is safe and we\'re on our way. \n\nBoss Defeat Time: 1:00 \nMission Improvement Time: 0:57 (Faster) \nCompared to Dragon: 1:12 (Faster) \nCompared to Fairy: 0:28 (Faster) \n\nBonus fact - If you do this mission before Niccolo\'s Business Unusual, Sandra will be in the room before Du\'Inke. \n\nTHE LITTLE SORCERERS \nReasons for mission choice: Needed to trigger later missions. \n\nI return home to trigger this mission. This mission is made available by doing either of the first two missions. Apparently these kids have started some pumpkin voodoo cult and want to take over the world or something, and I need to stop them. \n\nBoss: Bud & Lisa - These two make quite a good team. If you can get them separated and take one out, that makes things much easier, but it\'s hard to do with the constant threat of magic looming about. But I win and allow them to go home, where they stay for the rest of the game. \n\nBoss Defeat Time: 1:08 \nMission Improvement Time: 0:08 (Faster) \n\nBonus Fact - Bud and Lisa can become partners for various missions. However they won\'t come if you already have a NPC or can\'t come if you need one for a mission. \n\nFAERIE\'S LIGHT \nReasons for mission choice: AF Sand Rose \n\nI agree to help a man name Gilbert (or Edward as I like to call him - FFIV joke) sell a bunch of lamps. The only buyers are a bunch of Dudbears that don\'t speak any English. It requires a crash course in the language, though I really don\'t pay attention. During the mission, I buy my SteelSword upgrade before talking to the bears to not get my money messed up with Gilbert\'s. \n\nMission Improvement Time: -4:35 (Slower) \n(This mission was not run in v1, so the comparison is only to getting SteelSword and leaving, hence why this mission is so much slower than before) \nCompared to Dragon: -0:07 (Slower) \nCompared to Fairy: -0:04 (Slower) \n\nBonus fact - For those that didn\'t get my joke above, in Final Fantasy IV, the prince of Damcyan was named \"Gilbert\" in the Japanese version and \"Edward\" in the US version. Also, Monique is referred to as a princess at one point in conversation, which is what Edward\'s love, Anna, would have been. \n\nREACH FOR THE STARS \nI start but purposely do not finish this mission. Starting it moves the Principal of Geo out of his office in Geo and leaves him in the desert. This is important for The Lucky Clover. \n\nTHE FLAME OF HOPE \nReasons for mission choice: Part of the storyline and part of the formula needed to trigger Teardrop Crystal. \n\nThis mission has some of the funniest lines. I swear, seeing the Spoutling yelling \"NOOO!\" is the funniest thing. There isn\'t much battling here, just running back and forth between the edge of town and the temple chasing a stupid plant. Lovely. \n\nMission Improvement Time: 0:56 (Faster) \nCompared to Fairy: 0:10 (Faster) \n\nBonus Fact - The scene at the end of the mission is shown in the ending, less the hero and text. \n\nNICCOLO\'S BUSINESS UNUSUAL 2 \nReasons for mission choice: AF Broken Doll. I can get this from Reach for the Stars, but due to my desire to leave the mission open, I get the AF here. \n\nOur favorite rabbit is back, and he\'s looking to go get some food. I\'m suppose to escort him through the dungeon, but being that I\'ve already been through it, the game allows me to skip over it and right to the waterfall. In order to get the fairy to appear, I have to go to the Cancun Bird\'s nest for some unknown reason. Oh well. \n\nThis was a new mission to the run. Time added: 1:59 \nCompared to Fairy: Dead Even \n\nBonus Fact - The fairy shown at the end may appear before hand (though not to trigger the mission end) under certain conditions. This is more likely to happen during the Fairy storyline. \n\nTHE INFERNAL DOLL \nReasons for mission choice: AF Tome of Magic and Moon\'s Mirror \n\nThey toys are upset and planning revenge on the humans. Junk should stay in its place. \n\nBoss Defeat Time: 0:17 \nMission Improvement Time: 0:14 (Faster) \nCompared to Fairy: 0:21 (Faster) \n\nBonus Fact - The guy at the end is named Louie. If you go off in the right (well, wrong) direction enough, he\'ll find you and point you in the right direction. \n\nTHE LOOKING-GLASS TOWER \nReasons for mission choice: Needed to trigger The Lucky Clover. \n\nWell, look who\'s here. It\'s Pearl, and she\'s gotten herself lost again. I try to stop her, but she runs away into the tower. Time to chase her down. \n\nBoss 1: Iron Centaur - With Elazul\'s help, this guy falls quickly. At this point, Elazul leaves and I have to escort Pearl back down the tower. \n\nBoss 2: Jewel Beast - Hurrah for screwing up the computer AI! \n\nBoss 1 Defeat Time: 1:05 \nBoss 2 Defeat Time: 0:59 \nMission Improvement Time: 0:52 (Faster) \n\nBonus Fact - If you choose to go with Pearl up the tower, Elazul will not be standing at the Door of Fate. It also affects the scene inside. \n\nTEATIME OF DANGER \nReasons for mission choice: AF Rusty Anchor \n\nTeapo has wandered around looking for tea leaves, but got lost. I\'m suppose to go find the whiney baby. Great... \n\nBoss: Count Dovula - After the funny intro, it\'s time to fight. Except I left my oak stakes and holy water at home. Counterstrike does some great damage. \n\nBoss Defeat Time: 0:58 \nMission Improvement Time: 0:10 (Faster) \nCompared to Fairy: -0:27 (Slower) \n\nBonus Fact - This is the only mission where I fight the same enemy 3 times at the same location. \n\nDROWNED DREAMS \nReasons for mission choice: Part of the formula to trigger Teardrop Crystal. \n\nApparently a ghost has take over the hotel and it\'s up to me to solve the mystery. Zero fights and way too much dialog. Along the way say hi to Gilbert who\'s made the trip from Lumina! \n\nMission Improvement Time: 0:14 (Faster) \n\nBonus Fact - When Inspector Boyd asks you if there\'s any news, the choices don\'t matter, you just have to ask 3 times to trigger the choice to ask about him. \n\nTHE LUCKY CLOVER \nReasons for mission choice: Part of the storyline. Needed to trigger Cosmo. \n\nThanks to leaving the principal of Geo out in the desert, I can avoid a couple days of day manipulation. Certain events can only happen on certain days, like meeting Esmeralda in the library can only happen on Gnome or Undine days. Normally I would need to stay in the Caf... until Dyrad day to get the stone out of the principal\'s office, but since nobody\'s there... \n\nBoss: Jewel Beast - Yep, it\'s back for another helping of getting its ass kicked. Unfortunately I\'m not only fighting it, but in a sense I\'m fighting Elazul who\'s absolutely NO HELP AT ALL. Stop shoving the damn thing around so I can screw the AI up again. \n\nBoss Defeat Time: 1:15 \nMission Improvement Time: 3:18 (Faster) \n\nBonus Fact - If you complete this mission without doing The Lost Princess, you\'ll receive the Jade Egg to insure that you can do Cosmo. \n\nCOSMO \nReasons for mission choice: Part of the storyline. Needed to trigger Two Pearls. \n\nHow did Pearl sneak out from under my nose? After ditching Elazul, he shows right back up again. I tell him Pearl hasn\'t arrived (even though she was there at the end of The Lucky Clover) to trigger this event. \n\nBoss: Jewel Beast - Yep, another one! This time though, I have Lady Blackpearl who can beat anything down with that gigantic shell mallet. Don\'t mess with her boys. \n\nBoss Defeat Time: 0:44 \nMission Improvement Time: 0:23 (Faster) \n\nBonus Fact - You notice that after the note appears on the world map, I reenter home. This is a game automated action, not an error. \n\nTWO PEARLS \nReasons for mission choice: Needed to trigger Alexandrite. \n\nFirst off, how did Elazul sneak out? Did he jump out the window or something? What a magician! I chase him down to the Tower of Leires and we head back up this dreaded place again. At least this time, I only have to go up. \n\nBoss: Blackpearl - A fairly easy fight, with the tech attacks making for great defense. \n\nBoss Defeat Time: 1:13 \nMission Improvement Time: 0:48 (Faster) \n\nBonus Fact - How can Pearl and Blackpearl be standing next to each other? They are the same person after all. \n\nREACH FOR THE STARS \nReasons for mission choice: Needed to trigger Flourite. \n\nOk, it\'s time to wrap this mission up. I\'m sure everybody\'s tired of being scorched in the desert. Green students always lie, so whatever they say I do the opposite. \n\nBoss: 2 Axebeaks - I managed to quickly get them separated and they were nice enough to stay that way. Combined with constant counterstrikes, the fight was fast. \n\nBoss Defeat Time: 0:47 \nMission Improvement Time: 0:52 (Faster) \n(Time comparison to the original does include the time for starting this mission but leaving.) \n\nBonus Fact - Aren\'t fireworks cool? This is your only shot at seeing it, so enjoy. \n\nALEXANDRITE \nReasons for mission choice: Part of the storyline. Needed to trigger Flourite. \n\nAfter heading home quick (to trigger Elazul and Pearl\'s appearance in the pub in Domina), I head over to Geo to search for Diana\'s 3 keys to her heart. However, this was a stupid move as it gives a chance for Sandra to steal her core. Yep, we killed another Jumi. Just a reminder that after the note appears on the world map I reenter Domina. This is a game automated action, not an error. \n\nMission Improvement Time: 0:42 (Faster) \n\nBonus Fact - In case you forgot, Diana was Rubens\' girlfriend. \n\nFLOURITE \nReasons for mission choice: Part of the storyline and part of the formula to trigger Teardrop Crystal. \n\nI get sucked into Pandora\'s box to meet up with Florina, the only Jumi who can cry tears. Alex has locked her up in the box and she\'s having bad dreams. Time to kill the boogieman. \n\nBoss: Jewel Beast - Yep, a 4th one. I accidentally paused long enough for it to break away for a little bit, but otherwise another dead monster. \n\nBoss Defeat Time: 1:00 \nMission Improvement Time: 1:22 (Faster) \n\nBonus Fact - If you don\'t talk to Elazul during the first encounter between him and Blackpearl, they won\'t appear at the second location. \n\nTEARDROP CRYSTAL \nReasons for mission choice: Final mission of the storyline. Needed to trigger Cage of Dreams. \n\nFinally, the Jumi storyline comes down to this. You\'re given the choice of taking either Pearl/Blackpearl or Elazul. I take the former as Blackpearl is devastating in boss battles and that SwordOfFate Elazul hands over is NICE. Plus Elazul sucks as a partner, so I\'m glad to see him well...you\'ll see. \n\nThe object is to play Mastermind in the Bejeweled City. It\'s easiest to play with a full deck of jewels, so after I unlock a door, I go back to get new sets the jewels I just used. All cutscenes must be viewed or the door at the top floor won\'t open. \n\nBoss 1-3: Jewel Beasts - I won\'t go over these individually. They don\'t deserve it anymore now that we\'re at manifestations 5, 6, and 7. Besides, they all fell in a hurry. Only the 7th one got lucky enough to actually get some attacks off. \n\nBoss 4: Lord of Jewels 999 - Blackpearl really kicked some ass at this boss. I like her use of the dash-split, similar to what Spriggan used during Two Torches (Fairy Storyline). \n\nBoss 5: Lord of Jewels 1000 - Ok, I believe this was the fastest boss fight out of every one I did. Between a Rising Sun and Blackpearl\'s mallet, this boss didn\'t have a chance. \n\nBoss 1 Defeat Time: 0:25 \nBoss 2 Defeat Time: 0:23 \nBoss 3 Defeat Time: 0:47 \nBoss LoJ999 Defeat Time: 0:37 \nBoss LoJ1000 Defeat Time: 0:16 \nMission Improvement Time: 8:20 (Faster) \n\nBonus Fact - In case you haven\'t figured it out, Alex, Sandra, and Alexandra are all the same person. Alex was the jewelry store shopkeeper in Geo, Sandra is her \"jewel hunter\" guise, but she was originally Alexandra the Jumi. She, unlike the rest of the Jumi legion, is not revived by the hero\'s tear, or at least she doesn\'t appear in the scene. \n\nENCHANTED INSTRUMENTS 101 \nReason for mission choice: Forced to because I completed Reach for the Stars. \n\nSome kid from Geo teaches me how to use and make instruments and has made a shop in my backyard without my permission. He should be arrested. \n\nMission Improvement Time: 0:10 (Faster) \n\nTHE CAGE OF DREAMS \nReason for mission choice: AF Sword of Mana. \n\nI go talk to a stain glass window and a bird about love. All you need is love, love. Love is all you need. \n\nMission Improvement Time: 1:05 \nCompared to Dragon: 0:43 (Faster) \nCompared to Fairy: 0:47 (Faster) \n\nBonus fact - You need 18 artifacts to trigger this. I also needed to return and leave home for it to start. \n\nLEGEND OF MANA \nReason for mission choice: Uh, to finish the game?! \n\nWelcome to the glory and beauty that is the Tree of Mana. I love this level in every way, with the sound of the music, the lily pads, everything. The ascent is a blessing. After clearing the 4 corners of the Sanctuary of Mana, I arrive at... \n\nFinal boss: Mana Goddess - There are two kinds of love that a person can give. One form of that is tough love, which is what this goddess gives and needs. SwordOfFate does some MAJOR damage to her. Counterstrike for the win! \n\nBoss Defeat Time: 0:28 (Yes, I beat the Mana Goddess in under 30 seconds!) \nMission Improvement Time: 3:36 (Faster) \nCompared to Dragon: 1:11 (Faster) \nCompared to Fairy: 2:36 (Faster) \n\nEnjoy the ending people! \n\nGame was completed with the hero at Level 26 (2 levels lower than v1), buying only one additional item (SteelSword), learning 3 abilities (Counterattack, Counterstrike, and Rising Sun), and making 3 equipment changes (equipping SteelSword, and later SwordOfFate, and Iron Pot). \n\nThis run is (C) 2006 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting have been granted to Radix and Speed Demos Archive for hosting this run. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Legend of Mana is (C) 2000 Squaresoft (now Square Enix). \n\nSir VG, signing out.','2006-02-04',0,10149000,11,'LegendOfMana_SS_Jumi_24909',1,12,0,NULL),(0,563,NULL,172,'',NULL,'2006-09-19',0,93000,3,'LegoStarWars_e1c1_133',1,11,1,NULL),(0,564,NULL,172,'',NULL,'2006-09-19',0,135000,3,'LegoStarWars_e1c2_215',1,11,1,NULL),(0,565,NULL,172,'',NULL,'2006-09-19',0,99000,3,'LegoStarWars_e1c3_139',1,11,1,NULL),(0,566,NULL,172,'',NULL,'2006-09-19',0,266000,3,'LegoStarWars_e1c4_426',1,11,1,NULL),(0,567,NULL,172,'',NULL,'2006-09-19',0,326000,3,'LegoStarWars_e1c5_526',1,11,1,NULL),(0,568,NULL,172,'',NULL,'2006-09-19',0,291000,3,'LegoStarWars_e1c6_451',1,11,1,NULL),(0,569,NULL,172,'',NULL,'2007-09-27',0,278000,3,'LegoStarWars_e2c1_438',1,11,1,NULL),(0,570,NULL,172,'',NULL,'2007-09-27',0,218000,3,'LegoStarWars_e2c2_338',1,11,1,NULL),(0,571,NULL,172,'',NULL,'2006-09-19',0,182000,3,'LegoStarWars_e2c3_302',1,11,1,NULL),(0,572,NULL,172,'',NULL,'2006-09-19',0,129000,3,'LegoStarWars_e2c4_209',1,11,1,NULL),(0,573,NULL,172,'',NULL,'2007-04-19',0,134000,3,'LegoStarWars_e2c5_214',1,11,1,NULL),(0,574,NULL,172,'',NULL,NULL,0,213000,3,'LegoStarWars_e3c1_333',1,11,1,NULL),(0,575,NULL,172,'',NULL,'2006-09-19',0,307000,3,'LegoStarWars_e3c2_507',1,11,1,NULL),(0,576,NULL,172,'',NULL,'2007-09-27',0,63000,3,'LegoStarWars_e3c3_103',1,11,1,NULL),(0,577,NULL,172,'',NULL,'2007-09-27',0,245000,3,'LegoStarWars_e3c4_405',1,11,1,NULL),(0,578,NULL,172,'',NULL,'2007-04-19',0,123000,3,'LegoStarWars_e3c5_203',1,11,1,NULL),(0,579,NULL,172,'',NULL,'2006-09-19',0,124000,3,'LegoStarWars_e3c6_204',1,11,1,NULL),(0,580,NULL,174,'','Check this out guys! When I beat Lion king on hard mode, no deaths. There is mistakes here and there but no big ones. I can improve this with ten maybe twenty seconds but I\'m to lazy and this run isn\'t very important for me. It was just some fun time playing a childhood game. \n\nOf all version that were realeased I chose to run the SNES version of the game. The reason is because I found a cheap cartridge for my american SNES. \n\nThis was one of the few games I had for my Mega drive (europen version of Genesis) Back in the days. Its a great disney game with just a few annoying parts. \n\nI thought this would be a short but very hard run to do but I was wrong. Specially after I made the decision to take the red bugg thing so I can take one more hit. It\'s not more then a few seconds wasted there. [ul][li]The pridelands: \nThis stage is full of small glitches, techniques and tricks for a speedrun. I did the stage pretty good. took the red bug and killed the boss pretty quick. This first stage is short but still very tricky \n\n[li]Can\'t wait to be king: \nWow, everyone remember this stage. Where all the monkey drive you crazy and stopped the young players from continue. Its not very complicated after all. Annyway, the run trough this stage were well done. \n\n[li]The elephant graveyard: \nI know I take a lots of damage here. But most of the damage I took were to save time or when I tried to save time. Jumping over a hyena can make him to yell instead of wait for a jump. \n\nThe first fight against two hyenas went well. Its hard to do it fast. My strategy were just to take damage and kill em fast. Also to get them togheter but thats hard here and I didn\'t succed immediately. \n\nThe worst I did in this stage were that I missed a life-filler-bugg. I spended some time trying to take it. Looks very bad, I know. \n\n[li]The stampede: \nno comments. \n\n[li]Simbas exile: \nI choose to skip the road cut. I\'m not sure if thats the right decision. With the road cut you skip the first stone that rolling after you. But instead you got the blue bug that take you to the bonus level after the stage. \n\nI hate this stones that cames falling now and then. They always comming down in different positions. I think their random but I\'m not sure. One of the stones hit me when I hanged. I lost 5 seconds because of that =/ I also missed the little thing I should hang on after the second stone rush. I also failed when I should roll over two porcupines/Hedgehoges. So this wasn\'t very beutiful. \n\n[li]Hakuna matata: \nClimbing the waterfall can be a little tricky but I did it pretty fast. The boss is the hard place. The fourth time I should hit him I fucked up 5-10 seconds. Probably the biggest mistake in the run. It can be hard to hit him like I did. \n\n[li]Simbas\'s destiny: \nOne time here I hanged around like an ugly George of the jungle. I\'m sure you see were I mean. Other the that my run trough here was close to smooth. I got lucky and succeed everytime I skipped the phanter places. So wo never saw Rafiki in this speedrun. \n\nIf you noticed, I punched in the air here and there. Sometimes I can prevent hanging off a cliff this way because your jumps will be a little higher when you punch. \n\n[li]Be prepared: \nThis area is new and not taken from the wonderful movie. Maybe thats why it is so annoying. \n\nIt looks bad but take a lots of damage is the easiest and fastet way trough the first part of this stage. \n\n[li]Simba\'s return \nThis stage is very easy if you know were to go and how you kill the hyenas. I did it well. \n\n[li]Pride rock: \nI did two jumps before reaching scar the first time. that first jump is somehow to prevent HIM from jumping over me. \n\nI don\'t know what to say here. I killed scar pretty fast on the top too. But Its possible to kill him quicker =P[/ul] \n\nSpecial thanks goes to the TAS for some tricks. The current one by Danny \"dan_\" Fowler and Ouzo who did the first one. Also if there was other people behind the two movies.','2006-12-13',0,1013000,11,'LionKing_difficult_1653',1,18,0,NULL),(0,581,NULL,175,'','I tend to write really much when given the chance and so I\'ll try to keep the beginning down and give more details later. This is one of my very first games for PC and I remember being amazed by the graphics and plot and I played it over and over again until I got stuck into RPGs for a long long time. \n\nSeeing the second game in progress and seeing a demand for the game I felt a deep need to be the one to do it and this is the result. I\'m playing with the XP-patch (which you can get at magicball.net) without the new options(which sadly shows Twinsen doesn\'t really like ladders) so nothing is changed from the original that I played so long ago. \n\nOne thing that you should know is the game uses auto-saves. I cant myself decide where to save and there\'s only one savefile. I get around this by copying the save-file at the segments end and then copy that one back at every re-try. A horrible process! And for some reason some times the inventory doesn\'t reset the position between tries, confusing me enough to make really bad mistakes! And yes I\'ve realized it\'s insane to use this long segments! \n\nIn the there is one glitch I use frequently - Changing behavior causes the current animation to stop. This is very useful since the animations for landing and taking damage can be avoided thus saving many a second in the game. \n\nNow to the segments: [ul][li]Segment 1: \n\nIt is clearly faster to jump off the lift in the beginning and run to the guards. I don\'t really need the small amount of cashes the enemies drop so I skip those. I also skip to get Twinsen\'s ID and the holo-map, it\'s not like I\'d forget where I\'m heading. \n\nYou are supposed to hide inside the garbage truck, but that takes too long time, I time the window with the open gate and run for it instead, as long as the truck misses you there is no problem with that. I do stop at the house to get the kashes. I\'ll need a lot of those later. \n\nAfter this I\'m going straight for the syrup. I\'m not really sure they wanted you to get it this early since the quest for it comes later and they send a yellow grobo after you (which you can\'t kill at this point). \n\nIn my house there isn\'t really anything I can do, just get in position to get my nice robe and I\'m off to the docks. This is one of the really horrible parts of the game to speed run. The puzzle wouldn\'t be that hard if it wasn\'t for three things. \n\n1.	If you hit the walls in the game when running you\'ll get hurt, staggering and losing time. \n\n2.	The boxes have to be placed exact, one push to much and you probably have to redo the whole puzzle \n\n3.	Running is a horrible way to move boxes; you are just as likely to move them two steps as one with a quick push of the button. \n\nThis is of course why I go into normal mode a couple of times here. But when compared to a perfect run of this part the difference isn\'t really significant. \n\nThe start of principal landing is pretty hard with the blind shot you have to do while being shot at. After that an even worse one comes with the guard in the ditch and timing it so that he won\'t fire back at you. I have a little accident with the stairs and you can now all see the horror of walls and ladders. \n\nI actually have to hit the poor man in when I follow the rabibunnies (or the other way around), otherwise he\'ll be in the way in the staircase. \n\nThe meca-penguin I\'ll use in the next segment and gas will be needed throughout the game. I then sneak the doctor-looking grobo. I still chose to ask for help with him since that will allow me to start walking and then running much earlier. Doing any of those before I do them will cause him to fire a homing one-shot-kill at me. \n\nThe water tower is a good example of how time is lost due to the pettiness of the game, and if I go to far Twinsen will drown\' yey for heroes not being able to swim! \n\nAt the library I get all the kashes I will need in the game (almost) at the price of hard timing. Going to fast and I won\'t be able to get past the running guard in the stairway (happens once). Going too slow and he\'ll hit you with his gun which is much worse (you\'ll probably die, losing minutes). This is a really nice run-killer this far into the segment. \n\nThen I just run to the northern dock and go to the place of never ending horror in segment 2. \n\n[li]Segment 2: The white leaf desert - probably the hardest part of the game. Starting of with a couple of nice jumps while being shot at followed by a blind-shot towards a guard might otherwise seem welcoming for a speed runner. I won\'t go into details of the difficult jumps in the temple itself. Needless to say, one bad jump and you\'re done for. I bypass the worst part by using the meca-penguin instead of the statue in the beginning though. \n\nAfter this place of nightmares and equipped with higher level magic I go back to principal island to buy the overpriced boat and heads to proxima island. \n\nHere I buy the hair-dryer to get the jet-pack (before the vendor goes back to principal island) and then use my remaining kashes to buy some more gas. \n\nAfter getting the key-card from the man locked inside the house (this is the reason I talked to the man in jail in segment 1, remember?) I get the proto-pack and I\'m prepared for a heist. (after once again getting twinsen hurt on an inanimate object this time on an lamp-post\') Only the wooden floor in the museum sets of the alarm so the rest of the floor is run-friendly. The guards aren\'t really that much of a problem here and easily bypassed. \n\nSince I now have the key I return to Citadel Island and acquire the third level of magic and the horn, putting on the pirate-flag before going back to the place of nightmares\' the white leaf desert. \n\nThis place is a little easier now since I can bypass the jumps, but of course, that comes at the price of the gunner shooting at you. The little elf in the \'maze\' is truly irritating. No matter what way I go he will go in the same direction making me catch up to him. (If you think you can be smart and make him start in one and then go the other way he\'ll somehow notice and change too) I can\'t really run in here because of the narrow way and following the elf is really as fast as long as he doesn\'t change direction randomly before the end of the passage, which he has killed this segment with a couple of times\' (Everyone wants to punish this guy in LBA2) \n\nThe rest of the segment is pretty self explanatory. I do an optimal route with the stones and catch a new meca-penguin at Rebellion Island before heading of with the rebels, leaving the most difficult segment behind me. \n\n[li]Segment 3: \n\nI must destroy the antennae in the beginning in order to get the rabibunny to survive the run to the tank. In the base I align up one my shots incorrectly making it look a bit sloppy, but I don\'t loose much time. \n\nThere is also no need to complete the objective with the attack, to liberate the leader of the rebels. I leave him in his cell to avoid getting another key. Trying to leave the red grobo hits me with an attack causing the climbing animation to stop, thus the magic escape. \n\nI use the waiting time in the village to refill my magic and health with the clover the rabibunny digs up. Well at the mutant-factory I start of by hitting another wall (2 walls, one ladder and one lamp post now\') and then misaligning another shot losing a second. \n\nThe rest of the factory goes really smooth. I hit all the mutants on the table with one shot and the eggs at nearly minimum tries (require four and I miss one). Aiming for the eggs is another process of horror and can take minutes, making this my best score for this. \n\nNothing especial about the rest of the run. No need to kill most of the guards and I pick up the fourth and last level of magic before heading of to Tippet. I don\'t really have a reason to be there yet but doing it this way is faster than backtracking. Then I backtrack to my own boat and go back to principal island, ending the segment. \n\n[li]Segment 4: Time for a jail-break! I run to the jail and kill the guard in the ditch. I use the meca-penguin I picked up at Rebellion Island to get the red grobos off my tail and kill the rest of the guards. Inside I kill the guards and gets a nice first view of Funfrock. I move a bit backwards so he won\'t kill me, when he turns around he is not interested in the killing anymore and I can safely move past him before he kills the grobo (for some reason). \n\nHaving Funfrocks saber and some info I leave the island to go back to the place everyone loves \' White leaf desert. In great fun this place now has a tank, easily killed by my saber and I quickly can trade my flute for the wise mans guitar - my final thing to do here in the desert. \n\nI make a quick stop at Citadel Island to get the architects ID and add another inanimate object to my count of things I run into. (2 walls, 1 lamppost, 1 ladder and 1 tree now) \n\nThe Hamalayi isn\'t anything special just going the back to the speedboat and leaving the southern hemisphere forever. \n\nTippet island isn\'t really anything special in the beginning either. Get the key from the fisherman; kill the bad-guys in front of the disco; give the rabibunny the guitar in order for the barkeep to open the secret passageway. \n\nDown there I have to wait for the crab to get into the passage in order to have a chance to get over the water - could be faster but not likely. I make two smaller mistakes after that. I go into the wrong mode and get hit by the mantis and I run into the ladder again (you know the score...) \n\nWhen talking to the dragon the game glitches a bit and the speech disappears making it look like the game is frozen. However this is not the case and the menu comes up at the time the dragon should be completed. I take a long ride over the island and goes over to the next segment. \n\n[li]Segment 5: \n\nI get past the control with the I.D. and then enter the teleport-center. I have to kill the guard or else he triggers the alarm. Dodging the guard I enter the teleport room. Here I have to destroy all the buttons and the computer which I do, escaping through the hole in the wall. \n\nWith the teleports down I can go to Fortress Island (otherwise the rabibunny won\'t follow me) I kill the guards and the tank then all I can do is wait. The passage to the fortress goes really well and I successfully dodge the flying grobos. The end of the passageway doesn\'t look as smooth though. I get hit by the guard numerous times. I don\'t really loose much time but it looks really bad I admit. However I haven\'t been able to beat the time of this segment even with a perfect attack on him so that will have to do. \n\nGetting caught in the trap with the clone girlfriend there\'s an repeat of the start of segment 1 and then I blow the place up. Here I run to the construction area ending the segment. \n\n[li]Segment 6: In order to keep my sanity in this place of many deaths I didn\'t do it in the end of segment 5 but as a new segment. It is all about timing here and I don\'t really have any comments. Looks easy, isn\'t. Its fun to see how fast you can destroy Funfrock after the nice buildup about his strength in the game, he doesn\'t even get his footing back. I left in the ending sequence and this segment is worth downloading only for the nice expression on Twinsen when he draws the blinds after the credits![/ul]','2006-07-14',0,4754000,11,'LittleBigAdventure_11914',6,11,0,NULL),(0,582,NULL,176,'','This game has been a significant part of my life for years, I played through it repeatedly many years ago and came back to it at annual intervals to enjoy it again and again. Of course I considered this for a speedrun immediately, but all I ended up with was a doomed single-segment attempt that I\'d recorded with a video-camera on a dodgy laptop and clocking around 2.5 hours. I left it for a long while after that, but by coming back to it and discovering such neat routes and tricks my positive view on the game has increased tenfold. \n\nThanks to Radix an all the helpers of this great site, as well as the bizarre but friendly dwellers of magicball forums. Also to Allantois for starting a new LBA2 thread (which I then stole) and VippiN simply for having Twinsen in his avatar, which give me the kick I needed to try again after my original failure. \n\nFor this I used a WindowsXP patch (available on magicball.net) since the game is too old to run properly otherwise. This, combined with the recording and the game\'s overall graphic instability, has caused a few glitchy moments when quickly toggling Twinsen\'s behaviours. There is also slight jumpiness sometimes and even more after a long period of recording but hopefully it won\'t detract too much from your viewing pleasure. \n\nI enjoy writing annoyingly long comments, but most of this game (ignoring storyline) is clear to see, so I\'ll focus on some of the tricks and sequence breaks which will make very little sense to most people. \n\nFirstly the tricks that are used throughout the run: [ul][li]all text, cutscenes, and many non-player-controlled animations can be skipped. This is usually done with insane timing honed from hours of repetition, but occasionally I do it too soon or hit it once more than needed and accidentally pause it. Because of the compatibility issues it takes a few seconds to load up the game menu so you\'ll know what it is when you see it randomly stop. [li]changing behaviour cancels whatever animation Twinsen is currently involved in, including ones that push him backwards. He also starts moving very soon after changing behaviour so it\'s used very frequently to eliminate the pause after falling from most heights (he still takes damage if it is excessively high). [li]When fighting I toggle between \'Sporty\' and \'Aggressive\' because enemies will force you backwards with each attack until you\'re out of range so this way I can keep close and catch them if they move backwards too far. I also tend to repeatedly select \'Aggressive\' between hits so he starts a new animation immediately after a blow has landed. In most cases this prevents damage I would have otherwise taken from occurring because hitting an enemy doesn\'t always re-set their attack animation, allowing them an opening in between my flurry of fists and feet. I avoid all fights unless they\'re absolutely necessary anyway, and I don\'t attack from range much because the ball uses magic I need to conserve and especially since it\'s often far slower. [li]regarding magic, the lightning ability I get in segment 1 kills all things that can be damaged by my attacks on screen. It also requires all of my magic, so I only use my magic-ball when it is essential so I can use more lightning where it\'ll save time. My deaths (often inevitable but planned into the run) are structured so I use lightning where it helps and get a re-fill from where I knew I would die (lives are not unlimited, I start with one and have a maximum of two so it wasn\'t easy). [li]not really a trick, but saving can be done at any time so I do it just before the parts too luck dependant or hard to put anywhere but the start of a segment. I don\'t think I over-did it by any means, every segment pushed me to my limit and there\'s a lot going on throughout all of them.[/ul] \n\nAnd now the run itself! [ul][li]Segment 1 \n\nMoney isn\'t needed much throughout, but when it is it\'s needed badly so I get just enough to pay for all my ferry tickets at the start of the game and that\'s the best place to get funds at this stage. \n\nYou\'re not supposed to go to Desert Island yet, but the weak programming allows you to board the ferry without dispersing the storm simply by selecting the ticket from the inventory. The only benefit of doing this is to save some traveling around Citadel Island (the first island) and it looks cool with aliens where they\'re not supposed to be! \n\nAs soon as I get there I get the pearl of incandescence without a proto-pack by exploiting a nifty trick I found. This isn\'t needed yet but it saves a trip to Desert Island and back later in the game. \n\nOnce I have my car I head straight to the temple to get large amounts of cash and enter with another nice trick. The items dropped from any object that drops items varies depending on how much of that you have already. So rather than explaining all the mechanics to you I\'ll just say that once I have more than 150 \'cashes\' those mushrooms in the vertical room will stop dropping them (they are pre-loaded though so if I have fewer than 150 when I enter I can still get all 120 cashes). This explains why I didn\'t get any more at the start of the game because this way is much faster and I need every last bit of currency. \n\nThe flower on the rock is needed for later (but most things can be collected before you\'re told you need them). \n\nIn the magic school the chest is guarded with fireballs. These are avoided by being in \'Discreet\' behaviour, but I can still use the dodge button to jump forwards which explains how that part is done so quickly (sneaking is veeery slow). \n\nI return to Citadel Island with the means to cure my dino-fly, but if you do so now he\'ll just fall over again when you try to talk to him. This forces me to stop the storm despite my sequence breaks. \n\nWhen I get the tunic, the ONLY reason to do so is to get a magic meter since magic is required to make the magic-ball bounce which in turn is necessary to hit the switches in the caves later on. I tried every way I could to avoid that to no avail, but it would have been a bit irritating playing through the entire game without his kick-ass tunic anyway. \n\nI buy a nitro-penguin for the future, then use it to scare away the shopkeeper. I\'m in front of something so I don\'t actually set it off however. Then I raid the till for the last bit of cash I need (saves backtracking to Twinsen\'s house), but I only did it once since you can only access it once in the game. \n\nUp in the weather-wizard\'s tent just past the cow, I detour to get the \'Ring of Lightning\' (far earlier than you\'re supposed to). There isn\'t enough time saved to satisfy this decision, but I found (through extensive testing) that if you have the pearl in your inventory at a certain point later on, an item you need to pick-up doesn\'t even exist. So since the pearl is used to get the lightning ring, this miraculously fixes the bug that impeded the process of my first successful segment attempt. \n\nThis detour led to me finding a nice shortcut to the caves, but that jump onto the rock-face is extremely picky and it\'s a nightmare at the end of a segment when sliding into the water is a run-ender. \n\nWell if you have lightning, might as well use it! I pop off Tralu (I think the little dots are right...) very quickly, but since I was forced to use my magic-ball earlier I have to refill my magic first. \n\nFinally for moving Twinsen and Zoe; for some bizarre and mildly amusing reason they move like...er... crazy people (so many alternatives sounded offensive) if you move whilst holding the dodge button, which causes you to make little forward bunny-hops when Twinsen\'s on his own. Primarily it\'s more interesting, but I timed it and it\'s also faster! \n\n[li]Segment 2 \n\nExiting and re-entering the old man\'s house skips his slow walking animation. \n\nThe wizard who gives me my tunic is quite random, but he always appears at the start of the current loaded area so I hang around there (not to sure where the boundary is though exactly, they overlap). \n\nThe shuttle takes a random amount of time to land, but it won\'t land until you\'ve watched all of the info on the monitor. I get the translator because it saves time much later on, but it\'s not necessary. \n\nNever miss an opportunity to beat the crap out of Joe the Elf. \n\nIncidentally, that little spinning disk in the tower that I collect is the item that disappears if you have the pearl at that time. \n\nA pause just before I put it in the shuttle though. \n\n[li]Segment 3 \n\nThat\'s an excellent shortcut right at the start that formed the basis of most of my routes for the first part of the game. It\'s been found elsewhere but I found it all by meself! Other factors preventing me from abusing it earlier since I wouldn\'t be able to complete the game, which is unfortunate but nevermind! \n\nIn the package delivery building I need to get the box to open the door, but then I can use the majority of my remaining money to get it delivered for me without the lengthy and difficult (to do fast) process of getting the box up myself. I receive the proto-pack, so if I hadn\'t gotten the pearl near the start of the game I would have had to travel over to it then gotten back to the weather-wizard\'s tent, which clearly would have taken ages (I\'ve been asked why my decision was faster before so I\'m clarifying it now!). \n\nJumping quite further ahead, in the alien base past the electric floor the enemy with the key is the only reason I couldn\'t skip out getting Sendell\'s Ball from the sewers. I need the \'red magic level\' to kill him so I got stuck there when I tried to skip it. You can actually manoeuvre him with great difficulty onto the electric floor, but like all great ideas I\'ve had it fell through since it doesn\'t kill him!! \n\nOn the moon, I give the correct password which stops me from being attacked by the space-suited aliens and saves some time from avoiding them and taking damage. I need the translator to give the password so that\'s that explained. \n\nBack on the alien planet Zeelich, I need money so I get some from a consistent source by selling a few things at the shop. I want to go to a different island but I don\'t get the option to go until I\'ve talked to the guy at the garage, so I do that. \n\n[li]Segments 4-6 \n\nShameless luck manipulation; I need every zlito and that\'s the fastest way to get \'em! \n\n[li]Segment 7 \n\nI didn\'t want to over-do it on the segments, so I started this with the slot machine again and gave myself two tries because the rest of it is very hard. \n\nI use lightning at the end of the factory because getting that key takes ages otherwise. There\'s a clover in the same room so it was a good trade-off. \n\nAfter mining the crystal I accidentally enter the templey thing and lose a few seconds. \n\nI go back to casino to speak to the manager (who only appears after I talk to the guy on the volcano island). By far the fastest way to do it is to get a key off one of the bouncers, and it\'s randomly placed on one of the three. My lightning kills two of them so I have a two in three chance of getting a key there. There\'s nothing more frustrating than failing an excellent segment purely due to luck! \n\nRight the way over in the small building with the switches before the harbour on the Island of the Francos... that laser gun (which doesn\'t use magic, woo!) sometimes hits multiple switches due to its scatter-on-impact shots. I was very lucky with my aiming though, that can easily take several times longer. \n\nThen I have my only suicide of the run to refill magic; the assassin on the platform isn\'t hard but this is faster and it also skips his text. I need the magic after the lift to bounce my ball though but luckily there\'s some right there. \n\nIn the mines, I need to collect gems for transport around here, and I get a key fragment too. Just after that I do the incredibly risky tactic of hovering over the lava, which has an unamusingly frequent chance of killing you. \n\nWhen getting the pie it\'s only possible after a certain period so I waste no time in messing around (glove is needed though). \n\nFireball area always gives clovers from a firefly so I can stock up there. *fireflies > me* \n\nI save where I do because the challenge is random each time you enter it. \n\n[li]Segment 8 \n\nI could play ahead to find out the location of the key and which door to choose. \n\nThe amount of friendly-fire I incurred in the next areas during a hundred or so attempts is not funny! That jump to a higher platform is so easy to screw up too... \n\nThe flying monster on the plateau hates me and it can only be killed with the glove! This is certainly one of my better attempts, some of the others were deeply embarrassing... \n\nWhen \'rescuing\' the queen, that trick with the nitro-penguin is absolute genius, again self-discovered, but about five years ago. \n\nDoing Island CX in its entirety in the same segment is madness! It\'s pretty clear what I do though. Sometimes there\'s no choice but to sit there and wait for them to stop shooting. \n\nI never new about leaving the island with a shuttle though, I only found out when it was pointed out that I didn\'t do it when I first made this segment. Biiiiiig time saver. \n\nIn the palace, there\'s a particular route to avoid all the various enemies. It\'s not as fun, but it\'s my duty to do it quickly! \n\nAgain at the end of the palace that exit was completely unknown to me after all my years of experience until I made and uploaded a recording. As you can imagine, it\'s greatly preferable to backtracking through the palace again. \n\nBack on Celebration Island with my finished key! There\'s an excellent piece of dialogue I didn\'t include obviously, so to make up for it I\'ll say it here: \'FunFrock, you suck big time, and I\'m going to take you out, and I don\'t mean for a pizza!\' \n\nThe finale is very difficult, but I save just outside the statue because the compatibility somehow causes great problems in simply entering it so I put it at the start of the next. \n\n[li]Segment 9 \n\nWhen I solve the puzzle all the enemies are destroyed except for one. Very very occasionally it\'s killed by rockets, but that wasn\'t the case this time (if I leave it alive it will kill me while I have no control (and push me away so the female wizard gets stuck trying to give Twinsen a kiss). Funny as hell but not so good for the whole game completing objective thing). \n\nI don\'t know how the hell you\'re supposed to be able to kill the rocket-launching elephants without lightning. Maybe you aren\'t? It was immensely hard to juggle my lives here. I abused the magic refills so much and killed the final boss (and his clones) with little trouble with those extremely nice clovers dropped right at the end.[/ul] \n\nThanks very much for watching, I really enjoyed making this run and am very happy with how the things within my control turned out! I truly believe I\'ve done this brilliant game justice so I hope anyone who sees it does too. I\'m happy enough in that thought never to play it again, but I\'m sure that year after year it\'ll bring me back anyway...','2006-07-18',0,4889000,11,'LittleBigAdventure2_12129',9,11,0,NULL),(0,583,NULL,177,'','Hi. This is my first speed run. I think I can still improve it by a couple seconds since I did make a few minor mistakes, but this is my best run yet. \n\nThe game itself is very easy. However, the bosses are really random so it makes the game hard to speed run. Enjoy. \n\nThanks to Josh Styger for showing me a helpful trick that saved me a few seconds. \n\nAlso thanks to AnS for his tool assisted run that showed me a couple of tricks.','2007-08-11',0,446000,11,'LittleMermaid_NES_726',1,8,0,NULL),(0,584,NULL,178,'','Once upon a time, vgmrsepitome asked, \"Which NES runs on SDA could be improved the most?\" \nand Mike Uyama responded with Little Nemo in one of the following posts. \nHe said that others thought the 30:50 run was too cautious in spots, \nso then and there I decided that I would give it a shot. \n\nBut in the meantime I was heavy into running Super C. \nMonths I had spent shooting with nothing more than the pea. \nWhen I finally finished, I dreaded attempting Nemo\'s probable 30 minute trial. \nFor my thumbs were sore and I wanted no more speedrunning for a while. \n\nBut then a week after Super C was done, \nI already had the urge for another game to run. \nBut I wanted to play something short and slower-paced for my next job, \nwhich ended up being a game called A Boy and His Blob. \n\nOnce that was finished, I thought I really ought \nto play some of the new games I had recently bought. \nAnd after spending a month playing nothing but these games, \nI was finally ready to claim Nemo\'s record in my name. \n\nI downloaded Ryan Kusnery\'s effort and found what they said is true: \n30:50 is a time which could easily be improved. \nAnd no offense to Ryan, but as I studied his creation, \nI wondered how his run could\'ve passed verification. \n\nSo I wisely studied Kyrsimys\' TAS instead \nand learned a few tricks to get really far ahead, \nlike how to avoid the cutscenes in Levels 1, 2, 4, 5, and 6, \nalthough those in 2 and 6 I wasn\'t able to skip. \n\nThe TAS dodged the first cutscene by only jumping twice, \nbut I found jumping three times is easier and would just as well suffice. \nAnd the rest of the level went as fast as I had hoped to achieve, \nwith about a 30-second difference already separating Ryan from me. \n\nNotice how I didn\'t wait to jump up to the 2nd key \nor how riding the lizard wastes time and not something you really need. \nAnd even though that army ant hit me at the waterfall, \nI would\'ve saved only a half second if under him I had crawled. \n\nNow in Level 2 I originally practiced the path shown in the TAS \nbut got tired of constantly waiting for the first bee to move his ass. \nSo I ended up just following Ryan\'s example, \nbut shaved off 12 seconds, which is definitely ample. \n\nAbout my speed through the level, I shouldn\'t complain, \nbut there was one mistake I made, which I will now explain. \nI lost 2 seconds trying to feed the last lizard \nbecause some of the candies I threw didn\'t end up in his gizzard. \n\nSince Level 3 is an autoscroller, let\'s skip to the next, \nto the level of the game I think may be my very best. \nI made an 8 second improvement by skipping the dialog, \nalong with another 24 by sticking with the frog. \n\nWatch how I avoided the pufferfish\'s attack in the hidden cave \nand got really close to the spikes without meeting an early grave. \nAnd at the end of the level where I frequently falter, \nI needed only one attempt to jump out of the water. \n\nMy good luck continued in typically troublesome Level 5, \nwhere despite a few missteps I took another 31 seconds off of Ryan\'s time. \nAnd I remembered to damage-boost twice on the floor with the last two keys \nbecause only two health bars are needed when confronting the last monkey. \n\nIn Level 6 the TAS does something humanly impossible to achieve, \nand that is flying up and over the spikes using the friendly bee. \nSince that is out of the question, I had to do that lizard trick, \nwhere falling through the floor saved many seconds, helping me finish quick. \n\nBut then, alas! 15 seconds of mistakes I made in the upside-down house, \nincluding misusing the hammer while riding the mouse. \nAnd into both frogs I missed my leap, \nso a few extra moments each was able to sleep. \n\nI also wasted three candies at the first bee, \nand the monkey hit me away from the 6th key. \nBut that\'s not as bad as hitting the ceiling on my approach to that room, \nor how the flight to the last key I had to resume. \n\nWhen I finally got to Level 8 after the long cutscene, \nmy speedrunning skills I was fortunately able to redeem. \nWith my fight against the first boss I\'m extremely pleased; \nfor I dealt the final blow on no more than landing number three. \n\nThings were going great until the area with the moving ceiling, \nwhere I wasted like 10 seconds in the water reeling. \nBut I refuse to declare any of my actions as causing a mistake \nbecause it\'s the gator, not Nemo, that wouldn\'t cooperate. \n\nThen came my battle against boss number two, \nwho spat flames only once before I bid him adieu. \nThe battle was speedy because I know he isn\'t random, \nalthough he did almost kill me right before he succumbed. \n\nFinally I reached the last part of Level 8, known as part 3, \nwhere I missed that jump with the lizard twice before feeding the bee. \nAbout my way through the rest of this section I really can\'t complain, \nfor a steady, speedy pace I was able to maintain. \n\nLast came my fight against the Nightmare King. \nI repeatedly made him feel my morning star\'s sting. \nAnd the battle, which I had thought was pretty fast \ncan\'t compare to Ryan\'s victory before the king\'s 7th laser blast. \n\nSo we\'ve reached the end of my Little Nemo fairy tale. \nTo make a run of the game that\'s hard to improve, I hope I didn\'t fail. \nBut if any of you later wish my run to amend, \nthen I wish you the best of luck. Um ... the end.','2007-08-25',0,1627000,11,'LittleNemo_2707',1,8,0,NULL),(0,585,NULL,179,'','Man, I love this game. I call it one of the \"lost classics\" for the NES because it never became as popular as it should have. There\'s a wide variety of gameplay, and it shines in almost every area, from Zapper shootouts, to 3-Mazes, detective work, and straight-up platforming. It\'s also a hefty challenge [-] very difficult to complete this one without a continue. \n\nThere\'s a bit of strategy to this run, as you need to go shopping every once in a while to replenish your bullets. You have to decide how much time you want to spend earning money, so that you can strike a balance between running fast and running on empty. \n\nOverall, this is one of my cleaner runs, though I\'d like to have back the first part of Area 6 (Clara\'s kidnapping). I lost about 15 seconds from missing a jump that sent me down into a dead-end room. Some other places look like mistakes, but are not, like when I get hit while climbing the stairs. Sometimes it\'s faster just to run for it and take your lumps. \n\nHiyo Silver! :)','2005-03-01',1,3463000,11,'LoneRanger_SS_5743',1,8,0,NULL),(0,586,NULL,180,'','Because there is no tas or prior speed run of this game I had to think of all the strategies used in this run myself. Powering up Low G Man early is key to running this game so I made sure that every item dropped in the first level was a power up and not a potion or points. Secondary weapons are best used to clear out weak enemies and do not work well on bosses. All bosses were done well except 5-1\'s and some levels could have been done better. I wasn\'t lucky enough to get the fully powered up jump in this run which did screw me over in a couple levels, especially 3-3. \n\nThanks to the SDA crew: Radix, Nate, Mike Uyama, and DJGrenola.','2007-08-15',0,932000,11,'LowGMan_SS_1532',1,8,0,NULL),(0,587,NULL,182,'','First, I want to thank the following people: [ul] [li]Radix - He dealt with my private messages and accepted the run despite my recording issues. [li]Nate - He captured the run. [li]Enhasa - His support and advice helped make this run possible. [li]dinobotmaximized - His FAQ helped plan the run. [li]SDA Forum - I thank everyone who posted in the Lufia topic. I enjoyed your support. [/ul] \n\nForgotten One here. The first thing that comes to my mind is: Wow. This whole endeavor started with a thread back in February. I must admit, I didn\'t think too seriously of it until Enhasa offered a $100 bounty for the game. He then asked me to run the game, so I decided to give it a shot. When I was younger, it was one of the two RPGs I played extensively. Hopefully, I wouldn\'t get tired of the game. After nearly six years, my memory about Lufia was fuzzy, so I ran a few practice runs off the emulator. \n\nThe first practice run wasn\'t very promising. I finished the game well over the soft 7:00 limit for the Speed Demos Archive. However, I got into the swing of things and started another practice run, shaving off an hour and a half. Each run got shorter and shorter until the final practice run was the most optimal one I could manage without save states. My practice runs allowed me to keep track of my monetary earnings, allowing me to know which items to purchase ahead of time. Each purchase made in this game is done with a reason. After my fourth practice run was completed, I finally had a time to beat on the SNES: five hours and thirty-four minutes. \n\nThis speed run also doubles as a low level run of sorts. Leveling up is a time-consuming affair, but it is necessary. I doubt it is possible to finish the game with levels lower than the ones achieved in this run. \n\nThere are three points I want to make about the battle system in Lufia and the Fortress of Doom. [ul] [li]First, targeting is random. I want to establish this now because I predict I will have people asking me why I didn\'t just focus on one enemy. [li]Second, the monster stats are random. I have cursed this fact many times during the run. [li]Third, even if the monster is dead, a party member will still attack the empty space the monster inhabited. The three above points combined for at least one frustrating Segment after another. [/ul] \n\nAs a note, this run has been optimized without Mimic or Core abuse. These two enemies reward the player with an incredible amount of experience points considering their location. I seriously contemplated slaughtering them, but I decided against it in the end because I couldn\'t kill one, period. A 5:00 run may be possible if this was used because you would save at least a few minutes building levels. A couple of my Segments will show the frustration with Red Core harvesting. \n\nI hope you viewers enjoy the run. If you\'re still reading by this point, I\'ll mention specific mistakes in the Segments. \n\nSegment 1: Introduction \nIf you haven\'t played Lufia 2: The Rise of the Sinistrals, you may want to skip this segment. Lufia 1 begins with the end of Lufia 2. \n\nI name the main character David, after myself. Officially, the hero is nameless. \n\nThis segment went as flawlessly as possible, with two glaring mistakes. I accidentally told Selan to attack during the battle with Amon. As it turns out, I didn\'t lose any time. \n\nI never saw Daos attack before and he ends up doing it twice, saving me a couple of seconds there. \n\nThe tactics against the Sinistrals were optimized by Enhasa, who I thank graciously for his assistance. They\'re the same for the most part; Maxim and Guy attack, Selan casts Thunder, and Artea casts Dread twice before attacking. The only exception to this rule is Erim, who essentially forces Selan to attack. \n\nBy the way, check out Selan\'s HP. None of my characters will ever break 400 HP. \n\nI finally gain control of David about 13 minutes into the game. My inability to pick up the Swing Wing would be my second glaring mistake. A couple of seconds was lost there. \n\nThis is the first time I finished this segment in 14 minutes. This was a great start. \n\nSegment 2: Alekia to Sheran \nThis is the first segment that needed plenty of restarts because of spiders. These monsters are an instant run killer. Running is a crapshoot, and David doesn\'t deal enough damage before being annihilated. \n\nIn order to progress through the story, all you need to do is enter Sheran. There is no need to talk to anyone inside. Seeing is believing I guess. \n\nI wish I could walk on the world map without fighting any monsters. \n\nLufia finally joins with her Flash spell. Random encounters are now much more bearable. \n\nI admit I could have picked up all of those items more cleanly. \n\nThis is the first time Gades has killed me. Usually, I commit suicide before Gades has a chance to react. On the other hand, the viewer gets to see how much damage Gades deals to poor David. When I fight Gades for real in the end of the game, it\'s not much different. In case you were worried, I didn\'t lose any time. \n\nDarn NPCs. Why can\'t I just shove them out of my way? \n\nI would leave Lilah in Alekia, but Lufia stops you from going any farther than the Cave to Sheran. \n\nI lost a couple of seconds when I forgot to pick up the Great Potion and backtracked to pick it up. \n\nSegment 3: Sheran to Treck \nHere, I realized I\'m behind a level compared to my practice runs. For the rest of the game, I will be one level behind until Glasdar Tower. \n\nI get excited when a Kobold drops a Mid Arrow. You will see why in the next segment. \n\nThe music playing during Guy\'s funeral is my favorite piece of video game music. It\'s a shame I get to enjoy it for a couple of minutes. \n\nI raid Guy\'s grave for a Short Sword because I\'m despicable and need the weapon. \n\nI lost a few seconds there because I had a brain fart and forgot what I had to do during my second visit to Treck. \n\nSegment 4: Two bosses to Grenoble \nThe four Demon Lords are the first boss of the game. Each of the Demon Lords has about 50 HP plus or minus a few HP. They have four actions: Attack (about 10 damage), Dew (10 damage to the party), Mirror (reflects spells), and Strong (heals around 30 HP). In this battle, a 51 HP Mid Arrow killed one Demon Lord outright. In a different attempt, a 48 HP Mid Arrow killed one. I hate the random monster stats. \n\nWhat happened to the ship the Demon Lords came in? \n\nFoul Water ensures a random battle every step. It is a desirable item because it speeds up level building compared to the traditional method. I use it here because I need the extra levels to survive the next boss. \n\nMiracles are probably the most important item in the game. They restore all HP and MP, and revive any dead characters. I need as many as I can get. \n\nI lost a couple of seconds in one battle because I forgot who I told each character to target. \n\nThe Goblins can only attack, making this the most one-dimensional boss fight. However, since there are three of them, I have one hell of a time trying to kill one. This is the reason why I saved the remaining Mid Arrows. This battle would have gone very well if I didn\'t lose a few seconds reviving Lufia. \n\nIt does cost 5800 Gold to purchase Plated Mail. I love the little things in this game. \n\nI believe Lou Shaia keeps one Gold for himself despite the fact I let him go. He can have it for all I care. \n\nWhat exactly stops a guy from getting the Fairy Kiss? \n\nSegment 5: From Grenoble to Medan \nThis is the first of four segments where the loading screen is not recorded. I apologize. \n\nMercifully, this is a short segment. Its purpose was to unlock Kirof and Medan for Swing Wing use, as well as pick up Mid Arrows and better weapons for the next boss. \n\nI made one mistake here, which may have cost me time. I forgot to pick up the Hi Potion and Sweet Water in Kirof for the next segment. \n\nSegment 6: Old Cave Level 2 and Northwest Tower \nThis is the second segment where the VHS didn\'t record the loading screen. Sorry. \n\nThis is one of the worst segments in the run. As I said earlier, I forgot to pick up the Hi Potion from Kirof. I could survive the Apprentice easily if I had it. Without it, I would be forced to use a Miracle or Ex Potion, which hurts me in the long run. I kept the Segment because I didn\'t need to heal against the Apprentice, even though the random battles were hell and I made a wrong turn in the Northwest Tower. \n\nYou can thank StrangenessDSS for my route in the Old Cave. She told me it would be sloppy if I had picked up every chest. \n\nThat battle was the closest I ever came to death with Lufia in the Fairy Kiss portion of the Old Cave. \n\nI went out of my way to pick up those stat potions because they are as good as a level up. \n\nIn the planning stages, I anticipated the Apprentice would be a difficult battle until I read dinobotmaximized\'s FAQ. He detailed a quick and easy strategy against the Apprentice using only Mid Arrows. This is the strategy you see here. Regardless, I had to be careful against the boss because he relies on the AGL stat, which would allow him to perform two actions to David\'s one. \n\nSegment 7: Old Cave Level 3 \nThis the third segment where the VHS didn\'t record the loading screen. \n\nI sold the Silver Wick because I earn 150 more gold than if I traded it in at the Old Cave. \n\nSegment 8: Ghost Cave \nThis is the last time the loading screen is not recorded. I wish I caught those mistakes much earlier. \n\nI purchase those Potions so I don\'t have to rely on Strong in the Ghost Cave. I need to gain a couple of levels in the Ghost Cave in order to deal with the boss. \n\nI equipped the Water Ring so I can kill Flamespooks and Willowisps in one Dew spell. \n\nIn one of the battles, a Swordspook drops a Scimitar. What you see Aguro\'s ATP increase drastically. What you don\'t see is me pumping a fist in jubilation because it makes the boss so much easier. \n\nThe Ghost Ring is the most important item to pick up in this dungeon. I believe it increases damage against Ghost-creatures by 150%. \n\nThe Phantasm is the first serious boss roadblock in the run. It can deal at least 30 damage to the entire party with its Spark spell, confuse or put the entire party to sleep, and can use Shield (increases MGR) to resist Lufia\'s spells. The longer the battle takes, the harder it becomes. \n\nAll of this would be true except I picked up the Scimitar. Watch Aguro make mincemeat of this boss. \n\nSegment 9: Belgen\'s Caves \nThere is a Dais save here because I decided to go back and redo this segment. As you can see, this segment was better than its predecessor because I saved seven minutes. \n\nThe speed runner is overjoyed to see his second Scimitar. \n\nThe poison was a stroke of bad luck. Since I don\'t have an Antidote, Lufia will have to deal with it until I can get David to learn Poison (heals Poison, oddly enough). \n\nNo matter how many times I play this game, Jerin still looks like an infant. \n\nSegment 10: North Tower \nNormally, I would restart after two deaths as it happened in this segment. However, the following boss battle was the best one I ever had in all of my practice runs, forcing me to keep the Segment as whole. Just think of this as a testament to the randomness of this game. \n\nI suppose death is one way of healing Lufia of poison. \n\nThe Flash Ring is the most important accessory in the game. It increases the damage of her Flash-related spells by at least 150%. In fact, her damage output now surpasses the two guys because of her AGL. \n\nI hate the Follower. He can cast Frost, confuse a party member, or deal 20+ damage with his normal attack. When the Follower falls below a certain amount of HP, he adds the following actions to his repertoire: Bolt (deals 40 - 70 damage to one target), Jolt (heavy physical damage to one target) and Stronger (heals around 80 HP). When he enters this phase, he\'s near death, but his AGL makes it difficult to deliver the final hit. I\'ve never seen such success against him at a low level, and the fact that Aguro delivers the finishing blow after nearly perishing makes it sweeter. \n\nSegment 11: Lost Forest \nThis is a straightforward and quick segment. \n\nI love the scene touching on Lufia\'s jealously. I don\'t know what she did to David though. \n\nIf you don\'t talk to the old woman in the basement, you will be unable to get the Hope Ruby. \n\nSegment 12: Blue Tower \nThis quick segment is dedicated to obtaining the Green Jade. \n\nThis would be one of the closest things to a sequence break in this game. It turns out you can skip the Green Tower entirely before returning to place the Green Jade there. You don\'t have to see the broken red sapphire cutscene in order to get the Hope Ruby. \n\nI never knew that about rubies and sapphires. The more you know, I suppose. \n\nSegment 13: Red Tower \nYou\'ll notice a segment was already saved here in Grenoble. This recorded segment is the better one obviously. \n\nNormally, this would be where I raid the 4th level of the Old Cave. However, I have to be at level 15 to enter the 4th level and I\'m still at 14. As a result, I switch this Segment with the 14th one, so I end up fighting the Water Ghost. \n\nBefore, I considered the Water Ghost to be the most difficult boss in the game. His normal attack deals at least 30 damage and his Ectoplasm spell drains a hefty amount of MP. His most devastating attack is his Water spell, which smacks the party for at least 50 HP. However, I did some experimenting during my practice runs and it paid off handsomely. The Big Arrows I purchase back in Segment 11 are used to rip the Water Ghost a new one. The basic strategy has everyone but Lufia throwing Big Arrows. She casts Flash instead, which deals as much damage as a Big Arrow. Whenever necessary, the party heals themselves with the Hi Potions I bought along with the Big Arrows. \n\nWith this in mind, the Water Ghost battle didn\'t go as planned because the Water Ghost cast Ectoplasm on Lufia, nearly draining her MP completely. I had to scramble to find some way to replace Lufia\'s damage output. A couple of slashes ended up doing the trick, because I killed the Water Ghost on the last Big Arrow in my inventory. \n\nSegment 14: Old Cave Level 4 and Medan Mines \nThe 4th level of the Old Cave is full of goodies to be found and sold. These items would have been more useful if I was able to use them against the enemies in the Red Tower and the Water Ghost. \n\nSegment 15: Elfrea and Odel \nI place the three gemstones in their corresponding towers, opening the way to Elfrea. Finally! \n\nAfter visiting Elfrea, Jerin learns Elf, which allows you to return to Elfrea. WHY? \n\nJerin\'s Elven Bow allows me to hit all enemies. Since Artea\'s Bow is stronger than the Elven Bow, it must be one the best weapons in the game. \n\nI walk through the cave in a weird pattern because there\'s a curse preventing me from just walking through it. Of course, I had the pleasure of memorizing the path ahead of time. \n\nSegment 16: Searching for Shaia Part 1 \nThe following segments contain the part of the game I dislike the most. This has to be one of the most useless quests in RPG history. \n\nOdel Castle is full of goodies, but Piron resides in this castle. I hate his name, his job, and what he forces me to do. \n\nI didn\'t make a wrong turn there in Shaia Lab. I went there in order to unlock Platina as one of the places Jerin can Warp to in the future. \n\nIf you can kill it, the Mimicker is one of the monsters that give up a healthy amount of experience points. The key word in the preceding sentence is IF. \n\nHave I mentioned how much I hate Piron? \n\nI had an earlier attempt saved, but decided to redo this segment. I didn\'t save any time though. \n\nSegment 17: Searching for Shaia Part 2 \nThis segment is a short one. I continue Piron\'s quest and raid the cave of equipment my party desperately needs. \n\nI would like to reiterate the fact I hate Piron. \n\nSegment 18: Searching for Shaia Part 3 \nFinally, I can walk across that damned bridge. \n\nIn Arus, the Priphea cutscene must be triggered to meet the elder of Arus atop the Tower of Grief. \n\nSegment 19: Carbis and Bakku \nThis is another straightforward segment. This one is mostly plot exposition. \n\nAguro brings up a good point in Platina. Who did Professor Shaia test that potion on? \n\nI finally get control of my own ship, the Falcon. Seriously, how many video games have a vehicle named the Falcon? \n\nI love Aguro\'s reaction in Carbis. It echoes my sentiment exactly. \n\nSegment 20: Tower of Light 1 \nThis segment raids the Tower of Light for its equipment and the powerful Might Helmet for Jerin. \n\nI\'ve always picked up the Might Helmet in every practice run. To tell you the truth, I\'ve never tried going without it, but the bonuses to Jerin\'s DEF and MGR helps tremendously, especially because it keeps the magic damage to Jerin down to manageable levels. \n\nSegment 21: Heart and the first Alumina Piece \nThis segment is probably one of my worst ones in the run. The random battles didn\'t go as well as I hoped and I picked up an item that proved to be worthless later on. Its only redeeming factor is the experience I gain, which ended up helping me keep pace with the practice runs in terms of levels. In hindsight, I probably should have opted for a cleaner segment. \n\nThe Engage Ring I find in the Cave East of Herat is one of the most important accessories in the game. It cuts the price of all items sold in stores by 25%, a substantial discount when you factor in the prices of equipment and items at this point in the game. I doubt this run would have been possible without the Engage Ring. \n\nJerin doesn\'t eat the food because it refers to a scene I skipped in Herat Castle. The game script on GameFAQs can explain it. \n\nSegment 22: Old Cave Level 5 \nThis segment covers the Old Cave Level 5. \n\nThis trip is the fastest one because there is only one room with items worth obtaining. It also happens to be the room Cooper is inside. \n\nA wet Escape doesn\'t work? The more you know. \n\nSegment 23: Alumina Pieces Two to Four \nThis was an ugly segment and I should have aimed for a better time. Sadly, this was the best try out of eight attempts and I was losing my patience exploring these caves. \n\nI apologize in advance for the horrible menu manipulation. \n\nWerefrogs are death incarnate thanks to their Flood spell. If one spawns in an encounter, I run, no questions asked. \n\nSee those Red Cores? I will NEVER kill one of those bastards. Hindsight says I should\'ve run from these battles. \n\nSegment 24: Frederia and Levels \nThis is the first level building segment. I chose this location because I needed to match the levels in my practice run. As a high-risk, high reward area, death comes swiftly if I make a single mistake. There is only one mistake; unfortunately, it hurts a lot. \n\nA rundown of the enemies in this location: \n\nGriffons are the second easiest enemy to kill for EXP. Unfortunately, it\'s not saying too much here. \n\nMegaturtles are death on four feet. They\'re vulnerable if alone, but are certain death in groups. \n\nMad Wolves are the easiest of the enemies to kill. Three of these enemies give great EXP. \n\nMega Frogs are plain annoying. They would be killed if it weren\'t for the fact they can cast Champion, negating all damage I deal to them. I skip most of these battles in this segment. \n\nDespite the setback at the end, the segment made up plenty of missing levels, though I still ended up half a level behind. \n\nSegment 25: Tower of Light 2 \nThe Guardian is the boss who forced me to add a level building segment. He has four spells: Flame, Blizzard, Dread, and Absorb. Flame and Blizzard annihilate David and Aguro, Dread is a welcome respite from the two damage spells, and Absorb\'s effectiveness varies on the target. He must have a high AGL stat, because he occasionally performs two actions vs. each action the girls perform. \n\nI intentionally let David die here, but not before saving Aguro from oblivion. The two attacks by Aguro speeds up the boss battle by a couple of actions. \n\nSegment 26: Linze and Alumina Piece 5 \nThis is another straightforward segment, mostly for plot development. The Wave Ring gives David a badly needed AGL bonus, as well as boosts in every other statistic. \n\nSegment 27: Alumina Pieces 6 and 7 \nAgain, I should\'ve run from those Red Core battles. The 2nd Red Core battle was the most promising one and then it ran. Much cursing followed it soon after. \n\nSegment 28: Frederia and Levels 2 \nThis is the second level building segment. I went for the Mega Frogs thanks to my increased levels. The main goal was to get Lufia to Level 27 so she can learn Boost and help me survive against the upcoming boss. As it turns out, the Foul Water runs out JUST as Lufia hits 27. \n\nSegment 29: Aisen Island \nAs you can see momentarily, I actually beat the game when this segment was recorded. When I first finished this run, I ended with a time of 5:31. I wanted to break 5:30, so I went back to the earliest possible segment and save as much time as I could. As you can see, I met my goal. \n\nThe minimum level to defeat Bosun and Pirates is Lufia at 27. Unlike the previous battles, this one is a simple hack and slash. I had to watch out for the status-inflicting items and spells Bosun and Pirates cast, which can slow down the battle considerably. Boost staves off the Storm (Flood) spell Pirates casts when he falls below a certain amount of HP. \n\nAs bad as it may seem here, especially with the mass confusion, I had worse battles before. In one attempt, I had the entire party asleep. \n\nI made a wrong turn returning to Professor Shaia, costing me a few seconds. Despite the mistake, I still ended up two minutes ahead of the previous attempt. \n\nSegment 30: Doom Island and Dual Blade \nThis segment continues the plot. \n\nI can\'t tell you how many times I got lost finding that eddy. \n\nMy last practice run ignored the Foul Water I pick up here. This one here is used to level Jerin to 30 later on in the run. \n\nErim does look like Lufia if it weren\'t for those evil eyes. \n\nI save in Epro, saving another two minutes on the previous attempt. \n\nSegment 31: Oil Cave \nUnlike my previous attempts, I had a conundrum. Jerin needs to be at Level 28 so she can learn Boost and exponentially increase my odds of surviving against the next boss. Unfortunately, she was very far from leveling up, so I was forced to fight nearly every enemy on the way to the Oil Dragon. As a result, I lost two minutes on my previous attempt, but I was still two minutes ahead overall. \n\nAs much as I gripe about the randomness, sometimes the game is mind bogglingly predictable. Each and every time I fought two Hydras, it always stared with one Hydra attacking Lufia and the other one casting Water. The first time, I anticipated the pattern and managed the battle perfectly. The second time didn\'t work because I didn\'t heal Lufia. The third time I just ran. \n\nThe Oil Dragon is simple. He will cast Fire Air (Flame), Oily Air (lowers AGL), Mirror, and occasionally use Dash or attack. When his HP falls beneath a certain point, his Fire Air becomes Vulcan, which is a world of pain only offset by double Boosts. \n\nOne thing I would love to find out is the damage formula for magic spells. It seems to me the spell Protect does very little against magic damage despite the fact it raises MGR. \n\nSegment 32: Glasdar Key and Levels \nThis is one UGLY segment. Aguro, Lufia, and Jerin at one point or another perish at the end of battle. Sadly enough, this was the best attempt I got in sixteen tries. In hindsight, I should have tried for better encounters, but this was the fastest I got Jerin to Level 30. \n\nHaving three of my characters petrified was the closest I was to recording total annihilation. \n\nThe White Ring drastically raises ATP and DEF and increases AGL a little. It\'s the ring of choice for Aguro. \n\nHere, I was still behind my practice run in terms of levels, so I was desperately seeking a place to gain experience fast. The Glasdar Key cave didn\'t cut it for me, so I gambled on the Cave to Glasdar Tower. I debated on splitting this into two segments due to the difficulty of the encounters, but I decided against it in the end. I thought it would take too much time to return to Arubus, save, and return to the cave. \n\nThe Egg Dragon is my time savior. The +2 levels is the reason I was collecting those Dragon Eggs. \n\nSegment 33: Glasdar Tower \nAt this point, I run from every encounter. \n\nThe Black Ring is a superior version of the Green Ring. The AGL bonus is the same, but the MGR bonus is +40. In my practice runs, having this item meant the difference between a 2HKO and a 3HKO when Jerin was attacked by a damage spell. \n\nNazeby casts spells of every level and element. Jerin has Mirror, making this battle a breeze. His only threat is the Mace action, which has a chance of OHKO a character outright. I didn\'t expect Lufia to bite the dust at the end, but the lost experience doesn\'t hurt her; she wouldn\'t have gained enough EXP to level up anyway. \n\nI made two trips to the item shop in Arubus because I was uncertain if I had enough Power Gourds to make it to the end of the game. In hindsight, I probably should\'ve just bought 30 the first time I visited the item shop. I believe I end the game with 14 Power Gourds. \n\nWho IS that old man anyway? \n\nSegment 34: The Beginning of the End \nWith an in-game time of 5:27, you would expect this to span three tapes. In reality, it spans four tapes. The entire fourth tape consisted of this segment because it turned out there wasn\'t enough tape in the third video cassette. \n\nOn a whim, I decided to equip the Wave Ring on Aguro instead of David. I wish I thought of this earlier, as Aguro made better use of the Wave Ring than David ever did in my previous attempts. \n\nI believe you can return to the old man and save after every Sinistral, but I thought this would be more dramatic (and time efficient). \n\nGades is the most difficult Sinistral. He only performs three actions: attack, Destroy (a grossly powerful attack), and Undead (raises ATP). If he starts using Undead, the party drops like flies because Destroy can now OHKO a party member. Without it, David and Aguro barely survive; solidifying my belief these levels are the lowest ones possible. The strategy was to attack at every opportunity and use an Ex Potion after Gades attacks. This is the best attempt I ever had against Gades on the console, so I kept it despite the setbacks in the middle of the battle. \n\nAmon is a joke of a Sinistral. As far as I know, he can only cast Sunder (reflected for 200+ damage), Dread (lowers defense), Chaos (confuses), and Melanchoy (no idea). Jerin\'s Mirror makes short work of Amon and he even contributes to the cause when he casts Dread. \n\nDaos is the same. He casts Flood and Vulcan (both reflected for 100+ damage), Thunder (reflected for 50+ damage) Dread, Amnesia (paralyzes), and Stronger. His greatest threat is Amnesia, which can paralyze a character. This is why I picked up the Mystery Pin back in Segment 31, in case he paralyzed Jerin. If I came this far, I wasn\'t going to let Daos stop me with that spell. \n\nGuard Daos has only two actions: Flood (reflected for 100+ damage) and Figual (confuses). In each previous attempt, I let Lufia perish and David and Aguro hack away. After my previous attempts though, I learned David would be dead weight since Lufia is 1) faster and 2) deals more damage with Bolt. There were some scary parts during the battle, I emerged victorious. I hope you enjoy the finishing blow, because I sure did. \n\nIf you wait after the credits are done, you can see my in-game stats. More games should have this feature. \n\nAfter reading all of this, if you still want to contact me, my AIM is Vagabond0206 and my e-mail is lookingglass1103 AT hotmail.com.','2006-07-02',0,19620000,12,'Lufia_527',34,18,0,NULL),(0,588,NULL,183,'','Rather than bore everyone with a segment by segment breakdown, I\'ll just answer a few probable questions that will arise from watching this. (That and I\'m lazy and don\'t feel like typing a lot) \n\nQ: Why did you do (insert action that didn\'t make a lot of sense here)? \nA: Manipulation. The RNG in this game works based on movement/actions of the player/enemies. By moving in the same pattern and always performing the exact same actions in battle, I could plan entire segments in advance. Anything I do that may look weird was done for manipulation purposes (usually to make something that comes later more favorable). \n\nQ: Are you sure you needed everything you picked up? There were some that you just sold. \nA: Yes and no. In my test run I determined more or less everything I was definitely going to need. But in the real run some things happened a little different resulting in slightly altered needs. I didn\'t need anywhere near that many Big Boomers going into Tanbel Southeast Tower for example. I also wound up with more money at the end than I had in the test run, but some of that was due to different purchases. \n\nQ: Switching positions in battle? \nA: Two reasons. First, the back row has reduced physical damage by a factor of 25%, both giving and receiving. Second, Sometimes enemies would target a specific position and the character that was there either wouldn\'t survive it, or I\'d need someone else to take the hit for IP purposes. That also explains why I sometimes move characters in the same row. \n\nQ: Are the bosses really that easy? \nA: If you know how to exploit their weaknesses, then yes. \n\nQ: Why didn\'t you do the World\'s Most Difficult Trick? The Lizard Blow you get from it would have been extremely useful against the Fire Dragon... \nA: Even if I had the solution written down next to me while doing it, it\'d still take me longer than going after the Freeze Sword in Shrine of Vengeance, even with the added damage/IP. \n\nQ: No Capsule Monsters? Blasphemy! \nA: I can\'t feed them, so they\'d never evolve. Also, their stats aren\'t very impressive (especially un-evolved), and they\'d be more often than not wasting time with their turns in battle. \n\nQ: Tarantula looked like he gave you a hard time... \nA: Yeah, I have to rank him as the hardest boss in the game. \n\nQ: How long did it take you to get those enemy item drops? \nA: Eagle Rock: 20 Minutes, Catfish Jwl: 2 Weeks, Camu Jewel: 5 Months! \n\nQ: What was up with you walking on air in Gratze Castle Basement? \nA: There\'s a missing boundary there, which allows me to walk off the intended ground. By doing this I\'m able to save time by not having to solve the puzzle to get the Key. \n\nQ: Any chance you\'ll do a Retry/Gift Mode run? \nA: No and No. Ask Enhasa on the Gift Mode run, though. \n\nI\'m sure there\'s some questions I missed but I\'m too lazy to think of any more right now, so feel free to ask any I missed.','2007-12-12',0,12240000,12,'Lufia2_324',25,18,0,NULL),(0,589,NULL,184,'','I have to admit that this title has grown on me [-] it has a certain charm. The biggest trick to a run of this sort is to rhythmically tug the analog stick during the ghost capturing phase, which will tear off large chunks off the ghost\'s health. The rest is pure route optimization. \n\nThis game can be very frustrating, especially if you\'re trying to be as efficient as possible in sucking up the ghosts. Getting more than one in the vacuum stream can be an exercise in futility (see: battle with Van Gore in the second-to-last segment). Then it seems that ghosts will, out of the blue, become stallions and tear poor Luigi across the room and cut off the stream. This is even worse when it\'s a portrait ghost, although it seems certain ones are extremely difficult to get in a single stream (mostly the ice guy, the three clock people, and the woman in the shower [-] although I\'ve done her before). \n\nI was a little unsure of how I should reach the required 40 boo total to access the final boss. I think I chose well, but maybe not...and yes, chasing those high-hp boos also leads to vein popping fun. \n\nThere are lots of little minute details I could comment on but I have not the energy and I think it\'s all semi-obvious. I let some things slide just because, to be honest, this run made my left thumb hurt like hell. The last time my left thumb hurt was after my Yoshi Island runs...other than that, usually, if anything, it\'s my right thumb that is the victim [-] and it\'s an old war horse, accustomed to such beatings. But have consideration for my poor, purple left thumb...it\'s just not used to it.','2005-08-27',0,5633000,11,'LuigisMansion_13353',11,5,0,NULL),(0,590,NULL,184,'','When David did his run, I mentioned all the possible categories this game had to offer. Back in October 2003 I had used a guide I found on gamefaqs that listed all the money in the game the author could find. The goal was to get all the money, which comes out to 142390000 G. After hundreds of resets and a few weeks I got it. I said at the time I\'d probably never play the game again, since what more could be done? Answer: speed runs. Since David did the \"any%\" run I decided I\'d do 100%, and just to make it more interesting I\'d do Hidden Mansion and Single-segment on top. \n\nThe definition for 100% is simple enough, get all the boos (requires all the portrait ghosts) and get an A rank, which needs 100 million G. That leaves 42+ million G I don\'t need, quite a bit of leeway. You could argue you could turn the lights on in every room to be counted for 100%, but this isn\'t something you can easily verify at the end of a run, plus it gains you nothing. Getting all the money is insanely hard as I\'ve already mentioned. At the end of this run I load my old file just to show you the totals for all money. \n\nAt first I thought this run would be a tape-spanner, over two hours. After my practice run in early November I realized I could certainly get it under two hours. I thought maybe I\'d be lucky enough to get 1:49 if the boos were nice enough. I quickly got better at the game, found a mirror I didn\'t know about to save over a minute, and started reseting a lot. Soon I was shooting for 1:39 instead. When I got that I was still not satisfied. I\'m not even satisfied with this 1:36. There is a ridiculous amount of randomness in this, 90% of it from the boos. \n\nNow for some comments specific to the rooms: \n\n[b]Area 1[/b] \n\nFoyer: Would you believe I once screwed this room up? I walked up the stairs and turned left. Yay for brain farts. This was actually the reset right before this run. \n\nParlor: Sometimes the candles wouldn\'t go out quickly, but they\'re fine this time. While I wait for the ghosts I get some money, but the gold bar in the light isn\'t always there. \n\nAnteroom: I was denied money from all three places in this room, but the ghosts went fine. It\'s possible to get the last two in one suck, but only if they appear at the same time, which they didn\'t. \n\nWardrobe Room: Here\'s the first Money Ghost, but he only gives a lot of bills. Still, bills are worth 20k, so it\'s only 50 for a million, and this guy gives 40. I don\'t take time to get it all though, I just get what I can. I got punched by the last ghost here for a lost of 7-8 seconds. \n\nStudy: Both a Money Ghost and a Money Mouse in this room. The red gems are worth 1 million and the green gems 800k. Did you know you don\'t have to flash the portrait ghosts? I didn\'t until about my 10th run attempt. Just start sucking them up whenever the heart appears. The pearls are worth 50k, 100k, and one million from smallest to largest. This means not sucking up a portrait ghost in one go is a large money loss. There are a few ghosts later on that tend to be very hard to do this, so I only relied on getting about 15-16 out of 19 giant pearls. \n\nMaster Bedroom: No problems here. \n\nNursery: It\'s not possible to get the baby in one suck, the game forces you off when he reaches 20 HP, though sometimes you lose him sooner. I managed to shoot the 2nd ball into the railing back at myself, losing a bit of time. I was about 6 seconds slower than my best end of Area 1 time. See my high score go flashing by on the money screen? \n\n[b]Area 2[/b] \n\nBathroom: The ghosts fail to grab me, but I still have to listen to E.Gadd. \n\nBall Room: Ideally I\'d get all three pairs of mask ghosts like the first but that was rare. I never did determine what exactly makes the dancers\' heart appear but it usually comes up right when it happens this time. \n\nStorage Room: I really screwed up the last two ghosts here. I release the boos like usual, then suck up five boos on the way returning to this room. It\'s worth noting that the boo meter doesn\'t work very well for the first 10 or so seconds when you enter a room, so I just go around taping things they often appear in before relying on using the flashing red. \n\nMirror Room: Got grabbed once here because of a slow suck up of the 3rd ghost. \n\nLaundry Room: This is actually the riskiest part of the run. I need to clear the room in time to reach the Butler before he disappears. I had plenty of time this time though since the Butler was nearly all the way left in the hallway and this room went perfect. Note that the reason I need to clear it is that the room would reset to its initial state when I go two rooms away to the Hidden Room. \n\nButler\'s Room: Never any problems getting this guy if I arrive on time, but several runs died here. I had trouble finding the darn PeekaBoo. \n\nHidden Room: I used to do this room one ghost at a time and it took me about 30 attempts before I realized how slow it was. The boo here gets away but it doesn\'t cost me much time. Blue gems are worth 500k and I get a total of 3.26 million in this room. \n\nConservatory: The music sheets got sucked up very quickly. \n\nDining Room: It\'s possible to suck up all the food before the waiter ghosts arrive, but I only did that once. Somehow the one approaching from my left failed to disappear this time so I had to start over. I clear the room of banana peels and money while the fat ghost spits at me. White diamonds are worth 2 million and there are five of them in rooms not required to clear to simply beat the game, so that\'s 10% of my 100 million. \n\nKitchen: Only one ghost in here and I didn\'t do him right. \n\nBoneyard: The plant needs watered three times, once in areas two, three and four, to get a gold diamond from it, worth 20 million. It costs no time right now but there\'s no way you\'re getting that much money any quicker than the time it takes to water it twice more. \n\nGraveyard: I got hit with a bone here and lost the first skeleton ghost, but he had so little HP left a squirt of water took care of him when he came back. It\'s possible to suck up Bogmire in one go, and I\'ve done this about four times, but not so lucky this time. About 20 seconds lost. I\'ve had times of around a minute better at this point. \n\n[b]Area 3[/b] \n\nCourtyard: A quick gem here and into the well. It\'s possible to drop in quick but I got the ladder this time and had to wait a bit and then fall off. \n\nBottom of the Well: Water takes out 0 HP ghosts instantly. Once I forgot Mario\'s Letter after I went back up. \n\nRec Room: Another red gem comes my way in between uses of the punching bag. The boo here likes to get away and did so this time with only 4 HP left. Costs me 31 seconds later to get him. \n\nTea Room: There\'s a random money mouse that might appear when you enter this room, which gives a red gem (three in this room!). If he appeared I\'d skip the one in the cheese. \n\nNana\'s Room: It\'s easy to screw up the ball chucking here, for some reason they didn\'t want to actually shoot but they just dropped. I lost about 30 seconds from this boo getting away. \n\nBathroom: The pearls nearly always get stuck behind the tub here, so this ends my perfect pearls streak. At least I got the giant one. \n\nAstral Hall: It can be a disaster if this boo gets away, since he probably ends up in Anteroom. He tried really hard but I managed to keep him inside and get him. \n\nObservatory: Moon on the first try... barely. \n\nBilliards Room: I should have got the Rec Room boo in the Conservatory before this, but I forgot about him. Billiard guy is very hard to have go right. Getting all three balls to stun him right away depends on which way they go flying, and then he\'s difficult to get in one suck. I\'ve had disastrous attempts take at least two minutes. \n\nProjection Room: Easy to lose a lot of health here if I\'m not careful. \n\nTwins\' Room: I always need to get the blue twin first since it\'s the red one that drops pearls. \n\nFortune Teller\'s Room: Boring. I take this button mashing moment as a chance to check the forum and other sites. I had trouble getting the darn flashlight in the right spot. \n\nSafari Room: No problems. \n\nBalcony: And here\'s the most random part of the run. I\'ve had times where it went amazingly fast. I\'ve had times that took nearly four minutes. It\'s very important to get nearly all of them in the first \'round\' where they are slow, and this time I get 12. I had a ridiculous amount of trouble just getting Boolossus onto the spike both times I had to do it. The final boo is always the worst and could\'ve been at least 30 seconds better. Despite all this, it\'s the best time I had up to this point. \n\n[b]Area 4[/b] \n\nBlackout: I used to use the mirror on the 2F washroom to save a little time, but then one day I discovered a secret mirror in the Safari Room... saves a lot of time. When the ghost decides to reveal his heart is completely random. This time it was quick; once I had to wait something like 20 freaking seconds. \n\nBreaker Room: Here begins the boos that are impossible to get in one suck. \n\nCellar: Even though he only has 100 HP, I still can never get this Boo in one suck. He always returns to this room instead of going into Cold Storage. \n\nTelephone Room: Some troubles with the final skeleton ghost of the game. I got a pitiful 40 HP out of the 300 HP boo. \n\nClockwork Room: Getting a hold of more than one of these guys is very risky, especially if it\'s the blue one that drops pearls. Here the green one gets sucked in near the end of the red one which saves me some time. I had better luck with this boo than the previous one, but I foolishly forgot to get the previous boo out of the Telephone Room too. \n\nRoof: Pretty poor job of getting the mask ghosts this time. \n\nSealed Room: I get my final Money Ghost in here, though since I was doing so well with the pearls I should\'ve skipped him. It\'s important to get all the ghosts before they disappear, because they reappear all the way on the left of the room. I do this by stunning them with fire, killing the ceiling ghost, then get in a good position for flashing. \n\nSitting Room: Lots of ghosts to suck up here. I skip the boo for now since I\'ll certainly end up with fire if I do, making me waste time to get water again. \n\nGuest Room: The flying dolls in here can sometimes disrupt the suck but I was able to get out of the way of one this time without losing it. \n\nArmory: I was in the wrong place to tap one of the armors, so I got smacked by the mace for a few lost seconds. I let the boo escape into the Telephone room so I could get out the boo that I left in here earlier. He behaved weird upon entering the Clockwork Room though. \n\nCeramics Studio: I had bad luck cleaning up the boos after this. First of all I was expecting two boos in this room but it seems the Clockwork Room\'s boo went back into that room after I went up to the Roof, which had never happened before. I ended up with a ridiculous three boos in the Clockwork Room as a result, when ideally I shouldn\'t have to return to that room at all. \n\nPipe Room: It can be dangerous and slow to suck these three ghosts up, so I opt to freeze them instead, then I can be already turning the valve while the last one whithers away. \n\nCold Storage: The hardest portrait ghost to suck up in one suck, though I have gotten him in a few runs, I didn\'t this time. No giant pearl for me. I got smacked by an icicle for a whopping 40 damage so I had to take time to get the giant heart in the Cellar. The boo cleanup of the basement went quite well. \n\nThe Artist\'s Studio: The only group I screw up is the mask ghosts. Behold the power of the Hidden Mansion vacuum! Thankfully boos won\'t cross the hallway here so I don\'t need to worry about the boo going anywhere but back into the room. \n\nSecret Altar: \'Bowser\' is pretty easy, although I did manage to die on him once in a shoddy run. If you get extremely lucky, you can get King Boo in only three rounds, but it\'s very rare. \n\nI end up with over three million too much money, despite losing one giant pearl although that one is very hard to get. Still, I could\'ve dropped three gems I got and still been fine. I mentioned around 1.5 minutes of lost time due to boos. If everything could go right in one run and I skipped some gems, 1:32:xx would be possible.','2005-12-03',0,5773000,11,'LuigisMansion_SS_HM_100p_13613',1,5,0,NULL),(0,591,NULL,185,'','First, I want to thank RPG Classics for their wonderful maps. A few notes: \n\nIf you\'re one of those people who like to have cut scenes intact during runs, then you\'re in luck. You can\'t skip them in this game. \n\nOne thing that\'s annoying is that you have to talk to certain random people, or the story won\'t advance. An example would be when I go into the sewer in Meribia, talk to the guy, and come back out. So that\'s why I talk to seemingly random people a few times in the game. \n\nThe only time I fight random battles in the game (except for getting the giant root) is in the second segment. I have to level up in order to get the Flamer spell, which allows me to beat the Bronze Dogs. If you could figure out a way to beat them without it, that would be the best way to save time (about 10 minutes). \n\nA few times, I go to a town early, then warp back. This allows me to get all my traveling out of the way at once and I don\'t have to heal again). Also, a couple times you are not allowed to warp. \n\nOne thing I forgot during the run was to buy some amulets, which reduce the random monster rate. However, I don\'t believe it works in caves, so it wouldn\'t have made much of a difference. \n\nI would say the battle with Alex against the 6 enemies in Burg is probably the toughest. Because of the way the battle system works, it\'s beneficial to get boxed into the edge of the screen, so you are attacked less (the same thing happens in the boss battle in the Lann Island cave). I needed a little luck so that it happened correctly. \n\nThanks to getting free items at Ramus\' shop, the final battles are pretty easy. Ghaleon part 2 can be difficult, but after killing Mia he thankfully didn\'t go after my weaker characters. I should note that after the credits, a voice says \"Oops, too long.\" That happens no matter how long you take to beat the game; it\'s actually an outake from one of the actresses that they left in to confuse people. \n\nThis was my first speed run.','2005-08-15',0,12900000,12,'LunarSilverStar_335',10,15,0,NULL),(0,592,NULL,186,'Segments appended by mission to 20 video parts.','The main reason why this run is so long is that you need to drive the most time. There\'s not really a way to speed that up except taking the fastest route. If you know any trick that could speed up the run please tell me either posting in the thread in the forum or sending me a pm because I\'m sure going for a faster run, and I won\'t upload it because it\'s 5min off. \n\nThe run actually consisted of 100 segments (for each save one) but thanks to Radix, he merged it into one per mission resulting in 20 segments. \n\nMission 1: I brake before going up the stairs so that I don\'t crash, but the AI isn\'t that smart so I can get rid of them very fast. I tried to look back to see if they were, but the camera has some serious problems here. \n\nMission 2: Just driving, driving, driving and fleeing. I sometimes need to slow down or my passenger will exit and the game\'s over. \n\nMission 3: Driving, destroying, driving. Killing the guard this way is also quiet and it saves a lot of time. \n\nMission 4: Shooting the yellow car\'s wheel prevents that guy from fleeing. Saves some time, too. \n\nMission 5 & 6: Just driving around and winning the race using the well-known circuit shortcut. \n\nMission 7: Once you\'ve found out their base you don\'t need to kill anyone, just run through and wait for the sequence to begin. You can see really nice car physics in the end. \n\nMission 8: Killing that guy at the front desk makes the manager run to his office so I can just kill him on my way up. Running by the cops on the roof took many attempts, but I finally made it. Unfortunately I take much time killing the sniping one, but it still was the fastest try. Driving on the tram\'s tracks is much slower than normal, that\'s why I use the sidewalk. \n\nMission 9: No tricks in here, just doing the mission fast. \n\nMission 10: Much driving in here. Killing the last guy running into the airport, taking his Thompson and rushing in is much faster than killing all from outside. Using that truck I don\'t need to take care of those guys in the hangar, killing the telephoning one near Frank\'s wife saves me from dealing with the police that else would appear. \n\nMission 11 - 13: No tricks in here. \n\nMission 14: Just standing there at the end waiting for skipper to check the toilet. I\'ve no idea how this could be done faster. \n\nMission 15: Going by car is much faster here, even in the hangar. Unless you use your pistol he will survive, and if he does it\'s almost impossible to kill him. \n\nMission 16: Ramming Morello\'s car when he enters the airport kills his driver so they you can just approach, kill him and steal his car afterwards which sure wasn\'t intended by the developers. I don\'t know because the car screws up while driving home, it sounds like hit a car, but there wasn\'t anything. Seems to be a bug. \n\nMission 17: Just running by the bums in the first floor, they won\'t follow you. I drop all my weapons before leaving the prison, because I planned else before. However stealing the cops car is faster. \n\nMission 18: I don\'t think I stole the truck in a quiet place, but no one seems to care about that. Unloading the boxes takes quite long and so does loading the Scorsese boxes. At least I\'m ready before the guard returns. \n\nMission 19: Half of this mission is only boring blah blah and no way to skip it. \n\nMission 20: I got a much faster route for this level but it somehow broke the script so that it even didn\'t work if I took the normal route. However it\'s still OK, it takes me maybe 20 seconds longer (because I need to pass those rooms to the right and I need longer to kill the one with the Thompson). At least walking to the stairs which lead up to trigger the grenade worked fine, saves much ammunition and time.','2005-04-19',0,13260000,12,'Mafia_341',93,11,0,NULL),(0,593,NULL,187,'','Thanks to the administration of SDA past and present for their hard work on the site. Keep doing what you\'re doing guys, myself, the other runners, and the audience for these runs all appreciate it. \n\nThis game carries a lot of fond childhood memories for me. My family, both immediate and extended, loved this game, even though we only got as far as Chapter 3, thanks mainly to not making maps. This was when I was, oh, 7 or 8 (For some context, I\'m 23 now). A few years later, I finally picked the game back up and finished it. \n\nIn early 2006, I was looking for games to speedrun, and interestingly, this was NOT initially on the short list of candidates. Rather, I began tentatively working on a run for Flying Dragon, another stylemashing Culture Brain game. Frustrated with my early efforts, I looked back through my potential game list, and realized that Magic of Scheherazade fit the bill quite nicely, for a couple reasons: \n\n-It\'s an adventure/RPG, which does, apparently, have an audience here at SDA. -Despite that, the game forces certain minimum levels on you once you beat a Chapter. When you beat a Chapter, regardless of your level, the game will auto-level you up to level 5X, where X is the number of the Chapter you just beat. This effectively eliminates a large portion of the experimentation I would have had to do with a more traditional RPG, and I like easy stuff(Says the guy who ran Battletoads...). -From a personal standpoint, I knew this would be my longest run to date, and thus a nice challenge for me. When I first started the planning for this run, I was honestly prepared to ask Radix (Yes, it was that long ago) \"What if a run takes over two hours but VHS is my ONLY option?\". Suffice to say that I\'m thrilled with this time, mistakes and all. \n\nOnto the run itself! \n\n-Hooray for how badly I botch my name entry. Fortunately, my time hasn\'t actually started yet. Incidentally, if we want to get into TAS-level optimization, I could probably save a second or two through the course of the run by simply entering \"A\" or a similar one-character name. Don\'t worry, it does get better from here. \n\n-My apologies for the visual quality of the run in some spots. It\'s most noticeable in the overworld of Chapter 1. This IS the original tape, so there\'s not much I could do in this regard. \n\n[ul][li][u]Chapter 1: Water World Mooroon[/u] \n\n-I start, and spend most of, the game as a Magician. They have the best Rod abilities, and the Rod is what you use on all the bosses, so it just makes a lot of sense. Any class changes I make are required to progress in the story. \n\n-The weird overworld routes I take are to avoid \"Use the magic of Oprin!\" squares. \n\n[li][u]In the Past[/u] \n\n-I attend the University to get the Flame upgrade for the Rod. A Magician with the Flame can one-hit the dogs in the Maze later on. Additionally, at Level 4, besides acquiring Defenee (A spell which temporarily doubles your defense), I can one-hit the eyes in the first phase of the Gilga battle. \n\n-If I don\'t escape from the turn-based battles on the first attempt, I elect to fight alone. This is because in the rare event that I do completely fail to run (I actually get three attempts before the enemies finally start attacking me), it\'s still quicker to simply die to get out of the battle that way (I get three lives before a Game Over) than to actually fight the battles. \n\n-400 Rupias is the max amount I can borrow from the stores. You can ask for a discount on items from the storekeeper, but usually what happens is the keeper makes a super angry face (Seriously, the thing scared me as a kid) and tosses you out of the store, taking 10 Rupias for good measure. I borrow as much as I can, which makes me set for money for awhile. \n\n-Note that Bread and Mashroobs are recovery items which are used automatically when you run out of HP or MP, respectively. \n\n[li][u]Back to the Present[/u] \n\n-No, I will NOT use the magic of Oprin! Crazy wench... \n\n-Something I didn\'t find out until after this run is that it\'s apparently random which statue/s will allow you to pass if you Horn them. In other words, I got pretty lucky in this run. Sometimes, even if you use the Horn, you\'ll get an \"ARRRGH!\" and have to fight them anyway. Not much fun. \n\n-I was mashing A to get out of the \"All right!\" message, and I guess I hit it one too many times. \n\n-As mentioned above, you get automatic level ups after beating bosses, to a max of 5X where X is the chapter number. Note that this Max is also the maximum levels you can obtain in a chapter. In other words, had I leveled to 5 before beating Gilga, I would not have been able to gain any more experience. This never factors into this particular run. \n\n[li][u]Chapter 2: Desert World Alalart[/u]: \n\n-Note the random Key that appears in my inventory after the end of Chapter 1. \n\n-The start of this chapter constitutes the one sequence break in the run. Pretty much everything else has some type of check to make sure you don\'t do things out of order. (Either you\'ll die without the appropriate character, as with jumping into the Capes in Chapters 1 and 4, or you\'ll get some type of \"You can\'t do that!\" message) If for some reason you\'ve never played the game, when I go left at the start, encountering the screens with the rocks marks the start of the Maze Desert. What\'s supposed to happen in the chapter is you go through a long sequence that ends with you getting a character who shows you the way through the desert. Through experimentation, I noticed that the sequence through the desert was always the same, and further experimentation revealed that there no checks in place to prevent me from getting through the Maze Desert without this character and finishing the Chapter. It should be noted that RockMFR\'s FAQ on GameFAQs also noted the Maze Desert sequence is always the same (Though I discovered this independently of the FAQ), but I don\'t think he realized the implications of this as it pertains to getting through the game quickly. \n\n-I need Flamol to hurt Curly\'s first form, which requires me to build up to Level 7. I use the Sword on the bandits because it\'s easier to control than Flame shots, and it allows me to beat back fireballs. Note that from Chapter 3 on, any leveling I do is to get one \"the offensive power of the Rod has increased\" upgrade, making life easier on enemies and bosses. \n\n-Sometimes Curly\'s first form take 7 Flamols before Epin plays his Whistle, sometimes 8. This is why I hesitate a bit after the seventh Flamol. \n\n-The lag in the second part of the Curly battle is a major source of annoyance. \n\n-Note that Supica (The flying monkey dude) and Gun Meca (The robot), the two characters I skipped in the Chapter, are actually with the party in this and all future between-chapter cinema scenes. This is further evidence that Culture Brain didn\'t fully test getting through the Maze Desert without Supica. \n\n[li]<U>Chapter 3: Forest World Samalkand</U> \n\n-I cast Defenee here because in the screens that have trees with faces on them, you\'ll meet evil tree enemies, and they HURT. Incidentally, I manage to not run into any before I get cool armor and Defenee becomes obsolete. \n\n-Sometimes the bandit dudes turn into flies. This is my cue to RUN LIKE HELL, because if I stay on the screen too long, out pops a super-deformed Grim Reaper. This guy is effectively a run-killer; he takes a bunch of hits (Somewhere in the region of 25 at this point in the game), AND he will follow you from screen to screen, even into Palaces. \n\n-I class change to Saint because this is the only way the Cimaron Tree in the future will talk to me. The Saint is utterly useless as a combatant, combining the Magician\'s weakness with Swords and the Fighter\'s ineptitude with Rods. With items, they can automatically reflect bullets and walk across damage squares unharmed (Though I skipped the latter item), but this isn\'t nearly enough to offset the lack of offensive strength. \n\n-I attend the University for R. Armor. This is effectively a permanent Defenee spell, doubling my defense power. This is HUGE, because the evil trees here and in Chapter 4 still hurt a lot, to say nothing of other enemies I fight. Well worth the money and time spent. Note that no one is quite sure what the R. stands for, though \"Rupia\" is my guess. \n\n[li][u](Back) to the Future[/u] \n\n-The Cimaron Tree, as mentioned above, is why I need to be a Saint. The seedling is necessary to advance the story, and my first weapon upgrade in two Chapters is certainly helpful as well. \n\n-Yay for a class change back to Magician, particularly in light of my Rod upgrade. \n\n-The weird eye fly things are also a Reaper trigger. \n\n-Even though they hurt, the evil trees are great experience sources. \n\n[li][u]Back in the Present[/u] \n\n-I was going to try and jump the damage squares, then didn\'t. \n\n-My weird route through the Dark Maze was to avoid hidden pits. Note that Pukin lights this place up for you. It IS possible to go through in the dark, but then you can\'t defeat Troll at the end of the Chapter. \n\n-I get lucky with the Gygatorn miss, at least in terms of making the run look good; it\'s an insta-death spell. \n\n-For some reason, Real Troll does no damage when walking into you. I don\'t get it either. \n\n-By the way, one fun childhood memory I have of this game is watching a family member play it and having everyone else watching yelling \"PAMPOO! PAMPOO!\" when they would run low on HP. \n\n[li][u]Chapter 4: Flower World Celestern[/u] \n\n-For lack of a better term to call them, the leafblowers are annoying in that they impede your progress in the direction opposite the one they happen to be blowing in. In other words, walking toward them is a pain. \n\n-This was the most difficult chapter in terms of route choice. Once I decided to get the Crystal upgrade (This allows me to shoot three projectiles at once instead of two, reducing Salamander from \"Potentially run-ending\" to merely \"Really freaking annoying\";), my main choice became \"how do I change classes from Magician to Fighter and back?\" I elected to go with what I did here, because building up the Rupias to change back into Magician at a Mosque, plus having to find a way to a place where I could do so, would likely have taken me until the Solar Eclipse anyway. This isn\'t even taking into account getting supplies for Salamander. \n\n-Encountering the flamespinning guys while traveling vertical is a big \"ouchie!\" because there\'s basically no way out of the flame until it contracts. \n\n-As with the Saint in Chapter 3, I need to be a Fighter later in this Chapter, and this is the most convenient spot to change. \n\n[li][u]The Past[/u] \n\n-Admitting to Rainy that you fear stuff is an instant Game Over. \n\n-In Yufla Palace, besides getting Moscom, I\'m more or less just waiting for the Solar Eclipse while building to Level 17. TAS makers have a philosophy of \"Always make it look like something is happening even if it isn\'t\", and I try to do that here. \n\n-Rostam is the first Sword Upgrade I grab, both for the HP refill and the fact that, being a Fighter (however briefly), I can now shoot slow projectiles out of my Sword. \n\n-The Eclipse hits, and I cast the two Great Magics I\'ve grabbed to this point[-]Moscom (Not to be confused with Dschinghis Khan\'s 1970s disco hit \"Moskau\";) to class change back into Magician, and Monecom for supplies and to clear my debt to the stores (Not that I ever visit them again anyway). \n\n-Like Chapter 2\'s Curly battle, lag is a major source of annoyance in the Salamander battle. I do pretty well, all told, though the Rod shot that disappears as a result of Salamander\'s final disappearance is heartbreaking. \n\n[li][u]Chapter 5: Evil Magician Sabaron[/u] \n\n-I need both Hassan AND the Armor of Light later in this chapter to get into Sabaron\'s Palace. \n\n-I walk into Pao and immediately walk out so I can Carpet to it later on. The same goes for my first visit to Chigris. \n\n-Gorlas are a pretty rare enemy; none of the GameFAQs guides mention them, and a previous attempt at a run was actually my first time encountering them. Just throwing that out there. \n\n-That Gorgon fight was pretty unlucky. \n\n-Don\'t forget that the Light Palace is in the past; this is why I walk all the way back to the Time Door before I use the first Carpet. Additionally, if I don\'t talk to Kaji in Pao, all that will happen in the next screen is my character will go for a permanent swim. \n\n-The bridge-walking sequence to the Armor of Light is one of my favorite sequences in video game-dom. Despite its simplicity, the music here fits the atmosphere pretty much better than any game ever, in my opinion, with the exception of parts of Metroid and Super Metroid. As a bonus, the Armor of Light reduces my damage to one fourth of what I take at the start of the game. Sweet! \n\n-Screwing up Sabaron\'s riddle is another instant Game Over. \n\n-Something I didn\'t know at the time of this run is that you can immediately shoot the third pillar to make the star turn blue, then shoot it again. This would\'ve saved about 8 seconds. \n\n-I hesitate slightly on the ending so you can read any unique text (Several characters repeat earlier ones). Per Radix\'s instructions, I try not to dilly-dally too much, but my time has already stopped here, so....[/ul] \n\nAnd that\'s that. Hope you enjoyed the run!','2006-05-06',0,4800000,11,'MagicOfScheherazade_SS_12000',1,8,0,NULL),(0,594,NULL,221,'','First of all, I would like to thank Zurreco for all of the great tips he has given me. Also, if not for his and Nitsuja\'s TAS runs, I would never have achieved the time I did. I would especially like to thank my best friend Matthew for his help in finding strategies in a couple of areas, to make them substantially faster. \n\nSpecial thanks also go out to the SDA staff for having such a great site. Also, thank you Tompa, DK64_MASTER, and Blueglass for your support in my endeavor. \n\nThough this game may be unknown to many, I know a lot of you remember how great this game was when you played it like I did in your youth. This game is always full of surprises, and I have enjoyed this game ever since it came out when I was much younger. It may look like an innocent, simple game at first, but a lot of shortcuts and strategies take skill, good reflexes, and sometimes luck to pull off. My run is nowhere near perfection but the TAS time by Nitsuja is 16:20, with many times that are unmatchable by human standards. I was able to match a few of the times, and even able to beat one of them, but came short a couple of seconds on others. Also, this run is done without obtaining heart containers in the game that increase your heart capacity by one. So I have two hearts throughout the entire run. \n\nComments on each level: [ul][li]Treetops: [ul][li]1-1: I matched the TAS time here, so no improvement necessary. \n\n[li]1-2: I was able to pull off the shortcut skipping the thorns, using a new strategy from my friend Matthew to jump over them as the TAS did. You can see there is a slight difference in how I pulled it off, though. \n\nThis mini-boss is probably the most random in the entire game, and the most frustrating. I am not sure if there is any way to make this battle any faster than this either. Using a new strategy I recently found, this is a two second improvement from my previous attempts. \n\n[li]1-3: This time is only one second slower than the TAS time but is very hard time to achieve every single time through this part of the level. I was very happy to get this time on this run through. \n\n[li]1-4: The snake battle went as well as usual. I have never been able to get but within a couple of seconds of the TAS time, and have gotten 270 only once.[/ul] \n\n[li]Forest: [ul][li]2-1: The strategy the TAS uses is beyond human skill, but thanks to another new shortcut by my friend Matthew, I was able to get within one second of the TAS time on this run (I have even matched the TAS time before with better timing off of the moon-shaped enemy, too, but rarely). \n\n[li]2-2: This part of the level went very well. A higher time is possible, but only by a second. \n\n[li]2-3: This is the same as the TAS time which I\'m very proud of finally achieving, as the strategy to get this is very difficult in my own opinion. \n\n[li]2-4: I was not able to pull of the perma-bounce on the spider so 3-4 seconds could be improved here, but it is hard to manipulate the spider to move the way you want him to for the perma-bounce to happen every time. Overall, this was still a good part.[/ul] \n\n[li]Fire Grotto: Welcome to heck, hahahaha!! But seriously, this part of the game is really one of the hardest, and it can be very random at times. [ul][li]3-1: First part was me just having a little fun since it is a down scrolling part of the level and gets boring after doing it over and over. I hate this mini-boss to no end, and not getting hurt during this was a blessing. My time is also one second less than the TAS time, but it is possible to achieve it. \n\n[li]3-2: I have found this to be a very random stage, and I think it is usually determined by how well you did against the mini-boss. The first platform I jump onto that is over the fire at the beginning can sometimes turn to flames from fire shooter at the other end of the hole; usually after getting 227 in 3-1. So I was lucky this time, thank goodness. I don\'t know why I missed the platform at the end. It did save me a second overall, but cost me 1 second in the next part. \n\n[li]3-3: I was not able to pull of my strategy at the \"curtain of fire\" part because I was hurt, but only lost a second or two. \n\n[li]3-4: This boss is full of fun. The best I have ever gotten is 386, and 385 is possible. The strategy the TAS uses does not seem possible to me, or I just did not have that kind of timing. I just found the right side to be much more convenient with the speed at which the platform wheel goes around the boss.[/ul] \n\n[li]Pete\'s Peak: [ul][li]4-1: Great time, though with some more luck, 1 second more could be saved. \n\n[li]4-2: This is THE hardest part of the game to me. You will cringe at the end, but thankfully I only lost 4 seconds and was able to recover safely and quickly. I have never done what I did there before, but the rest of the run was going so well at this point, I didn\'t feel it would hurt the time substantially at the end. \n\n[li]4-3: Thanks to Zurreco for this strategy against the bird, I was able to beat the TAS time by 6 seconds. This also shows how powerful and valuable the magician really is.[/ul] \n\n[li]Snowy Valley: [ul][li]5-1 and 5-2: No improvements here as both times are at the TAS times. \n\n[li]5-3: This battle went a lot better than practice and I am very pleased with the time. One second could still be improved here I think.[/ul] \n\n[li]Emperor Pete\'s Castle: [ul][li]6-1: Good time in my opinion, but maybe could be improved by a second with better timing at the beginning. \n\n[li]6-2: Thanks to the TAS strategy, I was able to pull this off and save countless seconds. This is also the shortest time in the game with that strategy as well. \n\n[li]6-3: I thought this went very well and a second could be improved with some luck. \n\n[li]6-4: It\'s the end of the run, I try not to panic, but I do. Eh, that\'s life. What can I say; I only have 1 heart piece here, so I can\'t make even the smallest error or the run is over. Normally I don\'t miss Pete at the beginning, though, so I have no words to explain it. Even with panic set in and with the mistake at the beginning of the battle, I still got a time above 450. About 5-7 seconds could be improved here but I was still very pleased by this time even with the mistakes.[/ul][/ul] \n\nI hope all of you that watch this that remember this game from your childhood remember all the magic that it holds, and how near and dear it will always be to you. I also hope you all enjoy this run and thanks for watching.','2007-05-04',0,1016000,11,'MickeyMouseMQ_hard_1656',1,18,0,NULL),(0,595,NULL,189,'','Allow me to first thank the usual people (Radix, Nate) for bringing you this run. \n\nI dislike using caps when typing, but I feel it\'s usage is appropriate here: \n\nIF YOU LIKE MANHUNT, THEN WATCH THIS RUN. \n\nInspired by a post in the forums, I present to you the Manhunt run. This game is segmented in an irregular way, for reasons which I\'ll go into later. As I go over the levels, each time will be labeled either Very Good, or Best. Very Good is in the ballpark of my best practice time, and therefore can likely be beaten. Best is exactly what the word implies: the best time I could get, not necessarily unbreakable, but tough to beat. \n\nBorn Again - 4:15 (Very Good) \n\nTook a little longer than expected killing the guard in the basketball court. Other than that, not much to complain about. \n\nDoorway Into Hell - 2:48 (Very Good...) \n\n...but not Best. The best I got was 2:36, so this time is beatable. Little things stopped me from achieving a best time, such as killing a guard after I got the crowbar instead of sneaking past. \n\nRoad to Ruin - 4:04 (Very Good) \n\nIt\'s possible to sneak past the second guard (the one atop the steps) without alerting him, which I did not do well. I could\'ve saved time by finding a way to execute the final guard instead of beating him up. This level made me doubt how I was going to do four segments, four levels each. It was hard to get by the guards at the end. Luckily it worked out, and I was able to get all four on video. My idea at the time was to not break the segments just because of a hard level. Of course, this is the exact reason I abandoned my original plan a few levels later.... \n\nWhite Trash - 4:23 (Very Good) \n\nThe risk of fighting the first guard instead of hiding/executing paid off with a pretty good time. Trouble came in the form of the next two guards; they were always in different places, and were often difficult to sneak by. I got by them both silently. \n\nMy top priority in this level was acquiring the nail gun, a weapon that is very valuable in the next level. \n\nFuelled By Hate - 5:33 (Best) \n\nThe nail gun is responsible for this time; without it, a decent time is impossible. For the porno-watching guard, I had the option of running past. The problem with this is that I still had to deal with him later. No need for that; just go ahead and kill him here. \n\nGrounds For Assault - 7:29 (Very Good) \n\nHere\'s where I first doubted whether or not I was going to finish this run. My first times ran somewhere around ten minutes. Fortunately, I discovered a trick with the second guard I killed. Stunning the guards was another useful strategy which allowed me to get a fairly decent time on this level. \n\nStrapped For Cash - 3:23 (Best) \n\nThis is where I abandoned my original plan of four segments, four levels per segment. Up until the lone family member I save, things were rosy. After that, I tended to die about half the time. I got lucky here. \n\nView of Innocence - 4:18 (Best) \n\nA pretty easy level. Guns just make things better. The only gripe I have is a few unnecessary painkiller collections, but those don\'t detract from my overall time. A sub four minute time is possible. \n\nDrunk Driving - 5:41 (Best) \n\nDecreasing from three intentional deaths to two intentional deaths nearly shaved a whole minute off my time. By dying, I reset my health and the hunters. This was integral to a good time. I avoided a third intentional death by distracting the hunters with a well-placed and well-timed lure. \n\nGraveyard Shift - 4:58 (Best) \n\nThe second time I doubted my ability to complete this run. I died countless times practicing this level... and countless times while taping. I was floored by the final time I got, and I think anyone who\'s spent considerable time playing will be too. \n\nMouth of Madness - 9:10 (Very Good) \n\nVery good is stretching it. This time is easily beatable. I did not spend much time planning on this level; I practiced a whole two times before I taped. The near death close to the end almost had my heart stopped. \n\nDoing Time - 9:04 (Very Good) \n\nIn the ballpark, a decent time. Sub nine minutes is easily attainable, maybe even sub eight. I found hiding in the corner and luring hunters from the main hallway worked well, much better than lying in wait in cells. When I first encountered the hunters with the guns, I took the cautious route, hiding and replenishing my health, twice. Getting the shotgun at the end isn\'t technically necessary, since you can get it at the beginning of the next level. \n\nKill the Rabbit - 6:53 (Best) \n\nThe third time I doubted my ability to finish this run, and you can thank the guards at the very end for that. After having moderate success drawing them into a firefight, I discovered a tactic that works much, much better. Enjoy. And the brick is a dangerous weapon, just listen to the guard\'s reaction... \n\nDivided They Fall - 6:57 (Best) \n\nA real pushover. Check out the unnecessary painkiller collection at the end, after all the hunters are dead. \n\nPress Coverage - 7:18 (Best) \n\nAnother pushover. One of the easiest levels in the game to run. \n\nWrong Side of the Tracks - 4:51 (Best) \n\nHere\'s the final time that I doubted myself and the other level that abuses death. This is also the last level that\'s difficult to run, at least it is when you don\'t abuse death. I think you\'ll love how I collect that save point. You don\'t know how thankful I am for this trick. It literally cut about eight minutes off my time. \n\nTrained to Kill - 4:23 (Very Good) \n\nI got 3:57 on a practice run. This level is also pretty easy. The final group of cops (the ones with sub machine guns) are pathetic. Apparently the academy didn\'t teach them to take cover. Stand still in the open where you can\'t see him! It\'s much simpler! \n\nBorder Patrol - 5:11 (Very Good) \n\nNot a hard level, but not very fun to run either. The assault rifle will ruin you if you\'re caught by it. Taking what I refer to as the \"left entrance\" allowed me to avoid the snipers. \n\nKey Personnel - 6:01 (Very Good) \n\nEverything past the hunter holding the elevator key is brand new, as in what you see on tape is the first time I\'d attempted it. As you can see, it\'s a good strategy. I originally was going to take routes that allowed me to sneak by most of the cameras, but I decided to abandon that mid-run and wing it. I think it worked out for my benefit, but this time is definitely beatable. \n\nDeliverance - 6:47 (Very Good) \n\nA lot of people love this level. As far as a final level goes, it\'s a real pushover. Piggsy is easy to lure and kill. The soldiers Starkweather dispatches aren\'t much more challenging; just get one alone, kill him, grab his gun, and go wild. I laid-low for a few seconds and managed to get the jump on Starkweather. \n\nThat does it. I hope you enjoy this run, Lord knows I enjoyed playing it. Have fun with it, and hopefully this will inspire others to break my time or break individual level times. Enjoy!','2006-01-11',0,6807000,11,'Manhunt_15327',10,13,0,NULL),(0,596,NULL,190,'','Intro: I\'m writing these comments on behalf of my brother, Elliott, who actually performed this run. \n\nMarble Madness is possibly one of the all-time greatest arcade games for the NES, and, despite how laughably simple it looks, the game is very difficult to master. Hopefully it makes for a very short but entertaining download as my brother manages to beat the game extremely quickly and with no deaths. (BTW, thanks go out to SDkess for providing very, very close competition and sportsmanlike enthusiasm). \n\nLevel 1: No mistakes here. (My brother may have been able to shave off a quarter second from cutting corners, but he\'s a bit particular about his methods and was able to do a solid run anyway without such maneuvers). \n\nLevel 2: Likewise. \n\nLevel 3: Ditto. (Just for the record, navigating that beginning path without hitting walls is extraordinarily impressive in my opinion. Those who have played the game would probably agree). \n\nLevel 4: This level is notorious for those damn hammers at the end. It took a good dozen tries or so to find a perfect time to pass through the gauntlet. No mistakes, but the random wand of useless speedrun-interruption showed up and wasted a second or two (I think; I\'m honestly writing this after having mailed the tape). \n\nLevel 5: The \"silly\" level is only truly difficult because of some rather unfortunate glitches. After the marble is siphoned through the horn, there is a glitch that prevents you from crossing the concave section of the floor unless you approach from a very specific angle. This is easily the most frustrating portion of practicing this run, and Elliott was lucky to get through it here. There is another glitch towards the end that prevents the marble from going down that tiny last ramp unless you fall off of it from the side. \n\nLevel 6: My brother possibly loses about 2-3 seconds here as he takes some precautions to ensure that he doesn\'t die, albeit with legitimate reason. The slow approach is much more reliable for bypassing the black marble, and my brother was a bit too nervous to attempt the final bridge area without waiting for maybe two seconds to get a fresh cycle. Someday Elliott may redo this run to perfect this, but I think his current run is great and will definitely still stand for a long while. \n\nThat\'s it. Hope you enjoyed the run! 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go out to AquaTiger and the other SDA-ers for giving the motivation to get off my ass and re-do this one, and also for all the info/criticism. \n\nRather than bore you with the details of each segment, I\'ll just answer what will probably be some questions some of you will have: \n\nQ: Isn\'t it faster to use the last coin box rather than fighting the two sets of enemies in Stardust Fields? \nA: Yes and no. I timed it to being 19 seconds faster using the coin box, however Luigi will be one level down for both Dragohoho AND Queen Bean. I need those levels for extra damage to cut rounds off the fights. \n\nQ: Why did you sometimes wait so long before stopping the Level Bonus Reel? \nA: I managed to find a few \"sweet spots\" that would stop on a 2 or 3 more often. In the beginning I needed all the POW I could get so I abusing this as much as I could. I was using the sound the reel makes to determine when to stop it. Also note that Luigi\'s and Mario\'s \"sweet spot\" differed at times depending on which bonus reel they got. \n\nQ: Speaking of the Level Bonus Reel, why didn\'t you do for +3s more often? \nA: The +3s diseappear altogether after a short period of time, and appear less frequently the more times I choose POW as my Bonus stat. Getting +2s was hard enough at times, +3s were nigh (and on some occasions, completely) impossible to get. \n\nQ: Why did you stop going for +2s and +3s? \nA: For Wiggler, that battle was tough enough without manipulation. Beyond that, I didn\'t feel it was worth it. The badges do well at increasing POW, and later the Mush Badges trump pretty much everything. \n\nQ: You seemed timid around some of the enemies. Why not just try and blaze past them and restart if it doesn\'t work? \nA: Blazing past some enemies just plain doesn\'t work, and others it isn\'t worth losing the segment over. One second to take a different path / wait for it to move isn\'t too big of a deal. Some of the segments were hard enough without adding this to the mix. \n\nQ: Why pick up so many Mushrooms? Why not just buy them later? \nA: Money issues. I would have wound up with less mushrooms (and thus, less damage) if I hadn\'t been grabbing them. \n\nQ: You picked up items that you really didn\'t need, like Syrups and 1-Up Mushrooms. What purpose did they serve? \nA: I needed money, plain and simple. I can only get so much from bosses, so I needed them to sell so I could afford more Mushrooms. \n\nQ: OK, so why did you only pick up some items, but not others that were also barely out of the way? \nA: Certain items just seemed to take too much time to get, others didn\'t. I got what was convenient. I\'m sure there were a few that I could have gotten that wouldn\'t have cost me much time, but they really wouldn\'t have made any difference. \n\nQ: Why didn\'t you spend all of your money on Mushrooms in Lil\' Fungitown? Why only 40? \nA: There\'s two spots coming up that I needed money for: The Relaxation Room (200 coins) and for Chuckola Bounce (500 coins). If I had spent any more I wouldn\'t have had enough for both. \n\nQ: Why didn\'t you open the Warp Pipe in Lil\' Fungitown? You can get some good stuff here later... \nA: Unneeded items. The only things worth it are the Scandal Jeans for Luigi (Luigi gets a turn before Mario) and the upgraded Mush Badges (A and AA). I could easily manipulate to have Luigi go first with the #1 Trousers, and the POW boost from the Mush Badge A and AA wasn\'t enough to justify wasting the time to buy them. \n\nQ: Why did you wait so long to sell all your stuff? \nA: High levels mean a high Stache stat, which in turn means I can sell stuff for more coins. \n\nQ: If you were just waiting for a higher Stache stat, why not take a couple level bonuses for it? (Thanks to Radix for pointing this one out) \nA: The short answer: It wouldn\'t have saved all that much time in the end. Seeing as Luigi doesn\'t have a multi-hit attack to abuse until the final Cackletta fight (thus needing high POW), and the fact that I milk the hell out of Mario\'s attacks so Luigi could get more Knockback Bros. off, it really wouldn\'t have saved time until the Bowletta/Cackletta fights, which would have only been a handful of seconds. \n\nQ: Why did you get only the Greed Wallet and not the Bonus Ring? \nA: The Bonus Ring I found to be completely unnecessary due to the inclusion of the Mush Badges. Not only was the extra POW not needed, it also saved me time in the form of not sitting through even MORE level ups... \n\nQ: That Laser Snifit in Woohoo Hooniversity had it\'s nose up Luigi\'s ass! Why didn\'t it trigger a fight? \nA: Don\'t ask me - this game works in mysterious ways sometimes... \n\nQ: That Gritty Goomba in the 1st room in Teehee Valley was practically looking up Peach\'s dress! Why wasn\'t she captured!? For that matter, why didn\'t the Goombas always move, and how the hell did she walk THROUGH that one in the 3rd room!? \nA: I found a trick that allows me to manipulate when the Goombas will start moving. If they\'re not on screen, they generally won\'t be \"active\" and thus won\'t move. In the 3rd room, this also allows me to bypass the Goomba above the ledge since by not being \"active\" it can\'t capture Peach. As for the 1st room...your guess and my guess would be equally good. \n\nQ: Your Barrel-ing was a little weak... \nA: Yeah, I know...technically I call it a 3 minute time-waster since you can\'t end it early. After watching it myself, I was rather puzzled as to why I didn\'t catch some of the easier lines I could have made. \n\nQ: Where did all that damage come from during the Hermie III fight? \nA: The Mush Badges. Despite what the description says, the Mush Badges DO NOT boost POW. Instead, they add straight damage...and as a bonus, it\'s done AFTER all other damage calculations are made! Effectively, it makes the minimum damage equal to whatever my Mush-Bonus is plus one. Thus the reason Mario did such a tremendous amount of damage. \n\nQ: You suck at Chuckola Bounce... \nA: Yup, definitely not one of my best performances. This is just really another time-waster, although it may be considered entertaining to observe my level of suckage here... \n\nQ: You could have easily killed Popple in Chucklehuck Woods with Mario...why did you milk Chopper Bros. and have Luigi finish him off? \nA: To learn the Advance Bros. attacks you have to use the normal versions a certain number of times. Luigi takes more uses of Knockback Bros. than Mario does of Chopper Bros. to learn the Advanced version, so I had to sneak in extra uses whenever an opportunity presented itself. \n\nQ: Why did you unequip the #1 Trousers for the Jojora/Chucklissa fight? \nA: If Jojora goes first, then I won\'t end up wasting a round attacking him. If I attack Chucklissa while Jojora is still on the screen, he\'ll perform a counterattack which will heal both of them, so I needed him off screen as soon as possible. \n\nQ: Why didn\'t you just manipulate to hit the correct Lemmy the first time? \nA: It\'s not possible. I tested it, and the first time Lemmy will always appear one position clockwise from the one I hit. It seems the game doesn\'t decide which one is the real one until you\'ve hit one. \n\nQ: WTF!? Why didn\'t Cackletta\'s Heart revive the other body parts!? \nA: I managed to find a useful bit of information: Cackletta\'s Heart technically gets a turn even if it\'s not exposed! Apparently all body parts have equal speed, which means the game randomly decides which part goes in which order. If the Heart\'s turn comes up and it\'s not exposed, it gets skipped. Since the Arms were killed by a counterattack, and the Heart\'s turn had already passed, it wasn\'t allowed to revive the other parts until it\'s next turn...granted, I didn\'t GIVE it a next turn... \n\nQ: Why didn\'t you just use Chopper Bros. Advance against Cackletta instead of wasting all that time learning Knockback Bros. Advance? \nA: Knockback Bros. Advance is about ten times easier to chain than Chopper Bros. Advance. Pay close attention to the windows when I have to hit the button on Chopper Bros. Advance...I took a look using Freeze Frame on my DVD Recorder and found that after the fifth hit, the target window for Luigi jumping is somewhere between 2 and 6 frames (1/30th to 1/10th of a second), depending on whether or not I can hit the button one frame early/late of not. Rather than deal with that, I just went with Knockback Bros. Advance since I knew I could chain it reliably. \n\nAnd now, some things I learned while making this run: \n-Mario needs 19 uses of Splash Bros. to learn the Advance version, while Luigi only needs 8 to Learn Bounce Bros. Advance. \n-On the flip side, Mario only needs 32 uses of Chopper Bros. for the Advance version, while Luigi needs a whopping 43! \n-The Mush Badges add direct damage instead of boosting POW as the description would have us believe. \n[-]Mushrooms and Super Mushrooms add .199 damage. \n[-]Ultra Mushrooms add .25 damage. \n[-]Max Mushrooms add .299 damage. \n[-]1-Up Mushrooms, 1-Up Supers, and Golden Mushrooms add nothing. \n-The Bros. Rock does absolutely NOTHING when equipped on Luigi! However, if Mario has it equipped, it acts as if BOTH Bros. have it on... \n-Spin Jumping up stairs while moving toward the top of the screen will increase speed by a fair bit. \n-Popple has an unusually high Defense for a Thief... \n-Tanoombas need to be shot. Repeatedly. \n-If I ever see another Lakipea it\'ll be too soon. \n-Red Viruses are the bane of my existence.','2006-07-19',0,12360000,12,'MarioAndLuigi_326',29,3,0,NULL),(0,652,NULL,202,NULL,NULL,'2005-08-15',0,14000,3,'MaxPayne_NYM_pro1_014',1,11,1,NULL),(0,653,NULL,202,NULL,NULL,'2005-06-20',0,93000,3,'MaxPayne_NYM_p1c1_133',1,11,1,NULL),(0,654,NULL,202,NULL,NULL,'2005-06-20',0,103000,3,'MaxPayne_NYM_p1c2_143',1,11,1,NULL),(0,655,NULL,202,NULL,NULL,'2005-06-20',0,68000,3,'MaxPayne_NYM_p1c3_108',1,11,1,NULL),(0,656,NULL,202,NULL,NULL,'2005-06-20',0,61000,3,'MaxPayne_NYM_p1c4_101',1,11,1,NULL),(0,657,NULL,202,NULL,NULL,'2005-06-20',0,63000,3,'MaxPayne_NYM_p1c5_103',1,11,1,NULL),(0,658,NULL,202,NULL,NULL,'2005-06-20',0,147000,3,'MaxPayne_NYM_p1c6_227',1,11,1,NULL),(0,659,NULL,202,NULL,NULL,'2005-06-20',0,106000,3,'MaxPayne_NYM_p1c7_146',1,11,1,NULL),(0,660,NULL,202,NULL,NULL,'2005-06-20',0,127000,3,'MaxPayne_NYM_p1c8_207',1,11,1,NULL),(0,661,NULL,202,NULL,NULL,'2005-06-20',0,59000,3,'MaxPayne_NYM_p1c9_059',1,11,1,NULL),(0,662,NULL,202,NULL,NULL,'2005-06-20',0,51000,3,'MaxPayne_NYM_pro2_051',1,11,1,NULL),(0,663,NULL,202,NULL,NULL,'2005-06-20',0,68000,3,'MaxPayne_NYM_p2c1_108',1,11,1,NULL),(0,664,NULL,202,NULL,NULL,'2005-06-20',0,129000,3,'MaxPayne_NYM_p2c2_209',1,11,1,NULL),(0,665,NULL,202,NULL,NULL,'2005-06-20',0,176000,3,'MaxPayne_NYM_p2c3_256',1,11,1,NULL),(0,666,NULL,202,NULL,NULL,'2005-06-21',0,70000,3,'MaxPayne_NYM_p2c4_110',1,11,1,NULL),(0,667,NULL,202,NULL,NULL,'2005-06-21',0,67000,3,'MaxPayne_NYM_p2c5_107',1,11,1,NULL),(0,668,NULL,202,NULL,NULL,'2005-06-21',0,48000,3,'MaxPayne_NYM_pro3_048',1,11,1,NULL),(0,669,NULL,202,NULL,NULL,'2005-06-21',0,71000,3,'MaxPayne_NYM_p3c1_111',1,11,1,NULL),(0,670,NULL,202,NULL,NULL,'2005-06-21',0,105000,3,'MaxPayne_NYM_p3c2_145',1,11,1,NULL),(0,671,NULL,202,NULL,NULL,'2005-06-21',0,143000,3,'MaxPayne_NYM_p3c3_223',1,11,1,NULL),(0,672,NULL,202,NULL,NULL,'2005-06-21',0,113000,3,'MaxPayne_NYM_p3c4_153',1,11,1,NULL),(0,673,NULL,202,NULL,NULL,'2005-06-21',0,77000,3,'MaxPayne_NYM_p3c5_117',1,11,1,NULL),(0,674,NULL,202,NULL,NULL,'2005-06-21',0,70000,3,'MaxPayne_NYM_p3c6_110',1,11,1,NULL),(0,675,NULL,202,NULL,NULL,'2005-06-21',0,213000,3,'MaxPayne_NYM_p3c7_333',1,11,1,NULL),(0,676,NULL,202,NULL,NULL,'2005-06-21',0,102000,3,'MaxPayne_NYM_p3c8_142',1,11,1,NULL),(0,677,NULL,203,'','Well this run is not very hard compare to max payne run I\'m still working on because the eneimes shots are not very powerful as the 1st game and slow-mo regenrates as time goes by, auto reload in slowmo. \n\nThe hardest part is in the game is part 2 last chapter with mona of because missing the triple jump and fall off. Thanks to Sarou for helping me on the run for the shorcuts and how to do it, also on how to do it, and hes the original Max Payne 2 new york min runner. \n\nFor more info on how i did the tricks in the game. Refer to sarou\'s run, as it has info about the tricks used.','2007-09-28',0,2985000,11,'MaxPayne2_SS_DoA_4945',1,11,0,NULL),(0,678,NULL,203,'',NULL,'2007-10-11',0,14000,3,'MaxPayne2_pro1_014',1,11,1,NULL),(0,679,NULL,203,'',NULL,'2007-07-30',0,78000,3,'MaxPayne2_p1c1_118',1,11,1,NULL),(0,680,NULL,203,'',NULL,'2005-01-27',0,18000,3,'MaxPayne2_p1c2_018',1,11,1,NULL),(0,681,NULL,203,'',NULL,'2007-08-12',0,40000,3,'MaxPayne2_p1c3_040',1,11,1,NULL),(0,682,NULL,203,'',NULL,'2007-08-05',0,58000,3,'MaxPayne2_p1c4_058',1,11,1,NULL),(0,683,NULL,203,'',NULL,'2006-04-17',0,47000,3,'MaxPayne2_p1c5_047',1,11,1,NULL),(0,684,NULL,203,'',NULL,'2007-07-13',0,88000,3,'MaxPayne2_p1c6_128',1,11,1,NULL),(0,685,NULL,203,'',NULL,'2007-10-26',0,48000,3,'MaxPayne2_p1c7_048',1,11,1,NULL),(0,686,NULL,203,'',NULL,'2007-07-30',0,89000,3,'MaxPayne2_pro2_129',1,11,1,NULL),(0,687,NULL,203,'',NULL,'2007-10-12',0,3000,3,'MaxPayne2_p2c1_003',1,11,1,NULL),(0,688,NULL,203,'',NULL,'2006-04-30',0,22000,3,'MaxPayne2_p2c2_022',1,11,1,NULL),(0,689,NULL,203,'',NULL,'2007-08-02',0,18000,3,'MaxPayne2_p2c3_018',1,11,1,NULL),(0,690,NULL,203,'',NULL,'2006-04-30',0,26000,3,'MaxPayne2_p2c4_026',1,11,1,NULL),(0,691,NULL,203,'',NULL,'2007-03-19',0,104000,3,'MaxPayne2_p2c5_144',1,11,1,NULL),(0,692,NULL,203,'',NULL,'2007-08-04',0,29000,3,'MaxPayne2_p2c6_029',1,11,1,NULL),(0,693,NULL,203,'',NULL,'2005-01-19',0,56000,3,'MaxPayne2_pro3_056',1,11,1,NULL),(0,694,NULL,203,'',NULL,'2005-01-20',0,47000,3,'MaxPayne2_p3c1_047',1,11,1,NULL),(0,695,NULL,203,'',NULL,'2005-08-05',0,24000,3,'MaxPayne2_p3c2_024',1,11,1,NULL),(0,696,NULL,203,'',NULL,'2006-09-09',0,10000,3,'MaxPayne2_p3c3_010',1,11,1,NULL),(0,697,NULL,203,'',NULL,'2005-01-20',0,258000,3,'MaxPayne2_p3c4_418',1,11,1,NULL),(0,698,NULL,203,'',NULL,'2005-09-21',0,41000,3,'MaxPayne2_p3c5_041',1,11,1,NULL),(0,699,NULL,203,'',NULL,'2007-08-04',0,52000,3,'MaxPayne2_p3c6_052',1,11,1,NULL),(0,700,NULL,203,'',NULL,'2007-10-14',0,28000,3,'MaxPayne2_p3c7_028',1,11,1,NULL),(0,701,NULL,203,'',NULL,'2006-04-17',0,69000,3,'MaxPayne2_p3c8_109',1,11,1,NULL),(0,702,NULL,204,'Segments appended to one file.','Speedrunning MDK2 was an idea which came to my head once reading a few threads on SDA about the game. For those that don\'t know, MDK 2 is the sequel to MDK (duh) and it takes place right where MDK finished. You play as Kurt from the first game, Max which is a 6 legged robotic dog, and Dr. Hawkins, a mad/funny scientist. Kurt\'s levels are based on stealth and sniper puzzles (like in the first game), Max\'s levels are based on picking up guns and destroying everything in sight, and the Doc\'s levels are based on puzzles. \n\nAt first the game didn\'t seem like a good choice for a run, but then I launched myself into it. All in all it was a pretty fun experience, even if rather frustrating at times. Below are the comments for each level: [ul][li]Level 1 (Kurt) - Beware The Hands Of Hanz \n\nEasy and straight forward level. It went rather well overall. Maybe I could\'ve been a little faster in a few spots but it\'s definitely passable. \n\n[li]Level 2 (Max) - Witness An Inferno \n\nThis level is pretty straight forward too. I was able to pick up the necessary ammo without stopping, and the boss went down pretty quick with 4 UZIs. Overall good. \n\n[li]Level 3 (Dr. Hawkins) - What is the BFB?! \n\nApart from the rather hilarious toast easting at the beginning it was quite good. It could\'ve been a bit faster in the lounge part, but it\'s very random, so I just stuck with an above average attempt. The boss went down quite fast too, even if I missed him 3 times, but considering it\'s hard to hit him, and getting to that stage requires a lot of luck, I stuck with that attempt. \n\n[li]Level 4 (Kurt) - The Secret of Shwang \n\nOriginally I tried to avoid the fat aliens and their homing in laser thingies. I realised that it was more like something you\'d expect to find in a TAS, so instead I picked up the sniper shield right at the start and absorbed the hits with it. It serves as some kind of invincibility. Overall it was pretty smooth, and the boss was also taken out rather quickly. \n\n[li]Level 5 (Max) - Dog Eat Dog! \n\nThis level went pretty good overall. Unfortunately lengthy due to the platforms room and the generator room, but apart from that it was quick. The boss was also killed quite well by using 4 Gatling guns. \n\n[li]Level 6 (Dr. Hawkins) - What is the BFB?! 2 \n\nFirst of all, note that there\'s a small inconsistency. At the beginning, on the way to the lounge, you may notice that there\'s a segment change, and before the fadeout I had the atomic toaster equipped, and after I don\'t. This was unfortunately because once i figured out you could hit the buttons with the atomic toasts I redid the first bomb in about 30 seconds faster, but when I figured it out I was already at the 3rd bomb, and before I didn\'t have the toaster equipped, so this small inconsistency showed up. \n\nI originally went through the level to see how pressing the bomb buttons worked, and if they were pre-set. That was the case for the 1st bomb, but all the others were random. Now, instead of following the game\'s lead and press the switches in a specific random order, I manipulated luck and pressed the switches in the order that I wanted to press them. This meant that I needed to use quite a lot of segments. The boss was also totally random, but he could be killed by using the plutonium Kermit gives you previously in this level. Overall it was quite good, even though doing this level took me forever. \n\n[li]Level 7 (Kurt) - Stranger in a Strange Lano \n\nThe lockball puzzles and the green headed robots in this level almost made me hate Kurt and his segment of the game =P Overall it went quite well, and the boss was taken out before he managed to disappear under the huge platform. \n\n[li]Level 8 (Max) - The Lazarus Effect \n\nThis level was pretty straightforward. I also used a secret elevator in the atomic jetpack puzzle, which saves a couple minutes, but it was overall a quite lengthy level. I was actually surprised that the boss could be killed so quickly. I was expecting 1-1.5 minutes, instead he gets owned in 21 seconds =P \n\n[li]Level 9 (Dr. Hawkins) - Break Up \n\nThis level was pretty straight forward and easy too. A bit tricky in a few spots and overall a long level. It went quite well overall. \n\n[li]Level 10 (Kurt, Max or Dr. Hawkins) - Zizzy Balloobba \n\nFiguring out the best character was a big challenge of this level. However, considering max has the fastest pre-boss and fastest/easiest boss, that\'s who I went with. There were 2 parts to the boss, the outside and the inside. The goal of the outside was to get the game to generate 2 ray guns (being the most powerful weapons) around the arena and pick up the atomic jetpack while shooting Balloobba. The inside on the other hand had the goal to destroy all the organs within 1 cycle. I managed to do so, and it was overall quite good.[/ul] \n\nWell, that\'s it for my commentary then. Have fun watching the speedrun ;)','2006-11-09',0,5088000,11,'MDK2_easy_12448',49,11,0,NULL),(0,703,NULL,226,'Time adjusted due to [a http://speeddemosarchive.com/gbComparison.html]Super Game Boy[/a] use.','This was actually my first planned run, which I had since February 2005, but it isn\'t until now that I\'ve had the hardware to tape it. While I personally think this run is very good, there are plenty of improvable areas, especially 2 that I\'ll discuss further down. While most of the techniques in this run were my own ideas, I have to give credit where credit\'s due and thank Bag of Magic Food for his TAS which helped fill the gaps. \n\nSimply put, The Rolling Cutter is, by far, the single best weapon in Mega Man history. The closest 2nd being the Metal Blade from the NES Mega Man II. Rolling Cutter has the potential to kill any enemy in the game in one hit, (excluding bosses and invincible enemies, of course.) even the Bigeyes and Sniper Joe, so it isn\'t surprising that I use the weapon for a good 80% of the run. Obviously, I tackle Cut Man first for it. \n\nThe beginning of Cut Man\'s level is riddled with difficult, tight jumps, so I\'m glad that I tackle this level early on. I only take one unwanted hit and overall I do very well. Cut Man could\'ve been nicer to me, but those are the breaks. (Now that I\'ve looked back on the run, it\'s pretty obvious that each hit was because of my own stupidity.) \n\nNow that I\'m armed with the Rolling Cutter, nothing can stop me. On to Elec Man\'s stage. This entire stage is basically timed jumps and I don\'t miss a single one. This stage went perfectly and Elec Man fell quickly and quietly. \n\nIce Man\'s stage is a cake walk compared to Cut Man\'s and Elec Man\'s level. Everything goes according to plan. There\'s not really much else to say about this level. \n\nNow Fire Man is where things get tense for me. I don\'t have enough Rolling Cutters to make it through the stage, so I have to rely on refills if I want a smooth run. Luckily for me, I get a huge refill near the end of the level. I take my share of damage throughout the stage, but it\'s a decent run none the less. \n\nAt this point, I\'m feeling pretty confident in myself, and this is where my run begins to slide a bit. Those damn Moles cost me a lot of time, but there\'s no safe way through them without going slowly. My first real big mistake happens halfway through the level, where I fail to use Carry properly and am stuck waiting for it to run out. Now, it\'s faster to beat Bubble Man first, then Heat Man, and then Quick Man with the Atomic Fire, but I\'m too frazzled by the damage I took against the Moles so I play it safe and tackle Flash Man first. None of my boss fights are great and my time could be improved by a lot because of this section. \n\nLast Level. By this time, I\'m sweating and my hands start shaking. I suck under any sort of pressure. During the disappearing block sections (which I sucked at terribly when I was a kid), I swear I was muttering \"Don\'tfallonthespikes, don\'tfallonthespikes...\" over and over. The second biggest improvement in this run is the ladder section with the birds and electricity. I can use Carry to make it up those ladders much faster, but the bird can easily get me if they come out on my side of the screen and could end up being much, much slower. By this time in the run, I\'m much too cautious and don\'t attempt to pull it off. I miss one shot against Wily, but it\'s a good fight none the less. \n\nI believe that a sub-20 run is possible, and those two areas I mentioned are the best ways to go about it. I may improve this run later on, but right now I want to get away from Mega Man and try a few other games.','2005-10-10',0,1262000,11,'MegaMan1gb_SS_2102',1,2,0,NULL),(0,704,NULL,225,'','Hi, this is my first submission to SDA in a long time. The run is good, but improveable. It was made primarily for the 2005 TG bounty, so I didn\'t quite go as balls-out for the kind of personal satisfaction that I did, for example, with my Biohazard 2 run. I\'m open to discussing/sharing ways to improve it, so feel free to contact me. I look forward to submitting other speedruns in the near future.','2005-12-20',0,1438000,11,'MegaMan_2358',1,8,0,NULL),(0,705,NULL,227,'The run was timed based on an earlier (worse) capture from a different VCR, so it actually times slightly faster now, but the old time remains.','Mega Man 2 is probably my favorite game for the NES. It\'s one of those games that I can play over and over again and never get sick of it. The time for this particular run is 30:40, based on TG settings, but my best times have been around 30:20. Also, the wall and ladder glitches are not used. I\'m sure you\'re all familiar with the roof shortcut on Bubble Man\'s stage, or using item-1 to push you into the walls and fly through the levels. Using these glitches is probably the only way for a human to achieve a sub-30 time in this game. There is a trick I do in Wily Level 4, where I over-jump the screen, making Mega Man appear to teleport up the ladders, and a few parts throughout the run where I use the submenu to improve my accuracy while switching weapons. However, I\'ve shown this to the TG officials, and they\'ve given it the thumbs up. \n\nThis run is full of difficult maneuvers, some of which don\'t really save a significant amount of time, but are done anyway to make the video a little more entertaining. Enjoy.','2004-07-30',0,1839000,11,'MegaMan2_SS_3039',1,8,0,NULL),(0,706,NULL,229,'','First of all I want to say that I\'m not using rapid fire/turbo buttons! \n\nMy old run in 48:08 took the third place in resets (a Swedish game-magazine) the best speed runs 2005. And here I am. Beat the old one with around 3 minutes. \n\nI never thought I should be able to beat my old speed run with more then a minute and I thought that somewhere around 2 minutes faster (46 minutes) was the human limit. Now I\'m here and am near to brake 45 minutes. A damn mistake on the last boss stopped me :( But I\'m proud over this run anyway. I recommend it. It\'s a good run even if you can see mistakes everywhere. I will improve this run in the future and hope someone beat it. That should give me new motivation. And biggest thanks to my friend Mike. With out him I shouldn\'t beat this game below an hour =) \n\nI want to do deeper comments on this run. If you try to beat this record run I\'m sure you can find something. \n\nDeeper comments (if you want to read) \n\nHistory: \nAs a kid I didn\'t played much Mega man. I didn\'t like it that much. The autumn of 2004 Tim Trygg and Mikael SjÃ¶berg (friends of mine) Played trough all classic Mega man games over a weekend. I played a little too and mike told me: \"-Frez... you never going to be as good as I on Mega man games\". I don\'t think he remembers it but I do, hehe. I borrowed Mega man 3 and begun to play it... In one month, every day and I reached a time somewhere around 55 minutes. I had so fun and couldn\'t stop playing it. \nMike and I had a little competition, we discussed tricks and brought down the clear time together but I played it more seriously then him I guess and think I had the record. I took a brake but then Mike beat my record so I was forced to play and beat him once again. And it was then I found this site. I found out that the famous SMB3 time attack wasn\'t played on a console by a human. It was called a tool assistant speed run. So I figured out that even I could do speed runs =) \nA year passed and I played trough Mega man 3 now and then. Also played much Mega man 2,4 and 5 and other games that gave me skills for this game. People on the forums told me a few new tricks and I have watched the TAS some time too. I knew I could beat my speedrun with a minute or MAYBE with two. Mike (my friend) also played the game again and was very close to beat my speedrun so I guess he gave me some motivation. I remember that we played trough Mega man 3 on each TV at the same time more then 6-7 times in a row. Damn! That was fun =) I was hurt in my arm after all shooting, hehe. After a few days off to get my arm back I begun to play Mega man 3 again. Three days later (around 20 laps trough this game) I had four runs on tape with times around 45:30. I was so pissed off because one or two deaths stopped me over and over again as usual. Finally I got 45:10? And it was a relief. But still I got that mistake on the last boss =( I need a brake for this game. But I will definitely be back and beat this run. Or maybe does a NTSC run later. \n\nGeneral faqs and stuff: \n\nThis is a PAL run. It means I played on the PAL version, which is slower then the NTSC ( US ) and Japanese version. I guess PAL is 16-17 % slower. ( PAL use to run exactly 1/6 slower the NTSC ). But I\'m not sure. Maybe cut scenes and stuff is the same and I think NTSCs lagging is worse. Maybe this speed run played in NTSC speed should have been reach 38 minute. But I\'m not sure at all. The NTSC version is also harder since it faster. \n\nSome people think I\'m cheating with rapid fire, hehe. I\'m not using rapid-fire and haven\'t even tried to do a run with turbo buttons. I shot pretty fast in some places in this run. Fore example the Proto man fights. But I have done way faster proto man fights. I guess my \"live-speedrun\" movies is up on my and Mikes Website soon or linked from there (www.freewebs.com/retrosuperstars ). Nice site ;) =P \nI can mention that I used a really slack NES control with soft buttons. I can say that with an original hard XBOX control I shouldn\'t managed to shot more then two or maybe three shots / second. \nIf you studying this run I\'m sure you can see that the shot-series mostly is irregular. (hear all \"smacking\" when I stand close to enemies) \n\nFor this speed run I used (as usual) a PAL NES, a 28\" normal TV, An old really bad NES controller. (But Its good when you want to shot fast since the buttons is really soft), a big Swedish SNUS! And a VHS (VCR) video to catch the run. \n\nMy route for the first eight stages/levels is Magnet man, Hard man, Top man, Shadow man, Spark man, Snake man, Gemini man, Needle man. \nSome guys say that begin with Gemini man is faster. I understand them and I\'m not sure which is the fastest but I can tell you that its not a big difference. I have checked it a little and done some calculations. I actually think it\'s the same. Probably my calculations weren\'t good at all but I guess The \"Gemini route\" couldn\'t save more then 5 seconds. But I\'m not sure at all. The Gemini route is also little harder. Do a good \"Gemini fight\" (that\'s the biggest time of lost in that route) is also very hard. And you don\'t save so much time that you think to use the Jet in a few places. \n\nMega man 3 have a little bit more different sliding then the later games in this wonderful series. In mega man 3 you have to slide a bit (a square, if you know what I mean?). You can\'t do so fast \"slide-jumps\". Its possible to slide a little to earn some time in the smallest platforms but its hard and very risky in this game. I did it in a few/several places anyway because it looks so cool! I also want to say that you can \"slide-jump\" in the water in this game. But not in the later Mega man games. The slides are also shorter in Mega man 3. \n\nI will improve this run in the future or else I will do a NTSC (American version) run. I hope someone beat this record or make a NTSC run. That should motivate me to speedrun this game again for sure. \n\nWhen I choose a stage on the menu I use the \"hado(/u)ken technique\", hehe. Draw the thumb on the \"cross\". And then push the B button. (If you wanted to know). I guess other speedrunners do the same. \n\nIf you wonder why I call R.coil some times when I don\'t have to... Its because he is a part of this game and I try to show him as much as I can. (Or something) \n\nSliding over gaps: [-]- It\'s possible to slide over some gaps in this game. The gaps have to be in the right size and I\'m sure you have seen it if you have watched the TAS runs. It\'s possible to do on a console too, but super risky and very hard. You have to stand in exactly right route/pixel. I use to try it over the two small holes before you reach all bosses when you have to fight them again. Some times I succeed with sliding over one hole and a several times even over booth. I actually have a 45:30 run when I did that. \nThere is also two hole connected with two lasers in the Spark man stages. Mike and I tried to slide over booth of them. I remember when Mike slide over the holes one time. We were \"heeeelt off\"!...Then he did it again, HAHA!.... And I think he did it a third Time in a row. It was crazy. But I guess that\'s almost impossible to do on a console in a speedrun. (100% risky) :P \n\nA goal for this run was to make it with out using E-tanks. I used two in my old run... Did I make it? No, I took two e-tanks in this run to. One was a mistake in the first needle stage and one I took before quick man. (I was hit one time more then I usually been and quick man is easily the hardest boss in the game) \n\nThe runs include lots of mistakes. You can see mistakes in every stage I think. But remember... This is Mega man 3. You must have 100% concentration everywhere and you can improve your moves everywhere. For example: better sliding, faster shooting and You always try to land as early as you can on every platform to use the slide, since that save you time. In many games there are long places that is like a transport. You can\'t do it faster then hold down the \"forward\" button. In Mega man 3-6 you have to concentrate all the time. (Except cutscenes) This is why you can\'t even get close to the \"TAS-time\". \n\nStage by stage: \n\nMagnet man - This stage is hard to get perfect but since it the first stage is easy to push the reset button on your NES. The beginning of the run is good. The Protoman fights were OK. And after the long ladder I killed that enemy above me on the way up on the platform. It\'s very hard for me but I succeed. The stage went well and after all I was close my personal record on this stage even if I had no luck in the boss battle. Magnet man is very random. In the perfect battle he using his shield all the time except one I think (a fight with the buster). You can\'t take as many hits as you want. I guess its possible to do this stage a couple of seconds faster. Overall I did this stage very good! \n\nHard man - The beginning of this stage is odd. You loose much time if your slide and jumps is bad because of all lagging that the baby bees give you. The first two bees are not so hard to rush by. I have managed to rush by even the third one two times but guess it was a bug/some glitch, here. Anyway, If I had shadow blade here I should smack the bees down! And when I watched the run again something hit my mind. Maybe Magnet missiles could be of some use here :P But I\'m almost sure its not working. Need to check it out. \nBAH! I was one shot to slow on the first enemy after that too. \nThe gorillas didn\'t give me more troubles then usual but I jump on R.coil one time. \nI tried to do The R.coil trick in the small place to the left from the ladder but didn\'t succeed =( And after that when I switched to the buster I did four mistakes in a row :S. probably one of the most unprofessional place in this run =( I was forced to beat half the stage with out get hit after that. The Proto man fight should have been awesome too. If I shouldn\'t missed three of my shots. \nMaybe you think the Hard man fight was good but it wasn\'t. I use to kill him one shot quicker. Even the second fight later in the game was like this. *Sigh* I think this stage and the last boss fight was the worst in the run. But I don\'t loose more then some seconds and it isn\'t much in this run. \n\nTop man - One of the funniest stages. The beginning was good and I killed the big \"wheelers\" (what do you call them?) pretty good if you compare with them from the Hard man stage. Then I switch to Magnet missiles. With that weapon I kill a cat, some enemy, another cat and finally an enemy in the spiky room after a ladder. I shooted one more shot then it was meant to on the first cat but was so lucky to get a small \"weapon-filler\" on the second enemy there :D \nDo you know the \"Top man glitch\"? The TASERS use it and I use it too when I normally play trough this game. I actually don\'t see it as a glitch but I use to call it so. When you been sucked under the last spinning platform before Top man. It\'s very risky and hard to do in a speedrun. I haven\'t got a hang of it and that jump killed my speedruns ten times in a row before this speedrun. That\'s why I not use it. Actually I really wanted to do this glitch but I guess I\'m too lazy. Except the Top man glitch I run this stage very good. \n\nShadow man - I actually missed that enemy in the beginning when I falling down. It\'s the first time this year! \nThe stage went well and it\'s not much to comment here. The hard \"slide-jump, missile, slide-jump, missile place\" Is one of the hardest place in the game. Small energy balls from the enemies when you jump can easily kill you. \n\nSpark man - I use to do a fast slide and get past the first laser more fast here. But I did a \"slide mistake\" and took a hit. And somewhere after that one of this \"green throwers\" stand lonely in a room and try to kill me. I take a hit there and I guess that\'s the fastest way trough him. Later on the two holes connected with the lasers is as I mentioned somewhere above in this comment. I use to do a slide between the first laser and the second hole but was scary this time around. \nAnd there is three stone coming down. I shot them for fun. I don\'t save time. Then there is a new big improvement when I get trough all the tricky small elevators before the boss. Guess I needed some practice there. I also use to have problems on Spark man himself. It wasn\'t a good fight. This stage wasn\'t so well done but guesses its OK. \n\nSnake man - I love this stage! \nI use the buster trough the first part of this stage. I know there are a couple of options but I like the buster. With fast shooting you can take out all enemies fast enough. My friend mike use shadow blade trough this first part. Also very good. You have to shot the big snakes four times with that weapon. Kennyman666 say that Hard knuckle is a good weapon against the big snakes. If I remember you only have to shot the Snakes once or maybe twice with hard knuckle. But that weapon is pretty slow and it isn\'t good in the rest of the stages as I can see. That\'s why I prefer the buster. \nI missed to use the R.coil to jump up a bit on the first ladder up to the sky. (From there is for me the second part). Also did a mistake before the boss on the small platforms. I tried to do as in my old run. Shot the two cloud-bombs then jump to the next platform between them. Here I missed the second bomb and then I jumped on R.coil. I guess you see it. \n\nGemini man - one of the three boring stages in this game and very long. \nThe first place before Protoman I had some problems. Think that Magnet missiles could be of some use here if you studying and shot all enemies exactly when they show up. And then I slide in to Protoman and done that glitch/bug. With this glitch the music stops and the two big penguins later is screwed up. \nI use to take some hits here and there. That\'s why a waited for the little penguin one time because that one don\'t give you so much damage as the big one. \nIn the water place here I have two options. Use coil and jump on all platforms or use the marine. The marine is much more safe so I choose it. But I lost some time when I was hit by a flea, hehe. Then I didn\'t have so much energy left so had to do the Gemini fight a little safe. \n\nNeedle man - a short stage. \nBad beginning here. Maybe shadow blade or Magnet missiles could be faster. I took an e-tank when I switch to Gemini laser. (It wasn\'t my fault) \n\nHere I have a checkpoint. My best time is almost 10 seconds faster then this run. \n\nWhich stage should I choose here? I always do Spark-Gemini-Shadow-Needle. But it makes no difference. \n\nSpark man stage (part 2) - I use Gemini laser to kill the enemy in the first ladder. I guess that it makes no difference if you use Gemini Laser or shadow blade. \nI did a bigger mistake when a missile before Metal man hit me but it\'s hard to rush trough there fast. The fight against Metal man was OK. I wish I had Metal blade... \nIt takes some time to reach Quick man. He is easily the hardest boss in the game and since this is a speedrun I rush trough all the lasers and screws before him and have to lose half my life. This time I was hit one more time then usual so I took that E-tank :(. I did a very fast and good quick man fight so it wasn\'t necessary to use. \n\nGemini man stage (part 2) - Nae... The beginning of this boring stage wasn\'t good. I took on more hit on Flash man then usual do so I had to catch some energy from the marines in the water and so on. Not much to comment here. \n\nShadow man stage (part 2) - I took it safe past this spiky place in the beginning here. Have died so many times when I try to save some frames :P I used Needles instead of the buster after wood man to spare the time it takes to switch weapon. \nWhen I switched to magnet missiles I loosed the rhythm in the \"slide-jump, shot missile, slide-jump\" place. But it\'s a hard place. \n\nNeedle man stage (part 2) - This stage is boring. \nI made some tests on the way up on the ladders to Airman here. This use of R.coil is the best I could come up with. \nConstant jumping on the Jet is to avoid taking \"weapon-fillers\". I try use to shot all this flying insects to avoid some lagging (don\'t know their name in English). In this part I lost much energy and had to take it easy all the way to Crash man. I always try to kill that enemy before the boss before he transform into a ball. I have never succeeded there but think its possible. Well... \n\n\"Break man\" - Terrible fight against him. But it\'s a hard fight. \n\nWiley stage 1 - I did a glitch or something like that in the spiky room where you have to wait for the square to show up. It isn\'t hard if you know how to do. \nThis boss is very easy to kill. But hard to kill fast. I always have problems with this one. This is how my fights use to be. \n\nWiley stage 2 - I use Shadow blade on the three bees instead of running away. I guess it\'s faster and thanks for this trick goes to Mike. You loose lots of time if the baby bees are released. The baby bees also give you terrible laggings and troubles. I did some mistakes on the jet too. \nYellow devil: a slow boss, I can\'t beat him faster then this and don\'t know how to do. I have tried to blast him with three knuckles on the two first forms. I\'m close but not more then that. \n\nWiley stage 3 - This stage was very well done. I actually did an experiment in this stage. I rushed in to the big stompers here but it was slower then slide under them. \nI took out the mega man clones pretty fast. It wasn\'t meant to do that glitch so they shot down... It was the firs time as I can remember I did this! I can mention that the clone on the top ALWAYS is the real one in the beginning. \n\nWiley stage 4 - This stage is interesting. I haven\'t found a good technique on this \"stone man\" here. I always take damage. What should I do? I hate them =) after that I didn\'t succeed to slide over this gaps :/ \n\nMagnet man: I use Spark chock on him. I recommend you to use Shadow blade instead. Spark is a little bit faster if Magnet man use his shield but In this case I should save a second or two If I used Shadow blade since I can reach Magnet man in the air with that weapon. \n\nGemini man: Could have killed him faster. \n\nHard man: As I said. He can be killed one shot faster. \n\nTop man: The game freezes some seconds when I kill him hard Hard knuckles. Don\'t know a faster way. \n\nActually I don\'t know why I took that energy after I killed Snake man. Looks bad. \n\nWiley stage 5 - Not much of a stage But I\'m satisfied with this boss fight. I don\'t think I have been close to kill him this fast!!!! \n\nFinal boss - This was a new way for me to kill him and I need to do some practice on this technique. I think a perfect fight here should give me a sub 45 run. But if you don\'t like it, make your own run :P \n\nThanks to: \n\nMikael \"Mike\"pro-jounin\"micke\" SjÃ¶berg (mike): My dear friend. We brought down the clear time on mega man 3 together. He has find lots of tricks and I guess he will do some speedruns in the future. He working on a cool \"Shadow-blade\" run on this game. (Begin with shadow man) and use shadow blade at all places there its good. If you have some question about shadow blades you are free to ask him. \n\nAll mails and MSN friends I got because of my old run. I appreciate it =) \n\nAs usual: \n\nRadix for this site and his work. And Nate for capturing all tapes. \n\nThe people on the forums. They always are pushing each other. \n\nThe TASers for all tricks they find. \n\nProbably have forgot someone :P \n\nEnjoy! \n\n// Swedish gamer, Freddy \"Frezy_man\" Andersson \n\nPS. this comments took a whole day of my life so hope its interesting =P','2006-03-20',0,2708000,11,'MegaMan3_eu_SS_4508',1,8,0,NULL),(0,707,NULL,230,'','Thanks of course to the staff at SDA. \n\nThis run is about a minute faster than my previous submission. I don\'t feel like typing so many comments so I will keep it short. [ul][li]Skull Man: One thing to improve on would be to use the balloons during the part where you have to climb all the ladders. Skull Man fight is always one of my favorites. \n\n[li]Dive Man: Pretty crappy stage here, I nearly died towards the end. \n\n[li]Cossack 1: Rush Jet works really well here. Switched to ring after using the balloons to minimize lag. Played it a little safe on the boss fight. \n\n[li]Cossack 3: I\'ve come to hate this auto-scrolling stage. I try to conserve my pharaoh towards the end. \n\n[li]Wily 2: Biggest mistake of this run is here where I fall down one screen. Good boss fight though. \n\n[li]Wily 3: Pretty good fights all around here. \n\n[li]Wily 4: Got really lucky here on the final boss fight. Couldn\'t have gone too much better.[/ul] \n\nSo that\'s it. I don\'t think I will be improving on this anymore unless there is some new time saving trick I find. If you need to talk to me, my name on the boards is marth1.','2007-04-13',0,2450000,11,'MegaMan4_SS_4050',1,8,0,NULL),(0,708,NULL,230,'','This is a pretty good run trough Mega man 4. My goal was sub 50 minutes but after I\'ve watched this run myself i think that it should be hard to reach my goal. \n\nThe biggest mistake i did is the last fight against Dr. Wiley. I haven\'t seen the tool assistent speedrun of this game in a long time either So probably i have missed a couple of trix But I think that some of the tricks is new for everybody in this run. \n\ngood to know: \n\nEvery time i have a charged shot ready it slow down the game if there are two enemies on the screen. (its like a extra enemy) \n\nI try to stand in the middle of the room after beating every basic boss since Mega man himself run to the middle annyway and i save i little bit of time if i already stand there. \n\nYou can see \"black man\" and \"green man\" in this speedrun. When i have a charged shot and release it perfect when I going into a new screen mega man turns black :) And if the charge isn\'t fully charged he turns green. don\'t know why but it\'s a funny thing. \n\nSkull man: Terrible beginning of the speedrun. I been hit on the first enemy in the game, HAHA! I hope you don\'t say \"Oh, this guy suck\" and then cut the speedrun of.. I also lost a couple of seconds on the boss (skull man himself) when i missed a charged shot. \n\nDive man: I never tought i should be able to \"speed\" this stage. But after hours off training Im pretty good after all. I use Skull barrier in the beginning of this stage since it been much easier. Still I fell down in one place. But overall a pretty good stage. And good to know is that you can\'t jump in the middle of a slide in Mega man 4 when you are in water. that\'s why i take it a lttle bit safety in some places of the stage here. The slides is also a little bit longer in the water. \n\nDrill man: This stage i did pretty good. I think you can see \"black man\" for the first time here. I used Skull barrier before the boss. Pretty easy with it. And drill man himself is random. I haven\'t figuried out a way so he stay over the ground the hole time. annyway, the boss fight went well here. \n\nToad man: The beginning of this stage really suck. It is one of the hardest places in the game. But i managed to stay alive. The snails is very hard to \"speed\" trough in this stage to. And i did pretty slow snail fights in this speedrun *sigh*. The only weapon i have find that works good againsts the snails is ring but since i don\'t have it I gotta use the buster. I don\'t have more to say about this stage or the boss. \n\nBright man: Probably the stage which have stole most life from me. The second hole in this stage is also one of the hardest places. That\'s why i use skull barrier. I also earn lot of time when i use the Jet over the spiky places in this game. Also save som time when I not change weapon between the spiky places. \n\nPharao man: figuried out that brights weapon could be usefull in the beginning here :). I also take the Ballons wich i think I could maybe save time later in the game. You can also see \"green man\" in this stage. That was the third time i have seen him. Also have luck on pharaos move. I think you save time to shot him with normal charged buster instead of the use of bright. \n\nRing man: The beginning of this stage is hard. I felt down in one place but came up pretty fast again. Know that I could have used R.Coil to save a second here but i don\'t feel for it..Not much to comment here. The stage was well done. \n\nDust man: not much to comment. Have luck on the boss since he didn\'t \"suck\" at all. \n\nDr. cossack castle part 1: Not much to say. I use my ballons to save time. And was hit one more time then I use to so i was forced to do the boss fight a little bit safe. \n\nDr. cossack castle part2: hold the jet a little bit longer to save som time. Not much to comment. \n\nDr. cossack castle part 3: I use to hate slow stage like this. but i like to use bugs and dance in this stage. It seems very ugly :) \n\nDr. cossack castle part 4: nice beginning of this stage. I was forced to fill up the ring.. Haven\'t find another good weapon then the buster on cossack himself either. \n\nWiley\'s castle part 1: I did some mistakes in the first half of this stage but after that it went well. Use the dust shoot on the boss instead of the buster. Don\'t know wich weapon is the best but later i must fight skull barrier with the buster again since I don\'t have some dust left. \n\nWiley\'s castle part 2: Ghhaa!.. Could have done this stage much faster. many terrible mistakes. not much more to comment. \n\nWiley\'s castle part 3: \n- My missiles didn\'t want to hit drill man this day. \n- My fights with Skull man wasn\'t to good \n- Lucky dust man fight again \n\nThe final stage: \nDon\'t know when i did a slower Wiley fight. This was this runs worse moment. Probably lost around 10 seconds. \n\nEnjoy! \n\n/ Swedish gamer, Freddy \"frezy_man\" Andersson\"','2006-01-18',0,3048000,11,'MegaMan4_eu_SS_5048',1,8,0,NULL),(0,709,NULL,231,'','[ul][li]Gravity Man - When I try to slide upside down I will sometimes jump instead causing me to get hit unintentionally. \n\n[li]Gyro Man - I played it safe with the stomping robot and waited for his second jump to slide under him because I had been having bad luck with that part. \n\n[li]Crystal Man - Stage went pretty good but I Didn\'t do so well on Crystal Man as I missed two gyro attacks. \n\n[li]Stone Man - I found that the fastest way to do this level is to just get hit by everything then pass it. However there are some enemies that are faster to jump over but unfortunately for me I didn\'t make any of the jumps resulting in very low health for the last few enemies so I had to stop and destroy them first before moving on. \n\n[li]Charge Man - In the part where I use the Super Arrow getting hit by that train happens about 90% of the time, no big loss though it only costs about 2 seconds. The part right after that where I switch to Gyro Attack didn\'t go as smoothly as usual resulting in taking unintentional damage. \n\n[li]Protoman Stage 1 - Like in Gyro Man\'s stage I use Super Arrow and grab the free energy refill so that I can use it again. \n\n[li]Protoman Stage 4 - Here it is, the worst part of the entire run, my fight with Darkman robot. I lost about 15 seconds on him because I couldn\'t get the right timing of his shields. I\'m very disappointed with this especially since I usually do great against him. \n\n[li]Wily Stage 1 - I grab the M-tank so I can use another Super Arrow. When I use the Super Arrow in this stage I go three arrows up when I should have only done two, I wasn\'t sure how many arrows to go up because I hadn\'t practiced this level much. \n\n[li]Wily Stage 2 - For me this is definitely the hardest level to run in MMV. Starting off I grab the M-tank so I can use another Super Arrow. In the underwater part I played it safe and didn\'t slide as much as I could have because usually if I did decide to slide as much as possible I\'d end up sliding right off the edge. Again from lack of practice I screw up the Super Arrow in this level but like the last one it only cost about a second or two. I consider this boss the hardest in the game but it went pretty good. \n\n[li]Wily Stage 3 - I grab the M-tank at the start so I can refill Super Arrow for the 2nd last boss. I aced Crystal Man this time but not so much with Napalm Man and Charge Man. I don\'t use Star Crash on Wily because I found it was too inconsistent to hit him with. \n\n[li]Wily Stage 4 - I don\'t use beat for Wily because it\'s much slower compared to the M. Buster, not to mention the time it takes to get all the letters to make beat. I got pretty lucky with Wily\'s placements and I also managed to hit him for four damage every time so that was good.[/ul] \n\nThe biggest improvements that can be made for this run are the Darkman robot fight, and Wily Stage 2. \n\nThanks to Freddy Andersson for his speed run which taught me some things. \n\nAlso thanks to Baxter for his tas which showed me some great ways to use different powers among other things. \n\nAlso thanks to Radix, Nate, Mike Uyama, and DJGrenola for doing what they do for SDA.','2008-01-09',0,2652000,11,'MegaMan5_SS_4412',1,8,0,NULL),(0,710,NULL,231,'','Both my Mega man 4 and 5 run should have been up much earlier. But I was a little bit tired of the mega man games for a while and had other stuff to do. \n\nIt\'s nice to have done all the Mega man games i could do on PAL version and I will now take a break and in the near future try to do the other mega man games on the US version. \n\n- no deaths. \n- no E-tanks (except a L tank) \n- beat my own record by at least 2 minutes. \n\nBiggest thanks to Mikael SjÃ¶berg who I borrowed the game from in months. \nThis game is a little bit tricky to find here in Sweden. \nAnd as always thanks to Nate and Radix (keep up the good work) \nAlso thanks to the TASers for a couple of tricks I disn\'t used before. \n\nIm not going to do comments for all stages but here is some.. \n\nMy route is to begin with Star man becuse that I got the super arrow wich I use in many stages. The Star man stage is also one of the hardest and bad to speedrun. But I did it very good. \n\nI use the start button on charge man to get away with the damm stones that flyes around me. I save a lot of time and can beat the boss much easier that way. \n\nThe biggest mistakes I did in this run was the beginning of gravity mans stage. It doesn\'t look good when I did many smaller mistakes And there was a place from the cossak or wiley stage I wasn\'t happy with. Also when I felled down from a plattform in the stone man stage. \n\nThe hard things in the run: \n\nStar man stage \nThe pink robot in the gyro stage \nTake \"G\" in the gyro stage \nThe falling crystals in the crystal stage \nJump under the missiles in the Napalm stage \nCharge man himself \nWave man - to have much energy left to the boss (that\'s why I catched som energy before him in the run) \nThe water place in some of the wiley stages. \nAnd to beat the final bosses without use a E-tank. \n\nEnjoy \n\n/Swedish gamer, Freddy Andersson','2006-02-01',0,3084000,11,'MegaMan5_eu_SS_5124',1,8,0,NULL),(0,711,NULL,232,'This run is done on the Japanese version (RockMan 7). RockMan 7 is not a separate category from Mega Man 7.','Grab your buster...we\'ve got some robots to take down! \n\nSpeed Run Rules: [ul][li]Single Session [li]100% Item Collection [li]Takes Damage to Save Time [li]Uses Deaths to Save Time[/ul] \n\nRockman 7 is the Japanese version of Mega Man 7. I switched because subtitles rule (and the game is slightly faster because of shorter dialogue boxes). In the course of the game between versions, 3 weapons have different names (Thunder Strike instead of Thunder Bolt, Burning Wheel instead of Scorch Wheel, Crush Noise instead of Noise Crush), plus the Protoshield is the Blues Shield here (because it\'s Blues, not Protoman). \n\nThe route is exactly the same as what I incorporated before. If going for 100%, you need to do Freeze Man first, as you need his weapon to get the \"S\" Chip in Junk Man\'s level. In the 2nd 4, you need to do Turbo Man first, which allows you to get Beat in Slash Man, and gets the Blues order in sequence (Cloud, Turbo, Shade). \n\nTwo deaths are used in the run (Junk Man, Shade Man). These are done due to route forking in getting all the items (aka Death Abuse). No other deaths occurred in the run. \n\n100% Item Collection consists of beating the 8 bosses and getting the following items: Rush Search, Rush Jet, Blues Shield, S.Adapter (formed from the R U S H chips found in the first 4 bosses levels), S.Adapter Booster, Exit, Rightot\'s Bolt, Weapon Balancer, and Beat. E-Tanks, W-Tanks, and S-Tanks do not count towards this as they are expendable items. All of these items except the S.Adapter, Blues Shield, and Beat (Beat \"refills\" are exempt from this rule) can be purchased from Rightot\'s shop, but it\'s a big time waste. S.Adapter Booster alone costs 800 bolts if you get Rightot\'s Bolt. So it\'s much faster to use Rush Search to find the items. Also, the Blues Shield can only be found by beating Blues, but you have to find him in two locations before you can battle him. \n\nFor those needing translations of Roll\'s or Rightot\'s dialogue during Weapon Get screens, check out: [a http://www.rockmanpm.com/?p=game/original/rockman7/secrets]http://www.rockmanpm.com/?p=game/original/rockman7/secrets[/a] \n\nNow that explanations are out of the way, let\'s get into the thick of things. [ul][li]Intro Stage: After the 2 minute intro, I dive head first into battle. Bass gets the crap kicked out of him quickly. Great start. \n\n[li]Freeze Man: Stage flow went nicely. I pulled out Rush a little earlier to improve the level. I keep Rush Coil on for much of the level to make it easier to hit a few spots. My Freeze Man fights have improved greatly over the past few months. H Chip, Rush Search, and Exit collected. \n\n[li]Burst Man: I use the Rush Coil after the crab to really fly high instead of just floating up (thanks to the TASers for this trick!). I pick up the R chip for my collection, and played the later part of the level differently after trying something on a whim. Boss fight got kinda goofy at the end. \n\n[li]Cloud Man: I hit the first weather vane with my buster to get it to start raining and I hit the 2nd with Freeze Cracker to get it to start snowing. This snowfall makes the platforms around the U chip easy to see (otherwise you just get spotlights). I also meet with Blues for the first time. Level was fairly good. Boss right was boring as can be, but good. \n\n[li]Junk Man: After getting the S chip, I take an intentional death to get back on the main route and go after Rush Jet. Junk Man goes down nice and quickly. \n\n[li]Robot Museum: After another boring meeting with Dr. Light, I slide past some familiar faces and there\'s Dr. Wily stealing Guts Man...AGAIN! If only Dr. Light made Rockman\'s buster fire any other direction other than straight ahead. Oh well. Clown goes down nice and fast, because all know you can\'t sleep or else they\'ll eat you. \n\n[li]Turbo Man: I go out of order and take him out next. I get the S.Adapter Booster and meet up with Blues again. As for Turbo Man himself, he goes down nice and quickly despite not having the suggested weapon, Crush Noise. \n\n[li]Slash Man: I take him out after Turbo Man because I need the Burning Wheel to get Beat in this level. Slash Man started out well, but in the effort to avoid taking damage, the fight got a bit bizarre. I laughed while playing this. \n\n[li]Spring Man: I equip S.Adapter to allow me to better manipulate the level, plus it allows easier access to Rightot\'s Bolt and the E-Tank in the level. I had a couple minor flubs in level, but nothing too serious. I manage to beat Spring Man in good time. I missed a couple shots, but nothing major. \n\n[li]Shade Man: Recognize the special music? B+Start (or technically X+Start, since I\'m using a PSX controller) for the win! I take the lower split route first to go fight Blues for the Blues Shield. I didn\'t take as much damage as I could, so it takes a couple hits at the Sniper Joe to die. After getting back on the main route, I use Thunder Strike against the pumpkin for an easier battle, but I hit the eyes, which beats him differently, allowing access to an easier upper route, plus I need to go this way to get the Weapon Balancer. This is, to date, the only time I\'ve been able to beat the Pumpkin in 1 round! As for Shade Man, he sucks. What was it with me and boss fights?[/ul] \n\nWell, Dr. Light got Forte\' repairs done in record time, and then Forte destroys everything. And Dr. Light said he wasn\'t a threat. Serves him right! So it\'s off to Dr. Wily\'s fortress. [ul][li]Wily 1: I had a few flubs here, but overall a good level. Forte fight went fantastic, thanks to the idea of using S.Adapter during the fight (idea courtesy of YouTuber Iddjy). No E-Tank needed this time around at Guts Man part 17, since Forte was better. \n\n[li]Wily 2: The suggested weapon for the Forte+Gospel fight is S.Adapter, but it makes for a really hard fight. Freeze Cracker is a better weapon to use as you can hit him more frequently, and you can stay mobile. I do still take quite a bit of damage, but still come out of the battle fairly nicely. Didn\'t need an E-Tank in this level like I usually do, which is rather surprising. Turtle fight started out a bit wrong, but I pulled through (barely). \n\n[li]Wily 3: I take the upper route as it\'s faster, easier, and that 3 tank combo is nice. The boss goes down fairly good. \n\n[li]Wily 4: I tackle the 8 bosses again. Slash was still a pain, Freeze Man goes down in a hurry, Junk Man goes down right to plan, Cloud Man is still a boring boss, Turbo Man goes down in record time, Spring Man went down nearly perfect, Burst Man bursts his bubble, and Shade Man falls from the belfry. After filling up Wild Coil and Thunder Strike, it\'s off to face Dr. Wily! \n\n[li]Wily Boss 1: Went really well. Not much else to say about this. \n\n[li]Wily Boss 2: This boss idea must have been Capcom\'s favorite. They used it way too much. It\'s also the most annoying! But I pull through quite nicely.[/ul] \n\nAnd with that...thus ends another chapter in Rockman\'s career. And with 2 E-Tanks to spare. Maybe I can save them for Rockman & Forte? \n\nSpecial thanks to nate for all his help on prior runs, for Tinster whose (now-obsolete) TAS helped on a few spots here and there, and to Iddjy for his idea on using S.Adapter on Forte 1. \n\nThis run is Copyright (C) 2007 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Rockan 7 is Copyright (C) 1995 Capcom. \n\nSir VG, signing out. \n\nFIN','2007-08-11',0,3376000,11,'MegaMan7_SS_100p_5616',1,18,0,NULL),(0,712,NULL,233,'','In this part of the Mega Man saga, Mega Man goes on a rampage to hurt and destroy innocent Robot Masters that talk funny; he was going to settle with four at first, but Frost Man was just too much. That\'s all you need to know about the plot. \n\nRevisions to the existing run: [ul][li]Start with Grenade Man. Although he can take more damage, you can get in the cycle of weakness from a point that yields you more suitable weapons to the stages you run through [li]Uses Rush Cycle [li]Uses more Mega Ball, both to take routes otherwise impossible and to destroy enemies faster at point-blank range [li]Buys more enhancements; namely, H. Speed Charger and Energy Saver, in addition to the Hyper Slide. This is accomplished by taking bolts that require the least amount of backtracking [li]Uses a wide variety of special weapons, more than the existing run [li]Is a bit riskier at times, although this could be done even more[/ul] \n\nParts that are likely to improve the run: [ul][li]Less mistakes, even more risks [li]Using less Rush Cycle at times, and more on somewhere else, probably [li]Using more riskier strategies on Sword Man\'s stage [li]Take less bolts; less equipment, less drag (no H. Speed Charge) [li]Don\'t take the bolt from the first part of Grenade Man... take it from Frost Man instead, for example [li]Simply do better on the Wily stages[/ul] \n\nInstead of making a huge list of (mostly minor - although growing in size towards the end -) mistakes I made, I\'ll just highlight some parts of the run, whether it\'s odd, bad or intriguing: [ul][li]Intro: I dodge most of the enemies, as I think it\'s slightly faster. Plus, I can defeat the boss without the possibility of dying, but that\'s just a welcomed byproduct. I also demontrate some horizontal Mega Ball Bouncing, which is too hard for me to be of any use... \n\n[li]Grenade Man: I could\'ve done the first part of Grenade Man\'s stage alternatively by using Mega Balls right from the start and by destroying less platforms. \n\n[li]Tengu Man: It\'s very important to have Beat with you when you get to the miniboss, or else it takes forever. \n\n[li]Clown Man: I use Flash bombs at the Teddy Coin at times because they\'re more accurate and somewhat effective. \n\n[li]3rd Wily stage: ...hey, at least I didn\'t spend ages correcting that jump mistake like some people. I go through the last part a bit slower than I should; I was nervous I might slide into a pit. \n\n[li]Final Stage: I can sometimes slide over those pits. Not when I\'m recording a crucial moment, though, it seems. \n\n...and naturally, I\'m REALLY nervous in the Wily battle, and wuss it out.[/ul]','2007-07-23',0,3897000,11,'MegaMan8_eu_SS_10457',1,12,0,NULL),(0,715,NULL,235,'','This started as a break from the Normal Run. Pretty soon it became interesting to run because you begin with the Jet Skates, and the Buster Max allows for some cool boss strategies not possible on Normal or Hard mode. Barukon Gelede (Bonne family boss at Lake Jynn) in particular has a neat trick not possible without the \'Max. \n\nYou immediately have to learn some hard dashing techniques in order to get an acceptable time, like how to approach a door from the side without drifting past it (nice start to the run. oof -_-) and how to navigate tight places. During the run you may notice I hardly dash slow (smoke coming out of his feet), save when it is necessary, like the Main Gate. When it comes to sharp corners, like 90 degree turns, it looks as though slow dashing is faster. Not exactly, because turning is as blunt as it is when you dash fast. Turning is actually the most sensitive at normal speed, and the slow speed from dashing slow evens out the blunt turning, making them equal. \n\nI was pretty shattered with what happened in the first Sub-City (HATING YOU SO MUCH), though the game still let me beat 43 minutes. Yay. I eventually settled with this run after a library of resultless attempts and talking with Lag, though the mistakes still make my eye twitch. Your guess is as good as mine as to why the big yellow guy wouldn\'t take my shots and why auto-aim didn\'t auto-aim when I needed it to. \n\nIf you have any questions about this run I\'m happy to answer them in the forum. Enjoy.','2007-05-05',0,2572000,11,'MegaManLegends_SS_easy_4252',1,12,0,NULL),(0,716,NULL,235,'','This was mainly done to cool down from Resident Evil: Code Veronica X. I still enjoy playing this game and the run was alot of fun to work on. What you see in this run is 90% lucky with generous zenny drops, monster behaviour and spawns, which was actually the plan -_- It was only the third time it happened in two weeks. \n\nI was expecting 58 when I did this and though the low seconds are annoying (I see them as equivalent to low milli-seconds in Quake runs), I\'m very happy with this time. If you have any questions about this run I\'m happy to answer them in the SDA forum. \n\nThis run is special to me and I hope you enjoy watching it.','2007-06-19',0,3422000,11,'MegaManLegends_SS_5702',1,12,0,NULL),(0,717,NULL,236,'','Third time really is the charm. The first time I tried to run this game, it was rejected due to half assed gameplay. The second time didn\'t even make it to the verification stage because I taped over a segment and had already deleted the backup save file. But now, all is well. \n\nFor those of you who think this is just Mega Man X with beefed up graphics, you\'re wrong. While this is closer to the original than Powered Up, this game still differs somewhat from the SNES game. I\'ll go into detail further down. [ul][li]INTRO HIGHWAY: This stage didn\'t change much. The only things here are more lag (which is seen throughout the game) and a modification to the fight with Vile. You can actually win against him now. In fact, you have to. I got some pretty awesome placement on the last hit. The screen barely had to move to initiate the cutscene. \n\n[li]FLAME MAMMOTH: Some might be thinking \"Why the hell isn\'t he doing Penguin first?\" There\'s one of the game\'s biggest changes. X\'s upgrades have been swapped around. Where the Pink Shot used to be, the Dash Boots are now. They are now optional, but the Buster is still required. And it is very simple to get this. No block breaking or tricky dash jumps. Other than that, this stage didn\'t change much either. Late in the stage I got hit by a green spiky thing. It wasn\'t intentional, but it ended up working out. Normally I\'d take a hit on the Mace Joe trying to jump over it. Mammoth himself is a little easier, and fatter. I let off one shot early, otherwise the fight was great. \n\n[li]BOOMERANG KUWANGER: There\'s a weird change. He\'s not Boomer anymore. This stage seems a lot harder. Probably due to the PSP\'s screen ratio. The long climb up halfway through is the worst. It seems that the platforms with the turrets are always in the worst possible positions. Despite a rocky stage, the fight went very well. He didn\'t warp around too much. \n\n[li]STING CHAMELEON: The Pink Shot is now where the Armor used to be. And the fat green robot is a complete joke now. He goes down even quicker with Storm Tornado, but I didn\'t have it at the time. The rocks always fall for some reason. The trees with the woodpeckers have to be destroyed now. Lag ensues. Chameleon is also easier to fight. My performance was perfectly fine; no comment. \n\n[li]STORM EAGLE: Call me crazy, but I think those platforms in the beginning are shit slow. And the ones with the turrets on them suck. They never cooperate. Luckily, there\'s something that helps. Charged Chameleon Sting. Not just for the temporary invincibility, but also you can use other weapons while you\'re invincible. Eagle\'s fighting style has changed somewhat. You won\'t get to see much of it cause I killed him too quickly. \n\n[li]CHILL PENGUIN: Yes, I will be using CS for the rest of the game. This stage is probably the one that changed the least. You\'ll notice that there\'s no capsule in the way. They put it in a small alcove in the zig zag part. I nearly fell down a cliff at the end. Whoops. Penguin\'s fighting style didn\'t change, though his looks did. He jumped once, but okay. \n\n[li]SPARK MANDRILL: It must be the Camera-and-Mirror-in-a-Box I\'m using that makes this place seem so damn dark. I delayed a couple of times to charge CS. Worth it. The miniboss isn\'t as vulnerable to Storm Tornado now, but charged ST followed up by Shotgun Ice does the job pretty well. No problems on Mandrill. \n\n[li]ARMORED ARMADILLO: This stage is really laggy. Otherwise, it didn\'t change much. I had some trouble jumping onto the second cart, but whatever. The final jump is in fact longer than it used to be, but whatever. Armadillo got a complete makeover. And he\'s a bitch to fight now. He just doesn\'t like to cooperate very much. This was the best I got. \n\n[li]LAUNCH OCTOPUS: The stage itself didn\'t change. The minibosses are a little different. Electric Spark doesn\'t work that well on the subs, but Storm Tornado works wonders. As for the sea serpent, you no longer have to wait for him to dig out of the ground. Octopus is now an art fag. And he\'s way easier than before. Flawless victory. \n\n[li]BOSSPIDER: Here\'s where really big changes start. The Sigma stages have been completely redone. Vile is no longer in this stage. Instead, Octopus again. He\'s less prone to cooperate, so I let one whirlpool slide. The path to Kuwanger is long and annoying. But I did okay. Bosspider is also way easier than before. Noticeably slower too. This segment was giving me a hard time. Despite him spitting out the little spiders twice, this was the best I came up with. \n\n[li]RANGDA BANGDA: Same thing as the last stage: complete overhaul. Armadillo is still a bitch. Some how I missed a bunch of shots on him, but okay. He\'s not my main concern. The path to Eagle looks familiar, doesn\'t it? Short path for Mandrill. And then there\'s RB. He\'s a little wider than usual, but just as challenging. I missed a few times, but CS is a very inaccurate weapon. This went okay. \n\n[li]DREX: Right off the bat I stop to charge CS. Trust me: it\'s worth it. Penguin jumped once. I nearly missed on Chameleon, something that never happens. En route to Mammoth, I took a little shortcut off the platform enemy. I wasn\'t even trying to do it; it showed up so I took the opportunity. Mammoth can no longer be hit twice by normal Storm Tornadoes. Charged however...yeah. Now we come up to Vile. You don\'t have to fight him in his Ride Armor. On the down side, his fighting style is completely different. Even with charged CS active in the beginning, he still destroyed one of my Rolling Shields. Oh well. DRex takes more hits to kill I believe, and I did okay. \n\n[li]SIGMA: The caterpillars that pop out like to hit me on the way up, so I jumped to the opposite side once. On the dog you can see charged CS in full force. I was able to spam Shotgun Ice into the dog for a quick kill. My Sigma strategy might use some work, but this went pretty well. Sigma\'s final form has been made really easy this time around. I got him into a lock during the beginning where he just slammed the ground repeatedly. Gotta look into manipulating him.[/ul] \n\nThere\'s room for improvement, but I\'m glad with the results of this. Will I go back to it? I don\'t know. I\'m getting tired of running Mega Man games. I tried running Curse of Darkness and Symphony of the Night segmented, but neither worked out. The DS Castlevanias are a definite possibility though. Just gotta get the right stuff for it. Until that day, enjoy Maverick Hunter X.','2006-11-27',0,2572000,11,'MegaManMHX_4252',13,14,0,NULL),(0,718,NULL,238,'','Well, I think this is in fact the first PSP run to be put up on the site. What an honor. To record this, I used the Innovation PSP TV adaptor, which is basically a mirror in a fancy box that clips onto the PSP. It\'s not quite as good looking as direct feed, like a PSP2TV, (which requires you to open up your PSP, something I ain\'t doing), but it\'s better than a camera. \n\nOn to the run. This uber-remake of Mega Man 1 offers a little extra. Besides reworked stages and two new bosses, this game also times every stage, which makes everyone\'s lives easier. Also, MMPU has the weird option of selecting the difficulty level for every stage. You are not required to stay on one difficulty setting. So because of that, most of this run is on Easy because of less enemies, lower AI, and extra platforms. [ul][li]INTRO\nAnother new thing they put in was an intro stage, complete with boss. I did this on Normal because enemies take to long to move around on Easy. There\'s not much to talk about here. The boss could\'ve been a little cleaner.\n\n[li]OILMAN\nFor a regular playthrough, I would not recommend doing this guy first. But for speedrunning, Oilman is the only option because of his weapon. Oil Slider lets Mega skate along stages very quickly. While not very good for attacking, you never knocked back when hit, and you can do a double jump with it. For the stage itself, it was okay. I missed a damage boost late in the level, and Oilman isn\'t fun to fight with just the buster.\n\n[li]ELECMAN\nBecause most of this stage is vertical, Oil Slider can\'t get much use. I used it where I could, but I think it could be used even more. Great otherwise.\n\n[li]TIMEMAN\nThis stage will test you on evasion. Of course, with the Oil Slider, just plow through everything and watch your health. Besides some small mishaps, nothing to complain about.\n\n[li]GUTSMAN\nCompared to MM1, there are more conveyer belts in this game, but they\'re not at all difficult. I had a problem with the Pick Axe Joes midway. Nothing else to report.\n\n[li]CUTMAN\nThey didn\'t change this stage too much. The only noticeable thing is that Cutman doesn\'t die with two Super Arms, so I make due with what else I got.\n\n[li]BOMBMAN\nI love what they did with this place.\n\n[li]ICEMAN\nI missed the second double jump, like I usually do. Everything else was fine. Soldier down.\n\n[li]FIREMAN\nThis place didn\'t change much either. FIIIIIRE!!!!!!!!\n\n[li]YELLOW DEVIL\nNow we start seeing complete stage overhauls. And it\'s so nice that YD doesn\'t do his blob thing on Easy.\n\n[li]THE BUBBLE THING\nI forgot this thing\'s name. Anyway, they switched this stage and the next stage around. And they made this guy a little more difficult.\n\n[li]BOSS REPEATS AND CLONE MEGA\nNow we have a teleport room instead of fighting bosses in a predetermined order. Yay. I fudged a double jump on the way there, and my Cutman fight wasn\'t the best. Oh well.\n\n[li]DR. WILY\nI chose Normal for the final stage because on Easy, you only fight one form of Wily. Like Symphony of the Night, you have to beat the REAL final boss. So I did. They gave Wily the old \"use the boss weapons\" schtick and you have to do the old \"use the weapon his weapon is weak to\" schtick. His Rolling Cutter sucks.[/ul] \n\nI\'m pretty glad with this run. Beats the pants off my Maverick Hunter X run... I may do another one of these in the future. Until then, enjoy.','2006-05-25',0,1340480,9,'MegaManPoweredUp_SS_Goodending_MegaMan_222048',1,14,0,NULL),(0,719,NULL,238,'','I went ahead and did a run with Protoman because he\'s just plain awesome. High jumps, quicker running speed, and automatic charge shots. How can you lose? With his low defense, that\'s how. Regardless, this is slower than Mega Man overall, but a lot of places are much quicker with Protoman. \n\nThere\'s not much to say about this run. It\'s by no means perfect, as evidenced by me slipping on some oil, but it\'s still a great run. I dunno if I would redo this in the future. Besides the usual mishaps, there\'s not much to improve on. Enjoy.','2006-05-31',0,1447670,9,'MegaManPoweredUp_SS_Goodending_Protoman_240767',1,14,0,NULL),(0,720,NULL,237,'','I actually did two versions of all of these runs - the first one I showed to people to get some feedback, and the second version is the ones I\'ve submitted straight to SDA. The improvement between the two is generally better execution. I don\'t have a copy of the run in front of me, so my comments might be vague. Bear with me. \n\nI use Megaman here because, in terms of story, Protoman and Bass weren\'t in the first two Megaman games. Don\'t worry, those two are in other routes. \n\nI finally thought of the way I\'m going to write the stage-by-stage comments, so here goes: \n\nWood Man: I deal with him first to prevent his health from getting out of hand and also because I don\'t like this game\'s version of the Atomic Fire. It takes 6 1/2 charged shots to beat a Robot Master that\'s challenged first, and fighting this battle over and over is where I discovered that. \n\nCut Man: I\'m not sure I liked this battle. You need to use the Leaf Shield and throw it from a distance to do reasonable damage, and I wouldn\'t be surprised if I botched one use of it. \n\nCrash Man: I believe a lot of my Rolling Cutters hit on the return, which might have cost me some time. \n\nGuts Man: This is probably where I saved the most time. Using Crash Bomb against him is INSANELY damaging. \n\nIce Man: I don\'t believe a single thing went wrong with this battle. \n\nHeat Man: Despite a high health bar, Heat Man is a bit of a sissy. I\'m pretty sure I take a hit or two here. \n\nYellow Devil: Not BAD, but I somehow think this can be better. Not MUCH better, since I don\'t believe he pulled off the transforming move more than once (if at all), but this fight isn\'t perfect. \n\nDr. Wily: I believe I did fairly well. During my first version, I used Super Arm against the second form, but Suzaku pointed out that I should have used Ice Slasher, and I do that here.','2006-02-08',0,101220,1,'MegaManPowerBattle_mm12_14122',1,13,0,NULL),(0,721,NULL,237,'','I have FINALLY managed to get this route below 2 minutes. My first version was 2:04-something, and I really believed it could go down. I don\'t have a copy of the run in front of me, so my comments might be vague or possibly incorrect. Bear with me. \n\nProtoman was introduced in Megaman 3, so I thought I\'d use him for the 3-6 route. Besides, Megaman\'s already had his chance. \n\nAs for individual fights: \n\nGyro Man: I\'m not sure what was running through Suzaku\'s mind when he chose to fight Gyro Man after Napalm Man, because Napalm Bomb SUCKS in this game. I\'m pretty sure Gyro Man slips out of my grip once here. \n\nPlant Man: This fight caused the most restarts. It paid off, though - getting him to use just one Plant Barrier is tricky but it saves the most time. The hit is actually on purpose so I can spam Gyro Attack instants sooner. \n\nDust Man: It\'s not ideal if he uses the suction attack, because you can\'t hurt him at all during it. This is the one boss I HATE fighting. \n\nMagnet Man: I\'m pretty sure I kept him unable to fight for most, if not all, of the battle. Taking him fourth instead of last keeps his health manageable. \n\nGemini Man: Another battle that liked to play havoc with me. I take the firing of Magnet Missile slow in order to make sure I hit with as many as possible. \n\nNapalm Man: Taking him last had its disadvantages - I had to switch away from Gemini Laser - but I\'m pretty sure putting him here is fastest. \n\nYellow Devil: I\'ll admit it, I basically took the same approach Suzaku did in his run. But only because it worked so well, and I could not find a better one. \n\nDr. Wily: I\'m not sure whether it\'s this run or another one, but where you land the last hit determines which half of Dr. Wily you face. You CAN face the lower half if you destroy the upper half first. I once again utilize Suzaku\'s strategy of staying up close to Dr. Wily in order to spam Dust Crusher faster. And just like him, I\'m 90% certain I hang on to some of it to beat Dr. Wily\'s third form faster.','2006-02-08',0,117440,1,'MegaManPowerBattle_mm36_15744',1,13,0,NULL),(0,722,NULL,237,'','Out of the three routes, this is the only one that improved more from my first version to my second version than from Suzaku\'s time to my first version. The difference between my two versions here is that I chose to do Freeze Man FIFTH rather than sixth, so he\'d have a smaller health bar. Besides, the Junk Shield is trash, pardon the pun. Is getting a time below a minute and a half possible? Maybe, but I\'m not sure I want to drive myself insane doing that. I don\'t have a copy of the run in front of me, so my comments might be vague. Bear with me. \n\nBass is introduced in Megaman 7, and because Megaman and Protoman have already had their turns, it\'s time for the most arrogant and probably resilient of Wily\'s creations to step up. \n\nAs far as the individual level stuff goes: \n\nSlash Man: I found it hard to use Freeze Cracker against this guy, so I took Slash Man on FIRST in order to get rid of that possibility. I think it pays off later, but for now, Slash Man is one of the easiest bosses to manipulate. \n\nShade Man: It is possible to get the special music (just like in Mega Man 7) against this boss, although I\'m not sure how it\'s done in Power Battle. Regardless, he won\'t come down anytime soon, so my answer was to go up to HIM instead. \n\nTurbo Man: I\'m not sure why the music has problems here. It\'s done that every time I\'ve beaten Turbo Man. Regardless, I always seem to feel tense fighting this guy. \n\nCloud Man: It\'s hard to aim the Burning Wheel (that\'s what the game calls it - I KNOW it\'s supposed to be Scorch Wheel or something to that effect) from a distance, so I use it below him and jump up into him in order to make sure it hits. When he lowers down to me, I use it right next to him. \n\nFreeze Man: As I said, I switched this guy up to fifth instead of last to take advantage of a shorter health bar. Also, as I said before, the Junk Shield is trash as far as fighting is concerned. Slash Claw is hard to use on him when he runs around, so I wouldn\'t be surprised if I missed a few times. After that, it\'s Thunder Bolt for the win. Although I wonder if Noise Crush would have been faster. \n\nJunk Man: This guy has HORRID resistance to Thunder Bolt - so bad that you can beat him last without switching away from it. Plus, there\'s a chance a single Thunder Bolt will hit more than once, but only if he jumps. \n\nPumpkin Bot: Thunder Bolt once again. I\'m pretty sure this fight wasn\'t a hot one. \n\nDr. Wily: I don\'t recall my strategy offhand for the last two forms, but the hands from the first form can block the Slash Claw, so I have to disrupt them by switching levels frequently. \n\nThere. All three scenarios done quicker. It\'s unlikely I\'ll come back to these unless someone beats my times, but I encourage people to try.','2006-02-08',0,90280,1,'MegaManPowerBattle_mm7_13028',1,13,0,NULL),(0,723,NULL,239,'','Seeing as how much of a joke my last run for this was, I had to improve it. The correct route and abuse of the flippy kick. And a side of luck with weapon refills. \n\nPlant [-] no problems here. Killed in less than 15 seconds \nGyro [-] usually he\'s a real pain. This time he was really nice to me. \nCentaur [-] I don\'t like fighting this guy. Got real lucky with the weapon energy. This is better than what I had before, but still needs improvement. \nShadow [-] one or two misses, but I ain\'t complaining \nBubble [-] ick. I missed so many times because of a jumpy trigger finger. This is my only real complaint. \nHeat [-] couple misses, but just fine. More weapon energy. \nGrinder [-] overall, pretty good. He was making too many earthquakes and I missed the last shot, but okay. \nWily [-] missed a few times with Bubble Lead, but I got another refill, so its okay. \n\nAnother improvement may be in the future. A perfect playthrough might get below 4 minutes. We\'ll see.','2005-11-22',0,270950,1,'MegaManPowerFighters_Bass_SW_43095',1,13,0,NULL),(0,724,NULL,239,'','First off, big thanks to Suzaku for his strategies. I also have to thank Satoryu, who has done runs of this game himself and has provided some help, and Mike Uyama - although me thanking Mike is a \'by extension\' thanks, because I don\'t recall which tricks are his ideas. \n\nSpeaking of tricks, I\'m starting to worry that between the four of us (myself and the people I just credited), we might have gotten almost all the possible tricks out of this game. (Watch as one of the other three proves me wrong - I almost guarantee it\'s going to happen now that I said this.) There are not really many tricks that can shave time in this route besides starting with Plant Man first - he\'s more annoying if you wait, and his \'weakness weapon\', the Atomic Fire, is hard as hell to aim effectively since you need it to hit the floor below him to do any decent damage. My planned strategy didn\'t work so well - the idea was to soften him up with half-charged blasts (thanks to Suzaku for that part of it - although he suggested doing that the whole fight, which I think works perfectly with anyone BUT Duo), then alternate shoulder charges (Duo\'s dash is the only one that can directly hurt enemies) with fully-charged shots. The goal is to make sure the shoulder charge is always the attack that causes knockback - it doesn\'t make the enemy fall down like a fully-charged shot can. \n\nI charge at Gyro Man right away to buy time to hit him with the first Plant Barrier, and somehow that weakens him enough to get two Plant Barriers to connect in a row without stun. Once I run out, my strategy (which I discussed back at Plant Man) works quite well this time. \n\nOnce again, I knock Centaur Man off his base with the shoulder charge to increase the chance the first Gyro Attack hits. The fight actually goes pretty well, although I wish he wouldn\'t block so much. \n\nIf there\'s any fight I outright want back, it\'s this Shadow Man fight. I actually run out of Centaur Arrow - don\'t ask me why I chose to hit him with Plant Barrier - and decide to pick up Beat so I can spam half-charged shots without incident. That didn\'t work either, though. I think you were supposed to get something from finding the phony Wily here, but my suspicion is that faulty programming of the game botched that (noting that you get boosts to BOTH your default arm cannon and your weapon energy stores in Roll\'s scenario). \n\nBubble Man wasn\'t such a hot fight either - I once again decide to pick up Beat after running out of Shadow Blade. And it actually works better this time. Heat Man actually goes without much incident - I mean, he slips out of my grip once, but that\'s it. \n\nMad Crusher\'s music is one of only five in this game that I really like (Gyro Man is a second one, and I\'ll discuss others with the comments in other runs). I spam Gyro Attack instead of Centaur Arrow there because Mad Crusher\'s not kicked back when I do - plus, Centaur Arrow is hard to aim unless you\'re in their face, and Duo\'s attacks are difficult to aim up close. This is actually one of my better fights with Mad Crusher. \n\nA great fight here with Wily concludes this run. Despite getting faster than what was listed as Satoryu\'s Bass time with this route at the time of this writing, I still think this can be done better, and I may very well redo it later.','2005-12-27',0,277550,1,'MegaManPowerFighters_Duo_SW_43755',1,13,0,NULL),(0,725,NULL,239,'','Here\'s a much needed improvement over my previous \"Rescue Roll\" run, only this time, with Mega Man. While the addition of the uppercut is nice, the run is better simply because it\'s cleaner. I make far less mistakes and I\'m able to use the Thunder Beam to its fullest. \n\nThe biggest difference between this run and my previous Proto Man run is the battle against Yellow Devil. With PM, I defeat him with a 46 on the clock, but, using the Thunder Beam, I destroy him with a 68. Other good improvements is my Dive Man fight and Elec Man fight. Elec Man is easy when you get the hang of him, but I\'m surprised Dive Man was so pitiful. Dr. Wily\'s second form is destroyed in 2 hits thanks to the Thunder Beam trick. Strategy wise, I\'m not sure what else can be improved, but execution wise, Stone Man and Shade Man have room for improvement. Even Yellow Devil can be beaten much faster. I wonder how much more time can be shaved off this scenario?','2005-11-04',0,171930,1,'MegaManPowerFighters_Megaman_RR_25193',1,13,0,NULL),(0,726,NULL,239,'','This run is for the \"Rescue Roll\" lineup. I use Proto Man, despite his horribly annoying Beat Attachment. \n\nSlash Man: \nNot absolutely terrible, but definitely not great. I miss the very first attack and I get hit by an easily avoidable slash. I probably should have restarted this fight. \n\nCut Man: \nPretty much perfect. I\'m a little slow with a couple of slashes, but other than that, no mistakes. \n\nShade Man: \nPretty good. He fell down a couple more times than I\'d have liked, but then he starts using Crush Noise and I pummel him with Rolling Cutter. I rescue Roll after this fight and I get the machine that increases my Weapon Energy for further fights. \n\nStone Man: \nFor some reason, a few of my attacks don\'t register, probably because I shoot too early. Other than that, he blocks a couple attacks but it went OK. \n\nElec Man: \nElec Man slips through my grip a few times and prolongs the fight by hovering. \n\nDive Man: \nThe battle starts out well enough, but, after that, the whole fight goes straight to hell. I try to avoid the annoying Beat Attachment, but I don\'t succeed and I\'m forced to use the Proto Buster instead of the Elec Beam. \n\nYellow Devil: \nI don\'t use the Elec Beam for a couple reasons; It\'s slow, innacurate and I get hit easily when I try to close in for the triple Elec Beam trick, so instead, I use the Proto Buster. Considering that, I don\'t do that badly. He blocks a few attacks, but I don\'t outright miss any. I grab the Beat Attachment halfway through the fight, which grants me invincibility. \n\nDr. Wily: \nFirst half goes well. I use up the Slash Claw purposely, because the game won\'t allow me to switch weapons while Dr. Wily transforms into his second form. Second half goes OK, but I later learned that the triple Elec Beam trick defeats him in two hits. \n\nMike Uyama and I have spent some time discussing this game, and with his help, I\'ve already lowered my record by a considerable amount, so don\'t be surprised to see this run improved very shortly. I\'m also planning to finish the other two lineups very soon.','2005-07-10',0,230430,1,'MegaManPowerFighters_Protoman_RR_35043',1,13,0,NULL),(0,727,NULL,239,'','I wasn\'t trying to make this impressive. I did this just to get it up here. I was experimenting a little bit with this. I got lucky in a lot of places. \n\nDive [-] did him first for a change. Everything was fine until he drilled me and swam out of reach. Could be better. \nSlash [-] somehow I fired a normal shot at the beginning. ??? okay otherwise \nCut [-] crappy start, bit it all fell together once I got him cornered. Almost got Treble, but didn\'t. Got the part afterwards, which was what I was praying for. \nShade [-] this is why. He started doing Noise Crush right away. Being that he can\'t be stunned while doing this, I just fired away. 5 second kill. \nStone [-] he was blocking a lot. Still okay though. \nElec [-] couple misses, couple hits. Not that bad. \nDevil [-] the trick to hitting him with the Thunder Beam is to fire at point blank so that all three blasts hit his eye. Very very nice. \nWily [-] too easy. \n\nA slow start, but a much better ending. Next time it\'ll be clean all the way through, depending if Suzaku beats me to it or not.','2005-11-22',0,225900,1,'MegaManPowerFighters_Bass_RR_34590',1,13,0,NULL),(0,728,NULL,239,'','First off, big thanks to Suzaku for his strategies. I also have to thank Satoryu, who has done runs of this game himself and has provided some help, and Mike Uyama - although me thanking Mike is a \'by extension\' thanks, because I don\'t recall which tricks are his ideas. \n\nSpeaking of tricks, I\'m starting to worry that between the four of us (myself and the people I just credited), we might have gotten almost all the possible tricks out of this game. (Watch as one of the other three proves me wrong - I almost guarantee it\'s going to happen now that I said this.) The tricks introduced in this run are a route change (starting with Stone Man first) and using the rather infamous Thunder Beam trick on bosses that are normally not weak to it. \n\nDespite the fact that I didn\'t beat Suzaku\'s Megaman time (more on why that was the case later), I am convinced that starting with Stone Man is faster than starting with Slash Man. The fact that Suzaku claims (well, that\'s the best term I have at the time of this writing) to have gotten a 2:34 and forgot to record it is the closest thing to proof that I have at this time. \n\nNow, fight-by-fight comments: \n\n-Stone Man: My strategy was to soften him up a little with half-charged shots, then alternate shoulder charges and fully-charged shots, making sure the shoulder charge is always the attack that knocks Stone Man back. It works excellently this time, and he only blocked once, which is rare - he usually blocks far more often. \n\n-Elec Man: This stage has the only music I like on this particular route. The time I get on this fight is about average for me - I\'ve only managed one timeunit faster, for reference. Yes, you can jump off the walls in this game, as I demonstrate, but there\'s not much use for it in a speedrun. \n\n-Dive Man: No, you did not miss anything. When you hit enemies, it gradually takes more shots to stun them. A shoulder charge does just enough damage that two Thunder Beam trick shots can be done without any stun in between. Poor sap doesn\'t even get much of a second phase. Getting Roll is random, and I wish I\'d have gotten it here - I could have used it for Slash Man. \n\n-Slash Man: I was originally going to use Power Stone here, but I discovered it knocks even enemies that aren\'t weak to it off their feet. Thus, I decided to try the Thunder Beam trick. As you can see, for the amount of time I have Thunder Beam energy, it\'s very effective. Dive Missile (the attack I use at the end, and the one to which Slash Man is vulnerable) looks horrid in this game, in my opinion. I get Roll here, and right when I NEED her. \n\n-Cut Man: It is very difficult to hit that close on small targets with Duo, so I screw up the Thunder Beam trick more than once. I actually run out of Thunder Beam and have to resort to the Slash Claw. This could be seen as a potential failure on my part, if you\'re a stickler for this kind of thing. \n\n-Shade Man: The guy just wouldn\'t use his Crush Noise attack until the last minute - that attack would have allowed me to spam Thunder Beam and save probably 10 seconds (I say that much because it\'s about 2 seconds on the game timer per timeunit). \n\n-Yellow Devil: My greatest shortcoming in all of MM2:PF is my complete inability to show the Yellow Devil who\'s boss. This is probably the sole reason I fail to beat Suzaku\'s Megaman record at the time of this writing. I take a hit early so I can get close for the Thunder Beam trick. After a while I take Beat so I can just spam semi-charged shots at him. I somehow wind up only a few timeunits off of Suzaku\'s run, but I think this alone is my greatest area for improvement. Honestly, this is one of the luckiest fights I\'ve had against him. \n\n-Dr. Wily: Uneventful until the last phase. I actually miss on the Thunder Beam trick once. \n\nWhile I\'m disappointed to leave this run slightly short of Suzaku\'s Megaman record at the time of this writing, I\'m pretty satisfied with this run. If I could get much better luck against Yellow Devil, this might have dropped even further - and if I can somehow remain sane while fighting him I may try this again.','2005-12-27',0,174680,1,'MegaManPowerFighters_Duo_RR_25468',1,13,0,NULL),(0,729,NULL,239,'','Two words to this run; SUPER ARM. It\'s such a powerful and useful weapon in this game. And it\'s pretty plentiful, too. I wait around for Air Man to perform his Wind Attack, that way he doesn\'t fall or get stunned from the Super Arm. I\'m almost able to beat Quick Man without changing to his weakness. It\'s possible, but can be very tough to do. I nearly defeat Pharoah Man with it, but I\'m forced to use the Quick Boomerang to finish him off. The Pharaoh Wave usually destroys Gemini Man, but I miss one too many hits and finish him with the Buster. That\'s probably the worst part of my run. Due to his high HP (especially this late in the game), Napalm Man takes longer to beat and the Gemini Laser is a very slow weapon that takes a long time to leave the screen. A missed shot usually means a lot of wasted time. The Mech Dragon has the ability to ruin runs pretty easily, but I think I did pretty well. I keep him at bay for most of the fight and he only gets a couple of hits on me and the second one didn\'t really cost me much time. Dr. Wily is pretty standard for all three scenarios so I didn\'t have much trouble. \n\nBig thanks go to AquaTiger and Mike Uyama for most of the kickass strategies that allowed me to get this time.','2005-11-04',0,204700,1,'MegaManPowerFighters_Megaman_RNP_32470',1,13,0,NULL),(0,730,NULL,239,'','yet another Bass run by me. and its a damn good one. \n\nGuts [-]> for once, he didn\'t jump after the charged shot. very nice. \nAir [-]> three second kill if memory serves correctly. absolutely perfect. \nQuick [-]> this couldn\'t have gone much better. i got lucky with the weapon refills. 10 sec kill. \nPharaoh [-]> overall very nice. he can be killed about 2 or 3 seconds quicker, but i aint complaining. \nGemini [-]> I was a little scared of Eddie... \nNapalm [-]> I don\'t think I could ever copy Aquatiger\'s luck in his Duo run. this was okay though. \nDragon [-]> in one word: great \nWily [-]> yawn for the first part. for the second part, i actually killed him this time. thank god. i dont know why. i just have difficulty hitting him sometimes... \n\nI am so happy with how this one turned out. so happy I\'m going to lay off the game for a long time. and yeah, the MHX run was rejected. so I\'ll get to work on redoing it.','2006-02-06',0,193180,1,'MegaManPowerFighters_Bass_RNP_31318',1,13,0,NULL),(0,731,NULL,239,'','First off, big thanks to Suzaku for his strategies. I also have to thank Satoryu, who has done runs of this game himself and has provided some help, and Mike Uyama - although me thanking Mike is a \'by extension\' thanks, because I don\'t recall which tricks are his ideas. \n\nSpeaking of tricks, I\'m starting to worry that between the four of us (myself and the people I just credited), we might have gotten almost all the possible tricks out of this game. (Watch as one of the other three proves me wrong - I almost guarantee it\'s going to happen now that I said this.) I originally had a record of slightly over four minutes with Megaman on this route, and I must say I was outright embarrassed to see my time trounced as badly as Suzaku did it (Suzaku shaved about 37 seconds off my time then, for reference). I decided to pick this up again with Duo. Honestly, I wasn\'t expecting to beat Suzaku\'s Megaman time at the time of this writing - I was expecting to get something like 3:35 on this route. When I got this, I knew I HAD to submit it. \n\nHere\'s some fight-by-fight notes: \n\n-Guts Man: I had forgotten to implement my shoulder charge strategy (which is to soften him up with half-charged shots and then alternate shoulder charges with fully-charged blasts), but I don\'t think I could have saved much time with it anyway. \n\n-Air Man: I can\'t take credit for this trick, but I don\'t know whether waiting for Air Man to do his Wind Attack was Suzaku\'s idea or Mike Uyama\'s. However, Air Man wouldn\'t cooperate, so patience was the key. This is early as you can possibly get the Super Jump in a route - I don\'t need it yet. \n\n-Quick Man: In my old Megaman run, this fight was one of my worst. I\'m much prouder of how I handled this. \n\n-Pharaoh Man: In my opinion, this fight has the best music in the entire Power Fighters game. Anyway, this is not a BAD fight, but not exactly what you\'d call excellent. \n\n-Gemini Man: Pharaoh Wave eats him early on, but I didn\'t do so well in getting the \'buy me time to switch\' hit in. I do manage to have time to switch to the Super Arm to finish him off, though. \n\n-Napalm Man: You may have to watch this in slow motion to understand the fortune I had here. I get him to drop not one, but TWO large weapon refills. I don\'t even need to switch to Gemini Laser (which takes one hell of a long time to dissipate)! I don\'t predict anyone replicating this kind of luck. \n\n-Mech Dragon: Another good music piece for this fight. Anyway, this is probably the worst part of my run, but Mecha Dragon can ruin a lot of runs, so this is decent. I think I was still reeling from the excitement of my Napalm Man fight. At least I don\'t get Beat. (Yes, I know that\'s a very bad joke. Deal with it.) \n\n-Dr. Wily: It\'s easier for me to aim the Super Arm at range like this. The fight was pretty uneventful, actually. \n\nNow, despite having gotten this kind of a time on this route, and despite the kind of luck I got, I STILL think this run can be beaten. I don\'t have a clue who\'ll do it, but I still think there\'s room for improvement.','2005-12-27',0,199430,1,'MegaManPowerFighters_Duo_RNP_31943',1,13,0,NULL),(0,732,NULL,240,'','Fastest completion and minimalist run. Means no upgrades or tanks more then necessary (Dash boots and X-buster given from Zero, (only)). A true speedrun done on an original SNES, normal Pad and cartridge (American version). A DVD recorder were used to record the run. \n\nSpeedrun history. \n\n2004: September 26. Mike Uyama 37:26 \n2004: October 9 . Mike Uyama 36:10 \n2006: September 25. Freddy \'Frezy_man\' Andersson 34:51 \n2007: Februar 11. Sattik \'Tiki\' Ghosh 34:42 \n2007: Mars 18. Freddy \'Frezy_man\' Andersson 34:09 \n\nI started played this game two, maybe three years ago. Very impressed over Uyama\'s 36:10 and 41:36 100% run. I never thought Mega man X should be done this fast. Its still far from a \"dream run\". \n\nAnyway. The goal were to beat Tikis 34:42. I got 34:40 just after the run were posted on Thursday. On Sunday I got this one. I know I could get this time but I would be happy with 34:35 too. So This was like a bonus. A new strategy were to have the moust concentration on the boss fights becuse thats very important. I didn\'t care very much for mistakes in the levels. \n\nThe route for the bosses in the run is Penguin, Kuwanger, Chameleon, Eagle, Mammoth, Mandrill, Armadrillo, Octopus. The time saver with this route is taking down Kuwanger really fast with the buster. Its hard and with bad luck your definately dying if you try to beat him fastest possible! [ul]A fast explanation in were the run can be a lot faster or more entertaining. [li]More luck in the Kuwanger battle. [li]More luck in the first Storm Eagle battle could give me almoust 10 seconds. [li]More luck in the mini boss fight in Mandrills level. [li]Jump over the small plattforms in the beginning of Sigma level 1 give you 5-10 seconds. [li]The hack-glitch in Sigma level 1 before fighting Vile. [li]Second fight with Chill penguin. [li]Faster fight against final Sigma.[/ul] \n\nA fast explanation were I got lucky or parts I did very well. [ul][li]Chill penguin slide three times [li]In general the first 9 levles were beaten very fast. [li]Second Storm eagle battle [li]No drain attacks from Octopus[/ul] \n\nIn general the hole run were very lucky. From 34 minutes and lower you got to have a lots of luck. Pure gaming doesn\'t always give you these times. Maybe you will even die. [ul][li]Intro stage: \n\nrunning into the bees seems like the fastest strategy. This way you can shot the bees easily and loose the right ammount of life energy. You can\'t kill the boss in the stage so he have to punch you down and catch you. when you have three bars left he catch you. And as you see. I have this much energy left after the second bee. You can also let one of the cars in the second part of the level push you all the way to the ship. It seems like the bee technique is a better option in a console speedrun. \n\nI use to shot the bees much faster but something was wrong with my shooting here. The rest of the level were well done until the ship appear. The ship were located to much to the right and I were forced to blow the second car from the front instead. My shooting were not good and I loose a few seconds. But Vile catch me as fast as normal. \n\n[li]Chill penguins: \n\nHeh, I screw up on the little rabbit in the beginning and ten seconds before the dash capsule I screwed up a jump. Shit happens! Also the moment I missed the robot were shitty. If you noticed, I used some kind of \"jumpglitch\" wich means I can jump a lot higher if I run downwards anywere. But this is the only level I know you can save something on this glitch. The glitch exist in Mega Man X2 and X3 too. \n\nThe rest of the level were not smooth. See for yourself. But the boss fight is interesting. He dive three times. Normal is 5-6. So I got luck here. My play quality were good too. Much of the big blue charged one. If I knew I would slide this few I would probably give him more of the small dash pellets. \n\n[li]Boomer Kuwanger: \n\nUp to the laser everything goes well. The first hit were a mistake, the second one were on purpose. overall a smooth run here. The use of the ice doesn\'t save time. Just make it easier in some spots. \n\nThe boss fight were good played I think. Fighting Kuwanger with the buster is new for me so I\'m not an expert here. But I could get a lots of more luck. Its so damn beutiful when kuwanger doesn\'t use his teleport technique. Like in the chill penguin fight I use bouth fully charged shots and not. The blue charge give three damage points. The green and the small pelets give one point, BUT two points if you dash (or dash jump) when you release the shots. Thats the technique I use. In other words. Green charges or the small normal shots - Its no difference. \n\n[li]Sting chameleon: \n\nAlmoust Smooth run trough here. the boss fight is not very complicated either. \n\n[li]Storm eagle: \n\nThis level is also close to a fucking multi segment part! The boss fight were unlucky though. The eagle dived from the air and thats bad for me. Loose a lots of important seconds here. \n\nMaybe you wonder how I could knew wich direction he would come from the last attack? The SNES use left and right speakers. Its simple. I hear were he come from. \n\n[li]Flame mammoth: \n\nLike the sting chameleon stage. An easy part. I would like to do the Flame mammoth glitch. Jumping on the roof and hack half the level but SDAs rule do not accept that glitch so you got to watch a boring normal run trough here. I took one hit from the mammoth. But this was becuse I wanted to reach the centre of the screne. After the fight X always run to the centre anyway and steal seconds from my run. \n\n[li]Spark mandrill: \n\nMy favorite, good running the hole level except from I got hit once in the end! \n\nMiniboss: a random bitch, good gaming from my side here. But he could have been killed around 5 seconds faster with more luck. \n\nMandrill: Nae..OK gaming. Could have been better but I had bad luck with his movements. 5 seconds faster is a fast fight! \n\n[li]Armored armadillo: \n\nGood running again. Just before this attempt Tiki told me about how I should skip all the birds before the boss. \n\n\"- Jump like a maniac, no dash jumps and jump to the door after the last hammer bros\". Thats what I did. Pretty cool. \n\nI should have killed armadillo faster. But its just a few seconds of mistakes during the fight. Thats OK. I know you can hit Armadillo before he begin rolling with a spark ball. But I can\'t get a hang of it. And hit him with the buster do not save time. (just 1 damage) \n\n[li]Launch Octopus: I don\'t know how to kill these sub tanks fastest possible. But I did it pretty well I guess. \n\nAnd the giant snake in one shot! \n\nPretty fast boss fight here. Its a difficult fight in the run. My strategy is \"hit him with all you got and don\'t care very much if you got hit\". works well this time too. I don\'t have to wait for a drain attack either. Thats good. \n\nWhen I was done with Octopus my time was around 20 minutes. For me this was one of the best times ever for sure. I knew about it and were nervous. The next half of the run were not as good as the first one. But still lucky. \n\n[li]Sigma level 1: \n\nWhen I cross the giant hole with these green small platforms I were careful. You can jump over them a lot faster and save 5-10 seconds or so. A risky stunt. \n\nI take some damage before the fight with Vile. Like in the intro stage. This is faster. And I also skip the first scene were Vile and Zero have a dialouge. I did the glitch carefully. The secret is to not touch the floor in that room. \n\nIf you watched Tikis 34:42 you saw the awsome hack glitch during the fight with Vile and his robot. I never got a hang of it and never use it in this run. Maybe next time. \n\nThe fight with Vile could have been faster. I take damage too and thats NOT good if we take a look at the common bosses. thankfully I climb up to Kuwanger and fought him without taking damage, he tried to but I could dodge this time. \n\nLike a chicken I picked up a hughe life filler before bospider. As you can see. That was a good decision. I was lucky to get the filler! \n\n[li]Sigma level 2: \n\nChill penguin dives five times. Just a couple hits with the charged fire and one hit taken. Thats not very good. With some fucking luck this fight can be done a lot faster! \n\nThe robot is not a faster option. \n\nI got luck in the fight with the eagle. He never leave the ground. \n\nGood, lucky and careful Rangda banga fight! \n\n[li]Sigma level 3: \n\nNo damage before Octopus is the way to go, the Spark mandrill fight were slow though. No drain attacks from octopus again. But I got two hits by his body so I had to take the filler before mammoth on a safety purpose. The D-rex fight were not good. I were close to die here too. \n\n[li]Sigma level 4: \n\nVelguarder were killed pretty fast and no damage taken. First Sigma fight were good. The final form is always risky. thankfully I survived. I were very nervous trough all the Sigma levels.[/ul] \n\nI want to give thanks to a lots of people. [ul][li]Tim Trygg - Introduced me to the game. <p[li]Mikael SjÃ¶berg - We played X togheter a lot. \n\n[li]Nathan \"Nate\" Jahnke - Helped me to get a DVD recorder from USA. I\'m from Sweden and normally we play the bad and slow PAL version of games. This is the faster NTSC verison. I had to have a TV wich support NTSC, an american SNES and cartridge and I had to buy the recorder from USA. Becude no DVD recorders around here can record NTSC. \n\n[li]Mike Uyama - All his great runs give motivation. Hes old X runs were the first challenge to be get the best run. Also gave me a lots of information and tricks during the attempts. \n\n[li]Sattik \'Tiki\' Ghosh - Shaved off 9 seconds from my last run. That motivated me to, once again, pick up this wonderful game. Some new tricks were showed with his run. for Example. Skipp the birds in armadillos level, the new route and other strategys. I hope he will give us some killer runs in the future =) \n\n[li]And other people out there involved in TAS runs and tricks. I can\'t tell a specific person.[/ul]','2007-03-18',0,2049000,11,'MegaManX_SS_3409',1,18,0,NULL),(0,733,NULL,240,'','This is a Mega man X 100% speedrun. That means I take all upgrades, \"heart-tanks\" and \"Sub- tanks\" (similar to \"e-tanks\"). And after that I\'m able to take the secret weapon \"haduoken\"! wich means I can kill Almoust every enemy and bosses in one shot. (YEAH!) \n\nThis is a good run. It can be improved and there still is mistake in it as you can see but I\'m satisfied with this and will not improve it. But if someone beat this time I think I will go back to this fun 100% run again. But I was a little bit tired on this run becuse the random boss fights. \n\nI also had to take two sub tanks (yeah, really) BUT I DON`T CARE AT ALL!!! It cost me a few seconds and thats nothing in this run! \n\nFor this run I had a normal Mega man X Cartridge, a normal NTSC/american SNES, a normal SNES controller ( No rapidfire/turbobuttons), a doubble \"Groove\" Snus portion (swedish tobaco thing), a portion of luck on bosses and a DVD recorder to record the run. \n\nI did this run on the NTSC/american version. Its my first NTSC run. But its nice to couldrecord it now. Why I did this run on NTSC instead of PAL is simpel. This version is funnier, faster and It was impossible to beat the record on PAL. \n\nThis is also the first time I beat an old run here from \"SDA\". I found out that its more fun. You are more motivated to find faster techniques and moves. When you find one you are even more motivated to continue. My goal wasn\'t to beat the old run with this much. Almoust two minutes. But I guess thats becuse I found and searched for tricks with more motivation. \n\nAnd biggest thanks goes too Mike Uyama, Nate, Mikael SjÃ¶berg, Tim Trygg. Becuse with out them this run shouldn\'t exist today =) \n\nDEEP HARDCORE COMMENTS FOLLOWES :[-]/ ( WARNING ) \n\nIf you wanna spend some time you can read all this \"SHIT\". I have spend pretty much time playing this game the last year so I just have too. And I just want you to know how expensive and frustrating it was to finaly be able to record and show this run! Its much \"maybe\" pointless stuff to read. I just remember details so good in this little story... \n\nHISTORY: I guess this history begun in the end of 2004 or in the beginning of 2005. I have two friends. One is named Tim Trygg and the other one Mikael SjÃ¶berg. They forced me to play this game. And I swear that I never touched a \"X\" game before that. I thought it looked complicated but still very fast and maybe could be fun if I played it a lot. Tim Trygg was a real crazy MMX gamer \"backinthedays\" too. He just rushed trough the game and I was impressed. Mikael was also good on the game and he used to play togheter with Tim. I remember that I watched a run from Mike Uyama togheter with Tim. I didn\'t know much of this game but I remember that Tim knew some tricks wich was faster without ever had seen a speedrun =P that was cool. \nThey forced me to play trough the game. Tim helped me... And I think he played all hard parts and filled Sub tanks for me.. It wasn\'t fun. \nThen Some week or so after that I came to Mike after school on my way home. He sat there and played some Multiplayer shit on his computer and I was sooo boored. And one of the few video games he had was Mega man X for SNES. I didn\'t want to go home becuse I was Lazy so I played Mega man instead. I beated the game after a couple of hours. I asked \"Mike\" so I choosed the right bosses and used the right weapon and so. And finally I made it trough the hole game. And after that I played trough the game one moore time... And then I did a third lap that evening. And thats how my relation with this game begun. \nI borrowed the game and begun to be good at it. I really had some problems with the tumb over the SNES controller in the beginning and I still have some limits today in very rare moves but Its nothing now. \nI and Mike played this game a lot togheter in a little period. I remember when we, I don\'t remember who was first but we made it trough the hour limit and that was good news. We had the slow PAL version since we are swedish but I played it annyway. Somehow I never buyed a PAL cartridge so I borrowed it a lot. Then one day I did a 100 % run in 49 minutes so I made the decision to buy the American version of the game. I found it for 150 swedish kronor and then I buyed a converter for 100 kr. Somehow I couldn\'t play the game trough this converter so I was forced to buy an \"american\" NTSC SNES. \nI couldn\'t buy it from Ebay since I can\'t get PAYPAL Becuse I wasn\'t 18 and couldn\'t get a VISA CARD or master card and hadn\'t begun on a universaty... And I didn\'t had a job...AAAND I didn\'t knew someone who could buy it for me. So I had to search for an American SNES in a couple of months here in sweden. And I searched everywhere. Somehow I couldn\'t find one. I asked on a couple of forums and searched on Tradera (\"simply the swedish ebay\"). I know it sounds silly but finally I find one. On \"Spelfyndet\". I had to PAY 950 Swedish Kronor!!!! and I guess its around 130 american dollars today :S. But finally I could play the game how much I wanted and compare it too Uyamas runs. So I was lucky ( and poor ). After played it as hell I was close to beat Uyamas run. And thanks too Mike Sjoberg and Tim Trygg I got some really nice tricks. And I found some myself too so that helped me. \nThe first Time I beated Uyamas run My time on the Stop-watch was 40:18. I really was glad since I think it was Mike and maybe some other that sayed that I wasn\'t that good and would never beat Uyamas run so I was even more motivated to beat it :P \nYes I was a little bit proud of myself So I only had to catch the run on a video tape (Yeah, I thought so). And after find out that european videos couldn\'t record NTSC. I had an even more bigger problem. This was eight months ago or so and I begun to search gor a way to record it. I wasn\'t motivated to play it for speedrunning purpose before could record it. I couldn\'t record it on a computer so I had to buy a DVD recorder. And thats even more expensive :S But I got one as christmas gift from mum and stepfather. And Of course european DVDs couldn\'t record NTSC. It stood in the instruction manual though tried to get the money back. After some problem in the store with this cheap \"LG-DVD-RECORDER\" they send it too the \"wholesaler\". I also found a lots of other errors on the DVD recorder but somehow they didn\'t find even one error when they watched it. So I got a bill on around 50 bucks but the guy on the store was nice and i gave me the money back. I never payed that bill. The guy in the store actually asked why I wanted to record NTSC. So I had to tell about Mega man X and about speedrunning and this site and stuff So I gived him thiss adress :P \nAnnyway. I somehow managed to get around 100 dollars more and I tried to Buy an NTSC DVD recorder in sweden. Then I searched over hole europe but couldn\'t find one. I tried to buy one from USA but I\'m really bad on english and didn\'t know how to do. I found one store but I had some problem with the payment. Then I somehow asked Nate \"the-capture-sonic-man\" on this site to help me. And Thanks to him I finally get the DVD recorder. So I had to PAY this DVD. It wasn\'t that cheap. More then 300 dollars for the DVD and a splitter to get away with the lag. And I was lucky that Nate buyed me the DVD recorder, tested it, buyed a splitter for me and more. He also helped me to explain how I should get evrything to work, hehe! \n\n(finally, thanks to Nate I could capture this run =) It was very Nice of him!) \n\nThen I warmed up a little. But pretty fast I captured a run in 40:14 I think. There was some mistake in it and I made a descision to do a run \"sub 40 minutes\" becuse I was so close. But I should never had made that goal. I guess it took me around 100 attempts more, in five days, and I used 28 DVDs and got over 50 hole runs recorded. over a half of these was between 40 and 41 minutes. And I guss 10-15 of these were between 40:14 and 40:30. There was always a hughe mistake that killed my attempts (Maybe I should call half of it randomnes). But I \"didn\'t give a fuck\" and just continue playing this game. My mother was angry becuse that I was on my room in almoust five days straight. So this is also one of the craziest run I have done. But somehow I still had fun when playing it. I guess I can\'t be sick of it. And afterward its worth it. \n\nTHE BIGGEST PROBLEMS IN THIS RUN. MOUST OF IT Killed My \"sub 40 attempts\" \n\nmissed moves on the directional buttons when switching stage \n\nAll damn boss randomnes wich destroy this wonderfull game from be PERFECT! ( yes, I really mean it )(with some very small exceptions). Specially when \"haduok\" Bower Kuwanger, \"the spider\", Rangda banga and D-Rex \n\nMissed haduoken shots, Its very frustrating and it can be easy to miss when I\'m nervous. End You can\'t do it as in Street fighter. You have to do it a little bit.. Slower, I think. \n\nthe second mini boss on launch octpuss stage. The second one I kill with the Spark shots. He sometimes suck me down on the spikes. \n\nMissing taking haduoken. You have to visit that area five times they say. But Sometimes it seems like its more then that. \n\nMissing the jump from the flying plattform when I jump to this Cliff on the first Sigma stage. That jump is cursed. \n\nI choose stages pretty fast in this run. When I begun seriously trying to beat Uyamas old run I tried to save time on everything I could. But its pretty risky and there are a lots of runs that have been killed becuse of this. I use my street fighter skills for this. If you know how to do a \"haduoken\",\"shoryuken\" or maybe \"shinryueppa\", \"Shin-ryu-ken\" and off course \"Tatsu-maki-senpuu-kyako\". Then its nothing to discuss ;) And two boss choose I did in this run was very bad. Launch octopuss to Ice penguin and Boower Kuwanger wasn\'t fast at all. And it was becuse I didn\'t have enough concentration. \n\nThis game is very random and this run was luckier the normal. But I could still have earned 20 more seconds or so on randomness I guess. This is frustrating =/ \n\nI don\'t know wich is the fastest wall jumping technique. But I timed the shaft before sigma in the final stage. It was the same times. Thats why I don\'t care how to wall jump. There is three types. Dashing wall jump, normal wall jump and usage of two walls. I moustly use normal wall jumps. \n\nIf you try to speedrun this game you don\'t have to do the same mistake as I did once becuse you read this. \nI played as the same time as I had Uyamas speedrun played on my Lap top running when I saw that he could enter the chill penguin stage faster then me. I watched it again and found that If I hold the A button down the bosses little scene when enter the stage can be skipped a little. I don\'t think it works on Sting chameleon but on the other ones. \n\n\"dash shots\" is a good technique if you are good and maybe can use it in some places since it take more damage on the enemies and bosses. I don\'t used it more then on a few places in this run though. \n\nIf you compare this run with a minimalist run you can see some differences. I use other techniques in many places wich I can\'t use in a minimalist/naked/any % run. use of haduoken isn\'t the only timesaver. Also much use of charging my weapons and buster. And in some place I can take more damage. A minimalist run is a lot harder in some places. Thats becuse I take eight heart tanks AND sub tanks AND the body armour! thats a big difference and it makes the run much easier some times. But since I have to do the haduoken its harder some times too. \n\nI use this \"super-special-speed-jump\" when I\'m in the end of ladders moustly in this run. It looks cool and if I do this move good I earn some time. It isn\'t much and In this hole run I guess the mistakes I did becuse of this actually made this run slower. But I want to do it becuse its cool and fun. I also have to practice to be good. And yes, it was hard in the beginning. \n\nI always try to stand in the middle of the boss room after beating a boss. I still use to forgett about it but it saves me a sec. or two some times. ( instead of standing close to a wall ) \n\nI do some uneccassary shots, L/R button mashings and moves.. Some times risky too. But It is in some places were I can\'t save time anyway and wanna have something to do =P. specially in sting chameleons stage after I took the armour part when I jumped around for a while. But I use to do the same move there always so my timing when I could get away from the screen was perfect. \n\nCOMMENTS \"STAGE BY STAGE\" \n\nWARNING. I don\'t know If you understand even a half of this becuse some comments is pretty \"hardcore\" and I\'m not that good on english. Much of this small time savers I speak about isn\'t that much in this run annyway. \n\nBEFORE THE FIRST STAGE: \nI guess I found a \"time saver\" already here (yeah, really). If you keep smashing the start button right after pushing \"game start\". Probably I\'m not the first one that knew about it. \n\nINTRO STAGE: \nLets begin this wonderful game with some slow running. Still I like this one and a half stages somehow. And I don\'t know how many times I have beat this stage perfect. This time it wasn\'t perfect but still very good. In This run I just rush trough the big bees. I guess this is the best and fastest way to beat this stage. I have to take this hits so Vile don\'t hurt me later. He took me as a prisoner right away. You can also Let one of the first three cars hit you and push you almoust all the way to Viles ship. It isn\'t that bad but you can\'t do it as good as the TASs I think. Maybe you didn\'t even noticed the mistakes I did in this stage and moves that can be improved. The game lagged a little in the beginning. If you are good or lucky you don\'t have to feel this slowdown here. I can also always shoot the bees faster And I stopped 0.2 seconds or something becuse I was close to take a life-filler-tank. But then I realized my mistake. it was a weapon filler :P I also had luck on Vile and with the ship. The ship was in the best position when i blowed the second car from this ship. Sometimes I have to wait five seconds so Vile finally can appear from the ship. After that I also had a lots of luck on Viles position. It was perfect. But I did this stage very well and my best times after this stage is only one or maybe two seconds better. \n\nChill penguin: \nThe beginning wasn\'t done as it use to be but I still did it perfect. I missed two or three charged shot but beamed me trough annyway. I also succeed to shot a weapon filler so it was stuck in the floor! (YAY). Righ after that (if you didn\'t noticed) I jumped so one of the spiky-wheelie thing shouldn\'t stop me a little. \nAnd after eleven conversation screens I get the dash. (YEAH!) Then the hard and fun begin. Already after a couple of seconds is a hard place. Were I have to shot two flying enemies and an \"ostrich-robot\". The easiest way is take a hit. but the fastest is to shot them down. This time I don\'t know If I saved time to shot em but its possible to kill them withouth stopping. a dash shot can also help. On the way down I take a hit there and I guess thats the best before jumping into the robot. \nIn the area before the boss is the next real hard place. I have done some training here but its just hard. And the hit I took... It was to save time and make it easier and maybe faster. But this little area could be improved with some new but harder technique I guess. \nChill penguin himself is just only random. This little penguin can be killed faster and I didn\'t played good either becuse I released a shot 0.05 seconds to early and so. \nSo far a good run. I\'m around five seconds after my best times around here but its still good. \n\nStorm eagle: \nIts possible to jump a little earlier for the heart tank. But its risky too. On the way down from the sub tanks I used to jump down a little earlier to get the first plattform into the screen faster(the one I landing on in this run). But it makes no sense. \nAnd on the way again is an entresting area. When you shall reach the top as fast as possible. I haven\'t made some timing but I simple jumping to another plattform and then to the wall then two jumps to the top. Uyama had another way up here in his run. that wasn\'t a bad one either but I think mine is a little bit faster since It doesn\'t lag becuse of the enemie with the spiky ball is outside the screen (almoust). But My friend Mikael SjÃ¶berg have a really cool technique here. Its similar too Uyamas \"old\" one. But its lagging pretty much in his too. I\'m sure it would be the fastest way without lagging but I think its slower on the SNES. Annyway. Its just three similar techniques on that area. I guess theres not much to discuss. \nWhen I took the sub tank in this stage I stood on this slow pillar for a while. I guess its faster then the right \"road\", isn\'t it? Well I\'m not that sure. After taking the Sub tank is straight forward. jumping on all this plattform isn\'t that hard since they are not random and I know were they are located and the enemies pop up on the same places always. except for a enemie wich sometimes stand on the first plattform in the last hughe hole. But I GUESS hes there if you don\'t have a full charge. I haven\'t doubble check it though. Its also a little bit hard jump to do. When I shall jump in speed down to this exploading wall before the capsule but I made it. The last trip on the way to Storm eagle was well done. I missed two dashes on the way but succed with the hard jump between these missile shooters just before the boss. \nStorm eagle himself could have been done faster And the missed shot before he dissapeared into the air was bad done. Its not very often he stay on the ground the hole fight wich is the best. I use simple dash shots if I could to kill him guicker. If you noticed My half charged shoot in the end did this run one or two seconds slower ;) \nMy best times here is 5-10 seconds faster. \n\nFlame mammoth: \nThe move when falling down a bit before the secret pink shot wasn\'t even close to perfect. But I\'m positive that before that you can\'t rush faster. Maybe if you are skilled you can also use the last \"bandway thing\" to make your dash faster ;) \nI have to do some hard moves in this stage too. The first one is up to the \"pink shot\" or if you wanna call it Super charge or something. I don\'t know exactly how this braking block technique is but I think you have to hold the \"up\" button to crush the lowest sometimes bouth blocks here. And sometimes I have hard and it take some time to brake my way up there but this time it was pretty good. \nMy next check point is the Sub-tank. In the beginning when watched Uyamas run I thought take the heart tank first is faster but after I spend some time thinking about it I changed my mind. So I choose to take the tank first. So after released the test shot after taking it I begin to charge again. Then I was hit by the second \"hammer brother\" there. But it was meant to and except I felled down I did this place as I wanted too. I guess you can do this place faster. I trained a little on this area once and This was the best I could came up with ( sorry ) \nThen after taking the Sub tank I have to do a big jump to landing there somewhere. Maybe its possible to do this on an faster way but I did a wall jump from the wall as you can see ( exactly as Uyama in his old run I think). Then before took the heart tank I killed the middle hammer brother over me becuse if not he trow an annoying hammer on me! \nthen I have to go back a bit and jump up and blow an tornado. I was hit by this enemies hammer so I couldn\'t see when my tornado should kill all this three hammer brothers. And after this little mistake I begun to charge... I don\'t use tob here but this time I did it. Don\'t know why... So In the next area it lagged a bit more then it use to But I think I can Kill the boss a little bit faster with the charge. And I also did a to short jump and had to do a little wall jump onto one of the bands. \nBefore enter the boss I use to do a hard jump, landing just beside the second last enemie and then Jump over him. Somehow I hit the wall instead, loosed some time but could still continue nice without taking a hit. On flame mammoth himself I had a charge ready. I think I could do the first hit a little faster but I\'m not sure and thats why I do it in my run. It do a damage hit more I think but thats isn\'t why I save time. I also try too hit him the rest of the fight with high shots becuse if He jump I don\'t loose time. The elephant didn\'t jump this time so it makes no sense but I killed him nice and quick. took a hit one time wich didn\'t affect my time but maybe I did one of my shot a little late. I\'m almoust ten seconds from my best times around here but its still good. \n\ndo you saw when I choosed the next stage? \n\nSpark mandrill: \nThe best music on the game and one of a few tracks that give me adrenaline sometimes (NO, ITS NOT A JOKE!)..Its my favorite stage in MMX! \nI did one tiny damn real mistake in this little run. I jumped a pixel or two too much so I was hit by the second enemie. And that mistake gave me to hit since the third enemie could hit me too. But after that I played as I want to. I missed a VERY hard jump over a enemie there but its not counting as a mistake. But off course this stage can be beaten faster. Still it was one of my best run trough here and I have never be satisfied over my runs trough here before. But this time I have to be it since I did it good in a speedrun =) ENJOY! \n- (WOW, something similar to \"edit\"), I watched it again and I found three more mistakes but I hope you don\'t see them I choosed to Kill the sub boss this way. Charge-shot-charge. And I guess its the fastest and it was my friend Mikael SjÃ¶berg who found and showed me this. \nAfter the Sub boss I have to charge to kill the next enemie and landing on his plattform. From there and all the way to the heart tank is a cool line. You can\'t dislike it. You just..can\'t I also think you can get trough this birds in the dark places faster if you use the buster instead of tornado to skipp the lag. \nThe boss is another story. He is some kind of \"spark-lion-gorilla\", isn\'t he? I could have killed him quicker But this time he really tried to kill me. I had bad luck and did a safe shot near the end. If I shouldn\'t do that He should probably kill my run. And did you noticed that I almoust stood in the middle after killing him :P \nAnd I don\'t know if Spark mandrill rushed to me like that. Maybe it was becuse of my moves or just randomness as normal. But I\'m not sure here. \n\nArmored Armadrillo: \nHeres another big mistake in my run. But I was lucky that It didn\'t affect my time so much. I thought I should be able to take the sub thank on the next visit in this stage =) \nI did some mistakes as I said but Other than that I don\'t know what to comment. I tried to shot down this flying enemies in the end to skipp some lag and I had to begin charge so I couldn\'t shot the last two of them. The very last one down there is hard to kill annyway. \nI played the boss fight good and I couldn\'t shot him for a while when he still had his armore when he bounced around the room. Becuse of randomness it was slow. My time is still 10-15 seconds from my best runs here so its still good. \n\nLaunch octpuss: I have two choise in the beginning here. Use the storm or just jumping over all enemies and shot the small ones with the buster. I take the first option becuse its much easier but I know it isn\'t faster. \nEverything went well. I fired the first miniboss slow becuse he is invinceble for half a second after each shot. And if I should tried to shot faster My spark-meter should be finished before killing the next boss like him. \nI choose to shot the boat with a charged shot becuse its faster and My jump from the boat was a little bit of but I guess you can\'t kill the Snake/dragon bosses faster then I did. \nThe boss fight went well too. He did his \"tornado/energy drain attack\" thing only once and thats pretty good. \n\nI missed a little when I should choose Chill penguin stage but it didn\'t cost me more then maybe a second. I also choose to revisit this stage here becuse its close and on the way to boomer Kuwanger. \n\nChill Penguin revisited: \nThis time I can rush trough the beginning. The R.Shield Made it easy and maybe its the first time you see this. Mikael SjÃ¶berg showed me that this weapon could be of good use in Boomer Kuwanger and Sting chameleon stage. I found about that I could use it here too =) annyway, the revisit were well done. \n\nBoomer Kuwanger: \nThis is one of my favourite stages. Also a hard one. R.shield is the best weapon in moust of the stage. I took a hit on the lasers but it was meant to. I took the heart tank pretty good and the way up to the boss was done good. I missed the \"ladder-speed-trick\" some times too. The way from the heart up to the boss door can be a hard place. But after much pracicing here I know exactly how to do as you can see. I use storm tornado here and I guess thats the best :P \nThe boss fight maybe wasn\'t that cool but \"I got the job done\". On year ago I easilly hanged on one wall and shoted my missiles but you can easilly miss some time that way. \nI was around ten seconds after my best times here too. \n\n( Its not funny ) \n\nSting chameleon: \nhmm... good beginning here. The mini boss can always be killed faster and I don\'t know if the dash techniques works here but I killed him quick enough. Took the heart tank nice and quick. overall a good stage even if I was hit two times. And the boss was owned! I also succeed to use exact ammo of my boomerangs. (YEAH!!!) \nthanks goes to Mikael SjÃ¶berg here. I found and showed me the charged R.Shield and showed me this nice and easy strategy against Sting Chameleon! \n\nMy best time after beating Sting chameleon is 24:40. I was ten seconds slower here I guess but still one of my best times. But also remember that I never took the Sub tank in armadillos stage. \n\nSpark Mandrill revisited: \nI I had to wait for the storm shot to go out of the screen. switched to bomerangs nice in the air and got the sub tank. \n\nArmored armadrillo: \nI had to take the Sub tank here becuse I missed it last time I was here. I do upcharged flame on the beast right after becuse its faster but I guess it could be slower becuse its more lag. Everything seems to went good here. And I had to die three times to get the haduoken as usual. \nThanks here goes to \"FractalFusion\". He showed me a movie on the forum and told me about how I took haduoken fastest possible. It seems to be like \"they say\"...or not. Its not true that you have to take the energy tank. And this is one proof =) The secret is to have the capsule in the screen I think. And you don\'t have to die. Just visit the area four times. the fifth it shall appear (the capsule). I jumped to the cliff annyway to be safe. So I guess you can save at least a couple of seconds;) Overall a nice visit. But did I take haduoken? \n\nThe Sigma stages is the hard place in the run. It always here I screw up my good runs. In randomness and becuse its hard. \n\n1st Sigma stage: I take some damage on the way too Vile. I guess its the best. I don\'t think you save time when getting hit by enemies that give you 1 damage point. But when they give you 2. \nbefore Vile I did a glitch or something too. I skipped the conversation between Zero and Vile. Its becuse I never touched the floor. I took it safe here so I didn\'t touched it and then I was a little bit slow in the next room on my way to Vile and Zero becuse the game can freeze on the fight against Vile sometimes. And it seems that the reason behind it is when I\'m just too fast in the middle room somehow. \nAnnyway, Vile was killed and My position could have been much more to the right. But its hard to turn around and \"haduok\" on the right. Especially when I use to play as the first player and starting from the left in street fighter. So I had a little bit more proplem to do haduoken from the right ;) I missed this first bouncing button (RARE). But I wasn\'t hit. BUT OFF COURSE on the next enemie. I somehow missed him with half my pinkshot, hehe. But on the other hand I didn\'t have to wait when released the camouflage. But I loosed two or three seconds when I took one of my sub tanks instead. Maybe looks bad But I don\'t care. A few silly seconds in a run like this is nothing to cry for. \nI haduok boomer Kuwanger as I should but I was scared when he he stayed for me. I thought he should just dissapear. Becuse he do it sometimes and that could have kill my run. I almoust need to have some luck here. If he dissapear in the beginning even how good I play I can loose twnenty seconds!! \nI continue the stage and rushed to Bo spider. Hes also one of this runs worst moment. not in this but But He have killed many attempts. I know I always can haduok him everytime he reach the floor. But some times is just hard and I fail. When you think about it. Some times he attacking me with four mini spiders then walking on his metal webb wich is very random. Sometimes I know exactly were he should touch the floor but sometimes hes just to fast and hard to \"read\". I just suck I guess. This time with a little bit of luck an OK run. Could have been 5 seconds faster or so. \n\nBetween. My best time when killing Vile is still ten seconds faster. I have 5-10 runs as fast or a little faster here. \n\n2nd. Sigma stage: \n\nGood beginning but rushed in to the Ostrich before the boss. I was lucky to get a little tank there. I haduok Chill penguin in a odd way but I still did it pretty fast. He always begin with a slide I think so thats why I always shot him immidietly. Then I release a haduoken. Some times it kill him. sometimes not. This time he didn\'t wanna die so I had to kill him annyway. \n\nMy next stop was Storm eagle. I don\'t know if I have missed this haduoken sometime. But even this time I didn\'t fail. Then rushing to Rangda banga. Rangda banga: Hes a hard one to beat fast. its a random fight and sometimes I can\'t haduok him and some times not. My plan is to stand on the left floor with the chamleon sting. If the eyes wanna come down I just trick them a little and preper to kill them with haduoken =) This time all begun good! I haduok the first blue one but the right was a red one wich wanted to destroy my run. The second time he actually came down so I used an Sub tank but of course I missed the haduoken, (JÃ¤vlar!) So this was my biggest time off lost in this run. this fight still was lucky and sometimes I can\'t haduok the eyes at all annyway. But I screwed up a big chance. Its much more entartaining to watch a good rangda banga fight. \n\n3rd Sigma stage \n\nFastest possible Armored armadrillo fight. I had luck and he gave up earlier this time. \nSting Chameleon gets owned as usual. HAHA! If you dissapointed that I couldn\'t haduok him. Well, its not that easy. I need to have pretty much luck and this is a single segment ( one sitting ). I can\'t take that risk and I already have to much of it! \nSpark mandrill is also an intresting boss fight. I can hit him with haduoken but If so I have 50% chance of hit him. Freez(y)e him first \"saves me some stress\". \nAfter this fight I charged the tornado and released to get away with the first fish. Then Maybe I could have some other technique trough this area. I was just too lazy to try some. \nAnd killed Launch Octopus as usual. And this time he gave up even if I just touched his left foot or just a tentacle. HAH! \nThen I killed flame mammoth as usual. \nD-rex: one of the moust annoying places in the run. everytime I had a good time here he had to destroy it. The chances to haduok him is 50 % or so I think. yeah its true that you always can haduok him but its just to hard and you had to guess if he just fall together =/ But this time I had luck and just killed him as fast as possible. If I should missed my haduoken I screw up at least 15 seconds I think \n\nFINAL: \nAs I sayed. Don\'t know wich wall jump is the best. But the last jump into the boss room was good. I killed Sigma and the dog with haduoken but The very last boss is impossible to hit with the secret weapon ( OH NO!) I was hit two times and the plattfrom did some annoying moves. Could have kill him 5 seconds faster or so but do you know how nervous I was here? I just celebrated this with a lots of beers this evening ;) \n\nMy DVD just had 41-42 minutes left wich could be recorded so the movie will stop when Mega man stand on the cliff. \n\nMORE ABOUT THE RUN AND FOR THE FUTURE: \nThis run is good I think. Probably better then it seems since I had some luck. But off course it can still be improved. I knew I could with some luck get down too 39:30 or so But sub 39 is also possible I think. I think I did A LOTS of small mistakes in this run. I have better played runs I think. but this one is the fastest completition. \n\nI have a feeling about someone will beat this run someday. Or I\'m sure of it becuse this game will never die. Its a good game. But I don\'t think I will improve this one before someone beat it. I will not be motivated for it. I see it as a good run and has nothing to proove. \"I did My sub 40\". But I guess Mike Uyama will show wich man he is in the future. right? Or someone else? =)=)=) \n\nTHANKS for this run GOES TO: \n\nNathan \"Nate\" Jahnkee - For helped me with the DVD recorderand the recording the run. Once again! BIG THANKS. This will also help me to record a lots of other runs in the future. YOU DO NOT KNOW how much this DVD mean to me :D \n\nMike \"Mikwuyma\" Uyama - For his old good run and all tricks I learned when studying it. And also when I speaked about this run in the forum he helped me the best he could! I don\'t know wich stuff i sayed that I didn\'t knew about but I think he told me about walking trough the bees in the intro stage, haduok spark mandrill faster in the second fight, \n\nTim Trygg - A friend of mine. forced me to play this game, learned me how to play this game and showed me tricks for this game! And also discussed a lot. Don\'t remember what he showed me and not. But It was a lot I remember. If It shouldn\'t already be a run and a record for this run before This speedrun should be minutes slower I guess. \n\nMikael SjÃ¶berg - A friend of mine. I and \"Mike\" brought down this clear time in the beginning and discussed tricks and Uyamas speedrun togheter. Hes the one who find and showed me the strategy against Sting chameleon, That Charged R. Shield, Use charge-shot-charge strategy on the mini boss in Spark mandrill stage and more. \n\n\"FractalFusion\" - for helped me and told me the \"secret of haduoken\" wich under my attemts saved me important seconds! I didn\'t used it as good as I could have done but still it was nice.. \n\nCapcom for all good Mega man games (YAY). But not for the Mega man games you never released in europe! \n\nTASers for more tricks. I don\'t know who find out about what. \n\nmum and stepfather for half the payment on the DVD recorder \n\nmy father (Mario) - He gave me money to the splitter I needed. \n\nAnd as usual, Radix for this site, all speedrunners and speedruns \n\nAnd you, for watching this run. \n\nI probably missed some one. ( sorry ) \n\nP.S. I don\'t know how I should spell \"haduoken\", \"hadouken\" or maybe \"Hadoken\" \n\n// Swedish gamer, Freddy \"Frezy_man\" Andersson','2006-06-07',0,2381000,11,'MegaManX_SS_100p_3941',1,18,0,NULL),(0,734,NULL,241,'','First off. Big thanks to Mike Uyama, Sattik (Tiki) Gosh and Justin Chan (AKA Fractal fusion). And other involved in this speedrun scene. Mike told me alots of tricks. Some intresting strategys I found in Sattiks emu run. And many ideas were taken from Justins old TAS. \n\nAND ONCE AGAIN! Big thanks to the CREW. Radix, Nate, DJ and Mike. Keep up the great work for this wonderful site. All time you spend to give us what we want. \n\nThis is the first speedrun for Mega man X2. Its seems like taking shoryuken is faster. A lots of difficult moves and complicated tricks were done in this run. Mega man X1 is a very easy game to run compared to this one. Still I\'m not really satisfied. I was aiming for 35:XX. But I gave up. 34:XX should be possible too. I tried very hard to improve this time in a couple of days but with no success. to much X2 gaming for me in a very short time. I need a brake and this is by far better times then I have heard of and in a few years members and visitors wanted to see a run of this game and thats why I submit it now. Also, this will learn some gamers more tricks in this awsome game and maybe give motivation! And also becasue I want to finish another run before I move to Norway this summer. I will probably take a brake from speedruns this summer. \n\nThe very bad parts in the run and were I could get more lucky: [ul][li]Wire sponge did the lighting attack (bad luck) [li]Wheel gator dive twice (I fucked up a very difficult trick) and losing 25 seconds. [li]the second time I face gator I fucked up shoryuken him before he dive (even harder trick, 20 seconds)[/ul] \n\nOther than that the run were pretty good. Small mistakes here and there but I succeed with other great tricks. climbing the elevator in sigma base level 2 as the best example. but there is also other great and new tricks like the mini boss skip in Crystal snails level, pass the laser in crabs sea and a lots of moves with the burner and the chain to save time. Flying the robot too. \n\nThe lag in the game is terrible. So somtimes I had to skip using the Chain and other weapons. I also shot some enemies to prevent lag. Best example is in crabs level. \n\nThe downward jump glitch were used to save some time in a few places. \n\nI guess I will have to do individual stage comments... [ul][li]Intro level: \nI got caught by the claw, a shame I have to live with. and also no good shooting on the boss. \n\n[li]Wire sponge: \nEverything went pretty well. I got unlucky on the boss fight because he did the lighting attack. \n\n[li]Wheel Gator: \nHere too. pretty good except for the boss fight. screw up 25 seconds. But do this chain trick is not very easy. \n\n[li]Bubble crab: \nI know, some crappy mistakes. but no big ones like more then a few seconds. I got trough the laser and do the jump glitch and water jump to reach the heart tank. \n\n[li]Flame stag: \nfly the bee is a slower option. Charged strike chain helps =) \n\n[li]Morph moth: \nwell done. \n\n[li]Magna centipede: \nThe sub tank were collected with no problems. And my use of s burner were perfect. good level. Jump to be drawn by the chain is better when I collect the item though. And the boss fight were lucky. centipede did not teleport a lot. \n\n[li]Crystal snail: \ncharge up and release the robot punch then push \"B\" like crazy to fly with the robot. \n\nThis boss skip is easy to do. Just do as I did in this run ;) I have heard that the skip isn\'t possible on emulators and the AC collection. Maybe a SNES version only trick ( I were proud when i found the trick). Also crappy small mistakes in the level. \n\nAnd I use to have Crystal snail in a corner and hit him cosistantly. But I failed this time and the fight were a little crappy. \n\n[li]Overdrive Ostrich: \nNo real mistakes during the level. The bike ride were well done. But I missed a few shots on ostrich, its a shame. \n\n[li]Morph moth revisited: \nwell done. I exit the level before the exit icon is lighted =) \n\n[li]Sigma base level 1: ( my best times here is 40 seconds faster =( ) \nI should had countinue my air dash all the way to the wall before the spikes. I don\'t know why I did not. And charged silk shots were used on the enemies who draw the walls togheter. When the walls begin to move the gam lag a lot. I don\'t want that to happend. Thanks to Mike for this trick. \n\n[li]Sigma base level 2: \na difficult level. Not perfect gaming but I show you how to climb the elevator in a single segment speedrun. Its not an easy task. I thought it was impossible to do when I begun run this game. But I got the idea and practiced like crazy. So I figuried out how to reach the pillar. I shot Serges with a burner one time. Its better then charge up the Sonic slicer one more time. \n\n[li]Sigma base level 3: (This battles is the boring part of the game. One shoryken every 30 second. ) spend a sub tank is the best I can do. I need to have full energy to get shoryuken. Also to use shoryuken on Agile. I jumped ovet the spikes without problem. \n\n[li]Sigma base level 4: [ul][li]wheel gator: \nI try the difficult strategy and fail =/ \n\n[li]Magna Centipede: \nI was lucky and killed him with one instead of two shoryukens. \n\n[li]Crystal Snail: \nSame here, I got lucky, only one shoryuken. and I could quckly hit him with a mine. sometimes he hide in his shell. So no bad luck here. \n\n[li]Overdrive Ostrich: \nThe easiest boss to kill. still I fucked up. I can\'t remember one time when I missed the shoryuken here. \n\n[li]Flame Stag: \nShoryuken to the left is the best option. \n\n[li]Bubble Crab: \nI was a chicken and dodge the jump. The best should be to kill him right away. But I\'m prepeared to jump over the bubble attack. \n\n[li]Wire sponge: \nI have to stay calm and see wich attack he will use. I could kill him with no problems this time. Also if he try to stomp me.but some times he swing the wire and I can\'t hit him. \n\n[li]Morph Moth: \nan easy one. but two shoryukens is necessary.[/ul] \n\n[li]Sigma level 5: \nThe first form of Sigma is always an intresting moment. This time I killed him with no problems because he move as I want. But sometimes he don\'t give me the chance for a shoryuken and try to hit me with spark balls or move in the wrong direction and more. One of the hard, annoying and random moments in this run. \n\nI tried to kill the last Sigma in one shoryuken. Also a difficult trick. I can save 5 seconds but If I get hit I lose 30 secods instead. This Time I did the third option. Don\'t take damage and miss the shoryuken.[/ul] \n\nI hope I will improve this run some day. Maybe I will do a 100% run (collect the Zero parts). I\'m also interested in a minimalist run and show the secret ending. But that one would be a multi segment. If someone crazy enough would like to challenge this run, good luck! you will need it!','2007-04-06',0,2189000,11,'MegaManX2_SS_3629',1,18,0,NULL),(0,735,NULL,242,'','You might be wondering what path/items I used for this run. This might sound kind of lame, but I took the route from Prower\'s time attack on Bisqwit\'s site. There are two reasons for this: \n\n1. I am almost positive this is the fastest route possible. \n\n2. Beam Sabre not only saves a ton of time on the bosses, it also makes fighting Sigma a LOT easier. \n\nI even copied the route down to the items used: Dash boots and Beam Sabre. I pick up the dash boots because they make some jumps easier and save time in specific areas (elevator section in Blast Hornet\'s stage). I collect the Beam Sabre to cut down time on the bosses. Yes, I have to make a detour and kill Vile to collect it, but I\'m almost positive the time it takes to beat the bosses without the Beam Sabre more than makes up for it. \n\nI did make one change in Prower\'s route, and the change is going into Neon Tiger\'s stage, then going into Volt Catfish\'s stage to fight Vile. Both ray splasher and spinning blade hurt Vile for 2 points of damage, meaning I don\'t need to resort to using the X-buster. \n\nOn to my stage comments: \n\nIntro stage: I\'m off to a fine start, no mistakes here. \n\nBoss: About my strategy here, the boss\'s behavior with the ball and chains is quite random and I can\'t react fast enough to dodge it, so I just jump and shoot whenever possible, indifferent to taking damage. \n\nBlizzard Buffalo stage: Other than getting hit and not jumping off a slope in the beginning, my run of this stage went fine. \n\nBoss: No problems here, the air dashing is done to keep Buffalo in place \n\nToxic Seahorse stage: No big problems here, I just take an unnecessary hit from the miniboss. \n\nBoss: This boss is just hilariously easy. \n\nTunnel Rhino stage: I do exceptionally well in this stage, only taking one hit from a drill bot. Usually I don\'t do as well because I always get hit by the drill bots when they shoot bombs. \n\nMiniboss, Big drill bot: Everything goes well here, dies nice and fast. \n\nBoss: I pretty much slaughtered him. Unfortunately, there is no way you can prevent him from performing the invincible dash. \n\nVolt Catfish stage: This is a pretty good runthrough of the stage, I always get hit at least twice towards the end because there is just too much stuff on the screen at once, meaning it is not worth it to dodge the enemies (takes up too much time). That and lasers suck. \n\nBit: I do well here, managing to dodge two homing shots. The only reason why I get hit is because my frost shield failed to shoot instantly, so I had to wait a bit to shoot it (odd little bug that only happens during Tunnel Rhino and Bit). If you\'re wondering why I switch to using the buster on the final hit, it is because I don\'t want to destroy Bit, allowing me to fight the combined form of Bit and Byte rather than the Press Disposer (more on this at the Doppler stage 1 boss section) \n\nBoss: I get hit whenever he sends out the three sparks not because I don\'t know how to dodge, but it saves time just taking a hit, then shooting Volt Catfish, rather than staying up on the wall to dodge his sparks. I use the X-buster initially for the same reason, the invincibility period after hitting with a tornado fang is about 3 seconds, which is longer than the time it takes to charge up an X-buster shot. \n\nCrush Crawfish stage: My runthrough of this stage is near flawless, pretty much everything executed perfectly. \n\nBoss: Well the first thing I immediately do is rush in to attack him too close, causing me to get stuck in a freezing glitch for a few seconds (making me look really stupid). Afterwards, I get Crawfish stuck in a loop involving vertical air dashes and triad thunders. \n\nNeon tiger: Other than the beginning where I mess up on climbing a wall, costing me a few seconds, my performance is just fine throughout this stage. \n\nBoss: I know my timing is a little slow with some of the spinning blades, but on my previous recorded attempts I always shot one at Neon tiger too early, so I just played it safe here. \n\nVile stage: You might be wondering why I air dash upwards when I take the elevator down to the teleporter. I do this to make the elevator disappear below me, allowing me to fall down rather than wait for the elevator to slowly take me down to the bottom. When it comes to climbing up the wall, I know you can use dash jumps to climb up onto the ledges, but I am really bad at it. \n\nVile: I do very well against him, it takes me a short amount of time to adjust to the timing of jumping over his punches and spamming ray splasher while Vile is still in his robot, which is the reason for the initial air dashes. I only get hit once due to brain farting while switching weapons. \n\nVile stage escape: I do incredibly well, I get some bad luck while climbing the wall and get hit by two rocks falling down, but those don\'t slow me down very much (though maybe I could have had 28 seconds left if that didn\'t happen). \n\nGravity Beetle stage: Other than a slight timing mishap in the beginning and a minor climbing mishap in the elevator area, I did pretty well. \n\nBoss: This guy is pathetically easy, there is no way I could get hit by him. \n\nBlast Hornet stage: Whee, I take no damage throughout this whole stage. \n\nMiniboss: Spammed acid bursts kill the wheel nice and fast. \n\nByte: Really easy boss, I missed two drill shots, but it has hardly any effect on my time. \n\nBoss: I got kind of unlucky this fight, whenever Blast Hornet sends out his hornets the game slows down horrendously. Usually he\'ll only shoot hornets once, but this fight he shot them twice. \n\nDoppler stage 1: My run of the first area of this stage is total shit, I run into one of the missle shooting bots like an idiot, then when I climb up the wall right before the mini- boss I get hit not once, but TWICE (which never, ever happens). Then I collect the life capsule which turns out to be unnecessary because I don\'t take damage throughout the latter portion of the stage. \n\nBoss, Godkarmachine O Inary: There are three reasons why I fight this boss rather than Press Disposer: \n\n1. Ray splasher does 3 points of damage against Godkarmachine, while the weapon that works best against Press Disposer, tornado fang, only does 2 points of damage. \n\n2. Press Disposer\'s trunk does a really good job of blocking your shots. \n\n3. I find Press Disposer a lot harder than Godkarmachine, though that could just be me. \n\nThe reason why I kill Byte and not Bit to get this boss, is because switching out of a frost shield is a lot more convenient than switching out of a tornado fang (stays on the screen forever). \n\nMy actual fight against the boss is flawless. I don\'t get hit AND I don\'t miss with a single ray splasher. \n\nDoppler stage 2: About the robots in the beginning, this is the fastest route I could come up with that prevents me from taking damage. I can\'t risk taking damage because one shot from the robots = 1/4 of my life gone, actually running into the robots = 1/2 my life gone. \n\nThis is the stage where I get the (drumroll please) BEAM SABRE! After I collect the beam sabre I end up getting shot by one of the robots, which causes me to try to hunt down a life capsule (this life capsule also ending up being unnecessary, ARGGHHHHH!) so I can perform my time saving trick which requires me to take damage. Fortunately I got lucky and collected the life capsule along the way, even if my method of acquiring it was really bad (mainly because I never got hit along the way to the elevator in my practice runs). \n\nI think my time savers will require some explanation, the first time saver is pretty simple, when I get up near the peak with the first elevator, I air dash up, get hit by the little flying robot which allows me to activate triad thunder, jump off the spikes, and then jump and vertical air dash up to the platform above me. \n\nThe second time saver is also simple in concept, but it is harder to execute. Basically I want to get hit by one of those missles the robots shoot, jump in front of it, then jump off the wall onto the next platform. The biggest problem in performing this time saver is getting the robots to cooperate in shooting you, though it usually happens if you just jump up slightly above their height. \n\nThe third and final time saver involves a use of a bug I like to call the Beam Sabre Jump Cancel (BSJC). The BSJC involves using either a vertical or horizontal air dash, then cancelling it before the dash ends with a jump STRAIGHT up. The bug is not very hard to perform and it allows me to gain the height required to take damage from the final platform, then air dash to the left so I can jump off the wall and air dash up to the non-spiked wall. If you\'re being observant, you might notice that I probably could have just air dashed straight up, right after I took damage, then move right and climb up the wall. But most of the time when this trick works you will both take damage and take the purple cap off the platform, preventing you from air dashing up first thing. I just went with habit because it is safer. \n\nBoss, Volt Kurageil: Very easy boss, cooperates with me and goes down in two beam sabre slashes. \n\nDoppler stage 3: I do quite well throughout the boss fights, with only one obvious mistake sticking out. \n\nFirst off, you might be wondering why I am switching weapons right after I slash with the Beam Sabre. This is a bug that allows you to cancel the post-slash recovery by switching weapons after X slashes, allowing you to charge your buster slightly more quickly, thus saving a tiny bit of time (and allowing you to dodge attacks more effectively). \n\nMost of the boss battles go perfectly and aren\'t worth commenting about, but there are three that I have a little to say about. \n\nBlizzard Buffalo: I get confused about the weapons I\'m switching (look above on why), costing me more time than any of the Beam Sabre canceling saved. \n\nGravity Beetle: I didn\'t do anything wrong, I just got some minor bad luck when Beetle used his invincible charge attack. \n\nNeon Tiger: I take the damage to save time, though I could have prevented the second time I took damage with some better timing. Not like it matters, because that second hit has a negligible effect on my time. \n\nBoss, Dr. Doppler: Due to some good timing, this goes off without a hitch. \n\nFinal stage: There are just a couple of enemies here, what am I supposed to say? \n\nSigma: You might be wondering if there is a faster way to kill Sigma, the answer is yes, but only if you take damage. Seeing as anything Kaiser Sigma hits me with takes off half my life or more, I don\'t really want to risk taking damage. \n\nKaiser Sigma: Goes down nice and fast. \n\nSigma Virus: Easy segment, just takes a long time to complete because the scrolling is fixed. I go nuts with the color switching because there is nothing better to do. \n\nEnjoy, and I am working on a naked run of this game, so if you enjoyed this run, you just might enjoy the naked run too =D','2005-01-04',0,2679000,11,'MegaManX3_SS_4439',1,18,0,NULL),(0,736,NULL,242,'','First off I have to give a big thanks for Radix for coming up with this route, without this route I probably wouldn\'t have bothered with this run. I also thank McBAIN for giving me the idea to take damage to get past the first elevator in Doppler stage 2 faster. \n\nMy play is good up until the 2nd half of Doppler stage 2, where you might notice my level of play goes down. There are two reasons for this: \n\n1. Having all those items makes me feel invincible, and I know I shouldn\'t be so complacent but it\'s like my subconscious just knows I\'m overpowered and I stop caring. \n\n2. After completing the elevator segment of Doppler stage 2 (which I end up erring a bit) I feel like I have completed all of the challenging segments of this run, and to me the run is essentially over. \n\nAbout this route, there might be a better one but I highly doubt it. There are two stage repeats in this run, but they work out well for these two reasons: \n\n1. Going back to Gravity Beetle\'s stage is a smaller sacrifice to your time than going through the box segment in Blast Hornet\'s stage AND fighting Blast Hornet without his weakness. \n\n2. Going back to Tunnel Rhino\'s stage isn\'t a big waste of time because the helmet upgrade adds time to every stage you enter. In addition, the tornado fang is needed to obtain both the arm upgrade and the robot armors, which in turn are needed to acquire more items. \n\nThis run could definitely be improved, but I\'m not really motivated enough to do so. \n\nA few notes: \n\n-I mostly use the non-charged versions of special weapons because the charged versions are usually slower in a boss battle. The only exception is Toxic Seahorse, if you use the charged frost shield, Toxic Seahorse takes one less hit to kill. \n\n-When I was fighting Neon Tiger, I was climbing up the walls when he was in the middle of the screen, because the usual tactic I use to dodge his shots doesn\'t work when he is in the middle of the screen. I spam shots at Neon Tiger after he uses his invincible attack because I couldn\'t hit him consistently when I tried to time a charged shot. \n\n-I get hit a lot during the Vile battle, but it hardly costs me any time (it wasn\'t on purpose though). \n\n-I finally manage a perfect runthrough of Doppler stage 1. \n\n-I don\'t know why my second airdash didn\'t come out while attempting the shortcut in Doppler stage 2, I must have tried it too early. \n\n-I don\'t know why my shots messed up like that against Volt Catfish, I thought I was going to swing my Beam Sabre at him. \n\n-The hit I took while fighting Sigma was taken to save time, and yes my Kaiser Sigma battle was pretty crappy, but I really don\'t care.','2005-01-19',0,3146000,11,'MegaManX3_SS_100p_5226',1,18,0,NULL),(0,737,NULL,242,'','If you look at this run closely you will probably notice that the play in this run is cleaner than my any% run with some optimizations and less mistakes, I will improve my any% run sometime, but not right now, if you haven\'t noticed I have played this game a lot =P. \n\nI take the exact same stage order as my any% run (except I don\'t kill Vile) for two reasons: \n\n1. I am used to the route, meaning I don\'t have to make many changes and it is already optimized. \n\n2. This route just works really well in general. All the weapons come at the right time, meaning there aren\'t many areas I stop and slow down. \n\nOverall my play was really good throughout and there really isn\'t much to comment on, considering I covered a lot in my last run, but there are a few key areas I want to have a say in. \n\n-I take no damage in Blizzard Buffalo\'s stage and Crush Crawfish\'s stage =D \n\n-The Tunnel Rhino miniboss was kind of a crap fight, the reason why I\'m not shooting it more often is because I was too close to the wall when it charged, causing me to get stunned. \n\n-In the end of Volt Catfish\'s stage I am taking hits because it is too much of a pain to dodge everything, plus dodging everything would involve waiting. \n\n-If you\'re wondering why I\'m jumping off the walls like an idiot during the two elevator sections (Gravity Beetle and Blast Hornet stages) it\'s because climbing up those areas with dash jumps off the wall is possible, just ridiculously hard. (I consider it a bonus if I make it) \n\n-For some reason that stupid wall still owns me in Doppler stage 1, I have no idea why I always screw up so badly on that wall. You don\'t need to tell me the reason why I got hit, I already know what I did to screw up. \n\n-It is probably possible to shortcut a part of the elevator section in Doppler stage 2 without the dash boots, but I have no idea how and it would be insanely hard to do so. I took damage because I was being stupid with weapon switching. \n\n-I do really well against Vile. I got kind of lucky because he never used his beam shot while in the Goliath (the beam shot makes him invincible). I am staying kind of far away from him because when he uses a dash punch he goes slightly faster than X can dash. I pause and go into the weapon select screen so I can hit him with the spinning blade the moment I am allowed to shoot. In theory this might cost me time, but I don\'t think I can weapon switch quickly enough to hit Vile while he is on the ground. \n\n-In Doppler stage 3 I use the weapon weakness against all bosses except Blizzard Buffalo, here\'s why: \n\n1. His weakness, parasitic bomb causes him to be invincible for over 2 seconds, while a charged buster shot only makes him invincible for about one second. \n\n2. You can\'t use the AI jump trick against buffalo if you shoot him with parasitic bombs, meaning he will most likely use an ice beam which renders him invincible while he shoots. \n\nI tested it out and for these two reasons it is faster to use charged X-buster shots. \n\n-If you are being observant you might notice Crush Crawfish is taking longer to kill the second time around. I have no idea why this happens, it\'s not like my timing is a lot different. \n\n-My Doppler fight went really well, I am pretty much hitting him at every possible moment. If I hit him at other times he will either heal himself or be invincible to my shot. I do miss a shot, but that is pretty good considering how precise you need to be to hit him. \n\n-My first form Sigma fight went great, nothing wrong happened. You might be wondering why I pause in hitting him when he\'s low on life, I do this because if Sigma has 6 units of life or less, he will throw his shield and it will fly up in the air then fly down again, covering the majority of the screen. Because I waited, Sigma just throws his shield along the ground, allowing me to easily dodge it. \n\n-My Kaiser Sigma battle also goes really well, I only miss two shots and one really looks like it should have hit. About the damage I took, I could have avoided it if I didn\'t hold left coming off the wall, then dashed to the left. Yes, I was really nervous in the lava segment.','2005-01-15',0,2860000,11,'MegaManX3_SS_NoItems_4740',1,18,0,NULL),(0,738,NULL,242,'','I\'d like to thank these people: [ul][li]Mike Uyama for his Mega Man X3 run in 44:39. [li]Tiki for his emulated NO UNINTENTIONAL DAMAGE run in 43:57.[/ul] \n\nThis is my 4th game I have attempted to speed run, and after countless hours of practicing this game, I couldn\'t do much better. I did have a few major screw ups in the Doppler stages, such as the spike walls when I fell, and wasted about 20 seconds. Minus all of my stupid errors, I could take another 30 seconds off alone in the Doppler stages, but I did incredibly well on the 1st 8 stages, so I went with it anyway. \n\nThis game is the XCollection/PS version of X3, so there is no lag compared to the SNES, but there are additional cutscenes that do add quite a bit to the final time. The dialogue text goes by slower too. \n\nHere is a list of every time difference I can think of and the approximate times: [ul][li]Dialogue:	+1 minute [li]Mac\'s Battle	-2 seconds (when battling, he appears faster on the SNES version) [li]Boss Battles	- 1 minute (the SNES delays right when you enter a boss door, and the bosses take about 2.5 seconds longer to explode each.) [li]Save Screens: 	+ 24 seconds (2 second per save screen) [li]Lag:		-15 seconds [li]Cutscenes: 	+ 3 or 4 seconds (it is possible to skip the cutscenes, but it is very difficult.)[/ul] [ul][li]Intro Stage: I have played this so much, yet I still can\'t do it 100% of the time. I have restarted this stage countless times to perfect it for my run, and it paid off. \n\n[li]Blizzard Buffalo: No major screws ups at all and went rather fast. It is faster to beat the game without the air dash boots, but I grab them anyway because it makes the game a lot easier. BB himself is a retard as seen in the video. \n\n[li]Toxic Seahorse: This run was by far the best I\'ve done it! A slight screw up on TS himself because I can sometimes beat him before he jumps a 3rd time. \n\n[li]Neon Tiger: It is pure luck on whether I can beat him without going into his invincible mode, which wastes nearly 7 seconds per time he does it. I managed to be lucky this time. \n\n[li]Tunnel Rhino: I grabbed the Sub-Tank here because I take a little precaution in case I mess up bad later on. Only takes a few seconds, but ends up I didn\'t need it. The only thing I worry about is getting hit or not, because my rapid fire strategy to stand on the mini-bosses drill and shoot won\'t work without enough health. \n\n[li]Volt Catfish: I fought Bit here which turned out to be ok. However, if he is killed with the Ice Shield, he explodes, which wastes about 10 seconds. Volt Catfish is easy enough to kill until he wants to go into his electric frenzy. \n\n[li]Vile Stage: The only reason I went after Neon Tiger w/o his weakness weapon is so I can kill Vile here and not have to restart Volt Catfish\'s stage. I do however have to conserve ray splasher energy and need to fire off buster shots to weaken him. \n\n[li]Crush Crawfish: The stage went fairly well itself. I could defeat Crush faster, but it is just luck on what the Triad Thunder does to him. \n\n[li]Gravity Beetle: This stage is fairly easy once I have all those weapons on me, and Spinning Blade kicks butt. Gravity Beetle is extremely hard! (sarcasm) \n\n[li]Blast Hornet: Had a bad wire frame mini-boss fight, and worried me that I fought Byte here because I don\'t want to get hit so much. Blast Hornet went down easily. \n\n[li]Doppler Stage 1: Went pretty darn well. Killed Bit/Byte w/o getting hit, which I don\'t do often. \n\n[li]Doppler Stage 2: Worried me that I hit the first enemy, so I took it safe for most of the level. Got the Beam Saber of course. Majorly screwed up on the spike wall. I don\'t even try to do the \"hit and jump up\" strategy simply because...I can\'t do it! Wastes about 20 seconds, plus my additional screw up I had which was another 20. This right here proves my time can be beaten by a human. \n\n[li]Doppler Stage 3: Crush Crawfish harmed me badly so I tried to get a large tank from the thing in the center of the room. I did fortunately and beat Neon Tiger last since he is the worst to deal with. Doppler went down fast, but I took an unexpected hit. \n\n[li]Sigma Stage: Beat Sigma fairly easily but I do take a safer approach to beating him than others do. I don\'t want to be trapped in the corner and be easily killed. That\'s another 8-10 seconds I guess, but I didn\'t want to screw up my good run so far.[/ul]','2007-08-03',0,2595000,11,'MegaManX3_XC_SS_4315',1,12,0,NULL),(0,739,NULL,243,'','I basically made this run after I did a previous speedrun with Zero. This run is about 2 minutes slower than the Zero run because of the extra Colonel battle, and I have to go back to Magma Dragoon\'s stage to pick up the armor. I change my route from Steven Brooks\' run so I can get the frost tower for the Colonel, making the battle much faster. I also use various route improvements and more effective weapons on the end bosses. These megaman X4 runs are my first speed runs and I hope you enjoy them.','2004-09-04',0,3091000,11,'MegaManX4_SS_X_5131',1,12,0,NULL),(0,740,NULL,243,'','Here is the improvement on my X4 Zero run, done almost 4 months after the last one (like I said not anytime soon). If you are wondering what is improved here is a list: \n\n-Overall tighter play, fewer mistakes (I think), by the time I reach the final stage I\'m about 20-30 seconds ahead of my old time. \n\n-In the first area of Split Mushroom\'s stage I use a different strategy against the miniboss, saving me over 10 seconds. \n\n-I kill Split Mushroom a few seconds faster this time. \n\n-Web Spider killed before his spiders land on the ground, both times too. \n\n-In Frost Walrus area 2 I either pass by the frost birds, or kill them without wasting any time. \n\n-In both areas of Jet Stingray\'s stage I constantly dash, making the screen scroll faster, saving me 1-2 seconds in each section (I\'m really squeezing out all I can get here). The only parts I don\'t dash are done for the sake of safety. \n\n-Slightly different strategy against Slash Beast allows me to maximize my damage everytime he lands. \n\n-I not only take no damage throughout the Space Port, the Colonel fight is much cleaner, possibly being a few seconds faster (sorry, I didn\'t check). \n\n-The Iris fight looks WAY better, I shaved off at least 3-4 seconds here. \n\n-I\'m tempted to say my runthrough when I repeat the 8 bosses is better with the exception of Storm Owl. \n\n-My Sigma battle is better on all three forms in every conceivable way. This is definitely the area where shave off the most time from my last run (30+ seconds!). There is only one obvious mistake on the final form of Sigma, but it isn\'t too costly to my time. Let\'s just say I really get my revenge on Sigma from the last run. \n\nThough majority of this run is better than my last run, there were a few sections done worse (mostly due to bad luck). \n\n-In area 2 of Magma Dragoon\'s stage I get hit by a fluke meteor, causing me to fall down and lose some time. I also messed up on the positioning of jumping over the missle shooting bots. \n\n-In area 1 of Web Spider\'s stage, a wall climbing error allows one of the mermen to shoot spikes that keep up with me while I\'m dashing through the stage, costing me about 1-2 seconds. \n\n-In Frost Walrus area 1 I get unlucky because the ice creature ends up blocking my uppercut, meaning I have to uppercut it extra times. \n\n-When I fight Storm Owl the second time around, I mess up the timing on one of my Giga attacks, and at the very end of the fight I get unlucky because he ends up blocking my giga attack with one of his cyclones. \n\nAs you can see, the good definitely outweighs the bad. I feel like I am very close to the theoretical lowest time for this run (I\'m guessing slightly below 47 minutes). Plus I have spent a lot of time optimizing this run, meaning this is the final version, unless if some more significant time savers can be found.','2005-01-08',0,2851000,11,'MegaManX4_SS_Zero_4731',1,12,0,NULL),(0,741,NULL,244,'','I made this run basically because I wanted to show the runs on the site are improvable (referring to X5 runs in particular), which I pointed out earlier on the SDA forum. Not too many X5 runners out there, and that\'s a shame. Or even Mega Man X games in general, excluding the first two. I\'m hoping this run inspires others to try and beat existing runs. \n\nSo let us get started then. [ul][li]Intro: After being repeatedly interrupted by Alia who wants me to grab a rope I crawl my way up to the top. The showdown is far from epic. \n\n[li]Filler: I get lucky, and the unenhanced Enigma actually manages to blow the Colony instantly. This is basically unheard of. I kill myself in Grizzly\'s stage so that I can save the game. \n\n[li]Virus Blue: The drop could have been smoother. The Dark Devil fight was so great that I couldn\'t believe my eyes, and the stage was at least 15 seconds faster than I assumed it would be. \n\n[li]Virus Purple: Getting lucky and maintaining skill at the same time isn\'t my fort&eacute;. This is unarguably the worst segment of the run, but I get so incredibly lucky that it\'s still faster than I could achieve with my best performance and bad luck. \n\n[li]Virus Red: I get the Ultimate armor. The fact that Zero didn\'t go maverick makes things faster even here. Zero\'s AI isn\'t as easily abusable than Maverick Zero\'s, but that doesn\'t mean it wasn\'t easy and practical thing to do. \n\n[li]Sigma: McWhalen requires some luck to be beaten fast. This was not the most optimal outcome, but comes very close to it. Izzy Glow resists a bit at first, but crumbles under the pressure quickly enough. I have some strange obsessions with the energy capsules and such, but otherwise fluent performance. Sigma\'s second form starts a bit awkwardly, but he could have been much worse opponent.[/ul]','2006-12-29',0,612000,11,'MegaManX5_1012',6,11,0,NULL),(0,742,NULL,244,'','Hi. This is my first speed run ever, so if it\'s kinda bleh that\'s why, but I think I did a fair job. Firstly thanks goes to my cousin Brian Weiner (a. k. a. Weenz) for letting me use his VCR and giving me the idea of using the L1, L2, R1, and R2 buttons to skip dialogue faster and thanks to Nate for the capture. \n\nFirst Stage: I did pretty good here except a fumble with the third taxi that pry costed about 5 seconds. My Sigma fight was beautiful. Very lucky there. \n\nDark Necrobat: I don\'t think I made one mistake here other than a few hits that didn\'t really slow me down. The boss fight was good. \n\nVirus Blue: This is the number one reason I bother with Dark Necrobat. With a little more practice I probably could have beat this without it and in future runs I\'ll attempt to do so. My Rock Monster was good aside from missing a charge shot. He went into his tank mode pretty fast. \n\nVirus Purple: The reason I wait before moving at the beginning is so I can have a full charge shot to hurl at the mech. Rangda Bangda was pretty good. \n\nVirus Red: This is one of the hardest stages because I have to get through it with X unarmored. I pick up the Ultimate Armor. My Zero fight was terrible but I got the job done. \n\nSigma Stage: Killed all the bosses. Duff McWhalen deserves honrable mention because of his difficult (can\'t Nova Strike him). I finally settled for the strategy of standing next to him and Nova Striking backwards. Also I used way to many capsules here more than I should have needed. Sigma was a beautiful fight and Gamma Sigma was pretty good too. \n\nAnyway my goal for this was to get a 15:00 run and that\'s probably possible by skipping Dark Necrobat\'s stage. Someday I\'ll come back to do one. Right now I\'m working on an 8 boss X X5 run and an X6 run where I go collect the armors. The reason I do that is that the Blade Armor is required so I thought might as well pick up Shadow Armor too. Questions, comments, insults? You can contact me at CameronMarcotte on AIM or e-mail me at CameronMarcotte ÐÐ¢ aol.com.','2005-07-09',0,960000,11,'MegaManX5_SS_1600',1,12,0,NULL),(0,743,NULL,244,'','I\'m not afraid to admit it. My previous run was craptastic. This game desperately needed an improvement. So I did it, and I\'m damn proud of it. \n\nThree things that made this run possible: Speedster ain\'t worth getting, use of Saber Dash Cancel, and Cremator\'s 100% run. Cremator\'s run was what in part inspired me to go back to X5 again, and I copy many of his strategies. If he hadn\'t done that run, you might not be seeing this run right now. \n\nLike my X6 run, I have Disc Speed on my PS2 set to Fast. While it does lessen load times, it does have the same quirks as X6. Music is always delayed by at least a second. And sometimes the load times like to take longer than usual. But there is no effect on gameplay. [ul][li]INTRO STAGE: My time is a second slower than Cremator\'s, but it\'s still more than acceptable. It kinda quirks me that the pause screen takes so long to open and close in this game. \n\n[li]BURN DINOREX: This was actually a second or two faster than I had planned, so that\'s good. \n\nA note on the cannon/shuttle sequences. While the cannon does add boss levels, the shuttle doesn\'t. So I could have gotten the cannon to work, and Grizzly would still be at Level 8. I didn\'t, though, cause it doesn\'t affect game time. \n\n[li]CRESCENT GRIZZLY: Aside from the music delay being pretty funny to me, I don\'t have anything to say here. \n\n[li]DYNAMO 1: A full second better than I planned, and a personal best. And to think it could actually go a fraction of a second lower. While getting Hyper Dash, I forgot to reset my controls. It pisses me off, but it didn\'t have an effect on my performance in Rosered. \n\n[li]SPIKE ROSERED: This place was giving me problems. Usually I\'d be in critical health during most of the fight. He caught me in his vine attack at the end, but this is still a personal best and I survived with 1 HP. It looks cool and only cost a fraction of a second. \n\n[li]BLACK DEVIL: Oh, do I have a story to tell. Most of the retries here were due to fudges in stage, actually. I didn\'t make to the Devil half the time. Most of the frustration during the fight comes from trying to get his eye on his foot or crotch so I can SDC. I found a sweet spot that makes him do it about 1 out of 3 times. If he was a few levels lower, it might be possible to kill him in one go. I don\'t have that luxury, and there\'s an added problem afterwards. most of the time after SDCing him, he would do the blob thing from each side of the arena, a run killer. Once he did the Wily tank, which was my plan of action. \n\nBut this playthrough surprised me. Instead of doing either attack, he did his regular eye routine. Amazingly enough, the eye was on his foot again! I did not expect that at all, so there was a delay in my second SDC. Beautiful. To quote Angerfist, \"Satoryu is back with a vengeance!!\" \n\n[li]TIDAL MAKKOIN: No real comment here. I will say that Cremator\'s technique of fighting Makkoin with Danchien is surprisingly effective. \n\n[li]RANGDA BANGDA: Much like the Black Devil, this place was giving me all hell. There were a ton of little things that would screw me over. Hisuisho is a lifesaver, as is the virus. The ideal setup on RB would be to kill the red and blue eyes with SDC, get the green eye down to its last hit, then kill the nose and finally the green eye. Luck was not on my side in this fight, so I settled with killing the red eye after the nose. Cost maybe a second and a half. \n\n[li]X vs. ZERO: Despite having Hyper Dash, my time is three seconds slower than the current any%. This is due to Zero\'s level being five times larger. Quick Charge would be nice here, but that means doing Kraken\'s stage without Messenko. I\'m not sure which would be faster, but I\'m leaning towards this. Big thanks to whoever discovered the Zero AI bug. \n\n[li]SHINING HOTARUNIX: The delay before the first set of spike traps actually worked out, cause the spikes were all in the perfect positions. The final set of stairs had some problems, but didn\'t really cost too much. Had a miss on Hotarunix, but it\'s forgivable. \n\n[li]VOLT KRAKEN: As far as I can tell, shooting the orbs at the door does not count towards game time. So during the air bike segment, I tried to air dash more often to speed things up. I might\'ve been able to do more. Had some delays on the first few locks, but the rest went really well. The Reploid I got was real cheap, so I was in a low health situation during the Kraken fight. Maybe that\'s why I Hisuishoed twice unintentionally. \n\n[li]DYNAMO 2: Just like the first fight, this is a personal best. It could be better if I didn\'t get hit by the Giga Attack, but so be it. I\'m not even sure how the hell it hit me... This is the last of Zero you\'ll see in the run. \n\n[li]SPIRAL PEGACION: Had a hiccup after the first bomb. Missed once on Pegacion, but I got an extra hit in before he started dive bombing, so it evens out. \n\n[li]DARK NECROBAT: The close call after the Wing Spiral part was completely intentional. The stage itself was actually pretty flawless. The fight would\'ve been quicker if he stayed up top, but this is still passable. \n\n[li]FINAL STAGE: Fighting Makkoin with Nova Strike sucks. It\'s hard not to miss. And I fudged up his return trip. Goddamn hover. Missed once on Rosered. Same situation with Pegacion as before. Did not miss once on Hotarunix. Again, Necrobat didn\'t want to stay up top. And I missed once on him, which is probably the worst mistake in the run. Hell, that might have cost me sub25. The rest of the repeats went very well. Sigma didn\'t go as planned, but the time was roughly the same. Gamma Sigma didn\'t let me get two hits during his first phase, and the purple blocks slowed me down slightly.[/ul] \n\nTook me about six hours to get this segment acceptable, and I\'m still not too happy with it. I know under 25 minutes is possible. It\'s just that it\'s so hard for everything to go the way I want them to. But I digress. 25:03 is still very impressive. Besides, that whole subXX thing is just in our heads. \n\nThere are about 5 to 10 seconds worth of mistakes in this run. 15 if I\'m underestimating it. But I see this run staying for a while. I doubt an improvement will ever come, at least not from me. I think with this I\'ll retire from X5. Getting this done has lifted a heavy burden off my shoulders, as my old 30:59 was just not good. There are a lot of nifty things here. Some of which actually still surprise me (Black Devil.) \n\nWatch and enjoy.','2007-08-07',0,1503000,11,'MegaManX5_8boss_2503',16,12,0,NULL),(0,744,NULL,244,'','I\'m not good at making comments, I\'m afraid. I do them after I do the run, so all I can see is the mistakes I made, or how horrible I was when I started the project, which results in a highly negative tone. I usually notice it when I overdo it, and try to balance it a bit. Needless to say, the result is an incomprehensible, useless mockery of a comment text. Suffer. \n\nI aimed for creative use of weapons and interesting route while maintaining the fastest possible speed I could think of. Whether I succeeded or not is up to you to judge. I go through my run, part by part, explaining what\'s going on and pointing out the biggest things that bugged me, or that need attention for some reason. [ul][li]Intro: At the time, I thought getting this time would be a humongous feat of skill, but well... it\'s not. Looking back now I almost can\'t understand why I settled with this, especially because of the slight jump in the very beginning of the segment; that happens because of a bug in the game. If the game has to wait because of something (loading usually) the game recovers from it by speeding up the game to an unplayable mess. Mostly this happens when entering a stage, but because my computer is good enough to load everything on the fly, this usually doesn\'t occur. Usually. Sometimes, however, the happens some ingame loading (I\'m just guessing), which leads to a pause and a sped up part afterwards. Fortunately, this only occured while I was in mid-dash, and there were no nearbly enemies to collide to. So basically, there\'s a slight twitch in the recording, that hopefully doesn\'t get my run rejected. Most of the level went fine, but I still hadn\'t mastered the saber dash cancel move fully. Also, there are some slight stupidities in the climbing part. \n\n[li]Filler: I needed to get the shuttle working, and raise the boss levels to get parts from stage bosses. I get two game overs in the Grizzly Slash stage. \n\n[li]I thought an ideal way to raise the boss levels was to get through the virus stages first, and as a bonus, I got my hands on the Ultimate and the Black armors. I was a bit unsure at first, because doing the levels now would be slower. Fortunately, not too slow, and my little risky move paid off nicely. \n\n[li]Virus Blue: I grab the walls a couple of times than was necessary, and air-dash too soon when reaching the bottom, but otherwise this went well. \n\n[li]Virus Purple: I figured that the fastest way to get past the big hoverers with the shields would be through them, so I gain virus Zeros to gain invincibility and full health recovery, which allowed me to keep a moderately fast pace. I had some problems with the first virus, as I didn\'t get it for some reason. Fortunately I gained the extra one almost immediately afterwards, but it still might look rather odd, jumping around like that. Rangda Bangda doesn\'t act exactly like I wanted it to, but everything still turned out rather well. \n\n[li]Virus Red, part 1: I get the Ultimate armor and kill myself, repeatedly. \n\n[li]Virus Red, part 2: The stage is alright. I get the Black Armor I hadn\'t mastered the SDC at that point yet, so the boss battle probably could have gone better. Personally, I like it how I happened to collide with X the same time I gave him the finishing blow. \n\n[li]Mattrex: I get the heart tank and the armor part. I have some troubles getting up the lava and the ropes. The boss fight looks a bit stupid, as Mattrex refuses to stay still. I would have used X in this stage, but the boss level is too low for him to get any parts from Mattrex. \n\n[li]Grizzly Slash: I get the extra heath tank and the armor part. The stage is short but challenging nonetheless, mainly because there\'s so much junk scattered about. SDC\'ing is still a bit edgy, but otherwise, not bad. Too bad the boss fight consist of nothing except SDC. \n\n[li]Dynamo: SDC starts to get in shape. That\'s all there is to say. I exit out of Grizzly to get the Hyper Dash. \n\n[li]Izzy Glow: I get the extra life tank and the armor part. I use Ultimate Armor to pass through enemies while maintaining a good speed, get lucky with the cannons, only to be out-maneuvered but Glow. Ah well... \n\n[li]Squid Adler: I collect the armor part. Here\'s the reason I tackled Glow first; Crush Flasher is quite the asset on this stage, as you\'ll probably soon see. \n\n[li]Duff McWhalen: This stage is, mostly, one big autoscroller. Excluding few key points it doesn\'t matter what you do, as long as you stay alive. The key points went well, but I was hit multiple times on the autoscroller, and all of them were completely unnecessary. I probably could have avoided them, too, by cowering in a corner, destroying all the projectiles coming at me, but where\'s the fun in that? I get the heart tank. The boss fight went as I planned. \n\n[li]Izzy Glow & Duff McWhalen revisits: Fighting the submarine with X isn\'t fun. I get the heart from Glow and the armor part from McWhalen. \n\n[li]The Skiver: I should have started using the Tri-Thunder immediately... the part when I meet the first stationary turret is just stupid. I miss the Skiver a couple of times, too. I get the heart tank, the W-tank and the armor part. \n\n[li]Dynamo mk.2: It isn\'t going to get any faster than that. \n\n[li]Grizzly Slash revisited: I\'m very proud of this segment. The only thing I can think of to save time is quickly change to Squid Adler\'s weapon to prevent the (intentional) hit I took. I get the heart tank. By doing this now I gain access to the Jumper part. \n\n[li]Axle the Red: Although you can\'t really see it with bare eye, it struck me (after watching it in slow motion) how I take a half or one steps each time I hit the ground before the next leap. I wanted to do this with Zero because it just looks so cool when he gets to the capsule. Yeah, it\'s a lot faster this way, too, mainly because Falcon X just has firepower that is next to none. \n\n[li]Dark Dizzy: There are some things I\'m eager to point out in this segment. Firstly, I skip Alia\'s second tutoring by air-dashing below a platform. Neat, eh? Secondly, Cauldrath tipped me off of this great trick, which allows you to fly with the Skiver\'s weapon. Big thanks to him, it\'s a huge time saver. Then there\'s the third thing: The execution of all of this is far from optimal. I use Nova Strike some times even when it\'s faster not to, I didn\'t quite pull off the flying part, and I even miss the port to armor capsule once and hesitate a bit with Dizzy. These things didn\'t take as much time as one would think, however, and I was sick and tired of this stage. In addition to the normal chances of failure, you can fail at timing in the first part, botch the flying, die while taking the heart tank (or use excessive amounts of time getting it), fail getting the armor, and as the last straw, the very last thing that pushes you over the edge, is Dizzy\'s draining attack that looks like he starts french kissing X. On normal play this a laughable attack that deals very low damage, but in a speed run it\'s infuriating, because Dizzy takes his sweet time doing it, and it\'s usually almost impossible to avoid. So, I take the energy tank, the heart capsule and the armor part, and move on. \n\n[li]Axle the Red revisited: I take the heart tank. The Gaea armor has the same speed no matter whether you walk or dash, but oddly, dash jumping is faster, so I use that. The later part of the segment may look bad with all the taken damage, but it has never about the style anyway. \n\n[li]Squid Adler revisited: I equip the Ultimate Buster for the Ultimate Armor to ultimately face the ultimate challenge that is Sigma. Well not really, but it saved me the pain of equipping it every single time I try to nail the Sigma stage. I use dashing as much as I can when I have the Ride Chaser. There\'s some hassle with the fourth locking system, and the last port blocked me because I jumped too early. I only shoot one block instead of two, which hurts the style more than the time, but it hurts the time nonetheless. There\'s also some weird bug near the last lock; my shots stop in mid-air if I approach the locking mechanism at the same time. \n\n[li]Sigma: I took slightly different approach to the stage than normally; I have the Ultimate Buster, so might as well use it as much as it is reasonable. I start with Squid Adler, because Izzy Glow is my biggest threat. The fight can drag on and on if you don\'t get lucky. I miss the teleports more than I should, the McWhalen fight could have been more accurate, but on the other hand, Axle the Red was very nice to me. The disappearing blocks weren\'t cooperating, but Sigma, on the other hand, was. No MEH rank for me.[/ul] \n\nWith improvements to certain levels, especially near the beginning, and with more luck, sub-34 is guaranteed to be possible, maybe even sub-33 if you\'re both really good and very lucky. Not by me, though, my luck isn\'t up to that. So I represent you, Mega Man X5 100% speed run, which turned out to be quite possible and even of feasible length. Enjoy.','2006-12-22',0,2052000,11,'MegaManX5_100p_3412',21,12,0,NULL),(0,745,NULL,245,'','My previous X6 run is quite good I\'d say. Except for the second to last segment. So I have only redone the final two segments of the run. For comments on the first twelve segments, check the comments on archive. \n\nI forget who found it, but it was discovered that there was a much quicker way of fighting High Max. By destroying his shield a certain amount of times, he will instantly go into his desperation mode shooting giant energy balls and saying \"dessun\" or something over and over. This moves hurts, and if you hit one, it will split into four smaller balls that home in on you. On the plus side, High Max doesn\'t need two hits to be dealt damage and stays put for the rest of the fight. So I just dash inbetween his blasts, using Ensuizan to damage him. Usually, he stays blinking when I use a second Ensuizan, but it is possible to hit him after he stops blinking. The timing is very precise, so I didn\'t plan on having every hit connect. Two second-passes did hit though. Roughly a minute is saved with this technique. \n\nBefore and after High Max had some rough spots, most notably fudging the Hyoroga on the second ladder. Before the trash compactor, you\'ll notice I stop to kill the rolypolys. I did that because if I was blinking when I reached the teleporter, I would not teleport immediately. \n\nThe real reason this segment was kept is the Gate fight. Never had I had luck like I did here. I was so amazed at the hand I was dealt. There were only a few times where Gate didn\'t attack. This is roughly a 30-40 second improvement. \n\nI tried some different things in the boss repeats. First you\'ll notice that I fight Heatnix first, then Wolfang, then I continue my old order. I wanted the Heatnix fight to be up to snuff. He dove more than I would\'ve liked, but I always hit him twice when he surfaced/dove, so it\'s okay. You\'ll also notice that for SDC, I now switch Jump and Dash instead of mapping Dash to Triangle. I found I had better results with Square+X than Square+Triangle. On Wolfang I slid after the Shoenzan, which delayed me a bit. Otherwise fine. I have never seen Scaravich use that last attack before, but it didn\'t really matter. I was getting really nervous at Mijinion cause of my health, but I managed. \n\nThe first Sigma fight went much better than last time, as he was only stunned once. I got hit a few times, but it was worth it. At the start of the final fight, I was thirty seconds ahead of the previous segment. I probably lost some of that gain because I didn\'t kill Sigma in one pass. But after a segment as luck demanding as this, I wasn\'t about to redo it just for one fight. Also, there are some sound hiccups during the credits. That\'s because of Fast Disc Speed. \n\nMy goal in this run was under half an hour, so 29:13 is a sweet time indeed. Could this be improved? Yes, by fixing the little things in the first 12 segments. An idea for the future would be to skip the Blade Armor, but I feel the Mother Nightmare fight will take far too long with Zero. Will I do it? Who knows? I\'m leaning toward not though. \n\nEnjoy.','2007-07-23',0,1753000,11,'MegaManX6_8boss_2913',14,12,0,NULL),(0,746,NULL,246,'','This run was completed a while back, but a combination of factors - my own laziness, being incredibly strapped for time during the summer, things like that - prevented me from getting this run in sooner. I am also aware that there are people that have been very anxious to see this. \n\nWell, I finally got off my butt and got this run encoded. Before I forget, let me thank some people: \n\nSatoryu: Several crucial pieces of advice came from him - one involving my route. \nLord Liu Bei: Even though we didn\'t talk directly (as far as I know he doesn\'t even visit SDA), his suggestion for using charged Splash Laser on Ride Boarski, which I discovered in a GameFAQs guide, is an idea I took and extended to several other boss fights. \n_Tim_ from GameFAQs: His guide ultimately helped me devise my route. \nSynjoDeonecros: Important piece of advice on Flame Hyenard. \nballofsnow and darkwasabi: If it weren\'t for those two, I wouldn\'t have been able to spot the difference between multipass and single-pass encoding (the low and medium quality versions were done with a multipass DivX encoding). Also, if it weren\'t for ballofsnow\'s advice, the high-quality version wouldn\'t have looked nearly as good. \n\nThis started with several other people attempting to run this game, and Satoryu advising them to save their sanity and avoid doing it. What I got out of that response was that a plan is absolutely critical for a game like this. So I basically hit the ground running when I proposed doing the run. Sure, that plan got refined (and trimmed greatly as far as collection, I should note), but the basic idea was this: get X as soon as possible. \n\nWhile we\'re discussing X, let me go into detail about each playable character, in the order that you first get to use them: \n\nAxl: I am going to be the first person to say Axl doesn\'t absolutely suck - for the amount of time I use him I\'d say he\'s very able to do the job. However, he is indeed a suboptimal character in X7 - he has very little power, his Copy Shot is difficult to use well (and many of those forms are sluggish beyond belief; I don\'t use it at all in this run for that reason), and his weapon selection is too similar to X\'s (there\'s one good weapon only he gets that I\'ll mention later, but that\'s about it). Not to mention his English voice in cutscenes is awful. \n\nZero: Zero is definitely decent as far as this game goes - his power is very high and his double jump allows me easier passage through some very difficult areas. However, his attacks have too little range to be worth using them unless the enemy is close as well. Since I will wind up getting powerups during the first half of the run, I distribute as many of those to Zero as possible. \n\nX: X gets a HUGE power jump from the previous games in the series. His charge shot goes through certain barriers, he has decent attack power on his own, and his armor (I collect two pieces of it in this run) makes him BRUTAL. However, he can only be used after saving 64 reploids, or after beating all 8 Mavericks, whichever comes first. \n\nSome other notes: \n-To my knowledge, the game timer tracks everything that goes on during levels - possibly even the loading times that are contained within the levels. What I do know is that it does not track the end-level screens, cutscenes, save/load screens or anything else that\'s outside the levels. \n-Whoever lands the killing blow on a Maverick boss gets a health and weapon energy boost. This is why I might \'randomly\' switch to a certain character before finishing the boss off. \n-Weapon and Life Ups from Reploids are gotten by the character who saved the Reploid and cannot be distributed. Power Ups can be, however. \n\nRather than get too carried away, I\'m going to skip right to the stages (I will avoid discussing mistakes unless I think it\'s important to note how they cropped up): \n\nIntro Stage \n\n-After showing my options (I picked Japanese voices because I can\'t stand Axl\'s cutscene voice - by the way, those only affect the unskippable dialogue), I jump into action here. I tried redoing this stage tons of times and got so tired of it that I just took this. \n-I know that what I do near the security gate is annoying, but we cannot just do the \'shave and a haircut\' gag all the time - sooner or later someone has to do something different. I think replicating a theme from X3 can be considered \'different\'. \n-That scorpion fight went abnormally well. \n\nTornado Tonion \n\n-I go a bit slow in this stage because it is way too easy to lose Reploids here - and I need to collect ALL of them in the first four stages so I can power up X as soon as possible. \n-I got tired of constantly screwing up on this stage, so I just said \'fuck it\' and allowed myself some more leeway. Most of the failures occurred in the first half. \n-Beating the miniboss while only allowing it one rotation is the best I\'ve been able to do. \n-As I\'ve stated before, Axl does not get any powerups in this run - Zero gets them all because he\'s going to stick through to the end. \n-I would NEVER fight any boss other than Tornado Tonion with just bush-league weaponry. I also kept screwing up and dying on him, so I decided to play a safe fight. Sorry if it turns out to be painfully slow. \n-Hunter Rank doesn\'t really affect anything in this game as far as I know, so I don\'t even bother pursuing it. \n\nSplash Warfly \n\n-The first three of the four places where I use Axl save large amounts of time. The last saves large amounts of my sanity, because the one Reploid right after that spot has been known to die on me a lot if I don\'t get rid of this enemy here. \n-The Sub Tank and Heart Tank are literally in my path, so I decide to pick them up. \n-Warfly has been known to jump up and then never give me a chance to Raijinshou him before he goes back into the water, which is why I press the attack the way I do. \n\nVanishing Gungaroo \n\n-In my original route, Flame Hyenard was third. However, Satoryu suggested Vanishing Gungaroo as a better stage to get all the Reploids, and once I figured it out I went along with his idea. \n-I destroy enemies in the first area to open the doors, which gives me two crucial Reploids. \n-As far as the armors in the last area - if you enter having kept the four-legged armor from the second part, you can use the walker armor. Otherwise, you get the four-legged armor. Not sure which is faster. \n-I don\'t screw around with Gungaroo\'s Ride Armor - two Volt Tornadoes is the fastest way to get rid of it at this stage. As for Gungaroo, I\'m willing to do a little sparring, but when the little joey throws a temper tantrum, I have no choice but to give him a spanking that he probably won\'t forget anytime soon. Thus, the only vanishing I see from this boss is his life bar. \n-The weapon Axl gets from this boss, the G-Launcher, is the one good unique weapon he can earn in his game. The reload time is acceptable and it\'s a fairly strong weapon to use. You\'ll see it later. \n\nSoldier Stonekong \n\n-Let\'s see... we have giant stone heads, we have temple guards.... hell, you could argue we have temple games as well. No moat, steps, legends, or guide though. Oh well. \n-At this point, Zero has the Triple Barrier power up. With it, he can slip through the forest area like a red jaguar, though he still can\'t get everything I need to get without Axl\'s help. \n-Speaking of Axl, this is the last time you\'ll see me use him in the run. He goes out with a bang though, flying (hovering, actually, but it\'s flying compared to Zero\'s aerial skills) in crucial spots like a purple parrot and generally accomplishing several things Zero could NEVER do alone. \n-I let Axl handle most of the Stonekong fight because I knew I wouldn\'t get the chance to really use him again. As you can tell, though, he\'s fairly competent at handling bosses by now. \n\nFlame Hyenard \n\n-X finally decides enough is enough and decides to do something. At this point, I toss Axl aside - I like using him, but honestly, X is better at almost everything. \n-The other thing I toss aside is worrying about the Reploids. I get ones that are in my path and the ones that give the Power Up items, so I can improve X in time for Crimson Palace. If it\'s too far out of the way, I forget about it. \n-The Buster Upgrade is important for a strategy I need to use later in the run. \n-I\'m not sure why the first charged Splash Laser didn\'t fire. Costs me a few seconds. \n-The boss strategy I use here - standing on the warhorse\'s head and using Volt Tornado and Raijinshou - was SynjoDeonecros\' idea. It\'s a little difficult, but nets huge time gains compared to what I did before, which was stand on the horse\'s back and try to fight Hyenard from there. \n\nRide Boarski \n\n-This stage was a bit of a challenge to figure out, but I did manage to do it without going an extra lap. \n-You can\'t switch characters in the Ride Chaser. See now why I put X first? \n-The boss fight is fairly easy at this stage in the game - I wait to shoot him with charged Splash Laser because I want to make sure I hit with as much of it as I can. \n\nSnipe Anteator \n\n-This is probably one of the most trimmed-down stages in the run. I really don\'t get much stuff. \n-I had a few problems with the gravity switcher - those are a pain. I also hate the gravity switching in this game - I\'ll stop speaking about it rather than rant. \n-Missing Zero already? Geez, you people are weird. He finds use once again in this stage. \n\nWind Crowrang \n\n-The first part of the stage is the most difficult. \n-I may have been able to get away without getting the armor part in this stage, but one of the Power Up Reploids was right there and the Giga Crash proves handy in a couple of fights. \n-Such as this one. Volt Tornado and Splash Laser were both options for this fight, but I decided Splash Laser was more likely to be faster. \n\nPalace Road \n\n-It\'s an autoscroller, so I really can\'t do much here. \n-This is the fastest way I\'ve tested of doing the boss fight. That hit was actually an accident, but it let me spam Raijinshou faster. \n\nCrimson Palace \n\n-The longest stage of the game. They should have broken this up into 2 parts - splitting the stage right after Red. \n-Speaking of Red, despite the miscues, this is the best I\'ve ever done as far as fighting him. \n-Looking back on this now, I should have probably used the strategy I had used for fighting the Ride Armors HERE for fighting the ones in Vanishing Gungaroo\'s stage. But of course, I also didn\'t have quite the same level of defense at that time, so that may not have been feasible. \n-I tackle the bosses in an order reflecting how dangerous they are. The most dangerous bosses are early. \n-I admit, I lost time on this Hyenard fight due to not beating him before the horse turned, but that fight is challenging as it is. No specific comments I plan on making for any other refights. \n-I originally used charged Splash Laser on Sigma 1, but I found that Raijinshou is a little faster. Not only does he block it less, you can control it a little better. I hate Zankourin, by the way. \n-It\'s all X for the second Sigma fight, as I found out this very insanely fast way to do it. \n\nAnd there you go. I will never consider doing a 100% run of this game, but I will tell you that for the perfect 100% route, I think you only need to switch Boarski in front of Stonekong. And switch Axl in for Zero when playing Snipe Anteator\'s and Flame Hyenard\'s stages. Seriously, the route does not change much there. \n\nAs far as improvements, the only way I can think of improving this run involves a forbidden (in the eyes of most people who play the game) decision regarding character usage, as well as a slight route change.','2006-04-03',0,3761000,11,'MegaManX7_10241',11,13,0,NULL);
INSERT INTO `runs` VALUES (0,747,NULL,247,'','Now for those comments... I decided to choose the Japanese voice acting, mainly because I\'ve had traumas from the voice acting of the previous games (X4...) \n\nYou won\'t be seeing Axl much in this run, because he\'s slow, ineffective and lacks the ability to shoot while walking. \n\nIntro. Not much to write home about. The \"walls closing in\" part went really smoothly, and I\'m happy about it. The excuse of a boss at the end falls down quietly. \n\nBurn Rooster\'s stage went well. It\'s rather simple (and slow) thanks to the long, long autoscrolling parts. I take the Helios Foot Parts as I go, thus gaining invincible dash, which shall prove its worth on later stages. There weren\'t many mistakes in this stage, and Rooster co-operated somewhat nicely. This stage is one of the very few that actually benefits from Axl\'s presence. \n\nEarthrock Trilobyte. I chose this stage right away, because the stage has Body Part Icarus, which halves the damage taken, and more importantly, enables me to get past enemies without \"recoiling\", similiar to shock buffers of the other two. I rely on that quite a bit throughout the game. The second fight with the Mechaniloid could have been faster, I miss when hitting it with the crane. I also missed the first double attack on Trilobyte, which is humiliating, but all in all, things could have gone much worse. \n\nBamboo Pandamonium. The ride armor does massive damage to the masses, but after the first wave I ditch it, because Vile will make his appearance later. I get the foot parts Icarus for Dark Mantis. I shoot melt crawler accidentally instead of blasting Pandamonium first when I was supposed to finish him off, damaging my time. \n\nOptic Sunflower; the third trial could have gone better, but otherwise there are no big mistakes. I deliberately botch the trial number one, because I have no need for the metal generator, and the sub-tank is somewhat essential (or at least it should have been...) I hate Sunflower, he tries to make the battle longer at all costs. It\'s especially frustrating because the weakness costs so much in Weapon Energy. I used to balance it out with Zero\'s technique, but when you\'re supposed to actually do the run, guess what happens to Sunflower\'s courtesy. \n\nGigavolt Man-O-War is a pain in the rear. It\'s horrible to run unless you have loads of WP, which I don\'t have. On the other hand, it takes more time to buy the stuff than it gains in Man-O-War. Man-O-War is a piece of cake. \n\nAvalanche Yeti. Another vehicle map. Yay. Fortunately, I discovered that the slow- down after a hit can be reduced by changing characters. You can also use it to speed up the overall speed, but it\'s risky. Plus, it can seriously damage the mothership battles. I take head parts Helios. Yeti himself didn\'t make too much resistance. \n\nDark Mantis. I equip the foot parts Icarus for the stage. I make my way to the generator room, put the power on, take the D Glaive and rush to the ending. I was a bit uncertain at the pits, as you probably can plainly see. Mantis was a bit too careful (or lucky) to my liking. \n\nGravity Antonion\'s stage is pure nightmare. I messed up with the switches big time. Energy means nothing to me, as you get to recharge it in the mid-boss anyway. After that things seemed to get better. Antonion fight was not that great. \n\nJakob. Up we go. Not much happening in the stage, so I just go with the flow. I scold Vile a bit and he flees. His desperation move takes forever. Alas, Drift diamonds didn\'t always find their way to the target, again hurting my time a bit. \n\nGateway: More or less the same as the previous boss battles. There is some mix-ups in the navigation part. Copy Sigma is ridiculously easy. \n\nSigma Palace went great. Lumine Mk.1 was a close call, but I didn\'t need the sub- tank at all, which was a bit surprising. Feel free to observe how Zero\'s Rasetsusen does massive damage to Lumine\'s second form. A double attack, and it\'s all over. \n\nI left the recorder running a bit after I finished the run; consider it my victory lap.','2006-10-01',0,4560000,12,'MegaManX8_SS_116',1,11,0,NULL),(0,748,NULL,247,'','Here is the improvement for my X8 run. About a half hour difference in comparison. This is probably the last time I play this game for a while. I\'m officially retiring unless I get showed up big time. I\'m not even planning to do an any% run for the game. If you want to try one, be my guest. \n\nFirst, about 100% in this game. 100% consists of all armors, weapons, and upgrades for X, Zero, and Axl over one full game and a new game plus onto hard. The Navigator weapons, as a matter of fact, do not count. As you will see, I got them, but didn\'t buy the upgrades for them. Oh well. \n\nThe tools used to make this run were a Magnavox TV, a Sansui VCR/DVD-RW, a Sony Playstation 2 (duh), a Joytech Wireless controller (highly recommended), and a Panasonic VHS-C Palmcorder. (You\'ll find out what that was for soon.) \n\nMost mistakes were minimal, as I cut down my time on all but one level. But here\'s what I will mention: \n- Both Antonion playthroughs consist of one or two unnecessary flips. \n- The third miniboss in Trilobyte\'s stage (just before the boss) continues to give me problems. \n- I did not use the cave path in Yeti\'s stage. That way is very laggy and it seems that both paths are just about the same length. I could be wrong. \n- Toward the end I was getting very careless. After Pandamonium the second time I rush jobbed it. I just wanted it to get done ASAP. \n- I recorded on standard play this time. But I didn\'t take into consideration the consequences... \n\nI am very happy with the results. And you probably will be too. Enjoy!','2005-06-14',0,9360000,12,'MegaManX8_100p_236',25,13,0,NULL),(0,749,NULL,248,'','Hello everyone. This is AquaTiger, and here we are with my first completed RPG speedrun. In total, this run took three months from initial idea to finished product, which makes this the longest I\'ve taken to finish a run. Also consider that a month or so of that was time I didn\'t spend at all with the game, due to just plain lack of interest. I admit, there\'s still a few rough edges, which I\'ll get to later, but overall I still think this is pretty impressive. \n\nOkay, let me get the thanks out of the way: \n\nSuzaku, for the Marino item-dump idea. \nLaseK (or whatever name he uses now), for reminding me about the usefulness of the Generator sub-weapon. \nTetsuo9999, for rekindling my interest in the game after that aforementioned month of lost interest by bumping the topic for this game. \nJagwarKnight, who provided some great advice that was still applicable when I was more than halfway done (which is when he first brought it up). \n_Tim_ from GameFAQs, since I learned a lot from his guide, including abusing Axl\'s Hyper Mode later on to draw off enemy attacks. \nAnd, of course, anyone else who supported my efforts throughout this. \n\nLet me just say that, for those people who\'ve never tried to speedrun an RPG before.... it\'s not as simple as speedrunning an action game. You have to concern yourself with levels and equipment (well, okay, I admit some action games also have those concerns, but it\'s generally a bigger problem with RPGs), as well as boss strategies and the like. Megaman X: Command Mission (which I\'ll just refer to as Command Mission from now on) doesn\'t make having low levels as much of a problem as other RPGs have been known to do, though, and the boss fights aren\'t nearly as hard as I thought they\'d be. That leaves equipment - in this case weapons, sub-weapons, and Force Metals - as my priority concern. Command Mission also throws in the concepts of Hyper Modes, which are generally special armors or combat modes that make your characters much more powerful for a few turns, and Action Triggers, which are strong moves that your character can use once their Weapon Energy bar is half full; I absolutely ABUSE Hyper Modes AND Action Triggers in this run. \n\nSDA\'s rule about skipping cutscenes isn\'t as crushing in Command Mission as it is in some other RPGs, mainly because the plot for this game is just plain AWFUL to the point that you WANT to skip seeing it. (Seeing how Capcom has made RPGs before - Breath of Fire comes to mind - I thought they could have done a LOT better.) The thing with these cutscenes is that to skip them, you have to hold the Start button for two seconds - I\'m guessing this was implemented so that only someone who deliberately wanted to skip the cutscenes could do so, rather than someone accidentally skipping one by pushing some random button. \n\nI split this into segments so that I could do certain parts over if I needed to - and I, in fact, did need to do a number of segments over, mostly for optimization. I tried to restrict the number of segments I did to a number that wouldn\'t drive ME insane - that actually left me with at least one incredibly difficult segment later on (Segment 17), due to a few poor choices in when to save. \n\nI should also note that the deployment system - sending robots to previously completed areas in order to get extra stuff and occasionally some very useful items - didn\'t always agree with me in this run. However, it DID finally come through in the clutch, when I desperately needed it. Maybe because I relied on so few deployable robots overall in this run - I only pick up five more mechaniloids than the game gives you out of the 21 extra I could have gotten, and I don\'t believe I went too far out of the way for them. \n\nAnd finally, the last thing I want to say is that the playable characters\' worth is a bit skewed. Despite all the pleas I got not to use him, I use Spider a lot until he bails out for the simple fact that his Hyper Mode makes him invincible - that and he is a decent attacker. Axl, whom you might remember from Megaman X7 and X8, serves a very similar purpose, which is fun for the short transitional period when both of them are available to you, although Axl is more important because he can hit enemy weaknesses a lot better than Spider can. X, who is always available, is incredibly versatile, although I want to say he\'s a bit weak without his secret armor (I considered collecting it, and even tried in an earlier attempt, but I could never beat the optional boss that gives you the armor in the context of a speedrun). Zero\'s the payoff once you get him - his power is incredible and his weapon selection allow him to tailor his power to the enemy\'s weakness. When you can overcome his inability to hit air targets (which you can do easily by the time you get him), you have one very powerful character who is often if not always in the front line during battle. Marino, although not as good of a fighter, is an excellent backup character - her Hyper Mode increases her speed to the point where, oftentimes, she can exhaust the entirety of her Hyper Mode without anyone else taking a turn at all. Massimo is useful early on, but his poor defense against most attacks means it\'s rare that I use him later on, when other characters are available. As for Cinnamon.... her Action Trigger heals the party, but since I handle my Subtanks pretty well in this run, I have no need for it. And I don\'t refine any Force Metal myself either.... which makes Cinnamon useless. \n\nI\'m not going into chapter-by-chapter commentary this time. I just don\'t feel like it and besides, I\'m not interested in spoiling every little detail here. If I do this run again I\'ll make CERTAIN to go into detail. I will mention things that come up, though. \n\n-I apologize for the fast cutting out in segment 5 - I chalk this one up to a stupid move on my part and not my VCR, which isn\'t even half a year old at the time of this writing. \n-I\'m not sure what possessed me to keep segment 17 - it\'s outright crappy, particularly toward the end. I should have probably split that segment in half. \n-Segment 18 was kept because it was so pitiful it was actually funny. In the future I need to prepare ahead of time for that kind of situation.','2006-02-05',0,20760000,12,'MegaManXCommandMission_546',20,13,0,NULL),(0,750,NULL,249,'','Some people on the SDA forum wanted a few stats on each run so here goes: \n\n-Goal: Get an S-rank every stage \n-Single-Segment \n-No deaths \n-Takes damage to save time. \n-No glitches (don\'t know any helpful glitches) \n-A gameboy player + VCR was used to capture the run. \n-and at Gorash\'s request: \"This video was made without additional electronic aid.\" \n\n-I would like to thank McBAIN because he is one of the few people who is willing to talk strategy about the Mega Man Zero series. \n\nA little mini-faq for those interested: \n\nQ: Why do you take time to kill enemies in some stages? \n\nA: Because I need to kill enough enemies to get an S-rank. All the other requirements I meet just playing through the stage. \n\nQ: S-rank? \n\nA: Your rank in this game is depends on 6 categories: mission accomplished, clear time, number of enemies killed, how much damage you take (lower being better), number of retries, and number of cyber elves used (if you don\'t use any you get full points here). To get an S-rank you need a combined total of at least 96 points per stage (out of 100). \n\nQ: If you only need an average of 96 points per stage, then why don\'t you kill less enemies in a few stages to make the run faster? \n\n\n\nA: Because this is a true S-rank run. Radix and I agreed I should get 96+ points in every stage. There is not a single stage where I go below 96 points. \n\nQ: Why didn\'t you collect the shield boomerang? \n\nA: I felt like it wouldn\'t save any time, due to how long it takes to collect it. Plus, I really hate using it. I never tried collecting it, so I could be completely wrong. \n\nQ: Why didn\'t you cut Maha Ganesheriff\'s cord when he uses the wrecking ball attack? \n\nA: I didn\'t know how to cut the cord when I did the run. I found out afterwards. \n\nQ: Why didn\'t you jump on one of the submarines during the stop the hacking mission? \n\nA: If you know how to do this, please tell me. I tried a bit, but I don\'t think it is possible to jump on one (maybe through a glitch?). \n\nQ: Why didn\'t Fefnir rain fireballs on you both fights? \n\nA: I really lucked out. \n\nQ: Are you planning on running the other Mega Man Zero games? \n\nA: Of course! I will definitely do a speedrun of both MMZ2 and MMZ3 sometime. \n\nNow for some comments: \n\n-Most stages went really well, I manage to get through most stages really fast without getting hit more than once or twice. I make minor mistakes throughout the run, but nothing that would make me want to redo the run anytime soon. \n\n-In theory I could have killed less enemies overall and still had an S-rank, but that would screw up my leveling up method. In addition, there is greater risk of failing S-rank if you kill less enemies. \n\n-There is one trick I learned after the run that would save a few seconds on some of the bosses, but I\'m not going to retry this run anytime soon. \n\n-In the Find Shuttle mission, I would rather take a hit (I only get hit once) than let the soldier get hit. If the soldier gets hit once, I automatically lose 2 points from my score. \n\n-I admit, my Octadragon Eye fight was not very good. I tried to prevent invincibility by hitting the boss with the flip slash, but my timing was so horrible I merely ended up doing less damage. \n\n-The mission where you destroy the giant drill can be done faster, but my luck with the enemy spawns prevented me from destroying the drill more than a second or two faster. If I had good luck with enemy spawns, I could get a time in the low 40 seconds range. I took that hit on purpose, but now that I look at it, it was pretty stupid and it didn\'t even save any time. \n\n-Yes, you have to kill a shitload of enemies during the Duel in the Desert mission. Notice how I go above 80 kills and I still don\'t get the full 15 points. My method of killing enemies at the spawn point looks weird, but it is done this way to level up my saber in time for Fefnir. If you look closely, I am able to charge my saber merely a few enemies before I fight Fefnir. \n\n-My enemy killing area in the mission, Find Hidden Base, might look slow but I\'m sure it\'s the fastest place to spawn enemies. \n\n-I hesitated on the platforms during the Rescue Colbor mission because I have died there an embarassing amount of times. \n\n-My Hanumachine battle was shit, I hate fighting him. \n\n-My Neo Arcadia Shrine 1 run was great in terms of damage taken, but a little slow. This is mostly due to my Sword Dancer fight. Part of it was bad luck in attacks (kept on throwing his arms), but another part was due to me playing overly safe (when he threw the rings, I didn\'t have to run away). \n\n-My run of the final stage went very smoothly. I sacrifice speed for safety in a few areas because this stage has 10 boss fights, and I cannot afford to lose more than 15 life. If I lost more than 15 units of life, I could get 95 points maximum and I would have to start the run over again from the beginning. \n\nIf you have any questions and/or comments just email me or contact me on the SDA forum. I hope you enjoy this run, and look forward to my future runs of the Mega Man Zero series.','2005-02-19',0,2043000,11,'MegaManZero_SS_SRank_3403',1,3,0,NULL),(0,751,NULL,250,'','-Goal: Achieve S-rank every stage (96+ points) \n-Single-segment \n-No deaths \n-Takes damage to save time \n-Only one glitch used (spikes and lava don\'t hurt when you use the chain rod) \n-A gameboy player + VCR was used to capture the run \n\nIf you don\'t know what S-rank means in this game then look at the first few questions in my Zero 1 comments for information. The only change in ranking is that Zero 2 allows you to take up to 10 more points of damage than Zero 1 before S-rank is out of the question. \n\nI would like to thank McBAIN again (yeah, I thank him a lot) because his megazpeed run and his 53 second intro stage run (non S-rank) helped me figure out strategies and optimizations. \n\nAfter a month and a half of recording this run is finally done. I am mostly satisfied with the end result, save two stages. Here are my overall opinions on how I did on each stage. \n\n-Intro stage: Rocked, 0:57 is a great time for S-rank IMO. \n\n-Poler Kamrous: Fast, but I took a little too much damage. \n\n-Panter Flauclaws: My run of the stage was good with only one obvious error, but my boss fight was a little slow. \n\n-Hyleg Ourobuckle: Nearly perfect, I took no damage. \n\n-Phoenix Magnion: I got hit WAY too much, but I still got a good time. \n\n-Elemental Golems: The beginning was a little slow, but overall a great run. \n\n-Kuwagust Anchus: My run of the stage was fast, but my battle really sucked. I was hesitant and missed too many shots. \n\n-Sage Harpuia: Owned, the only possible improvement is luck on the boss battle. \n\n-Fighting Fefnir: Overall solid, only one stupid error involving an extraneous jump. My boss fight was decent. \n\n-Fairy Leviathan: Great run, only took one hit that had a negligible impact on my time. \n\n-Burble Hekelot: Garbage, got hit by attacks I normally don\'t get hit by, missed an important chain rod hook, and I got the absolute worst luck against Burble himself. \n\n-Rainbow Devil Mk2: Perfect runthrough of the stage. The boss fight was fairly fast, but I got hit an unforgivable amount of times (sorry!). \n\n-Fefnir V2: Very annoying stage, Very good time. \n\n-Leviathan V2: My best run of this stage ever, the time I got here was a personal record. Plus I made that hard grappling hook jump. \n\n-Harpuia V2: I miss a semi-important jump and I fall down once, but nothing run crippling. My boss fight went painlessly fast though. \n\n-Final stage: I got hit a few more times than I would have liked, and I received some bad luck (phoenix magnion, elpizo), but I still managed to get a time under five minutes. \n\nSpecific comments: \n-Yes, the in-game time is shorter than my Zero 1 S-rank, but the real time is longer. This game has many unskippable cutscenes which don\'t add to your in-game timer. Trust me, I would skip them if I could. \n\n-I take more damage in this run than in my Zero 1 S-rank run. This game is harder than Zero 1, especially with all the one-hit kills (guess why it took a month and a half). \n\n-I\'m happy to say that the most damage I took was 15 points (final stage), meaning if I didn\'t collect any life powerups in the stages I still wouldn\'t have died. \n\n-About my form choice, the Active form has a higher speed rating than Rise form, but it does not seem to speed up your dashes. I think it only speeds up your running. Since you can\'t combo slash with the Active form I chose the Rise form. It\'s easy to collect (just slash a bunch of enemies) and the third hit in the combo does six damage instead of the usual four, making boss fights slightly faster. I will admit I did not test forms for an incredibly long time, so correct me if I\'m wrong with my form choice. \n\n-My boss order might seem bizarre, but there is a certain logic to it. I picked Poler Kamrous first because she is an easy boss to kill. I pick Panter Flauclaw\'s stage second because it goes along with weakness order. I pick Hyleg Ourobuckle\'s stage third because by this time my saber is leveled up high enough to pull off the triple combo, which makes short work of him. I pick Phoenix Magnion last because I have already used my buster in the previous stages, which helps me get the buster leveled up in time for Magnion. You might think I could just use the shield boomerang and kill less enemies, but I need 51 enemies to get full points for the stage (yeah I killed a few too many) and the shield boomerang charges up too slowly to deal with Magnion effectively. \n\n-My second boss order was mostly based on risk, which is ironic because the only stage I did badly in was the one I found the least risky. Harpuia\'s stage has the invisible platforms with spikes below, which is why I pick that stage first. \n\n-I have done the intro stage faster, but the amount of random factors in the stage is incredibly annoying. I don\'t want to spend all day simply trying to get my time down to 56 seconds. I have run the intro stage constantly to make sure I get a decent time, trust me. \n\n-The only hit I was supposed to take in Phoenix Magnion\'s stage was getting hit by the lasers jumping up the ladder (though getting hit by the lava block might have saved a tiny bit of time because I was able to stand on the block). Also, I will admit I was inconsistent when I was destroying the power reactors. \n\n-I pause at the intro text in Kuwagust\'s stage because it sets the planes into a position that is optimal for jumping across. This has no effect on my in-game time because this is before the mission starts. \n\n-I actively try to slash some of the enemies during the protect Ciel segment because it helps me level up my saber. Too bad the saber wasn\'t leveled up enough for Kuwagust. \n\n-I got hit during the Kuwagust Anchus battle because of how charging up your buster works. Basically I shot the charged up ice shot, then immediately hit the button again to charge up my next shot. You always fire an uncharged shot when you hold down the button to charge. Since uncharged shots travel about the same speed as charged shots (possibly slightly faster), guess which shot hit. \n\n-The hit I took in Sage Harpuia\'s stage was on purpose. I have an incredibly hard time dodging the lightning the turret shoots, and it does four points of damage. Since one point of damage is lower than four points, I decided to get hit by the soldier. \n\n-You can prevent Fefnir and Harpuia from using their A/S-rank attacks a second time, but it requires some luck on their part. \n\n-In Fairy Leviathan\'s stage those bombs count as enemies, which is why I take the time to detonate them. Now that I think about it, I probably should have killed even less dogs and detonated the three remaining bombs. \n\n-I know my first Burble Hekelot fight was bad, but it was mostly due to bad luck. He wouldn\'t stop humping the wall! This caused catepillars to constantly fall down, which is bad for two reasons: \n\n1) I either have to dodge out of the way or get hit by them (if one is going to drop down on me), and both choices interrupt my combo slashes. \n\n2) If Burble Hekelot eats a catepillar he is either immune to one or two of my slashes, or he becomes invincible and rolls around the screen for about 10 seconds (which kills a run IMO). \n\nAfter a while I started slashing at him anyways because there were too many catepillars for me to deal with. \n\n-I know my Rainbow Devil MK2 battle stunk, you don\'t need to tell me. I swear I have never taken that much damage during that battle until now. \n\n-Both of my Phoenix Magnion battles were good, but my second one took ridiculously long solely due to bad luck. He used his A/S rank attack twice, and I had to dodge the lava. Usually when I fight him the second time around he doesn\'t even have the time to use his A/S rank attack. \n\n-Like last time, I was slow during some areas of the final stage because I didn\'t want to die. I died during that stupid multiple ladder area near the very end TWICE which is why I take forever there. \n\n-I don\'t strike Elpizo\'s final form while he is shooting the little balls because I usually get hit before my slash comes out. \n\n-Yes, there is some room for improvement either due to better luck or better performance, but I\'m satisfied with the result. This is a tough game, and I\'m simply glad to have the run finished. I am going to take another break from Mega Man games and concentrate on Revenge of Shinobi. Don\'t worry, I will still run Zero 3 someday.','2005-05-01',0,1911000,11,'MegaManZero2_SS_SRank_3151',1,3,0,NULL),(0,752,NULL,215,'','Metal Gear Solid is my favorite game and it always will be. First I would just like to thank everyone who stayed up late with me and helped me in one way or another (Parents,Justin,Megan,and Damian). This run took me about 2 weeks to finish. Although I save 15 times I try to make every segment as flawless as I can therefore eliminating the question of running through any segment faster. \n\nThe hardest, but best part of the game for me was believe it or not the guard elevator 2 battle followed by raven (Segment 14). All the guard battles were tough and as for raven, he has to be on steroids, i couldn\'t shake him. \n\nThe Metal Gear and Liquid battles (Segment 16) were not exactly hard but it was tough to get a good time on. \n\nThose two segments were probably the toughest for me. other than that everything went smoothly. I did however have some ammunition problems in two parts of the game. I managed to shoot Psycho Mantis with my last famas tracer bullet before running out and having to use my last couple of socom bullets. I also had to shoot Sniper Wolf in the second battle with my last PSG1 bullet to kill her. \n\nI did smoke while i was waiting for some events, especially since i had almost 0 life anyway it didnt matter anymore. I saved about of minute not picking up the body armor, consequently after repelling down the building and crossing the bridge I ended up with just about no life for the rest of the game until segment 16. \n\nSegment 1:Infiltration \nSegment 2:Guard Battle \nSegment 3:Ocelot \nSegment 4:Tank Battle \nSegment 5:Gray Fox \nSegment 6:Psycho Mantis \nSegment 7:Retrieving the PSG1 \nSegment 8:Sniper Wolf \nSegment 9:Guard Stair Battle \nSegment 10:Bridge \nSegment 11:Hind \nSegment 12:Guard Elevator 1 \nSegment 13:Sniper Wolf 2 \nSegment 14:Guard Elevator 2 and Raven \nSegment 15:PAL Keys \nSegment 16:Metal Gear and Liquid \n\nGame level - Extreme \nPlay time - 1:54:05 \nSave - 15 \nContinue - 0 \nBeing found - 4 \nEnemies killed - 21 \nRations used - 0 \nNo special items used','2005-12-08',0,6842000,11,'MetalGearSolid_Extreme_15402',16,12,0,NULL),(0,753,NULL,215,'','First of all, I would like to say my thanks to a few people: [ul] [li]Radix, for accepting my run, Nate, for capturing it, and both of them for the amazing work they do at SDA. [li]Arnaud, my brother, Alban and Mohamed for their support. [li]R&eacute;mi, for selling me this game a long time ago, and lending me the equipment to record my run and for his general support. [li]All the MGS speedrunners, Adnan Kauser and Zeno in particular, whose runs have been very helpful. [li]Dark Angel, Liquid316 and Samuel Riesterer for their guides on GameFaqs. [li]Adnan Kauser, again, for correcting and changing these comments. [/ul] \n\nThis run was done on the French PAL version of the game played on the PlayStation. \n\nMetal Gear Solid is my favorite PlayStation game, and naturally I decided to do my first speedrun on this game. I started to work on this run practically one year before completing it. I didn\'t work on the run for a whole year though: I trained for a few weeks, and then stopped for a few weeks. This caused the run to stagnate for a long period. At the beginning of my training I thought I could barely break the 2:15 mark, but, as time went by, my target time gradually decreased to finally breaking the 2 hour mark. I\'m really happy to have finally done this, even though it has taken me so long to produce. I am happy with fact that I didn\'t complete it in two or three months, like I first expected, otherwise my time would have been around the 2:10 mark. The extra work put into this run allowed me to use better strats against a lot of bosses and to find plenty of little time savers that I\'m sure you are going to like.	One of the difficulties concerning the planning of this run is the ammo management, in particular the stun grenades which are very helpful in various situations. I don\'t claim that my strategy is optimal, different choices can be made like skipping the FA-MAS or the Thermal Goggles, picking up fewer Claymores... \n\nComments: \n\nIn the Tank Hangar if you reach the stairs too fast, the guard underneath will spot you; this is the reason I performed a combo before passing the last camera, this gave me just the right amount of time to pass without the risk of getting caught. The Cell fight wasn\'t really great. At the beginning, I only killed one guard to be able to kill the other ones. This is handy if Meryl doesn\'t fight well, which is frequent. The guard I held at the end of the battle didn\'t die like he was supposed to and shot me as I didn\'t realize he wasn\'t actually dead. \n\nOCELOT: Ridiculous, isn\'t it? \n\nGoing through the laser room without Thermal Goggles is very easy to do, the timing doesn\'t have to be very precise and the CODEC ringing acts as an aid for timing the path. \n\nTANK M1: The main difficulty in this fight is the great speed of the Tank in Extreme, making the use of Claymores practically mandatory. This battle can be very random, so I decided to use a \'slow\' but reliable strategy. Two grenades were necessary to kill the first soldier but that didn\'t cost me too much time. \n\nChaff grenades don\'t only act as a disturbance to cameras; they can be used to distract guards\' attention as their explosion acts exactly as a knock on a wall or a step in a puddle. This can be very useful in various situations. In Nuke Building B1, I used this to stop the guard, which gives me enough time to grab the stun grenades without being spotted. \n\nNINJA: A few mistakes, but overall a good fight. \n\nMANTIS: Of course, I used the second controller to defeat him. Grenades act strangely on Mantis, they hurt him but he instantly regains his life. The trick to use them in this fight is to shoot Mantis 20 times first (I actually shot him 21 times to be safe, I sometimes lose count), and then use a grenade: his life is reduced and replenished but that triggers the cutscene where he controls Meryl. When she passes out again, his life is always reduced to the same level. The obvious drawback of this tactic is the loss of a large amount of Snake\'s health; but if one of the objects controlled by Mantis hits you before the grenade explodes, you don\'t get hit by the grenade and damages are reduced by half. \n\nWOLF 1: I was unlucky with Wolf\'s starting position and had to wait to for the opportunity to get into position. The fight was pretty good after that. \n\nI made an embarrassing mistake in the Underground Passage where I equipped the PSG-1 for a second. My finger slipped, I still don\'t understand how. Since this run, I now always equip stun grenades after the Wolf fight ...just in case. The Communication Tower chase is a big stun grenades consumer, but I had to save a few of them for later in the game, hence the use of the Socom. The rappelling scene was terrible; I got shot two times and was lucky at the end when I brushed the steam. It is not obvious, but the way I went through the Walkway requires good timing, in particular for the launch of the first stun grenade. \n\nHIND: The first part of this fight is easy but the second one is random and only a few shots can kill Snake (when he doesn\'t wear the Body Armor). Fortunately, this second part went very well and I managed to keep the Hind above me at all times, even if some shots weren\'t very well timed. \n\nI picked up Stinger ammo after the Hind battle to have 10 missiles for the second Wolf fight. I got stupidly shot during the Elevator fight: I usually turn around the last guard to avoid his shots, but this time, I eliminated the first three guards faster than usual, this tactic didn\'t quite work out... \n\nWOLF 2: This wasn\'t a very good fight; I missed a lot of Stinger shots and didn\'t use the PSG-1 very well. Notice that the last bullet was shot after the Diazepam effect ended ;-) \n\nThe crane in the Blast Furnace can sometimes be very annoying; this time, it only slowed me down a little bit though. During the Cargo Elevator battle, running through the bullets like I did is risky and requires some practice. Unfortunately, I got shot at the end, right when I thought I was safe. This left me with minimal life until the MG-REX fight; that led me to be extra cautious (too cautious sometimes) for the end of the run, especially when I equipped a ration in inappropriate places. \n\nRAVEN: Raven is the easiest fight of the game because of his set pattern. He spotted me a couple of times but the path I used didn\'t enable him to shoot me. \n\nThere\'s a faster way to pass the guard in Underground Base 3, I didn\'t use it because of the risk involved. I was very lucky with the mouse\'s starting position :-) \n\nMETAL GEAR REX: A few mistakes, plus the strange behavior of REX (when he turned on his left) slowed me down a bit. The fight was nevertheless pretty good. \n\nLIQUID: Hitting Liquid continuously requires Snake to be perfectly aligned with him, which is pretty difficult: a very little deviation makes him slowly leave Snake\'s action range. That\'s what happened when I cornered him at the top of the area. The beginning of the fight was excellent. Unfortunately, it turned very bad and I lost about 20 seconds on my average fight time. \n\nThe Jeep escape was very bad, I got shot a lot by guards and by Liquid and I was slow to shoot him. \n\nThis run is obviously improvable: with better fights, improved strategies against a few bosses and enough luck, I think that a time under 1:58 is possible. \n\nThank you and Enjoy! \n\nSlade','2006-04-26',0,7186000,11,'MetalGearSolid_eu_SS_Extreme_15946',1,12,0,NULL),(0,754,NULL,216,'','This run was done using the no gameover on discovery option, and damage is taken to save time in places. As such, it\'s not meant to compete with Big Boss runs like Takeshi\'s. \n\nThere are a few differences between the US and Japanese versions of the game which affect the outcome of the run. The segment where Ocelot is walking towards you (42:29), ends after the 10 second countdown, while in the Japanese version, it ends as soon as you equip the weapon. The section where you need to locate the Nikita missile launcher (52:54) differs as well, with the launcher being in a more favorable position in the US version. Several cutscenes that are skipable in the Japanese version are not in the US version, such as the shot after you upload the pictures to Otacon (10:37) \n\nThe run is 1:37:37 by the game timer, which varies from the realtime clock by several minutes.','2007-05-12',0,5857000,11,'MetalGearSolid2_SS_Extreme_13737',1,13,0,NULL),(0,755,NULL,216,'','The following is a speed run for MGS2. The speed run is only for the Tanker episode. \n\nFirstly I would like to thank both Nate for transferring the run from VHS and Radix for accepting the run. Without them you wouldn\'t be able to view this run, or most other great runs for that matter. \n\nFirstly I want to point out that this run was on the European Extreme level (and I\'m a European too, England in fact). The speed run is a perfect speed run. By this I mean there are no alerts, no saves, no continues, no rations (Even though you can\'t collect any on European Extreme) and finally no damage. The major differences in gameplay in Euro Extreme compared to just Extreme include guards having longer fields of vision, better hearing, more damage taken, and more guards in some areas. Firstly I want to point this out; this run is not a copy of Takeshi\'s fantastic MGS2 speed run. I didn\'t copy his route in any way; in fact every screen is different. I think, although I can\'t confirm, that my tanker run is 10 seconds faster than Takeshi\'s run through the tanker part. \n\nAs for the run itself I feel it is the best I can do. Some screen had to be changed completely because of the difficulty level. The Semtex control panels in the engine room had to be shot without climbing onto the box thing. The Olga fight could be faster but my chosen path is quick enough I feel. I use various speedy techniques such as shooting and rolling and freezing and leaving them. Pay heed to the great guard fight in the Starboard which also looks great. Also note the amount of times I leave guards in rooms with their hands in their air, pure hilarity. \n\nI am totally in love with MGS and will continue playing and trying to run them for as long as possible. Overall this run for me is perfect in every way, although I may be able to knock it down to 10:30 I am delighted to have done it. I have no plans to do this again or the entire game. \n\nThank you and enjoy!','2005-03-01',0,636000,11,'MetalGearSolid2_Tanker_EuExtreme_1036',1,13,0,NULL),(0,756,NULL,216,'','This run was recorded a few days after I recorded the pure speed run for MGS2. I heard somewhere of the idea of an 100% Dog Tag run and thought I\'d give it a go. This run is again a perfect run, with no alerts, no saves, no continues, no rations and finally no damage. The difficulty level is Extreme; European Extreme doesn\'t have Dog Tags. \n\nThe run at first seemed tricky as there are various guards who think they are far superior to you, until you scare them with the USP. This is why there is some backtracking in the video. The Olga fight was perfect the guard fight in the starboard was also perfect. The only problem I recall was Snake clumsily falling on top of the guards head in the aft deck; thankfully he regained consciousness rather quickly, and got a bullet for his troubles. I did this run a few days after I bought MGS3 so I recorded this run and did it first time, honestly. This is why some parts may look a bit amateurish. I was also lucky that Snake\'s constant sneezing didn\'t get him caught (Even though I gave him medicine). The hardest part of all was definitely the Holds. I still can\'t believe how I managed this. Having to backtrack a lot in the Holds was rather frustrating but I felt I had the perfect route. Hold 3 was also incredible I had to make sure that I got both guards tags but that they also remained frozen not an easy task. Overall I\'m happy with the run. If I was to do this again which I could easily knock off 1 minute or so. \n\nHope you enjoy the run!','2005-03-06',0,1386000,11,'MetalGearSolid2_Tanker_100pDT_Extreme_2306',1,13,0,NULL),(0,757,NULL,217,'',NULL,'2005-01-01',1,634000,11,'MGS2Substance_SnakeTalesA_1034',1,13,1,NULL),(0,758,NULL,217,'',NULL,'2005-01-01',1,937000,11,'MGS2Substance_SnakeTalesB_1537',1,13,1,NULL),(0,759,NULL,217,'',NULL,'2005-01-01',1,817000,11,'MGS2Substance_SnakeTalesC_1337',1,13,1,NULL),(0,760,NULL,217,'',NULL,'2005-01-01',1,669000,11,'MGS2Substance_SnakeTalesD_1109',1,13,1,NULL),(0,761,NULL,217,'',NULL,'2005-01-01',1,1096000,11,'MGS2Substance_SnakeTalesE_1816',1,13,1,NULL),(0,762,NULL,218,'','First of all I\'d like to thank nate, radix and mikwuyma for this great site and your friendly support.. \n\nIf you look at this run you might notice 3 things, which are different compared to all the others. [ol][li]I don\'t skip the fight with \"The End\" [li]I often use the box [li]And last of all the \"Mosin Nagat\", which I received for the fight with \"The End\"[/ol] \n\nBut the most important part is the fight with \"The End. I believe the technique I\'ve found is the fastest... \n\nThis Foxhound run ist only possible within this time because of these 3 things and especially the Mosin Nagat is very helpful for The Fury and Volgin. \n\nMy goal was to find as many new ways/possibilities as possible and I think you\'ll notice this. \n\nThis run was only the start for many new to come... and my next goal will be to beat my No Save Foxhound run. \n\nThanks, and have fun watching!','2007-11-17',0,5287000,11,'MetalGearSolid3_EuExtreme_FoxHound_12807',10,13,0,NULL),(0,763,NULL,218,'','This is my first speedrun, I\'m playing the german PAL version on European Extreme. First I\'d like to say that MGS3 has been one of my favourite games to begin with and that\'s why I had the idea to make a speedrun. \n\nMy goal was to obtain the FOXHOUND ranking in under 2 hours, without severe injuries and 0 life gauges... \n\nI planned and created most tactics and the route by myself, I didn\'t want to copy Adnan Kausers run, I deliberately tried to do things differently. I guess the biggest difference is the battle with The End. \n\nThe part from the beginning until The Pain is the easiest in my speedrun, but I had quite some troubles with Ocelot, although Ocelot and Volgin are amongst the easiest bosses. The battle with The Pain went without damage, but I spent too much time for him. From this moment until The End everything went well, without much trouble. \n\nThe battle with The End was good, but not perfect, the most important thing during the battle is the cigar spray. Without this weapon it would be impossible to win this fight in such a short time. \n\nThe only real problem I had was in Krosnogorje. There were 5 enemys but I only had 4 bullets left so I had to take down one enemy with the cigar spray. \n\nThe rest went well, except a few minor mistakes and I\'m really surprised that I managed to finish this speedrun much faster than in 2 hours. \n\nI think that it\'d be possible to do this in 1:40h, but it will be difficult. I\'ll try to achieve a FOXHOUND ranking without any damage or to undercut my time record sometimes in the future...','2007-05-21',0,6295000,11,'MetalGearSolid3_SS_EuExtreme_FoxHound_14455',1,13,0,NULL),(0,764,NULL,219,'','This video is an improvement in almost every way on the 1:10 run that I had previously recorded. Again, I run through the rooms with virtual flawlesslessness, and the boss battles are much better as well. \n\nPay heed to the Ninja battle, the Mantis battle, and Wolf 2, as those battles are improved to the pinnacle of my ability and are the standard by which I weigh all other runs. \n\nAlso, note the Comm. Tower A Climb, Hind D, and Vulcan Raven, as the strategies that I utilize on those sequences are altered to accomodate not picking up the body armor, which shaved off even more time. \n\nIn fact, barring a few technical flubs, an embarrassing messup in calling Meryl, and a significantly worse Tank battle, I would consider this video the best of my abilities. \n\nOf course, that is only for me, so I hope that those with the time, skill, and patience learn from this and encourage them to try and record a run better than my best \'Perfect\' Big Boss time. \n\nOnce again, enjoy!','2004-04-03',0,4109000,11,'MGS-TTS_10829',1,5,0,NULL),(0,765,NULL,205,'','Well here it is, the first Metal Slug speedrun for SDA. This run probably contains more mistakes than I should have accepted, but it\'s still one life and the load times were pissing me off. This run could probably be improved by at least 30 seconds, which is a lot for a game this short, but I simply wanted to release a run before I went to Japan. \n\n-Overall my runs of the first, second, and fourth stage were really good, only containing minor mistakes. My runs of the third, fifth and sixth stages have obvious flaws that could be improved. \n\n-If you\'re wondering how I threw bombs so quickly at the first and second boss, walking forward into an object allows you to throw bombs more quickly than you normally could. This trick doesn\'t work on any of the other bosses (bad positioning or they kill you on contact). \n\n-My Allen (third stage midboss)battle was kinda slow mostly due to bad luck. He wasn\'t staying below me very often and whenever he jumps onto the platform second from the top he always shoots instantly, preventing me from getting above him. I threw some grenades to make it faster, but that led to another mistake... \n\n...which was failing to kill the third boss with my initial onslaught of grenades, most likely due to the grenades I used against Allen. \n\n-I\'m almost positive taking the time out to collect 20 grenades in the fifth stage is less than the time it would take without those extra 20 grenades to destroy the boss. \n\n-I jumped just a moment too late out of my slug during the fight with the fifth boss, preventing me from unloading cannon shots and/or slug crashing into the boss. \n\n-There is one huge mistake in the last stage and that is failing to get a shotgun while I was on the bridge. If I collected a shotgun during the area cluttered with tanks and soldiers (right before you go into the water), it would have shaved off at 10-20 seconds to destroy all the vehicles. \n\n-There are two other big mistakes in the last stage. One is not having enough bombs for Morden. Yes, I have 40 bombs, but usually I have 50+ bombs for the fight. One of the prisoners holding bombs went right instead of left, which caused him to fall into the water (this never happened to me before). The other mistakes was being incredibly dumb and timing an easy jump too early, causing my slug to get damaged by a missile. \n\nI think this run is still pretty good even with all the mistakes in it and look out for more Metal Slug runs in the future.','2005-06-27',0,1007000,11,'MetalSlug_mvs_1647',1,12,0,NULL),(0,766,NULL,206,'','-Goal: Complete the game on one-life. \n-Single-segment \n-Played at the default arcade difficulty (hard, which is not the highest difficulty) \n-No programming errors abused \n-A Playstation 2 + DVD recorder was used to record the run, thanks go to Nate for capturing. \n\nA mini-faq for those who are curious: \n\nQ: Why are you crouching while firing throughout the game? \n\nA: Firing while crouching allows you to fire faster than simply standing and shooting. \n\nQ: When you lost all your ammo from a weapon how did you fire instantaneously? \n\nA: Crouching cancels the recovery of switching back to the pistol. \n\nQ: Why didn\'t you use Vulcan fix? \n\nA: The arcade version of Metal Slug 3 doesn\'t have vulcan fix, and being a purist I didn\'t use vulcan fix in my run. I don\'t think it would save more than a couple of seconds anyways. \n\nQ: Wait, hard isn\'t the highest difficulty in Metal Slug 3? Then why did you claim that hard was the highest difficulty in Metal Slug 4 and 5? \n\nA: That\'s because hard is the highest difficulty in Metal Slug 4 and 5. In an effort to confuse everyone, SNK Playmore decided renaming the difficulties was a good idea for Metal Slug 3. Therefore, hard in Metal Slug 3 is the equivalent of arcade/mvs in Metal Slug 4 and 5 (and Neo Geo Metal Slug 3). Very hard in Metal Slug 3 is the equivalent hard in Metal Slug 4 and 5. \n\nIf you want to be even more confused, the hardest difficulty in the console versions of metal slug games isn\'t even the hardest difficulty in the arcade version (level 6, highest is 8), whee! \n\nQ: Speaking of hard, why didn\'t you play Metal Slug 3 on the highest difficulty? \n\nA: For some reason, hard difficulty lets you kill most of the enemies without being delayed for a long period of time. If I chose a higher difficulty I would end up using more grenades on normal enemies and less on bosses, making the run longer. I know it sounds lame, but it makes the run look smoother and I\'m used to playing this game on hard. Also, the fourth boss\'s pinwheel attack becomes nearly impossible to dodge on very hard. \n\nQ: Are you sure you took the best path choices? \n\nA: Yes, the best path choices in this game are very obvious. All of the other paths take much longer (sometimes even twice as long). \n\nQ: Why did you choose Marco? He\'s ugly. \n\nA: I know, but it\'s worth it when I can kill hundreds alien Marco clones in the end. Plus Fio is the best character, you know the glasses are hot (and she doesn\'t have the fugly Metal Slug 5 picture). \n\nQ: Your luck against the second boss sucked. Why didn\'t you restart? \n\nA: After you spend a year (on and off) on a game this hard, you stop caring just a wee bit less about luck factors. Many of my runs have ended at the first or second stage. If I ever try to improve this run (ha), I\'ll try to get better luck. \n\nQ: Why do you waste your grenades before you fight the fourth boss? \n\nA: It is impossible to hit the fourth boss with grenades. \n\nQ: Why do you try so hard to dodge the rocket launcher while fighting the UFOs? \n\nA: The shotgun is much stronger than the rocket launcher. I would have lost at least 30 seconds if I collected the rocket launcher. \n\nQ: Why did you crash the spaceship when you were inside the UFO? \n\nA: The heavy machine gun saves time against the hoop-shooting bots. \n\nQ: Are you sure that is the fastest strategy fighting the cocoon? \n\nA: It is so easy to die during the cocoon fight that I don\'t care if it is the fastest strategy. I could have been burned to death easily by the zillions of alien Marcos running around. With that being said, I think my cocoon strategy is fast because I can kill the Marcos while still firing at the cocoon. \n\nQ: Why didn\'t you collect the extra ammo and the rocket launcher when you were fighting the final boss? They were so close to you! \n\nA: The extra ammo was actually kind of far from me. I would have to travel all the way to the right, which probably wouldn\'t give me enough time to get back in the tank (I\'ve died that way before). Also, the rocket launcher appeared right in front of the extra ammo. If I collected the rocket launcher right away, the final boss battle would have been even slower because flame shot is much stronger than the rocket launcher. \n\nBy the time I wanted to collect the rocket launcher (I only had about 3 flame shots left), the icon disappeared. I thought I would have been able to collect more weapons fighting the boss, but a combination of bad luck and my own stupidity prevented that from happening. \n\nQ: You didn\'t need to jump inside the tank each time the final boss fired orbs at you (I\'m aware this isn\'t a question). \n\nA: True, but I was very paranoid about dying. \n\nOne comment I must make before going further. I am tired of people thinking Contra III (the hardest Contra game) is one of the hardest games ever, when Metal Slug 3 (the hardest Metal Slug game) is much harder (in terms of beating the game on one-life). \n\nMetal Slug 3 is longer, has more randomness, bosses don\'t die as quickly, and the hardest difficulty is considered impossible (or nearly impossible) to beat on one life. Whereas in Contra III, the game moves quickly, but there isn\'t much randomness. If that doesn\'t convince you, Contra III took me 10 days (this includes both practice and recording), Metal Slug 3 took me over a year. \n\n-To be honest, I didn\'t make many mistakes throughout the run. I had bad luck in some spots (second boss, final boss), which is the main weakness of this run. I admit I could easily shave 30-40 seconds if I had a better fight against the final boss. \n\n-The first stage went well, my boss fight was kind of slow since I slug crashed too early, but nothing that cost me more than a few seconds. \n\n-The only mistake I made in the second stage was taking a while to destroy the last helicopter. The boss fight could have been about 10-15 seconds faster with better luck. \n\n-Nothing goes wrong in the third stage. I was even able to unload all of my grenades into the boss quickly. \n\n-Like the third stage, nothing goes wrong in the fourth stage. I was very lucky getting a laser while fighting the boss (the prisoners usually give heavy machine guns). \n\n-The only thing that slowed me down while I was playing Marco in the final stage was Morden using a couple of attacks that forced me to jump off of the anti-air gun. \n\n-I should have unloaded all of my missiles on the giant UFO while flying in space. Other than that, I didn\'t make any mistakes during the whole space flight section. \n\n-I had decent luck picking up an enemy chaser in the crawler area. The three weapons you can collect are drop shot (worst), enemy chaser, and laser (best). I\'m not always standing under the large crawler robots while firing because their remains can crush you. \n\n-My luck against the giant brain is pretty good. The battle would have ended faster if the laser appeared sooner, but I didn\'t have to resort to the pistol. \n\n-The super crazy, intense final scene before the last boss goes very well. The only mistake I made was getting hit while I was in the slug walker (and therefore losing a gun). \n\n-I\'m not going to lie, my fight against the final boss could have been much better. After investing so much time on this run, I really didn\'t care how long the battle was, I just wanted the run to be over. \n\nWell that\'s the last of my Metal Slug runs for now. That is, until Metal Slug Anthology comes out with a proper conversion of 1 and X.','2006-09-04',0,1999000,11,'MetalSlug3_hard_3319',1,13,0,NULL),(0,767,NULL,207,'','Did you really think that Mike is the only one that can play Metal Slug games? You were right! This here, is a poor attempt of trying to run a arcade game by me. Btw, thanks radix, nate, djgrenola, and mikwuyma. Especially Mike because if not for him, there wouldn\'t be anyone to annoy with crappy MS runs. Bless you Mike. ;) \n\nIf you want to know about all the small time savers, read Mike\'s comments for his hard difficulty run. I\'m not sure if my where-to-throw-bombs choices are the right ones, but I at least try to make it look good (another failed attempt). Now about the mistakes: [ul][li]Mission 1: \n-Bad luck \n\n[li]Mission 2: \n-Bad luck \n\n[li]Mission 3: \n-Bad luck \n\n[li]Mission 4: \n-Bad luck \n\n[li]Mission 5: \n-Bad luck \n\n[li]Mission 6: \n-Bad luck (+ I never practiced the second section with a /C/. I had a /S/ every time around here.)[/ul] -As you can clearly see, nerves took over me at some places. I died like six times in a row at the fight with morden\'s human form using Mike\'s strategy. That\'s why I\'ve kept it safe and stood on my platform. \n\nSo after all, luck is a high percent factor for how fast you can complete a MS game. Regardless of the bad luck at every possible section, I had some good luck at the end of the first section in mission 6. I kept the /C/ all the way to the next section which saved some time. \n\nI hope you won\'t like this run as much as I don\'t. But you\'ll see more of my MS skillness soon. Enjoy (not).','2007-04-18',0,1083000,11,'MetalSlug4_easy_1803',1,13,0,NULL),(0,768,NULL,207,'Time is from in-game timer.','-Goal: Complete the game on one-life. \n-Single-segment (would you expect anything else from me?) \n-Played at Hardest difficulty setting (hard) \n-No programming errors abused \n-A Playstation 2 + VCR was used to record the run, thanks go to Nate for capturing. \n\nA mini-faq for those who are curious: \n\nQ: Why are you crouching while firing throughout the game? \n\nA: Firing while crouching allows you to fire faster than simply standing and shooting. \n\nQ: When you lost all your ammo from a weapon how did you fire instantaneously? \n\nA: Crouching cancels the recovery of switching back to the pistol. \n\nQ: Why didn\'t you use Vulcan fix? \n\nA: The arcade version of Metal Slug 4 doesn\'t have vulcan fix, and being a purist I don\'t use vulcan fix (yes, I know it might save time against the stage 2 boss). \n\nQ: What are the differences between easy and hard? \n\nA: Hard mode has faster bullets, more bullets/enemies, and enemies take MUCH longer to kill. The patterns of the final boss are almost completely different due to either faster patterns, or more lasers on the screen at once. If you killed a boss faster in a lower difficulty than I did, that doesn\'t necessarily mean your method is faster than mine in hard mode. \n\nQ: Why do you get inside so many vehicles? Aren\'t they slower? \n\nA: Yes, vehicles move more slowly than your character moves on-foot, but usually you have less firepower on-foot then you do in a vehicle, and there are a lot of areas where you are forced to kill enemies before you can move on. \n\nReasons for each vehicle: \n\nStage 2 Missile Launcher: If you go on foot the rocket launcher wears out before you can even get to the destructible wall, and the extra grenades would be wasted on destroying the vehicles. Missiles pretty much tear through everything in a few seconds. \n\nStage 2 Tank: Allows me to go through the soldier infested area with ease. Also makes killing the second boss a lot faster. \n\nStage 4 Crawler: There are a lot of areas where you are forced to kill enemies before you can move on, and vulcan is more powerful than heavy machine gun (the only other choice). Also, crashing the crawler takes care of that big row of zombies before the third area. \n\nStage 6 Tank: The tank makes me safe from the crapload of enemies and bullets. The tank cannon takes care of the enemies faster than a heavy machine gun could. Furthermore, it lets me save ammo for the Allen fight. \n\nQ: There are some areas where you don\'t move forward even though you can, why? \n\nA: There are only three areas I can recall where I do this, two in stage 4, one in stage 5. \n\nStage 4 after the first two helicopters: You can\'t move on until you kill all the vehicles, and if you spawn the tank and the second set of helicopters together it simply becomes too difficult to dodge everything. \n\nStage 4 at the beginning of the top path: If I moved forward before killing the fat zombie on the top, five extra zombies would have spawned on the right side of me. \n\nStage 5 when I first get outside: If I moved forwards while firing my super grenade at the tank three soldiers would fire a set of weapons that is nearly impossible to dodge (rolling bomb, bazooka shot, and a rocket). \n\nQ: There are some places where a bullet passed through you, why didn\'t you die? \n\nThere are two things that make you invincible in this game. When you enter a screen you\'re invincible for about 2 seconds, I exploit this constantly in the final stage. Also when you pick up a combo item you\'re invincible for about a second, but I don\'t think I ever used the invincibility from a combo item to my advantage. \n\nQ: You seem to take time to collect weapons and/or grenades a lot, are you sure it\'s worth it? \n\nA: Yes, I\'m almost positive I have made good choices on all the weapon and grenade pickups. \n\nQ: Are you sure you took the right paths? \n\nYes, the alternate path in the first stage gives you a crappier weapon for fighting the boss. Taking the alternate path in stage 3 not only takes longer, you don\'t get a flame shot, making the boss fight at least twice as long. The bottom path in stage 4 is at least a minute longer than the top path. Even though the path I take in stage 5 is forced scrolling, it\'s about 20-30 seconds faster than staying on the top, plus I get a super grenade to take care of the vehicles. \n\nQ: I hate this Metal Slug game, it\'s the worst! Why did you play this bastard-child of a Metal Slug game? \n\nA: Yes, I know this is the most hated out of the Metal Slug games, but I like it because it still has plenty of shooting action and if you don\'t like it, then don\'t watch it. I am planning on running more Metal Slug games in the near future so no need to worry, this isn\'t my last. Anyways Metal Slug 5 sucks worse =P \n\n-I used Nadia because pigtails are hot =P \n\nStage 1: Basically my run of this stage was nearly flawless. There is a mistake I made against the boss, but you\'re probably not going to notice it. \n\nStage 2: The only big problem here was the bad luck I received against the boss. Iron lizards are a terrible weapon against this boss because they only travel across the ground, unable to hit the boss. Fortunately, the iron lizards didn\'t start appearing until the boss was almost dead so it didn\'t cost me too much time. \n\nStage 3: Again, nearly flawless. Yes, I almost died against the boss twice. If you\'re wondering about the sawblade, it takes about a half-second for a hit to register. \n\nIf you\'re thinking the shotgun is more powerful against the boss, then you\'re wrong. The fastest you can kill the boss with the shotgun is when he shoots the three energy shots. With the flame shot I kill him before he has completed the sawblade attack. \n\nStage 4: The only mistake here was not having as much flame shot as I could have for the boss. Yes, my luck in weaponry against the boss was ridiculous. \n\nStage 5: I really, really, really hate the boss of this stage. Again, I managed to get really good luck in weaponry against this boss (usually it won\'t even drop anything). \n\nStage 6: This is the first time I reached this stage on one life in a single-segment run, so I was really nervous (my hands were constantly shaking throughout the final boss fight). I was being careful against the bazooka soldiers in the final area of the rapelling section because it\'s very easy to die there. The only significant mistake is towards the end of the stage when I\'m in the tank. I momentarily forgot about the businessman holding grenades and ammo, but I don\'t think it cost me much time. \n\nAbout the Allen fight, if he is on the lower platform I can\'t jump over to his side or else I will be shot instantly. \n\nFinal Boss first form: I couldn\'t hit the blue missiles, preventing me from getting 300 heavy machine gun bullets, but other than that no problems. The first time I turned around to shoot the missiles was purely out of idiocy. \n\nFinal Boss second form: The first time I stop shooting the boss is to make sure I shoot down all the satellites above me. If I don\'t shoot down all the satellites by the time the sawblade starts moving to the left I\'m basically SOL. The second time I stop shooting the boss is simply to make sure I\'m not going to get hit by any bullets. \n\nFinal Boss final form: If you have any doubts if collecting all those grenades was worth it, watch as I unload over 50 grenades into the boss and he STILL LIVES (once I unloaded 84 grenades and it didn\'t die instantly). There is a mistake I made with weapon usage, but I doubt it cost me much time. About the bouncing lasers, that is the only way I know how to dodge them, I really don\'t think there is an easier method. \n\nI got lucky on the boss with the robots constantly appearing to give me items, but this isn\'t the best luck ever. The best luck ever would involve more grenades or a laser from one of the robots. \n\n-I think this my best run yet, and hopefully you will think so too. Don\'t worry, I am still working on the Metal Slug series so expect to see more Metal Slug runs in the future.','2005-07-30',0,1398000,11,'MetalSlug4_hard_2318',1,13,0,NULL),(0,769,NULL,208,'','-Played at hardest difficulty \n-no deaths \n-I used a playstation 2 and a VCR to record this run (yeah I\'m behind the times, give me a break) \n-Thanks go to Nate for capturing. \n-Thanks go to Remukhan (sp?) for detailing how to kill the final boss without dying. Without him I don\'t know if I could have managed to complete this run without dying. \n\nOne thing I should mention. This run only took 8 attempts. I think it still looks well-optimized with a only a couple of minor mistakes, with the exception of a big mistake at the very end. If the run looks sloppy to you, the lack of attempts is probably why. If the run looks too refined for only 8 attempts, I did practice this game last summer for at least a month and a half, then practiced 2 weeks before I started recording. \n\nLike usual, here\'s a mini-FAQ for anyone interested. \n\nQ: Why do you sometimes crouch while firing your weapons? \n\nA: You can fire faster while crouching. \n\nQ: How do you cancel weapon switching recovery when you run out of ammo? \n\nA: Crouching cancels weapon switching recovery. \n\nQ: Is jumping constantly faster or is sliding canceled by jumping faster? \n\nA: I think jumping constantly is slightly faster because there is a little pause when you cancel a slide with a jump. This is why I jump constantly when I want to move, though I sometimes slide for good positioning. \n\nQ: Why don\'t you destroy those boats in the first stage or the hovercraft in the second stage? \n\nA: The boats are a timered event; it doesn\'t matter how many I kill because I still have to wait a predetermined amount of time. I am better off saving my chaser ammo for the columns later in the first stage. It doesn\'t matter what I do to the hovercrafts in the second stage because I have to wait for them to fly off until I can move on. In fact, if I shot the last hovercraft down, it would take longer because the hovercraft would slowly float upwards then fall down. \n\nQ: At the end of the first area in the second stage you start shooting heavy machine gun for apparently no reason, why? \n\nA: Getting a new heavy machine gun gives you 200 bullets, but collecting heavy machine gun ammo if you already have a heavy machine gun only gets you 150 bullets. After I killed the bomb roller (the last enemy in the area) I had less than 50 bullets left, if I didn\'t deplete my heavy machine gun I would have less than 200 bullets when I picked up the next heavy machine gun. \n\nQ: After you destroy the first tank in mission 3, you move left to run over some enemies, was this necessary? \n\nA: Yes, if I didn\'t kill those enemies, I wouldn\'t be able to move on. \n\nQ: Why don\'t you stay in the slug for the Mission 3 boss? \n\nA: The game automatically kicks you out of the slug before you fight the boss. Slug crashing allows you to kill two robots without wasting any time. \n\nQ: Why do you crash the sub in mission 4? \n\nA: It doesn\'t take much longer to kill enemies with the pistol, and the bombs I pick up are better spent on the boss than using torpedos to kill enemies slightly faster. \n\nQ: Why didn\'t those jellyfish kill you? They were REALLY close. \n\nA: They should have killed me, I got lucky. \n\nQ: Why do you ride the spider slug? It\'s very slow. \n\nA: I\'m forced to kill a lot of enemies anyways, and with the spider slug\'s dual vulcan and harpoon I can kill enemies very quickly. Using the spider slug also allows me to conserve shotgun for the next section, which allows me to take down those robots very quickly (the shotgun is the only weapon that can both pierce and take out a robot in one shot). \n\nQ: Why do you take time to kill maggots when you\'re fighting the elephant towers? \n\nA: Collecting dual machine guns for the final boss at the very least makes up for the time spent collecting them, considering that there are no weapon pickups when you fight the final boss. Also, using dual machine guns against the final boss means you can kill him in less repetitions, which is a very good thing because every time he flies off the screen it wastes 15 seconds. \n\nQ: Wouldn\'t dying against the final boss give you more grenades and allow you to kill him faster? \n\nA: Yes, but it looks sloppy and less entertaining. A run abusing the extra grenades from dying would fall under the death abuse category and be considered a separate run from mine. \n\nStage comments: \n\nStage 1: Almost nothing went wrong here. There is a slight mistake right before the boss, but I doubt you will notice. \n\nBoss: Went down quickly. I delay crashing my slug so I can be invincible when the tank shoots bullets, allowing me to shoot the boss without stopping. \n\nStage 2: This stage also went pretty smoothly. The elevator section was decent; I missed a couple of shots, but I also managed to hit multiple turtles with some shots. My biggest mistake in this stage was wasting a couple of seconds trying to dodge some bullets when I should have spent time killing soldiers instead. \n\nBoss: There are one or two moments where I randomly stop shooting for half a second, I don\'t know why that happened. My luck against this boss was good, but not great. The boss only performed the turret attack once. I slug crash when the boss is about to leave the screen for the fourth time because I can\'t hit it when it\'s off screen anyways. In addition being outside my slug allows me to use up all of my bombs, allowing me to kill the boss more quickly. \n\nStage 3: There was a slight screwup when I\'m on top of the boxes trying to shoot the terrorists down, but other than that, the stage went very smoothly. I even managed to skip some of the mechs in the elevator section of the stage. \n\nBoss: Other than being a complete idiot and turning left for half a second while firing, this boss battle went fine. I managed to pick up a machine gun while fighting the boss so I\'m not complaining. \n\nStage 4: My path in the beginning of the stage might look weird, but it gives me 20 grenades, saving a lot of time against the boss. I think my use of dropshot is justified when you see how quickly I destroy everything with it. \n\nTo be honest, there is probably a quicker method of getting through the group of shield and bazooka soldiers, but I decided to sacrifice a second or two and go with a reliable method. \n\nBoss: This should explain why I stockpile so many grenades. I let 45 grenades loose on the boss and the boss still stands. The boss fight went very well, I managed to constantly shoot/throw grenades at the sub for the majority of the battle. \n\nStage 5/Final mission: The car part should be self-explanatory. I stay on the left when the helicopter spawns to unload all of my bombs on it. If I was on the right, then the helicopter would spawn on the left side of the screen and I wouldn\'t be able to shoot bombs at it. \n\nPersonally I think the stage went exceptionally well, other than a missed shot in the factory area there really weren\'t any mistakes. \n\nDual Elephant Towers: I shoot each tower with the shotgun five times. If I shot either tower one more time with the shotgun it would be destroyed. This is actually a bad thing because destroying the towers seems to prevent a dual machine gun powerup from spawning (or at least decrease your chances because the amount of maggots spawning is halved). I still kill maggots after I collect a dual machine gun because it is possible to collect two dual machine gun powerups (I have never been able to collect more than two). How I collected my second machine gun after destroying a tower I don\'t know, that has never happened to me before. \n\nFinal Boss: My strategy here was to constantly keep moving while firing so I could dodge the fireballs. Sometimes I veered off center to dodge the fireballs, which wasn\'t always necessary, but I was playing it safe (I was afraid this boss would kill many attempts). This is actually my biggest mistake in my whole run, if I stayed in the center shooting the boss more often, or had more dual machine gun ammo going into the fight (it is possible to have over 300 bullets, I had 234), I could have prevented him from going into another loop of flying off the screen, raining fireballs, then throwing his scythe at me (look at how many bullets it took to kill him when the skull appears on the screen for the final time). I think this cost me around 15 seconds. \n\nI\'m satisfied with this run, I don\'t think there are more than 30-40 seconds worth of mistakes/bad randomness. I don\'t think I\'ll touch this game again even if there is a lot of room for improvement because it is the worst out of all the Metal Slug games. Hopefully I will have a successful run of Metal Slug 3 someday.','2006-03-09',0,1538000,11,'MetalSlug5_hard_2538',1,13,0,NULL),(0,770,NULL,209,'','Thanks SDA (am I the only one tired of mentioning the same individuals every time?). I would also like to thank mikwuyma for helping me with some strategies. \n\nI should start from whining about my hardware. The day before I\'ve started recording I, accidentaly, smashed my ps2 gamepad (getting killed by the last soldier in the entire game, anyone?). So the only option that I had left was to play on a logitech gamepad... which in my case is a pile of shit. I actually have to use some force to push the damn buttons. It leads to some really minor slowdowns during the run (eg, pushing the grenade button not hard enough so that I have to turn around and try it again), unfortunately I couldn\'t do anything against it. :( [ul][li]Mission 1: \nNot much to say about the first stage to be honest. It went as planned, pretty much flawless. \n\n[li]Mission 2: \nI\'ve missed one shotgun round at the end of section 1. No wait, I didn\'t miss it, the game just didn\'t register it -.-. At the last battle before the boss, my gamepad gave me a hard time against the bat, and then it only got worse when one of the dogs jumped and in the result I\'ve lost half a second. The platforming part went great, as well as the rest of the stage. \n\n[li]Mission 3: \nI\'ve mashed the attack button too softly at the first two soldiers with shields so I\'ve failed with stabbing them immidietly. The rest of the stage went well, I\'ve even killed the boss before firing all my rockets. \n\n[li]Mission 4: \nThis one went flawless. \n\n[li]Mission 5: \nAt the very beginning of this stage, from the car on the left, you can either get a rocket launcher or a laser. The laser is a better option so I can agree that I had good luck there. I took my time to make sure that every vehicle is on my screen before I waste my laser units/rockets/grenades on it (all subway trains and the last tanks before the boss especially). I took a rocket launcher before the boss fight just for safety, sometimes a fight with two tanks will trigger there, sometimes it won\'t. This stage went well overally. \n\n[li]Mission 6: \nAhhh yes, stage 6, the reason for 999 failed no-deaths-run attempts. I\'ve almost died at the beginning (again) but it turned out that I didn\'t loose any time at all. I took my time to kill all soldiers after getting iron lizard to make sure that I won\'t die again (and again, and again, and...). The waving bridge bit went great (because I didn\'t die one more time), as you can see, I\'ve played it safe also here. My good ol\' logitech gamepad reminded me of its existence at the two spike shield tanks + aliens fight, before getting flame shot. I\'ve planned to keep at least two shotgun rounds for the last boss fight but unfortunately I didn\'t have as much luck as I planned at the last alien fight. I was left with only one shot left, and with my luck I\'ve managed to use it on a soldier (I\'ve wanted to stab him, but pressed the attack button like one frame too early). The first stage of the last boss didn\'t go as well as I wanted it to. He did his thunder bolt attack really early so I couldn\'t kill him with my first grenade spam (usually he won\'t attack at all). It didn\'t even get to my head that I can shoot him with the pistol when he\'s above me, I was a little paranoid about dying.[/ul] \n\nI\'m not happy with the final outcome at all. The combination of bad luck and a logitech gamepad (because of bad luck) leads to runs like this. I can at least hope that I\'ll find the time to improve this run when I\'ll get a working gamepad. As for now, you can at least enjoy this run.','2007-05-01',0,1127000,11,'MetalSlugX_easy_1847',1,13,0,NULL),(0,771,NULL,209,'',NULL,'2005-06-21',0,77660,1,'MetalSlugX_PinPoint1_11766',1,12,1,NULL),(0,772,NULL,209,'',NULL,'2005-06-22',0,125680,1,'MetalSlugX_PinPoint2_20568',1,12,1,NULL),(0,773,NULL,209,'',NULL,'2005-06-22',0,135950,1,'MetalSlugX_PinPoint3_21595',1,12,1,NULL),(0,774,NULL,209,'',NULL,'2005-06-23',0,108920,1,'MetalSlugX_PinPoint4_14892',1,12,1,NULL),(0,775,NULL,209,'',NULL,'2005-06-28',0,194320,1,'MetalSlugX_PinPoint5_31432',1,12,1,NULL),(0,776,NULL,209,'',NULL,'2005-07-24',0,210050,1,'MetalSlugX_PinPoint6_33005',1,12,1,NULL),(0,777,NULL,210,'','First off I have to thank sdkess for his speedrun which preceded mine. If it wasn\'t for that I may never have made this run. \n\nTo achieve this run I first practiced Metroid on an emulator extensively. I tested new strats and such and came up with very specific ways to handle each part of the run and then practiced them over and over with the use of save states. \n\nFor the section from the start up to the bombs this run was pretty standard for me, maybe slightly better than average on speed. I think the only significant time delay was falling into the acid once near the first energy tank. After getting the bombs though this run started to go from normal to extraordinary! \n\nI was so fortunate to get 3 missile pick ups so soon after getting bombs. I got the 5 necessary missiles even before killing the last zoomer in room after the bombs. I estimate the odds of getting this lucky on the missiles about at 10%. Normally I would only have 2 missiles at this point and I would kill the enemies I picked out to be the most convenient on the way to the ice beam. Doing this would usually add on about 10 seconds. \n\nAfter getting the ice beam I was again blessed with extremely lucky/early missiles pick ups. This was earliest I ever got 5 missiles after the ice beam out of about 20 tries. Getting them this early saved about 10 seconds compared to the average run again I\'d say. \n\nThe run went pretty standard up to right before Kraid. Here the run went from my luckiest run to straight ridiculous. I got missiles on all of the first 3 enemies I killed, the luckiest possible scenario for my strat. This saved about 8 seconds compared to the average run I\'d say. \n\nKraid will always move forward a bit when you first enter, sometimes he stops and moves back, the much preferred scenario, and sometime he continues moving forward until he\'s almost at the end of the room, what he did in my run. My plan for this scenario is to jump over him, then dodge the first couple spikes, then freeze the middle one close to the left side but not too close. So I didn\'t dodge the first couple spikes (or was it the flying bananas?) too well and got knocked into the acid. I was lucky enough not to get knocked back in after bomb boosting out. I froze the middle spike a bit further to the right then I would like but still worked out. To fire as fast as I did at Kraid I hold the fire button down and then either spam select or the direction towards Kraid. It was around right after killing Kraid that I realized how epically good/lucky my run was up to this point. This of course put quite of bit of pressure on me. I was thinking I just had to do a decent run from here on out and it would still be a great time. \n\nI do a faster technique for getting up the vertical column after Kraid. You may notice that I pause for awhile after jumping up each segment after the first two. This is because if you take out too many of the wall chunks at a time (i.e. go too quickly) bad things will happen; specifically, when you shoot a wall chunk it may not disappear. This happened once too me, or much worse, you will take damage from seemingly nothing and get knocked off the wall usually. \n\nAfter coming up from the column that leads to Kraid\'s lair I kill the purple zoomer and get what ever item it leaves behind, if any, so that the enemies in the rooms to follow will be in a more speed friendly setup; specifically the zoomers in the long blue column. I do the part leading up the blue column in a very specific manner to get these zoomers set up better. \n\nThe run went pretty well into Tourian. Most notably the shortcut to Tourian went just right, if you mess that up you can lose some serious time which I nearly did. Tourian went farily normal until I got to the last row. I was so worried about messing up the run and thinking about other things I forgot what I was doing at the part were 3 metroids in close proximity to each other. I had this strat all planed and practiced where I would jump and freeze the first metroid, then land on it, then lure next 2 at the same time and freeze them together up there, then kill them both together. However, I completely wasn\'t thinking and botched that part horribly; I was lucky not to get drained. For the next two metroids I again had a strat planed and practiced to set up a two metroids for five missiles, but messed up because I was so nervous and was again lucky not to get drained. So now I knew I had 1 more chance at two metroids to give me missiles. This run felt so divine or something to this point I almost excepted the next two metroids to cough up the missiles, and they did! If they didn\'t my strat was to run to the far left then back to the right and sit up a 2 metroid kill there and continue until I got the missiles. \n\nI think the Zeebetie room is the only major downfall to this run. I was just so nervous during this part I didn\'t do it very well. It wasn\'t terrible but it could be quite a bit faster. Overall I\'m really pleased with run. The missile pick ups were just so lucky and it was pretty good run on top of that.','2005-08-27',0,1115000,11,'Metroid_1835',1,8,0,NULL),(0,778,NULL,210,'','Very little to be improved here. Metroid is my favorite video game and I\'ve played it on and off basically since it was released. Thanks to my friend Jared Smith for encouraging me to achieve my original one-miniboss record at Twin Galaxies and therefore serving as an indirect inspiration for this record. Also, special thanks to the band Hella, who often provided an appropriately otherworldly soundtrack to my long and numerous practice sessions.','2006-03-11',0,1446000,11,'Metroid_2406',1,8,0,NULL),(0,779,NULL,210,'','I\'m still not exactly sure what prompted me to do this run, but here it is. 100% item collection in under 53 minutes (Timed on a stopwatch at 52:23). \n\nBRINSTAR 1 \nThis was the main place I used \"Spawn Manipulation.\" The first was in the second hallway (with the 2 Skrees). I killed both Skrees to make sure that the next 3 Skrees would spawn, which in turn causes the Geemer in the narrow passage to not appear. \n\nThe next was for the second blue hallway. In the gold shaft, I kill 4 Geemers. There was a fifth one I could kill that would have saved maybe a second, but I jumped around it instead. This makes the 2 Wavers in the second blue hallway spawn in a manner that\'s easy to dodge. \n\nThe last main one was used for the gold shaft near the Bombs. I\'m not exactly sure on the spawn here, but I know as long as the Geemer doesn\'t appear just outside the hallway leading to the Bombs, the Waver will appear with the 3 Rippers above. \n\nThe route through here is the same as Red Scarlet\'s, but instead of using Door Jumping to get up to Varia, I used a Double-Bomb-Jump Jump. \n\nNORFAIR 1 \nMy route here is also identical to Scarlet\'s, except that I use an Unmorph Jump to jump \"through\" the blocks leading up to the Screw Attack. \n\nI also attempt to Double-Bomb-Jump Jump up to ledges in a few places, but only managed to pull it off correctly once. \n\nRIDLEY\'S HIDEOUT \nAgain, same path as Scarlet. Fortunately, for me, Ridley\'s Fireballs were flying far, which meant I could just stand next to him and fire away. I think I should have been collecting more Missile refills on the way here as well. \n\nAfter running out of Missiles, I switch to \"Rapid Firing\" the Wave Beam. By \"Rapid Fire\" I mean that I hold the fire button down, and repeatedly tap left against the platform. This gives me one shot for every press and depress of the left button, doubling my normal firing rate. \n\nNORFAIR 2 \nComing out of Ridley\'s Hideout I screwed up Block Jumping up to the door in that first shaft. I hate trying to do that with the Wave Beam. \n\nThe only things left to collect are the Ice Beam, the 5 Missile cluster, and the 2 Missiles to the left of the entrance. I use some more Unmoprh Jumping to get through the blocks in the main shaft. \n\nWhen I get to the top, I go the back way to the Ice Beam instead of Bomb Jumping in from the front. I didn\'t really notice that big of a speed difference. \n\nBRINSTAR 2 \nJust grab the Energy Tank back near the beginning. Though I didn\'t shoot high enough the first time to open the hole the Tank is in the first time. \n\nKRAID\'S HIDEOUT \nI used a completely different route from Scarlet. At the first juncture, I went left to the Missiles, and then to the long drop shaft. \n\nFrom there I grabbed the Missiles to the right, and Bombed down in the Blue room and went right, past Fake Kraid (although, I\'ve never seen him move that far left before...kind of disoriented me) and Bombed down through the Green room. \n\nKraid himself cooperated. I just freeze the middle piece of lint, press myself up against him, and fire away. I grabbed the Energy Tank in here afterwards. \n\nI\'m calling this next area the Block Shaft. You know which one I mean...the shaft with the tall pillar of breakable blocks. Yeah, I hate this shaft. I took it a little slow to make sure I didn\'t fall. I also want to know what the hell hit me when I was a few screens up from the door. \n\nI grabbed the Missiles off to the side of the Block Shaft next, then went back to the main shaft and used a Midair Unmorph Jump to get across without having to freeze Rippers. Then I grabbed the Energy and Missile tank behind the Red Doors \n\nBRINSTAR 3 \nI just grab the Long Beam then head to Tourian...though my ascent of the two Blue shafts was a little off... \n\nTOURIAN \nThis went quite well all the way up to Mother Brain herself. The only mishaps that occurred were the fall into the Magma in front of Mother Brain, and the couple missed jumps during the Escape.','2006-03-10',0,3143000,11,'Metroid_100p_5223',1,8,0,NULL),(0,780,NULL,121,'','At first, I wasn\'t very interested in Fusion. I played once and tossed it aside, and I never really got into it. I played it a few more times doing the 1% challenge and that almost got me interested again. \n\nIt wasn\'t until I saw a few videos by Sesshoumaru, that I really got interested in Fusion. At first I started completing 1% runs like mad. Then I decided to do 100% runs. Nate from metroid2002.com inspired me to start doing any% speed runs. \n\nWell here it is. 6% in 0:50. When I completed the run, I noticed a large increase in the quality of my run. As I went along, I started accepting fewer and fewer mistakes. I feel that the run doesn\'t start looking good until the segment before Serris. This might have been due to my lack time playing Fusion, due to school finals, so I was still \"learning\" the game again. \n\nI feel that the lowest time possible may be 0:49. Any lower would require the same amount of skill with drastically less saves.','2004-06-26',0,3000000,12,'MetroidFusion_050',17,3,0,NULL),(0,781,NULL,121,'','I first started speed running fusion in March of 2004. At first I didn\'t get great times of course, but I kept playing through the game, doing it faster with more tricks and less mistakes, and so my time steadily got better and better. I never got into 100% or 1% runs, so I stuck to any% segmented speed runs. I tried a few Single Segment runs, and noticed that the lack of saves, more often than not, made up for the mistakes in the run. I got extremely lucky in this run, with only 7 eye door shots, and most of the tricks right. The only things that I\'m not happy about are the four really bad boss fights. Serris, Mega-X, BOX II, and the Omega Metroid at the end. I think that if even one of those fights had been good like the rest, my finishing time would have been 0:50. I can\'t really complain though, because everything else was pretty good, with the great Yakuza fight and most of the tricks I managed to pull off. I definitely think this record can be broken, so get out there and give SS any% a shot.','2004-11-25',0,3060000,12,'MetroidFusion_SS_051',1,3,0,NULL),(0,782,NULL,121,'','When I started this run, I wasn\'t sure how good it would be. I hadn\'t finished a 100% run since early February of this year. Luckily, I still remembered where all the items where. But I just forgot techniques, such as perfect timing, to get the items. \n\nThe first time, I finished in 1:17. I looked back at my run and it looked horrible. So I decided to redo it. The second time resulted in this. \n\nThis time is, in fact, faster than my last 100% run and it was segmented also. I was surprised at the final time when I saw it. There are a lot of small mistakes, but with no saves, I have to give myself a little leeway, right? \n\nThe lowest point in my run is me trying to grab one of the power bombs. I wasted about 1 1/2 minutes trying to grab it. So if I had grabbed it on my first try, I could\'ve gotten 1:12 or even 1:11 (depending on how many seconds over 1:13 my final time was). \n\nI also have a few pauses in the game. One was for a split second, which is a trick that I used to keep from slowing down. The other one is during the meltdown segment. I pause for nearly a minute. Just excuse that part. I was yelled at by my parents, but I quickly resolved the matter. \n\nI\'ll do a segmented one in the future, but probably not too soon. The GameBoy Player I used is just a loaner, and it must be sent off.','2004-07-04',0,4380000,12,'MetroidFusion_SS_100p_113',1,3,0,NULL),(0,783,NULL,121,'','This is what we call \"making speed running more difficult.\" Low% runs are already hard enough...single segment 1% runs require one to be a maniac to attempt. \n\n1% runs are the most challenging runs in Metroid Fusion. Prior to attempting 1% I didn\'t really have that much interest in the game, but the challenge kepy me playing. After some joking went down when Wassup Dawgs Any% and 100% runs were available I basically decided to attempt this (It was a joke by Nate saying \"You should definitely record a 1% single segment. Mwahahahaha!\" that started everything. I don\'t think anyone at the time thought I would actually I was serious when I said I would). \n\nAt any rate, it wound up taking me 2 months to get through the entire game alive. There\'s really only a few trouble spots, but those few were enough to cause me a lot of grief, with Yakuza, Mega-X, and Nightmare topping out the list. In the end it took me 53 tries to pull it off, and exactly 2 days worth of taping. \n\nBy far the highlight of this run is my Ridley battle. I found a strategy that will keep him doing the same thing over and over, which is fairly easy to dodge. Occasionally he\'ll break the cycle and do something else, which he did in my battle with him when I only needed one more hit to kill him (thank god). The other major problem with him is lhe sometimes likes to dive low before starting a tail whip. Normally this is virtually impossible to avoid, I just got EXTREMELY lucky. \n\nAlso, after I defeated Nightmare the speed of the run went down by quite a decent margin. Nightmare is easily one of the most frusterating battles in the game and I wasn\'t about to die from something stupid in any of the Sectors, so I took it slow and careful. \n\nI hope y\'all enjoy the run. I doubt I\'ll ever try to improve the time any, even though I KNOW it could have easily been better. I just don\'t have it in me to try over and over to complete another one.','2004-09-25',0,3960000,12,'MetroidFusion_SS_1p_106',1,3,0,NULL),(0,784,NULL,211,'','I actually had no intention of attempting an any% run at first, but tried anyway. My first few attempts were single-segment runs, since saving adds an extra 5 seconds to the final time due to the appearance sequence being included... so I thought if I could just go through well enough, it\'d be beneficial. \n\nFirst few attempts were in the 1:02-1:03 range, right around Radix\' multi-segment run. I discovered it was theoretically possible to achieve a sub-hour single segment time by mere seconds if the run was perfect, so I kept trying. I finally managed to get a time of 1:01:26, but due to my crappy capture of it, didn\'t bother to post. A while later, I started thinking about ways to use the new trick brightstar discovered called \"spider throwing\", and it finally dawned on me that it was possible to easily make up for the time required to take it just by the first spider-throw trick. Everything after that just served to better the time. \n\nSo, I decided to do a 3-segment run using the spider throw. Only 3 segments, so the save time wouldn\'t be an issue. I separated it out to have the most difficult parts of each successive section first, so that they could be perfected without having to worry too much about finishing. \n\nThe 1st segment doesn\'t deviate from the standard route much. The only real difference is the order in which I tackle ruins 2, which allowed me to pick up the spring ball on the way out easily. The 2nd segment makes very good use of the spider throw, and although I did screw up some of the tricks, my luck in this segment was enough for me to keep it. \n\nThe 3rd segment actually took the most effort to finish. The first time I attempted it, I ended up with a final time of 1:01:22, which freaked me out by just how far it was from an hour... minutes aren\'t easy at all to make up. But after experimenting with new spider-throw techniques, and perfecting my omega fights, I managed to sneak it just under an hour. \n\nThis run is by no means perfect, and really should be treated as a baseline for future runs, since it\'s the first run (to my knowledge) to use the spider throw technique. So, there\'s probably a lot of new tricks to be discovered, and minor re-workings of the route. I honestly had no idea how much health or missiles I\'d be needing for each section, so I had to take a few safety checks along the way which ate up time (like ruins 2). And of course, the platforming could be done better, but hey, I\'m not a machine. ;-)','2005-01-18',0,3589000,11,'Metroid2_5949',3,2,0,NULL),(0,785,NULL,211,'','I\'ve been playing Metroid II ever since I borrowed it from a friend in \'92, and really haven\'t stopped playing it since. Had to buy a used pak a few times just because I\'d lose it in moving, but hey, it\'s worth it. I hadn\'t really tried doing speed runs until now though, so I hadn\'t even heard about the acid dipping sequence break until a few weeks ago. In any case, it took quite a number of resets, and several hours of \"practice runs\" (*cough* mistake-ridden-speed-runs *cough*), but the stars finally aligned and 1:09:18 was achieved. \n\nI\'m pretty happy with most of the run. The first few minutes are probably the cleanest, since that\'s the most practiced portion (and hardest to perfect, due to all the morph-balling, and precision jumping). The main parts that slowed me down were a few missed jumps, and the metroid fights, especially the zeta metroids. \n\nThe route I took is intended to prevent any unnecessary backtracking by picking up new beams. So instead of collecting the beams at their earliest pickup location, I wait for the last ruins to collect them all in one fell swoop, ice beam last. This allows for a complete skip of the final refuel and ice beam pickup, which saves around 30 seconds alone, but also leaves for a slightly slower queen fight due to the requirement of the bombing method. \n\nOverall, a pleasant run. I\'d expect 1:08:xx is easily possible, and there\'s probably a possibility of 1:07:xx if the metroid fights can be done cleaner (and the last energy refill I took is skipped... I expected worse for the omegas). \n\nEnjoy.','2004-10-08',0,4163000,11,'Metroid2_SS_10923',1,2,0,NULL),(0,786,NULL,213,'','This is my most intensive run ever. i can for sure say that i did my best. I started it right after my hard mode runs and i knew it would be very difficult. I wasn\'t sure if i could beat kip since kip\'s run was a masterwork and not a lot has changed route-wise or strat-wise since kip\'s 1:04 but i still wanted to give it a shot and the most thing i was basing my hopes on was the meta-ridley\'s fly-by skip (segment 15) which can save about 22 seconds. Unfortunately kip\'s run was very very close to 1:05 (it was a 1:04:59) so that made it more difficult for me to beat his run and i needed to be at least 60 seconds faster than kip to beat his time. \n\nSo i knew that 22 seconds shaved off by the ridley fly-by skip was not enough to beat 1:04. There was still 38 seconds to improve throughout the run and at least i tried to fix the little mistakes that kip did in his run but that was still not enough. i had to throw in every new speed trick ( i.e. every dash jump, bomb jump etc.) that i knew about to get at least 60 seconds faster than kip and of course the ridley fly-by skip was the most time saving trick. Later i figured that i was obliged to get at least 1:03:59 or else my run (all the patience, time, and energy that went into this) would be for nothing and i got under pressure. It turned out to be very stressful and it wasn\'t even funny. \n\nRidley was a pain, ridley\'s fly-by skip was very random and it was so rare. I managed to get the fly-by skip twice in my segment attempts but nerves messed up my segment and i ruined the ridley battle when ridley attempted his nasty dash attacks so i couldn\'t finish the segment. When i got the fly-by skip for the 3rd time in my segment attempt i was lucky enough so i could finish the segment and save in impact crater. I think it\'s safe to say that this was the hardest segment of this run. It kept me a few weeks from progress. When i got to ridley i was about 47 seconds faster than the 1:04 and i knew only with the fly-by skip i could get 1:03 so finally it was worth doing the fly skip and i was in impact crater more than 1 minute faster than kip. \n\nThe last part was quite good especially subchamber 3 and subchamber 4 was very fast, imo only subchamber 2 was decent but even it was good enough to accept it (since subchamers 3 and 4 are very hard and rare to do it fast so i was very lucky on subchamers 3 and 4). And prime\'s 2nd form was also a really good and fast fight. i was also very lucky on prime\'s 2nd form. During the second form battle i found something that was new to me: i figured when i place myself under him before he makes a pool it would induce him to stay close to me when i shoot him so i can cause more damage. That made it easier for me to be successful on the final part. \n\nI think the biggest wrong decision that i made was that i didn\'t collect the ice spreader and some extra missile expansions. With a faster prime fight it wouldn\'t have been that difficult for me to beat 1:04:00. Though i\'m not sure about that as it would take some time to collect all the various missile expansions and the ice spreader throughout the run and after ridley it would take some time to go to the missile refill in phazon core and i dunno if a 15 second faster prime battle could remove the cost. I simply got the same item collection as kip in his 1:04. I got 29%. \n\nFinally i was very happy that i got 1:03 and beat the legendary 1:04. It\'s as if the game rewarded me for my effort i put into this run. I am very pleased with this 1:03. I timed it being at least a 1:03:54 which is 1 minute and 5 seconds faster than kip\'s 1:04:59. Though i\'m not sure about that timing since it was also timed a 1:03:50 which would be 1 minute and 9 seconds faster than kip\'s 1:04:59. And i\'m not sure whether it\'s a 1:03:50 or a 1:03:54. Nobody knows the accurate time, there\'s no way to time it perfect. I can for sure say that my run is at least 60 seconds faster than kip\'s 1:04. That\'s why it was not easy for me to beat the 1:04 because it was so damn close to 1:05 so i had to take at least 1 whole minute off. For the beatability of this run. I\'m not saying what anyone else can get. I don\'t think \" I\" can get 1:02. \n\nI would like to thank kip for his previous 1:04 whose run was a great help for me and the guideline for this run. Further i would like to thank Stefan van Dijke for his PAL 1:09 whose run brought a great number of new minor speed tricks. Most of all i would like to thank Sparky who gave me tips, advice and answers to my questions. Without them i wouldn\'t have been able to break the 1:04 mark. \n\nFinally thanks to nate and Radix for capturing it and uploading it and giving me the space for this record on SDA. I hope you\'ll enjoy and like my run \'cause i did my best and i hope you will see something new in it.','2007-04-09',0,3780000,12,'MetroidPrime_103',16,5,0,NULL),(0,787,NULL,213,'','Finally I have removed the errors of my 1:07. I think this is my best Single-segment speed run ever (along with my Single-segment 100% 1:29) and it\'s only 3 minutes slower than my segmented 1:03, only 2 minutes slower than kip\'s segmented 1:04, and only 1 minute slower than kip\'s segmented 1:05. I think smilingjack13\'s 7 minute slower pioneer Single-segment 1:13 run was already a good run, so i think that makes my single-segment 1:06 a great run. You will see that there is hardly any error in it, it\'s definitely a very clean speedrun. There are only about three errors in this run; the first error was during the Flaahgra battle when i missed a space jump. The second error was in furnace; i was joking around and wanted to see if i can get the bomb space jump at first attempt in my single-segment run (not knowing that my run soon would turn into a big success) and obviously i failed at that; i got it at third attempt. Though i don\'t think it lost me many seconds. The last error was at Ridley; after i killed his flying form and he came down to the ground i boosted into him and i thought i hit him but when i unmorphed i realized that i didn\'t hit him. He was preparing for his next landing-attack so i quickly morphed again and boosted into him again but unfortunately it was too late and he flew down and up again and landed onto the ground again. Though I think it didn\'t lose me much time it cost me only a few seconds. Overall i would say all three errors of the run are very minor, thankfully there is no real big error in this run, it\'s really a very beautiful speedrun, and i was very lucky. It\'s definitely worth watching it. \n\nFinally i have lowered the time by another minute from 1:07 to 1:06. I remember when i started this category i would have never believed that i would ever break the 1:10 mark, and now i even got 1:06, 4 minutes below 1:10 and only 6 minutes off the hour mark. Once the difference between kip\'s 1:04 and smilingjack13\'s ss 1:13 was 9 minutes, and now i have finally decimated the time difference between a single-segment any% and a segmented any% run down to 3 minutes which is only one third of the erstwhile time-difference between them. \n\nFinally i got a time that\'s only ~1 minute slower than kip\'s segmented 1:04/1:05. I am not sure if it would be enough for 1:05 with avoiding the three minor errors i did in this run. Since my run is already very clean, it is amazingly hard to get 1:05. I would have to do a Single-segment run that\'s as good as kip\'s segmented 1:05 in order to get 1:05 and this is something i am not about to try. This single-segment 1:06 is good enough for me so i will just stick with it. \n\nNow to come to the positive points of this run; the 4:27.8 Frigate escape in this run was really very good and it\'s only 0.28 seconds slower than my personal best Frigate Escape 4:28.08 at archive.org. The chozo ghost battles were good enough, and there were also some quite good boss fights, ridley was good, flaahgra was ok, omega pirate fight was good, and prime\'s first form and prime\'s second form was also quite good. I also managed to get a 3-pool second form prime fight again. I think only subchamber four at the first form battle was bad luck. In subchamber 4 Metroid Prime was really annoying me because he kept changing his beam form all time so i also had to change my beam all time and that prevented me from shooting him. It cost me important seconds and after i killed his first form i was really upset and i thought his second form must at least succeed otherwise i would go bananas. Luckily i succeeded in the second form battle. You know with all the random stuff in prime these things will always happen and you can\'t even prevent it, you must deal with it (at least in a Single-segment run as you can\'t manipulate luck in it). \n\nI would like to thank sparky, nate, smilingjack and stefan for cheering me on with this category, and thanks to smilingjack13 again for that he did the 1:13 pioneer. I would especially like to give a huge thanks to DjGrenola for keeping SDA alive. I have so much respect for him, he is doing so much for Speeddemosarchive.com and metroid2002.com and archive.org. Without DjGrenola Speeddemosarchive would have died a long time ago when Radix got too busy with his work. I think it\'s amazing DjGrenola is so busy with sda and archive.org with processing all the stuff etc. but he still even manages to be such a great echoes player and to do those awesome runs in echoes. He\'s supporting Nate so much all the time, it really looks like he never takes a break in his life ;). And thanks again to DjGrenola, Nate and Radix for processing this run and getting it up. \n\nEnjoy the run!','2007-11-05',0,3960000,12,'MetroidPrime_SS_106',1,5,0,NULL),(0,788,NULL,213,'','First of all i\'d like to thank kip, Stefan van Dijke and pirate109 who helped me with their 1:04, 109, and 1:11 Any% runs. Also thanks goes to Ekarderif who made the previous 1:24 run and who also helped me with the item collection. I didn\'t want this run just to be a kip 1:04 on Hard mode but i tried to use my own style getting through the game. \nI think the hardest part was the final segment. Getting a good segment was a little hard and i ended up with many 1:16s. Finally i was very happy that i got the Final time 1:15. I also died a lot at Prime. It wasn\'t that easy to survive at metroid prime with only 2 energy tanks. Well first the final segment was hard for me but later i got better and better and in the end the final segment was easier for me, and i also barely died then. \nThe segment with the second mines trip was kinda hard too and it was the hell to survive with only 1 energy tank; especially because i wanted to get through the room with the artifact of warrior without killing the mega turrets but i wanted to ignore them. Well finally i couldn\'t ignore them because they always killed me again and again. It seemed like it was impossible to ignore the mega turrets and the power Trooper with only 1 energy tank on hard mode. And so i did the same what smilingjack13 did in his hard 22% 1:28. i just left the room again and came back again when the turrets disappeared. \nI think there is a good chance for 1:14, maybe a very high 1:13. I doubt anything much lower is possible. \nAs always i would also like to thank Nate for processing the run, and Radix for getting it up. \nenjoy \nzoid','2006-07-25',0,4500000,12,'MetroidPrime_hard_115',18,5,0,NULL),(0,789,NULL,213,'','First of all, i\'d like to give a huge thanks to Ekarderif. He gave me tips, pointers, advise, and answers to questions throughout the whole run. Without him, the run would not be nearly the same quality as it is. \n\nWith that out of the way, this run essentially uses the same route as kip\'s. That is to say, Radix\'s amazing route, slightly updated. As my goal was to make this run look cool, rather than to go incredibly fast, I made a few variations to the route. One of the biggest was doing the thardus dash the first time around, and fighting him with more powerbombs. Unfortunately, i didnt feel the need to risk one of the harder segments on getting a very rare powerbomb, so i just went in with four. Even so, i managed to save about one second. [nb];-)[/nb] \n\nAlso, while in my opinion the run is very well done, excpecially in just 3 weeks, there are a few sore spots. My goal was to get it done before Echoes came out, so i made a few sacrifices in some parts. Part 17 is by far the worst, but it was still decent enough. Also, I never did the ridley skip to skip the fly-by, and the metroid prime essence battle was kind of lacking. Even so, i managed to get 88 minutes, one minute lower than my goal, so i didn\'t really mind. Plus, no one likes to watch the final bosses anyway. \n\nThere were a lot of frustrations in it, such as accidently deleting the chozo cleanup parts (along with sess\' bombjump in suntower). Also, so many parts require luck, and as anyone I talked to one irc knows, I despise luck. This was my first 100% game since after the very first one, and im not gonna do another one any time soon. As a final note, i\'d like to thank those i\'ve talked to on irc for support, kip, nate, pirate109, TRH, and the list could continue, but these paragraphs are long enough. So, download the run, and I hope you enjoy it.','2004-11-15',0,5280000,12,'MetroidPrime_100p_128',21,5,0,NULL),(0,790,NULL,213,'','Finally the 1:30 mark has been broken in the Single-segment 100% category. This is the first Single-segment 100% run that enters the 1:2x range, and it\'s only 1 shy minute slower than sparky\'s famous segmented 100% 1:28 breakthrough, and it\'s only 5 minutes slower than my very optimal segmented 100% 1:24 run so it surely has to be a great speed run. When i started this category for the first time my goal was sub 1:40 so i am glad to see finally i got sub 1:30. This category is my most intensive of all my Single-segment categories; it took me far more attempts and much more time than any other single-segment category. Finally i have decimated the time difference between a single-segment 100% and a segmented 100% run down to five minutes. Sure the difference between my segmented any% 1:03 and my single-segment 1:06 is only 3 minutes (2 minutes less than for the 100% runs) but usually a single-segment 100% run has more errors than a single-segment any% run because a single-segment 100% run is way harder and longer than a single-segment any% run so you can\'t really say that my single-segment Any% 1:06 is better than my Single-segment 100% 1:29 just because it has less errors. They are both great runs each one for its own category. And with all the random stuff in metroid prime i think my single-segment 100% 1:29 did very well being only 2 more minutes slower than the segmented run compared to the Single-segment any% 1:06. \n\nThere are about four errors in this run; the first one was in Research Lab Hydra when i missed a few jumps to get onto that narrow pipe thingy. The second error was in Tallon Overworld in Transport Tunnel B just when i returned from the Phendrana and Magmoor Cleanups; as i was boosting over that little bridge i tried to avoid a crash with those barbed creatures that look like black hedgehogs (forgot their name) and then i sliped or somehow lost control and then fell under the bridge, which cost me a few seconds. The third error was in Fungal Hall A just when i entered the room; as i moved towards the hunter metroid i did a combat dash accidentally and fell in front of the mushroom insead of onto it and then it got even worse and i missed some additional jumps trying to get onto the mushroom. It was really annoying me cause it cost me important seconds. The fourth and last error was near the end of the run in Landing Site just when i made my way up to Ridley and missed a few ghetto jumps towards the ledge in front of the door. There may be some more mistakes which i forgot to mention here but these are the worst mistakes, the rest of the run was quite good enough. \n\nI have noticed in phazon mining tunnel that on ntsc version you lose more energy than on pal version. On ntsc the phazon damages samus faster so in an ntsc Single-segment 100% run the early newborn is harder and riskier than in a pal single-segment 100% run. Some of my Single-segment 100% attempts were ruined near the end in phazon mining tunnel when i died at early newborn. There were even some very good runs that were ruined by early newborn and that was especially painful. But thankfully finally i got a very good run that wasn\'t ruined by early newborn but was finished. :) \n\nThere are some good chozo ghost fights in this run and most of the boss fights were also good, especially prime\'s first form was very good. Unfortunately i failed trying to kill prime\'s second form in 3 pools so prime\'s second form took me 4 pools but it was still quite a fast second form battle since prime wasn\'t hesistating with the pools but he laid the pools very quick. \n\nWith avoiding all the four major errors i did in this run it would be possible to get 1:28 but that would be just too incredibly hard as i would have to do a single-segment 100% run that\'s as good as sparky\'s segmented legendary 100% 1:28 run in order to get 1:28 and i don\'t want to do that. Sure there will always be some fellows who aren\'t satisfied with this run and i know there are some people out there in the world who dislike me for any reason i don\'t know so they automatically don\'t like my speedruns regardless how good my runs are and after all these runs i have done for Metroid Prime and for SDAm2k2 it makes me feel sad to see there are still some people who don\'t like me. They wouldn\'t like me even if i get the mythical 0:59 in Metroid Prime, they will never change their mind about me no matter what i do so it doesn\'t make sense for me to work any more on metroid prime. But i don\'t care about it cos i know this planet is dark. I would just like to say those who have never really seriously tried speedrunning Metroid Prime on their own can\'t really appreciate and they can\'t understand how much work such a speedrun is and how much patience, energy and effort it takes out of you and they will never be able to understand it. So that\'s the reason why that sort of people disrespects your runs/your work, but those who have never really tried it on their own can\'t really judge about my work so they better shut up their mouth. \n\nI would like to thank sparky, stefan, pirate109, nate, and all the other ones i forgot to mention for their support and help for this run. I would especially like to thank Nate who kept cheering me on through all these years with this Single-segment 100% category, and probably also thanks to him finally i got such an awesome time. Again thanks to Nate, DjGrenola and Radix for processing the run and for having these awesome web sites. \n\nEnjoy the run! \n\nZoid','2007-10-25',0,5340000,12,'MetroidPrime_SS_100p_129',1,5,0,NULL),(0,791,NULL,213,'','I think when people will see this run first they\'ll think that it\'s strange that the time of this run is 1:37. Yeah i think it is very bizarre that this is the second time that the time 1:37 triumphs again right after Radix\'s famous 1:37. But this time it appears to be on Hard mode. \nI think this run was very good done. IMO the worst part was part 18 (second mines trip) which includes a few minor mistakes and i think the part with the final boss was especially good done. I was expecting the final part to be done in at least 11 or 12 minutes. In the end i was very happy to see a final part done in 10 minutes. \nI think a 1:36 is indeed possible. Anything sub 1:35 should be out of reach. \nHuge thanks goes to Radix who brought me to Metroid Prime with his legendary 1:37. \nAlso thanks to kip who inspired me with his famous 1:04 and who helped me a lot in Metroid 2002. \nThen i would also like to thank Bartendorsparky and pirate109 who supported me a lot with their 1:28 and 1:30 100% runs on normal mode. \nFinally thanks to nate for moral support and for encouraging me and for processing the run. \nAnd again thanks to Radix for getting it online. \nenjoy \nZoid','2006-07-25',0,5820000,12,'MetroidPrime_hard_100p_137',22,5,0,NULL),(0,792,NULL,213,'','After my 23% run I did a while back, I thought I would be done with speed running Metroid Prime. That still proved to be the case when the 22% game was finally nailed down. I personally confirmed 22%, though it didn\'t really need it; everything worked. Within a few weeks, I found myself wanting more. I told myself, \"anyone that will speed run a 22% game is insane.\" That soon turned into wandering thoughts of actually doing it myself. Because people were so interested in doing 23% runs, I figured, \"why not run 22%?\" and got to work. This was late December \'03. \n\nI\'m sure there\'s a date on this somewhere, but just in case, it\'s November \'04 (I actually finished October 27th). That\'s 10 months of my life dedicated to this game (some months more than others; in fact, it took me 2 months to get the Geo Core segment alone). I know some of you are asking, \"why put yourself through that?\" That\'s easy; I knew I could do it. I didn\'t know if I could get a good time, but I knew I could at least finish it (I had done one before, but I wanted to get it on tape). In fact, I joked around with kip that I would get a 1:19. I honestly had no clue I would come even close. As you can see, I beat the guess by a solid minute. \n\nNow, for the beatability (a word? I think not) of this time. While I\'m sure my judgement is biased, this is a solid run. It can definitely be beaten, but not a lot has changed route-wise or strat-wise since I started. I see 1:17 as a good possibility, and probably even 1:16. Not sure about anything lower, but feel free to prove me wrong. \n\nIf you don\'t have a lot of experience with 22%, the hardest parts about the game are not the lack of life, as would be expected. The Geothermal Core segment (segment 8) has the nastiest trick in the game, which you will see. The timing has to be so precise. If it\'s off just a little, the segment is botched and you have to try again. Right behind Geo Core follows Vent Shaft and Life Grove, the other members of the \'big three.\' Vent Shaft requires a nasty bomb jump, and Life Grove requires some tricky spinner manipulation. Aside from the three above examples, there are other difficult segments not directly related to tricks. The segment that involves the Artifact of Warrior (Segment 11) is an ass-kicking waiting to happen. There are so many ways to die in that segment it isn\'t even funny. There are more examples, but why should I ruin it? \n\nIt\'s no coincidence this run was finished near the release of Metroid Prime 2. The original intent wasn\'t to take this long, but that was an implied goal I\'ve always had; at all costs, finish before then. I realized this run was in jeopardy on August 29, about 2 months before I finished. I had been working on Geo Core for 2 months and going nowhere. I woke up that morning and looked at the calendar; I had to knock out 11 segments in a little under 3 months. I then made a decision: quit complaining because the game is screwing me over (in all fairness, it was). From that point on, I put all emotion beside and let a higher power take over. All I simply had to do was get up each day and try. If I was supposed to finish, I would finish; no worries if I didn\'t make it. Well, we all know what happened. In fact, I did the rest of the segments so fast, I had time to take breaks and play other games. A little food for thought, you might say. \n\nNow, for the vids you are about to download. There was a problem with a couple segments. Because I recorded to a VHS tape, there was always the possibility of recording over a previous segment. I am obviously not above this, because I did it during the Flaahgra segment (segment 4). Nate and Radix have worked their asses off to fix this, and I want to thank them for it. See, I captured the segment before I recorded over it just so I could show my progress (the capture had no audio to conserve file size). Those two have replaced the corrupted video with a \'patch\' of the previously captured video. I\'m sure you\'ll notice this in the run because of the lack of audio, but do not fret, nothing fishy went on during those few seconds. Of little consequence is the fact that I recorded over the save cutscene of segment 10. This was fixed rather seemlessly, again from my capture. \n\nWell, I know I\'ve gone on too long. In fact, I\'m pretty sure most of you either didn\'t read this at all, or stopped after the first paragraph or so. Therefore, I\'ll stop holding you up with my rambling. I hope you like the run; I worked my ass off for it.','2004-10-27',0,4680000,12,'MetroidPrime_22p_118',18,5,0,NULL),(0,793,NULL,213,'','I started trying single segment 22% runs almost a week ago. At the time, I just wanted to finish a run; time was a secondary objective. I changed the route to ignore Geo Core the first time you reach it. I was going to do Life Grove and the wave pirate battle, then return for the plasma beam. However, I wasn\'t having much trouble getting deep into runs and Geo Core was cooperating, so I decided just to go back to the normal 22% route. I did take the long way back to Chozo Ruins after getting the wave beam, but that was only to avoid the crashable elevator. Also, I didn\'t do the Thardus dash, but that shouldn\'t be too surprising. \n\nAnyway, a good time became a slightly bigger goal as I was trying more. I am pretty pleased with this time, despite some unnecessary mistakes. The only part of the run that I am really disappointed with is Vent Shaft, which took me an embarassingly long time. I was even more disappointed because I had gotten it on my third, fourth, and first tries on my previous three runs. Oh well. Geo Core was fast enough to make up for it. \n\nI didn\'t spend very long on this run, so I might try single segment 22% again in the near future. If I did, I would either try to get a really good time on normal, or I would try one on hard... I\'m undecided. And I will buy a longer tape and record the next one on SP. Sorry about the poor quality in this run. \n\nEnjoy!','2005-06-01',0,6060000,12,'MetroidPrime_SS_22p_141',1,5,0,NULL),(0,794,NULL,213,'','I started this run shortly after I did my single segment 1:13 run. I really wanted to do a multi segment run so that I could polish it and make it enjoyable to watch. I basically wanted to do the \"coolest\" run I could, so naturally, I chose hard 22%. At the time I had no idea that I could get below 1:30, but that\'s how it turned out. \n\nIf you\'re wondering how long this run took me, it took almost 8 months. However, all of that was not solid playing time. I did take some long breaks throughout that period. The average segment took me two days or so to do. A handful of the tougher segments took me about a week. The two segments that took an extremely long time were #5 and #11. Those are definitely the two best in my opinion. Segment 11 was brutal, because surviving a fast wave pirate battle was very difficult. Then, even if I did get past the battle, the segment was just starting. There were still tons of tricks and enemies after that point, and not dying was the biggest challenge. This segment frustrated me so much that I did single segment 22% to cool off. Segment 5 was a huge pain just because of its immense length and all the lucky factors that can repeatedly screw you over. Segment 8, Geo Core, also took a while, so it\'s worth mentioning. We all know how rare the bomb slot stall is. \n\nWhen I got to the Ridley segment, I was really hoping for a final time of 1:30 or 1:29, but I wasn\'t sure if I could go that low. I figured since the last two bosses would be very hard, or impossible, to do perfectly, I just wanted to have solid battles that were good enough to get the time that I wanted. That\'s why Ridley could definitely be done 10 seconds faster or more; the no-damage glitch wasted some time. However, Ridley is almost pure luck, and it would be quite a challenge to get luckier than I did on this run. After the Ridley segment, I was confident that I could get 1:29. I had a couple of 1:30\'s where I used ten pools on the last boss, so I figured a solid run with nine pools would be 1:29. Therefore, when I did my final segment and had a nine pool battle, I expected a 1:29. To say the least, I was pleasantly surprised to see 1:28 come up. It\'s as if the game wanted to give me a parting gift as I finished my run. \n\nTo conclude, I am extremely pleased with this run. I worked very hard on it and I will look back on it for a long time to come. I really don\'t know if I, personally, could do any better than this. Maybe I could get 1:27 if I threw in the handful of little tricks that I missed, and polished out the few mistakes that I accepted. Regardless, it\'s pretty spiffy, and there are a few new dashes and tricks in here (they were new to me anyway), so hopefully you\'re willing to watch one more Metroid Prime run. \n\nEnjoy!','2005-08-11',0,5280000,12,'MetroidPrime_hard22p_128',17,5,0,NULL),(0,795,NULL,213,'','The point of this run was just to get over 4:30, to confirm that it was indeed possible. This is still far from perfect, however. The parasite dash in particular was pretty horrible, as well as some small mistakes that added up over time. But as this run still broke 4:30, it was good enough for me.','2005-08-26',0,270050,1,'MetroidPrime_Escape_43005',1,5,0,NULL),(0,796,NULL,213,'','I started of with the idea of beating the current 22 percent speedrun. I got until after flaahgra and thought of starting an any percent speedrun too. I finished the tough space jump segment anyway and could start any type of run after that point. Once I started with the any percentage run, it took over. I never touched the 22 percent run again, thinking of the vent shaft and geo core segments didn\'t help either. I noticed after a few segments that I could beat pirate109\'s 1:11. Though I knew it would be tough, his run is already very well done. After segment 6 I knew I could get at least 1:10. \n\nMost enjoyable segments are in my opinion seg 8, 11, 12 and 15. You need so much luck getting the right refills and getting good boss battles plus there are tons of tricks you need to perform in were you\'re not allowed to make a single mistake. Seg 11 is my personal favourite, its a pretty long part and I died a lot of times ignoring all the pirates and torrets. They didn\'t ignore me though and a small mistake was enough to lose a huge amount of health. Besides that I also needed a lot of missiles, I can assure you that it wasn\'t funny. So even with that one big mistake (you will notice it) the seg is still good enough in my opinion. \n\nI ended up with a 1:10 a week before this run was finished and decided to redo segment 13 up until the end. I picked up an extra item and still managed to save about 20 seconds. The last few segment in the 1:10 were not that well done though, I just got too excited finishing the run. \n\nI\'m very pleased with this 1:09. I estimated it being at least 1:09:59 :p. I actually had a one second faster final segment however it turned out to be just over 1:09 for some reason. This run will show a small amount of new speedtricks. Nothing special though, just a few 1-2 second tricks. At least I tryd to add everything I could think of to make the run more enjoyable, I think that I succeeded in that. I won\'t spoil anything but I can tell you that the boss battles in this run are very well done. I won time in nearly every boss battle compared to pirate109, with an awesome ridley battle at the end of the run :). \n\nI want to thank pirate109 for his 1:11 run. I stole every single thing I could think of and added a few small improvements. Without his run I would\'ve never been capable of doing this 1:09. \n\nThats it, enjoy the run!!','2005-10-20',0,4140000,12,'MetroidPrime_eu_109',17,5,0,NULL),(0,797,NULL,213,'','Actually i wasn\'t going to come back to this version of the game. The only reason for doing this speedrun is because Stefan van Dijke was asking me. :) First i was wondering why he wanted me to do that though. He wanted someone else doing this category and when i told him that i easily beat smilingjack13\'s ss 1:13 on my first attempt and got 1:12 he asked me to try to beat his 1:19. He simply wanted to see someone else doing this category because he got used to be the only person doing this run. \n\nSo i got to work on it and on my 4th attempt i got a 1:18, but i didn\'t accept it, i wanted to go 1 minute lower. My goal was 1:17 because 1:17 was the original segmented world record by z0idi a long time ago. Five runs later (on my 11th attempt) i got 1:17. I am very satisfied with this run, i think it\'s very good. There are very few mistakes in it. Imo the worst parts of this run were in elevator from magmoor ->phendrana when i fell down accidentally as i was climbing up to go to phendrana deep lake area, then in phendrana shorelines when i missed the ghetto jump up to the ledge 2 times as i was going for the artifact of sun, and the last bad part was in phazon mines in that room right after i got the artifact of warrior when i fell down the platform stairs. These were the worst parts of this run, i think the rest of it was quite good. \n\nThe chozo fight at early wild was quite good. Ridley was also good enough. I know Ridley can be done faster but that would be too difficult in a single-segment run. And yes i killed omega pirate in 1 more pool ( i took 4 pools to kill him) but that was my intention. I wanted to kill him in four pools because it\'s easier and it is not risky. I think it is only a bit slower than the faster 3-pool fight. \n\nMaybe you wonder why i went back once i reached Metroid Quarantine A and then entered MQA again. Even that was an Intention. I did that because the room will get dark and the light will go out once you reenter the room. The reason for this is because i wanted to ignore the tallon metroids in mqa so i could kill them all because they were annoying me. With this strategy i didn\'t need the nasty metroids anymore so i could use the \"new\" metroids for the dash to pass the room (the ones who broke out of the containers once the light turned off) as they were not attacking me. I wanted to use this strat because it\'s easier in a single-segment run and it\'s just a bit slower than the harder way, not much slower. Since it\'s so difficult to use the harder method in a single-segment run because the metroids would attack me there is a good chance to suck there and mess it up and i would end up losing time with the harder method. That\'s why i used the easier way of bypassing MQA in my run. \n\nIn this run i grabbed the ice spreader and 40 missiles so during the ridley fight and after i killed ridley i was lucky and got some missile refills so i didn\'t need to go to the missile refill in phazon core and saved some time. The prime first form fight was quite good with ice spreader and also prime 2nd form was very ok. \n\nI know i did this run back in february, and that\'s been a while since then. I kept my run because i was waiting to finish the other prime runs so i could send them together to nate. I did that because i saved money at the post this way ;P. \n\nI am grateful to Stefan who helped me with this category and gave me some tips. Thanks also a lot to Stefan for his 1:19. His 1:19 was a great guideline for me. Without his 1:19 i wouldn\'t have been able to get as good as 1:17. I am very satisfied with this 1:17. This 1:17 was so hard for me to get that i don\'t think i can get 1:16, it would be just too hard to get 1:16. Sure this run is 10 minutes slower than the equivalent run for the NTSC but that\'s probably because PAL is just slower :P. This run also includes the old route which is about 1 minute slower because i couldn\'t use the Thardus Jump in my single-segment run because it\'s just too difficult on PAL version. I think stefan can appreciate why i didn\'t use the thardus jump. ;) \n\nAs always i would like to thank Nate, Radix, and DjGrenola for getting it up and i hope you will still like my run even though it\'s on the unpopular PAL version because it\'s definitely a very good Speedrun. \n\nEnjoy the run! \n\nZoid','2007-02-20',0,4620000,12,'MetroidPrime_eu_SS_117',1,5,0,NULL),(0,798,NULL,213,'','This run took me far longer than any of my previous ones - I actually began it pretty much right after finishing the 1:11, IIRC. This is partly because IMO 100% runs are far harder than any% ones (can\'t really say with low%s, since I\'ve never done a \'proper\' low% run), but mainly because I had to spend what felt like half of the total time taken doing pre-runs of two possible routes (I also had to run each one to the ship near the end before ridley, since unfortunately they didn\'t meet at any point prior to that). The other route I was considering turned out to be a whole five minutes slower than the one I took, contrary to what I thought before hand (the one I did choose is just Radix\'s updated route, with a few minor PAL-modifications - it seems that he pretty much hit the nail on the head with it). \n\nOne change that I did make to the route (suggested by sparky) was to not fight thardus on the first time I saw him; instead, to bypass him using the \'thardus jump\' and come back later once I had another PB from Phen\'s edge. This is because I ran out of patience waiting for 2 PBs refils from the previous segment (ironically, my impatience probably ended up saving time ;p). Anyway, I ended up having a total of 5 PBs for thardus, enabling me to get a totally badass fight. :) \n\nIt was very frustrating when I got to ridley near the end, because I\'d tried and tried to get the trick to make him skip his fly-by that kip does in his 100% (discovered by Red Scarlet) happen, to no avail. It was particularly annoying because it looked as if the trick would be the difference between 1:30/31 at the end. After many hours of trying, I was obviously getting more and more impatient, so what I did was copy my save before ridley on to another card and temporarily ditched the trick. This meant that if I found that the trick would be required for 1:30, I could go back to before ridley and keep trying for it. As expected, getting a good enough final segment for 1:30 was TOUGH. After a few days of failed attempts, kip suggested sending a 1:31 finish and to just continue going for 1:30 at my leisure - I thought this was a good idea, so I went ahead and made the copies of the run (I always do this, just in case the originals get lost in the post or something). However, the very day that I was going to mail the 1:31, I got like the luckiest first form ever (3 seconds quicker than Radix\'s 1:37 one, according to my timing), and a kickass second form to boot (MP finally was obediant and stayed away from the first form\'s corpse), resulting in 1:30. \n\nStill, I\'m pretty certain I only just scraped it - I won\'t bore you with all the various timings I did to find this out, but i think it\'s likely to be a very high 1:30 (at least 1:30:50), which is quite pleasing because it kinda proves that even if i\'d ruled out any errors in certain parts it wouldn\'t have affected the final time (including the ridley trick, which saves around 22 seconds). I didn\'t keep a record of the time lost due to mistakes or anything, but IMO the theoretical limit for PAL 100% would be 1:28, perhaps a very low 1:29. \n\nIt may look like i\'m saying this just because some of the other runners do ;P, but i\'d genuinely like to thank the guys from the m2k2 irc channels (you know who you are) for encouraging me during the run and congratulating me after, especially sparky for the suggestion about slightly changing the route to have more PBs for thardus, Ekard for helping me with where to find the all too elusive PB refills, Miles for giving me the idea to use rapid fire on ridley\'s flying form and, as always, Nate and Radix for getting it up online. :) \n\nEnjoy the run.','2005-01-01',0,5400000,12,'MetroidPrime_eu_100p_130',19,5,0,NULL),(0,799,NULL,213,'','Much like kip\'s, this is a run I did so that I had proof I could do 22% and the fact that, in my opinion, 21% seems a long way off, maybe even impossible. \n\nAs you\'ll notice if you watch it, the run is total crap; I didn\'t bother at all with getting good segments. Obviously, I played as well as I could, but I hardly bothered to retry at all when I made errors (hence the awful sunchamber ghost fight and sheegoth battle). So if you were hoping for a good run, you\'d best stop reading this and go watch kip\'s, trebor\'s or sparky\'s 22% runs. \n\nI decided to play on normal difficulty, because: \n\ni) I don\'t think I\'m capable of finishing it on hard (mainly because of the main quarry > central dynamo segment and the final boss), and even if I did think i could do it, it would take longer and quite honestly I wasn\'t in the mood to spend any more than, say, 2 weeks on this (when I could be working on a better run). \n\nii) Nate is working on a PAL 22% run on hard, so it wouldn\'t make sense for me to do another one; by doing it on normal, I add a new type of run to the list :P \n\nI guess if there\'s one possible attraction to the run, it\'s the fact that, even though it sucks, it is the first ever PAL 22% game, meaning that if someone out there was working on such a run or wanted to see some of the hardships in PAL low% (such as the prime battle and the quarry > dynamo segment without plasma; on NTSC, you\'d have plasma by then, making it a great deal easier against those shadow pirates), then hopefully this will help them out. \n\nAnyway, hope you enjoy the run, or at least see something in it you haven\'t before. \n\nPirate109','2004-09-18',0,6480000,12,'MetroidPrime_eu_22p_148',19,5,0,NULL),(0,800,NULL,213,'','First of all, I want to thank Nate for compressing the file and radix for hosting. I captured it myself but you will notice that 60 hz capture is new for me ;). \n\nI got interested in 22% single segment after seeing smilingjack\'s run. After I finished my hard mode run I decided to give it a try. Before I started working on the run I had to practise the hard parts. I tried the vent shaft bombjump but noticed it was too difficult, using it in a single segment run would take me forever. I tried the dash method but got to the conclusion that every attempt takes too long cos of reloading rooms. If I hadn\'t discovered an easier way of getting through vent shaft I would have probably not continued trying this run. Geo Core is random but for some reason my succes rate went up once I got consistand with the first part of the run. It still takes ridiculously long though especially in this run so prepare to skip through the run if you like. Last runkiller is life grove, I messed up here in the run and got unlucky too. Luckily after practising I got consistant with the bombjump out of life grove tunnel, and I needed it. The runs through the mines are tough so I took the easiest way, killing almost all enemies along the way. Ridley was eisier than expected because of his predictable movements. Prime one and two are definitely the toughest. \n\nHope you enjoy the run, its definitely the most intense run I have done so far.','2006-01-06',0,7200000,12,'MetroidPrime_eu_SS_22p_200',1,5,0,NULL),(0,801,NULL,213,'','This run shows the fastest Frigate escape on the pal version of the game. Due to a few minor differences the eu version is slightly slower than the original na version. After playing through the frigate a few times I set my goal to 4:24 so I might try to improve it in the future, if someone else doesn\'t. Good luck to anyone who gives it a try!','2006-01-26',0,263700,1,'MetroidPrime_eu_Escape_42370',1,5,0,NULL),(0,802,NULL,212,'','I\'d like to dedicate this run to the late Mark Haigh-Hutchinson. \n\nSeveral factors contributed to my attempting this playthrough. Firstly, having helped to run Speed Demos Archive for over a year by this point, it was something of an embarrassment to me to be the only administrator never to have had a run listed on the site. Secondly, the training I\'d received and the new tricks I\'d found in the process of executing my \"banned\", out-of-bounds abusing low% run in Summer 2006 made me realise that the incumbent 1:43 any% could be beaten without too much difficulty. I also knew that I was the only player likely to attempt to improve this, because nobody else has ever seemed terribly interested in taming this game. Thirdly, a post on the SDA forums claiming that skipping the Grapple Beam requires one of the hardest tricks ever performed in a speed run annoyed me intensely, because this is simply not the case. Finally, the emotional problems with which I was having to deal in the last few months of 2007 left me desperate for something in which I could immerse myself. While running Echoes is probably not the most sensible activity to undertake when one is struggling to maintain one\'s sanity, it is nevertheless arguably better than sitting around doing nothing. \n\nOriginally I wanted to have a crack at the single-segment any% category, because I felt this would be easier to beat than the segmented, and would probably have been more fun. My intent was to try to demonstrate that the above \"impossible\" Grapple skip trick in Sanctuary could be performed with sufficient consistency to make a single-segment Grapple skip run possible. I practised for a while, but Boost Guardian caused me problems, even with four energy tanks. I also found that landing on the robot in Grand Abyss wasn\'t as easy as I remembered [-] it seemed my aptitude for timing this trick had atrophied in the 18 months since my previous run. Realising that a lot of restarts would have been required, I chickened out and decided to have a bash at the any% segmented category instead. \n\nThe 1:43 by \'Silent Echo\', while a revolutionary and excellent run for its time, had a well documented set of shortcomings. A number of very cheap strategies to improve it had been known for a while [-] most notably a couple of route changes in Sanctuary and the use of Screw Attack to defeat the final bosses would have saved about two minutes. I felt that by incorporating some smaller time savers and playing more smoothly I ought to be able to grab another minute. My initial goal was 1:40. Assuming 20 segments for the run, that meant I would need to gain 3 seconds per segment on average (a target which quickly proved to be far too conservative). In a game such as this, scientific methods are vital, so I created a spreadsheet for each segment and manually timed the old run, noting the number of frames in between cutscenes and performing a similar process for my own attempts. If possible, I wanted to go faster in every single segment, a desire which I almost, but not quite, fulfilled. \n\nThe route is largely the same as the old run, skipping both Dark Suit and Grapple Beam. I open up the gate blocking the Watch Station portal before collecting Screw Attack, which allows me a faster way to return to the light world after the Quadraxis fight, saving 10 seconds or so compared to the previous run. In the same segment, I take the much faster route suggested by XtraX to leave Sanctuary, saving a further 25 seconds; routewise, everything else is as it was before. I considered whether a faster Sky Temple Key route might exist and juggled a few alternatives, but decided eventually that the existing route was probably as good as it was going to get. I also used two more segments than the previous run, saving in Great Temple before the Alpha Splinter fight, and again in Great Temple before heading to collect the final Sky Temple Key in the dark version of Samus\'s landing site. This save is so cheap that it seemed criminal not to use it every time I passed through the room. \n\nIn previous Echoes attempts, runners have made use of the checkpoint after Emperor Ing to achieve a fast Dark Samus 3/4 fight, then edited the videos together to make it look as though these two bosses have been beaten without retrying. I have never liked this practice [-] it seems inherently deceitful. In this playthrough, I have presented these two boss fights as separate videos. Since players can try Dark Samus 3/4 as many times as they like with no time penalty (although they are not able to save the game to a memory card at this checkpoint), this counts as a segment as far as I am concerned. I have listed this run as being 22 segments. \n\nThis run was played on a GameCube, and the European version of the game was used. There are a few differences between the North American and European versions, but they are not significant enough to warrant separate categories. PAL Echoes is a PAL-60 only game [-] since my DVD recorder is not capable of capturing a PAL-60 signal, I booted the game on a North American GameCube using a Datel Freeloader disc, and captured an NTSC signal instead. This does not affect gameplay in any way. \n\nEchoes is quite buggy. Some of these bugs are decidedly advantageous to a runner, others equally definitely not. Readers unfamiliar with Echoes chicanery may benefit from the following quick overview of some of the more salubrious glitches I exploited on my way to liberating Planet Aether in under 100 minutes. All of these tricks are documented in detail at [a http://metroid2002.com/]metroid2002.com[/a], of course. [ul][li][b]Instant Unmorph[/b]\n\nUnder conditions of camera obstruction the game may be persuaded to unmorph Samus without showing her third person unmorph animation. This saves time in and of itself, but it also paves the way for another, more interesting bug.\n\n[li][b]BSJ (Bomb Space Jump)[/b]\n\nIf a bomb jump is performed in such a way that an instant unmorph occurs while Samus is still airborne, there is a very short time window in which the player may jump in mid-air by pressing B (and then space jump, if the space jump has been collected). By chaining together bomb jumps and space jumps in this way, more than three jumps\' worth of height can be achieved.\n\n[li][b]Roll Jump[/b]\n\nAgain, this makes use of the instant unmorph jump glitch, but for distance rather than height. Rolling off a ledge in ball form and timing an unmorph such that the camera is obstructed by the ledge will lead to an instant unmorph, and a double jump then becomes available. Since rolling is faster than walking, pressing the L and R buttons will \"freeze\" Samus\'s jump speed at her rolling rate rather than her walking rate. This momentum gain allows much longer distances to be crossed.\n\n[li][b]Dash Jump[/b]\n\nThis is another distance technique which makes use of pressing L and R buttons to freeze Samus\'s momentum during a jump. This time, the speed gain is provided by the extra lateral acceleration created by dashing off a foe or object. Dash jumps may be performed using combat lock-ons or, more commonly, scan visor lock-ons.\n\n[li][b]Rollshot[/b]\n\nThis is a glitch which has been known for a while, but never used in an SDA-listed run before. While morphed, pressing unmorph and shoot simultaneously will cause a shot to be fired before the unmorph animation begins rather than afterwards, saving time. This is especially useful for opening doors and activating portals quickly before collecting the Boost Ball (however once boost is acquired it is often quicker to stay morphed and lay bombs instead). It may be used both for beams and missiles. \n\n[li][b]Ghetto Jump[/b]\n\nJumping while pushing against a slanted surface increases jump height.\n\n[li][b]Underwater Dash[/b]\n\nBefore collecting the Gravity Boost it is possible to hold L and a direction and then hit B and hold R together to obtain great speed and distance underwater. This is a speed trick in and of itself, but also allows lower Torvus\' sequence to be broken. [/ul] \n\nBefore I start on the segment-by-segment stuff, I will just mention a few people. In my 17% run I had a slew of contributors to thank because it was very much me running the game under the direction of others; this time, however, I did nearly everything by myself, so great swathes of fawning gratitude are unnecessary. Thanks, Sparky, Nate and Radix, for taking an interest. I\'d especially like to thank Red Scarlet for keeping me company on IRC over Christmas and New Year while I tackled everything from Spider Guardian onwards, and for pushing me to get 1:38 rather than 1:39. As always, Scarlet was full of suggestions, none of which I used [-] sorry, Scarlet, but I appreciated them anyway ! \n\n[ul][li][b]Segment 1 - Temple Grounds[/b] \n\n[b]Estimated lead: 0 minutes, 0 seconds[/b]\n[b]Saved: 9.4 seconds[/b] \n\nI was always going to be faster than the previous run in this segment, because I use the Sacred Path scan dashes which can save up to 10 seconds. Rather than trying to beat the 1:43 time, I decided instead to try to beat my own figure from my 17%, as Segment 1 is directly equivalent between these two runs. I was able to rush through roughly 0.5 seconds faster than my own previous best. \n\nThere are a couple of tricks in this segment which will bear elaboration if readers are unfamiliar with them. A ghetto jump to the box in Industrial Site allows Samus to stand atop it; scanning the scan point to activate the cutscene will then cause the crane to carry Samus to the door, avoiding the need to go all the way around the room. In GFMC Compound, the \"101% ghetto\" allows me to collect the Missile Launcher without passing through the trigger point that activates the cutscene involving the fate of the Marines. Had I made this jump first try, it would have saved time outright, but that wasn\'t the point of it; the Emerald Translator gate covering the entrance to Sanctuary Fortress only appears once the cutscene has played. Skipping the cutscene causes this gate never to appear, which will save me time when going to Sanctuary much later on. It is possible to trigger the cutscene and collect the Missile Launcher twice (hence 101%), which would possibly have made some of the early boss fights faster, but it would have meant I would have had to have scanned the gate to open up Sanctuary later, which is quite expensive timewise. \n\nThis segment is quite annoying due to the above pair of tricky ghetto jumps that must be performed. Both of these jumps took me two attempts to land. The most glaring loss, though, was from failing to get an instant unmorph in the room with the Morph Ball cannon before Sacred Path. This disorientated me and forced an error in scanning the scan point to activate the cannon. I was so incensed by this that I decided I was going to rip through Sacred Path as I\'d never ripped through it before. To my considerable astonishment, I completely nailed it. \n\nEverything else went fairly well. \n\nI save at the Temple, which the previous runner did not. Previously I quoted the venerable kip as saying that this save costs no time, because loading from the save causes the Temple already to be loaded, whereas if you roll through the room you have to wait for the door to open. In fact, according to my timing, it does cost time, but very little [-] of the order of 1 to 1.5 seconds (provided you are able to force an instant unmorph when leaving the save alcove). This cost is completely consumed by being able to achieve a very fast Splinter fight in the next segment.\n\n[li][b]Segment 2 - Alpha Splinter to Agon Wastes[/b] \n\n[b]Estimated lead: 0 minutes, 9.4 seconds[/b]\n[b]Saved: 5.97 seconds (compensated)[/b] \n\nI added 40 frames onto my time for this segment to penalise myself for saving in the Temple. The above figure incorporates this adjustment. \n\nThe key to getting a fast Alpha Splinter fight is in the first stage, where you need to land as many shots on more than one Dark Splinter as possible using peripheral \"splash\" damage. I could kiss the Splinter who jumped gaily from behind me into my missile shot. It is vital to get a missile refill during the first round to enable the fastest possible third round kill, which I did. My rounds one and three were both faster than those in the 1:43, although my second round was slower by roughly one second. \n\nIn Collapsed Tunnel, I fail to get an instant unmorph, and my attempt to rollshoot the door open also fails, both of which would have saved time. In the 17%, I rolled partway through Industrial Site before scanning the Violet Translator gate, but this time I stayed unmorphed as I decided it was faster. My rollshot before the Agon elevator room worked, but it didn\'t save time, because the elevator room was still loading [-] typical. Collecting the missile expansion went reasonably well, although not perfectly. \n\nI make a mistake in Agon by missing the save station door. This doesn\'t cost any time as far as I\'m aware, because the room is still loading; it does however cost me a missile, which is unfortunate, as missile ammo is very tight early on, and refilling is expensive. \n\nTime for some extended pain.\n\n[li][b]Segment 3 - Agon Wastes, to Dark Samus 1[/b] \n\n[b]Estimated lead: 0 minutes, 15.4 seconds[/b]\n[b]Saved: 15.6 seconds[/b] \n\nThis segment is notorious for its trickiness. AJ and Sparky\'s minute-saving trick to reach the Jump Guardian from behind means that a runner cannot save until before Dark Samus 1, making this segment about 14 minutes long. I completed 3 successful attempts at it, going first 5 seconds faster, then 9, then 12; only on the fourth completion was I satisfied with my 16 second improvement to the 1:43 time. \n\nThere is a faster way to climb Mining Plaza by using a series of horrid ghetto jumps, but they\'re so tough there was no way I was going to attempt them, and especially not in a segment of this length and difficulty. The two, simpler ghetto jumps I was brave enough to attempt went fine. I spend a short while lining the second one up, but that was infinitely preferable to missing it. I go looking for missiles by destroying a cache while I wait for the first rock bridge to drop, and again while walking to the rock face to prepare for the second ghetto. Both caches coughed up, although I only needed one of them to. If I failed to get a refill from either, I had to reset. The little dash off the rock bridge was in the previous run and saves a little time. Shooting the far door in Mining Station went reasonably but not brilliantly; you can only morph and start saving time by rolling once you\'ve hit it. \n\nIn my 17%, I rolled up the side of the step in Mining Station Access; while it looks more stylish, it\'s slower, so I omitted it this time [-] unmorphing as soon as possible and shooting the door is faster. \n\nMining Station A was a bit of a mess. Since killing the pirates in here takes too much time (and consumes too many missiles), a runner\'s only real choice is to try to climb this room while being shot at. While the damage done by the pirates is not significant, being shot in mid-jump will most likely cause you to fail the jump, which is. I had to reset an awful lot in here. My attempt to take a shortcut from the box through the sandfall was wrecked by getting hit by a pirate, so it took two tries. I failed to lock on to the pirate on the pillar cleanly, so the little dash to the left I did using him didn\'t work properly. The dash jump off the Brizgee in front of the translator gate was not perfect, but at least I didn\'t fall. Finally, opening the door was not performed optimally (I turned to the right too much, meaning I had to strafe left before I could shoot the door and morph). \n\nI bungle the Shriekbats in Temple Access; they should not have been allowed to hit me during my second jump. \n\nThe Bomb Guardian fight was fine. The two-round strategy requires the player to judge the strength of the shots used on the head so that neither round finishes early; you need to take off exactly half the energy bar per round. I found that light-medium, full, light, full was the right sequence of shot strengths; the ability to judge how much you have charged a shot by how long you\'ve held down A is essential to success. This fight is hard because it\'s time-critical; failing to lock on to the head at the first attempt will cause the shot to be charged for too long, and it will then cause the round to end prematurely. \n\nBack in Mining Station A, I use the roll jump suggested by tuomii to reach the pillar. This room has an annoying loading policy; if you climb the platforms on the left, the game will start loading another room, forcing you to wait for the door when you reach it. In the previous run, the runner bypassed this problem by using a bomb jump to the door, but this is quite slow. The roll jump represents an elegant solution to both of these problems, and is probably easier than the bomb jump anyway. \n\nIn Portal Terminal, I kill the first of the dark pirates with charge / missile combinations, leaving me five missiles to be able to kill the second while walking up the ramp to the bomb slot. One problem with doing this is that the pirates sometimes dodge missiles; this would have left me miles away from the target, needing to hit it with a long-range charge beam shot. Because of this, I fire the missiles slowly, checking each time that the last has hit before firing the next. It would have been faster to spam the lot as quickly as possible while hoping for the best, but I lost a perfectly good attempt this way at least once. \n\nAfter activating the bomb slot, I push right on the stick rather than down-right. This gets me to the machine marginally faster than was done in the 1:43. TrueDiehardGamer\'s trick to bomb only the final block in the machine by slithering past the first block, unmorphing onto the platform and moving across the wall went perfectly. \n\nWith the portal enabled, I am fortunate in that a 10 missile refill from a dead pirate is still available for pickup. If I had a number of missiles not equal to either 10 or 0 at this stage, I would deliberately waste them so that I had none heading into the dark world. The rationale here is that if you have no missiles, the game is far more likely to give you a missile refill when shooting boxes/Bladepods/caches, and I want 10 for Jump Guardian. Collecting 10 in Portal Terminal works too, though. \n\nOn the other side of the portal, I open up the gate on the left using the bomb slot for use during the Sky Temple Key route later on. It is possible to let this gate cutscene play out while continuing to recharge energy in the safe zone (with no time penalty [-] cutscenes don\'t count), which is very useful in low%. I had enough energy, so I skipped it. My predecessor shot the light beacon before performing the bomb jump to the back Jump Guardian entrance, but this is just a waste of time if you have sufficient health, which I did. I use a double bomb jump rather than a 3BJ; it is less complicated, requiring no button mashing, and works fine provided you time the unmorph correctly. The awkward jump from the Bladepod to the platform went flawlessly. \n\nIf readers haven\'t seen this Jump Guardian strategy before, it relies upon the fact that the Jump Guardian is placed invisibly in front of the statue before the fight starts, and its energy bar may be drained by shooting its unseen, spectral form. In the 1:43, the runner relied purely on charged shots; using charge, missile, charge, missile etc. is about 10 seconds faster. One problem with this strategy is that hits tend to do variable damage; I think it is related to whereabouts on its body the Jump Guardian is actually being hit, but I don\'t know for sure. Regardless, often I faced a situation where the Guardian still had energy left even after I\'d pumped what I was sure would be enough shots into it; this attempt was no exception. Because of this, I ensure I have a shot charged and ready to go as soon as the fight proper is activated so I can immediately remove whatever sliver of health the Guardian has left. On one occasion I lost 15-20 seconds here trying to finish this fight off because it had more energy left than I anticipated. This time, though, all was well, although I turned the wrong way to meet him as usual. \n\nBack in the light world, in Portal Access, I feared accidentally triggering the cannon while attempting to grab the missile expansion; this never actually occurred, but it was always uppermost in my mind when doing this room. \n\nIn Mining Station A I lose a little time by pressing L too hard and accidentally locking onto something. \n\nCentral Station Access, the room with the pirates, phazon crates and missile door, usually goes wrong. True to form, I get knocked sideways by a pirate. \n\nThere are a lot of pirates to kill in Central Mining Station; one somehow moved all the way to the door by which I entered, which confused me briefly. The turrets went fine, although I left this room rather low on energy. \n\nI roll into a force field in the Command Centre ball maze. (The game spells it Center, but the game is wrong [-] this is supposed to be the European version.) I was convinced this mistake was going to kill the timing for the rest of it, forcing me to wait 3 seconds for a force field later on. I was very lucky to get through unscathed. In the 1:43, the runner used a BSJ to get to the upper level after leaving the maze; I turned this trick down because I refused to attempt anything difficult after coming back from the dark world (more haste, less speed, as my father used to say). Instead I kill the pirates (one dodges a missile [-] I think it\'s impossible to do this segment without that happening at least once) and use the gate jump to reach the upper level, which is several seconds slower. I also fire my charged shot too soon at the pirate that spawns on the upper level, and it passes clean through him. This then forces me to waste a precious missile. \n\nThe door on this upper level is excruciatingly schizophrenic; sometimes I\'d get to it and the next room would be loaded and ready to go, other times I\'d have to agonise for 2-3 seconds while it made me wait. I think this probably depends on the path you take through the lower half of the room, but I don\'t know for sure. This time it opened immediately. \n\nI abuse missile splash damage to open the hatch after passing through Security Station B before the door is visible. When scanning the panel behind the pirate, by far the easiest tactic is to aim the scan visor at the right side of the panel and wait for the pirate to move left. Back in Command Centre, an instant unmorph off the end of the upper platform allows me to shoot the door sooner. \n\nIn Biostorage Access, the room with the moving laser force fields, I could have used a missile rollshot to remove the missile hatch more quickly. I didn\'t realise until later in the run that the rollshot glitch could be used with missiles, but I\'d probably just have screwed it up anyway. \n\nI ignore the ghetto jump in Biostorage Station to reach the top platform, jumping off the boxes instead. It\'s slower, but foolproof, and I\'ve been playing far too long without a save already. In the 1:43, the runner attempts this ghetto, misses it, and for some inexplicable reason then uses a much slower BSJ to reach the upper level. I dash off a pirate to reach the door more quickly. This didn\'t go perfectly, but some time was saved here. \n\nAfter bombing the slot in Security Station A, I get a precious instant unmorph after rolling round the corner. \n\nBioenergy Production is always a bit of a scary proposition after such a long and tortuous segment. I have four missiles, and to beat two flying pirates reliably requires more than that. I\'m not sure what happened in here; I don\'t know whether the missile I fired up in the air hit anything or not. The pirates were defeated pretty quickly somehow ! As always, it\'s essential to be in place at the scan panel before the cutscene so scanning can begin immediately afterwards. After scanning the panels to move the platforms, I take the long way round the pillar because I\'m now out of missiles and need to suck in the refill to open the save station door. Since I also need more energy to survive the laser maze coming up, I have to shoot the boxes before the door, and one of them grudgingly obliges with a gold energy refill. \n\nI atone for my sins in the 17% run by acing the laser maze in Ventilation Area B, and reach the save station with no further trouble. \n\nGlad that one\'s over.\n\n[li][b]Segment 4 - Dark Samus 1, Dark Beam[/b] \n\n[b]Estimated lead: 0 minutes, 31 seconds[/b]\n[b]Saved: 3.5 seconds[/b] \n\nAnyone trying to beat this run should be aiming for an 0:18 save here (I had 0:19). I was about 2 or 3 seconds too slow. \n\nKilling DS1 is a simple matter of banging away at it until you get a second round in which it doesn\'t use any air attacks. If you can hit it with a missile (it usually defends itself if you try this), all the better, because you get two free charge shots afterwards. Deliberately running into the boss also helps, because it will then use its shield attack which forces it to keep still. I was lucky at the end of round one in that Dark Samus was very close to the point at which round two begins, so it wasted no time in getting there. Overall, my fight was over 3 seconds faster than the one in the previous run. The end of this fight is the first of two ugly moments in the run where I pause the game accidentally (I tried to skip the cutscene too quickly). \n\nAfter opening the first two dark beam gates, I get a really lucky fast hit on the blue door. \n\nIn Doomed Entry, after having passed through the portal, a ghetto jump off the Luminoth corpse is the fastest way to reach the upper level. I played with trying to BSJ directly to the far platform; I also experimented with scan dashing across the gap, bypassing the middle platform, but the former wouldn\'t work and the latter was too slow. Opening the dark door took longer than it should have done (my first shot missed). \n\nIt\'s important not to lay the bomb to open the door in Dark Oasis too close to the Phazon crate ... \n\nLowering the pillar in Hall of Stairs is slow; jumping from the Bladepod is faster. My predecessor shot some of the \'pods in here for refills, which is really just a waste of time. Saving here is free, so you\'d be stupid not to.\n\n[li][b]Segment 5 - Agon Cleanup, to Torvus Bog[/b] \n\n[b]Estimated lead: 0 minutes, 34.5 seconds[/b]\n[b]Saved: 5.13 seconds[/b] \n\nThis is another lengthy segment which takes me all the way to Torvus Bog (no Amorbis this time). I should probably have kept trying until I did better than this, but I wanted to hurry up and get to Boost Guardian. I\'d spent a lot of time trying to best Boost Guardian in my single-segment attempts with four energy tanks and no Dark Suit; doing it with two tanks would be difficulty incarnate, so I wanted to get there as soon as possible. \n\nI wait in the safe zone for the door to open. I almost ruined Phazon Site (the room with the crates, lifts and scan points) by trying to jump to the lift before the cutscene. Doing this means that once the cutscene finishes you have to wait to fall back to ground before being able to attempt the jump again; usually by this time the lift is out of reach, but I was lucky this time and just made it. Lighting up the light beacons on the platforms is really just a hangover from doing several low% runs; it\'s not really necessary in an any% and wasted some time. I would need a missile to open a hatch in a few rooms\' time, so I am forced to grab one at the Bladepod near the door, which costs me time compared to the old run. \n\nI scan dash across Watering Hole, which takes a little while to set up. Roll jumping would have been faster, but the edge of the platform is bumpy and it has a tendency to pop the Morph Ball into the air, ruining the instant unmorph. \n\nLowering and jumping to the pillar in Feeding Pit went reasonably if not perfectly. The door after collecting Light Beam takes a long time to open (why ?! I was only just in there !) so again I wait in the safe zone. It is possible to let this cutscene play out and recharge energy without penalty, but I had enough, so I skipped it. I roll towards the door in Feeding Pit rather than walking, which I think is faster. \n\nAgain, I wait for another door in Feeding Pit Access which gives me breathing space to scoop up more energy refills at no cost. Back in Doomed Entry, it is now quicker to lower the platform (versus the ghetto jump to it I did earlier), which went fine. I managed to shoot the dark door cleanly this time. In Dark Oasis, you need to unmorph earlier than you\'d think would be ideal, otherwise you\'ll end up facing the door rather than the portal. Another tedious cutscene. \n\nBack in the light world, it\'s faster to roll to the door, then shoot it. It doesn\'t open immediately, so the aim should be to get to the loading trigger point as quickly as possible, which means roll first, shoot later. I try to rollshoot the Security Station B door open, and fail. I do rollshoot the white Command Centre Access door open successfully, but gain nothing by doing so, as I have to wait for it. Previously I\'ve seen runners (including myself) walk through Command Centre Access until they are within range of the light door, then shoot it; again, though, since the door doesn\'t open immediately, it is faster to roll immediately to the loading trigger point, then unmorph and shoot. \n\nCentral Mining Station was a complete mess. In here I need to collect the Beam Ammo Expansion behind the force field, the only one I\'ll collect in the game. (I actually considered skipping it, but decided that it would make Chykka too slow.) Setting up the roll jump to the central platform is fraught with danger. If you\'re morphed over the turret when the hologram reappears, the game will unmorph you for no reason at all. There is a very short time window after using the turret in which the roll Jump can be set up and performed. Time and again I\'d misjudge this and the game would unmorph me just as I was about to roll off the edge. The camera is highly uncooperative too; you\'ll see me move back against the wall and then forwards after using the turret in order to keep it pointing in the right direction. I move the turret further right after blowing up the crate; I want to be facing the nearest part of the centre platform after exiting the turret to make the roll jump as easy as possible, but I do it far too carefully (read: slowly). On the centre platform, it\'s necessary to land on the nearer edge of the bar because some ghetto effect is required to make the horrible jump to the far ledge. I slip off the bar twice, but make the jump in the end. At least the instant unmorph to shoot the door quickly after collecting the expansion went well. This room was the number one cause of resets in this segment. \n\nAnother attempted rollshot in Central Station Access fails to work. In the 1:43, the runner unmorphs far, far, far too early in Central Mining Station and wastes buckets of time walking to the door. I just roll through and then nonchalantly rollshoot the door open. I grab the Energy Tank in Mining Station Access [-] these two tanks will need to last me all the way to Sanctuary. \n\nI mess up the attempted roll jump to the door off the platform in Mining Plaza. Whatever. \n\nDon\'t ask me why I turned the wrong way after taking the elevator back to Temple Grounds. I must have forgotten which room I was in. I successfully rollshoot open the far Agon Transport Access door. I hurdle the Luminoth corpse and then morph and roll; morphing immediately carries a risk of getting stuck on the studs behind it. Rollshooting the Temple Assembly Site door open fails to work. \n\nIt\'s faster, although more risky, to stay morphed and roll up the ramp in Temple Assembly Site. I rollshoot open the door to the Great Temple elevator successfully. In the Temple, I get hit twice by Lightfliers. This was careless and should not have been allowed to happen. \n\nThe Dark Beam rollshot to enter Hall of Eyes was perfect. I make the ghetto jump to the portal at the first time of asking. After proceeding through the portal, I perform the trick which makes skipping the Dark Suit possible; the Abandoned Base ghetto jump to the light portal. Ordinarily, a lengthy sequence would need to be negotiated in which non-Dark-suited players would die from dark world exposure, but ghetto jumping to the portal eradicates this requirement and allows access to Torvus without having to fight Amorbis. The gas clouds released in here, though, mean that I have two attempts at reaching the portal; if I miss the second attempt, Samus will die. This time, I make it first try, and proceed back to the light world. \n\nPath of Eyes goes well; the sequence of tricks to avoid waiting for the light beam blocks to move caused no trouble. I nail another ghetto in here. My success in performing all the ghetto jumps in this segment cleanly was the main reason why this segment was eventually accepted, despite the Central Mining Station debacle. Had I got an instant unmorph before the Amber Translator gate, I would have been able to scan it sooner, but this is one of those things that just works sometimes and other times does not. Missing the door after jumping the gate was pretty lax and will have cost something like half a second. \n\nTorvus Transport Access sees the only use in this run of the missile version of the rollshot [-] I use it to open up the elevator door quickly. \n\nOnce in Torvus, the 1:43 runner shoots all the Shriekbats to avoid being hit. I just roll on through them because I simply ooze machismo.\n\n[li][b]Segment 6 - To Boost Guardian[/b] \n\n[b]Estimated lead: 0 minutes, 39.63 seconds[/b]\n[b]Saved: 7.43 seconds[/b] \n\nGoing from the save point through the waterfall to the underwater log can be accomplished faster using a single jump, but I use a double jump, which is slower. Rather than rolling to the cage, the underwater dash move gets its first outing, which I believe to be faster. I attempt further underwater dashes on the far side of the cage, which fail, but I am not penalised because the next room has started loading by this stage, and still isn\'t finished by the time I get to the door. \n\nOne way in which the any% route might be improved here is by omitting the 25-second trip through Portal Chamber to open up the Great Bridge gate. This would mean taking the alternative Forgotten Bridge -> Abandoned Worksite -> Great Bridge path instead when leaving Torvus after beating Chykka; this might be faster, but it would definitely be more difficult. I stuck to the old route, partly because I wasn\'t sure at this stage what route I\'d be using to collect the Sky Temple Keys later on, and I wanted my options (and hence my gates) open. \n\nBack in Great Bridge, I employ a 2BSJ to reach the platform with the scan point. In the 1:43, a single-bomb BSJ was used, which is faster. I tried this, but it went wrong an awful lot, so I switched to the slower, higher version just so I could actually get past this point with some sort of consistency. This BSJ is very annoying because getting hit by one of the creatures in this room ruins the camera angle [-] reset time. I then dash to the bridge; on two occasions I dashed too well and sailed magnificently over the bridge and down the far side. From then on I watched my trajectory carefully and hit L to stop the jump once above the bridge. \n\nI pondered collecting the Torvus Temple Energy Tank; this would have cost me roughly half my current lead, but would have made Boost Guardian easier. I kept this save around until after I\'d beaten Boost Guardian so I had the option of cowardice later, but it proved not to be necessary. \n\nThe pirate fight in Torvus Temple was pretty shambolic; I miss one pirate with a charged shot, then he dodges when I try to hit him again. I could have started firing a Super Missile sooner at the top of the elevator. \n\nThe game suffers from a horrendous bug in the Energy Controller. Sometimes, after picking up the Emerald Translator, Samus is unable to shoot. Changing beams doesn\'t help [-] the only panacea is to morph and unmorph again. This also happens when picking up the Cobalt Translator in Sanctuary later on. Words cannot express how much pain this bug caused me. This time, I manage to turn round and shoot the door pretty cleanly. \n\nBack in the Temple, I stay morphed until I hit the ground, then unmorph. I\'m pretty confident this is the fastest way of doing this room. Trying to scan the emerald scan point while still falling may seem faster on paper, but the jolt caused by falling such a distance unmorphed costs a lot of time. Having descended the elevator, I try to do a short dash off the cache to the morph ball tunnel entrance, and fail. This was frustrating, because it really isn\'t hard at all. \n\nNo instant unmorph before the Super Missile door. \n\nClimbing Hydrodynamo Station to save is expensive, so I don\'t do it. The bulk of my time gains versus the old run in this segment occurred in this room. My predecessor spent an eternity lining up the underwater dashes needed to reach the scan points and break the lower Torvus sequence; I just drop in and get straight to business. I also turn and begin scanning the scan points before landing, which is faster. I use an extra underwater dash to approach the third scan point below the Seeker door. Overall my performance in Hydrodynamo is very slick, saving 10 seconds over the previous run. I do drop straight into the Blogg at the bottom of the room and ruin my aim on the blue door, which is a shame. Having opened up the Alpha Blogg room without going halfway round lower Torvus, I can now proceed to collect the Gravity Boost. Another underwater dash at the bottom of the Hydrodynamo Shaft staircase gets me to the door quickly. A final, triumphant underwater dash simultaneously nets me the Gravity Boost and removes my ability ever to perform this trick again ! \n\nIn order to perform the BSJ to skip Alpha Blogg, it\'s necessary to turn round so the wall is behind Samus. The speediest way to do this is just to roll into the wall, bounce off, and unmorph. I have to wait for Alpha Blogg to complete its attack, then I rattle off the BSJ first try and escape without completing the fight. So long, you big ugly fish. \n\nAside from the Gravity Boost, which I need to escape lower Torvus, the other item I must pick up here is the first key to open Chykka\'s temple, so back in Hydrodynamo Shaft I take the portal into the dark world. I have the wrong beam selected, so I waste a second changing it. \n\nI think it\'s faster to jump up the stairs in Hydrodynamo Shaft rather than using the Gravity Boost as I did. I only realised this when I was trying to improve this segment further; eventually I gave up and accepted this attempt because I could never do Hydrodynamo Station as well as I did it this time. I save five seconds over the 1:43 getting out of Hydrodynamo Station and back to upper Torvus, basically by refusing to turn around, facing the same way all the time. I collect the Missile Expansion in front of the Seeker door [-] it might perhaps have been quicker to collect the one under the grating in Underground Tunnel instead, where I am next headed. \n\nThere is a sequence of tricky jumps that makes skipping the Torvus Grove pirate fight possible, but I achieved no consistency with it, so I decided just to fight the pirates instead, with disastrous consequences. Firstly I get hit by a grenade immediately (a random, unavoidable occurrence). I am fortunate in being able to freeze both pirates with a single dark shot, but then I waste the advantage by somehow missing the second pirate with a missile at point blank range. This flustered me, so then I failed to turn round to face the door before the cutscene, costing yet more time. I know I\'m getting towards the end of the segment at this point, and I\'m nervous, so I stupidly switch beams instead of scanning the portal. All things considered, I should probably have skipped these pirates after all. \n\nThe old run employed a single bomb BSJ to reach the Polluted Mire save station door; I refused to ruin the segment at this late stage by goofing this, so again I use the more conservative, slower 2BSJ.\n\n[li][b]Segment 7 - Boost Guardian, Owned In The Face[/b] \n\n[b]Estimated lead: 0 minutes, 47.06 seconds[/b]\n[b]Saved: 10.4 seconds[/b] \n\nThis is definitely one of my favourite segments in the run, and was one of the most difficult. Most players struggle against Boost Guardian even with the Dark Suit and more Energy Tanks than I have here. Because I\'m using the one-round strategy, I get no energy refills during the fight, and since I shoot the puffers before the fight rather than afterwards (this is much faster), I am entirely reliant on Boost Guardian dropping a large number of energy refills after its death to give me the energy to make it back to the save station. Needless to say, I was stuck here for some time. \n\nThe first improvement here was in just rolling past the Lightfliers instead of converting them into safe zones using the Dark Beam. I successfully rollshoot open the Dark Arena Tunnel white door. Dark Arena Tunnel is fine; in Dark Torvus Arena I light up the beacon and morph into it. Morphing carries Samus further forwards and guarantees entry into the bubble. I let this cutscene play out while I sit and recover about six energy units in the safe zone. \n\nI am at the mercy of the random number generator as I suck in the refills provided by the puffers; they were good to me this time. \n\nBoost Guardian itself was near perfect. This strategy involves keeping the Guardian in its puddle form by following it carefully round the room, never giving it space to stand up again and thereby ensuring that it stays vulnerable to light beam shots for the whole fight. The ability to anticipate its direction changes is essential to success, as is a healthy slice of luck. \n\nUpon its death, Boost Guardian dropped no less than five energy refills. I have never seen this happen before or since [-] it usually drops some missiles instead, condemning me to a corrosive death-by-dark-world. Ironically, I would have much preferred one missile and four energy refills [-] I will need missiles in the next segment and do not currently have enough. \n\nI almost bungle the halfpipe but just about manage to unmorph successfully in the alcove to collect the second Chykka key. Jumping from here to the door was imperfect; an instant unmorph before the white door helps to ease the pain. The only other slight blemish in this segment was unmorphing onto the save station rather than into it, but honestly, who cares ? Nailing this segment left me completely elated. \n\nIt would have been twenty seconds faster to skip this save and go straight over the fence in Dark Forgotten Bridge, proceeding to the Chykka save point, but it would take a much braver soul than mine to risk this. If only another cheap Energy Tank were available somewhere ...\n\n[li][b]Segment 8 - Final Chykka Key[/b] \n\n[b]Estimated lead: 0 minutes, 57.46 seconds[/b]\n[b]Lost: 1.77 seconds[/b] \n\nThis very short segment is the only one in the run in which I am slower than my predecessor. This happens because I need to pick up a missile refill to open a Super Missile door, and the segment is so short that there simply isn\'t an opportunity to recover the time. Everything goes well enough [-] I BSJ cleanly over the Dark Forgotten Bridge fence; the dash jump is fine, and for once the camera doesn\'t screw me over entering the Morph Ball tunnel before the final Chykka key. I find it much easier to dash to this key, but roll jumping is faster, so I had to suffer countless resets; it\'s also quite easy to perish from dark world exposure during this segment.\n\n[li][b]Segment 9 - Chykka[/b] \n\n[b]Estimated lead: 0 minutes, 55.69 seconds[/b]\n[b]Saved: 3.43 seconds[/b] \n\nFrom a planning perspective, Chykka is a pain, because it\'s an extremely ammo-heavy boss, ideally requiring maximum everything. I really wanted to skip the trip to the ammo refill station at the start of this segment, which wastes (if I remember correctly) about 10 seconds. I could have used the fish in lower Torvus to recharge my Dark Beam ammo cheaply after the Torvus Temple pirate fight, but the Light Beam ammo I used against Boost Guardian would not have been so easy to replace, and nor would my missile stock. I could have exploited the Chykklings mid-fight to recharge, but it probably wouldn\'t have saved any time compared to using the ammo station, and would have been less reliable. In the end I just went ahead and refilled at the ammo station, because I couldn\'t see a sensible alternative. \n\nActivating the \"floaty jump\" glitch would be another way of speeding up this segment, as it would make climbing the platforms at the end of the fight to reach the Energy Controller a lot faster. However, to extract the benefit of this, it would be necessary to beat Chykka without once being hit by dark water, which is not an easy proposition. I didn\'t bother trying, but a more determined player might be able to save time this way. \n\nI get an instant unmorph before the ammo station and shoot the door, which is much quicker than using bombs as the previous runner did. \n\nIt is important to do as much damage as possible on the Larva stage with Light Beam shots. In order to beat the Larva form quickly, the boss\'s backflip attack must never happen, and whether this occurs is dictated at least partly by how much damage has been done to it, and possibly partly by luck. Don\'t ask me why I scanned it twice, because I don\'t know, but it didn\'t cost any time. \n\nWhen the Larva form climbs onto the platform, there is a way to knock it back using fewer charged shots than I used here. However, I don\'t know how this is done; it must have something to do with shot strengths, where one aims, or timing. Nobody I asked had the answer, but it must be a repeatable strategy because in the old run it was achieved on both sub-rounds. Answers on a postcard. Because I couldn\'t figure this out, I lost 4.6 seconds on the Larva form compared to the previous run. I also went into the second round with only 11 missiles; indeed I had to forego finishing the Larva form using a Super Missile, relying instead on charged Power Beam shots. \n\nChykka was a struggle for me. In my low% games it was a fight I really enjoyed, but my times just weren\'t competitive in the any% scenario. To try to redress this balance, I looked carefully at the fight and tried to find ways to make myself faster. The first thing I realised is that a lot of time tends to be lost trying to get the first stun on the Adult form. After taking a wing off, it is quite easy to get a stun immediately afterwards, but the very first stun is always elusive. I realised eventually that Chykka\'s first movements are nearly always the same [-] left, up, right. Aiming at its expected position after it finishes this manoeuvre allows for a quick first stun, which worked out in this fight. \n\nThe second very obvious strategic improvement I introduced was scan dashing from platform to platform. When timing this segment, it is important to remember to subtract the time spent during \"screen freezes\" when the scan information appears (this doesn\'t count against a runner\'s final time [-] for me it was about 0.25 - 0.3 seconds per dash). I forget how much time the dashes save overall, but it\'s probably something like 6-7 seconds for the whole fight. \n\nI didn\'t expect to be able to accept this segment because I reached the Adult form with so few missiles, but I was able to improvise using a combination of light and dark beams (my low% training coming good again). If you get lucky, using the dark beam is actually faster than using missiles is, so the depletion of my arsenal arguably saved me time in places (although it definitely cost me in others). Overall the adult form was beaten about 1.4 seconds faster than in the old run with the screen freezes having been taken into account. \n\nI use the well known trick of rolling round the back of the bomb slot in the Energy Controller access room to reload the temple; this makes collecting and returning the Torvus temple energy unnecessary. Aether\'s loss is my gain. \n\nThose good with numbers will notice that I\'m about 3.2 seconds behind the old run for the Chykka fight itself; however, my instant unmorph to the ammo station coupled with better optimised play to and from the Energy Controller allowed me to save over 7 seconds elsewhere in this segment. They all count.\n\n[li][b]Segment 10 - Temple Grounds Cleanup[/b] \n\n[b]Estimated lead: 0 minutes, 59.1 seconds[/b]\n[b]Saved: 6.23 seconds[/b] \n\nI start saving time almost before I\'ve left the save station [-] boosting into the dark water is quicker than what was done previously, although there\'s a very narrow corridor to hit; too far right and the Hunter Ing will hit you. \n\nIn Brooding Ground, it is possible to combine a boost with an instant unmorph to roll jump onto the far platform. I attempt this but fail, so lose a little time jumping up to the platform instead. The roll jump in Dark Forgotten Bridge to reach the centre platform was fine, though, and that\'s the important one to nail. \n\nAfter passing through the portal to Forgotten Bridge, I save time by staying morphed and boosting all the way to the door. In Torvus Lagoon, I try to boost into the water and then boost out, which doesn\'t work because my first boost fails; I get a fortunate hit from a Grenchler though, which nudges me doorwards. The other boosts to the elevator go reasonably well but not spectacularly. \n\nIn Hall of [s]Honored[/s] Honoured Dead I defile the Luminoth corpse by rolling over it to get to the first spinner more quickly. I execute the puzzle in here more cleanly than was done in the old run; more effective boosts between spinners and earlier bomb drops to leave the spinners are the main improvements. I also save time by opening the Seeker door at the first attempt. \n\nOn the way back to Samus\'s ship, in Service Access, two of my boosts are wasted by the uneven floor. Arguably the worst error in the segment occurs immediately before saving, in Landing Site itself. I had decided I was going to try boosting to the edge of the platform, then rolling to the right and roll jumping to the ship. A full boost will carry Samus off the platform and onto the ground below, so immediately upon releasing B to boost, I yank back on the control stick to bleed as much momentum as possible. Unfortunately, my boost is almost entirely scuppered by something on the floor, so this leads to the embarrassing situation where I\'m actually travelling back towards the door briefly. I recover from this glaring loss and roll jump the remains of my shattered ego to the gunship. I made further attempts to improve this segment, but this one was the best I got. \n\nI didn\'t really want to save here, because these \"in-between\" segments are not difficult, and saving at the ship is quite expensive. However, I felt it was important to ensure my ammunition supplies were refilled so I didn\'t run into ammo trouble later, so segment 10 ended here.\n\n[li][b]Segment 11 - Temple Grounds Cleanup II[/b] \n\n[b]Estimated lead: 1 minute, 5.3 seconds[/b]\n[b]Saved: 3.43 seconds[/b] \n\nFrom the ship, I wait until I\'ve cleared the bumpy section on the floor before releasing the Boost Ball, so I can benefit from a full boost. Jumping from the step to the platform with the crate in Industrial Site is not quite as easy as it looks. In Temple Assembly Site, I want to head out to the dark world to scoop up the first Sky Temple Key (I can do this now I have the Dark Visor), so I shoot the light beam block. By jumping into the little alcove on the right, it is possible to squeeze through long before the block has fully moved, and I get a real stroke of luck when the block actually propels me into the portal at high speed. \n\nOpening the Seeker door went smoothly. Lake Access (the tunnel with the purple Venom Weed) is always a horrible room to boost through, but it actually went quite well this time (on the way in, at least). In Accursed Lake, rather than waiting for the Ing Cache to get close enough that I can jump to it, I shoot it early and scan dash from the door to collect the Sky Temple Key. This was not executed particularly well at all, but I still think it was slightly faster than the older alternative. \n\nI tap L immediately after the message box disappears to prevent myself from moving any further left, and then return to Lake Access. This time, the boosts through here are a total train wreck. Back at the light portal, I experimented with boosting into the room, bouncing off the wall and unmorphing to face the portal; timing this suggested that walking to the portal was actually faster, so I do that instead. \n\nReturning to Temple Assembly Site, I make a hash of boosting to the elevator door [-] you can tell this by the fact that the door opens immediately. Optimally, it would have made me wait. \n\nIn Great Temple, I scan the Torvus gate and use the trusty cheap Temple save point. Again, I didn\'t really want to save here, but I have to recover the energy I lost in the trip to the dark world, and this is as quick a way as any.\n\n[li][b]Segment 12 - The Sanctuary Fiasco[/b] \n\n[b]Estimated lead: 1 minute, 8.73 seconds[/b]\n[b]Saved: 10.87 seconds[/b] \n\nIf you watch this, you may wonder how on Earth I saved almost eleven seconds here. The answer is that it was mostly down to luck. Right at the end of this segment, I have to wait for the gyro ring to settle, and the amount of time it takes seems completely random. I could have played everything perfectly and got far worse times than this simply because it\'s up to the game how long it takes to finish halting the gyro ring. However, I am obliged to take whatever my fastest performance was, whether ugly or beautiful, and this was it. \n\nThings start well enough; getting to the elevator was fine, as was Sacred Path. Locking on to the Seeker target in Sacred Bridge was fine, but I should have released the shot sooner. \n\nThe 101% ghetto I performed in segment 1 pays for itself now, as I can boost clean through GFMC Compound and straight to the door leading to Sanctuary without having to scan anything or wait for anything to move; the Emerald gate simply doesn\'t exist because the Marine cutscene never played. I hang up on the Sanctuary elevator door thanks to the turret, but it isn\'t too bad. \n\nOnce in Sanctuary, scanning the scan point while being shot by the turrets went quite well, although I accidentally paused the game afterwards. I hate doing this, partly because it looks amateurish, but mostly because it makes it necessary to fiddle the figures in my timing spreadsheets. \n\nOn the bridge, things go horribly wrong. All three pirates put their shields up simultaneously, meaning I can\'t shoot any of them; precious seconds tick away while I wait for one of them to relinquish his defence. The remainder of the fight goes well, but following the cutscene, I press A to open the white door and nothing happens. By this time I\'m already morphed, so I have to unmorph and try again. Horrible. \n\nJumping off the Quad in Reactor Core takes a couple of tries, and is slow even when it works. The BSJ to skip the platforms in here works out. Five seconds can be saved in Hall of Combat Mastery by using a mid-air instant morph over a spider track (saves boosting all the way round the room), but these are difficult and I chose not to risk it. \n\nI activate the Seeker puzzle in Hive Dynamo Works from the wrong side (you\'re supposed to Grapple across, but what do you know, I don\'t have the Grapple beam), which is always a slightly harrowing prospect as your energy ticks away from dark world exposure while you do it. This was accomplished a lot better than in the previous run. The game places Samus on the opposite side of the gap after the cutscene finishes. It also opens up the light portal, of course, which I now take. \n\nA ghetto jump off the slanted wall in Dynamo Access makes it possible to jump over the Spider Ball track rather than taking the slower Morph Ball path under the floor. \n\nFinally, I reach Main Gyro Chamber, and use SkippyJr\'s 3-arm-cannon-repositions solution to the coloured puzzle as opposed to the original 4-repositions solution. I slip out of the second bomb slot, but somehow the bomb stays stuck to the slot and I don\'t lose any time. Finally, the famous gyro ring settles in record time [-] 9 seconds quicker than it did in the old run. Lucky me. \n\nI open the save station and save. \n\nThe next segment should be fun.\n\n[li][b]Segment 13 - Who\'s Afraid Of Grand Abyss ?[/b] \n\n[b]Estimated lead: 1 minute, 19.6 seconds[/b]\n[b]Saved: 35.97 seconds[/b] \n\nThis segment is highly significant for a number of reasons. First of all, it is very difficult, incorporating a whole spectrum of tricks, some of which rank amongst the hardest in the game. Secondly, it is the first segment where I can begin starting to save some serious time over the 1:43, rather than nibbling at a few seconds here and there. Thirdly, and not unrelatedly, a detour in this segment to enable a portal allows a big route change later on. Pretty much everything I do here is a sequence break or sequence break enabler. The segment contains a number of mistakes, but the equivalent segment in the previous run contained significantly more. Even though the detour to open the Watch Station portal takes a long time (and in fact longer than it should have done), I was still able to complete the segment over 35 seconds faster than was done before. \n\nI start by spinning open the gate in Main Gyro Chamber to allow me a shortcut in the next segment. In early attempts I forgot to do this; it was only when timing a successful completion of the segment I noticed I was much faster than the previous run through the initial stage. I was pretty upset when I figured out why. \n\nNext, I\'m off to leap the chasm in Watch Station Access backwards, probably the most famous sequence break in the game; it allows Screw Attack to be collected as the first item in Sanctuary Fortress. Using either a scan dash off the white door or a roll jump, it is possible to get far enough across the gap that the terminal fall will spawn Samus on the far side. I used to cross this room by dashing, but this is slow; the roll jump method is faster, so I joined the roll jump hordes for this run. First mistake [-] on reaching the far side, I was convinced I hadn\'t actually cleared the gap, so I morph for another attempt, before realising that actually I\'d been successful. While this looks extremely ugly, it is important to realise that the next room is loading while I\'m merrily goofing off. This mistake did cost time, but not nearly as much as one might expect: I\'d only have had to wait for the door to open anyway. \n\nThe aim in Watch Station was to open up the gate blocking the portal [-] this would enable me to use this portal to return quickly to the light world after beating Quadraxis later on. I\'ve seen various estimates of how much time this saves. My measurements indicated that this wouldn\'t save anything like as much time as some people were claiming; in fact I wasn\'t sure it would even save time at all. I deliberated over whether to add yet another difficult trick to a segment already overflowing with them, but eventually decided that if nobody ever did it in a run, we wouldn\'t actually know how much time it did or did not save. To open the portal gate without Spider Ball, one of three methods must be used to jump up to the spider tracks in front of the bomb slot. The ghetto jump method is probably the most straightforward but is also the slowest. It is possible to use a BSJ, but I plumped for the original Rezbit jump method, which involves convincing a Rezbit to raise its shield and then jumping onto the shield, using it as a stepping stone to reach the spider track. \n\nI use the last of my missiles killing the first Rezbit. I make a slight mistake in that I fire one too few uncharged dark shots into the second Rezbit; after jumping on its shield and to the spider track, my second charged shot ought to have killed it. It didn\'t, so I waste a second or two killing it with the Charge Beam instead. Incidentally, staying locked on to the Rezbit makes this jump much easier; this way, you can see the edge of its shield. \n\nHaving reached the spider tracks, I move into position, line myself up by shooting the power beam, and then perform the backwards jump and instant morph into the bomb slot. This is a real \'feel trick\'; you just have to develop a sense of when to morph to get the instant morph effect. Some people have a lot of difficulty with it, but I\'ve never found it that hard. Bombing the slot now makes the portal available for use. Usually the second Rezbit gives me missiles, since I don\'t have any, but this time it didn\'t [-] this slice of bad luck would lead to problems later. Now it\'s off to Grand Abyss, the most notorious room in the game. \n\nIn order to collect the Screw Attack without the Grapple Beam, it is necessary to either dash jump or roll jump from the tip of the left-hand barrier to the nearest maintenance drone on the left as you enter Grand Abyss. Standing on the robot, you can wait for it to carry Samus to within Space Jump range of the far platform. This trick is difficult, but it is made all the harder by the fact that the robots never return to their original positions once activated; mess up and you have to reset. \n\nIn the previous run, the runner used a roll jump; in my \"banned\" 17% run I discovered that it was far easier to dash jump to the robot. However, it requires a perfect jump. When I got to this point in the run, I experienced my months of proclaiming on the metroid2002 forum that this trick was easy coming back to bite me [-] I just couldn\'t do it any more. The key to getting the best dash jump is related entirely to the timing of pressing the R button to freeze Samus\'s momentum. There is a very short window of a few frames in which R must be pressed in order to be able to make this; timing it successfully is rewarded immediately with a jump exhibiting a lot more \"float\" than an imperfect dash jump would. Since I could no longer execute this trick with any reliability, it was time to go and practise dash jumping. Funnily enough, the best place to do this is in the very next room I would be visiting in the run [-] Vault. \n\nIn Vault, in order to collect the Screw Attack without visiting the dark world, one of several tricks must be used to jump from the entry platform to one of the two spinners on either side. My preferred technique is to dash jump across the gap. This dash doesn\'t need to be \"perfect\", like the one in Grand Abyss does, but it still needs to be good. There are two advantages to using this room to practise dashing instead of Grand Abyss: i) a player can see much better how well they dashed by just observing how far onto the spinner platform they got; and ii) if you miss the platform and fall, you can just try again. Since I\'d have to do this Vault dash jump after Grand Abyss anyway, it seemed like the best way to learn to do both dash jumps at the same time. I realised quite quickly that I was actually pressing R too late. 20 minutes in Vault was enough to get my mastery of Grand Abyss back, and soon I could land on the robot something like 10% of the time, which was enough. \n\nNot that I felt any less nervous when I actually perched Samus on the robot. Rather than waiting for the robot to carry me within Space Jump range of the far platform, as has been done in previous runs, I decided I wanted to save time by using a second dash jump to reach the upper ledge. On several occasions, I would start this second trick and then have one of the maintenance drones fly into me and ruin the jump. Red Scarlet suggested that I should blow up the offending drone before I crossed the trigger point that made the robots move (the trigger point covers the end of the entrance tunnel); while I admired the violence inherent in this solution, I eventually decided just to wait a little longer before beginning the second jump, giving the second robot time to pass me. The second dash went really well in this attempt; often I\'d miss the upper platform. While this isn\'t a dealbreaker, because the terminal fall still spawns Samus on the far side under these conditions, it would have cost time. On to Vault, then. \n\nI commit two sins in Vault; firstly I elect to kill the Rezbit (not strictly necessary) and make a complete mess of it, which was largely a product of nerves coupled with the fact that the second Rezbit in Watch Station didn\'t give me a missile refill. Secondly I miss the dash to the spinner at the first attempt, although this is never straightforward. The rest of the room goes well, including the boost unmorph going from spinner 2 to 3. To get back on the central platform to activate the bomb slot, another dash or roll jump is necessary, and I opted for a dash off a Rezbit. Depending on Samus\'s height when the terminal fall grabs her, the game can either spawn her on the upper platform (slow) or the lower one (fast); I didn\'t know which it would be on this attempt, so there is a moment\'s hesitation after the terminal fall while I try to figure out where I am. I was on the lower platform, which enabled me to get to the bomb slot very quickly. In the old run, the runner managed to get an instant morph into this slot [-] I didn\'t. \n\nThe next job is to head down to Transit Station, where an early Power Bomb expansion is just waiting to be collected out of sequence. The game wants players to go back to Torvus Bog to fight the Power Bomb Guardian to get the main Power Bombs before continuing further in Sanctuary, but collecting this expansion instead obliviates the need for a lengthy detour. My nerves are apparent at the door to Main Research, where I unmorph and then morph again while I wait for the door. When screw attacking from one Main Research door to the other, it is important to allow your space jump to carry you below the level of the ledge you\'re jumping off, or there is a very real risk that Samus will strike the wall above the far door and bounce off. \n\nI kill the turret rather too slowly in Transit Station. The fastest way to reach the high platform in here is to ghetto jump using the curved edge of the cubicle and then screw attack across, but I achieved much better consistency with a 3BSJ, so I used that instead. I take a moment to compose myself before screw attacking into the morph ball tunnel leading to the Power Bomb Expansion. This isn\'t terribly difficult with some practice, but I\'m under a lot of pressure, which tends to destroy my ability to time tricks like this successfully. The 3BSJ back up again works perfectly. Since the camera can be very annoying when morphing to escape via the tunnel, I spend a second or two manipulating it to make sure it plays nicely. I probably shouldn\'t have bothered to destroy the second turret. \n\nThe final trick that needs to be done in this segment to make it back to the save point is the mid-air ghetto instant morph through the spider track hole in Hall of Combat Mastery. I found the best way to make this work is to flick the control stick forcefully backwards and then forwards when starting the second jump. When approaching this point, it is very important to unmorph early and walk past the Quad; if you accidentally boost into it, it will pester you throughout your attempts at getting through here. I had to throw away at least one perfectly good attempt at this segment from being greedy with the Boost Ball. I am agonisingly close to getting through the space first time, but I make it on the second try. \n\nIn the old run, the runner collected a Power Bomb refill at the top of the elevator. I don\'t bother, because I know that there is an alternative way to destroy the debris blocking the second set of slots in Main Gyro Chamber, so I simply return to the save point. \n\nAnother horrible segment over.\n\n[li][b]Segment 14 - Arachnophobia[/b] \n\n[b]Estimated lead: 1 minute, 55.57 seconds[/b]\n[b]Saved: 19.27 seconds[/b] \n\nMy Spider Guardian fight contains an ugly assortment of mishaps while getting from puzzle 3 to 4, but these don\'t cost as much time as you might think they would, for reasons I\'ll get to. Overall, this fight was very fast, as evidenced by the 19 second saving over the old run in this segment. \n\nI\'m not sure anyone else realises that the debris at the top of the Main Gyro elevator can be destroyed using Screw Attack rather than Power Bombs. Neither bomb slot worked very well, but the Gyro disc decided to settle quickly, so I elected not to reset. \n\nHeading to the Temple, I save time after killing the Quad by jumping over the barrier and boosting to the Temple door. In the old run, the player screw attacked to the door, but the Temple begins loading when Samus touches the lower floor section, so it is fastest to hit the floor as quickly as possible. \n\nIn the Temple, I am slightly too cautious while trying to screw attack to the boxes to pick up a Power Bomb refill, coming up short. There is very little margin for error here; too short and you\'ll miss the boxes, too long and you\'ll slide over the edge. I waste several seconds shooting the boxes when my screw attack fails to destroy them. This comedy of errors continues when my shot to open the Energy Controller Access door misses by a whisker, and then my scan to collect the Cobalt Translator goes horribly wrong. \n\nOnce again I am at the mercy of the Translator \"haha you can\'t shoot any more\" bug, which mercifully doesn\'t occur this time. Having opened the Cobalt gate, I manage to get an instant unmorph by boosting round the corner, which the previous runner didn\'t. \n\nSpider Guardian puzzle 1 was fine, although I lay a bomb slightly too early after boosting up the incline to the bomb slot, which wastes a second or so. For the start of puzzle 2, I change my grip on the controller so I can lay three bombs in a very short time by drumming the tips of my ring, middle and index fingers across the A button in quick succession; this was actually a tactic I developed to get over the Dark Forgotten Bridge fence in my 17% run using a \"BSJ plus\". It went perfectly here. Most of my gain over the previous run occurs on puzzle 3, where I save 17 seconds by catching the Guardian with 4 bombs before it\'s even had a chance to enter the puzzle. \n\nUnfortunately, I misjudge my position on the half-pipe while the Guardian is crawling towards the force field, which leaves me stranded at the bottom when the cutscene finishes. Ideally, I would be waiting for the Guardian as it crawls down the section before the crates, but this timing problem means it is ahead of me. This leads to a scrappy sequence where I try to catch it to bomb it while it knocks me back repeatedly. Although this looks very ugly and slow, it is important to remember that the Guardian is still moving towards the fourth puzzle section, covering distance that it would have had to have covered anyway (although at a slightly slower speed than if it had already been stunned). Therefore I measured the time lost here as being less than 3 seconds, which really isn\'t too bad. \n\nPuzzle 4 wasn\'t quite perfect but it certainly wasn\'t bad either. \n\nIt\'s necessary to get a Power Bomb refill from the Spider Guardian after it dies, so the second Sky Temple Key can be collected immediately after the fight (in the natural route, you would come back for this after beating Power Bomb Guardian). I get the refill and proceed through the yellow hatch into the dark world. \n\nRather than using the Spider Ball to cross the orbs, it\'s faster to jump to the lip of the Morph Ball tunnel and screw attack across the room to the ledge, although this can easily go wrong if you try to screw attack too often. I grab the second key without problems and backtrack. I try to get an instant unmorph rollshot to open the blue door, but neither the unmorph nor the rollshot works, so I have to shoot the door normally. \n\nThe remainder of the segment passes largely without incident. The Diligence Drone on the way back to Main Gyro Chamber is cooperative and gives me the Power Bomb refill that I need for the next segment, so now I can save.\n\n[li][b]Segment 15 - Back In Black[/b] \n\n[b]Estimated lead: 2 minutes, 14.84 seconds[/b]\n[b]Saved: 4.43 seconds[/b] \n\nThis was an tricky segment for me, but it turned out very well. Until I attempted it, I\'d only fought Dark Samus 2 once before in my life, when I originally beat the game. Every completion since then had been a low% of some sort: 21%, 20%, 17%; I skipped the Echo Visor in all these games, so this wasn\'t a boss I was familiar with at all. \n\nBeating Dark Samus 2 quickly relies on two things: i) never allowing it to enter Morph Ball mode, and ii) persuading it to keep still so that the Dark Beam\'s secondary \"ooze\" damage can settle successfully upon it. (i) can only be achieved through luck, but I found myself using missiles a lot to achieve (ii). Like Dark Samus 1, Dark Samus 2 will stand still and raise its Phazon shield when confronted by a missile; this may be exploited to extend the damage done by the Dark Beam. The only downside is of course that it costs precious missiles. \n\nAnyway, back in Main Gyro Chamber, I save time straight away by rolling onto the Gyro ring rather than unmorphing and remorphing as was done before; this is risky, because I was at the mercy of a camera perspective change, but it saves a couple of seconds. \n\nI pop the yellow hatch using the Power Bomb the Diligence Drone gave me in the previous segment. As the previous runner did, I take the opportunity in Checkpoint Station to refill my dark ammo at the boxes, but I shoot fewer of them and activate the far door more quickly. Had I received a missile refill from the second Rezbit in Watch Station, or just not bothered killing the Rezbit in Vault at all, I could probably have avoided doing this altogether. I also roll into the tunnel rather than walking, which is faster. \n\nDark Samus 2 will pick one of three actions when the fight starts; it will either enter Morph Ball mode (time to reset), start laughing (this can be salvaged), or use its phazon beam attack (preferable). I deliberately aim away from the boss so the uncharged dark shot that precedes the charging of my main dark shot doesn\'t hit. This is in case Dark Samus 2 laughs; if hit by a dark shot it will stop laughing and dodge, which means a reset. It is possible to finish the first round immediately in the laughter case by using a partially charged dark shot followed by some other attack, but it\'s not a sure thing, or at least I found no way to make it so. The Phazon beam (which it used here) is the ideal case, allowing a certain instant stun, because the secondary \"ooze\" Dark damage is guaranteed to hit. \n\nIn the second round, I simply use charged dark shots punctuated by missiles. I also run into the boss to try to convince it to put up its Phazon shield so the Dark ooze can hit it. It changes emission spectra twice, but that\'s okay [-] it is easy to hit when it does this. This fight was about 1.5 seconds quicker than the one in the 1:43. I lost half a second on the first round, but gained two on the following round. \n\nBoosting to the dark portal is always something of a concern; I fell off here several times. I use a Dark rollshot to unmorph and open the portal simultaneously. In the dark world, I save more time by unmorphing sooner than the previous runner following the \"stickyboost\" trick. After collecting the Echo Visor, a short dash to the right off the second Sonic Lock saves a fraction of a second getting to the elevator hologram. \n\nI\'m really not sure what the fastest way back through Checkpoint Station is. I tried equipping the Echo Visor, locking on to the drone and using it to dash towards the door before destroying it, but it is very hard to know where the door is with the Echo Visor equipped. In the end I just elected to shoot it and morph. In Main Gyro Chamber I save time by falling and then screw attacking to the lower level. The camera suffers one of its quirks before the boost to the dark door, so I lose a moment here. \n\nShooting the Sonic Locks in Hive Dynamo Access went reasonably. I get owned by a vine trying to screw attack across to the save station door, and I was quite annoyed about this, but I was lucky enough to land on a platform; I could easily have fallen and had to reset, so I should probably count my blessings. \n\nAll things considered, I was quite pleased with this one.\n\n[li][b]Segment 16 - Payoff[/b] \n\n[b]Estimated lead: 2 minutes, 19.27 seconds[/b]\n[b]Saved: 1 minute, 3.87 seconds[/b] \n\nI originally beat the game with a time of 1:39. I was very disappointed with this, because my analyses indicated a mission final of 1:39:15 or so, meaning that if I\'d stood around for 45 seconds doing nothing, I would still have achieved the same figure. I wasn\'t at all sure I\'d be able to improve my own times on the final bosses by 15 seconds to get 1:38. I had a save before Grand Abyss, but I didn\'t want to go all the way back there and try to improve the Sanctuary segments, because they are very difficult. However, I could go back to before Quadraxis, and try to scrape together another 15 or so seconds from that point onwards. Quadraxis is not particularly difficult in any%, and everything from there is basically just cleanup. \n\nRed Scarlet wouldn\'t let me settle for anything worse than 1:38. Radix suggested I should keep trying for another week and see how it went, so I did. Since I\'d had plenty of practice at these final segments, they actually didn\'t take long to redo at all; I improved them in two days, achieving a 20 second revision by the time I reached the Sky Temple for the second time. I was also able to fix up various unforeseen problems I\'d had with ammunition shortages in the final stages by redoing these segments. Ironically, in the end I beat the final bosses quickly enough that I would have scored 1:38 with my original save, but going faster isn\'t something one should complain about in a speed run. \n\nThis segment features two route changes over the 1:43. Firstly, since I opened up the Watch Station portal in segment 13, I can use it to return to the light world after Quadraxis much more quickly. Secondly, XtraX suggested an alternative route (via Transit Station) to get from Sanctuary Temple to Reactor Core after returning the Temple energy, which he timed as being 25 seconds faster than the route used by the previous runner. These route changes, a faster Quadraxis battle, and ensuring I didn\'t run out of ammo to use with the Annihilator Beam enabled a saving in excess of one minute. \n\nTwo boosts and an instant unmorph out of the save station provide the perfect start. I don\'t need to collect the Ing Hive keys to open the key gate; thanks to XtraX, I just BSJ over it, saving several minutes. Since Quadraxis\'s room takes forever to load, I have plenty of time to top my Light Beam ammo up using the caches while I wait; the game plays nicely and also gives me 10 missiles. \n\nThere really isn\'t too much to say about Quadraxis round 1; it\'s just a question of knowing the order in which the knees light up, sucking in refills to avoid dying (remember, I have no Dark Suit), and avoiding its attacks where possible. Round 2 was quite poor [-] I wanted to shoot the rearmost antenna on the head first, because that is usually the hardest one to hit, and it\'s easier to do it straight away rather than when you\'re being bothered by a Quad. However, I locked on to the wrong antenna several times, so this took a while. For the third antenna, I move to another section of the broken body structure to try to avoid the Quad, but the head ends up going the opposite way, so I have to chase it. Annoyingly, if I\'d shot the right antenna instead of the rear one first, I wouldn\'t have had this problem. \n\nIn order to preserve a handful of Light Beam shots for use with the Annihilator Beam after the fight, I decide to use a Super Missile plus one charged Power Beam shot to stun the head in the third round, which is slightly slower than using a single charged light shot. One of my shots misses, so I am forced to recover using a missile, costing time. I accepted this fight because the head was cooperative in the boost phases of the third round; I had to wait very little time for it to move opposite the Spider Ball tracks so I could boost onto it. This was the main reason why this fight beat the one in the 1:43. \n\nAfter I collect the Annihilator Beam and grab the Temple energy, I am unable to reprogram my brain into remembering that the Hive Controller Access door is an Annihilator door, and lay bombs to try to open it. When you\'ve been in and out of identical rooms for the entire game, it is very hard not to do this. I unmorph and shoot it eventually. \n\nI risk a dangerous screw attack across the dark Temple from the Hive Controller Access door to the Temple Security Access one. It is very easy to botch this, and safer to go back to the central platform first, but fortune favoured the brave on this attempt. I ignore the Ingstorms [-] they represent no real threat. Screw attacking across Aerial Training Site to reach the portal can also go wrong; the game likes to spawn Dark Pirate Commandos in mid-air, and running into one causes the screw attack to fail, which is very expensive. I get lucky this time and make it to the portal unscathed, returning to Watch Station. \n\nWatch Station goes well; I needlessly rollshoot the Temple door open in Sentinel\'s Path. I\'m using the Annihilator Beam for most of this section, because I just couldn\'t be bothered to memorise the beam changes, and they would have cost time anyway. In the Energy Controller, I bullseye the door and morph before the message box pops up. Back in Sentinel\'s Path, I have one of my idiotic moments and change to the Power Beam (correct), before thinking better of it and changing back to Annihilator (incorrect). It costs no time, though [-] just ammunition. \n\nIn Central Area Transport West I have another of my idiotic moments and forget which way I want to move through the Morph Ball slots; ugly, but not massively expensive. In Transit Station I try to be too clever, headbutting the roof of the cubicle to achieve an instant morph, but this fails, costing more time. I have the wrong beam equipped at the door to Sanctuary Entrance, but I don\'t think this costs very much time at all, because the room takes a moment to load anyway. The game doesn\'t let me boost until much later than I wanted to on the bridge. The boosts through Temple Transport Access are fine. \n\nBack in Temple Grounds, I make a horrid mistake by laying all three bombs against the wall rather than the door, so I have to wait for my stock to refill. In GFMC Compound, it might be possible to achieve an instant morph by jumping into the ceiling before the rock tunnel, but I didn\'t do this. The rest of the segment is unremarkable; I save in the Temple again.\n\n[li][b]Segment 17 - Cleanup I[/b] \n\n[b]Estimated lead: 3 minutes, 23.17 seconds[/b]\n[b]Saved: 19.67 seconds[/b] \n\nThis is the start of several segments\' worth of cleanup. I just lifted Silent Echo\'s cleanup route wholesale from the 1:43; I couldn\'t see a faster one. I collect the Light Suit and the upper Torvus Sky Temple Key here. Most of my gain in this segment comes from skipping the Beam Ammo Expansion that was collected in the 1:43; since I\'m going to use Screw Attack against Emperor Ing 3, I won\'t need it. \n\nGetting to the Temple door is okay, and the boosts across the Temple are fine. The important thing here is to have a boost ready once you hit the central circular decoration; you\'ll then get full effect from two boosts to the door. When collecting the Light Suit, there is an interesting quirk involving the Boost Ball. If you morph, boost, and unmorph to collect the Light Suit, it saves about 0.3 seconds; however, it then means that you can\'t morph and boost into the warp hologram (the boost doesn\'t charge quickly enough). However, if you walk to the Light Suit, the boost into the warp hologram works, and that saves 0.3 seconds too. It seems you can do either but not both. \n\nI warp to Torvus. The dash in the Energy Controller was something I added when I came back to revise this segment in search of another 15 seconds to get 1:38; ideally it would have propelled me all the way into the loading trigger zone for the next room, but it goes imperfectly here, and then I compound the sin by boosting blindly into the wall. I should have kept it simple; these errors cost about 1.5 seconds. \n\nI am much faster than my predecessor in Torvus Temple; I stay morphed and just boost through, unmorphing late to shoot the door. The BSJ in Abandoned Worksite allows me to screw attack across to the opposite side without using the slower piston. I unmorph too early (or don\'t boost well enough) when leaving the Morph Ball tunnel, so some time is lost while I walk to the far platform. I activate the dark portal in Forgotten Bridge using the Annihilator Beam; I\'ll be needing this shortly and don\'t want to mess around changing beams later. \n\nIn Dark Forgotten Bridge there are a few ways you could try to get to the yellow hatch quickly; in the light world you can stay morphed and just boost off the platform and up the shoreline, but there\'s a step in the dark world that makes this impossible, so I boost / jump / morph / boost instead; this seemed like the fastest way. I need a second Power Bomb to open the second hatch in Putrid Alcove, and this works out nicely, because I am now able to use my final two Annihilator shots to grab some Light and Dark ammo from the caches at the same time. I get the Power Bomb, so I open the second hatch. \n\nIn Poisoned Bog, I boost straight into the water and go after the Sky Temple Key. It is difficult to find enough fingers to walk forwards, charge a Power Beam shot and change back to the Combat Visor all at the same time, so I just leave the Dark Visor enabled even though this means I\'m temporarily blinded; the cache is easy to hit anyway. In my original version of this segment, I turned around before walking back up the ramp and out of the water; in my quest for those elusive 15 seconds, I just walk backwards until I see a blue dot on the ground on the left. This is my cue to leave the water. \n\nGetting back through Putrid Alcove goes well enough. Another improvement over my original attempt at this segment may be seen back in Dark Forgotten Bridge; previously, I saved before Power Bomb Guardian without any Power Bombs, so I had to shoot the fish on the way down the staircase to pick one up before I could open the hatch leading to the Guardian, wasting a number of seconds. This time, I unmorph earlier in Dark Forgotten Bridge and destroy two caches, sucking in the resulting Power Bomb refill with the Light Beam on my way up to the portal. \n\nBoosting back round the corner in Abandoned Worksite isn\'t so wonderful, but I get the instant unmorph, which is the main thing. In Great Bridge I try as usual to boost straight onto the platform leading back to the Temple, and as usual I fail. The instant unmorph before the Super Missile door works, which is really quick, allowing me to charge a Super earlier. Jumping into the ceiling before the tunnel leading to the Lower Torvus elevator nets me the instant morph I wanted, saving more time. \n\nIn Hydrodynamo Station, I jump on the bars rather than the platforms to reach the save station, because this is faster.\n\n[li][b]Segment 18 - Cleanup II[/b] \n\n[b]Estimated lead: 3 minutes, 42.84 seconds[/b]\n[b]Saved: 16.9 seconds[/b] \n\nAgain, a big chunk of time saved here was achieved by skipping a trip to the Agon ammo refill station. Instead, I refilled using the fish in lower Torvus on my way back to upper Torvus after Power Bomb Guardian; this saves something like 10 seconds and gives me enough beam ammunition to last the rest of the game. This was one of my better executed segments, I think. \n\nBoosting from the save station, bouncing off the pillar and getting to the door at the very bottom of Hydrodynamo Station was a resounding success. I miss a boost coming down the staircase, but manage to get an instant unmorph at the bottom which probably makes up for it. After passing through the portal, my boost backwards to the yellow hatch is probably above average. \n\nIt is necessary to fight Power Bomb Guardian and collect the main Power Bomb powerup, even though I already have a Power Bomb expansion [-] otherwise, the floating Ing Cache in Dark Oasis never appears, so it is impossible to collect all the Sky Temple Keys. Annoying. I use Red Scarlet\'s familiar \"stickyboost\" strategy for this fight, which passes without incident, although I am frequently conservative, charging my boosts for longer than is strictly necessary. The bomb jump at the top allows me to get to the platform without trekking all around the room first. \n\nI begin wasting ammo with the Annihilator Beam; the rationale for this is that I want to be under 20 for both Light and Dark ammo by the time I encounter the fish on the staircase. The fish are much more generous with beam ammo drops if you\'re already low, releasing vast amounts of the stuff; if you have plenty, they don\'t seem to drop more than 5 per fish. \n\nGetting back to the portal, I don\'t bother turning; this leaves Samus facing the portal anyway. It should have been quite quick, but I botch the final jump. In the light world, I get an unexpected bonus instant unmorph and commit high speed piscicide with the Annihilator. 78/69 ammo is enough to finish the game. \n\nI still need the Dungeon Sky Temple Key before I leave Lower Torvus for good, so I climb Hydrodynamo Station as efficiently as possible to reach the black door. Boosting through the tunnel is slightly imperfect; I am stuck between boosts on the ramp. Ideally one boost would carry Samus up and over the top. In Catacombs, the Grenchlers cooperate for once; they let me straight through the middle of them. I get a fortunate instant morph at the bomb slot and open the portal. These annoying creatures continue to be charitable by not pestering me while I jump to the portal. Thanks, fellas. \n\nDungeon goes slightly wrong in that I press L too early and the game doesn\'t pick it up, so I turn instead of strafing. After recovering, I use my own speed trick in here to light the second beacon immediately through the fence which saves me having to wait for it when I get there. Because I\'m still fretting about bungling the strafe, I forget to switch to the Power Beam, so I end up destroying the Ing Cache with the Light Beam instead [-] probably marginally faster, but it costs ammo. Boosting out goes pretty well; I avoid the horrible problem that sometimes occurs with the camera in here. Back to the portal again. I get another instant unmorph in the tunnel on the way back to Hydrodynamo Station, and leave Lower Torvus without further incident. \n\nIt is possible to achieve an instant unmorph coming back out of the tunnel into the lower Temple section, but I\'m unlucky this time. After rolling under the log before the Seeker door, I pull back before unmorphing which guarantees an instant unmorph here. It\'s a touch faster to boost a little way towards the elevator before unmorphing and scanning the scan point to activate it, so I do this. \n\nIt\'s been a while since I was last in Agon, but the place hasn\'t changed much. I open the Seeker door a little slowly. I hestitate at the top of the halfpipe, but that is because my position is critical. Start the BSJ too far back and it will fail; move too far forwards, and the camera will switch to show a long-range shot of the halfpipe, which is effectively segment over. Once in position, the 3BSJ -> dark shot -> screw attack sequence is actually quite easy. I could have screw attacked once more often than I did to take me directly into the portal, but I dislike screw attacking into portals because it sometimes triggers a nasty bug. Obviously this BSJ here saves time boosting around on the ramp. \n\nIn dark Portal Access, the triple screw attack over the wall patrolled by the Lightflyer works perfectly for once. Nine times out of 10 I would strike the rock face and bounce off. [s]Judgment[/s] Judgement Pit goes really well too, and I am able to blow open the Super Missile door while still in the air. In Warrior\'s Walk I should have unmorphed sooner to begin charging a Super Missile; I am left waiting at the door for the Power Beam to come back online, wasting a second. I slip off the Ingclaw at the first attempt in Battleground, but get the ghetto jump to the platform with the cache first time. You won\'t hear me complain about this [-] that ghetto is really tough. \n\nScrew attacking to the far white door always carries some risk. You have to do it high, because otherwise you\'ll strike one of the invisible floating platforms, but then there is a real concern that Samus will hit the face above the door and bounce off to ground level. I succeed, and then plough the road in Double Path with a charged light shot, destroying both Ing and allowing me a clear boost to the far door. Doomed Entry and Oasis Access both go very well. \n\nMy run of good form ends in Dark Oasis, where I carelessly allow Samus to bounce off the wall, so I\'m facing the wrong way after unmorphing. This makes collecting the Sky Temple Key in here rather slower than it should have been. This is where I would have visited the ammo refill station had I not used the fish earlier on. I leave the pit and take the portal with no real problems. \n\nIn Main Reactor, I boost from the spiderball track to ensure an instant unmorph. The tunnels of Ventilation Area A to get to the Sanctuary Fortress elevator are difficult to do efficiently; too many boosts will carry the Morph Ball past the entrance, so you have to boost past the first creature and roll the rest of the way. Back to Sanctuary for the one key that remains here. \n\nI bomb the glass tube with my final Power Bomb. Had I visited the ammo refill station in Agon, I\'d have one spare for the next segment, but now I\'ll have to pick one up en route instead. In Culling Chamber I attempt an instant morph by jumping into the ceiling before morphing, but am unsuccessful. I cross Unseen Way and finally reach Hive Reactor. Sometimes my muscle memory would take over again here and I\'d boost down the wrong side of the room, but all transpired more or less well this time, and the cache I bomb generously yields the Power Bomb refill I need for the next segment (had it not, I would have tried the other one ...) I pop the save station missile hatch and save.\n\n[li][b]Segment 19 - Cleanup III[/b] \n\n[b]Estimated lead: 3 minutes, 59.74 seconds[/b]\n[b]Saved: 5.07 seconds (segments 19 and 20: compensated)[/b] \n\nIn the 1:43, and indeed in my original attempt, this segment and the next were combined into one, but I decided to split them at the cheap Great Temple save point in my quest for those extra few seconds I felt would be required to make 1:38. After getting the Boost Ball, using this save costs more time than it did at the start of the game [-] something like 3-4 seconds, but that was easily worth it. The time saved listed above is for segments 19 and 20, with a 3.8 second penalty added for the save. I collect the remaining Sanctuary Sky Temple Key (the other I grabbed out-of-sequence, directly after Spider Guardian), leave Sanctuary, return to Temple Grounds and collect one of the two keys remaining there. The segment goes very well with only a few minor blemishes. \n\nOne difficulty in this segment and the next is being able to grab sufficient missiles to open a pile of Seeker and Super Missile Doors while still having 20 remaining to be able to use four Supers on Emperor Ing\'s first form to enable a one-round kill. In my original attempt at this segment, I got far fewer missile pickups during the Quadraxis fight, so I had to fight to find enough missile pickups at zero or minimal time cost. This time I had more of them in the bank, but I\'d still need to work for some. Because I need to kill two Ingsmashers on the way out of Sanctuary, and because they are very useful against Emperor Ing form 2, Power Bomb pickups would also be at a premium. \n\nI leave the save station and boost to the yellow hatch, using the Power Bomb I picked up at the very end of the previous segment to open it. Boost unmorphing to the podium in Hive Reactor Access is easier than it looks [-] just unmorph late. Entrance [s]Defense[/s] Defence Hall was the site of a bizarre incident I didn\'t fully understand at first. With 0 Power Bombs in my inventory, I boost through the Ing Larva swarm. Since the game is quite likely to drop Power Bombs if you don\'t have any, since it takes a few moments for pickups to spawn after a foe is killed, and since the Boost Ball takes Samus through the sludge very fast, it is quite common to get 3 Power Bomb pickups here. The game keeps dropping them if you don\'t collect the ones it\'s already provided. I am unlucky, only collecting one, but more on this in a minute. \n\nHive Entrance is largely unremarkable; I screw attack across, ride the light beam up, and collect the key. I am quite confident that I accomplish the task of leaving the upper level and returning to the door the fastest possible way here. Jumping off the left edge is quicker than jumping off the rear edge, and I time a space jump to break my fall so I don\'t get jolted by dropping too far. I change to the Light Beam before morphing, because I\'ll need it next. \n\nWhat happened back in Entrance Defence Hall confused me for quite a while. There were frequently more Power Bombs available for collection right in the middle of the room, which happened on this occasion. This seemed strange for two reasons: i) I\'d have expected any residual pickups to long since have disappeared after the trip to and from the key, and ii) I wasn\'t anywhere near the middle of the room when I encountered the Ing Larva swarm, so they must have been killed by something else. Only when typing up these comments did I go back in there and realise that actually they are killed by the light beacon in the middle of the room. Whether these are pickups that were left after my original pass through the room or whether the room gets reloaded and the Larva swarm is killed a second time, I don\'t know. \n\nMy eyes lit up when I saw the Nightbarbs surrounding the podium back in Hive Reactor Access, because I needed cheap missiles. When coming back through here the door to Hive Reactor takes something like 8 seconds to open, giving me a golden opportunity to stock up while I wait. Originally I tried shooting the Nightbarbs, but they are not particularly forthcoming with pickups and it takes too long to kill them all. After a while, though, I realised that lighting up the light beacon hidden by the dark blob on the podium kills the whole lot more or less instantly. I get as quickly as possible to the far side of the podium structure, which triggers Hive Reactor\'s loading sequence. Once this is done, I am in dead time and can suck in the resulting missile refills at my leisure. Had I not received enough Power Bombs in Entrance Defence Hall, I could have potentially topped these up here too; if I didn\'t have 3 Power Bombs by this point, I would be forced to reset. You may notice that I still end up waiting a second or so for the door; I wasted no time here at all. \n\nHive Reactor is time critical. It is essential to get two clean boosts into here and climb the platforms quickly; otherwise, the shortcut BSJ to the top level will be thwarted by Inglet attacks. When executing this BSJ, it\'s important not to move too far forwards or Samus will hit the underside of the platform above her. \n\nHaving pillaged Agon, Torvus and Sanctuary, I just need the three keys left in the Temple Grounds, so it\'s back to the light world in Culling Chamber for an uneventful trip back to Reactor Core. In here, I\'m slightly paranoid about whether I\'ll have enough Light Beam ammo for the final bosses after the mistake with the Sky Temple Key in Dungeon, so I Dark Beam the boxes for light ammo and anything else the game feels like giving me in the couple of available seconds before the door opens. I use up two Power Bombs killing the Ingsmashers. It\'s necessary to wait just a moment before bombing the first one, or there\'s a danger you won\'t actually hit it. I have to wait before killing the second because the game won\'t let you drop two Power Bombs in quick succession. Eventually I can shoot the door and leave. I return to Temple Grounds with no trouble. \n\nIn GFMC Compound, there are two crates after the Morph Ball tunnel which are guaranteed to drop 5 missiles each [-] very useful. I have a moment while the next room loads, so I destroy the first one. I could have blown up both, but I have 42/45 missiles now, which is enough to complete the game without needing more. I take a shortcut using the hive in Sacred Path and enter the portal. \n\nThe next few rooms pass without incident. I deliberately leave the Power Beam equipped going through Reliquary Access; there\'s a white door to be opened, but it will make me wait, so I equip the Light Beam after I get there. The ghetto jump shortcut to the high door in Reliquary Grounds is awkward and cost me this segment several times, but it goes well this time. I catch on the door frame going into Ing Reliquary, which is disappointing, but not too bad. One key to go. \n\nThe game wants the player to go up the ramp back to the door, but it\'s faster to jump on the step in the rock face. Proceeding back through Reliquary Grounds can go horribly wrong; sometimes a Warrior Ing will completely block the tunnel, which would cost a lot of time and probably force me to use my remaining Power Bomb. Thankfully, they have better things to do this time than molest me. I tried to rollshoot the white door open, but it didn\'t work. I backtrack to the light world, hopping on the Bladepod this time to get to the portal. \n\nNothing much else to be said; I return to Great Temple, take the elevator and save in the familiar place.\n\n[li][b]Segment 20 - Cleanup IV[/b] \n\n[b]Estimated lead: ? (see previous segment)[/b]\n[b]Saved: ? (see previous segment)[/b] \n\nThis is a short scrappy segment which only really existed standalone to enable making the previous one better. I know by now that I\'m going to be at the Sky Temple with a lead in excess of 4 minutes, which is what I wanted, so I don\'t care about beautiful play in this one; I just want it done. \n\nI take the Torvus-bound elevator in the Temple. Through the door, in Meeting Grounds, I wait to cross the studs before releasing the Boost Ball to achieve maximum effectiveness. At the far end of the half-pipe bottom, I get some serious air. My last rollshot of the run opens the Hall of Eyes door. \n\nI make my way to the final key with minimal grace. Shrine Access, the room with the laser beams, is a mess as usual. I am able to pick up another missile refill while I charge a Super to destroy the green door, but I don\'t really need it. I screw attack to the final key for extra style points, but this is actually probably slower than boosting across to it and shooting it. I fail to lock on to all five points on the Seeker door, but I am able to recover by missiling it quickly afterwards, and the door opens. \n\nI try something new to get to the save point in the Sky Temple [-] boosting over to the platform rather than walking. Had I unmorphed sooner it might have saved time, but I don\'t think it did here.\n\n[li][b]Segment 21 - Emperor Ing[/b] \n\n[b]Estimated lead: 4 minutes, 4.81 seconds[/b]\n[b]Saved: 36.34 seconds[/b] \n\nThis boss fight can be done faster than this, but how much faster ? I don\'t think anybody knows. Thanks to Master ZED\'s incredible screw attack strategies for Emperor Ing and Dark Samus, I would save a minute plus over the old run in this segment and the next. I calculated my mission final time to be something like 1:38:40. Perhaps 40 seconds could be saved over my fight time on the final two bosses to get 1:37 with this save, but I think it would be a stretch, so I accepted \"good enough\" fights rather than mesmerisingly brilliant ones. \n\nYou can roll jump the gap from the save station to the door, but I couldn\'t be bothered with it. I screw attack once too often and bounce off something. Whatever. \n\nRound 1 is stock; light beam and four Super Missiles finish it before the Emperor has had a chance to deploy his second set of tentacles. Round 2 is always horribly annoying, and it would have helped if I\'d had more Power Bombs, but they are not easy to acquire in the closing stages of the run. I let the last tentacle knock me off deliberately, because I know I\'ve punched its card. \n\nRound 3 relies on the Screw Attack strategy. There are areas of thin air behind each of the Emperor\'s feet which, if screw attacked through, will damage him. This method is widely misunderstood, because it is completely counterintuitive to damage a boss by missing him completely. Many people think it\'s necessary to screw attack its heart or stomach or feet and achieve hits. You don\'t. Just pass through the spaces behind his feet and the fight will be over before he can ask \"Dude, where\'s my Dark World ?\" This wasn\'t even a particularly quick fight; some of my attacks missed. I\'m certain that 10 or 15 seconds could have been saved. \n\nThe segment ends here because I kill myself before attempting the final Dark Samus battle. I use the \"Continue from last save ?\" checkpoint (which resets the timer !) to secure a sufficiently quick Dark Samus 3/4 fight. Before doing so, I returned to the computer and analysed the Emperor tussle, working out what the escape timer would need to have reached for me to have failed 1:38. Armed with this figure, I headed back to the GameCube.\n\n[li][b]Segment 22 - Dark Samus 3/4[/b] \n\n[b]Estimated lead: 4 minutes, 41.15 seconds[/b]\n[b]Saved: 29.66 seconds[/b] \n\nI pick \"Yes\" at the checkpoint and travel to the teleport. Again, the gap from the platform to the door can be roll jumped, but I\'m just too lazy. \n\nMaster ZED\'s strategy for owning Dark Samus 3 and 4 is simple; use beams until it is about to change from Dark Samus 3 to Dark Samus 4, then get a lucky screw attack hit, which will knock up to half of its energy off. Since normally the only way to damage Dark Samus 4 is by collecting its Phazon, this screw attack (which takes a huge chunk of the Dark Samus 4 lifebar away) saves a bucketload of time. I accidentally walk too far backwards after pulling in one set of Phazon \"snowflakes\" and touch the Phazon at the edges of the room, causing me to lose my charge. This was careless and stupid, but DS4 generously sends another volley my way almost straight away, and I know I\'m quick enough for my 1:38 target because I have the timer to rely on.[/ul] \n\nSo, that\'s that. Saving five minutes over the old run is something I should be happy about, but I can\'t help but feel slightly disappointed. If I\'d had a few months rather than a mere six weeks to work on this, I would definitely have got 1:37. Even now I feel a desire to go back to Grand Abyss (where I still have a save) and improve from there onwards, but I think my time would be better spent on other things. \n\nThat 1:37 and probably even 1:36 can be achieved is not in doubt though. Quadraxis, Chykka, Spider Guardian, Emperor Ing and Dark Samus 3/4 can all be improved significantly. A bolder individual would go straight over the fence after Boost Guardian; a more cunning one would manage their energy and ammunition more cleverly. I make many mistakes in segment 13 and throughout the rest of the run which could have been eradicated had I been more patient. There are several speed tricks I didn\'t use because I\'m a coward, and I\'m sure there are still some tricks yet to be found. \n\nIt is difficult to know what sort of times one should be accepting when the game on which one is playing is so woefully undercontested. I\'ve provided all the information I can possibly think of in these comments [-] 20,000 words\' worth of it [-] specifically because I want it all written down somewhere for potential future runners to have available. Certain aspects of this game are very frustrating, and it is not as immediately attractive as its beautiful older sister from a speed running perspective, but there is still some way to go before we\'re looking at times approaching their optima. Simply seeing the mistakes I made in this run should be enough to convince you of that. \n\nStill, this will do for now. Until someone improves it, I hope you enjoy it. \n\nDJ','2008-01-06',0,5880000,12,'MetroidEchoes_138',22,5,0,NULL),(0,803,NULL,212,'','This is the first single segment any% run for this game. I used the same route as the segmented any% run except that I don\'t skip the grapple beam, I\'ve to fight the grapple guardian in order to finish the game. The sky temple key route is the same. I had to grab more items though, I grabbed more energy tanks and missiles than in the segmented run because there are too many dangerous bosses in the game, grapple guardian, boost guardian and Quadraxis are a pain in a SS run. I wasn\'t planning to get the energy tank in the room just below Chykka but I noticed that grabbing that energy tank was as long as going to the save point in venemous pond in order to refill my life. So, I grabbed the energy tank instead. Sometimes during the boss battles, I prefer going much slower because I didn\'t want to die. Health is more important than speed in some parts of the game. \n\nThe run went pretty well until I reached sanctuary fortress where the most difficult tricks are required. Agon wastes and Torvus bog didn\'t cause me much trouble, I had luck with the 2 underwater dashes in hydrodynamo station and with the ghetto on the laser thingy in Crypt. All the big mistakes I did were in sanctuary fortress. Performing the 2 mid air morphes in Watch station and in hall of comabt mastery is hell in a SS run. Hopefully, I had luck in transit station where I grabbed the early power bomb expansion expansion, this room didn\'t cause me trouble. \n\nI think that a time of 1:55 or below is more than possible because there are big mistakes in this run. Luck has a big place in the final time. I didn\'t have very much luck in this run because many dark pirate troopers appeared in upper Torvus and made me lose time. This is a thing which can\'t be controlled, it\'s 100% random. Less mistakes and more luck could probably make the final time lower.','2005-12-21',0,7020000,12,'MetroidEchoes_SS_157',1,5,0,NULL),(0,804,NULL,212,'','This a hard mode any% run completed in one go, without loading and without dying. The route I used in this run isn\'t the same as the one I used in the normal mode SS any% run. I defeat Amorbis and I grab dark suit in this run. It is possible to complete a hard SS any% run without the dark suit but you need too many energy tanks to survive against the bosses, especially the boost guardian and Quadraxis. 4 energy tanks are on your way before the boost guardian battle, you can grab these e-tanks without losing too much time. The problem is that 4 isn\'t enough to defeat the boost guardian in hard mode without dark suit. The \"real\" maximum you can get before fighting the boost guardian is 8 but you would have to grab e-tanks which are very far away from your way : one in temple grounds near windchamber, one in underwater Torvus near catacombs, one in Agon wastes near the temple and the last one in Chykka\'s room. Getting these 4 e-tanks is very long and they make you do backtracks. You can grab 6 or 7 e-tanks before fighting Quadraxis without really losing time, it\'s obviously not enough to defeat Quadraxis in hard mode w/o dark suit or at least in a SS run. It\'s possible to get 10 before fighting him but it would still be difficult to beat time. Between doing countless and endless backtracks to get additionnal energy tanks and grab the dark suit I did my choice : grab the dark suit. \n\nThe biggest problem with a SS any% hard mode is the last boss, the emperor ing. DS3/DS4 is a piece of cake in hard mode. The emperor ing was killing me about 85% of the time and it was very frusterating because it is at the end of the run, after playing during 3 hours. He killed about 5 SS runs. I took the first run I killed him succesfully in but it is full of mistakes. The biggest mess up was in transit station where I have to get the early power bomb expansion, I think that I lost 1min 40. There are often other mistakes in the run costing between 5 and 15 seconds. I had luck in this run with the power-ups and the invisible pirates, they didn\'t appear too often. Though, I didn\'t have luck with seekers door. I think that I was also lucky to beat the emperor ing and to complete a hard any% in one-go without dying.','2006-02-11',0,8640000,12,'MetroidEchoes_SS_hard_224',1,5,0,NULL),(0,805,NULL,212,'','I started this run on December 17, a mere one month after this game came out. At that point, my goal was a time of under three hours, and I doubted whether that was even realistic. I wanted to do my best either way, so i spent a ton of time, probably more than actually working on the segments, going through each part and looking for any tricks that could aid my run. So, not to sound cocky or anything, but no matter how much you think you know about this game, if you want to see some new tricks you should watch this. Those who thought the discoveries have stopped long ago couldn\'t be more wrong. \n\nAs for the actual performance of the run, I would say it is about the same level as my 100% in the first Prime. I\'d estimate about three to four weeks were spent actually playing the segments. However, since this game is nearly twice as long, thats less time for each segment. But for the most part, the segments were relatively easy, with some hard tricks usually thrown in. Even if you don\'t care about the new tricks, and just want to see a fast speed run, this should still entertain. \n\nAs for thanks, i\'d like to thank the IRC guys and gal for support, and tips here and there. Also, all those who didn\'t give up on this game, and continued fighting the odds and finding ways to go faster than what was presently known. Finally, nate, who, despite being overrun with work, found the time to capture this run, and Radix, who runs this lovely site which got me interested in speed runs in the first place.','2005-03-31',0,8700000,12,'MetroidEchoes_100p_225',24,5,0,NULL),(0,806,NULL,212,'','Yes, this is another \"who cares\" run, a lot like my other hard 22% run in the original Metroid Prime. I put minimal effort into optimizing it and used many more saves than I normally would (some that were very out of the way). I didn\'t do this out of laziness. I just feel that since the game has just been released, and things are being found every day, I don\'t think it would be a good idea to put everything I have into a run only for it to become outdated before I\'m halfway through it. That\'s what happened to this run; over maybe 10 minutes worth of time savers were discovered by the time I was done. I\'m not annoyed by that, because I knew it would happen, and I was half expecting an item to be skipped before I was done, which would have meant restarting. \n\nAs far as I know, 22% is the lowest percentage in the game right now. It\'s the default percentage, like the original MP\'s 29% (collecting no expansions but getting all the main items). If a lower percent were possible, this run would have reflected whatever that was instead of being 22%. Here\'s a list of what counts for the 22%, going by the game\'s item order, as some things can already be gotten out of order: \n\nmissile launcher \nviolet translator \nmorph ball bomb \namber translator \nspace jump boots \ndark beam \nlight beam \ndark suit \nsuper missile \nemerald translator \nboost ball \nseeker launcher \ngravity boost \ngrapple beam \ndark visor \ncobalt translator \nspider ball \npower bomb \necho visor \nscrew attack \nannihilator beam \nlight suit \n\nThere\'s also the energy transfer module and 18 temple keys, but those don\'t add to the percentage for some reason. It\'s possible to skip the dark suit, but that requires several energy tanks, as there is currently no way to survive against Boost Guardian and Quadraxis with no tanks and an unavoidable life drain of 6 energy per second (if reaching Torvus is even possible in the first place). It\'s not about just never getting hit, because Dark Aether\'s life drain will gladly kill you; it doesn\'t stop at 1 energy or anything like that. So, skipping the dark suit means ending up with a higher percentage, much like skipping the varia suit in the original MP. \n\nIf the percent ever drops, I\'ll probably try to record another run on hard unless someone else wants to instead (but even in that case, I might anyway just for proof). I felt recording this would be better than not just because it doesn\'t look like 1:04 or something. That said, I\'ll definitely try harder if/when I do another run. \n\nI died once against Dark Samus at the end, because I forgot about this one attack she has and didn\'t know how to dodge it yet. The game lets you start back at the escape sequence if you choose to continue from your last save, and it doesn\'t even count against the final time... so I guess expect to see people killing themselves here until they get a good enough fight. \n\nIf anyone\'s only interested in a certain part, here are most of the bosses: Amorbis (part 5), Boost Guardian (part 8), Chykka (part 13), Dark Samus 2 (part 20), Quadraxis (part 23).','2004-12-04',0,13020000,12,'MetroidEchoes_hard22p_337',30,5,0,NULL),(0,807,NULL,214,'','First off, I\'d like to mention all of the people who helped contribute to the run: [ul][li]Paraxade, for putting together the entire route, compiling all of the tricks used, and being supportive throughout the entire run. I honestly wouldn\'t have even been able to break sub-1:30 without him. [li]All of the members from M2K2 who found any of the sequence breaks I used. I\'m not really a regular there, but I have a good idea just how much the members there have contributed to any Metroid run on SDA. [li]nate, for taking the time to encode the run and work with each frame in the entire run. Because it was recorded from digital camera, each little movement makes a difference, and nate fixed that all up so the final result looks perfect. [li]All of my friends (NSider before it closed, over AIM, OneClick, etc.) for always being there to support me, and who kept pushing me forward to continue the run even when I first thought it would be near impossible.[/ul] \n\nSecond, here are my comments for each individual segment: [ul][li]Segment 1: \n\nThe first few segments of the run are pretty linear, so you don\'t really notice anything special here aside from the one mistake towards the end of the escape. Normally I don\'t have problems boosting up the ledge like that, it was probably my anticipation of getting this first segment over with that caused me to mess up like that. \n\n[li]Segment 2: \n\nBoosted a bit too fast in the alt maze in the beginning, so I couldn\'t get a chained bomb jump there to pass that area. Both the Spire and Weavel battles could have been improved a little, but not so much when comparing recorded to unrecorded. \n\n[li]Segment 3: \n\nNearly a perfect segment here. I probably should have dropped down in MB in the room with the two Ithraks instead of trying to kill the second one with the PB. \n\n[li]Segment 4: \n\nI can\'t stand this segment. Normally it\'s supposed to be done in one, long segment as a tie between this run\'s segments 4 and 5, but I decided to split it so I could keep restarting for better Slench battles and better escapes in the next segment. \n\n[li]Segment 5: \n\nThe Slench battle was pretty good, but it probably could have been better. As for all of the guardians/hunters in the escape, I decided to just deal with them rather than restart another five or more times before getting a segment with a clean escape. \n\n[li]Segment 6: \n\nNoxus battle went pretty well, but I could have manipulated his AI better so I could get more headshots on him. The rest of the segment was pretty good, aside from the alt tunnel mishap after claiming the 3rd artifact. \n\n[li]Segment 7: \n\nThe last two switches in Alinos Perch are hard to aim at, especially with the camera over the DS. Also, I didn\'t know there was a sequence break in Council Chamber where the voldrum battle was skippable until after deleting the copied savefile. That\'s improvable. \n\n[li]Segment 8: \n\nI can\'t stand the guardians in Sanctorus. After killing the first one, the second one was hiding in the upper corridor, so I figured it\'d be faster to wait for it to come down than chase it around the area. Also, I apparently didn\'t need to scan the computer in Subterranean to deactivate the electricity. (Again, didn\'t know about it until after deleting copied savefile.) \n\n[li]Segment 9: \n\nDrip moat mistake with the immobile biped is an easily noticeable mistake. I tried to bomb jump at the end of the ledge onto the platform, but it obviously didn\'t work. Then to top it all off I got Spire in Sic Transit, which slowed me down a bit. \n\n[li]Segment 10: \n\nOnly real mistake here was missing the first Imperialist shot on Sylux in the beginning of the battle against him. Still, it was my fastest battle EVER fighting Sylux, so I decided to keep it. Pretty much a near perfect segment aside from that. \n\n[li]Segment 11: \n\nI regret having prevented this segment from being perfect by the slip at the end RIGHT before reaching the ship to save. This is one of the hardest segments due to all of the lag in Statis Bunker that disables you from going as fast as one would normally like. \n\n[li]Segment 12: \n\nOh yeah, one more credit: the programmers for inventing the Imperialist. I honestly thought I would have to restart a lot more than I did for this segment, but I knocked out the hunters that came in my way pretty quickly thanks to that weapon. If the hunters hadn\'t come at all it would have been great, but I still consider this either a perfect segment or near perfect. \n\n[li]Segment 13: \n\nNot much to say here, since the only real challenge here is Gorea, and what kind of challenge is that anyway? I know people have beaten Gorea in under 2 minutes, but whenever I tried to contact them on their technique I never got a reply. This is probably the next-to-best technique to beat Gorea. Also, for those of you wondering, the reason I don\'t face Gorea 2 is because he\'s not required to beat in order to see the credits and complete the game.[/ul] \n\nOverall, I can say that I\'m very, very satisfied with this run. It\'s definitely not the best a run for MPH could be, but it\'s still an amazing feat. If boredom ever strikes me, I might start doing a sub-1:20 run some day, but I can\'t really determine whether or not that will happen for sure. \n\nMPH is a great game, but I have to agree with the majority of Metroid fans that its single player was very lacking. The game was mainly built for its Wi-Fi functionalities, which were eventually destroyed by hackers, glitchers, etc. I used to play the game merely for the online experience, but one day I just decided to re-beat the adventure, and started making a goal to break two hours. Now here I am typing a commentary for the run which was completed forty minutes faster than my original goal. \n\nThis was my first (real) speedrun, and I\'m glad I went through this experience. I may decide to do a speedrun in another game some day, but first I\'ll need to save up money for a DVR and all the other stuff required. So here I close the door on my overall \"career\" with Metroid Prime Hunters, now that I\'ve accomplished my final goal for the game. \n\n...at least, for now. \n\n~ DSGamer3002 (Contact me via DSG3002 on AIM or usurper992 AT gmail DOT com)','2007-09-28',0,4835000,11,'MetroidPrimeHunters_12035',13,10,0,NULL),(0,808,NULL,256,'','Well, here it is - the first sub-29 minute recorded run in zero mission. I started working on this a day or two after I finished my 29:58 single-segment for SDA. at first, my goal was something like 28:20, but spending weeks on segments (especially the first one) just isn\'t something I\'m into, so after about an hour I changed my goal to 28:xx. \n\nI played with some route changes, but ended up throwing them out because either a.) I don\'t have the skills to pull it off or b.) making a segment 100 times harder isn\'t worth 5 seconds to me. therefore, the route is the same as my 29:58 single-segment, which is the same as GameCube04\'s 29:54; simply put, it\'s the best and easiest route there is. that\'s not to say that this run is a clone of his, though, as my strategies for just about every room and boss are quite different. \n\nAs always, thanks go to GameCube04 for the route and some pointers, nate for capturing my run, and my friend ukie for letting me use his gamecube. getting a time any lower than this will be more frustration than gratification, so this is likely my last zero mission run for a good while; I might play with any% hard, but that won\'t be for a while. enjoy.','2005-04-25',0,1730000,11,'MetroidZM_2850',5,3,0,NULL),(0,809,NULL,256,'','Getting a really good any% time was starting to frustrate me, so I started working on a single-segment run for fun. I like single-segment runs for three main reasons: \n\n- you don\'t have to worry about manipulating luck since you can\'t save, \n\n- the run is done nice and quick, \n\n- no one had recorded a single-segment any% run for SDA. \n\nMy goal was to break GameCube04\'s any% record (29:54), but I ended up settling for under 30 minutes. After a while, luck rears its ugly head in single-segment runs too, and I was getting frustrated, so 29:58 will have to do. Besides, beating 29:54 by a couple seconds wouldn\'t last more than a couple of weeks. \n\nAs for the run, I was doing pretty good until I hit the suit boss in Chozodia. I messed up spore spawn, but other than that, I don\'t think I made any errors that I would call big ones. The suit boss, though, was awful. My hands started to hurt from playing for pretty much a day straight and you can\'t exactly stop in the middle of a nice run, so I had to deal with mistakes in my run. After the suit boss, there\'s a lot of simple mistakes - one of them is almost comical, as I miss making a jump about 4598439 times before finally grabbing onto the ledge. Excluding these mistakes, though, I\'m very proud of this run, as I\'ve yet to see anyone within a minute of it. It\'s definitely breakable and I may improve it sometime soon, but right now I\'m working on a segmented any% run. \n\nThis run wouldn\'t have been possible without three people - GameCube04, who talked ZM with me even though he had utterly no desire to play it; nate, for capturing my run and for inspiration; and my dear friend ukie, for basically letting me have his Gamecube, Gameboy Player and link cable.','2005-04-14',0,1798000,11,'MetroidZM_SS_2958',1,3,0,NULL),(0,810,NULL,256,'','Route help/credit goes to Radix, who basically told me flat out what would be the best way to go about doing this would be. The main differences in this run and the Normal mode run, are that [b]1)[/b] I did Kraid first. This meant I didn\'t have Power Grip, and had to do a Horizontal Bomb Jump across the acid pit... that\'s one of the highlights of the run, as few people can do that. I\'m pretty proud of it, actually. Anyway, [b]2)[/b] I got Screw Attack. The main reason for this was that I already had Speed Booster, and getting it after killing Ridley was an excellent time... it was also more or less on the way, and made Chozodia much faster, as well as Mother Brain and Robot Ridley both easier. I don\'t know whether or not it would be faster to do a run without it, but instinct tells me that it wouldn\'t be. \n\nIn the last couple segments, the run sort of goes downhill. I saved too frequently and didn\'t really go for perfection, although I still did pretty good. I could have also easily gotten a 0:33:59 or ever a 0:33:55 or something, but I didn\'t really care at the time. I\'d taken about a 3 week break before doing the segment that starts before Mother Brain, and I really just didn\'t want to finish the run. So yeah, that\'s where the :29 or so Tourian escape time came from. Just the same, I hope you enjoy the run, and as it\'s only the first run of its kind in this category, it\'s likely to be beaten without too much effort by someone.','2004-06-13',0,2040000,11,'MetroidZM_hard_3400',8,3,0,NULL),(0,811,NULL,256,'','Well, this run had 2 route changes from the last one. Well, here we are again...yet another improvement to my own 100% record. There\'s not actually a lot to say so I\'ll keep this short. \n\nFirst off, all my boss fights were good this time. Imago Cocoon was especially well done (exactly the way I meant to do it last time). \n\nSecond, the only major loss I had was in Norfair, in the vertical shaft after Ice Beam with the 3 Rippers. They were in a rather awkward position and made it difficult to get the wall jumps off in between them. \n\nThird, I tried quite a few of the newer tricks discovered at M2K2, including the Norfair Shinespark, and the quick way back up after getting the missiles just above Ridley. Those two, however, I screwed up (the ball jumping was just me not getting my thumb on the jump button quick enough. The shinespark was just bad timing...granted that one\'s a bitch to pull off). I did manage to hold a shine all the way from Chozodia to the top of the shaft before Tourian. I don\'t know if it\'s any faster really...but it looks cool I guess. ;-) \n\nI was trying for sub-56 minutes, but the odds of me getting one of those after getting this one weren\'t particularly good, so I figure I\'ll just come back to it at a later date. I\'m working on Hard 100% now, so be on the lookout for that sometime in the near future.','2005-07-15',0,3371000,11,'MetroidZM_SS_100p_5611',1,3,0,NULL),(0,812,NULL,256,'','Alright, first off, there are some people I would like to thank. Thanks to Nate and DJGrenola for rescuing segment 1 of my run after I thought the disc was ruined. Thanks to Nate and Radix for running these great websites and for capturing the run. Thanks to Sparky for sending me one of his GCN-GBA Link cables after mine had become unusable. Thanks to Red Scarlet for creating the amazing route that I use in this speedrun. Thanks to AJBolt89 for recording his amazing 1:00:59 run, because that helped a lot as it was a source I could go back to over and over again to see how I should progress through certain sections of the game. Thanks to Saber for kindly allowing me to use some space on the web to upload the segments of the run. And lastly, thanks to everyone over at M2K2 for giving me encouragement along the way. This run wouldn\'t have been possible if not for all the people I listed above. Thank you all. \n\nNow about the run, when I began recording, my goal was to make a run that was an MZM equal to Red Scarlet\'s Super Metroid :55 100% run, which is pretty much my favorite speedrun to watch, and most likely always will be. I can\'t say I have succeeded, as my run isn\'t without its share of ugly mistakes (missed jumps in segment 1, a bad Sidehopper room in segment 2, missed the bomb jump at the end of segment 4, to name a few), but I feel like it\'s not too far off either. \n\nI was expecting to get 0:58:4x as my ending time, because I didn\'t think I would be able to shave off much time from my previous (unrecorded) 0:58:59 run. As you can see, I surprised myself by getting 0:58:24. I\'d say that sub 58 is humanly possible on console, but I\'ll also say that I doubt anyone will ever do it, and certainly not me. Who knows though? \n\nNow that the run is finally complete, I don\'t think that I\'ll be doing any more speedrunning for a nice long while. I will definitely consider speedrunning any other 2D Metroid games they may make in the future though. \n\nThat\'s about all I have to say, if you have any questions, just email me ([a mailto:Kridly@Hotmail.com]Kridly@Hotmail.com[/a]) or pm me on the M2K2 forums or something. I hope you all enjoy watching the run!','2006-09-15',0,3504000,11,'MetroidZM_hard100_05824',13,3,0,NULL),(0,813,NULL,256,'','Introduction:\n\nEkarderif from M2K2 recently started recording a technical demo of a 9% Hard run of this game. Watching the first few segments, I was initially rather put out, mostly because I felt I could never do any of the tricks he could and that people wouldn\'t appreciate cart runs anymore. After talking about it in M2K2\'s IRC chatroom, I decided to try some of the tricks shown in his run. I think that was really all I needed; as with anyone, I was very rusty at first, taking MZM back after so long away from it. I couldn\'t even do some of the tricks that, while difficult, I had down very well in my prime, when I did the predecessor to this run. After playing around for a bit, I managed to get back most of what I had before dropping the game, outside of enemy damage and the like. Having decided earlier that 9% Hard on the cart was something currently outside the bounds of my patience, I looked to something that I could potentially handle, and use as a way to bring back my overall confidence in my Metroid: Zero Mission speedrunning skills as a whole. 10% Hard was my very first thought, because a while back I had attempted a 10% Hard run that used the same route as the previous world record run, and had surpassed and ended with a time that, if memory serves, was around the 46 minute mark. However, I didn\'t want to recycle the same run as I did last time, out of fear of boring both the viewer and myself. I had also never tried a 10% Hard run that used a Super Missile as the tenth percent, but had only heard about them. I took it upon myself to do a quick trial run, which had many mistakes but ended with a time 0f roughly 50 minutes. Considering that that was not more than a minute longer than my previously optimized 10% Hard run, I knew that if I optimized the Super Missile route I could easily surpass the older run, and maybe even the better 4 missile run I had previously completed, but not recorded. \nThe main reason this run is faster than the older run is because of how far MZM speedrunning has come as a whole, not simply because I\'ve increased my personal abilities. If it weren\'t for all the little tricks discovered by the MZM speedrunners as a whole, I would not have beaten my old time by really all that much at all. However, I\'m curious as to whether or not the old route could beat this one, and that\'s mostly because of the enormous amount of time saved in the zebetite/Mother Brain room due to the use of Super Missiles. That\'s something for someone else to try though, at least for a little while.\n\nThe segment commentary was written after each segment was completed, one at a time. It more or less just expands on what happened in the segments and gives a little bit of insight into what I was thinking while running.\n\n\nSegment 1: Start -> Norfair - 00:00 -> 06:06\nThis is all the same as most runs, for the beginning. I fell in the acid after the first missile and I didn\'t get any missile refills from Charge Beamst OR the geemer before the hives; I tend to draw attention to whatever is bugging me, hence tapping R. The room after the Hive Room is where this run changes from the others: I didn\'t get the missile tank in there, obviously because I\'m getting a super missile tank later. I had, however, messed up a couple times earlier on, so I felt I needed to play it safe. I kind of got screwed on the bugs after bombs, as well, but it\'s cool. I didn\'t use my last missile on the way back through the hive room, which made it take a little longer, but also left me with max health heading down the elevator to Norfair.\nOnce inside, I sort of wasted my missiles, and neglected to get the one refill I saw at the end of the room because it was too far out of the way.\nIn Crateria, I did everything the same as usual, but after the Power Grip I chose to leave Crateria as Ekarderif does in his 9% Hard Tech Demo, by returning to the Power Grip room and bombjumping across the gap, then leaving the way I came in. I\'m not actually sure if this is any faster, but... well, anything to make the run seem new and exciting is ok by me.\nBack in Norfair, I shot all the flaming droppy-type baddies and fortunately got a missile refill, which I then used throughout the room to take out those red floaty fish thingies. I hate those guys. \nSaved with 6:06 on the clock, full health/missiles. Probably could have been faster, but I can deal.\n\nSegment 2: Norfair -> Ridley - 06:06 -> 09:44\nI had to redo this seg a lot, mostly because I\'d run out of missiles or something like that in the room before the larva. Everything went fairly smoothly this time however, I even got the first shots off on the larva where you aim straight up and hit the very edge of the vine. I did, however, take some damage, which had to be remedied at the bug pipe right inside Ridley.\nI also had a little bit of trouble with the dessgeegas right before the super missile, mostly because I was in a rush to finish the segment and became reckless. In any case, I took a hit, then saved without max energy.\nThe main reason I decided to just save instead of restarting is because I can refill anything I\'m not max on at the chozo statue before the Ridley battle, which doesn\'t take all that long anyway.\n\nSegment 3: Ridley Battle - 09:44 -> 11:37\nIt\'s fairly rare to get a super missile refill on Ridley as it is, so I didn\'t want to strain myself and try to get a good battle, while still continuing the segment beyond the battle itself.\nGoing right into the battle, I unload what I\'ve got, then take out his fireballs. The basic strategy here is the same as in a 9% run: try to get as many missile refills onscreen as possible, then use them one at a time (as in, pick one up, shoot both missiles, then get the next one). This obviously allows for the maximum amount of shots to connect in a single volley of his fireballs.\nHowever, it makes a huge difference where he is when he shoots the fireballs, as far as how many shots I\'ll be able to get off. If he\'s just turned around, I have a max possibility of getting 8 missiles off on him. However, if he goes halfway across the room and shoots them at the wall right in front of him, they all end up bunched together against the wall, so I have no choice but to get them all at once.\nAs this is a super missile run, though, I wouldn\'t accept any battles where I didn\'t get a single super missile refill; I want it to look like it\'s actually helping. As I finally got one off at the end there, I was satisfied with the battle as a whole, and chose to accept it. It should be good enough, in any case.\n\nSegment 4: Ridley -> Kraid - 11:37 -> 18:29\nI found right away during practice runs that holtz likes to give out super missile refills if you kill him with a super missile. I did need to leave Ridley with one though, as I find it hard to get them outside of it and didn\'t want to refill.\nOnce back in Norfair I proceeded as always through the shaft back to the top, then rolled left through that room. I was one missile short of full at that point, but the little polyp spewers on the ground always leave a missile refill, but take a missile to destroy... obviously that works out pretty well. I took a hit before leaving but...\nThe first room here in brinstar has three pipes, which are nice for refilling on the move, which I did. On down to Kraid\'s area.\nOnce in Kraid, I proceeded on to Acid Worm as per usual. I would normally have saved before him, but the last segment was so short, and Acid Worm is the main reason I lose time on this run, because he refuses to give super missile refills. That means that every time he comes up the max damage I can do to him is 2, and while I start with a 7 damage hit (rather than 4 as in a 2 missile run), that obviously doesn\'t make up for what little difference there is. \nAfter killing AW, I went back to the beginning shaft, then down and left, moving onward toward Kraid himself. I fortunately received a super missile refill, so I didn\'t have to refill at the unknown item statue. In the room with the sidehoppers and rios, I made a point of not killing every enemy, as that takes a lot longer and isn\'t necessary.\nSaved before Kraid, because this segment is already long enough and the Kraid strategy for this run is difficult to perform consecutively.\n\nSegment 5: Kraid Battle -> Tourian - 18:29 -> 21:01\nBecause the Kraid battle has different stages, the last of which involving him going nuts and destroying my platform, I figured it would be best to save my Super Missile for the last hit.\nHowever, because the game defaults to super missiles when I run out of normal missiles, I had to press select every time I collected a missile refill. This is the main reason the battle is difficult, just making sure I press select when I need to.\nThe battle, in terms of missile volleys, looks something like this: 2, 3, 3, 7.\nAfter the battle, I proceeded as normal, but took damage from the googly-eyed sonofabitch due to carelessness.\nBack in Brinstar, I hurried up the purple shaft, putting my power grip to good use, the refilling at the chozo.\nSaving obviously makes sense just inside Tourian, as the Metroid are next. :(\n\nSegment 6: First half Metroids - 21:01 -> 24:33\nI sorta got screwed on the super missile refills, but this segment was solid enough I chose to roll with it. It\'s also incredibly difficult to get off right, so even when I would get super missiles I\'d get all excited and use it, then just plunge into the three other metroids I assumed would die from the first super. *cough*\nThat bit at the end was... pretty awesome, as far as playing goes. I love when I get surrounded and manage to come back beautifully, always feels rad.\n\nSegment 7: Metroids, Zebetites - 24:33 -> 28:05\nOnce again, super missiles = no. I wasn\'t feeling too good about this seg as I got to the end of the Metroids, pretty much to the point where I don\'t want to talk about it... but at the same time I was so frustrated with it I stopped caring. \nThis is what led me to include the zebetites in the same segment; I felt that the 7 seconds saved by not saving would, hopefully make up my poor metroids a little bit, but only if I got lucky refills on the zebetites.\nWhich, I feel, I did. I didn\'t really want to make them their own segment in any case, since it would be short and boring, so that was another reason for me to do it. After the third zebetite, when I got hit three times, I was cursing my luck, but I got insanely awesome refills off the rinkas so I was cool with continuing from there.\nThe last little bit went pretty well too, considering it was tacked onto the end of the Metroid segment. Overall, not a perfect segment, but a good one to be done with.\n\nSegment 8: Mother Brain -> Post-Stealth - 28:05 -> 35:57\nBecause the last two segments weren\'t exactly of supreme quality, I felt it more or less necessary to extend this segment beyond the save point just inside the Mothership, as I did with my 100% run (although, the main reason for doing it there was so I didn\'t need to recharge... but that\'s beside the point).\nThe Mother Brain battle itself was, I felt, pretty sweet. Lots of neat avoiding turret fire and the like. \nAs far as the escape goes, I have no idea what was wrong with my hand but I was NOT getting those walljumps off... really sort of embarrassing. Sorry guys.\nIn the Mothership, I managed to skip the map, which is always nice. I did get unnecessarily detected in the... third pirate room, where I missed ANOTHER walljump, but not too much time was lost by avoiding it where I did. I also got detected, obviously intentionally, by the eye-scanner thing on the wall, which gained me a bit of time since I don\'t have to sit around anywhere waiting for them to get off my tail.\nOverall, a successful segment. While no super missile refills on MB, they\'re rare to the point where I don\'t care. I\'m pleased I managed to top the Mother Brain segment from my 100% run (or anyway, I feel like it\'s topping it, so that\'s good enough).\n\nSegment 9: New Suit -> Pre-Iron Ted - 35:57 -> 41:27\nInitially I figured a segment that was just the new suit, and nothing else, would be a waste of time (just like having a zebetites only segment). I figured it wouldn\'t be to hard to include it in the same segment where I reach the final save point. Looking back on this segment though, I can confidently say this: I was wrong.\nWhile not the most frustrating segment of the entire run (that would be either of the metroid segments), it was definitely a difficult one. This is mainly because, when separated, the Chozo Test (as I call it) and just getting to the last save are fairly easy, but the frustration of the occasional messed up Chozo Test tacked onto the initial difficulty of just making it to the last save point was a little bit stressful.\nIn review, the segment turned out about as good or bad as it could have; I could have been more lucky on the Test, as far as when it lit up, but that\'s just luck. I could also have probably moved faster through a few rooms, but as a whole this whole part is fairly straightforward. I do like the room where the paths of this run and the 4 missile 10% run split, and I go down, mostly cause I just burst into the room, fall right in front of the pirate and just blow a hole in the ground.\nI was having a little bit of difficulty with the very last couple of rooms, mostly the vertical shaft below the save point I ended in. \nAs for the time, in comparison to the test run I did before this recorded run (which I finished with a time of 45:49, 3:24 faster than the previous world record of 49:41), I\'m 23 seconds ahead here at the last save, meaning at this point my goal of a time around 45:3x seems achievable. Hope this works out.\n\nSegment 10: Iron Ted + Escape - 41:27 -> 45:42\nAlas, not quite a 45:30 run, but... well, I\'m not too concerned. I killed Iron Ted on my first battle attempt, so I was willing to go with it, if only to avoid further stress from this run... I wanted to leave this experience feeling good about speedrunning again, and it seems to have worked.\nRight into the battle with Iron Ted, I seemed to get really lucky as far as where he was shooting his laser (after his chest cavity had been blown open, of course). It\'s really rather random, as far as what order he goes in... there\'s four directions he\'ll shoot the laser: Up at a slight angle, straight across, down at a slight angle, and down at a sharper angle (45 degrees). The pattern he usually sticks to (as in, about 80% of the time) is across-across-down slightly. If he\'s in that pattern, he\'ll also occasionally go nuts in the last bit of his life and shoot four times, with the fourth shot being down at a sharp angle.\nAnother of his patterns that I\'ve noticed is just up-up-up, which he\'ll occasionally switch up by shooting one slightly down, but more or less tries to blow open the ceiling for some reason. I\'m not really sure what exactly causes him to fall into one of the patterns, but I always more or less rejoice when he decides to play dumb and shoot up the whole time, as he did in this case.\nGetting the super missile there at the end was a sweet way to finish him, as well as allowing me to leave the battle with 2 missiles to shoot the stupid robot with.\nAs for the escape, I did fumble around a bit in the room after the very first pirates, as far as shooting the blocks goes, but the rest went relatively smoothly. In the room connected to the save point, I dropped down on top of a pirate and my shot hit him probably about 1 frame before I would have hit him, which was really rather neat.\nI didn\'t get shot by the bombus at all either, which was nice, because while I can take a shot from them before dying, I usually get a little tense after the first one. Overall, the escape went nicely, and I ended the run with a quick mid-air morph into the ship. I didn\'t mean to. It just sort of happened... but I don\'t really mind.\n\nClosing Comments:\n\nOverall, this run was an enjoyable experience. I\'d like to thank SABERinBLUE for the moral support, as well as Nate for capturing it and Radix for hosting it, and the rest of the Metroid 2002 community for making the Metroid series as a whole worth my while, to this day. I hope you enjoy this change of pace, as far as MZM runs go. I certainly know I did, and it\'s nice to feel good about MZM again, rather than bashing it every chance I got.\nThe end time was 45:42, only seven seconds faster than my practice run\'s time, which means I obviously lost... a lot of time in that final segment. While I could go back and redo it literally right now, I won\'t simply because I want to leave a little leeway for both myself, if I want to do another run of this type in the future, or for anyone else who might be \"insane enough to try it\", as the m2k2 kids like to say. Good luck to any competitors, because there are definitely several places where this run could be cleaned up.','2005-12-04',0,2742000,11,'MetroidZM_hard10_4542',10,3,0,NULL),(0,814,NULL,220,'','First of all, thanks to Nate for capturing the run and Radix for uploading it. \n\nThis game must be 1 of my favorite Master System games, bringing great graphics and replayability for its time. I could have speedrunned the game in 2 different ways: fastest completion or fastest 14 powerstar completion. I\'ve chosen to do the fastest completion only because it truly represents speedrunning, and collecting the 14 powerstars doesn\'t give the run any more value. \n\nThis run isn\'t perfect, but pretty hard to crack. In total I make about 10 seconds of error which I should have prevented, and about 15 seconds of human errors\'t I also loose about 12 seconds in picking up 2 remote powerstars, but in my opinion a few extra health slots are essential to beat the game without dieing. So a sub 36 is in reach, but it won\'t be easy for anybody who will try to beat it. \n\nHave fun watching the video! Watching the run doesn\'t need any knowledge of the game, so anybody can watch it. Feel free to contact me if you have a question, any feedback, or a comment how I could improve the game, please do so. My mail is tumpke AT hotmail DOT com','2005-11-06',0,2184000,11,'MickeyMouseLoI_eu_3624',1,16,0,NULL),(0,815,NULL,280,'','There really isn\'t much to say about this run. Most of the time-savers involve fighting the putties themselves. I attempt to, at most points, throw the strong putties into a group so I can take them down in one-combo. Sometimes, I do this with the weaker putties also, which takes two weaker putties down in one throw. Most of the weaker putties I kill by using a jump-kick, so I can keep going without having to stop, attack, then move again. \n\nIn this run, I choose Kimberly only, for several reasons: [ol][li]In her non-ranger form, she is the fastest runner than all the other rangers (at least as far as I can tell.) \n\n[li]Her jump kicks are longer in range in her non-ranger form, so taking out weaker putties are easier while keeping her at a distance. \n\n[li]She, in her ranger form, is a powerhouse. Her long range bow makes quick work of stronger putties from a distance. \n\n[li]She also has a long range attack which can take down weaker putties that are on the other side the screen in one shot. \n\n[li]Finally, she\'s the character I\'m most familiar with using in this game.[/ol] \n\nThis movie can be improved, but mostly by relying on luck. If you have the best luck in the world, I do believe sub-33 is possible. Luck is very crucial in this game. \n\nNow for the thanks: [ul][li]Captain Blue - For originally starting the topic, and for saying things that got me thinking of time-savers. \n\n[li]JRL - The most supportive in this run, and gave several tips on time-savers. \n\n[li]NekoMan over at TASvideos - his WIP gave me a few time-savers on stage 1 \n\n[li]Lord_VG - linking to the TAS topic. \n\n[li]And the others who posted in the thread to voice support for a run of this game.[/ul]','2007-08-11',0,2027000,11,'PowerRangersSNES_SS_3347',1,18,0,NULL),(0,816,NULL,224,'','Here\'s a game whose challenge lives up to its name. This is another one of those games where I don\'t think the programmers meant for you to make it all the way through without a continue. Each level\'s challenge is stacked up rather high. I personally hate the racing scenes where crashing even once ends the game. The other stages have their own nasty tricks, but they\'re much more manageable, since there are plenty of power-ups available. You just have to know what to do and when, such as pulling switches to disable certain traps. Not all of the switches are necessary though. \n\nTo top it all off, there\'s a luck factor involved in a decent speed run. There are 3 places in the game where you need to collect a door keycard from one of two people. If you pick the wrong one, you get attacked (like I did in Area 4), but it\'s random. Of course, there\'s always someone out there who tells you which guy is the good one, but asking him wastes time. So, you\'re left with taking the guy on the shortest path and hoping for the best. I was 2 for 3 in the luck department, which is passable. You only have a 1-in-8 chance of getting all 3 of the good guys to appear in the shortest path. \n\nArea 6 is just plain annoying. You reach the end of the level only to get sent down a trapdoor and have to go through the toughest part of the stage again. As far as I know, there\'s no way to avoid this, but if anyone gets past it on the first try, I\'d love to hear about it! \n\nEnjoy the ending, along with the WarGames movie rip-off. :)','2005-02-01',1,1859000,11,'MissionImpossibleNES_3059',1,8,0,NULL),(0,817,NULL,223,'',NULL,'2004-04-24',0,90000,3,'MissionImpossible_IceBase_130',1,9,1,NULL),(0,818,NULL,223,'',NULL,'2004-04-24',0,102000,3,'MissionImpossible_Subpen_142',1,9,1,NULL),(0,819,NULL,223,'',NULL,'2004-04-24',0,347000,3,'MissionImpossible_EmbassyBall_547',1,9,1,NULL),(0,820,NULL,223,'',NULL,'2004-04-24',0,136000,3,'MissionImpossible_Warehouse_216',1,9,1,NULL),(0,821,NULL,223,'',NULL,'2004-04-24',0,208000,3,'MissionImpossible_KGBHQ_328',1,9,1,NULL),(0,822,NULL,223,'',NULL,'2004-04-24',0,69000,3,'MissionImpossible_SecurityHallway_109',1,9,1,NULL),(0,823,NULL,223,'',NULL,'2004-04-24',0,199000,3,'MissionImpossible_SewageControl_319',1,9,1,NULL),(0,824,NULL,223,'',NULL,'2004-04-24',0,168000,3,'MissionImpossible_Escape_248',1,9,1,NULL),(0,825,NULL,223,'',NULL,'2004-04-24',0,119000,3,'MissionImpossible_FireAlarm_159',1,9,1,NULL),(0,826,NULL,223,'',NULL,'2004-04-24',0,241000,3,'MissionImpossible_Interrogation_401',1,9,1,NULL),(0,827,NULL,223,'',NULL,'2004-04-24',0,342000,3,'MissionImpossible_CIARooftop_542',1,9,1,NULL),(0,828,NULL,223,'',NULL,'2004-04-24',0,68000,3,'MissionImpossible_TerminalRoom_108',1,9,1,NULL),(0,829,NULL,223,'',NULL,'2004-04-24',0,103000,3,'MissionImpossible_RooftopEscape_143',1,9,1,NULL),(0,830,NULL,223,'',NULL,'2004-04-24',0,284000,3,'MissionImpossible_Station_444',1,9,1,NULL),(0,831,NULL,223,'',NULL,'2004-04-24',0,256000,3,'MissionImpossible_TrainCars_416',1,9,1,NULL),(0,832,NULL,223,'',NULL,'2004-04-24',0,242000,3,'MissionImpossible_TrainRoof_402',1,9,1,NULL),(0,833,NULL,223,'',NULL,'2004-04-24',0,375000,3,'MissionImpossible_SubpenV_615',1,9,1,NULL),(0,834,NULL,223,'',NULL,'2004-04-24',0,203000,3,'MissionImpossible_Tunnel_323',1,9,1,NULL),(0,835,NULL,223,'',NULL,'2004-04-25',0,472000,3,'MissionImpossible_Mainland_752',1,9,1,NULL),(0,836,NULL,223,'',NULL,'2004-04-25',0,214000,3,'MissionImpossible_GunboatEscape_334',1,9,1,NULL),(0,837,NULL,252,'','A detailed \'script\' of the run: \n1) Race: Orc \n2) Class: Barbarian \n3) BirthSign: The Steed \n\nSeyda Neen: \n4) Steal Limeware Platter from Census and Excise Office. \n5) Take ring from barrel (all) \n6) Talk to Sellus Gravius, exit \n7) Give Fargoth his ring. \n8) Sell to Arrille Limeware Platter and \'rubbish\' from barrel, buy Scroll of Almsivi Intervention (2x), Iron Battle Axe \n9) Run north, take from Tarkhiel Scrolls Of Icarian Flight (3x) \n10) Use Scroll of Almsivi Intervention \n11) Use Scroll Of Icarian Flight, jump in direction of Caldera, mid-air: Use Scroll Of Icarian Flight \n12) Cast Berserk, kill Pemenie with Iron Battle Axe, take/equip Boots Of Blinding Speed \n13) Use Scroll of Almsivi Intervention \n\nAld-ruhn: \n14) Run to Guild of Mages, enter, hide Iron Battle Axe \n15) Buy from Anarenen: Standard Restore Fatigue (3x) \n16) Sell to Tanar Llervi Boots Of Blinding Speed, buy Scroll Of Mark, Scroll Of Leaguestep \n17) Sell to Tanar Llervi Scroll Of Mark, Scroll Of Leaguestep, buy Scroll Of Mark, Scroll Of Leaguestep \n18) Kill Tanar Llervi with Iron Battle Axe, take Scroll Of Mark (2x.), Scroll Of Leaguestep (2x), Boots Of Blinding Speed, Scroll of Drathis\' Winter Guest (2x), Scroll of Elemental Burst: Frost (10x), Scroll of Taldam\'s Scorcher (2x), Scroll of Ondusi\'s Unhinging, Scroll of Almsivi Intervention \n19) Kill Edwinna Elbret with Scroll of Elemental Burst: Frost (3x), take Wizard\'s Staff \n20) Use Scroll of Almsivi Intervention \n21) Use Scroll Of Icarian Flight, jump north-east \n\nRed Mountain: \n22) Mid-air: Use Wizard\'s Staff \n23) Use Scroll Of Mark, levitate to Vemynal, enter \n24) When Berserk effect ends, drink Standard Restore Fatigue (3x) \n25) Kill Dagoth Vemyn with Iron Battle Axe, Scroll of Drathis\' Winter Guest (2x), Scroll of Taldam\'s Scorcher (2x), take Sunder. \n26) Use Scroll Of Leaguestep, levitate to Dagoth Ur (citadel), use Scroll Of Mark, levitate to Odrosal, enter \n27) Unlock door with Scroll of Ondusi\'s Unhinging. \n28) Take Keening, use Scroll Of Leaguestep \n29) Use Dwemer Crank, enter Dagoth Ur (citadel), levitate/run to Dagoth Ur (god) \n30) Sleep for 24 hours, cast Berserk \n31) Kill Dagoth Ur with Scroll of Elemental Burst: Frost (7x), Iron Battle Axe \n32) Use Wizard\'s Staff, enter Facility Cavern, levitate to Heart of Lorkhan \n33) Hit Heart of Lorkhan with Sunder \n34) Hit Heart of Lorkhan 5 times with Keening, unequip Keening \n35) Levitate to the end of the wooden bridge, use Scroll Of Leaguestep. \n\nExplanations of each step (the reasons why I choose/do it) \n1) Magicka Resist 25% \n2) Axe, Speed, Strength bonuses \n3) Speed bonus +25 \n4) I need money desperately. In the end of the game, i\'ve got only 1 (one) gold piece. \n5) and 7) Higher attitude from Arrille and thus lower prices \n6) Unskippable \n9) These scrolls give ability to cover large distances in no time. \n10) Quick way to get to Balmora - and then to Pemenie \n11) Second \'Icarian\' scroll prevents damage from falling \n12) Boots give Speed Bonus +200 \n13) Quick way to get to Ald-ruhn \n14) If you hide weapons, NPC\'s attitude is higher - and prices are lower! \n15) For step 24 \n16) Lack of money forces me to sell my items. \n17) Some items you buy re-appear each time you enter barter menu. But if you sell the same type of scrolls, their quantity increases - so trader has 2 of each now. \n18) All scrolls are needed - in fact, I use every single one! \n19) The staff allows me to levitate \n20) and 21) Quick way to get to Red Mountain \n22) Prevents damage from falling. Also, allows direct route to Vemynal \n23) Allows to return to the place where I cast \'Mark\' quickly. \n24) You can\'t do anything when the fatigue is <0 \n25) You need Sunder for step 33 \n28) You need Keening for step 34 \n30) Berserk increases damage from axe. You can cast it only once in a day... so I have to sleep for 24 hours \n33) and 34) are, generally, needed to complete the main quest.','2005-07-19',0,450000,11,'Morrowind_730',5,11,0,NULL),(0,838,NULL,252,'','Player stats: \nName: Dunkwyk \nRace: Argonian (Chosen for 50 Speed, 40 Intelligence, Alchemy Bonus) \nClass: Assassin (Chosen for Speed +10, Intelligence +10, Alchemy Minor Skill) \nSign: The Steed (Chosen for Speed +25) \n\nScyda Neen \nTake ring (all) from barrel outside \nTalk to Sellus Gravius \"Morrowind\", \"duties\" (gives you gold) \nTravel by siltstrider to Balmora \n\nBalmora \nGo to Mage\'s Guild \nSpeak to Ranis Athrys, \"join the Mages Guild\" \nMage teleport to Caldera \n\nCaldera \nSteal master\'s alchemy set from top of tower in Mages Guild \nGo to Ghorak Manor, steal Orcish armour from crate on top floor \nSell Orcish Greaves & Cuirass to Creeper \nGo to Verick Gemain, Trader, Purchase Warhammer of Wounds, Amulet of Recall, and sell unwanted items \nMage teleport to Sadrith Mora \n\nSadrith Mora \nMages Guild, Purchase 10 Corkbulb, 10 Racer Plumes, 10 Trama Root from Tusamircil \nGo to Imperial Shrine \nPurchase 5 Chokeweed, 10 Saltrice from Scelian Plebo \nPurchase 130 Ash Yam, 65 Bloat, 5 Guar Hide, Divine Intervention Spell from Aunius Autrus \nAssign quick keys: Warhammer (1), Alchemy (2), Recall (3), Divine Intervention (4) \nCreate and drink Fortify Intelligence in batches of 5 \nCreate Levitate potion \nLevitate to Apothecary, Purchase 7 Shalk Resin, 5 Kagouti Hide from Pierlette Rostorard \nPurchase 2 Vampire Dust, 60 Bloat from Anis Seloth, Alchemist \nCreate and drink Fortify Intelligence in batches of 5 from Ash Yam & Bloat \nCreate 2 Fortify Strength & Fortify Health from Ash Yam, Vampire Dust, Shalk Resin \nCreate 5 Fortify Luck from Guar Hide, Corkbulb \nCreate 5 Restore Health from Corkbulb, Saltrice \nCreate 5 Fortify Speed & Restore Fatigue from Kagouti Hide, Shalk Resin, Saltrice, Chokeweed \nDivine Intervention, go to Mages Guild \nMage teleport to Ald-ruhn \n\nAld-ruhn \nPurchase 3 Mark Scrolls from Tanar Llervi \nAssign quick keys: Scroll of Mark (2) \n\nLevitate North-East to Vemynal, Mark outside, get Sunder, Recall \nLevitate South-East to Dagoth Ur, Mark outside \nLevitate South to Odrosal, get key from Dagoth Odros, get Keening, Recall \n\nDagoth Ur \nRun through facility, Mark Facility Cavern \nKill Dagoth Ur, enter Akulakhan\'s Cavern \nStrike Heart with Sunder \nDestroy Heart with Keening, equip other weapon to avoid death \nRecall to Facility Cavern, speak to Azura \n\nPossible Improvements \n===================== \nJust discovered that you don\'t actually need to join the mages guild. Ingredients and scrolls be bought without being a member The jump down the tower in the Caldera Mages Guild can be done without getting stuck on beams (oops) on the way down. Hurts a bit, but you survive. I get stuck on a couple of bits of scenery in Caldera, furniture in the Ald-ruhn Mages Guild, and on walls/doors/scenery inside the various fortresses inside the Ghost Fence. In Sadrith Mora, Pierlette Rostorard, Apothecary, could create and drink Fortify Speed/Damage Fatigue/Restore Fatigue potion once ingredients purchased, resulting in quicker trip to the Alchemist. Might not need quite so many Ash Yams and Bloat, it depends on the early luck of the draw when creating the intelligence potions, and how powerful you want your Fortify Speed to be. Could combine Fortify Luck and Restore Health (Guar Hide, Corkbulb, Saltrice) into one potion. Could combine Fortify Health, Fortify Strength and Fortify Intelligence (Ash Yam, Vampire Dust, Shalk Resin, Bloat) into one potion. Might need only 5 Shalk Resin, 3 Kagouti Hide, 3 Chokeweed, saving one barter and a few clicks. Made a few mistakes during the alchemy section, taking off clothes when a potion didn\'t pick up, selecting wrong ingredient, deselecting the apparatus. Don\'t need to bother creating so many potions (especially levitation). \n\nFirst Mark outside Vemynal might be better placed west of Dagoth Ur (if that turns out to be closer). Second Mark in Dagoth Ur crater could be placed while on the move rather than descending right into the crater (but be careful as I\'ve ended up either stuck on scenery or in the lava while attempting this). Third Mark should be better anticipated and placed while on the move. Equipping and using Amulet of Recall should be better anticipated. \n\nDon\'t need the key from Dagoth Odros, could simply buy a Scroll of Ondusi Unhinging from Tanar Llervi Don\'t need to drink all the potions at the end, but you must ensure Keening doesn\'t kill you. It took me too long to line up my aim on the heart (but there\'s nothing worse than striking with Sunder to find you\'re too far away). I go a bit psycho with Keening on the heart (However, in previous runs I have backed off too quickly and failed to destroy it). I reckon this run can be done in less than 14 minutes.','2005-04-23',0,866000,11,'Morrowind_SS_1426',1,11,0,NULL),(0,839,NULL,253,'','I\'d like to thank the following people right off: \n\nZurreco: For being such a huge source of information on this game. Patricio: For daring someone to run this game - that\'s right, this was done on a dare. Although I did get some game information from him as well... PCourtney at GameFAQs: His guide was quite useful in planning my strategy for this game. Anyone who prodded me into submitting. \n\nAnyway, while running this game I discovered a lot. For instance, enemies seem to block attacks less often if you launch them from farther away - I couldn\'t abuse this much, but I do use it later on. \n\nAlso, there is in fact a minimum experience requirement to completing the game. The game won\'t let you fight Quan Chi or Shinnok if your experience is too low. The lowest experience count I tested in this regard that worked was 5300 - and it turns out I need to spend time at the last level building it up because of how many enemies I skip throughout the first seven. \n\nThis is in the maximum number of segments the game will allow - one per level. Let me be honest in saying there are some parts within certain levels that deserve their own segment (Wind Temple, anyone?), although some levels were not as frustrating for me to run as I thought they would be. \n\nBefore I get to level comments, I\'d like to share some differences between the Playstation version (the one I use for the run) and the N64 version: \n\n-Playstation version has true cutscenes - they are skippable, though, so you don\'t get to see them. N64 version has pictures and text boxes, as far as I\'ve heard. \n-Playstation version has particularly evil loading times (in fact, I feel the need to apologize to Radix or whoever is timing this, that\'s how bad they are), whereas the N64 version does not have any. \n-And of course, the controller differences - since I haven\'t played the N64 version I won\'t go into detail. \n\nNow, onto the levels: \n\nShaolin Temple - I\'m supposed to steal a map, which is buried deep in the temple. I do quick hits on the guys upstairs because I don\'t want to waste time killing them, yet I still need some experience so I can get Ice Blast before facing Scorpion. This turned out to be the way for me to go. You need to kill all the guys downstairs to enter the chamber where Scorpion is \n- I tried to do it in the fastest way possible, which meant crushing one under a trap. I\'ll take this moment to let you know that the entire challenge of the game is the traps and platforming element - not something you\'d expect from Mortal Kombat. Scorpion was a closer call than I expected \n- I should note that jump kicks are one of the most devastating attacks in the game, and I use them quite a bit, including once here to buy time to freeze Scorpion. I spare Scorpion so I don\'t have to fight him in the Prison of Souls. The rope I need to climb afterwards is probably the longest one in the game. \n\nTemple of Wind - Every level from here on out requires the collection of three items in order to complete it. I discovered that if you jump kick close enough to the ground, but not too close, you will not stall in the air at all and can move right away. I use it more than once in this run, but I don\'t abuse it because the timing is very exacting. This level ranks either first or second for number of practice attempts. I unfortunately wind up a bit late for the air geyser after the ropes and need to wait for it to show up again. Another trick that\'s useful is that you can turn in midair - I use it when making the jump to collect the first icon so I don\'t have to turn on the ground. The monk near the third icon just would not cooperate, although it\'s actually been worse before. I probably could have fallen out of the geyser earlier, but I\'m bad at judging fall distance and if Sub-Zero falls too far, he dies. The platforms have a certain rhythm to them - if you jump just after the sound effect, you\'ll make it. I would jump faster, except I tend to creep up when jumping. And remember, there\'s no net below to catch me. I go slow in the last stretch because I don\'t want to have to restart this level again. Fujin gave me a rough time - I wasn\'t sure what Zurreco meant by the \'jump backwards twice and forward once\' trick to guarantee hitting Fujin, but I think I used it the way he meant at least once here with favorable results. I\'m glad I stocked up on those Herbal Healers, because I needed a couple to get through this. \n\nTemple of Earth - I slide immediately because the monk will charge at me anyway, so I figured I could get in the first hit. This level is the most trap-happy of them all - it gets worse at difficulties higher than the one I ran. The monks go without incident, but the Earth God hit me harder than I expected he would. At least he didn\'t do the rock attack - that attack is pretty much unavoidable. The monk by the third icon would not cooperate with me, so I lost time against him. I absolutely need that Shield of Invulnerability later in the run, but I DON\'T need to fight those last few monks, so I just run right by. \n\nTemple of Water - The way this level was presented to me, I thought it\'d be horrid, but this actually turned out to be one of the easiest levels for me to run. I wasn\'t sure if that monk was gonna charge right away, so I jumped immediately after landing just in case. I tried to replicate a rather infamous piece of video game music with the attack pattern while waiting for the water to rise so I could get the second icon, but I think I botched it. My apologies. That one monk kept bugging me while I waited for my ride across the whirlpool to the third icon - it might be semi-exciting to you people, but I HATED it. I missed the second urn here and decided not to wait a full minute to get a second chance at it - turns out it wasn\'t crucial anyway. The Water God got to be a real pain this time, and I don\'t know why. \n\nTemple of Fire - These monks are one of the nastier enemies in this game, which is why I\'m glad they only show up for one level. I had a bit of a brain fart passing the rope for a moment. I grab a second Shield of Invulnerability here because I certainly need it. Yes, I am indeed crazy running through that much fire. The Fire God fight here was my fastest ever \n- I use a Shield of Invincibility instead of healing because I don\'t know how much damage I\'m going to take and I desperately need those healing items later. \n\nPrison of Souls - Instead of icons, now we have to collect elevator keys. But first, the initial segment of the level. I don\'t know why some guards don\'t appear - I think it has something to do with the fact I\'d been playing for a long stretch before the recording succeeded. So I have to backtrack to MAKE a guard appear so I could beat him and progress. The \'guards not appearing\' thing happened again inside, although I appreciated it here because fighting two guards here is very difficult. I had fun bouncing a guard against the second force wall - those only dissipate when you kill the guard near them, by the way. Of course, now the real fun starts. The jump to and from the first elevator key is the big trouble in this segment - not only must the timing be perfect, but sometimes a guard offscreen will shoot you with the cannon in midjump, sending you to your doom. I\'d say the fight with the Prison Keeper is harder than even the fights with Quan Chi and Shinnok, not just because you can\'t freeze him, but since there\'s no discernable pattern to his moves that I can exploit. The rest of the level was uneventful, although another guard failed to show up at the Urn of Strength. \n\nBridge of Immortality - This is the other level that could have been the most practiced level. And we\'re collecting keys again for the last time. If there\'s any battle that could be considered surprising, my fight with the dinosaur has to be it - I barely take any damage and beat him very fast. He\'s known to be one of the hardest bosses around if you don\'t know how to exploit his AI, but that\'s just what I\'ve done here. The first robot isn\'t so tough either. I have the most trouble with the second robot, because his machine gun attack is very different from the flame attacks of the previous robot and the dinosaur. Using the remaining Shield of Invulnerability against the second robot allows me to conserve healing items. The third robot fought a little harder than the first, but he still goes down without much trouble. I have never had that many healing items entering the final level before this run. \n\nQuan Chi\'s Fortress - Now I need to beat three bosses, collect their crystals and place them, while gathering enough experience to enter Quan Chi\'s sanctuary. This is easily the most grueling level in terms of length, and this isn\'t my fastest run of it mainly because I have very few experience points entering this level. Also, this level lends proof to my theory that enemies block less when you launch attacks at longer range. This mainly means Ice Blasts and sliding. Jataaka put up less of a fight than I expected, but she was no pushover. I don\'t trust the idea of waiting until after the three bosses are dead to build experience, because the enemies have been known not to appear at that time. Kia waits until the last minute to put up a fight, which bothers me in a way. Sareena is the nastiest of the three bosses by far, although to some extent I was able to use her aggressive combat style against her. I do spare her, however, for reasons that are made clear later in the level. I enter Quan Chi\'s sanctuary with 5307 experience points, which is certainly enough to grant entry, although I wonder what the exact number of required experience points is. This fight with Quan Chi was actually the easiest one I\'ve had to date \n- I know it looks a bit off, but if you dislike it I\'d like you to try getting there at all, let alone with any healing items. As for Shinnok, he just would not cooperate with me. I needed him in the center because I have not been able to snag the amulet when he\'s in any other spot in the level. Shinnok\'s demon form IS beatable if you have the needed items, but I don\'t have them and I don\'t want to fight him so I just enter the portal. \n\nI may return to this game later, but for now I\'d like to distance myself from it and try something that\'s demanding for reasons more appropriate to the game.','2005-11-12',0,3032000,11,'MortalKombatMSZ_5032',8,9,0,NULL),(0,840,NULL,254,'','Okay, first off, I\'d like to thank the following people: \n\nMkt2015: For mentioning this game as a potential speedrun. Also for advice, particularly about move purchases. \nbsidwell: For general advice on the game. \nKillerMiller: Big piece of advice for dealing with the Orochi Hellbeast in segment 6, as well as general advice and making the (now proven) claim that sub-1:30 was possible. \nTetsuo9999: A good portion of his advice focused on the battles in the final segment, specifically Shang Tsung and Shao Kahn. \nLASVEGAS: For prodding me into submitting this - I was hesitant because of a number of miscellaneous issues - some technical, some emotional, not all involving me. \nLazyKenny: He prodded me into skipping the life upgrade from Kano, which would have otherwise tacked on an extra four or five minutes before the final battles. \nRadix: Not only for the site, but for bearing with me while I tried to explain the game to him before I submitted. \n\nIf I missed anyone, I apologize - these are the ones I remember. Honestly, I\'ve taken more advice during this run than during any previous run I\'ve completed. \n\nFirst off, my segmenting. Generally I save right before difficult parts or at the start of new areas, unless there are other complicating matters. The main reason is that when you use a save point, your health is restored to full. \n\nSecond, the deal with the game\'s cutscenes. After you\'ve watched them once (in ANY playthrough), you can skip them after a certain duration has played - I think it\'s about 5% of the cutscene or some percentage like that. A weird system, but it guarantees that someone who hasn\'t played the game and is watching KNOWS you skipped a cutscene. \n\nNext, move purchases. I don\'t need to buy every move in the game, and besides, that takes too much fighting to accomplish. The fireball moves are the single most important move for Liu Kang to pick up in a speedrun. The combo moves simply allow for faster damage dealing, and the extra uppercut is best used for large bosses (Goro and Kintaro come to mind). I considered the bicycle kick (after several people advised it), but I could never get the move to work consistently enough, even by my standards (which, when it comes to doing moves consistently, are pretty low), so I removed it from consideration. \n\nFinally, segment-by-segment commentary (I recommend watching the run as you read it or reading it after watching): \n\nSegment 1: \n-Throwing enemies into the fire is, to my knowledge, the single fastest way to deal with them. And since I have no need for much experience this early, I take advantage of that fact. \n-Liu Kang\'s flying kick allows for only minor speed boosts, but since I don\'t yet have the Long Jump that\'s the best means of going fast. \n-The fatality meter, to my knowledge, is based on how many hits you inflict, not how much damage. Therefore, I rely on just hitting opponents instead of high-damage moves. \n-Liu Kang has a much easier time aiming his throws into low places than Kung Lao does. \n\nSegment 2: \n-I need that sword to make the first boss go fast - that\'s why I make sure to start the segment with grabbing it. \n-The \'coin\' with the Long Jump ability doesn\'t appear until the cutscene I skipped would have ended normally - I just skip the cutscene on principle. The most time I could have saved by being in the right spot at the right time is probably half a second, so my precision is pretty good. \n-Speaking of precision, it\'s not always easy to make that first required Long Jump on the first try. Or the second (I mean the second jump, but \'on the second try\' also works). \n-I kept the sword because weapons in this game are completely unblockable - although you can\'t block when you have one. A decent tradeoff, as I demonstrate at the final bridge. Probably could have waited during the \'lift\' to cut that second guard one final time in midair to save time, now that I look at it again two months after I completed the run, but oh well. \n-I got a little overzealous trying to skip a cutscene after knocking down the second set of spiked balls, which should explain the pause there. \n-I also was a little imprecise with my jumps over the spiked pit.... at least spiked pits aren\'t lethal like they are in other games. \n-Bit of a brain fart after the first time I had to defend Johnny Cage... cost me maybe one second at most. \n-I grab this health upgrade because it costs very little time and allows me to survive more easily. \n-My secret to Test Your Might is this - I use the index and middle fingers of my right hand for rapidly hitting the buttons, and I use my left hand to hit the shoulder button when the meter is at an adequate level. \n-I hit that Tarkata near the last wheel so that he wouldn\'t get in my way when I went for it. \n-Looking back on this now, that was VERY bad timing to buy a move. I should have waited until I had plenty of room. \n\nSegment 3: \n-No, I DON\'T know how that happened at the very start. \n-I\'ve messed up that Long Jump at the Portal several times in the past. \n-Not the optimum way of dealing with the first puzzle in the Monastery, but it was the best I could do. \n-Very funny how I only have to glance the enemy in order to pull off a finishing move. Works for me, actually. \n-The part climbing up here is one demonstration of why Liu Kang is the superior character for a single-player run. From my testing, Kung Lao would have to throw the enemy to remove them fast, whereas Liu Kang can use a much faster flying kick. Or if Liu Kang HAS to throw, he can do it from farther away. \n-That pillar is nearly impossible to jump over without taking damage. This being near the end of the segment, I accept something minor such as this. \n\nSegment 4: \n-Yes, I know I\'m acting cheap against Kitana. It\'s a minor boss fight - what do you expect? \n-In the first phase of the REAL boss fight, only Kitana needs to be struck down - it in fact wastes time if you drop Mileena or Jade\'s health too far. I wind up dropping Mileena\'s health too far because she wouldn\'t stop trying to free Kitana - serves me right for trying to save the girl (even though you HAVE to save Kitana). \n-In the second phase, as soon as I drop the health of either Mileena or Jade to the point where they\'re trapped, I go after the switch near them in order to guarantee a faster health drop. It doesn\'t matter which one you defeat first, because you\'ll have to weaken both of them to execute the Fatality. While we\'re on that subject, every boss has a very specific Fatality you must perform in order to finish them. And unlike the fighting games, you HAVE to finish them with Fatalities. \n-I grab experience here because I feel it is somewhat necessary in order to get good moves later. \n-Again Liu Kang shows his superior skill, for he has an easier time hitting those dark statues. He also has an easier time knocking enemies off of cliffs. \n-Now, supposedly there was a rumor about being able to feed the Living Forest\'s trees in Mortal Kombat 2. While it can\'t be done in that game, it HAS to be done here - plus the first one is a great way to get rid of enemies that MUST be killed to progress. \n-I was actually screwing around with the uppercuts when I inadvertently impaled the third Putrid Corpse enemy on those hanging spikes. \n-Wow, I felt REALLY stupid when that tree grabbed me. That, or really panicky, I don\'t know which. \n-Brothers of Shadow are the second hardest enemy in the game as far as I can tell (the first hardest being Shao Kahn himself), because of their means of attack. A Fatality or Multality is the single best way to deal with them, but it takes luck to hit them all at once with a Multality like I did here. \n-I don\'t want to say the hit detection of the snakes sucks outright, but it\'s pretty bad, as one of them is glad to demonstrate. \n\nSegment 5: \n-I think this is the only time I\'ve gotten every one of those moving statues on the first pass. And I have NEVER been able to do it with Kung Lao - only Liu Kang. I don\'t get it. \n-The Brutality takes too long to build up for common usage, but there is one place I really NEED it. I\'ll get to that later. \n-The giant serpent is the most aggravating miniboss the game has to offer a speedrunner - I would dare say this is more aggravating (though not as difficult once you know the pattern) than Shao Kahn. See, one mistake and you have to climb back up and lose lots of time. \n-I buy the next part of the fireball sequence, as well as a combination move, here. Watch as I immediately put the combo move to use. I use it some more later, but for now the combo and my fighting skills prevent Reptile from ever using his hated \'scattering forceballs\' attack (he will only use it in the first half of the fight). However, he gets plenty of revenge in the second half before I finally put him down. \n-Considering the look of the walls that you can climb, why does it take this long to be able to do it? \n-Yep, you can jump up the walls like this. \n-Normally I would continue onward rather than saving here, but the next part is absolute hell, and I don\'t want to have to deal with that giant serpent again. \n\nSegment 6: \n-This is the one segment I absolutely HATED doing. It is also the segment that prevented me from doing a Kung Lao run. \n-I take this route through the Soul Tombs because, to use a strategy that was suggested by KillerMiller, I need to build up a Brutality before I reach the Hellbeast. This is the easiest way for me to do it. \n-The Tarkata are the only enemies I know of in this game that work this well in groups. \n-I would almost classify the incident where I supposedly misjump and land in the spikes an instance of \'takes damage to save time\' - the problem is that it was not intended. \n-The second part of the fan room makes me think the people at Midway are sick and twisted beyond belief. \n-I hate jumping sections that are partially in 3D rather than fully 3D or 2D rendered in 3D. \n-What the heck did the guys near the statue with the sword DO to deserve being used as door weights? \n-The sword can\'t damage the containment part of the Soul Tombs, which is why I ditch it so fast after cutting down the weights. Speaking of that room, I\'d like to point out there is a certain amount of \'tunnel vision\' required in a speedrun, where you act like anything except what you need to destroy doesn\'t exist. I think I demonstrate this quite nicely. \n-I\'m not the kind of person to split an area in half unless it\'s really necessary, so I hold off on saving. \n-The outside area is probably the most difficult \'Test Your Might\' portion in the game, because you not only need good button-mashing skills, you have to know WHEN to pull the lever. This is why I wait to initiate the \'Test Your Might\' sequences. Getting all three in the first try the way I did is rare. By the way, why do those gates only stay down when someone\'s smashed under them? \n-Any of you who has had trouble with the Hellbeast before should watch as I obliterate him in less than 10 seconds with the fire attack from the Brutality. That\'s the high point of the segment, as demonstrated when returning as I get hit by fire TWICE. I don\'t want to fight the Hellbeast again, so I save it as soon as I can. \n\nSegment 7: \n-Normally, most bosses counter after about five hits. However, if you time your moves properly, you can prevent counterattacks and keep them pinned until an event hits. \n-I make it easier on myself by getting rid of the two flaming monks right away. You can only do this with projectiles, so Liu Kang has more leeway here. \n-Speaking of projectiles, Liu Kang has a big advantage in the third part of this fight since he can throw more than one at a time (with the right moves). \n-Is Baraka\'s skull really that hollow? And if it is, how did he ever manage to become a leader of the Tarkata? \n-There is no better time to return and get that Wall Run move than now - getting it earlier is a waste of time to my knowledge. The Wall Run and Wall Jump have limited use, which is a good thing for me, because I didn\'t buy this game to act like the Prince of Persia (see those runs for more details on what I mean) - I bought it for the fighting. \n-I officially buy the last of the fireball sequence here, in order to make future fights easier. \n-I cannot stand fighting the Elemental Knights. Let\'s just leave it at that. \n-In retrospect, I probably should have gone for that Life Upgrade - it was not that far out of the way and might have made the last few fights much easier. \n\nSegment 8: \n-Sub-Zero\'s killed me a number of times before, which is why I start the segment with him. This is the closest I\'ve come to total ownage of any boss, as far as I can tell. By the way, the cutscene I skip here shows where versions of Sub-Zero from Mortal Kombat 3 onward got that scar of his, but judging from what is seen of the cutscene, I don\'t think it takes much imagination. \n-One of my worse handlings of the grinder room, in my opinion. Also further proof that Midway\'s developers are sick and twisted. \n-Kicking those two mercs into the pit right away saves me some serious hassle when Sub-Zero goes to freeze the wall. \n\nSegment 9: \n-Goro is the least bothersome of the oversized bosses in this game. However, I wished I had built up enough experience to get a second uppercut here - it might have sped things up. I generally think Goro is EASIER to fight when he breaks out the oversized pillar, but I got a little too reckless here and lost a lot of health. \n-Dammit Cage, quit killstealing! That was MY victory! \n-By the way, I\'m pretty sure that was a kick all the way THROUGH Goro\'s waist. If it\'s not, well, that\'s a pretty evil way to get killed. \n-The Dead Pool is where I\'m regretting that lost health. \n-I save at the start of the Netherrealm because Scorpion is the longest individual boss battle in the game. \n\nSegment 10: \n-Once again I demonstrate the ability to prevent bosses from countering after five or so hits. \n-Does the Netherrealm have a band or orchestra at all? Because I think Scorpion would be an excellent conductor. Just watch him. \n-The spear is built into Scorpion\'s hand, in case you didn\'t know. This is why it\'s so easy for him to reel in enemies that are speared. Similarly, that\'s also why it\'s so easy to pull him in like this. \n-I don\'t even give Scorpion time to put his mask back on after a botched fire breath attempt. Although I kinda see why he wears one... \n-This is what I was saying about Scorpion being a long boss battle. He just won\'t give up. His spear is the most worrisome part of the second fight. By the way, I think the second Fatality input for Scorpion is simply the first with every direction reversed. \n-To my knowledge, that \'thumbs up\' is a Terminator reference. \n-I take care of this wheel before saving so I don\'t have to backtrack later. \n\nSegment 11: \n-I absolutely hate the room with the Hellbeast. At least you don\'t have to fight him. \n-Like how I crushed one guy between the mallets? That gets you a secret, but I\'ve already gotten that secret before. \n-All this trouble for an axe? Doesn\'t Outworld have any decent armories or anything? \n-I don\'t want to backtrack, so I save the second wheel for after I get the axe. \n-That break-apart method doesn\'t make much sense considering where I smacked the crystal, but oh well. \n-Great timing on the Multality, isn\'t it? That\'s the last one you\'ll see for this run. \n\nSegment 12: \n-This segment is all boss fights. I would have gone for Kano here to get a better life boost in the middle of the battle, but it proved to be a time-waster. \n-That slowdown in the Shang Tsung fight seems to be a bug in the game\'s code, as I\'m not the only one who\'s experienced it. By the way, it\'s one of the better fights I\'ve had against him. \n-My unorthodox strategy against Kintaro is necessary to conserve health - I need sufficient health to beat Shao Kahn, but I still need to beat him fast since this is a speedrun. Abusing the rolling technique is the result for the first half, but then I discovered that Kintaro\'s counterattack, if he does it at the right moment, actually hurts him pretty badly. Since I had a lot of health, I decided that would finish him quickly. \n-If you wonder why I jump so much against Shao Kahn, it\'s because he\'ll try to attack you in midair if you try to jump at all. I can abuse this to get him away from me, since I\'m too far down for him to strike. \n-I think it was Tetsuo9999 who convinced me that Kintaro\'s head was indeed the fastest means of dealing damage against Shao Kahn. The problem is hitting him with it - the hitbox for knocking Shao Kahn off his feet (or just hitting him half the time) is annoyingly small beyond reason. There\'s some evidence of it in the first half of the fight, but it\'s clearer in the second half. \n-I stay very far away because Shao Kahn\'s attacks hurt horribly. This is especially true for the hammer swing attack - if I get hit by any part of that I may as well restart because I\'ve lost too much health to continue the fight. \n-See that guy with the pale skin at the end of the final cutscene? That is Quan Chi (who also shows up in MK Mythologies and a few others), and let\'s just say he\'s not a good guy. \n\nWell, that\'s about all from me. Enjoy the run.','2005-10-26',0,6217000,11,'MortalKombatSM_14337',12,13,0,NULL),(0,841,NULL,255,'Time listed comes from the final save point and adding time for gameplay of the final segment. (Future runs will be timed differently).','General notes \nIn all parts there are small mistakes here and there. \nSuch as; when jumping from certain heights you won\'t have to stop for landing if you attack while falling; forgetting what direction to go so you see me go the wrong direction for a moment sometimes; I don\'t like the jumping - it tends to go unlike you expected causing to miss your jumps sometimes; I don\'t like the camera - it follows too slow, it\'s just bad overall; I go by the convos slowly so people can read them, don\'t know if its included in the game\'s total time, but I don\'t think it\'s a very big deal anyway; ladders - you can jump up on them + you can pull yourself up at the very end, although that doesn\'t always work which then will cost several seconds. and due to the camera it can happen that while you\'re jumping a ladder you miss and fall back down to start going up over again; killing some enemies where it\'s not necessairy; getting hit where I could have avoided it; you can use the flute (once you got it) to go to places you\'ve been before - which can save alot of time in travelling, but I don\'t know if using the flute (you\'ll be flown to the place by a dragon) is included in the game\'s time, but I could still have probably used it to my advantage in a few places more than I did; switching a character where I shouldn\'t have; using magical powers - must stand still or it denies; not picking up several 5-Ryo coins to save several seconds later on; accidently switching items/weapons instead of using the item I had in the first place. \n\nPart 1 \nDidn\'t need to get the Map of Japan. \nMissing a jump thus fell in the water, embarrassing 13 seconds. \nFlying carpets - I\'ve had the key after destroying only 2 of them once instead of 5, costs a few seconds, nothing much. \nMaybe it would have been faster if I got that fortune doll behind the \"blocking hand\" right after I beat The King Robot Congo instead of getting it later on. \n\nPart 2 \nI should have picked up the fortune doll on Musashi later on, 20 seconds. \nWartime Kabuki Robot Kashiwagi - I didn\'t remember Impact could do the \"Lasermouth\", so I didn\'t use it, overall, I\'ve beat him about 2:30 (2,5 minutes) faster on later tries. \n\nPart 3 \nFish Catching - lost some on the 3rd blue fish, 2nd yellow fish, 5th & 8th red fish. \nIn the shrine - I fall down all the way to the ground level after getting the top fortune doll, but perhaps you can fall closer to the other fortune doll in there saving possibly 10 seconds. \n\nPart 4 \nGot hit and fell in the water on my way to the 1st fortune doll, 7 seconds. \nThe Gold Fortune Doll is quite difficult to get, you need to walk over a thin rope for it. 25 seconds. \nFirst room with ghosts - I accidently picked up Mr. Arrow. \nIn one of the rooms with ghosts I took a picture but I didn\'t need to do so. \nI did the room with the last key pretty badly. \n\nPart 5 \nI could have done the first fortune doll later on to save a few seconds. \nI forgot about one of both fortune doll in Aki - Nagato, so I got it later on, would probably have been faster if I had gotten it first time getting there, since I also get the other fortune doll then. \nI went back in a door I didn\'t need to go in, costing a few seconds. \nThe stairs to get back out.. when I climb it with Goemon, it wouldn\'t let me jump up thus I fell several times, very annoying and quite embarrassing. \nI could have gotten the Surprise Pack later on, with Sasuke\'s jumping power, it would have been faster, probably about 30 seconds. \nIn the part where you go to the top using the fishes, I missed on of the first jumps and fell in the water, 20 seconds. \nThanks to the camera I had to wait another go before jumping on one of the fishes, 8 seconds. \nThe Ghost Robot Tsurami - In his 3rd fase, I missed hitting the red plates once, about 30 seconds. \n\nPart 6 \nI think I took a bit of a longer path to go to the gym for Goemon\'s magic power and on the way back aswell. \nI could have gotten 120 Ryo first time I get into the Castle, probably would have saved some time. \nMissed a jump twice. \n\nPart 7 \nOn my way to Mokubei for the 2nd time, I use the dragon to go to Oedo Town, to realise later on that I could have gone to Kai\'s Coffee Shop instead, saving almost a full minute. Shame on me, shame! \nAnother embarassing mistake: I miss a jump when climbing the mountain on my way to Mokubei. 20 seconds. \nIn the room with the floating platforms I wanted to jump on one but it just didn\'t perform the jump, so I fall in the water and get back up to fall in the water again not much later. 20 seconds of suffering. \nThe Charming Mermaid Thaisamba 2 - overall, I\'ve beat him about 1:30 (1,5 minutes) faster on later tries. \n\nPart 8 \nThe fortune doll on Kii - Awaji Island, it took me some time to find out where to jump again. \nFound out that the flute doesn\'t work when you\'re swimming, so I decided to kill some enemies for Ryo. \nMight have saved upto 45 seconds if I just had picked up enough Ryo earlier. \nVery embarrassing - after getting the last Miracle Item, I went the wrong way, to make it worse - I accidently started talking to someone whom\'s convo I couldn\'t cancel. Then for some reason I lied down. \nAbout 20-30 seconds lost, depending on if convos take up off your game time. \nAnother very annoying time costing one - The very next fortune doll that I get with Sasuke\'s jump power, going back down, the camera stays looking from above, so the ground from above is in sight and I can\'t see where I\'m going, costing me a good 30 seconds. \nLast fortune doll before going to outer space - I went back in the water and changed to a mermaid but I didn\'t have to, 11 seconds. \n\nPart 9 \nIn the room with the first Gold Key I could surely have gone faster using Sasuke\'s flying power. \nOn the way back I could probably have jumped somewhere to get to the door faster. \nIn the room that you open with the first Gold Key, I fell off once, several seconds. \nsame room, flying went wrong once, about 6 seconds. \nannoying rose-throwing dudes, not that easy to avoid and if hit it\'s pretty nasty... I got hit 4 times by these. \n\nThe Final 2 Bosses: \nThe Great Peach Mountain Battleship Balberra - I\'ve always found this one annoying, so I surely could have saved time here, since I never beat this one too well. \nThe Fairy of Love and Dreams D\'Etoile - I\'ve beaten this one at least 40 seconds faster on later tries.','2004-08-09',0,13560000,12,'MysticalNinja-Goemon_346',9,9,0,NULL),(0,842,NULL,255,'','I could go into deep detail about all of the fights, but I shall not due to it being some time since I ran it and I have forgotten if I wrote any comments back then. A perfect run of this could possibly be less than 10 minutes including cutscenes, but I am not that perfect. Missing with the chain pipe can cost some seconds. [ul][li]Wartime Kabuki Robot: Kashiwagi (1:41) \n\nAt the time of recording, this fight had become completely natural to me. Since this fight goes along a specific pattern most of the times it will not be difficult to pull off, as long as the boss does not do something unexpected. \n\n[li]The Charming Mermaid: Thaisamba 2 (1:56) \n\nThis fight also follows a pattern most of the times. I miss a kick before her going underwater, but that doesn\'t cost any time since then I would have been unable to kick her right before her going underwater anyway. I miss the chain pipe twice at the end, too. \n\n[li]The Great Peach Mountain Battleship: Balberra (2:04) \n\nThis fight goes almost flawless. Getting the Laser Mouth to connect is quite difficult and missing it means a restart of the run, basically. There is probably time to shave off by exactly calculating how much ammo that must be collected from destroying shots, too. Do notice that I have a margin of one shot when firing the final Laser Mouth. Two less hits and I would have failed to destroy it. \n\n[li]The Fairy of Love and Dreams: D\'Etoile (1:47) \n\nThis fight is the worst of them, but I still did better than Wouter and I got under my target time, so... I start with a spectacular chain pipe miss, but this boss likes moving around and using his shield so a couple of misses is to be expected, more-or-less. Some shots that appear to be misses are also blocked without him using shield due to the temporary invincibility these bosses have when performing certain moves. I also fail at using the Super Punch at one point, but I do not think I lost any time due to it. He does try and start one of his super meteor attack, but I intercept that with a Laser Mouth. And a short while later he delivers himself to me for the final blow. \n\nI did fairly good I think. When adding the time fought it ends at about 7:28. I have 160 Oil and 58 Ryo when the fight ends. And as I said there is time for improvement if anyone feels like it. I did this run mostly to test my DVD Recorder, anyway. It should work for longer runs, hopefully.[/ul]','2006-05-19',0,620000,11,'MysticalNinja-Goemon_CFLB_1020',1,9,0,NULL),(0,843,NULL,257,'','I\'ve now completed speedruns of the three Ninja Gaiden games for the NES. From a speedrunning perspective and from a non-speedrunning perspective, I think that Ninja Gaiden III is the hardest and Ninja Gaiden II is the easiest. \n\nI spent about five weeks practicing Ninja Gaiden before, one day, I decided to start recording. Luckily, after about 30 minutes of recording, I had this run. This was a great relief to me because I thought that I might have to spend six to eight grueling hours recording, like I did for my second Ninja Gaiden III run. [ul][li]Stage 1-1 \n\nWhen I first started speedrunning stage 1-1, I couldn\'t get 119, which is the time that LigerOfFortune and tmont got in their runs. I kept getting a slower time of 118, which was frustrating. Eventually, I learned that there are three things that I have to do to achieve 119. \n\nFirst, I have to kill the second enemy almost without stopping. \n\nSecond, I discovered that I can jump from wall to wall (like at 140) without letting go of the A button, which is faster. \n\nThird, when I do the enemy boost at 134, the enemy has to be close to the wall so that I bounce off the enemy, grab the wall, and then jump off the wall all in a split second. Jump-slashing the enemy (instead of just jumping over him) at 136 seemed to position the next enemy closer to the wall. \n\nThis may seem like too much information about how I managed to go from getting 118 to matching Liger\'s and tmont\'s 119, but heeding these types of nuances is what competitive speedrunning is all about. Thanks to spook for giving me tips about stage 1-1. \n\n[li]Stage 2-2 \n\nAt 125, my ninja intuition served me well. I jumped at the right instant so that the bat boosted me forward instead of backward. \n\n[li]Stage 2-3 \n\nI used only one jump-and-slash against the sickle-wielding giant. I think using two jump-and-slashes takes half a second longer. \n\n[li]Stage 3-1 \n\nThe beginning of this stage includes the biggest boner mistake of the entire run; I ran directly into two enemies who easily should have been killed. I usually get a time of 130 on this stage, but the mistake at the beginning caused me to get 127. \n\n[li]Stage 3-2 \n\nI missed the enemy boost at 126, which caused me to get hit twice: once by the eagle and once by a projectile. \n\n[li]Stage 4-1 \n\nAt 134, I used a bat boost. At 128, there is another bat boost that the TAS creator used, but in order to perform the same boost on a console, you need perfect timing, and the small amount of time saved isn\'t worth the risk. \n\n[li]Stage 4-3 \n\nI saw a really nice damage boost in the TAS and found that the same boost was easy to do on a console. At 120, I used the projectiles to boost myself onto the ladder. This boost saved a few seconds and also allowed me to avoid the axe thrower. \n\nI used another helpful enemy boost at 114. \n\n[li]Stage 5-2 \n\nTo get through the tricky spot at 117, instead of jumping from wall to wall, I decided to use the flip-through-the-wall maneuver, but I messed up. Usually, I use the jump-and-slash as I flip through the wall so that I kill the bird. But I froze on the wall, so I had to do a little improvisation to get through that spot without the bird or the bat knocking me off the ledge. \n\n[li]Stage 5-3 \n\nThe spot at 133 may not look too threatening, but that orange-clad buffoon is a run killer. He throws his weapons randomly, and during practice runs, he would often knock me off the ledge and to my death. Luckily, during this run, I was already clinging to the ladder when he hit me with one of his weapons. \n\n[li]Stage 6-2 \n\nI can\'t believe I missed the ladder at 119. Ryu\'s ninja chi must have become unbalanced for a second. I missed this ladder only once during practice runs. \n\nAt 98, there is an enemy boost that is used in the TAS, but the boost is extremely difficult to execute consistently on a console. I was considering trying the boost during this run, but the booming voice of Ken Hayabusa echoed inside my head: \'No! The boost will be the death of you.\' This sage advice could not be ignored; I skipped the boost. \n\n[li]Stage 6-4 \n\nThe fight against Jaquio can make or break a run, so Ryu summoned all of his inner-dragon strength and deftly dispatched this infamous villain. \n\n[li]Stage 6-5 \n\nMy fight against this boss wasn\'t so great. The boss\'s ejaculatory goo-balls hit Ryu twice and covered him in a pungent excretion, but the stalwart ninja continued to fight valiantly. I delivered the deathblow to this boss at 131, but my best is 136.[/ul] \n\nAfter the final battle, Ryu climbs atop his defeated foe. What you don\'t get to see is the flying downward thrust that Ryu executes after the screen fades to black.','2007-11-19',0,788000,11,'NinjaGaiden_1308',1,8,0,NULL),(0,844,NULL,257,'','Shadow Warriors is the european version of Ninja Gaiden. This version differs slightly from Ninja Gaiden in that Ryu can jump a bit longer. It also has slower \"loading\" between levels and slower count-down after boss fights than the american version, so 13.51 is a very fast time. I think the european version is just as pacey as the american version in the fighting-sequences. \n\nThis version also seems somewhat easier than Ninja Gaiden as e.g. some enemies don\'t catch up with Ryu as they\'re running slower compared to him. Some enemies even gets scrolled out by that fact, like in 4-2 and 5-3 methinks. \n\nShadow Warriors (Ninja Gaiden) is my second favorite NES-title. This game has the word fun written all over it! What\'s better than playing as a ninja slashing up a throng of evil enemies in a pacey platform-sidescroller with great controls and pumping music? Definitely not much IMHO, it\'s a brilliant old-scool gaming-concept! \n\nThis run is quite optimal for me. I do my fastest ever fight with both Jaquio and the 6-5 boss. This game suits my gaming-skills very well. Enjoy! \n\nThanks to Tommy Montgomery\'s speedrun from which I learned a lot! \n\nAlso thanks to Josh Styger for giving me hints about that superb technique being possible for use on the final boss, making it possible to hit it with a maximum of six slashes. \n\nI will guide you through each stage, and tell how much of an improvement I think is possible at each stage: [ul][li]1-1: I believe it\'s more difficult on this version to land between the first and the second enemy at the beginning because of the longer jumping and slightly different curve. I therefore take a hit falling to the right. Possible improvement 0,2 second. \n\n[li]1-2: Rather perfect of course. The curve of a jump is slightly different from the american version. \n\n[li]2-1: Rather perfect. Possible improvement 0,2 second. \n\n[li]2-2: Happy with this! Possible improvement 0,2 second. \n\n[li]2-3 Rather perfect. \n\n[li]3-1 Ok. I have to stop a bit, not to be hit by the random projectile, but I should probably have given him a jump-attack, so my fault. Possible improvement 0,5 second. \n\n[li]3-2 I play this one safe. There are a few jumps possible that I don\'t try, because I have a big history of resets on this stage (and 2-2). Possible improvement 2,2 seconds. \n\n[li]3-3 Not perfect. Possible improvement 0,4 second. \n\n[li]4-1 Rather perfect. Possible improvement 0,2 second. \n\n[li]4-2 Very easy stage on the PAL-version. See start of stage as I manipulate the bat to come in high-flying. Possible improvement 0,3 second. \n\n[li]4-3 Ok. Possible improvement 1,5 seconds, maybe more. \n\n[li]4-4 Rather perfect. Possible improvement 0,1 second. \n\n[li]5-1 One of my weaker stages in this run. Possible improvement 2,2 seconds. \n\n[li]5-2 I\'m happy with this stage. Possible improvement 0,9 second. \n\n[li]5-3 I\'m happy with this stage. I find this stage rather easy on the european version. Possible improvement 1 second. \n\n[li]5-4 Rather perfect. \n\n[li]6-1 I\'m happy with this stage. Possible improvement 0,5 second. \n\n[li]6-2 Very happy with this! Possible improvement 1,3 seconds. \n\n[li]6-3 Good run-out. Possible improvement 1,4 seconds. \n\n[li]6-4 (1) Rather perfect \n\n[li]6-4 (2) My best fight with Jaquio ever! Possible improvement 7 seconds? \n\n[li]6-5 Never been so lucky with the randomness of the demon before! Possible improvement 6 seconds?[/ul] \n\nTotal possible improvement: around 26-27 seconds,maybe more, maybe less.','2007-08-18',0,828000,11,'ShadowWarriors_1348',1,8,0,NULL),(0,845,NULL,258,'','This run is 35 seconds faster than my original run. This new run is much smoother; I made only a few mistakes. \n\nI saved a couple of seconds on 3-2 by skipping the first scroll. I obtained the second scroll instead, which I didn\'t have to slow down for. Thanks go to Scumtron for giving me this tip. \n\nI nailed the boss fight in 3-3 this time. \n\nIn my original run, I got hit by the boss in 4-3. In this new run, I got lucky and killed the boss without getting hit. \n\nI improved my time on 5-2, my favorite stage, by seven seconds. \n\nI improved my time on 7-2 by four seconds. \n\nI nailed the boss fight in 7-3 and improved my time by three seconds. \n\nFor the boss fight in 7-5, I used a new strategy, which saved five seconds. \n\nThe biggest mistakes occurred in 2-1 and 6-2. In 2-1, I missed the orb that contains the second shadow ninja, so I had to turn around to get it. In the beginning of 6-2, I got hit unintentionally two times. \n\nIf anyone is interested, here are the comments from my original run: \n\nNinja Gaiden II is one of my favorite NES games, and because of the shadow ninjas, it\'s definitely my favorite game from the NES\'s Ninja Gaiden trilogy. \n\nFiguring out which items to get and which items to pass by was quite a task. Each scroll (according to the instruction manual, these are officially called Scrolls of the Spirit of the Dragon) increases Ryu\'s maximum limit of ninja power by 10, so getting each scroll was necessary because using subweapons against the bosses saves a significant amount of time. \n\nLevel 5-2 is probably my favorite level because Ryu can slide on the ice while attacking. That way, you don\'t have to stop at all to swing your sword or use a subweapon. I didn\'t realize that the boss in 5-3 is immediately vulnerable until after I had already submitted my run to SDA. If I were to redo the run, I would start hurling fire immediately upon entering the boss\'s room. \n\nI can usually kill Jaquio, the boss in 7-3, a few seconds faster. \n\nThis run could definitely be improved. I got hit a few times when I didn\'t intend to (which usually costs a second), and a few of the boss fights could be done a bit faster. Also, there might be a few places that I don\'t know about where you could use an enemy boost or flip through a wall to save time. I may try to improve this run someday, especially if someone obsoletes my run by besting my time.','2007-04-09',0,729000,11,'NinjaGaiden2_1209',1,8,0,NULL),(0,846,NULL,259,'','Ninja Gaiden III speedrun history [ol][li]16:08 by Frezy_man (March 15, 2007) [li]15:09 by vgmrsepitome (May 18, 2007) [li]14:38 by LigerOfFortune (August 7, 2007) [li]14:27 by vgmrsepitome (August 27, 2007)[/ol] \n\nFor this run, one of the most significant improvements occurs in stage 3-1A. I skip the max-ninpo power-up; doing so allows me to reach the two diagonally moving platforms soon enough that I don\'t have to wait for them. Using this strategy saves about five seconds. \n\nIn stage 5-2B, I make a somewhat glaring mistake. I accidentally grab the wall and shoot some dragon balls. I make a decent recovery, though. One of the standing guns actually vanishes because of the mistake. \n\nIn stage 6-1A, I use a risky maneuver that saves a second. At the point when the onscreen timer reads 244, I let the flying brown machine hit me so that I can use the temporary invincibility to jump through the two henchmen who are patrolling the brown ledge. That way, I end up running across the top of the ledge instead of slowly monkey-barring along the bottom of the ledge. I call the maneuver risky because if I\'m not precise enough, the flying brown machine will hit me before I have a grip on the ledge, thereby knocking me into the abyss. \n\nI do something slightly different during the boss fight in stage 6-3A. Instead of using the wave blades just to destroy the falling objects, I use the wave blades to damage the boss also. \n\nI think I spent somewhere between six and eight hours recording (not in one sitting) before I finally achieved this 14:27 run. Who knows how many hours I spent practicing.','2007-08-27',0,867000,11,'NinjaGaiden3_1427',1,8,0,NULL),(0,847,NULL,260,'','Credits: First off, thanks to the SDA crew for accepting this run and having such an amazing library of speed runs available. I also want to acknowledge the contributions of two other players, Kyoiori and Edge from [a http://www.iberiansninjagaiden.com/]www.iberiansninjagaiden.com[/a]. Kyoiori\'s amazing speed run on Master Ninja served not only to inspire me to run this game, but also provided me with a plethora of excellent time saving tricks. Edge\'s as of now unfinished run on normal helped motivate me to keep shaving time off. This run would be nowhere near as good as it is without their contributions. Anyway, onto level comments. [ul][li]Chapter1 - 3:09: I consider this to be a pretty solid effort. Nothing went totally perfect, the two fights before Murai could\'ve been a couple of seconds faster, and the Murai fight could\'ve been 3-5 seconds faster as well. But the randomness of these encounters makes it difficult to do everything perfectly. Nonetheless, I think a 2:59 is probably possible. \n\n[li]Chapter 2- 3:53: This time is not very good to be honest. I ran most of the level fine, but I could\'ve been ten seconds faster on the horseman fight if I\'d been more accurate with the arrows. Plus there are definitely some ugly moments. The final boss fight with the red samurai is particularly tricky to do well since the mages tend to appear at exactly the wrong time. At the time, this run was around 25 seconds faster than my previous best, and I thought it would be tough to beat. But I\'ve actually gotten a 3:42 here since I finished the run. \n\n[li]Chapter 3- 6:26: Again this could be better. But these early levels are pretty difficult to do perfectly because there are lots of little fights that can\'t be skipped and the randomness of them is tough to overcome. My fight against dynamo went pretty well though. On one of my single segment run attempts I actually got a 6:19. I think even more time could come off as well. \n\n[li]Chapter 4- 2:52: I\'m very pleased with this time. The only two difficult moments are the two encounters that can\'t be skipped. The first one went the way I always want it to, but the second one outside of the tower was a little bit lucky since I got hit, but still managed to get a nice time. In many fights you\'ll notice that it\'s definitely quicker to avoid using Uts and instead focus on standard attacks or the sword\'s ET since it can kill 3 or 4 enemies nearly instantly with a little luck. The rest of the level is more about not losing time rather than gaining it. Hard to imagine more than a few seconds coming off of this. \n\n[li]Chapter 5- 4:20: This level is evil. The only level worse than this is Chapter 7. There are three encounters that make this board a royal pain. The first involves the three ninjas by the key of pelagus. On a perfect run, which almost never happens, I can get all three of them to run into my fireball by leading them around the corner. But in this run, I only got two and had to finish the last one off with the sword. Then the two fights at the end are completely lucktackular. Getting the dinosaur thing to roll into me while ninpoing the other is not as easy as it may look. Basically, anytime I failed to hit two of them with one fireball meant that I had to restart. The Hydra boss is worse, since it can be difficult to quickly knock off his two tentacles. I think 4:10 or less is possible, but it\'s not worth the trouble. \n\n[li]Chapter 6- 10:29: This time is pretty quick I must say. I could\'ve been even quicker if I had managed to get the armlet of potency. In fact, I originally planned to, but on chapter 5, I missed one of the scarabs on a pretty quick run, and then saved over the level file on top of that, which forced me to redo chapter 4 and 5. I decided to skip the scarabs and concentrate on pure speed for those levels, which definitely hurt the boss fight here. I\'m happy with this chapter because each fight went pretty well, though the fight in the room with the safe could\'ve been ten seconds faster. With the armlet of potency, I could\'ve knocked at least ten seconds off the boss fight, and surely another ten seconds could be found throughout the level. So a sub ten minute time is probably possible, it would just be amazingly hard to do. \n\n[li]Chapter 7- 5:45: I hate Alma. But I hate the red eye room, the archers at the bottom of the ramp, and those stupid ninjas in the monk room even more. The red eye room requires dead on timing in order to make it to the top where the archers are. You have to jump at the very top of the wall run in order to make it, and even if you do, there\'s a significant chance that the other archer will hit you with an arrow and knock you back down. Incendiary shuriken conservation started to become an issue here as well. I knew I needed at least 6 to get through chapter 8, so I couldn\'t be as aggressive with the archers as I wanted to be. The hydra is a pain for the same reason as chapter 5, though this time I at least had the Gleaming Blade technique, which devours health from just about everything in the game. The ninjas were also very luck dependent. Some runs I\'d hit all three, but usually only one or two. Alma is just the spoiled icing on a very rotten cake though. No matter how good anyone is at dodging her attacks, there are some runs where it is simply impossible to connect with anything. 5:45 took me at least ten hours to get, and that\'s a conservative estimate. There is a not a single level on this game that I had to put more time and effort into. Nonetheless, about ten seconds could come off, assuming one was perfect in the two colored chambers and the ninjas, archers, hydra and alma all chose to cooperate on the same run. \n\n[li]Chapter 8- 3:53: This time is bangin. The stupid soldiers make life hell in the beginning, but the strategy I used there is pretty consistent. The next fight that I do requires lots of luck though. As I blindly run up the alley towards the three guys, I throw two shurikens. On a really lucky run, the shurikens would actually miss all three guys and hit the back wall, allowing me to skip the fight altogether. The scenario that happened in the video was the second best outcome, and it looks pretty wicked to boot. There were a few minor mistakes at the end, but not much time could come off this level without skipping scarabs. \n\n[li]Chapter 9- 7:03!!: My best time. If you\'ve read this far but only want to watch one chapter from my run, this is probably the one. I do just about everything very well, but of course, the trick in the warehouse is probably the highlight of this level. It\'s a very tricky maneuver to pull off. But you just need to build up a good amount of momentum and get the angle of the jump right. With practice I was up to about a 70% success rate on the first try with it. The tank fight was almost perfect, except for that hit of course. The helicopter went down nicely, and while I could\'ve been marginally faster taking out the radio tower, it\'s really nothing worth worrying about. Honestly, I can\'t imagine much time coming off of this, but I guess it could go under 7 minutes at least. \n\n[li]Chapter 10- 10:10: I have no idea why, but for some reason it takes a really ridiculously long time for the imps to bust out of the sewer at the start of this level. No idea why Team Ninja left it like that since all other difficulties have much quicker spawn times for them. Regardless it\'s pretty anticlimactic the way they emerge, considering I run straight past them anyway. This level is nowhere near as fast as it theoretically could be. This is not because I did badly here, but rather because this is the level where I have no choice but to sacrifice a bunch of time in order to prepare myself for chapter 11. I go a little bit out of my way to get an extra ninpo slot, and I had to raise enough essence to afford all the stuff that I needed for the rest of the game. I do this by making sure that I use an ET (the charged up attack for those unfamiliar) to kill each worm, since they give off a huge sum of money when killed with that attack. Each fight went pretty smoothly, and the only real nerve racking part was at the end when I do that weird little jump to avoid having to run all the way around the room to get the sword in the stone. I waste about 30 seconds upgrading my health, which is completely necessary for chapter 11, and I had some other nasty mistakes that I let slide. I think a time in the 9:30s should be possible, but it would require more time to be added on to some of the other chapters. \n\n[li]Chapter 11- 7:35: Pretty much perfect. Skipping the oxygen tank probably looks harder than it is. While I did use up all of my Great spirit elixirs, it doesn\'t really matter since there are 4 of them in chests during the first half of chapter 12. The flails work wonders on Doku. Some time could come off, but not a whole lot. \n\n[li]Chapter 12- 8:54: Nice time, but sort of an ugly run. Kyoiori is a fricken genius for figuring out a super fast way of getting out of the first room without adjusting any of the platforms. The trick is pretty easy to pull off as well. The rest of the run was kinda erratic. I had some problems getting through the lava sections, but my boss fights went pretty well. I think 15 seconds could come off of this, but it would be a huge pain to try and do. \n\n[li]Chapter 13- 8:00: This time is garbage. Garbage. That might be a little harsh, but I really just sort of gave up on getting a really good time. One, I should\'ve saved at the first save point after I left the dragon room, but I didn\'t for no real reason. Then there\'s the Alma fight. Alma 1 is bad enough, but Alma 2 is such a wicked bitch that I can\'t even begin to describe my level of frustration with her. On this run it looked like I was going to completely destroy her, and then she turned the tables and schooled me for a minute. I took this run because I farmed a good amount of essence off of the pill bugs, and managed to kill them faster than I normally do. I was aiming for 7:50 when I started this, and frankly, something in the low 7:40s is probably doable. \n\n[li]Chapter 14- 4:13: Me > ghost fish/spirit doku. This level is definitely a pain, but I handled it pretty well. I think I managed my ninpo nicely, and I had an awesome fight against doku to boot. I think a 4:05 is possible, because I lost a bit of time when I grabbed the second key, but having everything go perfect with the fish while getting as nice of a fight against doku as I had and skipping the final save point seems pretty improbable. \n\n[li]Chapter 15- 12:45: This time is pretty refined. I managed to whittle over two minutes off of my previous best time. While it\'s pretty tricky to do each of the various fights in this level as fast as I did, it is a pretty easy chapter overall. The Dabilharo, the armlet of celerity and of course the ginormous supply of ninpo I had make this level cake. The first two encounters in the core were the hardest for me to get a nice time on. And I always lost a little bit of time with the ghost fish in the stairways. The crucial parts were the Marbus fight as well as the emperor fight. You can easily lose several minutes during these three fights alone. I doubt it\'s possible to go under 12 minutes here, but more time can definitely come off. \n\n[li]Chapter 16- ?? Don\'t know exactly what time I get on this chapter, but after the torture of levels like 5, 7 and 13, it was nice spamming magic and gleaming blades against this pushover of a final boss.[/ul] \n\nOverall I\'m pretty pleased with my final time. It\'s over ten minutes faster than my last normal run, and I doubt that I could personally take more than about 2 minutes off of it without some strategy revisions. Hope you enjoy the run.','2006-10-25',0,6068000,11,'NinjaGaidenBlack_14108',27,20,0,NULL),(0,848,NULL,260,'','I decided to do this run just before I finished my multi segment run. With all the time I put into doing each chapter quickly, the SS run was actually fairly easy to do. It serves as a nice distraction from the semi tedious nature of shaving seconds off of a nearly perfected segmented run. I took several attempts at completing this. This was my best completion time, but I know it could be faster. When I first recorded a multi segment run for submission to SDA, my time was 1:53:29. In just under two months I developed enough skill to nearly match that in one sitting. So I\'m very pleased with this run, despite its flaws, and I hope it will be as enjoyable to watch as it was to make.','2006-10-25',0,6905000,11,'NinjaGaidenBlack_SS_15505',1,20,0,NULL),(0,849,NULL,261,'','NOLF2. My second speedrun. Not that hard to run once the route was clear. I did start running it directly after I had completed it the first time so it probably can be improved. I did it segmented due to it being a bit too difficult for me to do single-segment. Although I did split it chapter by chapter it is not individual chapter runs due to me wanting to use the skill system for time-saving purposes. I also do some mistakes and unnecessary stuff out of habit, like crouching when searching bodies and in some cases searching bodies at all. But now onto the segments... \n\nChapter 1: Cate Archer Must Die \n\nFirst level not that hard. Stun first ninja, get katana. Use katana to slash any other ninjas found. Jump past the ninjas coming out at the end of the level. For some reason walking past them makes them discover you, jumping past them is apparently completely silent. \n\nSecond part was the main reason for restarting the first segment. When opening the postboxes I check to see if the package is behind the vending machine, otherwise I had restarted which accounted for 90% of all tries. I fail to take out a ninja and the alarm is sounded which causes some problems but not enough for a retry. I was quite tired of this chapter and really wanted to continue at this time. \n\nChapter 2: Goodbye, Spy \n\nGotta love this one. Go to the house, killing any ninjas encountered. When getting to the house, go directly to the gate and let the alarm go off, failing the primary objective. Then run to the exit. \n\nChapter 3: Project: Omega \n\nWelcome to the most boring part of the game: Russia. Also was a real pain to get through alive. The first chapter is only long and boring so I wont bother commenting it much. I leave the snowmmobile at the entrance to the comms tower due to it being possible to get over the logs when going there, but not when going back. And there are too many guards there so I wont have much use for it anyway. \n\nChapter 4: A spy in H.A.R.M.\'s Way \n\nTonnes of guards, lots of backtracking. I place explosives at the gate and the fuel tank to make the escape faster. Of course both the papers I had to pick up were at the last possible locations I checked. \n\nChapter 5: Night Flight \n\nTonnes of guards again. And if you are too fast to the bridge you will blow up with it. \n\nChapter 6: Diary of a Double Agent \n\nFinally a good mission again. More ninjas to defeat. The first part is helped by the fact that I could scout the otherwise random location of the batteries and then reload. The rest isn\'t that hard. The part where you have to fight a lot of ninjas is timed so you cannot just kill off a lot quickly I think. Fighting Isako is a piece of cake after she has entered the house. \n\nChapter 7: Double Cross \n\nThe first part is just running around back and forth while being chased by police. I pick up a couple bananas in case they would get too close but it turns out I didn\'t have to use them so I use them on a civilian instead. Hehe... \n\nAs for the second part where you have to \"sneak\" into the office, just run. It\'s faster. \n\nGetting the posters is boring since you have to be within a certain distance for the police to put them up and at the same time avoid him. Just takes a lot of time if you know how to do (and some luck when it comes to grabbing a poster guarded by a police). The rest of the level is a piece of cake. \n\nThe final part is also pretty easy, slthough there are a couple of randomly placed items to get. \n\nChapter 8: The Art of Murder \n\nFirst part is easy. I haven\'t figured out the correct way to get past the trap, though, so I just run past it. \n\nSecond part is lots of luck. And one of the few levels where it is better to just run past most enemies rather than stay and kill them. \n\nThird part is hell. One definite armour on the whole level. Protecting Armstrong was most annoying since he really likes to die. \n\nAnd then a cycle chase to end it all! \n\nChapter 9: Ice Station Evil \n\nAn easy level. LOts of running around, but only one enemy. The location of all objects could be scouted here as well. \n\nChapter 10: The Curse of Kali \n\nAnother annoying mission. Mostly due to the fact that all fires require 2 buckets of water to put them out. Which means lots of running back and forth between a crane and a fire. \n\nChapter 11: The Interlopers \n\nPiece of cake, even with random bomb locations. Also a very backtracking-free level. Opening the gate while waiting for the mimes to arrive takes away a lot of time too. \n\nChapter 12: Undersea \n\nIn the first part I take the long way around to avoid cameras and guards. Then lots of running around to get the manual. And surprisingly enough the recorder is in the first location I check. \n\nChapter 13: Terror in the Deep \n\nThis chapter starts with lots of action. The fastest way to defeat the Mime King is to stand where I stand where you can see all four hatches and which one the Mime King is going for. Also his minions are to be ignored and hope that they aim badly. After that it\'s just to take the left corridor and run like hell to get out. \n\nChapter 14: Endgame \n\nLots of guards, but not that hard really. Volkov is pathetic. Isako is a harder opponent, but still not that difficult. \n\nChapter 15: Preemptive Strike \n\nTonnes of guards and some super soldiers, but still not that difficult. Ammo is not a problem to find, but you still have to be a bit careful with it. And missing an ASSS shot is not an option. Final boss is pathetically easy when using explosive shells.','2006-01-14',0,5970000,11,'NOLF2_13930',15,11,0,NULL),(0,850,NULL,2,'There is an inconsistency with the number of Mudokons rescued around 1:48:00-1:49:00 in the run. This inconsistency has no effect on the run.','The first two games of the Oddworld series are very nostalgic to me, and I decided to make my first contribution to SDA by making a run for the second part. At the end of the run I only saved the 8 mudokons you need to save in order to beat the game. \n\nSome things I\'d like to point out: [ul][li]Unlike the PSX version of the game the cutscenes cannot be skipped totally, you have to watch the first second before you can continue. \n\n[li]It was not my intention to make any quicksaves during the run, but I got really tired of doing Block 3 in the Slig Barracks over and over again, so I used a quicksave. \n\n[li]In Annex 8 in the BoneWerkz I jump into an invisible well which the designers used to animate the big well jump. It saves some time and looks awesome :P \n\n[li]In case you are wondering why sometimes do a roll while running, that\'s for positioning myself next to levers and onto lifts.[/ul] \n\nI hope you enjoy my run! \n\n-Poesta','2007-08-17',0,6745000,11,'AbesExoddus_15225',66,11,0,NULL),(0,851,NULL,3,'Segments appended to one file.','Hey, welcome to Abe\'s Oddysee pure speedrun. I ran through as fast as I could and thus only rescued one mudoken (the one you need to get back into rupture farms). THis is segmented QDQ style (all the segments Merged) in 10 segments. \n\nIts been a really long time since I ran this game so I can\'t think of much to comment on right now. A.I. gets abused a lot in this run and since I dont have to worry about rescuing mudokens there are a lot of things I did to speed up this run. \n\nAs far as future improvements, I\'m sure there are shortcuts I missed which could be found in future runs. I don\'t know of any big ones though. I was really worried about missing the Elum/honey shortcut in Scrabania but according to recent discussion in the forums it seems to be only possible to do after you die. I guess death abuse could be used, but then that falls in a different category of speed run. Enjoy! \n\nIf you have any questions about the run, just pm me on the forums. \n\n-Allantois','2006-01-25',0,3402000,11,'AbesOddysee_5642',10,11,0,NULL),(0,852,NULL,263,'','This is a quick playthrough, just to get my new game plus run up on the site. Without the shit load of minor mistakes the time could get probably below 9:15. I didn\'t practice for the segments at all, failed attempts were my practice. And after all, I\'ve made 1-3 retries per segment so that I could finish it as fast as possible (it wasn\'t that bad, took me 5 days). It\'s definitely a piece of gold for anyone who tries to improve this run. The incredibly low time comes from the route, strategies, yen management, some minor sequence breaks, and of course, the sunken ship skip. Not quality gameplay. \n\nSorry for those strange shinshu field graphics btw, my okami disc got damaged.','2007-05-06',0,33561000,11,'Okami_91921',35,13,0,NULL),(0,853,NULL,266,'','My goal for this run was to finish the game with 1 death in under 18:30. This goal was easy to complete, but it didn\'t have the reviews I would have liked. So my new goal became no deaths in under 18 minutes... and happily I completed this goal... by a lot. This is my first speedrun and therefor my first commentary, so please send me any feedback on the run or commentary. Send using the Private message here at SDA or commentin the Out of This World forum here at SDA older or at GameFAQS... \n\nNow, for in game tricks: \nSection 1 (The Intro) \nThis section is very simple, I walk off the edges of the screen to use the screen change as a way to syncronize my jumps. \n\nSection 2 (The Jail to the \"vents\") \nThere is a door right away you can jump through... I did so quite easily. There is another trick where you can jump into the wall, come back, and your buddy will spawn faster. This would have left the bounds and I didn\'t do that particular trick \n\nSection 3 (The Vents and the Pit) \nI use the sound of the vents, on the third \'poof\' (because of audio lag) I hold left and successfully exit the vents. Section 4 is too short to have any real signifigance. \n\nSection 4 (The entire caves section) \nThis area is quite hellish to run, due to how precise your jumps must be. However, which much practice I memorized the places needed to jump. \n\nSection 5 (Infiltration) \nThis area is quite fun, after some combat zones I take a short swim and engages the dreaded GREEN MAN... I wasn\'t able to do the super jump available in the TSA, however I think you\'ll find my solution quite entertaining \n\nSection 6 (Hasty Exit) \nFrom the moment you drop into the tunnel and make it to the ship you run for your life. I use a game error to complete the last room without getting hit. The next sections I do near flawlessly. I didn\'t go as fast as I would have liked in the coleseum, but it\'s only a few frames of loss. \n\nSection 7 (Finale) \nThis section is so hard that I turned the password to get here into an obsenity... I use the gun trick to keep from getting shot in the second room. After that its a clean run until the ending \n\nWell, I hope you all enjoy watching this run as much as I enjoyed running it. \n\n~Lokarin','2006-01-24',0,1040000,11,'OutOfThisWorld_1720',1,18,0,NULL),(0,854,NULL,267,'','[ul][li]Single-Segment [li]No deaths [li]No programming error abuse [li]A SNES and VCR were used to record this run. I captured it by myself buy many thanks to Nate for doing the encoding/post-processing for me.[/ul] \n\nI bet a lot of people never thought this game would ever be speedran. What\'s difficult and sometimes frustrating about this game is the fact that you don\'t have direct control over Pac-Man and he has a lot of mood swings. On top of that, often times you need Pac-man in a specific mood to accomplish a specific task so the hard part in speedrunning this game was planning the fastest route which means finding the right combination of actions and moods. Also, like in any other Pac-Man game, power pellets can be used to eat the bad guys but in this game they also make Pac-Man fly across the screen faster than his normal walking speed so I use this to my advantage in pretty much every level. \n\nLevel comments: [ul][li]Mission 1: Get Pac-Baby Milk! \n\nEasy mission. It was easily done perfectly. \n\n[li]Mission 2: The Mountain Adventure \n\nOnly 1 power pellet is needed in this mission. The \"Stock Farm\" screen is the one which takes the most time so skipping it with the two spare power pellets at the very beginning and very end of the mission is the fastest route. Anyways, the mine cart went down smoothly but could have been maybe half a second faster. In case you are wondering, in the \"Construction Area\" screen, getting hit by the drop of water is actually a good thing because it gets Pac-Man angry. Why is that a good thing? It\'s because he only has to look at the machine once in order to fix it when he\'s angry. The hang-gliding and flower picking screens went down perfectly. \n\n[li]Mission 3: Adventures in the Big City \n\nTwo power pellets are needed in this mission. It\'s faster to use the spare pellet in the \"Industrial Area\" because it\'s more than 60 seconds long compared to the \"Sewer\" and \"Stock Farm\" screens which are approximately 50 seconds and 45 seconds respectively. The execution of this mission was pretty much flawless, honestly. The triggers to get the \"security guard\" to appear are as followed: break the fire hydrant; walk through the sewer; get in the secret lab; once out of the secret lab, walk out of \"Industrial Area\" then walk back in coming from \"Main St.\"...? That\'s the trigger, don\'t ask me why. The mission is over once you beat the \"security guard\" and walk back to Pac-Man\'s house. \n\n[li]Mission 4: The Final Confrontation \n\nTwo power pellets are needed in this mission. However, it\'s pretty clear that the best place to use to use the spare pellet is in \"Main St.\". The reason is simple, it\'s because Pac-Man needs to be angry in order to break the fire hydrant the first time he sees it leaking and the only way to get him angry is by shooting him once with the sling shot (this only happens when he\'s feeling happy. If you shoot him when he\'s feeling sad he will just get even sadder). However, since he\'s feeling sad after the rooftop screens his mood needs to be boosted to happy mode by using a power pellet. I made my only real mistake here. I should have tried to land a little farther away from the fire hydrant because when I landed it grabbed Pac-Man\'s attention before I was able to get him angry which cost a little time. Once the fire hydrant is broken, all that is left to do is going through the secret lab once again and beat evil Gum Monster![/ul] \n\nI hope you enjoyed this run.','2007-02-04',0,1923000,11,'PacMan2NewAdventures_SS_3203',1,18,0,NULL),(0,855,NULL,268,'','To start with, I\'d like to thank 3 people in particular: \nCÃ©dÃ©rick Thibault, because without him, I would have never had this game. \nMathieu Savard & Nolan Pflug, because without them, my run would\'ve never been made a video. \n\nAt first I only prepared a route to follow for a good run. I didn\'t really prepare for how I\'d kill the bosses and enemies. Also, without wasting more than 2 minutes (in the whole run) to gain some levels, I thought that I\'d get killed every time by the \"final bowser\" because of my low level and few items. In the end this wasn\'t the case. I was also a bit afraid that my run would be over 7 hours, which Nolan would not usually accept. \n\nFinal hit against final bowser: 04:58 :). \n\nEven with saving very often, I made errors for various reasons... like chapter 5 where I have to go find the baby yoshis, I made 1 min 30s worth of errors (my worst part). \n\nBesides those errors, I probably powered up certain party members at the wrong time, like Parakarry (I went to the oasis in Dry Dry Desert) and Goombario. I thought I\'d use him against the final bowser by charging him and using the multibonk attack (same as power bounce) but I later noted that it would have been a bit long. \n\nAnother error, I went to get 2 badges that I didn\'t use during my run: the power bounce and HP plus... that cost me about 1 min 30s as well. \n\nRandom answers for random questions: \n\nIf you see that I slow down a bit against an enemy, it\'s because I wasn\'t expecting something (which I couldn\'t have predicted one way or another). \n\nAt the first boss, against the fake bowser I could have used power jump to finish him faster and then kill the 4 ninjakoopas... I just didn\'t think of it... \n\nI made some very bad choices against the 2nd boss, Tukantroopa, by using my fp for the shell shot (3fp), instead of using them for the power jump (2fp). \n\nI kinda rushed against the 4th boss, general guy, since I wanted to use the least possible items, etc. \n\nAgainst the 6th boss, I could have killed him a lot faster, but I didn\'t yet know of the better technique, which is to get the ultra boots before starting the flower field. That way, I can spend my fp\'s some other way against Huff N. Puff. \n\nAgainst the 7th boss, Crystal King, I improvised a tactic which is using the chill out technique before he can duplicate. That way, I know which to attack because the real crystal king is already affected and the other 2 fake crystal kings become \'chilled out\'... it\'s a little hard to explain... \n\nAgainst Bowser, I tried many tactics before finding the right one. I could have still cut down my time by a few seconds but I kept this segment since bowser only healed himself by 30 hp (usually, he recovers 90 hp, so...) \n\nIn summary, I made more errors than I had thought. I think my run could be beaten and sub 5 hours be reached. Despite all this, I am still happy to have completed my first whole game run, even if I didn\'t choose the best game. That is to say, a loOoOng RPG!','2005-02-09',0,18240000,12,'PaperMario_504',52,9,0,NULL),(0,856,NULL,269,'','Hey. This is my first speed run, and I decided to do it on Paper Mario: The Thousand-Year Door. I\'m probably crazy for picking such a long game as my first game to speed run; however, I really like this game, and I wanted to run it. When I decided to speed run this game, I thought, \"All right, I\'ll try to beat it in five hours or less.\" LOL... I was really off on my estimate. Eventually, after playing through this game several times, I found I couldn\'t get it under seven hours. I was depressed; however, there was a lot of interest for this game, so I decided to run it anyway. Most people consider this a short RPG. So, some people may wonder why it took more than seven hours to complete this game? There\'s a ton of dialogue in the game: I estimate about a third of the game is made of dialogue. Plus, there are a lot of repetitive tasks; for example, you have to run back and forth between areas several times. During the run, I increase my FP three times, and put the rest of my stat increases in BP. I need to lower my HP to 5 to run a Danger Mario strategy, so I\'m at base HP throughout most of the game. Usually, this isn\'t a problem, as I don\'t take a lot of hits. I\'ll try to list comments for each of the sections. \n\nPrologue: \n-When I made this run, I believed that jumping was a little faster than normal running. So, until I get Yoshi, I jump everywhere. However, when I timed running vs. jumping after the run, they were about the same time. So, I encourage future runners of this game to run so that viewers won\'t be annoyed by the noises Mario makes while he\'s jumping. ;) \n-I try to use Stylish moves whenever possible, so that the video will be more appealing. \n-You\'ll notice that I go through the first part of Mario and Toadsworth\'s conversation slowly. If you finish the conversation before the scene in the background with the Piantas and the Robbos end, you\'ll have to wait until the background scene ends before Toadsworth talks again. I figure it\'s faster to get through the conversation slowly until the background scene ends. \n-I spend all of my money on Fright Masks at the Item Shop. Radix indirectly gave me the idea of using Fright Masks in his commentary on his [a http://www.archive.org/details/PaperMario_PitOf100Trials_Lv4Ch4]Pit of 100 Trials run on archive.org[/a]; he said he used Fright Masks on random enemies to stay at a low level. I tried this for myself, and found that Fright Masks worked on almost every random enemy I encountered. I rely on Fright Masks for most of the Glitz Pit. \n\nChapter 1: \n-After hitting the switch in the background, I stay on the pipe for a couple of seconds longer than I should have; I was distracted due to problems with the TV (don\'t worry, it doesn\'t affect the quality of the run). \n-I shouldn\'t have used the Fire Flower on the first set of Fuzzies; I should have used Fright Mask instead. However, this does help me level up quicker. \n-I grab a Life Shroom off a ledge in Hooktail\'s Castle with Koops\'s shell; in my opinion, it\'s a pretty cool trick. Unfortunately, I don\'t have the Life Shroom when I need it. \n\nIntermission: \n-I upgrade Goombella here; she and Yoshi are the only characters that I upgrade during the run. \n\nChapter 2: \n-I was a little worried about the fight against the Shadow Sirens. I devised a plan to take out the Sirens in two turns; I get them to 7-8 HP during the first turn, then use Earth Tremor for 5-6 damage. If Earth Tremor does 5 damage, I use Fire Flower to finish them; if Earth Tremor does 6 damage, I use Koops\'s Power Shell to finish them. Since I used up my Fire Flower against the Fuzzies, I had to max out Earth Tremor to take out the Sirens in two turns. Fortunately, I max out Earth Tremor. \n-I discovered a glitch with the Punies that I dubbed the \"Puni Glitch\"; however, I don\'t exploit it during this run. After the Punies from the blue cage join your party and you go to the level below the cages, you can jump off the ledge and into the pipe below quickly so that the number of Punies in the Puni counter doesn\'t change. After you emerge from the pipe, the number of Punies on the timer will follow you out of the pipe, even though the Punies didn\'t jump off the ledge. I didn\'t use this glitch in this run since I wasn\'t sure if I could pull it off consistently; I had only pulled it off once before the run. After trying the glitch after the run, I found that it wasn\'t hard to pull off; I wish I could\'ve done it, as it would have saved about 30 seconds. \n\nChapter 3: \n-This is the section of the run that I think people will be the most interested in. Normally, this is my favorite chapter; however, it\'s my least favorite chapter during a speed run. First, you have to face almost every enemy in this chapter - you have to face all of the enemies in the tournament (plus, you have to face the Armored Harriers twice, since you can\'t defeat them the first time you fight them), then you have to face Macho Grubba, for a total of 23 battles. Plus, I lose against Hamma, Blamma, and Flare the first time I fight them due to some poor guarding, so I have to face 24 battles. Secondly, the conditions are set at random, so they can screw up your progress. For example, during practice runs, I had to get damaged by Craw-Daddy five times! For most of the battles, I use Fright Masks, as they work on every enemy except the Armored Harriers, Craw-Daddy, Rawk Hawk, and Macho Grubba. I fight enemies that I can defeat in one turn normally to gain experience. \n-When I have to perform a special move against the Tiny Spinies, I mess up on Earth Tremor intentionally to save time. \n-Yes, I die against Hamma, Blamma, and Flare. I have to appeal three times, and I fail to have Mario guard a couple of times. Unfortunately, Mario only has 10 HP, so he dies quickly. :( I shouldn\'t have stored my Life Shroom... Fortunately, I defeat Hamma, Blamma, and Flare the next time I fight them. \n-The fight against Macho Grubba is the most stressing fight in the run. If I don\'t paralyze him with Clock Out, then he can increase his Defense or make himself dodgy to prolong the battle, or he can increase his Attack to do massive damage to Mario or his partner. After Macho Grubba activated his ability to attack twice per turn, I used Clock Out on him, hoping that it would work; unfortunately, it failed. Fortunately, Grubba increased his Attack and attacked Goombella, so Mario wasn\'t in danger of dying. I used Clock Out again later in the battle; fortunately, it worked, and the battle was easy from there. \n\nIntermission: \n-I upgrade Yoshi; I need him to perform five attacks later in the game. \n\nChapter 4: \n-Before I leave for Twilight Town, I give Ratooey 200 coins so I can get 600 coins to pay for Power Rush badges later in the run. I had to restart my segment of Chapter 4 since I forgot to give Ratooey the coins the first time. :( \n-This chapter is pretty straightforward; unfortunately, you have to do a lot of repetitive tasks (such as running back and forth between Twilight Town and Creepy Steeple). \n-Feel free to laugh as I misspell Doopliss\'s name several times; fortunately, I input the correct name. \n\nIntermission: \n-If you talk to Frankly before you talk to Bobbery, you only have to talk to Bobbery once before getting the letter from Podley. I forgot about this, and lost a few seconds here. \n\nChapter 5: \n-Honestly, I thought this was my sloppiest chapter. It embarrasses me to see some of my mistakes. : ( \n-I get the Courage Shell so I can sell it, as I didn\'t think I would have enough money to pay to heal. As it turned out, I didn\'t need the Courage Shell after all. \n-In Keehaul Key, I mess up the jump from the ship to the pipe twice; I thought it was pretty sloppy. \n-I thought my fights against Cortez and Crump went well. \n\nChapter 6: \n-I buy a lot of Boo\'s Sheets here, as I\'ll need them for later in the run. \n-If you ride on Yoshi through the Smorgs, your movement won\'t be hindered by the Smorgs. I found this out during this run. \n-At Poshley Sanctum, I make my way to the top of the sanctum, feeling confident; then I fall off the top airplane panel to the bottom level. :( I lose about 30 seconds here. \n\nIntermission: \n-Here, I use the \"Danger Mario\" set-up. First, I lower Mario\'s HP to 5 with Chet Rippo, so that Mario\'s in Danger all of the time. Then, I buy seven Power Rush from the Pianta Parlor and one Power Rush from the Howz of Badges, and equip all eight Power Rush badges to Mario. Since he\'s always in Danger, the Power Rush badges are always active, increasing his Attack by 16! This allows me to kill almost any enemy in one hit with five Power Bounces. If I don\'t win a battle in one turn, I use Boo\'s Sheets to hide Mario; if he\'s hit, he\'s probably going to die. I could super guard the attacks, but using Boo\'s Sheets to protect Mario is a safer method. \n\nChapter 7: \n-I HATE GENERAL WHITE. \n-It\'s pretty cool killing Magnus 2.0 with one Power Bounce. : ) \n\nChapter 8-Ending: \n-Again, this is a pretty straightforward chapter. Nothing really worth noting. \n\nI hope you enjoy the run! :)','2005-06-24',0,25860000,12,'PaperMarioTTYD_711',16,5,0,NULL),(0,857,NULL,270,'','Well, this sure was a challenge of a run. After seeing the successes of Final Fantasy II and III, i decided to try to match that with another classic RPG. Thankfully there was someone in the channel that did know the game. I played this on the GBA collection since I don\'t have my Master System anymore. \n\nAnyway, I took a route that was a whole lot out of order from what most guides reccomend. Oh beware of some of the segments, this is one game where you\'re required to build your level somewhat. Fishmen and Sandworms is how I went for that, along with a couple of mamoths (seriously they aren\'t worth it when you\'re the level I was, its better at lvl 25 or so.) \n\nMy first leveling was to get Myau up to snuff for the fight with Dr.Mad so he could use his wall spell. The second time was for the final stages against Lassic and Dark Falz. \n\nAs for item collection, I ended up skipping 2 caves in total, the one for Myau\'s iron tusk (there\'s no need for it if soon after you can buy the silver tusk) and the Laconium Axe. (Thus allowing me to skip medusa completely.) \n\nThe key in my run was the fact that many attacks do fixed damage. Fire does about 18 points per round. Wind does 30 a round. And the key item in it all, Odin\'s Laser Gun does 20 a round on all enemies. Dark Falz actually has a set damage of 510 HP, which is created by linking two 255 hp monsters together. The problem is that you can\'t attack both of them. \n\nWhen it finally came down to the end of the game, I blew through Dezoris very quickly basically by running from every enemy and took out all 5 objectives without going back to twin town at all after getting the ice digger. The Wand is a very powerful item. it allows you to escape battle no matter what. As for why I chose noah to use it, he seemed to go first a lot. Another important item is the magic lamp. That allows me to not have to take time to find a flash. Very useful once on dezoris with all of those caves. \n\nThe one thing I had considered skipping was the Laconium Shield, but in the end I decided to get it, and I\'m glad I did. I doubt i would have make it through falz. Speaking of Falz, Alis died during that battle. Pretty interesting that she gets revived if she dies in that battle. \n\nThere are a few bugs that should be noted about the GBA version. \n\n1. Walking is slower in dungeons. \n\n2. 3 saves instead of 5. \n\n3. A bug that may make your game crash when you save (its completely random apparently.) \n\n4. A bug that allows a one character to continue dodging an enemy\'s attack until that character has leveled up. It already happened once in my run during my first leveling up. This was not in sega master system version and may merit tracking the two versions separately if someone submits a master system run. \n\n5. Also there appears to be some sort of incompatibility between the cart and the Gameboy Player. You\'ll notice a lot of noise on screen, which appears to be a problem with the syncing of the source to the GBP. I don\'t know what causes this, but this problem doesn\'t happen when played on a regular Gameboy Advance. \n\nWell, another run down. I have no idea what my next one will be. In fact I think I may take a little break from speed running, because I\'m starting a new machinima using Phantasy Star Online. I may do something on the gameboy though. Maybe turn that old Mega Man 2 run into a single segment or something.','2005-07-20',0,20400000,12,'PhantasyStar_540',16,3,0,NULL),(0,858,NULL,285,'','When I first stumbled upon the PSO1 forum thread I had no intention of running the game but the idea of a FOnewearl run kept me interested. At that time I didn\'t really question that a HUcast would be fastest (maybe because I never seriously played a force) so it sounded a bit like a fun project. However, when nate had to abort his run due to lack of time a quick playthrough suggested that a FOnewearl run in the neighborhood of 3 hours would be more than possible if a decent way of surviving Dark Falz\' heaven punishment could be found. Now, after finishing this run in 2:03, I am pretty sure that a FOnewearl is the fastest class for a PSO1 speedrun. \n\nSince dodging heaven punishment several times in a row after more than 30 minutes of playing doesn\'t seem to be feasible outside a TAS the only way was to get enough HP to survive it without massive level grinding. \n\nThe fastest way would have been to go for a Dragon/HP drop from a rare monster in caves but since rare monsters are really rare in PSO (I met two or three in more than three months of running the game) this seemed too painful. \n\nFortunately everything worked out in the end and while Brightstar\'s HUcast run relied on death abuse to drop items in boss rooms, efficient boss strategies allowed me to finish the game without dying despite limited HP and TP resources. \n\nThe last obstacle to overcome was the save system which not only forces one to do some very long segments but also completely overwrites the file at each save leaving you with no way to redo a segment after saving. This problem was solved with an EMS USB memory card which allows you to download save files to a pc. After some minor technical difficulties it worked like a charm. If you happen to be the other linux user on this planet who uses such a card you can get my software at http://src.wongr.net/emslink/. \n\nI would like to thank the following persons for their support: [ul][li]nate for help with strategies, recording, encoding, suggesting the EMS memory card, and getting me interested in doing the run \n\n[li]JoChi for help with strategies and keeping me from doing stupid things several times \n\n[li]DAP (and other helpful posters in the PSO1 forum thread I might have forgotten) for help with strategies \n\n[li]various authors at pso-world.com for maps, drop charts, and lots of useful information on the game (albeit not always easy to find) \n\n[li]DJGrenola for help with recording and encoding, doing the sometimes underappreciated work behind the scenes at SDA, and regularly providing me with a fresh dose of new speedruns \n\n[li]ballofsnow for help with encoding \n\n[li]mikwuyma for managing the run submission and verification \n\n[li]Radix, nate, mikwuyma, DJGrenola, Lag.com, and the rest of the SDA crew for building and maintaining such a great site[/ul] \n\n* Segment 01 (Character creation and shopping) \n\nThis segment is just character creation and shopping. Since time counts during character creation I don\'t pick a fancy name. I need a Redria section ID but I will come back to that later. The rest is talking to the mayor, setting up buttons, and shopping. I make sure to get Barta and Zonde since both spells are very important in forest. \n\n* Segment 02 (Frame hunting) \n\nThis is the first major luck manipulation segment in preparation for the final battle before I have even killed the first monster. I need four Digger/HPs to survive Dark Falz\' heaven punishment. My level won\'t be high enough to buy four slot armors in the shop so I have to get one from a random drop. \n\nI have to get the armor as soon as possible to reduce the chance that I end up with something I can\'t use. I picked Redria as section ID since this is the only way to get a four slot armor drop in forest 1. \n\nIncluding loading times etc. I can get roughly 5 items per minute when I reset after the first two rooms. I didn\'t bother with monsters since their chance to drop anything is much lower as for crates. According to drop charts at pso-world.com (if I read them correctly) the chance to get any four slot armor is 0.02% and the chance that I get a frame (which I can actually use) is 1.58/2. This means that I can expect to get a four slot frame roughly every 21 hours... \n\nIf you dig through the forum posts you will probably see a more favorable number of about 16.7 hours but I think I didn\'t read the drop charts correctly. \n\nAnyway, I got really lucky here. After a few hours of frame hunting I decided to get a powered splitter for recording and start over since the video quality was just crap. Then, after redoing the first segment and about 20 more minutes of hunting I got it in the first crate I destroyed. I wasted a few seconds because I was too puzzled but I shouldn\'t really complain about that ;) \n\n* Segment 03 (Forest) \n\nThis segment is about walking through forest and defeating Dragon. Although the forest levels are short there are lots of small time savers which should make this segment pretty interesting. \n\nThe biggest problem is to find enough monofluids to be able to defeat dragon without shopping. \n\n** Forest 1 \n\nThis is easily the fastest forest 1 map, it can be completed in less than 100 seconds. Since the two crates are directly in front of me I probably should have gotten them. \n\n1:00 \n\nThe next room (not counting the long passage) already contains some time savers. I run past the first rappy and \"kill\" it last. Otherwise it will wake up too early and get in my way when I leave the room. I zonde the Boomer since foie is a little unreliable at this distance. I got the tactic against Monests from Nate\'s malaria.avi (a blooper video featuring poor anri-chan and an evil killer Mothmat of death). The problem with Monests is that you always keep targeting the Mothmats but if you stand at the center of the Monest it will still get hit. After it is defeated it is easy to zonde the remaining Mothmats. \n\nThere are also 4 boomers in the room but it is not necessary to fight them and easy to avoid their trigger. Unfortunately one rappy runs away in an unusual direction and slows me down. This costs me about two seconds. \n\n1:48 \n\nIn the next room I also skip some enemies. You can avoid to trigger the wolves by staying on the right. It is only necessary to kill the boomers. \n\n2:10 \n\nIn the last room of forest 1 it is not necessary to kill anything at all so I run past the enemies to the teleporter. \n\n** Forest 2 \n\nThis is one of two acceptable forest 2 maps. While it is in theory about 10 seconds slower than the other one I need to find only three monofluids instead of four (= fewer crates to destroy) which makes it in practice at least as fast as the other map. \n\n2:30 \n\nNot necessary to kill anything in the first room but the boomer gets in my way and slows me down. \n\n2:40 \n\nIn the next room only two enemies have to be defeated and fortunately the goboomas won\'t run after me. The gigobooma decides to stand still for a moment which sometimes happens. Usually I would run in direction of the crates while fighting him. Since I am still at the door after the fight I could have saved quite some time by not going to the crates but I had to reset lots of times because of insufficient monofluids so this seemed too risky. \n\n3:15 \n\nIt is not strictly necessary to kill the two boomas here but they usually get in the way when I fight the savage wolves. Killing the second savage wolf can be messy since zonde tends to hit anything you are not aiming at. \n\n2:35 \n\nI destroy the crates here for a sure telepipe drop. I had to redo forest a few times since I didn\'t end up with enough money so a telepipe (which is like 350 in cash) helps. \n\n2:45 \n\nThe first room where I actually kill all enemies. After defeating the wolves I should have picked up both green containers before fighting the hildebear. The other one contained the last monofluid I needed so I wasted about 10 seconds destroying those five crates in the next room. I also should have picked up the trimate on my way back. Still, I got my monofluids very early so I shouldn\'t complain. \n\n5:05 \n\nThis room contains a lot of monsters. Some groups don\'t have to be killed but it makes fighting the hildebear at the end difficult if they are still around. Here I once encountered one of the stranger ways to botch a segment. Instead of the rag rappy there was an al rappy (a rare monster) which messed up my leveling schedule. I got my TP refill too early and ran out of TP while fighting dragon. \n\nI accidently did a physical attack during the fight but overall it wasn\'t too bad. The hildebear fight could have been a little faster though. \n\n6:40 \n\nI have all monofluids I need so I skip the crates. When moving to the door it is important to stay away far enough from the Gigobooma to hit it four times without moving but close enough to the rappies so both will run towards you. I also get my second level-up with a much needed TP refill here. \n\n7:00 \n\nThe last room went well. Again I don\'t pick up any crates. \n\n** Dragon \n\n7:55 \n\nWhen fighting dragon it is important to run past him at the beginning. If you get in front of him he will start his fire attack and fly in the next round which wastes a lot of time. Not much to say about the first two rounds except that I miss a few times with barta. \n\n9:15 \n\nAfter receiving a certain amount of damage dragon does his dive attacks. Several attempts ended here since a single hit kills me but fortunately JoChi told me that you can zoom out of the area map to see where dragon is coming from. With that his attacks are rather easy to dodge. \n\nThe rest is just hammering away with barta. As long as you don\'t get in front of him he won\'t start flying. Again I miss a few times with barta but my limited TP reserves put a natural limit to how often I am allowed to miss (which I use to its fullest). \n\n10:40 \n\nYou *can* get killed by dragon when he falls over so I get out if the way. I don\'t get any of the crates since the chance to get something decent is rather low. I did this in earlier attempts but I settled for the sure telepipe drop in forest 2 instead. \n\n* Segment 04 (Shopping) \n\nI could have done this directly after defeating dragon. However, it would save only about 10 seconds of loading time, I would have to run to the teleporter, and get everything perfectly right at the first try. It is easy to mess up during shopping if you want to be fast or hit the A button one time too often when talking to the mayor so there was no question for me whether to use separate shopping segments after all boss fights. \n\nI have enough money to buy 10 monofluids, resta, two antiparalysis, and one antidote. \n\n* Segment 05 (Caves) \n\nThe cave levels are relatively easy since there are basically no dangerous monsters (except a nano dragon + pan arms combo). Furthermore, there are several acceptable maps for caves 2 and 3. This however is made up for by De Rol Le, the most annoying boss in this game for a force speedrun. \n\nMy De Rol Le fight was mediocre at best but on the other hand my run through caves was very solid - I didn\'t get knocked down a single time. \n\n** Caves 1 \n\n0:45 \n\nThe poison lily can\'t hit me where I am standing so there is no need to avoid its shot. Evil sharks are basically like boomers: slow, stupid, and can be killed by two foie hits. I need to level up before I can kill pal sharks with three barta hits so they get one foie hit for now. Nano dragons are complete pushovers with zonde. You just have to stay out of their range until you fight them. \n\n1:35 \n\nGrass assassins can be killed with three foie hits. You will notice that I wait for a split second after the first hit before I start casting foie a second time. If you hit them as fast as possible they will usually start their charge attack after the second hit and be invulnerable for several seconds. If you wait a moment after the first hit they usually spit their goo or lash out at you and you can quickly finish them off. Guil sharks need an extra foie hit unless I get a zonde upgrade. \n\n2:35 \n\nNo need to fight the monsters on the way back. \n\n3:10 \n\nIf I don\'t move close to the poison lily I tend to hit the crates. \n\n3:40 \n\nAnother level up at a convenient time. \n\n5:20 \n\nLike in forest it is usually not worth it to spend much time on crates but if they are directly on my way I destroy them. I need enough money for a telepipe and about 18 monofluids depending on how much I find. In one attempt I found so many mono and difluids that I reached the boss teleporter without shopping. \n\n6:25 \n\nI regularly check my inventory to see how much money I still need to get. \n\n7:45 \n\nNo need to kill the enemies in the last room. \n\n** Caves 2 \n\n8:15 \n\nPofuilly slimes can be annoying. They are not dangerous but sometimes they take ages to come out. At least they give you plenty time to get some crates. \n\n9:20 \n\nI don\'t bother to heal after getting hit by the trap since I know that I will level up after defeating the two evil sharks. \n\n10:05 \n\nI was lucky that my brave FOnewearl dodged the attack or my record would have been spoiled. \n\n11:30 \n\nI avoid a trap here which can\'t be destroyed fast enough once it is triggered. \n\n13:35 \n\nThe first shopping break. I probably shouldn\'t have sold the dimate since they are useful against Dark Falz. I kept my unidentified weapons as reserve since it takes some time to get them identified. \n\nAfter getting 10 monofluids I didn\'t have enough money to buy foie 2. It doesn\'t save that much time (I can foie + barta evil sharks with it and pan arms are marginally faster) but it might have been better to buy only 9 monofluids to afford it. I thought for a split second about selling my sword but I probably wouldn\'t have been worth it. \n\nGetting to the healer is out of question since it takes very long. \n\n** Caves 3 \n\n15:30 \n\nI waste a few seconds in the first room. I am a little tight on money so I destroy the crates. Didn\'t get anything good though. \n\n16:15 \n\nThe first of two pan arms I have to fight. They are annoying since they take a lot of time and TP to kill and don\'t even give much exp. If you don\'t kill the migium or hidoom right after they split up they can even get dangerous but when they are alone this is no problem. \n\n18:20 \n\nYou have to be careful not to get hit by the nano dragon in the dark. Fortunately they shoot at anything in their range :) \n\n20:50 \n\nThe last shopping break right before fighting De Rol Le. I messed this up a little. I didn\'t have much luck with item drops and was short on money. 8 monofluids are easily enough if you have a full TP meter but I didn\'t so I decided to sell some other stuff for an additional monofluid in the last moment. In the end I needed it. \n\n** De Rol Le \n\nEnter De Rol Le, the most annoying boss in this game (did I already mention that?). His tentacles kill me in one hit but the real problem are the falling rocks when he crawls on the ceiling. Unfortunately noone has found a sure way to dodge them except using a photon blast (which I can\'t do in this run). \n\nDuring my test runs I was always pretty lucky when fighting De Rol Le but when I did serious attempts things got really bad. It is frustrating to get killed in a completely random way after playing for 20-30 minutes several times in a row. After changing my tactic (see below) I got also killed by tentacles a few times and even found a novel way of getting yourself killed. \n\nMy initial plan was to just use foie against De Rol Le. The problem with this tactic is that 10 monofluids are not enough to beat him. It is possible in all boss fights to drop some monofluids to the ground and get yourself killed. When you are fighting it again the stuff will still be there. However, after finding an efficient way to dispose of Vol Opt De Rol Le was the last boss where this would have been necessary. Fortunately JoChi came to my rescue again. \n\nBarta does much less damage than foie but you can hit suprisingly many shell segments. Since you have to stay in the corner when de rol le gets on the raft it is more difficult to dodge the tentacles but in the end you do more damage for less TP. \n\nThe fight is pretty long so I won\'t comment on everything. \n\n22:15 \n\nThe mines are somewhat annoying since the tend to draw fire on them. \n\n22:35 \n\nDe rol le gets on the raft for the first time. Timing is very important when dodging the tentacle attacks since I have to get back to the corner. \n\n23:50 \n\nIn earlier attempts I started moving to the other side of the raft immediately so I can get in more hits when de rol le jumps to the other side. I stopped doing this when the mines (or whatever it was) killed me for the second time. Usually the mines are no danger and I am not entirely convinced that two of them hit me at exactly the same time but fact is that I never got killed when I stayed at the side. \n\nIf the targeting doesn\'t mess up I can get a few hits before the mines explode. \n\n24:10 \n\nDe Rol Le gets on the raft for the second time in the first round. There seems to always be a small delay after the first two tentacle attacks. Usually this is no problem, you just have to wait for a moment after casting barta for the the third time before moving away. However, I was too nervous after such a good caves run and didn\'t want to get killed accidently so I moved away imediately. This messed up the timing for the next round and I could only get in two barta hits. \n\n24:50 \n\nThe first rock attack. There is not much I can do except standing in a corner and hoping not to get hit. I have to survive three rock sttacks in this fight. 25:30 \n\nIt is possible to hit De Rol Le with foie when he does his laser attacks but it does very little damage and I would have to get so close that I get slowed down. Since this would save a few seconds at most in a fight that last for more that 13 minutes and the laser attack kills me in one hit I decided not to take the risk. \n\n26:35 \n\nEnd of round 1. The next two rounds are pretty much the same except that I get more nervous after each rock attack I survived and screwed up during tentacle attacks accordingly. \n\n35:10 \n\nIt is possible to kill De Rol Le before he gets on the raft for the seventh time. Compared to my best attempts I lost a little more than 20 seconds. I also missed with barta one time too much so I have to use my last monofluid just to get in the last hit. In the whole fight I didn\'t dodge the purple shots a single time so I guess I wouldn\'t be a valuable addition to SDA\'s shmup team ;) \n\n35:45 \n\nMy barta performance when hitting the crates could have been better. The loot could have been better but at least I get a wand which I need for ruins. \n\nAlthough the teleporter is nearby I save immediately. I don\'t really need to luck manipulate the shop this time but again it is very easy to mess up shopping if you want to be fast so it does not really cost time. \n\n* Segment 06 (Shopping) \n\nNot much to say about this segment. I sell my stuff and have barely enough money to buy 10 monofluids and foie 2. \n\n* Segment 07 (mines) \n\n** Mines 1 \n\nYou might wonder why I am standing still for 10 seconds at the beginning of the segment and do nothing. This is supposed to be a speedrun after all. I would like to say that this was some sophisticated luck manipulation to trick the random number generator into giving me a zonde drop at the very beginning but truth is that I lazily checked my maps and notes for what was supposed to be one of the last test runs. \n\nThe mines 1 map I got is not the fastest but this segment requires a lot of luck. Zonde 3, a fast Vol Opt 1 fight (which can make a big difference), and good loot are the reasons I decided to keep it. \n\nStill, this is the segment with my worst performance. The map or the 10 second delay at the beginning are no big issues but when I wrote these comments and saw my list of mistakes getting longer and longer I wished I had redone the segment. At least the Vol Opt fight should be entertaining. \n\n1:30 \n\nZonde 3 allows me to kill Gillchics in two hits which is a nice speedup, especially since I don\'t have to wait for them get up. \n\n3:40 \n\nBarta can be useful against canadines since one barta and one zonde hit are enough to destroy them. It tends to miss though. \n\n4:40 \n\nThis sinow beat fight is horrible. I moved too far and got a punch after the first hit. After reentering the room I moved away too early so the sinow beat didn\'t start its attack. The missed foie hit completes the mess. \n\nThe second sinow beat fight was a little better but I still screwed up before the last hit. \n\n7:20 \n\nI get hit by a confuse trap and go shopping. Status changes have no effect on pioneer 2 but they don\'t go away either. I should have used sol atomizer while running back to the teleporter. \n\n9:25 \n\nI get a mind material which has some strategic implications but I will come back to that later. \n\n11:25 \n\nThis is how sinow beats and sinow golds should be fought. \n\n** mines 2 \n\n13:15 \n\nUnfortunately I have to waste a monofluid before leveling up. This could have been a problem later. \n\n14:40 \n\nDubchics are always a pain, especially since I don\'t have a spell for crowd control. The command thingie that controls them takes quite a few hits so you have to lure them away. I collected another two confuse traps and wasted quite a bit of time. I took another shopping break and like last time I should have used a sol atomizer on the way back. I could have delivered the final hit faster but I was not sure how many hits it would take with foie 3. \n\n16:25 \n\nAnother messy situation. I get cornered by canadines while fighting a sinow beat. \n\n17:05 \n\nThe first garanz I meet quickly takes care of itself. They are still dangerous though since I am dead if two rockets hit me at the same time or I get a critical hit. This happened a lot during my test runs and was source of some frustration. \n\n19:40 \n\nIt is important to finish off the canadines first so they don\'t get in the way when I circle around the garanz. \n\n21:30 \n\nIt is not strictly necessary to kill the dubchics here but they would get in the way. \n\n22:20 \n\nI ran out of monofluids before reaching level 9. This could have meant the end of this attempt since I have to get at least one Digger/HP in this segment and now there is only one opportunity left. The need to get gizonde and a Digger/HP in only one or two shop visits and the randomness of the Vol Opt fight are what makes this segment troublesome. \n\n23:25 \n\nAnother messy sinow beat fight. The problem is that they are not jumping at the same time which they usually do. Like this it is difficult to keep them close. I also get cornered. \n\n24:30 \n\nA much better fight against two sinow beats and a sinow gold. \n\n25:05 \n\nFighting two garanz was always a problem for me since it is difficult circle around one garanz and dodging the rockets of the other. They killed me a lot during my test runs so I didn\'t want to risk getting hit. I use barta against the first garanz and exit the room when it fires rockets at me. \n\n26:10 \n\nThe last shopping tour before Vol Opt. I was lucky and got both gizonde and a Digger/HP. I also wasted 10 seconds when I returned to buy two difluids. Since I have full TP I didn\'t even need them. \n\nHowever, I should have used three monofluids each before the shop visit and after fighting Vol Opt to raise my mag. With a wand I need 5 more MST points to be able to cast rafoie at level 12. I could have used my difluids to make up for the three monofluids during the fight and with the mind material I found everything would have been in place with basically no time penalty. Due to my lack of forward planning I have to waste money buying a Priest/Mind in the next segment. \n\n** Vol Opt 1 \n\nWhen I started my first test runs I expected Vol Opt to be the most painful boss. I couldn\'t expect to do much damage to the screens with only gizonde and with his paralyzing undodgeable zonde attack Vol Opt seemed to be my natural enemy. This was no show stopper because of the suicide trick but the fight promised to be ugly and slow. \n\nFortunately I found a new strategy which allows me to quickly beat Vol Opt and doesn\'t require death abuse. To beat Vol Opt 1 you have to either deal a certain amount of damage to him (top screens and red pillars if I am not mistaken) *or* simply destroy all pillars (destroying all screens doesn\'t work). \n\nThis alone doesn\'t help much since usually you can hit a pillar only for two times before you get hit by zonde. However, if you guess where the red pillar appears next (there is a very small time window) and hit it with foie again and again its zonde attack gets disrupted and you can detroy the pillar in one round. \n\n27:40 \n\nThere is enough time to wait between two holes but you have to be very fast to disrupt the attack. The pillar tries to attack again after each hit but there is no chance. I haven\'t tested it but I guess that this works only with fast FOnewearl casting. \n\n28:10 \n\nI make a mistake here. In the first two rounds there are fewer pillars so I can see in the minimap that I am in the wrong spot. There is not enough time to hit the red pillar before it does its zonde attack so I have no idea why I did it. Since it got hit it doesn\'t come up a second time in this round. \n\n28:35 \n\nI intended to wait one spot to the left (the pillar in the right is already destroyed, d\'oh) but it doesn\'t make a difference here. This time I don\'t hit the red pillar in the first subround so I get another chance. \n\n29:55 \n\nI go in the wrong direction for a split second. This is enough to miss the time window to disrupt the zonde attack. If I hadn\'t done this mistake Vol Opt 1 would have been defeated in seven rounds instead of eight. After this I forgot to destroy the amplifier thing in the center but fortunately this didn\'t have an effect on the rest of the fight. \n\n30:50 \n\nSince the last two pillars are not adjacent I can only concentrate on one. In one fight I guessed wrong for nine or ten times in a row. It should be clear by now why luck is so important in this fight. \n\nI made notes during my test fights to see whether I can find a pattern but I didn\'t come up with anything definite. \n\n** Vol Opt 2 \n\n31:40 \n\nIf you have gizonde Vol Opt 2 is a real pushover. It can be defeated in one round. \n\n32:05 \n\nIf Vol Opt does only two stomp attacks it is possible to hit im four times instead of three. This seemed to be too risky though and saves only a few seconds. \n\n32:15 \n\nHere I screw up the fight. I stand too far away from Vol Opt to do maximum damage which is the reason why I don\'t defeat him before he can use his rockets the second time. Still, I lost only about 10 seconds compared to my fastest fight so this hardly matters. \n\n32:45 \n\nIt is about four seconds faster to use gizonde for the crates (yes, I timed it). \n\n33:20 \n\nAfter defeating Vol Opt you have to actually enter ruins. It is not enough to save in the passageway or use the teleporter to pioneer 2. \n\n* Segment 08 (Shopping) \n\nThis is the first of four preparation segments before the grand finale starts and contains some heavy luck manipulation. Rafoie is a must for ruins and due to the lack of forward planning in segment 07 I need not only rafoie and a Digger/HP but also a Priest/Mind. Fortunately I already have a wand. It took me 185 attempts without having to manipulate that as well. This isn\'t that bad considering that the segment is short but the worst part was to do the button and equipment setup every time. Sometimes I was walking around like a drunk ;) \n\nSince I don\'t have a barrier I decided to keep the Resist/Flame I found. Otherwise chaos sorcerers can kill me in one hit with rafoie. Usually they don\'t get their chance but I didn\'t want promising segments to end because of that. This decision cost me a few seconds since I have to sell an unidentified weapon. Of course this wouldn\'t have been necessary either if I had raised my mag instead of paying 2000 for a Priest/Mind. \n\n* segment 09 (HP material hunting) \n\nInitially my strategy was to not use the fastest maps in ruins so I can level up to 16 before fighting Dark Falz. This and four Digger/HPs are enough to survive heaven punishment. There are several possible map combinations to achive this and I quickly got attempts with final times of 2:13 and 2:10. However, my performance was not very good in these attempts so I tried to get something better. \n\nThe next weeks were somewhat frustrating. I had to abort many attempts because I didn\'t get the two Digger/HPs I need (I had a streak of more than 20 shop visits without a single Digger/HP), got bad maps, was short on money, or simply screwed up. \n\nI should have realized much earlier though that I can save several minutes by not going for level 16 but luck manipulating two HP material drops and using fastest maps. When I did this attempt I already thought about getting HP materials and when I suddenly got one at the beginning of an attempt I decided to keep the segment. The time is not that good (about 100 seconds of game time, pretty much the worst I was willing to accept) and I wasted a difluid but I had luck with the other hunting segments. \n\n* segment 10 (Barta hunting) \n\nHunting for barta 5 is another nice time saver. Having a good barta spell saves a lot of time in ruins since it speeds up fights against delsabers, la dimenians, and most importantly Dark Falz 2. Fortunately I didn\'t sell the mind material so I can use it right away. \n\n* segment 11 (HP material hunting 2) \n\nNot much to say. I was lucky and got my second HP material from the first group of monsters. I should have picked up the money though. \n\n* segment 12 (Ruins) \n\nAfter four preparation segments it is finally time. Despite the amount of preparation needed this is where a FOnewearl\'s ability to dish out a decent amount of damage at low levels really shines. \n\nI need to get two Digger/HPs in five shop visits and enough money to buy them. Money was sometimes a problem in ruins 1. I use almost exclusively monomates instead of resta to save time. \n\nThere are some stupid mistakes but overall my performance is much better than in mines. \n\n1:45 \n\nWhen I played as hunter I hated delsabers but with a FOnewearl they are a cakewalk. After the fight I shouldn\'t have used a difluid since I have 10 monofluids and can\'t pick up more of them. \n\n2:40 \n\nYou can see the targeting reticles briefly disappearing for two times when I fight the claws. If you cast rafoie the wrong time you won\'t hit anything because of that. There is no need to fight the two delsabers in this room. \n\n3:05 \n\nDelsabers jump when they are a certain distance which is useful when you want them to line up. After fighting the two bulclaws I should have picked up the blue box (armors and shields always sell for a good price). \n\n3:55 \n\nTrap visions are very useful in ruins, especially since many traps don\'t give me enough time to zonde them once they are triggered. \n\n6:10 \n\nChaos sorcerers lose their crystals after two rafoie hits which leaves them defenseless. They regenerate after some time but this takes too long to be of concern. Dark belras kill me in one hit but they don\'t aim well. If they shoot while running straight to you (!) they usually miss. They can even be useful to damage other opponents on the field. \n\n6:40 \n\nFirst shop visit. I am lucky enough to get a Digger/HP and have enough money to buy a full set of monofluids. \n\n** Ruins 2 \n\nUnlike earlier areas in ruins you can actually get all six different maps for each level which means more resets. Fortunately there are two acceptable ruins 2 maps (only one for ruins 1 and 3). \n\n10:05 \n\nI am very lucky to get a zonde 5 drop. This speeds up fights against dark belras and so dimenians. It might not have been worth to do a hunting segment for it but it is close. \n\n11:00 \n\nI get hit by a trap and fail to line up the delsabers correctly. \n\n11:30 \n\nSecond shop visit. I don\'t bother buying difluids since they have a higher cost per TP. Should I have enough money to potentially omit a shop visit I can still buy them after I got my second Digger/HP. \n\n12:30 \n\nGunners are annoying when playing as hunter or ranger but techs can still damage them when they are invulnerable to physical attacks. \n\n13:20 \n\nThis room wasn\'t very good. I should have used foie to stop the charge of the chaos bringer (it is difficult to get the timing for rafoie right). I wasted quite some time killing the claws which made the gunners appear too early. If I had been faster I could have lined up the delsabers between me and the gunners. \n\n15:10 \n\nI always forget what second button I need to press in this room. Yes, I know it is embarassing. \n\n15:50 \n\nI hate this fight. It is not necessary (and not very fast) to kill the gunners but they always keep shooting at you. \n\n16:30 \n\nI waste some time searching for the Resist/Flame I already sold last time. I get my second Digger/HP but I am short on money so I have to sell my unidentified weapons. \n\n18:05 \n\nThe gunners were really annoying when I fought the chaos bringer. To make things worse I missed with foie two times in a row. \n\n** Ruins 3 \n\n19:45 \n\nI found a HP material. This could have saved the 100 seconds I needed to hunt for the first HP material in segment 09 but the chance to get best maps, two Digger/HPs, enough money, zonde 5, and not screw up is so low that I don\'t even want to think about that. \n\n23:30 \n\nProbably the highlight of the segment. I defeat two chaos bringers without getting hit (with the helping hand of a dark belra). The rest of the room was also pretty smooth. Zonde 5 allows me to kill the four dark belras without moving around. \n\n26:30 \n\nThis got a little messy after I caught the confuse trap. With the chaos bringer around getting frozen would have been my sure death. \n\n27:30 \n\nLast shop visit. I could have afforded to buy a few more dimates instead of difluids. \n\n** Dark Falz 1 \n\n29:55 \n\nWhile running to the obelisk I failed to setup all buttons correctly. I tested many different strategies against Dark Falz 1 but the fastest (and cheapest in terms of TP costs) is to simply barta the darvants when they come out of a mouth and use zonde the rest of the time. \n\nAt the beginning of the DF1 fight I accidently waste a difluid but it is no big deal. Getting frozen and hit by rafoie is the only thing that can kill me here but even in that case it is possible to wiggle yourself free and heal in time. The fight could have been faster if DF had used fewer attacks and not moved from the top right to the bottom but it could have been worse. In one fight he used rafoie + rabarta four times in a row and heaven punishment three times in a row in the next round. \n\n** Dark Falz 2 \n\nUsually DF1 can be killed before he uses heaven punishment but against DF2 this is almost impossible. Sometimes it can be dodged and I tried this a lot during my test runs but in the end I couldn\'t find a way that was even remotely cosistent. \n\nThe only thing that can kill me here is a rabarta double hit but it is relatively easy to dodge the rabarta attacks. Heaven punishment, the biggest obstacle in this run, is actually best since it makes Dark Falz sit still for a while. \n\nUnfortunately Dark Falz was not very cooperative and moved around a lot. At least he died close to the exit teleporter. This fight could have been faster but it does not outweigh the zonde 5 bonus. The game doesn\'t get saved until the five minutes of ending credits are over so my only concern at this point was a power outage. \n\nI hope you enjoyed this run. I have already ideas for new strategies (like getting a barta merge before doing caves) but I am not sure whether I really want to do such luck manipulation segments. Anyway, if I decide to run this game again it will be sub 2 hours.','2007-10-10',0,7380000,12,'PhantasyStarOnline_GCXbox_Force_203',12,5,0,NULL),(0,859,NULL,285,'','There are so many versions of this game out. 2 on the dreamcast, 2 on the gamecube, 1 on the Xbox, and 2 on the PC. However my choice of version was determined by two factors. First, which would give me the best stats for a HUcast, and second, which would let me get past rooms as fast as possible. \n\nThe real reason why I attempted this run as I did was because a few days before attempting it, I had read that a submission for a 16 star Mario 64 run was accepted. Because of how similar a player can door walk through a door on Version 1 of the Dreamcast to how the 16 star run is performed, I figured I\'d give it a shot. \n\nMy first priority was trying to plan my route. Unfortunately the game randomly picks a route you must take through an area, kind of like a randomly generated dungeon, but there are no more than 4 or 5 different kinds. Thus I was forced to do a 4 segment run on this game. My second concern was where would I skip rooms. Unfortunately that mattered more on how much EXP i would rack up through my journey. However There was something I had miscalculated. I had forgotten that a player can not easily door walk through a door in Ruins 3. That combined with the fact that I had only like 3 hours before my flight home meant that I had to do ruins in 1 take, and thus you see me attempt to, and fail to door walk through ruins 3 doors. However the points where it does work, such as in Caves, and Ruins 2 really made up for it. Using the HUcast is kind of a given given that Dark Falz does a specific amount of damage per attack and you must have above that ammount to survive it. HUcasts have the most HP in the game and are also the strongest. In the dreamcast versions also, HUcast ATA is much higher than it is on other versions so they hit more often as well. \n\nBesides my forgetfulness in Ruins 3, overall this was a very good run I feel, and many I\'ve asked were amazed at this time and now I invite all PSO players to learn just how you can take on bosses at low levels.','2004-06-27',0,11820000,12,'PhantasyStarOnline_317',4,1,0,NULL),(0,860,NULL,286,'','Much like Brighstar/Jonathan_F from pso-world I work for a PSO fan site (www.ragol.co.uk) and got the Japanese version of PSO III first. A code to covert the Japanese into partial English was released but there was a lot of translation errors. I soon got bored of these errors and left PSO for a long time. I recently bought PSO III on eBay and started playing again. After being a long time lurker on SDA, I finally decided to do a speed run. My choice was made by the fact I only really play PSO on the whole list =). So I played it once through to see the story and cards, in English this time. \n\nWith regards to the whole run, this isn\'t how I play in real life. I was a lot more reckless because I wasn\'t playing for ranks or extra cards. I just wanted to run to the enemy and kill them so I sometimes did this at the expense of not equipping any items. I only used the default hunter deck throughout the game because I thought it would pose more of a challenge for me. For the two missions that required you to change characters, I used the cards I collected because I forgot to write down the default deck cards ^_^; \n\nI had a bit of luck on the first few matches of my run in terms of dice. Managed to get the better weapons equipped and finish them pretty quick. My first bit of trouble came with Called Out (against Break outside the Central Dome). I didn\'t get high dice and then cornered myself with rappies (which is bad since they don\'t go to the \'dead\' pile and are put back in the CPU\'s hand. This results in them putting them out again next turn usually -_-). But I got out and was lucky to get rid of the Hildebear and Pan Arms in one turn. \n\nI was lucky again when it came to Guardian 1. I don\'t usually use techs and remove them from my decks. But because I was going to use the default deck throughout, it already came with some techs so I could injure the boss on every turn. \n\nI had real difficulties on Morgue Attack 1..... it was the only time Glu died with me. I blame it on the dice (who doesn\'t :) ). I didn\'t have enough dice to defend or equip anything AND move... I really thought I was going to die here especially when Glu died. But I got a 6 and could start doing damage. First time the Companion card was used against me so effectively, and by a computer?! Morgue Attack 2 was ok until the Gizonde attack... that put me back a few turns... \n\nThe rest of the missions were ok but I really think there is room for improvement. I think if I got rid of the major problems I had, I could get it down to 3:15 but that\'s for someone else to do ;)','2005-04-30',0,12720000,12,'PhantasyStarOnline3_SS_Hero_332',1,5,0,NULL),(0,861,NULL,271,'9 days, 50 pikmin. Day 1 was not recorded because it\'s trivial. If you really want to see what happens, you can get an [a http://www.archive.org/download/Pikmin_50pikmin10days/Pikmin_50pikmin10days_day1.avi]equivalent video[/a] from a previous recording.','Let\'s start out with big congratulations to Sess, who finally found a way to crack DS and bring it down to 2 days. I believe he was also the first one to officially complete this challenge all the way through. My strategies for days 5 and 7 in the Distant Spring are based almost entirely on his. \n\nThis only took a few days to produce, and most of the runs are very nice. Due to many complaints, I didn\'t spin the camera rapidly for these runs when I had time to kill (I do, however, change the camera angle a lot-that\'s just the way I play). \n\nThe two hardest runs are days 3 and 5. This run of day 3 was not quite as smooth as the day 3 of the [a http://www.archive.org/details/Pikmin_50pikmin10days]10/50 taping[/a] (which was pretty much flawless), but its passable. This run of day 5 turned out very well though (although the level had to be replayed many, many times due to the random factors of the Snitchbugs). \n\nWell, that about covers it. Enjoy.','2004-08-16',0,0,0,'Pikmin_9days_50pikmin',1,5,0,NULL),(0,862,NULL,272,'Segments concatenated per day.','I actually wanted to delay buying Pikmin 2 for a few weeks after its release because I was working on a project in the first Pikmin. After the 9-day 50-pikmin completion was realized I was playing it like crazy... but as a result I was really itching for this game and only held out 3 days before getting it. The first Pikmin hasn\'t been back in my cube since! \n\nWhen I heard about the 8-day completion for Pikmin 2 before getting it, I was disappointed that this game must be shorter than the first game, which takes 9 days. But soon I learned that that isn\'t the case at all, because the majority of the game takes place underground and when there, time on the surface is mysteriously stopped. To get an 8-day completion you only need the proper overworld strategies, and since the first 2 days are basically game tutorials there\'s only 6 days worth of work. The caves only require the right pikmin color set and persistance. I also wanted to do a 0-death run though, just because it\'s cool and the runs on Pikmin were all 0-death. It might actually be slightly faster to use deaths, perhaps by feeding whites to enemies to poison them, but I kinda doubt it. This run is also a \'no corpse\' run, that is I don\'t collect any corpses in caves for pocket pokos. At the end you can see the total treasure value of all treasures is 26985. Nintendo obviously wasn\'t aiming for any round numbers! I skipped corpse money mainly because it\'s worthless, and because it\'s another thing to make the run cool. :-p In a few cases it costs me a bit to stop pikmin heading back to the pod with some, but I doubt it ever equals the time of the cutscene you get on the first one you bring back. I also find it rather freaky that the treasure value at the end of day 7 (everything but Wistful Wild) is 13700. Why? Because 1:37 was my famous Metroid Prime speed run of course! \n\nA note about the timing. The game keeps track of your real time, and keeps a high score of it for paying off the debt and collecting everything... that\'s actually the reason I wanted to record the whole game and not just the overworld for showing how to do the 8-day run (which I figured out by myself BTW, didn\'t look at the faq until after I was done and saw the writer did a lot of things differently from me). Anyway while I was working on day 8 I noticed after a few cave levels that my time remained at 3:33. I guess I should mention that there\'s no way I did every day in one sitting. I did hundreds of resets in caves because of deaths, being slow or awful random layouts. I figure if the game is going to forcefully save after every level, I might as well use it to optimize my run. The total number of segments for the run is 106, and I cut and appeneded everything together to form the 8 days and 2 high score vids. Anyway after I saw that I had 3:33 after four cave levels and had only advanced 12 minutes from the start of day 8 when I had recorded nearly 19 minutes of video, I realized what was going on. Just like Metroid 2, a 13 year old game, it was only saving the whole minutes when you save, the seconds get chopped off. When you play normally you wouldn\'t notice, since you\'re not resetting after every cave level, and probably not timing yourself either! \n\nAnyway I decided to do the same as metroid 2 and do a manual timing instead. I start from the same point as the game, when the opening cutscene begins, and stop at the end of the \'you got everything\' cutscene at the end of day 8. Two things are actually missing which count for time. I was cutting off the vids as soon as the save window started to appear at the end of the day just to reduce their size a little bit. The time from then to returning to the area selection is 8.7 seconds. Since there\'s six missing saves, I added 53.2 seconds for that. Another missing piece is in day 7. After I clear out Frontier Cavern, it jumps straight to level 1 of Subterranean complex. I forgot to extract the small section of me going from the ship to there. You\'re not missing anything important, all I do is take out 10 more reds and head straight there. The enemies are already dead and the wall is already down. It\'s almost the same as my earlier trek to frontier cavern, which took 1:38, so I just added that as the time for the missing piece. The total time comes out to 5:21:04, so since the real missing section was probably shorter the run would really be 5:20 if I had the missing piece... but I\'ll leave it as 5:21 out of my stupidity. Who\'s going to suffer all the resets to beat me anyway? ;-) \n\nThe run comes in three qualities; I recommend the high if you can download the 2.36 gigs! They look almost as good as the original captures. For the low quality, I actually totally snipped out a lot of the run, they include the overworld portions so you can see how to do an 8-day game, and the final floors of caves so you can see my 0-death strategies. \n\nA few comments about each day: \n\nDay 1: Snore! I wish the game would be consistent about letting you skip cutscenes. Why can I skip 80% of them but not ALL OF THEM! \n\nDay 2: I need to grow a lot of pikmin here without taking too much time and thankfully the bulborbs dropped some pellets to help out. Just like with day 1 I can\'t wait around for them to flower. \n\nDay 3: While the newly flowered reds are breaking down the gate, I use the purples to kill things at the start, make more reds and bring the strawberry close. I avoid getting it until later to avoid the 10% recovered blurb. The caves here are easy but I did do quite a few resets on level 4 of white flower garden. Oh yeah, you can actually tell which cave levels I got on my first try if you listen close: the tone from saving will continue to fade instead of ending abruptly. The real meat of this day is after you have the whites, there\'s just enough time to get down the two poison walls and dig up the pilgrim bulb and get a lot of red berries with Louie while that\'s happening. I do a bit of sequence breaking by getting the Healing Cask without yellows. It\'s not necessary, it can easily be gotten on day 5... I just wanted to show that off. \n\nDay 4: For my day 6 strategy to work I must have the electrified gate to the ragu lid down in this day. To do this requires tossing yellows with a running start so they go over the top. After breeding my yellows I set aside 15 to get the two parts near the berry plants, and then put 10 on the glutton\'s kitchen wall and the rest on the ragu wall. I managed to not call three of them I had left on the higher ledge and didn\'t notice until much later, so I could have saved the few seconds of waiting for the ragu wall to fall otherwise. In glutton\'s kitchen I almost had a disaster on the way to the purple candypop... but thankfully I pulled it off, because the randomness of that floor was really getting to me. I grew more reds than needed in this day: I have 26 when I reach day 8 when I only use 5... but since I do this growing while pikmin elsewhere are doing work, it\'s no time lost. \n\nDay 5: A little more sequence breaking here when I toss one white into the water and call him to the other side so he gets to work on the poison bridge. Again I could just as easily have waited until later and put all 5 whites on it, but it\'s cooler ;-) The two sheargrubs that I lost time on trying to get into the yellow onion weren\'t even necesarry. I had 46 from the cloaking burrow-nit, and I only ever have 45 out for the rest of the run. I set aside 18 yellows to put 17 on the electric wall the Bulblax Kingdom so that I have 20 left to put on the mario paint tube as I take the blues to the bridge. I have to have 100 blues by the end of the day, so I get 42 in snagret hole from the buds and then use the regenerating poseys and sheargrubs to grow the rest before and after doing Bulblax Kingdom. \n\nDay 6: Here the game decided to shaft me, twice. The first was that the ragu wall is still partially up! Back on day 4 I entered Glutton\'s Kitchen right as it started the final falling, and you heard the bleep-bleep for it falling during the cutscene of jumping in the cave. That wasn\'t enough I guess, because it saved that it still needed 1 hit to bring it down. So, I took out only 99 blues and 1 yellow to get it down. Later I swap it back for a blue with a little trouble, so I can use the 15 that brought the ragu lid back to do even more sequence breaking. Tossing the blues with a running start lets you break open the Shower Room cave and drain the pool without breaking down the electric wall. That lets me break said wall down without building the bridge! The 2nd time the game screwed me was in Submerged Castle. The randomness in level 3 was just about to drive me crazy, when I finally got something good and went to level 4. There I was shocked to see I only had 74 pikmin, not 75. I watched the vid from day 3 and the counter just dropped from 75 to 74 after I plucked whites as Louie, switched to Olimar and then back to Louie. A camera swing I did allowed the white pikmin to barely be seen falling to its death under the level... it had somehow fallen through the floor like the \"mysterious deaths\" that plagued the first Pikmin when you swarmed enemies. Thankfully I made backup saves at the start of every day, so I only had to redo day 6, but then the randomness of level 3 again got to me... took nearly 2 hours to get an acceptable layout. Shower Room is a breeze by comparison. \n\nDay 7: I had to rewatch the president saying \"I shall go\" every time I needed to redo the first part of this day, but I cut the credits vid from the first go. Since I need 100 purples at the start of day 8 and there\'s just not enough purple candypops in the game to get that many in one go, I put 20 reds and one purple at frontier cavern and wait for all the overworld parts to reach the ship, then head in. I use the purple to get bitter spray on level 1, although I\'m not sure the time to do that was worth it, since near the end I had so many sprays I was stretching it to use them, and even have 1 at the very end I didn\'t use. After converting my reds I exit and then take out more to do the caves. Yellows and blues aren\'t needed at all, so I only have purples and whites at the end of sub complex. \n\nDay 8: The hardest part of the 8-day run, not because the caves are so hard, but because the timing of the overworld is very tight. In my practice run (When I was figuring out how to do an 8-day run) I entered the 3rd cave with a 1 on the screen. This time it was just a 6. I went up to 50 whites in earlier days to get the poison wall down in just the right amount of time, but then I have to swap most of them for yellows so I can slaughter the Titan Dweevil in 2.5 minutes. I should have brought a few more whites into the final cave though because the poison chutes took a bit too long to take out. \n\nIt\'s worth downloading the credits & ending file to see my high scores. In the ending file you can see the stats of the first time I finished the game in 3rd place (30:31 time!) and my practice 8-day run in 2nd. Oh and just for kicks I want to mention that I used the same VirtualDub process during the 2 weeks I spent on the run to cut out and compress the files. At the end it had over 30 hours of CPU time on my poor, old, overworked p3-450.','2004-10-12',0,19260000,12,'Pikmin2_521',106,5,0,NULL),(0,863,NULL,273,'','You are about to see me rescue some guy (or woman?), a huge diamond ring, and a weird cat-kangaroo-thing, then waste all my energy celebrating rather than actually finding a way to escape the cave. \n\nPitfall II is a fun, not too hard platformer (not too hard because it moves slowly and offers restart points and infinite lives) with a lot of randomness. Enemies besides scorpions begin at a random point in their animation. That is, unless you manipulate them. The bats, the birds, the frogs, and the occasional ability to move left or right during a fall all cycle at a regular rate. I begin each attempt by resetting right when a frog is about to jump right. It\'s not perfect, but it times everything right to make the first 2:30 of the game run pretty smoothly (though there might be a better plan possible). With manipulation, I think luck literally is not a factor in this run. \n\n2600 veterans (which I\'m not) will already know that it is possible to jump over both the first frog and the hole next to him in one jump. Sorry to say, I do not do that in this run. Instead I take the easy way out; I just fall down and swim to the next room. I can sometimes pull off the frog jump, but I have found no way to save any time with it, because strangely it throws off the timing of moving left onto a platform out of a big fall a little later, due to that cycle thing I mentioned. That\'s a little hard to explain, and of course I don\'t totally understand it. \n\nThanks to stanski for suggesting falling rather than climbing down after rescuing the human. It\'s hard to time but it saves 5 seconds! I am extremely fortunate that I can move left out of it into the proper corridor on the timing I was already using. \n\nI can manipulate the birds, albeit not perfectly (stanski calls them gooses), and sometimes the bats. That\'s why I keep stopping momentarily as I climb toward the end, so that the enemy in the next room won\'t slow me down as much. I did well this time, except had I waited a fourth of a second less against the last scorpions I probably could have run right under the last bat and climbed the final stairs one frog-flip earlier (almost 3 seconds). \n\nI\'m somewhat proud to say that I personally found the big jump that carries me left through two screens all by myself. True had I not found it vdub_bobby would have told me exactly what to do where, but I found it, so yay, I get to pat myself on the back a little; same goes for falling a long way and then moving a pixel left just at the right time just before. \n\nMajor thanks go to vdub_bobby and stanski for their help and critique. And I must thank the four people I know of that make the SDA world go around [-] mikwuyma, nate, DJGrenola and Radix. \n\nHoping I get to see someone\'s improvement of this run some time! Hopefully not TOO soon though :P \n\n(This was played on Activision Anthology for Game Boy Advance. I have never had an Atari 2600.) \n\nsloobro AT yahoo DOT com','2007-04-16',0,302000,11,'Pitfall2_2600_502',1,3,0,NULL),(0,864,NULL,273,'100% means maximum score.','In my opinion the most interesting speedrun of this game would be to play it the way it was supposed to be played [-] collecting all treasures, and avoiding losing any points along the way. Welcome to my first successful run at doing that! \n\nThanks to vdub_bobby for teaching me that Harry can jump over both a hole and a frog next to it if timed right. I didn\'t do this the first time I came to the first frog, but when I passed him by again I did. Jumping over him at this point is pretty easy because you know what point of his animation he\'ll be at when you enter the room. \n\nDuring the big descent fairly early on it would probably be possible to be much more agressive at passing the bats when entering the rooms to the left, but I played it safe (and lost about 5 seconds per bat 3 or 4 times). \n\nThe room I enter after my second balloon ride is the most dangerous room in the whole game for me. I get hit there way more than half the time. You\'ll see how close I got to getting hit, which would have ended the run. Two balloon rides later I enter the last of those little rooms, and I made a big mistake. I waited for the middle scorpion when it was totally unnecessary, which in turn moved the scorpion farther right and made me have to wait longer for him when I was ready to come back down. \n\nI really don\'t know whether it is faster to go down 4 floors and collect gold before getting the diamond ring, or get the ring first and then climb up 4 floors. I got the ring first because that way is easier for me. \n\nThe final ascent with lots of birds and bats went alright but not spectacularly. Had I manipulated the birds in the second half I would have saved 4 seconds. That final ascent is the area where the most time is gained or lost. \n\nBig thanks to stanski and vdub_bobby for their help. Big thanks to the verifiers, who I have to assume played through this game again just so they could verify my runs. Big thanks to mikwuyma for all the work he does, nate for encoding my run, DJGrenola for ... well, actually I don\'t know what work DJGrenola does for SDA but thanks nonetheless, and Radix for continuing to run the web\'s best game videos site. \n\nMy guess is that this game was an evolutionary step that directly helped lead to Super Mario, Castlevania, and Metroid. \n\nEnjoy! \n\n(This was played on Activision Anthology for Game Boy Advance. I have never had an Atari 2600, sorry to say.) \n\nsloobro AT yahoo DOT com','2007-04-15',0,767000,11,'Pitfall2_2600_100p_1247',1,3,0,NULL),(0,865,NULL,274,'','Differences between Normal and Hard: [ul][li]the bags of sling stones give you 8 instead of 10 [li]most enemies take more hits [li]the disappearing fire-throwing wizards in the temple stages can only be killed by the exploding stones [li]WARRIOR SPIRIT (the greatest name of any boss ever) takes more hits (all other bosses take the same amount of hits)[/ul] \n\nOther than that, everything is identical. Make sure to watch the end credits, as this game boasts the greatest ending sequence of any game ever. Also, the sound effects in this game are pretty sweet. Enjoy!','2006-07-05',0,1092000,11,'PitfallMayanAdventure_hard_1812',1,6,0,NULL),(0,866,NULL,276,'Segment 39 is missing. The run was accepted regardless because the absent segment is only a minute long, and the verifiers did not spot any cheating.','First, I must thank the following people for this run: samthedigital for his vast knowledge of this game and his strategy of using Fissure with Charmander. He helped me with so much, I can\'t even remember all that he\'s done. I must also thank Amazing Ampharos for his strategy of teaching Lapras Toxic to use against Gyarados. I was about to give up on this run due to frustration with Gyarados, so that strategy was extremely valuable to me. Many others have also helped with this run, but I\'ve thanked them in my past comments so I\'ll refrain from doing so this time. \n\nWell as soon as you watch the first segment, it\'s evident that my strategy is pretty much completely different in this run as I choose Charmander as my starter instead of Squirtle. Charmander is faster through the beginning but I thought he would lose time in the middle and against the E4. Through some testing, I figured out that this isn\'t the case. In fact, Charmander gains a lot of time during the whole run. The E4 would have been slower, but that\'s where Fissure comes in. With Fissure, the E4 was a breeze save Lance. \n\nI could go into huge detail on every segment in this run, but then what would be the point of watching it? So go on and start watching the run! \n\nWell, there is one more thing to discuss. You may notice after segment 38, I unexplainably have Lapras in the front of my lineup instead of Charizard. Well, what should be segment 39 is missing. I somehow didn\'t record segment 39. Here\'s what happened. It was a one minute segment where first, Battle Style was changed from SET to SHIFT in the options menu after the title screen. Lapras was then taught Toxic and placed in the top of the lineup. I then saved the game. \n\nThe reason I taught Lapras Toxic was because it was an easy alternative to killing Gyarados face on with Charizard. Gyarados would always use Hydro Pump on me, which was a OHKO no matter how you looked at it. I had to hope that Gyarados would miss to kill him. The good news was that I was faster, but it still took 4 slashes to kill him. Hydro Pump has an 80% accuracy, so do a little math and you\'ll figure out that I had a 1/125 chance of killing Gyarados. Not so good, and I didn\'t want to invest that much time just to kill Gyarados. \n\nI thought I had no other option though, so I just bit the bullet. I finally got lucky and killed Gyarados, just to figure out that the rest of Lance\'s Pokemon were still pretty tough. I ended up dying after a long and ugly battle that I would have hated to accept anyways. That\'s when I asked for help, and received it. Just watch the strategy for yourself, and then determine how useful it is. \n\nI hope everyone enjoys my run and don\'t be shy to contact me if you want to discuss the run. Really, I enjoy it! You can contact me through email or AIM. My email address is platinum.cygnus AT gmail DOT com and my AIM contact is Platinum Cygnus. \n\nBelieve it or not, I think I may attempt yet another run. I should be able to get sub 2:05 and maybe even near the two hour mark. We\'ll then see for sure if Charmander is truly faster than Squirtle. So for now, peace out!','2007-04-12',0,7740000,12,'PokemonRed_209',41,2,0,NULL),(0,867,NULL,276,'','Where to start?.. I would like to begin by thanking a few people: primorial#soup for his excellent comments on my old Youtube run that made me redo my run and shave of so much time, Chamale for the great Walk through Walls glitch that made the run as fast as it is, Samthedigital, Cygnus, hanzou and a few more I might be forgetting for helping me (without them possibly knowing, even!). And of course the staff from SDA, because without them, this wouldn\'t be possible. \n\nOriginally, it all started with Metroid. To be precise, M2K2, SCU and Metroid Zero Mission. I started speedrunning MZM and somehow, via M2K2 and SCU, I got on SDA (and TASvideos.org) where a world opened up before me. After trying a lot of tricks in various games, I suddenly got the idea to speedrun Pokemon Blue/Red. One of my favorite games. It started with a weak 2:02 using a glitched Gengar level 100 to beat the game and it grew out to be much more then that. \n\nI\'ll just list the comments on every segment because there are quite a lot of new tricks in the run. :) [ul][li]Seg1: \n\nI use a neat trick in the beginning that changes the colors of the game. Yes, it\'s still Pokemon Blue, just in a green jacket. \n\nTo start off, naming everyone \'-\' speeds up the game by a bit, every bit helps no? \n\nThis segment took a while because I absolutely need 11 Attack, 11 Special and 12 Speed, which allows for maximum (critical) damage at times where it turns 2HKOs into OHKOs. If the Attack and Special are 18 at level 10, you know the stats are high enough. \n\nSmall mistake with accidently going to the status screen, but since the stats where what I needed, I kept it. :) \n\n[li]Seg2: \n\nNothing really interesting. Just hope for a lot of critical hits (CHs) and failed Tail Whips from Squirtle. \n\n[li]Seg3: \n\nThis segment took quite a few resets (100+). No encounter is needed so I make sure to avoid it. \n\nThe Potion I grab is needed to skip a Poke Center. \n\n[li]Seg4: \n\nThe main goal of this segment was to get as little damage as possible and still get a decent fight. \n\nFailed Stringshots is the way to go. Took me at least 100 resets. \n\n[li]Seg5: \n\nLuckily, this didn\'t need any resets at all. :) Next segment is hard thus I made a save here. Potion is needed for later. \n\n[li]Seg6: \n\nSame as before, less damage and a fast battle is prefered. I set the cursor on \'Save\' to prepare for a great glitch. \n\nI buy 3 Poke Balls, 2 Potions and 3 Escape Ropes. Now, I walk towards the guy that brings you to Brock and when he\'s done, \n\nI cancel the text with B and immediately press Start and Save the game. \n\n[li]Seg7: \n\nAfter a seemingly weird start, I walk back to the guy and he mysteriously dissappeared! :) \n\nCombining this with the Walk through Walls glitch (explained later), I skip Brock completely. \n\nLater, I found out it could be done faster, 29 seconds could be shaved off. Maybe in the future? ;) \n\nAnyway, this segment took quite a while, because I wanted at least an OHKO on Weedle/Caterpie and the 2HKO on the other (with a failed Stringshot) and an OHKO on the last Caterpie. \n\nSettled with a 1HKO + burn instead because this is the start of the run and I wasn\'t gonna get stuck on something like this. \n\n[li]Seg8: \n\nSame as before, less damage allows me to skip a Poke Center. \n\nBeing at such a low level almost requires more saving just to get the quick OHKOs. \n\nSTABed Ember from 18 Special OHKOs the last Metapod. \n\n[li]Seg9: \n\nTook me quite a fewl resets, but I finally managed. Saving a few times is definately faster then random encounters. \n\nI pick up Mega Punch because I need the power. \n\n[li]Seg10: \n\nWasn\'t really hard, just needed a few resets. \n\n[li]Seg11: \n\nSame as before, had to reset quite often. I hate Mt.Moon. >_> \n\n[li]Seg12: \n\nBeing at such a low level means you can get KO\'d quite easily so I put a save in between the Rocket and the Nerd. \n\nYay, Charmeleon. \n\n[li]Seg13: \n\nThe amount of random encounters you get after the battle is insane, insane I tell you. \n\nAfter leaving Mt.Moon I do not pick up the Great Ball, it\'s not needed. I do pick up TM04: Whirlwind. It replaces TM45: Thunder Wave in my old run. \n\nFor some reason Whirlwind doesn\'t work in battle versus trainers so I happily take advantage of that non-damaging move. :) \n\nHealing at the Poke Center sets a Teleport check-point for later. \n\n[li]Seg14: \n\nUgh, this battle is hard, I tell you. Especially Pidgeotto. >_> Oh well, I got it done with only two missed Mega Punches. \n\n[li]Seg15: \n\nAgain, being at such a low level means they can easily hurt you, so instead, I try to go for CHs as much as possible. \n\n[li]Seg16: \n\nSame, nothing special. \n\n[li]Seg17: \n\nSame. >_> I\'m becoming repetitive. ;( \n\n[li]Seg18: \n\nYay, finally, Nugget Bridge is done. That and Mt.Moon are among the worst parts of the game. Time to get this thing going! ;] \n\n[li]Seg19: \n\nI catch Abra with one Poke Ball and prepare the glitch for the next segment. \n\n[li]Seg20: \n\nIn my other run (which I never finished), this took me among the 150 tries. \n\nBut by making sure I had enough PP for Ember and a slightly higher Attack stat and one Poke Ball more, this was easier. \n\nI activate the so-called Mew glitch that makes it possible to trigger ANY Pokemon as long as the last opposing Pokemon has the correct Special stat. I use Growl six times on Shellder. This lowers Mew\'s level to 1, setting up another glitch. \n\n[li]Seg21: \n\nHere, I use a new glitch. Any Pokemon that has the Medium-Slow growth formule, when at level 1, has -54 experience. When it gets less then 54 experience, the game reads it as having the experience needed for level 255 and it levels you to 100 instead. Mew levels to 100 and I proceed to beat up some trainers. After beating Misty, I get Bubblebeam which has less lag then Pound so I use it the most throughout the run. I should have split this segment up but the mistakes weren\'t that bad. I buy 7 Repels and heal at the Vermillion Poke Center, setting up the next glitch. \n\n[li]Seg22: \n\nBy saving inside Lt.Surge\'s Gym, I can figure out the correct order of the thrashcans. \n\nHere, I use two glitches, effectively skipping Snorlax twice. Visiting the route where Snorlax is, then activating the Mew glitch (hence the sudden appearance of Chansey and Tentacool), makes Snorlax dissappear. \n\nAfter getting Fly, I make the Snorlax near the Cycling Road dissappear. I get an elixir, which I didn\'t need. >_> \n\n[li]Seg23: \n\nUsing Whirlwind on the Koffing, I make sure it Poisons me and get a certain HP after the Poison takes its toll. \n\nIt\'s needed for the next glitch. I enter and exit the Safari Zone to setup the so-called Glitch City glitch. \n\n[li]Seg24: \n\nI leave the Safari Zone and the guy asks me to enter, I say No and this means I have 500 steps before I\'ll get teleported back to the Safari Zone. \n\nThis segment took me quite a while but Whirlwind made it a lot easier (stupid fully paralysing Thunder Waves. >_>). \n\nI made Weezing use Selfdestruct on me dealing exactly 36 or 37 damage and proceed to get Ice Beam and beat Erika. \n\nI deposit Charmeleon and Abra and jump over a ledge at the precise 500th step. \n\nDoing this makes it possible to walk through walls and walking over water. Leaving or entering a building disables the glitch, thus Poison kills Mew and the glitch stays (it also stays during Fly). \n\nMy other run failed here because I didn\'t get the Cinnabar Fly-checkpoint. ;( By using the Walk through Walls (WtW), \n\nI skip Surf, Poke Tower and Silph & Co and head straight to Sabrina. \n\n[li]Seg25: \n\nI grab the Secret Key and get myself Poisoned with a certain HP for the next WtW glitch. \n\n[li]Seg26: \n\nAfter beating Blaine, I get teleported back to the Safari Zone and proceed to Bike to the Elite Four and effectively skipping Strength, the Boulder and Earth Badge. WtW is fun. :) \n\n[li]Seg27: \n\nI decided to save at Agatha because her Gengars and Haunter are annoying with not being OHKOd. ;( \n\n[li]Seg28: \n\nThe rest of the E4. I got Poisoned but didn\'t feel the need to reset just for that. \n\nI finish the game at 1:26, being 12 minutes faster then my run on Youtube. =D[/ul] \n\nPossible improvements: [ul][li]Going for more critical hits would have sped up some parts of battles, but usually is too hard to manage. [li]The Brock skip can be done faster, effectively winning 29 seconds. Instead of Ice Beam, I could use Blizzard [li]and the elixir gotten in the tunnel, this would skip the long trek to the top of the store. Blizzard also would OHKO the Gengars and Haunters so it\'s worth a try. [li]You could go all TAS-like and use Take Town to get your HP lower, but I fear that may be too hard.[/ul] \n\nYou may see me in the near future with a Single Segment glitched Yellow run. Other then that, I may redo this run if I figure out better strats and tricks so you haven\'t seen the last of me. ;) \n\nYou can email me at thomas_wennink AT hotmail DOT com if you have any comments about the run.','2007-10-28',0,5160000,12,'PokemonBlue_126',28,2,0,NULL),(0,868,NULL,277,'','I would like to begin by thanking the following people: MrScaryMuffin for starting the topic on the Speed Demos Archive forum, ShadowJedi for giving me the idea of using Nidoking and items, Cygnus and Naye745 for tips and providing competition, wjzz for informing the forum about the Poke Doll trick, and Radix for hosting the Speed Demos Archive. \n\nOn that note, I would like to apologize for the quality early on. I didn\'t realize that the GBA Player had to be set on Normal instead of Full. You\'ll see me twiddling with the settings sometime in the first hour or so. \n\nFor the most part, it follows my FAQ on GameFAQs. The biggest difference is in the second segment, where I catch a level 6 Nidoran. Due to my excitement of seeing such a high level Nidoran (which saves a lot of time), I waste the first Pokeball. As a result, I can\'t catch the Pidgey and now have to devote a segment dedicated to catching a Spearow (which ends up being the useless segment 4). The whole first hour looks rather sloppy, with a couple of unnecessary random battles and the aforementioned extra segment. \n\nOn the other hand, this is the fastest I\'ve run through Pokemon Yellow yet. I\'m very pleased with the time of 2:28 due to the horrendous beginning, but I think the fastest possible for the game is around 2:25, maybe 2:20. However, the only way to manage this is to have a perfect stat Nidoran, which isn\'t very likely. Odds are I won\'t run through this game again, even if someone beats my time. \n\nYou can AIM me at Vagabond0206 or email me at lookingglass1103 ÐÐ¢ hotmail.com.','2005-07-14',0,8880000,12,'PokemonYellow_228',18,2,0,NULL),(0,869,NULL,275,'','Recording Notes: This was recorded using the Game Boy Tower on Pokemon Stadium 2. \n\nFirst, I would like to thank the following people: \n\nmike89 - He gave me his route, which helped me make some changes in my route, and acted as a motivation to keep improving my time. \nUlti_Gamer - He let me borrow his Pokemon Gold cart for this run. \nRadix - For accepting the run \nNate - For capturing the run \nForgotten One: By watching his Yellow run, I thought of using items to boost my Pokemon\'s stats, making battles quicker in the process \n\nThe Pokemon Gold/Silver/Crystal series is often bashed in competitive play for having an abundance of defensive tactics; however, GSC was my favorite series in-game, so I decided to speed run it. GSC is the longest Pokemon series to run; although the Hoenn region that Ruby/Sapphire/Emerald takes place in is larger than Johto and Kanto, GSC has more mandatory battles, eight more Gym Leaders, and a lack of an \"uber\" Pokemon that\'s quick to find and capture. \n\nAlthough this game is harder than Red/Blue/Yellow, GSC isn\'t that hard to speed run. The controls are easy to use (I just tap A and B monotonously during the entire run), the puzzles are simple, and most of the battles in the run aren\'t THAT hard. \n\nSome general notes about the run: \n-Unless I note otherwise, all of the trainer battles that I get into are mandatory. \n-I bought too many healing items, since I wanted to be safe. \n\nSegment 1: \n-I intentionally fight almost all of the random battles and all of the trainer battles in this segment to give my Totodile experience; I need Totodile to be at Level 7 before I face my rival so that it knows Rage, and I need it to be at Level 13 by the time I beat Falkner so that it knows Water Gun. \n-I check a berry tree a couple of times after I get the berry from it, wasting a few seconds in the process; I do this with a guard in Segment 9 as well. Maybe I shouldn\'t watch downloaded speed runs while I\'m running a game... \n\nSegment 2: \n-mike89 recommended that I go to Sprout Tower for experience and the Flash HM; however, as the only place that I need Flash in is Mt. Silver, I don\'t visit Sprout Tower. To tell the truth, I never timed the difference between my route and going to Sprout Tower; maybe the extra experience and the ability to navigate Rock Tunnel would save time, but from personal experience, I think my method\'s quicker. \n-I fight all of the trainers in Union Cave, since their Pokemon are easy to defeat and yield valuable experience. \n-Finding a Sandshrew in Union Cave can be a pain in the ass; I wasted three minutes finding one in a previous run of this game. Fortunately, that doesn\'t happen here. : ) \n\nSegment 3: \n-Excluding the first two fights, I think that I\'m lucky in this segment. Usually, Bugsy\'s Scyther uses Fury Cutter to devestate my Croconaw, and Bayleef\'s Razor Leaf tears it apart. Fortunately, this isn\'t a problem during this segment. \n\nSegment 4: \n-I don\'t wait until Sunday so that I can get Return during this segment, since my Croconaw doesn\'t like me enough at this point in the game. \n-I HATE trainers that look around randomly. A Firebreather saw me, and I had to engage in battle with him, wasting a minute in the process. \n-I don\'t visit the Ecruteak Pokemon Center so that I can avoid a cutscene involving Bill. \n\nSegment 5: \n-No major comments or complaints. \n\nSegment 6: \n-Trainers looking around randomly bite me in the ass again. I get into ANOTHER unecessary battle with a swimmer. The people at Game Freak should be shot for programming these trainers. \n-The Chuck battle could have gone by faster with Return; however, the length of the battle is acceptable to me. \n\nSegment 7: \n-Due to personal experience, it\'s quicker to go across the booby-trapped floor in the Rocket Hideout instead of disabling the statues. \n-Yet ANOTHER unecessary battle in Pryce\'s gym. : ( \n\nSegment 8: \n-I stock up on stat-increasing items to make battles go by quicker. \n-This is a long segment, and I\'m really concerned about conserving Feraligatr\'s PP with the constant battles. I manage to make it through the Radio Tower quest without visiting a Pokemon Center in-between. \n\nSegment 9: \n-The boulder puzzle in the Ice Cave was made a LOT easier thanks to mike\'s help. : ) \n-Stupid move near Tohjo Falls. The female Cooltrainer looks around in all of the directions; I forget about this, and panic, jumping off a ledge in the process. I waste about another minute due to this stupidity. \n-I ALWAYS forget about the Psychic after the male Cooltrainer. Future runners should Surf to avoid the Psychic. \n\nSegment 10: \n-The strategy for the Elite Four is simple; stat-up and sweep. No major problems. \n-I should have used my X Accuracy to combat Double Team in the battle against Koga; instead, I decide to risk attacking, and have my attacks miss a few times before they hit. \n\nSegment 11: \n-Here\'s one area where it\'s debatable if obtaining Flash is beneficial or not. mike89 recommends going through Rock Tunnel to get to the Power Plant; it\'s difficult to navigate the cave without Flash, but the alternative is to take the route between Cerulean City and Rock Tunnel, battling four trainers along the way. Since I don\'t have Flash, I decide it\'s quicker to face the four trainers along the Cerulean-Power Plant route. I think it takes about the same time as navigating the maze without Flash. If going through Rock Tunnel is about a couple minutes quicker, then getting Flash might be important. \n-Trainers that look around randomly suck. I get into ANOTHER battle at the Saffron Gym (four if you\'re counting). \n\nSegment 12: \n-Nothing worth noting. \n\nSegment 13: \n-I utilize another helpful strategy from mike89 here. I try to freeze Venusaur with Ice Punch, so that I can give two X-Attack to Feraligatr and sweep Red\'s team with Return. This is harder than it seems, as Ice Punch only has a 10% rate, and Espeon uses Reflect to halve the damage of physical attacks for five turns, and usually 2HKOs Feraligatr with Psychic. To take care of the Espeon problem, I use Dire Hit on my Feraligatr, increasing its chances of getting a critical hit. I don\'t think future runners need this item, as it doesn\'t work as well as the X-Items. \n-Enjoy the credits a second time! \n\nI hope you enjoy this run that ate up several weeks of my valuable free time.','2005-10-10',0,15300000,12,'PokemonGold_415',13,4,0,NULL),(0,870,NULL,278,'Segments appended to one file.','First of all, I\'d like to thanks to SDA crew for keeping such cool site and to these people: NeoKamek, TheVoid and Pweisger for their tricks and shortcuts. \n\nGreat thanks belongs especially to Pweisger, who did the first speedrun on Average difficulty. In fact, his run made me to make my own, because I could see many improvements just by looking at his run. In the end, I shaved-off whole 16 minutes and brought the run to the sub-1 hour \"category\". \n\nNot only my run is faster, but it\'s also on much higher difficulty, better recorded and with better graphics settings. I initially wanted to run on They Hate Me, but this difficulty would require different strategy since everybody who\'s got a gun starts shooting when they see you and you can withstand only about 5-6 bullets. \n\nThe game had some issues with my EAX causing some voices to sound like \"chipmunk\", but as far as I know it doesn\'t affect the gameplay since everything is controlled with timed triggers (I\'m talking about petition particularly). \n\nList of all tricks: [ul][li]Duck jump: Classic jump known from Half-Life games allowing you to jump little higher than normal. \n\n[li]Accomplished objective skip: Everytime you accomplish an objective, the Dude takes out the map and talks some bull*****, but that talking can be skipped by pushing Use item button. \n\n[li]Kicking doors: Kicking doors is slightly faster than just wait \'till they open. \n\n[li]Kicking people: I was having a problems, which I personally call \"active dead body hitbox\", which makes every dead person or animal to keep their hitboxes active. The problem is when that dead body is in front of doors or such things, because it blocks the way. Fortunately, I had to use this trick only once in Underground Taliban Base, but I still don\'t know why somebody has this and other don\'t. \n\n[li]Petition skip talk: When the Dude says a short phrase after somebody told you \"I\'m sorry\", you can skip the Dude\'s phrase just by clicking on the person again, but he must start saying the phrase. \n\n[li]Petition time-saver: When you hear signing sound, you can immediately walk away and it will count, but if you\'re too fast, it won\'t. \n\n[li]Attack boost: Everytime you get hit by a bullet, dog or even a cactus, you gain a small boost, which is even bigger when in mid-air. It doesn\'t give you a really big boosts like in Doom3, but it\'s still significant. \n\n[li]\"You got stuck\": Postal 2 is probably the only game with a function, which transfers you away if you get stuck between two solid objects thus it can be used to completely skip few areas. There are only 2 areas, where it can be used to save some time and it only works on second attempt. \n\n[li]Weapon trick: Every policeman has a 2 weapons, close-range one and some gun. If you have felony, they decides which one to take out by your weapon. If you\'re empty-handed, they only take out close-range weapon, which is far more better to your health. \n\n[li]Piss on yourself: If you\'re on fire, just unzip your pants, aim for the sky, start pissing and you instantly extinguish yourself.[/ul] [ul][li]Monday: [ul][li]1:36 - Took a shortcut to get faster to the bank via glass roof, then robbed a bank instead of waiting in queue. [li]3:50 - Stole a milk :) [li]5:14 - Since in this moment you just need to get to the closest transition, I took the backdoor leaving everybody behing then went to right transitition (left is blocked).[/ul] \n\n[li]Tuesday: [ul][li]7:21-11:00 - I was very lucky with petition signing, almost everybody signed on first attempt. [li]9:09 - There are 2 shortcuts in Library. First shortcut is just going up ignoring everybody, take armor and jump over balcony. For second shortcut, you need a motolov, 50+ health and no armor at the end and since Gary\'s autograph can be done very quickly, but you lose a lot of health, I took the first one. However, second one is about 2 seconds faster. [li]10:38 - I asked a priest, but then I realized he would take out gun and start shooting at me. [li]11:19 - Because of my full health and armor, I could just take out the rifle and give a headshot to the lady with autograph, then run outta there. But I must admit I was lucky and didn\'t lose much health like in every attempt before. [li]13:16 - There\'s a big shortcut that I might have used, but the problem is that you need a rocket launcher and the fastest way to get it was actually about minute slower than just going thru the entire church and kill the priest.[/ul] \n\n[li]Wednesday: [ul][li]16:00 - Choosed to vote first, so I didn\'t need to go back there, because I skipped Pickup Laundry mission. [li]17:10 - Going thru the Taliban base is risky, but it saves more than one minute than going the normal route. [li]19:49 - That oddly looking jump allows you to skip entire Pickup Laundry mission. [li]20:10-20:27 - In order to apply \"You got stuck\" trick, you must kill everybody on upper floor to be able to survive further. [li]21:11 - That shotgun guy must die, otherwise his shot will knock you back a little and you end up on the floor instead of the catwalk.[/ul] \n\n[li]Thursday: [ul][li]28:08 - That poor guy is supposed to die there and activate those 3 guys below, but it didn\'t happen, so they just stand there doing nothing :) This bug happened to me everytime, so I guess it\'s probably a bug in the saved game. [li]29:23 - Another \"You got stuck\" trick and also sucessful only on second attempt. [li]31:13 - Killed a woman to quickly get 300 bucks for Pay Ticket mission. [li]35:00 - Jumped over the pipe to save quite a time. [li]37:10 - Another very cool shortcut. Instead of fighting to get the Krotchy, I simply bribed the mascot with a cash (he takes all the money you have).[/ul] \n\n[li]Friday: [ul][li]39:42 - Didn\'t have the time, so I just picked up the package myself and from now on every postman hates me. Took another shortcut on the way back. [li]45:50 - Took some healthpacks, because I was never able to survive way back to home, but in this attempt I didn\'t even get hit. Luck was really on my side. [li]46:12 - Huge shortcut, which makes this last mission to be the easiest from the whole game. I crouch to the tree to avoid triggering cutscene. [li]46:45 - I wonder who found this trick...[/ul][/ul] \n\nHope you enjoyed this run.','2007-01-02',0,2986000,11,'Postal2_Insane-o_4946',17,11,0,NULL),(0,871,NULL,279,'','[ul][li]Level 1 - Hospital: \n\nBunnyhopping through the level to the elevator and going straight on to the nurse who talks to me. \n\nBunnyhopping straight on to the Sample Drop Room. \n\nBunnyhopping straight on - have hallucination. Hopping straight on, get down the stairs and jumping up the cupboard. \n\nGoing up the stairs. Hopping straight on, jump over the bed and take the pistol - Go and jump off the window. \n\nJumping right and jump to the window and broke the window by kicking it. Going down the stairs. \n\nHopping through Surgey and have again hallucination. -Get hit by an cow head. \n\nGoing straight on through the hospital. Shot a cat, shot and miss another cat and hopp into the administrator office. \n\nTake the pistol with ammunition. Get 4 fastfood packs and go on. Ignore two cats and going down the stairs and go through under the door get hit by a cat and kick it away from me. \n\nGoing through the stairs, go through the door to the underground of the hospital. Pick up a medi kit, a molotov cocktail and some scissors. \n\nJumping through the underground. - Get hit by a grenade by a gary. jumping straight on... \n\nGoing down the stairs and hopping straight on. Jump of a pipe and jumping on another pipe, kill two cats and jump on another pipe kill another cat. \n\nGoing straight on on the pipes and killing some cats. Climb up the ladder and jump on some another pipes, kill two other cats and go in a big pipe. \n\nRunning through the pipe and jump in another pipe. Climb up another ladder, pick up a shotgun with shells, pick up one or two medi kits and running through some things and garys. \n\nJump through the door and ignore three cats, kill some of them and go straight on the stairs. \n\nKill some another cats and go to the administration. Throw a scissor into an electric box. - The gate opens and some barrels explode. \n\nRun to the end of the map... \n\n[li]Level 2 - Lower Paradise: \n\nJumping through the streets and pick up some medikits. Hopping again through the streets. -Get in the Greasy Panda (The china restaurant). \n\nWatch the movie...killing the 20 zombies... Pick up some ammunition and fastfood. watch the movie - End of the level. \n\n[li]Level 3 - Cow Pasture: \n\nWatching the video scene, and kill the first cows, jump over the fence, and the next video sequence comes, pick up some grenades and run straight on, kill a cow by throwing the hammer. \n\nKill the other cows, jump off the cliff and hopping to the next cows, pick up an health pipe, kill the cows and jump over the fence, run through the level, kill the two humans, go straight on and kill the last cows, watching the video sequence, get a rocket launcher, watching the video with the pingeon hunter mission, and another video sequence, run into the publisher office complex - next level... \n\n[li]Level 4 - Publisher Office complex: \n\nJump over the woman, run through the security zone, pick up a weapon, run through an office and pick up some fastfood, jumping through a snack bar and pick up some fastfood, jump through the garden and kill a security man, run up the stairs, kill the other security mens because if I do this not, they will kill me in the video sequence! \n\nRun into the big hall. - Watching the video sequence and kill the rich man with an rocket launcher. Watch another video sequence - end of the level and end of the day. \n\n[li]Level 5 - Vince\'s House: \n\nSunday - another damn day... talking to vince and jump off the balcony. Kill the first zombie with an hammer like the other 79zombies. Afther I killed some zombies I used the bug that they are respawning on some places and i am waiting there and as soon they will be respawned i kill them! I hate this level because it takes so many time. Now i have to get into the house but first I get on the top of the house and pick up some fast food and health pipes, and a scythe. Kill the last zombies and watch the video sequence. - next level... \n\n[li]Level 6 - Elephant Preserve: \n\nWatching the video sequence... zzZzZZzZzz... talking to the man with the elephants... \n\nloading scene... aaah here are the elephants... lets kill them! \n\nThey need 3 hits with the scythe to die... that lavel takes a lot of time, too. \n\nPick up some fastfood or so. After I have killed the last elephant a new video scene comes. After that scene the level is over - next level \n\n[li]Level 7 - Terrorist Training camp: \n\nWatching a video sequence, jump on a big rock and on the wall, pick up some ammunition and hopping through the camp, loading scene, run straight on, jump on the little hill, over the fence on the house and over another hill and run into the loading zone... run into a house, pick up a health kit, jump into the big pipe, climb down the ladder and the next level loads... \n\n[li]Level 8 - Terrorist Training camp 2: \n\nKill these fucking terrorists who are on my way, take a fastfood pack, run through the level, kill all those noobs, climb up the ladder, pick up some ammunition and a health kit. Watch a video sequence... \n\nGet off this fucking crap, kill some terrorists, pick up some ammunition..... \n\nEat some fastfood and get off the level, climb up the ladder, run on the hill run on the other side and run into the level exit - watch a video sequence. After the video sequence the level ends... \n\n[li]Level 9 - Military Stockade: \n\nIgnite the terrorist with my match so that the fire alarm begins and the gates open. \n\nRun through the prison, pick up some ammunition and some healthkits - ignore the millitary, kill them takes to much time^^ \n\nKill the last military mens and get off the level. \n\n[li]Level 10 - Military Base: \n\nPick up the sniper rifle, get off the room and jump down on the street. Kill some military mens, jump on the top of some crates to get a health pipe - i really need this health pipe ! \n\nGet into the house, kill some military mens and pick up the ammo, run through the rooms and ignore the military mens, pick up some health packs and run up the stairs. Run through some rooms and over a bridge, straight on through some rooms and then get off the house, kill some military mens and pick up their ammo, \n\nRun on the stairs on a bridge and jump off the bridge, run over the place into a hall, kill these damn dogs and get into another room, eat something, get to the level exit - level ends - next level. \n\n[li]Level 11 - Military Base 2: \n\nRun into a room and run on an elevator, waith until the elevator comes down, run through the level, kill some military mens, pick up their ammo, run straight on... \n\nGet the nuclear device. Have hallucination and run into the \"hell\". Get into a door and kill some military mens, pick up their money, run up the stairs, and run through the room and pick up some healthkits. Run up another staris, run over a bridge and run into the level exit. \n\n[li]Level 12 - Military Base 3: \n\nRun through a room, get off the house and run over a big place with zombies, kill the dogs, and ignore the zombies. Run into another house and kill some dogs. \n\nRun through the door and run over a bridge, run through some rooms and run down some stairs. Get off the house and run over a place full with zombies. Get off the Military Base by running into the level exit. \n\n[li]Level 13 - Lower Paradise 2: \n\nWatching a video sequence, pick up a kevlar vest, and run through the streets, ignore all those people and zombies, hopping over the place and run up some stairs. Pick up the knife and some fast food. Pushing the red-white thing beside the automat and jump on it and than on the automat, run over the house and jump off the house, \n\nRun as far as I can to the level exit - The Publisher Office Complex. \n\n[li]Level 14 - Publisher Office Complex 2: \n\nWatching a video sequence, eat some fast food and run through the car park, kill a military man and run into the door and pick up a health pipe and a healthkit run down some stairs and run through the level. Run down some another stairs and pick up a healthkit. \n\nRun through the level and climb up a ladder pick up some things and jump through the office, run up a ventilation shaft and get in another ventilation shaft. \n\nGet into the snack bar and get out of it, run through the garden and get into the house, run up some stairs and run through the big hall. Watch a video sequence and wait for the end of the level. \n\n[li]Level 15 - Dog Pound: \n\nGet into the dog pound and run through the dog pound, watch a video sequence. after the video sequence I kill the man and some dogs. I run out of the dog pound and jump of a roof and run through a garden and run into a house and kill some mens and some cats. \n\nI run straight on through the house and another video sequence is playing. After the video sequence the level ends. \n\n[li]Level 16 - The Bridge: \n\nNow the last level, I pick up some ammo and some health kits and jump on the chair and then on the top of the building. \n\nI just run over the side of the bridge, that saves a lot of time. After I have passed the bridge I jump into the tilted truck and get some healthkits and ammo. \n\nA military man shots a rocket on my but as far as I had the damage, I picked up a healthkit. That saved my live! Now I just run through the street and a new video sequence is coming. \n\nAnd here is the boss of the game! After the video sequence I shoot the heads over his head and if all these little heads are destroyd I can hurt him, but only 30sec or so. Then are coming new heads! \n\nBut in my run, was a bug, I can hurt him every time! That saves many time, too! \n\nAfter I have killed the boss the game is over, just a last video sequence is coming and the just the score. Then the game is over.[/ul]','2006-08-30',0,3523000,11,'Postal2AW_Remedial_5843',23,11,0,NULL),(0,872,NULL,281,'','Predator 2 is a top-down shooter in which you control a pixilated version of Danny Glover. The graphics and sound are not great. In fact I had to silence the handgun in order to make the sound bearable. With that aside, the game is quite fun to play. \n\nHere\'s a breakdown of each level. \n\nLevel 1: \nNothing went wrong. \n\nLevel 2: \nTwo slight hang ups on ledges, maybe a second lost. I am unable to exit the level after rescuing the final hostage due to the exit sign not appearing. This seems to happen at random and is solved by moving the exit off the screen [-] thus allowing it to be redrawn with the correct properties. I lost a couple of seconds on this, but it seems to be unavoidable. \n\nLevel 3: \nI believe this is the fastest path, but I might be wrong. Everything went well until the semi fight. For some reason I stopped throwing nades before the semi was destroyed. Oh well, another second lost. \n\nLevel 4: \nPerfect [-] I didn\'t get hit and never slowed down. \n\nLevel 5: \nI took more damage than usual at the start, but it makes no difference. That was a nice bit of dodging after the first predator fight, if I might say so myself. It is very helpful to avoid all damage during the early part of this portion because there seems to be unavoidable damage later on. The rest of the portion mainly depends on luck. Example, I got hit by bullets that usually miss and dodged most of the rounds that usual hit. Overall it went pretty well. After the second predator fight I shot at some enemies that I didn\'t have to, but I was just trying to be careful. Due to the nice placement of the flak jacket between the third and fourth predator, I just charged and blasted them with the machine gun - this seems to work the best. \n\nLevel 6: \nThough it doesn\'t appear that I needed it, I had to pick up the health at the bottom of the map because it is very difficult to survive the next section when you scharge in directly from the east. However, the enemies aim differently if you come from the south, thus allowing me to avoid most of their rounds. The semi fight and following helicopter fight went rather well. After destroying the final helicopter I walk south to allow the game to redraw the exit door [-] thus avoiding the horrible level 2 ending sequence. \n\nLevel 7: \nThis level is a pain... \nEverything went excellent actually. Check out me dodging the predator\'s circular blades after the second flack jacket :) ... and then I start to get hit when I usually don\'t... then I almost missed a hostage. After rescuing the two hostages from the alcove I somehow get stuck in the left wall. This has never happened to me before and cost me some health. However, I somehow dodge the wall cannons and shoulder cannons while running down the hall to the large predator room [-] good stuff. Also, after picking up the last flack jacket I seem to loose my position and walk back and forth [-] this is a sign of excitement :) (or lack of concentration). The final boss fight went very well. He\'s actually the easiest real final boss ever. \n\nThat\'s it [-] hope you enjoyed the show. \n\nRun by Jonathan \"Barrage\" Bean \n\nThanks to (in chronological order): \nDavid \'RandomEngy\' Rickard[-] inspiring me to speed run with his epic HL1 run. \nScott Ward [-] roommate and support. \nJim Przybylinski [-] speedrun enthusiast. \nOthers at Rose-Hulman.','2006-07-22',0,699000,11,'Predator2_1139',1,6,0,NULL),(0,873,NULL,282,'','I never thought I would be on SDA, this run is more or less and accident. Somehow I became obsessed with this game and played through it multiple times a day trying to get the lowest time possible. When I noticed that I was only a few minutes away from the previous record I decided to make a new speedrun for it. \n\nThere are almost no shortcuts in this game so most of the time saved comes from perfect execution of the moves and ignoring most battles with the sand monsters. Only a day before I made this run I discovered the prison shortcuts and the shortcut while climbing the Tower of Dawn, which both saved me a couple of minutes and gave me the lead I needed to top the previous record... \n\nDespite everything that went my way there are still a few things that could be improved: \n- When you first do a move it moves in slow motion which can be circumvented by changing the camera perspective while doing that move. Unfortunatly I found out about this after I did this run. \n- In \"Above the baths\" you don\'t have to pull the cabinet all the way to make the jump to the pillar. But I stopped pulling too early and lost some time on hesitating and pushing it all the way just to be safe. \n- In the underground ruins Farah stood in the way majorly when I tried to pull a crate. I wasted a good amount of time trying to move her out of the way. She finally budged when I started hacking into her with my sword, sorry about that! \n- While climbing the Tower of Dawn there is a hollow tower with ladders and bats you have to go through. It is possible to go through this tower in one go but those bats always seem to throw me off the ladders. I did it the patient way and killed all the bats before going up. \n- In the torture chambers while I was pushing the switches to go up the bats wouldn\'t stop haunting me and I had to waste time killing them. That caused me to wait for the switches to reset and losing a good amount of time. \n- A lot minor things went wrong during the battles, but that was inevitable in this speedrun. \n\nI\'d like to thank SnapDragon for his inspiring Prince of Persia runs, sorry to beat your record on this one! Though I\'m sure you\'ll make something to top my run off again :)','2005-10-01',0,7563000,11,'PrinceOfPersiaSoT_SS_20603',1,5,0,NULL),(0,874,NULL,283,'','I\'d like to thank the following people: [ul] [li]Radix - For having such a great and well organized site and forum. [li]MatrixTN - For his support and various pointers. [li]CannibalK9 - Critiquing on my segments and pointing out useful tricks. [li]lazylen - For his Dagger Plate skip at the place where you have to turn the platforms for Farah. Also for his various other pointers and convincing me to do it on Hard Mode. =) [li]ballofsnow - For helping me out with all of the encoding problems I had. [/ul] \n\nAlso a thanks to all of the other people supporting my run that I may not know about or missed. \n\nI don\'t want to spoil anything for those who haven\'t seen any of my segments yet, so I won\'t talk that much about them. \n\nThis is my first ever speedrun, Prince of Persia: The Two Thrones 100% on Hard Mode. I was initially planning on doing a single-segment 100% on Normal Difficulty, but as school grew closer and summer ended, I realized I wouldn\'t have time to do it single-segment. I have always been a fan of the games from the Prince of Persia series. I always knew that I would one day do a speedrun for one of them. By doing this speedrun, I have realized exactly how hard and frustrating speedrunning really is. When I finally finished it, it felt like something very heavy had just been taken off my back. It was a very nice feeling. \n\nThere weren\'t very many mistakes in this speedrun and the tricks were pulled off very well. I especially like how easily and quick I did the Life Upgrades. I have to admit, the boss battles weren\'t very good. They were good, but they could be better. I absolutely hate the fighting system of this game. You really begin to notice how much it sucks when all of a sudden the Prince goes and attacks an enemy a mile away from you, when you\'re trying to smash a pot to get some sand. You really begin to notice how poor the fighting system is when you verse the Twins. No matter what, the Prince always wants to attack the one with the axe! \n\nI love the camera system this game has. It makes things so much easier when trying to make a difficult jump. There were probably a few weird game bugs that you noticed while watching this run. The two that you probably noticed is when you see me jumping down to face the Stone Guardian, you hear the sound the Prince makes when he dies, and the cutscene where the Prince jumps off of the chariot and tackles Axe, the cutscene kind of freezes then goes on. For the first weird game bug, I think that happened because I rewinded just as the Prince hit the ground. For the second weird bug, I think I have a faulty game disc or something because no matter what, the cutscene always freezes like that. \n\nAnyways, I hope you like my run. Enjoy! \n\n...and the Prince of Persia trilogy is complete. \n\n- If you would like to contact me about any questions you may have my AIM = fluffiestkitten@aol.com and my MSN = fluffykitten_@hotmail.com','2006-09-29',0,9487000,11,'PrinceOfPersiaTTT_hard100p_23807',19,5,0,NULL),(0,875,NULL,284,'100% requires the life upgrades and water sword, resulting in the good ending.','It took me a long time to get around to playing Warrior Within, but when I did (and when I watched Mkt\'s fun speedrun), I was inspired. And here it is, the sequel to my Sands of Time speedrun! This run improves on Mkt\'s in a number of ways: \n- Difficulty is on Hard \n- The \"good\" ending is achieved (which requires an extra 20 minutes of gameplay to get all the life upgrades) \n- It\'s single-segment \n- It\'s still 20 minutes faster :) \n\nBig thanks to twotontim for critiquing my strategies for each section of the game, and for telling me how to improve my video encoding process. The exceptional quality of the video is entirely thanks to him. (Well, and the brilliant folks at DivX!) \n\nI spent a month and a half just going through each segment of the game carefully, finding as many little shortcuts as I could, and practicing the segments over and over until I could do them relatively smoothly. After I started putting it all together, this run actually came fairly quickly (within a few days). I think I was very lucky, though; everything just happened to \"click\" at once, and I knew I had my final run. I could easily have spent weeks trying to get this time. Can it be improved? Barring some major shortcut, not by more than a few minutes (and you\'d probably need to go multi-segment to do that much). \n\nWithout spoiling too much (the run is meant to be entertaining), here are a few details: \n- All the portal activation sequences are random - and using rewind to try a button then undo does NOT work \n- If you\'re wondering why I always try the first activation button twice, just watch from 1:38:00. Bug!! \n- Battles are almost always skippable, but some require cleverness \n- Cinema scenes are NEVER skippable \n- All of the time powers came in handy a few times! \n- Neither the Hockey Stick nor the Rayman Glove are worth spending seconds to get \n- I delay a Life Upgrade (and thus get the Water Sword \"late\"), but I believe this saves time overall \n- The trick at 44:34 is one of my favourites :) \n- The \"sequence break\" at 1:10:35 skips a short cinema scene! I stumbled on it by accident \n- The shortcut at 3:12:50 skips another short cinema scene \n- The worst part of the run is from 2:19:00 to 2:20:10. I even got hit in slo-mo! \n- Another big mistake is my screwup from 48:20 to 48:45 \n- Another was forgetting where I was going from 2:28:35 to 2:28:55 \n- There were a couple of nail-biting moments. At one point, it all came down to a perfectly-timed swing of the sword... \n- The Dahaka fight is very random. This Dahaka took about 40 seconds longer than my best, but still went quite well \n- I\'ve encountered two bad crash bugs right near the end of the game, around the entrance hall and hourglass room; that\'s why I dawdle a bit there. Making the game load different scenery seems to prevent it \n\nAnyway, enough talk; the run mostly speaks for itself. I personally believe this is the best speedrun I\'ve ever done. Please enjoy it! \n\n- Derek \"SnapDragon\" Kisman','2005-09-02',0,11940000,12,'PrinceOfPersiaWW_SS_hard100p_319',1,20,0,NULL),(0,876,NULL,287,'','A few notes: \n\n-Finished on one life \n-Done on a Genesis Model 1 with RF adapter (suprisingly \n\nThanks go to Nate for capturing. Here it is, Quackshot. It\'s possibly one of my favorite childhood games, and I just thought it would be a good game to do. Although I did make a few mistakes, like losing a bit of time with the ghosts in the pirate level, and a few other minor inconveniences, I feel this is a good run. So enjoy.','2005-06-10',0,1920000,11,'Quackshot_3200',1,6,0,NULL),(0,877,NULL,288,'Time stops after each fade to black at the end of a level ends and resumes after the loading screen disappears. Half a second added per save.','This run was done using version 1.3, which was the latest patch when this run was started. \n\nThanks to InsaneB4st4rd for various tricks, strategies and shortcuts and route testing. With all the stuff he contributed this is more like a team effort, but I did all the running ;-P \n\nThis is my last Quake 4 run on Private skill and finally I got my ultimate revenge on Raven software. They thought they could make this game speedrunner hostile by adding crap like invisible walls and stuff all over the levels, but they never counted with the brute force of the people at SDA. Have at you, you invisible-wall-adding-lamers! \n\nThis run is not only faster than the last one because of a bunch of new tricks and shortcuts. My Doom 3 nightmare project gave me a lot of experience in running Doom 3 engine based games, and also to keep the precision even though I\'m forced to play at 30 fps while recording. Especially when I strafe jump, which is something I didn\'t master in the earlier runs. For this run I finally decided to use the autosaves and one segment per level, and no exceptions this time. Thanks to this decision you wont have to watch a lot of boring loading screens and saving/loading. Now, lets see how long it takes for Raven to get a patch out with like 600 single player fixes to prevent people from destroying their precious game even more. [ul][li]Level 1: Air defense bunker. \n\nPerfected the strafe jumping and enemy kills to shave a couple of seconds. \n\n[li]Level 2: Air defense trenches. \n\nNo actual improvement was possible to achieve in this level. \n\n[li]Level 3: Hangar perimeter. \n\nNow it starts to get fun. Thanks to the ultra-super-duper-quake4-raper-sequence-break-no.1 (aka the \"Flyer ride\") I managed to improve this level with almost 1 minute. As you can probably guess it\'s harder to pull that thing off than it seems. The trick is to make the crane sequence stall for just the right amount of time, and the secret to do that is something I will let you find out on your own ;-D \n\n[li]Level 4: Interior hangar. \n\nA very random level and thanks to better research of how to control/predict the random events I managed to improve this level with over 10 seconds. \n\n[li]Level 5: MCC landing site. \n\nThis is a very tricky level to play because you have to do precise strafe jumping in very cramped areas. As in many of the other levels the improvement in this level came from better strafe jumping and better shooting. \n\n[li]Level 6: Operation: Advantage. \n\nI managed to shave a whole second from this level, feel the power! \n\n[li]Level 7: Canyon. \n\nWithout doubt the most boring level in the entire game, mostly because around 90% of EVERYTHING that happens in this level is controlled by pre-scripted events and you can\'t do squat about it. Thanks to some better strafe jumping in the areas where you are in control, especially the first stretch, I managed to knock a few seconds from this level. \n\n[li]Level 8: Perimeter defense station. \n\nEven though this is quite a long level I like it, because you see a lot of action in it as well. To be honest I don\'t know exactly where the improvement comes from in this level, but as usual it is probably a mix of better shooting and jumping, I just can\'t point out the specific locations. \n\n[li]Level 9: Aqueducts. \n\nThanks to some better understanding of the timed triggers I managed to improve this level by almost 10 seconds. \n\n[li]Level 10: Aqueducts annex. \n\nRaven actually helped me improve this level with version 1.3. With previous patch versions you were forced to kill the two harvesters near the end in order to gain entry to the Nexus hub building, in 1.3 that is no longer necessary. Around 17 seconds was knocked off from the time thanks to this. \n\n[li]Level 11: Nexus hub tunnels. \n\nI finally discovered a way to skip some of the annoying conversations in this level, too bad it doesn\'t work in all types of conversations (commlink and console interaction). With this trick and generally better playing this level was improved with almost a minute. \n\n[li]Level 12: Nexus hub. \n\nThere is also a big change in this level in version 1.3, the Makron now has to reach a certain point before you can injure it and the amount of hits it can take is also higher. This makes the level about 6-9 seconds longer and the grenade launcher is no longer the weapon of choice because I have to reload it, the nailgun is actually the fastest way to kill it now. Thanks to the dialogue skip trick I improved this level with over 20 seconds anyway. \n\n[li]Level 13: Strogg medical facilities. \n\nThis is a very annoying level to speedrun because you have to sit through that stroggification process every single time you make a new attempt. Thanks to that you are quite dull once you get control over things. In the previous run this was one of the better parts and I only managed to improve it with about 4 seconds, which is pretty good. \n\n[li]Level 14: Construction zone. \n\nI bet Raven thought they were clever when they added the insta-kill gas area in the beginning, but not clever enough to make it cover an area big enough to stop a more clever speedrunner. Thanks to this overlooked area it is possible to complete this level without the walker, and that\'s a really good thing because the walker is SLOW. The bad thing is that once you do this level without the walker its 100% random, and I mean 100%. After a lot of running, swearing and keyboard smashing I improved this level with about 1:29. \n\n[li]Level 15: Dispersal facility. \n\nThere was a lot more to do in this level than I thought. Thanks to the better route down the stairwell a few seconds were shaved, another few seconds from better playing and then another few seconds from the slide trick in the pipe in the end. \n\n[li]Level 16: Recomposition center. \n\nWhat can I say? This is just a complete humiliation of Raven\'s so called anti-speedrun system. \n\n[li]Level 17: Putrification center. \n\nThe only hard thing in this level is to get past the Stroyent quickly, which I managed pretty well. Jumping off the conveyor belt after the checkpoint is actually not a detour, this make the enemies spawn faster so you can kill them faster and in turn unlock the door the faster. \n\n[li]Level 18: Waste processing facility. \n\nHere I actually managed to improve the level with a lot more than I had expected would be possible. I also managed to make the boss fight even faster spite the lack of the lightning gun. Unfortunately there is nothing I can do to prevent the technician from repairing my armor, so you will have to endure that. \n\n[li]Level 19: Operation: Last hope. \n\nSome optimized strafe jumping allowed me to improve this level slightly. \n\n[li]Level 20: Data storage terminal. \n\nThere was not very much I could do in this level except luck manipulate the dark matter room to oblivion. \n\n[li]Level 21: Data storage security. \n\nSome better strafe jumping, some better shooting and a few more seconds shaved off. \n\n[li]Level 22: Data storage terminal revisited. \n\nAnother level where Raven added small changes to make it \"impossible\" to do stuff you\'re not supposed to. For example they added invisible walls around that blue beam thing (whatever it is) to make it impossible to cross the bridge before it is fully extended. This change took me like 5 minutes to find a workaround for and shave 3 seconds in the process, simply by doing some crazy strafe jumping between the bars instead of just running across. Raven, you have to try harder than that to stop me! Other than that I just played generally better and optimized, ending with a run about 16 seconds faster than the last one. \n\n[li]Level 23: Tram hub station. \n\nA lot of overlooked stuff in this level. Thanks to the new trick with the bridge and the shortcut in the cave I managed to improve this level with over 2 minutes. I really wonder what is missing inside the code for this game since you can use interface panels through walls and other solid objects, or maybe Kane is actually some sort of ghost? \n\n[li]Level 24: Tram rail. \n\nNot much to do in this level, enjoy the machinegun action. \n\n[li]Level 25: Data processing terminal. \n\nThis level turned out to be harder than I thought, because good times are dependant on random things going right. Skipping the first dialogue with Sledge shaved a couple of seconds, other than that it was just better playing. My nailgun bugged out a little at the end but that doesn\'t matter, Sledge did his one hit kill punch on the last spider. Why do the NPCs always get cool attacks like that, and not the player? \n\n[li]Level 26: Data processing security. \n\nIn this level I kept a try with a bunch of small misses for one big reason, I never managed to even come close to that time again no matter what I did. This is just one of those mystery runs you encounter now and then in this game. The best I managed after this try was a whole 6 seconds slower. \n\n[li]Level 27: Data processing terminal revisited. \n\nHave fun looking at The Guardian, the level was improved with a very impressive 0.2 seconds from last run. \n\n[li]Level 28: Data networking terminal. \n\nThere isn\'t very much to play with in this level, the only new thing I managed to find was to get across the bridge without extending it. That improved the time of this level with around 5 seconds. \n\n[li]Level 29: Data networking security. \n\nThe only thing I knew I could improve in this level was the fight with the Tower Guardian. And no, the stall is not some accidental lucky strike, I know exactly what I\'m doing and I can pull that off again and again. \n\n[li]Level 30: Nexus core. \n\nThis level was very hard to improve, like many other levels the good results are dependant on random events. After lots of testing I managed to skip riding inside the elevator, which shaved a lot of time, and I also improved the battle room with a few more seconds. The elevator stall was one of those tricks that made me laugh hysterically when I pulled it off for the first time, a true \"Haha Raven, now I got you!\" moment. During the slow elevator where enemies come jumping in I also got my revenge on the missed railgun shot in level 26. \n\n[li]Level 31: The Nexus. \n\nThere is not much to say about this level, actually. The seemingly weird strafe jumping in the start is needed because I need those lightning coils really bad for the new strategy. It is actually possible to stall the Makron just like I stalled the Tower Guardian, but the stall doesn\'t do any damage at all to the Makron for some weird reason, so therefore I didn\'t bother to use it.[/ul]','2006-09-05',0,6366000,11,'Quake4_Private_14606',31,11,0,NULL),(0,878,NULL,289,'','I\'ve gone and done it. Why did you make me? Yes, the laborious Quest 64 has been taken down in under three hours. I\'ll save you the trouble and tell you the secret right here: earth and water, baby. I also avoid virtually every enemy battle as well, which isn\'t very difficult compared to other RPG\'s since all you have to do it make your way to the edge of the arena. The only times I fight enemies are at the beginning and right before Zelse (where I get three spirit gems from a single fight). \n\nYou may notice that in the over world I don\'t usually hug corners or go along the inside of curves when enemies are about. This is to prevent Brian from becoming trapped with no where to go (i.e. the boundary will go \'inside\' the wall, making me run much further and take much more damage). \n\nEarly on I only get enough water for the heal spell, which is needed to get across the overworld. The rest of the spirits goes to earth until it is maxed. \n\nAs for the bosses...well... \n\nThe fight with Solvaring goes like this: toss rock, dodge, toss rock, dodge, toss rock...use an item...ad nauseam. By the time I get to Zelse I have magic barrier, enabling me to take no damage. I kill off Zelse with rock as well. \n\nBy the time I get to Nepty I\'m busting out the avalanche, which has the potential to do 2-300 damage per turn, which, when combined with barrier, makes for an unstoppable combo. I use this the rest of the game. \n\nThe only problems were the randomness of both barrier and avalanche. Magic barrier sometimes protects you for two turns, sometimes only one...so there\'s some fun when it dies or \"misses!\" unexpectedly and I have to run around and heal frantically (all the bosses from Zelse onward can 2-hit KO Brian). I found the best way to aim avalanche is to position the target several spaces behind Brian and to the right (or, from Brian\'s POV, back and to the left). It doesn\'t hit them always but when it does it\'s devastating. \n\nMy main concern throughout this project was a lack of mana for my spells. Since I\'m rushing through the game like crazy I don\'t give much of a chance for my MP to grow, so even by the time I get to Mammon it\'s only 25! I had to be very frugal with the MP healing items and I collected pretty much all of them in the game, save for one in the blue cave and a dew drop in the mine. And the secret Shamwood area, but that\'s a given. \n\nAt the end even with all that I couldn\'t do it. I thought I was screwed and I was starting to research to see if I could do some other elemental combo...then I saw that with water at 40 you can steal magic points from enemies! Unfortunately, I had to backtrack a little bit and get some not-so-efficient spirits, but I worked it all out in the end. I loved the spell so much I actually ended up with excess healing items at the end. \n\nSo if anyone out there is, y\'know...thinking of <snort> beating this time, just copy this strat except along the way also max out water instead of skipping a bunch of slightly out of the way spirits like I did. And don\'t get the wings from Dondoran. \n\nI have to giggle watching the fight with Mammon. He\'s so big that avalanche just rocks the hell out of him and causes him to shake violently. Speaking of Mammon and his dimension, the enemy called \"Pinhead\" is a freak! He does like 170 damage in one shot! What a cheater [-] you\'re not allowed to do more than the last boss... \n\nEnjoy. Actually, watching the \"dungeons\" might be a good cure for insomnia...','2005-09-09',0,10072000,11,'Quest64_24752',15,9,0,NULL),(0,879,NULL,290,'','Welcome to my first speed run that has made it onto the site! \n\nThanks to Radix for hosting and putting up with my poor knowledge of technical skills (saying it lightly) for some time now. \nThis was one of the few games I hadn\'t sold a couple of weeks before finding this site, so I knew I had to do this at some point, especially when discussions for the first game arose. \n\nIt is probably the best one to run as you get the jetpack immediately unlike R&C1, and there is less chance of screw-ups without R&C2s hacking puzzles. \nThat said, it is made infinitely difficult by the need to upgrade weapons and health, or collect bolts for armour. There are many areas which take off over half health each hit, and the final level is 1-hit kill - so there are many frantic laser dodging moments throughout. \nIt is also designed with infinite lives, so dying is all part of the game - unfortunately for the person trying not to. \nThe decision to do Single-Segment was always in the back of my mind, and it took a lot of nerve and ten times as many attempts to accomplish it. \n\nOnto the video itself: \n\n*I apologize for any audio farts, I haven\'t checked through for them fully but I\'m sure I noticed some while recording* \n\n*You may want to read this after/during watching the video. I had to do this when looking at other speedruns and they don\'t remind you. Trust me, the following wall of text is very confusing* \n\nVeldin \nMenu setup is less perfect than I\'d have liked (I keep the \'pause during weapon-swap\' since Ratchet stops anyway and it reduces exposure time during fights) - overall not a problem. \n\nFlorana \nI do some bolt hording firstly, as there\'s a small room with lots of bolts. Very irritating are those homing-boomerangs that slice through the environment in their attempt to take off significant portions of health, that\'s why try to kill them all hahaha...but I screw that up. \nPath of Death is always fun, relaxing rather than difficult at the start of the game. \nThe boss is very easy; my weapons are too limited for me to mess this up. \n\nMarcadia \nSimple, lots of random blasting just to gain experience since ammo is restored every time you enter that big command ship thing. \nMission 1 â€“ kill \'em all. I take an inordinate amount of damageâ€¦ \nMission 2 â€“ rinse and repeat. \nMission 3 â€“ ahh, I suck at fps. \nMission 4 â€“ it finishes on a timer so I mess around a bit. \nMission 5 â€“ usually easy though more complex. I get hit by a plasma blast. I never get hit by those plasma blasts >_< \nThe laser-refraction area seemed to optimise itself, which was nice. \n\nThe first arcade game is done fine, wall-bounding to the top just takes practice. Some aesthetically appalling mistakes interlaced with the good though. The boss goes down quickly. \n\nAnnihilation Nation \nAlways a laugh. The first part is done without damage (that explains the skill point). Then large-scale destruction in the arena. \n\nAquatos \nNot my favourite planet, Skidd can get stuck sometimes so you have to wonder around and mop up some enemies before he continues. The Clank sections are short but sweet, and the Tyrannoid stuff is simple. I learnt the tunes to the Tyrannoid conversations off by heart ^_^\' \n\nI then do the second arcade game since they all need to be done at some point and the bolts allow me to buy some more armour so I don\'t die horribly and painfully if that\'s alright with you. This is the only one where I don\'t get the skill point for speed since I spend some time collecting bolts. \n\nTyrannosis \nDriving is pretty good, and the route is the only sensible one but took a while to find. \nThe boss is fairly hard to dodge, but I of course make it look easy... Its glitchiness is the only reason I can defeat it with my basic weapons, hooray for that. I finish it with my nitro-launcher to get more experience with it. \nMission 1 â€“good use of refractor for those horrible laser-robots, otherwise my nitro-launcher makes short work of everything (the benefit of few weapons). \nMission 2 â€“ hovercraft is fun! Not much else to say. \nMission 3 â€“ ditto. Destroy everything on this one. \nMission 4 â€“ A death! Nooooo! I didn\'t even remember this at the time, must have supressed it, my hand slipped, what more can you do? I hang around a bit because if you get to the final area too quickly the enemies don\'t load and the mission is non-completable, since you must kill them all (only in the final area) to win. \n\nVR-Training is good, it doesn\'t matter how quickly you use the hacker so I play around during those. \n\nDaxx \nCharge-boots are a must and are well used since those robots have very quick melee attacks. The hacking is more serious now; I know I was bored doing it so I can\'t imagine how boring watching it would beâ€¦ never mind! \n\nObani Gemini \nCool level. Executed well but not perfect as I forgot where one of the satellites was. \nBy the end I have horded just enough bolts to buy a Flux Rifle, so that I can upgrade it efficiently in time for the warp-copter back on Daxx. \n\nBlackWater City \nA bit tougher, and is basically used to upgrade my weapons to a decent level. Notice that zooming with the Flux Rifle deals more damage. \nMission 1 â€“ same old semi-mindless destruction. A bit close for comfort though. \nMission 2 â€“ once again, focusing on flux rifle. \nMission 3 â€“ the easiest mission here, and done well too. \n\nDaxx \nI return with my greater firepower to destroy that warp-copter. I also use a shortcut that chops off 20 seconds. This is the only one I found in the game since the encoding or whatever goes into these games is excellent, and I need to approach from the right direction to latch onto the swingshot. The mini-boss is easy and I finish with the flux rifle to get experience. \n\nAnnihilation Nation Revisited \nWe do love them charge boots don\'t we? \nScorpio is scrap in seconds (alliteration for the purposes of humour). \n\nHolostar Studios \nWith Clank it\'s a nice break, and the Giant Clank portion is fine except one of the giant ninjas goes awol. \nRatchet\'s portion of the level however, is a nasty little section due to those green lasers. Luckily I get him hacking very quickly, since interruptions while he finds the correct position can kill you with rapid-fire. I get hit twice half way through, then twice more at the end, and I am very lucky to scrape through it. \n\nObani Draco \nThe first look at the Gravity Boots, which make for some fun playing. \nThe boss is called Courtney Gears, which is why the boss fight is Britney Spears themed. That is a reason, not an excuse. \nCourtney herself ruined several runs but is fairly easy with practice - lots of health and ammo most of the time. Come to think of it, most of those \'ruined runs\' were me randomly throwing myself off the edge of the arena. I finish on the flux rifle to again channel experience into that. \n\nZeldrin Starport \nBegins the \'run for your life\' segments in which my health is so low that minor mistakes can end the run. \nOther than that this level is simple. \n\nMore arcady goodness. I forgot the layout of the third arcade game but pulled it together eventually. \n\nEven more ventures into the 2D realm. The fourth arcade game is a nuisance that required extensive practice, especially since the Nefarious boss is very random. He has three stages of attack, but unfortunately you\'ll only see the first and a small part of the second (=D). \n\nMetropolis \nAgain with the evil green lasers, but there is much enemy dodging and it comes out alright. One part is ridiculously close (hell it practically goes through me), phew. \nThe boss gets mushed, what more can I say. \n\nCrash Site \nLaaaaaag! (though the compression seems to have dealt with thatâ€¦) No deaths! The idea is simply to hug the outside of the map and relying on luck, making sure to stay away from the humanoid robots again due to their speed and strength. \n\nArcadia \nMission 1 â€“ I always feel like I\'m cheating on this one. \nMission 2 â€“ done well, though someone was talking to me throughout the entirety of this. \nMission 3 â€“ I bought the Annihilator just so I would remember to get it at some point. Now it\'s trickier. I need to charge towards that platform otherwise the kill doesn\'t register. I drive the vehicle slowly at one point otherwise you start getting lasered=bad. Then I simply need to pop off the big aliens at long-range (or drive straight through them â€“ Super Assassin!) \nMission 4 â€“ I try to kill just enough enemies to be able to turn the switches unimpaired, but I stupidly got my vehicle destroyed and subsequently went on a bit of a rampage. \nMission 5 â€“ Kill everything. Finally have another weapon to use! \n\nThe fifth arcade game I again forgot the route, and I reckon it shows. The end is just embarrassing and I finish on 1 health. \n\n*No armour upgrade! My biggest concern and it makes the following levels horrifically difficult. It was either that, or spend an extra half and hour hording bolts (I used the money to buy that Annihilator by the way)* \n\nQuark\'s Hideout \nInteresting. It took some time before I found how easy it was to dodge the Quarkbot punches. The Clank section is harder this time, but still done well. \n\nStarship Phoenix \nFinally some action here! I like ninjas! Not much else to comment onâ€¦ \n\nKoros \nRelies heavily on frantic charging. Those robots can sting! I didn\'t anticipate getting mangled at one point, and you can tell how critical my health is at this stage. \n\nCommand Centre \nI despise this level, 1-hit kill anybody? I practiced it diligently to make sure I wouldn\'t screw it upâ€¦ and succeeded... after three full playthroughs! I am very happy not to have died here (and thanks to Radix for not accepting it immediately, prompting me to do it one more time). \nI level my Annihilator and Flux Rifle to their highest version here since the enemies at the very end give the highest experience, though it may look a little sloppy with all those intentional deaths (7 in total). \n\nBoss time! Was very difficult, puts the bosses of the previous games to shame. The souped-up Flux Rifle pays its keep and the Annihilator does its job wonderfully. Honestly, I couldn\'t have bought any other weapons, levelled them up, and defeated Nefarious easier without running into ammo problems. My cover tactics at the end are brilliant and make it so much easier, this tough finale looks like a breeze. \n\nWell, it isn\'t really the finale, but the Biobliterator is such a pushover I don\'t think it counts. Well, that\'s the end of the game, thank you very much! \n\n*I keep the ending cutscenes in. They aren\'t the best but why not?Also, the sound cuts out on one side for some reason. Hoorah...* \n\nAn uninteresting note on monetary issues: \n\nHow best to spend the bolts was a tricky decision. The first armour I dubbed as essential, and that is true. The Flux Rifle is used because it deals decent damage against Nefarious, though it requires bolt collecting in the earlier stages. I tried three approaches on the final setup: \n- Getting the armour upgrade. This uses almost all the bolts (250,000) just after the 5th arcade game, and makes the final few levels slightly easier. However, Nefarious is impossible with a crippling ammo shortage. \n- Getting the PDA. On Quark\'s Hideout a significant detour nets you an item that allows the buying of ammo anywhere at inflated prices. This also costs 250,000, and is a viable method as long as you\'re very decent with the Flux Rifle. \n- Getting more weapons. Since the Annihilator is most powerful it is the obvious choice, but I was put off due to levelling time. However, this turned out to be less than the time to get the PDA and with the benefit of increased speed and ease for the final battle. It\'s just irritating it took me so long to figure it out. \n\nA possible other run would be a maxed out game completed as fast as possible, but that would only focus on route optimisation, and would generally need to utilise all the weapons for the sake of interest otherwise there wouldn\'t be much point I feel. \n\nI don\'t think I\'ll try and improve this run as the errors are few and it was bloody hard. Full support to anyone who does though! \n\nThere ya go, hope you enjoy(ed) it! I\'m very pleased with this achievement.','2005-12-09',0,8558000,11,'RatchetAndClank3_SS_22238',1,13,0,NULL),(0,880,NULL,290,'',NULL,'2007-08-13',0,98000,3,'RatchetAndClank3_vidcomic1_138',1,13,1,NULL),(0,881,NULL,290,'',NULL,'2007-08-13',0,109000,3,'RatchetAndClank3_vidcomic2_149',1,13,1,NULL),(0,882,NULL,290,'',NULL,'2007-08-05',0,91000,3,'RatchetAndClank3_vidcomic3_131',1,13,1,NULL),(0,883,NULL,290,'',NULL,'2007-08-05',0,162000,3,'RatchetAndClank3_vidcomic4_242',1,13,1,NULL),(0,884,NULL,290,'',NULL,'2006-03-11',0,109000,3,'RatchetAndClank3_vidcomic5_149',1,13,1,NULL),(0,885,NULL,292,'Segments appended to one file.','This is actually my second run, but since the first run couldn\'t be submitted right away, I decided to redo it, since the first run had some small mistakes in the routes, and also because I was still regaining my skill in Red Faction throughout the first run. In this run I generally make better use of the weapons I have, and the routes have been much more optimised. At least, whenever the otherwise very linear game allows such a thing. \n\nNotes on the video: \n[-][-][-][-][-][-][-][-][-]- \n\n- Loading screens take up a frame of movement, so when I cut out the loading screens, the video looks like it skips a frame. \n\n- Sometimes you may hear a short blip of a message popping up, and you might even see a message box popping up for one frame. This is because someone starts talking to you (mostly Hendrix) right after a loading screen. However, most of my segments start after a loading screen, and the message pops up for the one frame it takes RF to jump to the menu after a loading screen. \n\n- Quite regularly, a message from Hendrix or anyone else is cut off. This is because a new map is loaded at that point. \n\n- Some segments start with a few frames of red, or a weapon which is partially through the loading animation. This is caused by being hit or reloading in the previous attempt of that segment. I\'ve tried to avoid this as much as possible, but it\'s hard to keep on caring about these things, if I\'m feeling frustrated by the many failed attempts. I hope you can live with it. \n\nSome general notes on Red Faction: \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-] \n\n- Cutscenes can\'t be skipped, much to my annoyance. The script of most cutscenes is pretty cheesy and gets annoying after watching it over and over. \n\n- Red Faction has some funky issues with faster machines. For instance, if I played the game normally, the submarine after the geothermal plant would always explode if I tried to drop it into the water. Also, any first contact with water literally made me stop moving until I had sunk down enough into the water. Luckily, the sub stopped exploding once I started recording with Fraps. The water stopping any movement was less of a blessing, since I could not fall down from large heights into a small puddle of water without taking any damage anymore, while recording with Fraps. \n\nI\'ve also read about people with fast PC\'s (think P4 3200 or faster) who\'ve had problems with Red Faction causing some sort of lag in multi-player games, confirming suspicions about Red Faction not handling faster PC\'s well. \n\n- The results of using the Geo-mod during the run were generally fairly random. Usually, I\'d have about 9 out of 10 attempts fail, if I tried to make a tunnel. I considered an attempt failed when I could not climb the tunnel, or if it took a long time to climb a tunnel. \n\n- If you\'re going up any kind of slope, jumping is faster than normal running. The steeper the inclination, the more noticable the effect is. \n\nActual notes on the run: \n[-][-][-][-][-][-][-][-][-][-][-][-] \n\nI don\'t pick up a gun at first, because it\'s not really necessary. \n\nPutting the silencer on the gun has no real point (neither here, nor anywhere during my run), I\'m just putting it on and taking it off for fun. \n\nAt the docking bay (5:30 - 5:45), I use the maintenance tunnels to bypass the elevator, this saves about 4 seconds. \n\nDuring the fight with the combot (7:33), I first strafe to the right so the first rocket it fires blows a hole in the wall behind me. This later on saves me the time to wait for the door to open. In dealing with the guard in the room where the switch is to open the door to the next area, I use the alternate fire of the shotgun, whereas the primary fire would have been faster. \n\nUsing the small tunnel at 8:33 in stead of waiting for the elevator saves a lot of time. You can actually hear the elevator falling (which is when you I was entering the next room on my first run) at 8:49. \n\nThe ventilation system leading to the geothermal plant has some nice jumps in it (9:43 - 10:41). I fail to kill the sniper on the rock crusher, but it is of no consequence for the time, nor my health. \n\nIn the geothermal plant in the water control room (11:41), I could have jumped on the console to avoid fall damage. Doing that sometimes caused me to miss the button, however, so I just jump next to it, as health is pretty much in surplus here. \n\nAt 12:21, I shoot the outgoing pump. Despite Hendrix\' saying so, you only need to destroy this pump, and not both. Just destroying the ingoing pump is not sufficient. \n\nAnd in the control room (12:31), I avoid taking fall damage when falling down by landing on the sloped part of the upstanding edge on the ramp down. You\'ll also see me acting a bit frantic at the button I need to push. This is because normally (as in: in every other attempt) the tech cuts short his first sentence, to continue with his story. This time, however, he does not do that, and I feared that he\'d be ruining my attempt by taking longer than usual. Hence my frantic behaviour. Luckily, he just skips a sentence to go straight to the button pushing, and doesn\'t ruin my attempt. \n\nAt the administration, I first go about stealthily and take the higher, longer route to avoid being shot at by three guards with assault rifles. So I use stealth to avoid losing too much health. This is less of a concern from 15:41, so I discard stealth from there on. \n\nIn the area after the administration (17:44 - 19:02, I used grenades to create a tunnel to bypass a door in my first run. But as it turns out, going the long way around is actually a few seconds faster, and a lot less random. \n\nI also luck out here at 18:31, because the elevator to the control room is already coming down, whereas I normally have to call down the elevator myself and wait for it to get down to ground level. \n\nAt 19:59, I enter another checkpoint. In retrospect, I make one of the few mistakes in this run. I take out the ceiling guns first, then the guards and only then do I use a grenade to create an entrance to the guard room. What I probably should have done, is to use the grenade first, enter the guard room, take care of the guards, and then use the switches to disable the ceiling turrets. \n\nIn the area where I have to dispose of some guards while in a fighter (21:54 - 22:19), I luck out again. In every other attempt, I had to fly around, waiting for the final guard to spawn, since I can\'t get out of the fighter before I kill him. In this attempt, he has miraculously already spawned, saving me nearly 10 seconds. \n\nDuring the fight with the Suppression Combot at 22:42, I go out of my way quite a bit to restock my ammo. Most notable in this respect is the rocket ammo, since I\'ll need that to do some serious shortcut creation later on. The assault rifle ammo is much needed as well. \n\nAvoiding fall damage by grabbing hold of a ladder works not only in Halflife, but in Red Faction as well, as you may notice at 25:11. Since the change in outfit (and consequential loss of ammo) is not mandatory in the medical facility (as it was at the administration), I skip it, and safe my ammo and armor. This is also the only segment I actually redid (from 25:08 to 28:06), as I was watching the video and suddenly noticed that I actually had taken quite a detour (force of habit kind of thing). Not taking the detour in this new segment saves 10 seconds. I end up with more health and ammo at the end of this segment, so there is a discrepancy, but I\'m sure it will check out, as the both counts are higher than before. \n\nSome wonderful opportunities for short cuts in the area after the medical facility. Starting with jumping the first chasm at 28:15 with the aid of a Geo-mod created footstep in the middle. In the next area I can skip some boring swimming and about 20 seconds by creating my own tunnel. I backtrack a little and kill a guard at 28:39 to avoid taking too much damage while climbing the tunnel and for the health pick up. In the area after that I skip some tunnels by simply dropping down into the pit, reducing the fall damage by falling on the sloping surface. At 29:26 I get lucky once more, as I don\'t take any fall damage when falling into the water, whereas in most other attempts I did take fall damage. Good thing too, though, as I don\'t have much health at this point, and this fall would have taken my health below 10, had I taken fall damage. \n\nIn the following bit to secret lab, from 30:10 and onwards, I skip taking the jeep, as it royally sucks in such a bumpy and confined area. This saves about 20 seconds. \n\nAt 31:35, I save a lot of time, simply by tunneling up to the other side of the bridge, in stead of going swimming. I do take rather long to finish the last guard, though, which maybe costs me a second, since I don\'t jump up that slope. \n\nAfter defeating the big worm at 32:50, I take the lower route to the secret lab to restock my rocket launcher ammo. \n\nAt 35:06, I enter Capek\'s personal lab. I fail to kill one guard who would have dropped me a medkit, and take a bit too long killing the one with the assault rifle. However, I take care of Capek in record time (usually, it took me about a clip extra to get rid of him), so the overall time was very good. \n\nAt 38:20 you\'ll notice I\'m not very fast in dispatching those guards. This is because the Jeep is practically invulnerable to their damage, and shooting from the Jeep isn\'t very interesting for me. So I try to make a tune with the machinegun. I doubt it\'s actually recognisable, so bonus points for you if you manage to tell which song it is. \n\nTime for some massive tunneling after the fight with Capek. At 39:28, I tunnel up to a cable cart in stead of going the long way around. When I first tested this route, it was about 30 seconds faster, but a lot of time can be saved by climbing up the tunnel faster. The difference between a good run and a very good run could usually easily amount to 10 seconds. In the final run, I even managed some consecutive jumps, which brought the time down considerably. \n\nAt 42:09 I enter the top part of the communications center. This is the first of the problem areas. It\'s got a lot of enemies, and getting out relatively unscathed took many tries. Some planning is also involved, as the medkits are becoming more and more scarce from this point on, so I need to have a certain amount of health if I want to make it through the next area. This goes on all the way to the end of the space station. After sending the distress call, I fall to the lower floor and pick up some health. Another advantage of doing this is that the door to the air lock is opened for me, rather than that I have to open it myself. Also the door of the air lock closes sooner, saving me a wait of 2 to 3 seconds before the door behind me closes. \n\nAt 43:55 I wait in the same room for the tram to arrive. Also, this cues two mercs to enter the room I\'m in, who then nicely line themselves up for me to dispatch them quickly and without taking damage. I proceed to the station just in time for the tram doors to open. The following is a boring tram ride to the missile launch facility. \n\nThe missile launch facility is another problem area, and especially the mercs I encounter at 46:41 are a nuisance. Three heavy machine guns can kill you pretty fast. Naturally, I barely get grazed in this attempt. I pick up extra health and armor at 46:51 in preparation for the shuttle bay conveyor belt and subsequently, the space station. \n\nIn the fights from 47:19 to 47:37 I try to get hit as little as possible, to maintain my health. I succeed admirably and get to show of some precision rifle action. Rapid clicking is a great stress relieve. \n\nAt 50:32 I step on the conveyor belt. I haven\'t been hit much once I get off the conveyor belt. At 50:48 I try to kill the merc with the precision rifle, because I don\'t want to be hit by him, as one shot from a precision rifle is minus 12/13 health/armor. He hides behind the other merc (who is still shooting a miner), but I\'m not willing to kill them both, as that would spawn three mercs in the room I\'m currently in, so I just hope I don\'t get hit and ignore him. \n\nI only get hit twice in the space station, allowing me to leave it with an unprecedented 35/29 health/armor. The mercenary I shoot at 52:23 is inexplicably staring in the other direction, whereas he would normally be camping out in the reactor room. \n\nAfter crashing back down to Mars, I pick up a special medkit which restores my health to full. I drop down into a pond at 53:37 to avoid fall damage. Apparently this confuses Hendrix a great deal (I pass the trigger for his next story on my way down), as he starts messing up his stories. The mercs I encounter at 53:48 are scripted to start shooting the miner which is supposed to guide me down here. One of them is not scripted that way though, so I shoot him. In the following, I merely shoot mercs to lower chances of being hit. Shooting them doesn\'t cost me any time anyway. The mercs I encounter at 54:50 are not only scripted to shoot something else, they are also invincible until a shuttle comes crashing down. I miss a rail shot at 55:17, which doesn\'t look very good, but it does not affect my time, so it wasn\'t worth doing the segment again. \n\nI divided the last part of the game into relatively short segments (about a minute each) because there are a lot of mercenaries with rail guns in this part, which can kill you in one shot. At 57:20 I\'m incredibly lucky, as one of the miners actually hits a merc for once (and a headshot too), and just as I\'m reloading too. At 57:58 you\'ll notice I\'m taking a lot of time to shoot a merc with the rail gun. The reason for this is that, if the shot is aimed just right, I not only hit the merc in my scope, but one behind him as well. The same goes for the shot I make at 58:05. This way, when I enter that room at 58:18, I only need to destroy the ceiling turrets, and Hendrix will follow me almost immediately. \n\nAt 59:30-ish, you\'ll notice that I\'m taking my time killing off a few mercs. I do this because I have to wait for the fighter to come down anyway. Although I have to wait 30 seconds for the fighter to come down, it is still faster than going by foot, and certainly a lot less aggravating. By flying up above the midsection beams immediately, I avoid the spawninng of two fighters (although their spawning may be related to killing any of the mercs as well). In these tight hallways, the most important thing is to keep up my speed, as it takes a while to build it up again if I\'m slowed down. \n\nI take care of Masako as fast as possible, and then drop down to the bomb. Gotta love how that works out so precisely with my health.','2005-11-21',0,3715000,11,'RedFaction_10155',30,11,0,NULL),(0,886,NULL,293,'','The origins of my Red Star started around four or five months ago when I was talking to Enhasa about how awesome this game was. \n\n[[]21:01] mikwuyma: and I like how you know me so well \n[[]21:01] mikwuyma: that you just automatically assume I\'m going to speedrun this game \n[[]21:01] kevinjuang: i can\'t tell if you\'re being sarcastic or not \n[[]21:01] kevinjuang: but i hope you\'re not =p \n[[]21:01] mikwuyma: I\'m definitely not \n\nSpeaking of Enhasa, I have to give him thanks for his stupid, yet ingenious strategy against El Supremo, and his support of the run in general. \n\nI\'d also like to thank #sda for containing idiosyncratic beat \'em up and shmup heads like myself. You know who you are. \n\nHere is my typical IFAQ. Now with some questions that might actually be asked! \n\nQ: Is Makita better than Kyuzo? \nA: Yes, very yes. Though Kyuzo can some enemies faster, he really starts to suffer in the later stages when bullet patterns become faster and tougher to dodge. In addition, Makita has a better protocol for groups of enemies, better combos, and has a invincible dodge maneuver (the backflip). Makita\'s shorter attack range would be a disadvantage if she didn\'t have a dash and faster attack speed =/. \n\nQ: Why does it look like you\'re playing it safe in the early stages of the game? \nA: Because I want to collect as many S-ranks as possible early in the game. \n\nQ: Why do you want S-ranks? \nA: Because your rank determines how many points you get for buying upgrades. \n\nQ: Then why didn\'t you get an S-rank in every level? \nA: In the latter half of the game, I have most of the upgrades I need (melee, gun, and protocol upgrades), so getting a good rank doesn\'t matter as much. Also, getting an S-rank in the later stages would involve lots of conservative tactics that would waste too much time. \n\nQ: What determines your rank? \nA: The amount of damage you take. To get an S-rank, you need to take 16 damage or less; To get an A-rank you need to take less than 60-65 damage (I think). I think these requirements loosen up in later stages, but I\'m not sure what the specifics are. Yes, like the Mega Man Zero series, getting an S-rank is very unforgiving but getting an A-rank isn\'t very difficult. \n\nQ: Wait, if you can\'t take more than 16 damage to get an S-rank, then how did you get an S-rank on Kar Dathra\'s Guardian (stage 13 boss)? \nA: Your guess is as good as mine. I usually don\'t get an S-rank when I take that much damage. \n\nQ: Why do you sometimes stop hitting an enemy mid-combo when another enemy is around? \nA: I\'m trying to group the two enemies together, which isn\'t always successful, but it does pay off when it works. \n\nQ: Why do you backflip out of your aerial slams instead of blocking? \nA: Backflipping cancels the landing recovery more quickly than blocking. \n\nQ: Why do you level up Makita\'s protocol? It sucks. \nA: Against bosses it\'s nowhere near as good as Kyuzo\'s, but Makita\'s protocol has incredible crowd control. Don\'t believe me? Look at stage 18. \n\nQ: Why do you upgrade protocol pack (extra bar) instead of protocol drain (Gives you more meter per hit)? \nA: Because it\'s more beneficial to have two protocol attacks on hand for large crowds, rather than get a single bar quickly. I don\'t think protocol drain makes much of a difference anyways. \n\nQ: Why didn\'t you hit the mages with melee attacks in stage 11? \nA: You can\'t do that unless if the mages are summoning their green energy balls, and trying to hit the mages out of that attack with Makita is pretty bad idea. \n\nQ: Why didn\'t you use the point-blank exploit on Troika\'s second phase? \nA: I can\'t do it, I always get hit a couple of times when I try. [hr]Upgrade Path: \n\nMy basic plan was to power up my attacks as quickly as possible (gun 1, melee, and protocol), then focus on upgrades that let me shoot for longer periods of time (coolant and recharge). \n\nI max out gun 1 ASAP because there are a lot of bosses in the game, and most of them can\'t be hit at close range. [ul][li]Stage 3: Gun 1 level 2 [li]Stage 6: Gun 1 MAX [li]Stage 7: Melee level 2 [li]Stage 9: Melee MAX [li]Stage 10: Protocol class level 2 [li]Stage 11: Coolant level 1 [li]Stage 12: Coolant level 2 [li]Stage 14: Protocol class MAX [li]Stage 15: Recharge level 1 [li]Stage 16: Coolant MAX [li]Stage 18: protocol pack level 2 [li]Stage 19: Recharge level 2[/ul] \n\nMistakes I made in my run: [ul][li]I should have knocked off enemies with an attack, shoot combo instead of using the default combo. [li]The robots that fire missiles can be baited into constantly spinning by walking in and out of close combat range. [li]The stage 8 boss can be killed faster by staying slightly above it so that both your bombs and bullets hit the boss (though it can\'t be done forever because red planes come from the right if you stay above the boss). [li]I didn\'t have to kill the gun turrets in stage 18. I didn\'t even think about it when I was doing my run.[/ul] \n\nI\'ll probably work on this run again someday, but after playing through Red Star at least 30 or 40 times (almost all of them taking 2 and a half hours minimum), I\'m a little tired of playing the game. \n\nNo, these mistakes aren\'t in my other runs. [hr] Stage Comments: [ul][li]Stage 1: \n\nYou can skip the tutorial at the beginning, but it\'s faster to mash through the text and destroy the barrier up close. \n\nAside from bad luck and bad play against one of the shield guys, there isn\'t much to point out here. I have a full protocol bar after the first miniboss because those two blade spinning soldiers are supposed to be a demonstration on protocol usage. \n\n[li]Stage 2: \n\nCliff notes: I shoot the boss, it runs away, I shoot the boss again, it runs away again, I shoot the boss a third time, it dies. \n\n[li]Stage 3: \n\nOverall this stage went really well. However, I\'d like to explain some of mistakes. \n\nDealing with the two white soldiers on the platform: I thought I turned around and pressed r1+square, instead I simply launched myself into the air, hitting nothing. \nThe long fight with the two shield soldiers: This would have been faster if one of them didn\'t fall down as I used my protocol. \nThe one place where I get hit: I was trying to kill the guy with a kick =/. \n\nAfter killing the turrets, I don\'t shoot magnum (the stage boss) immediately because it doesn\'t become vulnerable until it stops moving. \n\n[li]Stage 4: \n\nSeriously, shield soldiers need to fuck off with their big fat shields that protect their sides. \n\nI\'m not sure why I was so stupid as to run straight into that mortar shot. \n\nIf nothing else, you have to admit I have a nice Katinka x16 strategy. \n\n[li]Stage 5: \n\nI should have killed the soldiers before fighting the second missilebot. \n\nOne of my few mistakes in this stage is against a shield soldier (surprise surprise). \n\nI cool down my gun before it reaches full heat against the missilebots so I can shoot down the missiles without overheating. \n\n[li]Stage 6: \n\nThe lack of an invincibility period after you get hit sucks (watch the boss). The stage was great otherwise. \n\n[li]Stage 7: \n\nThe only mistake I made was protocol planning. I should have saved my protocol for the boss instead of wasting it on the shield soldier. \n\n[li]Stage 8: \n\nI got hit =(. Feel free to laugh at me shmups.com people. \n\n[li]Stage 9: \n\nThis is the first time I overheated and it actually mattered. Not exactly a good first. \n\n[li]Stage 10: \n\nHonestly, I did really well here. The only thing that could have been better is my rank (stupid unforgiving rank system). \n\n[li]Stage 11: \n\nI paused the game at the beginning of the stage to switch DVDs. \n\nI have no idea why I didn\'t protocol Pashtun x2. \n\nEnhasa suggested using a protocol against the mages instead of using it against the boss. I\'ll definitely try it for my next run. \n\nI overheated on the boss =/. I also overheated on this boss in my last run (I didn\'t submit the run because I knew I could improve it). I\'m not sure what it is about the boss that makes me overheat. \n\nWhee S-rank! I almost never S-rank this stage. \n\n[li]Stage 12: \n\nThere was good reason for my A-rank in this stage, and it should be very obvious =P. \n\n[li]Stage 13: \n\nThis battle was ok. I\'ve done it without getting hit or only getting hit once *shrug*. \n\n[li]Stage 14: \n\nOther than losing 3 or 4 seconds on the boss, this stage went well. I can usually get an S-rank though. \n\n[li]Stage 15: \n\nBoooo, fatty shield soldiers return. They don\'t give me much trouble though. \n\nI know I get hit a lot during the boss, but the fight is much harder than it looks. Most people agree this is the toughest boss in the game. \n\n[li]Stage 16: \n\nYou win this time slow, easy to dodge columns that move in a predictable pattern, you win this time. \n\nI really hate the reaction protocol attack. You\'re invincible after you get hit, go hindsight! \n\nI\'m not sure why I collected the health. I wasn\'t afraid of dying, but I guess this was more of a boost of confidence than anything else. \n\n[li]Stage 17: \n\nI should have bought level 2 recharge here. \n\nMy luck against the Ikarius was really bad. Usually when I walk left after the first bullet spread, it constantly exposes its open side to me. \n\nOn the other hand, my fight against damaged Ikarius couldn\'t have been better. \n\nI get hit once on the elevator =/. \n\n[li]Stage 18: \n\nThis stage just went incredibly well. So well, that I\'m not even going to ruin your enjoyment by pointing out mistakes like I always do =P. \n\n[li]Stage 19: \n\nAnd stage 18 is followed up with one of the worst endings, and no, I\'m not talking about what happens after Troika dies.[/ul]','2007-08-08',0,6290000,11,'RedStar_SS_Makita_14450',1,13,0,NULL),(0,887,NULL,293,'','You would think I spent the most time on this run out of all of my Red Star runs because Kyuzo is the worst character, but I think I spent less time on this run than my Makita run. Then again, this was the last run I did, so I guess all of that practice accumulated. \n\nYep, it\'s time for another IFAQ. I have no idea how many people read these, but I like being stupidly thorough. \n\nQ: Your Kyuzo run is only four seconds slower than your Makita run. Is he really that much worse than Makita? \nA: Yes, although he kills enemies very quickly, Kyuzo has trouble actually getting close enough to the enemies to use his best combos. Especially the red soldiers, who can attack more quickly than Kyuzo. Also, he\'s slower and fatter than Makita, meaning he has more trouble dodging bullet patterns. Furthermore, this run is more optimized than my Makita run. If I redid my Makita run, I could knock off at least 45 seconds. \n\nQ: Speaking of the red soldiers, is that why you\'re blocking most of the time they approach you? \nA: Yes, trying to attack the red soldiers before they hit you usually ends up failing. Even if you do hit them first, you\'re usually too far away to use your best combos. \n\nQ: Does Kyuzo have any advantages? \nA: Yes, he is the best at crowd control, which doesn\'t help much unless if you\'re playing arena mode. He also has the best protocol attack against bosses, which helps him kill bosses faster. Maya still kills bosses faster though. Kyuzo also has the best guard bar in the game, which is a minor advantage at best. \n\nQ: Okay, what you do on some of the bosses is so stupid. Is it really faster to stab like that? \nA: Yes, it\'s MUCH faster stabbing bosses than shooting them. If you don\'t like it, too bad, because it\'s Kyuzo\'s main tech. [hr]Upgrade Path: \n\nLike Makita, I emphasize my attacks first, but instead of upgrading protocol class, I upgrade protocol pack because you get more damage out of two level 1 protocol attacks than one level 2 protocol attack. [ul][li]Stage 3: Gun 1 level 2 [li]Stage 4: Melee level 2 [li]Stage 6: Gun 1 MAX [li]Stage 8: Melee MAX [li]Stage 10: Protocol pack level 2 [li]Stage 13: Protocol pack MAX [li]Stage 14: Protocol class level 2 [li]Stage 15: Gun coolant level 1 [li]Stage 16: Gun recharge level 1 [li]Stage 17: Gun recharge level 2 [li]Stage 18: Gun coolant level 2[/ul] [hr]Stage Comments: [ul][li]Stage 1: \n\nUnlike Makita, Kyuzo can actually skip the first tutorial and save time. (you have to shoot the junk from a distance with Makita) \n\nI overheat on the first midboss, but it doesn\'t matter because I just constantly stab regardless. \n\nOther than the first shield soldier, my performance here was great. The enemies were even courteous enough to help me by falling off for me =). \n\n[li]Stage 2: \n\nYeah I got hit. It\'s not my fault Kyuzo is slow (you will see this is a reoccuring theme) \n\n[li]Stage 3: \n\nI\'m not sure how I got hit after I stabbed one of the guns. I guess the gun fired a bullet before I destroyed it. \n\n[li]Stage 4: \n\nNot much to say other than the fact I\'m holding back on the stabbing so i can get some easy S-ranks. \n\n[li]Stage 5: \n\nYes, I was super lucky not to get hit by the bullet spray from that missile (first missile shooting robot). \n\n[li]Stage 6: \n\nYes, you can destroy the first midboss in one pass by either stabbing more. \n\nSince I knew I wasn\'t getting an S-rank anyways, I decided to finish off the boss with a nice, meaty stab. \n\n[li]Stage 7: \n\nNo, stabbing the Kontrawalls isn\'t more effective, I tried. \n\n[li]Stage 8: \n\nYep, these are some of the skills that granted SDA third place in the [a http://shmups.system11.org/viewtopic.php?t=15213]STGT[/a]. Really makes you wonder how we got third place, doesn\'t it? \n\nYou might notice I used a different strategy from my Makita run against the boss. This new strategy saves about 20 seconds. \n\n[li]Stage 9: \n\nI probably stretched the limit for A-rank here. Fortunately, none of the damage I took wasted a significant amount of time. \n\nMaybe I should have used my protocol when I overheated my gun, but I prefer saving it for the boss. \n\n[li]Stage 10: \n\nI got an S-rank :), which is rare for this stage. \n\n[li]Stage 11: \n\nAgain, the pause is me switching DVDs. \n\nAnother solid performance, except I should have used some protocol against the boss. \n\n[li]Stage 12: \n\nArgh, stupid overheating. That mistake cost me at least 10 seconds :( \n\nI was incredibly lucky with the boxes. They usually don\'t cooperate with me like that. \n\n[li]Stage 13: \n\nBleh, I\'ve definitely done better here. This is probably one of my worst performances throughout the entire run. \n\nIn my defense, Kyuzo is slow, and fat. Very fat. In fact, one might even say morbidly obese. \n\n[li]Stage 14: \n\nThis is the start of my sudden downfall in rank. At this point in the game, I have all of the essential upgrades, so my main focus is simply killing everything ASAP. That being said, I came very close to dying. \n\nDon\'t deny it, you love the phallic action of stabbing machines with a big spear. \n\n[li]Stage 15: \n\nYeah, I almost died, but the only real mistake was using my last protocol attack too late. The damage I took didn\'t cost any time. \n\n[li]Stage 16: \n\nYeah, that second tank really sucks for Kyuzo. I\'m sure if I took the time to learn the bullet patterns though, I\'d actually know how to dodge the bullets. \n\nThis stage is pretty much a stab-fest. \n\n[li]Stage 17: \n\nMaybe I should have stabbed through Ikarius\'s barriers. I didn\'t even think about the idea until now though =/ \n\n[li]Stage 18: \n\nNot much to say other than solid. I got an A-rank despite my stabbing against the midboss. \n\n[li]Stage 19: \n\nAside from getting hit by one of the reapers, solid performance. Look at the second Troika pattern. Now those are the real skills that got team SDA 3rd place in the STGT. Now I\'m wondering why I couldn\'t apply those skills to Giga Wing =/[/ul]','2007-09-30',0,6294000,11,'RedStar_SS_Kyuzo_14454',1,13,0,NULL),(0,888,NULL,293,'','Be prepared to overdose on obscure questions you could never think of, for here is yet another one of my (in)famous IFAQs. \n\nQ: How did you select Maya without a memory card? \nA: I turned on the game with a memory card, then I took it out when I ran the game. \n\nQ: What makes this run so much faster than the other two? \nA: Between the spear and the wall, Maya is a boss rapist. \n\nQ: Does Maya have any weaknesses? \nA: Yes, she has trouble when she is surrounded because her melee attacks aren\'t good for crowd control, but with some proper planning and good wall useage, you can prevent being surrounded most of the time. Also, for some odd reason, her laser doesn\'t seem to lock-on properly, unless if it\'s targeting a boss. \n\nQ: Why does Maya\'s punch sometimes only do a few hits for mediocre damage, yet at other times it does a ton of hits for big damage? \nA: Maya\'s punch gets an upgrade with a full protocol pack. No, filling up more than one protocol pack doesn\'t have any effect. [hr]Upgrade Path \n\nMaya is by far the easiest character to plan for, since her protocol is complete garbage for a speed run (she heals herself). \n\nHer upgrade path is similar to the Makita and Kyuzo runs initially, but after I upgrade her attacks, I splurge on upgrades that let me shoot for longer periods of time. \n\nI grab an extra protocol pack for stage 18 because her reaction protocol is actually good against the groups of enemies, but I failed to use it effectively. However, it\'s not a waste because I had nothing better to spend my points on. [ul][li]Stage 3: Gun 1 level 2 [li]Stage 6: Gun 1 MAX [li]Stage 7: Melee level 2 [li]Stage 9: Melee MAX [li]Stage 10: Gun coolant and recharge level 1 [li]Stage 11: Gun coolant level 2 [li]Stage 13: Gun recharge level 2 [li]Stage 14: Gun coolant MAX [li]Stage 16: Gun recharge MAX [li]Stage 18: Protocol pack level 2[/ul] [hr]Stage comments: [ul][li]Stage 1: \n\nAgain, I spear the pile of junk to skip the tutorial text. This saves me about 2 seconds. \n\nMaya has the best attack for pushing enemies off the stage. It\'s so elegant and minimalist. \n\nI probably should have been more patient with the shield soldiers; they\'re so annoying though. \n\n[li]Stage 2: \n\nMy luck here was quite good. Usually the boss will fire off four volleys, but this time it only fired off three. \n\n[li]Stage 3: \n\nNo comment, the stage went quite well. \n\n[li]Stage 4: \n\nYeah, Maya\'s spear counts as a melee attack, so it cuts through those buzzsaws :D \n\nYeah, I overheated, but with Maya\'s special attacks, that hardly even matters \n\nI really used my walls in the worst possible ways against Katinka x16 (the boss). Not sure why I used my walls so stupidly. \n\n[li]Stage 5: \n\nI\'ve tried spears against the turret midboss, they don\'t work. \n\nI\'m not sure why I used such an odd strategy against the Missile robots. I could probably save a couple of seconds abusing more spears. \n\nYup, Maya\'s wall rapes any boss that spams a ton of bullets. And yes, this means the wall only gets better later in the game. \n\n[li]Stage 6: \n\nYeah, that really sucks what happened against the midboss. Wall positioning can be fickle at times. \n\nUnlike my midboss fight, my boss fight was pretty smooth. I just wish that lone soldier wasn\'t such an asshole. \n\n[li]Stage 7: \n\nYes, I have to stay that far away from the Kontrawalls, or else my laser won\'t hit. \n\n<3 Maya\'s pseudo-infinite. \n\n[li]Stage 8: \n\nI did a better job with the boss here than in my Kyuzo run. \n\n[li]Stage 9: \n\nMaya\'s melee attack is awkward to aim sometimes =(, but other than that, my performance here was solid. \n\n[li]Stage 10: \n\nThat wall trick against pashtun x1 (the pyramid midboss) is a lot harder than it looks. I don\'t think I\'ve ever performed it consistently. \n\n[li]Stage 11: \n\nYet another pause to switch DVDs, I\'m sure you\'re used to it by now. \n\nPerforming the wall trick against Pashtun x2 is much easier than Pashtun x1, as you can see here =) \n\n[li]Stage 12: \n\nAgain, spears don\'t work against the turret, but walls work great. \n\nYou might notice I stop caring about taking damage towards the end. Not like it made much of a difference in what I could purchase. \n\n[li]Stage 13: \n\nRemember what I said about the wall becoming more effective later in the game? Yeah... \n\n[li]Stage 14 \n\nGrrr...I hate it when I overshoot the wall. \n\n[li]Stage 15 \n\nYou guessed it, spears don\'t work against the midboss. \n\nI have no idea how I got an A-rank for this stage. \n\n[li]Stage 16 \n\nThe part with the two red soldiers and the captain was a bit of a debacle, but it\'s hard for Maya to handle that section (still not a valid excuse for what happened though). \n\n[li]Stage 17: \n\nWith Maya\'s spear, Ikarius is pretty sad. \n\n[li]Stage 18: \n\nNo, I didn\'t really care about dodging the midboss\'s bullets. It\'s nice when you have a chance to be lazy in a speed run. \n\nUgh, I tried to use that protocol as a reaction protocol, but nothing hit me when I used it =/ \n\nMaya is the one character who actually wants to stand in front of El Supremo. Who would have thought of that idea? \n\n[li]Stage 19: \n\nNo matter which character I use, I always suck at dodging Troika\'s attacks. Oh well, not like it matters much.','2007-08-22',0,5846000,11,'RedStar_SS_Maya_13726',1,13,0,NULL),(0,889,NULL,295,'Run has a \"shaky cam\" feel to it, due to poor source tape.','I\'d like to thank Radix and Nate for their steadfast dedication and hosting/processing provisions, and I\'d also like to thank Aquatiger for some early pointers. As you can tell, my dear parents were gullible enough into buying videogames based on television shows and movies, but oh well. There\'s not much to say about this game. I altered the default controls a smidgeon, so that \"Special\" and \"Jump\" were assigned to \"A\" and \"B,\" respectively; I feel I should be able to run and jump without having to lift my thumb. Also, my only goal was to finish the game without any deaths, and I succeeded. \n\nSidewalk: Perfect. A considerable time passed before I realized that I could actually clear both a crevasse and a lawnmower in a single bound; this epiphany helped, tremendously. \n\nKitchen: Perfect. \n\nIcemaker: I hesitate before taking damage from the I Scream, as he normally is not in my way. Also, the final walrus scores an extra hit, but this often occurs. Otherwise, \'twas a solid run. \n\nZoo: Were it not for the blatant accident at the third giraffe, I would not have suffered any damage. \n\nMonkey Cage: Perfect. \n\nAviary: Ahhh, the classically irritating aviary level. Actually, my only error was taking a hit from the notorious, final vine, but this is almost expected, anyway. \n\nCity Streets: Almost perfect. The final firemen apparently decided to disallow finishing attacks for a moment, as he hits me in my innocent ignorance that pushing the C button would not work at this juncture; luckily, though, I didn\'t need to drop down a few levels on the construction frames to grab the powdered toast, so I made some extra time, there. \n\nBike Ride: Okay, I must humble myself before you, the modest audience, and repent for this appalling performance. Honestly, the ride wasn\'t one of my worst, but it\'s just so damn uncooperative, it almost cannot be managed without taking some palpable pain. In any event, this scene cannot be significantly shortened or lengthened, since it is scrolling, so I didn\'t lose any time. At least I performed a perfect descent at the end, evading all of the potholes. \n\nPound: Perfect. \n\nPound Sewers: Perfect, but I take unnecessary damage from the final anvil. \n\nWrestling Match: Perfect. In case you were wondering, I only venture into the left side of the ring because the right side is particularly littered with glitches; typically, if I run to the right, the wrestler in the ring teleports to my exact location and causes a nefarious amount of damage. \n\nOutdoors: This was one of my better runs. Only one mosquito damages me. \n\nOutdoors II: Unfortunately, this wasn\'t one of my prettiest. In my own defense, I\'ve never done all that well here in my past experiences, but I don\'t suppose this exonerates me from my paltry exectuion. I take damage once, and Stimpy is hellbent on exhibiting the unfathomable A.I. construction by Bluesky. This level definitely cost me up to five seconds, or so. I\'m quite glad, though, that I absconded with both Powdered Toasts in this scene... \n\nMutate-O-Matic: Hands down, this is my best run of this despicable area. Even though I make use of nearly all of my restored lifebar, I was taken aback by how well the level went. And FYI, at the start, I have to wait for the air bubbles to reach a certain height if I intend to ascend to the top as quickly as possible. Once out, and after taking necessary damage from the sparks and candle flame, I make a personal record for jumping up the infuriating light bulbs of doom; I incur only two hits! From there, the rest of the level is flawless. \n\nEnjoy the poorly choreographed and absolutely ridiculous excuse for an ending cinema. Bluesky must\'ve put all of ten seconds into planning it; they were probably busy conjuring the exquisitely clever Raptor ending for Jurassic Park. Sorry to namedrop.','2006-01-04',0,542000,11,'RenAndStimpy_902',1,6,0,NULL),(0,890,NULL,297,'Knife only; 4 extra healing items used.','This is a start to finish single-segment completion of Resident Evil 1 for the psx using Jill. The following run is a knife-only run; this means that only the knife is used throughout the entire duration of this run. The final completion time is 1 hour 9 minutes and 17 seconds: currently the best time in the world. This run was recorded on a VHS tape and sent in to this site: there is no disputing its legitimacy. \n\nOverall this is a decent run. I know I could do better but I don\'t plan on playing through this game again for a long time. I had to heal on 4 occasions throughout this run which could have been improved on and the storage chest was used only once. I estimate that the fastest possible time for a knife only run would be between 1:07:00 - 1:07:59. \n\nThere were several small mistakes in this run but I\'m still satisfied with the outcome; though the zombies in the guest house really did a number on me (I shouldn\'t have gotten hit at all...but messed up). I\'m satisfied with the boss fights and even ended this run with a flawless victory over Tyrant. \n\nFor PAL gamers you should note that your times are not comparable to this run. The PAL version of Resident Evil runs slower than the NTSC version and as a result the finishing time for PAL gamers will never be this low. I can\'t say for certain what the actual time difference is but I expect it to be between 8 - 11 minutes. \n\nIf you have any questions, comments, suggestions for improvement please e-mail me at 19Duke84@gmail.com','2005-05-28',0,4157000,11,'ResidentEvil_SS_Jill_KnifeOnly_10917',1,12,0,NULL),(0,891,NULL,297,'','My biggest gripes about using Chris compared to Jill is the loss of 2 inventory slots and the lack of the Bazooka. His perk, though, is his increased health - which equiates to 1-2 extra hits in some cases. \n\nWith that said, I end up needing the Shotgun for a good portion of the run, and also for all bosses except the Giant Spider and Tyrant, since I don\'t have enough ammo for the Colt Python for the Giant Snake and Plant42. Those 2 bosses alone take over 30 shots! \n\nI should also not I chose to aim for the best ending by saving both Rebecca and Jill. This means I needed to figure out the fastest way to keep Rebecca alive, which is partially determined by where I meet up with her. \n\nThe case is that I DON\'T want to have her help during the Plant42 fight, since it\'s quicker to go 2 rounds with it save Rebecca from the Hunter, then it is to have Rebecca make the V-Jolt and bring it to the basement. This means I need a \"NO\" situation. \n\nIf I meet her in the upstairs hallway with Richard then I need to go get the Serum for him. The \"NO\" situation here is that I get the Serum to Richard late, and he dies before I get there. The problem is even if I trigger the quest as early as possible, I still don\'t take long enough for him to die (15 minutes). At most it only takes me 10 to all the running around, so that would mean having to kill 5 minutes with nothing else that I could be doing. This is also the only way to keep the Serum for the Snake fight in the Attic. Also, to save Rebecca later I\'d need to plow through 2 Hunters just to get to her. \n\nIf I meet Rebecca in the Infirmary, then Richard will already be dead by the time I get up there, so I won\'t be able to have the Serum for the Snake fight. All I have to do is respond \"NO\" when asked if I want to take Rebecca with me. Later on I\'ll have to save her just outside this room, which isn\'t that far out of the way (2 rooms), plus it puts me right next to a magic BOX, which I need to hit at that time anyway. \n\nMy fights with Plant42, the Snake, and Tyrant could have easily been faster. For Plant42 I ran around way too much during the 1st round, when I should have been shooting more often. For the Snake, I just couldn\'t find a decent way to avoid him after taking shots, and also got caugh on him once. Tyrant I just ran too much. \n\nStill pretty solid overall, but could be improved with practice.','2004-10-31',0,5782000,11,'ResidentEvilDC_SS_Chris_13622',1,12,0,NULL),(0,892,NULL,297,'','Jill\'s mission was actually easy compared to Chris\'. Her Bazooka makes short work of bosses, which eliminates the need for heavy use of the Shotgun and Colt Python. \n\nHer main drawback is that she can\'t take quite as much damage as Chris, requiring a little more attention to her health. Having the 2 more inventory slots and the Bazooka more than make up for it, though. \n\nSaving Barry is a lot easier than saving Rebecca for Chris. Just make sure to wait for him to get another rope, and accompany him in the caves. \n\nThere was a slight inventory mishap in the caves. After killing the Giant Spider, I head to the save room to deposit the Square Crank, and also to pick up the First Aid Spray and deposit that as well. I completely forgot to put the First Aid Spray in the BOX, and ran through 2 rooms before realizing my mistake. I had to run back and deposit it before I could continue since I didn\'t have the inventory space otherwise.','2004-10-31',0,5345000,11,'ResidentEvilDC_SS_Jill_12905',1,12,0,NULL),(0,893,NULL,294,'','A year after I did my 1:29:43 Jill run, I decided to do a run as Chris. I didn\'t plan on putting in as much effort as I did for Jill; I just wanted a smooth run that would be close to as good as my Jill run. Well, I only tried for about five nights before getting this, which I was very pleased with. It\'s approximately as good as my Jill run, yet it took a lot less effort. \n\nChris has a bit more health than Jill, but other than that, his game is harder and slower. I\'ll list the main differences in case you don\'t know what they are. \n\n1) The most annoying thing is Chris only has six items slots instead of eight. I was able to go through most of the game smoothly regardless of this, except for when I returned to the mansion. I had to detour to drop off the crank and make another detour to pick it up again. This bothered me, but I didn\'t see any quicker solutions. Also, he had no room for first aid sprays at the beginning of the game, which made it very difficult to get out of the mansion without limping. \n\n2) Chris uses a shotgun instead of the grenade launcher and Barry\'s magnum. This makes all the boss battles harder and longer. Plant 42 was very annoying because I couldn\'t find a consistent strategy, but that battle actually went as I planned on this run. \n\n3) Chris needs to detour to pick up old keys because he doesn\'t have a lockpick. This further clogged up his item slots early on in the run. \n\n4) You have to waste time running to the Main Hall and back while Rebecca is practicing the piano. \n\n5) After giving Richard the serum, you are transported back to the room where you picked up the serum. You have to waste time running back to where you found Richard. \n\n6) Due to #3, #4, and #5, Chris has three more difficult zombies to dodge than Jill does, which adds to the difficulty of getting out of the mansion without limping. \n\nTaking everything into consideration, I\'d say this run is just as good as my Jill run. It might be slightly less polished, but it\'s also a little more difficult. The only part that I was disappointed with is when the hunter blocked me on the stairs in the mansion. My strategy usually works for me there, but I messed it up this time. Anyway, if you liked my Jill run, you should like this one too. If you didn\'t watch my Jill run, but you want to see a smooth Resident Evil run, then you can choose between this one or that one. I wouldn\'t say either is really superior. \n\nEnjoy!','2005-08-24',0,5626000,11,'ResidentEvilRemake_SS_Chris_13346',1,5,0,NULL),(0,894,NULL,294,'','Well over a year ago, I set a goal to beat Resident Evil in under an hour and a half. I wanted to play with Jill, on normal, and not use any secret weapons such as the rocket launcher. This is also known as an \"out of the box\" speed run. I put forth a lot of effort before I realized just how difficult my goal was and ended up settling for a time of 1:38:58. At the time, it seemed impossible for me to go below 1:30:00. \n\nAs August 2004 rolled around, I became motivated to improve my time. I learned of the strange stair strategy, where rapidly tapping the run button allows you to travel across stairs faster. I also slightly improved my strategies and put forth a greater effort than beforehand. It wasn\'t long until I realized that a time below 1:30:00 was within my reach. However, I knew I would need a very good run with minimal mistakes. After a couple weeks of trying, I finally broke the 1:30:00 barrier and achieved my long-time goal. \n\nI was extremely pleased with this run, however, most of the mistakes I did make came early on. A couple zombies grabbed me that shouldn\'t have, the battle with the dogs on the balcony could have been faster, the crimson head boss in the graveyard fell down, and I stopped a weather vane incorrectly. However, from that point on, I played extremely well, at least by my standards. I ended up completing my run with a time of 1:29:43. I would have great trouble trying to improve this, so I will be satisfied.','2004-08-17',0,5383000,11,'ResidentEvilRemake_SS_Jill_12943',1,5,0,NULL),(0,895,NULL,294,'Invisible mode','Thanks to all runners and fans of Resident Evil who made it possible to get my run on SDA. I also want to thank mikwuyma, nate and the rest of the SDA Team who are very tolerant and helped me newbie. \n\nYou will see a four-segmented Speed Run of Resident Evil: Remake on hard mode including \"Invisible Enemy\". It would be too boring to show you the same run only on hard mode, that\'s why I decided to run it additionally on Invisible Enemy. It makes the boss fights much harder; especially you don\'t have auto-aim. You get also less ammunition, less defence weapons and only two attacks of a zombie can kill you. \n\nThere are only two very annoying situations in my run which could be done much better: [ul][li]First situation: I have never done this mistake. While running upstairs where the two hunters are, the first one jumped in front of me and attacked me. Then the second hunter came and also attacked me. I got about four or five hits. Very annoying. [li]Second situation: The Underground where I do meet Liza. I missed the lever (very stupid for a \"runner\") and got hit about two-three times. Also very annoying.[/ul] Although I did some mistakes I am very satisfied with the run. Please do listen to the noises of the creatures, then you will know that there were some closer situations ;) \n\nIf you have some questions or comments, please send me an Email david.stierle@gmx.de or visit my private homepage [a http://www.davidstierle.de/]http://www.davidstierle.de/[/a] \n\nOr use the forum of speeddemosarchive.com and send me a PM: [a http://speeddemosarchive.com/yabb/YaBB.pl?action=viewprofile;username=DavizZz]DavizZz[/a] \n\nEnjoy.','2007-02-20',0,5786000,11,'ResidentEvilRemake_eu_Jill_hard_13626',4,5,0,NULL),(0,896,NULL,294,'','this was my first major speedrun project. there was a contest in the summer of 2002 held by TG for the fastest run in this category. i participated but couldn\'t even beat the 1:33:09 time by Wolff Morrow set at the beginning of the contest. Martin Bedard ended up winning with a time of 1:30:39, which i thought was unimaginable. \n\nuntil late 2003, i played Tekken for competitive gaming, then decided to give this run another try in January 2004. after a month or so, i ended up with a time of 1:29:24 that i planned on keeping to myself. i haven\'t seen his run, but i figure the major reason i was able to beat Martin was because of the knowledge that running speed is actually increased without a weapon equipped. Martin and Wolff considered if this was possible but ultimately decided there wasn\'t a difference, which was wrong. i was fairly content with my 1:29:24 time. \n\nin March however, i came across Shin\'s Biohazard speedrun site from the TG forums and found i was crushingly defeated by a time of 1:27:55 by the japanese gamer Shin in just the \"new game\" (non special weapons) category. watching a few sample videos of the run, i learned of some very key strategies that i missed in my limited individual research into the game, such as the infamous stair trick. \n\nthis is the product of months of failed attempts at a run that i had enormous expectations for. the end result still has some flaws - naturally. this speedrun is memorable because not only was it my first, but i experienced the greatest degree of frustration trying to achieve it than with any other run i\'ve gone on to do. \n\ni had a rapidfire rate of about 8 pushes per second for this run. i can do better these days, so i considered going back to this game now and then, but i probably ultimately won\'t. i\'m aware of the rocket launcher stigma that exists out there. i\'m only addressing it briefly because i don\'t want to seem oblivious. i get your stance - please don\'t go off in the forums again in response to this run. it\'s annoying. \n\nthe run doesn\'t actually utilize the rocket launcher against enemies a whole hell of a lot... in fact, i dodged zombies in a hallway that i\'d pass through multiple times in the game just to make the run more interesting. i tried implementing as many interesting strategies/actions in the run as i could, as a matter of fact - dodging enemies \"unnecessarily\" being the least of them; an assumption that i decided to go along with (that dodging was faster than shooting) for the sake of coolness. i dropped in a number of cool, \"unexpected\" things - some of which actually save time, and others that may not, but were preserved for the sake of making the run more interesting. for example, i\'ll grab the emblem as early as possible. probably not optimal, but it allowed me to use fancy cursor movement in the menu screen and use a little swapping trick involving it with the storage box. later, in the residence, the zombie that\'d normally be in the hallway in the dorm room with the ladder on your way back wasn\'t there, because previously i had allowed it to enter the bathroom and LEFT it there. see what i mean? i\'d call these actions \"personalizing\" the run. these days in my runs i\'ll \"personalize\" as much as possible, but my goal is strictly speed - in other words \"personalization\" will only occur if it helps save time, or if the difference is nearly nonexistant (i.e. less than a second). \n\nin my opinion, the mansion revisited portion of the run is the most exciting to watch. lots of dodges in a short time period. on the snake, i manually aimed the rocket launcher to hit it off-camera, which is hard and very cool. the dog dodge at the end - when i led it around the fountain in order to avoid it - was improvised. i had originally planned on charging straight through that area, since the initial dog behavior seemed to allow it... but something was wrong when the dog hadn\'t passed by me in the next camera angle, which would\'ve granted me easy passage, and i realized the thing was going to hit me from the front. i immediately just tried running around the fountain to avoid it, and the damn thing actually followed me around. never improvised like that in any speedrun since. \n\nthe only major flaw in my strategy planning is walking up the stairs partway to shoot Plant 42... this was proven unnecessary in one of packattack\'s runs where he does it from the floor, near the bottom of the stairs. \n\nthis run is special to me and anyone who is familiar with REmake should see it. enjoy.','2004-05-19',0,5075000,11,'ResidentEvilRemake_SS_Jill_RL_12435',1,5,0,NULL),(0,897,NULL,298,'','It took me a lot longer than I planned to do a better run. My 1:59 was crap and I only posted it to have the 100th game at SDA be \'0\'. I hadn\'t looked to see what kind of times anyone had posted before I finished that run. I looked at shin\'s Japanese site after I did and saw a time of 1:43:57 listed. I downloaded the first and last segment to look for major differences, and just like I expected, he was using the grenade launcher. I was pretty stupid to just throw it away in the 1:59. I also took a few strategies from the train in the jp run, but otherwise didn\'t watch the entire thing until after I finished this run. I\'ll talk about differences as I comment on the segments. Anyway, I took so long because after a week of the planning and some practice, I got distracted and it took me two months to come back. It was because of that time break that I decided to do a lot of segments instead of going for a Single-segment run, but I still do want to do an SS! \n\n[b]Segment 1: Train and centipede fight[/b] \nThe major change on the train is the second room, the one that has new zombies in it almost every time you go through. In the first run I killed one the first time, then in return trips (except the final one) I killed every zombie with handguns. In the jp run, he kills two on the first time, then runs by them after that. When Rebecca uses the hookshot, Billy kills the remaining ones. I didn\'t even know that the CPU character would engage in fighting like that before. This segment is the hardest of the entire run because of its length, and because of many things I could reset over. The conductor grabbed rebecca maybe 10% of the time. The dogs would bite about 40% of the time. I refuse to let Rebecca take damage on the train so those are resets. After killing the dogs I take four seconds to de-equip her gun. Characters run faster with nothing equipped if they\'re in yellow or higher status, Billy much more significantly than Rebecca. I spend a good portion of the run de-equipped as a result. Maybe in some cases it isn\'t worth the four seconds but oh well. \n\nRight when you lose the first key, one of the zombies might wake up early... that\'s a reset too because then I can\'t get by it as Billy. I don\'t fight the leech zombie anymore since you can just walk down the stairs to end it... lots of people pointed that out to me. I use the C-stick for the first time once Billy joins. I only used it once in the first run, and a lot more in this one. On the way to the scorpion I managed to avoid the zombies in the now crowded room, which was pretty rare. I triggered the stupid text for the room-service trolley instead of picking up the ice pick, that costs three seconds. I\'d probably have reset if I weren\'t trying this segment for a couple weeks at this point and getting sick of it. \n\nThe scorpion fight is different than the first run, where I used up all shells, then chucked the hunting gun and finished with the handgun. In the jp run he used only the handgun. I tried that and it worked once, but then never again. So, I use the hunting gun twice and then finish with the handgun. That\'s slightly faster and I had a 100% success rate with it. Then I drop the handgun. Compare to the previous run, where I still had it when shooting the queen. \n\nOn the way back to the kitchen I dodge one zombie and then the second one barely manges to get ahold of me. The first headshot comes in the next room, but zombie number two likes to only take damage a majority of the time. I run by him and on the return later only lose a second waiting for billy to finish him with another shell. Note that Billy reloads the hunting gun when I switch to Rebecca, but she didn\'t reload her handgun because it wasn\'t equipped. The dogs will often die with only one shell but it didn\'t happen this time. So I end the train with two shells less than optimal, so I could probably not have to pick up the last box of shells in the game. But like I already said... I was sick of resetting. I lost another couple of seconds by trying to open the 2F door too soon. It doesn\'t open until the zombie starts to spill blood on the floor. Going into the status screen in the next room was an accident because of the awkward way I was holding the controller to use the C-stick. If I were smarter I\'d have used the opportunity to de-equip billy\'s gun to go a little faster in the next room. A few minor screw ups in the inventory at the card reader, and then you can cue dramatic music #1. I got grabbed twice during the escape and then mess up from too much A-button mashing as Rebecca... blech. \n\nNow that I\'m off the train, the hardest part is over. I use a split/change/join to save a couple of seconds in the main room, then C-stick Rebecca onto the lift. Once Billy scours the water-door room we rejoin and I drop the hookshot, something I never did in the previous run, but I need the space because I\'m not throwing the Grenade Launcher away like an idiot this time. The centipede fight is the same. The zombie fights are mostly headshots with Billy backing me up with the handgun, then I save in the main hall, but this was a mistake. I should\'ve saved on the way to the kitchen, because it\'s faster to go up the ladder in the storage room and take the balcony back to the lecture hall. About 20 seconds lost. \n\n[b]Segment 2: Journey to the secret stair and Rebecca rescue[/b] \nA rather disappointing one headshot out of three in the first hallway. I got two in the book room though, and then I get rid of the handgun and remaining bullets. I leave the room with the first case of partner warping. Anytime you go through a door, if the CPU player is set to follow and they\'re not under attack, they\'ll follow you no matter how far away they are. I abuse this a lot. I learned from the jp run after I finished that you can push the desk one less space to pick up the iron needle. No trouble with the roaches when I use it, but I did get pecked a bit by the crows when I left. The fireplace room went better than ever before. I planned on taking a hit as rebecca, but somehow I dodged the zombie. \n\nI accidentally pushed the button to change character at the wrong time when entering the code in the lecture hall, just a few seconds though. I push some chess pieces and completely ignore the fire grenades in the room... because I forgot they exist. The zombie usually grabs me on the way out, but that\'s the same time as it would take to equip the GL and kill it. Plus I don\'t want to waste a grenade. The spiders poisoning someone ruined a few segments, but not this one. Then I skip some cutscenes, cue dramatic music #2, run to save rebecca with no incident, skip FIVE more cutscenes, equip my guns and save again. \n\n[b]Segment 3: Monkeys and hunters[/b] \nUnfortunately this segment doesn\'t look so good. My VCR did something stupid, stretch the tape or misalign the heads or something, and the entire segment is filled with some VHS rainbows. Must be because I rewound and recorded without hitting play or something. If I weren\'t overwriting my save every time I could\'ve retried but it\'s not as bad as I make it out. The run still looks a hundred times better recorded on VHS and mailed to Nate that it would if I captured it directly when playing. \n\nI did this segment in one night in a two hour session, and it\'s the shortest segment. What makes it so hard? Not the monkeys at the start, they go down easy with the shotgun and Billy helping with one Grenade. It\'s trying to beat the hunters with the remaining five grenades. The time to load the acid grenades into the GL when I run out is about 6 seconds and I wanted to avoid that. In order to kill the hunters with five, one or more grenades has to take damage to both hunters. So I wait for them to gang up on me, taking some damage, and then hit them. It only worked about once every forty minutes. The earlier times when it worked were screwed up when I returned to the main room and a monkey was still alive. I control both characters going back through the spider room to try to avoid damage from them. The result is Billy walking a little funny but at least he doesn\'t get hit. I also use the C-stick to keep Billy away from the zombie in the dining room, which almost didn\'t work. \n\n[b]Segment 4: Tablet collecting and use[/b] \nIn the jp run, he takes the time and grenades to kill the roaches in the water-door room. Although they sometimes would swipe me, they were never a huge trouble so I think that\'s a waste of time. Then he also kills the leech zombie with the fire grenades I forgot existed. It doesn\'t cause a problem until the final trip through the hall, after using the vise handle. My plan is to wait at the door for 2 seconds, the zombie will do an \'arm attack\', I take the hit, and go forward. Somehow, the attack missed and I get through unscathed! I got this segment on the 2nd attempt and I thought it would be hell because of that heh. The reason I reset in the first one? I forgot how to use the vise. :-P I need to give the magnum bullets to Billy because she won\'t have room to pick up the fire grenades up ahead otherwise. After the disc change, you can see a clear indication that Billy runs faster than Rebecca, then I C-stick him onto the switch. I lost another 3 seconds from activating the text about the books... stupid text. \n\n[b]Segment 5: Bats and leeches[/b] \nI knew it was faster to fight the bat with fire grenades ... but I don\'t do that because it\'s really hard to hit him with them. I stick with the shotgun like in the first run. I didn\'t know however that you can actually chain all five grenades to kill him in one round once it swoops in, that\'s what was done in the jp run. So, I lose another 20 seconds by not doing that. I had lost motivation to keep trying segments after I saw the rainbows on segment three, so I only tried this segment a few times. The baby bats is the first damage that Rebecca has taken. When the crawling zombie grabs her, it puts her into orange status which makes you run slower, so I had to heal. Another case of not caring comes in the room with the green leech. I should never have taken a grab from that zombie. The breeding room went perfectly though, the running pattern I use has a very high success rate. I should\'ve switched back to Billy and used the dial before I saved. Because I didn\'t, I had to enter that damn 4863 combination about 30 times. There\'s a bad quality incident during the save, I probably rewound too far on one of my segment 6 attempts, but hey, it\'s just the typewriter going click click click. \n\n[b]Segment 6: Solo Rebecca, box puzzle[/b] \nI make a small mistake near the start of this segment. I drop the hookshot right after I use it once, but it\'d be slightly faster to keep it and use it once more. After Billy washes away I pick up everyone\'s favorite gun and keep running around un-equipped. The 2nd hunter would often swipe me, but I was back to caring about segments so I\'d reset if it did. Tyrant is a piece of cake, I just need to run away after six shots to avoid the jump. I leave the shotgun equipped for a while just so I can behead the billiard zombie. Then I rescue Billy and do the 2 minute long box pushing puzzle. After using the Valve, sometimes I managed to behead both of the two white zombies in the corner, but this time it was only one and then I ran by the remaining. Stunning the hunters with one shot to get by works well. Once I had a near perfect segment and I totally botched saving, so I reset. \n\n[b]Segment 7: Tyrant 2, Marcus and his queen[/b] \nThe hardest part of this segment is right near the beginning: Tyrant. Unlike the first fight, with both characters at my disposal, I can beat him without him ever diving. But there is a lot of luck involved. I have to C-stick Billy forward or he\'ll lag behind. If I don\'t have him go far enough, he stands there like an idiot while I shoot and eventually we both get sliced. If I go too close, the Tyrant will have a far greater chance of diving before he\'s dead. In this fight he actually got into a second pain animation and it was easy as a result. \n\nHow does Rebecca start the Gondola moving from inside it? We may never know. I considered killing the roaches in the battery room and the one above it, but I\'ve got just the right amount of grenades so I leave them be. They caused me significant trouble a few times but usually it wasn\'t too bad. On the way back through I accidentally hit the change player button which resulted in both getting poked, but that\'s the least bothersome attack of theirs. It\'s the \"hump\" attack that\'s an instant reset. If I had been a bit better with shells (see the train), I wouldn\'t need the last box of shells, but oh well. \n\nMarcus is pretty easy. It\'d be nice if he didn\'t grab Billy so much, but then he\'d just run out of grenades sooner, so it doesn\'t matter. You can beat him ~20 seconds faster with the box of magnum bullets that I don\'t pick up... which take 40 seconds to get: do the math. After opening the door I load the fire grenades but forget to give the shotgun to Billy, so I have to take 5 seconds to do that during the queen fight. Since Billy is in the red zone, I definitely have to heal him, but since I C-stick Rebecca towards the platform, little is lost. The queen\'s first part is super easy, and I even have 1 magnum bullet still left. The second part just requires stunning her with shells after every time Rebecca finishes turning a valve. Then the queen goes after Billy instead of Rebecca. \n\n[b]Closing thoughts[/b] \nGeez, did anyone read all this? I listed about 55 seconds of mistakes: 2 large ones and several minor ones. With those I get a time of ~1:44:45. That\'s still almost a minute more than the jp run. And the jp run did a lot of slow things too like the killings that I mentioned, and completely skipping the shotgun! Instead of picking up the shells I do after getting the SG, he gets every single grenade pack there is, some of which are a bit out of the way. I don\'t agree with that. So where does the time come from? Well every place in the English game where there\'s at least two prompts of text, in the jp version it\'s guaranteed to be less. Like at the box puzzle, it\'s only two pages instead of four. Same with the dial combination. I didn\'t time any of that but I\'m sure it adds up to well over a minute of difference. \n\nI\'m not done with this game yet.','2005-07-07',0,6340000,11,'ResidentEvil0_14540',7,5,0,NULL),(0,898,NULL,299,'','This mission was the hardest for me to complete, for one reason: The final boss. While Leon has no trouble taking it down with his Custom Magnum (9 shots total), Claire has moderate difficulty since it takes her 14 shots using the Granade Launcher loaded with Flame Rounds - 50% more shots than Leon, which results in a longer battle and more chances for the boss to hit her. \n\nThere was also a slight mishap with Sherry in the sewers: In the room with the Eagle Medal after fighting the Giant Crocodile, I prefer to leave Sherry behind at the split so I don\'t have to wait for her after taking the Medal. When I ran past her she got stuck on the railing, then decided to run the exact opposite direction, which caused her to sit down. I ran back to get her to follow me, then headed for the ladder, and she did it AGAIN! I swear I would\'ve thrown the controller out the window if had done it a 3rd time. \n\nOther than those 2 things, the rest of the run was pretty good. Claire actually has equal or less trouble with all other bosses compared to Leon.','2004-10-13',0,5134000,11,'ResidentEvil2_SS_ClaireA_12534',1,12,0,NULL),(0,899,NULL,299,'','The only real mishap in this run was in the Kennel. I misjudged how close to the dog I would end up, and caused it to start running too soon, making it difficult to pick up the Crank. I also got hit a few more times on the way out of the room, causing me to be on orange caution status. \n\nOther than that, everything else went well. All boss fights went smoothly, and most normal enemies cooperated and died quickly.','2004-10-15',0,5022000,11,'ResidentEvil2_SS_ClaireB_12342',1,12,0,NULL),(0,900,NULL,299,'','This is the shortest of all the missions, and also the easiest. Leon\'s powerful weaponry makes short work of crowds, even at the end of the game. \n\nThere were a few zombies that grabbed me that shouldn\'t have, and I could have dodged a bit more toward the end of the run, but all in all this was probably my best of the 4 runs. I actually had the most practice on this one, and wasn\'t willing to accept anything over 1:20.','2004-10-10',0,4790000,11,'ResidentEvil2_SS_LeonA_11950',1,12,0,NULL),(0,901,NULL,299,'','I actually prefer doing this mission with Claire rather than Leon. One of the reasons is the fact that the lickers disappear in the wreckage hallway for Claire, but not for Leon. This is compounded with the fact that Leon needs to pass through here 5 times. \n\nLeon also ends up dealing with \"Tiny\" (that\'s what I call the monster in the trench coat) an extra time compared to Claire. Not really an issue, just annoying since it\'s a difficult place to dodge him. \n\nThe only thing that cost me time really was the fight with William on the lift. He insisted on jumping around rather than walking toward me, which doesn\'t give me many chances to take shots.','2004-10-14',0,5122000,11,'ResidentEvil2_SS_LeonB_12522',1,12,0,NULL),(0,902,NULL,299,'','This mission was a welcome relief after doing the other 4 due to it\'s short length, 3 minutes compared to 80 minutes. \n\nThe trick to this mission is to find the fastest was through each room without taking massive hits. Most rooms are rather easy to dodge through, but there\'s a few that require a shot or 2 to make through safely, such as the east stairwell on the 1st floor of the Precinct with the 3 dogs - narrow halls suck. \n\nI also found that the Plants don\'t actually do any damage when they grab you as long as you shake free before they do anything. This gave me an easy way past the 2 in the west hall. \n\nThe only real \"tough\" room is the secretary\'s office on the 2nd floor, with like 10 zombies inside. There\'s virtually no point in taking any shots since you\'ll get hit if you do. Taking a couple hits and knocking them down tends to be the best course of action.','2004-10-15',0,202440,9,'ResidentEvil2_Hunk_32244',1,12,0,NULL),(0,903,NULL,299,'A-rank in US is S-rank in JP.','Played with an american PSOne (the smaller, compact model; the same platform Zeno used for his 1:13:18), the original version of Biohazard 2, and \"breaker pro,\" a boot disc to change the region code. \n\nOccasionally through the video the image will brighten or dim itself. this is probably because my capture card, a Lifeview Flyvideo2000, by default is implementing its \"white peak\" and \"color peak\" functions, automatically trying to adjust color settings according to the content of the picture, and I can\'t disable it with the capturing software I use (VirtualVCR). \n\nHuge credit goes to Zeno because I used his videos as a base for my run. [a http://homepage3.nifty.com/shin3/BIOHAZARD.htm ]here\'s the page[/a]. \n\nI would like to give shoutouts to Zeno, Shin and the other Biohazard players on their site - you guys are all very inspirational and talented gamers.','2005-02-27',0,4373000,11,'BioHazard2_SS_LeonA_11253',1,12,0,NULL),(0,904,NULL,300,'','-First, I\'d like to dedicate this run to my cat, Spot, who passed away a couple of days before I recorded this run from Feline Leukemia Virus (quite the oxymoron, isn\'t it?). He sat on top of my chair on numerous occasions to watch me get frustrated at the game\'s randomization \'feature\', and watch me break a few DVDs in half because they were all loaded with failed attempts (namely, getting the Magnum in the Police Station instead of the Grenade Launcher). Sleep well, little buddy. You left us too early. =[[] \n\nI also want to thank Tom \'sshplur\' Nguyen for going out of his way to mail me the runs from Shin\'s site on DVD, the rest of the Survival Horror runners at SDA for all being very inspirational players, and Goda from Shin\'s site for his video of the Japanese version at 1:14:44. \n\nLastly, I\'d like to thank the SDA staff for maintaining this wonderful site, and Damien \'Dragondarch\' Moody, who posted the original 1:24:53 run, thus giving me a time to shoot for. I wanted to shoot for sub-1:20, but it takes a retarded number of retries to manipulate the randomization, so I decided to go ahead and submit it with 1:20:42 (4 minutes 11 seconds isn\'t a bad improvement). Anyone else is welcome to try shaving off several more minutes, if they are masochistic enough to endure all that luck manipulation. Q_Q \n\nOriginally, this was a project for my [a http://youtube.com/Carc1n0g3n]YouTube page[/a], and for the hell of it I decided to post up a topic on the forums to see what I could do to make the run look nicer. I then learned of a video by a Japanese player at Shin\'s Biohazard site (http://homepage3.nifty.com/shin3) named Goda. After getting the DVDs from sshplur, I used Goda\'s run to find ways to improve the current run. \n\nOne big thing I decided on when I started was to use my original PlayStation (SCPH-9001) instead of my PlayStation 2, because PS2 lags up in Door Opening sequences and other loading screens. I learned of this after watching Dragondarch\'s run and realizing that my copy of the game did the exact same thing. \n\nIt was impossible to keep up with Goda\'s run using his direct route, because there are many differences between the Japanese version and the US version of the game; in particular, load times (I\'ve tried running this version of the game both on PS1 and PS2, and the load times still didn\'t match the Japanese version), text differences (not much time lost there, perhaps 20 seconds), and the fact that the Japanese version is slightly easier than the North American version (It takes 6 bites or so to drop into Caution in the Japanese version, and 4 in the North American version). I had to make adjustments, like picking up an extra First Aid Spray or two in order to keep out of Caution status, as your footspeed drops slightly with the slight limp. \n\nWith my route, I know I could\'ve shaved off enough time to get sub-1:20, but due to the bad Graboid (Grave Digger) fight and the Hunters in the park, I had to make-do with what I had in this run. Everything else, like the Nemesis fights in the Clock Tower and Garbage Dump, went very well. \n\nEnjoy =D','2007-09-02',0,4842000,11,'ResidentEvil3_SS_Hard_12042',1,12,0,NULL),(0,905,NULL,301,'','First off, Thanks to: \nRadix, for accepting this run and hosting it on his site \nNate, for capturing it \nTarao, for many of his strategies I copied/modified \nCapcom, for a wonderful game(the more I lost, the more I wanted to play) \nYou, for taking time out of your busy day to watch something I spent so much time trying to make as good as possible \n\nFrom what I remember, the biggest \'problem\' in my run for the first few segments was simply inventory management. While the first time I access my inventory to switch to a grenade was pretty quick, everything following that was pretty slow, mainly because I used the wrong control pad when in the inventory screen. As the run progresses, however, I get much better, and it quickly becomes the least of my problems. Also worth noting is the fact that I didn\'t figure out how to go directly from the inventory screen to the treasure screen until about chapter 3, though it didn\'t save that much time to warrant re-doing the entire run before that point. This run was segmented once per sub-chapter for a total of 19 segments. Remember, however, that these are reflections, and are not what went through my mind as I was doing the run. Also, I could not re-do just one segment, because the end time would hopefully not match up with the load time of the next chapter, and in difficult chapters, the ammo count would not match up either, meaning I would have to redo all subsequent segments(irregardless of how perfect they were) just to fix a few errors in the first few segments. I\'m writing this more than a week after I finished the run, so I can now see what I could do differently, rather than how well I did what I thought was the best route, as I was when I first finished a segment and looked it over. Also, while the below statements seem to endlessly list mistakes, I wouldn\'t doubt that any more than a minute and a half could be shaved off by perfecting my current strategies. I\'m pretty proud of this run, and will probably only try to improve it if someone were to beat my time. \n\n1-1 \n\nI start the run out with a critical head shot (the first few enemies\' heads remain in tact, even in you shoot them with the handcannon), and quickly move on to the main fight scene. Overall, I think it went pretty well. I was hoping for a grenade to drop from the first round of enemies I took out, but this is very rare, and even rarer if you want the head shot and grenade in the same segment, so I decided to leave it be without. Also, the reason I wait after tossing the first grenade is that if I went too far to the left the ganados would not spawn in that convenient alley where I used the second grenade. Again, I was slow healing myself at the end of the fight, but it was still my best time for that chapter. This segment was two seconds faster than my previous best, despite what you see on the save screen, where it appears fourteen seconds were mysteriously shaved off. Finally, I felt the blind shot to the trip-wire at the end was a pretty nice visual add-on, though it didn\'t actually save or lose time. \n\n1-2 \n\nI honestly don\'t think this could have gone any better. It seemed as though every ganado cooperated with me, especially those before the dynamite room. No matter what I did, one of them would usually hit/grab me, effectively ruining the run, forcing me to either accept the lost time, or restart the run. I was a little conservative when shooting down the pocket watch because I didn\'t want to waste ammo and have to reload. After practicing this segment again, just goofing around and whatnot, I found that you don\'t have to wait for the ganado with the axe at the bottom of the hill to attack if you run fast enough and hug the left wall. \n\n1-3 \n\nLots of ammo collecting here, specifically grenades/incendiaries. Again, I had a slow merchant interaction(it gets MUCH faster later in the run), then proceeded to turn the wrong way when I left him. I\'m pretty sure that the pauses before the graveyard cut scene didn\'t waste any time, because pressing start seems to pause the timer(though I\'m not sure how quickly the timer is stopped/resumed). The Del Lago went great, in my opinion, as it could have only been 1 throw faster, had I hit him three times before he submerged in the beginning of the fight. That only would have saved approximately three seconds though, and saving at the typewriter in order to get rid of this problem would have cost me about ten seconds, because the timer keeps going until you agree to save. \n\n2-1 \n\nThis is another pretty good segment, overall. I amazed myself with the shooting of the boxes to make the bridge (of course I only left myself with exactly three bullets, meaning I couldn\'t miss). Later, however, I miss the Amber Ring once, but missing it gave the enemies just enough time to position themselves in a manner in which I could just run by without getting hit. I use the five seconds which needed to be waited through to get a short load time after the demise of El Gigante to collect Shotgun Ammo and a spinnel. If you flash-forward a few segments, however, this proves to be the wrong decision (as opposed to waiting the time in the pause screen), as I have more than eighty shells in my inventory at one point. The rest of the segment is pretty much running, and nothing really went wrong. \n\n2-2 \n\nI had just gotten past the Water Room with a reasonably good time, then proceeded to celebrate with a little jumping and shouting. I then went back to review all the segments, and, for whatever reason, this segment was missing. I had written down the time of the segment and continuously checked that spot on the tape, yet it was gone. There was no other segment near it (I left the tape running over many attempts, and the final attempt ended up being near the very end), just black on the screen. Luckily for you (and me) this did not discourage me, and I went back (Thank God I still had the save), and ended up completing the chapter fifteen seconds faster than the previously recorded one! One of the major differences between this one and the previous one was that I had Ashley get attacked when I first re-enter the village. This seems to lower the health of the ganados in the Cabin, effectively shortening the total time of the fight. \n\n2-3 \n\nHopefully you realize that my accuracy is not really that bad, as you should see me actually hit the ganados when I\'m trying, especially near the end. I was both trying to get rid of some ammo, as well as lower my accuracy, as this supposedly lowers the difficulty of Mendez. Unfortunately, I didn\'t waste enough ammo, as it still took four incendiary grenades to take out his first form, plus an extra shotgun blast at the end. Overall, however, not too much time was wasted. I wanted to leave Ashley earlier so she gets grabbed, but oh well. I also used the knife trick on Ashley on the former segment during the gondola ride, but when I was forced to redo it I figured it was best to leave it out. And if you don\'t know what the knife trick is, it\'s probably better I don\'t tell you. \n\n3-1 \n\nThis one is very long, and very difficult. In my opinion, the developers should have ended the chapter after the Ramon Salazar cut scene (when you enter the castle, right before the typewriter). Anyway, I somehow managed to do the entire segment without the use of that typewriter, and without any large mistakes. Unfortunately, I was about seven thousand pesetas short of the one hundred and five thousand needed to buy the larger case, the semi-auto rifle, and the Rocket Launcher for the two garradors, and was forced to pick up the gold bangle next to that \'house\'. The interaction with the merchant during this segment was the type of inventory \'skills\' I referenced to earlier in my comments; in other words, it was pretty good. For some reason, there is always a group of zealots just standing outside the door of the castle gate key room, even after I shoot the barrel(unfortunately it just stuns them from such a great distance), making me shoot them down, or run past them, most likely taking damage; I chose the former. The garrador fight went pretty well, as I can\'t aim quick enough to get two shots in before he recovers, so I wait until the moment he stands up straight, then shoot the plaga. Any sooner would not cause him to writhe in pain, and, instead, attack me. The water room itself, surprisingly, went really well. There were many close calls in the beginning, but Ashley pulled through (I\'m not quite sure how, seeing as she ducks for cover in much safer situations, allowing herself to get hit/grabbed, as seen later in this segment), and eventually we made it from the two switches to the crank, where I made Ashley turn. During this time, I switch to my inventory many times, though not one of those times was an accident, or wasted time. When the stairs finally came down, I threw a flash grenade, then ran up and kicked them because of a zealot who wasn\'t stunned. Ashley ducked, contrary to her previous acts of bravery, wasted about six seconds and got hit. I don\'t heal her because she automatically has full health at the start of her chapter. The next part I\'m pretty proud of. Head shot after head shot, all in quick, sequential order, of everyone on the balcony. I felt it was very entertaining to say the least. After I get the first aid spray, I should have reloaded the Rifle, because if I had messed that running zealot, I would have been screwed. Oh well, the rest went really well, and we finish off the hardest part thus far. The time shaved off at the end was actually how much time I went down after re-doing the cabin fight, and coming back to this part. It took me nearly three weeks(including a lot of my spring break) to get the first time, then I come back and crush it. Yay for me! \n\n3-2 \n\nFairly easy chapter, yet I still manage fuck it up. By far, this is the worst segment in the whole run. Don\'t get me wrong; this segment is not horrible, but still leaves room for a lot of improvement. The sewers and the Hedge maze went fine. It was the middle parts which gave me trouble. Somehow, I missed the second shot to the red zealot carrying the key, yet still was able to kill him before he ran through the door, as he usually does. Also in this part, I pick up the stash in the corner, totaling around four thousand pesetas. Combine that with the extra thousand I had from selling the gold bangle, and you have how much money I had left over at the end of the run, meaning you can tack an extra three seconds to the list of time wasted in this segment. The next parts mistakes primarily consisted of enemies attacking. I tried turning around so the first zealot would grab Leon\'s back, which would not have done any damage. Instead, I was about ninety percent turned around when he grabbed me, and put my health exactly where orange health(aka \'caution\' in the previous games), forcing me to grab the green herb conveniently located next to the door (I actually didn\'t even know there was one there until I looked it up in my strategy guide one or two attempts before this). The next part was just bad. I\'m not even going to bother commenting on it besides this little rant; you should be able to see what went wrong for yourself. \n\n3-3 \n\nThe shortest chapter in the game, meaning it has the most potential to be perfect, and I think this was pretty close to it. I could have shot the wine-bottle a bit faster, and I was hoping the archer would hit me sooner while I was reloading the shotgun. The next part was good, except I veered a bit too far when avoiding the mace zealot. I purposely take damage by the shielded enemies in order to prevent multiple rounds of enemies during the next part. I did not heal Leon, because the game auto-heals him at the start of chapter four. \n\n3-4 \n\nAnother great segment. One hundred percent accuracy too, I might add. I probably could have shot the first three enemies a bit faster had I zoomed out, and used the D-pad along with the control stick, but it was still pretty good. Ashley got to the door pretty quickly, which didn\'t allow me enough time to properly set up for the second round of zealots, but I compensated for it pretty well with quick and accurate aiming. I have to admit, I completely stole the grenade strategy used from Tarao\'s run. Without it, the sequence generally took thirty to forty five seconds longer because I had to wait for everyone to get themselves into a good position, then shoot each one individually. The reason I waited to behead the final enemy was because If I shot him while he was sideways, as he was in the beginning, the game would think I shot Ashley, even though the cross hairs were nowhere near her. When I first take control of Ashley, there seems to be a mandatory pause before she starts moving, so rest assured that I did not lose focus or mess up, in case you were wondering about that. I spent maybe a turn or two longer than I should have on the second crank, but that wasn\'t too big of a time waster, and there\'s a trick I didn\'t use to get past the \'button-press\' knights a few milliseconds faster (combined with all three, it may have saved a second at most), but was used in the next part (I didn\'t find it until then, unfortunately). The rest of the run was near perfect, in my opinion, as I didn\'t mess up at all, except maybe taking semi wide around the corners at the end. \n\n4-1 \n\nYet another long start to a new chapter. To start things off, I probably should have switched to the flash grenade right away instead of waiting until I killed that guy blocking my path. Because it was at the beginning of the segment, I easily could have retried until I dodged him. Anyways, I use a flash grenade to knock off the zealot controlling the dragon which blocked the way to the chest because none of my other weapons seemed strong enough to break the locks efficiently, and shooting him from the side after waiting for the fire to be blown in the middle proved to be too time consuming. This did, however, set me back, as I was a grenade short for the Knights in the following part. Luckily, however, there was a flash grenade conveniently placed on a chair just barely off the beaten path. I shot the falling ceiling tiles before they descended, saving a few seconds(even though it was a bit slow), and I may have been a bit slow killing the second zealot in the killing machine, though I don\'t know for sure. Right before the knights room, there are suits of armor you have to dodge. During the time where it prompts you to dodge its attack by hitting a button combination, you can walk or run in any direction. The knight attacks too fast to completely dodge the attack, as shown by the second knight, but this is still beneficial because instead of losing five or more steps during the dodge back flip, you only lose those five steps minus the length you managed to go before pressing the dodge buttons. I discovered this trick on these knights, which is why you don\'t see me use it with Ashley, and I figured it didn\'t save enough time to warrant a re-run of the previous segment. The actual Knight \'boss\' battle went pretty well, though every bit of ammo I picked up proved to be wasted time. One of my biggest regrets of this run was the use of the yellow herb. I didn\'t mean to pick it up; when I was running toward the door, I was simply tapping \'A\' in anticipation of the door, and I accidentally picked it up. It did, however, prove to be moderately useful by the end of chapter five. I got pretty lucky in the hallway right after the Knight battle, as, despite several extremely close calls, I managed to get through un-damaged. Too bad I couldn\'t say the same for the Novistador nest room. It was all going perfect: I ran to the switch, shot down the bridge fairly well (I only missed once, but it was a quick-fix), turned around, kicked a couple of novistadors, then one grabbed me. Had I run a few steps farther, I\'d have been able to kick the approaching novistador, and continue on my merry way. This, of course, didn\'t happen, but luckily that was the only damage taken in that room. In the clock tower, I should have re-loaded at the bottom as I waited for the dynamite to explode, but Luckily Leon reloads fairly quickly. In my opinion, the zealot who grabbed me at the bottom either should have missed, or grabbed my back, as I wasn\'t even close to facing him when I got grabbed. The next parts went pretty well, though, as I was recording the run, I thought I had missed the garrador with the rifle shot, which was the reason I reloaded. I should have switched to the rocket as soon as I bought it from the merchant, as Leon seems to run faster with it, and picking up the incendiary grenade was pointless because I used an alternate strategy for Krauser. \n\n4-2 \n\nI start this segment off on a bad foot; \"Not enough cash, strangah,\" not to mention the rest of the interaction went mind-numbingly slow to say the least. The reason I kept this segment, then, was because of the remaining parts. The mining room went great. I ran from the cart switch, to the power switch, and back to the cart switch without a problem-a very rare occasion. When I grabbed the dynamite, however, and proceeded back to the boulder, I got grabbed accidentally by some jerk. The second grab, however was on purpose, as I wanted to avoid flinching after the explosion of the boulder. Unfortunately, that damn dynamite enemy decided to die from the explosion, causing his dynamite to explode, causing me to flinch anyway(the flinch from the boulder would have wasted less time, but usually he is knocked back and doesn\'t die). I was able to grab the grenade without getting hit or grabbed, so that was a plus. In the next room, it seems that I\'m looking for the switch-don\'t worry, I knew where it was; I was simply trying to lure the Gigante into the right spot so I could dump him in the lava without standing at the switch, waiting for him. Also, it may appear that time was wasted when I missed the money the second gigante gave, but none was actually wasted, as I still had to wait for the door to open. The reason for that is because the door only opens once both are dead and disintegrated, or at least started the process, and I had to wait for the the one in the lava to die. The novistador cave went great. I only needed one kick to get out of the first cave, one kick to get in the next, and one kick to get out. Once I was out, I felt a bit cocky, and avoided a kick, which proved to be the wrong decision, once again. I then left the level with only one more kick to the two novistadors at the end. One more thing, after reviewing the tapes, I was wondering whether it might be possible to simply run past the triple(if not then do the double) blocks without any weapons. If I recall correctly, I tried it and it didn\'t work, but I don\'t have a save near it anymore, so I can\'t test out this theory at the moment. Just some food for thought. \n\n4-3 \n\nNot a very exciting chapter, and very few mistakes. It was pretty good up until the falling ceiling room; not much to comment on there. In that room, you see me shoot the first two tiles, run forward, turn around, shoot one, back up, then the other. This was simply to avoid getting hit by the plagas in the room. You can see that it was worth the effort, because as I was exiting, one jumped at Leon, and barely missed. It is possible to aim really fast and not have to move at all, but I only could do that if I were really lucky, or was using the Chicago Typewriter, which I didn\'t have in my run. I recommend you actually watch the cart ride, as there are some interesting spots, I knife a bunch of enemies, kill a couple of Dr. Salvadors, stuff like that. The only improvements I could see would have been to duck at the second road block(thereby eliminating the need to heal myself, which also would have saved a first aid spray) and switching to a flash grenade at the end of the ride to run a bit faster. Of course if I did that, I wouldn\'t have remembered to relocate the other grenades, which would have wasted a lot more time. \n\n4-4 \n\nOne of my best segments. Its hard to comment on perfection without sounding braggy, so I guess I\'ll tell you of the hardships which were overcome to erect such a wonderful work of art (there I go sounding all braggy, again). The initial inventory management would have been unnecessary had I weened off the Shotgun ammo collection, though it still went pretty fast. I usually played the cutscenes by ear, as I knew about where they were initiated, and tried to press start as soon as it started. Then, I had to worry about the zealot blocking the way. I easily dodged his attack, and ran up the ladder. The flash grenade could have been thrown a bit closer, but no time wasted either way. I may have been able to press the button prompts a bit faster, and the reload after shooting the lock on the door was pretty cool, I thought. In the tower, I waited at the bottom of the ladder in order to let the guy on top fiddish his animation, and pull the switch again, and, if I went any sooner, he would have turned and grabbed me. One of the main reasons I saved up so much shotgun ammo was because I wanted to make sure I had enough for the elevator ride. When I actually did that part, however, I discovered an extremely easy method to quickly go up the elevator(though the positioning needs to be pretty pricise), meaning I had tons of leftover ammo just waiting to be used...Anyways, the ride itself went pretty well; I managed to shoot the dynamite out of that one guy\'s hand, which killed him, I reloaded too soon after that, though(though I probably would have waited about that long for them to get into position). Then, at the top, I shot two groups too early, resulting in one enemy from each staying aboard. I decided to kill the one with the mask because the one without a mask always sprouts a plaga when killed, meaning they would take many more hits, and much more time to kill. Salazar went very well, and running to the exit couldn\'t have gone any better. Ok, so it wasn\'t perfect. You have to admit, though, it was still pretty damn good. Hopefully you did, because I spent almost as much time working for a good segment as I did for the water room, because the elevator trick isn\'t as easy as it looks, nor was the first part a walk in the park. \n\n5-1 \n\nFinally, after all this work, were onto disk two(and less than forty minutes left of the game). There\'s some pretty nice running up to the first mirror, which I turn before I turn before I press the button which sends out the laser. I would have done the other one as well, but no matter how close you get to it being correct, the game automatically shows the laser shooting just left or right of its intended target. As soon as I run up to the mirror and check on it, without pressing anything else, besides \'A\' of course, the door opens, meaning Leon has to be at one of the mirrors in order to solve the puzzle. Also, running to the side of the door which you see me go to in the run is the easiest way to avoid getting shot at by JJ, though the other side seems to put you on a better, faster path (you can go anywhere on that door to start the laser). After that\'s done, I jump down too much toward the center of the edge of the opening and get maced. I\'m not quite sure what causes the boulder to be pushed onto Leon, but luckily it didn\'t happen. I use the same methodology to avoid the rocket ganado\'s attack which I used for JJ, and manage to squeeze through the pack of enemies guarding the door at the end of the path. Too bad you can\'t use the ladder like Ada does in her minigame. I would like to alk about the garage door trick used in this segment, and how it evolved. As you can imagine, I enjoyed the effect combining a bullet with dynamite has in this game, as demonstrated in the previous segment. My original method for this room was to toss a grenade at them, and hope it blows up before they threw their dynamite(a single grenade won\'t kill them, but if the grenade sets off the dynamite in their hands, they die). This method, however, was very boring, wasted a lot of time, and was pretty unreliable. I then turned to the handgun, where I tried shooting the dynamite before it left either one of their hands. This method proved to be even more unreliable, because the small window of oppertunity to shoot, combined with the small target at such a great distance, caused a very difficult shot fairly far into the run. I then turned to the rifle to try to snipe the dynamite, which was when I discovered one of them was not wearing a helmet; I put two and two together and you have the trick. Not only is this method much faster than the original, it looks much cooler, and allowed me to skip th grenade in the basin after Oven Man, saving even more time (plus it was the only reason I got one-hundred percent accuracy for this stage). For some reason, I feel there exists a faster method to complete the colored arrows security switch puzzle; whatever that is I havent found (though I haven\'t actually tried yet), but I feel there has to be one. I\'m probably wrong, but I thought I\'d put it out there anyway. The waste-disposal area was going perfectly until that jerk in the corner shashed me. Ironically, however, I ended up right next to an herb, nullifying the effects of the attack barring a few seconds. The balance of the run couldn\'t have gone any smother, except maybe switching to the rocket launcher faster. Other than that, though, this was a very nicely done segment. \n\n5-2 \n\nA very fun segment; I waste sixty-four shotgun shells,effectively thinning out my inventory. For this chapter I had to make a choice: combine this part with the previous, meaning I would have a longer paper airplane cut scene, but no giant enemies behind the door, or have it be its own segment, have a short cut scene, but have the giant enemies. I chose the latter, both going with the current format of the run, plus the insane difficulty that the former would entail, not to mention the headaches and rages resulting from failed attempts(...not that any of that occured...). Of course, they are just far enough away where the door will not hit them if I kicked it open, so I had to wait for them to attack to make my move. I threw a flash grenade for safety as soon as I passed them, then safely proceeded to the exit. Up to the dumpster all went pretty well; I like how the enemies attack Ashley instead of Leon, even though their job is to safely extract her to Saddler\'s lair. Because I got rid of the knife trick on the gondola ride, I added a little \'bonus\' during the crate pushing. If you squint really hard, and use your imagination, it looks like Ashley and Leon are doing some, um, \'overtime\' (please don\'t tell me that I\'m the only one who sees it). Then there was the wrecking ball room. If Ashley was anymore of a coward, I\'m not quite sure how completing this game would be even remotely possible. Sure, I could see why she ducked after the ganado tried to grab her. But staying down while he\'s stunned with his back turned to her? What the hell? Is she really THAT stupid? I could rant all day about how many times I\'ve had to hit the reset button because of her, but these comments are running pretty long as is. Of course, I had my own instance of stupidity in the same segment when I threw the third flash grenade, hoping it would deflect the axe the ganado had thrown at Leon (I should have waited a bit longer, as that giant enemy nearly cost me the run as I was running for the exit). As you watch Leon dodge the regenerator while Ashley opens the door, it looks as though Leon is thinking, \'oh, you think you\'re tough? I can kick your ass. Or, maybe not...\" as he turns and rns away. If you look closely, you can see that the regenerator Leon said that to got mad, as he was about a millisecond away from attacking Ashley (If you blink, you\'ll miss it; it\'s right after Leon and Ashley unlock the double doors, and before I open it). Only two minor mistakes were made in the remainder of the run, one of which was semi-expected. Those occured at the pit-stop, where I had to flip the switch, and the mace ganado hit me (very rude, I know), and at the very end when the final ganado (whom I was THIS close to shooting, but I panicked because I heard the truck) hit me just after I dealt enough damage to the truck. It was a very lucky break from this unlucky situation, I guess, if you were to look at it positively. I finished it off with a very nice Merchant interaction, but a slower than I would have liked cut scene skip. Again, I make this segment look easy, but it was far from it. In fact, I got so mad at this part I actually broke the controller. I didn\'t mean to; I was just really pissed because I kept dying for the stupidest reasons, like one of the enemies walking through the bottom of the truck where I stood, instead of hopping on top (you\'ll see one actually do this, if you don\'t believe me, during the run), or Ashley dieing in the beginning amoung other things, so I threw my controller at the bean-bag chair in hopes it would take out my anger without doing any severe damage. However, the chair was quite a distance away from the GameCube, and the cord would disconnect from the console, seemingly doing no damage(it was a relatively straight path, I thought it just disconnected, and that was it). Shamefully, I had made this a habbit since about chapter four, subchapter four, though none of those times foreshadowed a problem. On the final time, however, the connection point of the controller was mangled beyond repair. Luckily, I had my trusty Wavebird controller just waiting to be played. Despite not having a cord, I refrained from throwing it like its predicessor. \n\n5-3 \n\nSo simple, yet so very hard. Simply put, this segment consists of the Krauser knife fight cut scene, two bosses, and the running inbetween; if only it were that easy to run through. To be honest, the Knife Fight was just a waste of time for this run; I perfected a method in which will get me through it every single time I play, unless, of course, the batteries of my wavebird died. The biggest problem in the beginning of this segment was simply knowing which direction to turn and when to do it. The laser part was great; a quick note: That is the last time I reload the handgun; it only needed two more bullets than what was already in there to complete the game, but I end up using an extra one due to some bad aiming. That bad aiming doesn\'t come until the next chapter, though, so enjoy the perfect shooting included in this segment (that\'s right, another one-hundred percent accuracy to add to the list). The only way the U3 battle could have gone faster was if he were to cooperate better(I still did pretty well maneuvering around him, though). That pause before I press the switch was because I didn\'t even know U3 was attacking. I simply thought I had pressed the switch, and was free to proceed. Luckily, however, I was still pressing \'B\' because of the running; if it were the other button prompt, I\'d have died, and had to restart from the beginning. I start running a bit too soon after I tossed the grenade in the third segment, but not too much time was lost. Switching to the Rocket Launcher at the point in which I did seems to allow me to bypass the long loading screens after each skipped cut scene, as is clearly displayed in the movie. Somehow, he survives the rocket blast, but my knife makes short work of him after that. The enemies guarding the tent seemed to cooperate with me well, and the merchant interaction was phenominal. Quickly moving onto the Krauser area, I didn\'t make any mistakes. At Krauser, however, I was hoping he would toss a grenade or shoot an arrow. Unfortunately, he took out his TMP, and fired away. My path to the stairs was a bit off, which cost me health and time, as it gave Krauser just enough time to hit me. In the first \'house\' is where my worries for this segment begin; in order to have a good segment, I need to kill him quickly, which, in this case, inclides two well aimed knife shots(one to his torso, one to his head). Krauser seems to slide different distances into the house each time, which makes it difficult to hit him in the head with relatively good consistancy. After accomplishing that, You see me wait at the door; If I tried to open the door any sooner I would have activated the locking cut scene, and, about a second later, the unlocking cut scene would take place, both unskippable if I remember correctly. I then proceed to grab the first aid in the hut for the sole purpose of healing after the actual boss fight with Krauser, and wait at the window until he started to shoot, because jumping over the window stops the firing. The next Krauser battle was fairly easy: just shoot his grenade, then knife him in the face. The real challenge of this part is accurately pushing the block. While I don\'t get it, the amount of space I miss it by is questionable; if you look closely, you can actually see space between the edge of the statue and the crumbling pillar. Oh well. The rest went pretty well. I hope you enjoy my Krauser strategy(I won\'t comment on it so as to not spoil it), as I found it pretty fun and entertaining, not to mention it saved a few seconds. Too bad you can\'t combine all the pieces at the end and place them all in at once, as it would have sped up this long, boring process. \n\n5-4 \n\nWay too many enemies. With that, however, I would like to say that every time I got hit was on purpose, with the exception of that archer near the end, to lower the difficulty of Saddler enough to where a single rocket was enough to trigger the Ada cut scene. Somehow I manage to miss the barrel which knocks the lock off of the door (you have to admit, it was a pretty bad camera angle), but the rest of it went pretty well, up to that point. Luckily, I didn\'t have to wait for JJ to swing at me, nor did I have to wait for the archer at the bottom to shoot(Its a pretty sweet still if you pause it as soon as Leon gets hit). That Yellow herb used earlier definately pays off in this chapter. Many a time I am hit, and my health is just above the point where I need to heal, saving me a lot of time from not accessing my inventory, or walking slowly. It was absolutely necessary that the rocket launcher enemy hit me when he did; by doing so, he killed the ganado opperating the machine gun turret, which makes Mike blow up the other side, which, for those of you still with me, is a very good thing. The rest of this part went perfect, except I didn\'t need to pick up the first aid spray. The next running sequences were fine, nothing really to comment on. Because of the yellow herb, as previously mentioned, I didn\'t have to heal after that archer shot Leon in the back. I accidentally check the door again after the cut scene of it locking, but not too mech time was wasted. Immediately after that, I kill just the ganado with the key card; usually I kill a bunch of them because of their positions, but as long as I don\'t kill them all, JJ won\'t make an appearance. You see me pause after using the key-card because, as you\'ll surely notice, the game was moving ridiculously slow (you can bet, however, that the timer was still going full speed ahead). The pause seemed to restore it back to the speed it was before the use of the card, but it was still pretty slow, and gradually got faster. Picking up the flash grenade on the table proved to be an unnecessary precaution, as I stunned everyone whom could possibly be deemed as a threat with a single one, and was able to proceed to the exit with only a little bit of maneuvering to dodge the two shielded ganados. Ocasionally, the first giant enemy doesn\'t point at Leon, and I figured I could use the second flash grenade on him, but the need didn\'t arise. With this segment, you either do well, like I did, or fail miserably because of all the random elements presented in this one segment. Luckily, I managed to get most of the random elements to cooperate, and was able to produce what you will see in the chapter before the end of the game. It only took me the better part of a weekend to get a segment I was satisfied with, but, besides that, I have no other interesting real-life tales to share with you. \n\n6-1 \n\nWow. The end of the game already. When I first started out, maybe five months ago, it seemed as though this day waould never come. I felt as though I was destined to fail as so many others have before me. But I didn\'t; I pushed through thick and thin, triumphed over evil, and celebrated with the good (though no \'overtime\'...) until I created an ample conclusion to this two hour epic tale of a man chasing after a girl, over, and over again after tragically losing and getting her back so many times. Overall, this was the best I could manage for the finale of the run. Squeaking out a few more seconds may have been possible, but not by any means I know of. Unfortunately, I was unable to skip the Ada cut scene, no matter what button I mashed, so that definately added a few unnecessary seconds. I\'m pretty sure that this is just an NTSC problem, because in the PAL version, the cut scene is easily skipped. While on the Jetski, I didn\'t do the back flip, because I\'m pretty sure it wastes more time than its worth, but I pulled off the barrel rolls for your viewing pleasure. Finally, I skipped the credits, even though they don\'t add any time, but I left in the final radio call as a nice conclusion to the run. Shooting the left eye on Saddler\'s leg is a lot easier and faster than shooting the one way up high on the right leg. There were no mistakes in this segment; being the last segment, I wanted it perfect so it left you with a sense of amazement. Somehow, however, seeing that \'twenty-four\' at the end stat screen gave me a feeling of dissapointment. I was hoping it the seconds be in the teens, and, had the Ada cut scene been skippable, I\'d have achieved my goal. Since there was nothing I could do about that, I decided to not let it bother me too much, and kept the segment, thus completing the run. \n\nWith that, I say, with the upmost sincerity, that I hope you enjoy the run as much, if not more, than you enjoyed reading my comments (you did read all that, right?). I had a lot of fun making this run, and hopefully that will be reflected through my playing. It was, however, not all fun and games; as you can see there are still a few mistakes left in. Just remember, though: for each mistake you see, there were about twenty others painstakenly ironed out. To get a perfect segment each time would require much more time than its worth in time saved, in my opinion, though each one of the segments presented to you was my personal best for each part of Resident Evil 4 for the Nintendo GameCube. I gave you nothing less than my lowest time, as shown by the save times at the end of each segment, so remember that also when you watch this. Overall, I am very proud of this run, as it is a mere seven minutes slower than my special weapons run, which you can see here also. I do, however, like this run better because I spent much more time making it, and I feel the overall playing quality is better, and is therefore more fun to watch. The beginning chapters and the end chapters were, in my opinion, extremely well done. The middle bulk of this run could use a little bit more practice, but was still pretty well done. Now you know all the secrets of this run, and every reason I made every move. You may wish to take that with a grain of salt, but I thought you would like to know those things while you were watching the run itself. Again, I hope you enjoy watching this as much as I enjoyed making it! \n\nIf you wish to talk about this run, or about video games in general, you can IM me at leprachaunboy04','2006-06-04',0,7584000,11,'ResidentEvil4_20624',19,5,0,NULL),(0,906,NULL,301,'','This is actually my third and most likely the last speedrun of RE4 with special weapons. First one (1:54) was done somewhere around October 2005 and never submitted. The badly encoded second attempt (1:51) finished in December 2005 and eventually got on the site. I was never really satisfied with that time but knowing how annoying it is to speedrun Resident Evil 4, I didn\'t improve it. Well that was until atwyatt found the TMP glitch and basicly forced me to redo my run. This time I got 01:43:47, 7 minutes and 16 seconds faster than previously. Also, it is 3:44 faster than the current record at Shin\'s site. \n\n[b]Thanks[/b] \n\nRadix for founding this awesome site and mikwuyma for running it now. nate for encoding my run and DJGrenola for the other stuff :p. atwyatt, on top of the TMP glitch, you\'ve been awesome help and support from start to finish. Ditman from GameFAQs for discovering the striker glitch (ditman), pota and torao for their groundbreaking runs from couple of years ago. ZhenXiang for his/her 1:47 run which I stole couple of tricks from and all the others who kept watching/supporting during the making of the run. \n\n[b]General Tricks and Techniques[/b] [ul][li]TMP glitch: you can open doors with locks from the other side. This allows you to completely skip the garden and the save point plus it let\'s you get queen\'s grail early. Around 2 minutes and 30 seconds are saved. You need to have the stock for it to work and it probably doesn\'t work on other versions than GameCube. [li]Ditman glitch: equip Striker, press R and quickly press Y, before the laser aim shows up and switch to another weapon. Leon does everything about twice as fast, more like 1.5x faster probably, though. Ditman glitch only gets cancelled on almost every occasion. Here\'s a small list of things that cancel it: Opening a door, taking damage, guarding an explosion, picking up some items, cgi cutscenes, entering a new area, Get On/Kick/Crouch action commands and shooting with the Striker. Also, ditman glitch is useless when Ashley is around because she falls too much behind. [li]Button sequence manipulation: pressing L+R before the sequence shows up, usually forces the game to use A+B in the sequence. This was abused from 4-4 till the end. [li]Difficulty adjustments/manipulation: Everything affects the difficulty adjustments on normal. Your health, amount of retries, bullets, grenades, deaths, hit rate and the list goes on. The game can get drastically easier/faster with the proper difficulty adjustments, it\'s still a mystery how the adjustments work in the middle of the chapters but the adjustments can carry over saves. This is abused in 3-4, where I load a save (2-3) which has little health and then load the 3-4 save (freeing Ashley with the rocket launcher) and the difficulty adjustment is now on very easy which means an additional group of enemies is gone. [li]Running speeds: Fastest: grenade/egg/(special) rocket launcher/no weapon. Middle: all the others. Slow: Infinite Rocket Launcher, Yellow Health, Red Health. [li]Damage immunities: During action commands, when turning some crank, press b right when some attack hits you and if you slash with your knife before an attack hits you (needs to be precise). [li]Clipping glitch: Not used in the run but Ashley can push you through doors/gates and small objects. Put Ashley to a corner, aim at her so she ducks, run on top of here and keep running against the door and Ashley might push you through. Getting Ashley to the other side is the problem then :p.[/ul] \n\n[b]The run[/b] \n\nThe reason I picked up the normal costumes is because I simply can\'t stand the special ones. [ul][li]1-1 \n\nStart out with the Striker, use ditman after the first kill and jump out the window downstairs because the window upstairs cancels the glitch. Used a grenade at the first group in the village and as you can see the first group spawns a lot faster on PAL so you gotta be fast when switching to IRL. The first group has quite slow chance of spawning, I think I found a way to manipulate the second group. Move like I did after shooting the first group and there\'s probably a trigger somewhere. I might be completely wrong, though (credit atwyatt for the village fight strat). Rest of the run is piece of cake, except for the grenade throw in the end. \n\n[li]1-2 and 1-3 \n\nI played these two chapters together because it allows me to skip the loading in 1-3, saving around 10 secs on PAL and allowing me to make Del Lago a bit easier by saving at the cabin. Of course the fastest way would be to run 1-2 and 1-3 plus Del Lago but that would take forever to pull off. I could have thrown the grenade in the beginning right when I entered the area but I didn\'t find it reliable at all. Also, taking time to aim the throw is probably slower than my method (thanks atwyatt for this). I could have shot the both tripmines at once, dunno how I completely missed that :/. \n\n[li]Del Lago \n\nStupid random asshole. The throw when Del Lago turns around the first time is stupid random because of lag. Also, to get Del Lago not to dive is just so much fun. \n\n[li]2-1 \n\nOk, shooting those crates weren\'t good. Rest of the chapter goes well, mainly because this is one of those two-three chapters which have no randomness. \n\n[li]2-2 \n\nThanks Ashley for making ditman glitch almost useless in this chapter, well, there weren\'t many places to use it! Blowing up myself wasn\'t intentional in the cabin fight but it killed one of the enemies so it was enough. Cabin fight solely depends on how Luis kills those enemies. \n\n[li]2-3 \n\nThe second non-random chapter. One of the better chapters in my run. no complaints. If you\'re wondering why I don\'t use the Old Key asap, it\'s because I have to wait for Ashley. \n\n[li]3-1 \n\nOne of the hardest chapters in this run. The beginning isn\'t random anymore but the rest is just pain in the ass. I used a safe strategy at the Water Room to make it a little less random. You could use ditman when you enter the Castle Key area but that requires the enemies to open the door for you, which I found that is not happening along with the other things used in this chapter. \n\n[li]3-2 and 3-3 \n\nAlas the Gallery Key Zealot glitch doesn\'t work on PAL but Ditman glitch somewhat makes up for it. The beginning of the sewers with the novistrados is just super random because of Ditman glitch. Mostly because the novistrados are a lot more aggressive for some reason and I can\'t use any action commands because it cancels ditman. TMP glitch was used in this chapter, too. I make it look too easy, though. I got super lucky in the end, btw. \n\n[li]3-4 \n\nWith difficulty manipulation this chapter is one of the non-random, too. I blew up myself to adjust difficulty some more and Leon has full hp at the start of 4-1 anyway. \n\n[li]4-1 \n\nOne of the most hardest chapters this run. I made a sweet strategy in the Lion Ornament room to eliminate all randomness without losing time! The TMP glitch here is a loooot easier here. The area with the novistrados nest is as horrible as ever. Shooting those wooden sticks at the tower sucked ass, too. I blame not having mouse+keyboard ;). Rest went great, I got really close getting grabbed at the bottom of the tower. Also before you fall down to the pit, after the two garradors, my game crashed once. RE4 nor my GC have never crashed. Of course that run was better than this one ;). \n\n[li]4-2 \n\nOne of the most random chapters. The cave with the novistrados is just stupid because I can\'t use any action commands because of ditman. I had to use shitload of grenades instead. Usually that doesn\'t work, though. I bet you noticed that I skipped the middle pillar with Ditman glitch. \n\n[li]4-3 \n\nThere\'s only little randomness in this chapter, so I kinda like it. That cart ride is boring as hell, though. I unload all my shotgun bullets to adjust difficulty, I shouldn\'t have started out with that many. \n\n[li]4-4 \n\nThe lift strat here is hard. First you need that dynamite guy to blow up the barrels before you kill him because if you don\'t it only needs one enemy to land on the lift and it stops. Then you have to shoot listening to the sound only. Picking up that faint growling sound behind everything else ain\'t that easy. Shooting Salazar wasn\'t that good. \n\n[li]5-1 \n\nDespite it\'s length this chapter is not so random. Atleast not with my strategies. I shoot the search light in the beginning to avoid the cutscene and cancelling the ditman glitch. At the second mirror, I lured the enemies to the side so I could jump down unharmed. I just couldn\'t run past that rocket launcher ganado, I had to shoot him. \n\n[li]5-2 \n\nI used such safe strategies here because the game was already getting so much on my nerves. All goes well, except that wrecking ball room mistake, which probably isn\'t a mistake. \n\n[li]5-3 \n\nDon\'t get me started with this one. I honestly was ready to quit the speedrun completely. I simply looOOoove the Krauser knife cutscene, I think I\'m in the thousands when talking about how many times seen. That hit I took wasn\'t fair. It clearly went through the wall :p. Krauser knife scene, It cages one and two, pushing the statue and Fina Krauser just make this chapter the worst ever. It goes without saying that this chapter is the hardest. \n\n[li]5-4 \n\nI think this chapter is on par with Del Lago when talking about randomness. There are so many impossible strategies for this chapter, three of them involved enemies opening, keeping doors opened and knocking those metal bar doors down so I can keep running with ditman glitch. Also getting Mike blow up the right Gatling gun tower is just stupid hard. The hit I took and the misused Flash grenade were stupid in the end. Usually there\'s 3 enemies in the room with the first button and only couple of enemies in the second. Now it was the other way around. Of course I had no time to look. \n\n[li]Final \n\nThis chapter is just a joke.[/ul] \n\nAnyways, hopefully you enjoyed my run. If you have anything to ask regarding RE4 or my run, PM me at the forums or at IRC on irc.freenode.com #sda or mail me at sarouyucgan at gmail dot com','2007-08-10',0,6227000,11,'ResidentEvil4_eu_Specials_14347',18,5,0,NULL),(0,907,NULL,301,'','First off, I\'d like to thank Lee and Pota for making their runs, thus allowing me to use the tricks that worked and incorporate them into my run. This run believe it or not is better than my personal segmented best of 2:11:xx (it\'s the one I load from, because I needed the SRL). You should also notice that my previous best SS was 2:00:07, which pissed me off because it was soo close to sub 2 hours, so I retried and ended up shaving exactly a minute off. Also, I used the normal costume, mainly because that\'s what everyone else used, and it dropped my time significantly lol. \n\nAs for mistakes, in the very first chapter (all of ch 1), two of four guys always hit me, though which ones vary depending on what the game \'feels\' like. First, one of the two guys guarding the bridge may or may not hit me (We\'ll count those as one guy). Next, the guy with the axe right before the building I enter in 1-2, and the guy with the axe after you pass the Dynamite throwing guys and go down the hill. \n\nFinally, on 1-3, the guy with the axe(Guys with pitch forks have worse aim) in the group of people just past Dr. Salvador in 1-3. He, more than the rest, is usually a definite. The reason I took a dive on Del Lago (Yes, it WAS on purpose) is because he seems to follow roughly the same path each time afterward, making mistakes less likely. This battle is very important to do well in order to have a good overall time. Since, for the most part, his path is pretty random, a flawless (according to your strategy) AND fast victory is necessary. \n\nIn the beginning of CH 2, I forgot to shoot down the boxes from above in order to quickly form the bridge, but not that much time was actually lost due to my awesome aiming skills (lol). During each run, I could never think of a faster way to do the cabin fight, except maybe use the RL. The problem with that, though, is that shooting through one window allows for enemies to rapidly approach through the other, making it impossible to effectively use the RL (you\'ll lose health/kill yourself/recoil and duck allows more enemies from other window). The Mendez battle seemed to go well, except for the fact that I needed to change weapons after the gondola. Only once have I successfully ridden down it with the RL, so I guess it doesn\'t waste too much time, since I use it for the next parts anyway. \n\nThe next real mistake occurred when I tried to free Ashley. As you\'ll notice, I use the Rocket Launcher. I hit the first time, then miss, then hit. All I lost was about six seconds, but those are acceptable when compared to waiting for the \"Help me Leon\" cutscene, as well as switching items (It warps you to the platform anyway, and I wanted the RL to deal with the next round of enemies). Then, in the Dragon room, it may seem like wasted time when I return to the turning table, but the guy I shoot usually grabs me, resulting in me just making the jump. Not wanting to take that chance, I shot him, ran to the machine, and repeatedly pressed \'A\' until I jumped. \n\nThe two garradors in Ch 4 are very hard, for me, anyway, to kill at the same time. During this run, three rockets were used in order to move on. Like freeing Ashley, the first hit, the second missed (you don\'t need to kill the Illuminados), but the third killed him. A little after that, you\'ll notice my horrible aiming skills as I attempt to un-jam the cogs in the tower. Even though the one as I turned around on the third floor to shoot was right in front of me, but I failed to effectively shoot it, wasting maybe a second. Sorry if you find the shooting annoying during the lift to Salazar, but it was necessary in order to kill all the red guys as fast as possible. If two or more land, the lift stops, wasting time. Salazar seemed to cooperate very well, and I moved onto the final chapter. \n\nCh 5 was probably my best chapter. I knew exactly what I was doing (like the other chapters) and everything went my way, for the most part. The only challenge was the Krauser knife fight. If you die there, you instantly loose 10, then 30, then maybe 45 seconds because you have to re-watch the slow cut scene. As soon as the knife goes flying, however, you know you\'re home free, as the rest of the game is fairly easy, granted you have the right equipment. I easily beat U3 and Krauser, but, then again, who can\'t with the IRL and CT? In the very end of 5-4, I take the card key as soon as it appears, and ran with it. This allowed me to not even see the gattling gunner (J.J.), saving me health and time. Finally, just for show, I pulled off the flips on the jet-ski. The final Hunnigan call is risky business to skip early because you can potentially skip your final stats. \n\nAll in all, my time was 1:59:07. Unless someone beats this time, I probably won\'t try to improve it myself. If you have any questions or comments relating to this run, please IM me at Leprachaunboy04 on AIM.','2005-07-16',0,7147000,11,'ResidentEvil4_SS_Specials_15907',1,5,0,NULL),(0,908,NULL,301,'','I\'ve been waiting to do this run for quite a while, but never really had many good opportunities to put aside time to do it. Regardless, it\'s a good thing I didn\'t though due to recently discovered glitches that I used. \n\n[b]Striker Glitch[/b]: Allows Leon to run incredibly fast, but due to the time it takes to just activate the glitch itself, I rarely use it. When implemented, it only saves a few seconds at a time, and overall the time saved by the glitch isn\'t too much, maybe only 1-2 minutes. \n\n[b]Locked Door Glitch[/b]: With the TMP, and ONLY the TMP, locks on the opposite side of doors can be broken, thus skipping approximately 5-6 minutes of the game. I do not have to go through the castle maze, nor the falling ceiling to get the Queen\'s Grail. \n\nAlthough the current record time for RE4 Special Weapons is 1:59:07, and I utilized glitches to save time, I am playing on PRO mode. Enemies are harder to kill, such as Del Lago takes extra hits, and enemy AI is a lot more responsive. I\'ll let my video speak for itself, considering the RE4 SDA page already has a lot of comments on it. If I want to be realistic, my time is about 1 minute faster but I had to switch recordable DVDs since I went over 2 hours.	 \n\nMy AIM is danthetrmptman and my e-mail is dantheman9192@yahoo.com for anyone that wants to contact me to discuss this run or other games.','2007-04-14',0,7365000,11,'ResidentEvil4_SS_Specials_professional_20245',1,5,0,NULL),(0,909,NULL,301,'','My main reasons for doing this were - [ol][li]My last 6:42 run on SDA at points were poorly executed. [li]I wanted to see how much more developed my skills have become. [li]To show that a \"perfect\" run on PAL can be sub 6:30.I think 6:2? is possible. [li]MT messaged me saying Shin would accept my play(my 6:42 run), i knew i could do better so i came up with this. [li]I just noticed from the news section that Radix had been trying this run, so i thought i would help him out. ;)[/ol] \n\nRight, let\'s get onto the run :) [ol][li]The running to the ladder - \n\nThe only thing that can trouble you is the JJ \"Swing\" attack and the archer at the top. \n\n[li]The long run to the air duct - \n\nThis route i take has worked 100% (I wish the shield ganados were always this stupid all the time). It\'s the only part i never had to retry at. :) \n\n[li]The obtaining of the 1st Sample - \n\nThe running is no problem, the guy guarding the sample may strike so that results in another failed attempt.The part with the 3 ganados is what i wanted to do in my 6:42 run but could never get it consistent.I now can, about 6/10 attempts. \n\n[li]The obtaining of the 2nd sample and that \"corridor\" - \n\nNothing special until the corridor.It can be so random.Sometimes the giant will point and sometimes he will not.I decided to use a quick HG bullet at the top ganado as i could never pass him that often. \n\n[li]The run to the Ashley holding cell and obtaining of the 3rd Sample - \n\nThe optimum route from my findings.It usually works 9/10 times(unless the ganado guarding the switch past JJ decides to swing for you with the tazer). I also obtain a Hand grenade for JJ.The way the rifle shooting went in the cell was good.The tazer ganado can sometimes hit you, so i overemphasise the \"turning\" of the run to the case. \n\n[li]The JJ Lab Room - \n\nI equipped the TMP and decided to shoot the guy at bottom of stairs to \"lure\" the other ganados out.The transition from TMP to Hand grenade could have been half a second quicker. \n\nEven though i had 6 bullets left for Krauser, i decided to reload to help me time the door activation. \n\n[li]The obtaining of the 4th Sample - This route is highly reliable and has only failed me a few times(failed attempts sterning from the ganado over the jump once activating the door and the giant,shield guy at top not \"lunging\" for me. \n\n[li]The Krauser Fight - \n\nThe most frustrating of all.I must have mucked up so much runs because of him. But here, i finally got him with a strategy that i devised myself.[/ol] \n\nI hope you enjoyed my run alot more than i did running it :P \n\nMy next target in the Resident Evil 4 world will be the 1:43:47 run.','2007-10-27',0,391000,11,'ResidentEvil4_eu_Ada_631',1,5,0,NULL),(0,910,NULL,291,'','My first speedrun of 2007. Originally I started speedrunning Resident Evil: Dead Aim back in 2003 but never actually went all the way with it. Eventually I had lost interest and since forgotten about it until recently. This run is a Single-Segmented run on normal mode without any special weapons used; the final time was 23 minutes and 43 seconds with no healing items needed. \n\nThe biggest pain about this game is controlling the character (I used the controller as opposed to the guncon). It can be very awkward at times and taking sharp turns is impossible. Instead you often have to stop, turn and then continue running in order to save time. \n\nI also want to point out a couple of things about this game: \n\n1) Loading times aren\'t counted towards final time. \n\n2) The game automatically heals you after certain points in the game (I believe it\'s just the 1st and 2nd boss fights that it does this). \n\nI estimate that a \"perfect\" time in this game would be approximately 23 minutes and 15 seconds. This would require a good amount of luck while mastering some clumsy controls. Not something I plan on trying considering how unpopular this game is. Still it\'s a great run. If you have questions, comments, suggestions for improvements just e-mail me at 19duke84@gmail.com','2007-03-08',0,1423000,11,'REDeadAim_SS_2343',1,13,0,NULL),(0,911,NULL,302,'','This game\'s not that hard to speed run actually. Most enemies can be easily dodged around, with the exception of Hunters (but then again, Hunters have been a bitch ever since the original game, so that\'s not surprising). Tinys (Thing in Trench Coat) is pathetically easy in this game as well. 2 clips from the handgun if he\'s a required fight, or just get near and back up quick, then run by after he swings. \n\nYou\'ll notice I went out of my way for a few pieces of ammo. While I was doing this particular run, I wasn\'t exactly sure how much I was going to need for the Final Boss(es) so I just grabbed whatever was mildly convenient. I fired every shot I had for the Grenade Launcher / Magnum and had only 3 Shotgun Shells left after I killed the boss, so I guess my estimate was pretty good. ;) \n\nThe only real troublesome areas were any place with Hunters. They suck to try and avoid, take a lot of shots to bring down, and move quick and hit like a Mack Truck. I despise them. Everything else went pretty smoothly.','2004-11-22',0,2522000,11,'ResidentEvilSurvivor_SS_4202',1,12,0,NULL),(0,912,NULL,303,'','-Goal: Complete the game while taking no damage \n-Single-segment \n-No deaths \n-No damage taken \n-Played at Hardest difficulty setting \n-No programming errors abused (again, don\'t know any) \n-A Genesis model 2 + VCR was used to record the run, thanks go to Nate for capturing the run. \n-No, I didn\'t use the unlimited shurikens cheat. If you know the game well enough it isn\'t necessary. \n\nThis was actually a run I was working on before I did my Zero runs, but those evil Zero games sidetracked me. I decided to come back to this game after I ran Zero 1 and 2. \n\nI would like to thank Nash, the guy who created the map of 8-2. If he didn\'t make that map I would have gone crazy trying to figure the stage out. \n\nUnlike my Shinobi III run this run is actually no damage! Here are the reasons why I attempt no damage in Revenge of Shinobi: \n\n1. When you take damage you lose your POW item, cutting your damage by two-thirds. \n\n2. You get catapulted about 20 feet when you take damage, and fall into bottomless pits half the time. \n\n3. If you don\'t fall off, you lose your ability to block and then you get clusterfucked by all the enemies. \n\n4. It\'s badass when you take no damage. \n\nYes, this means I should improve my Shinobi III run so I don\'t take any damage. Especially since Shinobi III is easier. \n\nThere are times when I bump into enemies (most notably 1-1, 4-1, and 7-2). This does not count as damage. Only when enemies are attacking you or if you bump into a boss you will take damage. \n\nNinjitsu choices: \n\nThis time around I use two Ninjitsu: Ikazuchi and Fushin. Kariu isn\'t used because it takes at least eight seconds to cast and doesn\'t do enough damage to make up for the time spent. Mijin isn\'t used because it takes away your POW in this game, making the damage done from the explosion worthless. \n\nThis is a difficult game, but I think I did a good job of optimizing movement in this game. The mistakes made were minimal and less than five seconds, which is good for a run that is barely over 15 minutes. Enjoy the shameless comic book/movie imitations. \n\nStage 1: \n\nNinjitsu used: None, I don\'t need Ikazuchi for invincibility and there is no height gain needed from Fushin. \n\n1-1: This is one of my worse runthroughs of this area. I accepted it anyways because this is a very annoying area to runthrough. If you want to know, it is possible to run through the final section without bumping into enemies while keeping forward movement. \n\n1-2: Good runthrough of this stage. No flaws worth mentioning. \n\n1-Boss: It is worth mentioning that this boss can be killed faster by hitting him before he has the chance to slash, but it\'s too unreliable and my strategy is reliable. \n\nStage 2: \n\nNinjitsu used: Fushin, it minimizes the waiting necessary for jumping on the logs in 2-1. I\'m almost positive the time it takes to cast Fushin is shorter than the time it takes to wait for the logs. \n\n2-1: Good runthrough, some of the jumping was probably suboptimal, but it was the first day I was using Fushin in this stage =P \n\n2-2: There is only one minor flaw in this stage and you probably won\'t notice (hint: it\'s in the very beginning). \n\n2-Boss: Easy boss, nothing went wrong here. \n\nStage 3: \n\nNinjitsu used: Ikazuchi, it allows me to kill the boss in two repetitions instead of three. \n\n3-1: The pause about halfway through the stage is necessary. If I double jumped right away I would have been hit by the bullets sailing across the top of the screen. \n\n3-2: Nothing wrong here, I might have done a few things a little slowly, but it doesn\'t matter because I would still have to wait for the elevators anyways. It is probably faster to fall down and jump on top of the final elevator rather than wait like I did. \n\n3-Boss: Only a slight mistake here (missed shuriken). I have no idea why my sword swings when I\'m not even close to the boss. \n\nStage 4: \n\nNinjitsu used: Fushin, it allows for a HUGE shortcut through 4-2 \n\n4-1: I don\'t make any obvious mistakes here. It is possible to make the jump towards the end without getting stuck behind the car, but it\'s really hard to do. \n\n4-2: Fushing shortcut makes this stage nice and fast. Try this shortcut yourself, it require good timing and lots of precision to pull off. \n\n4-Boss: I got good luck here (Boss can either throw engines or cars, engines are good), and I kill him before he throws the engine. \n\nStage 5: \n\nNinjitsu used: Fushin, allows for a huge shortcut in 5-1 \n\n5-1: Went great, I pause while that ninja is throwing stars because there is a chance I might get hit if I simply jumped right away. \n\n5-2: This stage went well, there is only one incredibly stupid error and it is due to bad planning not bad play. I take a detour to collect a 20 pack of shurikens, but I use two shuriken bursts while collecting the 20 pack, resulting in a meager four shuriken gain. I didn\'t think of how stupid it was until after the run. \n\nStage 5: No complaints here, I killed the final section of the boss in two repetitions. \n\nStage 6: \n\nNinjitsu used: Ikazuchi, allows me to walk past the inconveniently placed enemies in 6-1. \n\n6-1: I pick up a hidden 50 pack of shurikens without wasting any time, thus solving any shuriken troubles towards the end. \n\n6-2: The only thing I regret here is my mindless flinging of shurikens strategy towards the end of the level. I\'m sure well placed shuriken bursts would have taken care of the ninjas without wasting any time. \n\n6-Boss: There is an error due to the method I used and due to bad luck. The error in method was going to the right when Bat-thingy (a crudely changed Batman sprite) came out. I should have walked to the left because that destroys at least two bats that spawn when Bat-thingy comes out. The bad luck was due to a bat getting in the way of one of my shurikens. \n\nStage 7: \n\nNinjitsu used: Ikazuchi, lets me walk past the numerous bullets in 7-2 without getting scratched. \n\n7-1: Flawless, you might think walking back for that big jump towards the end was a mistake, but I would rather sacrifice a second and safely make the jump than fail miserably. Try the jump yourself, it is incredibly difficult. \n\n7-2: I made a really dumb mistake here. I simply forgot to shoot the soldier RIGHT IN FRONT OF MY FACE with a shuriken. The mistake further threw me off when I managed to miss a platform right afterwards. There\'s a third minor mistake while I\'m falling down, but I doubt you will notice. \n\n7-Boss: Simply perfect. \n\nStage 8 (the final stage): \n\nNinjitsu used: Ikazuchi, allows me to walk through the multitude of attacks in 8-1. \n\n8-1: Went great, no errors here. \n\n8-2: A.K.A the hell maze. Tons of different doors you can take and only one order is correct. Fortunately, I have a good memory so that isn\'t a problem here. The only mistake I can think of making was in the third to last room with all the rifle soldiers. I should have stood up in between columns to make movement slightly faster. The enemy-packed room before the boss was NOT a mistake. I don\'t know of a way to go through that area constantly going left without getting hit. Since it was the final room in the game, I decided sacrificing some time to ensure the run was successful was a good idea. \n\n8-Boss: I actually made a mistake in method here, but you probably won\'t notice it. I\'m sure there is a faster way to kill the boss, but I\'m not sure how to make a faster method that is also reliable. \n\nIs there room for improvement in this run? Definitely, but I think it\'s a great run regardless, and I think anyone who knows how hard this game is will appreciate the run.','2005-05-11',0,909000,11,'RevengeOfShinobi_hardest_1509',1,6,0,NULL),(0,913,NULL,67,'','Beep! Beep! My favorite Looney Tunes character (who happens to share my nickname) springs into action in a zany (and difficult) race against Wile E. Coyote and his collection of ACME gadgets. What could be better? \n\nThis one took a bit of mapping work just to learn how to complete each stage. There are a lot of places where it\'s easy to get lost, and since you usually get hit almost every few seconds, getting lost is not a good thing! Hopefully, this run will help others figure out how to beat this thing. \n\nThis is a decent run, though because of Road Runner\'s blazing speed combined with his annoyingly slim body, I messed up a lot of the jumps. This was especially true near the end, like on the last boss, when I couldn\'t land on the top of the Wile E. robot\'s ear where the final target was. I can do better, but it\'s a start.','2004-10-01',1,1551000,11,'DeathValleyRally_2551',1,18,0,NULL),(0,914,NULL,305,'','This run of rebel strike is the 3rd run I\'ve done and definately much better than the others. I initially did a run which wasn\'t very good. The run suffered from bad mistakes and just plain horrible strats. I\'ve had 2 other goes at this game, first one which had quite a lot of mistakes, and then this one. This run definitely is good from what I can see, even though that it does have some mistakes. Before pointing out things from the run I have to give a big thanks to Stefan Mahrla (German F-Zero GX player) for helping me out on Deception at Destrillion, Fondor Shipyard Assault and Triumph of the Rebellion. He let me know of various time saving techniques that I didn\'t know of. All the other levels have strats that I came up with myself. Here are the comments for the levels: \n\nRevenge Of The Empire - This is one of the best times in the run. I managed to stay fast throughout. I lost some time at the shooting section at the end however. \n\nRaid At Bakura - This level is timed, so it wasn\'t wide open to mistakes. However, when shooting the Ion Guns at the 2nd transport the game must have got the B trigger stuck and the Ion charge wouldn\'t happened. That made me loose a few seconds. \n\nRelics Of Geonosis - This level went well, but I didn\'t hit the Clone Trooper Ship well at the 1st turret on the land section, and therefore I had to take it out by using the turrets 3 times, instead of 2, which made me loose a few seconds. \n\nDeception At Destrillion - This is one of the worst executed levels. At the start with the Tie Hunters, the Concussion Missles many times went all over the place, and multiple targeted one hunter most of the time. This caused me to use the lasers to take out the last few, and that costed me quite some time. \n\nGuns Of Dubrillion - This is the best executed level. I went through the level really fast and the turbines at the end went down really fast (and I pretty much got lucky there too). \n\nFondor Shipyard Assault - Doing this level fast is quite easy, and it went really good. \n\nSpeeder Bike Pursuit - Like Destrillion, this level was a bit sucky. I didn\'t boost much and I many times went into the air (and I found out after my run was done that rising makes you loose time :S ). I also crashed once. I blame this level on me getting really nervous though :P \n\nTriumph Of The Rebellion - This level went well. I had some bumping and pushing on the on-foot part but that didn\'t make me loose much. \n\nThe total for all levels add up to 28:03. I hope you enjoy the run ;)','2005-06-13',0,1683000,11,'RS3-RebelStrike_Wedge_Specials_2803',1,5,0,NULL),(0,915,NULL,306,'Segments appended to one file.','[b][-]- INTRO [-]-[/b]\n\nHuge thanks to the whole SDA staff for creating and maintaining such a wonderful place. Also huge thanks for the support/feedback from everyone who posted in my Rune thread on the forum.\n\nThis is my first fully completed speedrun and I\'m proud that I can finally contribute something to SDA after being on the forum for almost 2 years... It took me about a year to complete the run because I was also busy with some other projects. I still have multiple projects going on now, but I\'m going to change that because it doesn\'t really work. Better to stick with one project and just finish it.\n\nThanks to YautjaElder for giving me a hint that I should approach ledges from above and for the \"walk through mountain\" shortcut in the first segment which I saw in his testrun. Everything else you see in this run was found by myself, I love to fool around in a game in search of tricks and shortcuts, it\'s one of the greater aspects of speedrunning in my opinion ;) And after completion of the run I checked the internet for tricks or shortcuts, didn\'t find anything...\n\nAnyway, this speedrun has turned out quite well. It was a pretty tough nut to crack because Rune is quite buggy and it has a lot of invisible ledges/walls and whatnot where you can get stuck at (That\'s why you can also see me walking on thin air sometimes in the speedrun). It can be improved a bit and I\'m planning to do that myself sometime (Some more polishing, skipping a Runestone in the beginning part of the game till I get captured in the cave with the Wendol, trying to create some longer segments (If I\'m not losing time with it that is, maybe I even fall back to creating more segments...) and also a bit better save optimisation, maybe skipping picking up a weapon/shield here and there although I never really get off-track but these are still minor optimisations) but for now I\'ll give the game a little rest and I\'m going to finish another project. If anyone else wants to improve this run then please be my guest, but be warned that I\'ll improve your run again sometime ;)\n\nIf you have any questions or anything else to say about this speedrun, you can post it in my [a http://speeddemosarchive.com/yabb/YaBB.pl?board=pcgames;action=display;num=1164480165]Rune thread[/a] on the forum. If you have a question about something that happened in the run, be sure to check out the segment comments below first because there\'s a good chance I already talked about it.\n\nWell, enjoy the speedrun!\n\nAlright, I think that should do for the intro text. Now onto the more detailed explanations of the segments/tricks and stuff.\n\n[hr]\n\n[b][-]- SOME GENERAL INFORMATION [-]-[/b]\n\nThis speedrun has been done on game version 1.07 and on Game Speed [[]100%] since that\'s the normal/standard speed, I think any speedrun for Rune should be ran at 100% (At 200% Ragnar becomes quite uncontrollable...).\n\nIn the video when a new level starts you will only see the loading screen, and when a new segment starts you will only see the precaching screen. I\'ve made it like this for a little recognition of parts. I also edited those loading/precaching screens so that they last for a maximum time of 1 second.\n\nAs for the differences between Easy and Hard, the enemies are stronger and there are less items (Lizards/Mead/Leg of Meat, and these also give you less health, and if I\'m not mistaken also less Runes of Lesser Power and Bloodlust Stones). The amount of enemies is the same I think although I\'m not entirely sure about that. Also, when you fall down from great height, it causes more damage to you on Hard.\n\nSome cutscenes in this game can be skipped and some can\'t be skipped. Don\'t ask me why... Probably because the ones that can\'t be skipped hold some more important information considering the plot or how to move on or something. Or maybe it\'s just bad level design. The subtitles on some cutscenes are also sometimes a little messed up, there wasn\'t much I could do about that except turning them off but I wanted to include subtitles.\n\nAnother thing to note is that when you load/start a level and the game is in its precaching phase, the player can already move/perform an action so that\'s why I\'m often a bit further away from the place I actually saved at (Which is also the reason why I kept those precaching screens in the video because otherwise you would see these \"skips/warps\" every time I started a new segment).\n\nAnother important thing to mention is that the engine of this game is quite buggy, and because of that and because of me restarting quite a lot, you\'ll see some chops happening throughout the speedrun. Of course I\'ve tried to keep them to a minimum but at some points I got a bit fed up with it and just left them in the segments. In some levels (Mainly some of the later levels in the game), the levels are a bit badly designed which causes frame drops and thus more chops were happening in those levels. Don\'t expect huge chops happening all over the place though, just sometimes it has a little screw up.\n\nAnd another thing is that the enemies in this game are designed to be path blockers, especially Goblins. When you walk towards a Goblin, he will run away from you (Or walks towards you and attacks...) but he\'ll always stay in front of you to block you. They were quite a pain in basically any segment which contained Goblins because of constantly blocking my path ;)\n\nThe following are some general tricks for the game:\n\n[ul][li]There was a speed up trick which is useful in the last part of the game when you play as Sark Ragnar (You know, the big overgrown dude after you defeated Conrack and jumped in the pool with Loki\'s blood. He looks very cool though). In order to do that trick you only need to hold forward and press and release the crouch button and Sark Ragnar will speed up and thus walks/runs a bit faster and also jumps a bit farther which allowed me to jump over/grab the ledge on the other side of gaps which you normally can\'t (This was also the case where I discovered this trick because I was trying to jump over a gap but couldn\'t do it, and suddenly at some point I was able to reach the opposite side. So I started to investigate why it suddenly worked). The speedup gets reset when a new level is loaded, not when you load a savegame...\n\n[li]There was a little peculiar thingy with climbing ropes. I noticed that when you pressed the button to climb up a rope and while climbing up jumped off the rope, that you would gain a little more distance. This sounds quite logical of course since you\'re climbing up therefore you gain distance when jumping off, but the thing is that you would gain the distance while you\'re basically at the same height on the rope. It\'s a bit difficult to explain but I\'ve used it one time (As a real advantage) in this speedrun in segment 9 (0:16:41). In that segment, when I would be on the highest part of the rope (And hanging still) and just jump off the rope, I was never able to grab the platform/bridge (If I would be higher I would bump my head against the rock). But when I climbed up the rope and then jumped off while climbing up, I was able to grab the platform as shown in the speedrun. So it\'s a little distance gaining advantage, which allowed me to perform a nice shortcut.\n\n[li]This is a very nice and strange glitch (And luckily I could implement it in the speedrun) I found while I was fooling around with the Big Crab enemies. While I was fooling around with them, a Big Crab enemy was dead and laying on its back and I jumped on top of it. Then at some point I equiped the Rusty Mace and activated its Runepower (Shockwave) for no particular reason and attacked the Big Crab enemy on top of it. When I wanted to jump off the Big Crab, I suddenly jumped very high! So I started to check/test stuff and it seemed that the more you attack a Big Crab on top of it with the Shockwave Runepower, the higher you can jump (You can get ridiculous heights this way, although Big Crabs aren\'t really located outdoors so it was difficult to test how high you can actually go. But I think it\'s infinite since it just builds up with each hit). This glitch didn\'t seem to work with Small Crabs probably because they\'re much weaker and they also bounce away more easily when you hit them on top. Big Crabs with no armor also have a higher chance of getting knocked away, and the Big Crab must be dead in order for it to work. I think the reason why it works is because the damage amount of the Shockwave Runepower gets build up in the indestructable shield of the creature, and then somehow its fleshy belly will act as a trampoline because of that. I was able to skip like half of a level with this glitch, which is very nice and when you see it in the speedrun you probably go something like \"Wow! WTF?\" ;)\n\n[li]When you jump off an elevator while it\'s going up, you\'ll jump higher which allows you to move on a little faster.\n\n[li]Swimming underwater instead of on the surface makes you swim faster.\n\n[li]When a slope goes down into the water, you can crouch down the slope into the water to get a fast speed up swimming motion. You can see this in segment 39 (1:13:39).\n\n[li]Using a shield (Block) or an attack to prevent a climb-up. This has been used quite a bit throughout the run.\n\n[li]Backwalking while unequiped is the fastest movement motion, but this was a bit difficult to implement throughout the speedrun. Maybe in the rerun I\'m going to try to implement some of them, but turning 180 degrees perfectly (And mostly twice to perform) while walking backwards straight to the next spot and not bumping against any weird things is a bit troublesome to perform in Rune ;) After run completion and reviewing, there\'s actually one very good spot to implement this backwalking, which is in segment 40 (1:16:02).[/ul]\n\nHere are some options that I have enabled/disabled in this speedrun of which I think that could be/are of importance to mention:\n\n[ul]<li type=\"circle\">Auto Aim disabled\nI\'m not entirely sure what this is supposed to do exactly in this game but I had it turned off since it didn\'t sound fair to me. I just can\'t really imagine how that would work in this game, or if it works indeed it sounds more like cheating to me because then you would hit the enemy while you\'re actually not really hitting them, probably something like that. But still, it\'s an option in the game so it could be used. That\'s something to look at in the rerun, and maybe this option only works for joysticks or gamepads or something.\n\n[li]Auto Pickup enabled\nWhen enabled you only need to walk over items in order to get them instead of the picking up animation. Saves quite a good bit of time throughout the run.\n\n<li type=\"circle\">Dodging disabled\nDodging didn\'t even seem to work in game version 1.07, so it didn\'t matter if I had it enabled or disabled but I\'ll mention it anyway in case you were wondering why I didn\'t use it.[/ul]\n[hr]\n\n[b][-]- ABOUT THE SEGMENTS [-]-[/b]\n\nA bit more in-depth stuff about the segments. Some informative, some entertaining, some dull and some useless ;) I\'ve provided quite specific time points (I was tempted to write them in milliseconds but after second thought that would be a bit \"too\" specific for run comments...) because otherwise certain things were a bit difficult to explain where they happened exactly. So these are just some tidbits of information, improvement points, funny situations or things that occured while testing/attempting the level and stuff like that. Read at your own risk ;)\n\n\n[b][h]Segment 01[/h][/b]\n\n[[]0:00:12] - From the house in front it\'s possible to jump on Sigard for an instant knockout and then you can grab his axe. Strong axe and with it you can kill Ulf in the Longhouse a little bit faster but it\'s slow to get it this way for a speedrun, so unfortunately I couldn\'t implement it.\n\n[[]0:00:19] - This is the \"walk through mountain\" trick I saw in YautjaElder\'s testrun. You can walk around a part of the level through this way and you can even get to the ocean and walk on it. It makes for a little shortcut (Otherwise I needed to walk allllll the way around the mountain corner and the plant...).\n\n[[]0:00:23] - Here the trigger for closing the door behind you is in the middle of the room and thus you can skip it. So you could collect all the weapons/shield and the Lizard and just walk out through the front door. Funny, but not really useful. Although it can be an alternate way of obtaining Sigard\'s Axe by just killing him (And/or other villagers...) with a weapon ;)\nAlso, the door that will be opened in front is triggered when the \"text\" from either the hammer/axe or sword, and the shield is shown. That\'s why I\'m not losing time grabbing that shield because the text already shows up (Me having a bit of problems picking up the shield doesn\'t really look pretty though, but I\'m not losing time with it).\n\n[[]0:01:15] - In this battle you can\'t die most probably because that wouldn\'t be correct according to the story (Ragnar wouldn\'t be accepted in his village as a warrior. In other words, he would be a complete loser/wimp/pussy or however you want to call it...). The battle could\'ve been done a little faster though, I actually just needed to hit Ulf once and then let myself get hit, hit him once and let myself get hit again until my health reached a certain point where I wouldn\'t get damaged anymore and then fully attack Ulf. I should also have skipped picking up the Lizard earlier because then I would have a little less health so that I could fully attack Ulf sooner. The reason I kept this attempt is because of the cutscene at the end of the level.\nThat is one very random cutscene. Sometimes it speeds up (At random speeds), and sometimes not. The speeded up cutscene which you see in the speedrun is about the fastest you can get. I did once get a little bit faster cutscene but it\'s very random so I was satisfied with this one. I\'ve searched/checked and tried all kinds of things but couldn\'t find anything that triggered this speeded up cutscene (The reason you see me jumping around and attacking and stuff after I defeated Ulf is because I was hoping to get a speeded up cutscene, and behold, it miraculously happened this time, hehe).\n\nAt the end of this segment (Just before the precaching screen) you\'ll hear the sound for a very short moment of me getting into the main menu to save. I\'ve got no idea why this is the only place where you can hear this sound.\n\n\n[b][h]Segment 02[/h][/b]\n\n[[]0:02:19] - Those \"chops\" you see happening in this water part aren\'t chops actually. They\'re just quick (You could maybe call it choppy...) camera turnings.\n\n[[]0:02:49] - All the way to the left side in the back is a little platform where you need to break the grate on top of the building and fall into it, and I found a shortcut at that place. From the platform below you can get on top of the building in a strange jumping way along the building but I couldn\'t get it done while recording... Too bad, it would\'ve made a nice shortcut.\n\n[[]0:02:51] - If you played this game then I\'ll bet that this big fish (Which I like to call \"The Nightmare Fish\") has probably scared you quite a bit on your first playthrough ;) If I\'m not mistaken, you\'ll encounter him 4 times. He looks pretty nice with the lamp above his head.\n\n\n[b][h]Segment 03[/h][/b]\n\n[[]0:02:57] - A bit tricky jump part (Hence me saving before it). At the first jump you must not get too close to the wall or Ragnar won\'t grab the ledge, and when you\'re next to the ledge turn the camera 45 degrees so that you\'re facing the ledge in order to get a climb-up (This sounds logical, but it needed to be done quite precisely). The main trick at the second jump is the little invisible ground part I\'m walking on and jumping from, and then it requires a certain mouse motion/movement and at the right time pressing the right directional key. Et voil&aacute; watery tower part has been skipped.\n\n[[]0:03:56] - It\'s possible here to not have a climb-up, but if I wouldn\'t have such a thing, the plant enemy would\'ve probably hit me. But it should be possible to not have a climb-up and also not get hit, just depends on the randomness of the plant enemy. The rest of the segment was very good so I kept it.\n\n\n[b][h]Segment 04[/h][/b]\n\n[[]0:05:27] - In the beginning of this segment you can go down in 2 ways. From this point just go forwards, drop down on the platform and then drop all the way down and land on a slope so you won\'t get killed, and then you need to perform some other jumping and grabbing to continue. The other way is the way I use which is a little bit faster and much easier to do, unfortunately in this attempt I didn\'t capture Ragnar screaming \"Aaahhh !!!\" while falling down and grabbing the ledge :)\n\n[[]0:06:13] - Don\'t you just love the effects in this game?\n\n[[]0:06:18] - The reason I\'m jumping here all the time is because of... you guessed it, the path blockers also known as Goblins.\n\n[[]0:06:47] - This is some messed up little ledge. As you can see I\'m having a bit of problems grabbing it, but this was about the fastest I ever got. Just mash the jump button below the ledge.\n\n\n[b][h]Segment 05[/h][/b]\n\n[[]0:07:07] - Walking along this side of the hole will skip the unskipable cutscene (That sounds rather funny). Dropping down required a certain approach/bit of luck in order not to get any damage. Sadly at the bottom part I wasn\'t able to grab the rope from any place there, instead I need to wait for the timed event of the rock falling down. From each and every spot I tried to grab the rope, I was always just inches away from grabbing it. There was only one time when something strange happened. I was able to stand still on a small plant pot for some weird reason (Normally Ragnar starts slipping off the pot and you can\'t jump off the pot), now if you could do that on a big plant pot you could most probably grab the rope but unfortunately I was never able again to reproduce such a thing.\nI\'m standing on this weird little edge of a rock so that I can quickly jump on the fallen rock, I could maybe jump a tad sooner but it\'s pretty optimised because if you jump too soon you\'ll get either squashed, you\'ll fall down or you grab the rock.\n\n[[]0:08:01] - This is another one of those messed up ledge parts. Before I jump on the lower part I\'m having a short pausing moment because otherwise there\'s a high chance of bumping against some upper invisible part and be bounced back.\n\n\n[b][h]Segment 06[/h][/b]\n\n[[]0:09:15] - I bumped a bit against this Goblin and the next Small Crab... Can be improved. This whole part was pretty difficult because of the Big Crab and the Goblin near those rocks which I need to break to continue. So I came up with this strategy which was often quite effective, I just let the Big Crab and Goblin fight each other while I take care of the rocks. Sometimes other enemies ed but often they kept their distance (An improvement thing here would be to use the triple attack more often to destroy the rocks a bit quicker. But if I would move back there\'s a higher chance that the enemies will come to me, but it should be doable).\n\n\n[b][h]Segment 07[/h][/b]\n\n[[]0:11:08] - I make a very short detour here to grab the first Runepower block, this one could be a potential candidate to be skipped in the rerun.\n\n[[]0:11:26] - In case you\'re wondering, I wasn\'t able to immediately jump from the second cage to the other side, you just can\'t make it because of the cage going down which gives you a weird downwards jumping motion. The jump to the other side after the cage goes up was pretty much perfect.\n\n[[]0:11:52] - Now this is a weird shortcut. When I position myself between the wall and the door part, I don\'t get killed. Instead I get pushed inside the door. When I\'m inside the door, I crouch (Walking doesn\'t work and I need to keep the crouch button pressed) against the slope next to the door which then somehow puts me in about the middle of the door. If I let go of crouch, I\'ll fall back to the ground again. When I\'m in the middle, I crouch towards the end of the door which then somehow puts me on top of the door. And from there I can jump on the wall and continue, so I\'ve skipped the Small Armored Crab fight. Why it works like this? I\'ve got no idea :)\n\n[[]0:12:42] - This is also something funny. When I stand on the handle, the Skeletons won\'t attack or come towards me. Again, why exactly, I don\'t know... Because when I would stand on another higher place, they will still jump and attack me. So it probably has something to do with a \"model\". This works with every handle in the game if I remember correctly.\n\n\n[b][h]Segment 08[/h][/b]\n\n[[]0:13:41] - See the bridge in front (Which you will cross later in the game)? It\'s possible to get up there by the use of the Big Crab glitch. The only problem is, both doors on the ends of the bridge are closed. And even then there\'s nothing behind those doors except a small dark room on each side. This isn\'t the same level as the one you\'ll get to later so sadly it couldn\'t be used as a shortcut, otherwise that would knock off a lot of time.\n\n[[]0:14:03] - The reason I unequiped my weapon is because only then I can automatically grab the Torch which triggers the door to open. I could\'ve kept the Torch a little longer so it could lit my path a bit though, but ah well... :)\n\n[[]0:14:41] - On the right side of the gong there\'s this big building (Which I\'ll enter later on) in the middle of the lava lake and it\'s possible to jump to that place from the gong platform and grab a spike wall part so you won\'t get damaged/killed. But then you need to jump on a few such spike parts and then climb up a rope which appeared to be slower than the intended route. Also, after I hit the gong, I bump into the Skeleton a bit so that he does a melee attack (And misses me) instead of his breath attack (Which has a very high chance of hitting me). I could\'ve let myself get hit a bit though since there are 2 Lizards at the end of the level.\n\n[[]0:15:08] - Hah, I tried to keep the Skeleton at the same place so that he would be caught on fire, but I failed quite miserably ;) I love the way I dispose of the second Skeleton in this part! Had a bit of trouble with the third Skeleton though...\n\n\n[b][h]Segment 09[/h][/b]\n\n[[]0:16:37] - For some reason I never got a fast climb-up on this ledge, even though I approach it from above. Maybe I didn\'t get it because I approached it from WWWAAAYYY above? I\'m not sure. The jump is quite neat though, the same with the jump from the rope (By the way, I could\'ve jumped to the rope immediately instead of the platform, but that way appeared to be slower because of climbing up the rope quite a long way). I need to descend the rope a little or otherwise I would bump against the rock and in this attempt it went pretty much perfect. A little higher and I would bump against it even though it doesn\'t really look like that, just remember, invisible wall thingy parts are everywhere ;)\n\n[[]0:17:14] - This was the fastest and most reliable (And awesome) way of killing the Skeleton quickly (Killing him triggers the rock to fall down that squashes the Goblin so I can climb on it to continue. I couldn\'t find any other kind of shortcut to get past this part). Decapitating the Skeleton appeared to be more difficult/time consuming because the Skeleton has an invulnerability moment when he scriptedly walks to that spot and stands there for a short period of time, and there\'s a high chance of knocking him down instead of killing him. Knocking the Skeleton in the lava is more difficult then you would probably think. The aiming needs to be precise and it even happened several times that I knocked him in there while he still had his invulnerability moment going on (And the invulnerability stayed when he was in the lava) and therefore he didn\'t die but just happily ran around on the bottom of the lava pool...\n\n[[]0:17:22] - It\'s possible to get a fast climb-up here. Little improvement point.\n\n\n[b][h]Segment 10[/h][/b]\n\n[[]0:17:57] - This Skeleton was funny. First when I attempted this segment, I just tried to run past him on the left side but then he as good as always attacked me and thus also hit me. Whenever he hit me in the attempts, I always yelled to myself \"Smack in the face!\" because it happened very often :) To make going past him more consistently, I equiped the Viking Short Sword and just knocked him down.\n\n[[]0:18:06] - There\'s quite a high chance of getting caught on fire if you jump like this, if you\'re just a little too much off to the right, you\'ll burn in hell! Grabbing a shield while I\'m at it, always try to keep the best shield equiped. I\'m destroying the wall (And some barrels, and a bench) with the Viking Short Sword because of its fast attack rate.\n\n[[]0:18:16] - Now this is some nice shortcut. First I always waited for the Goblin to push the rock out of the wall and then I jumped from the fire pot (Which is just decoration, that\'s why I\'m not caught on fire) to that open space and grabbed the ledge (Which is quite difficult to do hence the bit of lining up). But then I found out that I can just throw a weapon at the rock to destroy it so I came up with an, as I called it, \"awesome scenario\" which was throwing the Rusty Mace against the rock, then jump to the fire pot while grabbing the Rusty Mace again in mid-air. I\'ve executed this so called \"awesome scenario\" a few times but grabbing the Rusty Mace was often very tricky to do fast because it could randomly bounce in any direction. It even happened a few times that the Rusty Mace destroyed the rock but then went through the hole. Later on I found out that I could grab the Rusty Mace again at the end of segment 11, so now I just throw the Rusty Mace without trying to pick it up again and that made this part much easier. Also, actually picking up the Runepower stone was faster than automatically picking it up because I would need to walk around the wall a bit. This Runepower stone could be a possible candidate to be skipped in the rerun.\n\n[[]0:18:42] - There was something strange with the subtitles in the next cutscene. When I activated the cutscene more from the right at this spot, the subtitles became a little messed up (A sentence disappeared faster). But when I activated the cutscene from the left like I do in the speedrun, the subtitles behave correctly. Once again I\'ve got no idea why...\n\n\n[b][h]Segment 11[/h][/b]\n\n[[]0:19:23] - It\'s possible to jump on the platform without having a climb-up but then you would need to wait a little bit longer, so the time it takes in both ways is about the same (Not to mention that if you wait a little, there\'s a high chance a Skeleton starts interfering). The reason the screen stays red for a moment when I activate the handle is because when Ragnar performs certain animations like pulling a handle, he becomes invulnerable. And just before I activated the handle, I got hit by a bolt so that\'s why the screen stays red for a moment.\n\n[[]0:19:44] - This is such an awesome moment. If you watch this frame by frame, you can see that I jump \"exactly\" in between 2 blades just before they retract into the apparatus. Which means I was just a frame away from getting gibbed to pieces :)\n\n[[]0:19:53] - The fire in Rune is quite strange actually. It\'s possible at this spot to go a little sooner through the fire without getting hit. The starting up animation of the fire and the going out animation of the fire are moments where you won\'t get hit, the same can happen with steam.\n\n[[]0:20:01] - I walk against the wall to the right to avoid bumping into the Goblin, but then I need to move a step to the left because otherwise I would be stuck in the wall at the corner part.\n\n[[]0:20:03] - This part was quite annoying because of those 3 Goblins and I\'m also not happy how it turned out in this attempt, but because the rest of the attempt was pretty good I kept it. The Goblins were blocking me (As usual) so I couldn\'t go through the hole fast enough. It\'s possible to stand on the little ledge next to the grate and crouch through the hole quite fast, I now lost like 2 seconds or so because of the damn path blockers :) I could\'ve maybe killed one of them but then they would probably hit me too. I couldn\'t come up with any real good strategy here.\n\n[[]0:20:17] - It\'s possible here to keep running/jumping on the railings instead of the pathway, would save a little bit of time.\n\n[[]0:21:08] - I always love these moments, jumping backwards and performing a 180 degree turn in mid-air and then landing perfectly. It didn\'t go entirely smooth this time though.\n\n[[]0:21:17] - The reason I go through the door from the right (While I need to jump off the bridge on the left) is because the Skeleton on the bridge was mostly a pain in the ass when I went through the door from the left side. But of course this time he wasn\'t even there...\n\n[[]0:21:24] - I could maybe grab the shield on the wall while waiting for the door to open. It\'s always better to have a better shield :) Also, it would\'ve actually been better/a little more direct walking to go through the next part from the right instead of the left path.\n\n[[]0:21:42] - Ragnar is the one that activates the end level trigger in the elevator (So it\'s not the elevator itself because you can activate the elevator from the outside but then the end of the level isn\'t triggered) so I\'m not entirely sure why I waited in like the middle of the elevator... Would save a few milliseconds.\n\n\n[b][h]Segment 12[/h][/b]\n\n[[]0:22:06] - Jumping down was pretty difficult because of landing on the exact spots without getting hit too much or simply dying. It went very good in this attempt.\n\n[[]0:22:15] - There\'s a reason I attack and block the Goblin because if I wouldn\'t do that and just continue walking to the door, the Goblin would walk in front of the tomb and then when I would be at that spot, the door of the tomb would kill me. So that\'s why I\'m halting the Goblin a bit.\n\n[[]0:22:38] - Ugh, this is a mistake that has haunted me for the entire duration of creating the rest of the speedrun ;) I need to destroy the ground part here and when I attacked, I forgot to crouch before attacking and that\'s why I\'m not destroying the ground part so I needed to attack again. I\'m only losing like 700 milliseconds with this but it just doesn\'t look good. Luckily the second attack destroyed the whole ground part so I kept it.\n\n[[]0:22:55] - This is nice, activating both handles through the wall which saves me from going a bit through those tombs and dealing with Skeletons. Gotta love funkynistic design.\n\n[[]0:23:03] - Ah, here\'s such a walking through fire moment again and as you can see I walk through it while the fire is in its starting up animation, thus I don\'t get hurt.\n\n\n[b][h]Segment 13[/h][/b]\n\n[[]0:23:22] - This door has always been bugged for me, somehow its animation is just a little borked up.\n\n[[]0:23:33] - This part went very good, the sound of gibbing Skeletons is awesome ;) I need to auto-grab those 2 Lizards because if I would want to activate the handle right away, I would grab the Lizards instead. Also, pay attention to the way I get out of the room past those blades, very nicely done if I may say so myself because it\'s easy to get gibbed if you\'re this close to the blades. All the 3 rooms were done pretty much perfectly.\nIt\'s possible to destroy the big wall yourself that eventually will be destroyed by the lightning, but unfortunately the wall/door behind it is closed and I couldn\'t find any other way to open it besides activating the 3 handles.\n\n\n[b][h]Segment 14[/h][/b]\n\n[[]0:25:22] - This was a very tricky jump because I needed to walk alongside the wall and jump on the very last moment off an invisible ground part so that I can just barely make it to the other side. Saves some time because otherwise I would need to wait for the fire on the other side of the room.\n\n[[]0:25:55] - This part has been done quite smoothly. The nice thing is that you won\'t get killed by the door or otherwise I needed to do time consuming stuff with the Skeletons ;)\n\n[[]0:26:04] - Great Goblin extermination, I\'m happy I captured it, hehe.\n\n[[]0:26:40] - Some weird clipping through fence trick which gave me some time to consume 3 Lizards. I also show that the trick only works when you jump in the corner and then crouch instead of just walking against it and crouching.\n\n[[]0:26:56] - You maybe wondered why I didn\'t pick up the Roman Sword back in segment 12? Well, this is why. The Roman Sword (Great weapon for decapitating Skeletons) along with a Leg of Meat and a Viking Metal Shield just lies in front of the Skeleton fighting room. Much quicker to pick up this way.\n\n\n[b][h]Segment 15[/h][/b]\n\nThe Skeleton fighting room... Really a terrible place. Simply because decapitating Skeletons is very tricky, especially to do it fast and in 1 hit without knocking them down. Sadly a few Skeletons got knocked down but it\'s near impossible to get fast 1 hit decapitations on all the 19 Skeletons. I could never decapitate the fourth Skeleton in 1 hit ever for some weird cursed reason. If you can kill all the Skeletons faster than me and without knocking them down, then you\'ve got my respect! :) I must admit that I got a little lost sometimes as to where the next Skeleton(s) would be spawned, I think I just restarted so much that I just got confused in some attempts including this one ;) It doesn\'t matter too much though since I either decapitate them right away or knock them down but then other Skeletons were approaching me. Still it does look a bit clumsy.\n\nAll in all a very troublesome area this is. Luckily the second phase is very easy, boring even. That\'s why I\'m doing a little head dancing (Almost screwed up though...) while waiting for the door to lower down far enough.\n\n[[]0:30:28] - Heh, this can be done in any moving elevator, pushing the handle model around a bit. If my memory serves me well, there was even 1 elevator where you could do it while the elevator wasn\'t moving and then you could walk around the elevator, standing on the handle and activating it so that you would enter the end level trigger faster. But of course the process to set it up like that would be slower.\n\n\n[b][h]Segment 16[/h][/b]\n\n[[]0:30:54] - This was a pretty tricky trick. Jumping off the falling rock and then throwing my weapon in mid-air to destroy a part of the wall AND the weapon needs to go through the wall in the right way so I could pick it up again (Needed to detour just a little bit...).\n\n[[]0:31:11] - Perfect handle activation, you don\'t even see the handle go up :)\n\n[[]0:31:20] - In cutscenes Ragnar is invulnerable, so you can hear the Skeletons attacking me but I\'m not getting damaged (Can\'t say the same about my shield though...).\n\n[[]0:31:51] - In this final elevator room I need to walk to about the middle of the room or otherwise the handle can\'t be activated. After the handle activation I position myself on the handle so that the level ends a bit sooner.\n\n[[]0:32:15] - On your first playthrough you get out of the elevator and start to wander around the same area a little bit to search for stuff and Odin starts to talk here. Of course I\'m not going to wait for Odin to appear and talk to me so that\'s why you can very silently hear him talking a little bit and then he stops, but the subtitles just keep going :)\n\n[[]0:32:59] - A very nice little shortcut by jumping on top of 2 trees to reach the opposite side. Most trees/bushes and such have a solid top part, but this was actually the only place where they were truly useful.\n\n[[]0:33:09] - This is a perfect example of an invisible wall. You may ask yourself why I didn\'t walk more straight to the entrance back there. The reason is the invisible wall part of which I bump a little bit against its corner at 00:33:08.533...\n\n\n[b][h]Segment 17[/h][/b]\n\n[[]0:33:21] - This level had some strange bug in the beginning which happened sometimes (After like every 20 attempts or so), then all of a sudden it was like all the input from the keyboard/functions were disabled all at once and I couldn\'t do anything anymore. Even some textures turned to black. It was like the game just shutdown itself in some way.\n\n[[]0:33:40] - It may look like it but I\'m not losing time by swimming towards the ground so much. The reason I do that is like a habit because of the hole I need to go into in a moment...\n\n[[]0:34:13] - I needed to jump to a specific spot here in order not to get a climb-up.\n\n[[]0:34:19] - Did you know that when you jump on such a bridge, you can fall through it? :) I can remember it happened one time that I jumped on the bridge just before the ground part and fell through it...\n\n\n[b][h]Segment 18[/h][/b]\n\n[[]0:34:35] - Here on the left side is a little house kind of thing much like the other house thing I jump onto further ahead, but here at the one on the left I could use a little bridge bouncing and then get on the house and continue from there. But the bridge bouncing and getting on the house/trampoline was VERY tricky to do fast (In other words, I never succeeded doing it fast in 1 go...), so I used the other way instead.\n\n[[]0:34:47] - The reason I walk a bit more to the middle of the bridge is so that the Goblins won\'t start blocking me.\n\n[[]0:35:28] - Here I activated the Magic Shield Runepower from the Viking Short Sword because I had one Runepower stone too many, this indicated that I can skip a Runepower somewhere up till this point (In the next level you lose everything including the Runepower blocks).\nIt\'s also possible here at the end to land on a mushroom without activating the cutscene (The cutscene is activated when you touch the ground), but I couldn\'t find a way to get out of the cage (And with cheats I checked the area outside of the cage but there\'s nothing there, the end level trigger is activated by activating the cutscene). Still funny though. It also happened a few times that Ragnar almost fell out of the cage in the cutscene because he just clipped through it too much.\n\n[[]0:36:29] - This is some very nice shortcut to get through this part quite quickly, and I must be rather fast or otherwise the Torfar-Kolla (Mister Wendol) destroys the cage I\'m in. The reason I climb on that little part with a torch on it and then jump on the Goblin to kill him is because from any other spot I couldn\'t deal enough fall damage to the Goblin in order to kill him. I needed the axe from him but he also gave me his shield, very friendly Goblin.\nThe long beetle cutscene indicates that I\'m leaving the underground, on to Thorstadt!\n\n\n[b][h]Segment 19[/h][/b]\n\nThe beginning part of this level was very VERY dark, not really funny. Of course I can\'t afford to pick up a Torch somewhere so I\'ll just do it as good as blindly ;) And I kept restarting to get fast climb-ups only in this dark part. After quite a lot of attempts you get a bit of a feeling how to go through it, but still it was easy to mess up.\n\n[[]0:39:10] - It\'s possible here to jump on the higher place without getting a climb-up but an invisible roof part makes that troublesome. I got a fast climb-up so I continued. Could be improved though.\n\n[[]0:39:24] - Here you can slide up the wall and get on the higher part also without a climb-up, and as you can see I tried it but failed. Again I had a fast climb-up and the rest of the segment was going very good so I kept it. Little improvement points though.\n\n[[]0:39:39] - It\'s almost not noticable but here I\'m having a very short pause in movement which enables me to get a fast climb-up here.\n\n[[]0:39:47] - Hah, see the Wendol running and... gone ;) Gotta love scripted events, I\'m just faster than the game\'s intention.\n\n[[]0:40:29] - While I\'m waiting for the door to open, I jump into that slope part where I slowly slide up. Using this method you can get up there and around/behind the castle and then even go under the hills.\n\n[[]0:40:53] - When I walk on that elevator thing, I\'m triggering it to fall down and when it reaches the bottom, the level ends. So I get off the elevator and just wander around the room a little till the level ends.\n\n\n[b][h]Segment 20[/h][/b]\n\n[[]0:41:29] - You can see a weird stuck-up for a moment at this place on the stairs, that happened quite often at that spot. I\'m not sure why, probably just one of those invisible wall thingies again.\n\n[[]0:42:06] - Even though it looks very easy, it was actually quite tricky to do. If I would walk up the bench just a bit too far, I would bump my head. If I would walk just a bit not far enough, Ragnar won\'t grab the ledge because of not enough height. So you need to jump the very moment you touch/get on the bench.\n\n[[]0:42:16] - After I\'ve grabbed the Runepower I hold up my shield for a moment and jump on the higher place. You can\'t pick up the Runepower automatically when you\'re using your shield, so it needed to be done pretty rapidly in order not to get a climb-up.\n\n[[]0:42:31] - Nice way of ending the level, almost forgot my axe though...\n\n\n[b][h]Segment 21[/h][/b]\n\nIt\'s possible in the beginning to destroy the door \"silently\" by attacking it at a specific moment in a specific way of which I\'m not entirely sure how exactly ;) I didn\'t capture it this time though.\n\n[[]0:42:54] - Very nice roof jumping shortcut and quite tricky to actually get on the roof. Grabbing that first ledge is not as easy as it seems (Which is often the case in speedruns :)). You actually need to stop in front of the ledge, jump and when you\'re at the highest peak of the jump, press forward and hopefully get a climb-up if the position was good. The next climb-up can also quite easily fail because of the cramped space/low roof. I got a fast climb-up at the second ledge which is pretty rare, and at the end of the level I got a slow climb-up where I could\'ve gotten a fast climb-up. But because of the rare first case, I kept it. Could be improved a bit.\n\n[[]0:43:37] - It\'s possible to block the Wendol in the cutscene and so it can\'t reach the wall, but the wall still gets destroyed anyway. Yay for scripted events!\n\n\n[b][h]Segment 22[/h][/b]\n\n[[]0:43:46] - Ah, fighting parts... Well, I\'m using a kind of middle fighting approach by using a medium weapon with a fast triple attack. Bigger weapons are of course a bit stronger but they\'re also slower. This worked pretty good. And on top of that, the first Dark Viking is a little stuck (Which happened sometimes, a little AI retardation...) which makes for an easy kill. Also, I\'m picking up his weapon (Viking Axe) because its Runepower (Ally) is going to be very useful in the next battle (I don\'t need the Tri-Mace from the other Dark Viking so that\'s why I kill him as second so that I don\'t have to worry about picking up his weapon).\n\n[[]0:43:57] - I\'m hitting the first Dark Viking in this hallway because otherwise there\'s a very high chance that he would block my path.\n\n[[]0:44:00] - There\'s a reason I\'m not walking in a straight line around the corner here, instead I walk forwards so that the 2 Dark Vikings on the left see me sooner and therefore they walk away faster in their scripted way. If I would try to walk in a straight line around the corner, I would interrupt their scripted behaviour and they would immediately come to me and attack me. Breaking both doors was done faster with the current medium weapon I\'m holding, with bigger weapons I still needed to hit the doors 3 times, and bigger weapons attack slower...\n\n[[]0:44:39] - I could\'ve gotten a fast climb-up here, little improvement point. I\'m also grabbing the Rusty Mace here because I need it for the Big Crab glitch later in the game, this was the only place I could find to grab this weapon in the fastest way possible.\n\n[[]0:45:03] - In order to trigger the second phase of this battle, I need to kill these 2 Dark Vikings (Or make them allies which equals to them being killed). After that a little collection of weapons for my weapon collection ;) I\'m a little careful with fighting in the second phase because as you can see they can knock off quite some health, and this place resulted in a lot of deaths...\n\n[[]0:45:59] - Got a little bump against the wall which doesn\'t look pretty (And wastes a little bit of time). Also, the jump over the second gap could be improved because it\'s not needed to get a climb-up there (I even got a slow climb-up...) although you need to jump from the very last moment which can easily go wrong (I could\'ve segmented before these gaps though).\n\n\n[b][h]Segment 23[/h][/b]\n\n[[]0:46:06] - When I walk forwards and then immediately back, it triggers the door in front of me to close and the door in the back of me to open. Basically it needed to be done in the precaching phase, so through restarting, the rhythm became familiar :)\n\n[[]0:46:18] - Little improvement point. When I hit the Dark Viking (He walks to a certain point because of an scripted event, that\'s why he doesn\'t attack me), I hit his shield first which shouldn\'t happen. Because of that I need to stand still for a short moment to give him the final blow.\nWhen that Dark Viking is dead, 2 doors to the main hallway/path opens up and then I equip the Viking Axe to make the Dark Viking in there my Ally. When that Dark Viking is killed (Or made an ally), 3 Dark Vikings will spawn on the roofs and I need to kill/ally those too in order to trigger the cutscene which then opens the gate. After the cutscene I almost got butchered though :)\nThis segment was very tough and very random, especially those 3 Dark Vikings on the roofs behave very random. Sometimes they were completely lost up there and simply didn\'t come down. Of course the Dark Vikings on the ground were also quite troublesome mostly. This attempt went very fast, the fastest I ever got and basically every viking cooperated.\n\n[[]0:46:39] - I changed my weapon here, and because of that I didn\'t pick up the shield. A shield is always handy but it wasn\'t a problem, but it would\'ve been handy ;)\n\n\n[b][h]Segment 24[/h][/b]\n\n[[]0:46:50] - A little trick here. I start the triple attack on the ground and then jump so that I finish the triple attack in the air, this allowed me to more easily fall through the hole. It could be done without it but this way was much more reliable.\n\n[[]0:46:55] - Bah, this didn\'t go very well and I\'m not proud of it. I attacked a little too late so that the third attack didn\'t hit the third barrel on time and so I bump a bit against it.\n\n[[]0:47:06] - These 2 Goblins were annoying because, of course, they blocked my path VERY often.\n\n[[]0:47:19] - As good as perfectly done, I don\'t even bump my head against the wall. There was one time where I hit the glass even before I fell on it so that I continued to fall and ended up dead :)\n\n[[]0:47:28] - This was a tricky jumping sequence, especially the third jump was difficult because of a climb-up followed by an immediate turn and jump around the pillar. That third jump failed quite often...\n\n[[]0:47:36] - There\'s a reason I attack the door a little later. If I would attack the door immediately, the fifth attack wouldn\'t destroy the right-most part of the door. The Dark Viking behind the door is triggered when you destroy the middle-top part of the door, and then you would need to activate the handle to continue. Bigger weapons destroyed the door a little faster but they also always destroyed that middle-top part of the door, which shouldn\'t happen. Once again the Goblin Axe was used, very nice and fast weapon useful for all kinds of situations.\n\n[[]0:48:06] - I got a little excited that it was going so well with this whole fighting part, so I tried to kill that last Dark Viking as fast as possible which made me a bit careless, so because of that he hit me once... ;)\n\n\n[b][h]Segment 25[/h][/b]\n\nIn the beginning of this segment I\'ve got some spare time because you can\'t activate the elevator handle immediately, so therefore I grab some Mead. I\'m also destroying one little part of the glass window so that the other Dark Vikings won\'t come to me because they simply don\'t see me (It happened sometimes that one of them still followed me though).\n\n[[]0:48:48] - It\'s possible to go through the doorway without bumping against it, but it requires walking through it in exactly the middle of the door which isn\'t simple, especially not when you approach it from a corner.\n\n[[]0:48:56] - I need to grab the Mead first otherwise Ragnar would grab the Mead instead of activating the handle.\n\n[[]0:49:01] - Here I back and forward walk for a very short moment in order to do a triple attack. If I wouldn\'t do that Ragnar would perform a double attack because of still falling down or bumping against the blockade, and a double attack won\'t destroy the blockade.\n\n[[]0:49:17] - These are another of those decoration fires, they won\'t hurt you.\n\n[[]0:52:16] - This is something strange. When you walk alongside a slope wall, you can get these kind of... slides or boosts or however you want to call them. It doesn\'t happen with every slope though, probably depends on the angle of the slope or something.\n\n\n[b][h]Segment 26[/h][/b]\n\n[[]0:52:38] - Very tricky fall down. It needed to be done with a specific mouse/key movement method and I needed to land on a specific spot in order not to die. The jump after it into the end level trigger was a bit too soon, could be improved slightly.\n\n[[]0:52:59] - There\'s a water flow going on here hence the awkward swimming ;)\n\n[[]0:53:12] - Pretty much perfectly done. I just barely didn\'t bump against the wall or otherwise I would bounce back a little.\n\n[[]0:53:22] - This didn\'t go entirely according to my plan because Ragnar grabbed the ledge sooner than planned, I jumped and luckily landed on an invisible ground part. So it turned out pretty good :) The Goblins on top were also VERY cooperative.\n\n[[]0:53:47] - Heh, a walk through a wall. The wall is supposed to vanish when the Goblin a little earlier on the route would scriptedly walk to this place. I don\'t know why there\'s a wall here in the first place, but it shows again that Rune wasn\'t meant to be played fast.\n\n\n[b][h]Segment 27[/h][/b]\n\n[[]0:53:56] - I jump on the icy part because otherwise it would sink too much and I wouldn\'t be able to have a fast climb-up on the next platform.\nIt was very difficult to survive this place. There was a high chance of getting stuck by the Wendols and Goblins in that little corridor and thus getting killed. The Wendols also often boosted me out of the corridor. I need to wait a moment to climb up the rock because there are still little rocks falling down, and when such a little rock hits you, you\'re instantly killed. Also, the climbing on the rock needs a certain approach, grabbing the ledge of the rock is no easy task to do it fast and in one go.\nAnd in case you\'re wondering why there are no Goblins after the rock in those pathways, it\'s because I skip the rock and thus skip killing/spawning a Wendol which in turn spawns the Goblins.\n\n[[]0:54:24] - Without a doubt, this avalanche kind of part has annoyed you a lot on your first playthrough. Probably even the playthroughs after your first playthrough (I\'m talking from my own experience ;)). I found out that you can walk down in a certain way almost non-stop (And some luck required) to survive the whole path down. I needed to take cover for a moment as I couldn\'t find any other way to get through it without being killed. The rocks in this walking down part always fall at the same spot, but the type of rock (Big and small rocks) and where they fall exactly in that spot is random. Also, the last falling rocks just before the end are more random than the others, so that\'s why I look up to see where they\'re falling down. This time I was quite lucky because almost no rocks were falling down near the end.\n\n\n[b][h]Segment 28[/h][/b]\n\n[[]0:55:19] - Hah, very often the Dark Viking came to me and attacked me but sometimes he just continued his scripted event, and I wanted to capture his scripted event so I could stand next to him and just start slashing him a bit, looks funny :) I\'m not losing any time whatsoever because I need to wait for the windblows anyway.\n\n[[]0:56:00] - The Wendol dodge. Looks quite nice.\n\n[[]0:56:10] - This was a bit tricky part because of the pathblockers and the trees so that it\'s hard to see where those Goblins are exactly... But it went very nicely this time.\n\n\n[b][h]Segment 29[/h][/b]\n\n[[]0:57:10] - It looks like I\'m randomly jumping through this part, but it\'s all planned :) One time there was something awesome but awkward happening at the end when all those rocks are falling down. I was messing around in that place and suddenly I jumped very high, high enough to get on the platform and immediately continue. I\'m not exactly sure what it was but I think I jumped on/off a little rock that fell down and it somehow, because it rotates and bounces back up, made me jump very high. I\'ve tried to capture and reproduce it again but failed, it\'s very difficult and random because the rocks fall randomly on the ground and they are very small which makes it very hard to jump on one of them. As you can see in the video I tried it but didn\'t succeed (As a matter of fact, the rock fell on my friggin head!).\n\n[[]0:58:04] - Quite a nice shortcut, skips luring the big Wendol to this place in order for the bridge to collapse.\n\n\n[b][h]Segment 30[/h][/b]\n\n[[]0:59:33] - You must stand against the barrels in order to activate the handle, otherwise Ragnar would kick a barrel.\n\n[[]0:59:36] - This didn\'t go entirely smooth, for some reason I bumped back quite a bit. There\'s also quite a high chance of getting killed here if you try it too fast.\n\n[[]0:59:53] - A nice Dwarf boost. The reason I walk to the right and then to the left again a little ahead, is because a Dwarf always fell down there and would kill you if he lands on top of you. But of course this time I was faster at that place because of the Dwarf boost so he didn\'t fall down yet and I used the right-left maneuver out of attempt restarting habit I guess :)\n\n[[]1:00:30] - I need to wait here so that the Dwarf walks over the bridge and gets killed by the windmill blades (Otherwise he gets very troublesome). Then I grab his Dwarven Work Sword and because that\'s a two-handed weapon, I drop my shield on the bridge. Then I sadly get stuck a little bit which costs a few frames. I switch my weapon, activate the handle and on the way back I pick up the shield again. Nice sequence (Except the stuckage) in my opinion :)\n\n[[]1:01:10] - Argh, I was just a little too close to the wall and because of that I got a slow climb-up...\n\n\n[b][h]Segment 31[/h][/b]\n\n[[]1:01:16] - I need to jump immediately to the windmill blade and must have a fast climb-up otherwise I would be gibbed to pieces. I\'m also changing some weapons here to have them as top selection for that type of weapon for later in the game.\n\n[[]1:01:24] - This was done very fast, I even fell immediately in the hole which almost never happened.\n\n[[]1:01:38] - Here I could\'ve thrown the weapon and immediately go to the handle instead of picking up the weapon first because after activating the handle I need to wait a little anyway.\n\n[[]1:01:48] - A perfectly executed \"jump backwards and turn 180 degrees in mid-air while landing perfectly\", it\'s only for kicks though since I need to wait for the waterwheel anyway. But it looks neat nonetheless :)\nSadly I couldn\'t get on the waterwheel right away, no matter how I tried to be as quick as possible, I could never get on it immediately :( And if you swim directly towards it, the big Jellyfish will boost you away from it or halts you.\n\n\n[b][h]Segment 32[/h][/b]\n\nI\'m using the Tri-Mace in the beginning because it has a good chance of \"flooring\" the Dwarfs which is very handy.\n\n[[]1:03:13] - This is some nifty trick. I won\'t get killed from the elevator, instead I get pushed through it. And because of that the Dwarfs aren\'t aware of my presence so that they will walk off the elevator and then I can activate the elevator without them interfering. Sadly one of them came back and stood on the elevator, but luckily when I attacked him he clipped through the elevator, heh ;)\n\n[[]1:04:02] - Again a water flow which causes a bit of awkward swimming. I was quite surprised in this attempt that the little Jellyfish didn\'t cause any problems with their shockwaves...\n\n[[]1:04:19] - I could\'ve dropped the shield sooner because I could take a shield from one of the two Dwarfs, but now they were in perfect position and I \"floored\" both of them which made the fight very easy and fast. I didn\'t expect those Goblins to show up though, so I was a bit surprised when it happened, but I managed ;)\n\n[[]1:05:17] - I could\'ve jumped over the Dwarf here though for a more direct path to the corner.\n\n\n[b][h]Segment 33[/h][/b]\n\n[[]1:05:48] - A pretty much perfect jump onto the bridge, about 1 frame away from not making it ;) Since the bridge was still extending, I should\'ve jumped at least once while on it though.\n\n[[]1:06:08] - I open one set of cages so that the Dwarfs will be distracted by the Goblins. When the 2 Dwarfs are killed, the door to the handle will open. In this attempt I got into Bloodlust because I also attacked/killed the 2 Goblins which greatly helped. Because of Bloodlust I probably didn\'t need to use the Invisibility Runepower but it doesn\'t matter because later on I\'ll pick up the Rune of Power which completely fills and increases my Runepower bar anyway, and I also didn\'t lose time grabbing the Runepowers for the Invisibility plus the fact that Invisibility made it much easier (Although it\'s a weaker weapon than the currently equipped Dwarven Work Hammer). The Bloodlust also greatly helped for destroying the wooden blockade after this part, very often the Dwarf there on the left after the blockade interferes but since I was faster through the blockade now, he was no problem at all...\n\n\n[b][h]Segment 34[/h][/b]\n\n[[]1:06:49] - And here\'s the Big Crab glitch with which I skip quite a big part of the level. I halt the Big Crab for a moment because that gave me more chance of him getting on his backfeet so that I could knock him over. After that I jump on him and attack him once so he bounces back, then I wait for a moment because otherwise he would keep bouncing back every time I would hit him. When he\'s dead I activate the Shockwave Runepower and hit him 3 times to get the correct jumping height.\n\n\n[b][h]Segment 35[/h][/b]\n\n[[]1:07:18] - Now this is some serious strange shortcut I found. You need to jump at an exact moment from an exact spot to get the weird climb-up and also to not get damaged/killed on top of that thing. Once again, why it works like this I don\'t know...\n\n[[]1:07:27] - It\'s possible to jump and grab the ledge a little sooner while the fire is about to stop, but it\'s a bit difficult to time and if I would do it too fast and caught fire, Ragnar wouldn\'t grab the ledge anymore. It\'s not like it\'s a huge time loss or anything...\n\n[[]1:07:38] - The Goblins on these bridges were very often quite a pain. Especially the last Goblin on these bridges was troublesome, he often blocked me in the air between 2 bridges so that I fell to my death.\n\n[[]1:07:55] - The bump here is pretty much inevitable because of the pillar. Maybe with a lot of Goblin luck and precise precision you could jump through it without a bump.\n\n\n[b][h]Segment 36[/h][/b]\n\n[[]1:08:01] - This was a very dark segment, and those fire shooting/jumping and spinning machineries are very annoying, especially at the second encounter in the segment (The long dark hallway). They can kill you in split seconds, this time I got hit only a little bit. You can hear them all go like \"wham, poof, ching, kapow!\" and fire sprouts, blades spin and bones are cracked!\n\n\n[b][h]Segment 37[/h][/b]\n\n[[]1:08:31] - Another one of those lovely Dwarf boosts. This one was also very tricky to get done. I jump and attack (So that I hit the ground) to grab his attention at a certain specific point, then I strafe a bit (This was very important, if I didn\'t strafe he would actually always boost me in the wrong way) and get lined up, jumped and got boosted correctly. Pretty much precisely right, such a beautiful sight...\n\n[[]1:08:46] - This is probably an illusion, but when you attack and then jump, it looks like Ragnar gains a little height in the air. But I\'ve tried to get on platforms this way but I was never successful so it\'s probably just somekind of animation screw up (Maybe the animation itself does indeed gain more height, but the hitbox of the character doesn\'t).\n\n[[]1:09:19] - It\'s possible here to throw a weapon against the gong before the trigger of the (Unskipable) cutscene. But I really needed the Rune of Power, and I would lose more time grabbing Runestones elsewhere (Or not using them) so I\'ll just do it as the game intended it to be done.\n\n[[]1:09:42] - I\'m skipping a cutscene trigger here (Located in/on the right side of the barrel) and because of that I also skip spawning a Dwarf in the doorway.\n\n[[]1:09:45] - Aren\'t staircases supposed to be made in such a way that you only need to walk on them instead of jumping? :)\n\n[[]1:09:49] - I always liked this move. Jumping, hitting the gong, landing on the Rune of Power and immediately falling down. It happened several times that I didn\'t pick up the Rune of Power for some reason and fell down powerless ;)\n\n[[]1:10:01] - Now this is awesome. When you\'ve destroyed those 3 wooden bars, the big pillar will fall down. When that happens, stand under the pillar and when it\'s about to hit you, jump. The pillar will just bounce back and revert to its original position. So much for physics...\nAlso, when the pillar falls down and destroys the machinery, I can\'t jump off the board too soon or else I\'ll be killed because those electric blue beams are still active for a certain time even though you won\'t see them anymore.\n\nI also take a little damage to end the level a tad faster ;)\n\n\n[b][h]Segment 38[/h][/b]\n\n[[]1:10:36] - I need to wait a little bit with skipping the cutscene because otherwise the big Robot Dwarf won\'t get spawned and he needs to be killed in order to continue.\n\n[[]1:11:01] - Now this was a \"once in a lifetime\" awesome moment ;) When you look down on one of these bridges, the middle portion of the bridge becomes invisible. And exactly at the moment I show the bridge glitch, the Dwarf dies underneath it!\n\n[[]1:12:12] - Here in the water I show 2 things. First, infinite breath. In some waters you can get infinite breath for some reason. Just dive in the water and that\'s it, infinite breath :) The second thing is, when done correctly, you can make Ragnar look like a ballerina. Swim up to the surface and when you get out of the water hold crouch and a direction key, then Ragnar will stay in the same kind of motion until the water has risen too high. Getting out of the water is troublesome because of the weird water planes (I think the weird water planes are causing it), if I would try it too fast I would get stuck.\n\n\n[b][h]Segment 39[/h][/b]\n\n[[]1:13:02] - Unfortunately I got hit once from this Robot Dwarf, but besides that, the rest of the segment was very good so I kept it. Sometimes with these Robot Dwarfs you can get hit in a weird way, sometimes you get hit while it doesn\'t seem like you could get hit, and sometimes you don\'t get hit while it seems like you should\'ve been hit. You can also see this later on with 2 other Robot Dwarfs. The wall I walk through is removed when the Robot Dwarf walks scriptedly to his spot which didn\'t happen because I already attacked him and thus halted him from getting to that spot. Of course the Goblins after this part are a major pain in the sunless spot, but this time they were quite cooperative.\n\n[[]1:13:32] - Because of the cutscene, I\'m not getting any fall damage.\n\n[[]1:13:35] - Because I get over the wooden bars (Instead of destroying the lower ones), I\'m not triggering the Dwarfs up ahead.\n\n[[]1:13:40] - And here\'s the swimming speed glitch. Pretty nice, sadly I couldn\'t find other places where it could be used.\n\n\n[b][h]Segment 40[/h][/b]\n\n[[]1:13:44] - Here\'s a little extra thingy. Just before I fall in the water, I use my shield. Because of that I can still hold my shield in front of me while I\'m swimming. When you\'re underwater you actually can\'t use your shield.\n\n[[]1:13:59] - This is a nice shortcut. Originally I intended to do it a little differently, then I would stand on top and skip the cutscene and then I would fall down and grab a ledge all the way at the bottom. But this was a hard and tricky method. Then I found out that you can activate the cutscene in the air and because of that cutscene, Ragnar becomes invulnerable but still falls down all the way to the bottom. I needed to be careful not to skip the cutscene too fast or otherwise I would still be damaged/killed, but this method was much easier/safer and faster.\n\n[[]1:14:02] - Too bad I didn\'t capture it this time but it\'s possible at this place that a Dwarf uses his bump attack and because of the slopes on the ground he would get launched in the air which looks rather funny ;)\n\n[[]1:14:36] - This part has caused me a lot of deaths. I got lucky that when the door opened, I didn\'t get hit by anyone (Most likely at this spot the Goblins started bashing me already, or still actually since they\'re bashing me in the cutscene). Killing the first Warrior Dwarf on the pillar is very easy, but the other 2 Warrior Dwarfs I need to kill are much harder because the room also gets crowded very fast. When I\'ve killed the first Warrior Dwarf, I jump on the ground for a moment so that the other 2 would come to me and then I jump on the higher place so that they would stop and not doing anything anymore. Then I knock one down, get on the ground and quickly try to kill him and just hope that all the others won\'t start interfering too much. I was also lucky that I got into Bloodlust, but I continued a bit late though, I didn\'t immediately notice that I already killed the last Warrior Dwarf. It is and/or can be quite a chaotic part :)\n\n[[]1:14:59] - First I planned to go to the right here and climb on the building and then fall off onto the big pipes which would cost me a lot of health. But then I found out you can jump across the gap to the big pipe, but you need to jump at pretty much the very last moment though. I was still somewhat careful by jumping down on the pipes because I was afraid of losing a bit of health. Normally in the previous battle I was always damaged quite a lot so that\'s why I was careful this time, but it wasn\'t necessary because I wasn\'t hurt at all (Which I didn\'t notice during this attempt) and there were even a couple of Lizards on my way. So it was just another habit thingy because of the other attempts I guess ;)\n\n[[]1:15:38] - This fight went very good and here I saw that I only needed to hit one of the Dwarfs only 3 times instead of 4. I was a bit confused about that but later in the game there were also Dwarfs that I only needed to hit 3 times, so I guess some Dwarfs are just weaker or something. Pressing the handle could\'ve been done a bit faster though, I wanted the Dwarf to come off the elevator which, of course, he didn\'t so that\'s why I press the handle a bit too late.\n\n[[]1:16:02] - Now this long hallway would be a very good spot for the unequiped backwalking. Need to implement that in the rerun ;)\n\n\n[b][h]Segment 41[/h][/b]\n\n[[]1:18:43] - This part could\'ve been done a bit better but those Dwarfs behave quite random. It\'s possible to get 2 Dwarfs squashed under one pillar, but the reason I kept it is because I could squash the second Dwarf as good as right away and I also \"floored\" the third Dwarf immediately. Still it could\'ve been done a little better.\n\n[[]1:19:05] - If the big bridge in front is lowered, then go to the other side, raise the bridge and quickly walk on to the end of the bridge (The top part that goes up). It\'s possible to get on this top part when the bridge is fully raised. Not really much to do up there except enjoying the view :)\n\n[[]1:19:14] - It was much easier and safer and also faster to just head dance on the Dwarfs instead of trying to go around them. When I would go around them they can bump me off the bridge (Or at least hurt me) but also the Robot Dwarf ahead would start shooting fireballs because I would be too long in his front view.\n\n[[]1:19:26] - I heard the Robot Dwarf preparing to shoot so I jumped so that he would shoot in the air while I would land on the ground again, and thus miss me.\n\n[[]1:19:37] - This part became so very very easy because when I skip the cutscene, I can just continue but all the Warrior Dwarfs are still in their cutscene behaviour which makes this part a piece of cake. Thankfully though, because battling 7 Warrior Dwarfs the normal way isn\'t too funny ;) I need to kill all these Warrior Dwarfs (Except the one on top) by the way so that the handle becomes active. It\'s also possible here to skip the cutscene and immediately walk to the top and through the door that will close a moment later. The problem is that the 2 Robot Dwarfs won\'t be spawned and they need to be killed in order to continue...\n\n[[]1:20:06] - Here I jump and attack a few times in order to try to grab the attention of the Robot Dwarf on the right. It happened quite often that he would just stay at his position which is all the way in the back. Killing both Robot Dwarfs (And especially the second one) was done very fast.\n\n\n[b][h]Segment 42[/h][/b]\n\nI show a weird glitch thing in the beginning with the Dwarven Battle Hammer. When you equip either the Dwarven Work Hammer or the Dwarven Battle Hammer and then crouch and go diagonally backwards to the right, Ragnar will have this weird stance.\nThe boss battle was very random, and even though the segment doesn\'t look very good and looks a bit clumsy in my opinion, it\'s very fast because I was VERY lucky in this attempt. When I jump down and he starts shooting at me, I only got hit just a little bit, while most of the time he would fry my ass. I can also often fall down and enter another portal very fast again. The reason I\'m sometimes searching behind me is because I\'m looking for a Lizard and I know a Lizard is somewhere behind me at some point. I couldn\'t find him and later on, when I fell down to end the level, I saw him up ahead, hehe ;)\nAlso, I can\'t skip the cutscene in the next level immediately or otherwise the game stalls. In the cutscene Ragnar kneels and when you skip the cutscene immediately, he gets up and immediately kneels again and the game basically just hangs. Everything continues (Birds fly around, Odin keeps floating, etc.) but there\'s no input or anything so you can\'t continue.\n\n\n[b][h]Segment 43[/h][/b]\n\n[[]1:22:09] - In order not to get fall damage, I needed to fall down from the railing (Not entirely necessary but it gave a much higher success rate) and then fall near the bottom against the wall, but not too far away or else you can still get fall damage.\n\n[[]1:22:14] - Normally these Dwarfs carry a shield and a weapon, but on most of my attempts they did not. I think I skip a certain trigger in that doorway or something, I\'m not really sure. Would\'ve looked nicer if they had a shield and a weapon though, ah well.\n\n[[]1:22:24] - This was a nice method to get around the Warrior Dwarf, otherwise there\'s a very high chance of him blocking you or hitting you, or both. Luckily he also didn\'t throw his weapon against me when I walked away from him. That\'s a pretty awesome action (Although not for my health...) from the Dwarfs in this game.\n\n[[]1:22:31] - This Dwarf was actually the most annoying Dwarf in this segment because he very often blocked my path and/or threw his weapon against me in my back (And I must not get hurt in this segment) while I was activating the handle. The next Dwarf was luck based because I wanted to \"floor\" him with 1 hit and as far as I know it can\'t really be controlled. I think you need to hit him somewhere on the side in a specific way, like you need to slide your attack against his side. But I succeeded and it looks great :)\n\n[[]1:22:43] - Here\'s another of those damageless dropdowns. Sometimes I got damaged at the bottom and sometimes not, you just really need to fall in a certain way at a certain spot.\n\n[[]1:22:50] - Here on the left side against the wall there\'s something odd. When that big door is closed, you can make yourself float a little between the wall and the door, and when you do that it looks like a part of the texture on the wall starts to burn and gets bigger the more you move the camera (It won\'t keep on growing though, it stops at some point). When you get out of the floating motion, the burning mark will slowly return to a normal texture.\n\n\n[b][h]Segment 44[/h][/b]\n\n[[]1:23:07] - I unequiped my weapon here because I was going to do \"a little bit\" of backwalking when going down the hill ;)\n\n[[]1:23:49] - Did you see the Dwarf fly? Heh, it\'s because he used his bump attack against that slope wall a little earlier. Jumping through the door like that is pretty difficult by the way, I did it exactly right this time.\n\n[[]1:23:53] - When the next level starts you can walk back a bit and activate a handle behind the door on the outside, and then the door opens and you can walk on the outside around a bit but it\'s surrounded with walls. When you go back and leave the door open and then activate the cutscene, the Dwarfs will activate the handle again which now closes the door and they\'re stuck for a moment but eventually they will open the door ;)\n\n[[]1:24:17] - This tomb part could\'ve been done slightly faster because it\'s possible to jump on and destroy the tomb, then walk back on the button and jump backwards without bumping against the tomb a bit but it\'s quite difficult to do.\n\n[[]1:24:50] - I\'m hitting the Sark Skeleton or otherwise there\'s a very high chance he would hit me instead, which must not happen.\n\n[[]1:24:56] - It\'s possible to get a fast climb-up out of the icky water stuff, but it\'s a bit tricky. I\'m not entirely sure how exactly but it\'s probably just grabbing a small very specific spot...\n\n[[]1:25:07] - When I wasn\'t recording and just practising/checking this part I always made it to the other side without dying, but when I was recording I always died just before the other side. But luckily I found out that I could jump just before the shore so I wouldn\'t die. I actually intended to get out of the water barely alive with no health shown on the health bar, but it\'s a good thing I kept some health because it was useful in the next level and having no health in that bar while still being alive could look somewhat suspicious although it\'s possible in this game :)\n\n\n[b][h]Segment 45[/h][/b]\n\nThe beginning statue corridor part was annoying because a lot of chops happened here and also the camera can have these weird quirks because of cramped space. I grabbed a Lizard automatically on a wall when I passed by which in turn allowed me to get hit in the 6 statue part, otherwise I would\'ve been dead, heh.\n\n[[]1:25:37] - Very effective way of dealing with this Sark Skeleton. Fighting him normally while there\'s a big possibility of getting in the icky water stuff, isn\'t too funny.\nThere\'s something weird in this room. If you kill the Sark Skeleton, the door opens up. If you Ally the Sark Skeleton (Like I did in the run, which equals to him being killed), the door opens up. But if you use the Runepower of Sigard\'s Axe (Freeze) and then hit the enemy (So that the enemy gets shattered to pieces and is thus killed) the door WON\'T open up, which is rather awkward...\n\n[[]1:25:40] - See the Runepower effect stuck in the wall? I\'ve acually never bothered checking if it works with the other Runepowers/effects, but I bet it does ;)\n\n[[]1:25:54] - This was a difficult part and caused the most restarts. I use those higher parts on the floor to get fast climb-ups but that wasn\'t all too difficult, jumping from a doorway directly in another doorway was the difficult part. It needs to be done very precise from the middle of the doorway, then press forward+right just before you fall off and move the mouse to the right at a specific point in a specific motion, then you can just barely get in the other doorway. Very tricky and I needed to do it twice ;)\n\n[[]1:26:11] - It was easier to fall with my back against the wall (So I wouldn\'t get a climb-up) instead of using my weapon because you also land on the ground in a bit better way which prevented a climb-up down there. I couldn\'t fall directly to the bottom because then I would die so I need to touch the ground part a bit. After this part I had some bumps in the maze unfortunately, and I\'m not proud of those. But the rest went very good so I kept it.\n\n\n[b][h]Segment 46[/h][/b]\n\n[[]1:28:12] - 2 possible enemies can approach you here, a Sark Skeleton with an axe or a Sark Skeleton with a sword. The one with the axe isn\'t very difficult because that weapon is quite slow, but the one with the sword was more difficult. But I found a strategy which works with both type of enemies, run towards them so that they\'ll turn around and walk away from you and then attack them so that they\'ll stop for a moment, and then just run around them. The one with the sword could sometimes still hit me but often not.\n\n[[]1:28:21] - Only one time it happened that 1 Skeleton was spawned here... These 2 guys quite often blocked my path and that\'s why, after activating the handle, I zigzag a bit.\n\n[[]1:28:47] - This was also a very random spot. Sometimes 2 Skeletons were spawned here and often 3, as happened in this attempt. They can also very easily block the doorway. I just stand there waiting for them to clear the doorway, and one of them hits me but I\'m like \"Yeah? So?\" since I\'ll grab a Rune of Health later on anyway :) The Sark Skeleton with the axe after it was a very random guy and sometimes it happened that when you walk towards him, he walks away from you, I then activate the handle and backwalk quickly so he won\'t kill me (That\'s why I unequiped my weapon earlier because if I would backwalk with a weapon equiped, I would be too slow and he would kill me).\n\n\n[b][h]Segment 47[/h][/b]\n\nI\'m luring the Sark Skeleton with the axe behind me so that he can be my Ally against Conrack, because the 3 Sark Skeletons that jump down will be removed when Conrack appears. The 3 Sark Skeletons are jumping downwards in a timed fashion so hitting the third one as fast as possible is the goal here, because when I kill/Ally the last one, Conrack is spawned. Conrack and the Sark Skeleton started to fight as good as immediately which very rarely happened, then I tried to hurt Conrack a bit too but the slashes from Conrack and the Sark Skeleton have a pretty wide range so I got almost killed, but the health is no problem because the next level always starts with the same health amount. Then I took some cover and Conrack got killed at that very moment when I was at the edge of the icky water stuff so I was a bit surprised and skipped the cutscene a little later ;)\nBy the way, throwing weapons against Conrack would\'ve been a possibility but just hitting him a bit with my sword was just as effective. The animation of throwing weapons is rather slow, especially for the bigger weapons (The smaller weapons have very little impact on him).\n\n[[]1:31:42] - In order to reach the other side and have an immediate climb-up, I needed to have the speedup glitch and walk/jump through the exact middle of the doorway.\n\n[[]1:32:07] - Straight ahead there\'s a wall part where you can jump over/through and then you can walk behind the mountains a bit.\n\n\n[b][h]Segment 48[/h][/b]\n\nThe shortcut in the beginning, which skips a big part of the level, was very difficult and so I gave it a segment of its own. The most difficult part was grabbing the ledge because you can\'t really jump directly towards it, but also not too far away from it. And it was also possible to jump just a little too far along the ledge and then you would slide off an invisible wall part and you couldn\'t grab the ledge anymore. After that a bit of jumping and falling in the end level trigger from the opposite side (From the intended side you can jump over the end level trigger too and just walk around in the pathway a bit. Nothing to do there though :)). In the next level I quickly activate the speedup glitch after the level has started.\n\n\n[b][h]Segment 49[/h][/b]\n\nWhen I jump towards the Sark Skeleton, he will walk away from me. If I wouldn\'t jump, there\'s a very high chance he would kill me.\n\nThe trick after the Sark Skeleton, getting a fast climb-up while approaching the ledge from below, was also very difficult. I needed to walk against the wall, after coming from around a corner, and almost immediately jump to grab the ledge at a specific spot which failed quite easily.\n\n[[]1:33:44] - It\'s possible to jump and grab the ledge more to the right, but it\'s very dark here which made jumping a bit troublesome (It\'s difficult to see where you land exactly because there are quite a few ledges in this place and I must not get an extra climb-up). Could be improved a little bit.\n\n[[]1:34:09] - This time only one Sark Skeleton spawned here. 2 Sark Skeletons could be spawned here which increases the chance of me getting blocked... So that was rather lucky.\n\n[[]1:34:30] - This is most probably one of the lamest final boss battles you\'ve ever seen in a speedrun! It\'s the fastest method though (I must admit that I missed the first attack against him. Although on the way up the mountain, I hit him...). As a matter of fact, Sark Conrack is quite difficult to defeat in a normal way on Hard and it requires a hit and run method (None of the Runepowers have any effect on any boss except the fire from the Roman Sword but that causes as good as no damage) because he attacks very fast with that sword of his (Which is actually a bit lame, enemies can attack with the sword much faster then I can...). When he\'s dead I gib him to pieces, you bastard! First I wanted to grab his head and take it with me into Valhalla but decided not to do that. He (Or any part of him) deserves no place there ;)\n\n[[]1:36:55] - Now this was pretty awesome. I actually intended to unequip my weapon and then walk on the bridge, but instead I pushed the wrong button. Now it looks like Ragnar is tired of fighting, throws down his weapon and goes to Valhalla to relax a bit. Looks much better ;)\n\nWhen the text of the credits was at its end, the music just started again before the text had completely stopped and I didn\'t want to suddenly abort the video so I let the music finish.\n\n[hr]\n\n[b][-]- OUTRO [-]-[/b]\n\nCongratulations if you\'ve read through all this rambling! I hope I didn\'t make a mistake or forgot something somewhere. If you\'ve watched the speedrun then I hope you enjoyed it, if you\'re going to watch the speedrun then I hope you will enjoy it. It was great to work on this project because Rune is a nice game and I really hope they will create Rune 2 some day (No, not with immediate speedrunning thoughts in mind... First just play and enjoy the game fully at a slow pace, and maybe then speedrun it ;)).\n\nIf you would like more information about Rune, you can visit the following sites: [ul][li][a http://www.runegame.com/]www.runegame.com[/a]\n[li][a http://www.runenews.com/]www.runenews.com[/a][/ul]\n\nGoodbye and till the next project!','2007-07-22',0,5769000,11,'Rune_hard_13609',49,11,0,NULL),(0,916,NULL,307,'','I\'d like to say thanks to Mike for all of the tips he gave me. \n\nOne of the hardest things about playing Rush \'n Attack is the fact that you have to push up on the D-pad to jump. It\'s way too easy to accidentally push up while pushing right or left. These accidental jumps caused many deaths for me before I finally accomplished a no-death run. \n\nThere is some room for improvement on this run. Anyone up for the challenge? Keep in mind that the TAS run is 9:37. [ul][li]Stage one: \n\nEverything went as planned. I always stop to slash one soldier because if I jump to slash him, I land on the mine. There\'s probably a way to slash or avoid him without stopping, which would save a split second. \n\n[li]Stage two: \n\nI jumped on a ladder and climbed it to collect the grenades. But collecting the grenades is a waste of time, right? Well, I actually jumped on the ladder to avoid the bullet headed toward my back. It\'s fun throwing the grenade from the top of the truck, anyway. There might be a faster way to get through this tight spot. I\'d love to see a demonstration. \n\nI stopped to slash a brown soldier; if I had jumped, I would have been hit by a bullet. \n\nI got lucky during the boss battle when I killed two of the rocketeers in one jump. \n\n[li]Stage three: \n\nEverything went pretty much as planned. \n\n[li]Stage four: \n\nI got stuck on a ladder and then accidentally jumped when I got to the top of it, which allowed one of the yellow-clad shooters to get close to me and fire a shot. This was totally unexpected, and I had to improvise, which cost me a couple of seconds. \n\n[li]Stage five: \n\nDuring the boss battle, I jumped up on the first jump, but I had meant to jump left. Somehow, I still survived. \n\n[li]Stage six: \n\nStrangely, the last level is almost as easy as the first level. The boss battle went really well. Thanks go to Mike for the boss-battle strategy.','2007-01-21',0,593000,11,'RushnAttack_953',1,8,0,NULL),(0,917,NULL,308,'','Note to those at the Minibosses message board: I told you it wasn\'t 31:xx. ;) \n\nAnyway, this run is probably the finest of my (Hopefully young) speedrunning career to this point. At 30:34 or so, it beats the only other listed time for the game at Twin Galaxies by more than four minutes. If you\'ve never played Rygar, the object is to collect five items plus the Pegasus Flute, which allows you access to the Sky Castle where you do battle with Ligar, open the Door of Peace, and return tranquility to Argool. \n\nA thanks goes out to Walker Boh, who did a tool-assisted run of the PAL version of the game. As it turned out, most of the glitches (And some things that weren\'t glitches per se) he used proved to not be console-friendly, like some huge jumps that I wind up needing the Crossbow for, but it was nice to know that my boss strategies were pretty much identical to his, even if the wonders of slowing the game to a crawl and endless rerecording cause his execution to look much better than mine. Additionally, I had initially independently come up with the basic idea of going to the Tower of Garba (Where you get the flute) before Lapis (The place with the robots) as he does, but it\'s just not console friendly at all. \n\nSo, basic strategy is to go the recommended route, and hope for a total of eight Mind Points (The stars you sometimes see me grab; the groups of two stars are actually worth 3 points)[-]3 for Power-Up, which is more of a range increase than anything else, and 5 for Attack and Assail which I use on Ligar, the final boss. However, something unexpected happens[-]as I believe happens in every speedrun[-]when I get slammed down to no energy on the way to Sagila\'s Cave (It\'s the only cave in the game; you\'ll know it when you see it). I\'m thus faced with a decision to either keep going and risk getting hit, or stop and use Recover at the cost of all the Mind Points I\'ve built to that point, and risk not picking up five more on the course of the run. As it turns out, I choose B, and proceed to look like a goof as the next six or so enemy drops are life bottles. Yeah, these only fill one life point each[-]but after I use Recover, I don\'t get hit again until Lapis. Whoops. Hindsight is 20/20 and all of that I suppose. As an aside, the fireballs that come out of the pits in the last leg of Sagila\'s cave are random in a sense[-]their timing is fixed, but sometimes they come out of more pits than they do others, which is why I hesitate just before every pit. \n\nLapis. You know, the place with the robots (Robots? How the hell do they fit in with the rest of the game?). As I mentioned, I considered saving this as the last thing I do before the Sky Castle, because I think it\'s a little less time spent in Garloz (The overhead world that I return to after collecting items), but found it too impractical[-]especially as this run is also sent to Twin Galaxies, whose rules state I\'m not allowed to die at all[-]as I really needed the potions which I can only get after receiving the Coat of Arms in Lapis...at least, I thought I did. More on that later. And no, I don\'t intentionally grapple down a platform for no reason at all near the beginning of Lapis[-]I just forgot where I was in the level. Whoopsie. I do some weird things at Belzar[-]the boss of Lapis[-]because of a glitch I\'m trying to avoid which kills you regardless of how much life you have. \n\nEventually, I make it to the Tower of Garba, and the run comes crashing to a halt for a minute and a half or so as I stop to level. You see, Rygar\'s strength system is sort of like an RPG. Rather than discrete levels at which you power up, however, your attack (Tone) and defense (Last; this also increases your maximum life meter at discrete points) increase with every enemy you kill. Any enemies I kill that don\'t go down in one hit are usually because they give me the most Tone and/or Last at that point in the game. This is why I kill that one snail repeatedly, and also why I stop killing him at a seemingly random point; it\'s actually the first time I\'m strong enough to kill it in five hits. At the top of the tower, something unexpected happens again, as I get a dream fight with Deathpigor, the boss[-]he never even FIRES A SHOT at me before I kill him. Usually, I end up using my potion here as I\'m too close to him even powered-up to reliably be able to dodge anything he fires at me, but in this run it\'s obviously unnecessary. So, once again, I change my game plan on the fly, and skip a detour in the Sky Castle which would involve me obtaining a second potion (I can only have one in my inventory at a time). Oh, the creature before Deathpigor (Who resembles a race car and arguably fits with the rest of the game even less than Lapis\'s robots) is too close to the ground for me to use the \"duck under him and bounce him back and forth\" strategy I employ for Sagila the Spider. \n\nSo, let\'s talk psychological barriers related to our system of time-keeping. Is a sub-30-minute run possible? Sherv from the Minibosses message board assured me that it was, but I disagreed before nailing this run. It\'s possible, yes, but it won\'t be easy. Consider: \n\n- The detour for what turned out to be an unnecessary potion (These places also restore your life to full, by the way) cost me 14 seconds. \n- I stop to heal early on. It turns out to be necessary, thanks to the aforementioned slamming I received on my way to Sagila\'s Cave, but it was 25 seconds out of my way nonetheless. \n- I lose a total of about 7 seconds between my mistakenly grappling down instead of up, then subsequently grappling up into the door near the beginning of Lapis. \n- Most importantly, I spend about a minute and a half leveling off of the snail. It\'s easy to argue that some/all of that was unnecessary; however, this would influence the run later on, particularly the Deathpigor fight that occurs immediately thereafter. I may get hit there because he\'ll take longer to kill (Yes, he DOES ordinarily fight back), which means I may have to go get that second potion in the Sky Castle, and of course Ligar will also take more hits. \n- And of course, various other things that add up to precious lost seconds. The two I can think of offhand are the various spots in Garloz where I need the pulley[-]it\'s seemingly random when Rygar decides to hook onto the wire[-]and the fact that I kill more enemies than usual that DO die in one hit in an attempt to get them to drop Mind Points after I use Recover. \n\nSo it\'ll definitely be possible, but it\'ll require the same degree of luck I receive, particularly late-game, plus better early-game execution to avoid that 25-second health detour. \n\nGlitch-o-Rama! This is one of the glitchiest games ever produced. Besides the greater-than-usual NES slowdown, there are a ton of glitches, some good, some bad. I use a \"good\" glitch in Eruga\'s Forest to scroll the caterpillar-type enemies off the screen, and the wacky hit detection in the overhead levels helps me out too[-]suffice to say you\'re invincible in mid-air. I use this to great effect against Dorago (The one boss I fight in an overhead setting) in particular. Two \"bad\" glitches are as follows: \n\n[[]...]\"Belzar shot a projectile almost straight down. He then shot another projectile straight at me that I had to jump. From here it\'s a bit difficult to describe, but if you were to think of the top and bottom of the screen as being continuous (In other words, the projectile would have gone off the bottom of the screen and reemerged at the top), my jump would have intersected with the initial projectile and I would have been hit. Of course, this isn\'t how the projectiles ACTUALLY behave (They go off the bottom of the screen and are never seen again), and I don\'t know why the phantom hit killed me as opposed to merely damaging me\"[[]...] Truthfully, I\'m surprised the glitch didn\'t get me on my first jump in the fight. \n\nYeah. This is why I fall off the ledge as opposed to jumping a projectile during the Belzar fight. \n\nAdditionally, [[]...]\"the one snail that constantly reappears in the middle of the tower, if you approach him from the right (As it\'s almost necessary to build levels at some point, and this particular snail is the quickest way), and jump over him at just the right time, his first fireballs won\'t show up on the screen. If you then beat him and proceed back to the right where you came from, you\'ll again take some sort of (Non-lethal this time, presuming you have the energy to survive it) phantom damage as you move to the next screen.\" \n\nThis is why I jump over the snail sooner than I have to when approaching from the right. \n\nAnd I think that\'s everything, albeit in a rambling form that will take you longer to read than the video is. ;) Hope you enjoy it.','2005-07-10',1,1830000,11,'Rygar_3030',1,8,0,NULL),(0,918,NULL,309,'French version.','The run is PAL (French), played alone, segmented (there are 8 segments+credits) and recorded on VHS. \n\n-Thanks to Nate for to capture my run. \n-Thanks to Radix for to upload it. \n-Thanks to all the people who encouraged me. \n\nAt first, I was a little suprised that Secret of Mana was a popular game but at the same time nobody really found tricks for speed running this game. But on the other hand, this run was delayed, so it motivated me when i had a ton of problems with recording. \n\nAt the beginning I wanted make a single segment, but it was too hard for me, I needed too luck if I don\'t want to make a good part of my time boring leveling. \n\nWhen i started to record this game, I thought immediatly about the Tree Palace and Pureland, which were the nightmares of my childhood: how to do a decent time with them? Pureland was the hardest part, with a poor bug at the end of the Battle with the Red Dragon. \n\nEven with the run segmented, I had difficulties at a few parts. It\'s not rare I take damage, but sometimes it\'s faster to run in the garbage than to follow the way for to not take damage. \n\nSometimes my behavious can seems strange (when I walk with one of the 3 chars) but it\'s because it\'s faster to do a little other way for to deblock the two others chars than to controll them for to remove the matter. Lots of time that\'s the game which is responsable, you have lots of maps where if you choice the fastest way the 2 others chars will be inevitably blocked when they try to follow you. \n\nSometimes it\'s easier to run with phantoms, they don\'t run so dumb against the monsters, but if they are blocked against a wall, you can\'t controll them. \n\nThere are 2 crap moments (gameplay) in the run: \n-in the castle of the emperor. \n-when i got to the golden island with the dragon. \nThese mistakes don\'t take lots of time but remain pathetic. \n\nFor the quality, there is two crap moments I always had in all my attempts of speed run, I concluded my Video Tape Recorder is stupid because it doesn\'t understand a few intenses analog signal (even if it\'s news), you have 2 distorsed parts, but there aren\'t missing parts, and it took less 1 second. Thankfully, it happens at the very beginning of the game and during cutsenes very far from \"criticals situations\": \n\n-when i go in my natal village, the first time the fat guy hit me, it\'s distorsed. \n\n-when i go in the first time in the Water Palace and touch the seed for the first time, it\'s distorsed. \n\nNo matters in the rest of the run. \n\nObviously I am entirely responsable for some mistakes in the run, but you have also \"random mistakes\". The fight against Tropicallo for the best exemple: sometime a bomb goes on you and you don\'t take damage, sometime a bomb miss you and explodes, then you goes in a good distance of the explosion (after it is finished) and you take damage. \n\nI hope you will happy with it, it\'s sure that someday I will improve this run with the NTSC version and with 2 others players, but until this time, I will perharps improve the run played alone on PAL (I keep the same category), but it will be next year, unless another person does it before me. \n\nFor asking me questions or comments my msn is seikensda@yahoo.fr.','2005-08-26',0,18900000,12,'SecretOfMana_eu_515',8,18,0,NULL),(0,919,NULL,310,'','This run was done using version 1.05. \n\nOriginally I started running this without using Fraps to record, since using the built-in demo recorder would enable me to play at 1280x1024 at 60fps, which makes aiming/movement easier for me. After completing a very good run however, I discovered that every multi-level demo I created desynced at the second level, which was rather annoying, so I had to resort to Fraps for this, meaning I had to play at 30fps at 640x480. It wasn\'t as bad as I thought, and I came close to beating the run I\'d captured on demo previously. (I was 45 seconds off that time with this run, which I find impressive considering that it\'s hard to do long distance aiming at 30fps) Anyhoo here\'s a list of tricks I used in each level, along with things you might wonder about in the run. [ul][li]Level 1: Hatshepsut - 0:35 \n\nAt the start I jump up the slope instead of walking since you gain altitude when jumping off a slope, which means I move up it faster. The rest of the level is just precise movement along walls and barely skimming the shotgun to pick it up. \n\n[li]Level 2: Sand Canyon - 1:33 \n\nThis level is a pain on 30fps. I leave the first Kamikaze I see alive, since killing him makes more spawn and makes it more annoying a bit further ahead. I kill the two Gnaar because their deaths trigger a Kleer Skeleton spawn, and I use that as a stepping stone to get over the barrier at the bottom of the dark slope. The hopper trap in the next room is triggered by killing all three Kamikazes in the tunnel before it, so killing them as soon as possible makes progression faster. I press the secret wall to get the Tommygun here since it makes killing the hoppers faster and costs no time at all. I use the slope jumping trick in the room after that (and jump over a Female Gnaar on the way) and in the next area I kill the Bull, since it has an annoying habit of knocking me out of the doorway at the end if I don\'t. \n\n[li]Level 3: Tomb of Ramses - 1:43 \n\nAgain the slopejump was used here for a little speedboost. In the long corridor area where I jump randomly the jump avoids a trigger which closes the door ahead of me and spawns a Young Arachnoid and some Gnaar, which I have to kill to get the door to open. I use a trick to jump on the flying Gnaar\'s head to get to the upper level faster, which shaves a few seconds off. (This is also in the Serious IL for this level) It\'s possible to jump up the slope in the room after the Kamikaze in this level in one try but I didn\'t manage it, luckily the flying Gnaar was just behind me to give me a stepping stone. Jumping up the wall at the end of the large square arena room lets you exit early. \n\n[li]Level 4: Valley of the Kings - 4:12 \n\nHere I kill the Kamikaze riding the bull first, since it has a very annoying habit of getting in the way of the bull boosting me. Here\'s also where you\'ll see the first truly random part of the run. Bull boosting. Grazing the side of the bull sends you in the direction perpendicular to that side, which is nice for moving in one direction since you can just keep grazing opposite sides, but here I didn\'t manage to keep the pattern up. The Aludran Reptiloid Highlander takes 14 rockets to kill, but you can substitute the last two for Tommygun bullets which saves about a second or two. In the room with the Ankh on a pillar, I need to press one button (The left one specifically) to get the pillar to lower enough so that I can slopejump onto it, which means I skip half of this puzzle. I also have to keep at least one of the flying Gnaar from pressing the left switch alive to jump back over the Wall of Darkness further in the level. There\'s not much else to say about this level which isn\'t self-explanatory, except that keeping all the Kleer from jumping in the water with the Stone Ankh is harder than it looks. :) \n\n[li]Level 5: Oasis - 2:28 \n\nThis is probably the easiest level in the game for me, it\'s a straight forward run, the only area of note being the large hopper room where I kill the initial waves with the rocket launchers splash damage then when the extra hoppers start spawning further along the walls I switch to the tommygun and exhaust each hopper spawn in turn. \n\n[li]Level 6: Dunes - 1:11 \n\nI really didn\'t like this level., and you\'ll see why when you watch the run. Bulls can be very uncooperative. :( The end door has the end-of-level trigger right inside it, so all I need is a boost to push me slightly into the door to trigger it. \n\n[li]Level 7: Suburbs - 0:58 \n\nThis level, like Oasis, is also straightforward, and doesn\'t need any comment from me. \n\n[li]Level 8: Sewers - 1:39 \n\nThis level can be really annoying, depending on how the fish behave during it. I managed to press the first button faster than I normally do. (and without killing all the fish in there to boot!) Note that killing the Aludran Reptiloid guarding the Super Armor pickup and pressing the button is faster than waiting for the wall to move up by itself. \n\n[li]Level 9: Metropolis - 8:07 \n\nKilling the two Aludrans on the towers in the courtyard with the Black archways is the only way to unlock the door here. I skip a large part of the level by (clumsily) using a Beheaded Sirian and a Biomechanoid Minor as stepping stones to get on the roof of a building and from there over the wall and out of the main level area. Bunnyhopping after using the bouncepad lets me keep some of my momentum for the next two jumps, and touching the Armor piece in the centre of the room starts the fight off. Note that Grenades > Harpies. :) (Each wave here is summoned by picking up the ammo backpacks.) \n\n[li]Level 10: Alley of the Sphinxes - 5:19 \n\nThis is another pretty straightforward level, and with luck it would be possible to shave about 30 seconds off by managing to get a bull into the courtyard after jumping the wall and opening the door by touching the Armor piece. I\'ve managed it only once though, and messed up that run at Luxor. Killing most of the enemies in the area where you place the four elements spawns the items which spawn the Lava Golem here, and I try to be efficient about it. \n\n[li]Level 11: Karnak - 5:55 \n\nThanks to zojji for the tactic for this level, though on previous runs I had trouble actually not killing the Bull, since I was dumb and used Cannon to kill the Young Arachnoid in the wide room where the Bull spawns. The rest of the level is pretty self-explanatory. \n\n[li]Level 12: Luxor - 4:35 \n\nThis level can theoretically be improved by 1:30, but it requires a very VERY random trick called Cannon Boosting. Basically if you get the correct angle and jump height, you can boost yourself into the air at about Double Rocketjump height, for the price of 70-140hp. Unfortunately it\'s so hard to get perfect that I just gave up trying and finished this level normally. The Ankhs in the last room always spawn in the order I collect/place them. I was admittedly a little cautious partway through the level stopping to kill some Kleers, as I had a run where I collected the golden feather, went to exit the room and was double boosted by two waiting Kleer off the edge to the lower level. Which was pretty annoying. :( \n\n[li]Level 13: The Great Pyramid - 10:55 \n\nThis level is also improvable by around 3-4 minutes or so by use of the Cannon Boost to skip the initial part of the level. I got very unlucky with bull randomness here, had a few decent boosts which hit the wall too soon and caused me not to go over the wall. (cue much cursing) The timer for the opening of the doors into the great pyramid start when I get to the ramp, so my goal is to get there ASAP. Ugh\'Zan did something funny where he stopped advancing after a while, so I was stuck spamming Cannonballs at him at super long range. Luckily he was close enough for them to get to him. Inside the great pyramid all that\'s left is to jump through the four hoops and activate the ships teleport, which happens to be fatal to large horned six-armed demonic entities. (Lucky me.) If you try to kill him normally, he\'ll regenerate back to half health. Sounds simple? It\'s not, since he has to be positioned over the glowing circle in the center of the floor for him to take damage. I\'ve had many runs ruined because he moved out of the circle at the last second. But not this time. :)[/ul] \n\n*NOTE* Ignore the very last time screen, it includes end-of-level cutscene times which aren\'t included. \n\nThanks to www.ssdq.org, stx-Vile, Kibumbi, TheVoid-, dex|, sarou and Ewil for the various tricks, strategies, shortcuts, routes and just general encouragement, and to AjAX for giving me reason to attempt this run. :P If you have any questions about the run, feel free to contact me via email at arran DOT kelf AT gmail DOT com, on irc.freenode.net in #sda (my name is either ShadowWraith or noeff|ketsuzoku there) or just send me a PM on the forums.','2007-08-30',0,2955000,11,'SeriousSamFE_SS_tourist_4915',1,11,0,NULL),(0,920,NULL,310,'',NULL,'2007-04-16',0,33000,3,'SeriousSamFE_lv01_033',1,11,1,NULL),(0,921,NULL,310,'',NULL,'2005-04-28',0,105000,3,'SeriousSamFE_lv02_145',1,11,1,NULL),(0,922,NULL,310,'',NULL,'2005-04-29',0,106000,3,'SeriousSamFE_lv03_146',1,11,1,NULL),(0,923,NULL,310,'',NULL,'2005-05-14',0,275000,3,'SeriousSamFE_lv04_435',1,11,1,NULL),(0,924,NULL,310,'',NULL,'2005-05-03',0,101000,3,'SeriousSamFE_lv05_141',1,11,1,NULL),(0,925,NULL,310,'',NULL,'2005-05-04',0,205000,3,'SeriousSamFE_lv06_325',1,11,1,NULL),(0,926,NULL,310,'',NULL,'2005-06-02',0,48000,3,'SeriousSamFE_lv07_048',1,11,1,NULL),(0,927,NULL,310,'',NULL,'2007-04-12',0,66000,3,'SeriousSamFE_lv08_106',1,11,1,NULL),(0,928,NULL,310,'',NULL,'2005-05-07',0,98000,3,'SeriousSamFE_lv09_138',1,11,1,NULL),(0,929,NULL,310,'',NULL,'2005-05-08',0,558000,3,'SeriousSamFE_lv10_918',1,11,1,NULL),(0,930,NULL,310,'',NULL,'2005-05-10',0,376000,3,'SeriousSamFE_lv11_616',1,11,1,NULL),(0,931,NULL,310,'',NULL,'2005-05-11',0,427000,3,'SeriousSamFE_lv12_707',1,11,1,NULL),(0,932,NULL,310,'',NULL,'2005-05-13',0,334000,3,'SeriousSamFE_lv13_534',1,11,1,NULL),(0,933,NULL,310,'',NULL,'2007-12-17',0,84000,3,'SeriousSamFE_lv14_124',1,11,1,NULL),(0,934,NULL,310,'',NULL,'2005-05-13',0,359000,3,'SeriousSamFE_lv15_559',1,11,1,NULL),(0,935,NULL,311,'',NULL,'2005-05-19',0,307000,3,'SeriousSamSE_lv01_507',1,11,1,NULL),(0,936,NULL,311,'',NULL,'2005-05-24',0,590000,3,'SeriousSamSE_lv02_950',1,11,1,NULL),(0,937,NULL,311,'',NULL,'2005-06-07',0,330000,3,'SeriousSamSE_lv03_530',1,11,1,NULL),(0,938,NULL,311,'',NULL,'2005-06-10',0,112000,3,'SeriousSamSE_lv04_152',1,11,1,NULL),(0,939,NULL,311,'',NULL,'2005-06-22',0,616000,3,'SeriousSamSE_lv05_1016',1,11,1,NULL),(0,940,NULL,311,'',NULL,'2005-06-30',0,202000,3,'SeriousSamSE_lv06_322',1,11,1,NULL),(0,941,NULL,311,'',NULL,'2005-07-04',0,107000,3,'SeriousSamSE_lv07_147',1,11,1,NULL),(0,942,NULL,311,'',NULL,'2005-07-07',0,139000,3,'SeriousSamSE_lv08_219',1,11,1,NULL),(0,943,NULL,311,'',NULL,'2005-07-12',0,441000,3,'SeriousSamSE_lv09_721',1,11,1,NULL),(0,944,NULL,311,'',NULL,'2005-07-20',0,328000,3,'SeriousSamSE_lv10_528',1,11,1,NULL),(0,945,NULL,311,'',NULL,'2005-07-26',0,342000,3,'SeriousSamSE_lv11_542',1,11,1,NULL),(0,946,NULL,311,'',NULL,'2005-07-29',0,297000,3,'SeriousSamSE_lv12_457',1,11,1,NULL),(0,948,NULL,312,'','Although released on multiple platforms, Shadow Man is by far the darkest title on the N64 that I can recall. I mean, the first item you use is your dead little brother\'s teddy bear to warp to different areas. \n\nI also can\'t pass over the fact that our protagonist is black. And he\'s not Token! \n\nThis game is similar to, say, Mario 64. There\'s lots of jumping, climbing, swimming, lava, etc.; except, instead of 120 stars there are 120 dark souls...and instead of, say, stomping on an enemy you steal their eternal spirit. And instead of getting a cap you have tattoos scalded onto your body. Not too many differences, really. \n\nI personally don\'t recommend this run to anyone who hasn\'t played it. Except maybe segment nine, starting at around six minutes. That\'s the Playrooms level, which has...interesting background music, to say the least. There\'s some nice happy, carefree jingles which don\'t fit the level at all. Then there\'s distorted laughing, children playing...then there\'s a high speed dentist drill and what sounds like some juicy root canals. Meanwhile, a woman is screaming out in horror and pain, which quickly fades to orgasmic ecstasy and eventually crazy laughter as our good dentist drills deeper. Meanwhile, a rubber ducking is squeaking away. Isn\'t that great? \n\nThere\'s a lack of water in this game. In fact, there\'s only one small area that has any. Every other liquid in this game is blood...oceans of blood. \n\nOK, OK, I should probably make some comments on the run. Well, I basically collect the minimum amount of dark souls needed to beat the game (95) in such a way that I can skip the third temple (the temple of blood) and the third tattoo (Nager), which saves a lot of time. Other than that, there\'s not much for me to say. I use the most direct routes I can think of while trying not to screw up too much. Lots of areas are like a huge, dark maze and the controls can sometimes be unforgiving, particularly when jumping. That\'s a good cover for any mistakes (although there is one area in the game, in the room with two of the giant zombies called Trueforms, where I miss a jump that as far as I can tell is the game\'s fault, because there\'s something wrong with the way Acclaim made that friggin\' boxes...but yeah, other than that you can blame me). \n\nSo, have fun watching this...I hope both of you enjoy it.','2005-08-03',0,11640000,12,'ShadowMan_314',20,9,0,NULL),(0,949,NULL,313,'','This was my first speed run, and I played with Normal difficulty, no fruits or lizard\'s tails eaten. The only things I did were: Locate and defeat all 16 colossi. No special weapon(s) used. Sword and bow were the only weapons I used in this run. This run isn\'t the easiest one. I had many problems, some were smaller and some were bigger, but I didn\'t solve them all alone, I got a lot of help in the SDA\'s forum and from Gamefaqs and I can\'t thank enough the people who helped me out, but I really want to thank the following people: mikwuyma and the whole SDA\'s staff, VincentAC, conan2 and Enhasa and last but not least Sniper1263! All of them helped me alot. In the SDA forum I got much help, but Sniper1263 didn\'t help me directly, I watched his YouTube videos and I learned some tricks from his videos, so thank you again! But I\'ve got to thank BGR44\'s staff for making the SotC Time Attack site where I got a lot of help, because most of the tricks I\'m using in Colossus fights are taken from BGR\'s site so without that site this run wouldn\'t be here now! \n\nMy first goal was to beat this game under two hours. Later my goal became under 1 hour 30 minutes, but I didn\'t make it. My completion time is: 1 hour 34 minutes 30 Seconds, but I\'m not disappointed, I\'m very proud of it, because no one has done a SotC speed run before as far as I know. \n\nWhen I started this run, I didn\'t know anything about those tricks the japanese players are using, because I hadn\'t heard anything about BGR\'s site, when I first saw their videos, I was really excited. So I decided that I\'ll learn those trick some day and I remember the day when I first time came to the SDA forum and started searching Shadow of the Colossus topic(s). When I finally found one, I read the whole topic and I was really disappointed, because there were few people who said they will do the SotC run, but none of them ever did, so I decided to take that job for myself and now here I am, writing this comment and proudly presenting my speed run! I hope you will enjoy it! \n\nThere are 16 segments in all, each segment has the locating and defeating of a colossus. Now I\'m going to put my total times on each segment: [ul][li]Segment 1:	0:02:48 [li]Segment 2:	0:06:11 [li]Segment 3:	0:11:08 [li]Segment 4:	0:14:48 [li]Segment 5:	0:19:22 [li]Segment 6:	0:24:20 [li]Segment 7:	0:30:08 [li]Segment 8:	0:34:40 [li]Segment 9:	0:38:57 [li]Segment 10:	0:43:42 [li]Segment 11:	0:47:38 [li]Segment 12:	0:54:40 [li]Segment 13:	0:59:26 [li]Segment 14:	1:07:09 [li]Segment 15:	1:13:24 [li]Segment 16:	1:34:30[/ul] \n\nAnd now some notes on each of the segments: [ul][li]Segment 1: [ul][li]Not much to say about this segment, there aren\'t many mistakes. The only mistake is that I didn\'t grab his nose. It\'s faster than climbing up on his chest. The other mistakes are so small that you won\'t notice them (I think). \n\n(Total Time: 0:02:48)[/ul] \n\n[li]Segment 2: [ul][li]At the beginning of the fight, you might notice that I\'ll shoot an arrow straight at his foot, but nothing really happens, he only roars and then keeps walking. I don\'t know what exactly happened, but the only theory I\'ve got so far is, that if I shoot his foot too early he doesn\'t have enough space to fall, so I lost a second or two. \n\n[li]You\'ll see some mistakes in this segment, like balance problems, but those mistakes won\'t slow you down.. much. \n\n(Total Time: 0:06:11)[/ul] \n\n[li]Segment 3: [ul][li]I accidentally took a short nap while riding, but nothing really happened. Now I can confirm that you can take a short nap and play at the same time (but I don\'t advice it). :) \n\n[li]The sword launch was pretty tricky and took a lot of time to learn. I can\'t say I can get it right everytime. I was lucky to get it right this time. \n\n[li]I used a lot of my time on this segment, because I never succeeded in that sword launch, I got it the first time but later I screwed up really bad and had to retry the whole segment. \n\n[li]I didn\'t take any risks when I succeeded on the sword launch, and you\'ll notice it. \n\n(Total Time: 0:11:08)[/ul] \n\n[li]Segment 4: [ul][li]I don\'t know what happened when I stabbed the second stab on his neck, he lowered his neck, but then he raised his neck back very fast and then I had to do those stabs again which took some time. \n\n(Total Time: 0:14:48)[/ul] \n\n[li]Segment 5: [ul][li]Just before the cut-scene starts where the 5th colossus is flying around, I rolled straight so when the cut-scene ends I\'m already in the water and that way I saved some time. \n\n[li]Just after I do my first stab on his wing, I wait so I can drop down and then grab his other wing and I was lucky enough to hit just above his weak-spot, so it was a perfect drop and I didn\'t have to try this segment so many times. \n\n(Total Time: 0:19:22)[/ul] \n\n[li]Segment 6: [ul][li]Those rolls I\'m doing just before the colossus fight starts are necessary. I keep rolling until the cut-scene starts, because I don\'t want to be very close to him, it\'s much safer to be far away than close. \n\n[li]You can\'t use the same trick than you can use in the Time Attack mode, because he won\'t walk on you at the beginning of this fight. So I\'m using a different trick on this one. \n\n[li]This one was very annoying and it took me a lot of time to complete this segment, so there are many mistakes (I lost all my stamina and had to wait until I got more, balance problems and etc..) \n\n[li]So this isn\'t my best segment, and it can easily be done faster if you know the trick, but I lost my patience many times and this was the fastest time I got. \n\n(Total Time: 0:24:20)[/ul] \n\n[li]Segment 7: [ul][li]The riding part was really long and boring and the only mistake I do while riding is that I\'m riding too close to a wall which causes my speed to drop. \n\n[li]I won\'t stab those electric things, because It\'ll save time, but I have to destroy the last electric thing, because it\'s in my way and can cause problems later. \n\n[li]Jump-stabbing is the best way to kill this one, because there isn\'t time to use charging stabs. So it\'s smarter to just kill him jump-stabbing. \n\n(Total Time: 0:30:08)[/ul] \n\n[li]Segment 8: [ul][li]All of my arrows won\'t hit him, but I\'m happy that you can always shoot more and more arrows at him without losing much time, so it isn\'t such a big mistake after all. \n\n[li]I got a perfect place for stabbing him. When I stab him, you\'ll notice that I don\'t have to pull my sword out of him which means I don\'t have to wait so long. \n\n(Total Time: 0:34:40)[/ul] \n\n[li]Segment 9: [ul][li]I had a lot of problems with this one, I took a break from the game for over a month, because of this. But I finally beat it with a few mistakes. \n\n(Total Time: 0:38:57)[/ul] \n\n[li]Segment 10: [ul][li]I used my first 10-20 tries to figuring out where this colossus starts this fight, when I figured it out I was ready for recording this segment! \n\n[li]I have some small balance problems again and one weird thing happens when I\'m stabbing his last weak-spot, I\'m HANGING on his fur which means while I\'m hanging it\'s impossible to stab, so I release R1 button to continue my stabbings and I finally beat it with a few small mistakes. \n\n(Total Time: 0:43:42)[/ul] \n\n[li]Segment 11: [ul][li]I found a pretty cool way to get in to the place where this colossus lives. It was first just a theory, but when I really explored the environment I noticed that it\'s possible to go in that way. I won\'t tell now what it is, because if you\'re reading this comment before watching this run, then I\'ll suggest you at least watch segment 11, the riding part. \n\n[li]This is one of my favorite fights, everything went a lot easier when I found Sniper\'s video in YouTube where he\'s showing how to beat this in Hard Time Attack (HTA). So I\'m using HIS tactic! \n\n[li]One little mistake happens when I\'m stabbing him, I accidentally press square too early and I done one weak stab. \n\n(Total Time: 0:47:38)[/ul] \n\n[li]Segment 12: [ul][li]First off, I want to say I don\'t have any idea how to beat this like the japanese players do in BGR\'s site. I\'ve watched the run many times and haven\'t found anything useful. I don\'t have any idea how they can stab him four times in a row, because when I try, I only get three times. I asked in SDA\'s forum and none of them knew either, so I went and asked in Gamefaqs, but no one there knew it either, so I decided to do it the slower way. My tactic took a lot of time, but I couldn\'t figure out how you can do it faster, so I gave it my best and then continued my run happily but maybe a bit disappointed. \n\n(Total Time: 0:54:40)[/ul] \n\n[li]Segment 13: [ul][li]I like this fight a lot, because it\'s looks good and such. I didn\'t have to try this segment many times, because I felt that this one is easy and I completed it in one day. \n\n[li]About the fight: The fight was easy like I said, but I found a pretty good method to pierce his first \'sack\'. When the cut-scene starts, I skip it and then the screen goes black then I hold auto-lock button (L1) and then charge and when I think I\'ve charged enough I release the square button and if everything goes perfect it will pierce the first \'sack\'. And the rest \'sacks\' are easy to shoot and the rest of the fight is easy. \n\n[li]Just a note, if someone is wondering why I\'m not stabbing his weak-spots until they disapper, the reason is that if I do he\'ll get crazy and try to make me fall down and it will make my job harder. So I just stab one fully charged and one nearly fully charged which is almost the same thing as two fully charged stabs, but the only exception is that his weak-spots won\'t disappear. \n\n(Total Time: 0:59:26)[/ul] \n\n[li]Segment 14: [ul][li]Riding part is very long, but at the same time very easy, there aren\'t many things blocking my way, no paths too narrow etc.. \n\n[li]The fight itself isn\'t so long. The trick is pretty clever. Those who have beaten this colossus before, know that there are pillars you have to climb and then shoot arrows at this colossus and then wait until he breaks the pillar where you\'re standing and then use this broken pillar to move to the next pillar and so on. The trick I\'m using is that I\'m going to skip the whole pillar thing and I\'m using the colossus itself like a springboard. I jump towards him and if the place is right then I\'ve chances to jump and grab on the pillar that isn\'t broken. And that way I\'m going to the last pillar. \n\n[li]When it\'s time to stab him, I\'ll get a perfect spot to stab him, because his shaking doesn\'t affect me at all and I can do full charged stabs on him without losing my charges or anything. That spot saved a lot of time. \n\n(Total Time: 1:07:09)[/ul] \n\n[li]Segment 15: [ul][li]The riding isn\'t so hard, but the riding inside the castle is hard. You\'ll notice that even I can\'t control Agro well. Seems that Agro has his own will! ;) \n\n[li]Just after I go in to the castle, Wander is doing a few flips which are pretty hilarious. \n\n[li]The fight is pretty annoying, because the launch isn\'t the easiest one and this colossus loves shaking, which means I lose my balance many times, but I still got an ok time and I have to remember that this is the first SotC run in here and the first run doesn\'t have to be a perfect run. I didn\'t mean that I didn\'t give my best shot, I just didn\'t get a better time, sorry. \n\n(Total Time: 1:13:24)[/ul] \n\n[li]Segment 16: [ul][li]This segment is the longest one. There are ending cut-scenes you can\'t skip and the game\'s timer won\'t stop while watching cut-scenes. \n\n[li]There aren\'t much problems with the riding, but after I open the door when I\'m going up the stairs with Agro, I get stuck and I lose some time, but I allowed that mistake, because the riding parts are the most boring stuff in this run (usually). \n\n[li]The fight itself goes pretty well, the only mistakes are when I\'m rolling in the wrong direction, but I only lose a few seconds, because of that. Another mistake is the shooting part, where my arrows won\'t hit his shoulder and I lose some seconds, because of that too, but the biggest mistake is when I\'m stabbing his weak-spot. I\'m in the wrong place and it won\'t take any damage and when I\'m trying to move I lose my balance and I lose about 10-15 seconds because of that, before I re-position myself. \n\n(Total Time: 1:34:30)[/ul][/ul] \n\nIn short, it took almost half a year to complete this run and I\'m proud I finally completed it with a satisfying time, but there are many small mistakes and I\'m sure it can be done under 1 hour 30 minutes, I didn\'t make it, but I\'m still very proud I did this run and I hope you enjoy it. I really would like to see more SotC speed runs here in the future. I\'m waiting for someone who can beat my time and I\'m wishing you good luck, because you\'ll need it! Anyway, happy speed running. \n\nIf anyone has any comments, suggests or questions just let me know: greyfox_88 [[]at] hotmail [[]dot] com.','2006-12-10',0,5670000,11,'ShadowOfTheColossus_13430',16,13,0,NULL),(0,950,NULL,315,'','This is my first speed run. I think I found a new hobby. Shinobi kept offering new levels of gameplay to keep me engaged over the months that I\'ve been playing it. There were some tricks that I picked up from others and I\'ll give credit where credit is due, everything else I figured out myself. \n\nThe plan was to do a single segment run on normal as Hotsuma without dying or retrying and that\'s basically what happened. When I was recording this run, I misunderstood how the run would be timed. I used a shuriken technique that helped me lower the overall time of the run but it actually slightly raises your time according to the in-game timer. Oh well. \n\n1-A 1:58 \nA straight forward level: some slashing, some dashing, firebomb twice to bring down the helicopter. The only hiccup was having the helicopter move away before the second firebomb. \n\n1-B 1:17 \nThis level only requires you to break the stone locks to proceed. How I can still manage to get new best times is beyond me. \n\n2-A 2:43 \nNow that Akujiki is awake, battling gets more interesting. Each time you kill an enemy in a group with the sword, the blade gets exponentially deadlier. When all the enemies in a group are killed, the sword eats the red particles that were inside them. If, however, the sword doesn\'t get its fix, it will betray Hotsuma and begin to drain his life. The sword can also do this red dash attack but it makes the sword hungrier for particles each time you use it. \n\n2-B 2:10 \nI learned to dash along the rails from the official time attack video. The helicopter was not being cooperative in staying in one place. \n\n3-A 4:18 \nSome fights go smoother than others as I demonstrate in this level. I missed one of the dogs when I firebombed the first large group. I mismanage my shurikens and don\'t have enough for the shuriken burst that would make the second easiest boss a little bit easier. A five-charged sword is enough to one hit kill him. This is the only level where I don\'t get a C rating. \n\n3-B 2:30 \nI slipped up a couple times in the level but I rocked the boss. You need to hit him with all of the eighteen blue sonicboom projectiles that you get from using three blue magic scrolls (I got my Shinobi second hand and it didn\'t have a manual (maybe it was yours!)) if you want to kill him with a four-charged sword. I must admit I\'m not sure if it saves time over just using the green-lighting-magic through the level. \n\n4-A 3:14 \nNo complaints about how this level went, even the boss was friendly and didn\'t teleport. \n\n4-B 1:20 \nAced the shortcut. Got the boss good too. \n\n5-A 2:09 \nA nice run through the level. Lost a couple seconds for messing up a firebomb on the boss. \n\n5-B 1:23 \nThe only substantial mistake in the game, missing the first tate cost me about 30 seconds. This is why I hate the bosses that teleport. \n\n6-A 2:21 \nI was not aware that the stone lock groups were close enough to shuriken burst until seeing a Japanese player do it. The level went fine but I almost get killed for not paralyzing the boss for the last firebomb. \n\n6-B 0:39 \nI rocked him. \n\n7-A 2:28 \nI did decently in the level, lost a few seconds on the boss. \n\n7-B 1:04 \nI took too much time... but it looks like I rocked him. \n\n8-A 2:22 \nI like this level. It\'s the little calm before the storm. Another new best time! \n\n8-B 6:26 \nThey really make you work for it on this level. I hate those fat, two-headed demons that belly flop all over the place. It all culminates in the historically accurate ninja execution of Hiruko the sorcerer who was killed because he wouldn\'t stop talking. \n\nIn conclusion, I realized that I made mistakes on almost every boss but was able to recover without losing much time (in most cases). Using the same routes this run could be improved by a couple minutes by not messing up in the places that I messed up. And of course there are riskier/more clever methods that, if someone could pull all of them off in one try, would probably beat my time by a great deal. However, I am pleased with the overall turnout and hope that both those who are skilled and those who are inexperienced at Shinobi enjoy the run.','2006-05-16',0,2309000,11,'ShinobiPS2_3829',1,13,0,NULL),(0,951,NULL,314,'','After I saw Molotov\'s run, I knew I had to make a run of this game myself. I tried to make this run no damage, but after getting hit once in the final level I just thought, \"fuck it\" and soldiered on. When I do an improvement to this run I will aim for no damage. \n\nThe reason for attempting a no damage run is: \n\n1. Taking damage never saves time (except maybe in the last level with the electricity). \n\n2. Taking damage means losing the POW power-up and POW gives your shurikens triple damage. \n\nThere are a few sections where I collide with enemies and it looks like I get hit, but you don\'t take damage from enemies themselves, you take damage from their attacks, so nothing is hurt other than a little time and my pride. \n\nFor those who don\'t know the game very well, playing on expert difficulty (the highest difficulty) makes no difference in the game\'s difficulty. The difficulty level only affects how many lives you have and how big your life bar is. \n\nConcerning my ninjitsu use, I use Mijin rather than Kariu because Mijin does the exact same amount of damage, but takes a second less to cast than Kariu. I use Ikazuchi (the shield that can take 4 hits) on the 6th boss, in the electricity-infested area in the final stage, and on the last boss because it makes those sections faster. I was considering not using any ninjitsu throughout the entire run, but the first form of the 6th stage boss is too difficult and random to dodge. If anyone can give me reliable advice for that boss, I will try a no ninjitsu run. \n\nRound 1, Zeed\'s Resurrection \n\n1-1: In my successful run I must have one of my worst runthroughs of the very first level, I barely miss two ninjas with my shuriken bursts, forcing me to slow down and crouch. In addition I collide with a ninja when I try to attack him (remember no damage). About the samurai, I know you can swing your sword at them at point blank range, but I am very bad at it, plus I don\'t think I sacrifice much time throwing shurikens at them instead. \n\n1-2: This was a really good run of the area, other than slowing down a bit around the spikes, I\'m satisfied with my run of this area. \n\nRound 1 boss: Ninjitsu used: None \n\nWhy?: Using a ninjitsu here does not seem to save time. \n\nI pause a slight bit before running towards the boss so I can bait him into swinging his sword, making him open for the damage dealing. I stay far away from the boss when he slides across the screen because I want him far enough towards the center of the screen when he reappears so I can hit him. If the boss is on the edge of the screen your attacks just whiff. \n\nRound 2, Secret Entry \n\n2-1: A pretty boring forced-scroll stage, I try to move around a bit to make this stage more exciting. \n\nMiniboss: Nothing exceptional to say here, I don\'t kill him as fast as possible because I err on my timing a bit. \n\n2-2: Nice, smooth runthrough of this area. \n\n2-3: Another forced-scroll area, this time moving upwards, I fall down in one segment as an attempt to make a little suspense, but there really isn\'t much to say here. \n\nRound 2 boss: Ninjitsu used: Mijin \n\nWhy?: Look at how fast it dies. \n\nWhite screen bug! Just an entertaining, random little bug that has no effect on gameplay whatsoever. \n\nRound 3, Body Weapon \n\n3-1: I know this area is slow going through, but if I try to jump over the brains in the glass, the brains will just jump with me, hurting me. I do a good job of running through this area, but I can understand if it looks a little dull. \n\nMiniboss: Getting swarmed by brains is a nuisance more than anything else. \n\n3-2: Not a huge fan of this area, very tough to maintain running here due to all the little bumps here and there. I do a decent job getting through here, but I get caught trying to jump kick over one of the bugs. \n\nRound 3 boss: Ninjitsu used: Mijin \n\nWhy?: One casting of Mijin is the equivalent of 3 POW\'ed shurikens on this boss. \n\nThis boss is really easy, he just has a long invincibility period after he gets hit. \n\nRound 4, Destruction \n\n4-1: Watch my craptacular timing as I fling shurikens with reckless abandon through this stage, if you don\'t like it too bad, my bad accuracy has no effect on time whatsoever here. In addition I hit most of the hoverbikes before they lay mines, making me safer. \n\nMiniboss: Dies before it can even attack me. \n\n4-2: The second time I collide with an enemy happens here, and I make some really odd movements the beginning of the stage, mostly due to some messed up timing, but nothing bad happens. I take the lower path in the beginning because I don\'t think the higher path is any faster. \n\nRound 4 boss: Ninjitsu used: None \n\nWhy?: The boss has no invincibility period in between hits, so spamming shurikens is faster than Mijin. In addition the boss\'s attacks are not hard to dodge, meaning Ikazuchi would just be a time waster here. \n\nThe first form just dies really fast. I don\'t instantly destroy the gun on the second form because the missles are really tough for me to dodge if I destroy the gun as fast possible. I know it sounds weird, but try it out yourself. Other than the gun, I destroy everything very quickly. \n\nRound 5, Electric Demon \n\n5-1: I make a couple of minor mistakes, but I generally destroy everything at a good pace. \n\nMiniboss: I kill him a little slowly, if I had better timing I would have killed him right after his first shot. \n\n5-2: I know my method for diffusing dynamite is not the absolute fastest, but jump kicking the dynamite is risky, so I choose safety over speed. \n\n5-3: No problems here, I slow down a bit dodging a shot, that is about the only thing to note here. \n\n5-4: I block a shot for safety purposes when I probably should have just flip-jumped and shuriken bursted. I don\'t flip jump off of the moving platform the first chance I get for aiming purposes, and out of bad habit I collected some unnecessary shurikens. \n\n5-5: I might not climb up in the fastest possible manner, but I get to the top fast enough. \n\nRound 5 boss: Ninjitsu used: None \n\nWhy?: Mijin does zero damage to this boss, and Ikazuchi might make the boss a tiny bit faster, but I like my no-ninjitsu bonus (worst reason ever, isn\'t it). I force the boss into an AI trap, and I just kill him from there. Maybe not the fastest method of killing the boss, but it means I don\'t risk getting hit by falling debris or fire breath. \n\nRound 6, Traps \n\n6-1: Another forced scrolling segment that isn\'t hard, but unlike the other segments if you make a really stupid mistake you die. Fortunately, I don\'t make any mistakes and I come out of this area alive and unscathed. \n\nMiniboss: I mess up a shot initially, making a really close call, but other than that the the fight went smoothly. \n\n6-2: I know there are a lot of screens here, but I\'m just lumping them all together because they are all part of one big maze. I collect a ninjitsu power-up in case I run out of Ikazuchi on the boss. About the ninjas that jump kick me, it is very random when they decide to jump kick me. In addition, the jump kicks do no damage, it seems like they should, but thankfully they don\'t. I take it slowly on the large thrusting spikes because if I get caught by one, I die (just a teeny bit slower than what I do :P). \n\nRound 6 Boss: Ninjitsu used: Ikazuchi \n\nWhy?: Helps me preserve POW while giving me more time to attack her rather than dodging her attacks. \n\nAbout the first form of this boss, finding out which one is real is a matter of luck, there is no way you can tell which one is real by looking. The first form can theoretically be destroyed in 2 repetitions, but that requires perfect luck. During the 2nd form I probably could have been more aggressive and killed her faster, but I kill her fast enough. \n\nRound 7, Final Confrontation \n\n7-1: I know my runthrough of this area is slow, (I don\'t jump through most of the cannons) but I am so afraid of dying here, I play it safe. \n\n7-2: Not much to say, it is the final forced-scroll segment in the game. \n\n7-3: No major mistakes here, I slow down a bit for the annoying little drones, but that is to make sure they don\'t hit me. \n\n7-4: I really really really really hate this area. I won\'t say it is the hardest stage to exist in any game, but it is very unforgiving, and if you make a single mistake here you are almost guaranteed to get hit. This is the area where I take damage (gasp!). Basically, I tried to double jump, but I failed, landing on the moving platform. Then I jumped again, and this time instead of double jumping I perform a wall jump (damn you double use of the jump button!) sending me straight into electricity. Afterwards, I use Ikazuchi so I don\'t have to rely the moving platform for movement across the electricity (which is actually something I took from Neofix\'s time attack). Other than the tragic, catastrophic damage I took, my run through here was really good. \n\n7-5: Just a big wall jumping segment, I grab the ceiling by accident in the end, causing me some confusion, but I do manage to grab the POW without losing any time. \n\nFinal Boss: Ninjitsu used: Ikazuchi \n\nWhy?: Allows me to hit the boss without worrying about taking damage, making the battle much faster. \n\nFor a final boss this guy is really lame, the 6th stage boss is a lot harder than this guy. In his first form I walk left a bit and pummel him with shurikens without getting hit (no \'ting\' sound from the Ikazuchi). In his second form I pummel him with 4 shurikens in a row, then wait a moment to prevent him from blocking my next 4 shurikens. Rinse, Wash, Repeat, and the final boss dies in no time.','2004-11-01',0,1740000,11,'Shinobi3_2900',1,6,0,NULL),(0,952,NULL,316,'','This video is of a Silent Hill start to finish completion of 35 minutes and 29 seconds for the playstation version which was recorded onto VHS and put into proper format by SDA. \n\nThis run was completed under the following settings: \n\n-Normal Mode \n\n-New Game (A Next fear mode would eliminate the first minute of gaming where Harry chases Cheryl...this also ensures that no bonus items are used). \n\n-Any Ending: For those unfamiliar with all the endings they are labeled as \n\n1) Bad (This ending requires you to fight and kill Cybil and not interfer with Kauffman at the Bar and motel). \n\n2) Bad+ (The ending for this run. The shortest of the 4 NORMAL endings. It requires you to save Cybil with the red liquid and not interfer with Kauffman at the Bar and motel). \n\n3) Good (The longest ending to achieve. It requires you to fight and kill Cybil and go through the Kauffman events at the bar and motel). \n\n4) Good+ (The second longest ending to achieve. It requires you to save Cybil with the red liquid and go through the Kauffman events at the bar and motel). \n\n5) UFO (A special ending unavailable in a new game as it requires the channeling stone and therefor is not allowed for my personal speed run purposes). \n\n-No bullet adjust is allowed \n\n-No glitches were used (i.e. throwing the red liquid on a shadow child in the amusement park to skip right to the end of the fight with Cybil). \n\nI believe that about covers that. \n\nIf anyone has any questions/comments/suggestions for improvements etc...feel free to e-mail me but take note that I only check it every Friday.','2004-10-22',0,2129000,11,'SilentHill_3529',1,12,0,NULL),(0,953,NULL,317,'','First off special thanks go to Simon Berggren who worked together with me to invent new ways to shave off time. \n\nThis run is a start to finish play-through of Silent Hill 2 on Normal Action/Normal Riddle with a finishing time of 50 minutes and 25 seconds done in a single segment; no special weapons or endings are allowed. Though I\'m not entirely satisfied with this run I do not have any intentions of playing through this game again anytime soon so I figured it would be best for me to submit the work I have done thus far. In multi-segmented test runs I\'ve gotten a time of 49 minutes and 44 seconds so I know that under 50 minutes is definitely possible (though it requires a lot of luck; something I don\'t have the patience for at this point in time). As with all of the Silent Hill games the loading times between rooms is not factored into the final time (this is why the movie playtime and the actual game time differ; this is true on all versions of the game for all games in the series). \n\nThere are no real individual parts I dislike it\'s just that things, as a whole, could have been run through better. Regardless it\'s still an excellent run. Boss strategies for Eddie and Abstract Daddy are unique to me; I have no knowledge of anyone before me playing through them in that way. Healing items were kept to a minimum; however the times I did heal were necessary. In this particular game your current level of health has an effect on how long you can sprint for (i.e. you\'ll run faster for longer periods of time at full health). Due to this fact it is important to maintain full health through any areas of the game that require a lot of sprinting. The main section of the game where this holds true is right after the hospital. The events in the game in the hospital cause you to lose most of your health anyways (the scene were you meet pyramid head on the roof; it takes most of your health down automatically) so it\'s important to make sure you have full health before you leave the hospital (I heal using the R3 button in case you didn\'t know; it\'s a quick restore key for those unfamiliar with the button configuration in this game). \n\nI\'d also like to make note of one particular trick utilized in this run that I learned from Simon Berggren. When I leave the hospital you\'ll notice I have my flashlight off and ever so often a message that \"it\'s too dark to read the map\" is displayed quite often. The reason for this is that when you\'re running along the open streets and you run out of stamina (causing you to jog rather than sprint) doing that trick fills it up again. It\'s a neat little trick that saves around 30 or so seconds from the total time in the run. There are many little things scattered throughout the game that shave off seconds that you may not be able to pick up on; I won\'t discuss them all here though so if you find them then good for you. \n\nThough I have my grips with this run it\'s still the current best in the world and, though I know I can shave off around 30-45 seconds, until someone beats me I doubt I\'ll play it again. I estimate that the best possible time for this game, under the Normal/Normal settings, assuming there are no more time saving tricks to be found is approximately between 49:15-49:30 (and it would require an insane amount of luck for certain parts of the game). \n\nI hope you enjoy watching this video and if you have any questions/comments/suggestions etc... please e-mail them to me: 19duke84@gmail.com','2006-02-22',0,3025000,11,'SilentHill2_SS_5025',1,13,0,NULL),(0,954,NULL,317,'','This run is for Maria\'s quest (Born from a wish) on the Greatest Hits (ps2) and Xbox versions of Silent Hill 2. This is a start to finish single-segmented run done on Hard mode in a time of 6 minutes and 32 seconds. For those not familiar with the series none of the Silent Hill games count load times and cutscenes into the final time calculation (if you weren\'t aware of this before then now you are). \n\nOverall this was a decent run (I\'m never really satisfied with anything I do) completed with no health, weapons used or needless item pickups (the 8 items I pickup over the course of the run are all necessary). The damage I took was what makes this particular run frustrating as all heck to speedrun. Essentially all damage taken, from what I\'ve learned, is unavoidable when taking the fastest route. I take two hits on the way to the roach corridor (the worst part of this mini-game) which normally wouldn\'t have been taken; I just got unlucky. The problem is that lack of luck was made up for in the roach corridor where I got very lucky in taken minimal damage (by minimal I mean less than normal; it\'s not uncommon to take 8 hits in that corridor as you have to pass through it twice and all hits taken are apparently random on hard mode). \n\nAnyone who wishes to challenge this run will soon learn how much of a pain it really can be.:-) \n\nIf anyone has any suggestions, comments or questions you can e-mail them to me.','2005-08-22',0,392000,11,'SilentHill2_Maria_hard_632',1,13,0,NULL),(0,955,NULL,317,'','WHY: \n\nIt\'s my last work connected with \"Silent Hill 2\", so I especially wanted to give the best result which was possible to get. After getting record times in the other categories in this game, I\'ve created a new one by myself - an UNERROR/ \"flawless\" run with NO MISTAKES at all. It means off course also the best time ever in completing \"Silent Hill 2\" (ABSOLUTE BEST TIME/MULTI run). I\'ve improved my old WR time in this category by 1:07 (from 46:44 to 45:37). \n\nBut the first/main/major reason of coming back to this run/category is that I\'ve wanted to create the run from which I could\'ve been satisfied (knowing that I\'ve made everything to optimize my run and get the best physical time in the game). It means that I\'m highly interested in holding this record at least for a long period of time (frankly: forever), as I don\'t plan to come back to this title again (I consider coming back to that game only if someone gets my times). \n\nAnother - but no less important - matter is that I\'ve recorded this run to show that whatever the version is - it makes no difference for me. If the run is \"flawless\" it is the best anyway. \n\nHISTORY: \n\nI used to finish my adventures in \"Silent Hill 2\" by summarising my work in MULTI mode - it\'s the same story also this time. It has happened because I\'d had no longer motivation to play again and again in SINGLE mode - just to improve my score by 1,2 or 4 seconds with no rivals nearby (no competition at all). \n\nDuke has ended his career in PC version just when he found out about my previous WORLD RECORD from MULTI run/mode :P (46:44). He has managed to get 47:49 in this particular category. So that\'s another reason why I wasn\'t forced to show 100 % of my skills and end my \"meeting\" with SINGLE gaming so early. Now my time (in MULTI) is even 2:12 faster than his score. \n\nIn SINGLE mode I have to count his time from PS2 version (his time from PC version was apparently not good enough) which means my time has beaten his up by 2:31. \n\nI\'m the records holder of this game and if he wants to take over them he must beat up my times :P, so I could bring them back again :P. To Duke: \"If you even get any of my records don\'t be disappointed if I get them back earlier than you think\". \n\nTHIS RUN: \n\nThis specific run is a start to finish play-through of Silent Hill 2 on Normal Action/Normal Riddle with a finishing time of 45 minutes and 37 done in a MULTI mode; no special weapons or endings are allowed. \n\nIt\'s a NEW WORLD RECORD in finishing \"Silent Hill 2\" in this mode (previous - was also mine but I\'ve improved the old one (by 1:07) before it has been published). \n\nFirst \"topic\" - MISTAKES: no mistakes at all. Check it by yourself to get my point. Off course I don\'t say that it\'s not possible to be a little bit quicker. I estimate that 0,5-1 s. is all you can gain from every part/ location of the game. I wasn\'t just patient enough to play the same segment 500 times to \"shave\" another 0,1 - 0.2 s. from the whole trial. \n\n\"Next!\" - So if the case \"mistakes\" is closed :P :) I can get to some key points which means the new strategies involved. \n\nMARIA DAEMON - flawless victory: 3 hits (actually there is no way of doing it by less hits and faster too - Duke method also allows to do it by 3 hits but during my tests I\'ve found out that it\'s ineffective and also a slower one - the chance that Maria will come exactly where she should be is really paltry and even then my method is a better one). All shots were made one by one which means optimized way of dealing with her. Still you have to be lucky to even doing what you have to do kill her with just 3 shots and in 16 s (WR) (counting also the scene after the battle). I\'ve used bed as a cover and I didn\'t have worry as much as Duke when he was doing his tactics (there are other minuses of his strategy but I guess everything will be quite visible on our videos). \n\nTHE HANGING MEN - flawless victory: this strategy is based on risk. Who doesn\'t like risking, won\'t win what he wants. During my playing when I see the opportunity to gain some \"extra\" time, I don\'t miss such a chance (I\'ve involved it even in my SINGLE run). \n\nKilling \"The Hanging Men\" only by 9 shots (WR) is extremely hard and is also a risky one. It happens that the battle lasts less than 30 s. (comparing: Duke\'s time at this fight is just 42 s. ). Still it wouldn\'t be possible without discovering the weakness of these \"guys\" (apparently Duke hasn\'t found out about that). \n\nWhen I get unlucky choosing the \"risky thing\" I know I\'ll make it next time. It\'s also a part of the game. I consider using only \"safe\" methods as a loss of possibilities/opportunities. \n\n2PH - flawless victory: my favourite one:P:));). I\'m the specialist when it comes to these 2 \"Pyramid Thing\". I\'ve invented my own strategy against them and moreover it works perfectly (like it was with MARIA DAEMON). It is also a weaker side of my opponent - Duke. I had my trials when I didn\'t get hit at all (even in my SINGLE runs). My \"normal\" time of fighting with them amount 20-24 seconds (WR) ( I mean the \"pure\" time of battling) - it\'s also the best possible time to get here. Duke has lost 39 seconds (only counting the \"pure\" time of fighting) during his 50:25 attempt. \n\nPH - flawless victory: my time of battle 1:00 - 1:01 (at once), Duke\'s: 1:05. \n\nEDDIE - one hit taken (like Duke; it\'s also the reason why at the \"GAME RESULT\" I have 15 pts of total damage( so treat it as zero)) because with this tactics the probability of getting punched by Eddie is \"fifty fifty\" (with no influence from the player), besides everything went perfect. In every part I was tens of a second quicker - the time of reaction was the matter. But as I know from my experience when you play in a SINGLE mode, at the end you\'re starting to react (most of the times) a bit slower (it\'s not a general if it comes to me but it happens). \n\nABSTRACT DADDY - the same (as Duke). \n\nThe ones I\'ve invented are mostly quicker than the ones which Duke has figured out. Some others have guaranteed my safety but were just unuseful to that task. \n\nAll fights were executed as fast as possible. \n\nSUMMARY: \n\nAs you will see I\'ve used all legal \"shaves\" to cut some time off. I estimate that thanx to that I\'ve \"spared\" ca. 50 s., so transferring this result to the SINGLE mode the score would be ca. 46:27. \n\nI can predict that the best possible result to get (with these settings) is ca. 45:20 and it\'s possible ONLY with the maximum amount of luck in every puzzle and with fights done at least as good as I did. Even so, it\'s a God damn good run with no mistakes and no damages taken (except these necessary ones) - \"flawless victory\":P :] (Shang Tsung). \n\nIf anyone has any suggestions, comments or questions just let me know: introverder667@wp.pl.','2007-01-28',0,2737000,11,'SilentHill2_PC_4537',11,11,0,NULL),(0,956,NULL,317,'Video is cut into 4 parts, even though the run was executed single-segment.','WHY: \n\nBecause I\'ve wanted to give some physical proof of my skills. Through all these games which I\'ve done I wasn\'t able to record a SINGLE run because of the weakness of my PC (only short ones like the \"Maria Quest\"(which is a SUPPLEMENT to the main part) - you know it also from SDA). Now when the situation has changed I see nothing against publishing my run which is from now on the best accomplishment made ever in this game and with this mode. This run is a start to finish play-through of Silent Hill 2 on Normal Action/Normal Riddle with a finishing time of 47 minutes and 54 seconds done in a single segment; no special weapons or endings are allowed. \n\nHISTORY: \n\nTo know what I\'m talking about you have to know that my previous WR in this category was established at 48:46 (with a screenshot as a proof). I\'ve submitted my work with a MULTI run which by the way is waiting for publishing (what\'s the time and what will be the final time - you\'ll see). Then I had this break (having the 2 of 3 WR\'s with the last \"non-recordable\" I had no other choice) and after getting a new HARDWARE I was finally able to record my run. \n\nMy purpose was to get at least my previous unofficial WR time - it means 48:46. The second goal was to get the time under 48 minutes. I\'ve had a deep belief that I\'ll manage to get under this \"hardcore\" border. All aims I\'ve done successfully. \n\nTHIS RUN: \n\nThis specific run is only one of my best. My possibilities are under 47:40 score but it\'s possible ONLY with an appropriate amount of luck for which I don\'t have a patience at this moment. I feel just burned out with this title. \n\nAll errors you\'ll see in the movie, so there\'s no sense of speaking about them here (it excludes fights with bosses and there was only one \"bigger\"). I\'ll concentrate all my efforts on the battles with bosses. I can be proud of them. - all done how I\'ve planned them. \n\nI think that many hardcore players have been thinking if it\'s possible to fight more effectively. Now comes the answer. I\'ve \"shaved\" the battle-time ca. 30 seconds, so I guess it\'s a great improvement. \n\nTo illustrate what I\'m talking about I give you some numbers which are the times of all fights made during the game (comparing it to the times from Duke\'s run): \n\nPH - Introverder: 1:01 - 1:02, Duke 1:05 \n\n3 Hanging Men - Intro: 32s/9 shots, D: 42s/11 shots \n\nAD - the same \n\nEddie - the same \n\n2PH - Intro: 23 or 24, D: 42-44 (\"pure\" time of battling) \n\n\"MARIA DAEMON\" - the same (if it comes to the time). \n\nIf it comes to \"The 3 Hanging Men Battle\" I doubt that anybody is using the \"9-shots strategy\" against them (especially in the SINGLE run). It\'s too much risky, too complicated to incorporate and require a maximum level of precision and coordination. There is no fucking way of doing it faster either. Thanks to this method I\'ve found some \"invisible\" seconds to \"spare\" which had let me took the score under 48 minutes. \n\nTalking about \"The Battle With Maria Daemon\" I have to say that maybe the time looks similarly but the way of fighting is completely different. It\'s a lot of safer either. The Duke\'s method looks archaic and the probability of \"happy-ending\" with this method is like 1 to 10 (by 3 shots and in 20 s.), so that\'s why I didn\'t bother with that technique. With a lot of bigger chance to finish the battle with the same time as Duke I\'ve used bed as a cover. It\'s much more easy, much more safe and even faster method. \n\nNow it\'s the time for my \"speciality\" \"The Battle With 2 Pyramids Heads\". Watching the problems which Duke had during his run I\'ve decided to find a better way to get rid of these reptiles. Now I can say that my technique of fighting is COMPLETELY different and easier. Again, it\'s much more safe and if it comes to the time I\'ve \"divided\" the time by 2. I\'ve found out the weakness of these two and took advantage of that. I could give many more details but I don\'t want to make someone\'s path to easy. It\'s my \"secret weapon\" and this is sth which I want to keep for myself :P. \n\nNow, there\'s a time for a few final words: \n\nI can predict that the score would be better by 29s. with the maximum level of luck, so the \"real\" time of this \"run\" is 47:25. The majority of the time was lost because of that. Still, when you play you don\'t know what will happen. \n\nAt this level the amount of luck determines the final time as a main \"referee\". \n\nI\'m up to every possible competition. This would be a great opportunity for me to upgrade to a higher levels of playing. Where there are no other competitors, there\'s no motivation of getting better. \n\nIf anyone has any suggestions, comments or questions just let me know: introverder667@wp.pl . \n\nP.S. There is one difference between the PS2 and PC versions: on PS2 you have to equip/unequip/change the weapons on your menu-inventory screen, so it takes some additional time which I\'ve counted as ca. 26 seconds.','2007-01-03',0,2874000,11,'SilentHill2_PC_SS_4754',1,11,0,NULL),(0,957,NULL,317,'','FIRST: the reason why I\'ve come back to this game: \n\nHaving read some notes about supposedly \"equality\" of my and Duke\'s runs (my - 6:29, Duke - 6:32), I\'ve decided to give U (it\'s spelled \"you\") the strongest argument which is possible to give in this annoying discussion. \n\nHISTORY: \n\nI\'m just after my run of 6:23 - which is 6 seconds quicker than my previous WORLD RECORD in this category and 9 seconds than Duke\'s run. \n\nI didn\'t expect such a damn good performance after a long break in playing. Finally, I\'m quite satisfied with this run which is/means my normal run. \n\nNow I make very often times under 6:30 without any problem. 6:32 for some stage of my playing in \"MARIA QUEST\" was a decent run but then I\'ve managed to break the WORLD RECORD to this task. After returning to playing I\'ve figured out that this time (6:29 or 6:32) is not a problem but the matter of luck. Only in my second run I was able to get 6:40, few runs after I\'ve made some impressive run. \n\n6:23 - it isn\'t my only nice score. Before achieving 6:23 I\'ve had the \"runs\": 6.26,6.27, 6.29, many attempts ca. 6:30 (due to the numbers of this games I can\'t give the exact figure:P). \n\nBut it\'s the first one I really enjoy (I\'m very scaring judge;)). As U\'ll see this run is visible faster than the OLD world record - 6:32 (Duke) and even better than my current WORLD RECORD - 6:29. \n\nOTHER ACHIEVEMENTS: \n\nAs we\'re talking about the records, I\'ve got some other WORLD RECORD\'s in the remaining categories of this game: \n\n- 46:44 - MULTI mode/ BEST TIME of completing \"Silent Hill 2\" (I know that Duke\'s best time in this category is 47:49 - if nothing changed) \n- 48:46 - SINGLE mode -II-. \n\nNow it\'s the time to my run: \n\nAs I\'ve said I\'m quite proud/pleased of this run (which is unnormal situation:P). For me, I estimate that the best time to get is ca. 6:20 because my \"losses\": \n\n- 4 seconds due to the lack of luck (\"COCKROACH ROOM\" - 6 bites (best option - 2) - 1 second for each bite). I could have played it million times and only then I would\'ve got \"2-bites-run\". \n\nTo make it more clear, I\'ve collected 20 training \"runs\" through this fucking corridor and that\'s what I got (first number means the overall amount of bites, the figure in bracket is the number of bites on my way to the \"white liquid\"): \n\n3(1), 7(2), 4(2), 11(3)-DEATH, 9(5), 12 or 13-DEATH, 4(2), 7(2), 8(2), 3(0), 6(2), 8 or 9(1), 6(2), 8(2), 6(2), 4(1), 7(1), 4(2), 4(2), 7(2), 10(3) => 138/140 bites : 20 (runs) = 6.9/7.0 bites for a \"full\" run. \n\nAll this numbers are generated random. The corridor is to narrow to pass by the ROACHES. It\'s not up to me or anybody to avoid them. Still, the situation when U get bitten less than 3 times happens almost never (during my TEST 0 times). \n\nProbably if I were so lucky as Duke was, my time would be about or perhaps under 6:20. These bites cannot be considered as a mistake anyways. \n\n- a little bit more than 1 s. because of my only \"mistake\" (you won\'t miss it - I was forced to take a roundabout way (the passage was almost blocked) and had some problems with findind the door). In any other situation everything is made as \"smooth\" as it\'s possible. \n\nI\'ve eliminated all \"stops\" during my \"game\", always taking the optimal/best way of movements. All my \"stops\" were taken to avoid contacting with a wall/door. \n\nDuke has made let\'s say ca. 5 little \"mistakes\" (I\'ve analyzed his whole \"game\"). Most of them are quite similar: stopping \"for a while\", correcting the position to the subject or (at least once) the problem with finding the door. \n\nI\'ve made some \"extra\" time because of not touching walls/subjects on my way. When I had a chance to not coming to close to the item, I was stopping and from that place I took what I needed. \n\nMany places I\'ve just passed by, that\'s why sometimes U won\'t see a damn thing in front of you (still U\'ll see much more than on the Duke\'s run :P) - who needs a camera anyway :D. \n\nMy time indicates that I\'m better now than before the break and second thing is that I\'m working now on a better hardware. Earlier I was losing some valuable time while \"menu searching\". With at last \"fluent\" game working I\'m able to give all I have the best (full level of my skills). On this level it\'s important to predict all the movements before taking them (to know when to \"click\" on a door) . \n\nFINAL WORDS: \n\nI would like to thank my colleague R4Zi3L (always thinking how to write it down correctly, I\'m sure he forgive me that;):)) who was helping me during this short journey. \n\nWe represent our country - POLAND and we just wanted to show that in my native land are many great players. \n\nIf anyone has any suggestions, comments or questions just let me know: introverder667@wp.pl.','2006-12-16',0,383000,11,'SilentHill2_PC_Maria_hard_623',1,11,0,NULL),(0,958,NULL,318,'','Before I go on to details about the run, I just want to say that I HATE the camera, as it is usually the reason for my mistakes (it got me killed in a previous attempt). Other than the camera I had a problem with a weird targeting glitch while I was playing (but I\'ll get to that later). I didn\'t bother to pick up guns or ammo since the katana easily gets the job done. Here are some details on certain parts in the run: \n\nAmusement Park (Tutorial) - Unfortunately I have to go through the entire thing (in normal you can throw yourself into the hole in the floor and skip it, but in easy you can\'t). I accidentally examined a sign beside a door, but that\'s the only mistake here. \n\nMall - Although the beginning goes well, the targeting glitch wastes a few seconds off my time. For some reason the X button now targets the closest enemy (which also is the button to open doors...) so when I get outside the room with the coat hanger, Heather starts to spas for a couple seconds when one of the zebra-dogs runs outside the door. I show what the glitch does in the hallway after I pick up the walnut. The glitch doesn\'t give me any problems after this. \n\nSplitworm - I killed him about as fast as I could, nothing else to note. \n\nSubway - Goes pretty good, there were times where I mistaken rooms for different rooms, otherwise I did fine. \n\nOffice building - Got hit once or twice, but that\'s about it. \n\nMissionary - My worst boss fight, I missed more times then I\'d liked. \n\nHospital - I take a little time to make sure I hit the door buttons correctly (the fast cursor and small buttons make this part a pain). \n\nLeonard - I got lucky in that he didn\'t run away like he usually does, so my kill time was pretty good. \n\nAmusement Park (Part 1) - Not much to note, thankfully the roller coaster key dropped right away, which saved a lot of time. \n\nBorley Haunted Mansion - I hate this part, as much as I\'ve tried, I can\'t skip this, I got bored and sliced \"Danny\'\' in the crotch. I lost grip of the joystick while running away from the red light of doom, so for a second I went in the other direction, but thankfully I didn\'t die like last time. \n\nAmusement Park (Part 2) - Only thing to mention is I have a camera problem when I pick up the skull, so she does a few circles while trying to exit. \n\nAlessa - Alessa managed to run off a couple times, but my time for this battle is still good. \n\nChapel - I get hit again, but it\'s hard to avoid. When the fat guy (don\'t remember what he\'s called) hits me, I land behind him so it doesn\'t hurt my time at all. I go into the room next to the fat guy to avoid getting stuck in between two enemies in the hallway. \n\nGod - This fight goes well too. It\'s one of my favorite battles because she can\'t run away. \n\nI plan on improving my time eventually, if anyone wants to give me suggestions my e-mail is Zhegan2005@yahoo.com.','2006-03-17',0,2749000,11,'SilentHill3_SS_easy_4549',1,13,0,NULL),(0,959,NULL,319,'','Thanks goes out to Radix and Nate for the obv. (I intentionally abbreviated that to make fun of the people who do abbreviate it) Psychochild and okiyama for spamming along with me in threads as this run came to development. And ... okiyama again for verifying. \n\nAn interesting fact is that this run was completed within an astonishing 7 days, though, technically, the run was only worked on 3 of those days. I understand many will find that having so many segments may turn you off from watching the run, or worse you find that I\'m inexperienced at the game for having such a high amount, in which, you can think what you want, but it lead to the run being done faster, [[]doing longer, fewer segments would] provides nothing towards the overall quality of run. \n\nThis run came to origin with the intention as a side project to my main attraction to do Super Mario World 2:Yoshi\'s Island 100% single-segment. But as the 100% SS was becoming more of a pain in the ass, and my tolerance for the game was wearing thin (to a point where I wouldn\'t want to see it for years to come), thankfully, I paused development and switched to this game. It should be fairly famous that Sly Cooper 1 (SC1 from here out) is ridiculously easy for a game in the 2000\'s. A first-timer could run through the game in less than 8 hours. \n\nConcerning the tricks I use in this run, many of them are surprisingly developer intended tools. I use the roll move every time it\'s opportune to do so (rolling downhill, occasionally uphill, and straight forward), as it\'s slightly faster than walking (especially downhill). The fast move is useless as it speeds up the in-game timer as well, for any further questions about the in-game timer, compare it to the Master Thief Sprint timer, both behave similarly. \n\nI\'d say that the sprints are the highlights of the run most of the time. That\'s where you usually see me go all out with developer unintended shortcuts and often finish, beating the staff times by well over 30 seconds on average. But the TRUE highlight is definitely segment 36; where I purposely jump in the lava 4 times to get a game over. Since I got a game over, you automatically get a lucky charm out of pity from the developers for sucking too much. And from there, I run through all the lasers and make it to the end. Which, obviously, was still faster than the intended way. \n\nIt\'s also worth mentioning that there was a possibility of me going on a Sly frenzy to speedrun all 3 games. But, the unskipable cutscenes about Sly\'s (quoted from Psychochild) SUPAR SNEEEEEEAKY MOVES AKA how to hit the circle button when next to obvious indicators to hit the circle button pissed me off beyond reason. And I hear Sly 2 and 3 have almost triple the amount, screw that! Plus, from what I hear, this one is the fastest of the three, which isn\'t that fast to begin with. I originally intended to do individual sprints as well, but since I doubt people would ever compete against it, or care, or download it, especially when the 100% already shows all of that off, I never did it. \n\nEnjoy.','2006-01-03',0,10500000,12,'SlyCooper_100p_255',41,13,0,NULL),(0,960,NULL,320,'','Tip for the viewer: DivX/XviD can\'t cope with the detail levels and high motion of this game so I can\'t recommend anyone to watch them. The only reason there are LQ and MQ XviD versions is because Radix still requires them. Also, from part 40 and on the sound is a little different from earlier segments. This is because I encountered some problems with the sound after a hardware change, which forced me to change the sound output for the game to something less complex. \n\nBefore I go on my \"this game sucks donkey balls\" rambling I would like to hand out a few thanks, in no particular order. The following people had one hand or another in getting this run done. [ul][li]speeddemon [li]InsaneB4st4rd [li]YautjaElder [li]Pweisger [li]ReverendTed [li]TheVoid [li]dex[/ul] \n\nSoldier of Fortune 2: Double Helix... what is there to say about this game? For starters, this game just sucks and it is probably one of the most buggy and random games ever created. What Raven did to the Quake 3 engine when they created this game is scarier than underwear worn for 3 weeks in a row. It seems that (broken) pseudo-random number generators control everything in this game, from how many shots you will hit till how many times you will magically get stuck in the textures, and of course everything in between those two, like if the enemies will have red hearts on their underwear or pink leather string. On top of that you have to add the cheat like behavior of the NPCs, they play like they have wallhack and aimbot, completely unaffected by smoke and stun grenades (sometimes you can actually make them work) and not to mention that the game change grenade timers on-the-fly in their favor. Sometimes it even seems like the enemies have some sort of bullet dodge ability, and some sort of speedhack which let them move around at 150km/h when they\'re crouching, come on give me a break. This game is cheating so hard against the player it\'s not even funny. \n\nI think they tried (judging by the result they didn\'t even try) to make a realistic shooter game, but they failed horribly with everything except... no wait, they failed horribly with everything in the game. In short, this is a total failure in game design. As a side effect they managed to create a game where skill only play a minor role in your success, luck is responsible for about 90% of it. \n\nSince this game is so random as I just described, making up any precise speedrunning strategies is just a waste of time. Simply just try to find a way that seems fast and repeat till the random numbers go your way. You can never be sure that your sniper rifle will hit the target at a point blank range, nor any of the other guns for that matter. The inaccuracy is so bad it\'s almost better to aim outside the NPCs if you want to hit. All hail Cvar wpn_inaccuracy \"1\"! Spray and pray, make my day! \n\nThis game has so many dull levels so I decided to make a list of the least interesting parts in this run, so you can skip to download those parts in case you don\'t want them. Part 6, 7, 14, 15, 22, 28, 35 and 59 are parts that are considered very dull and boring to watch. Unless you\'re dying to see the entire run I really recommend you skip those parts. \n\nCommon questions, accusations and whine answered: \n\nQ: Why does the run start on level 2? \nA: The first level is a cutscene level where no actual playing is done, after talking to Radix he agreed that cutscene levels are not required to be included in the run. \n\nQ: Why are some levels missing? \nA: There are several cutscene levels in this game. \n\nQ: What is classified as a cutscene level? \nA: A level where the only thing you have to do in order to get to the next level is to skip the cutscene. Briefing levels where you more or less control Mullins and/or have to navigate a menu are not classified as cutscene levels. Except for Helicopter Insertion where mikwuyma\'s reply was \"that\'s a level?\". \n\nQ: The strafe jumping seem slow, is it really faster? \nA: Yes, the strafe jumping is slightly faster than just running. \n\nQ: In many levels you stop to fight a bunch of enemies, that can\'t be good. \nA: There is a reason for every single kill in this run. Some areas are literally impossible to get through alive without killing all enemies first. \n\nQ: Why are you waiting for friendly soldiers to catch up and sometimes not? \nA: If you run too far ahead you will be executed for \"jeopardizing the mission\". In some levels where you just have to reach a certain point to finish the level you can abuse the safe limit and reach the end before they execute you. In other levels you can\'t do that because they must reach that point as well before the level is over, since they don\'t move when you are outside the limit it is faster to stay within the limit in those levels. \n\nQ: Why do you wait for such a long time before you skip the cutscene in segment 35? \nA: There is a bug in this cutscene, skipping it too early will make it impossible to finish the level because the briefing and weapon selection screens never appear. \n\nQ: In Airport Terminal you are flashed when you save, but in the next segment the flash effect is gone, how come? \nA: That\'s a bug in the game. \n\nQ: In some levels where alarms can be triggered you seem to be too cautious. \nA: Triggering the alarm on lower difficulties won\'t affect much but doing so on SoF difficulty will affect a lot. A triggered alarm result in infinite enemy spawn all over the place, which in turn will yield a slower run because there are more obstacles to get past. \n\nQ: Your aim seems too good to be true now and then. \nA: Skills baby, skills! \n\nQ: Why don\'t you hit like that all the time then? \nA: Read sections 3, 4 and 5 of the comments one more time. \n\nQ: You often take small detours to refill armor and health, which you lose 5 seconds later. \nA: If I hadn\'t done so I would\'ve been dead 5 seconds later. \n\nQ: How come certain scripted events and enemy spawns sometimes aren\'t there? Is the game hacked? \nA: Scripts and timing is very buggy in this game. It is not hard to prevent triggers from doing their task, its all a matter of being fast enough.','2007-05-01',0,6084000,11,'SoldierOfFortune2_sof_14124',62,11,0,NULL),(0,961,NULL,321,'','Fourth of four speedruns done on April 8th, 2007. \n\nI never thought I would be able to say this, but here it is: this speedrun was done in one attempt. I thought that nailing a speedrun in one try defied the laws of nature, but it has been done. Of course, my wealth of experience playing and speedrunning this game helped. \n\nIt looks like this run finishes in 6:24, making it my best minimalist run for this game. Some people might look at it and think that I basically stole the route from the current TAS. That\'s not entirely correct; I\'ve been using this route since 2004 (Mr. Kelly Flewin of Twin Galaxies knows). It\'s not my fault the guys at TASvideos took an extra three years to come up with the same thing. \n\nThis run is almost mistake-free. I tell you obectively that it\'s one of the cleanest speedruns I\'ve ever seen, for any game. Take a look, you won\'t be disappointed.','2007-04-08',0,383000,11,'Solstice_623',1,8,0,NULL),(0,962,NULL,321,'100% means all 252 rooms are visited, and every item is collected.','This is my second \"100%\" speedrun for Solstice. \n\nI just got a pair of brand new pair of Composite cables for my NES, as the RF cable I had been using for my entire life had gone bad. When I tried the new cables, I was stunned at how improved the audio and video quality were. I figured I\'d celebrate by doing a speedrun of my favorite NES game, a game that I know better than I know my own house, Solstice. \n\nThis is a speedrun where I get a 100% completion rate without taking a single hit, which is a difficult task in itself; it means that I visit all 252 rooms, and collect every item. The run looks and sounds exponentially better than the last run, and is around half a minute faster, despite the route remaining mostly unchanged. In fact, aside from imperfections stemming from being only human, there\'s probably a combined amount of five seconds of mistimed jumps or walking in the wrong direction. Overall, this is a very clean run. \n\nMy previous effort on this game was very popular among the other seventeen people in the world that care about Solstice, and received a mention in a 1up.com article for my \"borderline pathological\" mastery of the game (which is true; I once had a minimalist speedrun that was faster than the tool-assisted emulator run at the time, meaning that I effectively beat the game faster than a computer). So, I\'m very happy to have trumped the previous run, and to provide a much better-looking one in the process. Have fun.','2007-03-30',0,864000,11,'Solstice_100p_1424',1,8,0,NULL),(0,963,NULL,322,'','Firstly I would like to tell you that this run is ok, but if you want to remember it as a good run skip scrap brain 2 and 3. I grew very frustrated with the little time I spent on this game, so I was just happy to beat mike89\'s run (which I had done previously, but not by this large of a margin). So I basically lost 30 seconds from my average time in those 2 levels. Besides that, I think its ok, but if no one improves this, which I have a feeling someone will, then eventually I will. I didn\'t spend as much time as I could have, but like I said I am very sick of losing great runs doing stupid stuff. \n\nMany thanks go to the SDA staff, Mike89 for his run, Upthorn for being awesome and figuring out the Final Zone randomness, and everyone at TSC for the competition. \n\nI really don\'t have much to comment about as far as levels go, because most of the time in Sonic 1, if you make a mistake, people can usually tell. I\'ll just point out where really big mistakes or good levels occur that usually don\'t happen. [ul][li]Marble 1: Getting hit right on the spike like I did forces me to wait no matter if I love all my rings or not, because of the timing of elements in this level. Once I got hit, I knew 1:05 was the best I could do. Usually I was getting :59 or 1:00 in this level, so I definitely lost some time. [li]Marble 2: Yes I know how to do the beginning, I just misjumped. [li]Spring yard 1: ok, right after jumping over that huge wall, I SO pressed jump again but sonic did not jump. Also the ending to this level is stupid. [li]Spring yard 3: Had I gone a little faster right after the first wait period, I could have gotten to the second forced wait period earlier. I had been taking a different route through this, but it was so inconsistent that I gave up on it. The time still isn\'t bad, but it could be better. [li]Labarynth 1: This is a great time. Best level in the run. [li]Labarynth 3: Once I lose my ring against the boss, I get very cautious because I\'ve died a lot of times here. [li]Star Light 2: I kind of screwed up the route near the second half of this level, not my best time here. [li]Star Light 3: Ok, no I am not supposed to get hit 3 times, I am only supposed to get hit the last time. The boss battle goes pretty well, I still miss 2 hits which also costs me time, but overall I think this level wasn\'t too bad. [li]Scrap Brain 2: I lost a lot of runs here because I\'d be too aggressive with no rings. I mistimed a lot of jumps here, this is a really bad time here. [li]Scrap Brain 3: Getting hit throws off this whole level for me. I really really screwed up the easiest level ever. My average time for this level is :22, so this level is basically terrible. [li]Final Zone: The final boss does the same thing every time as long as you only touch him for one frame on every hit. This is great because then I just memorize his pattern and never miss a hit. I delay the last hit to get a 1:13, because he doesn\'t explode as long before you can move.[/ul] \n\nLike I said, I really hope this run is beaten soon, and I hope this inspires more competition. I just really don\'t want anyone to play on PAL, purely because the music sucks. Like I said, take 30 seconds off this run as long as I don\'t suck in scrap 2 and 3, which would be a pretty good time. Eventually this run will get to sub 17, because its a popular game and I think more people will speedrun this in the future. When I stop getting annoyed with it, I\'ll try again, but anyhow this beats mike89\'s run and doesn\'t have sucky PAL music.','2007-06-11',0,1072000,11,'Sonic1_1752',1,6,0,NULL),(0,964,NULL,323,'','Here we go again, stanski\'s sonic 2 SS part trÃ¨s. The one thing I would like to explain is that certain things in this game cost a lot more time than it seems like, even if it visually a certain other part where I barely lose time or don\'t lose time at all looks worse. This especially has to do with the timed elements, which occur in a few different levels. For example, the most asked about level is usually metro 2, about how I get raped all the time in that level. It really doesn\'t matter how much time I lose in that level since I can\'t progress until a certain timed element gets to the point to let me progress. \n\nAlso have to say that yes, the routes I use are the best known routes available for any given level. I don\'t change anything from my IL routes really, just few minor adjustments for consistency, the overall route always stays the same though. I\'ve gotten a few random responses about \"well this looks slow, couldn\'t you do something different here?\" No, I can\'t, and if it looks wrong and isn\'t written about in my comments, it probably is hugely minor or is not a mistake at all. \n\nBig thanks goes out to Upthorn for discovering the Metro 1 and 3 nut glitch and the same people I thanked last time. \n\nNow, the big question: How low can I go? When will I stop speedrunning this game in the any% category? Honestly, I have a lot of fun speedrunning this game, so I probably will improve this time eventually. At this point now though, I really feel like I\'ll have a lot of trouble replicating this run with just a few improvements though. I really thought my 20:02 run was pretty damn good, and so a run in 18:12 will be a tough one to beat. I\'d definitely have more motivation if anyone was even close to beating/challenging this run, but I don\'t see that happening soon. I will just have to motivate myself further sometime in the future. [ul]Run performance comments: [li]Emerald Hill 1: 19 would be nice, but 20 is still a very respectable time for the first level. [li]Emerald Hill 2: The only reason this isn\'t 38 is because I screwed up that roll to the invincibility and ended up having to jump instead. Not a huge deal in my mind. [li]Chemical Plant 1: I think this is as close as you can get to 22 without getting it. 23 is still a very good time, let me remind you that many very good sonic 2 runners have never gotten 23 during IL attempts. [li]Chemical Plant 2: I screwed up that big jump because I was supposed to be running instead of rolling. What happened was I usually spindash off those accordion blocks, but not doing that threw me off and so I accidentally pressed down to roll, I tried to come out of it but still pressed down for some stupid reason. Costs me about 3 seconds. I restart probably 90% of my runs at the beginning of this level because of that stupid tails pass through the short route glitch. That is basically why I will accept mistakes in the earlier levels. [li]Aquatic 1: Obviously the jump over the log was a little short, I was going to salvage it by jumping back on top of the log but for some reason the button jammed, so I just ran through the log instead. Costs me about 1.5 seconds there, even though it looks like a lot of time lost. I lose way more time missing that jump to the top path at the end, probably almost 3 seconds. This level is probably the hardest early on level along with casino 1, so any time from 23-27 i accept. [li]Aquatic 2: Finally hit that stupid ass underwater jump to preserve my speed. Everything else goes pretty well I\'d say. [li]Casino 1: The only part that I was kind of mad about was losing my speed shoes right before that jump at the end and having to take the bottom route. It wastes about 4 seconds. Its pretty hard to get onto the top route consistently in SS attempts, but its really nice when I do get it. [li]Casino 2: I don\'t know how many people will realize how good this time is, which is a shame. A certain other speedrunner of genesis sonic games has never broken 1:05 in this level doing IL attempts. Hell, my first IL of this level was 1:01, and I spent probably 4 hours getting that. This is probably one of my best executed levels in the run. [li]Hill top 1: This level was great up until the end, where I randomly just stop on that ramp. I improvised as well as I could, trying to remember how the end of the level actually worked since I haven\'t been through the lower part of it in about 6-7 months. I think I improvised well, and even though the game fucked me completely, it only costs me 6 seconds or so. [li]Hill top 2: Those rising blocks are timed elements, and its very hard to beat them to the previous cycle if you don\'t do the level exactly like I do in my IL. Problem is the way I do the beginning in my IL is like a 1/5 type thing. Going to the next cycle on the blocks costs like 4 seconds, but keeps my sanity in tact. The level execution after the timed element is basically flawless, very happy with this. [li]Mystic caves 1: The only part that sucks is obviously missing the first jump in the beginning (still looks damn close to landing on that crumbling bridge, I think the game just fucked me over again) and missing the spindash at the end. Both add up to 4 seconds of mistakes, not my best efforts for one of the easiest levels in the game. [li]Mystic caves 2: Great level besides the boss fight, not sure how I got hit but missing that 3rd hit definitely couldn\'t have helped. Costs me probably 2 seconds, I\'m really happy with the level besides that though. [li]Oil Ocean 1: Again, people will not realize how good this level is. I thought :37 was impossible when i first started doing IL\'s and got a :39 in this level. There are very small issues, but seriously this level is such a run killer that its great I got such a great time. [li]Oil Ocean 2: ^^^^^^^^ [li]Metropolis 1: Obviously had a few issues with that spring, was about 6 seconds slow by the time I got to the nuts and bolts section. It was made up for by the fact that tails magically came back much faster than usual, and the use of the nut scroll glitch (didn\'t plan to use this unless I thought the run through the beginning of the level was slow, since it only saves 5 seconds). Again I got fucked over by the spike box magically landing a hit without a spike even in the open, but at least the ending was good after that and I didn\'t screw up the last spindash. [li]Metropolis 2: Again, timed elements here (spike box needs to not have the spike come out on top), so getting hit doesn\'t waste time. What does kind of waste time is having to wait for the elevator platforms to take me up to the switch, had I gotten there a quarter second earlier I could have avoided the 4 or 5 second wait. This time doesn\'t look very good compared to IL times, but believe me this is a really really good time for this tough little level. [li]Metropolis 3: The make or break level in the run, I had a bunch of runs lost here due to failing/dying while performing the pusher glitch and the nut scroll glitch. Got both on the first try, and the boss battle was pretty optimal. Again I really doubt people will realize how good this time is or how hard this level really is, but this is another one of my best levels. Oh, and the reason I don\'t do the nut scroll glitch as fast as in metro 1 is because I am always nervous about lining myself up properly. So it costs me 2 seconds, I\'m doing a trick that requires 4 frame accuracy and saves 10 seconds, it really doesn\'t seem like a huge issue to me, but what do I know. [li]Sky Chase: boring, I get hit a lot because I haven\'t played this level in a few months, I don\'t blame you for skipping the boringness. At least I get a break. Seriously when I start out running, I\'m always mad about how long the bonus screens take (way to go fucktards, allowing sub 30 second completions in your levels), but as the game progresses, I start thinking \"fuck I have no break between fighting the boss fight to now having to start another level,\" so its nice to have a snoozefest here. [li]Wing Fort: This is about as good a time as you can do in an SS. Why do I lose so much time to a somewhat mediocre IL then? Well, when damaging through the plane propeller, you have to wait in an SS for the platforms to line up correctly, whereas in an IL you can spindash jump and hope for the best. This is where all the time difference in the IL comes from, as the rest of the level is basically the same. [li]Death Egg: Easy 51 here. I\'m amazed by how many people think I must be really nervous or something on death egg when I\'ve played the level thousands of times. This is way far from the hardest part of the run, yet people still think attacking from the back must be the hardest thing ever in a run.[/ul] \n\nI really would like to see someone else beat this run, but I doubt anyone will have skill and the motivation to do it besides myself. I really don\'t know if I even can beat this run though, just because there were so many fortunate levels (oil ocean and metropolis in particular) that are usually huge time add ons. This is definitely the best run I have ever done for SDA though, so I think it will be a good watch.','2007-07-08',0,1092000,11,'Sonic2_1812',1,6,0,NULL),(0,965,NULL,323,'',NULL,'2006-12-17',0,19000,3,'Sonic2_eh1_019',1,6,1,NULL),(0,966,NULL,323,'',NULL,'2007-01-03',0,37000,3,'Sonic2_eh2_037',1,6,1,NULL),(0,967,NULL,323,'',NULL,'2007-01-03',0,22000,3,'Sonic2_cp1_022',1,6,1,NULL),(0,968,NULL,323,'',NULL,'2007-06-21',0,39000,3,'Sonic2_cp2_039',1,6,1,NULL),(0,969,NULL,323,'',NULL,'2007-03-10',0,21000,3,'Sonic2_ar1_021',1,6,1,NULL),(0,970,NULL,323,'',NULL,'2006-11-20',0,39000,3,'Sonic2_ar2_039',1,6,1,NULL),(0,971,NULL,323,'',NULL,'2007-05-04',0,27000,3,'Sonic2_cn1_027',1,6,1,NULL),(0,972,NULL,323,'',NULL,'2007-06-21',0,57000,3,'Sonic2_cn2_057',1,6,1,NULL),(0,973,NULL,323,'',NULL,'2007-01-10',0,39000,3,'Sonic2_ht1_039',1,6,1,NULL),(0,974,NULL,323,'',NULL,'2007-06-21',0,56000,3,'Sonic2_ht2_056',1,6,1,NULL),(0,975,NULL,323,'',NULL,'2007-05-04',0,32000,3,'Sonic2_mc1_032',1,6,1,NULL),(0,976,NULL,323,'',NULL,'2007-03-10',0,42000,3,'Sonic2_mc2_042',1,6,1,NULL),(0,977,NULL,323,'',NULL,'2007-01-04',0,33000,3,'Sonic2_oo1_033',1,6,1,NULL),(0,978,NULL,323,'',NULL,'2007-03-10',0,50000,3,'Sonic2_oo2_050',1,6,1,NULL),(0,979,NULL,323,'',NULL,'2007-06-21',0,53000,3,'Sonic2_m1_053',1,6,1,NULL),(0,980,NULL,323,'',NULL,'2007-05-04',0,61000,3,'Sonic2_m2_101',1,6,1,NULL),(0,981,NULL,323,'',NULL,'2007-03-10',0,84000,3,'Sonic2_m3_124',1,6,1,NULL),(0,982,NULL,323,'Trivial.',NULL,NULL,0,126000,3,'Sonic2_sc_206',1,6,1,NULL),(0,983,NULL,323,'',NULL,'2007-03-10',0,110000,3,'Sonic2_wf_150',1,6,1,NULL),(0,984,NULL,323,'',NULL,'2007-08-04',0,43000,3,'Sonic2_de_043',1,6,1,NULL),(0,985,NULL,324,'','Credits: The usual thanks: [ul][li]Radix, mikwuyma, DJGrenola, anyone I missed - for updating/upkeeping the site and all the cool stuff [li]Nate - for sharing my love of Sonic, and capturing the video from VHS [li]The Sonic Center crew - for coming up with some of the strategies that I\'ve practiced over and over to get good enough to speedrun the game [li]Everyone at SDA that bugged me to do runs all year. This is your reward for your patience![/ul] \n\nWelcome to Sonic 3 and Knuckles, the way it should be. Fast, and with no mercy. \n\nI\'ve included the TSC records for comparison, but you\'ll find that most comparisons are quite unfair. The reasons are many and varied, and detailed below: [ul][li]Act 2s have a two-second wait time before you are allowed to move off the boss map (exception: Sandopolis 2). Some are even worse, and starting from act 2 puts you in an even better position (AI2, LR2 are good examples). [li]Some levels have glitches which are not allowed by SDA rules (HC2 and MG2 are good examples). [li]Some levels benefit from having a certain type of shield which is not seen anywhere in the level up to that point. To circumvent this, in individual level time attacks bonus stages are used to get shields. As an aesthetic move, I opted not to use the bonus stages in this run, as they detract from the real action in the levels. [li]Some act 2s benefit from carrying a shield in from act 1. If it did I tried to use that, though Carnival Night 2 works better with a lightning shield than a fire. [li]Lava Reef 2\'s record is obtained by skipping the boss fight entirely - two very difficult maneuvers in succession, something I wanted to stay away from at the end of a SS. [li]Sky Sanctuary benefits from a death, saving 22 seconds of in-game time but losing a few seconds by SDA timing (as well as looking plain stupid). [li]Mushroom Hill 1 is shorter on Sonic and Knuckles alone (the first 16 or so seconds are removed), so at TSC this is used for the best times.[/ul] \n\nI remember reading in the comments for a very popular run here that the runner had spent eight months preparing for his run. Now that sort of dedication is something I\'ve never been renowned for, but when you consider all the time I\'ve been doing individual levels over at TSC you could say I\'ve been preparing for this speedrun for the past three years. While I didn\'t always have this goal in mind, my skills eventually improved to the point that I thought I could take this on. And let me tell you from experience, speedrunning is way harder than any individual level can be! It\'s the ultimate test of concentration. \n\nYou\'ll notice I start from a save file - one with eight lives, and all Chaos Emeralds and one Super Emerald obtained. This doesn\'t adversely affect the run in any way: \n* Lives - don\'t matter as I don\'t lose any throughout the run. I probably should\'ve thought ahead and knocked it down to three lives for consistency\'s sake, though. \n* Emeralds - collecting that one Super Emerald disables the use of Super Sonic, therefore Sonic controls as if he had no Chaos Emeralds. The real advantage is in being able to play the Doomsday Zone as a sort of demonstration. \n\nOn to the levels: [ul][li]Angel Island 1 (0:57 - TSC record: 0:46) \n[[]0:34] ...what the hell? \n[[]0:56] I have to duck briefly so I\'m not hit by the fire. \n\n[li]Angel Island 2 (1:36 - TSC record: 1:24) \n[[]0:23] Bouncing off the bump in the ground gives just enough height to land on the crumbling platform. \n[[]0:50] Slick flame shield maneuvering. \n[[]1:05] Attempted to time a flame attack to every single bomb drop. It always seems more accurate when you\'re playing... \n[[]1:36] I\'m falling... what? \n\n[li]Hydrocity 1 (1:04 - TSC record: 0:55) \n[[]0:09] Taking full advantage of invincibility. :D \n[[]0:50] The boss can be hit in midair without any risk of the dangerous arms coming into play. It\'s actually possible to get all six hits this way! \n\n[li]Hydrocity 2 (1:44 - TSC record: 0:55) \n[[]0:36] Note to self: duck, and THEN mash the jump buttons. \n[[]0:39] You can\'t land on this slide unless it\'s a flat surface. This enables you to jump through the slide in the manner shown here. \n[[]1:05] And again. What was supposed to happen here was I fall through the flat surface onto the top of the loop, but its not a total loss if that doesn\'t occur. \n[[]1:16] Left with a choice as Sonic comes up here. Make the wrong call and you\'re back at the bottom of the ramp. It\'s imperative this goes right. \n[[]1:40] Holding a jump button to maintain the height. However I don\'t risk the last hit, so I drop back down and guarantee it. \n\n[li]Marble Garden 1 (1:34 - TSC record: 1:18) \n[[]0:51] Yay for HUGE ramp jumps. \n\n[li]Marble Garden 2 (2:33 - TSC record: 0:52) \n[[]1:19] Previous experience taught me to jump here instead of at the end of the spinning top\'s run, as it liked to turn around at the end. So I did that and still managed to lose my shield! Thankfully I was already going to get the fire shield ahead. \n[[]2:17] This boss can be completed with lightning, fire or no shield, but I find fire the easiest. \n\n[li]Carnival Night 1 (0:53 - TSC record: 0:47) \n[[]0:06] Slowed down so that I\'d catch the ramp instead of the usual madness that occurs there. \n[[]0:29] Using the slight ramp in the ground, I was able to reach the tube and get an easy shortcut. \n[[]0:41] Ducking keeps the spinning top within the confines of the screen, and tends to give better attack patterns. I was happy with this one. \n\n[li]Carnival Night 2 (2:50 - TSC record: 2:25) \n[[]0:11] This part can be a bitch at times. Thankfully I got a good run here, only six seconds from encountering the bumpers to getting past. \n[[]1:16] I don\'t know why I rolled either. Put it down to the controller, I suppose. \n[[]1:25] This hit is intentional, saves me time later in being able to bypass the two ten-ring boxes in the pit. \n[[]2:05] Okay, what this jump was SUPPOSED to do was land on the other barber\'s pole and up to the top, hit a bumper and come back down. Instead, I missed, and screwed myself over even more by trying to get underneath it (which you can\'t do until you get to the bottom). \n\n[li]Ice Cap 1 (1:58 - TSC record: 1:49) \n[[]0:43] Got the lightning shield without opening the ice. :) \n[[]0:46] Here\'s the first use of the screenwrap glitch. What\'s going on here is, the Ice Cap 1 map wraps vertically, so if I jump off the top of the screen, the game actually thinks I\'m below the screen and scrolls down to catch up. In the meantime, sprites aren\'t loaded on the map, so I can travel through them (albeit blindly). \n[[]1:24] Go away, you silly ring! You\'ve only been following me for 24 seconds! \n[[]1:55] Lightning shield proves its worth once again. \n\n[li]Ice Cap 2 (1:07 - TSC record: 0:56) \n[[]0:29] The best path involves going up the ramp on top of the level and taking the high road. However, this is only a couple of seconds slower even if the other path is done well, and I don\'t do that path very well. \n[[]1:05] That was actually a really bad miss. To counteract it I just bounced on the boss for 6-7-8. \n\n[li]Launch Base 1 (2:46 - TSC record: 2:34) \n[[]0:10] Picked up the flame shield and held jump to get all the way back up! \n[[]1:17] I probably could\'ve got all the way across with the fire shield... \n[[]1:26] Missed this jump. As Knuckles I got it right, so go watch his run to see what should\'ve happened (except with more fire shield action across the cylinder). \n\n[li]Launch Base 2 (2:02 - TSC record: 1:39) \n[[]0:40] With a lightning shield, Sonic can take a far better path here. Oh well. \n[[]1:16] Ramp jump to clear the elevator entirely! \n[[]1:57] Showing no regard for my own safety, I get the last three hits in quick time. \n\n[li]Mushroom Hill 1 (1:15 - TSC record: 0:48) \n[[]0:25] Creative use of the speed shoes to take them on a different route. :D \n\n[li]Mushroom Hill 2 (1:38 - TSC record: 1:17) \n[[]0:25] DAMNIT! Stuck on the bottom path! \n[[]1:07] You have to admit that was pretty cool. Insta-shield FTW. This also lets me go up top and get the fire shield. \n\n[li]Flying Battery 1 (2:07 - TSC record: 1:56) \n[[]0:40] A highly awesome move to make sure I got on the platform, and with the added side-effect of building momentum. \n[[]0:46] Have to get this just right to clear the fan. Unfortunately that was a miss. \n[[]1:04] And that, my friends, is what fire shields are for. Mass shortcutting. \n[[]1:34] Incredibly lucky crusher position enabled me to jump off just quickly enough to get on the spinning platform. :D \n[[]2:02] er, whoops. \n\n[li]Flying Battery 2 (3:34 - TSC record: 3:03) \n[[]0:26] A quick jump and roll allows me to just get under the second platform. \n[[]1:18] Wow, that nearly backfired. Really badly. \n[[]1:55] See that garbled crap going across the screen at the far right? That\'s a CLOUD. Or, it will be once this fight\'s over. \n[[]2:55] Teehee. A wall you can run straight into! \n\n[li]Sandopolis 1 (2:42 - TSC record: 2:32) \n[[]0:42] High jumps like this are awesome. Have I mentioned that already? \n[[]1:13] Missed the jump at the first attempt, so I turned around and had another go. \n[[]1:49] Wow, that was close. \n[[]2:40] Intentional hit so I can nail the last hit easily. \n\n[li]Sandopolis 2 (3:04 - TSC record: 3:04) \n[[]0:28] Skipped the entire slide section :D \n[[]1:10] Proof that Sandopolis 2 also wraps vertically. The rings go the wrong way to try and get to me! \n[[]1:43] Waited this long for the speed shoes to get maximum use from them. \n[[]2:57] Intentionally took a hit because insta-shield is way faster here. \n\n[li]Lava Reef 1 (2:37 - TSC record: 2:01) \n[[]0:57] I\'m going too fast for the game, if the glitched sprites are any indication. :) \n[[]1:30] Missed a couple of jumps, with the end result of losing my fire shield. About ten seconds lost overall due to lack of speed and increased stupidity. \n[[]2:18] However, I get the benefit of the Insta-Shield here. :) \n[[]2:37] Made sure to pull up the ten rings. There\'s also a flame shield on the map which I didn\'t know about - I probably should\'ve got that instead. \n\n[li]Lava Reef 2 (3:39 - TSC record: 1:49) \n[[]0:06] What a waste. \n[[]0:49] Insta-Shield delayed this hit so I got thrown up onto the higher platform. I\'ll take it. \n[[]2:35] What I\'m trying to do during this boss is never touch left or right. I can do this by landing on the edge of platforms to change direction. \n[[]3:39] I had intended to include the capsule hit in that too... but it took me a while to realise that that doesn\'t work with the flame shield. \n\n[li]Hidden Palace (0:31 - TSC record: 0:29) \nStraightforward fare. \n[[]0:31] 11 hits on the \"boss\"! \n\n[li]Sky Sanctuary (1:29 - TSC record: 0:41) \n[[]0:56] After five attempts, finally! Success! \n\n[li]Death Egg 1 (2:14 - TSC record: 2:08) \n[[]1:50] Courtesy of yoshifan, this strategy greatly speeds up the first fight. And I do mean greatly. \n\n[li]Death Egg 2 (3:43 - TSC record: 3:27) \n[[]1:32] You\'re meant to use all three of those springs. So much for eliminating unnecessary risk, I suppose. \n[[]2:21] Spindashing at the spike cars in this way turns them around so that they score a hit on the boss. \n[[]3:43] Lucky this part isn\'t timed, heh. \n\n[li]Doomsday (1:53 - TSC record: 1:44) \nNot my best effort, but it does what it was intended to do. It\'s really just a demonstration run.[/ul] \n\nThis is the semi-good ending (seeing as how I started with all Chaos Emeralds). If anyone want to do a 100% run, be my guest. \n\nOverall, I think the run was very good. A few critical mistakes but nothing run-killing. \n\nYou can contact me on either MSN or AIM: \nMSN: mike89_mkscelite AT hotmail DOT com (this is also my primary email address) \nAIM: mike89mkscelite','2006-11-29',0,2977000,11,'Sonic3Knuckles_eu_SS_Sonic_4937',1,6,0,NULL),(0,986,NULL,324,'','The usual thanks: [ul][li]Radix, mikwuyma, DJGrenola, anyone I missed - for updating/upkeeping the site and all the cool stuff [li]Nate - for sharing my love of Sonic, and capturing the video from VHS [li]The Sonic Center crew - for coming up with some of the strategies that I\'ve practiced over and over to get good enough to speedrun the game [li]Everyone at SDA that bugged me to do runs all year. This is your reward for your patience![/ul] \n\nWelcome to Sonic 3 and Knuckles - hard mode. That\'s right, Knuckles has come to the party, and stormed through in 3/4 the time Sonic could. \n\nAs with Sonic, I\'ve included the TSC records for comparison, but again you\'ll find that most comparisons are quite unfair, for the same reasons as with Sonic. \n\nOn to the levels: [ul][li]Angel Island 1 (0:50 - TSC record: 0:45) \n[[]0:05] I love this glide. Sometimes you catch the swings on the way through but I was quite lucky here. \n[[]0:13] and this one too. Landing straight on the spring FTW. \n\n[li]Angel Island 2 (0:52 - TSC record: 0:38) \n[[]0:06] Have to turn left on this glide to ensure I don\'t catch that little bit I just snuck under. \n[[]0:27] That platform has a tendency to be in the worst of positions - I reset a lot of runs because of this. This time it was nice though. :D \n[[]0:44] If Knuckles tries to bounce on this boss endlessly without a fire shield, chances are he\'ll get hit and die. This is a risk that is definitely not worth taking. \n\n[li]Hydrocity 1 (1:00 - TSC record: 0:55) \n[[]0:00] Unlike Tails, Knuckles can\'t glide from start, so he has to land on the left and glide across to the quicker path on the right. \n[[]0:42] Gliding stops any projectiles from hitting you in the same way a shield does. This is probably the only time you\'ll see it in action. \n\n[li]Hydrocity 2 (1:52 - TSC record: 1:28) \n[[]0:14] No, I don\'t know why this happens either, seeing as how it doesn\'t with Sonic or Tails. \n[[]1:04] Instead of taking the normal path through the level, I now glide across the top of it. Once I reach the end of my glide you\'ll notice that I\'m actually going backwards, but don\'t worry, there\'s a good reason. \n[[]1:12] The height I got from that jump, when combined with slamming into the shark, gets me up onto the wall! And it takes me... \n[[]1:22] ...straight to Knuckles\' boss! Note that this doesn\'t work for Sonic or Tails because their boss areas are actually in completely different areas. \n\n[li]Marble Garden 1 (1:21 - TSC record: 1:05) \n[[]0:19] And now, for my next trick... a super high jump that takes me through an unforseen hole in the roof! \n[[]0:23] And the jump out. This isn\'t as easy as it looks. \n[[]1:14] Whoops. That looked pretty stupid, didn\'t it? \n\n[li]Marble Garden 2 (2:16 - TSC record: 0:56) \n[[]0:26] Using glide off enemies for a high bounce. This isn\'t used as much as I\'d like, because quite frankly its use is limited. \n[[]0:40] This is meant to be a Tails-only path, but by taking a hit Knuckles can sneak through. In fact, you don\'t even need the hit, as shown here. :) \n[[]1:05] And now for my next trick, I\'m going to go through a wall onto Sonic\'s path! ...any second now... \n[[]1:12] Got it! Third try is pretty good for this glitch as it seems to be about 1/4. \n[[]1:32] Just proving that you can\'t climb this wall. :( \n[[]1:51] Oh, I forgot to mention. With Knuckles, this boss is HARD. There\'s a reason he got his own one, I suppose. Taking an intentional hit allows me to get more hits in - ideally I want four, but three will do. \n[[]2:08] And, because I\'m an idiot, I only got two hits here instead of the usual three, meaning I need two from the next pass. Tails and Knuckles make an awesome tag team here :) \n\n[li]Carnival Night 1 (1:03 - TSC record: 0:58) \n[[]0:09] Ramps being stupid. \n[[]0:51] Same method as Sonic for giving better setups. This one wasn\'t so nice, but I\'ll take it. \n[[]1:03] Signpost madness. :) \n\n[li]Carnival Night 2 (0:43 - TSC record: 0:38) \n[[]0:34] A jump here lands you right in between the two ring boxes, sending you straight through. \n[[]0:43] That\'s right, no boss for Knuckles! \n\n[li]Ice Cap 1 (1:22 - TSC record: 1:18) \n[[]0:15] Knuckles can go through those blocks for some decent shortcuts. Here\'s the first. \n[[]0:39] And the second. \n[[]1:10] This boss is a pain, but as usual if you have a ring you\'re okay. \n\n[li]Ice Cap 2 (1:19 - TSC record: 1:08) \n[[]0:27] This ramp likes to do that. \n[[]1:17] Nice save! \n\n[li]Launch Base 1 (2:23 - TSC record: 2:21) \n[[]0:36] Instead of going the long way around here, I just climb up the wall. Gotta love being Knuckles. :) \n[[]1:16] Picture perfect glide through that gap. \n[[]1:20] That\'s what Sonic was meant to do. See how much faster it is? \n[[]2:03] This boss is nothing short of chaos. Just how I like it. \n\n[li]Launch Base 2 (2:49 - TSC record: 1:27) \n[[]0:08] Using Knuckles\' maneuverability, I can skip some things that you\'re supposed to do. Here you\'re meant to go all the way around, but a simple jump-glide puts paid to that. \n[[]0:30] Here\'s another one. \n[[]0:38] The one thing I normally do very differently. I pick up the water shield so I have an extra hit to play with at the boss. Unfortunately I managed to lose it before it would have come in handy. \n[[]0:48] I love this move. :D \n[[]0:58] Hey, look! There\'s meant to be water here! \n[[]1:34] I made a total meal of this. What\'s meant to happen is, I jump on the boss for six hits and all is well. Unfortunately, I\'m an idiot and forgot about the losing a layer, so I landed too early and took a hit. It also took away my last ring. :( \n\n[li]Mushroom Hill 1 (1:32 - TSC record: 1:05) \n[[]0:30] Who am I kidding, that was NEVER going to work. \n[[]1:11] Almost as if to prove my stupidity, I spindash while on the edge, making me face the wrong way. Of all the little mistakes in the run, this one is definitely the stupidest. \n\n[li]Mushroom Hill 2 (1:21 - TSC record: 1:08) \n[[]0:35] How many times is that that I\'ve nearly lost my fire shield in the last 20 seconds? \n[[]0:45] A nice jump here lets me grab the left hook and go up the top. \n\n[li]Flying Battery 1 (2:13 - TSC record: 1:53) \n[[]0:19] Psh, who needs platforms? \n[[]0:40] This glide needs plenty of precision. If I miss, it\'s down to the bottom for me. \n[[]0:57] From playing for a while, I determined that the platforms would move down at 59 seconds. That\'s why I was able to take the first one easily, but stopped cautiously at the second. \n[[]1:15] You get here, and the bombs are set up perfectly. That\'s the best feeling on this level. \n[[]1:25] Then, you miss a jump, and the bombs are set up as badly as possible. That\'s the worst feeling on this level. \n[[]1:44] I nearly nailed the capsule, too! \n\n[li]Flying Battery 2 (3:44 - TSC record: 3:26) \n[[]0:02] This is the price I pay for not being ready. \n[[]0:15] And it happened again! At least I was in a position to escape quickly this time. \n[[]1:09] Stopped here so I could see what the crushers were doing before I stupidly killed myself or something. \n[[]1:55] Upthorn was able to skip this section in a TAS. I wish it were possible in real time, it would be ever so useful! \n[[]2:36] Watch as the garbled crap in the background turns into... a cloud! \n[[]2:56] We\'re right at the edge of space! \n[[]3:44] And watch Robotnik turn into garbled crap. The Robotnik glitch here I still don\'t understand. \n\n[li]Sandopolis 1 (2:05 - TSC record: 2:03) \nA blistering run, my new PR! \n[[]2:05] Damn, I wanted those rings. :( \n\n[li]Sandopolis 2 (3:19 - TSC record: 3:04) \n[[]0:26] The method of skipping this section I used with Sonic doesn\'t work with Knuckles because he doesn\'t jump high enough. This is the alternative solution. \n[[]1:15] As you\'ll see, Knuckles doesn\'t need the sand at all. :) \n[[]2:44] Knuckles is meant to go over to the right and solve a puzzle to get to the boss. However, puzzle solving has no place in this speedrun, especially when it takes as long as that one does. So I skip it and go onto Sonic\'s path instead using a spindash. Takes me two attempts to land. \n[[]3:05] The thing you\'ll notice quickly is that it moves a lot faster. The idea is just to land hits ASAP. \n\n[li]Lava Reef 1 (1:53 - TSC record: 1:33) \n[[]0:48] I have to spindash to get that cloud off me. \n[[]1:15] Yeah, I know, it was hilariously bad. \n[[]1:53] Got 3-3 on the hand boss, which always helps. \n\n[li]Lava Reef 2 (1:42 - TSC record: 1:25) \n[[]0:20] Stopped for the fire shield this time. It\'s absolutely critical I hold this for most of the level. \n[[]0:51] Hit the switch from below and behind! \n[[]1:28] After all the hard work to keep it, I forget to glide and lose it. Lame. \n\n[li]Hidden Palace (0:09 - TSC record: 0:08) \nLess said about this, the better. \n\n[li]Sky Sanctuary (1:07 - TSC record: 0:59) \n[[]0:15] So, I\'m supposed to hit him 2 times here. Not lose my rings. That was just stupid. \n[[]0:21] I don\'t know how I got away with that. I could have used this sort of luck in the next phase... \n[[]0:38] DAMNIT, HE DIVED AT ME. That\'s a total waste of time. Probably four or five seconds down here. The rest went pretty well perfectly.[/ul] \n\nThis is the bad ending (seeing as how I got no emeralds...). If anyone want to do a 100% run, be my guest. \n\nOverall, I think the run was very good. Launch Base 2 and Mushroom Hill 1 are there for comic relief, I suppose. \n\nYou can contact me on either MSN or AIM: \n\nMSN: mike89_mkscelite AT hotmail DOT com (this is also my primary email address) \nAIM: mike89mkscelite','2006-12-01',0,2215000,11,'Sonic3Knuckles_eu_SS_Knuckles_3655',1,6,0,NULL),(0,987,NULL,325,'','Unless I\'m mistaken, I believe this is the first sonic speed run ever on SDA! I know people have wanted one for some time now, so I finally decided to submit my run. \n\nI did this run using my Game boy Advance SP, which was connected to my Nintendo Gamecube (GBP). I use the SP because I feel it\'s easier to Air dash, which is very useful in this run. I use it to change from ball form to running form without losing speed, and to gain speed (Neo Green Hill is a good example of this). \n\nThe run is single segment, done on the Normal Difficulty. Although anyone can watch it, I highly recommend you play the game first. A lot of people complained about how slow this game was, and it is, but I think you\'ll be in for a surprise to see how fast Sonic can really go! \n\nYou may have noticed that I start different levels at different times. This is because of all of the moving objects in a level. I find a good time to start the level, so that when I reach point A in X amount of time, the objects will be in a location that is to my advantage, or make my job easier. It was a pain in the butt to find a good time to start for the casino levels though. \n\nYou probably have other questions about the run such as why I took a hit here, or waited there, or sucked ass at the final boss. All of your answers can (hopefully) be found below in my level by level analysis of my run. \n\nEnjoy! \n\nNeo Green Hill Zone - Act 1 \nTime: 0:26:23 \nComments: I ran through without any major problems, so that\'s good. The one thing I have against this portion of the run is how slow my beginning was. By using Air dash at the right moments, Sonic can travel extremely fast through the opening of this level! I didn\'t really manage to do that. Since this is the first level, I used to just restart the run over and over if I didn\'t get the beginning right, but it just got very annoying so I stopped. At least I got a huge time bonus :) \n\nNeo Green Hill Zone - Act 2 \nTime: 0:46:97 \nComments: Again, a nice run through the level. You may have noticed that I wait Â½ a second 13 seconds into the run, this is to avoid running into the timed spikes that move in and out of the ground up ahead (you probably figured this anyway...). It\'s kind of cool how it looks like I\'m going to run into them, but I don\'t! I had a good boss fight too. My only complaint is that I didn\'t Air dash into the second loop around 21 seconds. This can make sonic zoom through the next part of the level MUCH faster (similar to act 1\'s intro) and he can even go off-screen! It looks impressive, but doesn\'t save a lot of time and is hard to pull off (I\'d attempt the trick at times, and Sonic would land at a strange angle on the curve of the loop, coming to a complete halt and just totally ruining the effect). Since this is single segment though, I guess it\'s not the end of the world. \n\nSecret Base Zone - Act 1 \nTime: 0:41:62 \nComments: This level is pretty easy to get through for the most part. I made a small dumb mistake though around 17 seconds but oh well...life goes on. SBZ1 is the only level where I actually find a use for Sonic\'s screwball attack (It seriously reminds me of Samus\'). By pressing B twice, Sonic comes to a complete halt, but if you push A, he does a back flip/screwball sort of thing that sends him in the other direction. It prevents me from falling down and having to take the long intended route through the zipper line system (or whatever they call those crazy things nowadays). \n\nSecret Base Zone - Act 2 \nTime: 1:13:67 \nComments: No complains here! I got through the level without any tiny slips (just very very tiny ones that nobody cares about in Single Segment runs!) and had a good boss fight! I think at the time I did this run, I actually beat my personal record! I could be wrong though... \n\nCasino Paradise Zone - Act 1 \nTime: 0:38:07 \nComments: Ack, the dreaded Casino levels. Timed objects are everywhere in this level so normally, the player doesn\'t know what to expect. I have developed a route that allows me to pass through most of the obstacles with ease, but the problem is that if I make a mistake, then I\'m more or less screwed since I have no idea where the timed objects may be (bumpers, enemies, spikes, etc). What would normally be a 1-2 second slip for most levels is actually more like a 15 - 20 second loss just trying to get through the newly placed obstacles. It\'d be almost like going through a new level each time! Thankfully, I made it through the level without any slips, so I was fine! I even got my neat little trick at the beginning to work! So overall, a good run, though I forgot to Air dash off the top of the hill at the end. \n\nCasino Paradise Zone - Act 2 \nTime: 0:59:87 \nComments: This level worries me a bit more then Act 1 because I haven\'t found a good way to get through the spinning platform area yet. Even though I got sidetracked a bit with the pinball flipper, I still made my way through alive, and rather quickly, so I\'m fine with that. The very beginning also worries me. I have to do execute the route ASAP so that I can cross the gap at 4 seconds safely. The bumpers underneath the gap move up and down (and were moving up at the time) so it was a close call really. Had I hit the bumper, I would have lost my speed, and it wouldn\'t have looked very cool...but anyway. I messed up a bit at the red spring around 21 seconds; I just couldn\'t get on the damn thing! As for the boss fight, I\'ve had better fights, but the fight is based on luck since he can pop out of any tube he wants. I\'ve got patterns figured out though so I know what to do when he pops out of tube A or B or C. I\'m sorry if it\'s irritating, but pausing really helps when fighting the boss. This is also my first hit in the game, but I get hit plenty of times later on, so it doesn\'t really matter. Besides, I got sub one minute! \n\nIce Mountain Zone - Act 1 \nTime: 0:53:83 \nComments: IMZ1 is a tricky level because there are tons of little shortcuts that can be used to shave time, but are rather hard to pull off. The beginning route I take isn\'t really the fastest. It\'s just extremely hard and annoying as hell to pull off this 3 second time saver at the beginning though, so I just took the normal route. The speed shoes definitely help underwater, as I\'m able to traverse it much faster. I messed up around 24 seconds, when coming down the slope and into the water. This part usually worries me anyway. Basically, I was supposed to hold back a bit, so that when I reached the bottom floor of the water, I\'d hit the spring sticking out of the wall, not land on top of the spring and get hit by an enemy waiting in ambush. I guess I got a bit too nervous though and held back too much, causing me to completely stop. Ah well, I got through the rest of the level fine. There is one shortcut at the end that saves about a second, but it\'s very risky at the cost of a life, so I figured I\'d play it safe. \n\nIce Mountain Zone - Act 2 \nTime: 1:31:35 \nComments: Ok, so this is where my run starts turning from great, to ok. I didn\'t do a good spin dash at the beginning, so I had to do the little flip to make me stop, then spin dashed off of that. The rest of the run through the level was good, but not great. I messed up around the 13 - 18 second part a bit. It\'s too complicated and long to explain the whole thing, but I basically wasn\'t sure when I should spin dash through the shield (timed objects). I got through though. Now for the boss himself...ugh...I hate this boss. My 2nd least favorite boss in the game. Who\'s the first, you\'ll find out later! Anyway, what\'s annoying about this guy is that you never know where his icicles are going to fall down from. What\'s worse is that he might end up going away from the icicles he sent down, and unless I can manage a super spin dash jump fast enough to reach the other side, I won\'t be able to hit him. Actually, I got a good setup, but due to nervousness, I made some really dumb mistakes, like accidentally falling off the icicles...At least I made it through alive. \n\nAngel Island Zone - Act 1 \nTime: 1:17:10 \nComments: Well, I made a few dumb mistakes here, the first being around 9 seconds where I didn\'t roll under the enemy fast enough. Immediately following this mistake is another one around 13 seconds. I wanted to jump over the ramp and aim sonic to the right, landing him into the next passage. Instead, I accidentally jumped at a low angle and ended up hitting the edge of the ramp, sending me flying into a giant spike ball and landing into a pit of spikes. I got out just in the nick of time though. Except for a bad beginning, the rest of the run was pretty good. \n\nAngel Island Zone - Act 2 \nTime: 1:32:12 \nComments: Not much to comment about here. The hit around 16 seconds was intentional (obviously) as it allowed me to skip a small portion of the level (just a slightly longer way of getting up to where I went). I made a small mistake at 52 seconds. I wanted to jump straight up onto the platform and just spin dash right off of it (looks really cool) but I jumped a bit too late.... The boss fight went well, though I did take a hit. Also, I don\'t know why, but the capsule seems to come down later then the rest of the capsules... \n\nEgg Rocket \nTime: 0:10.83 + 0:56.48 + 0:57.83 + 1:08.77 \nComments: This is it. The one level that really scares the crap out of me. Not because it\'s long, but because of the shortcut. There\'s a HUGE shortcut right at the beginning that shaves about...30 seconds! It\'s really hard to pull off, and you only get one shot. Unfortunately, I jumped too late and didn\'t make it so I had to take the longer way. If I ever do a future run of this game, I\'ll be sure to practice up on this shortcut so I can nail it. The run wasn\'t a totally failure though. In fact, besides the shortcut, and a few small slips, the run was a lot better then I thought it\'d be. \n\nCosmic Angel \nTime: 1:32:28 \nComments: This is where my run starts turning from ok into crap. I managed to get through the level fine (except when I got hit by the spike of course). The boss...well...I just hate this boss. He can be fairly easy, supposing you don\'t slip up. He moves back and forth on the set track, and you can only get him once on each trip (a trip is just going either way). You have to wait for him to start going in the next direction before you can turn him upside down and hit him. As you can see, I goofed up pretty badly with the boss...but I made it through. This is only the beginning of my really bad boss fights (thank God that it\'s near the end of my run). \n\nX-Zone \nTime: 1:31:48 \nComments: Ok, so the first two bosses, I didn\'t have a problem with. I kind of took my time with the second one though, because I didn\'t want to make any dumb mistakes. My problem is with the third and final boss in X-Zone. THIS is my least favorite boss. He\'s easy to beat when, but only if you don\'t care that you beat the level in 2+ minutes. The problem with this guy is that he never does what you want him to do. You can get all 8 hits on him in a row, but he needs to use his claw attack. The claw attack is the only attack that makes Eggman vulnerable to your attacks for a long period of time. The other two only last about one second (allowing for two hits, max). So once Eggman pulls out his claw, you simply jump on top of him and bounce on him 8 times in a row. This would be much simpler to do if you could actually trigger Eggman to do this! The thing is, you can\'t. So you\'re probably wondering why I\'m consistently running into him, taking numerous hits. When you\'re hit, you flash and become invincible for a very short period of time (2-3 seconds). This is useful because while you\'re invincible, you can get past Eggman, and easily jump on top of him. The problem is that he needs to be doing the claw attack for this to work. So my strategy is to basically stay close to Eggman while being invincible...sort of. I keep on doing this until he pulls out the claw. Unfortunately, he didn\'t do it until the very last hit (cheap bastard). I got my ass kicked by this guy...but I lived. It\'s very common for me to accidentally die (run out of invincibility time without any rings while overlapping Eggman\'s machine sprite). I really don\'t know how else to explain this (as I\'m just bad at explaining stuff). But long story short, this guy sucks and it\'s this stupid boss that\'s costing me a 30 second difference on my run. I think you\'ll have more fun laughing at my failed attempts then trying to just enjoy the speed run. \n\nMoon Zone \nTime: 0:42:62 \nComments: Ok, a few things about this. First of all, my speed run is over. The supersonic fight isn\'t supposed to count towards my total time. Basically, once you collect all 7 chaos emeralds, you unlock this super secret little boss fight. But once you unlock it, you always go to it if you start from any level before X-zone (regardless of whether you collected all 7 chaos emeralds in your current run or not). So basically, I didn\'t collect all the chaos emeralds in this run, but because I have done so in the past, it automatically stays unlocked and just sends me off to the fight anyways. As I said, this doesn\'t count towards my total time, and I couldn\'t be happier because this has got to be the worst supersonic fight I have ever had! It\'s horrible, awful, and icky! I guess I was just really nervous, even if it didn\'t count as my total time. I didn\'t think my run could get much worse then X-Zone, but boy was I wrong! Have fun laughing at me getting OWNED by Eggman in his cruddy plastic space suit. \n\nTotal Time: 16:18.50 \nComments: Overall, for a single segment run, this is pretty good. The run can be greatly improved as you can see. Egg Rocket and X-zone (if done right) can shave well over a minute! I\'m willing to be that a near perfect single segment run (meaning no major mistakes) could sub 15 minutes! But that\'ll have to wait for another time \n\nI do plan on updating this run. I definitely want to. In my future run though, there won\'t be a supersonic fight. My game data was erased unfortunately :( \n\nSome people have also asked me if I ever plan on doing a 100% run where I collect all 7 chaos emeralds. Right now, I really don\'t have an answer. I would like to, but a lot of things would change. There are 4 playable characters, and when it comes to locating the special springs the easiest and fastest, well...it varies from character to character. A lot of research would have to be put to find out who the best character would be to do this run with (I\'m guessing either knuckles or Tails right now, maybe sonic, definitely not Amy). \n\nAnyway, I guess it\'s time to wrap things up. If there were any questions that weren\'t answered, or you\'d just like to talk about the run (comments, suggestions) then just AIM GCNDAN20735 \n\nI\'d just like to thank you for taking the time to read my notes, and for watching my run. I hope that you enjoyed watching it as much as I enjoyed making it!','2005-07-23',0,978500,1,'SonicAdvance_Sonic_161850',1,3,0,NULL),(0,988,NULL,326,'','Well, here is the much needed speedrun improvement that this game needed. Thanks go especially to NintenDan for telling me to do this and pointing my attention to this site; I wouldn\'t have done it without him and would have sticked to seperate level competition elsewhere. Also thanks to nate for taking the time to rip this for everyone to see it, as he does for so many other runs. \n\nThis speedrun is probably my 15th attempt. It went quite well compared to previous ones and despise a few deaths, I couldn\'t quite do better so I decided this would be the one. \n\nChaos 0 was done in 27 seconds, I couldn\'t find what exactly triggers him to jump off the pole earlier at the time, so I went with that. Kinda unfortunate, because I know how to get 18 seconds and lower now. \n\nMy first early death was at the beginning of Emerald Coast, wasting about 6 seconds. Except that, the stage went alright, with just a few minor flaws. \n\nEgg Hornet and Windy Valley went well. \n\nI didn\'t quite get enough rings in the Casinopolis pinball machine, so I had to get some from the slot machines at the end, the run could also have been optimized to allow a 10 seconds improvement at the least. \n\nIce Cap was good, I passed through the wooden bridge on first try with no restart, but unfortunately, I didn\'t manage to do the huge snowboard jump by jumping from one ramp at a certain speed (allowing to get all the way to the other end in a few seconds). \n\nChaos 4 decided to do his attack where he splits into balls, wasting 9 seconds. \n\nSky Deck Act 1 was very notable because of my high score ranging in the 15 thousands. I had never seen such a high score for it anywhere before. \n\nTwinkle Park, Speed Highway and Red Mountain went really well, especially Speed Highway (sub 1:10!). Red Mountain only had a very minor death at the very beginning. \n\nSky Deck is the only level that really prevented this run from being absolutely spectacular. I died at 29 seconds and had to restart at the beginning. Then, when doing a long jump, I accidently moved the camera around so I missed where I was aiming for, having to go back up and to the left to reach my shortcut. I also didn\'t manage to spindash jump directly from a small ramp to the capsule at the end, not even to the platform where the capsule was, so I had to improvise. It is notable that I didn\'t manage to land on the capsule on any of my speedrun attempts. \n\nLost World and Final Egg were acceptable. I intentionally killed myself twice in Final Egg to go to farther points faster. The second death could have been avoided by doing a light speed attack, but I forgot, and Sonic would have stayed frozen there until the elevator stopped anyway. \n\nTo finish, Egg Viper went well, with just one minor flaw. \n\nWhen enough new shortcuts get found (and it will happen, they just never stop on coming!!), I might try speedrunning this game again, maybe on DVD this time. ;D','2006-07-20',0,2073000,11,'SonicAdventureDX_SS_Sonic_3433',1,5,0,NULL),(0,989,NULL,326,'','This run of tails started quite some time ago. I had been thinking about a SS run of tails since about June when I said I would have done a segmented sonic run, a super sonic run and a tails run. I gave tails many tries over that time and I took quite big breaks. My strategies kept getting better and my end result always of higher quality, but after a while, pretty much in September, I gave up on a tails run. It wasn\'t because of Tri Hex\'s tails run which was posted the same month, but it was simply because I kept screwing up good runs, and I\'m just the kind of runner who hates seeing mistakes in his runs and over exaggerates them even. While Tri Hex\'s tails run was quite a big accomplishment for a 2nd run through in one day, I knew the tricks I had and the kind of mistake-less runs I aim for gave me quite a faster time than him. Never the less, I didn\'t bother touching DX again after my 1:54 super sonic run. I started again at the end of November to play adventure, aiming to produce a tails run and not getting lazy again, since there is no more hassle with recording the run in my living room to my VCR and then moving it to my room and recording to my pc (I had bought equipment to record directly to my pc). I did a run at the beginning of November which then I improved on the 21st of December by about 40 seconds with some new tricks I came to know of. This tails run was pretty much the kind of run I wanted since I started, and I\'m quite happy with it. Sure, not prefect, like any run in general, but quite polished and without mistakes that made me pull my hair for how stupid I was for making them. The steps taken in my run, comments and times for the action stages and bosses are listed below. \n\n1: Pool area, picking up Jet Anklet, getting to Egg Hornet - It was quite a decision whether to get the jet anklet or not, but by doing some timing, I figured out it takes 20 seconds to pick up, and saves much more than that. \n\n2: Egg Hornet (1:00.96) -I love how this boss turned out. He was nice and gave me 2 early attacks, which I took out quickly, giving me this time which is my personal best. \n\n3: Picking up the Wind Key, getting to Windy Valley \n\n4: Windy Valley (0:23.18) - This was a bit slower than the average time I usually get (22) but it\'s still good. \n\n5: Getting to Casinopolis - Here I used a trick in the adventure field I figured out some time ago. \n\n6: Casinopolis (0:42.00) - This level makes me go crazy some times. The air vents some times push you up real fast, but some times it\'s like there\'s a magnet on the floor. Unfortunately, in this try, I had a result somewhere in between (but I didn\'t loose much because of it) \n\n7: Picking up the Ice Key, Getting to Ice Cap - I got suck on the stairs for a second while going to the train and I threw the ice key a bit too far off the keyhole. \n\n8: Ice Cap (1:41.95) - This is quite good, but unfortunately I came into acknowledgement of a ramp shortcut after I finished the run. Overall though, this time was still good, even though I lost more time than necessary with bumps. \n\n9: Getting to Knuckles \n\n10: Chaos 4 (1:23.30) - Had some delays in hitting chaos, but nothing big. \n\n11: Getting to Tails\' house, Sky Act Chase Act 1 \n\n12: Going to Sand Hill - This part of the adventure field is usually the one who gets screwed bad at various times, especially with the lever to open sand hill. I had some problems getting into the kart heading to the jungle but I also had good luck hitting the switch to open sand hill. \n\n13: Sand Hill (0:45.98) - Good, apart from that the left route at the end is a couple seconds slower than the right one, and the left is the one I took. \n\n14: Picking up Unlimited Tails Whip, going to Tikal, getting to Tails\' house again - Mhm, I somehow managed to miss the upgrade, even thought it never happened before... \n\n15: Sky Chase Act 2, Getting in Sky Deck \n\n16: Sky Deck (0:28.46) - 2 seconds off my best time. I\'m quite happy with this. \n\n17: Fighting E-102 Gamma - Some sort of unfair glitch happened which made me hit Gamma 4 times instead of 3. Pff, couldn\'t it have been 2 instead of 3? :P \n\n18: Speed Highway (0:51.06) - I went carefully on this level, in which I lost about a second. It\'s still good though. \n\n19: Egg Walker (1:04.13) - This went overall well. I got hit on the 1st attack and later I had a delay in hitting Eggman, but that didn\'t make me loose any more than a couple seconds.. \n\nI don\'t think I\'ll try to improve this run, since I\'m pretty happy with it, but if I find faster strats or it gets beaten, then sure why not. Meanwhile, I\'ll stick with this time. Well, that\'s pretty much all, I hope You\'ll enjoy the run :)','2005-12-21',0,1099000,11,'SonicAdventureDX_SS_Tails_1819',1,5,0,NULL),(0,990,NULL,326,'','Well, this is my second speed run up at SDA and I must say I\'m quite excited! The very first thing I would like to do is to dedicate this run to Megan Shipp, a real life girl (OMG). If it wasn\'t for her, I never would have had the motivation to finish this run as I was ready to just give up. While I\'m thanking people, I should thank Radix and Nate for getting my run to actually be here. \n\nA quick note before we get to the run. The game, as you should already know, is filled with glitches. If something seems out of place or unnatural, then just remember that it\'s most likely a glitch! \n\nAs for comments regarding this run, I must say that I am really quite pleased with it overall. I made a few small slip ups here and there, but no major mistakes! To keep things short, Twinkle Park didn\'t go exactly as I planned, but I got through alive. Hot Shelter I got held up in the gear room a bit, but I ended up beating my personal best record, and in Final Egg I managed to find the right door that led to the exit on my first try, so no complaints there. As for the adventure fields, I felt I navigated them quite well, especially the Jungle. I just hate navigating through the city though...damn camera! \n\nApart from the few small mistakes I made, the only real way I can see this run being improved is by getting a sub 10 second ZERO boss fight. This requires perfect timing, however, and the fact that ZERO is the final part of Amy\'s story doesn\'t help so I decided a time around 20 seconds would be suitable. \n\nThat\'s about it for my comments. Feel free to AIM me at GCNDAN20735 if you have any suggestions, questions, or comments about the run. Enjoy the run!','2006-01-07',0,636000,11,'SonicAdventureDX_SS_Amy_1036',1,5,0,NULL),(0,991,NULL,326,'','I did this run for E-102y (Pointless note: y stands for Gamma in Greek) shortly after my tails run. It was mostly inspired by that on sonic center everyone went for most time with gamma rather than doing a pure time attack. I did some practice and looked for various shortcuts in 3 days and then I did my run, after a \"few\" retries. I must say it went overall well. Some things that I did not like were some silly mistakes such as going over the button on the moveable bridge instead of shooting I in hot shelter, not getting trapped in the train quickly in hot shelter and getting hit by the final boss (making me loose 8 seconds), amongst the minor mistakes such as falling in the lava in red mountain or getting trapped in a few places. The run is still good though and I\'m satisfied. I\'ll maybe improve it in the future if I or others find some extra tricks. Hope you enjoy the run.','2005-12-03',0,602000,11,'SonicAdventureDX_SS_E102_1002',1,5,0,NULL),(0,992,NULL,326,'','Yes, I know what you\'re thinking, \"Big the cat speedrun...wtf?\". I don\'t Exactly like big at all. On the contrary, I think he\'s a really stupid cat, and that his portion of the game is incredibly stupid. However, as someone who wanted to see a full set of character runs on sda, I decided to give this a try anyway. I\'d like to give thanks to trihex for making his initial speedrun of big (I was one of the verifiers), which even though it fell apart at hot shelter, it helped me in a couple things Wink The Action Level & boss times for big in this run are as follow: \n\nTwinkle Park - 0:33.40 \nIce Cap - 0:26.71 \nEmerald Coast - 0:20.95 \nHot Shelter - 1:12.71 \nChaos 6 - 0:13.63 \n\nEd note: that\'s the game timer; this run was timed manually \n\nIt was overall a good run. There are a few minor mistakes, like big having trouble pressing the switch to enter hot shelter (which for some reason ALWAYS happens with me..) or missing chaos 6 once, but apart from those it\'s pretty clean. I\'m not gonna write a long commentary as I don\'t really have much to say about this run....Well, I guess I should leave it at that. Have fun watching, and I hope you\'ll like it....and if you feel the need to laugh at big, I won\'t feel offended :-D','2006-07-12',0,543000,11,'SonicAdventureDX_SS_Big_903',1,5,0,NULL),(0,993,NULL,326,'','This run of Super Sonic took me about a week. Since there isn\'t much more than 2 minutes of game time I wanted to try and make the run as fast and without mistakes as possible. However, since sonic adventure is very glitchy, it was quite hard to pull off a smooth run, even on such a small adventure. I was planning to get sub 2 minutes, which I achieved with 5-15 seconds worth of mistakes. I\'m overall happy with this run, but I\'ll probably try improve it if I can manage find some better strat in the perfect chaos battle. \n\nHope you\'ll enjoy the run ;)','2005-09-09',0,114000,11,'SonicAdventureDX_SuperSonic_154',1,5,0,NULL),(0,994,NULL,327,'','First, thanks to the following: [ul][li]DJGrenola, Mike, Nate, Radix, and anyone else who plays a part in maintaining SDA. [li]Those at SDA and The Sonic Center who supported or motivated me in making this run. Particular credit to those who also made speedrunning efforts in this game: Petrie911, who submitted a Dark story run; Paragod (\"X9\"), who first attempted the Hero story run; and Stefan (\"Slisenberger\"), who also planned a Hero run for a while. [li]Various Sonic Adventure 2 players at TSC - for contributing tips and strategies, and motivating me to keep improving my times.[/ul] \n\nWhen I first thought about doing a single-segment speedrun in Sonic Adventure 2, I was already familiar with individual level time attack from competition at The Sonic Center. At first, though, I didn\'t take the idea too seriously. I didn\'t think it would be feasible to play the entire story at an impressive speed, without dying or generally messing up badly, while somehow drawing good luck in the hunting levels. A couple of not-so-serious run attempts seemed to confirm my presumptions. But I think Petrie911\'s Dark story run largely changed my mind. He didn\'t have to sacrifice much speed for safety in his run, and he even managed to make the hunting levels mostly impressive. I figured that I might achieve similar levels of consistency if I put in a lot of effort. \n\nIn the end, I only omitted a few major tricks to be on the safe side. The two biggest ones were on boss fights. In the Egg Golem fight, you can perform a \"superbounce\" (see the Pyramid Cave comments) off of the low inside railing of the platform to immediately reach the Golem\'s head. The technique can speed up the fight by up to 30 seconds, but it\'s quite a difficult maneuver that I have to pull off five times - and a miss usually ends in a fall to the lower level, which wastes time and looks foolish. Against Shadow 2, I know of a method to get one hit right after the other, saving up to about 12 seconds if everything goes right. But the difficult timing and camera make the method very inconsistent for me. There\'s also the spindash through the loop in City Escape which probably saves 4-5 seconds. I\'m pretty sure anything else I knowingly avoided wouldn\'t save more than 2 seconds. \n\nBut there\'s something else where I inevitably \"lose\" a lot of time: random emerald piece locations in Knuckles\' levels. In a single-segment speedrun, there\'s no way that I\'m going to hope for near-optimal locations, or abuse death to reset the locations until they\'re optimal. The best I can do is learn most of the different possible locations, so that I can usually read one hint monitor and know where to go. Obviously, times can vary significantly, as some locations are farther away than others. But I think most of my hunting runs end up in a respectable time range, considering the randomness. \n\nSo, on to the level details: [ul][li]City Escape - 2:07:60 (My best with this strategy is 2:02) \n\nAn okay showing for the first level. Maybe the last part doesn\'t look so good as I fly off of a lot of hills, though - that\'s largely my fault for not having a winning strategy there. \n\nAt 1:13, spindashing through the loop could save some seconds, as rolling down the building is much faster than running or falling down. However, it\'s not part of my plan, as I haven\'t figured out how to consistently spindash through the loop without falling off. \n\n[li]Big Foot - 0:35:29 (0:22) This boss fight is kind of unforgiving when I\'m not able to bounce. I have trouble jumping onto the crates here, partly due to the camera... I messed it up, and that little time loss was enough to let the boss pass me. He managed to pass me a second time before I finished him. It wasn\'t a disaster, but it wasn\'t so good either. \n\n[li]Wild Canyon - 0:40:44 (0:22) \n\nThe first hunting level, which means some more distance from my best time is acceptable. The emerald piece locations were good, but I messed up a little. Just before landing at piece 2, I was already thinking about getting a hint for piece 3. But I barely missed piece 2 and somehow didn\'t realize I missed it before I used up the nearby hint. This run does get better, really! \n\n[li]Eggman 1 - 0:12:90 (0:12) \n\nI didn\'t intend to punch Eggman away for the third hit, but I was able to get the fourth hit quickly anyway, so no harm done. \n\n[li]Prison Lane - 1:44:00 (1:38) \n\nThe first half of the level was pretty good; I pulled off the first jump-on-the-lowering-railing trick, which is just after the first checkpoint. If you\'re wondering why I\'m jumping and lasering halfway up the big elevator \'ride\', I\'m trying to aim at a door trigger enemy in the next passageway. \n\nThe part after the last checkpoint is tricky. The plan is to jump onto the lowering railing, turn around and shoot the door trigger enemy at the upper back corner of the room, then proceed across the next railing to the final passageway. I managed to shoot the door trigger enemy, but then I fell and walked into a robot. \n\n[li]Metal Harbor - 1:34:99 (1:31) \n\nThis level went nicely with only one real mistake. During the ascent to the rocket, I bumped into the railing and stopped, which unfortunately cost about 2 seconds. \n\n[li]Shadow 1 - 0:16:32 (0:12) \n\nBasically, Shadow has to be hit from behind, or he\'ll block my attack like he did after the second hit. That final hit looked a bit risky - I\'m glad the railings stopped me there. \n\n[li]Green Forest - 1:39:77 (1:38) \n\nJust a really clean performance! I\'m proud to have it in a single-segment run. I guess the main thing that prevented me from getting 1:38 was the small mistake around 0:15-0:16. \n\n[li]Pumpkin Hill - 0:58:84 (0:35) \n\nI\'m content with a sub-minute time here. I had to think a little bit about the piece 2 hint, which is why I was moving confusedly at first. On the way to piece 3, I used the rocket so that I wouldn\'t have to climb up the pumpkin monolith, though I\'m not sure whether it actually saved time. \n\n[li]Mission Street - 2:21:39 (2:20) \n\nI get the very useful Booster upgrade in this level. It\'s not just useful for long jumps; by hovering immediately after I jump, I propel myself slightly higher in the air than I would with a simple jump. I use this high hover to get over the barrier of cages before the big bridge. \n\nI usually finish close to my best time, as the moving platforms at 0:43 and 1:33 limit how quickly I can go. If I catch those platforms in time, then all that matters is the part from 1:39 to the end. \n\n[li]Aquatic Mine - 1:10:09 (0:29) \n\nOh dear... I stumbled around a lot in the first 16 seconds. At least I had no navigation issues after that, though. I know water level 3 isn\'t needed for that first emerald piece, but level 3 is generally more useful than level 2, so I went for the level 3 switch. And it turned out that the second piece required level 3, so I got that one fairly quickly. The third piece was a bit of bad luck. As far as I know, it requires water level 1 (\'Path to the abyss\' does, \'Entrance to the abyss\' doesn\'t), and thus I had to go through the slow swimming, unfortunately. \n\n[li]Route 101 - 2:16:22 (2:14) \n\nThe idea here is to keep your vehicle in a \'sliding\' state where your steering is looser. If you\'re not sliding, then your speed slowly climbs or drops to a \'normal\' speed. When you\'re sliding, this doesn\'t happen; your speed only changes from slopes, collisions, and boosts. I use sliding to maintain gained speed from boosts and downhill slopes, and to help with sharp turns. I keep wiggling around because letting go of the steering for a second gets you out of the sliding state. \n\nThat said, I was somewhat shakier than usual, but the final time was good. There were two particularly scary spots, though. Before the second checkpoint, I tried to swerve right to the balloon, but I moved too late and very nearly hit the taxi - that would\'ve slowed me down significantly until the next set of rings. And those double right-angle turns... I didn\'t know you could hit a wall like that and not spin out! I\'m supposed to lightly hit the bottom of the \"U\" so I don\'t bump the next wall at such a scary angle. \n\n[li]Hidden Base - 1:57:70 (1:52) \n\nThe Laser Blaster upgrade makes this level a bit easier and faster: it increases the explosion radius of my shots, so that shooting one dynamite pack in a group of three takes out the whole group. However, the Laser Blaster is in Prison Lane and requires the Bazooka from Eternal Engine, so there\'s no way to get it in this run. This means I have to lock on to each dynamite pack individually. Much of the dynamite early on can be skipped, though. \n\nI like the strategy for the little maze (about 1:12 to 1:19) - it\'s always nice to skip a big block like that. Overall, this run looks fairly smooth except for the part where I ran into the monkey. Against my better judgment, I tried to squeeze by without jumping... \n\n[li]Pyramid Cave - 2:07:92 (2:02) \n\nWith the Bounce Attack, I\'m able to perform the so-called superbounce, a trick that lets me bounce much higher than normal. To superbounce, move toward a wall at high speeds, then just before reaching it, jump and bounce. The faster you\'re going, and the sooner you bounce after your jump, the higher you\'ll go. I superbounce twice in this level, once just after getting the Bounce Bracelet. \n\nThe section after the 0:44 checkpoint went particularly well. Spindashing straight onto the second rail and grabbing the key quickly are both tricky maneuvers. Later on I had two or three minor mistakes, but all of the loop skips were successful. \n\n[li]Death Chamber - 1:12:57 (0:59) \n\nThe hunting level that tests me the most. It\'s a big test of hint memorization because many of the rooms are very similar to each other. Even when I do know where to go, the quickest route from one point to another isn\'t always obvious. Navigation wasn\'t difficult this time, though, and I got very lucky with the third key! It might seem strange that the game allowed keys 2 and 3 to be so close. In reality, those locations are quite far apart; the wall painting to key 3 is a teleport of sorts. \n\n[li]King Boom Boo - 0:46:25 (0:45) \n\nI\'m happy as long as I only flip the hourglass once, which I did. It\'s somewhat simple, but messing it up means around 40 seconds are lost! \n\n[li]Egg Golem - 0:56:87 (0:52) \n\nMy non-superbounce strategy went as planned. I stalled a little while going up the first time, so that the platforms on the Golem\'s back would be more favorable the second time. Maybe I didn\'t need to stall, though, as the Golem\'s reaction time was slightly slower than usual throughout the fight. I don\'t know why he was slower; I know he slows down if you restart the fight a few times, but I certainly didn\'t do that. \n\n[li]Eternal Engine - 3:03:79 (2:51) \n\nThere were more little mistakes than I would\'ve liked. At least it didn\'t affect my time up until the 1:27 checkpoint. It\'s possible to catch those moving platforms a cycle earlier, but it\'s difficult enough that I don\'t expect to. At the end, I only really try to aim for the two bottom corner targets. Still, I tend to end up shooting everything else before nailing the bottom-right one, like I did here. \n\n[li]Meteor Herd - 0:47:12 (0:37) \n\nThe locations and execution were great. The piece 2 hint mystified me for a few seconds, but after a bit of thought I proceeded to collect the piece very quickly. \n\n[li]Rouge - 0:16:89 (0:15) \n\nI\'m usually pretty tense before this fight starts. If I don\'t get the first hit quickly, Rouge sometimes starts running away, making it difficult to hit her. If I don\'t finish the fight within 20 seconds, the floor opens and the fight takes to the steel beams, where it\'s much harder to find and hit Rouge. So I go for the first hit with no rings and a shifting camera, which obviously has its own risk. Fortunately, all went smoothly here. \n\n[li]Crazy Gadget - 1:56:94 (1:50) \n\nThere are a lot of fancy moves in this level, and accordingly, a lot of chances to mess up. However, the run went very well with just a couple of trouble spots. The 0:27 checkpoint was kind of scary; I usually jump dash to get onto the rail initially, and I was thrown off when I just landed on it. At 1:17, I was trying to jump directly from that part to the light dash chain over the acid, but I jumped a little too early and messed it up. \n\nThe trick at the end is quite interesting. The bottom of the goal ring box is not solid, so I\'m able to enter the goal ring box from there without destroying the barrier. Only thing is, the fall-out death sequence starts when I \'enter\' the space under the goal ring box. However, I touch the goal ring well before the death sequence completes, so I don\'t actually die. \n\n[li]Eggman 2 - 0:18:94 (0:16) \n\nThis fight seems pretty fearsome in a single-segment run, as Eggman\'s giant laser can down half of my life with a single hit. However, the strategy I use works pretty well, and it went exactly as planned in this run. I get hit by a regular shot before Eggman fires his laser, so I can escape the laser\'s reach while I\'m still flashing. \n\n[li]Final Rush - 2:32:07 (2:22) \n\nThis fast and dangerous level has lots of potential for showing off. However, it\'s also right near the end of this single-segment, so I was quite nervous here. I pulled off most of the risky tricks, but I made a few mistakes as well. It\'s good that I survived, but it\'s still slightly disappointing because most of my practice runs (somehow) end up around 2:25 or so. \n\n[li]Shadow 2 - 0:30:05 (0:28) \n\nFortunately, there\'s not much pressure in this last fight. I time each approach so I\'m dodging Shadow\'s attack as I move toward him. I also stop before a break between platforms so that the breaks don\'t interrupt my approach. The fight went just as planned. \n\n[li]TOTAL - 32:04:96 (no deaths!)[/ul] \n\nThere were some slow spots like Big Foot and Aquatic Mine, but the luck in the hunting levels was above average (mostly due to Death Chamber and Meteor Herd), and most of the levels and boss fights were actually pretty smooth. Most importantly, I didn\'t die! At this point, I think the run is generally solid and would be tough to improve. If I try to improve it, it won\'t be until I learn a few more things, like how to go faster in City Escape. \n\nI hope you find this speedrun entertaining!','2007-12-26',0,1924960,9,'SonicAdventure2_SS_Hero_320496',1,5,0,NULL),(0,995,NULL,327,'','I began working on this run quite a long time ago. My first candidate run was over 42 minutes, so you can see how far I\'ve come. I chose the Dark Story because, in general, I like its levels better. With the sole exception of Final Chase (oh how I loathe thee), the Dark story levels are all better than their Hero counterparts. Two fewer total stages and one fewer hunting stage also make for a run less prone to random chance errors, which is always nice. \n\nSo, now for the acknowledgements. I\'d like to thank... [ul][li]Everone at The Sonic Center, for their excellent guides and videos. [li]yoshifan, for his tips on Cosmic Wall and Iron Gate. [li]X9, Stanski, Silsenberger, and all the other people in the Sonic Adventure 2 topic for their support. [li]nate and B-man, for making anri-chan, the program I used to encode this run. [li]and Radix and mikwuyma for creating and maintaining this awesome site.[/ul] \n\nAnd now, on with the individual level comments! [ul][li]Iron Gate-2:08.19-Some minor errors at the beginning and on the last security door to shoot. The level 5 security door skip went perfectly though (thanks to yoshifan for pointing this out). I missed the A by only 20 points, too (not that it matters). \n\n[li]Hot Shot-23.12- A below-average Hot Shot, though the no-cycle strategy went off without a hitch. Keep in mind that my best time is 22:77, though, so the difference between best and below average is less than half a second... \n\n[li]Dry Lagoon-51.65-Fairly good placement on this one, which is largely the determiner of hunting stage times. If you\'re wondering what I\'m doing at the beginning, I\'m searching known second and third emerald locations near the start. Thankfully it didn\'t stick me with Oasis Jail or a similar one this time, as it had been doing. \n\n[li]Sand Ocean-2:27.30-This is one of my favorite looking stages, and it\'s hard as hell to do right. My previous bests were around 2:38, but I recently discovered that a speed shoes at the second check allows you to beat the platforms near the last spinner and secure a 2:27. This was not the first route change in this level, as I researched the best route extensively, and I still suspect there is a better way. This level is also where many runs ended, as the timing in this level is very precise, and one false move usually leads to death. By the way, there\'s also a ridiculously difficult 5 second timesaver on the last spinner that I didn\'t include because it just wasn\'t worth the risk. \n\n[li]Radical Highway-2:07.09-I\'d just like to say that this is a most impractical highway, and that this level went very well. I especially liked the moment during the double loop skip when the music stopped as I was making that jump. Very dramatic. Anyways, the only problems are that I picked the spring instead of the ramp right before the second rocket, and I got shot off the loop at the end (which is completely random). Otherwise, very good. \n\n[li]Egg Quarters-59.94-Wow, excellent placement of keys. The first key being in the Blue room would have been better, but otherwise, just about perfect. Note that you have to collect the Pick Nails, as there is always one buried emerald in story mode, unlike in the level select. Oh, and check out that sub-1:00... \n\n[li]Lost Colony-2:33.69-A solid level. This is my best time for this level in any speedrun attempt, but there\'s not any really \"wow-ing\" tricks in it. You lose about 5-10 seconds by not having the Jet Engine or the Large Cannon. There\'s also a ~8 second timesaver that is exclusive to the Dreamcast version, performed by hovering through the non-solid walls around the goal instead of breaking the cages with the rockets. There\'s a funny story about this level, too. One of my attempts ended here because, trying to get a head start in the level, I held forward on the control stick from the beginning. I just walked off the starting platform and died. D\'oh! \n\n[li]Weapons Bed-1:35.57-This level has some neat shortcuts you should really see. The only one I don\'t take is right after the second-to-last checkpoint, where some quick box jumping will save you the small detour to the left. Still, a very solid level. \n\n[li]Tails 1-13.50-The strategy here is to hit Tails with cannon shots as quickly as possible, and no punches. Incidentally, 13.50 is my personal record. \n\n[li]Security Hall-49.79-I still can\'t believe the perfectness of the emerald placement here. 49.79 is an amazing time for Security Hall, and one that will be hard to equal if I ever try to improve this run. No complaints. \n\n[li]Flying Dog-49.64-I messed up the instant hit trick, so this ended up being a fairly standard fight. That\'s really all there is to say. \n\n[li]White Jungle-1:56.47-Ah, my favorie level, White Jungle. Pretty good time, though about 10 seconds slower than best. The main time loss was in the pit, where it just would not let me somersault under the barriers. Still, there\'s always the Air Shoes skip and the loop skip right after it, and at least I got sub-2:00. \n\n[li]Sonic 1-17.79- Go behind him and homing attack him. Once you get the timing down, it\'s not too hard. Interestingly enough, I actually had quite a few deaths here during attempts, usually due to cheap attacks before I could get rings or getting ringed out. \n\n[li]Route 280-2:53.89- Another personal best time, and even then I missed getting the first boost in time. This level is all about keeping the powerslides, and not spinning out. \n\n[li]Sky Rail-59.70- Hey, another barely sub-1:00. This is a short level, and the main attraction is the pumpkin monoliths skip, which allows direct transit from Ghost Train mountain to the top of Church Mountain. It\'s only possible in the GCN version, too. \n\n[li]Egg Golem-23.55-Hooray for button mashing! This entire boss is just mash B until he breaks open, then blow him up. The only thing you have to watch out for is when the floor will break, and it\'s very predictable (always the 4th punch). \n\n[li]Mad Space-2:07.72-A sub-par time. The emerald placement was fairly mediocre to begin with, but the ~25 seconds I lost because the game was being incredibly picky about digging up that second emerald really did not help. Oh, well, something to improve on next time. \n\n[li]Knuckles-17.90- The most important thing is to kill him before the floor opens. Luckily, his incredible vulnerability to Drill Drives makes this more than possible. \n\n[li]Cosmic Wall-5:03.84-Get ready for, by a wide margin, the longest level in the game. The very open nature of the level allows for many shortcuts to be taken, and most of the differences in times for this level come from quickness of execution and how fast one can ascend the platforms before the rail rides. The only main error are the artificial chaos hit in the second open section and the missed jump in the last ascent. Thanks to yoshifan for showing me many of the delicate and subtle maneuvers required for this level. His help easily stripped off 15 seconds. Oh, and check out the score at the end. Even going as fast as I could, I still overshot the A by nearly 25,000 points. \n\n[li]Tails 2-20.44-This fight is actually a lot like Tails 1. You need 4 cannon hits to take him down, and no punches. The main difference is that one slip-up and Tails will kill you with his giant laser of doom. This boss was another major run-ender. \n\n[li]Final Chase-3:17.47 + 19.73-That plus means the most horrible of horrible things happened in this level. I died. I\'ve never missed that jump EVER until then. Ugh. Otherwise, a fairly solid level. I skipped a number of shortcuts that tend to have low success rates, and tried (and apparently failed) to play it safe, but still a decent time. Overall, the death in this level is the only thing keeping me from being truly satisfied with the run, though this is not the first time. It seems intent on screwing me over. The second candidate run I had had a death here, too, due to sucky gravity tube physics, and the third had a weird glitch where I got stuck on the final tube for about 7 seconds. This level seems to hate me as much as I hate it. \n\n[li]Sonic 2- 43.72- not my best, but still good. As you can see, Sonic tends not to block your homing attack if you come in from the side. You can get up to 3 hits this way before he starts blocking those. I only got 2, as he fell behind and initiated the second part of the fight, where you let him chaos control in front of you, then nail him when he starts his special attack.[/ul] \n\n[b]Total[/b]-33:41.70 \n\nI may come back to try to improve this, largely because of that annoying death in Final Chase. Mad Space looks to be greatly improvable, though Egg Quarters and Security Hall will probaby never be equaled. Many levels could be cleaned up and made faster, and, with some insane luck and insane, TSC-level skills, this run could probably go sub-30, but I don\'t think I\'ll ever be able to manage that. But I look forward to the day when someone decides to take up that challenge and break the 30 minute mark.','2007-06-27',0,2021700,9,'SonicAdventure2_SS_Dark_334170',1,5,0,NULL),(0,996,NULL,329,'','Welcome to Planet Earth. Aliens are taking over. Get in your tank and shoot them down! \n\nSpace Invaders Speed Run Rules: [ul][li]Completed on \"Normal\" Difficulty [li]Single Session [li]No special codes[/ul] \n\nSpace Invaders originally was an arcade game released in the late 1970s, unleashed to the world and loved by people all over. This game takes the mechanics of the game and packs it in with tons of new stuff to keep it interesting. \n\nNormal Difficulty incorporates 8 planets. Each planet starts with 5 waves of aliens, then a bonus UFO shooting level, then 5 more waves. After that you face a giant boss whose life you must drain to nothing. After that you move on to the next planet. \n\nEach planet (after Pluto) also features an \"alien of the day\" that you see only on that planet. Each one has a different appearance, attack, and gives you a different special weapon. Some are quite stupid (like the boomerang attack on Saturn) while others rock your socks (like Tank Kamikaze on Venus). \n\nAfter beating each boss you receive a time for that planet (so loading times are not included). Occasionally the game lists a time as X:X. If the level is completed with a 0 in the ten-second digit, it doesn\'t display it. It does if it\'s in the seconds\' digit (Neptune was 4:20 which is displayed in full). \n\nAfter beating the game on Normal, what you unlock is the original black-and-white Space Invaders. \n\nListings after planet name were the planet\'s time and hit percentage. Percentages over 100% are possible as special weapons can hit multiple enemies (so if I fired 1 special shot and hit 6 aliens, it\'s 600% accuracy). [ul][li]Pluto (3:27 | 216% | 0 deaths - 0:29 improvement) \nThis planet is simply a warm-up. The special weapon I had at the start of Wave 5 I purposely shot off early to clear it out of my inventory (same with Wave 10). The boss is ridiculously easy with double shot. \n\n[li]Neptune (4:20 | 105% | 0 deaths - 0:44 improvement) \nAt the beginning of the boss fight, the only thing that can be damaged are the wings, and then you can damage the body. Finally you have to blow him apart before he kamikazes you. Of course, I win. \n\n[li]Uranus (4:19 | 123% | 0 deaths - 0:15 improvement) \nBoss died in a hurry. Need I say more? \n\n[li]Saturn (4:21 | 90% | 0 deaths - 0:07 improvement) \nThe special weapon here is, in my opinion, the stupidest one in the game. The Angler aliens are really annoying, which makes this level a bit unpleasant. As for the boss fight...wait. This is a boss? \n\n[li]Jupiter (3:47 | 110% | 0 deaths - 0:11 improvement) \nThe special here while quite powerful is also the slowest thing to grace god\'s giant planet. The coolest thing about it is you shoot it before the aliens appear, it\'ll be invisible. In the boss battle, hitting the shields does no damage to the boss meter, but doing enough damage blows them apart so you can actually do some decent damage to the boss. \n\n[li]Mars (6:36 | 101% | 0 deaths - 0:41 improvement) \nThe Burster aliens are probably the most annoying aliens around. Their shots can be destroyed, but they swamp you so quickly. They do not scatter shots when hit with a special (or run into a shield), but Sine Missiles aren\'t very helpful. This boss can be a pain in the rear if you destroy one of the three parts too soon, which is why I start slowing down part way. \n\n[li]Venus (4:37 | 107% | 0 deaths - 0:53 improvement) \nTank Kamikaze is by far the BEST special weapon in this game. I love plowing my tank head-on into the alien forces. YEE-HAW! As for the boss, his sweeping dive covers a large area. Luckily, I rule. \n\n[li]Earth (4:45 | 123% | 1 death - 0:19 improvement) \nThe Splitter aliens have a great special, but the aliens themselves are great and awful at the same time. The make the level a great difficulty to finish this run, but they\'re also annoying as hell. This boss is a pain in the ass to hit and also to avoid all those shots and I nearly avoided it all. Nearly. I have successfully defended Earth. You can thank me later. \n\n[li]Final Score | 36:12 | 114% | 1 death | 32 lives left - 3:39 improvement - 4 less deaths[/ul] \n\nThis run is dedicated to all those who perished in 1978. \n\nThis run is Copyright (C) 2007 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Space Invaders is Copyright (C) 1999 Z-Axis and Activision. \n\nSir VG, signing out. \n\nFIN','2007-02-23',0,2172000,11,'SpaceInvadersPS1_3612',1,12,0,NULL),(0,997,NULL,329,'','Welcome to Planet Earth. Aliens are taking over. Get in your tank and shoot them down! \n\nSpace Invaders Speed Run Rules: [ul][li]Completed on \"Expert\" Difficulty [li]Single Session [li]No special codes [li]Suffers Deaths[/ul] \n\nSpace Invaders originally was an arcade game released in the late 1970s, unleashed to the world and loved by people all over. This game takes the mechanics of the game and packs it in with tons of new stuff to keep it interesting. \n\nExpert Difficulty incorporates 10 planets. Each planet starts with 5 waves of aliens, then a bonus UFO shooting level, then 5 more waves. After that you face a giant boss whose life you must drain to nothing. After that you move on to the next planet. \n\nEach planet (after Pluto) also features an \"alien of the day\" that you see only on that planet. Each one has a different appearance, attack, and gives you a different special weapon. Some are quite stupid (like the boomerang attack on Saturn) while others rock your socks (like Tank Kamikaze on Venus). \n\nAfter beating each boss you receive a time for that planet (so loading times are not included). Occasionally the game lists a time as X:X. For example, Mars had a time of 6:9. If the level is completed with a 0 in the ten-second digit, it doesn?t display it. It does if it?s in the seconds? digit (Saturn was 4:40 which is displayed in full). \n\nExpert is a touch harder than Normal, being that the aliens move faster, and 2 new planets are added after the end of the normal game (Mercury and Alien World). As like the other planets, there are unique aliens on these worlds with unique specials. \n\nAfter beating the game on Expert, what you unlock is Maniacal Difficulty. As the name suggest, playing on this level of difficulty is crazy! \n\nListings after planet name were the planet?s time and hit percentage. Percentages over 100% are possible as special weapons can hit multiple enemies (so if I fired 1 special shot and hit 6 aliens, it?s 600% accuracy). [ul][li]Pluto (3:39 | 209% | 0 deaths - 0:08 improvement) \nThis planet is simply a warm-up. The special weapon I had at the start of Wave 5 I purposely shot off early to clear it out of my inventory (same with Wave 10). The boss is ridiculously easy with double shot. \n\n[li]Neptune (4:38 | 115% | 0 deaths - 0:08 improvement) \nAt the beginning of the boss fight, the only thing that can be damaged are the wings, and then you can damage the body. Finally you have to blow him apart before he kamikazes you. Of course, I win. \n\n[li]Uranus (4:18 | 133% | 0 deaths - 0:03 improvement) \nBoss died in a hurry. Need I say more? \n\n[li]Saturn (4:40 | 91% | 1 death - 0:03 loss) \nThe village called. They missed me, their village idiot shooter. The special weapon here is, in my opinion, the stupidest one in the game. The Angler aliens are really annoying, which makes this level a bit unpleasant. As for the boss fight...wait. This is a boss? \n\n[li]Jupiter (3:48 | 117% | 0 deaths - 0:22 improvement) \nThe special here while quite powerful is also the slowest thing to grace god?s giant planet. The coolest thing about it is you shoot it before the aliens appear, it\'ll be invisible. In the boss battle, hitting the shields does no damage to the boss meter, but doing enough damage blows them apart so you can actually do some decent damage to the boss. \n\n[li]Mars (6:09 | 94% | 0 deaths - 1:21 improvement) \nThe Burster aliens are probably the most annoying aliens around. Their shots can be destroyed, but they swamp you so quickly. They do not scatter shots when hit with a special (or run into a shield), but Sine Missiles aren?t very helpful. This boss can be a pain in the rear if you destroy one of the three parts too soon, which is why I start slowing down part way. \n\n[li]Venus (5:47 | 85% | 1 death - 0:19 improvement) \nTank Kamikaze is by far the BEST special weapon in this game. I love plowing my tank head-on into the alien forces. YEE-HAW! As for the boss, his sweeping dive covers a large area. Luckily, I rule. \n\n[li]Earth (5:13 | 116% | 1 death - 0:01 improvement) \nThe Splitter aliens have a great special, but the aliens themselves are great and awful at the same time. The make the level a great difficulty to finish this run, but they?re also annoying as hell. This boss is a pain in the ass to hit and also to avoid all those shots and I nearly avoided it all. \n\n[li]Mercury (5:41 | 85% | 1 death - 0:12 loss) \nThings get hot under the collar quickly. The boss is quite interesting, but fairly easy with the double shot. \n\n[li]Alien World (5:37 | 76% | 0 deaths - 0:22 improvement) \nYou know how I said the Bursters are the most annoying aliens? I lied. These guys are. Being a fan of the original Space Invaders, this whole level is a hoot. The final boss is a total laugh riot. ^^ \n\n[li]Final Score | 49:30 | 105% | 4 deaths | 23 lives left - 2:29 improvement - 6 less deaths[/ul] \n\nThis run is dedicated to all those who perished in 1978. \n\nThis run is Copyright (C) 2007 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Space Invaders is Copyright (C) 1999 Z-Axis and Activision. \n\nSir VG, signing out. \n\nFIN','2007-02-26',0,2970000,11,'SpaceInvadersPS1_expert_4930',1,12,0,NULL),(0,998,NULL,330,'','First of all, I would like to thank a few people. Thanks to [ul][li]Tim Bright, for making the GC NTSC run. I use some tricks and strategies from his run and combined them with some of my own. [li]Radix and mikwuyma, for accepting my run. [li]nate, for doing all his stuff.[/ul] \n\nWith a vast knowledge of the AI and the physics of the game, I set out to speed run Splinter Cell. The run was pretty easy for me to do and it didn\'t take more than a 2 weeks to make, but it\'s still a very solid run IMO. I\'ll give you my comments segment by segment... [ul][li]Training Part 1 \n\nGotta love tutorials. Training is actually one of the harder levels to speed run because of all the annoying training messages. The best way to avoid them is to learn when they appear and mash A, but that\'s sometimes hard to do because you have to do other things at the same time. After the very first training message, I use a wall jump to get up onto the wall, which is faster than doing it the intended way. Then after climbing the ladder, instead of sliding down using the zip line, I jump to the platform below, saving several seconds. In the end of this part, I use a semi hard trick that involves jumping at the right moment so that Sam is climbing the ledge over the gate while the \"Lambert speech\" is going. This saved more time than you\'d think since Lambert actually started talking as soon as I first jumped. \n\n[li]Training Part 2 \n\nEven more training messages here and also a lot of check points. I was a little slow when lockpicking the door, but everything else went fine. In the first room with a camera, you\'re supposed to shoot the light to be able to sneak past the camera, but instead of doing this, I waited a little for the camera to look away, then I just ran past it while hugging the left wall. The second and third camera rooms were done in the same manner, by just running past the cameras. \n\n[li]Police Station Part 1 \n\nThis part was perfectly executed. After crawling through the tunnel, I used a walljump to get up onto the ledge instead of climbing the pipe. Pulling Sam\'s legs up while sliding down a zip line makes him go faster, so obviously I did that. I got through the building without problems and at the end I didn\'t bother to shoot the skylights/crouch, so I took damage from the smoke, but I got through the room faster. \n\n[li]Police Station Part 2 \n\nThis part was also perfectly executed. I simply ran past the first russian (the guy with the phone) without him noticing me. It\'s hilarious to see how I run past the second russian though, still without being noticed. The only thing that I might have been able to do a little faster was punching in the code for the balcony door, but whatever. \n\n[li]Police Station Part 3 \n\nAgain I was a little slow while lockpicking, but still nothing major. I ran past the two police men talking to the drunk guy, taking some damage at the same time, a price worth paying. When going through the tunnel, I use a roll, which is much faster than crawling. After opening the gates, I run past another police man, taking some more bullets. When I shot the two guys at the end, I did it pretty well, considering that I was shooting while moving, which sometimes causes your shots to miss even if your target is in the middle of the crosshair. \n\n[li]Police Station Part 4 \n\nI started this part with so little health that I would\'ve died from one shot. I hit the first police man once to stun him, then I run past him. I ignore the guy coming out of the door and he starts to fire at me, but an evasive roll made me survive. Note that any mistakes I do after activating the speech in the morgue doesn\'t matter since I still have to wait for Lambert to stop talking before I can activate the save point. \n\n[li]Police Station Part 5 \n\nIn this part, I run past the police man and the civilian in the beginning and when I reach the top of the stairs, I walk slowly so that I don\'t alert the guys up there. After using the computer, I run past the guys outside, they never got a single shot away. The reson why I pulled out the SC-pistol after descending the stairs is that 90% of the time, the guard down there is standing in the doorway, blocking my path. I got lucky this time though. \n\n[li]Defense Ministry Part 1 \n\nWhen rapelling down the wall, I time my second jump so that I fall in through the window instead of climbing in. I am very satisfied with my shooting in this segment, no missed shots. In the big hallway, I shoot the first guard with one shot so that the other guard will come running, then I shoot him when he is in the dark area, that way I don\'t need to hide the bodies. \n\n[li]Defense Ministry Part 2 \n\nThis was a pretty hard segment, since I used very risky strategies. I didn\'t waste any time when I hid the body in the large room because I\'d still have to wait for the colonel to come down. I might\'ve been able to run past the camera without shooting it, but I didn\'t want to risk it. \n\n[li]Defense Ministry Part 3 \n\nA very hard segment, but I found some good strats for it. When waiting for the elevator to arrive with the two guards, I use a wall jump to get up onto the rafters. From there, I remain unnoticed from the guards and I can get into the elevator without interfering with them. After the elevator, I could\'ve choosen two paths. One would lead me through an air vent and drop me down into a hallway later on. The other path would force me to take out three guards. The second path was obviously faster but much harder, but I chose to use it anyway. After I used Nicoladze\'s computer, I throw a frag grenade against the door, somehow it takes out all three guards behind it. \n\n[li]Oil Refinery Part 1 \n\nEverything was almost perfect, this might be improvable by 1 second or something like that. \n\n[li]Oil Refinery Part 2 \n\nThis segment is totally perfected. Here you can also see what I like to call a \"save-point exploit\". \n\n[li]Oil Refinery Part 3 \n\nThere is some heavy lag in this level, which led to many restarts. This segment is also flawless, but also a little slow to watch in the beginning. \n\n[li]CIA HQ Part 1 \n\nThis segment actually has some mistakes in it, but the hard parts went well. Punching in the first door code in time is actually quite hard, since you can\'t enter a code while there is an alarm going. Grabbing and knocking out that unarmed guy may seem like it is a fatal mistake, but fortunately I didn\'t lost any time from it because I still had to wait for the alarm to end later on, right before punching in the second code. The mistake that matters is that I dropped down from the split jump position a little too early, thus I had to sit through the \"knock-out\" animation. \n\n[li]CIA HQ Part 2 \n\nGood segment. The wall jump you see in the \"big, white room\" is actually quite hard, but it was flawlessly done in this attempt. One thing to note is that the last alarm that goes off doesn\'t matter; because I enter the save-point before it stops, making the game never register it. \n\n[li]CIA HQ Part 3 \n\nThis segment is a little boring, but still interesting from a certain point of view. Knocking out Dougherty and carrying him to the save-point is a lot faster than letting him walk there by himself. \n\n[li]CIA HQ Part 4 \n\nVery good segment, nothing went wrong here. \n\n[li]Kalinatek Part 1 \n\nAh, my favorite level, Kalinatek. Again you will see me entering a save-point in a faster, unintended way. \n\n[li]Kalinatek Part 2 \n\nThe first knock-out in this part is probably one of the coolest things in the run, you will see why when you watch it ;). \n\n[li]Kalinatek Part 3 \n\nMy personal favorite part of this run. Lots of enemies mean lots of shooting, and the shooting went well. I also completely skip disarming the bomb by entering the save-point before the timer runs out. The timer will be gone when the next part starts. \n\n[li]Kalinatek Part 4 \n\nFlawless segment. The reason why I release the first sticky shocker so late is that if would do it earlier, the door would close and I wouldn\'t be able to shoot the second guy. Rolling through the fire forces me to wait for the guy in the bathroom to move away from the door, but it is still faster than crawling though the air vent. \n\n[li]Kalintek Part 5 \n\nThis one is cool to watch, due to my efficient usage of frag grenades. Entering the save-point with 1 hp left was of course (un)intentional. ;) \n\n[li]Kalinatek Part 6 \n\nProbably the segment I am the least satisfied with, since there are a few mistakes, but it was hard to manipulate the AI in this one. I actually missed a sniper-shot near the beginning, which I will never forgive myself for. :( \n\n[li]Chinese Embassy Part 1 \n\nAnother level I like. Here I just run on certain spots to prevent the enemies from detecting me. Letting go of the ladder to fall down into the save-point is not only faster than climbing down, i t looks cooler as well. :) \n\n[li]Chinese Embassy Part 2 \n\nAdvanced AI manipulation allows me to run past the enemies in the sewers with problems. \n\n[li]Chinese Embassy Part 3 \n\nI have a lot of health to spare here and I take advantage of that by just running past a guy shooting at me. Good segment and another odd way of entering a save-point is shown. \n\n[li]Chinese Embassy Part 4 \n\nHere I found out that if I walk a couple of steps after running, the patrolling guard wont detect me, so the gate stays open and I can even run in without shooting the camera. I shoot 2 ring airfoils because my intention was to knock that guard out, but it didn\'t work. It doesn\'t matter anyway, since he got stunned and I could run past without detection. \n\n[li]Abbatoir Part 1 \n\nI don\'t like this level. The first part went fine, even though I was a little slow when punching in the door code. \n\n[li]Abbatoir Part 2 \n\nThis level went perfectly considering that I used very risky strategies. Manipulating the enemies to reload at the right time wasn\'t easy, but it worked. Lots of action in this part. \n\n[li]Abbatoir Part 3 \n\nI used a smoke grenade to take out the first guard, incase you\'re wondering what happened. My strategy for those two guards who were talking was to take them both out with ring airfoils, but (as always), one airfoil didn\'t work properly. Still it didn\'t matter since I could run past him. Using a frag grenade to kill Grinko was the quickest and easiest way I could find. \n\n[li]Chinese Embassy (second visit) Part 1 \n\nThis is about as good as it gets. I wait for a split second before running to the ladder in the kitchen. I did this so that the enemies in the next room would run to the door, instead of shooting me through the window as I climb the ladder. \n\n[li]Chinese Embassy Part 2 \n\nAnother smooth segment here with some creative use of frag grenades. Note that if I had killed the officer before he punched in the code, I would get a mission failed. \n\n[li]Chinese Embassy Part 3 \n\nA very hard segment. The wall jumps near the end are extremely hard to pull off consistently. \n\n[li]Chinese Embassy Part 4 \n\nOh man, this part got owned. I discovered that \"Goa\" doesn\'t actually take the elevator up, he just disappears, then he respawns on the second floor. I run right after him to avoid punching in the door code and I activate the cutscene with General Feirong before Goa dies. This allows me to keep going without failing the mission (I would\'ve failed because the game didn\'t register me punching in the door code and with that it assumes that I\'m stuck behind the code locked doors). \n\n[li]Presidential Palace Part 1 \n\nI like this segment. I got really lucky with the laser beams in the sewer, and the AI manipulation went smooth. \n\n[li]Presidential Palace Part 2 \n\nThis was the absolute hardest part in the run to do good, there are so many things that could go wrong, it\'s not even funny. Even so, it is one of the highlights of the run, so enjoy it. :) \n\n[li]Presidential Palace Part 3 \n\nPerfect segment. Evading the guards in the basement saved a lot of time. \n\n[li]Presidential Palace Part 4 \n\nAnd here we are, the last segment. Everything went very good, but it took a lot of restarts to perfect the second half.[/ul]','2006-08-27',0,4905000,11,'SplinterCell_GCN_12145',38,5,0,NULL),(0,999,NULL,330,'','This is my third speed run. I did two Kotor speed runs and felt like moving on to something different. Splinter Cell is a game that I absolutely love. I got it free with my video card and loved it ever since. This is a straight speed run. I don\'t try to avoid alarms, except where necessary. I looked at the run for the playstation that was up, but I found that there was little I could learn form it. The levels are quite different and he did a no alarm run. \n\nLevel One: Training. \nThis is an annoying level that is presents little speed running opportunities. The only real trick is jumping off the platform. The rest is just memorizing what you can get away with. \n\nLevel Two: Police Station. \nPretty easy level. Hardest part is the two guards talking to the drunk. I got really lucking with the shooting. Most of my kills were with one shot. Worst part was hooting that damn camera. It took me fice shots to do it. I can\'t believe I missed the guy at the computer. That never happened before, but it led to a more exciting finish with me having to kill the two guys in the next room. \n\nLevel Three: Defense Ministry \nAnother simple level, with enough practice. There are two methods of getting in the place, repelling or sliding down the pipe. Both are probably the same. I accidently alerted the guard in the kitchen, but it didn\'t seem to affect my game. The battle with the three guys outside the office went ok. The second and third guys weren\'t in their usual places, so that threw me a little. I got all of them though, so it turned out ok. \n\nLevel Four: Oil Refinery \nThis level is done almost flawlessly. I took a little too long with the two guards, but I lived. The rest of the level is easy. This is the easiest level in the game. \n\nLevel Five: CIA Headquarters. \nNow the hardest level in the game. It probably took me over 40 tries to get this one. The amount of strateies in this level is too numerous to name the all, but I try my best. I messed up at the grate jump. I having to pull myself up cost a second. The stair jump went off flawlessly. It took me a long time to figure out that trick. The positioning has to be just right. The guard alert goes off very well. If it isn\'t done right, the guard in the next room shoots you. After the elevator, I learned the trick about alerting the maintenance worker on my very first recorded try. Saves about 5 to 10 seconds. I screwed up just after this by alerting the guard, but it didn\'t affect the run at all. I need to knock out the guard by the server room, because there is no telling where he will be once you get out of the server room. He ended quite a few of my runs. The biggest flaw in the run is where the stupid guy in the copy room notices me and I am force to hide him. There are no other major flaws in the run. As I said, the strategies in this level and too numerous, so I will stop now. \n\nLevel Six: Kalinatek \nThe best strategy to kill the guys before the elevator to shoot the bomb, but that thing is too damn hard to hit and you only get a few seconds to do it before they spot you. It is safer to shoot out the glass and wait for the to some to you. I was really lucky in this run not to die in the last part of this level, or as I call it, \"The Shooting Gallery.\" I kill 20 guys in this part. This was actually the only time I ever recorded this part. This was the first time I had gotten to the area and I was lucky enough to have gotten through it all in one run. \n\nLevel Seven: Chinese Embassy 1 \nReally easy level. The only annoying part is having to wait to exit the level. It you even knock out one of the guards to early, you fail the mission. Nothing else of interest. \n\nLevel Eight: Abattoir \nA lot like the CIA level. Lots of little strategies. I messed up by missing one of the boxes in the minefield. I pulled off the roof trick well. Doing it wrong means you can\'t pull the broadcast switch until you kill two guards. Killing the three guards is very diifcult. I t requires exact timing. The refrigerator part I did near perfect. This level did have my biggest flaw. In the last part of the level, I have to hide guards because I didn\'t know what the alarm stage was at. In my practice runs, I never had to do this, but in my recorded run, I kept failing. I waste a whole bunch of time. The final battle is done really well. \n\nLevel Nine: Chinese Embassy 2 \nGoing from the grate to the roof takes some very precise timing. Too early and he kills you immediately, too late and he will spot you too early. I could have gotten rid of those guards in the computer room much sooner, but the game automatically fails if you do. I have no explanation for why. After the second load, I take a little time because if you turn the corner too early, you will die. The part with the key codes could have been done faster, but the risk isn\'t worth it. If you try to do the last part to quickly, the general doesn\'t kill him and you will fail the mission. \n\nLevel Ten: The Presidential Palace \nThe jump trick at the beginning is my favorite in the run. I discovered it by accident. I love how he screams, but take no damage. It was this that gave me the idea for the CIA Headquarters jump. The courtyard part is one of the harder parts because of the guards are to the right, your screwed. The hardest part is killing the three guards at the elevator. I was sweating that part, but I got some very good shots off. After the elevator, the shot I got on the second guard was a miracle shot. I still can\'t believe I hit him. The only other question mark was climbing up the pipe. Some times it is easy to jump off it to the ledge, sometimes it is impossible.','2005-09-16',0,5700000,11,'SplinterCell_PC_13500',10,11,0,NULL),(0,1000,NULL,331,NULL,NULL,'2006-08-30',0,170000,3,'SplinterCellChaosTheory_Expert_Lighthouse_250',1,11,1,NULL),(0,1001,NULL,331,NULL,NULL,'2006-08-30',0,355000,3,'SplinterCellChaosTheory_Expert_CargoShip_555',1,11,1,NULL),(0,1002,NULL,331,NULL,NULL,'2006-08-30',0,428000,3,'SplinterCellChaosTheory_Expert_Bank_708',1,11,1,NULL),(0,1003,NULL,331,NULL,NULL,'2006-08-30',0,349000,3,'SplinterCellChaosTheory_Expert_Penthouse_549',1,11,1,NULL),(0,1004,NULL,331,NULL,NULL,'2006-08-30',0,308000,3,'SplinterCellChaosTheory_Expert_Displace_508',1,11,1,NULL),(0,1005,NULL,331,NULL,NULL,'2006-08-30',0,217000,3,'SplinterCellChaosTheory_Expert_Hokkaido_337',1,11,1,NULL),(0,1006,NULL,331,NULL,NULL,'2006-08-30',0,559000,3,'SplinterCellChaosTheory_Expert_Battery_919',1,11,1,NULL),(0,1007,NULL,331,'Seoul is manually timed.',NULL,'2006-08-30',0,266000,3,'SplinterCellChaosTheory_Expert_Seoulpart1_426',1,11,1,NULL),(0,1008,NULL,331,'Seoul is manually timed.',NULL,'2006-08-30',0,359000,3,'SplinterCellChaosTheory_Expert_Seoulpart2_559',1,11,1,NULL),(0,1009,NULL,331,NULL,NULL,'2006-08-30',0,738000,3,'SplinterCellChaosTheory_Expert_Bathhouse_1218',1,11,1,NULL),(0,1010,NULL,331,NULL,NULL,'2006-08-30',0,845000,3,'SplinterCellChaosTheory_Expert_KokuboSosho_1405',1,11,1,NULL),(0,1011,NULL,332,'Segments concatenated for each of the 8 levels.','At first, I didn\'t think this game could be done under the 7 hour time \"limit\". Man, I was wrong. \n\nThis game doesn\'t like you going too fast at times, and it acts up...causing some weird results (especially level 2\'s last checkpoint). \n\nAt the end, I think the last checkpoint could be better, but it\'s hard when the last 3 guards won\'t leave themselves open. I got lucky when I fell down onto the walkway with the ND133...I hit a rail on the way down so I didn\'t have to sit through the landing animation. I also used a little trick to climb up the elevator cable faster, which you\'ll notice when you see Fisher\'s leg go through the wall. O_o \n\nOverall, I\'m happy with this run, and hopefully you\'ll enjoy it.','2004-12-11',0,4305000,11,'SplinterCellPT_11145',53,20,0,NULL),(0,1012,NULL,333,'Game calls 100% 120%.','First off, I completed my goal by about 10 minutes, very surprising since I expected no lower than 2:25 at the moment (goal being 2:30). Not too many mistakes here, at least for a single segmented run. Here are my comments for each level: [ul][li]Artisan\'s: \n\nI can\'t really tell which route is faster; Dark Hollow first or last. Either way, getting the Dark Hollow is quick here. \n\n[li]Dark Hollow: \n\nSomehow forgot to ram that first gnorc, but oh well. Please note that I tend to sit around a second after I collect a key because of what I call the key glitch. Sometimes, I\'d collect a key and charge away real fast and it wouldn\'t count me as collecting it and when I go back, it is frozen, a bit smaller, and you can\'t get it again without exiting the level (or possibly dying). I exit through the home portal because it is required to exit one level through the home portal to open Toasty. This one just happened to be convenient. \n\n[li]Artisan\'s: \n\nYou either have to be in the middle of these five platforms or stand on them for a second because I have jumped on all of them before without it opening. \n\n[li]Sunny Flight: \n\nDon\'t believe this is the fastest strategy but it is fast and I\'ve searched for the strat that is 10 seconds faster for a while. The randomness of planes annoys me but at least I didn\'t have to watch Spyro fly away after burning the last plane. \n\n[li]Artisan\'s: \n\nokay \n\n[li]Stone Hill: \n\nNot too bad. Every home world in this game has a level I hate. This is that one for Artisan\'s. \n\n[li]Artisan\'s: \n\nBesides missing that one gem, this was nice. \n\n[li]Town Square: \n\nThat thief use to annoy me. \n\n[li]Artisan\'s: \n\nokay \n\n[li]Toasty: \n\nReal good besides that wall ram... \n\n[li]Artisan\'s: \n\nNothing to say here but, okay. \n\n[li]Peace Keeper\'s: \n\nAverage mistakes here. \n\n[li]Dry Canyon: \n\nI love killing that big guy with the purple gems at the beginning! If you don\'t know what I\'m talking about, turn up your sound. Dumb theif somehow tricked me, never had problems with it before. Got crappy by the time I reached the tunnel. \n\n[li]Peace Keeper\'s: \n\nWeird running into nothing... \n\n[li]Cliff Town: \n\nThis is that level I hate in Peace Keeper\'s. I like to get smacked by the fat ladies but this time was accidental. Probably the most annoying part in this level is the large field of birds. \n\n[li]Peace Keeper\'s: \n\nNothing to mention here. \n\n[li]Ice Cavern: \n\nThere is always a level I like in every home world, and this is it for the Peace Keeper\'s. \n\n[li]Peace Keeper\'s: \n\nI hate these cannons, just had to mess up a shot... and a gems. \n\n[li]Doctor Shemp: \n\nThis level isn\'t half bad but sometimes those chasing dudes will get me for I run into the ladies a lot. I have had something weird happen with Doctor Shemp before where he\'d just run around the platform on the first hit. \n\n[li]Peace Keeper\'s: \n\nTo Night Flight \n\n[li]Night Flight: \n\nCan\'t find the 1:01 strategy so I use the most boring one; the original. \n\n[li]Peace Keeper\'s: \n\nJumping up that arch seems to be faster. \n\n[li]Magic Crafter\'s: \n\nI really don\'t care for this world at all. \n\n[li]Alpine Ridge: \n\nThe level I don\'t like in Magic Crafter\'s. Mostly the colors that annoy me here. This is the oddest way I\'ve done the level, too. I never look forward to the last 20 gems. \n\n[li]Magic Crafter\'s: \n\nokay \n\n[li]High Caves: \n\nI love this level but that glitch in the end messed this delicious run up. I split the run after that glitch. I found a way to make the glitch waaste less time. \n\n[li]Magic Crafter\'s: \n\nSuper charge right to Wizard Peak. \n\n[li]Wizard Peak: \n\nI really don\'t care for this level much because it is kind of long. I have made a lot of mistakes in this level. Probably a good 5 runs ended in this level. I am glad I missed that metal chest because I would have forgotten the gems in the window otherwise. \n\n[li]Magic Crafter\'s: \n\nI think I have a nice route for this home world. \n\n[li]Crystal Flight: \n\nMy 1:07 strategy is way too risky for a single segment. It isn\'t the best strategy anyway. \n\n[li]Magic Crafter\'s: \n\nTo Blowhard... \n\n[li]Blowhard: \n\nThis boss annoys me with his random invincibility... and the moving platforms can get boring... \n\n[li]Magic Crafter\'s: \n\nLevel complete, so right to the balloonist. \n\n[li]Beast Maker\'s: \n\nBelieve it or not, but I have messed up a run once by forgetting about Wizard\'s Peak. \n\n[li]Terrace Village: \n\nHow can a level look so native and be full of electricity? This level can get on my nerves at times. And this was once of those times. Didn\'t do too great here. \n\n[li]Beast Maker\'s: \n\nokay \n\n[li]Misty Bog: \n\nThis level is very fun but it is real annoying. Those frogs are too quick and those tree things sometimes attack you when you are farthur than usual. \n\n[li]Beast Maker\'s: \n\nDied on purpose here for a full Sparks. Probably should have just got some chickens after Wild Flight. \n\n[li]Wild Flight: \n\nThis is the worst flight in the game. \n\n[li]Beast Maker\'s: \n\n*whistles* to Tree Tops \n\n[li]Tree Tops: \n\nWhy does everyone hate this level? Only a speedrunner can hate Tree Tops (as in me). Died here. Big mistake... Another was when I went to the home portal platform a second time. That was really dumb. \n\n[li]Beast Maker\'s: \n\nSkip to Metalhead! \n\n[li]Metalhead: \n\nThat last small metal monkey seems to always roll after me when I\'m entering the sewers. I probably should have gotten the locked chest before attacking Metalhead a second time. \n\n[li]Beast Maker\'s: \n\nI am pretty sure this route, going to Metalhead right away, is faster. Anybody else think so? \n\n[li]Dream Weaver\'s: \n\nThis is probably my most hated home world, I don\'t really have a favorite level nor a most hated. \n\n[li]Haunted Towers: \n\nI have had many runs end here as well. Either messing up the route or missing a gem. This one almost ended, too. But I decided to continue anyway. I also forgot about this death when talking about the run to others. This route is good because that last fairy Spyro kisses gives infinite super breath (or for the rest of the time you are in the level). So you don\'t have to worry about going back and forth with the timed super breath. \n\n[li]Dream Weaver\'s: \n\nI keep missing gems... \n\n[li]Dark Passage: \n\nThe giant dogs are what annoys me in this level. I seem to always need those hopping mushrooms thourghout the level. \n\n[li]Dream Weaver\'s: \n\nThis is where I get confused on where I should be going. It is hard to say what is a good route for this world, for me anyway. \n\n[li]Lofty Castle: \n\nThis is the hated level of Dream Weaver\'s. I\'ve had a good few deaths and at least one ended run in this level. The biggest problem was the supercharge glide. Don\'t know why I have trouble with it. Another is the fountain. I always get hit by a flying turkey and get knocked off. \n\n[li]Dream Weaver\'s: \n\nOdd that I went to Jacques here. \n\n[li]Jacques: \n\nIsn\'t Jacques a French name? I hate the glide in the large lava room with the four freaky things. I missed all of them the first round through and the first one on the second time through. \n\n[li]Dream Weaver\'s: \n\nAnother cannon...? \n\n[li]Icy Flight: \n\nI enjoy this flight a lot. Typically, I miss a huge lanturn... It wasn\'t that bad besides that either. \n\n[li]Dream Weaver\'s: \n\nRight to the balloonist. \n\n[li]Gnasty\'s World: \n\nHow boring of a home world can you get? \n\n[li]Gnorc Cove: \n\nI had no idea that locked chest was where it was because I always blow it up using the TNT crate. \n\n[li]Twilight Harbor: \n\nI\'m not even going to talk about Gnaty\'s World home. This level is the most irritating level in that game. Guns, bombs, and this game is rated E? Anyway, I have learned the level a bit and did alright here. Messed up the last supercharge, unfortunately. Every run of the game I do, I always make new mistakes. \n\n[li]Gnasty Gnorc: \n\nI have had a run messed up at the very end of this level (it wasn\'t timed) and that wasted a good five minutes. I think Gnorc pretty much always runs away to quickly to get all the gems and flame him in one run through his course. \n\n[li]Gnasty\'s Loot: \n\nI will admit that I never planned this level, so it may look a bit rough. I didn\'t think it was too bad, though. I gotta say, collecting all of those gems sure feels good![/ul] \n\nOverall, I think this is a good run for a single segment. I\'m not good at guessing but I can see that a segmented run can probably go well under 2:10. I might just be overexaggerating in my dreams, but what about a sub 2 hour run? Possibly, but might just be fantasy. Anyone wanna prove it?','2007-10-18',0,8383000,11,'Spyro_100p_SS_21943',1,12,0,NULL),(0,1013,NULL,334,'Game calls 100% 117%.','Thanks to Radix and Nate for all their work on the site, and to Mike Uyama for helping with things during this busyness. \n\nThanks also to the \'really wonderful people\' who helped with this throughout its entirety from the moment I hijacked the thread... that basically extends to Peppyman for consistent supportive comments and general nagging (in a good way), and Galactic for the support, interesting and/or useful tricks and extremely helpful route plans. \n\nThis run is several times harder than I first anticipated; my memories of repeatedly traipsing through the game collecting everything with little difficulty are replaced with the hundreds of attempts failed while trying to swerve what is essentially a tank with wings around the various locations. Coupled with the need to smash and break every container/enemy and the disobedience of gems (seeing 499/500 three times in a row on any level is mortifying) meant that every segment pushed me to my limits of persistence and frustration. There are therefore a few more obvious mistakes, but we\'ll get to those later. \n\nThe run (I could have either summarised it or wrote very detailed step-by-step explanations of pretty much everything. I did the latter because it gave me something to do): \n[ul][li]Segment 1\n\n[ul][li]Sunrise Springs [ul][li]this opening gem collection fell apart so often due to falling in streams or missing a gem/box, it was annoying after over a minute of introduction. [li]jumping to the little platform at the side causes Hunter to backtrack, but it\'s quicker overall because it skips him talking to me. [li]I then skip Zoe\'s intervention in the cave and collect all I can while in flight. My initial attempts actually missed a green gem at the far end of the cave, which would have been disastrous if I hadn\'t discovered it then but a few segments onwards.[/ul] [li]Cloud Spires [ul][li]I skip a conversation just up the first vertical platform by charging immediately, and another one where I glide to a building (which is why I collected the gem so slowly). [li]If I didn\'t hit any of the enemies first time I would restart because it\'s still quite early and it leads to all sorts of trouble. [li]I almost charged off the platform where I talk to Zoe, and yes I have screwed up an attempt doing that before... [li]another conversation skip in the sun area, the charging around was good but I accidentally hit a little animal releasing a butterfly, and Sparx won\'t collect gems for you when he\'s feeding his face so I had to get it myself. [li]I tried to get the thief in the belfry area while collecting gems, but it\'s impossible to plan so I just went for whatever seemed best at the time. I\'m happy that I got him very soon after collecting all the gems, it can take several times as long depending on my luck. [li]the vortex I use to get to the route with the final gems is only activated when you talk to the final Cloud Spires inhabitant, so I needed to backtrack.[/ul] [li]Sunrise Springs [ul][li]I now have the 300 gems to release Sheila. I do that now so that I can finish this end of the home world before I progress too far.[/ul] [li]Sheila\'s Alp [ul][li]if anything she\'s harder to control than Spyro; I miss some boxes first time and screw up a jump because of this but it\'s quickly recovered. [li]at the mushroom houses, the enemies don\'t give gems but they need to be killed before the goat will progress (who subsequently gives me an egg). There\'s a blue gem here I missed on my first finished attempt; I almost missed it this time but fortunately spotted it before too late.[/ul] [li]Sunny Villa [ul][li]I make a big sweeping route through the courtyard to hit all the enemies, but miss some gems since I\'ll still be here for the next segment. [li]playing with heights this late is no fun, I go one step away from falling off that tall tower before Sheila\'s area. [li]I hate those ancient military garbed lizard soldier things!! They wait for you to jump up then knock you back before you can possible have a chance to kick. Luckily I only got hit by one out of three possible purveyors of cheap attacks. [li]a bit careful going up the tower, the camera does some funny things. [li]upon exiting the area, that long glide is surprisingly easy to screw up, not nice right at the end. Those thin pillars are nasty too. [li]I don\'t want to know about the chickens! That sort of thing is not suitable for a 3+ game! [li]the last enemy didn\'t hit me, woo![/ul][/ul] \n\n[li]Segment 2\n\n[ul][li]Sunny Villa [ul][li]last of the gems then on to the skating. I hope you\'ll agree that this should be at the start of a segment, those lizards can be a pain to catch, especially the ones above the short semi-circular tunnel, and hitting the jumps correctly is hard by itself. My routes are completely different for each egg; the first is focused around collecting gems and purposely includes a wipe-out. The second is focused on speed and also collects any remaining gems, I\'d be surprised if someone else has managed a time faster than that. Once I was so elated at finally producing the skating successfully that I forgot those boxed gems I collect before I leave...[/ul] [li]Sunrise Springs [ul][li]I collect gems... and an egg... not much to see although I pretty much made up the route on the spot and didn\'t miss anything on those steps which is nice.[/ul] [li]Molten Crater [ul][li]ergh... the start is awful, I may have been a little hyper. Come to think of it, I could probably have ignored the containers at the start since I return later but I didn\'t want to forget. [li]the enemies start doing some damage here so I trundle along and pace their demise to avoid death. Hehe, he got trampled... [li]I miss the key, but returning to get it doesn\'t add too much time due to the positions of the platforms. [li]that glitch into Sgt. Byrd\'s area is pure awesomeness. Equally awesome is getting in first time. There isn\'t much to comment on in the actual area, it was good except for that one dropped head and he\'s fun to fly around. [li]chasing thieves is the bane of my experience with this game, I apologize profusely for the second thief on the super-charged track. Believe it or not I\'ve taken longer to do that before.[/ul] [li]Sunrise Springs [ul][li]a quick mop around then underwater. Underwater bottles hate me and I hate underwater bottles. It\'s a mutual understanding we share... but these co-operated for some reason...[/ul] [li]Mushroom Speedway [ul][li]the time trial is easy, a bit of charging through the dandelions but nothing too daring. [li]the race is a bit boring so I played around and got through all of the boost stars so I can only be happy with that. [li]I\'d like to say that I intentionally missed the third egg here so I could do it at the start of another segment and help distribute the easy/hard bits of the game... but in truth I just forgot at the time.[/ul] [li]Seashell Shore [ul][li]ouch, where\'d my health go again? Luckily there was an extra life just through the wall because having no Sparx means being unable to pick up gems from a distance. I\'m no good at this extra dimension added by being underwater, but the enemies were dealt with quickly enough. [li]watch me nimbly weave between two bottles in the next water-logged area, it is an act of HATE! [li]failed to skip a Zoe convo just before Sheila, ah well. [li]it\'s horribly easy to suddenly end up with no health in Sheila\'s area, or run out of time, but with a little luck it\'s no problem. [li]the final large underwateryness is done very well, hooray! I usually miss at least one gem so I was checking that just before I proceeded to the end. [li]that opened up a quick route from the start for the following segment, so I\'m free to collect an out of the way egg from the surface. Again it\'s easy to run out of health during the dog(fish?)fight, I played it safe because I needed Sparx for the last gem collection (green is the last colour at which he still follows you).[/ul][/ul] \n\n[li]Segment 3\n\n[ul][li]Seashell Shore [ul][li]ludicrous objective, the movement is too random to put anywhere but the start of a segment.[/ul] [li]Buzz\'s Dungeon [ul][li]I\'m not fully certain about how taking damage affects Buzz\'s actions. Let\'s just say it\'s faster to take damage and if anyone asks it\'s because of a celestial anomaly.[/ul] [li]Midday Gardens [ul][li]probably should have practiced getting to the next level more... I was glad to get the water tube done first time so manicness is bound to ensue.[/ul] [li]Icy Peak [ul][li]I was easily at my most nerve-wracked throughout this level, all my practices had ended in falling off or being blown up one too many times or failing to destroy a wall with an exploding box or shot for so long at the same bird without hitting it that I\'ve just keeled over and cried myself to sleep (nah not really). The thieves aren\'t exactly easy either... [li]It begins alright. [li]after the sub-ice bit it begins spiraling downwards into a bleak abyss where boxes don\'t break and I take a few seconds too long flaming various enemies (dragons were not made with ice in mind!) [li]just ignore the shooting, I catagorise it under \'FPS\' so there was never any way in hell it was going to be any good. [li]blahblahblah [li]thiefy bit was very good! I didn\'t fall off which makes a nice change, and hopefully some parts look a bit dangerous and exciting...?[/ul] [li]Midday Gardens [ul][li]lets top off my worst segment by completely ignoring two gems. I\'d moved a segment on by then so I had absolutely no desire to re-do it; With hindsight it might have been a good idea...[/ul][/ul] \n\n[li]Segment 4\n\n[ul][li]Midday Gardens [ul][li]soooo many attempts failed at that thief, too bad it looks so simple.[/ul] [li]Sgt. Byrd\'s Base [ul][li]not my best run through this level but the quality varied a lot due to the picky missiles. This is shown in a few places (I got hit by a flowerpot!) but nothing major. [li]flying with bombs is a bit trickier but it didn\'t cause much worry this time. I drop all of them on a single chest since you lose them when you talk to someone, which I\'m forced to do before I need them again. [li]planning a route around the large area was very hard to decide on since I had to compensate for gems falling from balloons and chests. This way I spend all of my time doing something rather than just floating up and down so I reckon it\'s good. Flew over a gem though... [li]nice and quick through the lava tunnel, ooo bad memories.[/ul] [li]Midday Gardens [ul][li]I had to adapt my route around here several times because I kept switching my level orders. Backtracking is unavoidable but I tried to minimise it and factor in the fact that I come in and out of levels as well as returning here later on. I didn\'t need to do the statue egg now, but I needed to get that chest so going out of my way seemed worthwhile. [li]messy getting into the level, I forgot I wasn\'t lined up with the portal so I just charged into the side instead.[/ul] [li]Enchanted Towers [ul][li]a bit of unpleasantness near the start, but it picks up! Trust me..! Oh damn and I jumped over the egg too... just completing the segment is a great feat so I\'ll hear no more of it. [li]ah the skating, I nailed this bit. All the spins first go and beating Hunter while collecting all the gems within the time limit, not too easy. [li]aww, no significant mistakes to comment on. The Sgt. Byrd aspect of the level is retarded in the utmost, the gems get stuck flying through the air and it\'s taken as long as 4 minutes to receive that final gem. This time it took 15 seconds, I think I can live with that.[/ul] [li]Midday Gardens [ul][li]I was a bit concerned about a red gem that seemed to go flying off for no apparent reason upon its release from the headbutt-box, but I carried on anyway.[/ul] [li]Spooky Swamp [ul][li]a little bit overly careful here, there often isn\'t a way of jumping out the water and being consumed by piranhas is a lot worse than spending an extra few seconds. [li]and then I get put down to a green Sparx, twice! funnnn... [li]I use one of many shortcuts here by jumping in the water; it loses health but cuts out a lot of backtracking. [li]convo skip then wizard! He\'s very easy, I missed one bomb but it doesn\'t make much sense as to why, just flukey. [li]Sheila\'s area of the swamp was as optimal as possible for a Sheila part, you can\'t go rampaging through then collect all the gems because the \'shrooms spring back up and the rocks are replaced, so I take my time and scoot around to get the last of the gems when I\'m done.[/ul][/ul] \n\n[li]Segment 5\n\n[ul][li]Bamboo Terrace [ul][li]back on form now, messing around at the beginning doesn\'t matter since I need to wait for the block to be moved anyway. [li]there\'s a few times I pick up gems in mid-air, this probably caused most restarts because Sparx won\'t grab them for you if you miss. [li]I kept my speed up by noting which enemy gems I could leave till I had to backtrack. I only slow down at the platforms above the water because the number of times I\'ve jumped straight over the first one is not funny. [li]I got the \'?\' pot now rather than when I return later since going in the portal resets its position and so I\'d have had to do odd things with my routes at a potentially more tricky segment. [li]I also needed to get the thief. If I don\'t get him on that corner its an instant restart because the only other opportunity to get him I found was when he goes past that corner again. [li]I finished this level with the boat-ride, simply because its so easy that I may as well do it now.[/ul] [li]Spike\'s Arena [ul][li]he went well, sometimes I get killed so I\'m not bothered by a rock getting destroyed or missing with a blue crystal, the last two hits were speedy anyway.[/ul] [li]Evening Lake [ul][li]I don\'t often have Sparx at this point, so I was happy to charge through everything faster than normal. Bentley is needed for the closest level so it makes sense to get him now, after getting a few out of the way bottles.[/ul] [li]Bentley\'s Outpost [ul][li]I don\'t have much to say, I like how he\'s tall enough to easily catch most gems, and his slow pace is beautifully easy to control. There\'s only one trick which is hitting a pillar just before a cutscene so it somehow falls all the way down quicker. [li]pushing the boxes that far is necessary otherwise Bartholomew won\'t follow you. And he still knocked me off the cheeky git![/ul] [li]Frozen Altars [ul][li]this level is quite easily apart from one area, so I left it for the next segment. [li]the only problems are the large enemies who need to be frosted prematurely or they\'ll hit you with their long reach (as demonstrated wonderfully soon into the level), that jump from the top of the ramp that I do twice is easy to screw up this late on, and sometimes I can end up looking like an idiot trying to melt the snowmen, but I didn\'t do it this time(?) [li]hmmm, Bentley\'s area is not nice at all. In the second fight I can knock the yeti out late into the second round about 1 in 3 attempts, I would have done so here but my first bout was very unlucky. That\'s the only thing I could complain about in this segment. [li]killing the mammoths running backwards and forwards in the sunken area is pointless, I realised upon watching it back, but it didn\'t waste much time. At least I didn\'t go chasing after any of them.[/ul][/ul] \n\n[li]Segment 6\n\n[ul][li]Frozen Altars [ul][li]I played a bit defensively through this, if you don\'t intervene with the opponent he will walk all over you. However I got lucky several times so I\'m happy with this.[/ul] [li]Evening Lake [ul][li]heeheehehehehhhhh......[/ul] [li]Honey Speedway [ul][li]time trial was fine, not going in the honey when chasing the boats is hard. [li]I\'m not too sure what causes you to screw up Hunter\'s mission. I actually tried a little bit because it\'s possible to fail. [li]all your boost stars are belong to us.[/ul] [li]Evening Lake [ul][li]completing another level triggers a cutscene whereby Hunter gets captured. Therefore I didn\'t do Charmed Ridge (the level straight ahead) now, since I need to speak to him in the level I do next.[/ul] [li]Lost Fleet [ul][li]there were a couple of \'ahh!\' moments; just catching certain jumps, charging into a crab when it could just have easily left me Sparxless later on. [li]sometimes gems get stuck when swimming in the acid for no reason, I managed to spot one doing it on my way to the egg. [li]the skating isn\'t that bad this time, 6 laps is plenty of opportunity to collect all the gems. Some interesting tactics there, I\'ve surprised myself. [li]Hunter got mushed in the second race, but there were some wipe-outs caused by the dodgy jump-button delay-timing on ramp thing. [li]the area shortly after the skating is so hectic, I always miss a gem But Not This time Woo! [li]more shooting, it\'s just like in Icy Peak except the missiles arch for extra difficulty, if you know what\'s good for you you\'ll skip ahead a bit... [li]there\'s an enemy just outside the shark\'s mouth area, huh??? [li]the first sub-battle is very well done *except the last one!!* They get stuck in tunnels due to their understandably limited but unquestionably crappy AI. [li]the second battle suffers a similar fate, I swear it just disappeared for about 20 seconds. Ah well, it was worth it to watch the 6th sub destroy itself with its own bomb! (^_^) [li]my route for gem collecting was pretty damn good I think, close too. Watch as I swim straight past a gem (and almost a second) without it moving a inch. Sparx needs a slap. [li]the last gem is bizarrely outside in an enemy I must have flamed because I clearly have the ones from the smaller enemies. This was the only level where I got all the gems and wasn\'t relieved, I was shocked.[/ul] [li]Evening Lake [ul][li]most of the remaining gems are gathered, and my apparent hesitation before the power-up gate is simply to avoid talking to Zoe.[/ul] [li]Charmed Ridge [ul][li]I\'ve come to the conclusion that I\'m crazy for doing this level now, considering how much trouble I have with it. It\'s fairly self-explanatory and I did well so just enjoy. [li]the \'Jack and the Beanstalk\' parody is one big headache with those uncooperative seeds, and the bounciness is hard to control. Didn\'t screw up much at all though, and where I did was mostly out of my control. [li]holy hell I lost Sparx pretty quickly at the end there, it\'s okay, I\'m a mad person![/ul][/ul] \n\n[li]Segment 7\n\n[ul][li]Charmed Ridge [ul][li]failed attempts were rampant here, I only get hit once in Sgt. Byrd\'s area but I can easily get hit two, three or four times with the same tactic. [li]the jump from the bridge is evil, I kill the enemy to give me time to jump and to stop the camera from spinning crazily. [li]getting on the middle platform also requires a lot of dexterity, it must be moving towards you or it\'ll just push you off. Jumping from there to the \'?\' pot is also tricksy. [li]finally the jump to the beginning island can lead to you getting stuck and forced downwards for no apparent reason half the time.[/ul] [li]Evening Lake [ul][li]I appreciate the Jonah reference. I didn\'t actually plan the whale, so it was fortunate to be just outside the level and it spat me out in a good place to get the few remaining underwater gems.[/ul] [li]Fireworks Factory [ul][li]takes a lot of effort to do even vaguely well here; I planned it quite carefully to anticipate the crazy ninja movements and made up for the inevitable mistakes. Some ninjas have no gems so I ignore those. [li]the two large enemies on the bridge (after the Matrix jump) are troublesome, you can\'t walk around them till they lose attention so you need to time it right. Usually I\'d just fling rockets off but this time I used common sense and it was much faster! [li]one gem always gets launched off the edge when you blow up that box, so I caught it because that amount of travelling is unacceptible. [li]there\'s a portal oddly several times longer than the rest, don\'t scare me like that! [li]and a ninja in the lava... it\'s worth it for that nice airbourne attack. [li]this area actually went sporadically well, I can lose as much as all my health throughout and I didn\'t get hit once, and a ninja got shot! Woo, this segment has everything... [li]unfortunately had to skip an awesome Matrix style cutscene. [li]the dragons were fine, they do regenerate so I focus on one at a time, and they don\'t have a consistent pattern so it all hangs on how well I can predict them. A bit rough in places, the first had some confusing apparent disappearing acts but at least the head went quickish and I got some lucky hits. Purple dragon got annihilated by comparison.[/ul] [li]Evening Lake [ul][li]this segment really does have everything, I got stuck to the floor then stuck in the launch pad, \'nooooooo... wha? oh, cool...\'[/ul] [li]Scorch\'s Pit [ul][li]this fight went extremely well, not once were there eggs with crazed things riding exploding boxes or big fire monsters, I just slowly hammered away and only missed one proper attacking opportunity.[/ul] [li]Crawdad Farm [ul][li]since I\'m right next to the rocket it\'s as good a time as any to get the Sparx worlds done. They must be done in order so here we are. [li]the introductory stage is quite frankly appalling. It shouldn\'t take that long to charge the beetle. It has just occurred to me that you could probably shoot it and it might flinch so you could catch up, I guess we\'ll never know... or care... [li]the actual level was great, I\'m very happy with my route and Sparx isn\'t the easiest thing to control so some of those close-call maneouvres are brilliant, yay positiveness! [li]I didn\'t expect the boss to follow you when he\'s busy exploding, well... he does![/ul] [li]Midday Gardens [ul][li]*sigh* there\'s the continued affect of the horrible segment 3.[/ul] [li]Bamboo Terrace [ul][li]caaarefully over those platforms. [li]Bentley may be too slow sometimes, I was a bit worried by Sparx sudden colour change. I could have very easily gotten a life butterfly and been brought back to full health, but I thought it\'d look a bit too weedy. Then I lost him at the end *sheepish grin* [li]never had a problem getting onto the ledge at the top before, meh.[/ul] [li]Country Speedway [ul][li]I wasn\'t brave enough to try anything else this segment, Hunter\'s mission is almost impossible to screw up what with the homing laser (....); still if I had messed it up it would\'ve been hilarious in an utterly despairing sort of way.[/ul][/ul] \n\n[li]Segment 8\n\n[ul][li]Country Speedway [ul][li]I sometimes miss a tractor or a french cow so I did the time trial first. [li]mmmmmm, while watching this back by complete coincidence I was simultaneously listening to \'We Are All Made Of Stars\' by Moby, such a strong feeling of well-being and abstract joy... anyway! This was the only time I\'ve ever managed to go through all of the boost stars I intended to go through, huzzah![/ul] [li]Spider Town [ul][li]mostly spot-on enemy avoidance. Even when things started going wrong it was handled well. It\'s so easy to just absorb a huge string of spiders and die, but I didn\'t even come close this time. [li]the boss was better than I could have hoped for too.[/ul] [li]Starfish Reef [ul][li]next Sparx level, certainly easier than the last. Most doors will only open when the enemies have been killed so it\'s quite linear (a very good thing!). [li]got stuck on an eel at one point, that was quite scary, I thought it\'d die faster. Luckily health is abundant and not needed too much. [li]the boss was very hard originally, he fires painful homing bombs rapidly, and has a tendancy to crash into me. Once I\'d found a way of letting him swerve around while keeping his back to me it was like walking on cake. Or using cake to walk, possibly as a sort of footwear, I\'ve never understood it. [li]is it just me or does that dragon have really cruel parents?[/ul] [li]Midnight Mountain [ul][li]Bianca is on the side of good and therefore has a new outfit. Say no more, say no more! (is it just me or has this commentary got less and less informative as my minds slowly turned to jelly?)[/ul] [li]Crystal Islands [ul][li]all octopi must die... preferably quicker than that one. [li]the wizards only create their platforms / vortexes for a brief period of time, so I clear all the gems and enemies before I talk to them. [li]a bit disorientated in the second water area, but at least the octopusesessei died faster. [li]the headbash was an accident, I knew it wouldn\'t kill the crystal monster. [li]I don\'t know why I even try, if you don\'t get the floating squirrels first time they\'ll just hit you, I\'m extremely lucky I didn\'t die there. [li]now then, the slide was one of the more worrying parts of the segment. Don\'t be fooled by the run, it\'s very easy to fall off. It\'s also impossible (for me) to get all the gems in one go. Just before I get the egg I use a Sparx ability picked up from Spider Town that causes him to locate the nearest gem in the area. That\'s how I knew I\'d need to re-enter. [li]my second time I was going to go all the way down again, but I fell off completely by accident. By some incredible stroke of fortune I\'d picked up all the gems by then so I could just leave. I couldn\'t say how much time that saved but it would have been quite a bit, especially if I\'d missed some gems further down the slide. [li]so I entered Bentley\'s area shaking; whack-a-mole usually takes me an average of three attempts to succeed in simply due to the wide range of the club which often hits one of the wizards. But this was done first time and was a personal best to boot! Couldn\'t be happier with that! [li]the rest is some easy flying, still possible to crash and burn here but I didn\'t so I won\'t dwell any further.[/ul] [li]Midnight Mountain [ul][li]was a bit elated here so I fumbled the entry to the next level, no big time waster though.[/ul][/ul] \n\n[li]Segment 9\n\n[ul][li]Desert Ruins [ul][li]this segment took a while, but this level is quite fun so I didn\'t mind too much. At the start you can\'t slow down at all or you\'ll be out of synch with the heated metal floors (which are fine to walk on as long as the enemy is destroyed). Even so, my attempts varied between not being hit once to getting knocked down to a green Sparx twice (like this one)! [li]Sheila\'s area is a good one, it\'s very evident that she can\'t jump immediately after kicking, I fell in the sludge once which is a bit sloppy on my behalf. But everything difficult was done right so no worries. [li]cheating death is fun, and the wall was worrying because it\'s easy to lose just one life and then I won\'t be able to collect the gems in the next section. [li]manta ray could have been better, I initially had a route around the sharks planned but that always fell to pieces when I actually tried to do it. [li]everything else was fine. Tara\'s been raiding tombs... I don\'t know whether I should laugh or cry.[/ul] [li]Midnight Mountain [ul][li]blah! It\'s not even difficult to smash those containers. It\'s just one of those things where you carry on in the hope that you\'ll make up for it at a far harder part later on.[/ul] [li]Sorceress\'s Lair [ul][li]I\'m just grateful her attacks are so easy to dodge generally. But she\'s annoyingly good at dodging too, so some of the near-misses are quite painful. If she hits you when on a vehicle it disappears so I wait at certain points to avoid this. [li]the ufos make or break this fight. I only got knocked off once so that\'s good enough for me to continue. *hates ufos* [li]since I\'m not being transported to another home world I just exit the level. This skips Spyro walking and disappearing through a vortex as well as numerous cutscenes and the credits.[/ul] [li]Bugbot Factory [ul][li]last Sparx world, it was the best route decision I could find and it also leaves me with the ability to break boxes from a distance, finally! [li]the level itself is fine. The only vaguely hard aspect are the key-holding beetles but I caught all of them before they started doing annoying avoidance things. [li]the boss is just... disappointingly easy. Believe it or not it does have an attack.[/ul] [li]Midnight Mountain [ul][li]ahh, Moneybags. It\'s the most satisfying thing in any of the Spyro games (and I got to do it repeatedly, lucky me!). [li]the egg which the thief had it just sitting there once the Sorceress is defeated so I grab that and another and a box which I couldn\'t have possibly missed and head to the final new character. Since Moneybags is out of business I can go straight in without waiting for a cutscene.[/ul] [li]Agent 9\'s Lab [ul][li]trotting along perfectly happy then I get horriby minced by the same rynoc three times, and he calls himself a monkey. He couldn\'t climb a tree if it was lying on the ground. [li]the dragon after the birds has a name which sounds like a noise someone\'d make if they were throwing up... [li]when I get the egg from the boats it says \'You already have this egg\'. I have no idea why, and it\'s a blatant lie because my egg count goes up and everything... [li]I\'m not talking about the actual level because the rest is a matter of remembering where the balloons are and not getting killed trying to throw crazy explody things with no blast radius.[/ul] [li]Midnight Mountain [ul][li]I get an out of the way egg since I\'m warping now (ability gained from final Sparx world).[/ul][/ul] \n\n[li]Segment 10\n\n[ul][li]Mushroom Speedway [ul][li]there we go, you can see how hard it is to hit sometimes and how close a ufo shot went to me, so I put it at the start of the segment. It isn\'t my best ever attempt but it\'s decent.[/ul] [li]Fireworks Factory [ul][li]ooookay! This is real FPS, and it\'s not a very good rendition so something hard enough for me already is made harder. The number of tries I made at this is not funny, and strafe-running-whateveryacallit is not easy as it uses the shoulder buttons, but at least I tried! [li]I get the power-up gun obviously; without it the run would end here. It\'s also a skill point so I get a life-butterfly (full health). [li]the ninjas spawn from boxes, but they don\'t from the first set once you\'ve gotten the first egg. So it makes sense to run straight through and collect everything on the way back. I finished the first part with full health which is a rarity, and I finished the second part with health which is rarer still.[/ul] [li]Haunted Tomb [ul][li]it\'s hard but I actually quite like this level, some interesting stuff here. [li]the timing on some of the doors is a bit tricky to fit in all the gem collection, forgive any excess time I take setting myself up. [li]the first ball-flinging golem usually causes some trouble but not this time so much. [li]and I position myself so that a golem destroys a sarcophagus itself, very sleek. [li]and even the falling rock areas went well; I could give you nightmares with some of the stories I have about this level, but I\'ll save it. [li]Agent 9\'s area is easy. Rebounding lasers own, skirting the edges to destroy the spawing containers and whatnot, no problem. Bit closer than normal though... [li]finishing with the slide is pure craziness. I had a very nice segment that failed at the last possible moment, I slid straight past the egg and off the edge... no fun at all![/ul][/ul] \n\n[li]Segment 11\n\n[ul][li]Haunted Tomb [ul][li]couldn\'t really avoid putting the tank section at the start of a segment. Even with practice I got regularly killed. [li]my tactic is to get to the far ends and ignore the tanks in the middle, so you can strafe and shoot while they are no longer hiding behind the pots. Still get low on health though...[/ul] [li]Dino Mines [ul][li]this is really the first time I use the \'enemies only attack you if you\'re looking at them\' aspect of the game. If the green dinos start shooting, you\'re gonna get hit. The blue dinos aren\'t much nicer. [li]seahorses are almost as bad as the octoperuseruses, I had some luck with them though to compensate. [li]it continues like that until I eventually run out of dragonfly. Usually I\'d get the final egg then do the rest of it but I would have wasted time picking up gems myself. So I do the swimming and Agent 9 parts first because with Agent 9 your health is automatically restored to gold. [li]the flooded mine is no where near as hard as its similar Seashell Shore counterpart back in segment 3. Well you can see for yourself. [li]I completed the rail-shooter part by reading the locations of the dinos off a piece of paper. It must have worked because I didn\'t get hit once. I\'ve died there with similar ease so I\'ve no idea how that happened![/ul] [li]Harbo(u)r Speedway [ul][li]the race is a bit odd, I\'ve completed it with almost the same time two seperate times and on one I won and on the other I lost. So I decided it was more focused on how much you slowed the competitors down than how fast you went. So I grab the missiles whenever I can because screwing it up on a technicality is very frustrating. Incidentally I GOT THROUGH ALL THE STARS!!! yayz4me [li]Hunter\'s mission again is easy enough to tag on the end of the segment, I can mostly wing it and succeed but I memorized some of the route anyway just in case.[/ul][/ul] \n\n[li]Segment 12\n\n[ul][li]Harbo(u)r Speedway [ul][li]here\'s where it gets somewhat more difficult. I originally planned on splitting this segment but that\'d be no fun, instead the shortest one was possibly the hardest due to this time trial and the skating later on, not to mention the final battle. [li]it would be reasonable to say that about 99% of attempts failed here. Not just because of that last fish-in-a-boat but I managed to crash into cliffs and arches and you name it I crashed into it. I also wouldn\'t continue unless I had a time under a minute. This was one of my better attempts too![/ul] [li]Midnight Mountain [ul][li]last gem here before the bonus round, I thought getting it now looked quite stylish myself...[/ul] [li]Super Bonus Round [ul][li]the thieves here are easier than most, which explains how all of them went according to plan. Believe me I got enough practice... [li]thankfully the sub area has no loose gems. This didn\'t go as well as some though, there are two toublesome subs that don\'t give you enough time to track them. One messed around with me for a bit until I did something else. Then the same one messed around at the end until I got it. [li]now for the race! The crux of the segment! Where the future of humanity hangs or something like that! There\'s a tricky jump within the first 15 seconds that screws everything up if I fail it. The rest isn\'t as bad as long as I get my charge bar filled without accidentally launching myself off the side, but victory is not guaranteed even by abusing a glitch three times in a row. Getting knocked off the board for no reason by a crab and a slope is not good for the nerves but I won (surprisingly comfortably) so nothing else matters. [li]due to the route taken there are still gems to collect, so I go backwards around the track and scoop them up. I\'ve messed up my run plenty of times on that little bit so it\'s by no means a break from the terrifying race. [li]Galactic in all his wisdom said that it was possible to retrieve all the gems while coming first in the race without explaining how to do so. I can\'t begin to see a way to do that so I didn\'t waste any time trying. Erm, thanks anyway! [li]the UFOs went well, some luck involved but I kept it consistent. I like how the final one looks sort of as if I knew it was there all along, when in fact it was pure fluke! [li]at the final battle so soon? It\'s a bit anti-climactic if you ask me. It just proves that when I really need to pull it out the bag I can. My attacks... just keep on hitting her! It makes no sense at all! This is by far my best ever attempt ever, what a nice way to end the run![/ul][/ul][/ul] \n\nUnfortunately the secret cutscene is crap. The credits are fairly nice though, and the money-shot right at the end there... Thanks for watching! Hope you enjoyed it! (pretending segment 3 never happened of course)','2006-10-24',0,16740000,12,'Spyro3_eu_100p_439',12,12,0,NULL),(0,1014,NULL,336,'Segments appended across 12 files.','Finally after more than 2 months i submit this run and its my first run on SDA :) . \n\nThe developers promised a huge game but you can still finish it in less than 20min =). Anyway i decided to run this game, after jwrig2 stopped his run and Teknikaali show us his test run(from this test run i copy the route =)) \n\nTimetable: \n\nZone(Level) Name Time \n1-Crodon 2:38 \n2-Garbage 1:07 \n3-Bar 0:52 \n4-Wild territory 0:56 \n5-Yantar 1:35 \n6-Wild territory 1:20 \n7-Bar 0:07 \n8-Army Warehouse 1:05 \n9-Red Forest 1:37 \n10-Prypjat 1:18 \n11-Chernobly NPP 1:34 \n12-Sarcophagus 2:40 \n\nTotal: 16:48 [ul][li]Cordon: [ul][li]Listen to the trader(the \"I WANT TO SKIP THAT\" part ) [li]Buy the medikits and sodas [li]Sell the leather jacket [li]leave the bunker [li]take the soda on the ground [li]talk to wolf to get the pistol and the knife [li]climb up the ladder [li]jump to the other roof [li]destroy the crate with the Stalker suit [li]take the medikit near the death [li]run to under the railway [li]drink a soda [li]enter the outpost [li]exit the zone[/ul] \n\n[li]Garbage: \n\nOnly a run through! \n\n[li]Bar: \n\nTake the stuff from the dead, avoid the dogs, run on the wall, jump over the fence and run to the end of level trigger. Short but good or did i miss something? =) \n\nOf course THX for the shortcut jwrig2. \n\n[li]Wild territory: \n\nClimb up the truck, jump on the pipes run to the end of level trigger. \n\nHere you cant make anything wrong! \n\nthx for the shortcut jwrig2. \n\n[li]Yantar: \n\nOne of my most hated segments. The items of the enemies are random. So there are many many retries preassigned and all in all im happy with the final time. Kinfe the first zombie, take stuff from em, enter the bunker to trigger the conversation, kinfe the Stalker outside, throw the grenade near the bunker wall so the explosion kills the scientist inside, enter the bunker take the PDA from the dead scientist, talk to the trader, buy some ammo and all Medikits and sodas from the trader, exit the bunker and run to the end of level trigger. Much stuff, much place for mistakes much retries, much frustration. \n\n[li]Wild territory: \n\nsecond visit! Unfortunately i cant walk behind the fence this time so need to run through. The part with the bridge was easy, but then the \"fight\" with the other Stalkers wasn\'t that easy anymore, it depends also much on luck. The run trought the contaminated building which saves a lot of time. Also one part where you can get crazy but all in all not the hardest. \n\n[li]Bar: \n\nThe best Segment(because its the easiest) ! \n\n[li]Army Warehouse: \n\nAgain a only run through segemnet. The only problem i can think about is that there are some heavy contaminated places. \n\n[li]Red Forest: \n\nHere you can see that you can develop a game for ages and you got still ugly things in it, like those flashes at the sky. The route from Teknikaali helps me enormous because it avoid much fighting and saves also much time. The ending seems to be slow but its fast and i loose only bit health. \n\n[li]Prypjat: \n\nA Zone with many hard fights if you not avoid them. You can run through the fights or around them and so i do. \n\n[li]Chernobly NPP: \n\nI first use to run around, but a run through is more then 2 min faster. And YES the whole run throughs make you sick after a time, but here is a difference between the other run. I have to wait a sec before i get in to the power plant because the Stalker have get out. \n\n[li]Sarcophagus: \n\nThe last zone but the hardest (much unavoidable fighting). The is the zone with the most retries. I get the time for this Zone down from 7:58 to 2:40 and i will NEVER EVER do this part again. Most of the time you have to fight with other Stalkers. At the end i thought there is only that one way to jump up to the monolith, but Ewil mentioned that this is a shortcut =). But jumping is frustrating, so a grenadejump is faster and havent any risks. Ok sometimes you can blow your self up but does this matter?? =)[/ul] \n\nThanks to everyone who watch this run,Teknikaali for his previous run the ssdq team,jwrig2 for 2 shortcuts, the SDA crew for hosting this run and everyone who read my crappy comments. \n\nIf you have any questions about the run, feel free to contact me via email at cortez@gomail.ws , on irc.freenode.net in #sda or just send me a PM on the forums.','2007-08-31',0,1038000,11,'STALKER_novice_1718',16,11,0,NULL),(0,1015,NULL,337,'',NULL,'2005-11-17',0,141000,3,'Starcraft_T00_221',1,11,1,NULL),(0,1016,NULL,337,'',NULL,'2005-11-24',0,160000,3,'Starcraft_T01_240',1,11,1,NULL),(0,1017,NULL,337,'',NULL,'2007-05-12',0,72000,3,'Starcraft_T02_112',1,11,1,NULL),(0,1018,NULL,337,'',NULL,'2006-06-08',0,1211000,3,'Starcraft_T03_2011',1,11,1,NULL),(0,1019,NULL,337,'',NULL,'2005-11-14',0,82000,3,'Starcraft_T04_122',1,11,1,NULL),(0,1020,NULL,337,'',NULL,'2005-04-17',0,326000,3,'Starcraft_T05_526',1,11,1,NULL),(0,1021,NULL,337,'',NULL,'2005-11-20',0,318000,3,'Starcraft_T06_518',1,11,1,NULL),(0,1022,NULL,337,'',NULL,'2005-11-12',0,27000,3,'Starcraft_T07_027',1,11,1,NULL),(0,1023,NULL,337,'',NULL,'2005-04-20',0,856000,3,'Starcraft_T08_1416',1,11,1,NULL),(0,1024,NULL,337,'',NULL,'2005-04-20',0,840000,3,'Starcraft_T09_1400',1,11,1,NULL),(0,1025,NULL,337,'',NULL,'2005-11-19',0,471000,3,'Starcraft_T10_751',1,11,1,NULL),(0,1026,NULL,337,'',NULL,'2007-05-09',0,431000,3,'Starcraft_Z01_711',1,11,1,NULL),(0,1027,NULL,337,'',NULL,'2007-05-08',0,50000,3,'Starcraft_Z02_050',1,11,1,NULL),(0,1028,NULL,337,'',NULL,'2005-05-10',0,728000,3,'Starcraft_Z03_1208',1,11,1,NULL),(0,1029,NULL,337,'',NULL,'2005-11-26',0,408000,3,'Starcraft_Z04_648',1,11,1,NULL),(0,1030,NULL,337,'',NULL,'2006-06-28',0,224000,3,'Starcraft_Z05_344',1,11,1,NULL),(0,1031,NULL,337,'',NULL,'2007-07-05',0,570000,3,'Starcraft_Z06_930',1,11,1,NULL),(0,1032,NULL,337,'',NULL,'2005-05-12',0,901000,3,'Starcraft_Z07_1501',1,11,1,NULL),(0,1033,NULL,337,'',NULL,'2005-12-02',0,230000,3,'Starcraft_Z08_350',1,11,1,NULL),(0,1034,NULL,337,'',NULL,'2005-10-10',0,498000,3,'Starcraft_Z09_818',1,11,1,NULL),(0,1035,NULL,337,'',NULL,'2005-10-22',0,537000,3,'Starcraft_Z10_857',1,11,1,NULL),(0,1036,NULL,337,'',NULL,'2006-06-09',0,197000,3,'Starcraft_P01_317',1,11,1,NULL),(0,1037,NULL,337,'',NULL,'2005-11-29',0,408000,3,'Starcraft_P02_648',1,11,1,NULL),(0,1038,NULL,337,'',NULL,'2006-06-08',0,549000,3,'Starcraft_P03_909',1,11,1,NULL),(0,1039,NULL,337,'',NULL,'2007-07-09',0,140000,3,'Starcraft_P04_220',1,11,1,NULL),(0,1040,NULL,337,'',NULL,'2006-06-05',0,43000,3,'Starcraft_P05_043',1,11,1,NULL),(0,1041,NULL,337,'',NULL,'2007-07-05',0,140000,3,'Starcraft_P06_220',1,11,1,NULL),(0,1042,NULL,337,'',NULL,'2005-09-16',0,71000,3,'Starcraft_P07_111',1,11,1,NULL),(0,1043,NULL,337,'',NULL,'2005-12-01',0,467000,3,'Starcraft_P08_747',1,11,1,NULL),(0,1044,NULL,337,'',NULL,'2006-04-02',0,380000,3,'Starcraft_P09_620',1,11,1,NULL),(0,1045,NULL,337,'',NULL,'2005-11-28',0,351000,3,'Starcraft_P10_551',1,11,1,NULL),(0,1046,NULL,338,'',NULL,'2005-11-02',0,162000,3,'StarcraftBroodWar_P01_242',1,11,1,NULL),(0,1047,NULL,338,'',NULL,'2006-05-08',0,641000,3,'StarcraftBroodWar_P02_1041',1,11,1,NULL),(0,1048,NULL,338,'',NULL,'2006-09-25',0,353000,3,'StarcraftBroodWar_P03_553',1,11,1,NULL),(0,1049,NULL,338,'',NULL,'2005-12-11',0,115000,3,'StarcraftBroodWar_P04_155',1,11,1,NULL),(0,1050,NULL,338,'',NULL,'2005-11-14',0,213000,3,'StarcraftBroodWar_P05_333',1,11,1,NULL),(0,1051,NULL,338,'',NULL,'2005-10-08',0,111000,3,'StarcraftBroodWar_P06_151',1,11,1,NULL),(0,1052,NULL,338,'',NULL,'2005-11-06',0,70000,3,'StarcraftBroodWar_P07_110',1,11,1,NULL),(0,1053,NULL,338,'',NULL,'2006-03-31',0,803000,3,'StarcraftBroodWar_P08_1323',1,11,1,NULL),(0,1054,NULL,338,'',NULL,'2007-06-17',0,165000,3,'StarcraftBroodWar_T01_245',1,11,1,NULL),(0,1055,NULL,338,'',NULL,'2005-10-04',0,266000,3,'StarcraftBroodWar_T02_426',1,11,1,NULL),(0,1056,NULL,338,'',NULL,'2007-06-16',0,336000,3,'StarcraftBroodWar_T03_536',1,11,1,NULL),(0,1057,NULL,338,'',NULL,'2005-11-12',0,313000,3,'StarcraftBroodWar_T04_513',1,11,1,NULL),(0,1058,NULL,338,'',NULL,'2005-11-13',0,186000,3,'StarcraftBroodWar_T05_306',1,11,1,NULL),(0,1059,NULL,338,'',NULL,'2007-06-07',0,129000,3,'StarcraftBroodWar_T06_209',1,11,1,NULL),(0,1060,NULL,338,'',NULL,'2006-09-27',0,387000,3,'StarcraftBroodWar_T07_627',1,11,1,NULL),(0,1061,NULL,338,'',NULL,'2005-09-19',0,283000,3,'StarcraftBroodWar_T08_443',1,11,1,NULL),(0,1062,NULL,338,'',NULL,'2006-06-29',0,100000,3,'StarcraftBroodWar_Z01_140',1,11,1,NULL),(0,1063,NULL,338,'',NULL,'2006-06-25',0,185000,3,'StarcraftBroodWar_Z02_305',1,11,1,NULL),(0,1064,NULL,338,'',NULL,'2006-07-01',0,643000,3,'StarcraftBroodWar_Z03_1043',1,11,1,NULL),(0,1065,NULL,338,'',NULL,'2006-07-06',0,654000,3,'StarcraftBroodWar_Z04_1054',1,11,1,NULL),(0,1066,NULL,338,'',NULL,'2006-09-21',0,854000,3,'StarcraftBroodWar_Z05_1414',1,11,1,NULL),(0,1067,NULL,338,'',NULL,'2006-03-26',0,548000,3,'StarcraftBroodWar_Z06_908',1,11,1,NULL),(0,1068,NULL,338,'',NULL,'2005-11-23',0,263000,3,'StarcraftBroodWar_Z07_423',1,11,1,NULL),(0,1069,NULL,338,'',NULL,'2005-09-08',0,654000,3,'StarcraftBroodWar_Z08_1054',1,11,1,NULL),(0,1070,NULL,338,'',NULL,'2007-06-07',0,390000,3,'StarcraftBroodWar_Z09_630',1,11,1,NULL),(0,1071,NULL,338,'',NULL,'2005-09-14',0,1466000,3,'StarcraftBroodWar_Z10_2426',1,11,1,NULL),(0,1072,NULL,338,'',NULL,'2007-06-17',0,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INSERT INTO `runs` VALUES (0,1073,NULL,339,'','ALL SHIPS CHECK IN. Star Fox team, let\'s go! \n\nSpeed Run Rules [ul][li]Single Session [li]No Deaths [li]No Wingmen Damaged [li]100% Score [li]Takes Damage to Save Time [li]Uses Warps[/ul] \n\nThis run is the shortest route in the game. It uses the Black Hole Warp and skips ahead to Venom Orbit. \n\nQ) Why are you constantly boosting? \nA) It\'s faster. You may not see much but it\'s been clinically proven. \n\nQ) Why do you get smacked so hard by the asteroids in the Asteroid Belt? Why not shoot them farther back? \nA) You have to shoot the 3 circling lines at close range, else the warp will not trigger. So I take some damage there. Not that it matters, as I get a refill when I leave the level. \n\nQ) How was time gained over the prior video? \nA) Time was mainly gained by figuring out how to get through the Map/Briefing screens faster and by using bombs on Phantom\'s large form on Venom Surface. The former can be sped through by holding Start on the map screen and then holding B on the briefing screen (or vice versa). Note you can\'t hold the same button for both as the game won\'t reconize the press for some reason. As for Phantom, while the smaller forms react violently to bombs, the large form takes considerable damage from them. I also beat Andross with him inhaling only once, not twice like in the prior run. \n\nQ) YOU RULE! \nA) Why, thank you. \n\nI dedicate this run to my friend \"Fire on Ice\", who is battling cancer right now. May healing come to you soon. \n\nThis run is Copyright (C) 2007 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Star Fox is Copyright (C) 1993 Nintendo. \n\nSir VG, signing out. \n\nFIN','2007-03-24',0,896000,11,'StarFox_Level1_1456',1,18,0,NULL),(0,1074,NULL,339,'','ALL SHIPS CHECK IN. Star Fox team, let\'s go! \n\nSpeed Run Rules [ul][li]Single Session [li]No Deaths [li]No Wingmen Damaged [li]100% Score [li]Takes Damage to Save Time [li]No Warps[/ul] \n\nThis run features the entire Lv 1 Route and does not use the Black Hole Warp. \n\nQ) Why are you constantly boosting? \nA) It\'s faster. You may not see much but it\'s been clinically proven. \n\nQ) This run doesn\'t seem very hard. \nA) You try speed boosting through Meteor. It\'s not as easy as it looks. \n\nQ) How was time gained over the prior video? \nA) Time was mainly gained by figuring out how to get through the Map/Briefing screens faster, by using bombs on Phantom\'s large form on Venom Surface, and by completely destroying the Asteroid Belt level. The initially listed can be sped through by holding Start on the map screen and then holding B on the briefing screen (or vice versa). Note you can\'t hold the same button for both as the game won\'t recognize the press for some reason. The asteroid belt was improved because I used boost throughout the whole level this time (not worrying about 100% as much as before) and using bombs properly on the boss. \n\nAs for Phantom, while the smaller forms react violently to bombs, the large form takes considerable damage from them. I also beat Andorf with him inhaling only once, not twice like in the prior run. \n\nQ) Andorf? \nA) Yep. Andorf. \n\nQ) No seriously, what\'s going on here? \nA) I played using a Japanese version of the game, a v1.0 copy. Yes, I own a US v1.0 copy and a Japanese v1.0 copy. And yes, I\'m actually playing on a real Super Famicom. \n\nQ) YOU RULE! \nA) Why, thank you. \n\nQ) NO REALLY, YOU RULE! \nA) I must, considering I walked up to my console, and nailed this in one take, not having touched this game in at least a month. No, seriously. \n\nThis run is Copyright (C) 2007 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Star Fox is Copyright (C) 1993 Nintendo. \n\nSir VG, signing out. \n\nFIN','2007-06-25',0,1515000,11,'StarFox_Level1_2515',1,18,0,NULL),(0,1075,NULL,339,'','ALL SHIPS CHECK IN. Star Fox team, let\'s go! \n\nSpeed Run Rules [ul][li]Single Session [li]No Deaths [li]No Wingmen Damaged [li]100% Score [li]Takes Damage to Save Time [li]Uses Warps[/ul] \n\nThis run is the 2nd shortest route in the game. It uses the Black Hole Warp and skips ahead to Lv 2 Sector Y. \n\nQ) Why are you constantly boosting? \nA) It\'s faster. You may not see much but it\'s been clinically proven. \n\nQ) Why do you get smacked so hard by the asteroids in the Asteroid Belt? Why not shoot them farther back? \nA) You have to shoot the 3 circling lines at close range, else the warp will not trigger. So I take some damage there. Not that it matters, as I get a refill when I leave the level. \n\nQ) Why did you skip the 1st circular ring in the Black Hole? Why take the 2nd? \nA) That\'s the proper warp. The other rings take you to different levels (see my other runs). \n\nQ) YOU RULE! \nA) Why, thank you. \n\nQ) HAVE MY BABIES! \nA) Go away, thank you. \n\nThis run is Copyright (C) 2006 Nicholas \'Sir_VG\' Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Star Fox is Copyright (C) 1993 Nintendo. \n\nSir VG, signing out. \n\nFIN','2006-05-29',0,1183000,11,'StarFox_Level2_1943',1,18,0,NULL),(0,1076,NULL,339,'','ALL SHIPS CHECK IN. Star Fox team, let\'s go! \n\nSpeed Run Rules [ul][li]Single Session [li]No Deaths [li]No Wingmen Damaged [li]100% Score [li]Takes Damage to Save Time [li]No Warps[/ul] \n\nThis run features the entire Lv 2 Route and does not use the Black Hole Warp. \n\nQ) Why are you constantly boosting? \nA) It\'s faster. You may not see much but it\'s been clinically proven. \n\nQ) Does it matter that you went through the door you did at Titania that changed the background? \nA) Yes. It\'s a weather control device. If you don\'t shoot it, you loop in the level. \n\nQ) YOU RULE! \nA) Why, thank you. \n\nQ) HAVE MY BABIES! \nA) Go away, thank you. \n\nThis run is Copyright (C) 2006 Nicholas \'Sir_VG\' Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Star Fox is Copyright (C) 1993 Nintendo. \n\nSir VG, signing out. \n\nFIN','2006-05-30',0,1462000,11,'StarFox_Level2_2422',1,18,0,NULL),(0,1077,NULL,339,'','ALL SHIPS CHECK IN. Star Fox team, let\'s go! \n\nSpeed Run Rules [ul][li]Single Session [li]No Deaths [li]No Wingmen Damaged [li]100% Score [li]Takes Damage to Save Time [li]Uses Warps[/ul] \n\nThis run uses the Black Hole Warp and skips ahead to Lv 3 Sector Z. \n\nQ) Why are you constantly boosting? \nA) It\'s faster. You may not see much but it\'s been clinically proven. \n\nQ) Why do you get smacked so hard by the asteroids in the Asteroid Belt? Why not shoot them farther back? \nA) You have to shoot the 3 circling lines at close range, else the warp will not trigger. So I take some damage there. Not that it matters, as I get a refill when I leave the level. \n\nQ) Is Great Commander as hard as they say? \nA) Yes. VERY. GC1 can be easy though if you have good bomb shooting, and GC2 if you have Photon Lasers. \n\nQ) What the heck did Andross turn into? \nA) Lunch meat. Ok, seriously, I don\'t know what his face changes into. \n\nQ) YOU RULE! \nA) Why, thank you. \n\nQ) HAVE MY BABIES! \nA) Go away, thank you. \n\nThis run is Copyright (C) 2006 Nicholas \'Sir_VG\' Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Star Fox is Copyright (C) 1993 Nintendo. \n\nSir VG, signing out. \n\nFIN','2006-05-30',0,1573000,11,'StarFox_Level3_2613',1,18,0,NULL),(0,1078,NULL,339,'','ALL SHIPS CHECK IN. Star Fox team, let\'s go! \n\nSpeed Run Rules [ul][li]Single Session [li]No Deaths [li]No Wingmen Damaged [li]Takes Damage to Save Time [li]No Warps[/ul] \n\nThis run features the entire Lv 3 Route and does not use the Black Hole Warp. \n\nQ) Why are you constantly boosting? \nA) It\'s faster. You may not see much but it\'s been clinically proven. \n\nQ) You didn\'t get 100% overall. \nA) I know. Fortuna is just impossible at boosting speed. Why I didn\'t get it at Lv 7 (Venom Surface) I don\'t know. The game hates me I think. \n\nQ) YOU ARE A GOD! \nA) Why, thank you. This level is scary. \n\nQ) HAVE MY BABIES! \nA) On second thought, this is worse. \n\nThis run is Copyright (C) 2006 Nicholas \'Sir_VG\' Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Star Fox is Copyright (C) 1993 Nintendo. \n\nSir VG, signing out. \n\nFIN','2006-06-29',0,1913000,11,'StarFox_Level3_3153',1,18,0,NULL),(0,1079,NULL,339,'','ALL SHIPS CHECK IN. Star Fox team, let\'s go! \n\nSpeed Run Rules [ul][li]Single Session [li]No Deaths (Other than to classify an \"end\";) [li]Takes Damage to Save Time [li]Uses Warps[/ul] \n\nThis route features a path that leads to nowhere, an impossible way to beat Andross, though you do \"beat the game\". \n\nQ) Why are you constantly boosting? \nA) It\'s faster. You may not see much but it\'s been clinically proven. \n\nQ) This run seems really odd. The video ends with a death! \nA) Technically, OOTD doesn\'t have a \"real end\". You beat the slot machine, see the credits, shoot the end, and die. Repeat level until game over. I only died to give some sort of ending that didn\'t seem totally random. \n\nQ) The slot machine sucks. \nA) Indeed. Getting 7-7-7 is a pain in the ass. \n\nQ) The tune during OOTD\'s boss battle sounds familiar. \nA) Yes, it includes a portion of \"When the Saints Go Marching In\". \n\nQ) How was this run improved over the prior video? \nA) Supreme luck on the slot machine. Last video took 12 pulls. This time took only 2. \n\nQ) You didn\'t get 100% this time! \nA) Does it matter? \n\nQ) *Insert some other statement about how this run sucks* \nA) ZOMG! SPEEDRUN ENVY. Aww...how precious! Come here and I\'ll give you a BIIIIG hug! GROUP HUG EVERYBODY! \n\nQ) No really. You missed double shot, Peppy got hit, and you didn\'t get 100%. What gives? \nA) Ok, fine. Answers. A1) Slowed down the boss a bit, but not badly. Bombs did more damage anyways because I can hit more targets at once. A2) Yeah, bad luck right before the level ended. But when you\'re doomed to eternal life (or eternal death) in another dimension...does one hit really matter? Oh woe is poor Peppy! A3) The game has been evil to me on 100%. I blame v1.0 calculation errors. Whatever, it\'s not important to this run. \n\nQ) YOU RULE! \nA) Why, thank you. \n\nQ) Let\'s go gambling! \nA) I\'ll meet you at the Rio. \n\nThis run is Copyright (C) 2007 Nicholas \"Sir VG\" Hoppe and is allowed for downloading and private viewing. Permissions for hosting this run have been granted to Radix and Speed Demos Archive. Public viewing of this run is prohibited without prior permission from the creator. The selling or distribution of this run for profit in any way, shape, or form including (but not limited to) selling on eBay and television for profit is prohibited without prior permission from the author. Any violation of the above listed may result in legal action. Star Fox is Copyright (C) 1993 Nintendo. \n\nSir VG, signing out. \n\nFIN','2007-03-27',0,626000,11,'StarFox_SecretEnding_1026',1,18,0,NULL),(0,1080,NULL,340,'','[b]Acknowledgements[/b] [ul] [li]Thank you Nate for who you are and all you do, you rock my world! [li]Thank you Radix for all that you do to make SDA awesome! [li]Thanks also to Mike Uyama and DJGrenola for serving SDA in times of need. [/ul] \n\nHuge thanks go to InsipidMuckyWater for following me. He was the one who insisted I try my hand at this run, and probably my most eager viewer. He nearly had a run submitted for the game before TSA\'s second run was submitted, and Insipid told me he\'s glad to see the game owned and very glad he didn\'t have to do it himself! \n\nThanks also to those supporting my 100% run, Petrie911, SMK, MatrixTN and others. While I didn\'t open up a lot of discussion for this run (the one you\'re reading comments for), it was discussed some in my [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1157143464]100% run forum topic[/a] and much motivation came from those who posted or lurked there. I later wiped the dust from [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1124466950;start=15#18]TSA\'s old SF64 forum topic[/a] on on his run and added discussion of my improvement run there. \n\nI\'d like to say thanks to SirVG, StrangenessDSS, and SuperCoolAl for their efforts in the SF64 [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1139664270;start=0]Redline Run forum topic[/a]. If not for that I might not have gotten up the interest to do a run. If fact, there\'s [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1139664270;start=90#90]my first post![/a] That and Strangeness said in the redline topic that she had beaten TSA\'s time and was going to improve it quite a bit and make a better submission. TSA actually posted there commenting on some important improvements that would need to be made. \n\nI\'d like to say thanks again to TSA for running the game first. I know he was a big Star Fox fan even though he\'s mostly known for Zelda. Sorry to own your time TSA, but thanks for first running the game, because that run may have been the first speedrun I ever found. You go down in my book as [b]\"The Hylian Who Saved Lylat.\"[/b] [hr] [b]General Comments[/b] \n\nThere has been question as to whether Star Fox 64 is suitable for speedrunning I\'m here to tell you that it is. There\'s a lot to this game that affects speed or else I wouldn\'t have improved it by so much! Trust me it\'s more than just holding the boost button! I can run the same level twice, both with full boosting and create a 20 second difference by erratic movements and killing enemies. Besides lag, there\'s bosses, warp gates, all range mode missions, and route planning that all have a huge effect on time. \n\nThe first run of this game was a joke run done by TSA on Cinco de Mayo after he graduated high school. His time was 35:13 and his video is still available on archive.org. TSA later confessed that his first run was no good (a true confession I must say!) so he did a more serious run in 27:29. Watching that run, it looks pretty good. He shaved several minutes with a more optimal route and one figures that he must have nearly maxed out the game since it looks pretty clean cut and intentional. His comments said that a sub 27 should be possible by fixing 2 major 15-20 second mistakes. \n\nI\'m here to show what pushing the game to its limit looks like and that below 26 minutes is a much more suitable goal! How did I cut off 1:48 from TSA\'s time? \n\nAs much as TSA has played Zelda is about how I\'ve played Star Fox 64 - nonstop and since the beginning. The obvious way to play this game is for high scores and that\'s what I did for years. I finally burnt myself out on high scores when I got a 2390 after playing every night for months. I didn\'t pick the game back up until I went for a low score run months later just for fun. Somewhere between the high scores and the low score, I found speedrunning and I wanted to do Star Fox 64 justice in that department. This was not the first run I began work on. My first project was an epic run in Expert Mode getting all 15 medals in 3 playthroughs...my SF64 interpretation of 100%. While I was working on this, InsipidMuckyWater kept saying, hey, you should replace TSA\'s minimalist run! So I kept it a secret until I\'d owned the old run and posted that I was terribly sorry, but 25:45 was just the best I could do! \n\nIndeed this run took only a few evenings to make as a side-project to my 100% Star Fox 64 run. I assure you though, making such a smooth run with the time I got was a very satisfying accomplishment. I just rewatched it to see what could be improved, and I was very surprised. I doubt this run could be improved by more than 15-30 seconds though I\'d love to watch someone prove me wrong! \n\nUnfortunately a pure speed run goes against the grain of the game because to optimize speed you have to minimize killing enemies. In my run I keep the shooting to a minimum, in general. Instead of being unimpressed by a lack of wild shooting on on-rails levels, watch for smoothness, anticipation of enemy fire, and anything I might do to impress the viewer! I knew you\'d be watching, so I tried to make it interesting! Don\'t worry, there are several nuggets of sweet ownage throughout the run! \n\nFor other general info about the game I recommend: [ul] [li][a http://www.gamefaqs.com/console/n64/game/198759.html]GameFAQs - Star Fox 64[/a] [li][a http://arwinglanding.net/]Arwing Landing[/a] [li][a http://en.wikipedia.org/wiki/Star_Fox_64]Wikipedia - Star Fox 64[/a] [/ul] [hr] [b]Level Comments[/b] \n\nHere\'s a spreadsheet with the [a http://i92.photobucket.com/albums/l35/flutefreak7/SF64_TSA_Psonar_Compare-1.jpg]timing breakdown[/a]. Sorry that it\'s so uber-complicated. I won\'t try to explain it - anything you need to know about timing is there! [ul] [li]Corneria \n\nCorneria is by far the best strategic route planning choice for the first level. It\'s unparalleled for it\'s..uh...convenience and accessibility from the start screen...yeah. :) The best route goes to Meteo meaning Mission Complete (Granga, humanoid robot) or Mission Accomplished (Attack Carrier) may be done. Mission Complete is faster by about 40 seconds on average. I shoot the fewest enemies as is convenient and safe. The difference between getting a medal and shooting almost nothing is generally 5-10 seconds, but can be as much as 30 seconds different depending on how much explosion-lagging-chaos-of-doom you produce. Avoiding enemies means dodging lasers, and we all have Peppy to thank for the copious barrel rolls of course! The boss fight is a good show since I do it in a single strafing run with 0 bombs. When the boss falls there\'s some randomness to his orientation and about 20% of the time I screw up the run due to bad aim or angle. In this run Granga nearly does a pirouette while falling and I landed a charged laser for the final hit! \n\n[li]Meteo \n\nThere\'s some controversy about whether the Boss or the Warp is faster. SuperCoolAl holds the PAL speedrun record for the game and hit 6 of 7 warp gates and then half-warped to the boss in a matter of seconds (and then totally wasted the boss...dang!). TSA took the warp and continued boosting. Doing time conversions for PAL I found the warp to be a minute faster! In my own experience it was indeed a 50 second difference! The problem is the boss is very staged and slow, and is then followed by the dialogue of the team. The warp just ends in eerie almost-silence after a minute and 15 seconds or so and the next level begins in under 45 seconds. If you\'d like an interesting interpretation of the warp zones, go find Marshmallow\'s horrible SF64 walkthrough on GameFAQs! I highly recommend it to SF64 fans needing a harty laugh! (Marshmallow is our hero[-] yes he\'s yours too) \n\nYou\'ll see some interesting bombing in Meteo. That\'s the speedrun way of killing things you don\'t want to take time to kill, that aren\'t on the screen long enough, or that you don\'t want on the screen. Oh and why do I occasionally switch to first person and do barrel rolls? To make you dizzy! \n\n[li]Fortuna \n\nThis is the meat of the speedrun...or maybe the sauce, or the frosting or something... Fortuna is the first \"All Range Mode\" level you come to, which means it\'s not on rails anymore and the speediness depends entirely on skill. Star Wolf will approach everytime from high above the level in the lower right corner of the fixed radar at exactly 1:30 from when control is gained. Here I execute what was first called the Sky High trick but I later dubbed the \"Fortuna Maneuver.\" I\'ll suffice it to say I saved over 30 seconds off TSA\'s dogfight, and that this method or an adaptation thereof is the fastest way to take down Star Wolf. My best time ever was only a few seconds faster than my time featured in this run! \n\nNow some controversy remains as to whether Katina would give Fortuna a run for it\'s money. When done quickly, the mothership can arrive in about 1:00 to 1:15, and take until around 1:30 to give you control again. You must then destroy 10 or 15 ships to initiate a hatch opening, which you must be perfectly lined up for, and then you destroy all four hatches and the core in either 1 run or you U-turn to return to the Core with a bomb. All of this hassle and the unskippable cutscene could only be faster in 1 way in my opinion, and it involves death abuse. If you were to initiate the mother ship by getting 10 kills, then almost kill yourself. After the cutscene, take a final plunge to the ground. Now you will be re-started facing the mothership, AS the hatches open! The hatches can be laid waste in a single run (albeit with single lasers...) and the core bombed on the U-turn! Fortuna was just too cool to pass up to test this too extensively, but to be absolutely sure ! a competitor could try this out anyways... \n\n[li]Sector X \n\nThis level is pretty straightforward until you get to the warp gates. Before the gates there are doors that open and close, and instead of braking like TSA did I just boost through them because of the crazy amount of time saved and the fact that 5-8 collisions can be made safely in Normal Mode without losing a wing. (I actually only go through 1 door, which lines me up to pass safely through the other 2 openings) The warp is taken because a \"failed\" Sector Z is much faster than Macbeth or Titania. The warp gates must be destroyed fast enough not to compromise too much on speed. While Bill from Katina can help you with this, I doubt the time saved is actually more than 5 seconds, which doesn\'t help the Katina option much. Not braking, having hyper lasers, and knowing how to use them are the keys to fast hatch openings...you\'ll see. Then it\'s all about obstacle avoidance and I made it through the Sector X warp zone without touching a thing. My ending sequence with the evil rotating-squares-of-death is a must see! \n\n[li]Sector Z \n\nEasily the easiest level of the run...this is the one where Great Fox is paralized in the path of huge-mongous enemy missiles. My first task is to destroy my wingmates... (yeah, yeah, the part you were waiting for I\'m sure...) [-]can\'t have them taking out missiles and whatnot, so what better way to spend the first minute of a level? Falco disagreed with me, but I settled that quickly. After that the only real duty of the speedrunner is to, uh... not die, oh and set up a nice camera angle for the incoming missile. That and not killing anything always saves 5-10 seconds due to explosion lag, so in other words this level is fairly boring! I always loved the dialogue after the Great Fox is hit by a 100 foot long missile and looses a chunk of the ship. Fox says \"ROB, is everything ok?\" Then ROB says \"Damage to rear-left section of the ship.\" Ok, Fox, what was that? Obviously everything is NOT ok! Then I always wanted ROB to say, \"Do I look ok? Does the left side of the ship mean anything to you! Great Fox can\'t even barrel roll any more!\" Oh yeah, Slippy, Peppy and Falco are also inside Great Fox at this point making Fox look like a murderer! Oh well...they\'ll be back! \n\n[li]Bolse \n\nThis is the other meat/sauce/icing level where the \"All Range Mode\" nature leaves timing entirely up to the player. TSA had a strange way of doing the forcefield towers that took like 30 seconds longer than just going around in a circle and taking them out. Because the satellite is rotating beneath you, flying clockwise around the satellite (with the core to the right) you go twice as fast, and if you fly counter-clockwise (with the core to your left) you will be floating in mid air relative to the satellite [-] reminds me of graphing in polar coordinates...anyway. I go the fast way around, while boosting and take the force field towers out in 19 seconds. Then it takes another 10 hits to trigger the appearance of the core (I didn\'t know this at the time, and so you see me fly around only needing 1 more hit for a few seconds...I also wasted a bomb stupidly just before the cutscene). Then there are 8 spots on the core to be destroyed with bombs and lasers. Mostly thanks to my tower method I save 30 seconds here compared to TSA\'s old run. \n\nCompared to the alternative A6-VE route, Bolse to Venom 1 was the way to go. Bolse is roughly 2 and a half minutes faster than Area 6, plus the 2 or more minutes saved in Sector Z, and the minute and a half saved since SDA timing ends on loss of control and Venom 2 has an exit sequence. While Venom 2 can be done in under 4 minutes, the SZ-BO-VE1 combination is faster overall. \n\n[li]Venom 1 \n\nWhile this level is very chaotic, there\'s little point in shooting anything except to collect a bomb or some health, and the most important thing is avoiding collisions. I don\'t know if a particular route is faster, but I think they are all equally fast except perhaps routes with high lag. There are an equal number of \"valleys\" of equal length no matter what path you take. The running stone boss before Andross was a monstrous pain! I was very impressed with TSA and SupperCoolAl\'s completion of him. The problem is staying ahead of the stones that are jutting from the walls and floor while not running into him. This boss ruined a few playthroughs causing me to lose up to 30 seconds because I\'d collide with an obstacle, and either lose a wing then or later as I try to catch back up. Bombs only work on the body of the boss after the head is destroyed, which I take advantage of for the last hit. \n\nUpon entering the final tunnel is a minor death abuse that saves maybe 1 second, but makes the run a bit more interesting...why? Well, I immediately retry upon entering the tunnel... The retry time is about 2 or 3 seconds lost, but it gives me full wing health, which I was very low on. This is important because the tunnel has some spiral doors that don\'t open very quickly. Rather than brake (blasphemy!) and wait for each one to be open enough to get through, I recklessly boost forward through the closed doors! This trick makes the run death abuse, but really it\'s just to induce an adrenaline rush in the viewer! Put it in the category of very risky tricks to save almost no time. \n\nRobo-Andross got owned pretty easily...and I save a few seconds by destroying both hands at the same time instead of waiting to agitate his eyes again. Timing ends at loss of control on the final hit to the face since the exit is piloted by the cutscene. Yay for the happy oops-Great-Fox-lost-a-wing ending! \n\nI was very satisfied with this run. Watching TSA\'s old run, I knew I could do sub-27 or even 26:30, but after really trying for it I realized 25:45 should just be doable, and here it is! 25:30 should be the next goal and I think would be doable, but difficult. The most time would come from Fortuna, Bolse and Sector X as they are the levels with the most time-loss potential. I\'m not sure if TAS-like efficiency could accomplish sub-25, but hey, I wouldn\'t be sad if my run was just the beginning! \n\nWould you rather watch me collect all 15 medals in Expert Mode in well under an hour and a half? Go check out my 100% run to see the game completely owned! [/ul] [hr] [b]Feedback & Authorship[/b] \n\nFor additional comments on the run, I have posted in TSA\'s original forum topic for his improvement run currently titled [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1124466950;start=15#18]Star Fox 64 27:29[/a]. I\'ll see if I can get it re-titled by him perhaps to reflect my improved time. I can be PMed at SDA or contacted through any links in my SDA profile. At Gamespot and elsewhere I am flutefreak7. I\'m likely done with speedrunning this game because I\'m burnt out from my 100% run and I need to focus on other things. Any challengers have their work cut out and are welcome to replace me, just remember to check your G-diffusor system and do a barrel roll! \n\nThis run is the property of the runner, Brett Ables. If the run is posted anywhere online, or made available for viewing by any means other than personal viewing through download from SDA, please include my name and speeddemosarchive.com or a link to this comments page. I gladly allow the use of this run for DVDs, music videos, etc. with the intent of supporting SDA so long as proper credit is given as previously mentioned. \n\nSincere thanks to all who watched the run and/or read the comments! \n\nA final thanks to Miyamoto for creating my favorite game.','2006-09-07',0,1545000,11,'StarFox64_2545',1,9,0,NULL),(0,1081,NULL,340,'','[b]Acknowledgements[/b] [ul] [li]Thank you Nate for your unparalled prowess at being...Nate. [li]Thank you Radix for all that you do to make SDA awesome! [li]Thanks also to Mike Uyama and DJGrenola [-] SDA\'s cup overflows. [li]Big thanks to InsipidMuckyWater who enthusiastically supported my Star Fox 64 speedrunning efforts. [li]Thanks are due to Sir VG, StrangenessDSS, and SuperCoolAl for their activity in the Redline discussion topic where this all got started. [li]Thanks to TSA for speedrunning the game first. He\'s the \"Hylian who saved Lylat.\" [/ul] [hr] [b]General Comments[/b] \n\nThe [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1139664270;start=0]Redline Run Forum Topic[/a] was in fact the first Star Fox speedrun forum I found. Seeing the competition going on with the redline run and the discussion about further Star Fox 64 categories gave me the idea for my 100% run. That was where I made my [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1139664270;start=90#90]first post[/a]. After being well into my 100% run a while later I went back and did a redline run for fun. In the end, my final 100% run contained a redline portion that was 35:43 with earning all the medals and it being Expert Mode. For the Redline category to make sense I figured the run submitted for it would need to be significantly faster than the redline portion of the 100% run, so I went to work. After a few days of repeated attempts I finally nailed this very snazzy 35:35 in Expert Mode. \n\nNow, how exactly does Expert Redline count as it\'s own category? There was much discussion in the thread, but the basic premise is this: [ul] [li]The \"redline route\" is CO-SY-AQ-ZO-SZ-A6-VE, which is designated by the game as the hardest route with red paths connecting those levels. [li]This route is created by earning a Mission Accomplished on every mission (as opposed to \"Mission Complete\") [li]The route leads to the real ending and the any% route does not [li]This route shares almost nothing in common with the any% route. [li]Doing the redline route in Expert Mode is the greatest possible \"Pure Speed\" achievement in a single playthrough. [li]Informal competition has confirmed the difficulty of this route compared to the any% route. [/ul] \n\nThe reason I chose to do it in Expert Mode was to set the bar high. For a Normal Mode run to be accepted, it would need to be much faster, which would take enough skill that it might as well be done in Expert Mode. That\'s what I figure anyway. Expert may not change casual playing much, but it greatly effects speedrunning because losing lasers cripples your ability to do as well. Also, the laser fire is much more intense, items are less plentiful, and Fox has awesome sunglasses! The keys to speed are in avoiding collisions, avoiding game lag, not missing searchlights on Zoness, completely owning all bosses, and off course: holding the boost button! I was very satisfied with this run, and I think while it contains some mistakes, much of it is very impressive and well executed. I think it\'s within a minute of TAS-like perfection, so while it is beatable, it won\'t be easy! Now onto level comments... [hr] [b]Level Comments[/b] [ul] \n\n[li]Corneria \n\nI couldn\'t have asked for a better opening to the run. Other than getting hit a few times, everything down to the barrel rolling was right on. The main difficulty here is in boosting through the arches and making it through the final hoard of enemies without any collisions. I managed both very smoothly, setting me up nicely for the boss fight. The Attack Carrier, a blast from the SNES past, is my favorite boss to take down in the whole game. You\'ll see me cap off the first level with much gusto as the Carrier succoumbs to my rapid tapping. \n\n[li]Sector Y \n\nThis level is always tricky, but went very well overall. I use some interesting bombing to take out enemies that pose a collision risk from behind. Other than that I actually have to take down more enemies here because I need the 100 points required to proceed to Aquas. Obviously I got the 100 points, but I bet you weren\'t expecting such a close call... The boss fight is really the meat of the level because of it\'s annoying randomness. In this run I lose about 15 seconds chasing the boss down. A more patient player could luck-manipulate this boss into a much quicker death, but I just ate the lost time and called on my luck later in the run. \n\n[li]Aquas \n\nHow a Fox ended up in a submarine to destroy a bio-clam-weapon beats me, but I bet Fox would want to get this level over with quickly. I do just that by holding boost the whole way as I take out whatever enemies pose a threat. The exploding starfish were my biggest concern. Other than that I barrel roll like crazy to avoid damage and meander my way through the enemies. The boss went entirely well except that I wasted a cycle of eye vulnerability because my torpedoes wouldn\'t lock onto the eye when I needed them to. I lost the few seconds I gained from doing the level effeciently. \n\n[li]Zoness \n\nThis is a pivotal level in the run, because 1 missed searchlight means an immediate restart. The searchlights aren\'t so bad until you hold down the boost button and tend to whip right past them. Also being in Expert Mode makes the level even more brutal because there are so many random opportunities for collisions. Aside from a few close calls with both collisions and searchlights, everything went swimmingly. The boss here is very systematic, and I manage to keep my bombs fully stocked by collecting the bombs he gives out. I took the pirate down with no contest, careful to avoid collision with the ball and chain or any of the cannonballs. \n\n[li]Sector Z \n\nThis level has some fairly simplistic objectives: destroy the missiles, don\'t collide with the missiles, don\'t do much else for fear of causing lag. I actually play a risky game with myself of seeing how far away from the missiles I can be when they first arrive and still make it there in time to destroy them as they come onscreen. If the missile gets destroyed before ROB64 finishes saying \"Distance 50\" then I consider it a success. At most I lost maybe 3 seconds from not destroying them sooner. Wingmates could possibly be used to help destroy them faster, but the lag created in dogfighting could be more loss than the gain of a wingmate putting a few more measly shots in. I\'m very satisfied with the level overall. \n\n[li]Area 6 \n\nRunning this level without killing everything is a serious act of will power! I basically just boost through the level taking out any enemies that pose a threat to my precious hyper lasers. Between that and dodging lasers I had my hands full most of the time anyways. I use a bomb to take out some of the butterflies before the checkpoint. Mad barrel rolling saves my hide on numerous occasions. The boss did not go nearly as well as I\'d hoped. I was hoping to mimick what I did in my 100% run, but I ended up doing worse than \"normal\" in the process. I tried to get all 3 tenticles in one appearance, but not only does that never occur, it took me 3 seperate appearances of the boss to get the second set of tenticles. This was another avoidable time loss for sure. Luckely my mistakes never cost me my lasers giving me the change to redeem myself on Venom! \n\n[li]Venom \n\nRedeem myself is exactly what I did! While I didn\'t get good opening shots on the Star Wolf team, I dropped them like flies with some dogfighting skills. I then take the speediest route to Andross and wreak havok on his face. My finger got a bit sticky when shooting the hands, but I still took them both out in one go. I then proceed to own the brain in the best kind of way, you\'ll just have to see it yourself! After that, depending on your sense of humor, drama, or irony you may or may not like my exit sequence! I assure that all mistakes in the exit were unintented, which to me actually makes the exit sequence a pretty awesome ending to the run. [/ul] \n\nI hope you enjoyed it! [hr] [b]Feedback & Authorship[/b] \n\nFor additional comments on the run, the forum topic [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1139664270;start=105#111]Star Fox 64 \"Red Line\"[/a] seems to be the most appropriate place. I can be PMed at SDA or contacted through any links in my SDA profile. At Gamespot and elsewhere I am flutefreak7. I\'m likely done with speedrunning this game because I need to focus on other things. Any challengers have their work cut out and are welcome to replace me, just remember to check your G-diffusor system and do a barrel roll! \n\nThis run is the property of the runner, Brett Ables. If the run is posted anywhere online, or made available for viewing by any means other than personal viewing through download from SDA, please include my name and speeddemosarchive.com or a link to this comments page. I gladly allow the use of this run for DVDs, music videos, etc. with the intent of supporting SDA so long as proper credit is given as previously mentioned. \n\nSincere thanks to all who watched the run and/or read the comments! \n\nA final thanks to Miyamoto for creating my favorite game.','2006-09-27',0,2135000,11,'StarFox64_Expert_Redline_3535',1,9,0,NULL),(0,1082,NULL,340,'This run is considered single-segment because it was done in one sitting despite the fact that the game forces the player to reset twice.','[b]Acknowledgements[/b] [ul] [li]Thank you Nate for everything you do and for just being... nate. You rock my world! [li]Thank you Radix for everything that you do and have done to make SDA awesome! [li]Thanks also to Mike Uyama and DJGrenola for posting new runs faster than the average travelling velocity of an unladen African swallow. [/ul] \n\nCollosal props, my mostly undying gratitude, and much polysyllabic verbosity to InsipidMuckyWater for following this run so closely through to the end. No matter how much analysis, commentary, or progress I posted, he was there to give feedback, watch dozens of practice videos, and encourage me during the development of the run. Insipid had followed TSA\'s first and second runs of the game, and even attempted his own back in the day. As a knowledgable fan of the game and a long-standing member of SDA, his immediate and continued support were very much appreciated. Don\'t let his big words scare you away... jaws may bite, but he doesn\'t! \n\nHuge thanks also to the others who supported me in the [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1157143464]100% run forum topic[/a]. SMK helped get things off the ground, then came back for some good advice: \"SMK your words are like pools of wisdom reaching to unfathomable depths.\" Petrie911 helped greatly with support and analysis of my early videos. Thanks also to MatrixTN and all others who posted in the topic for you support! \n\nI\'d like to say thanks again to TSA for running the game first. I know he was a big Star Fox fan even though he\'s mostly known for Zelda. Sorry to have owned your any% time TSA, but thanks for first running the game, because that run may have been the first speedrun I ever found. You go down in my book as [b]\"The Hylian Who Saved Lylat.\"[/b] \n\n[hr] \n\n[b]General Comments[/b] \n\nThis run category, in my opinion, is the best speedrun the game has to offer. Star Fox 64 is not a naturally awesome game to speedrun, but while I think I did justice to the \"out of the box\" run, I think this run truly does justice to the game itself. While there\'s a lot to Star Fox 64 (uber-fan speaking here), the meat of this game is in shooting up hundreds of enemies. Medals are awarded for clearing a moderately high number of enemies on each level while keeping all wingmates alive. Once all the medals have been achieved, Expert Mode is then unlocked. In Expert mode, a collision takes a wing off and 25% of your health (Save the solar system and win a crappy arwing with easily detachable wings!). There are a few more enemies on certain levels (not that many actually...) and more importantly, they fire much faster and with greater intensity. Besides that there are way fewer items to grab and Fox now sports some kick-butt sun-glasses (ok, so that makes up for the shoddy arwing). Besides high scores, going back through and getting all medals in Expert Mode is the final accomplishment of the game. While getting all the medals is only moderately difficult and Expert Mode isn\'t so bad, doing both in a speedrun and not screwing it all up is way harder than I ever imagined! That and the simple fact that the run includes all 15 levels is just awesome. There\'s so much strategy in the path choosing, right down to the number of available bombs. With the right balance of gameplay, speed, and strategy, this run was a pleasure to do and I hope a spectacle to watch as well! Did I mention there are [b]0 deaths or retries[/b]? \n\nSo what contributes to the speed besides holding down the boost button? Not losing your wings by [b]avoiding collisions[/b] in absolutely essential. There are so many things that can happen that this is a constant task, which for a run of this length requires good piloting, planning, and just good dumb luck. Losing wings is a such a big deal because of your lasers. You have single, then you collect upgrades for double and hyper lasers. Hyper lasers are essential to speedrun the game effectively, especially for bosses; losing a wing means losing those hyper lasers. \n\nThe next most important thing is [b]strategy[/b]. For a look at all the available route choices (12 total) check out [a http://i92.photobucket.com/albums/l35/flutefreak7/Other%20Images/SF64Routes2.jpg]this chart[/a]. The route chosen for this run is shown further down. Three seperate playthroughs of the game must be made to hit all 15 levels. There was much debate over these choices, and I ultimately chose what felt best to me and made the most sense. An example would be whether or not to have Starwolf on Bolse. They count as extra points, allowing a faster medal, but they also complicate an already difficult level, and often shoot wingmates down. Indeed several tough choices arose where either would do, but the questions of speed, feasibility, and overall awesomeness were difficult to answer. \n\nOther things greatly affecting the speed of the run were obviously boss fights, but even more so, anything in all-range mode. Besides that, keeping wingmates alive ruined several runs, because losing a wingmate means losing the medal, which means an immediate retry of the level and often entire minutes lost. Bombs were a precious commodity in many parts of the run, and became a part of the overal strategy. The most unexpected contributor to time loss however was lag. When several explosions occur at once, the game\'s lagginess can cause 10-20 seconds of loss in a level. This meant planning which enemies to kill to get the medal on every level instead of just wasting everything in site. While getting 200+ on Corneria is sweetness, it takes 20 seconds longer, so it\'s out of the picture. Sorry, but don\'t come looking for high scores. (Find videos of high scores [a http://www.superplayers.de/other/sf64]here[/a].) It took a while to get used to playing smoothly for speed and not killing everything. That and for levels that are repeated either within this run, like Corneria and Meteo or between this and my other 2 runs, it became a challenge just to remember what to do on each level! \n\nWell, I\'ve got to say it eventually. Fortuna is the [b]ultimate blunder[/b] of this run. It was the only level that I had a really awesome special trick for, and I totally screwed it up for a 30 second loss! To see the \"Fortuna Maneuver\" done properly just watch my any% run. Other notable losses were a slightly sloppy Sector Y boss fight, which is luck-dependent and roughly an hour into the run. Then of course, Bolse and Katina could always be faster since they are both a race against the clock to get the medal. Sector Y, Katina, Bolse, Solar and Aquas were all common run breakers. Zoness and Titania were the most brutal on-rails levels. I can\'t even say what the highlights would be except that I owned Area 6, Star Wolf, and Andross for an awesome finish! \n\n[b]Here are all the charts, routes, and numbers behind the run:[/b] \n\nLevel Abbreviations & Medal Requirements: \n\nAll wingmates survive and you must obtain this many hits for each level: [ul] [li]CO Corneria 150 [li]ME Meteo 200 [li]FO Fortuna 50 [li]SX Sector X 150 [li]TI Titania 150 [li]BO Bolse 150 [li]KA Katina 150 [li]SO Solar 100 [li]MB Macbeth 150 [li]SY Sector Y 150 [li]AQ Aquas 150 [li]ZO Zoness 250 [li]SZ Sector Z 100 [li]A6 Area 6 300 [li]VE Venom 200 [/ul] \n\nHere\'s the list of [a http://i92.photobucket.com/albums/l35/flutefreak7/Other%20Images/SF64Routes.jpg]all possible playthrough routes[/a] in the game. There are [a http://i92.photobucket.com/albums/l35/flutefreak7/Other%20Images/SF64Routes2.jpg]12 possible paths[/a] of 3 play-throughs which visit all 15 levels. \n\nFor any other basic game info, I recommend: [ul] [li][a http://www.gamefaqs.com/console/n64/game/198759.html]GameFAQs - Star Fox 64[/a] [li][a http://arwinglanding.net/]Arwing Landing[/a] [li][a http://en.wikipedia.org/wiki/Star_Fox_64]Wikipedia - Star Fox 64[/a] [/ul] \n\n[b]The Route for this Run[/b] [ul] [li](Turn system ON) [li]CO - ME - FO - SO - MB - BO (RESET) [li]CO - ME - KA - SX - TI (RESET) [li]CO - SY - AQ - ZO - SZ - A6 - VE [li]Credits [li](Turn system OFF) [/ul] \n\nA chart with the timing breakdown for the run can be seen [a http://i92.photobucket.com/albums/l35/flutefreak7/Other%20Images/SF64_speedrun6_times.jpg]here[/a]. \n\n[a http://i92.photobucket.com/albums/l35/flutefreak7/Other%20Images/SF64_speedrun_timescompare.jpg]This chart[/a] projects an ideal time based on the best level times of my 3rd, 4th, and 6th attempts. Very interesting. It suggests I could\'ve done a sub-1:24:00 by single segment timing. Subtracting the difference, that would be a sub-1:21:45 with segmented timing. Sounds like a goal for any competitors! \n\nTo see all the charts/spreadsheets I produced for this run, read the [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1157143464;start=0]forum topic[/a] to see how they were first made public, or you can peruse my [a http://s92.photobucket.com/albums/l35/flutefreak7/Other%20Images/]photobucket album[/a] where all my images are stored. \n\nI\'d say that\'s about all the general comments I feel like making! Have had enough yet? \n\nOn to the level comments... [hr] [b]Level Comments[/b] \n\nHere again is the [a http://i92.photobucket.com/albums/l35/flutefreak7/Other%20Images/SF64_speedrun6_times.jpg]Timing Breakdown[/a]. [ul] \n\nThis begins the 1st playthrough: CO-ME-FO-SO-MB-BO \n\n[li]Corneria (1st time) \n\nThe opening level went very nicely. I actually messed up the first wave of ships and barely salvaged it - it still looked cool enough though. After saving Slippy, the 3rd ship to come in from the side (w/the bomb) was destroyed while inside the mountain, and then I nailed the hit+4 on the 4 enemies after the trench, which was cool. Through the city, I\'m just taking out selected targets, trying to reduce lag, and trying to not get hit. I make not getting hit at all look a lot easier than it is as you\'ll see in later levels. I could have saved time by waiting to charge shot some enemy groups just before passing them to eliminate the lag created by their explosions. I missed the mech that throws the beam at you, which meant I needed nearly all of the remaining points in the level. I skim over the arches because I\'m headed to Meteo, and charge shot the ground to pick up the extra points on the water skiers and the bomb birds to have 141 just before the boss... if only ! the last charge shot had been a hit+1 instead of hit+2 I\'d have had exactly 139 going into the boss fight... oh well, I don\'t actually care, but I enjoy getting the exact number needed. \n\nThe boss fight went without a hitch. In all of my speedruns I use no bombs and take him out in a single run which saves a few seconds over TSA & SuperCoolAl who both create lag used bombs, and saves several seconds over U-turning for a second pass. This level fit perfectly with my best times and I was pleased with it. \n\n[li]Meteo (1st time) \n\nThe asteroid field went without any real troubles. This level has plenty of points so I selectively kill enemies. I only take out the asteroids posing a collision threat during the opening sequence (Expert mode + collision = no wings = no hyper lasers). Charge shotting the rocks where the ambush occurs causes a bit of lag, but I like getting those hit+1\'s better than just dodging everything, and using a bomb here causes the most lag. I didn\'t save peppy with a single charge shot, though I think I hit it on the 2nd pass through Meteo later (It just looks cool thats all). The sequence before the checkpoint went very well with all the barrel rolling, dodging and chargeshotting. I use 3 bombs just before the check point; the first 2 are off screen to take out the 3 pesky \"butterfly\" enemies before they even appear, and the third is risky, but looks awesome and that\'s to save Slippy. \n\nBy my timing, the warp is about 50 seconds faster than half warping (skipping the last warp gate) to the Meteo boss. The boss is very staged and long-winded, plus at the end of the warp there is no team banter. I know you are just crushed at not getting to hear more cheesy dialogue. The warp went very well. I had some nice shooting on the strings of enemies from behind. I get your heart going a bit hopefully by just barely snagging that 200th point! Collisions can also occur inadvertantly here, so I\'m glad for none of that nonsense. I end with hyper lasers and 9 bombs - ready to kick some Star Wolf butt! \n\n[li]Fortuna \n\nIt all began just fine. Because Star Wolf gives 44 points total I needed 6 points before engaging them to guarantee the medal. After the 6 points, I begin executing what I call the sky high trick or the \"Fortuna Maneuver.\" While I found this on my own, a quick visit to gameFAQs and you\'ll find a trick where you can execute continuous U-turns to go way above a level. This is a pretty sweet glitch in general, but I finally found a good purpose for it here on Fortuna. The idea is to get up to the height at which Star Wolf enters the level and take them out before they ever break formation. I originally did this by U-turning on the bottom part of the map, but my new idea was to line up with their approach to get better bomb detonations. \n\nWell, it went so well until I messed up the first bomb entirely. I couldn\'t see Star Wolf at all (maybe because I wasn\'t high enough from spending too long to get the initial 6 kills) and my first bomb detonated behind and below them I think. So then I could have redeemed it for only a 10 second loss, but my other bombs were just as horrible. Yeah, I totally screwed up Fortuna. I then proceeded to run around and clean them up as fast as I could for a 30 second loss. That may not sound like much, but it was by far the biggest loss in the run. For a properly executed Fortuna just watch my any% run of the game. \n\nI\'m not actually sure why I didn\'t just reset at that point. I think I\'d just come off of another run where I died on Bolse and I just wanted to complete a 0 death run before holding myself to perfection. This level is the main reason that this run is improvable. If it weren\'t for having 17 other very well-done levels, I likely wouldn\'t have submitted the run because of the Fortuna blunder. Oh well, here\'s the mistake, cringe with me and move on. After this, the rest of the run was a race against the clock to see what I could do to earn those 30 seconds back 1 second at a time. I\'m sorry I gave up running the game before improving this level. Perhaps someone else will do that for me one day. \n\n[li]Solar \n\nWhy Solar after Fortuna? Because Katina generally leaves me (and my wingmates) ragged with single lasers and few bombs. Sector X + Titania are much better suited to follow Katina. Bolse then is best to follow Macbeth since the bombs and lasers from Meteo will carry through Solar and Macbeth to Bolse. Sector X has a high potential for collision during the warp, which doesn\'t matter if Titania is the only thing to follow it. (To complete the thought, Bolse is best done on whichever route includes Fortuna since I decided Bolse w/Star Wolf is too difficult...more on that later) \n\nAfter a frantic Fortuna, I was ready to own this level. Normally I try to get just enough for the medal, and Solar is hard enough as it is. It\'s easy to lose a wing from hitting an enemy, while boosting and shooting, and a lost wing can make Solar a pain, plus single lasers often cripple my ability to do Bolse quickly later. Well, I just plowed through the level, lasers \'a blazin\' racking up 127 hits total. That\'s my highest ever during a speedrun. \n\nGetting a high score here can be a real pain if you don\'t know the trick that I use in the beginning. Just under the surface of the lava under the center of a \"lava arch\" (the arches of flame that erupt and re-enter the lava) can be charge shot for a hit+1 point. That\'s how I\'m getting hit+1\'s by charge shotting the lava. Besides that trick, bomb usage is essential. I was a bit late in using the first bomb, but it was still effective. For the 1st \"flock\" of firebirds I didn\'t need a bomb because I nailed some really awesome charge shots for a hit+3 and hit+4. Some groups of 3 or 4 birds can be charge shot as they emerge from the waves for extra points. I avoid the continue to avoid taking damage while boosting. Between saving Falco and the last waves of enemies I just fire like crazy and avoid collisions. I didn\'t need any more points on the last two flocks so I didn\'t use a bomb for the first one (hoping for another awesome charge shot maybe), but for the flock of enemies the comes up out of the lava, I just wanted revenge, so I laid that bomb perfectly for many extra points. I had 116 going into the boss, so yeah, I went overboard! Ownage just feels so nice though... \n\nThe boss went down very quickly. The first arm was very fast, Falco never got to talk. I could have killed his second arm before he swings, but oh well, a second lost. Then the head is somehow tricky, I think because of the uber game lag during the spinning sequence, but it went as fast as it normally does. In the end, a good time, good score, hyper lasers and 8 bombs made for a well done Solar. \n\n[li]Macbeth \n\nAh, the Land Master, quintessential master of land ownage, how I love thee amidst the myriad ships of the sky. The nice thing about Macbeth within the context of the whole route is that you can\'t lose your Arwing\'s hyper lasers. This means that the hyper lasers I had at the end of Solar will carry over to Bolse. There is also not much need to use bombs in Macbeth, since there are plenty of points available, so bombs carry over to Bolse as well. Since I say there are plenty of enemies you may assume that taking out the switches for the \"Mission Accomplished\" ending was assumed to be the only choice, but it wasn\'t. With a moderate show of ownage, the medal can indeed be obtained, while speedrunning, with the Mission Complete ending. This was the method I chose at first because I figured the extremely long cutscene for the other ending would make it much longer. Well, I was wrong. The difference in the 2 endings is made up by the time it takes to wait for the kite to become vulnerable and the extra explosion lag from getting more points during the level. So I went with the easier Mission Accomplished route by taking out the switches. I likely had a bit too much fun taking out easy targets here that could have been bypassed for a marginally better time, but instead I end up with a slightly excessive 187 points which I hope you enjoy! \n\nAt the start of the level, I go ahead and take out 2 cars carrying rocks. Assuming I avoid using bombs, the first must be taken out to avoid running into rocks or excessive charge shots, and the second is taken out to ease up even more on the amount of charge shots used. More points can be gained by charge shots on the rocks after they\'ve been dumped, but since I don\'t need points, 2 cars is fast and simple. After the overhead enemy group, you may wonder why I don\'t collect the bomb over to the left: because it\'s been transformed into a shield ring by the Expert Mode fairy! I love the charge shots on the line of 4 rolling boulders for 2 hit+3\'s = 10 points. In the following sequence, I should have ignored the boulders and the train, but oh well, you get a more entertaining video for the price of a few seconds of lag perhaps. The bit with hovering over the bars is best done with partial boosting and tiny boost-hovers over each bar; I did a sloppy variation on this. Boosting through each of the bars might be fastest, but the damage brings you very low on health in Expert Mode, so I try to boost-hover at least two of the bars (and because boost-hover looks cool!). The switches are fairly simple, except for switch 5 which hides over to the left. Because I went for the item box like a fool (I already had 9 bombs...sometimes I just don\'t think about those things), I had some difficulty getting back over to the left to get the 5th switch. From there on I just went through the motions until hitting the switcher to seal the fate of the train. Then proceeds the epic caucaphony of spherical explosions! \n\n[li]Bolse \n\nThe defense satellite of doom. This is one of the levels that makes me want to send a smart bomb at anyone who thinks the game isn\'t fit for speedrunning. I don\'t know if I ever felt completely satisfied with any run I ever did of this level, because there are just too many variables to perfect. The problems with this level are (1) it is all range mode, inducing a panicky cold sweat in the runner, (2) there are verticle structures created by the designers specifically for colliding with and losing lasers, (3) if you aren\'t careful, you can easily die, especially if you have a collision, (4) your wingmates must be rescued from enemy fighters, (5) the core\'s 8 spots control the end of the level, and the fact that they rotate makes them difficult to predict, count, and destroy. That\'s enough to make this level very difficult and unpredictable compared to many other levels. In this run I did a fair job of it with only 1 minor mistake that cost a few idle seconds. Overall it was a good effort for a tough level in a long single segment run. \n\nI begin by circling clockwise around the satellite taking out shield towers. Avoiding the obstacles is easy, it\'s destroying and avoiding collision with the shield towers themselves that I had the most trouble with. After the shield comes down, it takes 10 more enemies to initiate the core. At this point I just fly around the satellite taking out enemies in groups. I try to use charge shots on groups like the enemies following Slippy to get the hit+ points. I also attempt hit+1\'s on the ground turrets, though I rarely land such precise charge shots. When I\'m followed I sometimes brake and charge shot the ground to collect a hit+1 off my pursuer. Occasionally when I am lined up for it I lob a bomb at the core to begin taking out targets. Those targets decrease from hit+10 to hit+5 after a while, but in a speedrun they should all be hit+10. Ideally I should keep track of how many core targets I\'ve destroyed by watching my score. I failed to do this here because I thought I had 2 targets remaining, and after destroying every enemy on the map I had to wait for the next wave to come in. I planned on getting 8 points from that next wave, then taking out the 2 remaining targets. To my surprise after waiting a few seconds and taking out 7 ships I saw yet another target on the core. I then took it out for a total of 160. Too bad I lost track, but it was still a solid run of the level. \n\nThe question could be asked why I didn\'t wait and do this level after Titania when Star Wolf would be present on Bolse. I tried this method, and while it could be quicker to take out maybe 2 Star Wolf members, it became so much more hectic and complicated that I abandoned it for the easier idea to execute. The biggest problems were my own health and having wingmates die just before finishing the level. Facing Star Wolf 3 times in 1 sitting was just too good to be true. If you want to see Star Wolf ownage wait for Venom and your cup shall overflow. \n\nBolse ends the 1st playthrough of the game. Because the medal is never shown, it is inferred from the score that I earned the medal. Just before the opening sequence of Venom, after the fade-out, I press the Reset button on the N64 console. This returns me to the main menu where I may begin the second playthrough of the game. \n\n[b]System Reset[/b] \n\nThis begins the second playthrough: CO-ME-KA-SX-TI \n\n[li]Corneria (2nd Time) \n\nOn the second trip through Corneria I do not need to collect the medal, so it is much less eventful. Somehow I got hit twice in the opening sequence by timing my barrel rolls perfectly wrong. I just barelly collected the first bomb. I take a route similar to my any% run to boost through the level with very few kills. I missed the bomb behind the mech toppling the tower. I was just a bit too tentative since it was getting later in the run. It doesn\'t matter at all though since there are plenty of bombs. I save Falco easily and then dodge more shots before soaring over the arches. I save Peppy and take out 2 more enemies who were in my way before the boss. The boss fight went without a hitch as I take him out in a single strafing run. \n\n[li]Meteo (2nd Time) \n\nThe return to the Asteroid Field went as well as planned. I begin by shooting the four asteroids that cross my path and then I hide in the corner and barrel roll during the ambush. For a nice morsel of ownage I saved Peppy with a single unlocked charge shot. The following sequences went fine including the off-screen bombing just before the continue to take care of the butterflies. I take the safer route of saving Slippy by detonating a bomb to the side instead of dropping the bomb right on his pursuers face at the continue - it still looks cool though. I don\'t go for the hit+7 rings of enemies during the warp gates because I don\'t need points and missing a warp gate has been known to ruin a speedrun or two (it tacks on a minute during the 1st playthrough (switch to boss ending) and maybe 3 minutes during the 2nd playthrough (immediate retry level)). \n\nThe warp goes just swimmingly. I dish out some galaga style shooting during the enemy waves and a sick hit+4 on the \"rainbow\" enemies. I don\'t need points but I wanted to keep it interesting. I then plow through the final asteroids to stay safe from collisions. I think I might have actually been testing to see at what point in the level I could suddenly start killing everything and only have 199 points at the end. Anything to demonstrate prowess of worthless aspects of the game! I end with a predictable 9 bombs and hyper lasers, and you know I need them if I\'m headed to Katina! \n\n[li]Katina \n\nBrutal. Yeah, this level was just brutal to speedrun. This level is a totally seperate beast from the rest of the run, and I think is a true test of skill. I never once kept my wings through the whole level. I zoom out with the camera so that I can see behind myself as well and just go to town plowing through enemies, trying to avoid collision. If I had a collision before the mothership arrived and after the 15th kill, then I\'d restart, in hopes of getting a laser upgrade on the 15th kill on the retry. In general I\'d just try to hold out with hyper lasers as long as possible, frantically killing enemies. I tried to stay on the outskirts of the playing field to take out waves of enemies without actually entering the buzz of activity. I generally save bombs until after I lose my lasers. The strategy I settled on was to take out the hatches starting around 115-120 kills, so that ideally I\'d take out all four hatches in a single run, and then brake or U-turn to bomb the core. I\'d usually go a bit over on the score because I was too afriad of destroying the core and having 149 points or something. \n\nIn this run I managed only 15 hits before the mothership arrived because I was playing it safe. Early collisions can easily add 30 seconds, and 5 extra kills only takes a few seconds later in the level. You\'ll notice I take out Bill\'s fleet as well as the enemy because they are a collision hazard as well. There is no penalty for this except that you don\'t get to see them during the end-of-level cutscene. Also, if you ever wonder why I turn wide instead of immediately re-entering the action, if you watch the radar, you\'ll usually see the wingmate or group of ships I am avoiding. I watch the radar almost as much as the screen on this level, or at least I try to. I\'m avoiding friendly fire as well, because I\'ve had wingmates die here fairly often. \n\nAfter the mothership arrives I go to town. You\'ll easily see me dodging collisions as I take out enemies. I lose my wings a bit earlier that I would like, but such is life. I mentally tell myself that single lasers aren\'t any weaker, I\'m just firing too slowly. The somersault was totally unintentional and was likely meant to be a U-turn. I spend most of the run holding down the boost button and even holding my right hand a bit different, so in switching back to a high score mindset I hit the wrong boost/brake button occasionally. I basically continue taking out ships eventually throwing bombs into the mix until I have a high enough score to take out the hatches. The reason I don\'t stagger the hatches is because that decreases the density of ships in the air and makes the level slower in the end. In this run I attempt to bomb one of the hatches, but it doesn\'t work causing me to go get more kills to get them to open again. The hatches will open based on the number of ships destroyed - they are programmed to replenish the battle field. So then I make the final run to for the last hatch, and I brake and bomb the core to end the level. \n\nPhew! This level is by far the hardest to perfect in the whole run because it is almost entirely random. This was a decent performance of it, though TAS-like retries could likely achieve a better time. I\'m only human and for being in the middle of a single segment run, I\'m just glad there were no deaths or retries! \n\n[li]Sector X \n\nThis level lets me cool off from Katina with some classic systematic playing. I don\'t use bombs in many places that I could because I\'m saving them up for Titania and because charged lasers often work just as well. I make good use of charge shots on the first wave and then haphazardly kill the following enemies. I landed a nice shot on the center of the three V formations. I fire and immediately detonate a bomb to take out the enemy wave the comes from behind. This is a nice touch because there is no slowdown and you never see all those enemies. I then charge shot the mines for some hit+ points and barely snag the first laser upgrade. In the next part, the fact that I\'m boosting makes a few collisions difficult to avoid (the rotating structures can hit you from behind if you\'re \"ahead\" of where you\'re supposed to be). I have used a bomb to take out the butterfly, but this time I just avoid him. I\'m used to him pestering me from behind which is why I flail about after passing him. The reason I don\'t just shoot him is that I risk running into him and losing lasers. \n\nAfter the continue I just miss saving Peppy with a single charge shot again - to bad (I think I managed it in my any% run...). Anyways, I collect the 2nd laser upgrade, manage not to collide with the wall and head towards the warp gates. After timing both routes I determined that the warp was 10-20 seconds faster, and more consistant than the boss. It also uses 1 less bomb and still has enough enemies to just get the medal. My goal was to totally eliminate braking from the warp route, but this is extremely difficult. The 3 doors before the warp are a pain to get through with timed boosts. You\'ll see that I was just a split second away from succeeding. I should have let go of the boost sooner after the second door so that I could start sooner to make it through the 3rd door. That collision occured often, so I let it slide. This meant single lasers on the warp gates, which slows me down a bit, but not too much. You get to see some of my best trigger finger as I again chide myself for not firing faster. \n\nThe warp went very well. I only had one collision where I was too distracted shooting enemies to pay attention to the right way to go. I had been a little worried about points, but I came out well over 150, so I was happy. In the final sequence of the warp I managed to not get hit by any of the rotating squares of doom and still pull of some hit+4\'s on the enemies inside the squares! I was very happy with the end of the warp. The level as a whole was very acceptable, but to make it great I would have liked to have hyper lasers for the warp gates to avoid breaking entirely. Oh well, with no major slip ups and Peppy surviving, Sector X went as well as I could hope for. \n\n[li]Titania \n\nThis level likely had the greatest learning curve of any level. In my first practice run of this level, holding down the boost and attempting to get a medal caused me to die 2 or 3 times before ever completing the level. Boosting through this level is pretty insane and difficult to medal. There are so many places where your path is restricted because of a structure, mines, or a bridge, that boosting makes navigation a game in itself. Then charge shots never want to lock onto the right enemy at the right time. The screen often fills up with enemies at various heights and distances from you and the lock-on function will always target a landmine or the wrong target in general. While bombs help, they don\'t detonate very quickly in the landmaster, which limits their usefulness. In general, this level was a tough nut to crack, but I finally got a decent method down where I didn\'t die, got the medal, and made a good run of the boss. \n\nThe beginning is fairly simple since it\'s mostly the hit+3 walkers, but the level quickly picks up. The proximity mines (the ones that hop when shot) can be used to get a hit+1 if you charge shot the ground next to them. I\'m able to get in a few of these for extra points. I wish I\'d gotten at least 1 more of the laser turrets for points. I also had luck against me during the bit with the tanks and mine droppers. Several spots allow hit+2 and hit+3, but I manage to miss many of them as my charge shots gravitate towards meaningless targets. That was frustrating for sure. \n\nAfter the continue, I look to the sky as I desperately try to rack up some points while dodging falling towers. Charge shots often work better, but if I\'d known I\'d be that unlucky I would have started using bombs sooner. Then when I use a bomb it completely missed everything. I approach the final canyon with just over 100 points wondering if I can pull it off or not. Having formerly been a high score player I still had 1 trick left: the rocks from the rock throwers. Each rock thrower throws 2 rocks, then after hitting the ground, each rock breaks into 4 little rocks. I let off the boost for just long enough to let a rock fall right in front of me, it breaks, I charge shot the ground, and nailed the hit+7! (That\'s 8+7=15 points!) I start boosting again and on the next rock group in between killing the rock throwers I charge shot the ground for a hit+4! (9 more points!) If it weren\'t for those tricky charge shots I wouldn\'t have had a chance at salvaging the medal. Glad that the level had turned out alright after all, I was ready to own the boss. \n\nI just love using bombs to own the hands of the boss, both before he fully appears and during the fight itself. My luck changed as I managed to not have to see the flame breath at all. I just aimed at his chest and he went down nice and easy. While the level did have me worried, snagging the medal and owning the boss fight made for a very satisfying end to the second playthrough. \n\n[b]System Reset[/b] \n\nThis begins the third playthrough: CO-SY-AQ-ZO-SZ-A6-VE \n\n[li]Corneria (3rd times a charm!) \n\nI begin the third playthrough with a vengence. I hit every barrel roll perfectly to begin Corneria without a hitch. I only take a single hit in the whole level and my playing becomes very energetic. The main challenge of the third playthrough of this familiar level is making it through the arches without losing a wing, and then weaving through enemies leading up to the boss. I pulled off both of these without a hitch. I\'m especially proud of boosting through the arches without losing any time. A lost wing at that point would cause a longer boss fight and would just look shoddy. That\'s a classic piece of the game and I\'m glad I did it right. Weaving through enemies towards the end of the level is a bit tricky, because while barrel rolling is necessary, if you get shot in between barrel rolls, your wing can get smashed into the ground on the next barrel roll. I do have to stay low though or else Falco will run into me because of my boosting. In the end I came out unscathed and ready to kick the boss\'s butt. \n\nAh, the Attack Carrier, a flashback to the SNES. This is likely my favorite boss, just because owning him is so much fun! It\'s all about that rapid tapping trigger finger. I hope you enjoy! (I\'ve never gotten both the 2nd and 3rd hatches in the same opening, but this might be the closest I\'ve ever come!) \n\n[li]Sector Y \n\nThis level is fairly systematic, but took a lot of practice nonetheless. The most important thing seemed to be avoiding collisions to have hyper lasers for the Boss. The final Boss himself would require significant luck manipulation to do perfectly. The beginning went very well with good charge shots (especially the hit+2 from the flying torpedo-like objects). The ambush from above and the ships exiting the big ship were both handled nicely with charge shots. I don\'t use a bomb there partly because I\'m saving bombs for Zoness and it causes lag. I don\'t generally need extra points on Sector Y, so I take the most convenient points and focus on speed and safety. Just after the next few big ships I lay a bomb against a big ship and dodge out of the way. This is to take out some enemies that try to come up from behind. Because I\'m boosting, they tended to end up in my \"plane\" of motion, causing a collision, so I lay that bomb to take a few of them out as they spawn. Just after that I land a nice charge shot on the incoming torpedoes, and then use another bomb to get the rest; it was unneccesary, but I love showing that those things can count as points even though you can\'t shoot them. \n\nAfter the continue I take the upper route because the lower route has another evil group of enemies that approach from behind. After that when the team rejoins, I avoid collision with the big ship and Peppy and ease my way down to the item box. That final trench is a bit risky, but I like collecting the bomb and gold ring, so I did it anyway. \n\nThis boss goes high on the list of most annoying boss fights, especially for speedrunning. The first two smaller bosses were easily dispatched (though collision must be avoided), and then the main Boss arrives. Ideally, this main boss will approach in a straight line and can be taken out, head on, as he enters the map. Not so for this playthrough; no he decided to be tricky and almost any time I was shooting at him was a time he was moving around spastically. I just had to chase him down as best I could, and the final shot was of course made after an additional 5 seconds of chasing. With better luck, 15 or more seconds could come off of this fight. Time however was not the only objective. The fact that I never collided with the frantic mech meant I had hyper lasers for Aquas! That simple fact would save me up to 30 seconds there. That and the fact that this boss was nearly an hour into the run made me very content with my effort on the level. \n\n[li]Aquas \n\nThis murky atypical level is many people\'s least favorite level in the game. It certainly wasn\'t my favorite. Furry animals in space fighters is one thing, but a Fox fighting a bio-clam-weapon with a futuristic submarine? The Blue Marine is just innovative enough to make me come up with about 20 other ideas I think would have worked better, but oh well. The level may look slow, but trust me, I am boosting the whole time! The most difficult thing about Aquas for me is controlling where the torpedoes go. The aiming system is weird. I aim the crosshairs where I want to aim and hope it eventually locks onto my target. \n\nThe level starts out as slow, dimly lit, and precarious as ever. I find that shooting the Starfish is simpler than locking on and waiting for a torpedo to detonate, especially since exploding starfish caused me to die many times in Aquas when I was practicing. I never was a good high scorer on this level, so I\'m basically working with common knowledge to get the medal. High scorers can somehow rack up hit+1\'s by rapidfiring torpedoes at the ground next to certain enemies; unfortunately, while I understand it, I never mastered the method. I do however collect some hit+ points off a rock wall where shells are spinning towards me just before the underwater city appears. You can see how thankful I am to have those hyper lasers every time I plow through a hit+3 or hit+5 enemy! After the quiet part with the big columns, enemies close in from both sides and fire like crazy. I used to stop boosting to collect points here to help get the medal, but in eagerness to make up time I keep boosting and just plow through this section killing everything I can and barrel rolling like mad. \n\nAfter the continue comes the trench that could make or break the run. It seems if I get behind on destroying the starfish, begin colliding with the electric jellyfish, or get hit by a rock, it starts a chain reaction that leaves me either dead or with too few points for the medal. In this run I think I did a great job at staying on top of things in the trench. I systematically destroy and avoid starfish, dodge around jellyfish, and mind the rocks from above! I actually managed to make this hectic part look smooth! After the trench, I actually lay on full brakes to avoid being crushed by the falling rocks. I usually need the points and the health, and I\'d died there too many times. Trust me that braking was my best option at that point - I only lose a few seconds, and I gain a world of consistency. This sets me up nicely for the boss fight. \n\nThis boss comes with a perk of having 3 optional hit+3 attachments on top that make the level a bit easier to medal. I did well enough in this run that I didn\'t need all of them, but I was so used to taking them out during the downtime that I did anyway. The two columns went down fairly painlessly, opening the shell for the tricky final sequence. The best strategy I found was to shoot at the lump or \"shield\" in the middle when it was up, and constantly launch torpedoes so they\'ll either hit the shield, or be ready to hit the eye when the shield is lowered. Anytime the blob-shield wasn\'t up and ready to be attacked I shot at the left bubble producer to increase the chances of my torpedoe going all the way to the eye on the next shot. Between luck and timing I managed to pull of this boss very well with no major losses. All things considered I was very happy with how I did on this beefy level. Atleast the long cutscene gives me time to mentally prepare for the difficult final stretch of the run. \n\n[li]Zoness \n\nThis level is as brutal to an arwing as Titania was to the Land Master. I begin with a steady spray of protective fire and then concentrate on taking out the larger hit+5 enemies with charge shots. Avoiding collision here is doable, but involves some luck. I wasn\'t so lucky and managed to lose a wing before even getting to the searchlights. I made my best effort at keep things looking good as I save Slippy, but then the evilness of the level showed itself again. One of those shrimpy worm things that pops up out of the water actually collided with my other wing causing me to lose both wings! Forget the searchlights being hard, a mutant shrimp took out my wing! I managed to keep my composure though because I knew if I was careful I could have double lasers before the boss, and then get my hyper lasers back in Sector Z. Altogether that wasn\'t such a bad place to lose wings. It did make for some frantic flying as I took out the searchlights though! Peppy helped me acquire the wing repair, and then ROB64 sent me some lasers a bit later. \n\nThe tankers in the second half of the level are fun because they are easy targets for charge shots and the boxes make nice explosions. I\'m actually surprised at how many bombs can be collected through here since it is Expert Mode. I figure they must be preparing you for the bomb-hungry boss. My flying causes me to almost lose my double lasers when I got shot a few times near the wide structures towards the end of the level. I finally take out the last of the searchlights and am ready for the boss. The searchlights are more difficult than they look because boosting makes them very easy to miss, and missing causes an immediate retry level. Luckily you never have to see that! \n\nThe boss for this level is fairly systematic to me. The piece connecting the left and right exhaust pipes may be bombed twice to take out the exhaust pipes. After that I always bomb the cannon on the right. Then I begin bombing the crane. In between bombs I snag another bomb from the remaining canon. The crane goes down in a quick 3 hits. I wait for the activity to begin again before bombing the other canon. Then for the final crazy phase of the boss, I just lay on the rapidfire, barrel roll, and avoid the ball and chain at all costs. Overall, I was very satisfied for how I salvaged the level. This had me ready for a quick start on Sector Z. \n\n[li]Sector Z \n\nWhen I was planning my run, many people wondered how I\'d do with Sector Z. I do remember it being the last medal I got the first time I went and got all the medals, and it is a tough one with so few enemies. In this run you\'ll get to see my best score ever for a speedrun and really a good score in anyone\'s book, speedrun or not! \n\nI begin the level eager to get that hyper laser upgrade. The 15th enemy of any all-range-mode level will give a laser upgrade, so I quickly go to work taking out ships as they enter. The easiest way to ensure the medal is to take out many of the hit+2 boxes scattered throughout the level. As I was doing that, I take one of them out with 12 hits giving me 15 hits. Uh oh, no laser upgrade? Wrong! The first moving ship destroyed to put your score at or over 15 gives the upgrade, so I collect it on the 16th hit, thankfully before the missile cutscene. I then head over to the first missile, taking out the missile escort squad and some boxes along the way. A U-turn stalls for time and lines me up with the missile. I could have been a second faster, but I still get it during the \"Distance 50\" message, which is good. I then reach and exceed my target of 34 non-missile points before the next 2 misiles appear. I take those out in similar fashion prompting Katt to join the scene. Before the final missiles I manage a whopping 86 points, meaning I can lose 1 and almost 2 missiles and still have the medal. I have to use a somersault to keep from going out of bounds before my strafing run. Peppy and Katt both \"help\" me this time, but I wasn\'t too worried about it. The faster I fire the less chance either of the has of nailing the final shot...I hope! \n\nAll 3 missiles yeild hit+10 for a whopping 119 score! I\'m so glad to get such a nice score during a speedrun for the level that was my biggest challenge 9 years ago. This fits right into the building energy and tension that I felt during the whole 3rd playthrough. Having not lost the coveted hyper lasers and retaining my 9 bombs, owning Sector Z had me pumped for Area 6. \n\n[li]Area 6 \n\nMy favorite level. Period. Speedrunning it is a very different experience from getting a 600+ high score, but the constant frenzy of activity is still there and that\'s what makes this level so much fun! I bomb my way through the mines, then selectively lock onto groups for charge shots. I proceed to take out saucers that are convenient while avoiding enemies that pose a collision threat. I accept ROB64\'s help on the hit+2 battleships while I charge shot the missiles they dish out. A bomb handily wipes out the \"incoming enemy missiles\" to finish the first wave of the level. \n\nI was recommended to use a bomb to save Peppy at this point, but I\'d never done that before and I found I could save him without the bomb just as well, and it looked better to shoot the missiles as they flew by than to just lob a laggy bomb. Besides, I needed bombs for the next section where the spinning enemies and butterflies try to harass me. I have bombs saved up so I can use as many as I need to take out the butterflies which appear in 1\'s and 2\'s. After the continue I deliver some pretty nice charged lasers into the fray for a load of points before coming onto the final wave of the level. \n\nFor the final run through the enemy battleships I knew I had 2 difficult tasks: rack up enough points to get the medal without compromising speed, and do so without losing those hyper lasers! Avoiding collisions and maintaining speed meant I couldn\'t count on hit+ points from destroying the battleships, which made getting the needed score a close call. With a balance of focused playing and staying safe, I was able to accomplish both! I entered the boss fight with the tantalizing score of 299! \n\nI\'d be dishonest if I said I wasn\'t amazed by this boss fight. I had never accomplished this before and have never since owned this boss so quickly. The 1 thing that made all the difference was that I somehow destroyed all 3 tentacles in a single appearance! I then destroyed the energy balls and the second time I also managed to get all 3 in a 1 appearance! I haven\'t been able to duplicate it since, even in my redline run. Of course I was worried in the meantime that I was going to lose my hyper lasers from a small missile or something and then lose a minute on Venom. Nothing of the sort occured! When the time came to shoot the core, I laid it to him, short and sweet. \n\n[li]Venom! \n\nBy now, perhaps, you have read several thousand words of comments. Maybe I should let the end speak for itself... \n\nIt all comes down to this! [ul] [li]Epic Star Wolf dogfight - 53 seconds [li]Entrance Tunnel - 26 seconds [li]Andross\'s Hands and Face - 26 seconds [li]Andross\'s \"True Form\" - 38 seconds [li]Tunnel Exit - 1:34 [/ul] \n\n*Triumphant Return* \n\n...the credits roll... \n\n*Endgame Art - \"Great!\"* \n\n...Invoice... PHWOMP! [/ul] [b]End Game Reflections[/b] \n\nI was very satisfied with this run as a whole. I\'d like to re-emphasize that I ran the game in a single segment. Because my run required two resets, SDA must interprete the run as technically being 3 segments. This run was intended to do the game justice by acquiring all medals in Expert Mode, effectively \"beating\" the game. I was very happy to complete a run with so many highlights and especially no deaths or retries. My initial goal was a nice round 1:30 which was then changed to 1:25. By single segment timing, I achieved 1:24:52, which came just under the 1:25 goal. While I exhaustively pointed out mistakes in my level comments, I\'d say they were mostly minor and isolated. I do not plan on improving the run, but I encourage any SF64 players to try their hand at replacing my time. I\'d be glad to see an improved run. I think this run indeed did justice to the game, and I\'m glad to make it available for Star Fox 64 fans everywhere! \n\nMy only lingering concern is whether or not my comments are thorough enough... :) [hr] [b]Feedback & Authorship[/b] \n\nFor additional comments on the run head on over to my forum thread: [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1157143464]Star Fox 64 Expert All Medals[/a]. I can be PMed at SDA or contacted through any links in my SDA profile. At Gamespot and elsewhere I am flutefreak7. I\'m likely done with speedrunning this game because I need to focus on other things. Any challengers have their work cut out and are welcome to replace me, just remember to check your G-diffusor system and do a barrel roll! \n\nThis run is the property of the runner, Brett Ables. If the run is posted anywhere online, or made available for viewing by any means other than personal viewing through download from SDA, please include my name and speeddemosarchive.com or a link to this comments page. I gladly allow the use of this run for DVDs, music videos, etc. with the intent of supporting SDA so long as proper credit is given as previously mentioned. \n\nSincere thanks to all who watched the run and/or read the comments! \n\nA final thanks to Miyamoto for creating my favorite game.','2006-09-21',0,5092000,11,'StarFox64_SS_Expert_100p_12452',1,9,0,NULL),(0,1083,NULL,340,'','I am very pleased with this run. As was typical for the period before the home console discovered the mode known as PAL60, the PAL version of this game runs at 5/6th the speed of the NTSC version due to the 50/60Hz frequency difference. I thought at first this game was not at all ideal for speedrunning, due to the on-rails blaster style of most missions. Then it hit me that the branching storyline would actually make it rather interesting. I painstakingly timed every level, and every branch within a level (with the help of my little sister Angie), and discovered a faster path than the one on the NTSC speedrun already hosted here. Number of kills was not very important to me in this run, but I try and make it entertaining for you... \n\nExpert difficulty in this game basically means there are more enemies, and they shoot more rapidly and with faster lasers. It also means if you collide with ANYTHING you lose a wing, and therefore any laser upgrades you may have accrued. Collisions also incur much more damage. Much effort is therefore taken to avoid collisions! \n\nCorneria- Manage to get a medal, and kill the boss without having to U-turn. \n\nMeteo- Use up some bombs at the start to avoid boosting into some enemies that pop up from behind the rocks. Very satisfied with the boss fight. \n\nFortuna- Was a bit worried when I lost a wing, but then I remembered that the 15th enemy killed on an all-range mission gives out a laser upgrade/wing repair. ROB saves the day! One of my fastest clearances of the Wolf team ever. \n\nSector X- Let Peppy die so he wouldn\'t distract enemies from Falco in the next mission. Some pretty shoddy flying in the warp. \n\nSector Z- The most important time-saver. Letting the first missile hit the Great Fox ends the mission two minutes faster than if you were to save it. I kill Slippy so the enemies focus on Falco so he doesn\'t go after the missile. \n\nBolse- I lose my wings and spend a bit too much time looking for an upgrade and give up in the end. Not much time wasted though, just a second or two after each attack run on the core. My heart skipped a beat when I collected the last gold ring (I was hoping to start Venom with two rings to allow a quick upgrade to double health). \n\nVenom 1- In places I am more conservative with boosting to avoid crashing and losing my wings and precious health. Interestingly enough on Expert mode Venom 1 is harder than Venom 2. VERY satisfied with how quickly I manage to take out the statue boss and Andross. \n\nHope you enjoy watching it! Since I discovered this project a few months ago I have been mighty impressed by the work here, and it is an honour for me that I have a run hosted here. Thanks to Nate for capturing and Radix for upkeep of the site.','2005-07-02',0,1996000,11,'StarFox64_eu_expert_3316',1,9,0,NULL),(0,1084,NULL,341,'','I\'m quite proud of this run, which is my first one ever, and won\'t be the last. I\'ve worked hard to find my own routes, except on level 2 which I take the one of the previously maded run and modify a bit so it could be faster. Let\'s make a closer look at the levels, shall we? \n\nMission 1: 05:39 \n\nBasicaly well. If I would have boost faster, I could have save 3-4 seconds, but I\'ve found it could be faster only after. \n\nMission 2: 02:24 \n\nThink it want well. Only a little random thing here. 2 of the Aparoid to destroy when you got the tank change slightly of position, but enough to backward, which I had to do \n\nMission 3: 02:16 \n\nNot been in so luck here. I missed 2 Transport device on my shots. First one because there was a ennemy blocking my view, second one because of the auto-aim on ennemy instead. Sometime I hate these auto-aim... My fight with Star Wolf went quite well. \n\nMission 4: 06:18 \n\nThis route is quite good, with a lot of missed shot on the energy tower. My boss fight went fast and easy. \n\nMission 5: 04:48 \n\nLike mission 1, if boosted faster, could have made better time. \n\nMission 6: 00:59 \n\nLost 15 second trying to destroy the 3RD hatcher. I wanted to do it slowly to be sure I\'ll got it. But trust me, 15 seconds faster is possible... \n\nMission 7: 07:04 \n\nI\'m SO SURE It\'s not the best route. But that\'s the one i\'ve found so far. \n\nMission 8: 05:03 \n\nI don\'t like that much that mission. Bit borring... like... too much like a level in SF64. But still made it as quick as I could. \n\nMission 9: 04:40 \n\nHere too 15 seconds faster is possible, but I did\'nt done the best route because I already tried and I died, making me angry, I change it slightly so I don\'t die. \n\nMission 10: 06:32 \n\nI Did\'nt boost like in other mission cause it\'s way too much risky. Even on bronze, you can easily die. The fight with Aparoid Queen went quick. \n\nTotal Time: 45:43 \n\nOverall, I think it\'s a really nice run. Under 45 minutes is really possible, but under 44 minutes, I\'m still not sure, but it could be really great. I\'ll try a Silver and Gold someday. Well actually, I\'m working on a Silver one. Hope it\'s will be as great.','2005-05-09',0,2743000,11,'StarFoxAssault_Bronze_SS_4543',1,5,0,NULL),(0,1085,NULL,343,'','[ul][li]Part 1: I did notice how I could improve this time by a minute but it was already too late as I heard about the sequences about Helre when I was on Part 4. Norton\'s goons gave me a bit of a ride by dodging Fayt\'s Long Major. I turned off the battle voices to save around ten seconds and the battle against the Giant Crab was flawless. Things went downhill with the Earth Smasher as I should have saved there. Also, I got the two Ripe Berries before leaving Airyglyph for the first time and found that it was a waste since I had a lot of berries in my stash by the end of the game. I got the chest at the Caves of Barr for the Holy Sword. Blade of Fury cancelled into Aerial did its work on the soldiers at the Kirlsa Training Facility. \n\n[li]Part 2: Shelby was easy with the same setups I used on the soldiers. The Grapebinds were annoying with their random attacks but I tried to use Cliff as a decoy while Fayt was slashing the tree up. I got one Triple EXP chain here but it was shattered later on. \n\n[li]Part 3-4: Blazing Sword on Mudman for the MP kill but my battle against the Legion Dragons was horrible. This is the part I want to redo badly but I always mess up in the dungeon due to the darkness of the vicinity. \n\n[li]Part 5: Blazing Sword took care of the Cockatrice but I ran into some trouble against Demetrio\'s soldiers and Demetrio himself. Against Albel, I went for the MP kill on his minions and chained Hammer of Might against Albel until he fell. Was it pure luck that Hammer of Might that cause Albel to fall down? \n\n[li]Part 6: I chained Aerials and Hammer of Mights against Vox and also, a triple EXP chain. I didn\'t get caught in any randoms on the way to Kaddan. I swap Maria in for Nel and gave her the Warrior\'s Bracelet and the War God Symbol for attack boost against the Flying Knight along with the Decrepit Tome. I chained Aiming Device and it went down fast. Maria leveled to Level 21 and learned Power Up. I didn\'t use it against the two crystals because it\'s a big risk if Maria gets attacked. I accidentally ran into a random battle near the end. \n\n[li]Part 7-9: Fayt was taken out and I gave Cliff the two accessories from Maria. Cliff already learned Berserk and also the passive skill Increase HP Damage. I equipped those and spammed Short Major with a Power Up boost. Maria was on Manual doing nothing. I placed Fayt back in for the fight against the four Vandeeni Soldiers. I didn\'t chain a lot of Hammer of Might because of their Anti-Attack-Aura. I got the Warrior\'s Bracelet at the shop in Paterny. Schweimer was a joke battle. There\'s nothing besides sightseeing Elicoor II and getting Albel. Also, I used Power Up on the character I\'m controlling throughout the game except for a couple battle. \n\n[li]Part 10-11: I forgot to turn off Fayt\'s Symbology until now and assigned Scatter Beam on all slots for Maria. The Blue Dragon Zombie took a while to kill but I managed to do it. I got the Magical Berries and the two armors in the Ruins of Barr and you probably noticed that my time was one minute slower because of that. The battle against Robin Wind was flawless. You just have to see it! I used a Jewel of Refuge in the Urssa Lava Caves here to obtain Cliff\'s Gauntlet and to prevent any inescapable randoms from occurring. \n\n[li]Part 12: I got the Ring of Disintegration from Vanilla and used another Jewel of Refuge before fighting Crosell. Scatter Beam chains sort of took care of it but I should have improved this fight since I wasted quite a bit of berries but getting Cliff past level 25 was a miracle. Thank you triple EXP chain. \n\n[li]Part 13-16: I followed DexTepa\'s advice on the Diplo here which helped me save a lot of time since I would usually talk to everyone. Aerial Assaulted the Vandeeni Soldiers, Biwig, and Proclaimer. I only went to get Cliff\'s Gauntlet at the store in Moonbase. I was considered to use Peppita but I didn\'t since I have no experience to use her abilities in battle at all. The fight against the Arkives Soldiers went alright. I got the Laser Weapons for my party and the healing items from the shop also. \n\n[li]Part 17-18: The four soldiers before Azazer was a big pain to deal with. Azazer was easy by using Hammer of Might in melee range while using Fiery Tackle to reach him from the escape formation. Also, Azazer is weak to fire attacks. Belzeber and Berial (aka Mr. Kinkywhip and the Rocket Dude) is another battle I went to remake but this was my best since I died a lot or I accidentally ran into some randoms at Sphere 211. I\'m aware of Belzeber\'s fire resistance but I really have no choice to keep him safe from Berial at the start of the battle. \n\n[li]Part 19-20: The three fights were amazingly short except for the last one. I used Aerial Assault again and finished the first two quick but the final part of the three battles gave me a bit of trouble because of that minor Whirlwind attack. I used a Jewel of Refuge here to avoid all of the randoms along the way at Planet Styx. Is it even possible to get through Styx without running into an enemy? Thanks to DexTepa again since I avoided the unnecessary long Private Action here. I got the final weapons for my party along with a Battle Armor and a Battle Chain Armor for my other male member (Fayt or Cliff) and Maria. \n\n[li]Part 21-22: Lesser Eye gave me a lot of trouble since it likes to fly up to the ceiling and stay there while casting those red or white circles. I hate this enemy the most in Valkyrie Profile but it\'s a same I couldn\'t face them in VP2. Anyway, I tried using Scatter Beam but I always get targeted. So I used Sphere of Might cancelled into Aerial Assault here. For the Dark Armors, I chained Aerial Assaults while my Fayt was occasionally letting out a Side Kick and Maria was surprisingly chaining Scatter Beam. \n\n[li]Part 23: I swap Scatter Beam with Aiming Device and controlled Maria for the whole battle against the Crystal Statue. I placed Fayt and Cliff on Manual during the fight while chaining Aiming Device. I used the same strategy as I did with the Lesser Eye on the Dark Eye and it was pretty much the same. I ran into one of those moving blocks here but I made it up by using my last Jewel of Refuge to prevent one of those Crystal Statue from randomly running at me when I headed back to Castle Aquaria. \n\n[li]Part 24-25: My first savepoint that is sort of out of the way but it was needed since I\'m not going to fight those two battles again if I died against the Chimera. Its Anti-Attack-Aura was full so I couldn\'t do anything with Maria besides depending on my AI to help. After they help out, I started chaining Scatter Beams. The Stone Golem fell with Scatter Beam chains and I got a triple EXP chain here. That\'s a huge help here but Fayt didn\'t get Air Raid in time against Pseudo Blair. The Firewall was one long dungeon and I only got into one random here. I used the Ring of Disintegration reset effect here to save a couple seconds and I used a couple of it also at the Caves of Barr on disc one. \n\n[li]Part 26: Battlecopter = dead with Fayt\'s Ice Blade and Increase HP Damage on Short Major. I kept spamming it until it fell. Fayt was one level short of 40 though. \n\n[li]Part 27-28: Pseudo Blair was annoying with its fast minor but Cliff\'s Fist of Fury kept her immobilized while I got another triple EXP chain here. Ruktogias annoys me with Chain Smash since my AI can\'t dodge those. I was chaining Scatter Beam but both Fayt and Cliff died twice consecutively. I got the raging anger effect though but it was a bit light for that. The Chimera Hawks are one of the most annoying enemies in the game ever. I could use Hammer of Might here but its Anti-Attack-Aura is too annoying and I\'m doom if I let them get into their Heat Impact mode. I took a risk and used Scatter Beam chains and it worked out fine other than losing my triple EXP chain. The other miniboss battle was way too easy with battle skill chaining. Part 28 is boring so it\'s nothing interesting besides solving some puzzles and getting to the final savepoint of the game. \n\n[li]Part 29: Luther Must DIE here. I defeated Luther just under three minute which is more than what I expected. Scatter Beam chaining wasn\'t a great idea in the first battle but it took care of him. For the second form, I took control of Fayt and started using Blade of Fury as a cancel folder into Air Raid. I defeated him easily but I had way too many berries in my inventory and healing items.[/ul] \n\nMy first attempt in this speedrun ending with a time of 4:59. My practice one which is posted on my Youtube was 3:59. However, I gotten even better and obtained of a time of 3:28. My time could be reduced by a bit because I remember having a few of those long loading times and some of the fights weren\'t optimized well. I shouldn\'t have gotten that many berries and the battles in disc two could have been shorter if I used Peppita in disc two. I might even do another one in the future but doesn\'t expect any attempts unless someone defeated my record. Even if it isn\'t defeated, I\'m still willing to beat my old record one day if I\'m motivated to do so. \n\nI hope the person reading this will enjoy my speedrun. \n\nSpecial thanks to Dragondarch for his old speedrun record. Also, I would like to thank the following from GameFAQs: Marty81, DexTepa, Enhasa, Ladyissoalluring, Velari, ArcadiaLegend, and EnigmaGamer for motivating me, providing some suggestions, and making my stay at GameFAQs an awesome place. \n\nI would like to thank SDA for hosting my speedrun, nate and ballofsnow for helping with my encoding problem. I would also like to thank tri-Ace for making this game, Square-Enix for publishing, my friends, family, etc, and of course you for watching this.','2007-05-27',0,12480000,12,'StarOcean3_328',29,13,0,NULL),(0,1086,NULL,343,'','I never thought of starting a 4D speedrun since I thought it wouldn\'t be possible. So why did I start it? I wasn\'t satisfied with a Galaxy Speedrun because it wasn\'t challenging enough and speedrunning 4D would be one of those insane challenges in my opinion. In this speedrun, I used Item Creation so I can easily plow through the game once I\'m able to synthesize some Orichalcums. I didn\'t pick up any Ripe Berries because a 30% HP recovery is basically a one hit insurance. So here\'s the brief blog: [ul][li]Segment 1: I altered the configuration to the ones I desired and there\'s nothing to watch unless you want to see my 285 BT collection. \n\n[li]Segment 2: The three battles may potentially be the hardest but it went pretty well. A few seconds could have been saved in the third battle and I should have restarted after Sophia died in the first fight. I saved the Mayor\'s house before venturing out to fight Norton\'s Henchmen. \n\n[li]Segment 3: This is where I wanted to quit so badly. Norton\'s Henchmen randomly runs away when you get their HP low enough and I didn\'t want that to happen. Unfortunately, I had to restart this segment many times not just to destroy all three, but to survive. \n\n[li]Segment 4: My main objective was to juggle Norton but it didn\'t work out very well. I still got a decent time but I regret a little by not restarting this segment. I saved before boarding the ship for the Inquisitor fight. \n\n[li]Segment 5: This is probably the most the hardest fights in 4D. You see how others get through this. It\'s either abusing the NMG with Nel\'s Firebolt or with Fayt\'s Aerial. I didn\'t use any of those at all! I forgot to switch Nel to Manual but luckily, she didn\'t get herself killed in the beginning. Cliff was a goner even if I didn\'t want that to happen. Just see it to believe how I did it. \n\n[li]Segment 6: A perfect battle against the Giant Crab. Cliff was there for AAA baiting while I hacked away with Blade of Fury canceling into a 200% Aerial. I upgraded my equipment a bit at Kirlsa but it\'s a bit unnecessary though. \n\n[li]Segment 7: Another roadblock here. Earth Smasher is brutal in 4D mode. HP kill is not a good option because of its enormous HP. I MP killed it with Fayt\'s Aerial of course. You might be wondering why I targeted the Earth Smasher\'s left shoulder right\' It\'s because once I attacked him, he will use a back minor most of the time but it doesn\'t reach that specific area =D. I heard about choosing another Hauler to pass through the puzzle from DexTepa but I\'m satisfied with this segment. \n\n[li]Segment 8: I got the money chest at the Mountains of Barr and the Perfect Berries at Arias. I may have messed up a bit by my slow navigation in the menu when I was in the shop. I got the Holy Sword for Fayt and saved at the inn at Kirlsa. \n\n[li]Segment 9: Fayt\'s Holy Sword was needed for this battle. Blazing Sword would have helped though. \n\n[li]Segment 10: I went into one random battle so that Fayt will be sufficiently leveled for Blazing Sword before fighting Shelby and the soldiers when you get Nel back. \n\n[li]Segment 11: Fayt soloing here while Nel is there healing Fayt when Shelby is alone. I messed up a bit in the Shelby battle but it wasn\'t a fatal mistake. \n\n[li]Segment 12: This is where I begin my IC. I was able to invent a Damask Gauntlet, Power Blaster, and 5 Tricky Duck Bomb all in this segment! \n\n[li]Segment 13: \'What do we do, burn \'em down?\' That\'s right! With Fayt\'s Blazing Sword, I was able to burn down those monstrous trees but I\'m disturbing nature =/. Anyway, there\'s nothing really to watch here. \n\n[li]Segment 14: I was able to get Fayt angered (Double ATK) which enabled me to finish this battle fast. I saved at the inn at Arias for the following few segments. \n\n[li]Segment 15: Nel\'s Aerial actually worked here. This battle went better than I intended. The 5 Trick Duck Bombs were used in the random battles to reduce the risk of dying. I\'m lucky to get a good pair to fight against and I\'m glad it wasn\'t the bats in my Galaxy Speedrun. \n\n[li]Segment 16: The Giant Chicken wouldn\'t cooperate with me since it decided to use its major attacks. I got Fayt angered at the end I believed but overall, it\'s an okay segment. \n\n[li]Segment 17: Sigh, this is one of the segments I wanted to redo many times. I attempted this around 35 times and out of all of those tries, only 2 were successful. This would have been a lot easier with Full Active Mode. Just watch it since I don\'t want to explain it. \n\n[li]Segment 18: Nothing interesting. Someone in the GameFAQs board told me that the Warrior\'s Bracelet was available in Paterny but it wasn\'t. \n\n[li]Segment 19: I don\'t remember what happened but I could recall that Nel was using Aerial while Cliff was chaining Hammer of Mights. I got a Triple EXP chain here, which is just enough for Cliff to learn Berserk. \n\n[li]Segment 20: Maria\'s SSCC is underway. This segment could have been a bit faster but being parried numerous times may have prevented me from reattempting it. \n\n[li]Segment 21: With Maria at Level 21, I can cast Power Up on Cliff and let him solo the Crystal Cerberus. I immediately saved afterwards because I didn\'t want the puzzle to be against me later on. \n\n[li]Segment 22: Boring segment with no fights. Skip it if you want to. \n\n[li]Segment 23: The Vandeeni Soldiers didn\'t put up a challenge. I used Cliff\'s Major Hammer of Might to break their guard and started chaining it. \n\n[li]Segment 24: Another boring segment. This segment ends at the savepoint at the Paterny Inn. \n\n[li]Segment 25: Why does Schweimer gives me a problem all of the time? I think this segment ended after meeting up with the King at the Ancient Ruins of Mosel. \n\n[li]Segment 26: I picked up the Alchemist Stone for ICing later. Other than picking up Albel, there\'s nothing really to watch. \n\n[li]Segment 27: Using Sphere of Might against the Blue Dragon Zombie is a risky strategy. However, it worked so I\'m glad with it. \n\n[li]Segment 28: Nothing besides a boring segment. I got the Spirit Stone so that I can recruit Misty Lears later. \n\n[li]Segment 29: My Fayt and Maria combo doesn\'t work here so I decided to just spam Cliff\'s Hammer of Might. Robin Wind decided to Thunder Flare Maria while taking a pounding from Cliff. I used a Jewel of Refuge to get through the Urssa Lava Caves safely and picked up the 200 ATK Damask Gauntlet for Cliff. I recruited Misty Lears and placed her at the Airyglyph workshop. \n\n[li]Segment 30: I was able to invent an Orichalcum easily and synthesized it to Cliff\'s newly obtained Damask Gauntlet. \n\n[li]Segment 31: Cliff\'s Electric Fists plowed through Crosell\'s huge HP easily. In the second battle, I was trying to get a Triple EXP chain but was that worth it? \n\n[li]Segment 32: This is probably a perfect segment but it\'s a boring one also. \n\n[li]Segment 33: Biwig didn\'t even stand a chance at all with Cliff\'s broken weapon. Aerial Assault chains rocks! \n\n[li]Segment 34: Before I hear the complaints, Cliff\'s Aerial has a use! As you can see, it whiffs against the Proclaimer but I can use it as a cancel fodder to start my chain. I think I got into one random battle but I\'m cool with it. \n\n[li]Segment 35: IC time. I was able to get five ATK+500 factors on my Laser Weapon. This segment could have been faster but refining weapons have a random success rate. Also, I invented two more Orichalcums from the start since I had two spare Synthesis Materials. \n\n[li]Segment 36: I believed I gave the Laser Weapon to Fayt for Side Kicking the enemies. \n\n[li]Segment 37: The Power Up for the first battle is unnecessary but it was a good segment despite that mistake. Hammer of Might is too good. \n\n[li]Segment 38: Mr. Kinkywhip and The Rocket Dude didn\'t pose a threat due to the sheer brokenness of IC. \n\n[li]Segment 39: You gotta love that funky looking Aerial of Cliff. Did you notice I have been using Cliff as my main damage dealer since around the battle against Albel\' \n\n[li]Segment 40: Boring segment so skip it. I used a Jewel of Refuge to get through Planet Styx untouched. \n\n[li]Segment 41: Was Cliff a good decision to use for this fight\' Maria\'s Scatter Beam (Shrapnel Shatter from VP2 <_<;) may have been a better choice. \n\n[li]Segment 42: The Dark Armor didn\'t put up much of a fight. Next segment please. \n\n[li]Segment 43: The Crystal Statue also didn\'t pose a threat but I think I messed up a bit in that fight. I had to resort to Maria for once against the Dark Eye since the strategy I used for the Lesser Eye didn\'t work out that well. \n\n[li]Segment 44: Boring segment. I was lucky to find some stunbombs at the shop. It\'s going to useful later on. I saved in the Inn at Surferio. \n\n[li]Segment 45: You guess it. Side Kick spamming! Besides that, there\'s nothing interesting afterwards. \n\n[li]Segment 46: The typical strategy of trying to immobilized the Stone Golem. I think I got a Triple EXP chain going but Maria hogged it all for herself =/. I got into two random battles I didn\'t expect in the Firewall but it\'s a nice segment. \n\n[li]Segment 47: \'Ice Blade!!!\' Fayt got the angered effect, allowing me to deal the maximum damage per hit in the game HP wise =D. \n\n[li]Segment 48: I guess you can say I\'m cheap for using stunbombs but it worked against Pseudo Blair. The other three battles consists of Scatter Beam chains so nothing interesting. The Chimera Hawks are a b**** to fight against like always. \n\n[li]Segment 49: The last segment before the final battle. There\'s nothing intriguing so skip it. \n\n[li]Segment 50: At last, the final battle. Luther\'s first form is nothing. His second form poses a huge threat. Cliff\'s Fists of Fury wasn\'t able to stunlock Luther so I decided to use the alternative strategy. I believe Wolfwood824 demonstrated this exploit in the second battle in his video. Luther likes to abuse minor attacks so I might as well put up an AAA bait. I never think that a time under 4 hours was possible at all. I\'m also amazed that this run was faster than my practice speedrun on Galaxy Mode, which is on my Youtube in ten long segments. A time of 3:50 is pretty decent I guess but it can be reduced even further to around 3:40\'s. So what\'s next\' I might even do a SS run but playing for 4 hours straight without breaks is over-killing for me. I\'m intrigued to see Marty\'s run if he\'s going to start it xD.[/ul] \n\nSpecial thanks to veterans of the SO3 GameFAQs board (Marty81, DexTepa, Enhasa, Ladyissoalluring, Velari, ArcadiaLegend, Ptsygnh, Neo_Zeromus_X, -ramzacloud-, rock1644, CrossTrigger, Deathbringer21, masterstraat, twilightultima, crate3333, Foxhound3857, ICSTARS77, blackfeather_58, emeraldweapon, EnigmaGamer, etc.*Just look at Velari\'s Skip Cancelling FAQ or ArcadiaLegend\'s CPU tourney Topic*) \n\nAlso, I would like to thank my viewers on my YouTube who have been watching this speedrun (BradRY, Krelian89, triAceFan (aka tri-Ace_fanboy), etc.). \n\nIn addition, thanks to nate for allowing me to upload these huge files, ballofsnow for his help earlier on my other run, obviously SDA for hosting it, the makers of the knowledge board, and mike (that Mega man guy xD) for helping me through the process of verification. \n\nAnother thanks tri-Ace for making this game, Square-Enix for publishing, my friends, family, etc, and of course you for watching this.','2007-09-23',0,13800000,12,'StarOcean3_4D_350',50,13,0,NULL),(0,1087,NULL,342,'','I entered into this game expecting around 10 hours to speedrun. A lot more battles were also expected, which is why such heavy preparation was put into the first disc. Some of the preps really did help cut down the time, but others... well, guess I overestimated what the AI was capable of in damage support. That or I underestimated the power of Claude =P \n\nTo save time, I didn\'t go out of the way to obtain party members. The only ones allowed to join were the people who ask to tag along during the main plot. Therefore, my speedster party was composed of: [ul][li]Claude Kenni- THE god of speedrunning SO2. Eternal Sphere > All (minus the rare instances where the enemy negates the star damage) Sorry, Indalecio... no Time of Truth for you! \n\n[li]Rena Lanford- Never used Heal or Cure Light once, to my surprise. She was good at triggering the Anger status for the guys when killed. All-Star Pickpocketeer of this speedrun. \n\n[li]Celine Jules- Good at Anger-inducing and Thunderbolting Indalecio in the face. Thought I\'d use her for Alchemy in Disc 2, but that proved to be unnecessary. \n\n[li]Dias Flac- Master of Bandit-slaying, Shin-disrupting, Synard-shredding, and Enemy-placeholding while Claude and Bowman do all the actual work. \n\n[li]Bowman Jean- Poison-Poison-Poison-Poison-Poison Pills! Excellent damage support when Claude wasn\'t knocking targets out of the pills range. \n\n[li]Noel Cha- ...just kidding![/ul] \n\nOverall, I was satisfied with the speed of the battles. Some of the out-of-battle parts could have been better, but that was not where my main concern lied. Event Skip would have been an awesome feature for this (and make the run much much shorter), but sadly that\'s only for Till the End of Time in this series. Right, well, that\'s all I\'ve got to say. Have fun, m\'kay?','2007-05-17',0,18960000,12,'StarOcean2_Rena_516',87,13,0,NULL),(0,1088,NULL,96,'',NULL,'2005-08-10',0,98097,0,'EpisodeIRacer_tbtc_138097',1,9,1,NULL),(0,1089,NULL,96,'',NULL,'2005-08-10',0,31762,0,'EpisodeIRacer_tbtcLap_031762',1,9,1,NULL),(0,1090,NULL,96,'',NULL,'2005-08-10',0,43674,0,'EpisodeIRacer_mgs_043674',1,9,1,NULL),(0,1091,NULL,96,'',NULL,'2005-08-10',0,13746,0,'EpisodeIRacer_mgsLap_013746',1,9,1,NULL),(0,1092,NULL,96,'',NULL,'2005-08-06',0,171426,0,'EpisodeIRacer_bwr_251426',1,9,1,NULL),(0,1093,NULL,96,'',NULL,'2005-08-06',0,55120,0,'EpisodeIRacer_bwrLap_055120',1,9,1,NULL),(0,1094,NULL,96,'',NULL,'2005-08-05',0,170747,0,'EpisodeIRacer_ac_250747',1,9,1,NULL),(0,1095,NULL,96,'',NULL,'2005-08-06',0,115758,0,'EpisodeIRacer_m1_155758',1,9,1,NULL),(0,1096,NULL,96,'',NULL,'2005-08-06',0,37322,0,'EpisodeIRacer_m1Lap_037322',1,9,1,NULL),(0,1097,NULL,96,'',NULL,'2005-08-05',0,206941,0,'EpisodeIRacer_v_326941',1,9,1,NULL),(0,1098,NULL,96,'',NULL,'2005-08-06',0,238960,0,'EpisodeIRacer_smr_358960',1,9,1,NULL),(0,1099,NULL,96,'',NULL,'2005-08-02',0,284685,0,'EpisodeIRacer_sc_444685',1,9,1,NULL),(0,1100,NULL,96,'',NULL,'2005-08-03',0,227046,0,'EpisodeIRacer_hg_347046',1,9,1,NULL),(0,1101,NULL,96,'',NULL,'2005-08-06',0,104918,0,'EpisodeIRacer_dd_144918',1,9,1,NULL),(0,1102,NULL,96,'',NULL,'2005-08-06',0,119848,0,'EpisodeIRacer_sr_159848',1,9,1,NULL),(0,1103,NULL,96,'',NULL,'2005-08-03',0,292332,0,'EpisodeIRacer_zc_452332',1,9,1,NULL),(0,1104,NULL,96,'',NULL,'2005-08-03',0,267851,0,'EpisodeIRacer_bc_427851',1,9,1,NULL),(0,1105,NULL,96,'',NULL,'2005-08-04',0,205586,0,'EpisodeIRacer_bb_325586',1,9,1,NULL),(0,1106,NULL,96,'',NULL,'2005-08-06',0,246347,0,'EpisodeIRacer_e_406347',1,9,1,NULL),(0,1107,NULL,96,'',NULL,'2005-08-04',0,132061,0,'EpisodeIRacer_sl_212061',1,9,1,NULL),(0,1108,NULL,96,'',NULL,'2005-08-06',0,328151,0,'EpisodeIRacer_gg_528151',1,9,1,NULL),(0,1109,NULL,96,'',NULL,'2005-07-31',0,280044,0,'EpisodeIRacer_amr_440044',1,9,1,NULL),(0,1110,NULL,96,'',NULL,'2005-08-06',0,144117,0,'EpisodeIRacer_dr_224117',1,9,1,NULL),(0,1111,NULL,96,'',NULL,'2005-08-04',0,388314,0,'EpisodeIRacer_fmr_628314',1,9,1,NULL),(0,1112,NULL,96,'',NULL,'2005-08-06',0,357870,0,'EpisodeIRacer_tbc_557870',1,9,1,NULL),(0,1113,NULL,96,'',NULL,'2005-08-02',0,168678,0,'EpisodeIRacer_apc_248678',1,9,1,NULL),(0,1114,NULL,96,'',NULL,'2005-08-04',0,163139,0,'EpisodeIRacer_a_243139',1,9,1,NULL),(0,1115,NULL,96,'',NULL,'2005-08-05',0,335743,0,'EpisodeIRacer_tg_535743',1,9,1,NULL),(0,1116,NULL,96,'',NULL,'2005-08-05',0,110820,0,'EpisodeIRacer_tgLap_150820',1,9,1,NULL),(0,1117,NULL,96,'',NULL,'2005-08-05',0,161429,0,'EpisodeIRacer_i_241429',1,9,1,NULL),(0,1118,NULL,155,'','Each level on this run was recorded separately because Fraps would just stop recording after each level. What gets recorded is everything from the level \"Restart\" point to just before the menu pops up and you see the cutscenes. Basically, everything that you have control over, minus the selection of force powers, which I explain here: \n\nAfter level 1: Got one star \nAfter level 3: Spent one star on Force Speed \nAfter level 4: Got two stars, spent both on Force Speed \nAfter level 6: Got two stars, spent both on Force Jump \nAfter level 8: Got two stars, spent one on Force Speed and one on Force Jump \nAfter level 10: Got two stars, spent one on Force Jump and one on Force Sight \nAfter level 12: Got two stars \nAfter level 14: Got two stars, spent four on Persuasion \nAfter level 16: Got two stars, spent both on Blinding \nAfter level 18: Got two stars, spent both on Blinding \n\nAt the end, I had 4 Speed, Jump, Persuasion and Blinding and 1 Sight. \n\nThe early levels are kind of slow, but once I get Speed and Jump, things go much quicker. And as you can see, it\'s a light side run. I haven\'t done any testing on a dark side run, but I\'m somewhat certain that light side is faster, since it gives you access to Blinding, which is useful for setting up sequencer charges on Boc and Jerec. Another major thing I did was get all the secrets in the first level. This allows you get get force speed in level 4 and gives you one extra star to work with through the whole game. I never really added up or compared the alternatives to it (not getting the star, doing it on level 2 or 3). I just sort of decided to do it and went that way. It\'s an area of possible improvement. \n\nThe quality is kind of iffy, because I had to play in 320x240 to get over 30fps and for some reason my system gets weird artifacting problems in third person mode. Sometimes you can see some red stuff in the upper left corner of the screen, which is the Fraps framerate indicator showing through the weirdness. Anyway, I hope you enjoy it.','2004-09-23',0,2043000,11,'JediKnightDF2_3403',21,11,0,NULL),(0,1119,NULL,156,'Segments concatenated on a per-level basis, yielding 24 video parts.','So well, I decided to try to improve my Jedi Outcast run out of sheer boredom a while ago. I wanted to cut out some of the mistakes I made and include the shortcut in artus_mine that I found to be too difficult to do in my old run, when I found an email from Jason Feeney that I must have overseen before, and which was three weeks old by the time I read it. (And I guess that\'s the reason I never get a reply back after answering, sorry Jason) Not only did he mention Strafejumping, but he also advised me to use Thermal Detonators more frequently, which I did and saved a lot fo time with. To quote a part of the email: \"I actually think you could easily shave 5 mins off your original time, possibly 10 with some real nasty speed tricks.\" \n\nTurned out to be almost 24 Minutes that I saved, and ignoring the time spent in the save menu that was not part of the timing of the old run, I think I even saved more than 24 minutes, which equals a minute per level on avarage. The main difference is the already mentioned strafejumping, which, after long research in the depths of google turned out to be quite similar to bunny hopping. Being sceptical at first, I realized the hidden power in strafejumping. While in general it helped to get around faster, it also led to a few shortcuts, namely in the very first segment. I also tried to keep the actual goal of a speed run in mind and cut out many stupid mistakes and slow downs (there still are quite a few left, though) while lowering the amount of segments to 36. \n\nKejim_post: I remember thinking of this to be one of the best segments of my old run. Turns out to be the segment that had the biggest percentual improvement of over 60%. Using the power of strafejumping I can get enough speed to make it over on what was supposed to be a flat piece of canyon in the background. Only that it isn\'t anymore. It leads straight into the heart of the base, allowing me to save over 2 minutes on this segment. \n\nArtus_mine: Strafejumping also made this shortcut a lot easier to take. Instead of taking the path through the base I take a long jump on the outer side of the canyon. \n\nArtus_topside: I really love the mine jump near the end. \n\nYavin_temple: I managed to save around 15 seconds in this short segment. Strafejumping > you. \n\nYavin_trial: I didn\'t use force speed to demonstrate how fast strafejumping really is. I think you can go around 1.5 times the usual speed without forcejump and around 2.1 times the usual running speed with forcejump level 3. In any case, you do not need force speed in this level, but it\'s impossible to not pick it up, unfortunately =/ \n\nBespin_undercity: For some weird reason, the first Reborn you face seems to be immune to force powers. \n\nBespin_streets: The \"shortcut\" I take after the save isn\'t much of a shortcut, it saves a few seconds, if at all. It\'s just a demonstration of getting to a place you\'re not supposed to be, and they did very well preventing it, just not good enough. \n\nCairn_bay: BANZAI! Well, yeah, that\'s the best way to describe climbing a wall in a room filled with potentially dangerous and cruel stormtroopers. I\'m surprised I made it through. The first elevator in the final room(s) seems to be scripted, though I\'m not sure when it starts. However, I never got to it when it was not in the place it is in the run. \n\nCairn_assembly: The Thermal Detonators are an awesome tool for killing reborn. However, they seem to start pushing them back from this point on, so what\'s a good counter? Push them over so they can\'t react. Works quite well, as you can see. \n\nCairn_reactor: One of the worst levels, to play and to speedrun. There\'s some good strafejumping in the \"spinning heated rings with wings sticking out\"-room and in the following great pit room, the later saving about 30 seconds. \n\nCairn_dock1: I didn\'t manage to recreate the Force Push of Doom from my old run, but I think the death I chose for the dark trooper was good as well. I also slightly changed the placement of the mines, giving a higher level of security on my end. As you can see in the Bloopers video, it\'s still not a surefire way to keep the imperials from reaching the alarm pad... \n\nDoom_shields: I\'d like to use this place to complain about that &/%/($)%/& crappy and fucked up zero gravity engine... It\'s almost impossible to steer, let alone do it fast =( \n\nYavin_swamp & Yavin_canyon: Wide, open area + Forcejump 3 + Strafejumping = wee \n\nYavin_courtyard: Turns out I was wrong about the missile being time based. It\'s either one of the two reborns dieing, or getting rid of both. The Dark Trooper is not involved. In either case, I\'d like to thank Quesi for the hint of using the lunge. It seems to take out reborn and even dark troopers really fast and reliably.','2005-05-22',0,3970000,11,'JediOutcast_10610',36,11,0,NULL),(0,1120,NULL,154,'Segments concatenated on a per-level basis, yielding 23 video parts.','Character design as well as lightsaber color and hilt have no effect on the game at all, so I just picked what I liked best. The game contains of some missions you have to do and 3 sets of 5 missions to choose from. You have to do 4 in each set, so I obviously skip the one that takes longest. Before each of those 12 missions I chose you can improve one of the light or dark side force powers. Core force powers are increased by one after segment 8 and segment 15, or rather before set 2 and set 3. As you will notice, the better those core powers get the easier it is to take a shortcut. \n\nSegment 11, 13, 14, 15 and 21 have been improved after I had finished the game. They stay entirely compatible to the rest of the run, so the only difference that could be noticed is that the time on the saves is off by a bit, but that\'s not important at all. Something else you will notice is that I used a whole lot less saves than I did in Jedi Outcast. I only save before the bosses. Anyway, now for some comments on some levels: \n\nyavin2: There\'s that long waiting times at the beginning, so I jump around on Rosh\'s and Kyle\'s heads. Well, I usually bounce back and forth between some, but I messed that up in the run where the important things went fast. I also messed up after the training remotes. You can jump on top of the wall from there, but I feel down >_< Well, it was just for fun anyway. \n\nhoth2: I have no idea why there is no hoth1. Anyway, you\'re not supposed to take the Taun-Taun over that stone barrier, but hey, it\'s easy if you just boost over a stone. However, it seems to disapp	ear halfway through the cave. The second Taun-Taun is in an awkward position as well. I wonder how it got up there, it usually is in front of the cave. The other Taun-Taun in that area was missing in action as well. \n\nt2_trip: There\'s an ultra high quality version for this because the area moves by so fast and it looks bad even in the HQ video. Even the UHQ version has some artefacts left, but that\'s because of the grey foggy background. \n\nt2_rancor: The Rancor seems to react on sound and vision. However, as opposed to jaden, the prisoners don\'t seem to make any noises when running away. So unless they run into its line of sight, they can get past the rancor easily. I freeze it facing the wall with Mind Trick and so the second and third set of prisoners can run by to safety. I take another way up in the enc so I don\'t accidently block the way of the prisoners, slowing them down. \n\ntaspir1: The flying Stormtroopers are the only enemies you can stand on. Theoreticly, that is. Thy usually move away instantly when you\'re on top of them or even just close. As awesome as this shortcut might be, it isn\'t easy to do. \n\ntaspir2: I choose the light side for two reasons. 1) It\'s faster to just take down the lightsaber instead of slicing Rosh into pieces. \n\nkor1: 2) Although you have the same amount of enemies in this level, on the light side, you only have to fear the Sith. You also seem to get pushed around less on the light side because Jedi and Sith are busy with each other and don\'t really mind you. \n\nSo here are come the times: \n\nyavin1b: 1:15 \nyavin2: 2:32 \nt1_danger: 3:03 \nt1_sour: 2:42 \nt1_rail: 2:36 \nt1_surprise: 3:47 \nhoth2: 2:23 \nhoth3: 2:26 \nt2_trip: 3:46 \nt2_rogue: 2:12 \nt2_dpred: 2:47 \nt2_rancor: 3:57 \nvjun1: 3:48 \nvjun2: 1:53 \nvjun3: 2:23 \nt3_rift: 1:57 \nt3_hevil: 2:20 \nt3_bounty: 3:19 \nt3_byss: 3:00 \ntaspir1: 0:53 \ntaspir2: 2:23 \nkor1: 2:37 \nkor2: 1:02 \n\nTotal:59:06 \n\nHope you enjoy the run. David \'LLCoolDave\' Spickermann','2005-01-29',0,3546000,11,'JediAcademy_5906',27,11,0,NULL),(0,1121,NULL,168,'Segments concatenated across 9 video parts.','Okay, here we go with this speedrun. I will first and foremost give out a SPOILER WARNING! In watching this speedrun you will probably have the whole plot of this game (which is really awesome), spoiled, and that would be really sad since it\'s such a great one. I really recommend playing through this game at least once before watching this video. \n\nFor the people I\'d like to thank, that would be myself, Juncti for verifying the run, and Lord_Revan for discussing tactics with, also 100% kudos to Radix, for having the best site on the web, and even bringing the thought of speedrunning a game myself to my head. And also to everyone else that deserves a thanks, but that I forgot about. \n\nOverall Tricks \nWhen you see me not leveling up when I could, that\'s because you will get full health when you have picked your stats and skills, so I\'m basicly saving the leveling up until I\'m really low on health to save a medkit aswell as the time it takes to use the medkit. \n\nUsing the Force Power Burst Of Speed is naturally the best way to run, only that in some instances your team will get stuck and stuff like that, really annoying. Especially at the end of a long segment. That is why I run solo as much as I can. \n\nMistakes \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n00 - General \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nThis run is overall very lagging, this is even when played on the X-Box, don\'t know why, but there\'s not much to do about it, it\'s not because I\'m recording or my computer is slow. \n\nWhen I\'m pausing, I\'m doing it to be able to target enemies easier and faster than with the camera moving/stuff lagging. \n\nIf you see me walk with the camera facing my team so I don\'t see where I\'m running, or just stopping and looking behind me, the reason for this is the stupidness of my team, I have to wait for them to transfer to the next area and they get stuck alot in the places where you can see I\'m really careful. \n\nAnd also, when you see me going after enemies that are a bit away from the path I should take, it\'s because my \"friends\" are most likley to go after that enemy and try to kill it. And since they suck they will not do that very swiftly. \n\nI should\'ve used alot more grenades on the enemies in the beginning when hitting them with melee weapons is hard due to low attack rating at this stage. \n\nSome of the leveling up done in the first segment especially, could\'ve gone a second or two faster. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n01 - Taris \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nI use 5 spikes to electrocute the soldiers inside, and at the end of the game, I end up about 5 spikes short for the droid disabling puzzle. Kinda goofy of me but I wanted to save time with those soldiers so I used the spikes to hack the computer. \n\nI run and talk to the guard to get the quest of getting the armor started, this I later found out I don\'t need to do, so in an updated run I will just go get the armor and not talk to the guard. Should save about 45secs. \n\nWhen fighting the Gamorrean Elites to free Zaalbar, only Carth survives, but since he kills that last guard pretty fast I thought it turned out okey anyways. \n\nAt the place where Mission has to open the door I kinda mess up when switching players, which is noticable. \n\nAfter I\'ve gone to Upper Sewers, the characters in my team that I don\'t control, are alot likley to go off fighting monsters and walk incorrectly, so I have to be careful. Also they block my way after killing the Rancor. \n\nAfter I\'ve taken the generator, you see me trying to equip an armor too close after a battle, which isnt allowed, so I have to open the equip menu once again a bit afterwards, makes me loose about 4-5 seconds or so overall. \n\nFight with Brejik is extremely long, wish I had greater accuracy here, or a couple of grenades. \n\nAfter I\'ve gotten Bastilla in my team, I go to the Workbench to try and upgrade my weapon, but I forgot that I didn\'t have any parts for it, only for guns, which I don\'t use so I waste a couple of seconds there. \n\nFights with Assault Droid and Sith Governor goes pretty okey, they do take some time, but considering my low level here they are pretty good, I don\'t know how many times I redid those fights, but it was alot. \n\nWhen talking to Canderous in the bar I kinda mess up and pick the wrong answer, and after that I run past him and panicked. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n02 - Dantooine \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nAfter fighting Juunai, when you gotta pick the correct answers to get her back to the academy, I make a mistake the first time, and then I save to practise the combination, this makes me lose about 10 seconds. \n\nWhen I\'m going to investigate the tombs, I forget to take Bastilla\'s weapon, so in the third segment, I have to bring her out with me to take it, and then I have to put her back to go solo, about 10 seconds here aswell. \n\nAfter I used the second console with the questions, you will see me get petrified (or something similiar), so I can\'t move, the guarding robot does it twice for me, which isn\'t too much, since he usually does it permanently, but still it\'s not perfect. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n03 - Manaan \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nWhen going out from the Sith Base, the door closes on me after I\'ve opened it, strange, not my fault really. \n\nDown in the Kolto Factory, when I\'m trying to open the locker where I get the Sonic Emitter, It doesen\'t open, so I have to open it again which is kinda messy as you can see. \n\nWhen I\'m in the depressurization pit, somehow my character dosn\'t want to hit the wall there at one point, but it\'s really short. \n\nWhen I get up with the Submersible, and talk to Roland Wann, I was expecting the info box with the experience and stuff to come up sooner, and since it didn\'t I panicked and clicked him again, which led to a bit of a conversation, while all I had to do was wait half a second. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n04 - Korriban \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nWhen I\'m talking to Yuthura Ban once inside of the Sith Academy, I get the quest to betray Uthar Wynn, but what I don\'t do here is talk to her again to hear about the Sith Code, which is needed to get prestige from Uthar Wynn so that I can get to the final tomb. Which means that I have to return to her and talk to her a bit later, which makes me lose about 45 seconds. \n\nIn the tomb of Ajunta Pall, when I\'m heading out and I\'m facing Shaardan, I accidently let him go by pressing the wrong button, which gives me less prestige from Uthar Wynn. Though it gives me a cool scene where Uthar Wynn chokes Shaardan to death. \n\nAfter the fight with Jorak Uln, when I\'m fighting Mekel, the fight goes really bad, I get stunned and everything, though overall that try was one of the best ones. Lots of retakes on this one. \n\nIn the last tomb, when I\'m going into the room with the poison pool, one of the Wraid\'s accidently gets stuck in there when the door closes, which includes him in the fight with Yuthura Ban and Uthar Wynn, but he only takes one strike to kill, so it turned out fine. \n\nWhen I\'m heading back into the Sith Base, the fight with Darth Bandon is supposed to take place (after the second planet you visited), but somehow here it doesn\'t, but since I would\'ve fled from him anyways it almost turned out the same, I still have to face him on Tatooine. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n05 - Tatooine \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nSand People Base, this is probably the messiest part of the whole run, really laggy, and it\'s really tough when you\'re on level 11. \n\nI run out of medkits at the fight with the Elite Warriors when I\'m trying to get the Banthas to the cave, but luckily I survive everything. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n06 - Leviathan \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nWhen I\'ve gotten my equipment back, I prepare to walk out of there, and I save, but I forgot to pick up some good stuff that will save time later, so I have to walk back and get it, this takes about 5 seconds longer or so. \n\nAfter I\'ve been walking in the space-suit, the fight with the Sith Elite Troopers is really bad, don\'t know why, but they were really hard to kill and I missed them alot! \n\nAlso my \"team\" messes things up when I\'m entering the bridge, so I walk all of them up there manually, which I shouldn\'t have since they would stll be teleported there even if I didn\'t have them close, so I could\'ve left them even before the fight with the Sith Elite Troopers to skip that battle and go ahead solo. \n\nWhen I\'m heading towards Command Deck Carth once again gets stuck and gets behind, costing me several seconds. \n\nAnd once again, when going up the elevator, Bastilla is stuck in a fight and I have to get her manually, costing me additional seconds. \n\nAnd finally, one more of Bastillas \"getting stuck in a fight\" stunts, when I\'m in the large fight at the Command Deck. \n\nThe second fight with Darth Malak is knida messy, when I\'m trying to run away to heal, I mess up a bit, and then I defeat him in one strike. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n07 - Kashyyyk \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nOn the way to Rwookrrorro, when I\'m trying to avoid the Dark Jedi , they stun me, making me loose a few seconds. \n\nWhen I\'m supposed to kill Commander Dern, I accidently pick the wrong answer in the conversation with him, so I have to talk to him again. \n\nAfter I\'ve gotten the Star Map, I run with the camera \'backwards\', to make sure that Jolee dosn\'t get stuck at places, I did about 20 runs where he got stuck in that area so i gave up, this is harder so I loose about 10 seconds or so here by not running the optimal path. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n08 - Unknown Planet \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nThe battle versus The One goes really sloppy, gotta figure out a way to get to him faster than this, but to still be able to escape from the base without fighting everyone on the way out. \n\nWhen talking to the Elder Councillor I wasn\'t sure that I had asked to go into the temple so I talked to him again, took about 3 seconds longer. \n\nLeaving the area with the Rakata Computer, my \"team\" once again messes shit up. So I have to wait for them to get to me. \n\nSame story again almost, but this time it was partially my fault, when fighting a Sith Assault Droid, I clicked wrong and attacked a locked door, unleashing enemies within there, which takes time to defeat, and also my \"team\" get\'s stuck, about 1 minute lost here. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n09 - Star Forge \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nFight with Bastilla could\'ve gone faster, if I decided to kill her earlier, but I wanted the cool Jedi-styled execution so it would look cooler. \n\nThe largest mistake in this video, was probably the fact that I was a couple of spikes short in the room with the Forge Droids. This results in me having to slaughter a couple of droids here so they will respawn, and leave a spike in the Spike Bin of the letter where they are from, I pick the first two spawning points for my killing, since they have a pretty low amount of health, and are easy to defeat. \n\nOverall the battle with Darth Malak could\'ve gone faster, but since a good speedrun would have to be lowlevel (unless you are using the level-up glitches), but over all everything goes almost perfect except I miss too much in the beginning. \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \n10 - Ending \n-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,.-.,. \nThe only time-loss here would be the 2 seconds I lost by going in to my inventory and removing my armor, just for the fun of seeing the saviour of the galaxy walk around un the underwear for a bit, really, it\'s worth it. \n\nSo there we go, if you wan\'t to contact me, do so via the forums PM or so.','2005-06-30',0,11640000,12,'KnightsOfTheOldRepublic_314',48,11,0,NULL),(0,1122,NULL,168,'','Hello Meatbags. This is my inaugural Speed Run: Star Wars Knights of the Old Republic on Normal. Kotor: The game that proved Yoda has a speech impediment. SW: KOTOR is one of my all-time favorite games. It is also one of the few games that I consider myself good at. I played through it several times and then I discovered this site and planned to speed run it. I felt that if I could get it under 7 hours I would consider that a success. I succeeded beyond my wildest expectations. I plan to do some other speed runs in the future, but one day I will tackle Kotor II: The Sith Lords as well as Kotor I for the XBOX. Perhaps I will also try an easy or hard run on Kotor for the PC. \n\nThis run is what I like to call a \"Pure Darkside Run.\" I don\'t do a single good act, finish with a full darkside rating, and get the darkside ending. This is actually slower than playing the game as a darkside character and then finishing with a lightside ending, but since MNeMiC was doing a lightside ending run, I figured I would do a darkside one. \n\nA warning to all speed run newbs recording on the PC: Make sure you know what you are doing before you start playing. I learned this the hard way. I did a run, compressed the video, deleted the original files, and tried to submit it only to find out the files were unacceptable. Lesson: don\'t delete the original files and ask questions first. At least I improved my run by about 10 minutes. \n\nI would like to thank MNeMiC and Juncti for their help and for driving me to do my best. I would also like to thank Radix for helping me through all my video recording and compression problems, of which I had many. Finally I would like to thank Widgeon Infantry, TestaALT, JPaterson, and SirCerberus at Gamefaq\'s because their FAQ\'s on the game were invaluable in my pre-run preparations. \n\nI would appreciate any suggestions or any, reasonable, criticisms of my run. Sub 3:30 is easily possible and 3:15 is probably the quickest the game could be done on normal. 3:00 would be insane. I look forward to the day that my run will be beaten so I can pick this game up again and try to reclaim the record. \n\nSegment 1: \n\nCharacter Creation: \nI choose scout as my class because I felt it was just the right balance of speed and toughness. The Scoundrel is too weak and the Solider has too few bonuses. I could be wrong here, but I feel that the scout is the best class for Speed Running purposes. \nDoing a quick character would probably be quicker, but it could cripple your character. Whenever you auto-level your characters they come out very badly, so I do it all manually. The portrait I picked is the one I always play with. I just think he looks cool. I can\'t tell you how mad I was that he wasn\'t included in the Sith Lords. \nDexterity and Strength are the keys. Putting a large amount into them is critical. I put a little into Wisdom to up my force power and Charisma to help with Persuade. The primary skills that are needed are Computer Skill, Treat Injury, and Persuade. I put one into security because it is critical to open locked doors at the beginning. As far as feats go I focused on offensive ones such as two-handed weapons, dueling, flurry, and weapons specialization. Toughness is also useful. \nI choose the name lord Revan for reasons related to the game. It would probably spoil the game to explain, but if you are going to watch this video you\'re going to have much of the game spoiled anyway. I am mad because I forgot to capitalize Lord, but I didn\'t catch it until well into the run. \n\nThe Ravenger: \nThe great thing about this area is that you are invincible, at least until you get to the starboard section. This is why I am able to detonate a grenade at point blank range. The rest of this part is boring. You can\'t move on until you have killed all of the enemies, so that is why I have to fight here, \n\nUppercity: \nYou may wonder why I keep going into rooms and opening lockers and bags. This is because I desperately need computer spikes for later in the game. I am not totally sure about this, but the game appears to be random about what is in these lockers, so I have to check all of them. I went to the doctor and fought the bounty hunters in order to get money. I later found out that this was unnecessary, so if I ever run this game again, I will cut this part out. I also believe the bounties could be cut out as well. This probably could save around three or four minutes. \n\nLower City: \nNothing interesting here except that my guy died, showing his weakness. No problem though because Carth the destroyer was there to save me. \n\nSegment 2: \n\nUndercity: \nDie Hendar Die HAHAHAHA! The Rakgouls are nasty. This was one of the few times I fought him and didn\'t die. I usually needed Carth to finish it off. You need to kill it for Mission to show up. Mission is by far the most useless character in the game. Luckily I only need her for this one part. This is probably my favorite trick in the game. Activate solo mode, rescue Zaalbar, and escape without even fighting. I return to the hideout in order to heal. It is faster than medpacs. \n\nVulkar Base: \nUsing the computer to kill the guys in the barracks is better than just opening the door because it gives you more exp., more items, and uses less spikes. \n\nSegment 3: \n\nVulkar Garage: \nI need the droid to kill the guards in the hall way. This saves time in my opinion. My character managed to survive the boss battle which is pretty rare. He would usually get taken out and then the Wookie would have to take the rest out. Probably the best battle against them I have ever done. \n\nSwoop Race: \nI go slowly the first time to make it easier to beat it the second time. You have to race two times no matter what. Brejik is pretty hard to hit so I just grenade him to death. There was a really weird glitch where every time I killed the guard next to me I would automatically die. Got really aggravating so I just stopped going after him first. \n\nSegment 4: \n\nUpper City part two: \nNow I have a Jedi. Bastila is the worst Jedi in the game, but any Jedi is a good Jedi. Her speed force power is a life saver. I only take two people because two are less likely to have someone get stuck on a corner than three. Trust me this happens a lot. This is why I had the camera backwards at one point, to make sure Revan didn\'t get stuck. \n\nSith Base: \nNow we get to the reason why I needed the spikes: To shut down the droid shield and the turrets. The droid is nearly impossible to kill with them up. It is easy to get the elevator key so it is much more important to do the shields and turrets. I use the droid because of his high computer skill. \n\nSegment 5: \n\nSith Base: \n\nThe Dark Jedi is the third hardest boss in the game, as weird as that sounds. It took me a good hour to figure out how to kill him effectively. The best strategy seemed to be taking Carth and putting him behind the Jedi. Doing that and luck got me through him. \n\nSegment 6: \n\nDavik\'s Base: \nI wish there was a faster way through this level, but I don\'t know how without acquiring more spikes. The robots are pretty dangerous so caution is needed. You only need to take out Calo Nord to beat this area so I just focused my attacks on him. Piece of cake. The robots were more dangerous than them. \n\nSegment 7: \n\nDantooine: \nHarder area than it looks. Juhani is the only area where death is a possibility, but there is a ton of areas for little mistakes. I don\'t think this level can be done any faster. There were some obvious slowdown problems, but I tried to minimize them. If anyone knows how to fix this problem please tell me. I couldn\'t figure it out. \nThis is also the area where it is proven positive that Yoda has a speech impediment. The Yoda guy here talks normal. Why can\'t Yoda. 700 years old and still has a problem speaking? Apparently vocal cords are immune to the power of the force. \n\nSegment 8: \n\nKorriban: \nI needed at least 2 persuade to get in the academy without a fight. \n\nSegment 9: \nThis is where I get to the key part of my run: The Sith Code Experience bug. I basically repeat the code over and over again getting 150 Exp. per attempt. This appears to take a lot of time off my run, but I believe it to be more efficient than trying to level up normally through the game. To complete the game, I believe that taking time to level up is a necessity, at least on normal. I probably leveled up more than necessary. I did do a good job though, because I didn\'t mess up once. \n\nSegment 10: \nI believe that the fastest to get to the Tomb of Naga Sadow is by betraying Yathura, the interrogation, killing the renegade students, and Ajunta Pall\'s blade. The only one I am unsure about is the students, but I believe it is faster than Tulak Hord\'s or Marko Ragno\'s Tombs. \n\nSegment 11: \nThe Tarentateks are nasty and to be avoided at all cost. The rest of the area is easy. \n\nSegment 12 and 13: \n\nTatooine: \nOk I suck at this level. This is not to say that I did a poor run here, but I had to do it many times to do it well. I did two segments when it should be one. I just keep making little mistakes. I keep getting killed by the Sand People Chief and it got really annoying. Also Juhani keep attacking far away creatures which would bring my run to a screeching halt. \nI feel a great sadness in not getting HK-47. He is one of the greatest characters in videogame history. He just costs to much, wastes time, and isn\'t very good at fighting. Other than that he\'s great. I will probably include a HK-47 greatest moments in one of my future Kotor runs. \n\nSegment 14 and 15: \n\nMaanan: \nMy favorite level. Other than Darth Bandon, I don\'t need to kill anyone. Darth Bandon isn\'t even part of the level. If you did this level 2nd or 4th then no enemies would even have to be killed. I run this level near perfect. The only real mistake is forgetting to activate force speed before leaving to get the star map and having to go back and do it. Poor fish people I polluted their water. Oh well at least they were nice enough to bring me to my ship than making me walk. That would have been much more annoying than being kicked off the planet. \n\nSegment 16 and 17: \n\nThe Leviathan: \nThe Juhani sequence is the best method I could do and I think it is the fastest in the game. I could be mistaken. The Saul battle is by far the hardest battle in the game. It may have been easier if I had used the Thermal Detonators, but I was saving them for Malak. Malak is really easy at this stage. No wonder he needs the power of the Star Forge. Mission could probably take him out. \n\nSegment 18: \n\nKashyyyk: \nI do pretty well in this area. Leveling up Jolee may be unnecessary and a huge waste of time due to the fact I was playing darkside. I could have saved time by just soloing the level, although jolee dying may have slowed me down as much. When I do this game again I will test this. \n\nSegment 19: \n\nThe Unknown World: \nI have never actually tried doing the warrior side and thus have always done the Priest side. I have no idea which is faster, but the warrior temple is still very easy. My characters are killing machines by this point. I could have saved about a minute by soloing more, but I didn\'t think of it until after my run was over. Have to do it next time. \nI probably could have made it through the temple without Jolee leveled up, but as long as I had him I was going to use him. He is a killer. Hard to say whether Juhani or he are better, but they are both good. \n\nSegment 20: \n\nThe Unknown World: \nI saved before the tile floor because it alone could bring a run to a screeching halt. Moving with precision is not one of the positives of KOTOR.	 \nIn choosing a darkside run, siding with Bastilia is, unfortunately, a necessity. She is really weak for a Jedi. Juhani and, especially, Jolee rock in the final level. Hear that kids? Being evil has its downsides. \n\nSegment 21: \n\nStar Forge: \nI am forced to level up Canderous. This is another major hit for playing darkside. It takes up a ton of time to level him. Probably should have just auto-leveled him. At least he is good for a blaster character, which I can\'t say for Bastila. She sucks royally. First level is a bit difficult due to the fact that only my character has destroy droid. On my initial lightside run I went through this much faster. \n\nSegment 22: \n\nStar Forge: \nThe second level is hit or miss. I have no idea what causes your characters to warp to the end. On most of my runs it would take well over two minutes for them to appear. This was a pretty good time, but I have done better. If someone knows what triggers the warp, please tell me. I ran through with Canderous because he always took the longest to die when I tried it with my character so I figured he should be the one to run through it. Works best in my opinion. \n\nSegment 23 and 24: \n\nStar Forge: \nThe third level is where force lightning comes in handy. Taking out all of those guys alone without force lighting would have been incredibly difficult. The three dark Jedi are fairly easy. \n\nSegment 25 and 26: \n\nStar Forge \nDarth Malak is not that hard for the final boss. It did take me quite a while to figure out how to beat him, but once I found out he wasn\'t very hard. Saul\'s battle is much harder because it is far more random. Malak is predictable. Saber attacker and lightning. No big deal. He does deal out a ton of damage and is incredibly hard to hit. Just take his life down, kill all the captive Jedi, use all your stims, and then saber him. I use the thermal detonators even though it was unnecessary. Looked cool though. \n\nConclusion: \n\nThis run is far from perfect. Since completing this run I have had many ideas for how to improve it, but I will wait a while to try another run. This game took a long time to complete and I would rather try some shorter games in the future. If you would like to know some of my ideas for how to improve a Kotor run just ask me. I would like to hold this record for a while, but not at the cost of having the game fester. I would like other people to try speed running this game so I can try to beat them. That is part of the fun of speed running. I hope that people enjoy my run and I hope to get my next run out pretty soon.','2005-07-01',0,12840000,12,'KnightsOfTheOldRepublic_dark_334',26,11,0,NULL),(0,1123,NULL,169,'Segments concatenated across 6 video parts.','Hi all, \n\nSW:KotORII is a role-playing game developed by Obsidian, set in the Star Wars Universe, four thousand years before the Galactic Empire. It tells the story of a mysterious ex-Jedi who is returning from self-imposed exile, missing since the end of the Jedi Civil War at Malachor V. The game\'s engine is an evolution of BioWare\'s Odyssey, used on the first KotOR game, with numerous new features. The combat system is based on d20 rules, meaning you don\'t have to aim to hit, you roll instead. More about the game can be found [a http://en.wikipedia.org/wiki/Star_Wars:_Knights_of_the_Old_Republic_II:_The_Sith_Lords]here[/a]. \n\nThe run is done in 3 hours and 56 minutes, over 58 segments, using the PC version and normal difficulty. The end of the game is quite abrupt, just throws you back to the main menu after the last conversation. So I also provide an alternate 58th segment with a bit more dialogue, and showing the in-game timer and load screen for each segment. In addition to the individual segments, I\'ve created six planet-sized \"chapters\" collecting the videos in a sensible fashion, each 30-50min long, with the slightly longer ending: \n\nThis is a pure dark side run: the Exile (main character) took no light side choices at all, achieved and maintained Dark Side Mastery. Also, the Exile does not die at all in the entire run. \n\nThe Exile is a male jedi consular named Coatl (after an old word for snake), built with high STR & WIS, very low DEX & INT. He uses no skills other than persuade & security. He is a single-handed dueling jedi. Also, he has written the detailed run comments himself, in character. Please excuse him. \n\nFor main attack, I chose a single lightsaber. It is said that dual sabers, or a two-bladed one, are better, but I aimed to maximise to-hit. Also chose critical strike instead of the more obvious flurry. With a keen LS and MCS, you hit a critical 50% of the time, including on extra attacks due to speed, and it doesn\'t impact your to-hit. With flurry all attacks hit as normal. Also CS has the nice stun chance. I find the damage comparable with dual-wielding flurry, specially as I hit more often early. And frankly, single-handed lightsaber dueling is what being a Jedi Master or a Sith Lord is all about. You didn\'t see Palpatine with one of those dual-bladed contraptions, did you? \n\nThroughout the run, I skip most fights & loot. Skipping all possible is not advised, however, as lack of equipment & XP can kill you later. A lot is left to chance, as the contents of barrels and corpses are mostly random. I end up picking up a lot of crap. \n\nIt also should be mentioned that unlike Kotor1, in this game your party doesn\'t need to be with you when you leave a level - as long as they are alive, they\'ll teleport to you as you enter the new area. Your party is also more lenient about teleporting to you if they get lost or for cutscenes. This is quite useful. \n\nAs with all runs of a game, there are spoilers below. [hr] ==Bugs & Glitches== \n\nMy first attempt to run this game was light-sided, and planned to use no bugs or glitches, as that is a light-side thing to do. On this run, however, and under the auspices of the dark side, I abuse three known bugs/glitches: \n\n- Prologue [[]seg#01]: If you take the droid in the prologue and pick up loot, it will stay in your inventory when the game proper starts. It\'s questionable whether it\'s a bug or by design. I take most of the loot from the ship. It takes about a minute and a half. \n\n- Handmaiden [[]seg#21]: After you get battle precognition from Handmaiden (which adds WIS bonus to DEF), you can ask her to get dressed, undress her and ask her again, obtaining a free handmaiden robe each time. I do this 18 times, allowing the exile not to worry about cash or components. Takes a bit under 3 minutes. \n\n- Hanharr [[]seg#34]: After gaining influence with Hanharr and doing all his dialogue, an opportunity appears to rerun a specific conversation branch. Each time this is done, the Exile gains 1000XP and a DSP. Hanharr gains +2STR and -2INT. I do this for almost ten minutes (you can skip viewing this segment altogether, there\'s no action), taking me from level 9 to 16. As Hanharr\'s INT wraps around 0 to 255, he ends up with about 150STR&INT, but I don\'t fight with him anymore. \n\nBut this is a buggy game. I also encountered two other glitches: \n- Bao-Dur seemed happy to give me more than his usual 10 shields or so. \n- A crystal in my lightsaber disappeared, leaving the bonuses (+1to-hit, +1to-dam) in until I changed the colour crystal. \n\nI did not abuse these, as they weren\'t part of the plan. [hr] ======================= \n:Detailed run comments: \n======================= \n\n[[]OOC: As this is a Role-Playing Game, I couldn\'t resist the temptation to write the run journal in character. Out-of-character entries noted by \'OOC\'. Apologies in advance.] \n\n==Intro== 	\nSCENE: Kolto tank opens. Bald guy in pointy beard awakens and looks about confused. \n\nUh? What\'s going on? Last I remember we were partying hard on Malachor V. We had won the war, raped and pillaged, and drank the fleet dry. Man, what a hang over. Oh, and that Twi\'lek jedi gal! \"Hi, I\'m Aalya\" she said, \"You are General Coatl, aren\'t you?\". \"Yeah\", I said, as she wrapped herself around me and took me away. What a wonderful piece of... Ah, the things she could do with those lekku... She left me her phone number! I put it in my wallet. My wallet... where is my wallet!? \n\nNoooooooooooo!!! \n\nI left my wallet at Malachor V. It contains the phone number of the hottest, kinkiest, greenest babe in the galaxy. I got to go get that pronto! \n\nSo let\'s see. I\'m naked in the middle of nowhere. Okay. Good thing I used to be a bad-ass Sith Lord, with utter command of the Dark Side of the Force. Can\'t feel it now, but it\'s like riding a bike. It\'ll come back to me. \n\nNow, what\'s the quickest way to get to Malachor V? [hr] ==I. Peragus [[]segs#01-10]== \n\nSo I start running around like a headless chicken. I find an old hag who I know will insist on tagging along. Fine. Also a witless closet case called Atton. Fine. I gain a level! I feel that old Force thing kicking in. Speed. Yeah, that\'s a good spell to learn when you\'re in a hurry. OK, let\'s roll to the underground of this awful place. \n\nMore running around, and I\'m back where I started. Hey, what an annoying talking robot. Shut up, will you? Let\'s gather the posse and go raid the ship that just docked... Now run around the ship utterly ignoring these shifty sith-wannabe dudes. Let\'s get to the other side! The old witch stayed to make out with a walking corpse. Great. \n\nNow Atton gets to show why he\'s our \"demolitions expert\". He goes forth and expertly gets rid of all the mines. That \"stayin\' alive\" power will come handy. More goddamned robots. And mines. Oh well, our expert to the rescue. Then the little tin can navigates through fumes and magically summons us to the ship. Some target practice, and we\'re off! Burn Peragus Burn!! That\'ll teach ya. [hr] ==II. Telos [[]segs#11-21]== \n\nAh, the Ebon Hawk. Home sweet home. Apparently, in order to get to Malachor, we have to go to Telos first. Fine. What? Jail? Oh, well. And they took my ship. Bummer. \n\nThis ithorian dude Chodo says he\'ll get me a shuttle if I run a couple of errands for him. The things one has to do. OK, got him a droid. Now he wants to kill this Slusk fellow. Whatever. The little creep guarding his door and this Vula chick are fodder to my dark side lust. I\'m so evil I\'d twirl my mustache if I had one. \n\nWhat\'s that Chodo? Another droid run? Oh, what the hell. OK - but this is the last time! He sends me to the shuttle, but calls me in transit to tell me the mercenaries want to kill him. He must be mistaking me for somebody who gives a shit. \n\nPlanetbound! Some dude with horns who won\'t shut up wants to tag along now. Fine. I leave them behind and run like hell until we get to the Czerka site. This fight is a bitch! don\'t they understand I\'m in a hurry? getting everyone to the console is murder, but it happens. Underground we go again. [[]OOC: this fight (seg#15) is by far the toughest of the early game. Too many bad guys, everyone has to survive, not a lot of eq, and do it quick! Takes many tries and a lot of luck. At the end, it takes a while for the console to become responsive.] \n\nTurns out BaoDur can break shields. Woohoo bonehead, you go first. Lots of poison and robots, but I manage to stay alive. Found the next shuttle, but there\'s more station to clean up. Yet another dude wants to tag along. Screw him, let the old hag kill him. Start the reactor, get the launch codes, dropkick the huge robot, and off we are to... \n\n...what, Frigids-R-Us? Big underground polar palace of top-shelf babes, each icier than the last. Screw this. You! Boss Bitch! Give me my ship! \n\nAh, the Ebon Hawk. Home sweet... hey! What is this icy stowaway wench doing here? Fine - stay in the trunk. I\'ll kick your arse and get you nekkid 18 times. Now shut up and don\'t talk again. [hr] ==III. Korriban & Nar Shaddaa [[]segs#22-31]== \n\nThe droid showed me the jedi masters in the council. Reads like a to-do list. I\'m sure each one of them buggers would have swiped my wallet if they were in the neighbourhood - gotta kill them to make sure they aren\'t holding out on me. Then I\'ll get to Malachor. \n\nWe\'ll start with Korriban. Oops, it\'s done. That was fast. I seem to have seen that walking corpse again. I\'ll have to kick his butt if he keeps bugging me. Turns out that Lonna Vash was killed there, and she didn\'t have my wallet. She did have a handy lightsaber piece. Back on the ship, another gal wants me to kick her butt and let her join the posse. Fine. \n\nChanneling John McClane: \"Now I have a light saber, ho-ho-ho\". Yippeekayay motherfuckers. Off to Nar Shaddaa, let\'s get this Zez-Kai Ell guy out of the picture. \n\nI leave the passengers on the ship. Got to get through this fast. I pick a fight in the docks, bribe a bat, manipulate a shopkeeper and brush bystanders off as fast as I can. I do dawdle too long at the shopping lists, though. Now off to the refugee sector to wax this Saquesh fellow. Put up more of a fight than I hoped, but with him out I can go back to the... who the hell are you and what are you doing on my ship? I give my brand new lightsaber a workout on the way. I get Atton and Kreia dressed up for the next part, but they both get hopelessly lost. I allow the intruder boss to leave the ship with his boarders in an expeditious fashion. Don\'t let the door hit your ass on the way out. Buggers. \n\nHaving paid my dues, the cthulhu-head boss Visquis deigns to give me a call and invite me to his trap at the Jekk-Jekk Tarr. Big monkey growls at me. Hanharr. Whatever, dude. I am hit by a dart and fall asleep. I dream of Atton playing shoot-the-twi\'lek, badly. I wake up and smell jedi. A friendly barrel gives me a useful robe. Off I go to the Jekk Jekk Tarr, full of people who want me dead. Nope - barely saw them. The snake head runs underground, but I follow, barely stopping to torture a minion. Oh look, scary tunnels. \n\n* * * \nOgg! Me Hanharr! Me growl this bitch to death! Grr. Growl! Voices in my head! \"Learn Repair\" they say. Growl. Hanharr good punching bag. Grr. Mines blast doors good! Grr. Growl! Growlbench! Uh, Workbench, I say! Grrr. Finished, run back out. Growl. Uh, bad jeedai! Oh, growl. \n* * * \n\nOK, tunnel door open. Monkey business, surely. Running around a lot of surprised-looking hunters and dogs, who prevent me from taking center stage. Nonetheless, I hear Goto\'s tale, see Visquis die, and sit down for a quiet trip to Goto\'s yacht. What, me worried? The posse is about to earn its keep! \n\nKreia and Hanharr come on board. After a pitched battle, they rescue me. Hanharr assumes the role of demolitions expert and gets rid of the mine fields. I play a bit with the computer, and off we go. \n\nZez-Kai Ell, probably the jedi with the worst acting voice in the galaxy, is waiting for me. I trod on a mine on the way, and his horrid droning was killing me! He mercifully went down in a few rounds, leaving me almost dead. But hobbling is as fast as running, and I got places to go. Back to the Ebon Hawk! [hr] ==IV. Dxun & Onderon [[]segs#32-37]== \n\nOnderon is closed, so we land on the jungle moon. Jungle, eh? I\'ll bring the monkey. Quick run through the wilderness, we meet Mandalore and run back out to the jungle. This is a long process of killing critters and collecting loot, in the process getting a big-turtle ear, a sackful of cannock-shit that\'s supposed to be a phase-pulse converter, and the monkey\'s growling respect. \n\n[[]OOC: segment #34 is the abuse of the Hanharr conversation glitch. It\'s utterly boring and 10 minutes long. Sorry.] \n\nAfter an eternity of talking to Hanharr, I feel more experienced. I chat with Mandalore and the sith-wannabe invade the base! Hanharr runs to the workbench to improve my lightsaber, and I go make mincemeat of the invaders. It takes forever, but eventually Mandalore decides it\'s time to go to Iziz. \n\n[[]OOC: I can\'t find a reliable trigger to finish the sith battle and go to Iziz. It apparently takes as long as it wants to.] \n\nKreia says I\'m a Sith Lord again. Cool. Just like riding a bike, I said. Seems in order to get Kavarr I have to solve a murder mystery. Whatever. Run around Iziz. Agitate the masses, it\'s fun. I don\'t like this old fart guarding the sky ramp, let\'s get rid of him. It\'ll also encourage that Vaklu person to do my bidding. Some thugs show up and fall like flies, leaving random loot behind. Hmm, nice stealth belt, thanks. \n\nI run around for a while getting clues to this murder thing, until I get that Dhagon guy out. He wants one more scalp from the cantina. Fine. I also stop to chat with this chick who says she\'s got a nice crystal for my lightsaber. Now let\'s see Kavarr. \n\nHmm... It\'ll have to wait, it seems. That Vaklu dude better keep his side of the bargain. Know this: I\'ll be back! \n\nRun like hell to the shuttle, and we\'re back on the Ebon Hawk in no time! [hr] ==V. Dantooine, plus Dxun/Onderon Redux [[]segs#38-47]== \n\nThese leeches that the universe saw fit to send me as a team are a curse. They won\'t shut up! The endless drama! Screw them, I\'ll do Dantooine by myself. \n\nSo let\'s see. This creep Vrook is who I want. The lady in the building says he may be in the old Jedi enclave. Hmm... infested with overgrown cockroaches. Whatever. I find of Vrook\'s fate in this big room with an annoying chubby guy. OK, seems Vrook is in that cave over there, then. And I know the old lech likes Twi\'leks and was snooping around Malachor, so he may very well have my wallet. Hurry! To the bat-cave! \n\nThis cave has ever so many critters. Try to run around them. Got stuck for a bit. Vrook is captured! Har har, serves him well. Leave him there. Oh, looky! A glowing crystal formation! Just yell \"boo!\" at the cockroaches to get by quickly... \n\nThis ugly Azkul person wants to kill the administrator. For some reason he thinks I should care. I tell him to shut up and take me to Vrook. He gives me money. Maybe he ain\'t all that bad. \n\nTurns out Vrook escaped from the cave. Why am I not surprised. He claims innocence about my wallet. Whatever, down you go. Didn\'t put up much of a fight. What do you know, he didn\'t have my wallet after all, but this red crystal will look good on my lightsaber. What was BaoDur thinking, giving me a green one? Do I look like Yoda to you? \n\nSo much for Dantooine. Let\'s see if the we can get Kavarr at Onderon again. Back to the jungle moon. Mandalore and this Tobin character tell me we have to split the group. I crown Visas as emissary, I\'ll take the witch and the trash can with me. \n\nGetting Visas ready takes forever. She took my stealth belt! She takes Hanharr along as demolitions expert, who stupidly activates the wrong shield. She leaves the others behind and flies! See Visas run. Run Visas, run! She stops for a breather to change levels, and off she goes again. Only the last three guys to take care of. Don\'t forget to return my belt! \n\nIziz. I said I\'d be back. So you\'re the famous General Vaklu, eh? You will give me all your force sensitives, forever! No questions! These are not the droids you\'re looking for! I have evil evil plans for them. Muahahaha. Well, not yet, but I\'ll think of something. Muahahaha. \n\nEasy run up to the palace. Level 18! This lightning thing sure is handy. They tell me I need to clear the wings first. Fine. North wing yields a nice robe. South wing has a Twi\'lek that claimed not to have Aalya\'s phone number. Off with his head! \n\nI knew I brought these two along for something. Upgrade my lightsaber, if you please. There\'s a big lizard in front of me. I know I\'m but a puppet in a larger universe, and my strings get tangled for a moment, but I pull through and kill the ugly beast. \n\nAh, Master Kavarr. What do you know of a certain wallet, with a certain phone number of a certain Twi\'lek goddess? Nothing, you say? Well, I\'ll rip the truth from your corpse! Oh, he didn\'t have it. Must be at Malachor after all. Oh well. Back to the Ebon Hawk. [hr] ==VI. Endgame [[]segs#48-58]== \n\nCan we go to Malachor V yet? No, let\'s see what Kreia wants with Dantooine. My spider sense is tingling. Argh! Betrayed! I\'ll hunt you down like a dog, you wretched crone! Hmm. Force Crush, eh? Sounds useful. \n\nSo it\'s back to the ship. Follow the scent of prey to Telos, and the polar palace of popsicles. Handmaiden goes for a catfight. Just get out of the way, wench! \n\nHello Atris. I don\'t think you have my wallet, but I hate your guts anyway. Feel the Force, bitch! Kreia talks to me from glowing triangles... gotta quit drinking. \"Go to Malachor\" she says... well, I\'ve been trying to! \n\nBut no, we get diverted to Citadel station again to deal with Visas old boss, some masked avenger with a batman costume. Fine. Get through the station quickly, and board the Ravager with Visas. Time for her to do her stealthy magic again. There she runs through the ship like it was empty, setting bombs. We all then get summoned to deal with the masked dude. \n\n[[]OOC: The non-intuitive route for planting the bombs is necessary, as Mandalore teleports to you on the third one - getting onto a fight unless it\'s in the long corridor.] \n\nHe\'s not as tough as he looks. Visas stuns him, and he goes down, like all the others. Visas does her stealth magic on the way out as well, pulling us from a fight as the Ravager explodes. \n\nNOW can we get to Malachor V? We can? Great! Bumpy landing, but here we are. I hate this place, I always get lost. My wallet is probably at the core past the academy, where the party got going. With my pants. Long way to go still. \n\nYou are in a maze of twisty little passages, all alike. Luckily there\'s just these noisy kermit-the-frog-on-steroids things. Gotta get them all. Now a door and their grandaddy. No sweat. Hey, the Academy! \n\nThe little flying ball wants to go play with consoles. Fine, let him. At least the frogs are cleared away. Now I run through the academy. My chief weapon is fear. Fear and surprise. Surprise and fear. And a thermal detonator. I\'m through. \n\nAh, Darth Sion, you ambulant maggot nest. You\'ve been hiding here all along, haven\'t you? What do you know of my wallet?! \"Kreia has it\" he says, \"she always had it\". Could it be? Treacherous hag has been playing me all along! I kill Sion. He comes back. Darned energizer-bunny-sith. He finally stays down. I don\'t even wait for his carcass to hit the floor. I\'m after Kreia, and I want answers! \n\n\"I\'m here to kill you, Kreia\" I say. \"I know. I\'ve destroyed your wallet. I threw it down into the pit.\" Argh! She did too, I can see it in her eyes. My anger swells and I mow her down in a couple of strokes. She falls, but instead of yielding, she sends three floating lightsabers after me. Fine, run circles around them, buff up, and hit the old witch again. Away with you! \n\nThe core of this planet shall be your grave. I throw her over the edge. As she falls, with her dying breath, she pulls something out of her cloak. It\'s my wallet! She still had it! It falls into the molten core along with the corpse! Gone in a puff of smoke. \n\nNoooooooooooo!!! \n\n==The End== [hr] =========================== \n:Additional notes & thanks: \n=========================== \n\nIf you\'ve read this far, thank you. I had a lot of fun making the run and the comments, I hope you enjoy them. \n\nThanks go to Radix and the SDA team for a kick-ass site, to the great community in the forums, to Dan Simpson and DarthMuffin for their wonderful FAQs, and to the makers of this very addictive and rich game. \n\nFeel free to share this as you like; credit is nice, but not required. \n\nCheers, \nWolfe. \nJuly, 2006.','2006-06-01',0,13140000,12,'KnightsOfTheOldRepublic2_dark_339',58,11,0,NULL),(0,1124,NULL,344,'','Strider...now THERE\'S a contradiction in terms. Have you seen this guy walk? His feet never separate unless he\'s standing still! \n\nNot that much to say about this game. Though you jump around the world a bit, completing various tasks, this game is rather linear, without any major shortcuts. This turns speed runs of this game into a battle for efficiency. \n\nThis run is a bit older, and I have since come up with some faster tricks than what you see here. Sometime soon, I\'ll definitely have to pick this one up again.','2003-09-01',1,2110000,11,'Strider_SS_3510',1,8,0,NULL),(0,1125,NULL,345,'','My first speedrun! Woo! Anyway, this is my third recorded speedrun for Strife and the second submitted one. I finally reached my goal of making it a 100% collection sub-hour single-segment run too. Strife is a quite random game when it comes to enemy behavior which can either make it a very easy game or a very hard game depending on how lucky you are. Noticable in the first room where you can lose anything from 0 to 150 HP while trying to take down the guards. Difficulty doesn\'t matter much. A thing I do throughout the whole run is to pick up health. I probably could pick up less than I do but I like to be safe. Also the game is filled with various bugs like getting stuck in enemies, gliding effect, bouncy corners and such. Partially due to some of those I run into a lot of walls. Anyway, onto the run... \n\n00:14 \nI kill the two guards in the first room to avoid problems later. \n\n00:30 \nI run past Rowan and go directly to the Sanctuary to get the ring. I really hate the electric bolts. Ah, well. I only use them in the Sanctuary anyway. \n\n02:37 \nWhen talking to the Governor I choose the first chore so I don\'t risk setting off the Power Station alarm. And because I think it\'s faster. \n\n6:04, 7:22, 7:44 \nI kill Worner and Sammis to get their keys without having to speak to them. I also kill Ketrick, but he deserves it. And he likes getting into my way. \n\n8:45 \nI take the elevator in Sewers half way down to avoid the insane fall damage in this game. And until you get to the second part of Sewers you do not need to put on an environmental suit. I think that I do not need to get the key from the guard, too. \n\n14:04 \nI probably can wait upgrading my stats. Ah, well... \n\n15:07 \nBlackbird has a short attention span... \n\n15:40, 16:37 \nI fall off a platform in Guard Training losing some seconds. And I bit later I miss a switch and is severly violated by the stalkers. I hate stalkers. \n\n18:25 \nFor some reason I pick up missiles. I do not need them and I dunno why I did it. \n\n20:44 \nThe Programmer goes down very fast. 5 seconds from first shot until he falls down. Probably the fastest completion time I have done yet. \n\n22:30 \nI take it easy when going to the Oracle. A missed jump in the secret tunnel is a failed run due to time/health lost getting back up. I also kill his bodyguards to avoid possible problems with them later. \n\n24:20 \nTonnes of supplies in Borderlands. Me likes. \n\n25:22 \nOnly reason I talk to Quincy to be able to buy health from his assistant later on. \n\n27:36 \nSwitches can be pressed before they have been lowered/raised. although I miss the one in Administration a bit. \n\n30:06 \nAh. Bishop\'s Tower. I run all the way to the Bishop without setting off the alarm meaning that most guards ignore me. Bishop goes down very easily too. Although I get stuck on the elevator due to the crusader blocking my path. With stalkers and templars coming to kill me. This makes me lose a lot of time. \n\n33:20 \nNow when I talk to the Oracle I get to choose which of the endings I want. And I want the best ending so I choose to kill the Oracle. Not that hard. \n\n34:56 \nI miss the jump in Catacombs. Makes me lose some more time. At least I get some health because of that. \n\n35:35 \nYay! It\'s BBQ time! Actually, the fastest way to get rid of most of the enemies guarding the Temple is to really abuse the WP grenades. The Spectre took two shots to kill. Meh. \n\n37:55 \nI hate the Mines. Tonnes of enemies with and without shadow armor. And to avoid setting off the alarm in Commons I have to go through it twice. Yuck. \n\n43:19 \nThe Converter holds tonnes of supplies. And also a Mauler, which I skipped getting earlier. \n\n45:33 \nMacil fight didn\'t go as well as I\'d hoped. 4 shots to kill the Spectre. It is possible to kill it in one shot, but that is very difficult and requires lots of luck. \n\n46:04 \nHere I bring up the Stats screen. I forget to bring it up later so this is the only proof I get 100%. The last 10 Health/Accuracy I get when killing the Loremaster later. \n\n50:23 \nProving Grounds is probably the most difficult place to get through the first time you play Strife. Is is a huge labyrinth filled with enemies, although most will ignore you unless you open fire. The path I use is probably the shortest path unless someone finds a glitch to get past the locked gates here. \n\n52:15 \nI hate the Loremaster. I also do a quite poor performance by hoping that his spectre would get up to the upper level, although it first got stuck behind a platform and then down in the pit. At least I found a new strategy to kill him. \n\n55:10 \nThe stalkers messed with the elevator so I actually went up to the health cache on the top. \n\n55:45 \nI love the speech given by the Entity. Too bad you have to wait for a long time for it to appear but when it does it goes down fast. \n\nConsidering how bad it went in some places I am quite surprised I got a time less than an hour. Ah, well. I will probably do another (better) run of Strife someday but on a harder difficulty. And I do know that a time of around 45 minutes is a possibility but that is also very hard to attain. Basically everything have to be perfect in such a run.','2005-10-11',0,3206000,11,'Strife_SS_5326',1,11,0,NULL),(0,1126,NULL,345,'','As promised I also did a run of the second ending. The basic route is the same up to when I kill the Bishop with the difference being I skip a stat upgrade and the Guard Training due to it being impossible to get 100% collection on the second ending. I also have to pick up the mauler in the Fortress because I cannot pick up the one in the Factory. \n\n15:48 \nI miss picking up the ammo satchel in the Audience Chamber leaving me without WP-grenades in the Programmer fight. \n\n31:15 \nFighting Macil\'s spectre is quite hard when doing this since you have a weaker sigil than when going for the best ending. And the Front troops keeps getting in the way of my shots. Do they not understand that the spectre is invulnerable to normal weapons? \n\n35:36 \nFor some reason I release the Loremaster before killing his Inquisitors. Not that smart since his spectre is even worse at pathfinding than he is. The best way is to get the Loremaster into the corridor before killing him. \n\n42:14 \nThe Entity has another speech here. No difference otherwise, though. \n\nThis run can also be improved. I dunno if sub-30 is a possibility, but with tonnes of luck it might be.','2005-11-12',0,2371000,11,'Strife_SS_3931',1,11,0,NULL),(0,1127,NULL,346,'','I have a feeling that this run won\'t be posted for too long. There are a few people (Frezy_man; Croc-Doc; andrewg; stanski; Mike, if he had an NES) who might be attempting to beat my time as you read this. Maybe speedrunning Super C will become as competitive as speedrunning Contra. [ul][li]Stage One \n\nStrangely, I think stage one might be the hardest stage to speedrun. I probably died here more times than in any other stage. \n\n[li]Stage Two \n\nThings didn\'t go my way during this stage. In fact, this stage had been giving me some serious trouble for about two days, even though it\'s one of the easiest stages. At least the boss fight always goes well; just step up to the side of the tank and unleash hell. \n\n[li]Stage Three \n\nI learned quite a bit about Super C from watching the TAS and from reading the TASers\' comments. According to the TASers, the mini-boss isn\'t immediately vulnerable: \"The spider mini boss can only be hit once it shoots, but when this happened appeared to be manipulatable. Being close to him made him fire sooner.\" Go to the following link if you want to read all of the TASers\' comments: http://tasvideos.org/1490S.html. \n\nThe barrier that I obtain near the end of the stage doesn\'t help me in any way; I get it just for fun. \n\nI can kill the boss faster with fire (some people call this weapon \"flame\" or \"force\"), but I have to keep spread so that I can use it to destroy the bubbles at the beginning of stage four. \n\n[li]Stage Four \n\nWhy are bubbles so deadly in so many NES games? The bubble showers at the beginning of this stage made me so angry that I slammed my bedroom door into my wall, so I\'m definitely suing the bubbles for the damage done to my wall. By using spread instead of fire, I greatly decrease the chance of getting killed by the bubble showers. \n\n[li]Stage Five \n\nThis is a fun stage, much like the waterfall stage in Contra. But I missed a jump, which elicited a nasty slew of curses. \n\nI don\'t immediately start shooting the boss because of what the TASers discovered: \"Note that the boss can be hit sooner, but cannot be damaged sooner. In fact, hitting him before he was vulnerable appeared to slow him down in getting vulnerable.\" I tested this theory, and from what I can tell, it\'s true. \n\n[li]Stage Six \n\nIn stage four, luck determined whether or not you survived the bubble showers. Now, in stage six, the mouths can randomly appear directly beneath you and kill you, so you have to depend on luck once again. Needless to say, if you\'ve just done a hell of a job speedrunning stages one through five, you can imagine how nerve-wracking it would be to have to walk through a field of randomly appearing mouths and how pissed you\'d get if one of them bit you. \n\nThis boss fight is my favorite because you just shove your gun barrel into the side of the boss\'s face and blast him. \n\n[li]Stage Seven \n\nThis is my favorite stage. I get a serious rush when I play through it. \n\nI botched up the part where I shoot downward through the green alien eggs, but I quickly regained my composure and blazed through the spider-pod section. \n\n[li]Stage Eight \n\nAt the end, to celebrate the fact that he has saved the universe yet again, Mad Dog demonstrates his powers of levitation. He definitely considers himself a hero.[/ul]','2007-07-28',0,846000,11,'SuperC_1406',1,8,0,NULL),(0,1128,NULL,346,'Picking up no items is the equivalent of low% in Super C.','I was there. Aliens - yes, aliens from another planet - had invaded Earth. I saw it, I lived it, but I still don\'t believe it. We learned that they were led by a foul, despicable creature named Red Falcon, whose ship had crash landed into the Amazon Basin in the late 1950\'s. Though I can\'t figure it out for the life of me, no investigation was made of the crash at the time, and it soon became forgotten. But Red Falcon never forgot about us. It took him nearly 30 years, but after amassing a sizable army, he was ready to follow through on his original plan of taking over our world and using it as a stepping stone to conquering others. \n\nAs Red Falcon was making his preparations, the Pentagon heard rumors of strange happenings in a jungle surrounding the Amazon River, rumors of a hideous, evil monster living amongst the local villagers. Common sense dictates this was nothing more than crazy ramblings; tales of Sasquatch, the Abominable Snowman, and others have never panned out. Still, what\'s the harm of sending a few men in on the Government\'s dollar to assess the situation, we thought, maybe they\'ll get a nice vacation to boot. So, to avoid disturbing the fragile political stability our countries shared, the President sent two soldiers to quietly gain intel. What was supposed to be a covert operation became anything but. The rumors, crazy as they were, were true, and something had to be done. I\'m sure the U.S. government was relieved it had selected the two \"most cunning, courageous, and ruthless\" soldiers from the Special Forces Elite Commando Squad for this mission. That\'s what they called us: Corporal Lance, aka Scorpion, and me, Sergeant Bill, but you may call me Mad Dog. \n\nIt wasn\'t long after arriving in South America that Scorpion was injured, leaving me to fend for myself. Hell, I thought, if Rocky can single-handedly stop the Cold War by smacking some Russian automaton in the boxing ring, then surely I can stop an alien attack against our fair planet with the help of some good ol\' U.S. of A. ordnance. And I did. Too bad nobody was supposed to hear about it; I could\'ve used the accolades. But alas, no one but a few military and political higher-ups knew how close we came to annihilation. Though largely unappreciated, I don\'t regret what I did, even with the emotional and mental toll it took on me. I did it for my country ... for my world, and I\'d do it again in a heartbeat. I just wish I didn\'t have to do it again so soon. \n\nScorpion and I were enjoying our early retirement on a beach in Rio de Janeiro with some beautiful native women mere months after sending Red Falcon packing. Then we got the call: Red Falcon was back. Damn. It\'s hard being the best person for the job, and retirement or not, I had a job to do. Old Red\'s strategy this time around was to take over the minds of the entire U.S. Army, a plan which we learned he had already accomplished at Fort Fire Storm. Scorpion, though permanently injured from our last encounter with these aliens, still wanted to help. So I gave him a video camera and told him to record the most exciting war man has ever fought. \"Your cockiness will be your death,\" I recall him muttering. \"My cockiness is what beat that bastard the first time around,\" I responded. I wouldn\'t have been so cocky had I known my nemesis had gathered up some friends, friends just as evil as he. \n\nI don\'t know if my actions are supposed to be classified, but here are my comments and memories of what Scorpion recorded: \n\nNothing could prepare me for what I saw after jumping out of the chopper at the Gates of Fort Fire Storm. My fellow soldiers, many of them my friends, were brainwashed and wanted me dead. Though it pained me to harm them, I had no choice. But I did have a choice to make their deaths as respectable as possible. So, instead of using more aggressive ammunition, I used the unassuming bullets of my standard issue assault rifle to kill them. I\'m sure they would\'ve preferred that than getting burned by a flamethrower or bombarded with excessive projectiles. Anyway, on my way to the fort, I was able to kill all of the soldiers except one - whom I found laying at the bottom of the second hill. Knowing there was no time to stop and kill him, I shot him in the back a few times, thinking that would be enough to prevent him from warning others of my presence. I was wrong. Right before entering the fort, I heard the low rumble of an approaching helicopter. I jumped back over the pit, raining bullets down on anyone below, and got in position for the oncoming assault. It wasn\'t much of one though, as I quickly downed the chopper. I\'m glad Scorpion was able to keep the camera on it the entire time. \n\nFort Fire Storm itself was very easy to get through. I don\'t know who taught these soldiers how to shoot, but I was able to run right past them without their bullets ever coming close to hitting me. I pitied some of them too much to kill them. Deep into the fort, a few could\'ve easily finished me by just moving a step or two in my direction, but they didn\'t. I don\'t know if the brainwashing made them stupid, or if they were too scared to face me, or even if a part of them realized I wasn\'t the bad guy. I didn\'t have time to ask or consider the morality of my actions. Before I was able to exit the fort, I had to destroy a huge tank with three soldiers. Knowing the one in the middle was in control, I focused my shots on him, while sidestepping the bullets from the other two soldiers. Within no time, he died, the tank exploded and killed the remaining soldiers, and I danced on top of the wreckage to celebrate my quick victory. \n\nOn the other side of the fort was a place known as the Tropics of Torture. I was just happy to get out of that stuffy fort; I didn\'t care about any \"torture\" I might experience. The water was refreshing too, even with my littering it with all the dead. Before haphazardly jumping in the first lake, however, I took a moment to stop anybody from jumping in along with me. When the second lake became a little crowded, I thinned it out by shooting some soldiers approaching me from behind; I\'d rather be safe than sorry. Soon after exiting the water, a huge mechanical spider attacked me. Boy, these aliens sure have an imagination. I couldn\'t have asked for a better fight against this thing, as I smashed it in record time. Well, maybe I could\'ve been a second faster. I know I could\'ve definitely been faster at \"The Wall,\" which nearly knocked me on my ass when I rose up from the ground. I was incredibly lucky I didn\'t die during this battle, which was close to happening three times over. With a keen eye, I was able to avoid its bullets by the skin of my teeth. After tearing down the wall, I looked over at Scorpion, who was hiding in the bushes. Sensing my disappointment with the \"slow\" battle, he gave me a thumbs up. \"There\'s nothing to be embarrassed about,\" he said, \"the fight looked pretty sweet on my end.\" Man, what a friend. \n\nNext on my route was the Lair of the Jungle Aliens, a boring place where I rode some elevators. At least the aliens had some good music blasting through the place, and I couldn\'t help but use my gun as a make-believe drum stick. I gotta waste time somehow. When the first elevator stopped, I jumped to the one above it as fast as possible, which started up right after I landed on it. The ride to the top was smooth. Winged creatures and bubbles fell victim to my wrath. \"Take that you scary bubbles!\" By the way, I was so accustomed to using my lowly rifle that I didn\'t feel the need to find a better weapon against those that deserved it - those dirty aliens. When the elevator finally stopped, I looked up to see some sort of chandelier. Pretty, I thought, until the thing started shooting lasers at me. I demolished it pretty fast, though I wish Scorpion would\'ve captured the entire explosion on tape. \n\nUpon exiting the jungle aliens\' lair, I was awestruck by the majesty of Massacre Mountain. Too bad I couldn\'t stick around to soak up the sights. As I made my way up, I was caught off guard by some dudes with jetpacks shooting at me. \"Holy shit, they have jetpacks!?\" I yelled as I lost my footing and fell a few feet back down the mountain. I climbed back up, took care of the brainwashed soldiers, and then took a few seconds to avoid some boulders, boulders that I could\'ve gotten past quicker had I jumped in the right spot. Nuts to that though. Before long, I encountered the Krypto-Crustacean, a ship of skulls that was less intimidating that it looked. However, I was so angry about my fall down the mountain earlier that I couldn\'t focus on the battle and thus, didn\'t take down the ship as fast as I had hoped. \n\nAs I said before, Red Falcon had recruited some friends. One of them was Jagger Froid, and I was now in his lair. The path to him was full of peril, from spiders shooting bullets that were hard to see against the background, to mouths that popped up out of the ground without warning to shallow you whole. There were also these one-eyed, brain-showing creatures that kept spinning around me. They weren\'t that bad; they just wanted some company. I told them to scram, for I had things to kill. They left, and luckily, it didn\'t take long before I was face to face with Jagger himself. \"Time to bomb his ass,\" I grumbled as I unleashed a barrage of bullets into his gnashing teeth. My celebration was cut short when I learned I only destroyed a decoy. I figured Jagger wouldn\'t have been so easy to kill. Or so I thought. He was just as easy. I gave Jagger such a beating that his pet snake slithered into a hole, too afraid to come back out. Red Falcon should\'ve hired better help. \n\nIt turned out Jagger was guarding the entrance to the Radioactive Lava Fields. This place sure was annoying, what with all those aliens constantly running up behind me. Thank God that one didn\'t kill me right before the last purple monster. I then shot my way down through a bunch of green skulls so fast, that my trigger finger became numb, numb at the worst possible time and place. This was the most difficult part of my mission, and it was a pain to make it past those spider pods alive. After vanquishing the second pod, two spiders dropped down from the ceiling, disturbing my strategy and forcing me to wait before dropping down to the next level. A few more drops, then I was looking up at the Temple of Terror, the last line of defense before Red Falcon\'s Poison Palace. The battle was long, the battle was sloppy, but considering how I couldn\'t even feel my hands at this point, I\'m satisfied with the outcome. \n\nAfter taking a few seconds to recuperate after that last confrontation, I headed for Red\'s location. The most embarrassing thing would\'ve been to die by falling in a pit, especially after all that I\'ve been through and being so close to the end. So I steadied myself before each jump. Finally, after getting nearly killed by an alien after jumping over the last pit, I found Red Falcon ... and he soon found himself dead. Whew! What a journey. \n\nSo, that\'s it. Thanks to Scorpion for recording my run, Nate for transferring from VHS, Radix for having a place to show it, and the rest of the staff at SDA (DJGrenola and Mike Uyama, among others). Thanks also to everybody who expressed an interest in seeing this challenge completed, including Frezy_man, vgmrsepitome, and stanski, who, by the way, made it possible for me to finish challenge in the first place.','2007-06-04',0,992000,11,'SuperC_NoItems_1632',1,8,0,NULL),(0,1129,NULL,194,'',NULL,'2004-11-18',0,12400,2,'Mario64_Slide_Shortcut_124',1,9,0,NULL),(0,1130,NULL,194,'',NULL,'2003-08-29',0,19400,2,'Mario64_Slide_194',1,9,0,NULL),(0,1131,NULL,194,'',NULL,'2004-07-23',0,20400,2,'Mario64_Slide_AllCoins_204',1,9,0,NULL),(0,1132,NULL,194,'',NULL,'2003-04-12',0,16000,2,'Mario64_Koopa1_Cannon_160',1,9,0,NULL),(0,1133,NULL,194,'',NULL,'2004-11-18',0,18600,2,'Mario64_Koopa1_Warp_186',1,9,0,NULL),(0,1134,NULL,194,'',NULL,'2005-04-22',0,18700,2,'Mario64_Koopa1_187',1,9,0,NULL),(0,1135,NULL,194,'',NULL,'2005-03-04',0,9900,2,'Mario64_Koopa2_Shell_099',1,9,0,NULL),(0,1136,NULL,194,'',NULL,'2004-10-22',0,13000,2,'Mario64_Koopa2_Flyguy_130',1,9,0,NULL),(0,1137,NULL,194,'',NULL,'2003-07-13',0,15600,2,'Mario64_Koopa2_156',1,9,0,NULL),(0,1138,NULL,194,'','Firstly, got to hand off some thanks to some people like Ilari Pekkala, the previous holder of this run and his vid on here which showed me where all the little tricks were and also Marius Mollnhauer who wouldn\'t stop talking about all these great splits he had but also share some nice information and vids in his runs. Well before this record it was about two weeks where I made my first time of 56:xx those glitches were hard to pull off. With practice I made it to this. This run in my eyes was not the smoothest in the beginning. Had troubles in the Princess\'s Slide and no lakitu skip in the beginning which was about 7 sec right there. Also then the first missed Bowser Throw another 10 sec. But once I reached the area with the glitches is when I really made up ground. I would say I barely lost any time doing those as where most runs is where time is lost. And finally...the final bowser, couldn\'t have been any happier in the world all three perfect throws fast and clean. I know much Much time can be taken off even to the low 18 mins so hopefully I\'ll get some better runs soon.','2005-05-28',0,1187000,11,'Mario64_16stars_1947',1,9,0,NULL),(0,1139,NULL,194,'','Welcome to my 1:01:32 70-star speedrun for Super Mario 64! I popped in the game for the first time in years in about February for a casual play-through. While doing so, I found many different shortcuts for getting to stars a lot faster than intended. I thought about doing a 16-star run, but concluded that such a short run would not be able to show off the vast array of tricks I was coming up with every minute. So I decided to do 70 stars instead, aiming for about 1:10 (or a rate of 1 star per minute). This quickly dropped to 1:05, then gradually to 1:04, 1:03, 1:02, and in a sort of madness, 1:01. I\'m glad I kept chugging along, because the result is a run that beats the previous world record by over 11 minutes and is consistently awesome-looking throughout. \n\nI started writing down times for individual stars, and set an arbitrary limit of 50 seconds as a usable time for a star. I don\'t think I actually succeeded in getting 70 different stars under :50, but the intense competition between close stars led me to come up with some really neat routes, and to use some stars that you might not expect to see in a 70-star run. I also tried to take into account the time spent moving through the castle, which meant that I wasn\'t able to get the Vanishing Cap or its star since they\'re so far off the beaten path. There were other stars that were extremely fast, but required a really slow star beforehand so I wasn\'t able to get them (like the slow \"Go on a Ghost Hunt\" before the fast \"Big Boo\'s Merry-Go-Round\"). All in all, these are probably pretty close to the optimum stars for a 70-star run. \n\nFun fact: I completed the game without backflipping a single time. \n\nObviously, 1:01 is extremely close to the aesthetically-pleasing \"sub-hour.\" What are the chances this can be done? Well, by crunching the data from 4 separate runs I completed, I calculate a perfect game to be a very high 0:58. There aren\'t that many VISIBLE mistakes in my run, but I lose a ton of invisible time simply because a human can\'t play with pixel-perfection for a straight hour (much less five minutes). So yeah, there\'s a bit of room for error... just not really room that the player has a lot of control over. Until more shortcuts and tricks are discovered to give a wider margin of error, the sub-hour run that everyone would very much like to see doesn\'t seem very likely. But until then, what I\'ve done here should serve as a great starting point for anyone who decides to be a hero and try =) \n\nEnjoy the run. \n\nExtended comments: \n\nFor the viewer\'s benefit, I\'ll now make some notes on each of the stars I used so you can understand what\'s happening and what I was thinking, that sort of thing. Maybe they\'ll help you if you decide to try a run for yourself. You can read them as you watch the video. It\'ll be fun! \n\nBeginning: I kick things off here with the nifty \"Lakitu skip\" trick (this method discovered by Curtis Bright?). You have to land on the very edge of the railing to avoid the trigger for his speech, which can be frustrating to do consistently; but it\'s a free 7 seconds, at the very beginning of the game no less, so I restarted immediately if I didn\'t succeed. It\'s just too awesome to pass up! [ol] [li]I always said to myself, \"There\'s no way I\'m using the King Bob-omb star. No WAY.\" But eventually I got the time pretty low (by using the world-record \"Race Koopa the Quick\" strategy), and this star allowed me to use the cannon for the \"Shoot to the Island in the Sky\" and \"Mario Wings to the Sky\" stars. They\'re both fairly quick in their own right (and having 3 stars from this level right off the bat allowed me to go straight to Cool, Cool Mountain which saves some castle time as well), so King Bob-omb is here to stay. [li]To be honest, I never timed the difference between aiming straight up, and just shooting straight into the \"!\" box. I always assumed this way is faster, but even if it\'s not, it\'s still cooler =) Shooting into the box is actually trickier than it looks; the box is slippery, in that you might skim over the top, off to its side, or even under the bottom of it without actually bouncing OFF. You can also aim lower so that you catch the edge of the island itself and roll to your feet, which is a couple seconds faster than shooting into the box but a much tougher shot. [li]The Chain-Chomp gave me a beatdown, probably a good 10 seconds lost... but can you really expect him to NOT give you a beatdown? An alternative to pounding the pole is to grab the little bomb guy walking around and use his explosion to push you through the gate itself. I didn\'t know about it when I did this run, but: 1) it\'s not that hard, 2) it saves about 10 seconds of cinema-watching, and 3) it\'s very early in the run. I encourage future 70-star runners to incorporate this trick! [li]Sort of messed up the triple jump into the chimney, 2 seconds lost. You can long jump from the very beginning of the slide all the way down to the finishing tunnel... It\'s really, really tricky and I never had much success with it though. The strategy I borrowed from Marshmallow is only a little bit slower, but it\'s easy as heck =) [li]This was another thing I borrowed from Marshmallow that I\'d never even thought to try. I used to grab the baby penguin and go down the right side of the mountain to the red coin ledge, then slide down the white and blue slope down to the bottom. That way was like 5 seconds slower, and harder too. It\'s very easy to mess up when grabbing the baby penguin. [li]I didn\'t really want to use this star since it takes 56 or more seconds... Eventually I did end up using it as a substitute for \"Somewhere Over the Rainbow\" or whatever from Rainbow Ride, which is tons more difficult and just about the same length. [li]I really like this star. Jumping from the beginning all the way to the bottom is super cool, and a few seconds faster than bouncing off the flower-dude\'s head as well. My success rate with the jump wasn\'t that good until I started to rotate the camera to the right. [li]I usually go for this star first in Whomp\'s Fortress since the text box at the beginning puts the red coin Thwomp in just the right position for me to jump on his head without any trouble. There\'s a route for this star that is actually about 10 seconds faster, invented Curtis Bright, which is really crazy and random. My way\'s still pretty quick anyway. [li]Doing the Ground Pound through the King Whomp was something I picked up from StefanvanDijke\'s 16-star video. Pretty nifty. [li]Nothing too out of the ordinary here. I really like this star since it\'s so quick and easy =) [li]I messed up the wall kick here a lot more than one might suspect >_> [li]Shooting into the cage from the cannon takes almost exactly the same time as flying up with the owl, and I\'m actually not very good with the owl. [li]The very fastest way to do this star is about 5 seconds faster than what I did here. After bouncing off the wall, you triple jump up the slope with the red coin, wall kick off the left wall up to the center of the rotating walkway, and dive over to the star. I wasn\'t aware of this method until like two weeks after the run was done, which sucks because it\'s cool and I could have saved 5 seconds =( [li]I borrowed the general idea here from the world record (12.4 seconds?) video, but I didn\'t do it nearly as efficiently, so I basically lost a second on this star (and the next). [li]Yep. [li]Note how I long jump away from the circle before I teleport to the level =) [li]The Bowser stages are among the most technically-demanding in the entire game. You have to be precise in every single thing you do, or you\'re probably going to die... This particular run fortunately went very well. Note that running through the level without the coins or star can be done in 32 seconds, whereas getting the coins and star can be done in 1:06. The difference is 34 seconds, which is what I consider the time it takes to get this star since you have to go through the level anyway! I missed a Bowser throw, and I almost NEVER miss on this first one. [li]Lining up the shot to hit all 5 coins in a row is really hard for me. Honest. [li]I like this star, too. Quick and to the point. [li]The wall kick up to the second floor is one of my favorite tricks. The Big Boo fight could have gone a little bit better though. [li]I normally grab MIPS on my first dive, going left around the corner in front of Lethal Lava Land. I missed, but didn\'t panic and still caught him right in front of Shifting Sand Land (as I\'ve done many times before), so no time was lost. Hurray! [li]The triple jump to the roof of the building is a Marshmallow-ism that I used. While doing this star, the green shell likes to randomly explode while going up the pillars... If it happened on the first pillar, I would have long jumped over to the pyramid and gone for the \"Shining Atop the Pyramid\" star. If it exploded on the second pillar, I would have died, no questions asked. If it exploded on the third or fourth pillars, I would survive and still go for this star, albeit on foot. Luckily, none of these things happened =) [li]This is among the top 5 toughest tricks in the whole game, and I\'m really glad I succeeded on this run-through just because it\'s so damn cool. Instead of waiting for the vulture at the pillar, you catch him at the top of the pyramid and kick the star out of his claws! What you do really depends on the Shy-Guy, though: if he shoots fire or flies away early, you use this method; if he flies at you, you bounce off his head and smash into the vulture in mid-air then float slowly down to the star; if you mess up at any step of the way, the contingency is to go straight for the pillar and meet the vulture there for a loss of 7 seconds. [li]Super slick. It never occurred to me to go over the hill at the beginning until I saw Stefanvandijke do it. [li]What I always used to do was jump on top of the grey box past the volcano and long jump to the Bully\'s island, grabbing the edge and not touching the lava... I often died while doing so. This run was the very first that I started just long jumping into the lava and losing like 2 seconds, but at least I didn\'t die! [li]The fight against the mini-bullies can be won in one shot: when you land, run to the middle to grab the attention of all three, then lead them to the side and do a single ground pound. I think I only ever succeeded once with that because they liked to knock me into the lava... I started to attack them one at a time, and had some good success with that, so I\'ll take the loss. [li]Yep. [li]The triple jump off the blue arch is pretty slick, or at least I like to think it is. I almost always undershoot the star, or hit it dead-on. I have never gone PAST it before. [li]Hey, do you know what would have sucked? If instead of perfectly triple jumping over the \"lego smasher\" and continuing on without incident, I somehow glitched through it and lost several seconds via pounding. That sure would have sucked. ... Oh, wait. [li]Pretty slick. [li]Long jumping straight over the pit and onto the brown slope is another of StefanvanDijke\'s moves, very smooth. MY move, however, is getting up to the star without jumping off the monster\'s head =) [li]The boulders coming down the slope are random. Whenever they came along the left wall, the only thing I could try to do was jump over them. Guess how often I succeeded? (The answer is never.) [li]There are two routes you can take to get to this star, and I\'m pretty sure this one is the faster of the two. [li]Bam! Surprise wall kick up to the floating platform! The crowd goes wild! [li]Talking to Toad AFTER the Hazy Maze Cave is like 2 seconds faster than doing it beforehand, or so my theory goes. [li]Jumping off the back fin of the sub is a couple seconds faster than swimming to the walkway and climbing the blocks, by my timing. I think I only timed that way once though, so who knows? I get style points for this way though. [li]I\'m not sure HOW I always manage to hit the first ring at such a weird angle, but I do somehow! [li]Hitting the chests on the first try is harder than it looks. Sometimes I\'d putz around here and lose 20 seconds all at once =( [li]This star gave me nightmares. There\'s so much potential for huge losses and even death, and it certainly ended more than one good run for me! I fumbled around when getting up to the first pole the second time, which caused me to miss the long jump over to the blue platforms that raise and lower. Fortunately I still got up there before they lowered too far, but I lost a couple of seconds because I normally wall kick off the grey railing and grab the edge instead of running up the walkway itself. In the fight, I missed a throw for about 15 seconds loss, which is embarassing because it\'s such a short throw and I specifically practiced it like 30 times in a row so I wouldn\'t miss it when the time came... The stage without coins or star can be done in 53 seconds, whereas getting the coins and star can be done in 1:33. The difference is 40 seconds, which I consider the time to get the star since you\'re going this way anyway! After the level, note the teleportation to the lobby, which is about 7 seconds faster than running up there manually. Then I jump up through the stairway to the second floor. Done perfectly, it\'s a few tenths of a second faster than running up like normal. Whether I did it perfectly here is up for debate. [li]I go for this star first since it\'s just so easy to enter the painting at the top when coming up from the stairs... My route over the cage and over to the black platform is 2 or 3 seconds faster than the conventional way over the narrow bridge, but probably much harder. [li]Nothing to say about this. [li]The turnaround wall kick up to the spiral ramp is cool as hell and faster than any triple jump you might try. The wall kick up the elevator shaft at the end is a little bit risky, but it saves at least 7 seconds of elevator-riding and is also mega cool. Definitely one of my favorite tricks. [li]The route I used here has potential for about 41 seconds, but I didn\'t do it all that well and took more like 45 I think. There\'s a route by Curtis Bright that can get the job done in 37 or 38, which involves wall kicking off the first \"!\" box to get the secret. Very neat. [li]I dislike fighting these piranhas, but I\'m not really sure why that is. [li]The triple jump up the slope is pretty neat (and quick) but leaves you open to Chuckya if you don\'t dive. You might also have never seen the turnaround jump up near the beginning. [li]I didn\'t really want to do this star, but I got it down to 49 seconds, was in desperate need of more stars during the planning stage, and it\'s just so EASY. So here it is. The world record for the race is 9.9 seconds, but that involves getting the green shell before the race starts and that would waste time. I don\'t actually LOSE any time, since I can\'t get the star until Koopa the Quick finishes. I even took the time to kill a huge Goomba too, look! [li]The turnaround jump onto the \"!\" box is the fastest way up to the higher level. Sometimes I fell in the water and lost big time, but I hit it on the second try this time. After the third secret, the plan is to triple jump up onto the tree[-] quick, easy, and sexy. Instead, I got hit by fire and had a huge chance of dying while running around. But when you really think about it, isn\'t that just as good? [li]This was perfect I think, except for the fudged-up wall kick at the very end. I love wall kicking to the wooden walkway to get in the cave. [li]I love Toad and want to marry him. [li]I always go for this star first in Tall, Tall Mountain due to the possibility of falling from the waterfall and needing to go for another star quickly. That usually doesn\'t happen actually, and it didn\'t this time either. [li]This went really smoothly. What isn\'t apparent in this video is the possibility of a much faster route: glitching up to where Chuckya is instead of riding the wind; bouncing off the Shy-Guy\'s head, landing on the slope to the right of the waterfall, and continually jump kicking up to standable ground; doing a triple jump wall kick up to the walkway in front of the waterfall; and triple jumping again right up to the star. Courtesy of Curtis Bright, that route is way too crazy for me. [li]My plan here is to bounce off the Shy-Guy and float safely to the star, just like anyone else... but the Shy-Guy FLEW AWAY. Son of a bitch. So then I made a decision, on the fly, to long jump from the end of the log directly to the mushroom. I\'ve done it dozens of times, and it\'s actually quicker than floating slowly across, but I don\'t prefer the long jump in a speedrun because sometimes an invisible wall randomly appears in front of the mushroom and I would bounce off and die, losing nearly a minute in the process. But at this point, there was no other way! This might have been the biggest *hold-my-breath* moment of the run... Would the wall be there? Would this run be ruined? Would I have to spend MORE time on this project that had already eaten up three months of my time? ...... I landed safely on the mushroom. [li]For the longest time, I never even knew about riding the wind over here. I always went around the mountain like normal and (just like you see here) jumped over the edge, taking around 25 seconds. Then I learned about riding the wind, and I magically saved 10 seconds on this star, 10 on the \"Lonely Mushroom\" star, and several combined on \"Top of the Mountain\" and the waterfall star. All thanks to the wind! [li]Not much going on here. Jumping across the mushrooms scares me a little bit, but I\'ve only died 2 or 3 times ever while doing it. [li]Ready for some long-windedness? Here we go. Since I didn\'t get the Vanishing Cap, I couldn\'t get \"Into the Igloo\" and open the cannon to shoot to this star in less than 10 seconds. Still, the route I use here is capable of 19 seconds, and when you take into account the time to open the cannon during \"Into the Igloo,\" I really don\'t lose any time at all! Now then, the long jump across the bridge is extremely tricky: If you start the jump too early, you won\'t go far enough across the bridge and you\'ll be blown off. If you start it too late, you\'ll probably slide off the other end of the bridge. If you don\'t manage to long jump at all, you\'ll start the snowman\'s dialogue box and will have to triple jump OVER his breath (yes, it\'s possible). If you bump into the penguin, you\'ll land smack dab in the middle of the bridge and will get blown off, guaranteed. If you do a good jump but somehow go too slowly afterwards, you\'ll still get blown off. Being blown off costs 30 seconds... it was IMPERATIVE that I make this jump. The camera angle I use gave me the best success, as opposed to a sideways view. Long jumping diagnally over the gap on the other side also seemed to help a lot. What you see here is only 2 seconds away from optimal because I missed the double jump at the very end. I am obviously very happy with this outcome =) [li]By diving onto the ice and sliding into the Ice Bully, I deal continuous hits to him and push him over the edge without chance of incident. [li]This star can be done in 4 seconds flat. I don\'t think I do that here (more like 5!) but this is really awesome. [li]Triple jumping over the slope and diving onto the walkway of moving ice is a couple seconds faster than long jumping around the snowman. I\'m not really sure how it compares to using the cannon, but that option wasn\'t available anyway, so I didn\'t sweat it. [li]I missed the last coin and spent a few seconds circling around it like a fool. That has never happened before. [li]Oh, Tick-Tock Clock, bane of my existence. Maybe I\'m a fool for taking all 6 stars from it, but fact is, they\'re some of the fastest stars in the game. Climbing the red coin platforms at the beginning (for every star) didn\'t occur to me until long after I\'d started recording runs, and you wouldn\'t think so, but it is super tough to do it perfectly. If you bump into the wall at any time, there\'s a really good chance you will fall all the way to the bottom, right between all of the platforms. Then if there\'s a bomb guy at the bottom and he explodes, there\'s a chance that you\'ll be pushed through the floor and you\'ll die. Sometimes you fall through the floor anyway WITHOUT the bomb guy! You don\'t even have to bump the wall to fall[-] if you don\'t jump high enough to get to the next platform, you bump the side of that platform, which acts like a wall and makes you fall... So there\'s that. This first star went pretty much perfectly, except for the botched long jump at the end. I landed on the hexagon platform and jumped up into the cage from there, which worked really well but cost a second or two. [li]Nothing to complain about here, surprisingly. [li]Long jumping across the level and landing in the nook with the star is so badass it scares me. [li]Had a bit of trouble getting on the thwomp\'s head, but it went pretty well otherwise. There\'s a method I came up with that doesn\'t involve the thwomp at all: long jump off the conveyor belt and wall kick up to the platform with the star. The timing of the wall kick has to be dead-on, or you won\'t get high enough. I wasn\'t in any mood to lose 10+ seconds by falling up there, so I took the slower way. A perfect run of this star is about 45 seconds... most of the time, that won\'t be achieved though. If I found some better stars for a 70-star run, this would probably be the first one on the chopping block. [li]The reason I don\'t go directly onto the wire-mesh floor near the end is because sometimes an invisible wall appears right there. Bumping into it = falling = immediate death = whole minute lost. So, I took the safe way onto the curved platform and spared myself the grief. [li]This went well. [li]<3 Toad [li]Rainbow Ride. Another bane of my existence. There are infinite possibilities for mistakes (and death!) spread out among the 4 stars I get here... This level\'s a real run-killer, no doubt about that. The triple jump wall kick onto the rotating platform at the beginning is several seconds faster than long jumping over to the pole and climbing up it. It is possible to kick off the side of the platform and actually land ON the spinning platform to the left, but that is fairly random due to the very nature of a platform that spins[-] wall kick off the wrong angle and you\'re pretty much dead. I settle for this method that is 2 seconds slower but tons more consistent... The long jump straight over to the falling platforms is an amazing time-saver, but pretty tough. You have to run along the right fence at full speed, facing STRAIGHT ahead, and then push slightly to the right near the end of the long jump. This whole star went flawlessly. [li]Flawless again. You could probably take a slower route without losing any time because of the need to wait for the swinging platform... [li]The triple jump wall kick up to the red coin on its own ledge is an invention of mine. It is pretty easy to mess up by falling off any of the platforms; wall kicking too low and not being able to grab the edge of the ledge; or bumping into Lakitu (if he\'s there) and somehow falling. After the first coin is a low jump that leads into a double wall kick off a very narrow wall. The only mistake on this star is missing that low jump and having to use a sort of drop-down triple wall kick instead. Fortunately I was prepared for this! [li]Cruiser Crossing the Rainbow. You certainly wouldn\'t expect this to be in a speedrun, being that riding the many carpets up and around takes like 2 whole minutes. In the planning stage of the run, I developed a method that avoids all the carpets and takes around 45 seconds. It was really tough and sort of random, but I was prepared to go for it... Fortunately, my route turned out to be worthless thanks to Curtis Bright: he had a route that gets to the star in a mere 28 seconds. Yeah, 28. Jesus. It took a TON of practice to be able to pull his route off with any consistency at all, and I even ended up having to compromise with a slightly slower trick due to the difficulty. In the real route, you double jump (or long jump) off the falling block at the top of the maze, wall kick off the falling block on the other side of the transparent green block, wall kick off the green block itself, land on the falling blocks, and do a long jump over to the falling blocks by the walkway in front of the \"cruiser.\" This is a really tough thing to do, especially the final long jump. Doing it that way involved pulling slightly back on the control stick in mid-air[-] at full speed, you bump into the wooden walkway above the far falling blocks (which caused you to die or fall way down for a big time loss). Pulling back too far means you\'re too low to grab the edge of the far falling block, leading to more falling. My alternative is easier and more consistent, but about 5 seconds slower. The key is to grab the edge of the very first falling block and pull yourself up onto it. Starting to run from there gives you just the right speed to long jump and grab the far block without touching the control stick at all. My consistency reached nearly 100%! The only problem was getting in position to pull myself up onto the block. The solution was long jumping to the platform below and then doing a triple jump wall kick back up... The result is a ~35 second run of \"Cruiser Crossing the Rainbow\" that will BLOW YOUR MIND. I even saved it for the last star of the game to further the effect =) [/ol] \n\nEndgame: Bowser in the Sky is super tough to do perfectly. I daresay it is another bane of my existence (there are many of them). Without question, the toughest trick is the triple jump across the floating blocks to avoid using the moving \"arrow\" platform. Any slight miscalculation leads to a good 20-second fall and perhaps a spoiled run (and at an hour into it, that\'s no small thing!). After it ruined what would\'ve been about a 1:01:50 run (assuming I beat Bowser perfectly, which, admittedly, probably wouldn\'t have happened), I practiced the jump like crazy[-] the result being that I hit it dead-on in my final run here. The second toughest trick is the turnaround jump off the top of the triangle-shaped block to grab the pole. It\'s very narrow up there, and if you fall like I did, you face the wrath of the bomb dudes. I succeeded on the second try though, so no big loss. The Bowser fight is what really made me lose sleep... One of the more creative boss fights I\'ve seen, but dammit, doing it perfectly is HARD! All of the throws are from far away and Bowser has to be spinning at full speed to go far enough. I missed only one throw this time, which is better than I usually do =) On the last throw, the platform was breaking up around me and causing the game to slow down. I lost a few seconds by waiting for it finish, but it was worth it when I nailed that throw. \n\nSo that\'s pretty much everything you ever wanted to know about this run[-] the thought processes, the alternatives, and the parts that inspired dread in my heart. Now any would-be challengers know exactly what they\'re getting themselves into ;)','2005-05-29',0,3692000,11,'Mario64_SS_10132',1,9,0,NULL),(0,1140,NULL,194,'','I think everything that follows here can be aptly summarized in one sentence: This was a helluva lot harder than it looks. \n\n[b]Credits[/b] [ul] [li]Radix: For hosting the run [li]Nate: For performing various feats of technological wizardry [li]Jacob \"LeCoureur103\" Cannon: His 70-star run was the standard that I strove to meet for this project. His strategies strike the ideal balance between speed and consistency, and I adopted most of them for my run. [li]Curtis Bright: The coin lists on his [a http://www.student.cs.uwaterloo.ca/~cbright/sm64/]website[/a] were invaluable for planning my 100-coin routes, and many of his videos also had helpful strategies. [li]Jeremy \"spiderman88mil\" Taylor: As the author of the previous 120-star run, his work was naturally another reference for my run. [li]FODA (and anyone else involved with the 120-star-TAS): I cannot deny that the TAS test run and FODA\'s periodic WIPs were an invaluable resource; I gleaned quite a lot of useful strategies and information them. [li]And finally, everyone who provided feedback and moral support in the [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1138488859]Discussion Topic[/a]. [/ul] [hr] [b]General Comments[/b] \n\nAfter I finished my Banjo Tooie 100% Run back in December, I was contemplating a 120-shine Super Mario Sunshine Run for my next project. But, I decided that I wanted to try something I\'d never done before: a single segment run. Since SMS 100% didn\'t seem like the best choice for this, I decided to go with its predecessor; for my inaugural SS run, I picked a game that I hadn\'t played in over 9 years. (When I started out, I didn\'t even know how to long jump!) \n\nThis run was a radically different experience for me; unlike my previous works, the focus here was much more on frequent practicing rather than planning. (I planned out most of my 100 coin routes myself, but most of the other strategies were taken from various sources cited above.) And having never done anything quite like this before, I can honestly say that I had no idea what I was getting into. This run, which I had originally planned to finish back in April, wound up taking more than twice as long as I\'d anticipated. (My humblest apologies to anyone who was misled by my various monthly forum posts, promising that I was \"almost done, really!\") It also basically destroyed the analog sticks on all three of my remaining N64 controllers. \n\nStill, I think the final product is worth it. As you\'ll see, this run, while certainly not perfect, nonetheless completes the game without any deaths or serious errors. It\'s quite solid overall. \n\nThat should cover the basics. I was originally shooting for sub-2:15 here, so sub-2:10 is even better. Overall, I\'m quite satisfied with this run, and I hope you are too. Enjoy! \n\nIf you have any questions or comments about this run, you may contact me on AIM at XDragornX. [hr] [b]Detailed Comments[/b] \n\nBefore I get to the individual star comments, I\'ll discuss the overall route I took through the castle. In the beginning, I take care of some of Bomb-omb Battlefield (obviously that level has to be first), then Cool Cool Mountain (this level is loaded with run killers, so it\'s best to get it out of the way early), and then Bowser in the Dark World (another run killer that I want to finish early for the same reason). After that, I tackle the other half of the ground floor: Jolly Roger\'s Bay, the Princess\'s Secret Slide, and the Wing Cap. At this point, Whomp\'s Fortress and the Secret Slide Part II could be completed, but since they\'re pretty easy, I prefer to complete them much later in the run (right before heading upstairs). So I just finish off Bomb-omb Battlefield and move on. \n\nHere, the route gets a little more interesting. One possible route (and the most obvious) is to get the vanishing cap, then backtrack to the basement, complete the 3 levels there, then Dire Dire Docks + Bowser, then Big Boo\'s Haunt, and finally return to the ground floor normally. The alternate method (which I picked from the TAS) is to warp back to the lobby after getting the vanishing cap, complete Big Boo\'s Haunt, then Dire Dire Docks + Bowser, then the basement, and finally warp back up to the ground floor. In addition to eliminating lots of tedious backtracking, this also lets me tackle Dire Dire Docks + Bowser much earlier. (Those areas are also notorious run killers that I want to complete ASAP.) \n\nThere\'s not really anything to say about the route for the upstairs area; that\'s pretty standard. \n\nYou\'ll notice early on that I seldom collect stars in the order in which the level presents them; this might seem random, but there\'s usually a method to the madness. Sometimes, it\'s necessary for strategic purposes; for example, in Snowman\'s Land, it\'s necessary to complete \"Inside the Igloo\" before \"Snowman\'s Big Head\" because I activate the cannon in the former star. Barring those restrictions, I also usually like to mix up easy stars and more difficult ones; that is, I like to use the easy stars as recovery periods between more difficult ones. And sometimes I just do weird things like collecting the Big Boo\'s Haunt stars in \"Memento\" order (last, first, second-to-last, and so on). \n\nFinally, you\'ll notice in these comments that I usually have more to say about stars where things go wrong as opposed to one\'s that go perfectly. I guess that\'s just the nature of the beast. \n\nWell, here we go. [ol] [li]Oh dear God, how I grew to loathe this opening cutscene... 45 seconds of agony for every restart. (And there were many of them!) Anyway, like LeCoureur103, I employ the lakitu skip here. It took a ton of practice, but I was eventually able to achieve decent consistency with it. And since it\'s the beginning of the run, messing up isn\'t a very big deal. (Like he says, it\'s just too cool to pass up.) After that comes the first star in Bomb-omb Battlefield. This glitch here, along with the lakitu skip, killed the majority of my runs. It\'s pretty difficult, which is why I tackle it first among the Bomb-omb Battlefield stars. A dead run at this point is about 2 minutes lost altogether. [li]This follows the strategy in LeCoureur103\'s run almost exactly (which I believe was a WR Strat for the Koopa the Quick Race). No problems here. [li]This is a pretty tricky cannon shot: too low, you bounce off; too high, you sail over the island. Still, \"sliding\" over the top of the island just looks so damn cool that I can\'t resist. [li]Cool Cool Mountain is pretty tricky. For this first star here, I\'m not sure if this crazy wall kick is any faster than going around the normal way; but again, it looks cooler. [li]This is another standard strategy. It\'s best to ground pound right before impact. Of course, if you hit the button too late, you crash. Kinda like this. [li]Pretty nifty. I found changing the camera perspective when entering the slide to be quite beneficial. [li]The first 100-coin star. Getting it along with penguin race is quite difficult, which is why this is another infamous run killer. As you can see, it got off to a rocky start. First I mistakenly dove onto the slope, and then I missed 3 coins on the way down. I had to grab the extra red coin on the bridge to make up for this. And while I normally have a 1-coin margin-of-error on the slide, I obviously couldn\'t afford that this time. I still managed to salvage it though. [li]One of the nice things about getting the 100 coins on the penguin race is that, since you have to wait for him to get into position afterward, you don\'t lose any time collecting the star. [li]This is a modified version of a strategy from one of Curtis Bright\'s videos. It went well. Sliding down the slope, over the chasm, and then jumping the tree to grab the coin is pretty damn cool. [li]You know, this star gave me trouble way too many times for something so easy. Nothing went wrong this time though. [li]The first Bowser World... yet another run killer! There are so many of them... anyway, this is a little rough at a couple of spots, but pretty good overall. I followed LeCoureur103\'s strategy for most of it. Bowser went down without a hitch. [li]I hate swimming. (Not as much as flying, but we\'ll get to that later.) Nothing to see here, move along... [li]I guess it\'s possible to swim lower and still activate the eel, but it\'s really not worth the risk. [li]One of many stars where the metal cap is proved unnecessary. This jet stream is easier to penetrate than the one in Dire Dire Docks. [li]The second 100-coin star. There are only 104 coins in the whole level, so your options of what coins to collect are quite limited. A couple rough spots here (damn swimming!), but not bad. [li]Not much to do after grabbing the 100-coin star, just open the chest and get out... [li]This is pretty standard. No mistakes here. [li]I don\'t see much room for improvement of this red coin route. [li]This is another awesome cannon shot. Sliding along the wall before grabbing the star is sweet. [li]The Secret Slide Part I... this is basically LeCoureur103\'s strategy exactly. Short and simple. [li]For the longest time, I wondered if the towers here were solid or not. Eventually I learned the answer the hard way. (They are.) Oh yeah, flying. Oh how I despise the flying in this game. It\'s so difficult to control... nothing went wrong here though. [li]Pretty clean execution on this one. Another nifty cannon shot too. [li]Another red coin route from a Curtis Bright Video. Sometimes, an invisible wall is present over the bridge and screws up the wall-kick after collecting the sixth red coin. Thankfully that didn\'t happen here. [li]Collecting the 100 coins in this level is fastest with the Koopa Race, because of the empty time you\'d otherwise spend just waiting for him to finish. This was definitely one of my better executions of the star. Sometimes, a coin gets lost near the beginning, usually due to the crazy directions that the coins from the throwing blocks can take. In that case, I substitute a coin from a bomb-omb somewhere along the line. Also, my race time was exactly one minute, which is kinda cool. The last part of this level is a nightmare. There\'s so much that can go wrong when you\'re flying around (did I mention I hate flying?) and collecting all these coins. You could potentially gather many more of them from the air, but the flying is just too damn difficult/random. Finally, the obsessive-compulsive in me wanted to collect exactly 100 coins on all 15 courses, but I guess it wasn\'t meant to be... [li]After all that crap is finished, it\'s just one short cannon\'s shot to victory. [li]The vanishing cap course it home to the second-most-difficult trick of this run. In theory, you triple jump off the cap switch, then wall kick, and finally dive just over the top of the nearby fence, smoothly grabbing the star and escaping the level without viewing the annoying dialogue box. Yep, it\'s a lot harder than it sounds. It doesn\'t work very often, and this time was no exception. Worth a try though. [li]Ugh, I can\'t believe I actually messed up the entrance to this level twice in one run (it very rarely happens). This star went well though. Cool wall kick near the beginning. [li]No mistakes here. Cool wall kick near the end this time. [li]The direction that you face affects what direction Big Boo will fly off in. You can manipulate this in the battle to good effect, as seen here. Not bad. [li]Getting 100 coins in this level without stepping outside is pretty nice. Had some bad luck with the eye monster though. [li]Even MORE bad luck against Big Boo :( [li]This is a nice red coin route, from the TAS Test Run I believe. I especially like the double wall kick off the stairs. [li]Same wall kick here as on the first star, expect in the opposite direction. Pity I screwed it up the first time :/. Otherwise this is good. [li]Oh hell. The last 30 or so minutes have just been a warmup for the dreaded Star 34. I tackle this godforsaken thing first in Dire Dire Docks, because I just want to get it over with. The beginning of this star is a little rough, with some coins missed the first time. (Did I mention I hate swimming?) However, the real test is the sub. The various jumps and wall kicks involved here ruined many a good run. I pulled them all off quite nicely though, including sliding down the side of the sub and wall kicking to grab the blue coin platform. (That\'s the single most difficult trick of the run.) [li]Nothing much to see here, the hard parts are over. Although it\'s still quite possible to screw up the long jump back to the sub and slide off. [li]Not much to see here either. This star and the next are really just breathers to collect my nerve before Bowser in the Fire Sea. [li]This star isn\'t that hard, but once I got careless and allowed myself to get sucked into the whirlpool by the final chest. This came AFTER good execution of the red/100 coins stars. Most infuriating. Nothing went wrong this time. [li]This jet stream here is much more finicky than the one in Jolly Roger Bay. I had a lot of trouble swimming through the rings until I tried switching the camera angle. That also made it easier to swim to the star as well. Nothing went wrong here. [li]I... fell off the sub. WTF!? This just goes to show you that anything, no matter mind-numbingly simple, can be royally screwed up in an instant. [li]Welcome to Bowser Part II, where anything can go wrong, and usually does. I accidentally fell in the lava near the beginning, which, all things considered, isn\'t that bad. (I was still able to avoid waiting for the stairs to the final area.) And another smooth Bowser battle, w00t! [li]I\'d just like to say that this is really harder than it looks. Usually, I just miss the first ring and swim through the next 5 normally. In this case, I missed the second one, which resulted in a much more substantial delay. Bah. [li]NOOOOOOOO, I MISSED THE RABBIT!! This star went all right though. Riding the green shell over the sand pillars is always nerve wracking. Basically, I used the M.O. that LeCoureur103 describes in this comments; if the shell breaks on the first pillar, go get a different star; the third or fourth, finish on foot; the second... you\'re dead. A ruined run after 40-something minutes of playing due to random chance like that is quite irritating. [li]I must say, I\'m quite proud of this. Triple jumping up the pyramid to hit the bird right as he flies over, and then sliding down the other side to collect the star... damn that\'s cool. Of course, the tricky part is getting the timing down. That\'s what the 1-up is for; I found that doing the triple jump after releasing the 1-up and allowing it to bounce a couple times set the bird up perfectly. [li]The quickest way to get on top of that big red thing in the middle of the pyramid is to do some crazy triple jump + wall kick thing off the side... definitely not feasible here. My way is nice and consistent, and I still think it looks pretty cool. The fight went fine. [li]Well this started out well. The long jump off the fly guy to land on top of the stone structure is nifty. But it\'s all downhill from there. Missing that coin in the air was pretty stupid, and then getting hit by the fire... ugh. I salvaged it as well as I could. [li]This 100 coin route here is by no means the fastest possible... I made a lot of tradeoffs to get something consistent. (In particular, I pass over the 2 fly guys by the pyramid and the coin block in the stone structure, because their coins have a tendency to go everywhere and wind up in quicksand.) Still, I think it\'s well balanced. Also, this star is the SECOND instant of riding the green shell over the pillars. Usually, if it\'s going to break and kill me, it happens here, because that\'s just so much more insulting. [li]Have to be careful here not to miss the star and fall to a horrible quicksand death below. [li]Two reasons why I saved this for last: first, it prevents a tornado from appearing in the quicksand pool by the stone structure (the one I pass by on the green shell during the 100-coin route); second, it\'s a nice, easy \"backup\" star that can be quickly substituted if something goes wrong with big bird, the green shell, etc. [li]I had to skip Lava Land briefly here to make up for my earlier MIPS butchery. Thankfully I got him without wasting too much time. [li]Nothing went wrong here. [li]Pretty close call by the spinning platform. Owned the bully though. [li]This is such a nice star. Quick, easy, painless. [li]Well... I\'m usually pretty good with the bullies. Not this time though. Bastards nearly killed me. [li]This went well. I\'m not sure whether flying to the stone arch is faster or slower than getting there on foot, but this looks nice regardless. [li]This is a good 100-coin route... assuming that you don\'t lose the shell. Which of course I did. Messed up again right outside the Volcano too :/. At least the inside went well though. I nailed the triple-jump over the lego smasher that seems to give so many other runners trouble :P. [li]Just a quick couple of pole jumps here... [li]Toad... [li]This is from Spezzafer\'s 16-star-TAS... it\'s actually not the fastest way available. After you enter the pit area, you can do a wall kick off the wall to your right to grab an upper platform and then long jump to the star; of course, if you screw up the wall kick, you sail right into the pit and die, which is why I opted for this instead. [li]Road to the Metal Cap went off without a hitch. I particularly like sliding off the platform with the star. Metal Cap also went well. [li]Another 100 coins here. I accidentally skipped over one of the spider creatures near the beginning, and thus had to kill all 4 bats in the maze to make up for it. (Normally I only need one coin from them.) Other than that, this went well. 60 Stars, halfway there! [li]Finishing a 100 coin route with both stars right next to each like this is neato. [li]A small part of me dies every time I see this. It\'s just hard to believe that I could\'ve made such a monumentally stupid mistake. Most cringe-worthy moment of the run, right here. [li]Nailed the long jump off the moving platform to the very narrow arch with the fourth red coin. Got sloppy near the end, but this is still pretty good. [li]Quick and easy. [li]I\'m aware that this star can be completed without using the metal cap. However, I could never get decent consistency with that ground pound over the switch, so I just opted for the easy method. [li]Whoa, close call on the way out. Falling back into HMC would\'ve sucked hard. Caught MIPS perfectly on the second time though. [li]That little mess-up on the way to Whomp\'s Fortress is aggravating. This star here went fine though. [li]Pretty nice. [li]There\'s a lot of neat things in this 100 coin route. The triple jump up the slope by the cannon is particularly nice. Collecting the final red coin with 98 in hand (so that both stars appear simultaneously) is also a cool effect. [li]Yep. [li]Total ownage here. [li]You can get this star without the cannon, but that\'s WAAAAY too random for a speedrun. This strategy is the best bet. Unfortunately I messed up this time, but oh well. [li]Another great cannon shot. [li]The Princess\'s Secret Slide Revisited. I bet you\'d forgotten about this by now. No? Well, anyway, this is basically the same deal as last time. [li]Ugh, I missed the cool little glitch for the stairs to the upper levels. As for this star, well, my execution definitely could\'ve been better. [li]This, on the other hand, is awesome. Perfect triple jump at the beginning, perfect ascension of those yellow block stairs, and perfect wall kicking inside the cage. (And that last part is HARD!) [li]This is another LeCoureur103 strat. I haven\'t been pointing them out for a while, but if you\'ve seen the 70-star run you probably recognize most of them anyway. [li]Quick and easy, a nice little breather to break up the more difficult stars of this level. [li]Screwed up the jump after collecting the Vanishing Cap. Otherwise this is good. [li]More 100-coin fun! My strategy here borrows liberally from Curtis Bright\'s \"Secrets in the Shallows and Sky\" video, as well as the TAS Test Run. Also, that triple jump up to the area with the Chuckya is very tricky, probably the second most difficult trick in this level (behind the elevator wall kicks). [li]Just a quick long jump from the last star to this one. Watching the water rise up around Mario as the end cinema plays is cool. [li]I despise this level. That chuckya is a bastard. He got me this time, but I at least managed to avoid him later. Otherwise, this star is short and sweet. [li]Basically LeCoureur103\'s strat, except for the triple jump + wall kick at the beginning. The long jump to the star at the end is probably some unnecessary daredevilism. [li]Another quick and simple star. [li]Draining the water without actually going to the top of the level is a cool trick. I managed to avoid that damn Chuckya on my way to Wiggler this time. His battle also went quite well. (The direction that he moves at the beginning is random, so it can be difficult to nail him as you drop down. I got him though.) [li]As the level with the most coins, this was the hardest to map out a 100-coin route for. My strategy for this level must\'ve gone through 3 or 4 distinct iterations. Anyway, you have to be very careful with the big goombas here; it\'s quite easy to accidentally jump on one and lose 4 coins. Collecting the red coins inside the mountain, however, is the real challenge. It\'s just so easy to fall down. Nothing went wrong this time though. [li]Mwahahaha. [li]I use an unorthodox Koopa the Quick strategy here, from the TAS Test Run. He\'s going to get to the flag in the same amount of time either way, so you might as well have something interesting to watch. [li]Toad! [li]This level is a much needed breather after the hellish Wet Dry World and Tiny Huge Island. All of these stars start out the same way (with the long jump onto the wind gust), and three of the four that involve going to the top of the mountain are practically identical. Anyway, this star went well. I\'ve heard horror stories about invisible walls appearing in front of this mushroom, but I\'ve actually never had a problem with them here. They\'ve screwed me over everywhere else in the game, but not here. Strange. [li]Complete LeCoureurage. Oh yes, I should also mention here that you can longjump INSIDE the mountain at the beginning of this level, and warp up to the area with the log and fly guy. This isn\'t that difficult, but I couldn\'t use it since it violates SDA \"Mysterious Warping\" rules. Anyway, moving on... [li]Some people probably find it strange to take the slide here, but not collect the slide\'s star. Oh well, speedruns sometimes require seemingly odd strategies. Anyway, this is... awesome. I didn\'t even miss a single coin on the slide, which is fairly unusual. (The 3 goombas by the start point are used to make up for any lost coins as necessary.) Grabbing the last 4 red coins off the mushrooms is naturally terrifying, but I pulled it off well. [li]Indeed. [li]No problems here. Nothing much else to say... [li]I occasionally have problems with this star, but nothing went wrong this time. [li]The monkey eluded me for a second there, but otherwise no problems. [li]This star is a nice easy intro for Snowman\'s Land. Nothing you haven\'t seen before, I\'m sure... [li]100 coins on this level is a real pain. You have to kill a ton of different enemies without losing the shell, and those moneybag bastards spray their coins everywhere when you kill them. Randomness this late in a run is BAD news. Anyway, this went pretty well. I managed to keep the shell the whole time, and didn\'t get too much bad luck with the different enemies. As far as the inside of the igloo goes, it went well, except for one point. It\'s possible to activate the cannon, grab all the remaining coins you need, and then grab both stars, without ever needing to \"recharge\" your vanishing cap. However, the timing on this is very tight, and if you stupidly smash into a wall like I did, you have to waste time grabbing a second cap. Not the end of the world though. [li]I think I forgot to complain about the utterly atrocious camera angles inside this igloo. You can\'t tell what\'s going on half the time. Anyway, moving on... [li]This isn\'t a particularly difficult cannon shot, but I screw it up quite frequently. Nerves, maybe? Anyway, it\'s the only missed shot of the run, and not a very big deal, as you can see. [li]Pretty slick. [li]Even slicker. [li]The slickest! [li]Oh no, the homestretch. This is where my nerves typically go to pieces. As you can see, I missed the initial entrance to Tick Tock Clock and had to waste time waiting for it to cycle back up to 12. The star itself is pretty sloppy as well. Don\'t worry, the rest of this level is better. [li]This is decent. [li]Messed up a jump on the red coin platforms, and opted to collect the red coin star instead. Not that bad either. [li]Doing a long jump across the clock to this star (like in LeCoureur103\'s run) is faster and cooler, but I\'ve just had way too much bad luck with invisible walls in this level to risk it. [li]Pretty solid. [li]As you can see, I missed several coins near the beginning there, and had to collect 2 extra red coins (7 instead of my normal 5) to make up for it. Otherwise, this is nice. You do have to take into account that I\'ve been playing for about two hours at this point and am a nervous wreck. [li]Awesome triple jump up to the thwomp here. [li]TOAD!!! [li]The sickest level of them all. I opt not to perform the insane triple jump + wall kick at the beginning of these stars, because screwing it up is instant death. The pole method is an acceptable alternative. Otherwise, the various crazy things that LeCoureur103 used in his 70-star run are reproduced here. Unfortunately I screwed up a trick in this star, but fear not; like the last level, this will get much better. [li]Sweetness. [li]Oh yes, nailed the long jump to the donut blocks. Kick ass. [li]Nothing to complain about here. Total ownage. [li]The last 100-coin star! And I have to say, it\'s just freakin beautiful. [li]The end is near. [li]I\'m sorry about leaving this star for last. I know it makes for a rather anticlimactic conclusion to the level. However, it\'s my backup star just in case (Heaven forbid) I screw up the wall kick in the 100-coin route and miss any blue coins. Thankfully that didn\'t happen. So, yeah... this is pretty damn boring. Can\'t be helped though, really. [li]More flying. (Did I mention I hate flying?) Anyway, no mistakes here. I even managed to snag that last red coin without grabbing the pole above it. (It\'s not a big deal if that happens, but it costs a little time.) [li]Well, this is it. The last star, and the last chance to SCREW EVERYTHING UP. For the first part of the level, there were a couple rough patches, but all things considered, it\'s not bad. Not bad at all. And the Bowser fight is just spectacular. Three perfect throws like that is damn rare. I couldn\'t have asked for a better ending. [/ol] \n\nWell, kudos if you actually read all that. I hope you enjoy(ed) the run!','2006-09-14',0,7780000,11,'Mario64_SS_100p_20940',1,9,0,NULL),(0,1141,NULL,194,'','The PAL version of SM64 is obviously slower than the NTSC version, therefor it\'s good to have separate records for these different systems. Some things is easier to perform on PAL though, like bowser throwing and pretty much everything else too, seems almost like slow-motion after playing with NTSC. Anyway this run was nice, even thought I made some misstakes that clearly show when you watch the run, in the end those doesn\'t matter that much though since 90% of the run was just the way I wanted.','2005-06-13',0,1391000,11,'Mario64_eu_16stars_2311',1,9,0,NULL),(0,1142,NULL,195,'','Two words sum this run up for me: Zero Deaths. I\'m not much of a speed guy when it comes to Mario games, but this game is so tough that I\'m willing to bet that we won\'t see perfect runs through The Lost Levels anytime soon. Therefore, I put a premium on survival. The speed is decent enough for now, but I can do better. \n\nI only used a mushroom once (in B-4 just prior to warping to D-1). I don\'t trust the hammer bros at the start of D-1 not to spoil everything by standing on the wrong level. The jump just after is almost impossible if you\'re small, but you can simply break through to the top of the bricks if you\'re super. Okay, technically, I also used a mushroom after 8-4, but that one\'s for free when you reach the first princess. :)','2004-06-01',1,1085000,11,'MarioLostLevels_SS_Mario_1805',1,18,0,NULL),(0,1143,NULL,195,'','This run was done a while ago. It has a couple deaths, but I was getting tired of playing this game, so I stopped here. Someone else said they had a run which was faster, so I didn\'t send this one in.. but that run has yet to materialize. So here\'s mine. I don\'t feel like writing a detailed commentary.','2005-10-25',0,1045000,11,'MarioLostLevels_SS_Luigi_1725',1,18,0,NULL),(0,1144,NULL,195,'','So it\'s finally done! My speedrun of the Allstars Version of SMB2 has come to an end. \n\nI would like to thank Radix for hosting and giving me the best leisure-time activity i\'ve ever had, mikwuyma for the info about submission and anyone ever attempting a run of this game for my motivation. \n\nOh yeah ... almost forgot Santa Claus! He gave me the DVD-HDD-Recorder, which finally allowed me to record my run. \n\nOnwards to the comments: I will give you the commentary level-wise. \n\n*NOTE*: I use the invulnerability glitch at Birdo really often. It is mainly, that you can\'t be hurt while picking up something, but you will see ... \n\n*NOTE*: Character selection is always by the same pattern: Toad, if there are no high jumps; Luigi, if there are high jumps (most obviously); and princess in 6-1 because i was to lazy to find a way with Toad or Luigi.		 [ul][li]Pregame: I really like SMB-music, so i had to listen to the intro music one time :) \n\n[li]Lvl 1-1: (Luigi) Using Luigi gives me a slight advantage to sigma, because I don\'t have to duck jump two times he has to. Birdo Fight was flawless. \n\n[li]Lvl 1-2: (Luigi) This level is the second step to show Luigis superiority tovPeach. You will see it ^^ Birdo fight perfect again. \n\n[li]Lvl 1-3: (Toad) Beware of Toad, the Shroom-headed speedmachine. While carrying an item this one is way too fast, so he\'s number one choice for speedrunning. At all a really nice run \n\n[li]Lvl 4-1: (Toad) Once again some Ninja-action-jump-avoiding-madness, overall a really good level too! \n\n[li]Lvl 4-2: (Toad) yep ... really good! \n\n[li]Lvl 6-1: (Peach) I really dislike taking Peach, but in this level it is simply the easiest way to survive because of quicksand and much jumping. Taking a hit at the Birdo, but that doesn\'t waste any time. \n\n[li]Lvl 6-2: (Luigi) The deluxe speedrun level ... Watch and be amazed (look out for the Luigidance) \n\n[li]Lvl 6-3: (Toad) Due to the shortcut this level is really ridiculously easy. My best Birdo fight ever and a fairly good *NAME* fight, too! \n\n[li]Lvl 7-1: (Luigi) Some crazy-ass jumping, ascending the ladders, get hit by birdo ... overall okay \n\nIn the screen behind the rocket, there is usually standing a bullet-shy-guy-thingie on the last pillar from which you can jump without ducking ... but not this time. Well... you\'re getting used to improvise after a while of speedrunning. \n\n[li]Lvl 7-2: (Toad) Maybe the best AND worst part of the run ... At first some cool ninja-like jumping and then the only big mistake in the run ... the ladder jump to the top of the ceiling. I messed it up horrible 7 times in a row. \n\nWell ... after finally getting onto the ceiling the rhythm kicks back in. I get hit by the Birdo, but I don\'t really care, ignore the sun completely, beat the hell out of *NAME* and proceed to Wart. \n\nThis is the absolutely best part ... i totally kick Warts ass in a time of ~40 seconds, not loosing a vegetable at all. Eat that, Wart! After that entering final door and OUTRO.[/ul] \n\nYeah ... thats all about it. I think i will try to beat this game again sometime because of the horrible playing in 7-2 (yeah yeah ... the up to the roof thingie) but for now im pretty satisfied with it. \n\nI thank you for watching/reading and hope you have enjoyed watching as much as i had recording this. \n\nOh ... i almost forgot. Sorry about my english, it\'s partly learned in school, but most of it learned from playing Roleplaying Games in english ... \n\nOver and Out!','2007-01-21',0,677000,11,'MarioAllStars_Mario2_eu_SS_1117',1,18,0,NULL),(0,1145,NULL,195,'','Credit goes to Breckish, my love slave, for the nifty intro/bloopers/credits sections. \n\nThis is a \"100%\" run through the Mario All-Star\'s version of Super Mario Brothers 3, which contains updated graphics and sound compared to the NES version. I play every stage and defeat all wandering hammer brothers and the piranha plants in world seven. No whistles, hammers, or clouds were used to skip any part of a world map. I play using Twin Galaxy\'s rules, which means I do not abuse wall jumping or warping through walls or other barriers. \n\nAlthough this is a faithful adaptation of SMB3, it does differ from its NES predecessor in a couple areas. Mainly, the proportions of some of the stages are slightly off in some areas [-] slight enough to make some tricks impossible from the NES run. I really didn\'t notice until I started running and comparing it to the emulated run. \n\nSpeaking of which, I have to thank the guys over at Bisqwit\'s site. The runs over there were quite useful to me and I tried to mimic their moves as closely as possible. \n\nLet\'s get the general strategy out of the way. First off, I need to be mindful of the roulette box at the end of each stage. Netting three of the same card triggers a fireworks/celebration sequence that eats up 10+ seconds, so that must be avoided. Generally, running full speed will earn you a star, so if you see me slow down, jump a lot, or generally act goofy near the end it\'s because I\'m trying to earn something other than a star. \n\nOne thing to keep in mind when watching this run is that some of the enemy positions/actions are somewhat random. Boomerang brothers and jumping cheep-cheeps, in particular, are quite unpredictable. Sometimes enemies don\'t even spawn where they\'re supposed to! \n\nIn worlds 3, 5, and 6 I need to be careful not to turn the wandering hammer brothers into magic coin ships. Basically, if you get your coin total to be a multiple of 11, an even time, and the ten\'s digit of your score to match the digit of the coins (e.g. 77 coins, score of 171) then the hammer will become a ship. This basically means the end of my run and has happened maybe 10 times on accident (especially in world 5, where the lakitu and his spikeys give coins as you finish the level). \n\nLet\'s get down to the nitty gritty: \n\n[b]Grass Land:[/b] \n\nIn the Fortress, it\'s possible to grab the leaf with a full p-meter and instantly fly to the top. Unfortunately I only pull this off every 20 runs or so. That saves about five seconds. \n\n[b]Desert Land:[/b] \n\nNo big complaints from me here! I did hang on to my fire flower a long time, though, so I had to take some hits so I could be small for the pyramid stage. \n\n[b]Water Land:[/b] \n\n3-2 is kinda scary due to the freaky cheep-cheep hit detection. Sometimes the piranha plant at the end doesn\'t spawn for some reason...but it does here. \n\nLaugh at my hammer brothers misfortunes [-] more embarrassing than a time waster, though. \n\nIn the first fortress, that high jump is possible. No biggie that I missed it, though, since it seems 50/50. \n\n3-4 was solid until where I forget to jump over one of the hills. Maybe only costs me a second, but makes me look too cautious. \n\nI lost two seconds on 3-7 because I slowed down a bunch to NOT get a star at the end and got a star anyway. Boo! \n\n...is the King Mario\'s long lost uncle? \n\n[b]Giant Land:[/b] \n\nAside from a couple of lost seconds on 4-3, this was an excellent run through. Speaking of that stage, the giant hammer brother at the start is random [-] sometimes he\'ll remain on the ground, sometimes he\'ll jump, so I have to have good reflexes to not get hit. \n\nIs it just me, or is Iggy\'s ship the slowest scrolling level in the entire game? And wow at me getting hit against Iggy himself...that looks so wrong. \n\n[b]Sky Land:[/b] \n\nIn 5-2, the original idea was to slide down the hill and then bounce off the goomba\'s head. However, this was deemed too risky by experience, so I decide to take the 2 second hit and do the normal jumps. \n\nHammer Brothers got rocked. I HATE THEM! They burn the precious! \n\nI lose my raccoon power on purpose in the second fortress so I can do the awesome looking running + jumping off Lakitu\'s head trick in 5-8. Unfortunately, I jump one platform too soon and I fail miserably and look like a friggin\' idiot. This, combined with the fact I set off the fireworks at the end, made me want to restart. I lose 10 seconds from the fireworks and maybe three seconds from the rest of the stage...the only huge, regrettable stage in this run. Did you like my improvised play after taking the hit? \n\nAnd yeah, the way I got the last two stars was really strange. I am in a statistics black hole! \n\n[b]Ice Land:[/b] \n\nOh boy. When I was little and got here I considered myself in strange and difficult territory. This ended up as a graveyard of good runs, although not where you may think. \n\nKeeping the fire power was crucial for the speediness of 6-6, a horrible level that ended many promising runs. \n\n6-5 is also scary because of the beetle that throws the stupid block. That also ended some runs. Luckily, all went well. \n\n6-10 makes me very, very nervous, just due to the numerous pits near short, icy pieces of land and the beetles and the spinning platform and...and... \n\nIn the third fortress, at the last obstacle before the door with the triple boos, I know how to get past [-] simply run across and then jump the last boo in the floor. Yet, almost every time I run it I think, \"This time will be different! I must jump to save myself!\" \n\nLemmy is supposed to be insanely easy yet I get hit [-] how embarrassing. I\'ll blame poor hit detection on that stupid ball and move on. =] \n\n[b]Pipe Land:[/b] \n\nThis is where my huge supply of items comes into play. In this world alone I use 3 p-wings, 4 invincibility stars, and a mushroom. \n\nYes, I was very frightened of getting another star animation on 7-1. I may not have restarted right then and there [-] I would have finished for practice [-] but I wouldn\'t have submitted it. \n\nIMO, 7-8 is by far the most difficult normal level in the game [-] hence, the invincibility and the use of the pipe to skip most of the above ground action. \n\nThe second fortress is, in my estimation, the most difficult one in the game, what with the fireballs and lava and pipes and ghosts and balls of death and the falling pipe jump and the small Mario vs. big Boomer in the small area and ...and...yeah. Many promising runs died here. Can you taste my fear as I attempt to extract the star from the block? \n\nI was an idiot on the ship with the screw platform and the flame gun. \n\n[b]Dark Land:[/b] \n\nI hate scrolling levels with a passion, therefore this world doesn\'t sit very well with me. It would\'ve been comical to die in one of the hand stages, maybe due to a cheep-cheep or some such. The two normal stages are handled with easy strategies. The only real hackle raiser is the fortress but I\'ve played it so much it\'s almost automatic. Still, dying to the Boomer on the scrolling floor would\'ve been quite soul crushing. \n\nWhy couldn\'t I enter the damned pipe in the first hand stage? \n\n[b]Bloopers:[/b] \n\nI think most of these speak for themselves, except for the one where I die inside the pipe. That had me so confused and lost. The only thing I can figure out is that I went through the pipe \"too fast\" and got \"caught\" against the scrolling wall and the game considered that dying (like if you stand behind a wall and let the level scroll you to death). That\'s the only explanation I can think of since I went from raccoon Mario to dead instantly. I\'ve gone through that pipe hundreds of times since and haven\'t been able to recreate it. \n\nI included the Ludwig fight because it was humorous that I almost died because I couldn\'t shake out of the constant earthquakes and because I thought you may find it impressive how I barely dodged all the wand attacks as small Mario. \n\nThe Hammer Brothers death is the best because I make so, so many mistakes in such a small timeframe. \n\nWhat\'s up with the flash of the Goomba? That\'s Breck\'s sense of humor [-] too much fight club viewing. \n\nYes, one of the bloopers was \"faked.\" The one where I have 4 lives on 1-6. I used to perform that strategy before I found out how much easier the leaf is and that happened to me maybe 50% of the time...I thought it was too funny to leave in the mists of time. \n\nEnjoy!','2005-12-24',0,5047000,11,'MarioAllStars_Mario3_SS_100p_12407',1,18,0,NULL),(0,1146,NULL,191,'','I believe that this may be a perfect time by Speeddemosarchive\'s timing of Super Mario Bros. 1. \n\nFirst off, I\'d like to thank my brother for helping me figure out a faster way of beating the game. If it weren\'t for him, a run like this probably wouldn\'t have been seen for a long while. I also want to thank those who encouraged me to keep trying to improve my run even after playing near perfect, including Scott, Trevor, Stanski, and many others. \n\nScott\'s run made me decide to push this game to its limits. After seeing his near perfect run, I wanted to completely perfect the game. I give a lot of credit to Scott for achieving a run played perfectly (within the second) without the use of alternate pipe glitches and the walljump. Same goes for Trevor. \n\nI hope you all enjoy this run. I\'ve worked hard to make this possible. Thanks to everyone at SDA who supported me. I\'m sure you\'ll enjoy this one.','2007-04-10',0,300000,11,'Mario1_500',1,8,0,NULL),(0,1147,NULL,191,'','This the completion of all the 32 levels of Super Mario bros. 1. This run took me a couple of weeks off and on to complete. After many attempts I have finally managed to improve my old run, which was 21:18 in length. After watching that run a few months ago, I realized I could improve it with some more practice. I finally managed to improve my time by about 1:19, and bring it down to about 20 minutes flat. \n\nIn the run, I do not get any mushrooms or stars and I stay small the whole time. I make a few mistakes in this run, but overall it is good. This run should be a little better, I just did not want to die in worlds 6-8, so I was a bit cautious. In the next few weeks, I may try to improve this run further.','2007-02-16',0,1197000,11,'Mario1_allstages_1957',1,8,0,NULL),(0,1148,NULL,192,'','This run took me about 4 weeks to beat the record. I speedran this game for a while back in 2005 and the best time I could get back then was somewhere between 10:24-10:27. No way did I think I would be able to improve my run by over a minute. I made a lot of mistakes in this run so I might improve it sometime in the next month if I get around to it. I think my personal limit for this game would be about 9:05. I lost the most time in level 7-2 where I decided not to get hit by the birdhead. This wasted 5-6 seconds but I probably would have died at wart had I been hit there. I was aiming to get about a 9:10, but I\'m satisfied with this for now. Anyways, I think after I do some more speedruns, I will see if I can get sub 9 minutes for this game. \n\nHope you enjoy my run!','2007-06-13',0,555000,11,'Mario2_915',1,8,0,NULL),(0,1149,NULL,192,'','Due to sdkess\'s brilliant minimalist run, I decided to continue to hack away at this game and try and redeem myself by doing an all levels run. My main conviction for doing this is that this kind of run seems to be very popular (to watch), and extremely annoying and frustrating (to actually do, which is not really the convicting part). \n\nThe main difference I noticed between Super Mario Bros. 2 and any other 2D Mario game (besides the fact that it\'s not technically a \"Mario\" game, in that it wasn\'t designed with Mario in mind) is that there\'s very little room for error. In SMB, SMB3 or SMW, if you get hit, it\'s not really that difficult or time consuming to get a mushroom to improve your room for error. In SMB2, getting a mushroom is time consuming, and you also have to know every inch of sub space to do so. Or you can meticulously keep track of how many enemies you\'ve killed so you can get a heart. So, needless to say, getting hit even once in this game makes for a very nerve-wracking adventure through Mario\'s dream world. All this was pointed out to justify my idiotic death in the very last level of the game. It\'s not pretty, but let\'s be honest: neither are you. \n\nFor reference, there are only two places I planned on getting hit: in 1-1 and in 2-3. The rest are either accidental, or I didn\'t care. This is actually a very good run, up until 7-2. I calculate my actual personal limit would by around 25:30, so I made about a minute of mistakes. 1-1 is particularly sexy, if I do say so myself, and it took me roughly a billion tries to get it down, as there\'s only about a two-tenth second grace period of error. If you\'re more than two-tenths of a second late, you miss Birdo\'s egg, and you\'ll have to wait three seconds for him/her to spit another one at you. \n\nSorry about the hideous quality; my VCR and I have already had a conversation concerning this. Enjoy!','2005-09-04',0,1596000,11,'Mario2_2636',1,8,0,NULL),(0,1150,NULL,193,'','I started speedrunning the PAL version around 2004. My first attempts were around 17 minutes. Already back then the goal changed slowly to beat Uretas record on the american version some day. \n\nIt took some time to buy an american NES and Nate helped me to get a DVD recorder. \n\nI played a lot last summer. My best runs back then were 11:07-08. Three, four seconds faster than 11:11. But because I used the wall-shortcut in Bowser\'s castle I earned a lot of important seconds so I wanted to get the record in a fair way. So this is about an eight-seconds-improvement. Easily my hardest challenge so far and I\'m not even satisfied with this time. I know 10:50 is possible and I would like to get 10:55 or something but the random hand-levels in this game are really a pain in the ass. So no more attempts for me in a long time. The reason is the hands. Sometimes I played for hours. 20 great attempts in a row and everyone was killed when I should walk over the hand levels. My best run isn\'t this one. My best run is 11:17, taken by one hand which costs me about 21 seconds. That was a very good playthrough compared to this one. I will upload that one on youtube later probably. \n\nEverything before 8-1 was well done. In 8-1 I never got the \"P\" speed as planned. The same thing happens in the final long room before Bowser. I lost lots of important seconds because of these mistakes. So the run is far from perfect. \n\nTiming rules: Timer starts when you can move Mario on the world map and stops when you enter the door to the princess. \n\nI want to give some credit to my awesome friends! Christoffer \"Chrissen\" Antilla, Mikael SjÃ¶berg and Jimmy Olsson. We played this game like real hardcore gamers back in the days and you gave me lots of motivation to keep practicing. \n\nAnd also to Richard Ureta for his awesome records for Mario 3 and Mega man 2. I have enjoyed these runs a lot, now and then in almost three years. And it\'s also a difficult challenge to take \'em down! One down... I\'m sorry, but your MM2 record will not stand for long.','2007-06-02',0,663000,11,'Mario3_1103',1,8,0,NULL),(0,1151,NULL,347,'','To begin with I\'d like to thank Mike for helping me out getting the run posted and off course Nate for capturing :) \n\nHistory of the run: I decided to run this game, cause it was one of my very favourites in my childhood and still is. When first visiting SDA I could not believe this run was missing...so I tried myself ;) \n\nTime spent: I began training in November 2005. It took me 2 weekends of practice. Afterwards I did 2 weekends of recording, without success. In late December I had to give up due to lack of time. In May 2006 I finally tried again and succeeded on the second day of recording. Summed up I trained and planned for 2 weekends and recorded for 3 weekends resulting in little more then 10 hours of recorded material :) \n\nComments on the run: [ul][li]World 1 \n\nI don\'t think there are any mistakes worth mentioning in these stages. \n\n[li]World 2 \n\nOne or two seconds to save in 2-1. I failed the first jump out of the \"blockcage\" at the end. \n\nSecond stage went just fine. Funnily enough I get hit in the submarine-stage... OUCH! \n\n[li]World 3 \n\nIn 3-1 you could run over one of the spike-pits when SuperMario. I didn\'t do so in fear of 3-2, the hardest stage of all in my opinion. The spidercave itslef went quite well. Some seconds to save by running over the spikes again though. In 3-3 the worst mistakes off all occured: when jumping from one of the moving platforms to another my finger slipped and I nearly crashed. Therefore I had to wait two or three second for the platform to come back. This made me that nervous that I missed the hidden box right afterwards. The rest of the stage went quite decent. \n\n[li]World 4 \n\nIn 4-1 I get hit once due to stupidly bouncing of an enemy. All in all I\'m a little too cautious. \n\nThe first half of 4-2 is really smooth while the second half could be several seconds faster. I acted far too cautious again. In 4-3 I get hit again because I forgot to shoot the box with the star in it and get nervous again... (funny to watch though ;) ) \n\nIn the boss fight I get hit another time because I picked the wrong distance to the enemey which forces me to fight him from a distance... four or five seconds to save here.[/ul] \n\nAll in all I\'m quite pleased with this run though it\'s far from being free of mistakes. Maybe I\'ll try again if someone beats my time ;) \n\n-Haui','2006-06-02',0,865000,11,'SuperMarioLand_1425',1,2,0,NULL),(0,1152,NULL,198,'','I am probably the last person that people expected to do a Mario speedrun, since I generally prefer to take games that are slightly less popular. However, I\'ve had this game for a whopping 12 years, so I felt it was only natural that I attempt to speedrun it myself. For a while, I had to practice on a Game Boy, since I didn\'t own a Game Boy Player. Once I finally got the Game Boy Player (referred to hereafter as GBP), this took about two days to finish up - it would have taken less time, but I insisted on a no-death run, as I figured that would be one of a few ways I could really impress people with this game. Precisely, the successful run was the second attempt on the day after I got the GBP - as you might notice, I was hardly able to wait. By the way, I am what seems to be one of just a few people that can actually tolerate using the Gamecube controller for Game Boy games, despite having to hold it oddly so I wouldn\'t hit the L button (which would stretch the screen, making the run look just plain ugly). \n\nThis run was done with very little outside help. However, I would like to thank blaat - an emulator-based run (which was not a TAS, actually) that he did helped me with some strategies. \n\nRather than go level-by-level on the comments, I\'ll be a bit more generic about stuff this time. My general strategy is to have Fire power for the bosses and Bunny power (why haven\'t I seen Bunny power in any other Mario game?) for the stages. Fire obliterates most bosses, while Bunny power often makes stages at least 5 times easier. I try to do some impressive jump tricks whenever the opportunity presents itself, in order to keep any viewers entertained. I do take damage quite a bit - not all of it is intentional, but since you\'re invincible for about three or four seconds after taking a hit, there is intentional damage in several spots. Lastly, if you\'re observant, you\'ll notice I fall very little with Bunny power in some spots. Well, if you mash the A button fast enough, you can go without falling at all. Sadly, I can only keep this up for so long before my thumb decides to stop working that fast. Also, you don\'t lose speed if you let go of the B button in midair until you land (by the same token, if you jump going slow, you can\'t speed up until you\'ve landed). \n\nOkay, okay, I\'ll discuss a few specific areas: \n-Pumpkin Zone 2: For some reason, I always had trouble with the first half of this level. However, I\'ve never entered the stage with Fire power before, and it made the stage exponentially easier. \n-Pumpkin Zone 4: I\'m used to having Bunny power here in the second half of the level, but since I had Fire already I thought I didn\'t need Bunny power. I guess I should have gotten it, huh? \n-Witch Boss: I don\'t actually use Fire power here because she\'ll immediately disappear after taking ANY sort of damage, which means Fire would just make the fight longer. \n-Macro Zone 1: For speed purposes it is critical that you start this level with Big, Fire, or Bunny power - Fire is the fastest but either of the others will work as well. Starting small will kill a run, because the Fire power won\'t appear where I get it - there will be a Mushroom instead - and you NEED Fire power to take the shortcut I use. \n-Macro Zone Secret: I\'m convinced that despite the fact this level is autoscrolling, it is faster than Macro Zone 2 & 3 combined (which is your only other alternative). Plus, this level allows me to calm down and prepare for the next stretch. \n-Macro Zone 4: I got hit way more than I wanted, and wound up not having the Fire power I needed for the boss. Damn wall spikes. \n-Mouse Boss: Considering I didn\'t manage to keep Fire, this is an excellent fight. It is possible to take him out on his first pass, but only with Fire power. Maybe 5 seconds lost at most. \n-Space Zone: You can\'t run in space, but despite this, I\'d say the zone went well. \n-Tree Zone 1: Witness one of my suckiest Tree Zone 1 performances EVER. At least I lived. That\'s all I want to say. \n-Tree Zone 3: I was taking this level easy because falling off those leaves is instant death. \n-Tree Zone 4: I end this level with Bunny power because I need it for Wario Castle. \n-Wario Castle: I took the first two areas slow, because those rooms are very lethal and I absolutely positively NEED Bunny power to make Rooms 3, 4, and 6 go smoothly. Room 3 alone has ruined more runs than any full level in the game - and it\'s always been right in the spot where I decide to wait this time. After room 6, I don\'t critically need Bunny power anymore - I can afford to take a hit or two. In that second room with the bouncing enemies, I have never taken TWO hits before - usually only one. Wario\'s a real disappointment as far as bosses go - I only get the mushroom before him for safety reasons, not because I truly need it. \n\nWell, with all this said, enjoy the run.','2005-12-27',0,1926000,11,'SuperMarioLand2_SS_3206',1,2,0,NULL),(0,1153,NULL,199,'','RPG speedruns are fairly scarce for three reasons: 1) LOOOOOONG 2) Slow 3) Random! Comparatively, Legend of the Seven Stars is very fast paced and short when compared to classic Square and Enix RPGs. Another great thing about its gameplay is that enemies can be avoided with skill and practice and battles can be made all the easier by mastering the science (and, at times, art) of \"timed\" attacks and defense. Thus a speed run comes down to how much I can skimp on and still make due. \n\nThere are only two spots in the game where I need to sit down and actively level up. 1) The Mushroom Kingdom and 2) The Mole Mines. Other than these two areas I ignore as many enemies as possible and avoid engagements. Level ups occur from invincibility stars or bosses. Speaking of invincibility stars, I DO NOT use the glitch wherein you die and have infinite stars. That is considered against the rules here at the SDA because you must suicide and warp backwards. I do, however, like this rule in this context because it forces you to play fairly within the game\'s designed parameters. I probably go faster than if I used it anyway. \n\nWhen performing a first and second practice run along with looking in the official strategy guide, along with many resources on the internet, I learned a lot about the mechanics behind this game. Some I knew, some I only thought might be true. For example, did you know... \n\n- Some bosses have weaknesses to certain specials (\"jump\" is considered an element like ice and fire) \n\n- The closer you time an attack the more damage it does (I had a suspicion about this when using the lazy shell, where it\'s obvious to see that sometimes it does 250 and then the next turn it suddenly does 450. It\'s all about the timing. I finally confirmed it by looking at the formulas for the attack in the \"Battle Mechanics\" guide @ GameFAQs by newmansage). \n\n- Bowser\'s terrorize attack works on many bosses, including Grate + Knife Guy, the tentacles of King Calamari, Johnny Jones, the Czar Dragon, some of the Axem Rangers, and all the bosses in the factory except Smithy himself! If you didn\'t know, a \"feared\" opponent takes 50% more damage and inflicts 50% less. \n\n- A timed Geno Boost also upgrades your magic/normal defense. \n\n- A timed Geno Whirl does 9999 damage to all enemies except bosses, with one exception. \n\n- Exor can be killed in less than a turn as long as Geno doesn\'t go first. This is the exception. :o \n\nI\'m sure there\'s a lot more I\'m missing that will catch your eye. \n\nFIRST STAR: \n\nEarly on I go out of my way to get flower points because they are needed because my attack power is too low to be of much help and I need as much magic as possible (for example, against the hammer brothers - 3fp per jump, need 4 jumps total...why I got the fps before them to get 12). I also go out of my way to get frog coins so I can get the experience booster from the frog in Sea Side town later (22 coins is the price). \n\nI get the jump shoes early on for Mario because they add a lot of magic attack (about +10 damage to Croco each turn). \n\nIn the Mack fight I need to have Mallow clear the Shysters in a single lightning because otherwise each one will perform an attack, which takes a lot of time and could be painful. \n\nSECOND STAR: \n\nThe Bowyer fight is one of the more difficult aspects of this run because it takes a long time to kill him and his attacks are somewhat random and can have devastating effects (I remember one failed run where he insisted on using \"good night\" over and over again). \n\nTHIRD STAR: \n\nI use \"Work Pants\" as my armor for my characters throughout the game because they are the only buyable armor that boosts your attack ratings (more damage = shorter battles). \n\nAnother key component of this run is obtaining the SUPER SUIT and ATTACK SCARF from the Chow in Monstro Town, which when both put on Mario basically makes him unstoppable even at low levels (+70 to both norm/magic attack and defense). Even seasoned Mario RPG vets rarely have ever obtained the Hero Suit due to the difficulty of 100 super jumps, so I\'m sure many will be interested in that part of the run. I do 100 super jumps twice [-] once on Punchinello, once on Belome 2. Apparently the game doesn\'t count jumps when Mario has the \"jump shoes\" on, which is why I HAD to do 100 jumps on Belome 2 (I found this fact out during this run). \n\nWhen I do 100 jumps on Punchinello I actually did more damage than Punchinello has health up to that point, but he has to go through all the bomb stages (micro, regular, mezzo), presumably with 1 hp keeping him alive. \n\nI kinda sucked on the mine cart ride... \n\nFOURTH STAR: \n\nBundt doesn\'t have health; it has candles that go out in an attack. One will regenerate every turn, so it\'s more important to attack than heal. \n\nFIFTH STAR: \n\nI buy a lot of fire bombs in Sea Side town - they are a great asset against the tentacles and Johnny\'s cronies. \n\nI put the experience booster on Geno so I can get \"Geno Whirl\" early. \n\nI avoid Johnny\'s 1v1 fight with Mario by leaving one of his minions alive. \n\nWhen Yaridovich splits the cursor will automatically appear on the correct one. It\'s also nice when he clones because he stops using the powerful water blast. \n\nSIXTH STAR: \n\nLOL, I\'m sorry about keeping the clip for Land\'s End - I screw up on the flowers really bad. \n\n100 jumps on Belome, of course. \n\nI keep the Safety Badge on Bowser so my entire party is invulnerable to status effects (a biggie against Smilax, as well). \n\nValentina\'s fight is rated M! \n\nAgainst the Czar Dragon: poor Bowser. =( \n\nSEVENTH STAR: \n\nIn Bowser\'s Keep, the six doors are set in stone once you save before them. Doing the puzzles and action courses is the fastest way through. \n\nI jump on the left eye because I couldn\'t do enough damage with Mario\'s regular attack to take it out in one shot. \n\nThe Cloaker and Domino fight is a pretty big event. Here\'s the basis of the strategy: Cloaker = physical theme, has only regular attacks, is strong against regular attacks, weak to magic. Domino is the opposite and uses magic, strong against magic, etc. If you kill Domino first (which is what I was accustomed to) then Cloaker would team up with EarthLink, which seemingly has the strongest regular attacks in the game except for possibly Jinx\'s \"bomb\'s away\" attack. It\'s impossible to keep Geno and Bowser alive because they get 1-hit KOed every time from attacks like carni kiss, poison, and cloaker\'s coal toss. Plus, EarthLink has 2000hp and high defense. On the other hand, if you kill Cloaker first then Domino will link up with Mad Adder, which only has 1200hp and VERY low physical defense. The only problem is that he is the third most powerful magic user (behind Culex\'s crystals and Smithy himself). However, Mario does up to 600 damage at a time, so it\'s all good. I\'m just glad in this run he didn\'t use boulder. \n\nAfter that, the game is fairly easy because I have a handful of red essences for the final Smithy fight. The only fault in this otherwise perfect final segment is that Smithy doesn\'t spend very long in his wizard head (which is where I can do 1000hp of damage in a single turn - as long as I have my precious red essences, heh) but he still dies quickly. If you\'re curious, \"Shredder\" takes off all defensive and offensive boosts, which is why I used power up immediately after. \n\nEnjoy the run!','2004-08-22',0,14220000,12,'MarioRPG_357',13,18,0,NULL),(0,1154,NULL,200,'','In retrospect, I would say that this was a rather poor choice of a game for speed play. The 2D Mario games have warp worlds and such that allow one to streak through the game in about 10 minutes-it takes 10 minutes just to get through this game\'s opening cut scenes *grumble grumble*. Even SM64 has tons of glitches and shortcuts for beating it in under a half hour. This game, however, is the epitome of linearity. You can\'t do shines out of order, you can\'t skip them (except for the first one in Bianco Hills), and you don\'t even get to pick what shines you collect (you need the 7th one in each level). And this game just isn\'t conducive to shortcuts, like SM64-there aren\'t any items like the caps or shell (not to mention the cannon, which alone provides infinite possibilities), and the replacement of the long jump w/ fludd also eliminates many opportunities. And let\'s not even go into the fact that at least a quarter, closer to a third, of the entire run collection is made up of cut scenes. Oh well, enough complaining. \n\nThanks to Alex Penev for listing several good shortcuts on his website (The Ferris Wheel Shine in Pinna Park and Goopy Inferno) and Stefan Mahrla for his helpful vids (Bloooper Race and Scrubbing Sirena Beach). Otherwise, I did this w/o any collaboration, so there are probably several shortcuts and other points of strategy that I overlooked. There aren\'t any MAJOR mistakes, but there are a few sloppy bits as well as some shines which were marred by randomness and/or bad luck (the first half of \"Secret of Casino Delfino\" is just ridiculous, and I had bad luck on the coral reef red coin shine in Gelato beach, with one particular coin going into the reef wall a couple times). \n\nA note about the Piantissimo races-these aren\'t optimized to near world record potential, mainly because two of the 3 world record strats require making special setups in the levels before starting the race. And more importantly, it doesn\'t affect the overall time, since you don\'t get the shine until Piantissimo finishes the race (the sooner you get to the flag, the longer you wait). \n\nYou\'ll notice that, after each level, I return to the starting location in Delfino Plaza before saving and quitting. This is to avoid conflict with the SDA No Warp Saves rule. Well, this is the only speed run of this movie available, so it should, hopefully, provide some entertainment until something better comes along. Enjoy.','2004-07-22',0,7189000,11,'MarioSunshine_15949',9,5,0,NULL),(0,1155,NULL,200,'','The thing that amazes me most about this entire run is that I did not die a single time. I\'ve recorded several runs, and I gave myself an allowance of 5 deaths. However, every other run I recorded broke that limit. My second best run had 7 deaths. I just didn\'t feel comfortable submitting a run with so many deaths, so I kept trying. Somehow, some way, I didn\'t die once this time. That\'s something to be proud of in and of itself. \n\n[u]Work on the run[/u]: \n\nThis is my first speed run. I started trying for this late last year when I saw that there was no record for 100% completion of Super Mario Sunshine. I decided it was a worthy goal, and I began practicing. Other things came up in my life, so I had to quit for several months. I started trying again this summer. I chose to do a single segment run because I thought that it would be hella cool to watch, and I just have a preference for single segment runs. \n\nOne of the biggest challenges was route planning. There are 240 blue coins in the game (every 10 of them earns you a shine), and they are scattered all over the place. You can waste hours wandering around trying to find them all. I had to come up with a route that minimized travel in between them, and that was no easy task. I spent over a week running over everything in my mind, and I even made my own maps of some of the levels. I think the route I came up with is pretty solid. There\'s probably a few spots that could be improved, though. 100 coin routes were also challenging in their own way, since every episode of each level has drastically different coin locations and numbers of coins. \n\nThe biggest run killers were the obstacle courses (I call them \"Voids\"). Most levels have 2 Voids, and there are 5 in Delfino Plaza. Most of the level Voids must be completed twice: Once without FLUDD, and the second time by getting all 8 red coins. A grand total of 29 shines are earned by completing \"Voids\". Since they\'re so hazardous, I get 20 out of the 29 shines in the first half of the run, in order to minimize time lost by failed runs. There are other risky areas, but those pose the greatest threat. \n\nThere are a few time saving tricks that I employ frequently. First is the belly slide across a wet surface. It\'s just so ridiculously fast, and easy to pull off if you have a fairly straight and even stretch of ground. Another is what I call the \"backwards dive jump\". If it has an official name, then I don\'t know what it is. In order to do it, you pull the control stick in the opposite direction you\'re facing and jump - just like you would do if you were back flipping - but then you press B to dive almost instantly. You gain some decent height and serious distance with it. I remember being freaked out about it when I first watched Dragorn\'s run. The last big time saver is taking the memory card out before I start a game. With no card, all I have to do is mash \"A\" after collecting shines and blue coins. Otherwise, I\'d have to take a moment to navigate the little menu and select \"Continue\" or else risk accidentally saving and losing a few seconds to that each time. Plus, there\'s no point in saving a game you only get one crack at anyways, right? I know there are other tricks out there, but when doing a single segment run of this size, one must weigh speed against consistency. \n\nFive-plus hours is a long time to play, and it used to be hell to get through. A few runs were lost because I just gave out during the last hour and a half. But I eventually got used to it. It\'s amazing what you can adapt to. With a run this long, there is going to be mistakes. But I had to be willing to let the minor ones slide. There\'s a couple of real stinkers in there (and I will point them out), but I manage to keep a pretty good and consistent level of play throughout. \n\nDuring my earlier attempts, I would tell myself that the attempt I was playing was \"the one\". But having that kind of pressure on yourself causes you to mess up more and feel worse about your mistakes. Eventually, I had to stop thinking about that. My goal changed to simply finishing a run no matter how many mistakes I made, and then seeing if I could beat that time with the next run. For a long time, my completion times hovered around the 5:30 mark. When I started this run, it was just another try at beating that time. But when I got to the last hour and a half or so, it started to dawn on me that I was doing better than I\'d ever done, and I got enough of an adrenaline surge from that to overcome my fatigue. Luckily, I didn\'t pressure myself too hard at the end. The time for this run is a little over 5:10. That\'s a good time. I\'m pretty tired of this game, so I don\'t plan on improving it. \n\nAnother note: Since this run was so long, I had to use 2 video tapes (recorded at SP speed). Near the middle, you\'ll see that I pause the game at Sirena Beach in order to switch out the tapes. \n\n[u]Credits[/u]: [ul][li]Radix, Nate, and Mike for having an awesome site, and just being who they are. [li]Dragorn for his segmented, any % run. I aimed to be pretty much on par with his quality of play throughout my run, and I learned tons of valuable tricks and shortcuts from his videos. [li]Sydynski had some cool tricks in the videos he posted in the thread for his segmented run that he\'s working on. [li]Bulbax had some good ideas in his thread that I put to use here. [li]Other people (whose names escape me) who posted cool little tricks in various SMS threads.[/ul] \n\n[u]Individual shine comments[/u]: \n\n1) Ugh... these cut scenes. I got so sick of them. They cannot be skipped. Every time I made a significant mistake, it meant I had to sit through about 7 minutes of cut scenes again. If I screwed up during my earlier run attempts, I just started over and thought little of it. But after sitting through these cut scenes dozens of times, I would ask myself if a mistake was worth watching these scenes again. With that in mind, I became a little more forgiving of myself. As for the first star itself, everything basically went as planned. \n\n2) My first blue coin! There\'s also some comedy after I take out the paint monster and I have a few seconds to spend as I please. Shadow Mario went down without a hitch. Getting the shine from the paint monster in Bianco Hills went pretty smoothly, too. \n\n3) Whenever I can, I try and spray the graffiti that yields blue coins without zooming in. It\'s a tad quicker, and cooler looking. The wall kicks up the windmill was an awesome stunt I saw in a video that Sydynski posted in his forum topic. The fight with Petey Piranha could\'ve been better, but it wasn\'t bad. \n\n4) My aim on the first dive jump was slightly off, but it only cost me a couple of seconds. I like this Void. Quick, easy, and cool looking. \n\n5) Another small mistake getting back to the Void for the red coin challenge. I actually get a big kick out of these red coin challenges in the Voids. They\'re so frantic and it\'s at times like these where my focus is pure (but that doesn\'t mean I\'m immune to mistakes, lol). \n\n6) Since I have to explore a good chunk of Bianco Hills to get all of the red coins, I grab some blue coins while I\'m at it. Oddly, I think this is the first time I\'ve ever missed that last blue coin I try for. Since it would be fairly time consuming to try it again, I put it on hold and just grab the shine. \n\n7) The second fight with Petey Piranha was pretty nutty. After I wake him up, I have a little time to go for a blue coin. I normally go for the one at the end of the river, but since I missed the one on the cliff that I would usually get along with the red coins, I decided to go for it instead. The fight itself can be really annoying. There\'ve been some runs where he kept hurling tornado after tornado. Amazingly, he didn\'t do that a single time in this fight. But there were still those annoying little paint bubble dudes all over the place. It was crazy, but it could\'ve been worse! \n\n8) Everything with this Void shine went well enough, except for diving into the wall near the end. \n\n9) The red coin challenge went pretty well. \n\n10) Man, I owned Shadow Mario quick. It\'s very satisfying when that happens. \n\n11) I leave Bianco Hills at this point because I will need Yoshi in order to get 2 of the blue coins left in the level. Yoshi does not appear in this level until you rescue him from Shadow Mario back at Delfino Plaza. After leaving, I grab a blue coin, beat the paint monster, and proceed to collect some blue coins before fighting Gooper Blooper. A few of the coins only appear in this episode of Ricco Harbor, so I get them and any others that happen to be nearby. Gooper Blooper was pretty easy. \n\n12) This shine is pretty fun. I always pick the green blooper because it has the best handling. I remember being very impressed with the shortcut when I saw it in Dragorn\'s run, and the satisfaction from pulling it off correctly never gets old. \n\n13) I get this shine from doing the blooper race again. Nothing special here. \n\n14) My first 100 coin shine. I put a pretty good amount of planning into the coin route. I also grab several blue coins along the way (as I usually do when going after 100 coin shines). Normally, when I get the coins on the crane, the crane stops in the other position. But the timing was a little different this time, so I ended up under the fencing that I will need to climb on in just a second. Impulsively, I decide to try and jump for it, but I don\'t make it, so I go the standard route by jumping from the ship\'s smoke stack. Everything else went normally, and I got the shine. \n\n15) Lord... This is one of the most embarrassing parts of the run. Jumping from the crane and hovering up under the cage is so damn cool, and I lamely screw it up a few times. I probably lost at least a minute messing around. \n\n16) No matter how many times I do this Void, I still die a lot. So I\'m kind of cautious in this one, especially when I get to the three green spinning things. Those are scary. Being a little slower and surviving is always faster than being reckless and getting killed, so I\'m not ashamed of being careful here. \n\n17) Red coin challenge. Yay. \n\n18) I have a brain fart and accidentally go to episode 4 again. So I exit the level and re-enter. Now THIS is how the trick I tried to do on #15 is supposed to look. I DO NOT trust Chucksters, so I always take a moment to make sure I\'m in the right position for them to throw me. Gooper Blooper gets owned again. \n\n19) This shine has ended so many runs. I don\'t know why, but even after doing it over a hundred times, I still mess up a lot. As you can see I miss a couple of red coins on my first pass. But it actually went pretty well compared to some past runs. In one ill-fated run, I missed the same coins time after time, and died three times in a row. I was so demoralized I didn\'t try to run the game again for about a week. \n\n20) Shadow Mario lasted a little longer than he normally does, but he still went down fairly easily. \n\n21) I exit Ricco Harbor because Yoshi won\'t be in episode 8 and I need him to be. Watch my silhouette after I spray the \"X\" at the docks, lol. I open Gelato Beach and enter the level. I grab a few blue coins on the beach before going into this level\'s only Void. This is my favorite Void. That\'s probably because it\'s the easiest for me. \n\n22) Back to the Void again, only this time for the red coin challenge. \n\n23) Those weird duck things on the mirrors can be a pain to deal with, but this time they didn\'t give me much trouble. \n\n24) Wiggler\'s given me a lot of hell on some previous runs, but this is one of the quickest fights I\'ve ever had with him. Also, I think this is the first time I\'ve managed to be precisely at the shine\'s landing point after beating Wiggler. \n\n25) I like this shine. It\'s a great chance to calm down a bit for the upcoming Sand Bird. \n\n26) Ah, the Sand Bird, a notorious run killer. Getting all of the red coins and blue coins before making it to the top of the tower in the center is always stressful. Thankfully, nothing went wrong here. \n\n27) I like Racing Il Piantissimo. Since you don\'t get the shine until he finishes the race, I always take advantage of the extra time to try and grab a blue coin or two. Unfortunately, the blue birds near the flag didn\'t feel like cooperating with me. Oh well. \n\n28) I leave Gelato Beach for the same reason I left Bianco Hills and Ricco Harbor early. Since I have to head in the general direction of Pinna Park, I go ahead and get the shine from the void behind Gelato\'s entry. After I get the shine, I\'ll be warped to the center of Delfino Plaza, and I can go to Pinna Park from there. \n\n29) The fight with Mecha Bowser went better than average with only one missed shot. I also get to watch more cut scenes! Well, actually I take this time for a quick bathroom break, lol. \n\n30) Wrangling the Bullet Bills so they can blow open the boxes with the blue coins in them can get pretty frustrating. Since most of the boxes are out of direct targeting range, I have to wait for a purple, homing one and lure it over to a box. I used to get the 100 coin shine by shooting the stray BB\'s and collecting their coins. But I\'d usually finish one task way before the other, and end up standing around waiting for the BB\'s to come so I could either lure them to a box or shoot them for coins (whichever task wasn\'t done). So eventually, I got tired of doing the 100 coin shine here. I think the new way of getting it is faster anyways. For the Void, I basically just copy Dragorn\'s route. It\'s a good one! \n\n31) The red coin challenge for this one is a little tougher than at some of the other Voids, in my opinion. The platforms like to disappear when I need them. If I\'m too slow to get to the red platforms towards the end, I just have to stand there and wait for them to reappear. Luckily, that didn\'t happen in this run. \n\n32) The game designers were evil with the placement of some of the blue coins I get while going after the red coins. As you can see, I mess up a couple of times and I have to wait for the ships to get in the position I need them to be in. There are a couple of other sloppy bits, but I get through it. \n\n33) My attempt to take out two of those weird turtle monsters at the same time goes bad. Otherwise, things went fine. \n\n34) I was a tad sloppy with the blue coin collecting. Those blue birds are annoying. I almost ran out of water right before collecting the shine. \n\n35) This is one of the easiest 100 coin shines. \n\n36) Thankfully, Yoshi required a pineapple. I hate it when he needs a coconut. I try to catch blue birds with Yoshi whenever possible. This is one of the Voids that still gives me some trouble, so I\'m a little cautious. But I still get through it pretty quickly. \n\n37) Red coin challenge in the Void. I think this is the fastest way to collect the red coins in the section with the orange blocks. \n\n38) Shadow Mario was kinda tough to bring down this time. I swear he has more hit points than normal in this level. After downing him, I get revenge on one of those electric turtle dudes while I wait for the shine to be touchable. \n\n39) The roller coaster balloons are usually rough, but this went very well. It\'s hard to tell exactly where you\'re aiming. But I got them in just over 1 lap, which is better than I usually do. Pinna Park is the first level that I clear out in a single pass. \n\n40) Now I spend some time in Delfino Plaza. I love the triple jump to the palm trees next to the weird red coin Void. It\'s so much faster than blasting up there with the rocket nozzle, which is what I did until I saw the video in Sydynski\'s topic. \n\n41) After finishing that Void, I\'m warped right next to Shadow Mario with the Yoshi egg. It\'s important that I knock him down next to the bananas, for obvious reasons. Once I have Yoshi, I use him to get the 2 blue coins that are behind those weird orange things that he has to spray with juice. I also nail the two blue birds and open Sirena Beach. Now for the stunt that I practiced more than any other while training for this run. Rather than taking the really long route by jumping from boat to boat, I go to the sewers, and then do a running spin jump. If my aim and momentum are just right, I fly all the way out to that platform in the sea. It\'s a neat trick. So neat that it muffles the music! I pull it off perfectly and ride the boat over to the island. This river void was one of the toughest in the game, so I practiced it religiously. It paid off, since now I complete it on the first pass about 90% of the time. \n\n42) This Pachinko machine void is strange. The direction and how hard you press the control stick on the big jump into the machine affect where you end up, and it was tough to get the hang of. But once again, religious practice paid off, because now I finish it with good consistency. It used to be a run killer. \n\n43) As long as you don\'t leave Delfino Plaza, you get to keep your coins even after getting a shine. That means I always have at least 1 coin by now to give the Chuckster who tosses me into the broken window. \n\n44) Shadow Mario drops the turbo nozzle near where I like him to. I equip it and head for the Void that needs the nozzle. This one\'s pretty fun. \n\n45) Easy as pie. \n\n46) This is another stunt that I\'m quite proud of. The fastest way to get to the island with the gold bird is to turbo nozzle over there. Once I activate the shine, I turbo over to the blue coin behind the doors that must be broken down with the nozzle. Now this part is tricky. Without the regular nozzle or the rocket nozzle, it\'s almost impossible to get on top of that pillar with the shine. But if you do a backwards dive jump from just the right position and pull back on the control stick a little, you\'ll land nicely on top. Just like this. \n\n47) Shadow Mario wasn\'t too bad. Once I have the rocket nozzle, I grab the shine on top of the light house. Nothin\' to it. \n\n48) Eastern bell tower. \n\n49) Western bell tower. \n\n50) Getting the durians for the lady who wants them is usually a pain. I lose a durian by accidentally kicking it the wrong way and into the water. Since I\'m nearby, I always go for the first of two box smashing games and get a shine from that. \n\n51) I take care of banana lady and pineapple lady. I have a bit of trouble with the first pineapple. Then I rocket up to the giant shine gate and clean off the shine. \n\n52) I jet over to the island with the coconut lady. I enter the sewers and grab the blue coin down there on my way back to Ricco Harbor. Now that Yoshi\'s there, I can get the last shine and the blue coins. The fruit machine sucks. I\'ve wasted a lot of time on past runs thanks to the random fruit. This time, it wasn\'t too bad. Getting to the shine in the cage went according to plan. \n\n53) After cleaning out Ricco Harbor, I head over to Bianco Hills to finish it up. I get most of the remaining blue coins while getting 100 coins. I had some trouble on those rings of flowers. I then get Yoshi and use him to nab a butterfly and knock down the beehive with the blue coin. \n\n54) Nothing remarkable here. Despite some minor blips, getting the red coins and the leftover blue ones went as usual. \n\n55) Off to Sirena Beach and the horrendous fight with the giant Manta. It certainly could\'ve gone better. \n\n56) On my way to the hotel, I pause the game because the tape was about to run out. I took a 5 minute break, and then put the second tape in and continued. This Void\'s a notorious run killer because it\'s tough, and by now I\'m usually starting to feel some fatigue. I was a little careful, and this time I wasn\'t feeling very tired, so I got through it pretty well. \n\n57) Red coin challenge. Nothin\' fancy. \n\n58) 100 coin time. I grab a few coins and a couple of blues before entering the hotel. I follow the route you\'d normally take for \'Mysterious Hotel Delfino\'. I stop to grab a few coins from lights because the coins I get from ghosts have a nasty habit of getting stuck in the walls, and there\'s only about 102 or 103 coins available without taking any lengthy detours. \n\n59) Nothing remarkable here. \n\n60) Gah... I hate the casino! You can stand there forever and not get the 7 7 7 combo. And what do you get for winning? A tough Void, of course! This Void gives me trouble, so I take my time on it. \n\n61) Oops. I meant to go back and do the last Void again, but I accidentally selected episode 5. So I just get it over with. The fight with King Boo went pretty well. \n\n62) Back to episode 4 and the casino Void for the red coin challenge. \n\n63) Scrubbing Sirena Beach could\'ve gone better. I usually miss a patch that I have to waste some time hunting for. \n\n64) I take down Shadow Mario fairly easily, but I make some stupid mistakes going for the blue coins. I have to make a few attempts to get the blue coin from the triangle graffiti. Also, I completely forgot to get the blue coin from the crate in the pineapple room. Maybe I was feeling some fatigue at this point after all. \n\n65) Yeah, I think so. My brain craps out again during the red coin hunt and I forget where the 8th coin is. I run around in panic for a minute before I remember it\'s in the room that you get to by going through the poster. I also stupidly pound through the floor in the wrong place. This shine, and the fiasco during shine #15 are what I consider to be the worst mistakes in the entire run. \n\n66) I\'m a little sloppy getting up to the waterfall. \n\n67) I always detour and get the blue coin under the waterfall first. I used to get it during the 100 coin shine, but that fish down there has killed me before when I was close to having 100. So I figure if I have to die, it might as well be early in an episode. I get the blue coin with no trouble. I get a few others on the way to Gooper Blooper, and I take him out pretty quickly. \n\n68) Red coins in a bottle. Pretty good. \n\n69) The fight with the eel can get pretty chaotic, and I don\'t do as well as I like to do during the fight. On top of that, I miss one of the blue coins on the pillars and end up wasting some time looking for it. \n\n70) Il Piantissimo again. Sometimes I get lucky and this boxing glove comes out of the wall during the race and knocks me towards the flag a good distance, but not this time. Since I have a few seconds to spend, I grab a blue coin floating over the water. \n\n71) I spend a long time on episode 6 of Noki Bay. I\'m a little sloppy getting up to the gold bird, but otherwise it goes pretty smoothly. \n\n72) Now for 100 coins and all of the remaining blue coins. Getting the coins in all of those little coves can be quite a pain. I make some goofs trying to get to the shine at the end. \n\n73) Getting to the void via the tight ropes is always stressful. Once I was inside, things went pretty well. \n\n74) I accidentally triple jumped over the edge of the platform and I had to take a slightly different route back to the Void than the one I\'m used to taking. No big mistakes during the red coin challenge. \n\n75) Shadow Mario was a bit troublesome. \n\n76) A few times, I managed to get all 8 of the red coins out of the fish in one pass. That rarely happens though. This time wasn\'t bad, although one of those dumb fish got me. \n\n77) It is possible to get up to the entry for Pianta Village without the rocket nozzle. But I was never able to get any good consistency with it, so I always go back for the rocket nozzle. Eventually I realized that I could just warp over there after beating box challenge # 2, which used to be at the end of the run and a bit out of the way. \n\n78) After beating the box challenge, I put on the rocket nozzle and blast up to Pianta Village. I have some trouble with the baby chomps, but this episode rarely goes perfectly, so I don\'t sweat it. I especially didn\'t mean to douse the third baby as quickly as I did, lol. \n\n79) I make a tiny mistake that costs a few seconds during the race with Il Piantissimo. Oh well. \n\n80) I get some blue coins on the way to the pond, and then I jump out of the water to create a little clean spot on the ground. From there, I employ one of the coolest and most time saving uses for the backwards dive jump. Once I have FLUDD again, I grab a couple of blue coins that only appear on this episode before getting the shine. \n\n81) Something almost always goes wrong if I release the big chomp right away and try to douse him in front of the hot spring. That\'s why I pre-place a barrel there before I free him. This way\'s a little slower than perfectly pulling it off the other way (like Dragorn did in his run), but messing up it ends up costing more time than going the safe way. \n\n82) I collect the coins under the village first, and then I get Yoshi his fruit. The bees give me some hell. Everything else went pretty well. \n\n83) Jumping off the bridge to save time is cool. This Void can get ugly really fast. That doesn\'t happen this time, and I was able to land every Chuckster toss perfectly. The last throw is the hardest to pull off, but I do it. \n\n84) Watch as I nearly kill myself jumping off the bridge this time. My heart almost stopped. The red coin challenge in this Void is the toughest of them all. There are so many places for something to go wrong and cost you a lot of time, and lives of course. I practiced this one several times, and it paid off. \n\n85) This shine and its blue coins are pretty easy. Although one time, I cleaned them all but somehow one of them got covered in paint again (probably one of those paint bubble creatures), and I ran out of time a moment before I was able to find that one and clean him off again. No such trouble here, thank god. \n\n86) This Shadow Mario was pretty easy. \n\n87) This time I get the other secret shine from this level. No big mistakes. \n\n88) This shine is a run ender. For one big reason, too. The red coin next to the beehive near the very back of the level is DEADLY. I\'ve died so many times getting that one, and I always get the sweats when I have to go for that it. Those bees just love to watch me fall. The blue coin and the red coin underneath the village are also nerve wracking. \n\n89) I head for Gelato Beach in order to finish it off. I get the blue coins that require Yoshi first, and then a couple of others that are out in the ocean. One school of red fish carrying a red coin disappeared several times into the walls of the coral reef. Annoying. \n\n90) One last tussle with Shadow Mario. \n\n91) After beating all of the Shadow Mario\'s in the different worlds, Delfino Plaza floods and you have to go into Corona Mountain to bring the flooding down. You don\'t have to beat Bowser, just enter the level. Once the floods go down, you can get on the boat and go to the airstrip, and there\'s a shine and a blue coin there I must get. Exiting the level is way faster than beating Bowser and sitting through the credits, lol. I go inside and grab the 10 blue coins. I hate the controls on the wooden boats, so I\'m very careful. Sorry if this part is too slow to be entertaining, but since I\'d made it this far I was determined not to get killed. Once I have all the blue coins, I exit the level. I make a trip through the sewers to get another out of the way blue coin and go back to Gelato Beach. Then it\'s time for the 100 coin shine. I always get 5 coins from a watermelon incase something goes wrong. I wouldn\'t make the viewer sit through me getting 10 coins from each of the 3 melons. I\'m not that cruel ;). I get pounded by the duck things and I have some trouble getting the blue birds and doing the tightrope walking, but that\'s normal. \n\n92) More duck trouble, but I get the watermelon over to the hut just fine. \n\n93) I love this shine. =) \n\n94) I get the last blue coin in the sewers and some gold coins for the boat fee. I then travel to the airstrip and get the final blue coin in the game from the block of ice. After that, I get the 8 red coins, a ton of gold coins, and the shine. \n\n95) This is the easiest 100 coin shine in the run. I get to keep all of the coins I grabbed at the airstrip, so I use some of them to pay the fee and I get the last coins I need at the airstrip. \n\n96 - 119) All of that hard work collecting blue coins finally pays off. \n\n120) Now it\'s time to beat Bowser! There\'s a slightly faster way of getting across the section with those platforms that have the spikes and the flames, but it\'s risky. I go the safer, and marginally slower, route. By now, my nerves were shot because I knew that this was going to be the run I submitted. But I had to try hard not to think about that and just get to Bowser. The battle itself was good. I got hit by flames, and I was a tad slower than I usually was during the practice runs. But after over 5 hours of playing without deaths, you can understand me wanting to be careful, can\'t you? ;) Once I made the final ground pound, I let out a cheer, lol. \n\n[u]Closing[/u]: \n\nI think a sub 5 hour run is definitely possible, but it would take someone with a lot more time to devote to a run than I have. The person would also have to have a much higher tolerance for the cut scenes, because those wore out their welcome fast. I do hope someone beats this someday, because that would be awesome to watch. However, I also hope I get to keep this spot for a little while. I hope you enjoyed my run and the comments.','2007-08-25',0,18600000,12,'MarioSunshine_SS_100p_510',1,5,0,NULL),(0,1156,NULL,201,'','This is my fifth speedrun of Super Mario World, but it will be the first to be posted at Speed Demos Archive. Let\'s call this my penultimate effort; my next minimalist SMW run will likely be my last. There was a mistake in Star World 2 that cost about a second. Other than that, the run went near perfectly according to the route that I had planned. \n\nThanks to Scott Kessler, Andrew Gardikis, and Chris Metzger; all great competitors that I\'ve battled over the SMW record with. \n\n- Adam Sweeney / \"Lucid Faia\"','2007-12-15',0,659000,11,'SuperMarioWorld_SS_1059',1,18,0,NULL),(0,1157,NULL,201,'','First, I would like to thank sdkess, because it was his 11:09 run on SDA a while back that actually inspired me to go for a 96 exit speed run. I would also like to thank Radix, because without him egging me on, I probably would have given up on this run a long time ago. Thanks to Nate for capturing this run. Finally, I want to thank smilingjack13, for always keeping me motivated to go for better. \n\nThis run is the result of a few hundred attempts over the span of about four months. When I first started, I had no experience in speed running Super Mario World, so it took a long time to figure out the best strategies for each level and even longer to practice each level for consistency. I thought that coming up with the best route would require some major thinking, but the basic route actually came to me pretty quickly. I ended up revising it slightly, and I think it is just about optimized now. One area of debate was Chocolate Island. I wasn\'t sure if it would be faster to take care of Choco Secret Area right after Chocolate Island 2, or if I should play until Wendy\'s Castle and backtrack to Choco Secret Area. I timed both of these out, and the results were practically identical- the route I took in the video was faster by .2 seconds. My original goal was to get a time below 1:40:00, so as you can see I\'ve gone well beyond that. I don\'t think a sub 1:30 run is possible, at least by a human player. I made some sloppy mistakes in this run and got hit a bit more than I usually do, but this was the only time I was ever able to make it through the game without dying. I\'ve had some perfect runs that ended very late in the game... Forest of Illusion 2 killed more runs than probably any other level, and I think you\'ll see why. Anyway, I hope you enjoy watching this run as I worked very hard for it. I don\'t think I\'ll ever play SMW again, let alone try to improve this. Feel free to email me with any questions or comments you might 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me start by saying that this is the start of a new era for me as a speedrunner. Any of my previous runs I consider being crap, and hopefully in the future can be redone to the standard I have applied to the run before you. Prior to this speed run, I took speed running a lot less seriously, getting lazy and letting amateur mistakes let by in my runs, however once my Crash Bandicoot speed run(s) got rejected; that was the wake-up call, and this begins the era of Â« t r i â— h e x Â»\'s (the way I originally intended to have my name spelled on SDA, however YaBB didn\'t support it, and my literally log in text consists of \"t_r_i_h_e_x\" yet there\'s a space between the I and h) superiority over my previous shit runs: \n\n- Sonic Adventure DX, Adventure mode as Sonic (0:46:XX) \n- Mario Advance 3: Yoshi\'s Island (2:19:XX) \n- Crash Bandicoot 2, 7 segments, 100% (rejected) \n- Crash Bandicoot 3, 13 segments, 105% (rejected) \n\nNow, onto the thanks: \n\n- Radix, for rejecting my runs, changing my way of speed running, and generally just owning at what he does. \n- Nate, for resending my previous speed run tapes in that awesome Avon box padded with Wal-Mart shopping bags! ... Oh, and converting the VHS footage. \n- Soteos, for being the only one ever giving me words of encouragement at times when I was mere [[]your choice of measurement] from insanity due to impatience of countless failures on this run. \n- Everyone else for waiting so long and having the patience to bare with me as I finally become the official \"King of Yoshi\'s Island,\" I say that confidently, go ahead, attempt to outdo any of my 100% times or this run time. Wink \n\nThis time around I\'m going to let my run speak for itself, and stop treating my speedruns like some crappy TV show DVD commentary where I attempt to comment on all that happened just to stretch 20 minutes. I leave below here a list of facts concerning the run; they pretty much define the run. \n\n# Of times hit: 29 (10 from 5-6 and 6-8 alone, which are \"freestyle levels\") \n# Of times ULTRA LAG occurred: 6 \n# Of deaths: 2 \n# Of egg-throws missed (excluding freestyle levels such as 1-5, 5-6, and 6-5): 1 \n\nAnd finally, the notable (that may not be so obvious) moments of my run consist of: \n\n- Notice how I skip the first 2 red coins that even the TAS didn\'t skip near the first door on 2-4. \n- My finale shortly after killing the boss on 2-8. \n- On my way to the final boss door on 3-4, I didn\'t expect that frog to keep getting hit, but now that I saw it again, it\'s actually funny and I\'m glad I did that. \n- Yes, I did kill that giant fish at the end of 3-7 with that shy guy! \n- My alternated version of Lightweight\'s discovered shortcut on 4-8. \n- 6-4 in general, I own the level so hard! The first blob dead in 6 shots; the second blob destroyed with only ... get this, 3 eggs!!! Followed by a semi-fast defeat of Tap-Tap \n\nThat\'s all, don\'t forget to check out my seven new individual runs as well, esspecially 1-1!','2005-10-02',0,7094000,11,'YoshisIsland_SS_15814',1,18,0,NULL),(0,1273,NULL,348,'','This is a Super Metroid any% run done single-segment. I started to challenge this time attack in around June 2006, and this movie is the one recorded on 9th August. \n\nBefore making this movie, I gained many hints from some tool-assisted speedrun movies, especially Terimakasih\'s any% run and Michael Flatley\'s incomplete 100% run which are available at TASVideos. From Terimakasih\'s run, I got ideas of faster boss fights and less items. From MF\'s run, I learned the arm pumping dash and many sensitive movements. Also, I got a lot of good information from the website \"NINTENDON!\", which has a good Japanese Super Metroid community and also is famous for its good SM rom hacking. I\'d like to thank BananaOyaji who is the webmaster of NINTENDON! and Sippu who is a good SM speed runner. Also, I\'d like to thank catnap222 for helping with my submission and giving me some new techniques like the \"Torizo quick kill\" or the \"Super short charge\".ã€€Moreover, I\'d like to thank SDA and Radix for giving me the chance for publication like this. \n\nSome explanations are following: \n\n- Ceres escape can be faster, but it\'s very difficult. \n- At the Torizo fight, Samus made Torizo skip his first arm attack by moving in front of him just after the boss fight begins. \n- Kraid fight was completely well done. \n- In the Phantoon fight, I badly missed the first attack. What is worse, all of his attack patterns were the slowest ones. \n- At the top room of the Wrecked Ship, I played quite badly, like missing the shine spark, and so on. \n- At the huge room before Draygon, I failed the horizontal shine spark, though Samus charged at the required position. \n- Mother Brain fight was one of the quickest kills. I attacked him with Charge Beam in the first half, and with Murder Beam in the latter half. Before his Hyper Beam, I took the gravity suit off instead of taking damage intentionally. \n- It seemed that 31mins was impossible, so I went to the bomb room and rescueed the animals. \n\nIn detail, there are nearly 100 mistakes in this run. If I had done well in the Wrecked Ship including the Phantoon fight, I would have gotten 31min. Using save points, I would make it even faster. Anyway, this run is almost my perfect. Enjoy! \n\nJapanese version: \nåå‰ï¼šè›ç« \næ’®å½±æ—¥ï¼šï¼˜æœˆï¼™æ—¥ \n\nã“ã‚Œã¯ã‚¹ãƒ¼ãƒ‘ãƒ¼ãƒ¡ãƒˆãƒ­ã‚¤ãƒ‰ã®any%ãƒŽãƒ¼ã‚»ãƒ¼ãƒ–ã‚¿ã‚¤ãƒ ã‚¢ã‚¿ãƒƒã‚¯ã§ã™ã€‚ã“ã®ã‚¿ã‚¤ãƒ ã‚¢ã‚¿ãƒƒ \nã‚¯ã«ã¯ã€2006å¹´ã®6æœˆé ƒã‹ã‚‰æŒ‘æˆ¦ã—å§‹ã‚ã¾ã—ãŸã€‚ã“ã‚Œã¯8æœˆ9æ—¥ã«æ’®å½±ã—ãŸã‚‚ã®ã§ã™ã€‚ \n\n\nã“ã®å‹•ç”»ã‚’ä½œæˆã™ã‚‹ã«å½“ã£ã¦ã€TASãƒ ãƒ¼ãƒ“ãƒ¼ãŒã¨ã¦ã‚‚å‚è€ƒã«ãªã‚Šã¾ã—ãŸã€‚ç‰¹ã«å½±éŸ¿ã‚’ \nå—ã‘ãŸã®ã¯ã€TASvideosã§è¦‹ãŸTerimakasihã•ã‚“ã®any%runã¨æœªå®Œæˆã«ãªã£ãŸM.Fã•ã‚“ã® \n100%runã§ã™ã€‚ Teirimakasihã•ã‚“ã®ãƒ ãƒ¼ãƒ“ãƒ¼ã‚’è¦‹ã¦ã€ç§ã¯ãã‚Œä»¥å‰ã‚ˆã‚Šé€Ÿããƒœã‚¹ã‚’å€’ \nã›ã‚‹ã‚ˆã†ã«ãªã£ãŸã‚Šã€å–å¾—ã™ã‚‹ã‚¢ã‚¤ãƒ†ãƒ ã‚’å°‘ãªãã—ãŸã‚Šã—ã¾ã—ãŸã€‚MFã•ã‚“ã®ãƒ ãƒ¼ãƒ“ãƒ¼ \nã‹ã‚‰ã¯ã€LRãƒ€ãƒƒã‚·ãƒ¥ã‚„ç´°ã‹ã„å‹•ãã®æ”¹å–„ãªã©ã‚’çŸ¥ã‚‹ã“ã¨ãŒå‡ºæ¥ã¾ã—ãŸã€‚ \nä»–ã«ã€ç§ã¯ä»»å¤©ä¸¼ã§ã‚‚å¤šãã®æƒ…å ±ã‚’çŸ¥ã‚Šã¾ã—ãŸã€‚ãã®ç®¡ç†äººã§ã‚ã‚‹ãƒãƒŠãƒŠãŠã‚„ã˜ã• \nã‚“ã€ãã‚Œã¨ç–¾é¢¨ã•ã‚“ã«ã‚‚ãŠä¸–è©±ã«ãªã‚Šã¾ã—ãŸã€‚ \ncatnap222ã•ã‚“ã«ã¯å‹•ç”»ã®æŠ•ç¨¿ã‚’åŠ©ã‘ã¦ã‚‚ã‚‰ã„ã¨ã¦ã‚‚æ„Ÿè¬ã—ã¦ã„ã¾ã™ã€‚é³¥äººåƒæˆ¦ã‚„è¶³ \nè¸ã¿ã‹ã‚‰ã®ã‚¯ã‚¤ãƒƒã‚¯ãƒ–ãƒ¼ã‚¹ãƒˆã®ãƒ†ã‚¯ãƒ‹ãƒƒã‚¯ã‚‚å½¼ã«æ•™ãˆã¦ã‚‚ã‚‰ã„ã¾ã—ãŸã€‚ \nã¾ãŸã€ã“ã®ã‚ˆã†ã«è‡ªåˆ†ã®å‹•ç”»ã‚’ç™ºè¡¨å‡ºæ¥ã‚‹äº‹ã«å¯¾ã—ã€SDAã¨Radixã•ã‚“ã«æ„Ÿè¬ã—ã¦ã„ã¾ \nã™ã€‚ \n\nä½•ç®‡æ‰€ã‹å‹•ç”»ã®èª¬æ˜Žã‚’ã—ã¾ã™ã€‚ \nã‚³ãƒ­ãƒ‹ãƒ¼ã®è„±å‡ºã¯ã‚‚ã†å°‘ã—é€Ÿããªã‚Šã¾ã™ãŒé›£ã—ã„ã§ã™ã€‚ \né³¥äººåƒæˆ¦ã§ã¯ã€æ•µãŒå‹•ãå‡ºã™ã¨åŒæ™‚ã«ç›¸æ‰‹ã®å‰ã«ç§»å‹•ã—æœ€åˆã®æ”»æ’ƒã‚’ã‚¹ã‚­ãƒƒãƒ—ã•ã›ã¦ \nã„ã¾ã™ã€‚ \nã‚¯ãƒ¬ã‚¤ãƒ‰ã¯å®Œå…¨ã«æ€ã„é€šã‚Šã«å€’ã›ã¾ã—ãŸã€‚ \nãƒ•ã‚¡ãƒ³ãƒˆã‚¥ãƒ¼ãƒ³æˆ¦ã¯æœ€åˆã®æ”»æ’ƒãŒä¸ç™ºã«ãªã£ã¦ã—ã¾ã£ãŸã®ãŒæ‚ªã‹ã£ãŸã§ã™ã€‚æ›´ã«ãƒ•ã‚¡ \nãƒ³ãƒˆã‚¥ãƒ¼ãƒ³æˆ¦ã¯3ã‚¿ãƒ¼ãƒ³ã¨ã‚‚æœ€ã‚‚é…ã„ãƒ‘ã‚¿ãƒ¼ãƒ³ã§ã—ãŸã€‚ \né›£ç ´èˆ¹ã®æœ€ä¸ŠéšŽã§ã®ã‚·ãƒ£ã‚¤ãƒ³ã‚¹ãƒ‘ãƒ¼ã‚¯ã®å¤±æ•—ã‚„ã€ãã®å¾Œã®è¡Œå‹•ãŒé…·ã„ã§ã™ã€‚ \nãƒ‰ãƒ¬ã‚¤ã‚´ãƒ³å‰ã®å¤§éƒ¨å±‹æ¨ªã‚·ãƒ£ã‚¤ãƒ³ã¯ã€å¿…è¦ãªé«˜ã•ã«é”ã—ãŸæ™‚ç‚¹ã§ã¯æºœã‚ãŒåˆ‡ã‚Œã¦ã„ãª \nã‹ã£ãŸã®ã§æ®‹å¿µã§ã™ã€‚ \nãƒžã‚¶ãƒ¼ãƒ–ãƒ¬ã‚¤ãƒ³ã¯å€’ã—æ–¹ã¨ã—ã¦ã¯æœ€é€Ÿã ã¨æ€ã„ã¾ã™ã€‚å‰åŠã¯ãƒãƒ£ãƒ¼ã‚¸ãƒ“ãƒ¼ãƒ ã€å¾ŒåŠã¯ \nãƒžãƒ¼ãƒ€ãƒ¼ãƒ“ãƒ¼ãƒ ã§æ”»æ’ƒã—ã¾ã™ã€‚ã‚ã–ã¨ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚’å—ã‘ã‚‹ä»£ã‚ã‚Šã«ã‚°ãƒ©ãƒ“ãƒ†ã‚£ã‚¹ãƒ¼ãƒ„ã‚’ \nå¤–ã—ã¦ã„ã¾ã™ã€‚ \nçµŒé¨“ä¸Šã€31åˆ†ã¯ã»ã¼ç¢ºå®Ÿã«å‡ºãªã„ã¨æ€ã£ãŸã®ã§ãƒœãƒ ã®éƒ¨å±‹ã«å‘ã‹ã„ã¾ã—ãŸã€‚ \n\nç´°ã‹ãè¦‹ã‚Œã°å…¨éƒ¨ã§100å›žè¿‘ããƒŸã‚¹ãŒã‚ã‚Šã¾ã™ã€‚é›£ç ´èˆ¹è¾ºã‚ŠãŒé€Ÿã‘ã‚Œã°31åˆ†ã«ãªã£ãŸ \nã‹ã‚‚ã—ã‚Œã¾ã›ã‚“ã€‚ã‚»ãƒ¼ãƒ–ã‚’ä½¿ãˆã°æ›´ã«é€Ÿãã‚¯ãƒªã‚¢ã§ãã‚‹ã¨æ€ã„ã¾ã™ã€‚ã¨ã«ã‹ãã€å‡ºã \nã‚‹ã“ã¨ã¯ã»ã¼å…¨ã¦ã‚„ã‚Šã¾ã—ãŸã€‚ã©ã†ãžæ¥½ã—ã‚“ã§ãã ã•ã„ã€‚','2006-08-09',0,1920000,12,'SuperMetroid_SS_032',1,18,0,NULL),(0,1274,NULL,348,'','Hello. This is my 0:55 100% speed run for Super Metroid, played on the console. I am very pleased with this run, as it beats my old time of 1:00 as well as the previous record of 0:58. Lots of new stuff was done in my run; many things thought up by other players, some by myself. \n\nI\'d like to thank several people who helped me during this video, which took about 3 weeks of off-and-on playing to get (partly due to being severely out of practice when I first started this about the second week of May). \n\nWithout their help and support, I would not have done as decent as I did, so I would like to thank Nate for encoding my video to DivX, Radix for getting it put up online as well as for the idea to skip the energy refill in Tourian (I always said Reserve Tanks are cool), Evilchen (who says a 0:56 is perfect with the old route) with the Maridia mainstreet missile method (although I slightly did it wrong in the video) as well as with getting the Spring Ball without the Grapple Beam. \n\nI\'d like to thank the Metroid2002.com guys: Trebor, Kip, Ajbolt89, and Tzyr for their moral support as I probably wouldn\'t have finished without them egging me on. I\'d also like to thank Steven Joshlin for his moral support as well. Also a thanks to Smokey for his method of getting out of the first Missile area faster, and for giving me a reason to improve on my 1:00 and his 0:58. Lastly, I would like to thank a friend who gave me tons of ideas and useful things to try, such as all the new boss strategies, the idea of spike jumping and enemy boosting, confirming my proposed route and helping with the initial route (which I changed after the Wrecked Ship), as well as helping me finally get to that annoying Spring Ball without the Grappling Beam. Thanks guys. ^^ \n\nAs of right now, Twin Galaxies doesn\'t like the Mockball, and I do quite a few of those, among other things they would probably deem banned. So no record for me there. Oh well, maybe this video will change their minds about the Mockball, as it is basically made into a regular move for me now in the videos. \n\nAs much as I want to talk about the neato stuff I do (sans messups that pretty much I *only* made in the recorded segments, like the start of part 2 and the horrible X-Ray Scope room), I think the video itself can tell the story better than I. \n\nI did not get everything off, as I missed a couple of Super Jumps/Shinesparks, some enemy boosts, some spike jumps, etc. \n\nI am pretty sure that this run will have something new in it for everybody (if not the Mockballs, spike jumps, monster boosting, or boss fights, then the final route I decided to go). Anyway, I truly hope you enjoy this, likely my last Metroid series 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of all, thanks to: [ul][li]Radix, for hosting the run. [li]nate, for encoding the run. [li]Amazing Ampharos, who provided insightful advice and helped me turn my original sloppy first few segments into something worthy of a real speedrun. [li]Mr_Potter, Satoryu, tkrausse, and forte_x, who also pointed out mistakes in my segments that I had to fix and faster ways to do things. Mr_Potter also found some tricks I used in my run. [li]tjp7154, who gave me the idea for the Paragoomba jump in 2-1 and part of the idea for skipping most of the banister in 2-2. [li]everyone who posted in the topic saying they looked forward to the run or really liked my segments, for spurring me on.[/ul] [hr] \n\nThis is my first speedrun. I looked at many games, including Donkey Kong Jungle Beat, Sonic Adventure 2, and even Twilight Princess (honestly, I could never be as good as Jiano at TP), before settling on running Super Paper Mario. There are many mistakes in this run, about 2 or 3 minutes of them, but I only covered the major ones in this commentary. \n\nHighlights of this run include: [ul][li]10 bounces in a row on O\'Chunks in World 1-4 [li]Skipping a section of the level in World 2-1 using a Paragoomba [li]The Brobot fight in World 4-4 [li]King Croacus fight in World 5-4 [li]Beating Mimi, the hardest boss in the game, in 43 seconds [li]Abusing O\'Chunks\'s AI in World 8-1 to defeat him easily and quickly without getting hit [li]The final boss fights[/ul] \n\nAnd now for the segment-by-segment comments. [hr] [ul][li]Segment 1 [ul][li]Not much to say here. Just a lot of talking. Boring. [li]I later learnt that the fastest filename would actually be \"9\"; left to go to last row from the beginning, then down to 9, then straight to done. Faster then choosing the infinity sign. But whatever, that\'s extremely minor.[/ul] [hr] \n\n[li]Segment 2 [ul][li]I hate the Bleck scenes in speedruns, because they take so long and all you do is press the 2 button. It gets really annoying when you have to attempt the segment many times. This segment took 4 improvements, each taking about maybe 50 tries, before I finished it. Needless to say, it was annoying. [li]The Fire Burst has a use later. [li]Skipping the Mega Star is faster, because it takes a long time to grow. I do get a Mega Star in World 7-4, however, because the time it saves is more than the time it wastes.[/ul] [hr] \n\n[li]Segment 3 [ul][li]I made a major breakthrough in this segment. I found this huge button on the Wiimote labeled A, and apparently, it lets you flip into 3D! This must be some sort of easter egg. This is an even bigger breakthrough then way back when OoT speedrunners discovered how to hop fences without Goron Mask! [li]Nothing much to say here.[/ul] [hr] \n\n[li]Segment 4 [ul][li]O\'Chunks was amazing. You can\'t get much better than 10 multibounces in a row. This is one of the highlights of this run.[/ul] [hr] \n\n[li]Segment 5 [ul][li]Fracktail went really well. I managed to stay on him the entire boss battle.[/ul] [hr] \n\n[li]Segment 6 [ul][li]This is what I used the Fire Burst for.[/ul] [hr] \n\n[li]Segment 7 [ul][li]I managed to skip an entire section of the level leading up to the pipe in 2-1 by jumping off a Paragoomba onto the pipe at just the right time. It\'s much, much harder then it looks; this took me at least 100 tries.[/ul] [hr] \n\n[li]Segment 8 [ul][li]I missed the invisible block once. Luckily, I hit it the second time.[/ul] [li]I also missed the jump to the brick wall by accident, but it doesn\'t look that way because I landed on an enemy. It gave me experience, so it wasn\'t all in vain. (I still haven\'t reached Level 2 by this point.) [hr] \n\n[li]Segment 9 [ul][li]I had a close shave with one of the Gnaws. It almost bit me in the beginning, but I got lucky. [li]Duck jumping allows you to get into gaps that are too small for regular Mario, and it\'s abused a few times in this run. Here, I duck jump onto a block below the key chest one unit away from the ceiling, then flip into 3D and skip the whole banister part.[/ul] [hr] \n\n[li]Segment 10 [ul][li] Another straightforward segment, perhaps the most straightforward one in the run. All I did was get Slim and get Rubees...[/ul] \n\n[li][hr] Segment 11 [ul][li]I just walk through Mimi\'s legs to the door she was guarding. That\'s some great programming. [li]I accidentally pick the wrong Merlee, but it actually doesn\'t matter; the fight still starts. It\'s still really sloppy, though. But it doesn\'t waste much time. [li]Mimi fight went pretty well, but I took some damage.[/ul] [hr] \n\n[li]Segment 12 [ul][li]All the between-chapter parts are really straightforward; most of them took me 10 or so tries.[/ul] [hr] \n\n[li]Segment 13 [ul][li]I killed Bowser with items because Boomer was too slow. [li]After I recorded this, I found out that you can skip the underground section almost entirely, shaving off 30 seconds. But my backup of this segment was gone, so I had to live with it.[/ul] [hr] \n\n[li]Segment 14 [ul][li]Jumping in and out of water while in 3D mode is faster than just swimming, and it lets you avoid enemies too. I do that a lot in this segment.[/ul] [hr] \n\n[li]Segment 15 [ul][li]Instead of waiting for the platform to come back, I used Peach to float over to it. [li]I HATE POISON CHERBILS. They were a major source of failed runs because of their poisonous gas.[/ul] [hr] \n\n[li]Segment 16 [ul][li]I later found out that you can skip the pipe part of this segment with another Boomer trick. That\'s another 20 seconds of missed opportunities. [li]I HATE AMAYZEE DAISIES. They\'re worse than Poison Cherbils, and this level places them in the worst spots.[/ul] [hr] \n\n[li]Segment 17 [ul][li]The Dimentio battle went pretty well. [li]I entered Critical for the first time in this segment, thanks to Spinies. Lakitus got me down to 1 HP at the end, too.[/ul] [hr] \n\n[li]Segment 18 [ul][li]I had to go through the first 4 minutes of this with 1 HP, thanks to my sloppy last segment. [li]The Francis fight was basically perfect. He didn\'t even get to attempt to attack me.[/ul] [hr] \n\n[li]Segment 19 [ul][li]Yet another straightforward Between Chapter segment.[/ul] [hr] \n\n[li]Segment 20 [ul][li]Carrie is much faster than space-swimming (as Squirps calls it), which is why I used Carrie here. Carrie is definitely my most used Pixl in this run, because she\'s much faster than walking. Dashell would be the fastest way of getting around, but the Pit of 100 trials takes way too long.[/ul] [hr] \n\n[li]Segment 21 [ul][li]Just the rest of 4-1. Nothing much happened here.[/ul] [hr] \n\n[li]Segment 22 [ul][li]The item beside the pipe isn\'t chocolate, it\'s Space Food. So I can\'t skip the Twinkle Mart in 4-3...unless there\'s some trick I don\'t know about. [li]I got the old guy\'s offer down to 10 coins. I had to pay 100 coins on my first playthrough. :( [li]Have you ever noticed that there are only four bathrooms in the entire game? Two are in Merlee\'s basement (wouldn\'t you hate having to go all the way down there just to go to the bathroom?), one is in space (and Fleep\'s been occupying that one for 1500 years), and one is in the Overthere (which only dead people and legendary heroes have access to). How do people go to the bathroom if they\'re so inaccesible? I actually have a theory about this. All the residents of each world take a dump or a pee in some random place, and given enough time that will form into a Cherbil. (There\'s a reason Cherbils look like buttcheeks.) Notice how there are so few Cherbils in Bleck\'s castle. That\'s because he can just do his business in his little Void. And there are almost no Cherbils on Planet Blobule or in the Overthere because those places have bathrooms. There are a few in Merlee\'s Mansion, but we can blame Mimi for that. (Guess what Rubees are made of?) [li]I had a few missed jumps in this segment, but nothing too bad.[/ul] [hr] \n\n[li]Segment 23 [ul][li]I think I navigated the space maze very well with Carrie.[/ul] [hr] \n\n[li]Segment 24 [ul][li]I love this level. There weren\'t any major mistakes or notable tricks here, so that\'s all I have to say about this segment.[/ul] [hr] \n\n[li]Segment 25 [ul][li]Mr. L and Brobot went great. I couldn\'t naturally damage Brobot (my attack was too low), so I relied on powerups. I still got a good time, though. The game was lagging a little because of how many shots I fired =P[/ul] [hr] \n\n[li]Segment 26 [ul][li]I had a menu mistake at the end; I accidentally exited the character switching menu and had to go back in again.[/ul] [hr] \n\n[li]Segment 27 [ul][li]The combination input was a little slow because I was reading it off a piece of paper. Do you really expect me to memorize that? I was reading the combination in 2-3 off a piece of paper too. But that was easier to memorize.[/ul] [hr] \n\n[li]Segment 28 [ul][li]This O\'Chunks also went really well. I made an ugly flipping mistake at the end. It didn\'t cost too much time, though (less than 5 seconds); it just looks ugly.[/ul] [hr] \n\n[li]Segment 29 [ul][li]Another straightforward segment.[/ul] [hr] \n\n[li]Segment 30 [ul][li]I throw the Cragnon off the switch just as it\'s coming down so I don\'t have to walk with him.[/ul] [hr] \n\n[li]Segment 31 [ul][li]Mini Mario is slow, so I switch to Carrie while crawling back through the key card hole and use her, making Mario\'s face get bur. I do this in World 8-4 too when I have to get a hidden key. [li]I went down to 1 HP in the O\'Cabbage battle, then got it all restored with a level up. Other than that, O\'Cabbage went pretty well. [li]You can just skip the third hole, because its switch color (blue) already corresponds with the picture color (blue). [li]I miss the last switch once, but I hit it.[/ul] [hr] \n\n[li]Segment 32 [ul][li]Croacus was basically perfect. This is one of the hardest bosses in the game, and I didn\'t even take any damage. This helped me in the Sammer Guy tournament.[/ul] [hr] \n\n[li]Segment 33 [ul][li]I did very well in the Sammer Guy tournament. Somehow, this segment only took me 3 tries. Both of the failed tries ended at the guy near the elevator because I accidentally talked to him. [li]Hairy Arantula (the small guy) took me less than a second to beat. I think this sets some sort of record.[/ul] [hr] \n\n[li]Segment 34 [ul][li]Mimi is the hardest boss in the game, and I beat her in 43 seconds with Bowser\'s fire. [li]Brobot also went really well.[/ul] [hr] \n\n[li]Segment 35 [ul][li]It\'s faster to skip the ferry than to take it. [li]You normally fill the water one last time when going back (at least, I did), but I super jumped to a convenient pipe and skipped that. [li]Luigi\'s high jump means I can just jump on the pipes on the way back instead of flipping with Mario and going around all those spikes. [li]I kill those Piranha Plants with Luigi on purpose to get EXP.[/ul] [hr] \n\n[li]Segment 36 [ul][li]When I go back to the Underwhere, I use Carrie to cross the water, which is the fastest way of crossing the river.[/ul] [hr] \n\n[li]Segment 37 [ul][li]I skip the rotating transport things (which came back from World 1) with Carrie. [li]Bowser went really well. I usually take much more damage in this battle than I did. [li]I\'ve gotten better Underchomp battles, but since everything else in this segment was great I decided to keep it.[/ul] [hr] \n\n[li]Segment 38 [ul][li]Luigi\'s super jump BREAKS this level. With it, you can skip entire clouds and get on vertical platforms without having to wait for them to come to you. You can also jump to your destination even when it\'s offscreen. [li]I accidentally switch out Mario when I have to cross the gap near the arrow, and then quickly switch to Peach like I wanted to.[/ul] [hr] \n\n[li]Segment 39 [ul][li]I was mean and didn\'t unfreeze any Nimbis except the three I had to. Yet they still managed to put together a huge army of maybe 200 at the end. How does this happen? Were they all hiding in a invisible box somewhere? They could get over the bridge gap and just kill all those Skellobits for us, because they can fly. So why don\'t they just do that? [li]I decided to grab the Mega Star because I figured it would be faster than running through all that without the star. In 3D, you also need to do complex jumping in which the bricks are a major problem, and you have to be in 2D on the way back because you can\'t see backward in 3D on the way back. With the Mega Star, I don\'t need to flip into 3D, and I can just go back unhindered. [li]I use Mr_Potter\'s trick to skip the horizontal elevator. [li]Bonechill went pretty well.[/ul] [hr] \n\n[li]Segment 40 [ul][li]Again, another straightforward segment. All I do is go to Flopside and place the Pure Heart in a pillar, then save next to Flopside Tower.[/ul] [hr] \n\n[li]Segment 41 [ul][li]In the Castle Bleck segments, I abuse 3D to avoid all enemies for a faster time. But that\'s kind of obvious anyway. [li]I completely own O\'Chunks by abusing his AI. I didn\'t even take a single hit from him. I guess him getting larger made his brain even smaller...[/ul] [hr] \n\n[li]Segment 42 [ul][li]I got a triple-bounce kill on the 3D Chromeba, something which I can\'t normally do. [li]Mimi went basically perfectly. They should have switched this Mimi with the Mimi in 7-2, because the 7-2 Mimi was HARD, while this one was easy.[/ul] [hr] \n\n[li]Segment 43 [ul][li]2 segments left before this run is over. [li]The level part went very well. [li]I took a little damage in the space part of Dimentio\'s tag game, but it didn\'t waste too much time. [li]Dimentio went really well.[/ul] [hr] \n\n[li]Segment 44 [ul][li]I waited at the lifts so that I would get an ideal platform position. The default one doesn\'t let you get to the second platform, so you have to wait for the first platform to descend again. [li]The level went pretty well, I think.[/ul] [hr] \n\n[li]Segment 45 [ul][li]This segment took a LONG time for me to complete, at least 700 tries. Damn you Super Dimentio and your rapid-firing projectiles of death and my inability to infinite jump on your head except by sheer luck like I did in the final segment. Oh yeah, and you, Count Bleck, with your random first-stage movement. [li]I\'ve gotten better Bleck battles, but this one was still 14 seconds above my average, so I\'m satisfied with it. [li]By sheer luck, I manage to trap Super Dimentio in a corner and infinite jump on his head. For once, I was loving my luck there. And now I even know how to do that infinite jump after studying that segment; trap his head against the wall and just jump on him while hugging the wall and pressing right. [li]Great, that level up after the final boss is REALLY going to help me. Thanks, game. [li]Let me tell you a story of bad luck. I had just beaten the final boss on a really good try for this segment (the final one was better, though. Much much better.) and was congratulating myself for finally getting this segment done while skipping text, when the game just FROZE. Never happened again. I was really pissed off, because that was my best attempt so far.[/ul][/ul] [hr] \n\nWOO, THERE IT IS! There it is folks, that\'s how you speedrun Super Paper Mario without Goron Mask, or damage boosting, or...whatever. \n\nAlso, here\'s my Twilight Princess drowning speedrun! \nhttp://files.filefront.com/Zelda+TP+Drowning+Speedrun/;8095252;;/fileinfo.html \n\nYes, I know, this commentary was long. Whoever wants to kill themselves doing an SS or 100%, be my guest. \n\n- MrGuy','2007-07-14',0,18780000,12,'SuperPaperMario_513',45,19,0,NULL),(0,1376,NULL,335,'No runner is listed because this time has been achieved by 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I\'d like to thank Gigafrost and pkmvodka for tips on some of the levels, as well as Wak who started the idea of a speed run in Adventure. I always liked to play competitively in the SSBM 1P Modes. But I wasn\'t sure if I would be able to finish this run because the randomness of the exit room in the Underground Maze made it very frustrating. I pulled it off anyway, but not without mistakes though. Sorry about the video quality in 2 instances, one in Big Blue and another in Icicle Mountain-apparently I recorded on a bad spot. They don\'t really occur at significant areas though. \n\nHere is a breakdown of each level: [ul] [li]30.66 Mushroom Kingdom - Mistake #1: slight mess-up in the Yoshi battle, I missed one of them and lost about half a second. I went on anyway though. [li]3.29 Mario & Peach - I decided not to use the 2.7 second method because I can really only do it 40% of the time, but this way I could do it about 95% of the time. It\'s only half a second anyway. [li]1.68 2 Tiny DKs - good enough, I get this almost every time [li]1.37 Giant DK - a bit conservative on this, I didn\'t want to miss him. [li]4.59 Underground Maze - fastest I\'ve gotten so far [li]2.98 Zelda - one of the few times she actually died on the side, so I\'m glad about this [li]1.51 Samus [li]16.96 Escape - big thanks to Gigafrost for the shield break trick [li]0.66 Kirby [li]10.32 Many Kirbys - Mistake #2: Lost about a second not hitting 2 and 3 together with air Up+A, but usually that one Kirby drops through instead of jumping [li]0.86 Giant Kirby [li]1.22 Fox 1 [li]2.26 Fox 2 - reason why I don\'t Rest him immediately is that he\'ll die on the top, which is slower than doing this [li]11.71 Pokemon Stadium - one of the better battles but still not my best (10.5) [li]29.07 Big Blue - The car hits are entirely intentional. [li]1.21 CF - Mistake #3: not a big deal, I sent him to the left instead of the right, lost about 0.2 [li]4.07 Onett - best time I\'ve gotten [li]53.36 ICs - Mistake #4: I tried to air dodge down onto that platform with the Polar Bear, but I mistimed it and actually did an air dodge, so I couldn\'t go onto the platform above it on time, had to wait for the ICs to drop down more. Lost 1 second. [li]11.32 Wire Frames - Mistake #5: terrible battle here; they just refused to cooperate and I just kept missing my attacks...best I\'ve gotten was 7.5 so this was about 4 seconds lost [li]1.16 Metal Brothers [li]5.01 Bowser - Mistake #6: got hit a couple times after I did AFA, but this wasn\'t major...lost about 1.5 seconds, I don\'t often kill him in 3.5 seconds without getting hit. [/ul] \n\nThat\'s a game total of 3:15.27, with about 8 seconds worth of mistakes. Overall it was still a pretty clean run, much better than I expected, and under 7 minutes which was my goal; though I may try to do it again just because of that stupid Wire Frame battle. Optimal time would be about 6:43 / 3:06, including the 2.7 strat for Mario & Peach.','2005-04-28',0,195270,1,'SSBM_Adventure_31527',1,5,0,NULL),(0,1452,NULL,350,'','Syphon Filter is one of those odd games that\'s either brilliant or terrible, and you\'re never sure which. The controls are sloppy, the manual aim is excruciatingly sluggish, the graphics and story are mediocre, the voice-acting is awful, and yet the gameplay flaws somehow breed their own strategies for getting through each level. The sluggish controls just become another obstacle to be overcome like the guards and climbing segments. It\'s very odd, but I\'ve rarely cursed at a game louder or grudgingly enjoyed it more. \n\nI started this run back in April 2006 and finished it in early June. It\'s my first non-TAS speedrun, and despite having to fight with the controls as often as the guards, the game is blessedly single-minded and it wasn\'t difficult to find the most linear route for each set of objectives. Much of the time saved came from finding where guards can be bypassed, where objectives could be completed without having to hang around for too long, where long and careful climbing segments could be skipped, and where enemy placement and movement could be manipulated in various ways. \n\nI owe a great deal to Shin\'s run of this game, linked [a http://homepage3.nifty.com/shin3/kouryaku/syphon/main.htm]here[/a]. He used much more cautious routes than I did, but the general path for most levels was the ideal one, and watching his runs ended up saving me a great deal of time figuring out how to optimize large sections of the last level set. Thanks also to Saxman for pointing me in this direction. \n\nOverall, I probably lost about 30-40 seconds or so from minor mistakes or not-quite ideal parts of some levels. I\'ll point out my least favorite spots in the run in the segment rundown. [ul][li]Segment 1: Georgia Street - This level is the only one I\'d consider to be notably improvable, but only because I improved so much playing the following levels. I figured out a strategy for covering the CBDC agent that was pulled off better in Washington Park than here; in involves getting a feel for when the objective complete message comes up and leaving the agent to fend for himself at just the right time so it pops up as you\'re already on your way out. There are a few bumps against bits of scenery, and rather than answer Lian\'s call right away and immediately cancel, I opt to wait until the prompt disappears, so I can use the triangle button to unlock the subway. About halfway through the run I seem to figure out that answering and cancelling is faster. I pause for a brief moment at the end of the level to force the guard\'s grenade farther away from my finishing position in front of the viral bomb, or else it would kill me as the screen faded to black. \n\n[li]Segment 2: Destroyed Subway - Gabe is ridiculously flammable. One brush against fire and it\'s all over. This is one of two \"completely on fire\" levels, and it involves a lot of ridiculous climbing and avoiding guards who have nothing better to do than hang out in a collapsing subway. The ones that have caught fire and run screaming at you are hilarious though. Note how many guards I\'m simply ignoring in these early levels [-] it isn\'t until about level 6 that their aim goes above stormtrooper level. \n\n[li]Segment 3: Main Subway Line - As soon as I realized you could kill Mara before she stops at the end of the subway, I tried to see how fast I could do it. Turns out it\'s REALLY fast. ;) \n\n[li]Segment 4: Washington Park - There are two major elements of this level that cause the most problems in a speedrun: covering the CBDC agents and finding Margos in the hedge maze. I used the same tactic I tried in Georgia Street to better effect with the CBDC agents here, counting off a set number of seconds and then abandoning them, so that the objective complete message would appear when I was well on my way. Got a little hesitant with the fourth one, but I don\'t think I lost too much time. As for Margos, he appears in roughly the same spot each time, it\'s just a question of what he\'ll do once he hears the gunshot noises or sees you round the corner. The mini crouch-walk I did at the end of the level is embarrassing; I was trying to roll and hit the wrong blasted button. \n\n[li]Segment 5: Freedom Memorial - Not much to say. Just takes persistence to hit him three times as quickly as possible, before he can shoot or turn to move the backpack out of your line of sight. \n\n[li]Segment 6: Expo Center Reception - First of two annoying un-improvable stealth segments. Then the level turns to all-out action. Not the fastest I\'ve killed Benton, but probably the fastest I\'ve killed the guard with the keycard at the bottom of the tall ramp. Had a few rough spots shooting the elevator control panel (man, that manual aim is slow) and probably don\'t have to climb on the far left in the Mars surface room (then again, there are a buttload of guards there). Note how hesitant I am climbing the lunar lander and again on top of the balcony. That\'s because I had two incredible runs where I fell off the balcony and died. Consecutively. \n\n[li]Segment 7: Expo Center Dinorama - One of my favorite runs, even though I\'m not fond of waiting for the Lian message to go away instead of just cancelling it again. I avoid every guard in the tall room except the one with the keycard, and manage to knock out Mara with the taser before she can even say her line of dialogue. The game recommends you use the sniper rifle to shoot her weapon out of her hand, but the taser has a neat glitch where all you have to do is aim at someone and fire for it to connect. Check out Phagan glitching after she collapses! \n\n[li]Segment 8: Rhoemer\'s Base - You can actually go full commando on this level, but then you get swarms of guards with extremely good aim appearing around corners constantly. I tried, I really did, but stealth ended up the only consistent way to beat the level quickly. Found a ridiculous amount of shortcuts in this one, from ignoring guards and spotlights on the balcony to skipping a semi-scripted segment with two walking guards by jumping off the wall after backtracking across the first upper walkway. Easily saved 30 seconds. \n\n[li]Segment 9: Base Bunker - The bit with the gas grenade is my favorite part. This is a really easy level to get killed on, and it takes a lot of fast, careful manual aiming to get through it quickly. I screw up a little bit here, but mostly manage to do it quickly. The layout of the bunker is frustrating, but nowhere near as bad as the catacombs end up being. \n\n[li]Segment 10: Base Tower - This helicopter usually takes about three times as long to beat. My strategy up to this point didn\'t involve it making a second run on me after it appears the first time; normally it makes one run, disappears, and then hovers overhead shooting at you for about 15 seconds straight. This time was something of a happy accident, but I\'m not complaining! The dialogue section before the helicopter appears is unskippable, so I use the time to grab the ammo and flak jacket. \n\n[li]Segment 11: Base Escape - This level is basically designed to be a speedrun, so there\'s not a whole lot of room for improvement. \n\n[li]Segment 12: Rhoemer\'s Stronghold - Here\'s where the game starts getting really hard. First things first: That roll off the balcony took me hours to get down consistently. As long as this level is, it\'s hard to keep every aspect of the run perfect, but I think I did a fairly good job. Lots of guards can be avoided, and three or four guards in the library can be luck-manipulated out of existence if you\'re quiet and take the route I did. Lost 20 seconds going for the K3G4, but it\'s flak-jacket-tearing capabilities more than make up for that time in the next level. Oh, and finally: After two years of playing Goldeneye, a game that doesn\'t just let you kill the scientists, but requires you to! >;) \n\n[li]Segment 13: Stronghold Lower Level - Same mission objectives as the previous level, but this time most of the guards are wearing flak jackets, so the K3G4 came in really handy here. I fire the shotgun as I\'m going down the first ramp in order to get the scientist to run out of the room at the far end of the balcony; otherwise I\'d have to hunt him down. As it happens, he\'s on the left side of the stack of crates as I enter the bottom room again, but it couldn\'t be helped, it\'s just the way the game times it. \n\n[li]Segment 14: Stronghold Catacombs - By far the most anti-speedrun level in this game. First segment is an un-improvable stealth part, so I just mess around to pass the time. Second segment involves covering Phagan as he takes you to Lian\'s cell. If you bump into him or spend a lot of time shooting at guards, he stops moving for a few seconds. If he sees guards, he starts walking slowly. It took a lot of practice to figure out how to make him run as much as possible, and apart from the guard who appeared at the end and caught me flat-footed, this is my best Phagan run ever. Third segment is covering Lian on the way out; she behaves the same as Phagan, except that she stops to shoot at guards constantly. By accident I eventually found out that if she takes any damage at all, she\'ll start running to the exit and just breeze past any guards that are in the way, which made this segment blessedly easier. I bump into her once, but other than that, this segment\'s as good as it gets. The catacombs are notoriously hard to navigate, and my knowledge of the proper path through them is still slightly shaky, but since I keep up with Lian, I don\'t lose more than a second or two of time as a result. Seeing Phagan get shot at the end of this level is twistedly satisfying. \n\n[li]Segment 15: PHARCOM Warehouses - The two groups of guards are battling it out as you go through your objectives in this level, except for when they decide they\'d rather shoot at you. Manipulating their behavior is iffy at best, since they rarely follow any set path, and never spawn with any sort of consistent timing or position. Had a slight stumble in the room with the last test subject, but didn\'t lose more than a few seconds. Crossing over the wire to the power box is always tricky, since you never know if the guards will notice you and you\'re basically helpless while doing it. One Rhoemer\'s men blasted the guard who was shooting at me, so I got lucky this time. \n\n[li]Segment 16: PHARCOM Elite Guards - The behavior of these guards is smarter than anything up to this point, but no less manipulable for that. I owe a lot to Shin for the strategy in this level, and I\'m pretty proud of most of my headshots. A few things happened differently from my set strategy in this run, but it didn\'t throw me off much. It\'s amazing how few guards you actually have to shoot in the tunnels. \n\n[li]Segment 17: Warehouse 76 - I almost went for the M79 here, but after test runs of the last strand of levels, I decided against it. It would\'ve added at least 30 seconds to my time for this level, and it turns out I didn\'t really need it. I manage to bypass two climbing sections, one by dropping off the crumbling catwalks onto the explosive barrels rather than cautiously climbing down (which was unbelievably hard), and the other by cutting close to the corner of a stack of boxes you\'d normally have to climb. Check out how I completely ignore the screaming on-fire guy :) \n\n[li]Segment 18: Silo Access Tunnels - My favorite level to run, because it\'s the most challenging without being violently irritating. This run has it all, good manual headshotting, bypassing a Lian message by climbing at the corner of the first climb-up area before it activates, rolling through the bridge to get down into the access tunnel, rolling right down into the elevator room (extremely risky and hard to pull off), overall I\'m just really proud of this one. \n\n[li]Segment 19: Tunnel Blackout - My least favorite level to run. This one\'s just infuriating. Getting down the tunnel by dropping down the support beams is extremely inconsistent (the big drop involves hitting a tiny patch of sloped beam), so half the time I didn\'t even make it past that. Then I get to the bottom and the level is pitch-black, so I have to crank up the game brightness to be able to see what I\'m doing at all. Syphon Filter remembers your y-axis settings, but not brightness. Add in a bunch of iffy encounters with guards and one incredibly stupid dropoff and you\'ve got one truly evil level. \n\n[li]Segment 20: Missile Silo - Most of this level is scripted events punctuated by brief moments of improvable action. I tried a bunch of different strategies for the guard on the lower level, but the fact is you HAVE to kill him and it was too hard to get him to appear where I needed him. The scientist with the keycard was a huge pain to kill quickly; he bolts as soon as he sees you, so it was rare I made it past him on each run attempt. Finally, Rhoemer was a shot in the dark, because you have to avoid his first M79 shot and then trust the radar blip to guide him directly into the cloud of gas. This is probably the fastest I\'ve ever killed him.[/ul] \n\nAnd that\'s it for the first game. I have to say that overall this has been a challenging, frustrating, involving, and rewarding experience and I\'d love to do it again with another game....just not Syphon Filter 2 or (god forbid) 3.','2006-06-06',0,4467000,11,'SyphonFilter_11427',20,12,0,NULL),(0,1453,NULL,351,'','This game was both fun and frustrating to speedrun. There were many possibilites of screwing things up since i needed to do many things in quick succession and the game is clearly not designed to be played that way. \n\nSo, instead of using less segments and making the run look bad, I chose to do it one level/bulkhead at a time, using the autosave created after every level change (that\'s why you can\'t see a \"game saved\" message after most bulkhead transfers: I loaded the game from there). There\'s only three times that I cut a level in two segments. Both times you can see me stopping briefly, and a game saved message appears. The whole video consists only of all the segments joined together since it wasn\'t possible to record menus/loading screens/videos. \n\nNow for some explanations about some things which may not be immediately obvious: \n\nI ran sideways mostly, about 22% speed gain over straight runing. \n\nDying is rather cheap in this game (10 nanites), provided you have activated a bio-reconstruction machine on the level you\'re in. I used these things as much as possible to avoid backtracking. Not really death abuse since they\'re a very intended part of the gameplay, and are even explained to the player at the beginning by \'Dr. Polito\'. \n\nMy general plan was to pick up just enough cyber modules to be able to afford invisibility at the end of hydro, teleport at the beginning of command and heavy weapons 1 a little later. I planned every cyber module pickup to the last detail for this, and there wasn\'t much room for getting other skill upgrades up to that point. \n\nOn hydro, I used an \'unindended feature\' - being able to use skills at upgrade units and getting your cyber modules back by using \'undo\' afterwards. It was useful to significantly reduce the time required to research Toxin-A, and also to repair the pistol I picked up on engineering (which has reduced recoil, good for bursts). \n\nSkipping the big Shodan cutscene on ops is quite difficult. I had to spend quite some time just practicing it, and was still only able to get a success rate of about 25%. Basically, I moved to a position just before the event trigger, leaned to one side and immediately ran towards the other after that. Most of the time i wasn\'t able to get out, though, and sometimes I even died from running into the invisible wall (speed hypos are dangerous!). \n\nIn the final battle with Shodan I used the grenade launcher with EMP grenades to jump through Shodan\'s shield. For this to work one must give the launcher enough punch to disable one part of the shield completely for a short moment, so I took lvl 4 heavy, sharpshooter upgrade and a level two launcher, which is just enough for it to work.','2005-10-30',0,2171000,11,'SystemShock2_3611',27,11,0,NULL),(0,1454,NULL,357,'','This is my first submitted speed run for Teenage Mutant Ninja Turtles. First off I have to thank St.Illuminated for starting a thread on the SDA forums for this game which ultimately got me interested in speed running it. Also I\'d like to thank everyone who responded to that thread showing interest for this game. \n\nTo begin training for this speed run I did my usual routine of playing on an emulator and developing strategies. Through the use of save states I would fine tune and practice various segments of the game until I was really good at everything. \n\nThe biggest hindrance to a speed run this game offers is that the stage 5 boss, the technodrome, randomly spawns in 1 or 3 sewers. to achieve a good time I gamble that it will be in the fastest sewer and restart my run if it\'s not. The odds are that it will be in slowest sewer 50% of the time, and the medium and fastest sewers 25% each. I ending up not seeing the technodrome spawn the first 11 times I got to it. After that I saw the technodrome about half the time. \n\nMy first completed run I timed at about 19:43 but I wanted to improve it. I got another run at about the same time. Then I got a run about 7 seconds faster; I still wanted to do better. I followed up with 6 more seconds of improvement to get the run featured here. \n\nThis run didn\'t have any large slowdowns and did a pretty good job at everything. I was able to keep leo at high enough health after the water part that I didn\'t need to switch to him to get a half pizza in the sewer of level 3 which saved about 4 seconds. I didn\'t kill the stage 3 bosses particularly fast, in fact I deviated from my intended strat, this cost roughly 4 seconds. \n\nI find the hardest parts of this game in level 4 if your trying to go through it fast, level 6 also can be fairly hard but not so bad if practiced a lot. The jump to the missiles in stage 3 can be costly on your time but I only wasted about 2 seconds lining it up. The boomerang guys can throw a boomerang early which sometimes causing a sequence of significant damage and slowdown. \n\nI still think I can do better with some more risky strategies involving less turtle switching, less room for error and more potential for pseudo-randomness to end a run.','2006-04-24',0,1172000,11,'TMNT_1932',1,8,0,NULL),(0,1455,NULL,358,'','These comments were written by Adrian \'InsipidMuckyWater\' Feiertag and his brother, Elliott. \n\nThanks to Radix, Nate, Mike Uyama, and DJ Grenola for the opportunity, DVD transfer (copied from VHS on XP mode), and hosting of this run. This site is the result of their tremendous volunteer work, and without that, we wouldn\'t have such a prestigious venue for displaying these runs. \n\nElliott studied Freddy\'s run pretty intensively before executing this, so big thanks should also go to him and his excellent run. \n\nThis is a run of the American/NTSC version of this game by my brother, Elliott Feiertag. This I believe is his third official attempt to submit a run for this title (that\'s not to say that he only practiced the run three times, of course), because, honestly, I encouraged him to retry, even though his other submissions were impressive as well. My goal obviously was to supplant the current European run, and his other entries didn\'t quite approach that. \n\nIn fact, this run is still somehow slower than good ole Freddy\'s, even though I can\'t determine why. Freddy still leads Elliott by roughly 30 seconds, at least according to my calculations: 2355 seconds (assuming this is what the SDA Team counts) minus 2326.6 seconds (Freddy\'s time after conversion to NTSC). However, this may be since Elliott has always had a higher final kill score in each of his attempts than Freddy (Freddy: 744, Elliott: 755). In any case, since this run was so well performed, and since Elliott was so exhausted from the game, I gladly decided to submit the run for him. \n\nThe first level is pretty straightforward. Some imbecilic foot soldiers hop onscreen from the left and right, Elliott paces forward, then some more of the same occurs, and all the while a blazing fire hugs the camera wall. Well, thank goodness most of the walkway was fireproof. When doors burst open with an onslaught of new clanmen, you can bet Elliott is there to greet them, with \"Hello!\" and an incapacitating smack of Raphael\'s sais. This scene finishes with some unicycle robots (for which Elliott prides himself for having defeated them quicker than the legendary Freddy) and your obligatory clobbering of Rocksteady. As you\'ll observe, jump kicks are suited for any and everything. \n\nThe next level, which takes place at some undisclosed time after April\'s abduction, progresses through the streets. The foot soldiers are apparently the only people that live in this town (well, them and the lone skateboarder), which is kind of ironic since they\'re intent on seizing the city. In any case, more shambling along and foot soldier pounding ensues until Elliott reaches the boss of this level, a level which incidentally appears to have been sponsored by Pizza Hut. Bebop, the surly swine with cosmetic accessories which exaggerate the ugliness of the face they decorate, takes el beating royale like his companion did in the level previous. And Elliott wants everyone to know that Bebop\'s invincibility during his shoulder charge is quote, \"bullshit.\" I would agree. Note: For whatever reason, Elliott gains two points on Freddy\'s score in this level. \n\nNext we have the sewer, another staple of TMNT arcade games. Again, Shredder\'s ingenious plan seems to have been to suffocate you with the fallen bodies of foot soldiers and mousers, (and btw, Elliott uses the backslash on the mousers, which seems to be quicker than the double hit Freddy uses, we think). Enter Baxter Stockman. I don\'t know if it resulted in a time difference, but Elliott chose to jump kick ole Baxty instead of \"back-slash\" him, as Freddy did (editor\'s note: jump kicking is slower). Somehow Baxter becomes a fly after his defeat, and we move to the snow level. Note: Elliott gains another two points in this level. \n\nYay, more Pizza Hut product placement. The foot soldiers keep coming, but this time they are assisted by snowmen and spiked steam rollers, which, as far as I know, do not exist. Though, that would certainly be sweeeeet. Elliott has practically memorized all of these levels, since he\'s played them throughout his whole life, so much of this was natural. Though, now and then, Elliott does take damage from the legions, such as when they grab him from behind in this level. After exclaiming, \"Get off me, jackass!\" Elliott struggled free, though, and continued (Elliott\'s quite the entertaining speedrunner). And moments later, Elliott insightfully asks, \"What ninja throws a snowball!?\" Anyway, the level concludes with some friggin Wolf guy who I\'ve definitely never seen before in my years as a turtle\'s cartoon fan. Or maybe he\'s a polar bear? Either way, Elliott\'s rhythmic jump kicks utterly hypnotize the poor sap into following so simple a pattern that any kid with a pocketful of spitballs could defeat him. I think Elliott\'s method was slightly quicker than Freddy\'s. Oh, and hey, \"Spring is here!!!!\" Lol, you gotta\' love those subtle NES text bubbles. \n\nSo, um, we seem to be back on the streets again. Well, you gotta\' do whatcha\' gotta\' do. The foot soldiers have since been promoted to standard crimson costumes, and streetcars now line the alleyways. I\'m glad to know, though, that the parking spaces have a speed limit of 20 mph; those bastards parallel parking at 45 mph have been warned! In any case, the legions of clansmen have invariably remained half-braindead, and Elliott faces no difficulty decimating them, and he also is quick to avoid those fast and furious parked cars. At level\'s end, Elliott gives Baxter Fly-Face a final swatting (as again Elliott traps the guy in a corner), and continues. Note: I don\'t know why, but Elliott gains another FOUR points on Freddy in this level. \n\n*Sigh* Okay, so we\'re STILL on the streets. And this time, we aren\'t even saving April\'s worthless butt, so who knows why? The foot soldiers have become ever more creative, bringing both hammers and dynamite sticks... NINJA hammers and dynamite sticks, that is. Oh, and don\'t even get me started on the motorcyclists! Apparently, some of the soldiers didn\'t get the memo: motorcycles slightly complicate the art of sneaking. Anyway, this level is for some reason split into two parts. The second half begins with helicopters as you rocket down the highway on a Go-Ped. It ends when you jump into the turtle van, whose driver, for some unknown reason, thought it prudent to speed through the barrier at the end of the unfinished road. Movies like \"Speed\" should take note how STRAIGHT DOWN the van plummets after attempting the jump; this is what we call reality. Note: Elliott gains one further point. \n\nYep, another street level. Splinter is taken by the mousers, that wily sensei, and Elliott must now save him. Elliott takes a small beating in the area by the lasers, but other than that Elliott sweeps the level just like any other, although he couldn\'t get the barrel to explode unfortunately for some reason. Elliott unleashes some bullet jump kicks on Granitor, swiftly defeating him (although I\'m not convinced jump kicks would ever harm such a beast, but I digress). Elliott\'s kicks seem to be a tad quicker than Freddy\'s use of the Leo\'s swords, and Elliott takes fewer return hits, as well. Splinter saved. Note: Elliott gains yet another three points. \n\nWell, if you like clear level transitions and logical segues, you may want to cover your eyes. Suddenly, off screen, the turtles are transported all the way to a Japanese dojo for no apparent reason! (With a New York background? Yeah right, Konami, nice try. It\'s a plot hole, just admit it.) And, as well, tiger paintings jump to life, zombie monkeys try to bonsai you, and a headless pikesman tries to kill anyone who approaches. Well, while I don\'t know why these things\' asses must be kicked, Elliott is sure ready to do whatever kickin might be necessary. Elliott has pretty much mastered this level; he pulverizes every tiger, soldier, scorpion, and, yeah, astronaut-monkey things he comes across before any time is wasted. And, I\'m amazed how well he kills the tigers; those things have always been genuine assholes. To conclude, he almost nary takes any hits from the boss. Note: Oddly, though, Elliott\'s staggering twelve point lead is finally relieved slightly, as one point is returned to the difference between his and Freddy\'s run here. \n\nWell, thank golly the technodrome was beneath the dojo, or else we\'d be real screwed. Konami pulled out all the stops here; just about everything that isn\'t part of the background can hurt you. Thankfully, Elliott doesn\'t let that stop him. The lasers face a quick death, but the freezers snag Elliott a bit. \"Damn, Double Damn, Triple Damn,\" quoth Elliott. Luckily, these don\'t seem to take too much time from him. Afterwards, the soldiers, roomba-type robots, and everything else are expediently handled. Elliott\'s particularly proud of the fact that he never fell into any lasers; I must admit, I probably couldn\'t do the same. After a long while, Elliott finally reaches General Traag, and he bullet kicks the snot out of him while he hopelessly keeps trying to load his gun. Poor guy. \n\nWhy is Krang such a dick? He is unquestionably the hardest character in the game, and possibly the hardest in TMNT III, as well. If it weren\'t for him, neither Elliott nor Freddy would have died in their runs. This is probably the only time either of us brothers Feiertag have ever died in a submitted run, but I really, really won\'t blame Elliott for this. He\'s fucking Krang. And anyway, Elliott did manage to only lose one life here, while Freddy lost two, so there\'s at least a small improvement. And like Freddy, Elliott tries to beat up the free floating brain, but I guess Krang is, like he says, \"invincible.\" The bastard. Shredder isn\'t nearly so, as he can be jump kicked relatively without any reprisal, as Elliott demonstrates. But yeah, whenever you see Shredder send rays across the screen, it\'s an, \"Oh Shit!\" moment, as those shrink you into regular turtle form and kill you instantly. But, Elliott avoided all of these attacks and defeated Shredhead pretty routinely. \n\nAnyay, Elliott finishes the game with an eleven point lead on Freddy, and I have to wonder whether those points contributed to Elliott\'s time deficit after the PAL to NTSC conversion. I don\'t know, but I would think that if there actually are any differences in the number of enemies in the two games, that eleven extra soldiers could very easily result in thirty extra seconds of fighting. Of course, that\'s not to trivialize Freddy\'s great run; possibly he just bested Elliott by 30 seconds. Either way, the runs are quite comparable. But in any case, Elliott is proud of this run, and so am I. I hope you all enjoyed it and these admittedly novel (and lengthy) comments!','2007-04-05',0,2360000,11,'TMNT2_3920',1,8,0,NULL),(0,1456,NULL,358,'','This was always my favourite game as a kid. I played in constantly in more then 5 years. I begin to play this game when I was three or four years old. I was never sick of it. I hope that I\'m the only one in this world who has spent so much time on this game because it was a waste of my important life. The game is still nice tough and I use to play it now and then with friends and little brother. \n\nPeople want to see a speedrun and I did one on this \"Teenage mutant ninja (hero) turtles II/2 - the arcade game\". \n\nIt was a little bit different to do this speedrun if I compare with my other runs. This isn\'t the ultimate speedrun-game you know. I screwed things up in my 5-10 tries and I was really sick of this game, hehe. Then I throw my clock away and played trough the game normally :D and everything went pretty good. But I don\'t have an idea what you expect from this run. I haven\'t been able to download the TAS run either so maybe I have missed a trick or two. This is how I always have done. \n\nI died almost two times on Krang. Shredder took my second life. I use don\'t use to be hit there more then once or twice. If I should have done a \"no deaths run\" the last boss fight should be much slower \n\nHope you enjoy! \n\n// Swedish gamer, Freddy \"Frezy_man\" Andersson','2006-03-22',0,2792000,11,'TMNT2_eu_4632',1,8,0,NULL),(0,1457,NULL,359,'','-Played at the hardest difficulty \n-No deaths \n-Recorded using an snes and a VCR \n-As always, thanks go to Nate for capturing. \n\nA big thanks to Nitsuja for not only making a TAS that demonstrated a lot of good strategies, both stage and boss, but going so far as to give me a complete list of damage values and enemy hp for this game. I honestly don\'t think this run would be anywhere near as good without his help. \n\nTo be honest I\'m not satisfied with this run. I would be satisfied if my craptacular run of stage 9 didn\'t exist and I didn\'t make about a billion slide errors, but I realized I don\'t have that much time left until I go back to Japan. The only reason why I accepted this run is because it is a faster than the one that is currently up, and I\'m becoming very irritated with game. I really hate to do this, but I will improve it sometime later, sorry. \n\nYet another mini-FAQ from me. \n\nQ: Why did you only submit a run with Raphael? \n\nA: He is by far the most powerful out of all the turtles. He is the the only who can kill purple foot soldiers and roadkill rodneys (those unicycle robots that lasso you) in one hit without resorting to slam throwing. He also has the most powerful special and dash special (dash, hit the special button) out of all the turtles. Having the fastest walk speed never hurts either. I might do a run with Don or Mike someday since they have their good points, but a Leo run is very low on my list of priorities, he flat-out sucks. \n\nQ: hy don\'t you constantly slam throw/wall throw every foot soldier? \n\nA: When you kill a foot soldier by slamming him you not only have to wait for the slamming animation to complete, you also have to wait for the foot soldier to bounce up a bit, then explode. Foot soldiers won\'t always run into your slam throw either. Wall throwing is good against one or two foot soldiers because it gets rid of them very quickly, but inefficient against a group of foot soldiers because you can only throw one at a time. \n\nQ: Why do the foot soldiers in the Shredder battle have shields? \n\nA: Konami wanted to do something other than add more enemies to make hard mode more difficult, so they decided to be pricks and give the foot soldiers shields when you fight Shredder in hard mode. \n\nQ: You score 0 points in both bonus stages. Why must you torture us with boredom? \n\nA: It adds time counting up points during the bonus stages, and I care about making a fast run, not gaining points. \n\nQ: How did you take no damage when the stone soldier shot you in the sixth stage? \n\nA: I have no idea, it made the boss battle easier on me though (especially since I fucked it up). \n\nStage comments: \n\nStage 1: Went fine, only error was slam throwing a foot soldier when I should have specialed (for some reason you can\'t wall throw it) \n\nBaxter: Died without a hitch. \n\nStage 2: I lost time on the first roadkill rodney spawn because I couldn\'t successfully run past a blue soldier, costing me a couple of seconds because I had to kill him. \n\nMetalhead: Nothing wrong here \n\nStage 3: Not much to comment on except the Rat King is a bastard (watch what he does when he dies). \n\nStage 4: I had a pretty piss-poor start, taking a while to kill enemies, but other than that I think the stage went well. \n\nTokka and Rahzar: You can\'t deny this battle looks damn good. \n\nShredder: Despite this battle being random and irritating, I managed to get a great battle. \n\nStage 5: Nothing went wrong except for the stone warriors, I couldn\'t group any of them together so I had to kill them individually. This is actually my fault and not random because where they initially shoulder charge is based on my position, and if I\'m in the correct position they will merge together while shoulder charging. \n\nSlash: I could be wrong, but I think I killed him faster than the TAS. \n\nStage 6: My first big mistake was with the first group of stone warriors. Again, I positioned myself incorrectly so instead of charging together they charged separately in a straight line. I was able to skip one though so I don\'t think I lost too much time. \n\nMy other big mistake (and I admit I probably should have restarted here considering all of my other mistakes) was when a foot soldier kicked me in the back, and I was afraid of dying so I took a couple of seconds to collect the pizza. \n\nRocksteady and Bebop: I kind of fucked this up. The normal slash I used was supposed to be a shoulder charge. This forced me to hit Rocksteady one more time than I was used to. I hesitate on the last hit because I thought I didn\'t have enough life to perform another special (I was hit by a stone warrior right before the boss) \n\nStage 7: The only significant mistake was failing to skip the stone warrior by the first pizza. Other than that, I think this is a solid run of the stage. \n\nLeatherhead: Nothing went wrong here. \n\nStage 8: I actually goofed on my Super Krang battle a bit, but it didn\'t cost me any time. \n\nStage 9: I am not going to deny that I should have stopped the run here and simply made another attempt, this is one of the worst attempts at stage 9 ever. I make various mistakes throughout the stage, but the biggest one is screwing up using the metal ball against the stone warriors. I decided to take them on without the metal ball since it was so late in the game, but I didn\'t know where they would spawn from so they shoulder charged me not once, but twice. This mistake alone cost me at least 20 seconds, and it really sticks out too. \n\nKrang: This is the second reason why I should have quit my run. My luck here was horrible. Once he appears a third time, he decides to never float low enough so I can special him. I\'m forced to use jump kicks until he appears for the fifth or sixth time when he would die in one or two hits from jump kicks anyways. \n\nSuper shredder: My luck wasn\'t the greatest ever, but it was good. I managed to get him in the corner once so I could dash special him, and after I got down to one bar of life he decides to use something other than his red flames, allowing me to hit him. \n\nI think this run could be improved by at least 30 seconds with a better ninth stage, which is pretty horrible considering the ninth stage is only about 10% of the game. I think the other stages have somewhere around 40-60 seconds of mistakes total. I will get around to improving this run someday, just not anytime soon.','2006-03-14',0,1351000,11,'TMNT4_Raph_hard_2231',1,18,0,NULL),(0,1458,NULL,353,'','Let me start by apologising for the delay in finishing this run. It was an unfortunate coincidence that I reached some of the hardest sections of the game at the point when I was doing exams, followed shortly by starting my summer job. It was hard to motivate myself after 8 hours of data entry to get owned by the security robot for the 100th time ^_^. I originally started this run back in January. My dad was about to chuck out our old VCR due to a seething hatred for the thing. After saving the poor beast I wondered what I should actually do with it. Speedrunning seemed like a good idea, but it needed to be a PAL game, so I figured Terranigma would be a good choice as I love it to bits (yes, even after spending months repeating bits over and over again) and because it\'s one of the few games where PAL would be considered the standard version. \n\nI must thank a couple of people before getting into the gameplay details. Firstly I want to thank Saturn, as his knowledge of the game helped me many times. His various emulator playthroughs helped greatly in deciding where to level up. I want to thank Strangeness for encouraging me to redo my original run, which was 17 minutes slower, which resulted in a vastly more polished run. Enhasa also encouraged me not to let the quality slip when I got fed up of segments, and Jam was there for me when it all got too much. Last, but not least, thanks to Radix for hosting my run and Nate for capturing it from the tapes. \n\nAnyone who\'s played Terranigma should understand how the level up system works. Put simply, below a certain strength stat, you will deal very little damage to enemies. As soon as you exceed that str. value the damage you deal rises rapidly. As such, a boss can take forever to beat on level 18, but die rather quickly on level 19. This means that planning what level to fight each boss at and where to gain these levels is a very significant part of a Terranigma speedrun strategy. Much of the 17 minutes saved over my initial run were due to better level up locations. I believe I fight each boss at optimal levels, though there is possibly still room for improvement in where I actually level up. \n\nMy money route is one area that time could probably be saved. I need to have 6660 gems by the time I reach Mosque in order to buy the RedArmour, which boosts strength by the equivalent of 2-3 levels. I miss out on quite a lot of money dropped by enemies, but also make a few detours to collect money chests, so a minute or so could probably be saved here. There are a few more ways I reckon time could be saved, most of which I mention in the segment specific comments. [ul][li]Segment 1 - \"You enormous fool!\" \n\nI always found the \"intro\" (ie. delay between starting the file and actually getting to the fighting parts) annoyingly long, so my impatience lead to me not trying this segment as many times as I should. Firstly, it may have been a mistake to try to open the blue door myself, rather than letting the guys try, as I\'ve heard that way is slightly faster. Tower 1 went smoothly, I think a few seconds could have been saved on the boss but that\'s about it. Tower 2 basically went perfectly. I picked up my first of 3 magirocks, all of which are used to buy BonePins later on. Tower 3 isn\'t quite as good. I fell into a hole trying to make a jump and I cockled up the boss, costing me around 6 or 7 seconds. I got \"looked\" by one of the cadets at the start of Tower 4, which cost a few seconds. Rest of the tower went great. I took a couple of hits on the boss, but the beauty that is the Underworld means I get cured of that damage over time. I don\'t think the boss can be defeated faster as only one yellow Hubball is vulnerable at once. Also, they appear to give no experience, so I did not miss out by leaving some alive. \n\n[li]Segment 2 - \"No life could exist here\" \n\nI start by getting the armour I will use until the end of Segment 15: Elle\'s Cape. The boss fight went very well, took 1 hit but didn\'t get slowed down much. I decided not to resurrect Mu, thereby missing out on picking up the EnbuPike later. The Enbupike, as you probably know, boosts strength considerably at the expense of defence. This sounds ideal for a speedrun, but it doesn\'t become available until late in the game, so the minute or so detour to get it does not seem worthwhile. I am open to debate on this matter though. \n\n[li]Segment 3 - \"Hoo wow...an underground cavern\" \n\nThis is the first of 3 consecutive segments that each took a while to nail down. Note that I pick up a couple of M Bulbs here. These proved unnecessary as I got much better at evading damage as the run went on. I took a hit on the compulsory plant fight, but the fight went fine overall. I must again thank Saturn for bringing it to my attention that you can let go of the long vine down to the giant leaves, which saved me about 12 seconds. The boss fight here was the reason this segment took so many attempts. I realised that the claws he throws out give 9exp each, for a total of 54exp per batch, which is easily the best way to level for a while. As such I purposefully delay killing the boss until I have enough exp to hit lv9 at the end of the fight. Most of my failed attempts were either because I killed him too soon or he wasted a lot of time by not throwing out claws very often. Anyway, the first stage of the fight went well. It doesn\'t matter how much damage you do here, all that matters is you hit the weak spot 10 times. The second stage mostly went well, with me not taking much damage. I gained my first couple of levels quickly. He started being stingy with the claws around lv7 though. A more patient man than myself could gain at least 30 seconds on me on this segment if he were to wait until he got a much luckier Parasite fight. For anyone considering a TAS I would recommend heavily manipulating luck here, probably gaining enough levels to get right through Chapter 2. \n\n[li]Segment 4 - \"I hear the calling of birds\" \n\nAnother segment featuring heavy levelling. I take a detour to pick up some money here. While my money situation later on was pretty tight, I reckon I could have skipped this money chest. Due to the pathetically low damage I deal, it\'s not worth killing anything other than Quakers until I get the RocSpear. I equip my M Bulbs here, as there\'s no plot events that restore health for the rest of the chapter. The room I choose to level up in gives a lot of exp for the time invested, but you need to be at least lv9 for it to be worthwhile, which is why I needed to do so much levelling on the Parasite, even if it seemed to be more trouble than it\'s worth to gain 5 levels in that one fight. The first couple of rounds of levelling look a little sloppy, as I always take a couple of kills to get into the routine. It becomes much smoother when I reach level 10, as I\'m now guaranteed to kill the golem in 2 hits or less. I pick up another Magirock here, though I think the one in Eklemata would have been a better choice. The birds around the sharp claws moved around quite a lot, so I could probably have saved a few seconds here. Boss fight here was awesome, it took a certain amount of luck to get him to do the whirlwind attack right away, but once he did I could kill him in one round. Amusingly I once failed a good attempt because I missed when throwing one of the rocks into Windvale. I felt dumb... \n\n[li]Segment 5 - \"Make way to a rainfall altar\" \n\nI wish I knew a gull who could take me across the Atlantic in under a minute! This segment took ages to do because the enemy movement, particularly of the turtles, is just so unpredictable. Critical hits here make a big difference. A big time saver over my initial attempt was the realisation that you do not need to speak to the souls for them to return to their altar, you just need to be onscreen when they emerge. Oh and don\'t you just love bits of games where you\'re forced to take damage to proceed! The first stage of the boss fight is like so many other fights: all I do is dash attack back and forth. Not particularly interesting but it\'s the most effective way to do it. The only way to do this fight faster would have been to get lucky and have him use his flames less often, as he\'s invulnerable while using them. Sometimes the second stage of this fight is really frustrating, as he just stays at the top, wasting tonnes of time while I can\'t attack him. Thankfully he didn\'t do this to me, and I finished him off very quickly. \n\n[li]Segment 6 - \"Big guy!\" \n\nThis segment is very easy, as there\'s little in the way of possible time savers, so in hindsight I should probably have merged it with segment 5. The only bit that can go slightly wrong is if I miss with a rock while fighting the boss. As such, most of the fooling around you see is exactly that: fooling around, though obviously I kill all enemies along the way to get exp and money. I also found that character level and strength do not seem to affect damage dealt to the boss. \n\n[li]Segment 7 - \"I can\'t eat this\" \n\nThis was another segment that took a lot of attempts to get right, mainly due to the first couple of minutes, where there are a lot of enemies that I need to kill in 1 hit to avoid being hurt. The levelling bit also had a lot of potential to go wrong. Despite requiring a detour, the firepike saves time, as it allows me to kill most enemies in 1 or 2 hits, which allows me to efficiently use the room near the Snowgrass plant for levelling. This segment has more than one occurrence of magic teleporting NPCs. I quite clearly run through the doorway before the goat can follow, yet she gets to the next room before me! In my original attempt I took on the boss one level lower than on this run. With some experimenting I found that one extra level means I deal roughly double damage to the third stage, which saves at least a minute on the boss fight. It also meant I could level faster in Louran. First stage of the boss fight cannot be done faster, due to its nature, but I took a sloppy looking hit which was annoying. The second stage brought back bad memories of the 30 seconds I lost to Agahnihm in my old run of Zelda: LttP. Clever how hitting the orbs from behind still changes their direction by 180 degrees. Third stage of the fight also went great, only way it could have been faster would be if I had gotten a critical hit or 2. Finally Meiho, who\'s name has at least 2 different spellings in game, also does the magic NPC teleport thing. \n\n[li]Segment 8 - \"Urgh! Walking corpses!\" \n\nThis segment took a while to get right, again mainly due to the levelling up section. I choose to speak to Temjin, so I can get the 500gems from his grave. Overall this detour takes around 15 seconds. This may be worth skipping if a faster way to obtain the money is found. The LightRod is a very worthwhile detour, as it not only increases the damage against the Zombies by a considerable amount, it is also the best weapon for killing Bloody Mary later on. The levelling here is largely uneventful, aside from the odd slip up here and there. I try to collect some much needed money here, and I felt all warm and fuzzy inside when I briefly hit 1337 gems. It should be noted that the regenerating heads that the female zombies launch at you will yield experience if you attack them and cause them to explode. For the brief section that Turbo follows you Ark\'s controls seem a bit unresponsive, which is why I ran straight into a zombie! There is no way to speed Turbo up, so I use the northern area to try and gain as much exp and money as possible before he reaches the doorway. I find a faster way through the desert than the path you\'re required to use. Oh and BonePins do not work in the large house, so I could not use one to skip the Meiho speech. \n\n[li]Segment 9 - \"Hey, is the princess cute?\" \n\nA very straightforward segment this. I found there\'s no way to sequence break this bit or do any fancy tricks (ie. The Protect Bell is essential), so what you see is fairly uninspiring. I only wish Bonepins worked in the castle! I wasted a second to get Ark\'s \"chicken\" speech, gotta have some fun now and again! Took a couple of hits in the last room before Storkholm, which was irritating. \n\n[li]Segment 10 - \"Round, round and round we go...\" \n\nThis is best described as the Segment from Hell. It took me over a month to nail this segment down, mostly due to Bloody Mary. Most people struggle under normal conditions, never mind killing her at level 19 under time pressure! The room with the 4 skeletons is the first place where things can go wrong. It was also very hard keeping up the constant dash attacking against the blue knight for a solid minute (feels a lot longer when it\'s you doing it, believe me). I deliberately take damage when picking up the Tower Key as it\'s faster than killing or luring away the blue knight. The Icepick saves time overall as, despite not using it against Bloody Mary, it\'s effective against the second compulsory blue knight fight and in Gumin Forest. For the dolls bit, I enter and exit the menu to skip text. The Bloody Mary fight went like a dream. The short pauses you see between attack segments are because I thought (and was probably wrong) that if you are in the middle of attacking her while she\'s planning her next move it makes her more likely to teleport away. You have no idea how happy I was when I finally got this segment out the way! \n\n[li]Segment 11 - \"How long do you plan to sleep?\" \n\nThe only reason I did not merge this segment with the following one was I believed I required luck for the start of both segments. In hindsight, I think there is a pattern to where the real Ship Ghosts appear, but the save point in Litz is along the way, so I feel a separate segment for this is justified. \n\n[li]Segment 12 - \"Let\'s hit the carnival!\" \n\nThis was very much a money a money gaining segment. The randomness of money drops is one reason why this segment was not merged with the previous one. The other reason was that I play the gambling game to get a Pretty Flower. I could not get the Pretty Flower to show up the first time I played the betting game, but it showed up fairly consistently on my second attempt, still saving me 3-4 seconds over getting it in Loire from the flower seller. Rather painful moment when I\'m killing the 6th log monster, kinda wish I\'d restarted the segment at that point. \n\n[li]Segment 13 - \"What a bunch of wimps\" \n\nThe main (in fact, only) difficulty in this segment is the boss. If he dashes off to the side, rather than into the area where you can hurt him, it takes ages for him to reappear. The strategy you see me use is very hard to replicate consistently as the fish reacts according to whether you\'re above or below his centre, which requires precise positioning, and he escapes unscathed if you either attack too soon or let him get too close. A lucky critical hit saved me a few seconds here. Note: you cannot just turn around and enter the boat when you first get it, you need to leave the harbour and find a pier. \n\n[li]Segment 14 - \"Yahoo! I\'m saved!\" \n\nNothing particularly eventful happens in the lake cavern. I gain 3 levels in the room with 3 fish. This is a really fast room for levelling, each fish yields around 50 exp and they die in 1 hit. I take a deliberate hit after the water rapids section as that particular Pupila always seems to deflect me, which is a bit of a time waster. Strangely Neo\'s Fang is the most effective weapon against the boss. Boss fight could have been a few seconds faster, I got hurt by one of the falling starfish. I take a small detour when collecting the Speed Shoes to collect a 1403 gem chest, which gave me enough to buy the RedArmour. Yunkou is similar to the groom quest, in that you have to talk to specific people to trigger the events needed to proceed. \n\n[li]Segment 15 - \"Darn it! I\'m gonna sulk!!\" \n\nI think this is the only segment where I do not do any fighting. The guards follow a predictable pattern so it\'s just a case of learning this and knowing when to move. I need to make a fairly hefty detour to collect the 3PartRod. I estimate it is a similar length to the EnbuPike detour, though the latter also requires a minute or so detour in the Underworld. One of these weapons is necessary to do decent damage in Beruga\'s Lab. The jury\'s still out on which is the better choice but I am happy with the decision I made. During one attempt I speed booted through the room where Elle waits behind. I must have reached the doorway before I was meant to because I ran right through it and got stuck in the top of the room! The reason I saved up for the RedArmour is it raises your damage by the equivelent of 2 or 3 levels, greatly reducing the time required to level up. \n\n[li]Segment 16 - \"I thank you for arousing me\" \n\nThis segment also took me over a month to do successfully, though I was also busy with other stuff around this time. Originally I split this segment into 2, saving in Lhasa and collecting the 2 starstones in a separate segment. The Lhasa save was a near 20 second detour, so merging the segments was a risky but worthwhile way to save some time. The main difficulty was killing enough enemies along the way to the boss to hit lv24 without slowing down much. This required a lot of luck to get high enough damage from my hits. I also required some pretty hefty luck with the boss, as he is very prone to jumping into the air, wasting 7-8 seconds each time he does it. He does this once on my attempt, which isn\'t ideal, but could have been far worse. I play very conservatively in Astarica. I could probably have killed a few more enemies along the way and I pause a couple of times to avoid getting deflected by the Pupilas but I just did not want to die at this point, having done a good Beruga\'s Lab. \n\n[li]Segment 17 - \"You were just used\" \n\nThis was one of those segments where the majority of failed attempts were in the first 2 minutes. I needed to get lucky with the damage dealt so I didn\'t spend too long killing the dog thief things. If it took too long then they moved out of my path, wasting time. I gain a couple of levels in the room with the 5 electric orbs. This room is the best place in the game for speed levelling, yielding over 2500 exp per minute. The levelling is largely uneventful, with a couple of mistakes but no damage being taken by myself. Annoyingly 2 of the cloaked dudes in the following room did not want to die. My boating skills are a bit lacking: I bumped into a couple of rocks on the way to Australia. And I\'m lucky I didn\'t fall asleep during the super long slow text sequences that follow. \n\n[li]Segment 18 - \"The greatest genius in history ends like that\" \n\nTerranigma is unusual in that it\'s final real dungeon does not have a boss. In fact it does not really have much that could make it difficult. The only requirement for this segment, other than doing it fast, was to kill enough enemies along the way to hit level 28. I manage this with the second last normal enemy encountered in the whole game. Nice red splat when Beruga dies btw! \n\n[li]Segment 19 - \"Soon, shadow and light shall become one\" \n\nThis segment is entirely devoted to the final boss. There is around 3-4 minutes of unskippable dialogue before the fight begins, which made retrying this segment quite tedious. This segment is perhaps the best illustration of the predictability of Terranigma\'s \"luck\" system. The pattern that Dark Gaia follows in the first stage of the fight was exactly the same every time I fought him. This means that I can do the first stage of the fight quickly every time. The second half of the fight was where the real difficulty lay. While the luck system is still somewhat predictable (I knew what to expect in the first 10-20 seconds) there is so much going on that things quickly get randomised. The majority of Dark Gaia\'s attacks come with some sort of warning, allowing me to stop attacking and dash out of the way. However, his red sweeping laser has no warning, he can just pull it out of nowhere. Hence the reason why I often cut off from attacking before Dark Gaia moves out of reach. The odds are enormously in favour ofhim using that attack (I\'ve never seen a fight where he doesn\'t use it eventually) and it\'s a guaranteed death attack at my level. It is still possible to improve on my fight time, as he uses the time consuming white ray attack 6 times, and there are times when I accidently dash attack him, rather than stab attack, which does less damage. I complete the game at level 28, which I believe is the optimal level for fighting Dark Gaia. At level 27 Ark deals around 5 damage per hit, which would make the fight last around 10 minutes. At level 29 Ark deals around 30 damage per hit. While this would speed up the fight, it takes 1:50 to gain that extra level, which more than negates the time saved by dealing the increased damage.[/ul] \n\nI hope you enjoy watching my run. I don\'t intend on doing another segmented run on Terranigma, but I may come back to do a single segment run at some point. If you want to contact me I\'ll be on the message boards, or you can email me at AlexMcIver@gmail.com, though I don\'t often check my emails.','2006-09-23',0,17280000,12,'Terranigma_448',19,18,0,NULL),(0,1459,NULL,354,'','I did several runs on this to find out that the CPU is rather dumb, even on the S-Hard difficulty. Basically when you drop a garbage block which is just enough to fill up his screen, then the CPU will always choose to remove all extending blocks to make the stack equally high for each column before trying to clear it. This is it\'s weakness as in most cases this takes too much time you can get really easy kills on him (as shown against Hookbill and Navel Piranha). Most of the time small chains are often more effective than longer ones. \n\nIf I didn\'t screw up against Raphael the Raven I would consider it to be a great run. There was too little pressure on Raphael\'s screen, and so I was unable to push him over the edge before the 30 seconds mark. Then he starts breaking the garbage making me lose valuable time.','2007-05-04',0,379000,11,'TetrisAttack_VS_SS_veryhard_619',1,18,0,NULL),(0,1460,NULL,356,'100% means 100% loot collected.','Thank you as always to Radix. And to CyricZ on Gamefaqs for his awesome guide which even gives a dramatic script for each cutscene (see it if you want some more storyline). I didn\'t use his routes as far as I know, but it was an excellent read regardless. Also to senornacho for his handy Loot Guide that I used throughout. Finally to everyone who offered support and I suppose also to my granddad, for getting bored with the game and giving it to me. \n\nI ran this game firstly because it was there and it was the only pc game I felt I could do. I also thoroughly enjoyed the Splinter Cell series, and this seemed similar. The freedom to dash haphazardly through the level and still get 100% are what differentiates them the most for me, so that was the focusing aspect rather than slowness as in SC. There were also several threads about the game which didn\'t seem to be going anywhere, so I took it upon myself to finally get this game done. \n\nThe decision to do Expert was primarily because of the thread title, but it\'s also a sense of \'why the hell not\' since Expert needs 90% of the loot to complete. Then again - the speed run was basically my first time playing the game or the series, so Expert was a big step! Expert also features more enemies who do more damage, take less and see you more easily. You\'re also not allowed to kill non-combatants. Fun! \n\nLastly, this game is phenomenally different to at least the first Thief; from what I\'ve seen it was basically a First Person Stealathon, which even had bunny-hopping and all the general fast-paced craziness you\'d expect. This latest game actually has a person rather than a pair of speedy eyes, so movement is much harder generally (especially climbing-wise). Also the enemies are much better at hitting you (but still not good enough =D). The major oversight is that passing through portals to other areas leaves the previous area exactly the same, so all the guards are just as irritated as you left them if you need to backtrack. I take care to reduce this and therefore reduce my own frustration, and for the most part succeed! \n\nThe video itself: \n\nFRAPS likes to crash my computer if it\'s recording when a load screen starts, but I can keep 100% of the run in due to the menu before each load screen. I cut out all cutscenes too. \n\nFor those who don\'t know, locks can be picked by pressing the WASD keys, and the hotspots are always on the 8 compass-points (except a few out of the way ones). Combined with rapidly pressing the left-mouse button and learning them off-by-heart, they go very quickly. \n\nMy only method of stealth is crouching. It is reasonably quick, silent, and has the dual-purpose of being used in low spaces. I reconfigured it to the middle-mouse button for easy use. \n\nI use the 3rd person view entirely for my own benefit. I suck at FPS\'s and don\'t like them generally, plus my overplaying of Splinter Cell means I am more attuned to this style. On the other hand it\'s slightly harder to select the correct items/loot to pick up sometimes, but enough retries will sort those out... \n\n100% loot is only recorded during missions. There is plenty of loot in the city but it is in a huge number of places, regenerates everyday and there is no way to tell what I have got so it can be safely ignored. The same goes for the dust mites and cornerstones, I suppose they could be counted but they do not benefit you in any way outside faction status, which is more a matter of preference or security than a collectable. \n\nI also highly recommend against the low quality version unless you have no choice. The video quality is poorer, but more than that the loot collection noise sounds extremely \'tinny\'. Personally it drives me insane. \n\nThe run itself: \n\nChecking Inn - Cashing Out (Tutorial) - 2:31 \n-This level can only be done on Normal difficulty. Since I was still very new to the game this took me ages, and I considered improving it later. But after re-watching I realised I did better than I thought. In reality the main problem is skipping those help messages, since the \'Esc\' key is difficult to press and cannot be reconfigured. My only improvements would be half-drawing the water-arrow to hit the torch and throwing the innkeeper properly, but my shortcuts over the desk, up the stairs and off the balcony are good. Running past the guard in front of the door then getting through needs some serious timing as being spotted restarts the section on this level. I stumbled upon the tactic by accident, though that\'s true for most things. I\'ve just stolen a purse with a nice medallion, but overheard some info on an even greater loot... \n\nEnd of the Bloodline (Rutherford Castle) - 6:33 \n-I love that first arrow. They arch donchaknow. Putting out the fire signals the cook to open the top door which I use to exit the level. I actually enter through a side door and rob that room while the guard stands there looking idiotic. Then I take out the secret area and narrowly avoid an arrow from the guard. I enter through the upper portal because it is easier to get down than up in the next area. \n\n-I then head for the tall tower, and you can see that jumping up stairs is always faster. I take a fairly bizarre route upon leaving but it works to reduce backtracking. When I jump down into the courtyard there is a chance of loosing the majority of my health for no reason, forcing a restart. I then simply pass through the dining areas and exit through the lower portal because, as I stated earlier, the guards are in exactly the same place and just as riled as when I left them. \n\n-I head into the safe to get my opal, while a fluke causes the guards to be in perfect position for a little blackjacking. However, the guard in the next corridor has moved (leaving a random non-combatant in his place), so I run on confusedly. But another guard has also wondered off so it\'s quicker overall, even though I take ages to grab that loot on the statue and use another flashbang. I then exit through the top, nabbing the last bit of loot on my way down. \n\nThe City (1) - 2:57 \n(I was still fairly new to the game and almost got lost. Not much slower but still overly frantic.) I begin in Garrett\'s apartment, pick up two flashbangs (without picking up a broom, yay) and head out. First time in the city and I need to run some errands. I try to sell my new opal at the local fence but he won\'t take it, so I head to Stonemarket, passing by some hostile thugs en route. After I\'m done I receive a letter from The Keepers, so I waltzy on over. The cutscene that I skip shows them asking me to collect \'The Builder\'s Cup\' and \'The Jacknall\'s Paw\' for undetermined reasons with promise of access to their prophecies. Who am I to say no? I go to the church first because it\'s closer. \n\nSt. Edgar\'s Eve (Hammerite Cathedral) - 5:13 \n-The main doors are a bad idea so I kill a guard and make a tricky entrance through the side. He drops loot, and the only way to get it off them is to pickpocket them when they are unaware or floor them so they drop it. I clear the top floors so I can backtrack through the lower levels and collect all the loot. The East Wing is a pain to plan out; in the end I went the way I do because I cause less commotion entering and I need time to get all the loot in the first room. I then pass through knocking out guards and carefully allow one to sleep until I leave because he uses magic - which hurts an awful lot. I considered whether it would be quicker to enter and exit the same way, but my optimised route came out quickest (though I had to use a flash bang). I then run through the main cathedral and for some reason running straight into the High Priest doesn\'t cause him to mangle you. Upon leaving, I use a gas-bomb I grabbed earlier to knock-out two guards and take the loot one was holding. \n\n-The factory is laid out confusingly but is easy enough. After knocking out a spellcaster I flip the switch to incinerate the zombie, then enter the incinerator for some loot. In the engine room I creep unnecessarily, but the guard is highly random and I get past twice with luck. Several items need to be put in various places to lower the cage that contains the chalice, and I leave through a different portal. \n\n-This portal takes me right to the exit, so I just nab the last bit of loot and run. \n\nThe City (2) - 0:27 \nThis doesn\'t even need a mention. Oh, wait a sec... \n\nInto the Pagan Sanctuary (Pagan Tunnels) - 5:53 \n-There are a lot of thugs at the start so making it through to the next area without them chopping me up while I climb the scaffold requires a lot of luck. Then it is simply a matter of running through grabbing loot from chests without picking up a fish or an apple. I get a moss arrow here since I need to use one later, and I get mines because I can\'t avoid it, and I didn\'t know I wouldn\'t need them at this stage. That thing I run straight into is an Ent, and no, no I did not expect it to be there... \n\n-In the inner sanctuary, even making it through the first area without alerting everyone is hard, but through the locked door I make a very nice jump/mantle onto a wooden beam. The route was insanely difficult to work out (also involved me trying to climb an invisible ledge for half an hour), but the breaking factor was the possibility of falling safely into the canal using a hidden ledge. I could have entered the small \'sleepsie\' room from the top, but I unlock the door and put out the fires because it is quicker and easier overall (though very close in this run, I barely escape with all my health). I then scoop up the last of the loot and enter the Taproot Cellar. I couldn\'t have asked this to go better. At the altar the Ent was supposed to continue its patrol and ignore me, but I arrived slightly early and it came to investigate immediately after I had finished the trial of the blood, water and moss. That is an epic escape, at least in my opinion. I then wonder fairly dreamily to the exit where I don\'t need to go back through the first area to finish the mission. I was still a bit jittery in the menu as you can see! \n\nThe City (3) - 4:32 \nA bit of fun here. I head back to the Keepers, a glitch allows me to enter before Artemus opens it properly (I pick up the loot for the hell of it). There is then a cutscene whereby confusing prophecies are spoken about the new Dark Age and the Keepers ultimately decide to wait and see what happens. Garrett has other plans... I read a couple of books to tell me where to go for the next two missions, then set out across the City for the docks. Here I buy \'climbing gloves\' which are necessary later and the shop is nicely on the way. Now let\'s investigate that haunted boat over there... \n\n-Zombie Time! I didn\'t have as much trouble exploring this as I\'d have thought, and my decision not to pick up holy water while I was here was a good one. I just weave my way through getting stuck on a ramp at one point, and read the ship\'s manifest to discover that an item the Keepers are after is in the Captain\'s mansion. I leave by the ladder (why oh why couldn\'t I enter here?) and hop across to steal a rowboat. \n\nThe House of Widow Moira (Moira\'s Mansion) - 6:45 \n-By far the hardest to plan, there are far less stairs than are useful with numerous routes and dead-ends. There are three ways to enter the main building but only one appropriate exit. I head on up to the top and through the main doors because it gives less dead-ends overall and allows me to enter the inner area from the top after I clear out the ground floor. The library is a necessary backtracking, and I just charge through the building. This took a LOT of retries to get right since the guards can often block the corridors and doorways. I just systematically work my way up, and try and fail to blackjack a guard but he doesn\'t see me anyway. Once I\'m done I go through the portal, but the door before it gets stuck irritatingly. \n\n-I put out the chandelier to distract a guard that would otherwise meet me on my way back from the chest. The timing with the guard on the other side of the rotunda is difficult (and is the reason I don\'t get the loot on the stairs now), and he was facing the wrong way than usual. Oh well. After I\'ve cleared up here I need to go back down but damn; no stairs. It doesn\'t matter that it takes a while to jump over the balcony because I need to wait for a guard in the lower corridor. I take this chest because I don\'t have time to get it later. I make my way to the study easily and hit a switch that opens a secret door. I run there but still have to get the loot on the stairs, and I make it through as the bookshelf begins to close, I\'m very happy with that timing. Then I simply go down to get my compendium and finally rob the widow of the secret stash from her husband. I\'m such a jerk. \n\n-Very quick back to the boat, I leave through the handy-dandy (but bizarrely one-way) secret doorway, and the lift doesn\'t take anywhere near as long on the way down ^^ \n\nThe City (4) - 1:40 \nI\'ve got the magic tablet thingy, now I need the key to open it. Apparently there\'s a Keeper who went looking for it and never came back. I head down to the docks and into the sewers. Hold you nose, smells like fish and rats down here. Oh how true that is... \n\nThe Sunken Citadel (Kurshok Sewers) - 5:49 \n-These crazy lizard fish things with huge swords will just keep on chasing me so I make sure they don\'t actually see me here. I found a method of moving quickly through the room with the pagans, collecting the loot including in a locked chest without getting my limbs sliced off. Fluky! Then straight to the next area. \n\n-In the library the Kurshok\'s are preoccupied with a Pagan Shaman so I can make it to the top easily. I run around and finish my main objective, but there\'s a crown here that Garrett would really like. So I simply dash around collecting loot, at one point the crazy physics turn me around but little time is lost. In the throne room I get the first locked chest before alerting them because flashbangs don\'t last long enough, then grab my prize and run back to the first area via a more direct route. \n\n-Again I can make it back to the entrance a completely different way than I came. I pretty much winged the nursery (with all the eggs), and subsequently I get a haircut from one of the Kurshok. Unbelievably close but still fast. I then leave but not without hearing the giant rats, who sound just like you\'d expect giant rats to sound like! (The symbol I make on the menu screen is a question mark, I was reacting to the audio slip-up). \n\nThe City (5) - 0:36 \nBack to the Keepers with my latest trove, and a cutscene elaborates on their decision to once again, do nothing! At some point \'the progress of time will cease and the evil will be pointed out\', so Garrett takes matters into his own hands and sets out to stop the clocktower to fulfil the prophecy. If that isn\'t the poorest excuse to break into somewhere I don\'t know what is. The entrance is only a short stroll and wall-climb away. \n\nKilling Time (Stonemarket Clocktower) - 5:20 \n\n-Need to be very quick off the mark to prevent the guards attacking me while I get the special loot in the next room. Those swinging mechanisms can slice off health with the merest touch, makes me wish I kept some of my bloopers. The guard down the third ladder was in slightly the wrong place but little time is lost. I always pick up that bloody ink-well from that desk. The dormitories (accessible only by a window?...) have one lonely non-combatant. I make sure I don\'t alert him before I steal his purse, otherwise I can\'t get it without killing him, which is forbidden on Expert. I keep him concious though for humour, \'Must be a thief!\' - well done Mr Holmes. Then back out and down to the next room with some fluky guard avoidance. Down the ladder in the large vertical room there is one piece of extraordinarily difficult loot. The loot guide gives some weird method of climbing and falling off multiple walls. I try to jump instead, but I time it wrong and fall off, but catch the wall through insane luck. Awesome! To the next area... \n\n-Here we go all the way down collecting loot and avoiding a patrolling guard. In a small hole behind a grate is a candlestick, so I have to wait for the grate to bounce it up before I can get it. I unlock the door and lower the lift to make my getaway easier, then steal more special loot from in front of a Hammerite Priest (a great example of Garrett\'s thieving ability, he must have invisible extendable arms). I continue down, but the guards end up in the wrong place. In the small passage I was waiting for the guards ahead to run past but they were still talking, whilst the guards behind came up and took off my first damage of the game! In the main control room the only things to note are that I kill the priest because I expected him to be walking towards me (I was too quick getting here). The next guard is alerted when he should already be lying unconcious on the floor, so I flash him. I need to flip some switches (I usually forget at least one of them). There are then a guard and a mechanic I need to pickpocket. The guard is easy but the quickest way to get the mechanic as you can see is to jump directly behind him and steal it before he is alerted. VERY DIFFICULT! Then it\'s a simple matter of shutting down the tower, taking the time to grab a bottle of holy water before it\'s over. \n\nThe City (6) - 5:54 \nHow did he make it out of the far depths of a collapsing building? Anyhow, I head back to the Keepers to inform them of my progress; my route is different than usual since the clocktower has fallen across the streets.... another cutscene shows that Interpreted Caduca has been murdered and suspicion falls quite heavily on Garrett as the brethren and betrayer (thank you First Keeper Orland) As the cutscene ends, the wreckage of the clocktower looks a bit like an arrow, pointing directly at the balcony where Orland stands. Garrett escapes from the Keeper Compound in Old Quarter, but the telepathic \'Enforcers\' are chasing him with their cheap-assed long-range homing weapons. The glyphs are also closed for now. I need to see the local fence but I enter through the roof because it\'s quicker (knocking out the Enforcer with a gas arrow I just found). Finding a good way up was very difficult. The fence has been killed so I use the rooftops to avoid more Enforcers and head towards my place. En route I stop off to sell my vast amounts of loot and stock up on what I might need (20 flashbangs! Joy!) At my humble abode I avoid the unobservant enemy here with some slick improvisation. Still following the paper trail through a new portal I meet some Keepers who are actually sympathetic to my cause (it\'s a cutscene, hence the mysterious teleport), and inform me of a tunnel into the compound... all the way back in the library! I once more access the rooftops to stay alive and across town I go, where the Enforcer outside the library is in an unusually annoying position so I decide to take the damage. Then gain entrance through the ridiculously convenient window (glyphs are still off). I ignore the assembled and their slow-reaction times, go up the ladder, up the steps, through the door, and into... \n\nOf Brethren... and Betrayers (Keeper Compound) - 4:40 \n-There are even more spellcasters here, so I take the first two out with a gas bomb. I collect fire arrows for specific use in a minute, then show the best way to climb a staircase. Once again, the route was difficult, and in the council chamber I sequence break it using a tricky trick that gets me to Orland\'s office before I should have access. The fire arrow destroys a seal, so I can now use the glyphs again. Since I\'ve done the most out of the way room I can simply circle the building collecting all the loot and exit into the lower libraries. \n\n-In the next room we see Caduca\'s corpse (though why it has been petrified is beyond me). Her room has a letter suspiciously addressed to Garrett, so I head to the hall for a cutscene. A hunched old crone with a remarkable adeptness for glyphs awakens statues to kill me. These things are very tough, so I grab the loot as fast as I can and head towads the secret tunnel to Old Quarter. I accidentally drew the attention of too many statues, so I use an excess of flashbangs to get the chest and escape with a final difficult jump to the balcony. I\'m shaking because they reacted far differently than normal, but more than that I know it is time for the next mission... \nThe City (7) - 1:36 \n\nFor some reason Garrett wants to know more about this woman. The Hammerite Inspector Drept has a tale of a horrible hag ripping apart his friend when he was in the orphanage; lets check it out! I heal myself and use a flashbang to play it safe since I\'m about to re-stock. At his workshop, Drept points me in the direction of the Cradle. As Garrett says, \'It used to be an insane asylum, and before that, it was an orphanage. One night a fire started, no one knows how, and after that they left the place abandoned. If there\'s a way to cram more misery into one building\'s history, I can\'t think of it.\' Pretty creepy huh? I buy some more stuff, the flashbangs, gas bombs, gas arrows and health potions are necessary. I needn\'t have bought the mines but I didn\'t know that at the time. The Cradle is just down the street. \n\nRobbing the Cradle (Shalebridge Cradle) - 13:18 \n-(Pah, where\'s a shotgun-arrow when you need one?) There is so much I could say about this mission, but I\'ll keep it relevant Though I must firstly say that I do not do scary games, this was an unbelievable challenge for me! The first area has no enemies, not that it helps much. I immediately go to the attic, there\'s knocking from inside but no one there. I start the spirit of the girl talking and grab a battery for the power generator. After a quick scoot around for loot I head to the cellar and start the power, also grabbing her blood and sending it outside. I can\'t enter the next area till she finishes speaking, so I take the time to get the loot up those steps. \n\n-Here we have the \'Puppets\'. The desire to obliterate every one of them is strong but I still practiced the level excessively (with loud music on of course), and had a brilliant route by the end. After the observatory, the first one I find behind a locked door I kill with holy water, and I need all three because it\'s very glitchy. I then call the lift so I can do something else while it descends. After the seclusion chamber I get Lauryl\'s nightgown and head straight for the morgue\'s furnace, flashbanging as I go. Now I need to go to the past, and for that I need a \'toy\'. I get the viktrola because it sends me to the past in the most advantageous spot. On my way out the Puppets were in weird places so you get to see them jumping out at me, funfunfun! I transport myself in the labotomy theatre. \n\n-In the past are the asylum staff, and if they touch me I go back to the present and have no choice but to restart the run. I also have no items since I\'m in the body of a patient. I instantly grab the dissolution serum, a very risky tactic, and head off out a different door because one of the staff is guarding the way I came in. I get two pieces of loot here, but only certain ones can be collected in this time (I did not enjoy finding out which. How does he even steal it if he\'s not in his own body? One of the Cradle\'s mysteries I guess). The staff after the counter was in the wrong place, that was a very near run-ruiner. In the nursery I get the diary and read some information on \'the hag\'. After another close-call in the morgue I head back out. The damage I take falling down the ladder is an example of the random fall-damage that can occur if he hits something on the way down. NOT NICE. \n\n-There are now staff in this first area, but if I keep moving they won\'t bother me too much. I clean off the blood and get myself caught to stop Lauryl talking quicker. I cannot leave just yet, I\'ll have to pretend to kill myself. Up to the very top I go, and running down the table and out the window would be really stylish if the frame rate hadn\'t suddenly dropped. Nevermind. There\'s only one thing I can say after doing this... WHAHOO! \nThe City (8) - 7:02 \n\n-So I pretended to kill myself, but how did he actually survive the fall? Yet another of the Cradle\'s many mysteries. I\'m supposed to follow Lauryl\'s ghost but she appears in the catacombs if I go straight there, so I do. The cutscene shows Garrett cleaning a glyph off her tomb with her blood, freeing her body from the clutches of, you guessed it, Interpreter Gamall! \'The hag\' reverts back to her monstrous form comprised of various body parts and decimates the Keepers in their library. So I now head back there and once again the fate of the world rests in my hands. Five sentient artifacts need to be found in order to destroy the final glyph. I already have the \'Crown\' from the Sunken Citadel, but Gamall has stolen the \'Jacknall\'s Paw\' and the \'Builder\'s Chalice\'. I go to Audale and keep my health potions handy while I run straight through the Pagan camp, snatching a talisman in the process. This I use to open the pump room and lower the canal water-level. Now I can enter Gamall\'s lair. \n\n-There are plenty of statues here but no Gamall, so I run through getting the \'Chalice\' and using a secret entrance to find the room where she concocts her plans and studies her stolen books. A cutscene shows that Artemus is here and also on her trail. Garrett discovers where each artifact must be placed in the City to bring forth the final glyph, and apparently he\'s supposed to use it rather than destroy it, as the Keepers wrongly advised. Well now we need to get the \'Paw\' and get out. There\'s a glyph that allows me to destroy the statues with my blackjack, but it\'s safe to ignore that. The only exits to this room are up the walls (poor design if you ask me), and a statue catches my leg on the way up. Then I just run straight for the artifact and head for the final mission. \n\n-There are a few ways to exit the canal, I don\'t think the way I use was intended =D. The last two artifacts have ended up at the nearby \'thief-proof\' museum, which has a secret tunnel from the last failed robbery attempt. Lets test that \'thief-proof\' claim... \nStill Life with Blackjack (Wieldstrom Museum) - 6:13 \n\n-Far friendlier than the last mission, I thoroughly enjoyed myself here. However this was second hardest as far as route planning went due to the complex structure and connectivity. The loot also changes depending on whether or not you sell the \'Crown\' (which I didn\'t). There are many many reasons for why I did what I did, so I\'ll just ask you to take it for granted that this is the best route there is and that it took me an insane amount of time to come up with it. The guards out front have keys to the doors, and the pickpocketing factor is still here so I flash them. I steal another key from the second guard I find inside which opens all the doors in the place. The electric barriers can either be turned off with a power switch or momentarily with a water arrow, so I of course choose the latter and faster. By now you may notice that I seem to be using a huge number of items. Any guard that I may meet later on I knock out with gas, otherwise I use a flashbang to stop them chasing me. One just keeps on chasing me and subsequently alerts more guards. I don\'t lose much time but it doesn\'t look too neat. The only sure way of breaking the glass cabinets is with a broadhead arrow. I then pick up the next artifact from behind another barrier. This one is a returning item from the Thief series called the \'Heart\'. I then clear upstairs and enter Tesero Hall. \n\n-I head West knocking out a guard. At a balcony I fire an arrow at the large (non-animated) statue to dislodge a medallion, then head down to pick it up. I go back the way I came (trust me, it\'s still faster) and through to the main atrium. The final artifact is here and is called the \'Eye\'. From the first game, the \'Eye\' is formed from gemstones and GARRETT\'S OWN FLESH EYE, which is why he has a mecahnical one to replace it. \n\n*There is an odd bug here. I walk to the edge of the balcony to trigger it to start speaking to me, remember it is sentient (\'Mommy, my eye is talking to me\'), because if I don\'t and I pull a lever to raise it later, I will be stuck with the objective to head down to the eye and speak to it even after I\'ve already picked it up! Therefore I won\'t be able to exit the level. This way, the objective is cancelled when I pull the lever and I am still allowed to exit. \n\nI skirt round to the North collecting loot as I go. I jump over a balcony, and with difficulty I could have jumped over to the painting without climbing the wall. Since I failed it cost me five seconds or so, but I don\'t mind because of a trick a bit later. I go all the way up to the Curator\'s Office and quickly get the loot. I go to the balcony and pull the lever to raise the rotating statue with the \'Eye\' at the end. Now for the level breaker... going all the way back down those stairs would take ages and I\'d need to backtrack unnecessarily around the edge of the hall. I have a better plan, but I won\'t spoil it. It is LUDICROUSLY difficult to pull off especially after doing all that, so I didn\'t mind the odd mistake when it took so many painful retrys. I grab the \'Eye\' as soon as it\'s up and run straight back to the outer museum. I get caught on a guard and almost panicked, but he eventually stumbles out of the way. Again, I don\'t mind these few seconds since I have saved so much time elsewhere. \n\n-I finally run straight outside, collecting the last few pieces of loot for the game as I go. \n\nThe City (9) - 3:59 \nThe finale. I climb out of my tunnel and set out for the Keeper library. Suddenly a cutscene shows Artemus. He asks you for the artifacts. Orland appears and explains that the clocktower was not pointing at him but at all the Keepers. They have become unbalanced by power, Orland himself corrupted by his misinterpretation of the prophecy. Garrett must use the artifacts to use the final glyph and allow the glyphs to rule over the world justly. Artemus (actually a disguise) strangles Orland, then shifts form to reveal Gamall in all her icky body-parts horror. Garrett quickly leaves. \n\nSo it\'s time to journey around the City with my remaining health potions, putting the artifacts in the correct places, avoiding the chaotic tangle of City Watch, Hammerites, Pagans, Statues and of course, Gamall, who patrols every area that needs an artifact inserting. I jump down from my pearch, sprint straight past Gamall and slam the \'Heart\' in place. I make a detour to the Docks to insert the \'Paw\', then return to Old Quarter healing as I go. I do get stuck next to a statue, but believe me it\'s quicker than previous attempts... I almost head back to the Cradle (that would have been great), but revert my course for the Hammerite Cemetary. The spellcasters (one of my main reasons for retrys) cause me no trouble, and I can easily put the \'Chalice\' in while Gamall is destracted by the undead. I get blocked again on the way out this time by a Pagan, but it isn\'t for long. After I\'ve put the \'Crown\' at the base of the clocktower I make a bee-line for my final destination, the fountain in South Quarter. By the time I\'m there I have no potions left, so I randomly chuck some useless mines and oh so nimbly place the talkative \'Eye\' in its indentation. f a d e o u t. . . \n\nThere we are! Enjoy the bizarre final cutscene! I don\'t know why Garrett\'s eye has suddenly gone red, must be magic! For those that don\'t know and are interested, the dialogue at the very end with the small girl is exactly the same as the beginning of the first Thief, when a young Garrett tried to steal from Keeper Artemus. The story is complete! \n\nI am very pleased with this, especially since it was pretty much my first time through. It surely made the game more enjoyable than I could have hoped for and I hope you liked the run! \n\nOh, and thanks for reading all of this (if you did). It is a bit long!','2006-02-25',0,5475000,11,'Thief3_100p_13115',19,11,0,NULL),(0,1461,NULL,360,'','Greetings. This was supposed to be my second speed run, but I ended up being convinced to do a few individual level runs for We Love Katamari while working on this. I guess it\'s my second and a half run? Well, it\'s my second full game run, at any rate. ToeJam & Earl in Panic on Funkotron is the sequel to the generally more popular ToeJam & Earl. I\'m a fan of the first game, but I enjoyed the sequel a lot more. As such, it\'s the one I\'m more familiar with, so that\'s why I\'m running it. I\'m sure there are people out there better suited to running the first game than I would be. Anyway, TJ&E2 is one of my favorite games on the Genesis... it\'s loaded with secrets, packed with humorous dialogue (which you don\'t really get to see in the run), and it has a totally funkified soundtrack. \n\nLet me get this out of the way from the start: TJ&E2 is a hard game to speed run. While it\'s certainly more suited for running than the original, it\'s simply not a game that was designed with fast playing in mind. The focus of the game is exploration, having to search massive levels for the Earthlings and occasionally finding secrets along the way. The number of secrets in this game is astounding. I\'m not just talking about the hundreds of presents hidden in trees, bushes, behind walls, and in secret rooms. I\'m talking about thousands of invisible \"Funktivate Spots\" that can only be seen by using Funk Scans. As far as I know, there is no complete database listing every single secret in the game. Such a record would be an enormous undertaking to create. As it is, I am probably now the best candidate in the world to create such a list, as I literally spent hours shaking every plant and Funk Scanning every area in the game >_< It should come as no surprise that I spent far more time planning out my routes and memorizing the locations of Earthlings and presents than actually playing. If nothing else, I am extremely proud of the level routes you\'ll see here, and I am almost 100% confident they are the fastest paths (without death abuse). Some brief (yeah right) comments before I get into the actual run: \n\nCharacters: You can play as ToeJam or Earl. In the other games in the series, there are notable differences between the characters\' abilities, but not so in Panic on Funkotron. I did extensive research comparing their speed, jumping height, health, jar throwing, etc. and found no differences. The only difference I\'ve noticed is that Earl can push rocks faster. It seems strange that Earl would have an advantage over TJ, and not vice versa... unless they count the fact that TJ is shorter as an advantage. Smaller target? Anyway, this worked out fine for me, because Earl is my personal favorite. \n\nPresents: The majority of presents in the game either contain Funk, Coins, or points. Points are completely useless, of course. There are a few spots where I need Coins for parking meters, or Funk for doing Funk Moves through walls, but not enough to justify actively seeking out presents containing them. As a side note, I never have to use Funk Scans either, since I already know exactly which trees to shake, where to jump for Funktivate Spots, and the locations of invisible doors. The only presents worth going after are the rarer ones that contain items, descriptions of which follow. \n\nSuper Jars (SJs): SJs allow you to capture any Earthling in one hit. Obviously, this is invaluable as it eliminates the Earthlings\' chances to run away, fight back, or generally be random. I go after every SJ present that I can, as the time saved almost always makes up for the time spent getting them. Only the most out of the way SJ presents are ignored. Each present grants you 1-4 SJs randomly. Ideally, every present should give me 3 or 4 for the best results, but this is simply an unrealistic goal for a run like this. I didn\'t waste time resetting due to bad luck with SJ presents, though it\'s something you would want to consider if you attempted to break my record. \n\nFunkVacs: The second most important item in my run. Extremely useful since it jars ALL Earthlings on screen, but somewhat of a double-edged sword where speed running is concerned since it makes you immobile for over 10 seconds. Add to this the fact that it\'s somewhat rare (at least in my run where I don\'t waste time on things like Hyper Funk Zones) and it results in the need to conserve these for instances in which they will be most efficient (catching many Earthlings at once that would take longer to catch individually or to catch groups of Earthings that are too risky to fight head on). \n\nPanic Buttons: Panic Buttons are extremely poor tools for catching Earthlings, but they have three bonus benefits that make them useful to my run nonetheless. First and most obviously: The speed boost. Running speed is dramatically increased which allows me to cross long distances much faster (when I don\'t have to worry about Earthlings). Additionally, the speed boost can be extended beyond the amount of time the Panic Button is in effect by jumping right before it ends; your momentum will continue until you land. Second: Invincibility. This factor mainly applies to Underfunk areas where you can run through the fire unscathed. Third: Allows instant maximum height on bouncy fungus. This factor only comes into play a couple times during my run, but it\'s still a good shortcut. \n\nSwimming: You have a limited amount of time before you run out of breath in underwater areas. Purple fish are usually scattered about to replenish your air supply, but using them takes time. Most of the game\'s underwater areas can easily be completed without using the air fish, so I avoid them where possible. \n\nHyper Funk Zones (HFZs), Jam Sessions, Fungus Olympics: Sucks, and will not be seen in this run. Basically, they all take away too much time from my run to be worth it. Jam Sessions only reward you with Funk, Fungus Olympics... I think the best thing you get is SJs. Now HFZs have a lot of good items to reward you with, and one especially intriguing bonus: if you\'re able to complete all three levels of the HFZ, you get unlimited SJs. This is *extremely* difficult to achieve, even in a segmented run. And I don\'t think the payoff would be worth the amount of time it takes. It\'s possible I\'m wrong about this, but I figured it would be a lot simpler to just skip all of these optional features and be consistent. \n\nDeath abuse: I am fairly certain this game can be completed slightly faster with death abuse. Death in this game sends you back to the beginning of the level, or the most recent waypoint flag you passed. There are a number of levels where you must enter a remote area to catch a few Earthlings, and then return to where you came from. In this case, it would very likely be faster to shake a booby-trapped tree/bush to kill yourself and warp back to the last waypoint. The best example of a place where this would work is Level 15. I decided that to simplify my route planning (which is already difficult enough), and to make for a more impressive run, I would play the game with no deaths. But if anyone is considering their own run, it\'s something to think about. \n\nEarthlings: The most random factor of the run. Earthlings can potentially add a lot of time to each segment depending on how cooperative they are. 95% of my failed attempts were due to Earthlings not doing what I want them to do. Some of their favorite hobbies include running away, rehiding themselves, breaking free of jars before I pick them up, getting jarred inside walls, magically teleporting, going trigger happy, and, of course, killing me. I\'ll give more comments on some of the specific Earthlings later. \n\nOther miscellanous time-savers: Walking is generally the fastest way to travel, except when going uphill. Jumping slows you down a small amount, so it\'s good to avoid doing it too much... again, except when going uphill (jumping is the best climbing method). There is a short animation for picking up jars which can be avoided by jumping on/into the jar. I try to do this as much as possible, but sometimes it\'s difficult depending on where the jar lands and if there are other Earthlings I have to worry about at the same time. \n\nMy level comments, as usual, are extremely lengthy. Let\'s get on with it. [ul][li]Level 1 - This early in the run, I wasn\'t really sure how much Funk I would need later, and I certainly didn\'t want to have to go out of my way for it... so I grabbed this present. It\'s probably not even a second lost, but it\'s something I would skip if I were to attempt to improve this. Other than that, I\'m very happy with how this level went. \n\n[li]Level 2 - This level went very well except for an ugly, ugly fight with a Fat Lady and her two Poodles. This group consistently gave me trouble because if you try to throw the SJ from a distance, it tends to hit the Fat Lady first (sending the Poodles into frenzy mode). So I started resorting to the strat you see here - mass aerial bombardment. But ugh... to have all of the SJs miss? What are the odds? It\'s not a *huge* time loss, but this is one of the mistakes I most wish I had not left in the final run, especially since it\'s in the shortest segment. I show off a good example of jumping at the end of a Panic Button to extend its distance in the Underfunk area. \n\n[li]Level 3 - I use a FunkVac on the Boys and Girls in the pit... if I\'d had SJs, I wouldn\'t have. As is, I think I saved a bit of time since I could have potentially had to chase them around quite a bit. Later you see me talk to someone in a house. There\'s many events in the game that can only be triggered by reading the related dialogue first (for instance, Lamont\'s stuff). So I talk just long enough for the SJs to appear in the bush. I make a visit to Trixie to get unlimited SJs for the level... it\'s a bit out of the way, but I think the payoff makes it worth it. The jump down from the platform with the three buttons and then to the platform to the right of that one (and back) took an absurd amount of practice to be able to hit consistently without falling in the water. \n\n[li]Level 4 - Snow levels can be a bit annoying because you automatically start sliding when you walk in the direction of sloping terrain. Sometimes this is good since it\'s faster than walking, but many times it will cause you to slide past (or into) Earthlings. I stop myself at the bottom of one slope to keep from being launched into a HFZ (I also have to wait around for it to close, or else it will appear again). There\'s a spot where you\'ll see me jump up to Funktivate a present... a present with points in it. Occasionally this present had given me a Panic Button, so I was convinced that the contents must be random. I decided it wasn\'t too much of a time loss to grab it (even if it ended up being points). It wasn\'t until I reviewed the segment after recording that I realized the reason it had changed to points was because I already had a full supply of Panic Buttons >_< Other than that, the level went smoothly. \n\n[li]Level 5 - The first door is the fastest by far... too bad only one of those presents is useful. This whole segment is kind of dry in the presents department, and the few times I get SJs, I had bad luck (only getting one or two). I had a slow Fairy fight... although, unless I have SJs, this is almost always the case. I swear that Fairies are in the game for the sole purpose of frustrating speed runners. They don\'t even do damage, all they do is stun you and dodge jars extremely well. Flying Ducks can take a while to fight without SJs, so I lead this one over to the platform with the Construction Worker and Tourist (a very painful combination) and Vac them. In the bubble riding area, the ledge with the Fat Lady and Poodles would usually give me trouble, but it went perfectly in this attempt! \n\n[li]Level 6 - There\'s a few more useful presents in the first area, but bouncing around on the fungus is extremely slow, so I don\'t bother hunting them down. I like how I waited around to make sure I wouldn\'t miss that Tourist with my SJ and then still missed. Another predictably slow Fairy fight. I fight the Naked Man from a distance to be safe. They\'re difficult to fight on small ledges like the one he\'s on, and even more difficult when most of your jars home in on the Boogie Man. In the next area, I sort of screwed up at the part where I used the Panic Button. I was trying to lure all of the Boogie Men to the left side, but it didn\'t really work, plus I fell off the platform. Other than that, and somewhat bad luck with SJ presents, this segment was pretty clean... would you believe that it was my first recorded attempt? I guess practice really does make perfect! \n\n[li]Level 7 - Or maybe not. My luck with recording was completely lost on this segment... I wasted over two hours of tape on failed attempts. The difficulty really starts to pick up quite a bit at this point; many of my failed attempts were due to deaths. On the positive side, this level is packed with presents to make up for their scarcity in the last segment. At the start I use a Panic Button since I\'ll be getting more soon. I usually don\'t get all three Poodles... nice bonus that I did this time. The Cow Ghost on this level is all but impossible to jar without getting possessed. I stopped resetting due to it since avoiding the Ghost usually ends up wasting as much time as getting hit anyway. I enter a secret room for a SJ present... it\'s an 18 second detour that really isn\'t worth the time unless I get at least three SJs. Unfortunately, I only got one this time, so it was a bit of a waste. Also, notice that I get about five SJ presents in a row with only one SJ in them. Yeesh, that\'s gotta be a record. Aside from the lousy SJ luck, this level went well. \n\n[li]Level 8 - The level goes almost perfectly. The only big mistakes worth mentioning were both in the last area. First I missed jumping onto the bubble after getting the Construction Worker... about a 7 second loss. Then I got possessed by the Cow Ghost... maybe only a 6 second loss. I really like how he didn\'t appear until he was right on top of me. In the end, this segment ended up looking decent. Just took forever to get it that way >_< \n\n[li]Level 9 - I don\'t think there\'s a more appropriately named area in the game than Pesky Place. \"Pesky\" is definitely the adjective I would use to describe it. I have to fight multiple Flying Ducks without SJs as well as a ton of frenzy mode Poodles (every hit takes off a fourth of your life!). This definitely didn\'t go as smoothly as it could have, but frankly I was willing to accept almost any recording where I made it through alive. In the Catacombs, there\'s another route I considered that involved falling in the pit from the start (instead of jumping over it) and talking to Flarney to activate a button at the bottom of the pit. That route could possibly be faster, but I always had better luck with the route you see me use here. Again, it could have gone better, but this area is almost as tough as the one preceeding it. \n\n[li]Level 10 - Very short and easy level compared to Level 9. I get owned by another Cow Ghost here, but no other major mistakes. You\'ll notice me using a slightly different strategy against the Naked Man on this level than on previous ones... I think it was during this segment that I discovered that your horizontal throws are faster in midair than while standing. This makes it much easier to \"stunlock\" Naked Men, and helps in some other fights as well. Unfortunately, it wouldn\'t work on the Naked Man in the previous level because of the low ceiling. The part where I jump down into the hole and land on the bubble over the water is kind of tough. I have to make some blind jumps to the right... falling in the water means instant reset because the only way to get back on land is to go through a painfully long underwater maze. \n\n[li]Level 11 - One of the first things I realized when determining my route for this level was that I\'m rather short on Coins at this point, and there\'s a few good parking meters in the next few levels... so I added a few Coin presents to my route. Many of these ended up being unnecessary, but I had no way of knowing that at the time. The first Tourist I go up against is kind of annoying. The terrain of that little area you fight him in makes it difficult to jump above him for aerial bombardment, which is why I resort to slow, straight attacks. I get hit by yet another Cow Ghost here (this is starting to become a trend, apparently), although it\'s *very* difficult to jar both Ghosts without getting hit by one because of how little space there is. When I jump to the left from the cliff above all the doors, I land on a slightly lower platform than I intended... no big loss, since I still have to wait for the Fairy to play hit and run. You don\'t want to know how many times I completely missed the platforms >_< I have to be cautious when fighting the Fairy to make sure it gets jarred over the platform. I\'m extremely proud of my Panic Button shortcut I figured out here; it saves a lot of time. It also serves as a fine example of just how bad Panic Buttons are at catching Earthlings. \n\n[li]Level 12 - In case you\'re wondering why I hesitate before using the FunkVac at the part where the Funk goes away, it\'s because you can\'t use any powers while it\'s out. I have a small brain fart and almost pass a platform I need to jump to... a couple seconds lost. There\'s a lot of excellent places to use FunkVacs here, but I was worried that I needed to conserve some for the next level. I could have used one at the part with the two Poodles under the ledge with the Fat Lady, Tourist, and more Poodles on top, but I decided I either had to skip using one there or skip the last one I use against three Earthlings (Cow Ghost, Naked Man, Boogie Man). While using it in the Poodle area would save more time, the last group of three Earthlings were the greater threat. I end up taking those Poodles on pretty slowly to be safe. As it turns out, I only need one for the next level, so it probably would have been better if I used one at the Poodle spot after all. \n\n[li]Level 13 - Cool-looking level. I was a little worried about planning the route because it\'s so large, but it turned out to be relatively simple (especially compared to the next one). No major mistakes to speak of... it was a pretty smooth run. This was the only time out of all of my attempts that I took no damage from the Poodles that fall down from the ceiling. I usually get owned and then have to take a few seconds to shake food down from the nearby bush... so that was a plus. This segment also has my absolute favorite shortcut. I have to run back and forth for a few seconds so that the Panic Button ends before I land on the platform. As impressive as it looks, it actually isn\'t that hard to land. I think I only had to reset once for missing. The underwater section gives me plenty of time to make it through without having to stop for air ;) \n\n[li]Level 14 - This may have been the most difficult level for me to plan my route on. The map is huge and doesn\'t seem to have any paths that avoid backtracking. The route I finally settled on may not be perfect, but I like it because it allows me to burn two Panic Buttons at the end. First things first, there\'s a Trixie room on this level that grants you unlimited FunkVacs, and an underwater tunnel right at the beginning of the level that leads almost straight to it. This makes every Earthling battle for the level completely trivial, although I still try to take out lone Earthlings without Vacs, especially if I have SJs, since the Vacs can end up taking more time than not using them would sometimes. Something interesting you may notice here is that not only will Fairies not drop their powder on you while you\'re riding a bubble, but you\'re also invincible (at least against Tourists). I enter a secret room for a SJ present again, although this one takes a bit less time than the one on Level 7. Not much else to add... this segment was almost flawless; probably the cleanest segment of my run. \n\n[li]Level 15 - This level was a lot easier than I remember it being, but it probably helped that I had SJs or FunkVacs for every fight. I really liked how I had exactly enough SJs to clear out the first area. I wish I could say I planned it that way, but it was pure coincidence. Second area has some annoying bubble riding, but I keep my cool and make it through just fine. You\'ll notice that the present I pick up after the Panic Button present gives me points. This is actually a SJ present, but it gave me points because I was maxed out on SJs! I didn\'t even know there was a limit before that point (since my typical poor luck with SJ presents prevented me from ever reaching it)... I think the limit is either 9 or 10. Even if I had known that I had maxed SJs, I still would have jumped up there since I need to get the Flying Duck\'s attention before using the FunkVac. Third area... no comments. In the fourth area, to make the fire stop from the right side you have to put an absurd amount of money in the parking meters (something like 10 coins). It wastes a ton of time, so it\'s much better to just use a Panic Button, even though you don\'t quite get the full use out of it. I finish all four areas without even giving the viewer a chance to see why the level is called The Bottomless Pit :) \n\n[li]Level 16 - It\'s the climax! Actually, this level isn\'t nearly as tough as some of the ones before it. I had a somewhat slow fight against a Flying Duck, and then got owned by another Duck after missing the platform I meant to jump to, bringing my health down into the danger zone. Didn\'t really cost me much time, just my nerves. Somehow I made it back up to my sweet spot, even after narrowly missing a Cow Ghost and dodging the Duck and Tourist. The next area is very straightforward, just a little slow because I don\'t have the luxury of SJs. I have to stop for health a few times to be safe, and I have a pretty lousy fight against a Fairy and Naked Man - just about the worst Earthling combination you can face. But after them, the rest of the level is a snap. The infamous underwater maze cannot be completed in one breath unfortunately, but I hope that me speeding through it is still somewhat impressive to those who have played the game before. \n\n[li]Level 17 - The only Earthlings in this level are five Fairies, and the game gives you plenty of SJs to take them down. I only get hit by the laughing powder once. In the next four areas, I burn off the rest of my Panic Buttons and skip talking to my friends for the last time =P[/ul] \n\nAnd that\'s that. Enjoy the ridiculously short ending where I give the Funkapotomus a big \"screw you\" before busting a proverbial move or two. Quite a nice change compared to Dynamite Headdy\'s 20 minute ending, isn\'t it? My completion time is certainly improvable by a few minutes, but is entirely dependant on having better luck against Earthlings and with SJ presents. The Earthlings in particular present an extremely high degree of randomness. No matter how skilled the player is, there\'s not a lot you can do if the AI simply refuses to cooperate. Patience is what\'s needed more than anything. Getting perfect fights in every level is nigh impossible, even in a segmented run, so all you can do is keep retrying over and over until you get lucky. Other time-savers: the secret room on Level 7 can be skipped, and it might be faster to skip Trixie on Level 3. I would also try to look for more places to use Panic Buttons, since I spend far too much of the game with a full supply. Either that, or don\'t waste time picking up as many. Lastly, don\'t bother going out of the way for ANY Funk or Coins... you won\'t need them. To anyone that may be considering breaking my record, I wish you much luck. Maybe it will be easier since I\'ve already done the hard part of figuring out the best routes =P I will very likely attempt to break this record myself in the future. Equipped with a better understanding of the game\'s physics and predicting Earthling behavior, I know I can make a much cleaner (and faster) run. A 100% or SS run aren\'t out of the question either, but in all cases, I\'d like to run some other games before I return to this one again. \n\nThanks to Rad Radix for hosting my gig, Gnarly Nate for bringing the funk, Mike \"the Man\" Uyama for hooking me up, and all the phat forum homeboys and girls for keeping the rhythm, especially DJ InsipidMuckyWater. Secret Bonus Point to Iwillruleyou for his happenin\' FAQ (found on gamefaqs.com). \n\nAs always, the moral of the story is: You should never let Earl drive. \n\nMay the Funk be with you.','2006-03-20',0,5406000,11,'ToeJamAndEarl2_13006',8,6,0,NULL),(0,1462,NULL,362,'','I began working on this run a few months ago, after watching the previous run I was personally horrified and shaking my head throughout, so much so that I felt I could beat the run quite comfortably in a single segment. I actually had to go out of my way to repurchase the game and fetch my Saturn from the loft at another place. \n\nBefore I go into details about each level its essential that people who are unfamiliar with the game and glitches read the general notes. Heres a background into the game and run. Firstly my run was done on the PAL version, but the times are compensated into NTSC at the end of each level. I have the PC version but I find the controls to awkward and often the controls lock meaning that avoid mistakes and deaths are out with my control. The game was originally intended to be a Saturn exclusive and was hence built using the Saturn engine, the game tries to make positive use of the Saturn strengths and limitations. For example the Saturn can only handle square based polygons, but is very good and handling and dealing with large levels. Graphically the game is terrible and has a lot of bugs in it, many of them game killing such as game freezes, black screens or a random bug that prevents completion of a certain room and hence completion of the game itself. The reason for all of this is because Sega were putting a lot of pressure of both Core and Eidos to release the more quickly than it should of, and both Core and Eidos were on the brink of bankruptcy before this game was realeased. \n\nGeneral notes: [ul][li]Running and jumping is the fastest movement in the game, it saves approximately 2 seconds per jump. [li]I make distinct use of corner and wall bugs throughout the run, quite simply the areas inside of the walls are regarded as an \"impossible\" location, so the game thinks that the player must be on top of it, so Lara gets zipped up the wall until she reaches a ledge or a ceiling. [li]The developers nor testers took any account that Lara might be able to curve her jump in mid-air, this feature is heavily abused throughout the run as it can reach certain ledges more early than intended, some are ridiculously easy while some require hard practice and careful preparation to pull off. [li]The trick often referred to as a safety drop is quite often used, its an oversight to intentional programming. If Lara is in her grab animation then she\'ll continue to have forward momentum without bashing against any walls. If she drops back to grab a ledge, then let go of the action button then she\'ll miss the ledge and land on the one below. [li]If Lara can still do her grabbing animation before she reaches the ground while jumping from a height which would normally stun her, then is can be cancelled by a forward jump, I can only get it to work about a third of the time, but I did manage to nail it successfully on a few odd occasions. [li]If Lara hits a ceiling before the peak of a jump then she can continue in her full running animation [li]The game works mostly by triggers by going over certain tiles, often they can be avoided by taking an unintentional shortcut through a level or by jumping through a corner, I sometimes use this to avoid enemies triggering which speeds up rooms because they can be entirely ignored. It should also be noted that I use this to skip block pushing as well.[/ul] \n\nLevel Notes: [ul][li]Caves - Pretty straightforward level, although it can often cause a lot of restarts when you\'re trying to go for a near perfect run. I use a fake corner bug in order to do a ground zip through the wall. There is a slope bug which speeds up the level a little further but I choose not to use it because I end up wasting more time trying to pull it off than the time it would actually save \n\n[li]City of Vilcabamba - Another fairly straightforward level, pulling the block back and using it to escape the room is somewhat unintentional, there is a corner bug and wall bug that would save time in the second half of the level, but its to fiddly to pull of effectively and usually ends up wasting time. \n\n[li]The Valley - Somewhat annoying level, the corner bug here saves roughly 20-30 second and prevents me from getting gang raped by the raptors on the escape from the valley, I spend time dealing with the raptors and T-rex at the begging because 90% of the time I would always die if I ignored them. \n\n[li]Tomb of Qulapec - Thanks to MMAN\'s discovery I was able to use a large sequence break that cut out 80% of the level using a trigger abuse. It appears that the final room state is initially loaded, and so I keep it that way by jumping through the corner at the start and thus avoiding the trigger which switches the room back to its initial state. \n\n[li]St Francis Folly - Probably the most difficult level until the Sanctuary level is encountered, the level is riddled with death spots and speed run killers. I step on the square which closes the door in the first room, this triggers Piers in the first room, who can be largely ignored. I do this because it avoids him appearing in the next part of the level. I also use a gate bug which saves about 20 seconds, this works because the wall above gives Lara a collision boost through the gate. Diving in the Thor room seems to prevent Lara from being hit by lighting and the route I use in the swords room is the most consistent way to avoid being hit without becoming a mad man. \n\n[li]Colosseum - I make use of the wall bug which I only discovered recently before this attempt, the shortcut to the emperors balcony saves a lot of time and I ended up not needing to use a medipack before the end. \n\n[li]Midas - I save quite a lot time through the use of shortcuts and glitches, I use the curve jump to get the lever platform, the block glitch to skip block pushing and a couple of corner bugs as well. I managed to prevent Gorillas from triggering in the pre Midas room but messed up on triggering the lion in the last room, thankfully it didn\'t matter in the end. \n\n[li]Cistern - The main room has a fair bit of lag, mainly because its such a large room with a lot of stuff loaded, interestingly there is many routes which could be taken through this stage. The quickest method would be to flood the room more earlier and use a water corner bug to get the first silver key more quickly which also skips a rusty key. The route I use is by far the most reliable and consistent throughout. \n\n[li]Tomb of Tihocan- Many annoyances in terms of mistakes here, there is a death floor which nearly always gets activated in the first room with the sewar rat, which is why I try to jump on and off the block instead of pulling it, I use the corner bug because it decreases the chances of being hit and taking major damage from Piers, the Piers battle at the end went exceptionally well thanks to him running endlessly into the door. \n\n[li]City of Khamoon - Major shortcuts taken here I use the fence which lets Lara slip through if she stresses the seams enough and the corner bug saves rough 4-5 mins and is 2 mins faster than using the mummy glitch. \n\n[li]Obelisk of Khamoon - I didn\'t use the block skip here because I\'m unable to get back again after pulling it off the first time which is strange because you it you can do it on the other versions of the game. The level went pretty smoothly I use an intentional route once I obtain the four elements, using it allows me to avoid a more dangerous route involving deadly mummies. \n\n[li]Sanctuary of the Scion - the games difficulty is upped dramatically from here on in, so much so that I felt it was necessary to double my fire power with the magnums, I now have Atlanteans to deal with who are very similar to mummies except they have the ability to shoot projectiles. Also flying Atlanteans are a pain since if they get to close to Lara the game will freeze, which is why I\'m insistent in killing the first two after pulling the levers, the most difficult part of the of the level is at the end where you have to deal with two Atlanteans and another more deadly one on horseback. I thankfully survive without using too many medipacks. \n\n[li]Natla\'s Mines - This level get completely butchered with glitches shortcuts and oversights and is perhaps the level where the most time is saved via unintentional play, I use the dramatic jump to the TNT lever which saves a ton of time, although the level is my worst ever because I spend ages trying to pull off the beat the door trick, I just couldn\'t seem to nail the timing initially. \n\n[li]Atlantis - This level is just my nightmare, I decided that it was necessary to upgrade further to the uzis. It contains the hardest enemies throughout and there all in large groups and numbers, the upside to it is that just about every area has its shortcut or unintentional way of playing. \n\n[li]The Great Pyramid - the pyramid went surprisingly smoothly, although my cautious approach meant I was slower than I would have liked, I use a tile glitch to fall faster without taking damage and a corner bug at the end which saves about 2 mins of ledge hopping while being hit by Natla\'s gunfire[/ul] [ul][li]level 1: 2:01 [li]level 2 : 4:00 [li]level 3: 5:41 [li]level 4: 1:11 [li]level 5: 9:10 [li]level 6: 5:44 [li]level 7: 9:51 [li]level 8: 8:36 [li]level 9: 10:16 [li]level 10: 2:38 [li]level 11: 7:23 [li]level 12: 14:00 [li]level 13: 8:07 [li]level 14: 14:15 [li]level 15: 7:23[/ul] \n\nTotal Time: 1:50:16 \n\nI would like to thank MMAN and Ajax for their support and tips they gave throughout my attempts and SDA for hosting this run.','2007-05-25',0,6616000,11,'TombRaider_eu_SS_15016',1,17,0,NULL),(0,1463,NULL,363,'','Since I did Tomb Raider 3, I decided I may as well do Tomb Raider 2 as well. My main worry was actually the giant spider section in the Temple of Xian, but after some \"training\" I was able to do it without even skipping a beat, however I then found out I could completely bypass it anyway! I also thought it would be much harder because there are so many enemies, after a few levels though I realised that they wouldn\'t be too much of a problem, especially as they dropped so much stuff. Thanks to \"Raj\" on the www.Tombraiderforums.com for posting the mega shortcut for Temple of Xian, and also \"Hest\" on the same site for giving me some competition and advice in the first couple of levels, finally thanks to \"Tomb Raider Master\" (again from that site) for a method to get down the pit in the Maria Dora with minimal damage. Thanks to Radix for accepting it despite the dodgy quality in places. \n\nAlthough I\'ve encoded it exactly the same as the TR3 run there seem to be a lot more quality issues, luckily they only happen in small sections and generally only at the start of levels. At the end of Segment 4 and 10 an FMV cut off Fraps (yet other FMV\'s didn\'t), so I had to append a short section to each, which is why the transition between levels on those look very immediate. \n\nI thought I was picking up too much stuff throughout, but I nearly had ammo issues at the end, luckily there was just enough. I also pretty much ran out of small medikits, although I still had about 8 large medikits. \n\nAt a guess I think this run is closer to \"perfect\" than my Tomb Raider 3 run is, but I imagine there\'s still plenty of room for improvement. I encountered some invisible walls that seem to get you when you jump away (any direction) from some switches and while experimenting I noticed that they are not present in the playstation version of the game so people using that verison have an advantage. Of course, on the other hand the PC version has weapon and medikit hotkeys. \n\nHere\'s individual level comments, I also realised that on the TR3 run I did not say which segment was which level, so I\'ve also specified the segment here for quick reference, and my finishing times: \n\nThe great wall-Segment 1-3:52 : I had some competition here, which made me optimize this as much as possible, in terms of my intended route this is almost perfect other than some small fumbles and a couple of optimizations I overlooked at the time. \n\nVenice-Segment 2-5:28 : The twin galaxies record is 4:14, I was baffled by this, but hest found out that it was perfectly possible if you avoided killing as much as possible. However, I had to kill some people for supplies later, so I considered this time ok. The main trick is swimming under the door so the clock on the mined door does not activate (which allows you to skip the speedboat). \n\nBartoli\'s Hideout-Segment 3-8:00 : Near the start I take a detour for the automatic pistols, as they are very helpful in this level. I skip most of the chandelier room by getting the key early and running through the fireplace (getting hurt lots in the process). As you will see using the detonator key is so easily skipped that it almost makes you question its use in the first place :) . \n\nOpera House-Segment 4-4:17 : After getting to the roof I safely drop down into the pit of broken glass for a quick way into the main room of the Opera House, then I do a moderately hard curve jump to get to the boss room and bypass fighting him. \n\nOffshort Rig-Segment 5-13:01 : No real shortcuts here, I do think you can avoid turning off the propellers with a hard curve jump, but I didn\'t experiment with it too much. \n\nDiving Area-Segment 6-15:37 : See Offshore Rig :) . I do realise I did the \"slime pit\" jump a bit slow (rather than a shimmy and then a backwards somersault I could have just jumped without grabbing). I also think it may be possible to get across the water early in the saw room, although I didn\'t test too much. \n\n40 Fathoms-Segment 7-6:34 : The video quality at the start is terrible, but not much is happening there anyway :) . I skip pushing a switch with a curve jump, and also just run through the flames rather than doing the timed run, I think it may be possible to get all the way through without being set on fire (I get about half way), but whether I do or not doesn\'t matter much anyway. \n\nWreck of the Maria Dora-Segment 8-6:55 : I skip most of the level by pulling a block through flames; after two levels of this I\'m pretty glad I picked up plenty of medikits :) . \n\nLiving Quarters-Segment 9-11:23 : I pick up the harpoon gun by mistake while trying to get some ammo, but I guess having all the weapons adds completeness :) . I do almost miss a switch in a room I flood, but the door jogged my memory so I didn\'t lose much time. I skip the middle part of the level with an easy jump (and use a small curve jump to skip moving a block). I do kind of bad in the sloping room (where I take a while to get past the pit with the collapsing tile). I think it is possible to jump right to the exit somehow, but all my attempts fell JUST short. \n\nThe Deck-Segment 10-9:08 : For this level I skip the start then do it partially backwards, I do accidently pick up some harpoons, and I nearly got lost in the big cave after going on the raft, but I manage to make it look intentional (and I would probably have run out of Uzi ammo later without making this mistake anyway) :P . I think there is probably some way to get the storage room key without doing the detour for the cabin key. \n\nTibetan Foothills-Segment 11-11:57 : I take some parts quite slowly with the snowmobile as it is easy to kill yourself with mistakes. I skip most of the \"ramp\" room, and also skip getting the bridge key. The black snowmobiles are easy to kill if you find the right position as they seem to follow a semi fixed path. \n\nBarkhang Monastery-Segment 12-24:42 : I was surprised by the time to :) ; longer than Tinnos! But it makes sense as it is a huge level. There is a hard curve jump I could do to skip shimmying to the windows at the start, but it was very hard for the time it saved (around 10-15 seconds), so I decided not to. I almost forgot where the last prayer wheel is and going to that place was just a blind guess (as there was nowhere else to go). I get the trapdoor key before draining the large chamber of water as it is quicker (and safer) to swim than walk. I also try and get the gemstones (and clear the whole \"entrance\" area of prayer wheels) before going further in. \n\nCatacombs of the Talion-Segment 13-8:12 : This level was annoying as I had to do an insanely hard curve jump near the end (I manage to make it look pretty easy in the run, but it\'s not) that\'s almost luck based, but it saves about 2 minutes. I had to save in various positions and attempt it about 50 times before I worked out some kind of method (in a save that is off the bottom), which is why my save count massively increases when I save after this level. How many Yeti you have to fight in the \"prison\" seems luck based as once I had to only fight one, but this time I had to fight three. \n\nIce Palace-Segment 14-6:41 : The bells are quite luck based as it depends on the pistol spread and I take ages to hit the second bell, I should have probably restarted but the rest went well. I skip using the Tibetan Mask, but I have to pick it up to open the way further. The bit where I\'m chased by tons of Yeti and boulders looks pretty cool :) . The boss goes down easily with seven grenades, but I had eight and missed with one, which I could have saved for the dragon or something. \n\nTemple of Xian-Segment 15-6:41 : Yes, I go the same time for two levels in a row :) . A very hard curve jump skips 90% of the level, kind of a shame as it removes the edge from the games toughest level. I go the wrong way after climbing up a ladder, but recover pretty quick. \n\nFloating Islands-Segment 16-13:52 : I almost had ammo troubles here, but ran away from just enough enemies to avert it. I could have curve jumped down onto the bridge rather than use the zip slide, but it\'s hard and I would rather get the flying warrior and boulder traps out the way sooner rather than later. \n\nDragon\'s Lair-Segment 17-3:21 : I accidently pick up a small medikit off a Ninja (which is useless at this point). The Dragon can be quite lucked based as it\'s very hard to dodge the flames up close. \n\nHome Sweet home-Segment 18-(No time given) : I think the goon\'s appearance is time based, therefore I go and turn on the stereo as I don\'t think it loses me much time and is fun :) . There is a long gap where no people come; I\'m not sure if there\'s a way to speed up their appearance. \n\nFinal stats: \nFinal Time: 2:44:02 \nSecrets found: 0 \nKills: 226 \nAmmo used: 6531 \nHits: 5776 \nHealth packs used: 26.5 \n\nFrom my times in the earlier levels I was hopeing for a quicker time than the current TR1 run, but I guess levels like Barkhang Monastery prevented that.','2005-09-27',0,9842000,11,'TombRaider2_24402',18,11,0,NULL),(0,1464,NULL,363,'','I discovered a way to get around TR2\'s broken screen recorder support thanks to Hypercam, so I did this rerun simply to submit a MUCH better looking video. Along the way I also discovered a few quirks to the Assault Course, and seem to have sussed it out now (and have edited the tips to reflect that). Thanks to BallofSnow and Nate for helping work out the compression of the run and the Mikeuyama and the rest of the SDA staff for accepting this run, also thanks to FirebrandX and Shin Sato for helping me get this time with the help of their videos. \n\nOn the HQ video you might notice some liney crap on Lara (lower video quality helpfully hides them), this is a result of antialiasing, but I decided the visual improvement of having it turned on far outweighed this small problem. There\'s also a tiny green line in the top left corner (apparently some Hypercam thing), but it\'s barely noticeable. \n\nHere\'s a breakdown of the important notes on each part (the things that may not come through on the video. In order obviously): \n\nAs long as your start is decently straight it doesn\'t seem to matter too much (E.G. it doesn\'t have to look PERFECT) the important part is that it is lined up towards the left/middle for the slope jump setup, of course you\'ll probably want to get it as straight as possible just to be sure. \n\nThe dive at the water also doesn\'t seem to matter, but as all the record videos I saw did that it\'s better to be safe :) . \n\nThe slope jump had me stuck for awhile, but I got it down good eventually. For optimal time you MUST jump from the top half of the lower block of the slope, though as long as your jumping is constant and you land in the right spot how straight the initial jump is doesn\'t matter (as shown in the video). The slope jump is still one of the toughest parts though and might take you quite a few attempts to master. \n\nDespite how it may seem, this method of jumping from the bridge to the water is definitely the optimal one (standing jumps, entering the water as soon as possible etc are slower). \n\nWhen you are swimming aim for the transition between the shallow blocks to start wading the fastest. \n\nThe ladder grab MUST be done so Lara\'s left foot is exactly at (or a few pixels off) the edge, this doesn\'t just make the climb left faster; it also speeds up the bit where Lara is \"shifted\" up. If you are visibly off to any degree you may as well forget about 1:03:9 and get back to the start to try again. \n\nThe zipline grab is done by angling left a certain way and holding walk at the same time then letting go of walk and pressing grab right as you stop, if you get it right you will instantly grab and not fall off. \n\nYou let go of the zipline somewhere around the far edge of the black block on the ground, it\'s pretty obvious when you get it right as you go flying right through the finish, so you shouldn\'t really have to press any other button after letting go of the zip but you may as well hold forward throughout to be safe. \n\nThis zipline trick has a quirk; the special release never works the first time the mansion is loaded, you have to have used the zipline at least once after loading the level before you can get a 1:03:9 (if you don\'t you will get a time of around 1:04:5-6, which shows how important it is). \n\nAs a final note, there is an annoying bug on the zipline where if you let go at the wrong time and bash your head on the archway action \"breaks\" and you have to reload the mansion before you can use it again, just a warning (in case you think your buttons just broke or something). \n\nThe slope jump, ladder grab and zipline grab are by far the most difficult parts, now I have more experience with it, I would rank the ladder grab as the hardest part, since it has to be so accurate. \n\nSo now you can go get it yourself with minimal pain ;) .','2006-11-14',0,63900,2,'TombRaider2_AssaultCourse_1039',1,11,0,NULL),(0,1465,NULL,364,'','As I said before, Tomb Raider 3 is my favorite game of this series and this time I\'ve made a speedrun worthy of it :) . Thanks to Radix for accepting the run and the Tombraiderchronicles.com walkthroughs for giving me the new tricks I use in the High Security Complex, thanks to the MKM on the Twin Galaxies forums for hinting at the flare cancel and thanks to the person who emailed about getting on the Dingy early in Antarctica, although I didn\'t use it (I\'ve lost that email now and I don\'t remember the name of the person). \n\nThis run takes just about everything in my previous TR3 run to the next level; more enemies avoided, more shortcuts, better equipment use, less mistakes and new tricks. Compared to my previous run it will appear a massive jump in quality, but it was actually more gradual as this is my third try at improvement. The only new general movement trick I use is the flare cancel, which allows me to avoid stumbling after a fall by throwing a flare before I land. Picking up a pack of (8) flares generally takes a few seconds, and each flare I use saves around a second and a half (although in some cases it is a lot more), therefore, this move quickly makes up for picking up the packs of flares. By changing my keyboard configuration a little I was also able to fix the \"can\'t sprint left\" problem. \n\nAfter complaints of my previous run being too dark (and after looking at the videos again, it is), I\'ve increased the brightness of these videos. In terms of the normal quality version, after hours of experimentation in XviD, I was the able to the compress the videos much smaller (in most cases) without losing any quality over the previous run (in fact, if anything, the quality is improved). However, this time, I\'ve also included H264 high quality versions, which look almost identical to the original source videos, therefore I\'d recommend getting those if you have H264. I was also able to record with hardware acceleration turned on, which means the graphics are generally a little better. \n\nIn retrospect (since this run has been submitted a month or so after being finished) the only levels I\'m not fully happy about are the Nevada Desert and Aldwych, the Aldwych mistakes probably only lose about 10 seconds at most but they look kind of bad. The Nevada Desert mistakes probably lose me about 30 seconds, although the margin I gave myself was probably necessary because of how fiddly the major shortcut is. \n\nJungle - Segment 1 - 1:10 \n\nThis level is odd as there is a small geometry change that makes it faster to do it on the playstation version (I can get 1:09), this situation seems unique to the whole game and I wonder if it\'s something to do with using the Lost Artifact version of the game. For some reason I get a bit of slowdown while going down the ramp, I must have had something running in the background while playing. \n\nTemple Ruins - Segment 2 - 14:17 \n\nThis is just an optimised version of before, I grab that slope at the start and pull up as otherwise it is EXTREMELY random (the jump fails about 99% of the time if you don\'t pull up), even so early in the level restarting many times just for 2-3 seconds in such a long level just wasn\'t worth it. I also skip killing a snake which I think is the biggest optimisation. When heading back from the second key I go left instead of right after the boulder trap as I realised it is slightly faster. Just don\'t mention that pit with the switch :) . I do a slightly pointless flare cancel in the \"scimitar\" room (I could have just rolled), which I could have used in Nevada, but it still saves me a little bit of time. \n\nRiver Ganges - Segment 3 - 2:42 \n\nI said there was a much faster path but I had the wrong area, the other path seems slower and is MUCH harder, so I use the same path as before, with the biggest optimsation being to skip a snake, as well as using the waterfall at the end. \n\nCaves of Kaliya - Segment 4 - 1:45 \n\nI think my tactic for the boss is pretty cool; I realised that grabbing the grenade launcher mid battle and using that finishes him off a little quicker than just blasting with the pistols. The biggest timesaver is using the flare cancel to pull off an \"impossible\" move down the snake pit, and start running immediately to evade the boulder. \n\nNevada Desert - Segment 5 - 7:30 \n\nThe big trick I found here to get over the fence without the quadbike is one of the main reasons I did a third attempt on improving the run. I get it wrong twice and maybe lose about 30 seconds, however, it is VERY fiddly to do, especially when you are playing in a really low resolution, so I gave myself 3 chances, and it\'s still about 3 minutes faster than my last \"normal\" run of the level (and about 5 minutes faster than the TG world record). At the bit where I get poisoned by the snake I got the jump wrong as I was supposed to just jump over the ramp rather than shimmy, but my luck with the vultures had been pretty good so I let it go. \n\nHigh Security Compound - Segment 6 - 13:12 \n\nThis level has some of the biggest improvements of all, there is one embarrasingly easy sequence break I missed last time that saves a few minutes, and another more \"hidden\" one that also saves a minute or two. Usage of the Desert Eagle for the last enemies also saves me several seconds. This run is actually about 10 seconds slower than my last attempt, but my luck with the prisoners was incredible that time, other than that this is all around a much smoother run. My luck with the prisoners in that attempt was so great you could say it was good that I even fell within 10 seconds of before :) . \n\nArea 51 - Segment 7 - 14:10 \n\nThe \"51\" apparently refers to the amount of flare cancels I seem to do, and there are still a few I didn\'t do, but I probably wouldn\'t have had enough for Thames Wharf and the start of Aldwych if I did that. \n\nThames Wharf - Segment 8 - 25 seconds \n\nI initially couldn\'t get to 25 whatever I did with the saving, but with some \"exploitation\" of the PC only features (medikit hotkeys to heal after a flare cancel). I was able to get the 25, the ending was a little slower than normal (I shouldn\'t have had to jump), but I probably only just scraped the 25 as it is. Without the saving a 23 second run is possible, and with the flare cancel on PC a 22 may also be possible. \n\nAldwych - Segment 9 - 14:31 \n\nOther than a few slight route changes this is similar to before, only with all the stuff where I nearly go the wrong way removed. I got one jump wrong and straightafter took a little to get on a collapsing tile, and jumped to a monkey swing rather than run jumped, but the rest is alright. My main improvement is probably the \"impossible\" move the flare cancel allows me to do at the mining machine thing. \n\nLud\'s Gate - Segment 10 - 12:08 \n\nThis one really annoyed me; there is one HUGE sequence break at the start where you can get over some barbwire and skip all the start areas, but the guard with the boiler room key does not spawn if you do this and therefore you get stuck. I\'m really hoping someone will come across a (non glitched) way to get the guard to spawn (I posted the trick on a TR forum), as that would save about 5 minutes. I could have just ran through the crushers as you seem to survive them ok, but I decided to be safe and dodge them. \n\nCity - Segment 11 - 1:31 \n\nThis level is very quick so I tried to make it as optimised as possible, and I mostly succeeded, other than some small mistakes at the end. \n\nCoastal Village - Segment 12 - 5:35 \n\nAnother optimised one, there is a way that I think allows you to skip both paths through the level, but my jumps always fell JUST short, so I\'m not sure if it\'s possible. There\'s not much else to say about this one. \n\nCrash Site - Segment 13 - 6:38 \n\nNote the sound when I jump in the quicksand at the start :) . The flares I picked up in the T-rex lair were done on the spur of the moment, but it was a good thing I got them as I would have probably run out otherwise. The flare in the Raptor temple is pretty much an exact emulation of how I first discovered the flare cancel. I get the climb onto the plane a bit wrong, and miss a flare cancel, but it\'s smooth other than that. \n\nMadubu Gorge - Segment 14 - 9:48 \n\nmy main optimisation is shimmying across the ladders as much as I could. The boulders are fun :) . This would be near perfect if it weren\'t for the damn crocodile at the end. \n\nTemple of Puna - Segment 15 - 3:13 \n\nPuna gets pwned :) . I use a double shot tactic that is extremely easy to replicate (the only marginally hard part is timing the last two shots). I was VERY lucky not to have to cure the poison. Note the weirdness when I get close to Puna at the end, it looks painful :) . The FMV I skip after Puna has a very loud sound, so make sure your volume isn\'t too high after the fight. \n\nAntarctica - Segment 16 - 8:33 \n\nAnother one that is just optimised, someone emailed me saying that they could recall getting on the dingy without releasing it first, but I found the method to be pretty glitchy (as you enter it through a solid slope). My priority was to \"assassinate\" the dogs as they seemed to be the main threat. \n\nRX-Tech Mines - Segment 17 - 13.45 \n\nI do some screwing around with the look button on the mine cart; it\'s not recommended for those with weak stomachs :) . I said the speed of the first mutant fight was pretty luck based last time, that isn\'t much of a trouble when you just avoid it altogether :) . I did later discover a faster way to do a few sections (around the crowbar area), but it would only have saved about 5 seconds so it wasn\'t worth redoing it, I also hit a wrong switch on a track and lose a few seconds as I take a slower route. \n\nLost City of Tinnos - Segment 18 - 13:28 \n\nAlthough far shorter now Tinnos is also a LOT tougher, requiring one really long jump, and three hard curve jumps. It\'s now probably the toughest level to do, but at least the jumps are all mercifully in the first 5 minutes or so of the level. The only big mistake was getting the curve jump near the start a bit wrong, but I was getting sick of the level by then. \n\nMeteorite Cavern - Segment 19 - (time not given) \n\nAt the last moment I discovered that escaping without killing Willard is not possible (as a gate is locked), so I had to kill him with what I had, luckily I had EXACTLY the correct amount of ammo to kill him without using the pistols, I screw around and shoot a bit with the pistols at the end, which is kind of a shame as I could have checked how close to perfect my accuracy was. \n\nFinal Stats: \n\nTime taken: 2:28:20 \nSecrets found: 3 out of 59 \nKills: 54 \nAmmo used: 853 \nHits: 789','2005-11-16',0,8900000,11,'TombRaider3_22820',19,11,0,NULL),(0,1466,NULL,366,'Segments concatenated across 28 video parts.','Angel of Darkness was meant to be a revolution in gaming, but Core unfortunately screwed it up. The result is one quite buggy and unfinished game (it was actually supposed to be a trilogy), but it\'s still a good game with great plot, music, graphics etc. \n\nI was little worried if the run will be ever finished because of the bugs, but then I realized that most bugs happens only if you are quicksaving, then doing some action. I never encountered a crash to desktop or a famous \"no-textures\" bug during the run, because I didn\'t quicksave. \n\nHowever, the game has a lot of other problems, which prevents me from making the run look perfect. Firstly, I couldn\'t get a smooth record via fraps set on 30fps, so I had to go for 60fps, which sometimes led to either small lag or a framedrops in power-demanding rooms. It\'s not a big deal, but definitely annoying. \n\nSecond, game engine isn\'t optimized and I couldn\'t get to work Alt-Tab to go to Windows and delete my fail attempts plus the menus are damn slow, so guess what was it like. Third, completely new controls required lot of training and getting used to it, but I still had problems with some jumping and I discovered in a very last level that there are hot-keys for weapons, so I didn\'t have to go to inventory everytime I wanted to switch my gun :) \n\nWhat a wuss you can say, but I never heard of it and I must had overlooked it in options. Fourth, game has lot of random stuff, especially switches and ladders are pain in the ass. You can lose on them even 3 seconds, because Lara has to \"hit\" the ladder/switch in exact spot to use it and if she isn\'t in that spot, she simply starts to do tiny foosteps to get there. I don\'t plan to ever do a run for this game again, I must say it was quite frustrating and sometimes very boring comparing to my other speedruns. \n\nAnd by the way, the game is so easy, that I never used or take any healthpack. \n\nNow, let\'s get a look on levels: [ol][li]Parisian Back Streets: The worst and most boring level in AOD. You can\'t skip Lara\'s talking, there\'s a lot of boring stuff, no significant shortcuts and stupid camera. I even wanted to give up when doing this very first level, but I always finish the job to the end. \n\n[li]Derelict Apartment Block: Much much better. One of my favourite, actually. I skipped a short cutscene by taking a hole in stairs, then I was using \"Stairjumping\" to speed up Lara to the top. \n\n[li]Industrial Rooftops: There are two ways how to finish this short level, I obviously took the shortest with using of swan dives, which in this stage of game gives you farther distance than regular running jump. This part also contains Margot\'s Carvier\'s Apartment with the shortest chat choices and to obtain a notebook from an old lady directly. \n\n[li]Parisian Ghetto: I was exploring this level many hours, then I remember there is a keypad with a working code, which you can get from 2 people, but first you have to visit Le Serpent Rouge level, so it wasn\'t anything easier than open the walkthrought and find that code :) But I had to take a strenght upgrade from nearby church in order to do a jump in Bouchard\'s Hideout. \n\n[li]Louvre Storm Drains: Best level in AOD. The run is perfect, because I really enjoyed it. The only thing that could be done better is the second jump from the tube. It\'s possible to jump straight on the platform instead on a ladder, but since it\'s hard, if you fail, you die, and it\'s in the very end, I decided to take more reliable way. \n\n[li]Louvre Galleries: I was so pissed of this level, because I died so many times on the roof when doing a perfect run. The camera there is stupid, so you can see in the vid that I only run there. \n\n[li]The Archaeological Dig: It seems the rotating wheel with symbols is controlled by triggers carried by those 2 guards, so not only that I had to kill them to get ammo and mainly classic pistol to shoot down bats in the next level, but as a bonus I only had to lock one symbol, the others just appeared in a same row. Lucky me. \n\n[li]Tomb of Ancients: Killing the bat is necessary, otherwise they would hunt you through the entire level. There\'re many shorcuts on a suspension ledges, but I was limited by only one full \"life\". Also taking the shotgun is a good choice, I used it in next levels. \n\n[li]Neptune\'s Hall: I found out that swan diving to water gives great speed boost which allowed to survive all water works on one breath, but it was close. \n\n[li]The Sanctuary of Flame: Everytime you enter this level, the flame wall runs behind you, outrun you and instantly kill you, but I was so fast that I avoided it. \n\n[li]Hall of Seasons: This is 3 segments level due to randomness. First segment is the underground, second is up to the boss and third is boss fight. In second segment, there are quite cool shortcuts. I even think Core put them there on purpose, because it was absolutely obvious that you can jump it if you want. Four stairjumps is the best I could do. I never made it to the top with 5 stairjumps. This was the main reason for splitting. \n\n[li]Von Croy\'s apartment: I wonder how could Cleaner (opponent) be so fast to get to the room with the second fight faster than me :) Cheater. \n\n[li]Monstrum Crime Scene: Somebody must have forgot something in script, because I didn\'t ask Ludick for help, but he still offered me the security pass :) \n\n[li]Strahov Fortress: I actually don\'t know why I did it 2 segment, I was probably scared of the very last shortcut jump into the vent. I accidentally found a speed boost from cable spool. \n\n[li]Bio-Research Facility: Again 2 segmented. Reason for it is pretty obvious. I started to hate the 2 minute talking about end of the world... At the end there is a bad part where I was unlucky, I\'m sorry for that. \n\n[li]Sanitarium: Shooting down the \"zombies\" is necessary, otherwise Kurtis is so dumb that instead of opening the cage, he rather starts to punch zombies in the face. Also, it\'s VERY unfinished level with no textures sometimes. \n\n[li]Aquatic Research Area: Another script missing or I don\'t know why, but even that the water monster can\'t hurt you in PC version, you can\'t pull the underwater level until you activate short cutscene. \n\n[li]Boaz returns: I was afraid of this boss fight, because I had so many problems to beat him when I was playing it normally, but then it turned out to be a piece of cake. \n\n[li]Eckhardt\'s lab: \"Fight\" with Eckhardt is extremely boring and very pathethic and because I wanted to do fight with Karel perfectly, I decided to split after Eckhardt. The problem with Karel is that you have to be damn quick and lucky to get onto the top without any stops, because he shoots some stunning lighballs.[/ol]','2006-11-17',0,7075000,11,'TombRaider6_15755',33,11,0,NULL),(0,1467,NULL,365,'Segments concatenated across 43 video parts.','This is actually my second run of this game. The first one wasn\'t worth to submit, it has a lot of mistakes, some major problems like can\'t sprint left and the video quality is just isn\'t so good. I didn\'t have to search for all tricks since I have watched MMAN\'s runs to get all tricks from him and the first 5 Tomb Raider games have almost identical engines. I was using 4x Anti-aliasing which rised up the quality a lot, but about in half of the game, I discovered chops when recording in a demanding places. You can see it especially in Citadel or Temple Of Horus-Cavern. Unlike the MMAN\'s runs, this one was done with using of glitches. I wanted to do this speedrun as fast as possible, hell that\'s the word \"speedrun\" means. I did it, because this Tomb Raider lacks of shortcuts except a few curve jumps, but they don\'t skip much. By the way, if you see somewhere that I suddenly stopped or didn\'t use flare to cancel a stumble, then believe it\'s because I couldn\'t do it or there\'s a bug thanks to Fraps. \n\nAs you can see the run is in 3 qualities to satisfy everybody. I had a small audio problem in normal quality at first 2 levels, creating weird sounds, but the rest is ok. \n\nI\'d like to give thanks to rr_carroll, MMAN, AjAX, laughing_gas and Serenchen who have helped me in many ways. Especially to rr_carroll, who has actually searched all the corners to find if it provides corner bug shortcut. \n\nNow, the levels comments: [ul][li]Ankgor Wat: There\'s a corner bug that I missed, but rr_carroll found it when I was at Karnak section. But it saves only a few seconds. \n\n[li]Race For The Iris: Again a corner bug that I missed, which lets you complete the timed run sub-1 minute, not in 1:18. \n\n[li]Tomb Of Seth: I picked up every medipack I could to use every time I had, because the guide has to ignite all the torches in cavern, then he opens you a block with switch, so you have \"free-time\". I managed to activate blades before guide does it, which gave me a few seconds gain. \n\n[li]Valley Of The Kings: In order to obtain keys to jeep, you must kill 3 ninjas to appear key-ninja. \n\n[li]KV5: I was so fast, that I actually trapped the enemy jeep behind the closed gate, but it reappeared later anyway. \n\n[li]Sacred Lake-1st: I wasted one small medipack, because the crocodiles moves very random, but I got lucky and they didn\'t even bit me once. \n\n[li]Tomb Of Semerkhet: This level is 2-segment, because the Senet game is VERY random, so I tried to make it with the most amount of luck I could achieve. \n\n[li]Desert Railroad: One of the most loved level. I let Lara \"die\" at the very end, but it seems she has more than 1 life... \n\n[li]Coastal Ruins: 2 crawl-corner bugs has been used to skip Token and dealing with the skeletons. \n\n[li]Catacombs: There is a nice glitch at the beginning allows to open door, so you can skip pool section. \n\n[li]Lost Library: If you throw a grenade to the place where knight borns at the cutscene, he won\'t sit on a horse makes the run about half a minute faster. \n\n[li]Hall Of Demetrius: Again a glitch was used to trigger the end of an entire level. \n\n[li]Cleopatra\'s Palace: I have activated the spikes by using a trigger-bug, so I skipped taking mechanical scarab and winding key. \n\n[li]Trenches-1st: I managed to make a jump which normally needs a Nitro parts to be installed on a bike, but it turned out you don\'t need them if you keep trying long enough. \n\n[li]Underneath the Sphinx: I have about half a paper of all the notes about this level. There is no way I could remember so much information what blocks need to be pushed, where to go in water maze and so on. There is also a small bug, which I personally call \"I don\'t wanna do this, until you stop me\". It\'s the one where I couldn\'t go out of the water, because she didn\'t want to grab the edge. Dive again solved it. \n\n[li]Menkaure\'s Pyramid: There is a mistake at the traverse, about 7 seconds, which is quite a lot in such small level, BUT I had so much trouble even to complete this level when recording with fraps. It almost everytime happened, when I didn\'t kill the scorping choking a guard, that I got killed instantly no matter what amount of health I had. Oh and that traverse is not so easy to grab at first jump even without fraps. \n\n[li]Inside The Menkaure\'s pyramid: My record here is 5:06 from the first run, but that was absolutely superb lucky run and there was no way to beat this time without killing someone in a huge anger... \n\n[li]Mastabas: I didn\'t use revolver to shoot lion\'s heads, I found super grenades to be more effective :) Althought I miss one head, so I shot it with laser sight bug. \n\n[li]The Great Pyramid: I skipped almost entire pyramid by doing a 2 hardcore curve jumps in a row. I had to stop before the second one, otherwise I would be probably doing this level for decades. \n\n[li]Khufu\'s Queen\'s Pyramid: Scorpion bit me to the leg and I don\'t know why, but I didn\'t use a medipack to cure poison, so the half of the level is like \"drugged\".[/ul]','2006-10-20',0,10131000,11,'TombRaider4_24851',48,11,0,NULL),(0,1468,NULL,367,'Segments concatenated across 4 video files on a per-level basis.','Unfinished Business is more like a bonus level pack, but it\'s a true expansion, although you can download it for free. I thought this run will be done fairly quickly since it\'s only 4 levels, but at the end it turned out to be hard. \n\nHalf of the levels are multi-segmented, because there\'s lot of randomness in it as well as some hard stuff, particularly in Temple of Cat. All levels are doable single-segmented, but the total time would rise up to 25 minutes or so. \n\nNo matter where I saved in multi-segmented level, the camera doesn\'t start at the exact position when I loaded, which is the reason why you can see a small spike, because I had to cut off those few bad frames in order to get it looked smooth. \n\nI was using DgVoodoo graphic emulator since there\'s no other way to get this run recorded on XP system and for some reason, you will hear \"bad audio cabel contact\" sounds especially during beginning of the ambient music. \n\nLuckily, the newest version has a fixed time made specially for the first Tomb Raider, so game speed should be same as runned under W9x or DOS. It doesn\'t matter anyway, because if the game runs faster, the timer would be also faster. \n\nI\'d like to thank to The Croft times for providing an excellent walkthrough, niebezimienny for pointing out that site and a huge shortcut in Atlantean Stronghold, MMAN for founding a faster way in the same level and to the entire SDA crew for this site. \n\nShort comments for every level: [ul][li]Return to Egypt: I used a fence bug, otherwise I wouldn\'t probably survive those 2 panthers and it\'s of course faster. It was hard even that way. Other than that, I\'m very happy with this one. It went absolutely perfect till the very end, where is a small mistake when doing a curve jump. Oh, and the block bug doesn\'t work there. \n\n[li]Temple of Cat: 3 segmented level due to hard stuff and enemy avoiding. Could have been done slightly better though. I hesitated a bit in room with 4 keys, which cost me about 5 seconds. It\'s possible to skip fighting 3 more enemies, but that would require 4 or 5 segments. \n\nIf you go thru death room instead of just going the other way, the cat\'s tongue will appear without pulling a lever on the top of the cat statue, which means I could take a curve jump shortcut to save more than 1 minute. The block bug used in beginning of the level works at the end as well, but it forces you to top, where you just slide down. \n\n[li]Atlantean Stronghold: With the lucky 90 degrees turn in that hole leading to pool, I reckon 0:52 is possible. \n\n[li]The Hive: 2 segmented due to 7 enemies fight at the end, which is random. The last and the worst. About 15 seconds of mistakes has been made, which I\'m sorry for. I just didn\'t have the strength and patience to make it perfect. I\'m sorry.[/ul]','2006-12-21',0,1401000,11,'TombRaiderUB_2321',7,11,0,NULL),(0,1469,NULL,361,'','I thank nate, DjGrenola, Radix, and Mikwuyma for keeping the SDA through the good times and the bad. Special thanks to the verifers and all those on the Tomba! thread. \n\nThis game was always good fun and fun-stration as a kid, so I chose it for my first speed run. I\'m happy to say I\'ve improved two minutes since my camcorder-quality Youtube run. I started planning this run in early July, and finished my final (2nd) run on Halloween of 07, and I\'m certain I wasn\'t the only one running on Halloween. At least I hope I wasn\'t. [ul][li]Segment 1: \nFrom the beginning to Watch Tower \n\nI was supposed to land on the first pig, but missed. Tomba is much more annoying to control without Animal Dash. The two cutscenes in this segment are frustrating with all the restarts. Thanks to this run, I have memorized the 100 year old man\'s speech. Getting hit by that spike plant past the Wobbly Wharf doesn\'t slow me down too much. The KGB (AKA the purple guy) of the dwarves give me a hard time leaving the village. I smartly save in Watch Tower instead of the village, like my old run. \n\n[li]Segment 2: \nFrom Watch Tower to ... Watch Tower \n\nI don\'t know why, but falling that far away from the 1st freed dwarf skips the \"freeze time while I hoopla\" thing. I get the Jumping Pants here, instead of on the way to Mushroom Forest. I feel wicked after doing the spores correctly. I am no fan of Baron\'s time freezing ability either. Instead of the .01% chance of doing the jump off the pump rock to baron\'s first spore correct, I do the 50% chance of phasing through onto the roof and jumping to Baron. I still fail! I jump one spore too short. I get the last dwarf on the way back this time. After my hour-long celebration, I move on to an hour-long thank-you. Eager to escape, I save back at the Watch Tower. \n\n[li]Segment 3: \nFrom Watch Tower to Phoenix Mountain \n\nI enter the Charity Square, then high-tail it out. Why...? Behold my botched new route for collecting one Healing Mushroom and getting happy. I accidentally get happy before getting sad, then purposely get happy. If you jump to where the cutscene with the mice happens and hold up, you can read the sign (and save) without triggering the talking. When you load, it still does the scene, so I don\'t do it. \n\n[li]Segment 4: \nFrom Phoenix Mountain to South Side of the Mansion (with Mouse) \n\nI successfully get through the mountain leaving Charles hanging. Note that I\'m still happy. I go to Lava Caves...then leave. I get hit by a Needlegator, and recover too quick for a restart. Another cutscene. As you can see, I\'m no better at going up and down stairs at Town Hall. \n\n[li]Segment 5: \nFrom South Side of the Mansion (with Mouse) to North Side of the Mansion (with Green Pig Bag) \n\nThis time around, I leave some eggs for the way back, because I can mash X going down stairs, but not up. I talk to the orange mouse by the pub to spawn the Orange Pig Bag chest. Tomba wanted to die, but ended up collecting Large Key Panel 4. This route for the Mansion is faster and cleaner looking. Tomba leaves no egg behind. Your eyes do not deceive you, I start talking to the 1,000 year old man in midair. This is the segment I start doing the quick text-skipping. I don\'t know if it was faster to fly to Baccus Village instead of after getting the Yellow Pig Bag. The saving of this segment is not shown because of my awful DVD recorder, it stopped recording to update the information, right then and there! \n\n[li]Segment 6: \nFrom North Side of the Mansion to Lava Caves (with Pink Pig Bag) \n\nThis time, I beat the Green Pig before getting the last key piece, it\'s quicker that way. I don\'t do the fast text skip with the Pig\'s jammering so the bag will face the way I need it to when I throw him(?). I glitch through the edge of the middle platform with the pig, getting a boost up to the bag. I actually planned the \'route\' of using the key panels, for fastest use of them all. I perfectly go up to the Pink Pig Bag, much faster than the pegs. \n\n[li]Segment 7: \nFrom Lava Caves to ... Lava Caves (with Red Pig Bag and defeated Pink Pig) \n\nIt is not easy to grapple to those Charity Wings, and one wing will fall into the abyss if you don\'t get it right. Small trouble with the Healing Herbs. The jump after the Red Pig Bag is a big timesaver. Quick Pink Pig battle makes up for it. \n\n[li]Segment 8: \nFrom Lava Caves to Masakari Jungle \n\nMmm. Mmmm. This is my showcase segment. I get a different set of Bunk Flowers, quicker than my last run. The Funky Parasol is useless, just slowing me down. Not that I have it, having grown warm to Charles\' Pants. The Pignose Bat at the end saved me from having to grapple up to the platform. Epic-est cutscene to end my favorite segment. \n\n[li]Segment 9: \nFrom Masakari Jungle to the Y-Crossing (with swimming) \n\nI actually get hit on purpose. Tomba seems like a true Jungle Boy here. Then I get hit accidentally. The spikes are a quick way back to the miner. I have a bit of trouble with the blasted Clock Tower chains. Quick to Charles, quicker back to the village. The Iron Factory has the best music. I jump too late to learn about the bomb. \n\n[li]Segment 10: \nFrom the Y-Crossing to Charity Square (with Dive) \n\nI get the bomb found message and activate the \"Z0mG a D0oR!!~!\" animation at the same time to save time. I take on the Orange Pig easy. I didn\'t flich at the huge boulder. Blow up a door, yada yada, can\'t jump over the pond, oldyface, get hurt on the plant, good use of a wing, real use of the quick text skip starts here. I\'m not too concerned about Mighty Fish Food. I finally give purpose to entering the Charity Square before. \n\n[li]Segment 11: \nFrom Charity Square to Trick Village \n\nShortest segment, most annoying Pig. Two free wings are worth the \"omg fountain\". While quicking the text, I pause and unpause twice, that\'s how frantic I get. I balance on that peg, too. \n\n[li]Segment 12: \nFrom Trick Village to Mushroom Forest (with Navy Pig Bag) \n\nI fake the barrier before getting the 5th bead, then activate the barrier before getting the 6th bead. Really good text skipping. I fake the barrier before getting the Pig Bag. I couldn\'t hope for a better Old Tree Hill. Unbelievable text skipping with Dwarf Nurse. \n\n[li]Segment 13: \nFrom Mushroom Forest to the Y-Crossing (with all Pig Bags + Baron) \n\nDidn\'t get hit by the Bonsugee! Gracefully defeat the Navy Pig. More random than the Red Pig, but at least there are spawn points to get it in! I hate, you, Red Pig!! Baron, underground, wire, wire, Y-crossing. \n\n[li]Segment 14: \nFrom the Y-Crossing to the North Side of the Mansion (with 5 friends found) \n\nI don\'t quickskip the text for the Yellow Pig because it only would spawn where it did, and the bag would face the wrong way. The blue pig wouldn\'t spawn where I could throw him in, so I had to bite the bullet for this result. I am ashamed it is so slow. I was so frantic with the text skipping, I jumped 3 times before going to the menu! Dwarf friend, Former Mouse friend, 3 civilization friends, the last friend is too risky. \n\n[li]Segment 15: \nFrom the North Side of the Mansion and on \n\nLast friend, quick. Evil Pig of Time? More like Ebil Pog of Chumptown! mirite![/ul]','2007-10-31',0,2460000,12,'Tomba_041',15,12,0,NULL),(0,1470,NULL,368,'','Thanks to nate for capturing my run. \n\nFor a speedrun of Tony Hawk\'s 3, the most important thing you have to think about is how much and which targets you do in which levels, because to reach the final level, Tokio, you need 35 targets in total. Now, some targets are faster than others, so you have to sort the slow ones out. Also, you can connect certain targets better than others. This makes up for quite a complex variation of routes to choose. \n\nAnother choice is your skater. It influences certain skating values and most importantly skating letters and some targets. I chose Bam Margera, but there might be another skater that\'s more advantageous for a run. Anyways, this would take a huge amount of time to plan and test out, and it could just prove to be worthless. \n\nThis improvement over my old run on the gamecube version was just something that had to be done. I developed a new overall-target-route, which alone saves about 55 seconds. For example, i implemented the secret tape in Suburbia, because it only adds about 10 seconds to that level. In exchange, i left out the secret tape in Canada, which makes the level more than 16 seconds longer. The biggest change in the route of this run however is in Airport, where i now only complete 4 tasks instead of 6 with an alternative strategy, but more to this later. [ul][li]Foundry: 5 seconds per target \n\nFlawless. There are many small things that influence your time here, mainly \"jumping\" less high at the several ramps where you get the skate letters, because a higher air time means a bigger waste of time. I\'m pretty sure this is the optimal route for this level, i tried out some others ( including a direct jump from the rail tape to the \"melting container\" jump ), but they didn\'t even come close to this one. \n\n[li]Canada: *yawn* \n\nPretty easy. I do a Beanplant at the jump to \"burry the idiot\", because if i don\'t, i\'ll land at the other side of the new hill of snow which makes me turn into the opposite direction. As said, i leave out the secret tape. \n\n[li]Rio: Shortest level \n\nAs in the other competitions, all i need to get is the bronze medal. I made this level one trick shorter compared to the old run. Now my score is really reaching a critical level where it shouldn\'t get much lower. So, the only thing to improve would be to develop a better, faster combo, but that wouldn\'t save more than 1-2 seconds. \n\n[li]Suburbia: \n\nQuite a risky change: At the beginning, i take less time to make a combo for the 200k points target. That saves a bunch of seconds, but also reduces the combo to ~125k points, so i have to score some more points later. \n\nI intensely thought about leaving out the pumpkins target, which consumes a large part of time in this level. The only problem is that i still have to get the axe for the thin man, and if i don\'t get the pumpkins, i\'ll have to take a big detour for the axe. And leaving out that target additionally would mean to do without the secret tape target either, since they\'re directly connected. And under this conditions, i wasn\'t able to develop a reasonable route without pumpkins. \n\n[li]Airport: Biggest route change. \n\nSince the targets are well connectable here, i didn\'t think about changing my old 7-target-route at first ( ticket, skate, tape etc. ). But then, i saw this opportunity: 4 targets in 20 seconds, which is 30 seconds faster than doing 7 targets. Under this condition, i need 8 targets in Los Angeles, and when i found a reasonable route for that, the decision was clear. \n\nI could have ended the combo earlier, because it was about ~500k points worth where i only needed 300k. Yet, the combo multiplier is very high in this combo, so that small changes can result in a significantly higher or lower score. I didn\'t take a too high risk here. \n\n[li]Skater Island: Cut2 \n\nI found a reliable way to do a combo from the start to the end of the runs. \n\n[li]Los Angeles: Most difficult level, another big route change \n\nI always thought the \"varial kickflip over the rails target\" was quite tedious, until i found out that the needed gap also exists over two smaller rails. This makes it a fast and easy, also it lets me much easier connect it with a combo for the 400k target. So, with these 2 additional targets i have the opportunity to finish 8 targets in L.A., completing my overall-target-route of 35 targets. \n\nWell, finally you get to see how precise/lucky you have to be to hit these balls in the \"release the balls\" target. The following 400k combo isn\'t easy either, because there are many things that can easily end your combo. As you can see, i missed the tower gap rails at first, but i needed some more points for the combo anyways. \n\n[li]Tokio: \n\nThere might be a better combo in this level, but your starting location pretty much reduces your opportunities. \n\nIn both runs, i did a slow manual at that small platform. That already eats up some seconds.. \n\nYou might ask why the run ends a bit strangely. At first, i have to show the stats and tricks of my skater, because i\'m starting the run from a save file, so i could have edited them to my advantage. Then, there is a bug that prevents the video that\'s normally shown when completing Tokio from being played and, even worse, the menu becomes invisible. So, to show the stats and tricks of my skater, i have to restart and end the competition to have access to the menu. Cruise ship is not included because it\'s a bonus level that\'s not shown at the career screen when you start your \"career\".[/ul] \n\nAlright, that\'s it. Looking back, i\'m pretty content with the performance i gave for this attempt. Now, i don\'t think you can improve an any% run with Bam Margera much further. So, it would be most interesting to either choose another skater or, even better, plan out a 100% run, doing all targets and of course finishing the bonus level, cruise ship. But that\'s a far plan for the future, so if you want to do me a favor, take over that work yourself! \n\nIf you want to discuss this run, do so in the related forum thread [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1154390623]here[/a] or contact me at ICQ# 118331704 \n\nThanks for your attention.','2007-04-02',0,383000,11,'TonyHawk3_SS_623',1,5,0,NULL),(0,1471,NULL,369,'','Welcome to my first PS2 speed run. I have decided to run THUG 2 because I like this game. \n\nThis run is done on PAL version and PAL version is slower than NTSC version. (editor\'s note: I don\'t think this is true) \n\nThanks to Sorcerer88, Hexrapper, RemArnaud, fluffy kitten and Kazooie who helped me with this run. \n\nThis run have some mistakes and that\'s because this game is hard to speedrun and this is my best video what I have done. I hope you enjoy.','2006-08-21',0,1800000,11,'TonyHawkUnderground2_SS_3000',1,13,0,NULL),(0,1472,NULL,370,'','Here is a nice run through of what I consider a fairly challenging game. I was always drawn to this game because it so closely followed the \'Toy Story\' movie plot and characters. The stage variety was also a nice addition (Platforming, Racing, and Wolfenstein 3d all in one game!). The difficulty is not really in line with the target audience, however, as it took me a very long time to beat this game as a kid. \n\nAll bonus stages were skipped to save time, I got into 2 of them during the run (when getting 200 stars and 400 stars). Some might not notice that I also gained life stars in a few key points, which I\'ll point out later. \n\nI would like to thank Nate for his dvd recorder and capturing, and all of the sda staff for all they do to support speed runners. \n\nLevel comments: [ul][li]1. That Old Army Game- Straightforward \n\n[li]2. Red Alert!- 102 is the best time you can get because Rocky Gibraltar moves at a constant speed. Getting this time isn\'t as simple as I make it look. \n\n[li]3. Ego Check- I take a lot of intentional damage in this level in order to speed things up. As far as I know, you can\'t complete this level any faster and still have 2 life stars at the end. \n\n[li]4. Nightmare Buzz- Getting a hit in on the first round is tough, and I\'m glad I got a run of that happening to go to completion. I gain a life star by gathering so many regular stars. \n\n[li]5. A Buzz Clip- The RC sucks, period. Those of you who have played this level can sympathize with the absolutely horrid controls it features. I spin out once at the beginning, but the rest is very good. \n\n[li]6. Revenge of the Toys- Straightforward, this is the last area that you can gain life stars during a level. \n\n[li]7. Run Rex, Run!- Sidescroller\' \n\n[li]8. Buzz Battle- The hit detection of this boss is absolutely awful, this is by far my best run of this boss I\'ve had. I run underneath in order to manipulate his movements so that he lands faster. I have never been that lucky with the tire tosses actually hitting Buzz. \n\n[li]9. Food and Drink- Speedrunning this level and not getting hit are completely mutually exclusive. The fries fall randomly, the people\'s steps are faster or slower randomly, and the hit detection is awful. I usually take 2 or 3 hits, any more and my run is toast. One hit was really dumb, but the one at the end is virtually unavoidable \n\n[li]10. Inside the Claw Machine- Started off missing a few jumps, but recovered to turn this isn\'t a pretty good run. The first hit I take is avoidable if you duck down at the far right edge of the screen, which I tried to do but not fast enough. The last hit in the level is, again, unavoidable (doesn\'t that sound familiar\'). \n\n[li]11. Really Inside the Claw Machine- Tried to include some back walking OOT style, but you can\'t pick up aliens backwards which sucks. 95 is my best, so this time is pretty good. I gain 2 life stars from going through the level so fast, the most life stars you can gain. \n\n[li]12. The Claw!- This boss is a real pain, and missing that hit actually sped up the level as the claw didn\'t have to travel so far. Most runs that got this far were ended by this stupid boss. \n\n[li]13. Sid\'s Workbench- Very nice to only take the 2 hits, as the fireballs move randomly and seem to always get in 2 hits themselves. Being on fire blows, as again the controls suck. \n\n[li]14. Battle of the Mutant Toys- Instant suicide, if I don\'t suicide there is no way I can get through the beginning like that without taking at least 2 hits. Luckily dying is not really a time penalty in this game. Moving up the hooks in this level is finicky, and I am very happy with this level as a whole. \n\n[li]15. Roller Bob- Sidescroller, I nearly always take a hit at the point I do in this level (I\'ve only gotten through this level once without taking a hit during real play). \n\n[li]16. Day-toy-na- Easiest level ever, but I still manage to slow it down by hitting the grass a little bit. \n\n[li]17. Light My Fire- Another RC car level like the first, so that means it really sucks. I go through it very well and just as planned. \n\n[li]18. Rocket Man- Very anticlimactic sidescroller, I usually don\'t take a hit but somehow I managed to in this run.[/ul] \n\nMy goal for this run was sub 23, and because of the excellent boss fights, this was by far the run I had to submit. You can see that a no deaths run by getting through levels 9 and 10 with only 2 hits is possible but very unlikely. The death that occurred was planned due to the fact that this seemed so unlikely to happen (I am lucky to make it out of level 10 alive in 95% of my attempts). Hope you enjoyed this run of one of my favorite childhood games!','2006-12-24',0,1353000,11,'ToyStory_2233',1,6,0,NULL),(0,1473,NULL,371,'','Trauma Center: Second Opinion was my first Wii game. In fact, I owned the game before I owned the console. Since then, I\'ve gotten XS ranks on every mission, did this speedrun, and have basically run out of things to do in the game. Which is a pity; it\'s a wonderful game. \n\nHere are the details. [ul][li]Started from a New Game, on Hard difficulty. [li]\"Pure speed\" run, without regard to score or rank. [li]Full-game, single-segment run; I played from 1-1 to 6-8. [li]Never failed a mission, never restarted a mission; everything was done in one try.[/ul] \n\nThis run was done in two attempts. The first attempt lasted less than a minute, when I realized I left Auto-Save on. Then, I did this one. >_> \n\nTiming the game manually from the start of the Prologue to the end of the Epilogue, it comes out to around an hour and fifty minutes, give or take. The game doesn\'t give a final time in the end credits, but the saved clear data says 1:51:45. \n\nI started from a brand new game, which means I had to view the entire storyline, though it was all skipped with the - button anyway. To save a bit of time, I disabled the Auto-Save feature. The first stage is a tutorial operation where everything must be done in a set order. After that mission, I start cutting lots of corners; incisions with as little antibiotic gel as possible, \"W\" shaped suturing, and bandaging with no gel at all. It\'s basically the worst surgery ever, but done at lightning speed. \n\nI\'m actually quite happy with this performance. I had a mistake on the first Triti mission that cost about five seconds, and bad luck on the first Deftera mission. Everything else was quite solid, and I aced the tougher operations towards the end of the game. Highlights of the run: \"5-2: Under the Knife\" in under five minutes, XS rank on \"5-6: Infection,\" thoroughly owning the Pempti strain on \"6-6: The Future of GUILT,\" and \"6-7: Fallen Heroes\" in under four minutes. \n\nI\'m very happy with this one, it was a lot of fun to do. I hope you\'ll enjoy it.','2006-12-18',0,6547000,11,'TraumaCenterSO_SS_Hard_14907',1,19,0,NULL),(0,1474,NULL,372,'','Hello and welcome to the official guide of how to escape a dinosaur-infested island in less than 1 hour.....ok not really :p Better say, welcome to my speedrun of trespasser. In caise you didn\'t know, trespasser is the direct sequel to \"The Lost World: Jurassic Park\" movie. It puts you in the socks (or better say dress..) of Anne, a completely casual and normal city girl who\'s decided to take a turistic flight around the islands in Costa Rica. Of course, something goes wrong and the plane crashes into the pacific, and surprisingly enough, Anne\'s the only survivor, but even more surprisingly, the island she\'s been washed up on is Site B, the island from the 2nd movie. Your objective is simple, survive and escape, using any means at your disposal. \n\nWhile it does sound like your average first person shooter, well, it isn\'t. This game came out in 1998, and was way ahead of it\'s time. It featured extreme amounts of details, ridiculous physics, and creative design. The big problem is that it was suffering from bad gameplay and graphics glitches, mostly because we are talking about a game of approximately the complexity of half life 2, and made runnable on very low end PCs. While it is butchered, it was innovative to the FPS category back in the day, and was also an inspiration for the Half Life 2 team. \n\nI started playing this game to see what kind of spedrunning possibilities there were about at the beginning of October 05. At the first few times I tried playing it, it didn\'t seem like a good choice for speedrunning, and it even ended up looking downright boring to watch, even if you played the game before. However, after doing some research and messing around with the game I figured out quite some stuff that made it quite good to speedrun. When I started playing, the game seemed quite big in size, and I was aiming for 1 hour 30 minutes. The count went down as I played the game and found out it can be finished quite fast, and in the end I ended up with a time 40 minutes faster than what I initially expected. I must say that, if you haven\'t played this game before and you\'re looking for entertainment, you will most likely not find it in this run. I also want to add that if you played trespasser and are looking for a doom 3 type of blood bath speedrun, you won\'t find it either, as in this run I basically skip though almost everything. I\'m not trying to discourage people from watching it, I\'m just trying to prevent people downloading a 150 MB video for nothing. \n\nBelow are my comments on each of the levels. \n\nLevel 1: The Beach (3:39) [-] This level went fluently and I didn\'t have many mistakes. Mostly some bad bunnyhopping that costed a couple seconds. \n\nLevel 2: Jungle Road (4:31) [-] On this level I take big time saving shortcuts by cutting terrain via alternative routes. It went pretty good, even though could be a few seconds faster. \n\nLevel 3: Industrial Jungle (10:25) [-] Definitely the longest and most annoying level in all the game. I at first did it in 2 segments, and ended up with a time of 11:00, but the 2nd segment was atrocious. It had me getting stuck multiple times, getting confused, taking slower routes and just doing the tricks too slow. I added one more segment, which saved me 35 seconds worth of cleaned up mistakes. Now I\'m fairly happy with this level, and there aren\'t many mistakes. \n\nLevel 4: The Town (5:22) [-] This went well and overall didn\'t make any big mistakes. \n\nLevel 5: The Lab (5:08) [-] Here I used quite a few useful tricks. The harbor section was a bit slow, but it was still good. \n\nLevel 6: Ascent Part 1 (8:02) [-] This level went overall well. I walked instead of jumping in a couple places, but that\'s about all I can see. I must say what I do with the t-rex at the end is quite scary :p \n\nLevel 7: Ascent Part 2 (9:33) [-] I broke up this level in 3 segments. It can get really annoying at times, especially at running past the raptors in those really tight roads when climbing the mountain. Overall went well. \n\nLevel 8: The Summit (0:47) [-] Mhm, I know what your maybe thinking, how\'s summit finished in 47 seconds? It\'s basically a secret ending, which saves something like 3 minutes or so allowing you to skip nearly all the level :p It\'s pretty much the best part of my run. I\'m kinda sorry I had to kill Anne to reach the helipad (since that she almost made it through the island, and dieing on the helipad at the very end is evil), but 8 seconds saved makes up for the suicide :p \n\nTotal time for all levels add up to 47:30. Even though that I feel I could deliver a better run myself, even if I\'m happy with this, I probably won\'t try. The reason for this is that this game leaved a sour taste in my mouth. Even though it is a game that can be broken and finished quickly, it\'s definitely not the type of game that feels \"right\" to be speedrunned. Well, whatever. I put a run together for those that wanna see how this game can be finished quickly, and for those that wanted to see some kind of run for this game. Have fun watching, I hope you\'ll enjoy it. :) \n\nThanks to: \n\n[a http://dynamic.gamespy.com/~trescom]TresCom[/a] [-] Thanks for the walkthrough and the \"Easter eggs\" section. They are responsible for some small tricks in levels and they also let me know about the secret ending in The Summit. \n\n[a http://www.geocities.com/andres_james/TresView]Andres James[/a] [-] Thanks for making TresED (trespasser level editor) which allowed me to explore the levels in great details and find some faster routes aswell as some tricks. William Beck [-] Thanks for posting on the cheat codes site Game Winners the town gate glitch.','2005-12-18',0,2850000,11,'Trespasser_4730',13,11,0,NULL),(0,1475,NULL,374,'','ROAAARRRR!!!~~... \n\nI haven\'t heard of anyone speed running this game. It was really fun taking the game apart. \n\nCommentary time! \n\nI stagger my saves in case I do something stupid. That way I can reverse fate! \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 1: OUTSET (sounds better than hub, fool) [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- Hitting the switch before getting the key. Saves about 10 seconds of staring at the wall. \n\n- I\'m not sure if strafing while running (GE/PD style) increases speed but it sure does feel like it...so I do it whenever possible. However, it can sometimes be rather glitchy in this game, especially near ledges, corners, and bridge rails. \n\n- Diagonal jump = farther, not as high. \n\n- After the second checkpoint and before the Tek arrows, if you do a high normal jump and hit one of the bulges in the wall you will end up higher than where most people land. I had to try about 3-4 times before this happened. The speed save is roughly 10 seconds (climbing eats it). You know you have succeeded if you appear directly by the life force triangles. \n\n- I only shoot enemies if they unlock an obstacle, are an obstacle in and of themselves, or if they would do too much damage to me to ignore at the given time. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 3: ANCIENT CITY [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- I do this before level two because I can. I\'d also rather go to the ruins after an easy level two than a hard boss fight at the end of three where I am drained of health and ammo. \n\n- Notice that I like running with my knife out [-] I think this is a symptom of playing Counter-Strike too much. I continue to do this throughout the game. I have no idea if it makes any difference at all but hey, it looks neat. \n\n- Getting fun extras like Tek Armor and Ultra Healths is extremely addictive when I play this game so I must fight the urge. I only get them when needed. I try to skate past levels with the bare minimum required. \n\n- I keep this backpack for a long time. Obviously, I need a tremendous amount of ammunition for the bosses because hard mode = 2x the health of normal for all enemies. \n\n- I get the invincibility power up because it saves a lot of health for a minor time waste. \n\n- I get closer to the Purr-Linn (big green ape things that are scary. The ones that are required to be killed ALWAYS have a ridiculous amount of HP compared to ones that fall from the sky or are just wandering around) so I can spam Tek-Arrows as fast as possible. \n\n- Jump in a stairwell to magically float down at high speed. \n\n- After the warp in the basement of the above area I try to jump to the right. If this were possible I could save about 15 seconds of waiting for the pillar to lower, jumping in, etc. More importantly, it\'d be extraordinarily kinky. Instead, the game decides an invisible wall should be there. I\'ve tried all angles. Curses to a forward thinking Acclaim programmer or random chance? \n\n- GG clipping glitch on the slabs of rock that slide down after climbing the tree. Seems to happen everywhere with a sheer vertical surface. \n\n- I really dislike the jeeps. Besides being a bad choice for a boss I also need to kill them fast yet I need to save my explosive shells. Feel the agony of the chugging assault rifle. I suppose one could be much faster with lucky respawns of constant Tek Arrows. I do not enjoy sleeping with lady luck, however. \n\n- Tank the longhunter, exploit explosive shells. They are the true boss killers. His plasma shots melt armor. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 2: JUNGLE [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- Always swim underwater [-] it is much faster than treading on the surface. \n\n- Memorizing the tunnel directions can be a pain, although some are easy. E.g. the water tunnel is all rights until you see the surface on the ceiling. The beetle tunnel near the raptors after the Chronosceptor is almost all lefts. \n\n- You may have noticed by now that I keep avoiding the pump. I can\'t waste having an extra slot in my already lengthy weapon menu because the pump is extremely inferior to the auto. If only cool sound effects could kill. \n\n- Leapers on hard mode get the award for \"best moving obstacle.\" Depending on the size, they require all three bullets from the rifle to die [-] the larger ones take even more. They like to jump directly in front of you as well. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 4: RUINS [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- I perform the most dangerous section first (area behind wooden logs instead of statue/canyon area). \n\n- Meet your new friends the dart blowers, not to be confused with their brethren, which yield poleaxes. They will be accompanying you through the next three worlds and will prick your neck with highly accurate and damaging darts. Kill on sight or have balls. \n\n- This level is made more enjoyable by four tough enemies that must be killed to open doors: two Purr-Linn and two Warrior Priests (identify: warrior minus dart, plus mystical fire powers that fry your ass). Bow down to Tek Arrows. \n\n- In the statue-fighting arena, try your best to get them to fight each other. That way they won\'t wander off. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 5: CATACOMBS [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- I ran this world the most to figure out how to best use my ammo. Thus, I found myself having to fall and get the cache of ammo behind the beginning. Explosive shells and Tek arrows are that valuable. \n\n- One Tek arrow takes down a warrior even on hard! \n\n- The Warrior Priest guarding the level eight key *the caged one) is a unique priest which I like to call a pink priest because he can teleport in a cloud of girly pink sparkles. Lady luck kisses me here by making him not teleport, which wastes a lot of time. There\'s another one by the Chronosceptor piece but we don\'t go there so it\'s all good. He is EXTREMELY durable. \n\n- I take the time to blast all the darters with my machine gun because I had 10hp and they do 10hp of damage. Good enough reason I believe. \n\n- Before this speed run idea I knew I could hop to one of the switches to save time. After a moment of thought I realized I could do the same to the other switch, which made me feel all warm and fuzzy inside as I skipped an entire section of a level (a rather long and annoying section, if I may add). Not an easy leap, however. \n\n- I need to get the grenade launcher in the caverns because it is required for a smooth Mantis fight. The cave is dark and confusing but I get through, wasting maybe 4 seconds being stuck between a rock and a warrior (it looks like I should be able to slip through!) \n\n- I don\'t save before the boss because I have balls and have practiced enough. \n\n- I use explosive shells immediately because you must force him out of stage 1 because it\'s so easy to become trapped in a corner with pools of acid all around. By the way, how does the acid look so sexy? Best real time liquid effects I\'ve seen from a game in the 90\'s, let alone one from 1997. \n\n- Grenades are good [-] magic grenade respawn is GOODER! \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 6: TREETROP VILLAGE [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- How linear can a level be before it becomes difficult to actually speed run? This one takes the cake. What a snore fest. All I can say is a) swimming is fast, know where to go so you don\'t tread the surface and b) I know killing myself on purpose was extremely cheesy. But come on, the checkpoint was in such an ideal locale. I simply couldn\'t waste such an opportune moment. \n\n- Oh yeah, strafing on this level is scary. Sometimes you will randomly slip through the railing in certain places (so if you see me going forward, you know why). Also, sometimes you can see a path below but I don\'t jump because sometimes you make it...usually you just fall through in a puff of magic. This level is long enough without having to make me die in the middle from a glitch. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 7: LOST LAND [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- The amount of platform jumping in this level makes me cry because every once in awhile Turok will mysteriously fall through what is clearly solid ground (floating in the air nonetheless) to his doom. That happened about two times while I ran this level for the video. \n\n- Dodging the triceratops fire while going up the wall was extremely irritating. Sometimes I would get to the top with 10hp...or just die. You must make him spin in place, teehee! The part where I run blindly, dodging the insta-kill avalanches feels amazing but I think you can simply outrun it. \n\n- Feel the wrath of DEMON LORDS, the most powerful magic caster in the game. Feel the torment as they take 10 explosive shells to the face. This is why I bothered to get the Fusion Cannon in the lava for after the lava pillar obstacle course. \n\n- Speaking of lava pillars, if you asked any Turok fan which part of the game made his skin crawl it would be this obstacle course, which consists entirely of lava and rising pillars that have funny shaped heads. I take my sweet time on the middle pillar because it requires perfect timing. GOD I HATE THIS PART OF THE GAME ROAAARRRR. \n\n- Why did they hide the subterraneans (super duper slick worm guys ala Tremors) in a corner of the level to guard a Tek armor? They should have been SOMEWHERE required...*sniff \n\n- The stairs that spiral down from the sky can actually be gone up by diagonal strafing all the way. You won\'t fall off. Instead you will be sent ROCKETING straight up (while still going forward) and you will land ahead. I almost wanted to do it but I knew if I did after a fairly awesome run I would have fallen through magically or some such. You can try that trick on your own time... \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- LEVEL 8: FINAL CONFRONTATION [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\n- Most of the tricks are self-explanatory. Things to watch out for: baiting robots to one side of the hall and then going around (these guys are less dangerous than dart dudes - use tek arrows if one binds you against a wall), jumping to bypass two \"MOTHER WOW THOSE GUYS ATE THEIR VEGETABLE!\" strong Purr-Linns in a pit. They take so long to kill that if I had to face them I would have gotten the fusion cannon in the water earlier in the level. Thank you for the sideways jump, Acclaim! \n\n- Sorry about the incident in the sewers near the start. Sometimes you can simply slip through the pulse robot and the wall...other times that happens. No big deal, right? I tried to be a clever fox. I look like a clever beaver instead. Oh well! \n\n- I take time to avoid the first two sets of laser traps because they turn armor into dust instantly and I need my armor for all the other bad guys shooting me. \n\n- I get the fusion cannon when I can because a) last place I can get it on this route for the 2 shots and b) I have to go across this platform for the shortcut across the room regardless. \n\n- My goal was to reach Thunder (Campaigner\'s pet Rex) with maxed ammo for the fusion, rocket, and grenade launchers. He has too much health for anything less, especially on hard (on normal you can skimp and still kill him easily). \n\n- The Campaigner has a vortex shield that protects him from all explosives (except the Chronosceptor; why would we have that, though?) and both the plasma and alien guns. Use, in this order: auto shottie, Tek arrows, machine gun, and finish with the assault rifle if needed. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- OTHER NOTES [-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\nAll the bosses can be baited into coming close to you and then committing to an attack. Once the attack begins you can back away and fill them with hot lead as they sit helpless. Repeat until the burning sensation in your wrist ends. \n\nJeeps - uhh, the drivers are drunk, have fun \n\nLonghunter - wait until he taunts or uses a physical attack so you can pump him with autoshottie. Make every explosive shell count \n\nMantis - grenades hurt the most; make them count. I usually shoot three at a time \n\nThunder - max all ammo for fusion, grenade, and rocket launchers. At least 50 for the plasma gun to finish him off. \n\nCampaigner - lots and lots of shotgun shells. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]- \n\nThank you for downloading my videos and reading my rambling babblefish-esque explanations. Fly on the straight and narrow.','2004-04-09',0,3774000,11,'TurokDH_10254',9,9,0,NULL),(0,1476,NULL,373,'','This is the longest and most frustrating FPS I\'ve ever played...yet it turns out to be semi-speedrunable. This game suffers from a host of problems and is technically inferior to the first title, in my opinion. The slideshow framerates makes playing the game somewhat painful and can be headache inducing. Of course, this assumes you can get past the horrible controls that seem to lag behind your commands. This game seems to give the hint that the Lost World is really drowning in thick maple syrup instead of normal air. \n\nDue to the game\'s chronic struggle to reach double digit frames I use auto-aim, which is very liberal in giving headshots when your crosshair is several feet from the target. Another problem is that the lookspring in this game can only be disabled if you move left or right...if you go forward while looking in the air your view will immediately and automatically lower to ground level. What an inspired scheme! \n\n[b]Port of Adia:[/b] The only serious mistake was missing the easy jump near the beginning...oh well. The rest of the level is pretty smooth, although getting past enemies in tight corridors can be nerve wracking and somewhat random. \n\n[b]Death Marshes:[/b] I do the third level second so that I can collect the Breath of Life talisman and use it at the end of the second level. The biggest trick here is using tek arrows on the armored Purr-Linn for headshots and hence OHKO\'s. \n\n[b]River of Souls:[/b] The use of the \"no blood\" setting in the options menu neuters the otherwise dangerous zombies in this level...rather funny, I think. This level looks the same everywhere! \n\n[b]Mantid Hive:[/b] This is one of my favorite level due to the music and the weaponry found within...flamethrowers, bores, scorpion missile launchers, firestorm cannons, charge darts...it\'s all good. The charge dart rifle, in particular, becomes my standard gun for the rest of the game. With a simple charged shot any enemy will be stunned for 10-15 seconds and extremely vulnerable. This is especially useful here since the mantids are quite scary. \n\nThe most painful areas are the hatcheries with the queen embryos...definitely the laggiest rooms of the entire game. One, two, three...(that\'s me counting each individual frame as the N64 draws it on the screen). \n\nI think there\'s a part where I fall down a pit, but it\'s OK because I warp back a similar distance to where I was going in reference to the fall itself. \n\nThe queen boss is just bad. Not the run, but the actual boss itself. No comment, Acclaim. \n\n[b]Lair of the Blind Ones:[/b] Even the people that liked the game usually give up here. This is nothing more but hundreds of tunnels with random mushrooms and spider web textures...yet I beat it in roughly 40 minutes. Yes, knowing where to go in the water maze took several tries. Yes, the boss is dumb...and his name is \"golden eye.\" Clever, but comparing this to a good game is probably not a good idea... \n\n[b]Primagen\'s Lightship:[/b] This might be my favorite level. Each of the four sectors differs from the others in many ways and the enemies are actually quite inspired...the music is good...problem? There is no cheese at the end of this maze, just more towers and a big, ugly boss (although it\'s better than the others; at least there\'s no little phase where it throws weak enemies at you). \n\nOf course, after this we get to BACKTRACK! Isn\'t that everyone\'s idea of fun? It\'s such a clever way to make a game artificially longer. \n\nFinally, we get to the final boss...and wow...he makes the Campaigner look respectful. Back are the weak enemies between phases and the extremely tiny targets you have to hit. The only trick is to shoot his face when he recharges his energy so he...doesn\'t recharge at all! At least he is reduced to a fine paste in the end.','2005-03-31',0,14100000,12,'Turok2_355',8,9,0,NULL),(0,1477,NULL,376,'','Enter Ufouria: The saga! What saga? The saga about Bop-Louie, Freeon-Leeon, Shades, Gil and their adventure in the strange world they just happened to fall into. \n\nIn the beginning of the game, only Bop-Louie is playable. Freeon-Leeon, Shades and Gil are spread out over the world and have lost their memories, causing them to attack you when you find them. The solution is of course to fight back and whack some sense into their heads. \n\nI try to make people interested in this game. That\'s one of the reasons my commentary is so long. \n\nThe first target is to find Freeon. He\'s easy and is just in the beginning, so I restarted if I had a bad battle. He got the ball once, but that didn\'t cost very much time, I made up for it a bit by managing to hit him in a position that\'s not always easy to do. Freeon can walk on ice without falling over and can swim on the water surface. I never understood what\'s meant with \"can walk on SNOW and ice\", since all characters can walk in snow just fine. \n\nThen it\'s time to go after Bop-Louies secret weapon, that is the first item that must be collected to beat the game. It has to be used to defeat one boss. Nothing else works on him, and yes, that\'s annoying... I\'ve tried with the other special weapons, but to no avail. The best would have been if Shades\' secret weapon worked, since it just takes a few seconds to pick up, as opposed to this that takes at least a minute... I even tried Gil\'s secret weapon. Anyway, this guardian boss is easy. Again it\'s probably possible to defeat him a few seconds faster. That duck-jump I do was a mistake, that thing happens I believe if you press jump but then start holding down before you actually have left the ground... let us call it that I was showing off, okay? Something that always have eluded me is why the star is blue when you pick it up, but green in the inventory. \n\nIn the Ice Cave I make use of a control glitch, if you do a quarter-circle with the d-pad, starting with holding the way you are going and stopping with holding straight down, you will keep going forward. So what help is this? Simple. If this is done, Freeon jumps at the same speed as he is walking. Otherwise, he jumps slow. Then I\'m off to get Shades! I try to pick up life when falling down the shaft with rats. Any time I wait around after killing an enemy in the entire run is because I hope they will drop a life crystal. The mines is easy, just take a ride in the mine carts. I dig a bit to the music, that\'s the animation for charging Bop-Louies secret weapon by the way. Shades is one of the more annoying bosses in the game, he jumps around too much and usually takes freaking forever to throw the ball if he ever gets hold of it. I\'ve had perfect fights against him, sadly didn\'t happen this time. I was really freaking annoyed when I almost hit him near the start, but he jumped so I missed and he grabbed the ball instead >__< But luckily, he threw the ball pretty fast both times he got it. It could\'ve definitely gone worse. What Bop says about that Shades can jump \"very high\" is bullcrap. He does, however, fall much more slowly than the other characters. So he can jump much farther. This is, as you can see, needed to make one jump to be able to reach... well, the part of the game I have to go to now. \n\nYou see I kill the fish, well, that\'s thanks to collision detection, I suppose. I\'m still in \"Attack\" status when I hit the fish, so it registers and kills it. And I hate when that frog do that. \n\nTree area! It\'s a long climb, and it goes up, then down, then up again. And then back. It went pretty flawless, except for me fooling on that edge a bit. If you wonder why I\'m just going back after delivering the egg, it\'s because I don\'t have what\'s required on the other side. But I have to deliver the egg now, because this bird is in more than one place... jumping off the tree with Shades allows to skip most of the tree, and taking a little shortcut skips the rest. Just stand in the right spot and jump. \n\nThen it\'s time to go to heaven. At least sort of. Those floating clouds I jump on... during a practice run, something very weird happened: the first cloud just wasn\'t there. That was a cheap fall if anything...so, there\'s the bird again, taking me over. It wouldn\'t have done that unless I returned it\'s egg in the tree area. So I go even farther up, dancing along the clouds \'til I reach the boss. He\'s easy. His second form as well, I just take a hit when Bop wouldn\'t throw the ball... Then I get Bop-Louies Suction Cup. Yay! \n\nSo it\'s time to go after Gil. I kill those birds for health, since they are in the way. I pick up a medicine bottle on the way, though I could pick it up later - I can\'t use it until just before I pick up a new anyway, but this seemed like the most convenient time to pick it up. The way to Gil is mostly climbing, and then jumping on a rock. Nothing out of the ordinary. Gil himself is a wuss. I can\'t believe I took a hit there. \n\nWhen the team is finally assembled, it\'s time to go hunting for keys! The first one is just \'round the corner. The alien boss is a major pain in the ass, if he\'s going away from you it\'s frickin\' hard to actually hit him unless you throw when he\'s going down. He\'s no better out of his spaceship either. I just hate him. Luckily I got a flawless fight against him... Oh well, Red Key acquired - and time to go on to a slow part... \n\nThis run contains one big stupid mistake, that cost me about fifteen seconds. It\'s here, when I go back to the tree. I go the wrong way after killing the first egg, making me to have to go back to take the shortcut. Blegh, I felt pretty stupid, but decided to not restart. Then I had some major fooling around before finally climbing up at the right place... I think I made up for it a bit by not getting hurt very much throughout the run, but it just looks bad. So, over with the bird, as I\'m now equipped to take care of the other side... \n\nYou see when I kill that blob, how you see a green ring? I have NO CLUE how that happened, but it\'s just a graphical glitch - the green ring is indeed an item you can pick up in the game, but... anyway, use medicine and get new. I need at least 40 life for the upcoming fight, which is why I have to save my first medicine until here. Another graphical glitch occurs on the water tap, with a \"shadow\" of Gil... navigating in water is pretty slow, and there\'s a lot of momentum. \n\nThe boss fight is ugly but I know of no faster way to dispose of him, as he\'s just a little bit slower than Gil. So to collect the third and final required item... Gil\'s bombs. You see them on the way back. What\'s funny is that the tiles behind the breakable bricks aren\'t water tiles! That\'s why I make a sound when jumping there. \n\nNow it\'s time for the thing that ended most of my runs. The lava place... thanks goes to Cloud for saying that it\'d probably be possible to bounce all the way with Shades. I didn\'t believe him at first, but realized that I could take hits and make use of the invincibility to get out of the lava - otherwise, it saps 10 life EACH SECOND! As you can see... I was like WHOA when that happened, and I was lucky to have exactly 11 life left... without the medicine, I would\'ve been toast right there. Understand why I put the low item run on ice? I make a little mistake and lose 20 life in the second lava pool, luckily my boss fight was good... almost perfect except for that cheap spear hit. It was one of my better battles against this boss, actually. A fitting nine hits on the cat, then get the blue key. Back over the lava pools, with some fooling around on the first but a perfect other, and away towards the final key! \n\nBack through the ice cave, through the temple, and through the waterfall. I don\'t think the programmers intended for you to be able to jump past the waterfall, but to go from the top, but with enough speed and a precise jump it\'s possible. Then blast some bricks and down into the dark area! \n\n...and now for a long and boring part of blasting through a screen\'s worth of bricks. Turn on the light, then through more bricks, then EVEN MORE... picking up a heart container and a medicine on the way to the boss, who\'s one of the most annoying of all. Just slow... and one miss which cost me dearly. Oh well, luckily only five hits... collecting green and final key, then off to see the final boss! \n\nI happen to know that this big, green and evil guy is named Unyo. Unyo is not very hard for a final boss, but you won\'t know that from my horrible playing against him. I have had worse battles, but this was just ridiculous... Shades is used for his long air time, which helps when scoring hits on the little dude. I can tell when he\'s going to expose his red jewel in about seven cases of ten... but I still take hits and use my medicine. \n\nThe ending of this game is messed up, but I really like the credits music. \n\nI will probably try to improve this run one day, but I hope to find some trick that safely can bring it down to under 40 minutes... and I have the low item run to fix as well. \n\nAnything you have to say? Catch me on the forums, on IRC (you\'ll probably find me in #metroid on metroid2002.com) or mail me at KennyMan666 ÐÐ¢ gmail.com.','2005-07-15',0,2500000,11,'Ufouria_SS_4140',1,8,0,NULL),(0,1478,NULL,377,'Segments appended to one file.','Okay, Here we go. \n\nFirst of all I\'d like to thank Moaimullet for his Notes, his support and being a Freak like me. I\'d like to thank Nate and Radix for their help and support and actually uploading my run. like every other run, this one is not as perfect as the runner wanted it to be. I\'ll try to make a comment on the most important scenes and improvable things for any further runner. This was my first and my last run on this game, as I won\'t redo any run I\'ve done. I want to get people to play this great game, or maybe to try themselves on a run. If you redo this run, would be great to mention my name in your credits as the first one who run that game if you like :) \n\nI suggest that you play this game for yourself before you watch the run because it\'s worth to be played. [hr] This run was made in 124 Segments on easy-skill because some enemies had so much hitpoints on the higher grades that I and you, the watcher, would not have had fun with that. It\'s my first speedrun, so I decided to relax and try on easy-mode. Experts may try on the higher grades as much as they want. :) I guess it\'s possible to get better times, but sub 1-hour will be very, very hard, if possible anyway. [hr] Timeline: \n\n02:08: I start running and use the \"Scrye\"-Spell to show you what can be done with this spell and show the very first easter-egg in the game. \n\n03:28: If you think \"What the hell is he doing?\" You\'re right: I jump over a trigger which calls a short cutscene and skip it. Saves a few seconds. \n\n04:00: I have to kill all eight howlers to get that door open and go on. - Improvement Note: Killing could be done much more better, though. \n\n04:45: Found no way to skip Ectoplasm but I don\'t need it to complete the game. \n\n06:15: Here I show another easter-egg but maybe it\'s too short to be seen. :) \n\n07:15: Last easter-egg I show in this run. \n\n07:27: Okay, this is the first visit to Oneiros. Instead of going through the grave, I take a more direct way. I take a bit of damage, but it heals during the short cutscene. \n\n- Improvement Note: maybe jumping could be done without taking damage. \n\n08:01: It\'s not really meant by the game to go right through the fireplace here, but it saves pretty much time instead of going the way back and kill a few monsters. \n\n09:17: Saw Aaron on the right side? He protects an amplifier..Just try to get it..:) \n\n10:15: - Improvement Note: Activating Dispel a Second earlier would make the walk through that magic door more fluently. \n\n10:53: - Improvement Note: Now this part is interesting because there\'s another way into mausoleum maybe..Just jump over the rock on the left and use the map end to walk on. I haven\'t tested that enough because that would have costed a 100 years but MAYBE it\'s shorter..Also, after the broken Gate, it\'s maybe possible to wait for an howler, get it in the edge and use it as a stair. I tried hard but could not get over it. I think it\'s doable, though, and it would save much time (~ 10 seconds?) \n\n11:44: You don\'t see it but here I skip Invoke Spell to save time. I don\'t need it. It\'s in one of the graves. \n\n11:50: I collect the first of 4 amps for haste later on. \n\n13:04: This is the longest single-Segment In the whole run. I made the farm 50 times or so but it\'s still far from beeing perfect. \n\n- Improvement Note: taking damage from that one howler is completely unneccesary and I think this is the biggest mistake in my run. I did not redo that segment because it\'s pretty fast, though. \n\n13:05: Another place for a possible shortcut. Haven\'t tested, but was in my mind: Get into the cave on the right and try to get Lizbeth and Haste the other way round? Maybe there is no way after all, but I suggest to try it. \n\n13:30: These howlers have to be killed, because otherwise they\'ll follow you the whole way and attack you. \n\n13:50: I call this wall-jumping and it brings a bit speed, but this is the only place in the game I discovered where this actually works. \n\n14:02: I kill one howler, and the other one fights with the two guys and they kill each other. \n\n16:42: This attac is completely unneccesary and the worst mistake I make in the run I think. Nevertheless I took it because the time went on very good. \n\n17:15: The only place in the game allowing bunnyhopping. \n\n19:39: - Improvement Note: Throw dynamite earlyier while in-air so it explodes right while arriving th hole. \n\n19:52: The short break is a cutted cutscene, if you wonder why the picture \"hangs\". :) \n\n20:07: 2nd Amp for Haste... \n\n21:58: Normally you die when you try this. Check out for yourself why. :) \n\n27:21: Yeah..Could be a bit better to get up there. 3rd amp for haste by the way. \n\n27:57: The Scythe is the most powerful weapon if you use it wisely..You\'ll see that later on. \n\n28:09: Saw the howler in the background of the cutscene? Funny. :) \n\n29:34: Okay this Segment is one of my favorite ones. First of all I open the door before I collect the last amp because it takes some time. I discovered that you don\'t have to fill in the water but just push the 2nd trigger to set off automatic death when jumping down. Felt a bit like in the HL-run when I did this jump. :) \n\n32:31: Lizbeth is the first of 6 Boss enemies but as you can see, right after Lizbeth I got haste and from that point the games is a \"bit\" faster...So this is 1/4 of the game maybe, but 1/2 of the time. Lizbeth battle went on ok except of the one hit when I lost health. \n\n34:30: Oh I\'m so sorry, but he had the key I need. \n\n73:31: I don\'t need shield. Unfortunaly the Game needs it to go on. \n\n38:34: - Improvement Note: Maybe this could be made faster. \n\n39:19. - Improvement Note: Falling down from the edge could be made more fluently. \n\n39:35: Damn. Useless second lost. \n\n41:27: Ambrose is spoken by Clive Barker. Knew that? \n\n42:38: Ambrose Battle is fun. :) Keep an eye on the end scene: I nearly jump out of cutscene trigger position so the monster stands 1 meter beside the place it has to stand.. \n\n44:36: Maybe you noticed my short stop to correct the direction of running: If you just collect the key and ignore the paper you skip a whole cutscene. \n\n27.20: - Improvement Note: Okay this is interesting for further runners: I\'ll now turn left and go the normal way to collect Phoenix flight. BUT. It\'s possible to get on the roof of that one building and try jumping over the bridge that destroys automatically and go into the portal. Maybe Phoenix will appear automatically in the next level. I don\'t know if it\'s possible to get over there, if so, it takes mor than 200 trys..That\'s what I count when I gave up. I also noticed that a Dynamite explotion could give you a rocket jump, but only if you die at the same time. \n\n50:00: That Monster looks exactly like the Monster in \"House on Haunted Hill\" - Great Movie btw.. \n\n52:51: Instead of running araound You\'re able fly right upwards here to trigger Level-Change. \n\n53:00: Keisinger, Watcher, Watcher, Keisin..Keisinger..?! Oh damn he\'s dead... \n\n54:15: - Improvement Note: Moaimullet found out that ether traps keep doors open. It takes pretty much time to get ether traps, and I\'m not sure if they\'re able to keep the window open Aaron is about to close, but it\'s worth to try it, because you\'re able to get to the ladder after getting the key without triggering the cutscene if you hug near to the right wall. I did not try the ether-trap method, as you can see. \n\n57:10: Aaron battle. Not much to fight. Not much to say. \n\n01:02:xx I discovered this as the best method to kill them for me. \n\n01:03:xx Btw this is Bethany. I\'m happy with that fight. \n\n01:03:40: End Boss is such a bad boss, really hard. I\'m not sure if it\'s even the \"right\" method to kill him, but he dies...I can\'t really imagine that this is the way the developers ment to kill him. \n\n- Improvement Note: Improve everything that\'s possible. \n\nKudos to you if you read the whole comment!','2006-07-08',0,3796000,11,'Undying_Easy_10316',124,11,0,NULL),(0,1479,NULL,378,'Segments appended to one file.','Thanks goes to the runner at http://teamshambler.telefragged.com/unsr.shtml for tricks on Isvkran4, 3&3 and also Na Pali Haven. Also credit to the guy who did the stroll through unreal found at: http://www.archive.org/details/Unreal_Stroll I acquired the tactic from sunspire from what he did. Everything else I came up with on my own. This run is much better the first run I submitted for unreal. Much of this is due to new routes and killing the bosses faster. This time around I paid a lot more attention to my health and there are several times I\'m in the Red because no health goes to waste. I\'d be happy to answer any questions about my tactics. Times for individual levels listed below. \n\nContinuity: \nI redid the sunspire when I heard about the ending trick, I replayed the gateway and napali haven to get everything to match up with what I had done previously. I\'m pretty sure everything matches up and is legal. \n\nBreakdown: \n\n[table] [tr][td]1) Vortex Rikers[td]1:26 [tr][td]2) NyLeve\'s Falls[td]0:53 [tr][td]3) Rrajigar Mine[td]2:14 [tr][td]4) Depths of Rrajigar[td]1:14 [tr][td]5) Sacred Passage[td]0:30 [tr][td]6) Chizra - Nali Water God[td]2:40 [tr][td]7) The Ceremonial Chambers[td]2:28 [tr][td]8) Dark Arena[td]1:55 [tr][td]9) Harobed Village[td]0:40 [tr][td]10) Terraniux Underground[td]1:18 [tr][td]11) Terraniux[td]1:35 [tr][td]12) Noork\'s Elbow[td]0:45 [tr][td]13) Temple of Vandora[td]1:03 [tr][td]14) The Trench[td]0:48 [tr][td]15) ISV-Kran Deck 4[td]1:06 [tr][td]16) ISV-Kran Decks 3 and 2[td]0:28 [tr][td]17) ISV-Kran Deck 1 (ISVDeck1)[td]1:33 [tr][td]18) Spire Village[td]1:00 [tr][td]19) The Sunspire[td]2:47 [tr][td]20) Gateway to Na Pali[td]0:39 [tr][td]21) Na Pali Haven[td]1:30 [tr][td]22) Outpost 3J[td]2:37 [tr][td]23) Velora Pass[td]1:34 [tr][td]24) Bluff Eversmoking[td]1:31 [tr][td]25) Dasa Mountain Pass[td]0:44 [tr][td]26) Cellars at Dasa Pass[td]4:36 [tr][td]27) Serpent Canyon[td]1:29 [tr][td]28) Nali Castle[td]1:44 [tr][td]29) Demonlord\'s Lair[td]0:15 [tr][td]30) Demon Crater[td]0:49 [tr][td]31) MotherShip Basement[td]0:18 [tr][td]32) MotherShip Lab[td]1:01 [tr][td]33) MotherShip Core[td]0:47 [tr][td]34) Skaarj Generator[td]0:42 [tr][td]35) Illumination[td]0:19 [tr][td]36) The Darkening[td]0:44 [tr][td]37) The Source Antechamber[td]0:23 [tr][td]38) The Source[td]0:56 [/table]','2005-04-04',0,2958000,11,'Unreal_4918',38,11,0,NULL),(0,1480,NULL,379,'Segments appended to one file.','I was bored with downloading porn the other day so I thought that it\'s the right time to run a completely random game that I\'m not familiar with. Then I saw this topic at the PC board, saying that a U2 run has a \"on hold\" status. I checked the thread, hoping to find some information on possible shortcuts and the actual game itself. The list of tricks convinced me that this game deserves a quality run. I immidietley downloaded the game (Poland = win, you don\'t have to buy anything here), finished it once, then turned my *GTS (*glitch/trick/shortcut) vision ON and slowly played through it one more time while taking notes. The outcome was hilarious, My \"list o\' cuts\" was more than four times longer than the one from the original thread. Of course, that wouldn\'t be possible if Leo_T_C_K wouldn\'t mention the \"showall\" command anywhere in his posts, which led to some bugger sequence breaks, thanks. I\'d also like to thank Sorcerer88 for starting the project, djcj for his input, and the SDA staff for obvious reason. [ul][li][u]Avalon 1[/u] \n\nWhen Hawkins asks you if you want to try the new practice course or rather get back to your ship, you can\'t get too close to the door because they won\'t open immidietly then, no matter what you pick. Note: Front dodging is the fastest for me, side dodging or any other type of movement was a lot slower overally. I get to the lower floor with a tricky curved jump/fall and then, with one dodge, I jump perfectly into the end-level trigger, skipping the slow elevator ride. \n\n[li][u]Atlantis Interlude 1[/u] \n\nYou have to trigger Aida\'s first speech so that her target changes to the briefing room. When she starts talking just get as far from her as possible, it skips her speech almost entirely. You can ask for the briefing after she types something on the keybord in the middle of the room, confirming that you want to hear the briefing right now, when the door is open, completely skips it and you can get straight to your ship. \n\n[li][u]Sanctuary 1[/u] \n\nNot much to say about this level, it\'s pretty much straight forward. I kill only those monsters that are absolutely neccessary to kill. \n\n[li][u]Sanctuary 2[/u] \n\nAt the big room fight (pre elevator ride) the trick is to stand as close to the gate as posible when killing the last izerian (spelling?), it triggers the gate to open way faster. There\'s also a way to skip the elevator ride but you would have to wait for it to come down anyway because the door that leads to the small lift opens only after you have killed that ugly skaarj. As for mr. skaarj himself, he\'s only vulnerable after his taunt or whatever it is. The skaarj before the exit blocks my way for half a second, it never happened to me before and I was too lazy to redo this level. \n\n[li][u]Sanctuary 3[/u] \n\nThanks to the \"showall\" command I was able to find the closest spot where you can boost yourself up on the cliff (I can\'t do it anywhere sooner because of the invisible walls everywhere). I walk the strange snake-like structure all the way to the reactor. Now, the falling part is very tricky because 99% of the time you\'d fall on one of the pipes instead of falling all the way down. This is the only way that I know of getting into the reactor before actually opening it. Three frag grenades are also the fastest way to kill the skaarj boss. \n\n[li][u]Swamp[/u] \n\nI take a straight route to the crash zone. It\'s better not to trigger the commander (or whoever he is) by yourself, wait until he talks to instead. By doing this, after the whole conversation is over, he\'ll run to his next waypoint. If you\'d trigger him by yourself, he would walk very slowly until he would meet an enemy. After he takes the gate down I position myself infront of him so that he dosen\'t have to turn around to talk with me. My conversation choices are the fastest possible. After my last pick, I dodge my way to the first fight trigger. From now on, the only point is to kill the first 5 izerians as fast as possible, then trigger the second fight, kill most of the izerians as fast as you can there, and move on to the third fight where you can kill them as slow as you like to as you team moves to kill the remaining creatures from your second fight. When you finish the third fight, your team should be on the way to the landing spot (they move forward when there are no more enemies to kill at the second fight field), and one more time I position myself so the commander dosen\'t have to turn around to talk with me. Now there\'s nothing that you can do to slow down/speed up the Atlantis landing process, you can either hide behind the cliffs or just shoot some ass. The Atlantis picks you up after five minutes. \n\n[li][u]Atlantis Interlude 2[/u] \n\nYou have to wait until Aida is somewhere near the middle of the room to use the before mentioned briefing skip. So much for this level. \n\n[li][u]Hell 1[/u] \n\nA random thing happened to me right at the beginning of this level. Usually when you fall down from bigger heights you freeze for a second when you hit the ground, well, it didn\'t happen. Thansk to the \"showall\" command I could play a little with the triggers, it led to finding a way to skip the long wait after the elevator ride. The trick is to grenade boost yourself above the trigger and land on that barrel-like thing on the other side. If you\'d land somewhere on the ground, no matter how far, the scene would trigger anyway. \n\n[li][u]Hell 2[/u] \n\nYou can boost yourself above the instant death trigger near the fire, you\'ll take minimal damage from there on. I pick up the flamthrower because it has the highest dps rate (damage per second) in your arsenal, it\'s obviously the weapon of choice against the queen at the end of Hell. \n\n[li][u]Hell 3[/u] \n\nI quickly work my way to the second floor. At the big room after the small lift I use two grenade boosts to get myself up onto the upper floor. At the end of the lift leading to the end-level trigger I speed up the process a little with a assault rifle boost. \n\n[li][u]Hell 4[/u] \n\nSomewhere near the start of the level, at the wrecked room with some laser beams, I grenade boost myself straight into the control room. There\'s nothing special in that level after that point, well I maybe got slowed down a little by the random bug behaviour when they decided to jump straight into me, but that\'s it. The queen fight could have been a little faster too but I got lucky anyway because she didn\'t do her wave attack. So much for Hell. \n\n[li][u]Atlantis Interlude 3[/u] \n\nAfter talking to Hawkins I use the famous briefing skip once more. \n\n[li][u]Acheron[/u] \n\nAnother straight forward level. I move straight towards the target pit just to cast myself into it. Underground, I only kill enemies that block my way or just are a pain in the ass cutting my health bar by a big amount. Those bombs attached to the bubble protecting the artifact don\'t have any damage trigger attached to them, so basically the blow dosen\'t hurt. After getting the artifact the only thing left is to get to the lift (you have to jump AFTER you get onto the lift to trigger it, dunno why) and get back to my ship. \n\n[li][u]Atlantis Interlude 4[/u] \n\nThis whole \"level\" is just a cutscene. \n\n[li][u]Severnaya[/u] \n\nThis level is truly a finger killer, after some hours of trying to get the result that I wanted, my fingers hurt so bad... So bad... Anyway, The goal of this level is to activate three remote bombs spread across the main building. There\'s nothing special about the first two, but the third one is a tricky beast. You can get to it faster with a grenade boost but when you boost yourself like three frames too early, you\'ll be blocked by the pipes above you. And when you boost yourself three frames too late, you\'ll bounce right back because of the pipe in front of you. So the only option left for you is to boost yourself up at the right moment. It got frustrating after a while because it\'s really harder than it looks like and every time when you have to redo this level, you have a minute long dodge marathon to complete before you even get to the main building. \n\n[li][u]Atlantis Interlude 5[/u] \n\nAfter the long cutscene, your goal is to force Ne\'ban to shut up. You do this by walking away from him just a little. After that it\'s possible to skip the briefings. Well... Almost, because the hatch in the floor opens after the briefings. But doing this skip still shaves some seconds getting to the hatch. \n\n[li][u]Kalydon[/u] \n\nAfter the cutscene, the goal is to trigger the first fight countdown as fast as possible, which translates to: Get to the box with the turrets and force walls as fast as possible. Each fight is triggered when the guy/chick in the robot suit dies. How fast I kill the normal nemies dosen\'t affect when the robot suit will appear, so I can kill the regualr enemies as fast as I want to. The fastest way to deal with the robot suits is to snipe them down when they\'re still in air. There\'s nothing more into that level, just finish a fight, move on to the next one, simple as that. \n\n[li][u]Atlantis Interlude 6[/u] \n\nJust like AI4, it\'s nothing but a cutscene. \n\n[li][u]Sulferon 1[/u] \n\nThere are two objectives for this level, the first one is to eliminate all enemies, and the second one is to activate the transmiter which is locatet in the tower. The route that I took is the fastest that I know of. The first thing to do is to get to the control room. I enter the building from the left side to clear the slow enemies that take forever to get into the building if I take a straight path. In the control room, the guy shooting at the computer is only vulnerable after his \"animation\" so I stand still not shooting at him for a while. After I blow him up instead of getting straight to the tower, I backtrack and take the way around because after you kill the guy shooting at the computer, another enemy spawns at the hallway that you came from. Then I only have to kill the remaining enemies which luckily are in my way, get to the tower, and activate the panel. \n\n[li][u]Sulferon 2[/u] \n\nMy favourite level, just because all you have to do is to stand still and use your sniper rifle instead of your brain. I boost myself up to one of the walls surounding the main building and position myself at a spot where I have a clear view at all spawns. The level ends when you kill everyone. \n\n[li][u]Atlantis Interlude 7[/u] \n\nYet another briefing skip, but this one is more complicated than the others. You have to trigger Aida, get as far as possible but not too far so she dosen\'t end her speech immidietly, move a little bit further and end the conversation when you are asked to pick what you want to say, then trigger her one more time. You\'ll be asked to pick what you want to say without Aida saying anything so the \"conversation\" won\'t end if you get too far. Basically you exit the room, then make your pick, and get straight to your ship. \n\n[li][u]Janus 1[/u] \n\nReally easy level, dodge forward and skip anything that dosen\'t block your way. I shoot the first two guys so they don\'t place a force wall and a turrent on the ground. At the end of the stage, instead of going into the elevator, you can boost yourself on the higher floor and with another boost you can get straight to the end level trigger. All boosts are possible only with the CON (and CON stands for ???) grenades. \n\n[li][u]Janus 2[/u] \n\nYou can\'t really call this a level, do you? \n\n[li][u]Janus 3[/u] \n\nFirst goal is to rescue Mayers. When you kill the guy guarding him the trick is to trigger Mayers before he starts the conversation. After you get out of the room you can leave him alone and gather ammunition and health. After he takes the artifacts he\'ll run straight to you and the earthquake sequence will play regardless of your position. The only thing to do for me is to position Mayers as close to the door trigger as possible. \n\n[li][u]Janus 4[/u] \n\nYou just have to kill every enemy as fast as you can. When you get outside you can either work your way around the long \"kill everyone, get to the lift, and wait for Mayers\" sequence, or you can just boost yourself above the invisible wall, get to the lift using the alternate side of the tower, boost yourself up onto another invisible wall and actually use it to jump straight into the end-level trigger. Again, the first boost is only possible with a CON grenade (showall ftw). \n\n[li][u]Janus 5[/u] \n\nCON grenades become really useful at the beginning. You can position Mayers where his first waypoint is using them. If you move him further, he\'ll run back to his first waypoint anyway. After you talk with Mayers in the control room, the level becomes pretty much just about fighting. The fights are tricky though, there are always two \"waves\" of enemies on a single spawn area, the second one is triggered after you eliminate the first one and get far enough. The way to deal with them is to wait far enough when the first wave appears so the second one spawns immidietly after the first one is gone. The third fight is an exception to this rule where only one set of enemies appears so I can get really close and finish the robot suits with single grenade shots. The first fight is tricky because you\'re in the middle of the spawning area when the first wave comes by, sometimes turning your view around will spawn a single enemy from the second wave but you still have to get pretty far away to get the last enemy to appear. This level can be improved a lot but I\'m too lazy to do it, sorry. \n\n[li][u]Atlantis Interlude 8[/u] \n\nYou probably except another briefing skip? Not going to happen though. The door dosen\'t open until the briefing is over and there\'s no way around it so the only thing left for me is to trigger Aida immidietly after getting control. \n\n[li][u]NaKooja Abad 1[/u] \n\nClimb the cliffs, boost yourself up onto the research facility walls, pick a straight route to the pipe with the end-level trigger. Simple. \n\n[li][u]NaKooja Abad 2[/u] \n\nNot much to say about this one either. There are no shortcuts in here that I know of. The only thing worth mentioning is the insane luck that I had at the end of the level. At one point I got boosted by an enemy right to a door switch where you usually jump down there but you\'re too far from the switch to activate it immidietly. This baby is ~three seconds faster than it supposed to be. \n\n[li][u]NaKooja Abad 3[/u] \n\nOne of the circles surrounding the second lift dosen\'t appear to be solid so you can fall right through it. There are no shortcuts or planning/strategic tricks after that. Just get the artifact and backtrack to the exit. \n\n[li][u]Atlantis Interlude 9[/u] \n\nThe reason that I didn\'t skip the briefings is because the end-level trigger \"switch\" appears only after Aida finishes talking. So triggering Aida as soon as you can seems to be faster. \n\n[li][u]Drakk Hive Planet 1[/u] \n\nYou just have to trigger the event (radio conversation with Aida) that is located somewhere in the middle of the bridge. The level ends after a certain time period. \n\n[li][u]Drakk Hive Planet 2[/u] \n\nI start off with some rocket dodge boosts straight to the next room. There are some parts in the upcoming Drakk levels where you have to kill those... Well... Those things, to progress further. There\'s a small delay between the first and the second shot because if you fire the second grenade immidietly after the first one, it\'ll blow on contact as usual but damage won\'t register. EMP grenades appear to be the fastest way to kill them in mid/long range. The flamethrower is the best way to deal with them in close range. Anyway, there\'s nothing special about the rest of this level. \n\n[li][u]Drakk Hive Planet 3[/u] \n\nAt the start I have to pick up a EMP grenade pack for the upcoming fight. After clearing the big room with the vent in the middle, before you jump, you have to position your point of view so that you fit perfectly into one of the corners above you. If done wrong, you\'ll hit the ceiling. \n\n[li][u]Drakk Hive Planet 4[/u] \n\nAnother straight forward type of level with the exception of two grenade jumps, which save less time than a decent fart. \n\n[li][u]Drakk Hive Planet 5[/u] \n\nThe random luck that I had against the boss is just out of my imagination. When it got to its second form (I call them head and orb), after failing to damage the orb, I went for the head. Before I even finished my first fuel canister, the orb moved to the point that I was aiming at, without moving anywhere else afterwards. The fight was quickly over, and I still had enough health points left to boost myself onto the bubble surrounding the last artifact. \n\n[li][u]Atlantis Interlude 10[/u] \n\nAgain, you can\'t skip Aida\'s dialogue entirely, so triggering Aida is the way to go. When you get pass the ladder, the conversation will end and your ship won\'t show up. So basically I get near the ladder and go straight to my ship when Aida finishes her last sentence. \n\n[li][u]Avalon 2[/u] \n\nAhh, Avalon... Home... Anyway, I make use of my grenades for some dodge boosts, pick up some ammo for the sniper rifle, and work my way to the control tower. You can use the elevator from outside, activate it, and just get near the door, there\'s no particular trick for that one. Remember to jump before you touch the bridge above you or you will fall right into a death trigger (I discovered this after ~five hours of playing this level, I died here 99% of the time). In the control room you can kill the big skaarj with only one shot if you shoot it in the head. I decided to split this level into two parts because I didn\'t allow any missed shots in the entire run (which happened quite often), and I died so many times after the sniping part that I was sick of it. Oh, and I\'m really lazy too. When getting back to the elevator, you can\'t jump straight down to the lower floor as I did in the first level because now there\'s an invisible wall there. After the sniping action is done, the death trigger under you is removed so you can just jump down instead of using the elevator. From there, you just have to get up the stairs to trigger the friendly soldier to appear. From that point you have to kill all skaarj that you see while working your way up to the landing zone. You don\'t have to wait for the guy that you escorted a second ago, the marines near the landing zone will speak to you when all skaarjs are dead. Then you just have to kill some more and the level ends. \n\n[li][u]The Dorian Grey 1[/u] \n\nNothing special about this level. The INC grenades work great against the Tosc, even better than the flamethrower. When I\'m all out of INC grenades, I switch to SMK\'s. It ends up faster than changing to the flamethrower because changing weapons takes too long. You can\'t stand too close to the monster when its arm cuts down because you\'ll pick the Singularity Cannon up, but won\'t be able to switch to it (auto change dosen\'t work either). After killing the Tosc, you can get lucky and get to the room with the laptop before the door closes. \n\n[li][u]The Dorian Grey 2[/u] \n\nI had to split this level into two parts because the Hawkins skip is just hard. You have to dodge boost yourself onto the pipe in the corner. On the second floor I boost my way up to the highest one. A couple of corridors later, after killing another Tosc, I need to boost myself up again because the level is messed up from skipping so much and the gravity is higher than it supposed to be. There\'s nothing special later until the last room where I pull off a risky maneuver. When a Tosc fires a shot at you it pretty much means that you\'ll die, but if you time your jump right, you\'ll circle around his shot. A couple of dodges and the run is done.[/ul] \n\nI would like to note that some segments were started not from the very start of the level but from taking control of the character. Eg, A segment starts at the beginning of Kalydon, and ends after the cutscene at Sulferon. Anyway, enjoy :).','2007-07-12',0,6176000,11,'Unreal2_easy_14256',40,11,0,NULL),(0,1481,NULL,380,'Game version 1.55.','Hi guys, hope you enjoy my first run on SDA. I\'ve been working on stuff for about 15 months, but this particular one took only a few weeks to get down. This run was done on Uplink v1.55, which is the latest version at time of running. \n\nBefore I get started, much luv to the whole SDA team, but particularly to nate and ballofsnow for their hard work on the anri-chan movie encoder, and mikwuyma for putting up with my annoying PMs constantly. You know it. \n\nAnyway, on to Uplink. Long story short, it\'s an open-ended strategy game. Go for the good ending, and someone\'s going to have to define when the run actually ends, because the game doesn\'t. Luckily for that poor bugger, I\'m going for a bad ending here. \n\nThe first ten minutes or so of pretty much any single-segment Uplink run is going to be done in the same way. The \"storyline\" starts on April 14th, the game on March 24th, meaning you\'ve got 21 game days to get set up. Which means getting loads of money, upgrading your system and getting all the software you need. Of course, the most obvious way of doing that is by hacking a bank, but that takes a bit of work. As Uplink randomises most of the data in the game upon creating a profile, you can\'t research people and systems in a single-segment run, so it\'s all improvisation. \n\nThe start of the run is basic setup. I make my profile, hit InterNIC to get a load of Internal Services Machines (ISMs) in my links, set up a really long bounce in the map screen, and complete the test mission so I can get started. The Uplink Test Server\'s password is always \"rosebud\", but unfortunately it\'s about the only system that doesn\'t have a random one. \n\nA few basic tricks that help in places, are hitting Tab to focus on the next text box, Enter to submit forms and get through welcome screens, and clicking on \"scroll-in\" menu items before they appear. Being quick in general is a case of being one step ahead as much as possible - having tools opened before you need them, for example. The other big trick is using the VeryFast time mode to its full potential, to minimise the amount of time you spend waiting for something to happen. \n\nOnce I can get into Uplink\'s mission board, I start the most lame part of the run. In a system that\'s totally random, you can convince your clients to give you all the money for each mission. It takes a long time, and is really frustrating, but it\'s usually quicker than actually doing the missions. This time it didn\'t go all too well, but you can only create a profile, make your bounce etc so many times before you don\'t really care how slow it is... \n\nAnyway, my target balance is 15,500c, which is enough to buy the minimum software required to hack a bank. Once I have enough, I go and buy Log Deleter v4, Password Breaker and Proxy Disable v5 (banks have Lv.5 proxies x_x). I then abandon all those missions, which is cool because I don\'t have any Agent Levels to lose. Jackpot. \n\nFrom the low level I\'m at, hacking a bank takes a bit of setup. To get money, you need a target with a lot of money, and the usual strategy for that is to take a \"Trace a recent balance transfer\" mission. Unfortunately, I don\'t have a high enough Agent Level to do so. So, the first order of business is to raise the level. The best way to do so is to hack a bank, ironically, and transfer money into your account. \n\nFirst, though, I need an account to hack, so I deliberately get caught by the International Social Security Database. The ISSD is one of those servers where you only get a fine if you\'re actively traced. This has the funky side-effect of giving you an account number, so I promptly get that bank in my links and make a throwaway account for use on it. I then hack the ISSD\'s account, disable the proxy, and transfer 1,000c into my throwaway. This gets me the Agent Levels I need. While I\'m there though, I log into the throwaway and send that 1,000c straight back to pay the fine. Doing it all at once is dangerous, as my base hardware takes a long time and I need to delete statements and logs, but it all goes fine. \n\nHacking a bank in this game is easy. Doing it with minimal hardware and software isn\'t. \n\nSoon as I get the notification for Agent Level Up, I find a trace mission and find my target, then hack it in pretty much the same way. This time though, I take a lot more money, and move it into my Uplink bank account. The last step, I found out later, isn\'t necessary, as you can set which bank account will be used for transactions from the Finances screen. That wastes about 20 seconds. \n\nWith the money in my account, I hit VeryFast mode and start buying stuff and making a huge mess of my inbox. The Trinity gateway can hold 8 CPUs, 128Gq of memory and an 8Gq modem, so I get that. After cleaning up, I get the software I need for the final hacks. \n\nThis run\'s category is a nice easy one, to be totally honest. Essentially, once you take ARC\'s employment offer, you get Revelation v1, which is all you need to take down the Internet (which, of course, is ARC\'s aim all along). So, you can do it straight away and get the bad ending without even getting any awards. This is what I do here - soon as I have Revelation, I can go to town. \n\nAnyway, once I have all I need, it\'s getting fairly close to the 14th, so I take the time to clean the crap out of my links, leaving pretty much only the ISMs which are my targets in the final part, and hotspot the ARC ISM which I need to bounce through to the ARC Central Mainframe on the 14th. After getting the dead agent\'s email, I get in and out of ARC and cover my tracks, then use my spare time to get rid of all the software I don\'t need. I receive ARC\'s email, make a mess of replying to it, and then we\'re good to go! \n\nIn order to take the Internet down, you need to have 20 systems infected with Revelation at any one time. This is easier now than during GrandTour, as you don\'t have an Arunmor hacker working against you and there\'s no time limit either. My strategy for each system is thus: [ul] [li]Hack the password then bypass the proxy. [li]Go into the admin section and disable the firewall. [li]Copy Revelation to the file server. [li]Run Revelation from the console. [/ul] \n\nA few systems only have a monitor, so I don\'t need to bypass proxy. However, Revelation will not infect the system if no security has been bypassed or disabled. So I still need to disable the monitor. The strategy above probably isn\'t as fast as bypassing both the firewall and proxy, but it\'d mean changing it up more for those other systems, which is more confusing. I find it very easy to get mixed up during this part anyway, what with having to hack 20 systems. \n\nShortly after I reach Africa, I come across a rare system with no security at all, and it throws me for a loop. At the time I was unsure whether such a system would be infected by Revelation, so I decided to try it regardless. The answer, unfortunately, is no. Shortly afterwards, disaster struck as I accidentally saved over my bounce. After panicing for a few seconds and trying to find InterNIC in the mess of servers, I realised I didn\'t need to worry about logs and whipped up a bounce to use to the end. From there it was plain sailing, and once Revelation spread to my server I hit VeryFast to end the game quickly. \n\nSo, can it be improved? Of course it can. I made a few errors which lost perhaps a minute, and I\'m sure someone out there has quicker general play than me. This is the sort of game that really needs quick thinking and a cool head. Then of course a minute or two could probably be saved by getting money quicker at the start and using a faster Revelation hack process. \n\nEither way, I\'m happy enough with this run, and hopefully I\'ll be back fairly soon with some Arunmor goodness, or maybe even 10 Awards. That\'d be funky... Peace out. \n\nHave fun. \n\n~ Ian','2007-12-07',0,1212000,11,'Uplink_SS_2012',1,11,0,NULL),(0,1482,NULL,381,'','This single-segment, Easy difficulty, B ending run has the fastest known time for a full Valkyrie Profile speedrun. \n\nOne quick tidbit for the uninitiated: There are 3 endings in this game: The C ending (bad), the B ending (default), and the A ending (best). So this run finishes the game with the \"regular\" ending. \n\nI got started on this project over a year ago. This is my favorite video game of all time, and it\'s not even remotely close; as such, I wanted to give it due respect by taking the time to make a truly high-quality run. I believed I accomplished this with my last run... \n\nThen, out of nowhere came a fellow named Wally Jenkins. Just recently, he started contributing all sorts of wonderful info on this game to the SDA forums; all of it is meant for an A ending run, but I noticed one trick of his that could improve the B ending. This will be explained a bit later... \n\nDo note, though, that this run probably skips more of the game than any other at SDA. I only enter the first and last dungeons and recruit no extra characters. As such, the run does not really show WHY this is such a great game; there is no substitute for playing it yourself. \n\nThis is really a collaboration between myself and Kevin Juang (a.k.a. Enhasa), as we have spent countless hours on AIM working through strategies for this run. Over this time, we have completely changed our whole route on several occasions. Also, as mentioned, Wally\'s posts are the entire reason that this improvement exists. \n\nBasically, VP is a rather non-linear game. It is divided into 8 chapters, each of which contain several characters to recruit and dungeons to visit. Doing this costs you \"Periods\", of which you only have so many in each chapter. You can go through these characters and dungeons in whatever order you would like, or you can rest to completely skip chapters if you so desire. \n\nYou are somewhat limited, though, by your \"Evaluation\" rating. Essentially, the goal of the game is to level up characters and send them to Asgard. Since recruiting characters takes lots of time, I don\'t do this, and thus my evaluation decreases throughout the game. If it drops to 0, and you enter and leave a dungeon, you will trigger the C ending. This means I cannot afford to enter any dungeons after Chapter 4. Note that if your evaluation is 0 when you enter the final dungeon, you\'re fine. \n\nWith all of this in mind, there are many possibilities for a speedrun, and this is the reason we spent so much time working on this. The final strategy you see here is optimal. \n\nAlso, to explain Easy mode: The enemies actually are not any easier than on other difficulty levels. What is different is that the first dungeon is quite a bit shorter, and enemies give you much more EXP. There are also much fewer characters and dungeons available, but that does not affect this run at all. \n\nAt the start I set text speed to \"page units\", which doesn\'t actually help; I thought changing text speed was good, but it actually never matters at all. I just do this to keep people from asking \"why didn\'t you change text speed?\", as it doesn\'t cost any actual game time. \n\nThe first half of the run is pure plot. Feel free to skip it if you wish, but at least check out the funny glitching in the Harpy battle with Arngrim & Lawfer. I skip text that fast by holding R1+O (default R1+X); this is why text speed is useless, BTW. R1+O is also how I caused that glitch I just mentioned - discovered this by accident actually. \n\nThe first dungeon is pretty self-explanatory. Sliding is marginally faster than running when you exit a room with it. As for the boss...in this game you can transmute certain items, which turns them into other items. I bought a few weapons and turned them into magic gems, which I then used on the boss. Note that if a character has no weapon equipped, or a wand, he will always deal max damage with attack items. \n\nAfter this, I skip the rest of the game and head straight to the final dungeon, Jotunheim Palace. \n\nTo start off, I buy top-quality armor for the party since they will need it to survive the last boss. Then it\'s weapons...Lenneth gets Last Avenger since it has an extremely high hit % and 3 attacks, Arngrim gets Flamberge since it has 3 attacks, and Jelanda gets Noble Desire for the 1200 magic defense it offers. I also buy some Noble Elixirs (completely heal party) and Lucid Potions (make a character invincible to single-target attacks), then some accessories. Stun Checks add Fire defense and protect you from getting dizzied, the Fairy Ring reduces Charge Time on spells and special moves, and the Material Gem increases max HP by 30%. My last item is the Halberd - I buy 40 of them and transmute them into Poison Crystals, which will be my only source of damage against the boss. \n\nThen, the dungeon begins! Early on, I acquire the Ether Scepter to transmute into a Tome of Alchemy. This will be used shortly thereafter. \n\nThe platforming in this dungeon is not the easiest, as you may be able to tell. This actually scared me more than anything else in the run, as I wanted no major mistakes this time. There were a few close calls, but I clutched it out! \n\nThe first enemy I fight is for Spell Reinforce. These Vanir can drop Guard Reinforce, which can then be transmuted into Spell. This is the reason I bought those weapons for Lenneth and Arngrim - the higher the number of hits in a combo, the greater the chance of dropping a chest. I leave Jelanda out of the combo so she can finish the fight, as these guys are very weak to Poison. Acquiring this spell in just 1 battle was a nice stroke of luck, one of several in this run. \n\nRight afterward I go into the menu to create the Tome of Alchemy and remove Lenneth & Arngrim\'s weapons. Remember, max damage from crystals! \n\nThe tall enemies in the rooms with icicles can be avoided on the way there, but not on the way back (the icicles push you into them). As such, I am forced to encounter them. In both cases, I use a Poison Crystal to kill the Wise Sorcerer in the back, then run away; if you fail to run and the Sorcerer\'s still alive, he has a move that wipes out the whole party. Successfully running immediately in both fights is yet more great luck. \n\nThen we have some more platforming, then a quick fight. The Mithril Golem cannot be avoided, has a lot of HP, and casts a spell that raises his defense. As such, I use the Tome of Alchemy here for the instant kill; the EXP he gives is a nice help for the boss as well. \n\nSome more platforming, then final save point. I tech Spell Reinforce to Jelanda and level up the Survival skill to raise everyone\'s max HP. After a few Elixirs to heal everyone, it\'s time for Surt! \n\nThe Material Gems, armor, and quick leveling help out here since he and his flunkies get the first attack on you; this is also why the Stun Checks are useful, as getting dizzied at the start is very very bad. There is a slight chance he can kill one of your characters here anyway, which I avoided. This is the last real element of luck in the run, and as with everything else it went perfectly! \n\nWhen I get to act, I use Lucid Potions on everyone; they leave you invincible to all attacks except those that hit the whole party. Against Surt, they nullify his entire arsenal except for Ifrit Caress. The catch here is that you cannot use normal attacks or the effect will wear off, but you can still use items or cast spells from the menu. \n\nThe next turn reveals the trick I learned from Wally: Spell Reinforce is meant to increase the damage of magic, but it also works with attack items! On most enemies, Poison Crystals deal 8000 damage, but with this spell it goes up to 13,000. Against Surt the effect is even more profound; Poison Crystal damage increases from 6000 to 11,000! Combine this with the Lucid Potions, and we can constantly attack Surt while being safe from almost all of his attacks. Also, this is the reason Jelanda needs a Fairy Ring; Spell Reinforce normally requires a mage to wait a couple turns before doing anything (this is called Charge Time, or CT), but the Fairy Ring reduces CT enough to allow her to act on the next turn. \n\nThe one attack Surt can still use on us is Ifrit Caress. This is the reason for Fire protection on everyone and the Noble Desire for Jelanda, as the whole party can survive 2 of these spells with this equipment. \n\nFrom here, the fight is rather predictable. Spam crystals, heal with Noble Elixirs when necessary, use another round of Lucid Potions after they wear off, and eventually he dies. \n\nI feel this run is as close to perfect as it\'s going to get without TASing. My luck throughout it could not possibly have been any better, and I made no major mistakes. This was my very first attempt on this run, believe it or not! \n\nHowever, if you feel that the final boss battle was too boring in this run, I would recommend checking out my previously published one at [a http://www.archive.org/details/ValkyrieProfile_SS_EndingB_Easy_10328]archive[/a]. The strategy is completely different, and I have a full party and beat Surt with actual combos and such. This run is better-executed, and faster since it skips recruiting and dungeons, but the older one is probably more entertaining. \n\nI think that about sums it all up. Currently Kevin, Wally, and I are planning a single-segment run of the A ending. This is quite a task indeed, as you fight 3 final bosses who are all harder than Surt, but very possible indeed. If you liked this one at all, the A ending will absolutely blow you away! =) \n\nFinal shoutouts: \n\ntri-Ace - For making my favorite video game ever, along with other great RPGs. Play VP2 if you haven\'t already! \n\nKevin Juang/Enhasa - For showing me the tech in VP and fantasy football & basketball, and just being a cool guy and knowing his stuff in general. Also for introducing me to such words as \"tech\", \"beats\", and \"bashing\" to go along with the \"hella dope\" and \"hype\" that the fighting game kids love. \n\nCaptain K - For writing the only FAQ you will ever need for this game. We referenced it many a time during our planning. \n\nWally \"Not Leeroy\" Jenkins - For telling me about Spell Reinforce, which led to this updated run. \n\ntri-Ace Fanboy - For producing the first VP speedrun (1:07:22) to be uploaded to the interweb. I blatantly stole and slightly refined his strategy for the first boss, and his run also gave me the idea to use Tomes of Alchemy. His video walkthroughs are nice reference material as well, and he told me to have Arngrim and Jelanda use gems on the first boss, which I wasn\'t doing before. \n\nMike Uyama - For being Mike Uyama, and helping SDA to publish runs more quickly. I can\'ts reads the music! \n\nTeam Serious, Team Illiniowa, and all my other friends - <3 you guys, and hope some of you enjoy this! \n\nSabaton - For being my favorite new metal (NOT nu-metal!) band out there. Power metal based on actual wars as opposed to elves and dragons and Frodo, who woulda thunk it? Yes, it\'s a random plug, deal with it. Besides, I would think there\'s a high concentration of metal nerds among VP fans. =P \n\nAnd finally [-][-] \n\nMy family - For being the super best ever! \n\n\'Till next time... -Josh Ballard','2006-11-09',0,3300000,12,'ValkyrieProfile_SS_EndingB_Easy_055',1,12,0,NULL),(0,1483,NULL,381,'','First I would like to thank the SDA crew: Nate for encoding for me even though he didn\'t have to, Mike for being an awesome guy in general and a good friend, DJ because he don\'t get no respect, and Radix for being the godfather. Also I should thank my brother Michael for giving me his leveled up save file, Josh Ballard for his B run and the whispering of sweet nothings about A run, spineshark for inspiring me to actually finish because his frothing demand for this game was increasing, Captain K for his FAQ, the people at enixfans for their good info, tri-Ace Fanboy for reminding me of a couple obvious things, and everyone in the VP thread for their suggestions and support. \n\nBefore I continue, I should bring up some background. I normally kill Gabriel Celeste in 1 PWS chain and kill Iseria Queen in 2 PWS chains. In this run, I have to tack on some extra hits after the 2nd PWS chain vs Iseria, which is similar to Josh\'s original B ending run vs Surt. This has led some people to believe that changing setups should actually save a turn. All I actually have to do to prevent this is to either get luckier (Lenneth using Guts), equip Lenneth with an Angel Curio (and thus needing to Charge Break), or to just throw in some attacks in one of the first turns. \n\nNow for the lame excuses part. This run uses a save file, but it\'s not perfect. You would ideally want to do things like luck manipulate all your Golden Eggs, Holy Drops, and level ups for max stats. If I ever got a \"perfect\" save file, I could redo this run to \"perfection,\" but as is, it was hard to motivate myself since the run\'s potential was capped from the start. \n\nI originally wanted to do this run over a year ago, and being the fool I was, I thought I could download a save file from gamefaqs and this would take me a day at most. Well, not only did the save turn out to be hacked, even with crazy stats the run proved to be nontrivial, as this hacked team struggled to deal good damage without SG weapons. So then I spent small bits of time over the next year doing research until I finally got a 2 week block of free time. My goal was to finish the run as fast as possible so that I could mail spineshark my copy of the game so he could play it, and so I could play The Red Star. I spent the entire first week and a half failing attempts, waiting for TSS tourney matches on IRC, and not being able to find The Red Star in any stores whatsoever. Finally, as I was going to sleep one night, I checked the gamestop store locator and found one copy in a 50 mile radius from me. So I did what any reasonable idiot would do and stayed up all night, finishing past 6am. I play like, well, someone who has stayed up all night, but since I\'m generally good at platformers, hopefully it still looks ok to you. [hr]Mike has his InFrequently Asked Questions, but here I have some AAQ (Actually Asked Questions), asked by friends, forum members, and verifiers. \n\nQ: How are you able to run through the enemies like that? -or- I thought you got the thing that lets you do that, IN the Seraphic Gate? \nA: The Dimension Slip lets you do this. The Unholy Terrors in SG can drop them, but you can also get them by transmuting Bark of the Dryad (from beating Nethov Swamp) with Creation Gem. Needless to say, this saves a tremendous amount of time. \n\nQ: Why do you pick up the event experience after Iseria Queen? You don\'t need it to leave. \nA: Getting the tri-Emblem signifies that the dungeon is beat; listen to the music change. You can leave whenever you want if you don\'t want to see the \"Congratulation!\" screen. \n\nQ: Why don\'t you use Jun with Kusanagi instead of Lawfer with Dinosaur? It\'s right there on your path! I thought Kusanagi was better since you get it in SG. \nA: Kusanagi has an attack of 2990 (attack trust 40), while Dinosaur has 3000 (68). Lawfer\'s PWS multiplier is 8.787 (3rd best for a fighter), while Jun\'s is 5.625 (below average). Jun is still a good choice because his PWS does 15 hits (2nd best for SG purposes), while Lawfer\'s does 10 hits (3rd best). If I wanted to go for hits though, I would use Lucian definitely. Like I said though, Lawfer gets the job done and I don\'t need to find a weapon for him. \n\nQ: Why don\'t you use a second mage with Holy Wand of Telos instead of Lawfer with Dinosaur? This would allow for one less turn of buffing too. \nA: While Holy Wand of Telos would be a bit better, and the lack of Great Magic actually means the PWS takes a couple seconds shorter than Lawfer, Telos is just way out of the way. It\'s not worth the time it takes to get. \n\nQ: Why does Lenneth start with practically no HP? \nA: This roughly doubles the power of Levantine from 2200 to 4400. \n\nQ: Why don\'t you use the Glance Reviver? -or- Why don\'t you use Freya? \nA: For SDA, a SG run starts from the Seraphic Gate option in the menu and not continue. So all preparations need to be done in the main game. \n\nQ: Should you have a different attack setup somehow? Your current one looks a bit weird. \nA: I actually went through many setups trying to find one that would allow everyone to PWS before they moved back to their starting positions. This one is a little funky and misses hits, but I went into the practice mode, tested it repeatedly, and it works 100% of the time. \n\nQ: Why don\'t you reorder High Wind 3rd so Arngrim uses it instead of Wrenching Swing? Or use a move for Lawfer that is faster than Triple Thrust? \nA: I had no idea until I tested it recently (although it might just be my bad memory again), that it actually doesn\'t work that way, and you have no control over what move you get with a one-hit weapon. \n\nQ: Why do you have Noble Elixir set in Auto Item? It just wastes time, and the chances that it actually helps you are low. \nA: Noble Elixir is in there JUST so I don\'t get stuck not being able to Charge Break. This happens most of the time; like if Arngrim used Guts, the run would be over. If it weren\'t for that, I would only carry 2 Noble Elixirs and then use them before Iseria Queen. \n\nQ: Why use Throw against Gabriel Celeste? Why not Auto Item like you use against Iseria Queen? \nA: Noble Elixir only hurts the Gabriel Celeste fight. What happens is, if Gabriel hurts someone enough (either Arngrim or Lawfer), then Noble Elixir will trigger. Then Levantine won\'t be good enough to kill in one PWS chain. \n\nQ: Does Sap Guard make a big difference against Iseria Queen? Her RDM is not really that high to begin with. \nA: The reason I use Sap Guard at all is because otherwise I have to use 3 PWS chains to kill. But I don\'t need 2 chains of Sap Guard because that\'s overkill. Using it in the down turn lets me save a turn of Iseria Queen attacking. Think of it like, 2 buffs aren\'t enough, 3 buffs are too much, so I use 2.5 buffs. \n\nQ: What about putting Mystina 4th in the PWS chain against Iseria Queen? This would do slightly more damage. \nA: This one slipped by me. I always knew that Mystina does more damage, but I was under the impression that Lenneth could only go 3rd with a bow. I tested both by energy and hits, but I was wrong; Lenneth\'s level 3 sword Nibelung Valesti does add 10 hits and 65 energy. I tried Arngrim 3rd against Gabriel Celeste with Mystina using Shadow Servant (Meteor Swarm is 5 secs faster than Celestial Star), but since it barely wasn\'t enough, I went with Mystina 3rd with Mystic Cross. I would try again with Mystina 4th using Shadow Servant for both fights. \n\nQ: Why did you pause after Gabriel Celeste? \nA: Believe it or not, the slight pause is in the game. \n\nQ: On the way out, on the second \"floor,\" why didn\'t you slide while falling down that once? \nA: The slide\'s momentum would carry over to the next screen and propel Lenneth away from the door, so it\'s slower. \n\nQ: Are there any tricks you wished you could put in the run? \nA: Maybe the thing that pissed me off the most was that I got caught by the save point information message on the way out. I was totally ready for it but somehow I still barely didn\'t jump early enough. You can see me jump and swing my sword in frustration. ;) \n\nThere are a couple tricks with the platforming too. For those island platforms with the chains between them, you can actually bypass the chains and just jump from platform to platform, but the risk/reward isn\'t worth it. Also, in the standard 3-platform rooms where you have to go from the lower right to the upper left, it\'s possible to do the whole room without pausing, but that\'s also a poor risk/reward situation. \n\nThe final thing is that I had ideas for all sorts of exotic equipment, spells, characters (mainly based on PWS time which I include below), but out of necessity, I use the relatively boring Lenneth/Arngrim/Lawfer/Mystina. I was hoping to get Suo, or god forbid, Kashell in there somehow. [hr] Here are the times (in secs) for all of the PWS\'s: [ul][li]Nibelung Valesti (level 1): 14 [li]Nibelung Valesti (level 2): 24 [li]Nibelung Valesti (level 3): 30[/ul] [ul][li]Freya: 21 [li]Arngrim: 15 [li]Lawfer: 11 [li]Belenus: 14 [li]Llewelyn: 12 [li]Kashell: 10 [li]Janus: 13 [li]Aelia: 24 [li]Jun: 11 [li]Badrach: 14 [li]Grey: 13 [li]Jayle: 11 [li]Suo: 9 [li]Lucian: 13 [li]Brahms: 14[/ul] [ul][li]Fire Storm: 9 [li]Fire Lance: 7 [li]Icicle Edge: 10 [li]Frigid Damsel: 9 [li]Dark Savior: 9 [li]Shadow Servant: 10 [li]Mystic Cross: 7 [li]Sacred Javelin: 8 [li]Lightning Bolt: 7 [li]Prismatic Missile 10 [li]Stone Torch: 7 [li]Poison Blow: 7[/ul] [ul][li]Ifrit Caress: 24 [li]Calamity Blast: 23 [li]Crystal Strike: 21 [li]Absolute Zero: 23 [li]Cosmic Spear: 22 [li]Meteor Swarm: 20 [li]Celestial Star: 25 [li]Seraphic Law: 20 [li]Dragon Bolt: 21 [li]Gravity Blessing: 22 [li]Carnage Anthem: 23 [li]Petro Disrupt: 20[/ul]','2007-05-01',0,943000,11,'ValkyrieProfile_SG_SS_1543',1,12,0,NULL),(0,1484,NULL,382,'','Before I get to discussing the game, let me share a little about my experience with the Valkyrie Profile series. I knew a little about it from discussions between members of an old forum I used to go to, but the most notable thing I heard from THOSE discussions was that it was one of the most expensive games to find. From there, I didn\'t know much more until Josh posted his original Valkyrie Profile B-ending run. It was at that point I actually read some more about the game and found out quite a bit. (I have not actually played the original, but thanks to FAQs I have a decent amount of knowledge on it.) \n\nThe rest of my family found out about this game through a quite humorous incident. While my mother tried to play some of her music from my computer one day (I think it was during Thanksgiving weekend in 2006), she accidentally turned on music from the original Valkyrie Profile that I\'d acquired a while before. On full blast. (I think the specific music piece was \"The Joke of Truth\", which plays during the Surt fight in the original.) I later showed her part of Josh\'s original run (the Surt fight specifically) and she commented that the game kind of reminded her of some of the \'books on CD\' she listens to. Yes, an essentially \'book geek\' and a \'computer geek\' can have interest in the same subject matter. \n\nAnyway, flash forward to Christmas. My brother had no idea what to give me, and he thought this game would be something I liked, so he got it. Oh, I was ecstatic. Among the things I got from my parents, I got a DVD recorder (took some adjustment, but let\'s just say it\'s helped). It wasn\'t much later that Alkaiser\'s run got posted, which I refused to watch fully until I completed the game. At first, I thought improvements over his run were minor. THEN tri-Ace Fanboy learned more about how the battle system worked and spilled the beans on it. Eventually I made a practice run, which got stuck on Arectaris. \n\nFast-forward roughly to late April, where Enhasa spoke up and provided a lot of notes. A lot of small notes, but the two that helped the most were a different Audoula route (this note I actually disputed with him before I tested it and found he was right) and a different Forest of Spirits route (I didn\'t question this one at all; I questioned OTHER Forest of Spirits stuff). Not much later, tri-Ace Fanboy made a suggestion regarding the Brilliant Peacemaker and Dragon Rib accessories, listing a specific setup against Dragon Zombie to demonstrate. One of his details on that setup turned out to be quite the bombshell, but I didn\'t find that out until I restarted my test run. Further details on the run strategy were not fully established until the test run and a half were done (that\'s right, my final test run before recording only went partway). \n\nAnyway, if you want to read more on strategies and stuff, an [a http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1159587752]entire topic[/a] exists. My serious entry into the topic is around the bottom of page 5. \n\nAs for the run itself: \n\nI\'m going to keep it brief for reasons that are explained a bit later. This is a segmented run of Valkyrie Profile 2 that beats the last published run by over 20 minutes. I can sum up the improvement in the following ways: [ul][li]fewer einherjar releases [li]better choice of main combat einherjar [li]proper use of battles [li]more aggressive battles [li]critical skills [li]accessories [li]one REALLY nasty sealstone [li]different routes through some areas [li]slightly better menu manipulation[/ul] \n\nYou\'ll notice that nowhere in that list is \'improved platforming skill\'. I am mediocre at best as far as the platforming element of this game goes. And I definitely want to say that the previous runner, Alkaiser77, was WAY better at photon transfers than I ever was. You\'re looking at my better attempts. \n\nRather than spoil everything, as this is one of the few times I\'ve beaten someone else\'s record and I want to savor the moment rather than write a book about it, I\'m going to make short notes. But first I have some people to thank: [ul][li]Alkaiser77: He\'s the previous runner, and early on he did attempt to help me out on improvement. I\'ll admit, I used some of his segments to refresh my knowledge on routes through areas. [li]tri-Ace Fanboy: Without him, I don\'t think this improvement would even exist. There were a few solutions and improvements I\'d come up with myself, but in my opinion, most of the planning work was done by him. You REALLY ought to see how much he knows about the inner workings of tri-Ace games (Star Ocean, Valkyrie Profile, Radiata Stories... there\'s probably others) for yourself (hence his alias). The only reason I can\'t list him as a co-author (which I want to) is because all of the actual playing in this run was done by me. [li]Enhasa: Among other random helpful notes, he came up with the idea to push the block the other way in Audoula Temple on the Lake, saving us some time. [li]rashreflection: Without him I probably would never have paid ANY attention to the Valkyrie Profile series. [li]Other supporters: This includes spineshark (random advice, which I\'m in no mood to sort out right now) and getter77 (emotional support), and there\'s probably others. [li]My family: For actually being understanding about my speedrunning. Specific thanks to my brother who got this game for me for Christmas.[/ul] \n\nOkay, my short notes: [ul][li]You might be surprised at some of the einherjar we skip. In reality, it may have been okay to even skip Sha-Kon, but I decided against it because I wanted someone I could use to release Silmeria\'s Crescent Arrow. No one else could be skipped, either because they\'re mandatory (Mithra) or because not getting them would have disastrous results (Kraad, Celes, Zunde). [li]Zunde was chosen over Phyress because Zunde has more heavy-hitting attacks and too many bosses in the later game resist fire (Phyress\'s element of choice). This also helps our einherjar problem because I don\'t need to release mages constantly. [li]You might notice there are MORE battles in this run than the last (which is not typical of an improvement run as far as I recall). I needed crystals and accessories, plain and simple. Some battles are also done very differently - there was research put into each and every one. (I said I wouldn\'t spoil things, but I will point out one example - Dylan is used instead of Arngrim against the Kraken because Dylan has more damaging attacks.) [li]You might also notice that I\'m a bit more gung-ho about most battles. This was my major gripe with Alkaiser\'s run - he looked a bit timid. Sorry, but in a segmented run (of ANY game, especially this one), I prefer to have some CONFIDENCE in the domination (of whatever I have to face). You can always do it over. [li]The three important skills that helped this run were Beast Bludgeon (for Griffon only), Giant Killer (which Zunde starts with for free), and Magician Slayer (for many late-game bosses). Descaling Might would have been used, but Dylan dealt half the damage Zunde did, blow for blow, against Hydra (hence why you don\'t see me use Dylan there). [li]Unlike a prior practice run, I picked up a Great Eagle Heart early on to boost the damage of the main attacker. It gets use until Valhalla, when a second Power Bangle is finally within reasonable reach (a Great Eagle Heart is essentially half of a Power Bangle, although it doesn\'t stack like the bangle does). Other than that, a lot of accessory choices were pretty simple - early I needed stuff for critical skills, but later it\'s all the heavy-hitting equipment. [li]This run is also a testament to one of the most dangerous sealstones available - Wrath of Forcefulness. Not available until Palace of the Venerated Dragon, it triples ATK but adds a 20% weapon break chance to all hits. I do lose a few weapons to it, but when paired with Zunde, this is basically half of the improvement. [li]In a few areas, we changed our path routes, whether to get something (in the case of Royal Underground Path the first time) or because a different route was faster (Audoula, for instance). [li]My menu stuff might have been slightly better than Alkaiser\'s, but IMO, it\'s not by much. I also forget to do things on occasion and have to re-enter the menu, though I tried to minimize this.[/ul] \n\nNotable segments: [ul][li]Wyvern took many, many tries to get right. [li]A very lucky Evolver fight happens in this run. [li]The Walther/Gyne and Hrist/Arngrim fights were supposed to be separate segments, but I had thought there was an extra save point closer to Hrist/Arngrim. The segment was kept because of how well both fights went. [li]Heimdall\'s the only non-pushover after this (due to lack of sealstones), but he went fairly well. [li]The last segment goes a bit better than the demonstration I posted on YouTube some time ago.[/ul] \n\nI\'ll note some things that I think could be improved: [ul][li]It may be better not to bother with Descaling Might at all - I\'d planned on using it but Dylan simply dealt too little damage for me to consider it worthwhile. [li]Make absolute certain that you can fit Dylan in during the Wyvern battle and still get Kraad to release level. I didn\'t think I could do it and I had to fight two extra battles in Ancient Forest because of it (Dylan ABSOLUTELY needs Beast Bludgeon for the Griffon boss). [li]Check to see whether keeping Sword Blessing against the Hydra is really necessary. I was doing it hoping Dylan would be useful. [li]While we\'re on the subject of Dylan, if we\'re going to stick with Descaling Might, maybe get two Great Eagle Hearts from battles in Serdberg instead of one. That might put Dylan in range to help during the Hydra fight. [li]Fewer purchases, particularly in Solde the last time we go there. I\'d reduced them from a practice run to account for my reduced need, but I still wound up buying too much. [li]This one\'s really out there, but maybe use several Warrior\'s Arcanum instead of one Apothecary\'s Arcanum when healing. The reason is that lower current HP will boost the abilities of the Dragon Rib accessory - the combination of Dragon Rib and Bloody Patch works optimally at about 20-25% HP. [li]Determine when Alicia should get the skills that will be needed by Valkyrie. Early might not be better. [li]Find a way to get Zunde to level 10 before Evolver. This would allow him to use both Fists of Iron AND Giant Killer - possibly speeding up that fight.[/ul] \n\nAnd that\'s all. I\'ve been discussing plans for a single-segment run of this game, but I wouldn\'t do it for a long while because I\'ve got other games I need to finish.','2007-05-30',0,8468000,11,'ValkyrieProfile2_22108',40,13,0,NULL),(0,1485,NULL,383,'','In case you were wondering, the original\'s time was 16:53. After looking at the one I submitted and this one, I \'m glad I pushed myself to what I can do. I had a 15:08 run ready to go, but it was a bit sloppy so I was thinking, I could do better and I can sub 15 this. Lo and behold, after a day of trial and error and random factors I finally got something down that looks great... But wait! There\'s more. I initially had a run ready to be submitted but due to life situations and laziness I never got the 14:35 which was the second run. So, I\'m sitting around organizing my speed runs and I check out the Vectorman run and I don\'t like it, so I sit around for some time to better that and I got something that I really liked. \n\nAlso, the reason is that I keep it on normal instead of hard is that the only thing that changes on the difficulty is initial health. \n\nVectorman 1 speedrun 13:44 (Editor\'s note: The times actually add up to 14:16) \n\nSomeone requested that I destroy the SEGA logo at the beginning so I did. :08 [ul][li]Terraport :58 The change of direction in the first stage was addressed that I had to shave off time somewhere. So, seeing that the Max health here and the top route slowed me down I eliminated that and with the help of the invisible platforms, grabbed the Orb on the lone platform to make a clean run up the slope. After I grabbed the Orb and get to the area with the Turret and Sludeg Pilots I quickly fire as the Turret will most of the time fire a shot off and I don\'t want that. The last section after the turret was improvised after numerous failed sub one minute attempts and it looks cool. Sludge Bomber, oh man, if I had hair I would\'ve teared some of it out due to all my failed attempts to kill it in :15 secs but after realizing I had to furiously tap the shot buttons to get more bolos out I sub a minute on him. \n\n[li]Metalhead :13 Aside from always getting hit here, nothing new. I failed to move up to dodge getting hit a second time as on previous runs that orb on the right would fire slightly ahead of me, and having two health going to Tidal Surge worried me. \n\n[li]Tidal Surge 1:20 Ah, Turret Hell. This stage is probably the worst stage when relying on random health drops. See how many enemies I kill and how much health those bastards drop? I actually, luckily got a health from a submarine in Fish Morph, and everything went very well as hardly any Turrets gave me any trouble and I made the shortcut aft unmorphing out of the second Fish. Pretty nice to nail the long jump at the end, as on failed attempts that last Turret would hit/kill me periodically. \n\n[li]Absolute Zero 1:24 Yeah, my fingers were acting funny for me to start shooting that way, but I was using the six button pad and when you\'re not in a room with heat it becomes slightly hard to play. Decided that I didn\'t need the Max health or the Spread (to save time). The reason I grab the health is that I wanted to boost attack the Bear to try and save some time. The route looks clean too but there are some noticeable mistakes. Pretty cool way to defeat the Bear. \n\n[li]Arctic Ridge :49 Pretty much just went headfirst and firing like a madman. The main improvement here is that I jump over the Margie instead of killing it (as you see though it likes to \"track\" me and sometimes it will shoot!), but I get stuck in the room with the Force Field. Sometimes I\'m able to jump out of the room and onto the platforms and sometimes, (like what you see) I can\'t pull it off. I make up for it with one jump to lure the Marge up a good finish. \n\n[li]Bamboo Mill 1:29 Grabbed the Max Health at the beginning to save face though it did waste time, but I didn\'t want to rely on random drops...That and I\'ve been running for several hours, so with such a good start I DIDN\"T WANT TO DIE. By the time I get to the vertical shaft with the Turrets and the Sludge Pilots, I\'m off of my checkpoit time by a few seconds. I hate this level only for the sheer annoyance of Clockwork. Boost jumping does no increased damage and that stupid attack he does is nothing but a time killer. I did a good job of keeping my distance and saving health. \n\n[li]Rock \'n\' Roller :09 Probably the first time were I got a fast time and I didn\'t have to damage myself in order to give damage. \n\n[li]Death Alley :37 See that part in the beginning where I nail a boost to slide under the Turret that *thankfully* doesn\'t fire? Yeah, that was all luck. I got hit more often than I wanted to but no severe pop back and that\'s what the Max Health is for at the end. \n\n[li]Hyperponic Lab 1:00 Level looks smoother with some accurate boost jumping to avoid enemies though I still end up getting hit and when I get the Force Field no enemies drop any health. The Acrobat could\'ve been quicker but I could\'ve also lost a lot more health than I did, so I\'m satsifated, but this level could\'ve been done better. \n\n[li]Superstructure :43 Random Multiplier at the beginning...sweet. That takes care of my health problem as the crap part about this level is that I often rely on random health drops to get my health back up for Stayin\' Alive. Luck was on my side this time. There is a health item in the final tv, but I\'ve had to unmorph, get it and then fight the waves of Turrets and Jaws at the end. Lastly, I don\'t have to let the text scroll at the end and rely on more luck so that the Jaws gives up some health to me while not being timed. \n\n[li]Stayin\' Alive :11 Thankfully, he didn\'t kill me, as he did once when I had full health one time. He has that one attack that does three points of damage to you.. This stage was also a run killer here once as I defeated him on a good run and my cartridge froze. Yeah, I was yelling at that moment. \n\n[li]Nightscape :49 I had good health from Stayin\' Alive so I didn\'t have to worry about getting health or getting hit by the Turrets. This level was a run killer for me once as when I was just about to get the Fly Morph with one Health until a Mosquito bot dropped a bomb on me and I died :\\ Oh, and F you Turret at the end. \n\n[li]Dark Ruins :48 I nailed all my jumps, got the Max Health in one go and had no problems. The second best looking level in the run. \n\n[li]Underground Vault 1:20 Better than my original run, but not faster. It was looking fine, Piharana and Spider went down quick and I got full health but then on Monkey my hands started go go Carpl Tunnel a little and the erratic shooting became of that. \n\n[li]Worldlink Center 1:37 Could\'ve been better but the higher priority here was to save health and not go too slow. I had a fear of choking on this level and my hands were starting to give out. \n\n[li]Twist \'n\' Shout :49 Boost attacked him instead of shooting him, but I fubared and loss time, but at this point I wanted to finish the run, though Warhead had been a run killer on previous runs.[/ul] \n\nI much as I love this run, there are some improvements but I can\'t really say I could sub 13. I attain my first goal (sub 14) and looking really sweet doing so. I might look forward to a better run that\'ll elimate all of the mistakes but that\'s another day. Sorry it took so long to update this, but I hope you enjoy it. \n\nQuestions or comments? Brawler_us@yahoo.com','2006-11-21',0,856000,11,'Vectorman_1416',1,6,0,NULL),(0,1486,NULL,384,'Played on Sonic Gems Collection.','The usual thanks: [ul][li]Radix -Hosting SDA and all, y\'know. [li]Nate -For the capturing stuff, and sharing my love of Sonic [li]VecGun -for handy advice pertaining to this game in particular, and doing Vectorman 1 which got me started on this [li]Anyone else who did or didn\'t support me on the boards -I know you all wanted this run done.[/ul] \n\nI was originally picking up Sonic Gems Collection for Sonic CD, but for whatever reason the Vectorman speedrun caught my eye -it was at that point I found out that it would appear on the aforementioned collection, along with its sequel. Upon playing through, and beating, both, it appeared that VecGun had done a pretty good job, and thankfully left me the easier game. \n\nThe run time is calculated by adding up all the level times. These aren\'t obvious in the usual manner, instead, you have to subtract the time at the end from the time that you started the level with. There are powerups that increase the time remaining, complicating the issue a little, but they\'re fairly out of the way and I don\'t go anywhere near them. Using this method, the total completion time is 13 minutes 47 seconds (editor\'s note: the runner is off by one second on almost every level). \n\nThis run was done on the normal difficulty, on a PAL system. \n\nSpecific comments: [ul][li]Geronimo (1) -0:38 time spent in level There\'s nothing much to say about this level, as it\'s a fixed top-down scroller. My objective in this level is to get all the photons for a bonus, and not get hit. I achieved both this time -often I don\'t, and it makes the next level considerably harder. \n\n[li]Night in the Swamp (2) -0:52 My best time on this level. There\'s a couple of jumps (particularly one very early over one of those slugs) that can be rather nasty, but everything went nicely on this run. \n\n[li]Bog Jam (3) -0:33 A wonderful level, this. Home to not one but TWO extra life pieces, it sets me up nicely for later on in the game. It also saves my rear if I have a bad run on the previous level. Double-jumping for a quick shield is something I came up with fairly recently -the shield is unnecessary this close to a health restore, but handy anyway. \n\n[li]In Darkest Night (4, boss) -0:13 Interesting boss, this. I don\'t know exactly what makes it go quicker, but I think it has to move to a specific spot before it starts dying. On my quickest runs (as low as 10!) it was obviously very close to that spot right away. This went okay, except for that hit at the very end. \n\n[li]Fired (5) -0:44 I really, really don\'t like this level. Those scorpions are killers, and the long stretches of lava don\'t exactly do you good either. Thankfully, to make it a little easier, I discovered that that first powersack contains an Overkill weapon -giving me the first scorpion transformation straight away. The others take too long to kill safely to concern myself with. \n\n[li]Magma P.I. (6) -0:23 Getting the extra life piece here doesn\'t take as much time as I had thought it would -about four seconds. And when you consider that there\'s not another extra life piece until level 13, it\'s kinda essential I pick this one up. It was overall a pretty good run this time. \n\n[li]Turn up the Heat (7, boss) -0:20 Another personal record. Nothing to say except this run was really, really good. \n\n[li]Orbot Express (8) -0:24 All these type of levels are the same length, amazingly enough. I wish you could play as rollerblading Vectorman in the other levels, as he\'s considerably faster-but I digress. A trick I found on these levels is to shoot after you\'re done whatever you need to do in the air, as it restores your horizontal velocity. And as much as I tried, those bugs that spat on me just wouldn\'t miss- \n\n[li]Dirty Job (9) -0:35 This level is more about route planning than anything else. My tactic for climbing near the start is as fast as you can do it if done properly, I think, and takes up the majority of the level. As for the bit at the end, I did not count my shots, I was just incredibly lucky! \n\n[li]Vectorman 1 2 3 (10) -0:24 Nothing much to say about this -it\'s pretty simple, very similar to the first. \n\n[li]I Can Dig It (11) -0:13 A lovely short level here. There\'s quite literally nothing to it -just shoot your way right and to the exit. \n\n[li]Rollerderby (12) -0:24 Another simple one, just a matter of knowing when to jump to dodge the enemies. As you can see, I cut one a little fine- \n\n[li]Mist Chances (13) -0:23 Finally, a chance to restock on life! My only priority is speed during the first part, as soon as I pick up the extra health piece my only priority is still speed. It\'s basically just a lead in to- \n\n[li]Cave Fear (14) -0:43 -his. It\'s my best time on this level by a considerable margin, my previous best was 48! Pretty much everything went my way, except the turtle that hit me not once but twice, but cost me zero time. I was hoping I wouldn\'t lose health the second time -a tactic I abuse on the next level. Rhino Charge is the best transformation in the game -and here you see why. \n\n[li]Dreamsnake (15, boss) -0:35 My first real bad level. The first part of it goes all right -hole up in a corner and keep getting hit so as to avoid taking additional damage -but when there\'s only one left and I lose my invincibility period, I attempt to hit it with double jumps and miss quite a few times. \n\n[li]Recycle or Die (16) -0:18 Lucky me. That first platform is normally a killer, as the two enemies alongside it like to knock you off it. I was hit, but not knocked off. The rest is straightforward. \n\n[li]The Shadow Nose (17, boss) -0:40 This is one really odd boss. The approach to it is probably the worst part, as I had considerable trouble on the way up, due purely to the randomness of the blocks that are residually destroyed. A block you were about to use as a platform can disappear any second. Not that I can use that as an excuse-The boss itself was smooth. \n\n[li]Shout and Twist (18) -1:31 Yay, a parody of Twist and Shout from the first game. Also the first level that takes over a minute -with three more to come in the last four levels. Anyway, this level went pretty well overall -I pick up my fifth additional health piece here. This level has another, but I elect not to take it, as Vectorman can\'t have more than 10 health, and the health I normally pick up in Tank Patrol would have been replaced by a life. This is an option I did not like, and thus avoided. It was about ten seconds quicker to do so too. The tornado can increase the height of its jump by pressing C quickly - something it took me a long time to notice. \n\n[li]Tank You (19) -1:04 ARGH. This is my most hated level in the game, by a long margin. The reason is simple: when Vectorman is a tank, he loses the invincibility time that I so often abuse. This means I can bounce on an enemy while trying to pass it and take three, four or five damage in one fell swoop. That, with nine health, is pretty much run-destroying with the danger never far away. The level went okay this time, even though I was down to two health at the end - I think it was my best time. \n\n[li]Tank Patrol (20) -1:06 This level isn\'t as bad, but the danger lies in starting with so little health as a result of the level previous. If you\'re going to die anywhere here, it\'s right at the start. I then proceeded to make a mockery of my statement by taking four damage at once by bouncing on an enemy as described above. Thankfully the enemies in here tend to give health pickups more often than in any other level, which combined with a 2x multiplier got me out with full health. \n\n[li]Bad Eggs (21) -0:31 No speedrun would be complete without an astonishingly stupid mistake -this is my one. Right at the end of the level, going for a comfortable 23, I inexplicably double jumped and hit the ceiling, destroying my forward velocity and forcing me to drop a level. My quick thinking tried to get me back on the higher platform, and while failing in that task it probably succeeded in stopping me from dropping even further. About eight seconds lost. \n\n[li]Queen for a Day (22, boss) -1:13 An easy boss, thank goodness. My original tactic was to simply sit in the left hand corner and just jump over her shots and shoot -but it wasn\'t that easy, as she has a tendency to throw two at you in quick succession, leaving you easily hit as soon as you land. I reverted to the strategy you see here: attacking with the double jump until the first phase ends, as her shots become slower and more predictable once the first phase ends. It looks risky, but it\'s not as long as your double jumps are well timed.[/ul] \n\nThe ending can be skipped, but I figured I\'d leave it in because it wouldn\'t make much sense if I went straight back to the start a few seconds after beating the boss. \n\nEnjoy the run! \n\nYou can contact me on either MSN or AIM: \nMSN: mike89_mkscelite AT hotmail.com (this is also my primary email address) \nAIM: mike89mkscelite','2006-07-16',0,13000,0,'Vectorman2_eu_1324',1,13,0,NULL),(0,1487,NULL,385,'','Firstly, I would like to thank Gen2000 for his excellent run with Alastor which can be found at Vortiginous.com. Without that, I doubt I would have discovered most of the tricks used in this run, especially for the various boss battles. \n\nMost of the run is pretty self-explanatory, but there are some things that might look strange to someone not as well versed in the ways of the game, so I will explain them here... [ul][li]Joe the Hero: Most people do not seem to know this, but enemies will attack immediately if you are close enough, facing them, and dodging in the correct direction. Naturally I use this quite a bit in the beginning (after getting VFX powers it is no longer useful). \n\nThe first Captain Blue fight is interesting... if he gets hit three times in a short span of time, he regains his barrier, but if there is a pause after every two, he does not. He always seems to get it back after the third set of punches, so I hit him three times there anyway. \n\nFor Black Thunder, a brief pause between deflecting the two bullets causes both of them to hit (otherwise, it would still be \"blinking\" from the first bullet when the second bullet hit). Also, for some reason punching or kicking during a time between when a task is completed and when a cutscene starts causes the cutscene to start faster... this only happens twice in the game, though (here and after the first Joker in level 2). \n\n[li]First shop: One set of Voomerangs for numerous bosses (which, plus the 40 found in level 2, last me until the end of the game) and Sliding, which is faster than running. \n\nVoomerangs eat Captain Blue for breakfast. Charles too. Not much else to say for the rest of the level... \n\n[li]Some Like it Red Hot: For Captain Blue #3, I again use a slight delay to keep Blue from reactivating his shield aura (otherwise he would reactivate after being struck by the Voomerang for the second time). \n\nYou would think that a giant bolt of blue electricity arcing from the ceiling would hurt, yet oddly it does absolutely nothing. Curious. \n\nAfter the Joker, I do the punching/kicking to skip to the cutscene faster thing. \n\nFear the Mach Speed... for the Verdies, I found that hitting Slow at the right time causes a slow-zoomed punch to be executed somewhat faster, which I use for the first time here. \n\nUnderneath the van are four boxes, two with 20 Voomerangs and two with 20 Shocking Pinks. It requires a slight pause after breaking each box before the items are actually attained, which is why I move somewhat jerkily. Also, I only need a few Shocking Pinks, so I skip the second box of them. \n\nThe Rhino Hotel section is self-explanatory, I think. I use the faster slow-zoom punching thing a fair amount here. \n\nRight away in the Hulk Davidson fight, I take a few steps back. This is because he only has one attack that he can use to break the Voomerang combo (the overhead axe swing) and he will not use it if you are standing far enough away. \n\n[li]Two Million Leagues Under the Sea: Ah, the VFX Turbo Charger. Finally. After this, V-points stop being much of an issue, so I stop getting coins from the slot machines. \n\nI like that there are so many infinite VFX bottles in this level. Makes everything much easier. Other than that... I use Mach Speed shooting a lot, as you may have noticed. It is somewhat more difficult than it looks, especially against Verdies (a few of them managed to fly into the foreground before I got them, which cost some time, I think... honestly I have trouble telling what triggers what in this level). \n\nThe second part of the level is pretty simple. I absolutely hate that floating slot machine, but I managed to avoid screwing up. Other than that... nothing. \n\nGran Bruce is pretty easy usually, but I walked into his rotar thing and messed it up. The fight is pretty short nonetheless. \n\n[li]The Viewtiful Escape: Red Hot Kick occasionally proves useful against Another Joe, but not usually. Like I said before, though, V-points are not really an issue at this point, so I buy it anyway. \n\nYay for sliding and jumping with Mach Speed. Both the pre and post-boss parts of this level are completed in less than half a minute. \n\nAnother Joe is the only boss I fight without using Voomerangs. In fact, my strategy is pretty normal altogether. Gen2000\'s run used a strategy with Red Hot Kicks (er, Ultraviolet Kicks), but I rarely got that to work successfully, so I go with this instead. \n\nFor the escape... you really would not think that jumping like a maniac with Mach Speed through a field of laser beams would work very well, but it does. The whole thing seems to be synchronized perfectly... like the first section, this is extremely short, taking only 21 seconds. \n\n[li]The Midnight Thunder Boy: Mach Speed level 2 helps me get one infinite VFX bottle faster and is needed before getting Mach Speed level 3. Not much use other than that... \n\nGetting the flame retardant aura using Mach Speed punching allows Joe to run on lava, which is very useful... other than that the first part of this level is pretty self-explanatory. Jumping on the train at the end requires jumping to the side first or else the train will hit before you get high enough. \n\nWhen fighting the Gelby, I punch it once right away to make it attack more quickly. Fortunately, the Black Leaders decided not to knock me off the switch at the end... if they do, it completely resets the switch\'s timer and can waste a massive amount of time. \n\nThe strategy I use against Alastor is one of my own creation and it works surprisingly well, since he is totally predictable in his actions. \n\n[li]The Magnificent Five: Mach Speed level 3 is only for the ship destroying part of level 7. Afterimages are not that useful usually. \n\nWhat a stupid level this is. Oh well... I use the same strategies for all of the Raging Stones that I used against their normal counterparts aside from slight modifications due to different starting positions and/or more health. Oh, and I use Zoom against Charles this time. \n\nFire Leo is rather hard to kill in one round. Even harder is killing him in one spin cycle, but I managed to pull it off, although he was dangerously close to the edge (if he falls off, he starts running and throwing rocks again). Fortunately, he attacked up the first few times, so I could do that infinite uppercut thing and bring his health down fairly quickly. \n\n[li]Joe and Silvia: For some reason passing the second switch too quickly causes a major delay in the releasing of some Die Fighters needed to get to the third platform, so I just hang around the second switch for a few seconds. A similar thing happens in the next room, except with the releasing of Cromarties from the tank instead, so I walk in between the two tank areas. Unfortunately, I wasted way more time than I saved there because I totally screwed up the second tank fight. Gah. \n\nThe rest of the level is pretty straightforward... in the Gelby area of the tower, I walk into the flames intentionally to get the Gelbies to show up (otherwise I would have had to wait until the flame stopped). \n\nAgainst King Blue, I figured 14 punches right away to be the best number. Any fewer requires another Voomerang and any more are useless since he regains his shield/aura thing after 16 punches. \n\nVoomerangs destroy Captain Blue yet again, this time with some help from slow-zoomed punches. He got away with just a sliver of health left after the last Voomerang hit him, but it was not too bad.[/ul] \n\nThat is all I have to say about the run. I hope you enjoyed it.','2007-02-17',0,1864000,11,'ViewtifulJoe_SS_Kids_3104',1,5,0,NULL),(0,1488,NULL,386,'','Looking for a skilled, big-money play through the popular Save The Pandas stage? Sorry, you won\'t find one here. \n\nAfter learning most of the stages well enough to do the individual-stages run, the single-segment run took relatively little effort. I just had to learn each stage\'s exact requirements to advance, learn a good route through the select meadow (map screen), and of course practice. This attempt is one of my few so far without any huge, glaring mistakes during any of the normal stages. But then again that might make it more boring; maybe it would have been best to submit a run with some horrible, exciting mistake in the middle. Or maybe not. So overall I am satisfied with the run (though I will try to improve on it :) ) \n\nBut, in this attempt, the one that I eventually submitted as my single-segment run, I did the most pitiful, most pathetic thing that I ever did in any of my attempts. During the playable ending, by accident I let the King roll me up! \n\nI\'ll be the first to admit that this is a rather weird speed demo. I guess a weird game deserves a weird video. It is strange because of how absurdly little is required to complete some stages. In Clouds I only had to get 50 clouds, in Cowbear I just picked up the first little cow-or-bear-thing that I saw, in Snowman I just dashed to the center, in Sweet Meadow I didn\'t have to get very big to roll up the fans, and you won\'t believe how little I had to do in Save The Pandas. I didn\'t even roll up all the available planets in Roll Up The Sun. And in Saturn with the goal of exactly 20cm, I just played until I reached at least 10cm, the minimum size when you can finish the stage. Another strange thing is that I had to visit (and lose at) Roll Up The Sun early in the game just to advance to later stages. \n\nI am fortunate that the Underwater level becomes available early; quite a few attempts died when I got hooked on a fishing line. Racetrack was also often a run-killer. \n\nOne big factor speed-running this game is which of the random spawning locations the game puts me in at the beginning of each stage. In some stages I have learned to be flexible as to which ones I can use, but in other stages I stubbornly restart again and again until the King puts me right where I want to start. In Saturn I have learned the hard way to make sure I do restart if I am put up on the high ledge. Generally this time through I was very, very fortunate to have to restart only a few times. \n\nA few stages didn\'t go that well this attempt. In Underwater about halfway through it looked like I totally got lost in the deeps. Yeah ... looked like ... yeah. In Room Cleaning I picked up cousin L\' Amour, and in Zoo I picked up the Royal Present. Both of those, especially the present, mean that the results screens after the stage will take a little longer to skip through than they otherwise would, so in this speedrun I tried to avoid collecting cousins and presents. In Stage 5 I ran into a lot of cars early on, and after picking up the desert I looked rather pathetic desparately looking for pieces of islands I could pick up. In Clouds it took me even longer than usual to pick up the first few clouds. But some stages went well too - Stage 1 was very smooth, in Snowman I was given the easiest position to roll for the center, Stage 4 just went awesome (except for the ugly-looking accidental pause at the start), Racetrack was a little ugly but smoother than usual for me, for some reason Campfire always goes smoothly and this time was no exception, and I just think Fireflies is a fun one to watch. \n\nAnd then the ending. The second time the King dashes to try to catch me, you can see that I leave the lower left corner of the screen WAY too early. Because of this, no matter how far into the upper right corner I retreated, the King still got me. And I made anybody who watches this whole video have to stare at nothing but credits for a whole minute. But, fortunately, in my opinion watching and hearing the next scene with the baby Prince is worth waiting through the boring credits for. \n\nThank you so very much to Arrow, whose support, teaching and ideas helped immensely in completing my WLK runs. And thanks to Radix for choosing to examine and then accept my runs, and just for his awesome website. Thanks to Dr. Thinker, khfan1, Frig1d, Yoshifan, Vix, Aaron, Snapdragon, Nate, my cats, anybody that watches my runs, and everybody that I forgot.','2005-12-25',0,3931000,11,'WeLoveKatamari_SS_10531',1,13,0,NULL),(0,1489,NULL,386,'',NULL,'2006-02-05',0,31000,3,'WeLoveKatamari_AFAP1_031',1,13,1,NULL),(0,1490,NULL,386,'',NULL,'2005-11-10',0,27000,3,'WeLoveKatamari_AFAP2_027',1,13,1,NULL),(0,1491,NULL,386,'',NULL,'2005-10-22',0,21000,3,'WeLoveKatamari_AFAP3_021',1,13,1,NULL),(0,1492,NULL,386,'',NULL,'2005-11-05',0,25000,3,'WeLoveKatamari_AFAP4_025',1,13,1,NULL),(0,1493,NULL,386,'',NULL,'2006-06-17',0,296000,3,'WeLoveKatamari_AFAP5_456',1,13,1,NULL),(0,1494,NULL,386,'',NULL,'2006-05-30',0,20000,3,'WeLoveKatamari_ALAP1_020',1,13,1,NULL),(0,1495,NULL,386,'',NULL,'2006-05-20',0,57000,3,'WeLoveKatamari_ALAP2_057',1,13,1,NULL),(0,1496,NULL,386,'',NULL,'2006-06-08',0,135000,3,'WeLoveKatamari_ALAP3_215',1,13,1,NULL),(0,1497,NULL,386,'',NULL,'2006-05-24',0,201000,3,'WeLoveKatamari_ALAP4_321',1,13,1,NULL),(0,1498,NULL,386,'',NULL,'2006-06-15',0,295000,3,'WeLoveKatamari_ALAP5_455',1,13,1,NULL),(0,1499,NULL,386,'',NULL,'2006-05-23',0,43000,3,'WeLoveKatamari_CampfireSmall_043',1,13,1,NULL),(0,1500,NULL,386,'',NULL,'2006-05-23',0,98000,3,'WeLoveKatamari_CampfireMedium_138',1,13,1,NULL),(0,1501,NULL,386,'',NULL,'2006-05-28',0,93000,3,'WeLoveKatamari_CampfireLarge_133',1,13,1,NULL),(0,1502,NULL,386,'',NULL,'2006-07-01',0,83000,3,'WeLoveKatamari_Cousins_123',1,13,1,NULL),(0,1503,NULL,386,'',NULL,'2006-06-03',0,39000,3,'WeLoveKatamari_Flowers_039',1,13,1,NULL),(0,1504,NULL,386,'',NULL,'2006-04-21',0,68000,3,'WeLoveKatamari_RacetrackALAP_108',1,13,1,NULL),(0,1505,NULL,386,'',NULL,'2006-05-31',0,24000,3,'WeLoveKatamari_RacetrackAFAP_024',1,13,1,NULL),(0,1506,NULL,386,'',NULL,'2005-10-27',0,36000,3,'WeLoveKatamari_RoomCleaning_036',1,13,1,NULL),(0,1507,NULL,386,'',NULL,'2006-07-29',0,80000,3,'WeLoveKatamari_SchoolALAP_120',1,13,1,NULL),(0,1508,NULL,386,'',NULL,'2005-11-10',0,63000,3,'WeLoveKatamari_SchoolAFAP_103',1,13,1,NULL),(0,1509,NULL,386,'',NULL,'2006-06-24',0,40000,3,'WeLoveKatamari_SumoSmall_040',1,13,1,NULL),(0,1510,NULL,386,'',NULL,'2006-07-09',0,56000,3,'WeLoveKatamari_SumoMedium_056',1,13,1,NULL),(0,1511,NULL,386,'',NULL,'2006-07-29',0,80000,3,'WeLoveKatamari_SumoLarge_120',1,13,1,NULL),(0,1512,NULL,386,'',NULL,'2006-06-27',0,56000,3,'WeLoveKatamari_UnderwaterALAP_056',1,13,1,NULL),(0,1513,NULL,386,'',NULL,'2006-02-03',0,26000,3,'WeLoveKatamari_UnderwaterAFAP_026',1,13,1,NULL),(0,1514,NULL,386,'',NULL,'2006-07-08',0,28000,3,'WeLoveKatamari_Zoo_028',1,13,1,NULL),(0,1515,NULL,304,'','As most movie-based games go, this one isn\'t anything special, but like many other games, I enjoy it for the high difficulty level. \n\nSimple enough concept: Collect 4 pieces of a will and deliver them to the ACME warehouse. They\'re randomly located throughout the game, requiring a bit of luck for a good speed run, but that it. No problem, right? Um, think again. \n\nThere\'s this other matter of defeating Judge Doom when you reach the warehouse, who happens to be one of the toughest final bosses in all of the NES games! No matter what weapons you throw at this guy, he hardly takes any damage. Meanwhile, every hit you take from him has a major sting to it. \n\nOnly one thing does any decent damage against this guy: charged punches. The problem with this is that once it\'s thrown, you normally have to charge up another one, during which time you\'re vulnerable to attack. However, if you tap the punch button with EXACTLY the right rhythm, you can simultaneously throw punches AND charge up the power meter! The result is what you see here: a devastating barrage of fists that leaves the Judge helplessly pinned against the wall! This strategy is a bit glitchy, but since I\'ve never found any other decent approach to defeating this guy, I assume that this is what the programmers had in mind.','2004-06-01',1,365000,11,'RogerRabbit_605',1,8,0,NULL),(0,1516,NULL,387,'','Thanks once again to Radix, Nate, DJGrenola and Mike Uyama (Not necessarily in that order) for keeping the site going. You have the gratitude of myself, the other runners, and the audience. \n\nThanks also to the following people: \n\n-Breakdown, for the leveling method I used. \n\n-BZero at GameFAQs, whose FAQ told me a Level 13 completion was possible. \n\n-Everyone who posted in the Willow topic on SDA, whether offering hints or just to say \"Go Emptyeye!\" I appreciate it more than you guys know, and hope I\'ve done the game and your memories of it justice. \n\nTales of Dreams and Imagination... \n\nWillow was a fairly big deal back in its day, as evidenced by two issues of coverage in Nintendo Power. Based on a George Lucas between-Star-Wars-trilogies project movie, the game is very reminiscent of Zelda, but with more emphasis placed on overworld exploration and tactical swordfighting. Today, the game is somewhat forgotten, which is really too bad. It\'s great fun, with a typically classic Capcom soundtrack. It also contains some questionable English at times[-]while there\'s nothing to compete with some of the all-time greats in this area[-]Zero Wing, Ghosts N\' Goblins, Rygar for NES[-]you\'ll find a lot of strange punctuation and a misspelling or two if you pay close attention. \n\nWhat Willow is NOT is particularly helpful in explaining where to go or what to do next. \"Non-linear\" isn\'t exactly the right phrase[-]the sequence of events is pretty well-defined and rigid[-]but it is quite frustrating trying to figure out what triggers what what for advancement. Everyone whose first Adventure/RPG experience was 32-bit-plus era games, look out, you\'re about to get a lesson in old-school trial-and-error! \n\nLet\'s begin! These times are actual run times, so they\'ll probably be a bit off from what your player of choice says. \n\n0:00- My sequence omission begins right away, as I skip talking to Willow\'s family (On the starting screen) and the High Aldwin (One screen to the right) to go right for Vohnkar and the Long Sword. If you\'re curious, the family is merely a healing point, while the High Aldwin gives you Magic Acorns (Which temporarily turn enemies to stone) and refills your magic. \n\n0:53- Here\'s the first spot where luck plays a part in the run. This first screen doesn\'t always contain enemies. I basically need it to in order to quickly level to 2 before I get to Dew (If it doesn\'t, I have a couple other options, notably the five skulls a few screens later, but that\'s slower, and IT isn\'t always there). I restart if it\'s not here. \n\n2:26- The Wood Shield is pretty much useless, and I really only get it because it\'s a trigger for the Chief of Dew revealing his story and giving you the Healmace. The Healmace is one of my main tools for speeding through the game, as we\'ll see soon. \n\n4:03- This was actually the first time I used this particular strategy for getting to Level 3. Previous to this, I had (Incorrectly) thought that the snakes were too big to walk through[-]that is, I\'d get repelled before I got all the way through them. This wasn\'t the case, and using this information was responsible for most of the improvement from my last unsubmitted attempt to this. \n\n6:27- This fly just always hits me, seemingly no matter what I do. \n\n7:06- The Ring is one of the few optional items I grab. Its power boost, while not raising my attack level over 9000 (In fact, it only raises it to 18), does effectively give me a free Sword upgrade, which is huge against Bogarda. \n\n7:34- Here\'s the first enemy that I\'ll call \"Pig dudes\". These guys can turn you into a pig, and as long as you\'re a pig, you can\'t attack, nor can you leave the screen[-]you just have to dodge their attacks. Quite annoying. The time you remain a pig is pretty short here, but gets longer later in the game as their colors change; at Nockmaar Castle, if you get piggied, you stay that way long enough to basically kill a speed run. \n\n7:58- And here\'s another Sword upgrade, which is also a great help here. \n\n8:56- Witness how a low level, which means Willow wields the Battle Sword very slowly, actually HELPS me in the fight against Bogarda. The swing is so slow that it actually hits Bogarda multiple times; a higher level and faster swing speed only hits once per swing. \n\n11:43- On an \"evolution of the run\" note, this skeleton was, I believe, the first enemy I ever walked through to save time. Actually fighting skeletons is pretty difficult from a tactical perspective due to their shields, so I try to avoid that whenever possible. \n\n12:25- This particular fly always divebombs in the same way, so I can just run from him. \n\n12:32- The fairy-looking thing is actually Franjean and Rool. Another example of sequence omission moreso than sequence breaking per se; they don\'t actually trigger anything (Though not talking to them makes some later dialogue somewhat amusing). \n\n13:56- This is an excellent example of how useless the Wood Shield really is. As I understand it, when they hit your shield, attacks do (Base damage-defense of equipped shield) damage. If that equation works out to less than zero, you take no damage and the shield \"absorbs\" the attack. Obviously, the Wood Shield doesn\'t even come close here. \n\n15:11- This chest contains a Flame Sword. I skip it because it wouldn\'t be used enough between now and the next Sword upgrade (In fact, I don\'t think I fight a relevant battle at all between now and then). \n\n16:47- I don\'t honestly know if getting Po is necessary, but he\'s VERY useful throughout this run, as we\'ll see later. \n\n18:00- Visiting Matanda the Dragon and getting the Bracelet is the trigger for opening the rest of the cave. Okay, this makes sense so far... \n\n18:43- I take this route to avoid a potential pig dude. I got lucky on the way to the Flame Sword to not run into one; I usually have to exit and reenter the screen a couple times before that happens. \n\n19:57- Getting to Lake Cheef effectively marks the end of \"Part 1\" of the run. \n\n21:02- I <3 the Devileye Sword. It\'s very strong, but works on only a very limited number of enemies (It\'s also the ONLY sword that hurts these enemies..I\'ll call these guys \"Devileye enemies\" from here on out). These are generally the enemies that give the most experience, so if I run into them, I\'m generally trying to kill them throughout the run. \n\n22:38- The Key unlocks Madmartigan\'s handcuffs. Rescuing him is a trigger for advancement, though the Necklace he gives you serves no purpose in and of itself. \n\n23:15- Visiting the bar after rescuing Madmartigan is the trigger for getting the Nail Clan to appear and give you the Wakka Seed. \n\n24:34- Note that he says \"We meet again\" even though I didn\'t talk to him the first time I met him. Also note that he\'s in what I\'d call a mountain, NOT a \"forest\" like he says if you talk to him the first time you meet him. I have no clue how you\'re supposed to figure this out besides brute-force exploration. \n\n24:51- I walk up before using the Ocarina because the \"Oh Willow...\" screen appears when he meets you on the screen, and he always flies in from the top. \n\n25:19- The Dragon equipment is indeed magnificent[-]I\'ll use the Dragon Shield for the rest of the game; there are a total of TWO enemies whose attacks it doesn\'t completely repel. See if you can figure out what they are. The Dragon Sword doesn\'t quite have that utility, but I do use it as my primary \"normal\" sword until Tir Asleen. Incidentally, if you come here after beating Bogarda but before getting the Dragon Scale, this guy does tell you he\'s a blacksmith and would like to see a Scale. One of the few times the game is actually upfront about where to go. \n\n26:23- If I try walking through here without the Wakka Seed, my HP rapidly drains and I die long before I get to the other side. \n\n~26:40- Willow, disco king? Not quite, but those were some nice moves I put on to dodge the crabs. Yes, they\'re crabs. \n\n27:15- This is the first of three times in the run where I can get turned into a pig and there\'s nothing I can do about it[-]the enemies are always on these squares, and I can\'t get off the screen or kill them before they decide to act. The only thing I can hope for is that they opt to teleport instead of pigging me, which this one, thankfully, does. \n\n27:43- A key to survival in this run is taking advantage of free magic refills when you get a new spell. Also, menu manipulation is not my strong suit. If this didn\'t show in my Scheherazade run, it sure does here. \n\n29:13- Well that sucks. Oink oink....1 out of 3 is definitely not bad, though. \n\n29:50- I need the Flute to be able to defeat Muzh; he has infinite health otherwise. There\'s actually another way to get back to the first cave, but I opt to go back the way I came[-]pig dude and all[-]because it was a one way path. Whether it\'s actually quicker or not, I don\'t know, but it was less of a headache at this point. Also, the way Fleet works is to spit you out where you \"came in\" to the cave, which is why I have to walk all the way back. \n\n31:03- Muzh\'s attack pattern prevents me from being hyper-aggressive toward him[-]I can barely get off one sword \"swing\" between his attacks. \n\n~34:00- I pull some moves here because I don\'t feel like losing half my life walking through him. \n\n~34:25- Well, that whole \"loss of half my life\" thing seems kind of silly now... \n\n35:09- Good thing the Two Towers apparently qualify as \"confusing caves\" despite being one-way. And, you know, not caves. \n\n36:18- I fight the various Devileye enemies here for experience. \n\n38:41- This marks the end of Part 2 of the run. Here\'s a fun quote from the Willow topic for you: \"43-44 minutes is probably ideal for [[]Getting to this point].\" -Me, April 2, 2007. Heh. \n\n39:37- I\'m frantically mashing A here. A few seconds later, I\'m thankful it didn\'t work, because I forgot I had the Ocarina still equipped! \n\n40:14- Sorsha, Bavmorda\'s daughter, guards this screen unless you have the Spirit\'s Crest. \n\n40:25- This particular screen always has the same rock formation, for all intents and purposes. This isn\'t the case for all screens with rocks on them, unfortunately. \n\n43:05- Faces become my primary level building method later on. Even here, I\'m close enough to a healing spot that it\'s two less faces I\'ll have to kill later on. \n\n43:21- Getting healed here marks the start of what is, from an execution standpoint, the hardest part of the run, that doesn\'t end until I make it to Tir Asleen village. My magic strategy involves a necessary Specter and two optional-but-quicker Fleets, meaning I don\'t have enough left over for even ONE Healmace unless I get lucky with Devileye enemies along the way. Also, hey lady, what do those two statements have to do with one another!? \n\n43:54- I was, um, building more experience here, yeah. I didn\'t, you know, miscount the number of times I had to go right or anything like that, I would never do that. You believe me, don\'t you? Please believe me.... That little screwup cost me about 11 seconds. \n\n44:08- On the other hand, because I enter from the right instead of the bottom, I don\'t have to worry about the rocks on this screen. \n\n44:49- I need to use Specter here, or the mouths on the path come to life and won\'t let me through. \n\n45:52- My thought behind killing this guy was \"MAGIC! I CAN HEALMACE!! *Presses \"Hallelujah Chorus\" button Jim Cramer-style*\" \n\n47:34- At first, the Wing Sword is useless. Seriously, it\'s weaker than the Long Sword. But there is a good reason for my grabbing it... \n\n48:02- You\'re probably wondering why I\'m talking to this old lady. The reason is that it\'s a trigger for game advancement. Yes, seriously, the game expects you to wander in and through this cave, talk to this old lady who tells you nothing you didn\'t already know (As you\'ve probably tried crossing the bridge already), and THEN somehow figure out where to go next. And keep in mind, this was pre-Internet (Though, as mentioned, the game was prominently featured in Nintendo Power), so you couldn\'t just look this up in a FAQ or anything. The really crazy thing? Having not played this game in many years when I decided to try and run it (It was the logical next step from Scheherazade), I ACTUALLY FIGURED THIS OUT. \n\n48:09- Sometimes a pig dude[-]who, more importantly, is a Devileye enemy[-]hangs out on this square. His absence means it\'s time for me to Fleet out of here. \n\n49:45- Know what this runs needs? Some more drama, so I get hit by a rock to provide it. For the next several minutes, one hit from anything kills me, and I don\'t have enough magic to Healmace without sacrificing my Fleet. Will our hero make it to Tir Asleen, or will rocks and skeletons tragically cut him down along the way? The answer to you, the viewer, is obvious; rest assured it was far less so as I was running it. \n\n50:31- There\'s basically no in-game indication whatsoever that \"Hey, this guy has the item you need to advance!\" I figured it out once again by brute-force exploration (I tend to do my speedrunning work in a vacuum, at least at first). I still have no idea how I figured out the trigger for this. \n\n~50:40- I was making sure I still had Fleet equipped here. I\'m very much OCD about, say, checking my pockets to make sure my keys are still there, and that tendency carried over here. Probably a good thing, given my near-mishap at 39:37 (And similar ACTUAL mishap in an earlier unsubmitted version..see the Willow topic for more info). \n\n52:00- Enemies can attack pretty much all the way through the bridge. Most aren\'t a big deal[-]they\'re the Devileye enemies like the one at 45:52 and I just ignore them[-]but one square has red Skeletons on it. Thankfully I don\'t encounter them here. \n\n52:30- I make it to Tir Asleen Village, marking the end of Part 3, and breathe a sigh of relief as I do so. \n\n54:36- This is more arcane trigger fun, though you\'re a bit more likely to stumble onto the correct sequence of events here. Talking to this old lady is the trigger for opening the door to Tir Asleen Castle. Yeah, you definitely gathered that from the conversation, didn\'t you? Are you new-school gamers scared yet? Also, the Ocarina for some reason doesn\'t work on her square (Neither does Fleet, if you\'re curious; the square seems to defy classification in game-programming land), so I have to go right one square and then use it. \n\n56:02- The door is open now. Again, no in-game indication whatsoever that doing Event A leads to Event B becoming possible. Thanks, old-school gaming style! \n\n56:37- Woo-hoo, a new Sword! And it\'s a pretty sizable improvement over the Dragon Sword. There\'s actually an even more powerful Sword on the second floor of the castle (The Wonder Sword), but it\'s not enough of an improvement over the Kaiser Sword to make taking the time to get it worth it. \n\n57:47- Franjean and Rool repay my earlier brushing them off by helping me out of jail. That\'s awfully nice of them... \n\n58:10- I have to get out of the jail before I can Fleet. \n\n58:49- Before going to Tir Asleen Castle, an empty treasure chest blocks this passage. \n\n1:01:11- To those who verified this run, I apologize for the next 22 minutes and 57 seconds. Everyone else will want to skip ahead to about 1:24:08 in the run; I\'m doing nothing but building levels until then. \n\n1:24:15- Specter makes enemies along your route disappear. Pretty cool, though I\'m not sure it\'s actually quicker in this case. \n\n1:25:09- Being a slime dude scares this guy off and gets you into Nockmaar. Hooray. As an aside, this is one of my favorite NES themes of all-time. \n\n1:25:33- In contrast, Abang simply says \"...\" if you talk to him while in monster form, so I have to wait until I turn back into Willow to talk to him. All told, I actually timed this pretty well. Also, I <3 the powered-up Wing Sword, which is now the most powerful \"normal\" sword in the game. \n\n1:26:23- I don\'t know why I\'m pointing this out, but the previous sequence was a miscalculation on my part. With a bit of thought, I wouldn\'t have used that first Specter, so I would have some MP left over and not have to recover here. As a result, I lose 10-15 seconds here (Though my \"net loss\" may have been a bit less as a result of not encountering enemies). \n\n1:26:55- I need to be Level 13 to uncurse Fin Raziel. This also powers up the Cane, making it possible to defeat Bavmorda. Although, in a non-speedrunning context, it\'s fun to come here before reaching Level 13 and just turn her from animal to animal. But this is SPEED Demos Archive, not USELESS FUN STUFF IN GAMES Demos Archive, so you\'ll have to test that on your own time. \n\n~1:27:40- I almost go to the wrong place here, before remembering why I went to Tir Asleen (Not just to recover, where the Bar would be quicker, but to get the Key to Nockmaar Castle). \n\n1:29:02- One more time, there\'s no indication whatsoever that the old lady on the cliff has relocated here, except that she\'s not on the cliff anymore. Further, there\'s no reason to this point to think that a previously closed door in a village would suddenly open up the next time you come back to it. Fun aside, similar to the Nail Clan\'s \"We meet again\", you don\'t actually have to talk to Airk to get the Key, but talking to him and getting the Kaiser Sword is far quicker than going out of my way for the Wonder Sword, considering how often I use each. \n\n1:30:36- I absolutely NEED full magic for Bavmorda, which is why I kill the two Devileye enemies I do. \n\n1:31:46- Your only indication that the Crest isn\'t where Sorsha says it is is going down to the chest in question. Which is useless. \n\n1:31:59- I\'m a little surprised I didn\'t die here, actually. Kael\'s attack pattern is such that if you get too far directly to one side of him, he\'ll rush to that side and pretty much automatically kill you. \n\n1:32:29- This late in the run, I\'m taking no chances[-]I\'ll lose the three or so seconds to have the ~120HP from killing these guys rather than walking through them. \n\n1:33:38- Bavmorda\'s first move is more or less the same every time[-]the angle is slightly different, but not enough to matter[-]meaning this strategy will always work. The reason I don\'t just unload as fast as I can is because the Cane shots can be absorbed by her fireballs, and I literally can\'t afford to miss at Level 13. \n\nAnd that\'s it. Hope you enjoyed it! As for what\'s next, I\'m pretty sure it won\'t be another game of this type[-]I\'ve taken the \"Single-Segment an NES Zelda Derivative\" concept as far as I\'m willing to for now. Indeed, there\'s an easy 20-25 second improvement from my two silly mistakes, to say nothing of better luck, but I\'m too burned out on the game to attempt it right now. \n\nThank you for watching! And see you next!','2007-04-25',0,5653000,11,'WillowNES_SS_13413',1,8,0,NULL),(0,1517,NULL,391,'','First of all, thanks to Nate for capturing the run and Radix for uploading it. \n\nWonderboy in Monsterland is a pretty tough game to speedrun. The game isn\'t that hard if you know it inside out and take your time to complete it, but it\'s pretty hard to do fast. I already found out things I could have done faster (I make plenty of tiny mistakes), but this run has such good elements in it, that I\'m confident with it. 2 opponents drop a gauntlet at perfect locations, which makes you twice as strong for about a minute. I manage to lock the grizzly bear twice in the 2 occasions I battle him. I do take too much time to grab money though, and that\'s where I might save some time in a future run, if I\'ll ever do it. \n\nHave fun people! For any suggestions, questions, comments or new tricks (I\'d love to hear of new routes and tricks), mail me at tumpke AT hotmail DOT com.','2005-11-12',0,1287000,11,'WonderBoyMonsterLand_eu_2127',1,16,0,NULL),(0,1518,NULL,390,'','Well, this took a lot longer to get from planning to recording than I would\'ve imagined. The thread on the SDA forum has the first post logged at Oct 11th, 2005. Over a year later, it\'s done. \n\nSeveral people require my thanks as without them I wouldn\'t have completed this run: [ul][li]First and foremost, \'Konnan\' for inspiring me to run Master System games with his runs. The Master System is still underrepresented on SDA, sadly. [li]\'Angerfist\' and \'Konnan\' (again) for pushing me to complete the run over several false starts, exams and the other stuff that gets in the way. [li]The people over at www.smspower.org for finding interesting tricks and general encouragement. [li]\'Maxim\' (of www.smspower.org) for picking apart a dump of the game to get me item stats. [li]Mike Gordon (also of www.smspower.org) for describing how to add composite video output to a Sega Master System II. If not for him, the run would\'ve been recorded over RF. Being too scared to solder onto chip legs I decided to use small clips to hook onto the IC legs. I\'ve sent a picture of my SMS with the mod for amusement value.[/ul] \n\nWhat follows is a breakdown of the run broken down into ten sections. Enjoy. [ul][li]Section 1: Meka Dragon\'s Castle \n\nThis went more-or-less to plan. The dragon fight went well and I managed to miss all the annoying falling blocks during the escape section. I think that missing the damage boost at the end of the falling blocks section actually saves time because you exit the tube with control rather than flying really high straight up. I have no idea what those things are in the clouds during the cutscene. They\'re a documented oddity that turns up on occasion. \n\n[li]Section 2: Side Crawler\'s Dance \n\nHeading out to collect the key went almost perfectly except for some stupids with the red roper near the hut. I got the early tornado drop I require. Things went a little awry on the return trip at the blue and green side-crawlers, but nothing catastrophic. \n\n[li]Section 3: The Desert \n\nI hate the underwater section because the green giant fish are rather fickle - mostly they die in one hit, but sometimes it takes two. They hit fairly hard, too. Although the money I get from the chest at the end of the underwater leg is minimal, I need the fireballs and charm stone later. The observant watcher will notice that the fish can fly out of the water. \n\nJumping up the pyramid 2 steps at a time is annoyingly fiddly, but I get it right for a small portion of the way. Running hurdles over the faerie zombies is fun, and I stall for a couple of seconds to bait the goblin because he hits for a lot of damage and is hard to avoid if you can\'t see him. \n\n[li]Section 4: Mummy Dragon\'s Castle \n\nI was obsessed with the castle music ever since the first time I heard it. This part went pretty well although the will-o-the-wisps are annoyingly hard to hit. The mummy dragon fight could\'ve been a bit better if I\'d hit with more of the arrows. \n\n[li]Section 5: Mouse-Man \n\nI goof up on the way out of the pyramid, but it\'s nothing major. For some reason, there\'s a ridiculous amount of health refills in the space of 2 minutes or so. Oh well. I hate mouse-man\'s toothpick of a sword with its reach of about two pixels. I also abhor the skeletons and their tendancy to jump around. At least they drop decent gold, as do the green ropers. The path through the jungle went pretty well and I think it\'s fair to say it was one of the best I did. I get a good boomerang drop, which is handy for collecting items without slowing down. \n\n[li]Section 6: Dragon Zombie\'s Castle \n\nI take a detour in the castle to grab some tornados which I\'ll need a bit later. Fortunately it\'s not too far. \n\nHooray for the strange falling music as you drop down the middle of the tower and climb it again from the other side. \n\nThe dragon zombie went well, although I could never find a way to make it go faster (unlike the other dragon fights in the run). It\'s one of the very few times I\'ve done it with no damage. Sadly, I get hit by the blue flame too early and miss out on some easy money - you\'ll see me pay for that mistake later. It\'s not too bad because the dragon drops are farly ordinary until you get the lucky sword. \n\n[li]Section 7: Piranha-Man \n\nI lose my boomerang at the start of the lava area for some reason, which irks me. Luckily another one drops almost immediately. Usually two things happen in this area: 1. a blue fire-ant-lion drops me the lava-proof dragon mail saving me 300 gold and 2. I don\'t fall in the lava. Sadly, neither happened. On the plus side, I get a rare full heal from a medicine so my dip into the lava wasn\'t too awful. \n\n[li]Section 8: Mouse-Man in Lion-Man\'s Cave \n\nHere begins the major sequence break in the run - using the tasmanian sword to skip the sunken ship, the Captain Dragon, the randomly placed Japanese Castle underground and the Damiyo Dragon. The tasmanian sword allows switching to different forms outside of the transformation rooms. When I performed this run, there was no consensus on whether or not this is a cheat - it\'s listed along with the other magical weapons on the inventory (thunder and magical sabers (sic), the lucky sword and the muramasa blade). It certainly makes the run more interesting because mouse-man is decidedly underpowered in the cave. \n\nAnother of my pet peeves shows up here - the way that some enemies get knocked back into you when you hit them. Hard to predict and really annoying. \n\nDue to my goof up at the end of the Dragon Zombie\'s fight (didn\'t get enough money), I have to grind a fire flower for a few minutes to afford the tasmanian sword. I\'d wind up grinding for money anyway at some point (the Legendary shield is really expensive) so here\'s as good a place as any. I lose a few seconds killing a cyclops for a full heart (forgetting that there was one in a chest a few seconds into the future). \n\n[li]Section 9: Hawk-Man Returns to the Castle \n\nI\'m killing things with the lucky sword because I need enough cash to buy the Legendary Shield (note that I\'ve been using the starting shield all the way so far - it really doesn\'t cut it in the final dungeon) and a key. Note the awesomeness of the Legendary Sword - count the number of hits to kill a blue cyclops! \n\n[li]Section 10: Vampier (sic) Dragon\'s Castle \n\nThe only point of the magical saber (sic) is to open the way to this castle. Such a shame - it was a good concept. I use the tasmanian sword to switch forms because it\'s quicker than the transformation rooms. I also abuse it a bit to switch forms early. \n\nAnother of my real hates make an appearance here - the deadly ninja and deadly samurai. Overpowered. \n\nMy final hate with this game is how hard it is to fly from the top of one screen into the bottom of the next. \n\nFighting the Vampier (sic) Dragon as Hu-Man (yes, it is an awful pun) is overpowered and normally not possible. It\'s a great quick kill, though. \n\nAnd that\'s the end: roll credits, etc.[/ul] \n\nGoodnight Brave Warrior, \nGoodnight Monster-land.','2006-12-26',0,3346000,11,'WonderBoy3_eu_SS_5546',1,16,0,NULL),(0,1519,NULL,392,'','First off I\'d like to thank Our Heavenly Father and my lovely girlfriend for giving me support during the process of making this speed run possible. Also thanks to our parents for having the patience to watch a big tv and a dvd recorder next to one of our computers for a week. \nThanks to everyone who showed support in the forums as well. \n\nWelcome to the XIII speed run! XIII is (in case you don\'t know) a first-person shooter game using cel-shading to create a feeling that you\'re in a comic book when you\'re playing. This is a video done by yours truly and his brother Muona (Juha), aiming to complete this great game as fast as possible, on the easiest difficulty. No cheats or such are used to give an (unfair) advantage, so all you\'re going to see is a handful of tricks and glitches, gaming skill, and, of course, luck. \n\nWhat help a speedrun by a great deal are bugs. These are things the developers never meant possible, but probably just didn\'t notice that they actually were possible. Something very weird can be achieved in nearly all games, speeding up the gameplay a lot. XIII isn\'t exactly the buggiest game out there. We think that it was finished very well. Maybe too well. \n\nWe were able to find some things that speed up our gameplay beyond running and shooting, though. Below is a list of the main skills and bugs we found (and used) in XIII. Maybe you can read it while you\'re watching the run, although it might be a good idea to read the list beforehand so you have some idea of what\'s going on. \n\nIf you see something we\'ve missed, please tell us! We\'re happy to re-run the whole game, if necessary. :) \n\nOkay, here we go: [ul][li]Headshots. The fastest way to kill people in nearly all shooting games. Most of the time the object dies immediately, or after a couple of shots. Especially effective at bosses. [li]Single-use weapons. The fun feature of XIII allows the player to pick up an object such as a chair or an ashtray and use it as a weapon. These are handy, since they take out the enemy with one hit. [li]Stealth KOs. In the beginning XIII remembers that he can render any enemy unconscious with a blow of the hand. Very handy, silent and quick. Sometimes we use it right after a guard exposes his/her back when he/she starts running for the alarm button. [li]Delayed alarms. When an alarm is sounded, it usually takes some time for the mission to be over. If you manage to accomplish the final objective within this time, you don\'t have to worry about the alarm. [li]Killing guards sounding the alarm. The alarm doesn\'t get triggered until the guard has said everything he has to say (alerting others). If you take out the guard within this time window, the alarm is not triggered. [li]Grenade throws. When a grenade is thrown, all enemies try to avoid it, giving you some time to run freely; and often killing them too. This is useful when you have 4 fully armored enemies running on your tail, or when an enemy carries a very powerful weapon, such as an RPG; which can take you out with a direct hit. The flipside is that you take some damage from the grenade. [li]Close up grenade drops. This can only be done if you have a lot of hp and armor. XIII can either throw or drop a grenade, and this trick is done by dropping the grenade at the very last moment. The grenade practically explodes inside XIII, and takes out all enemies around him in a big radius. Very cheap and very fast. It wouldn\'t probably work that well on harder difficulty levels. [li]Closing doors. if you close a door behind you as you pass through it, the enemies on your tail spend a lot of time getting it open. They usually have to wait for the door to be completely closed until they can open it. [li]Stupid AI. AI for Artificial Intelligence :). Many NPCs behave dumbly when you run past them. This varies in all levels. Some might start running around and punching the air aimlessly, and some might not see you or hear you at all. [li]Fall sliding. When you fall from such great heights that the fall would normally kill you, you can try to fall on a tilted piece of terrain. If done just right, the collision sends you flying horizontally instead of stopping vertically. This means that you can jump from sick heights, and not take any damage. [li]Jump sliding. This is done by jumping to a sloped wall as close to the wall as possible. The momentum continues to carry you upwards, and you might end up getting to weird places. [li]Fast upwards grappling hooking. When you go up with the grappling hook, you have a few options. You can first of all increase your initial height by doing an ordinary jump before shooting the grappling hook. You can also run in any direction right before you lift yourself up from the ground, giving you a lot of initial swinging momentum that helps you get on to ledges a bit faster. [li]Fast downwards grappling hooking. Down is always faster than up, right? You can make the trip much faster if you shoot the grappling hook at the very last moment before you hit the ground (or when you are at maximum distance from the thing where you shoot the hook at). This way you don\'t take any damage at all, and practically fall down at the speed of a freefall, since it is a freefall. [li]Fast forward grappling hooking. Okay, this text starts to repeat itself. Guess what this is? Going forward! Think about Tarzan. With a grappling hook. Now think about XIII as a Tarzan with a grappling hook. That was so not funny, I know... But let\'s keep going. [li]Land-on-top-KOs. If you jump on an enemy, you take him/her out with just the jump. [li]Opening a soon-to-be-locked door. If you approach a door that an NPC goes through, and that is about to be locked after the NPC has gone through it, you have a brief time to open the door before it ever gets locked. This is only used in the first submarine level to skip a flashback and a cutscene. [li]Going down ladders faster. This is one of my personal favorites. XIII attaches to the ladder when you look at the ladder. If you manage to get near the ladder without looking at the ladder, XIII starts to fall right next to the ladder. When you want to stop the fall, briefly turn to face the ladder. [li]Thin shelter. This is a weird one. Basically, if you go behind a pole of some kind and position yourself so that the enemy\'s head is exactly behind the pole, the enemy will not see you. The main (and most obvious) place I use this in is with the fight against the Mongoose. I go behind the ladder, and look in the direction of the Mongoose. When I start firing with the big gun, the screen shakes, exposing more of the Mongoose\'s body. I can then shoot at him freely, and he doesn\'t shoot at me at all. [li]Save warping. The saving system in XIII is based on checkpoints. When you reload the game after a checkpoint, you don\'t get to keep your position in the level. Instead you are handed a new position, and so is everyone else in the level. Most of the time this is very annoying. But in some places, it can save a lot of time. This bug is used in the SSH1 Trap level. [li]Speed swimming. This is a weird bug, since it doesn\'t work in all areas. It\'s basically looking up in roughly a 45 degree angle and holding down the jump button. XIII constantly tries to get out of the water, and moves a bit faster. [li]Faster speed swimming. This is basically speed swimming combined with a touch to a wall of some kind. XIII thinks that he can get off the water when he touches the wall, and this sends him even higher from the water.[/ul] \n\nIf you\'re still reading this, here is some more specific information about each level (or segment). I included details of the main tricks we use, and a very self-critical aspect to every segment. It might be a good idea to read these beforehand as well. Or maybe you want to watch the video twice. :) [ul][li]Brighton Beach [[]run by sp3ctum] [ul][li]nothing too special here. I use a bug to block the lifeguard after the flashback. She just spins around, but I don\'t think that\'s any faster. It adds to the general \'wow\' factor, nevertheless. :) [li]when I get up, I kill the guy outside the door with a throwing knife to the head, grab the key and run all the way to the end of the level. There I shoot the guy with the key, grab the key, and enter the car. This really is so easy. Nearly everyone could do that with 5 minutes of practice. [/ul]\n*** Possible improvements: Not much. The only thing I can think about is killing the first guard a bit quicker. Other than that, this level is very good. \n\n[li]Winslow Bank [[]run by sp3ctum] [ul][li]when the flashback is about to start, I jump towards the part of the wall that\'s going to be destroyed in the bomb explosion. When the flashback ends, I somehow spawn inside the hole, and am able to keep on going without having to wait for the bomb to go off. [li]When I get to the point where mr. Winslow talks with the guard, I jam the door with my body to prevent getting pwned by the angry guards. [/ul]\n*** Possible improvements: There are two things that bug me in this clip. The first is that I accidentally allow the door to be opened when I\'m supposed to be standing in front of it. The second one is that it takes me quite a bit of time to drop down the last ladder. \n\n[li]FBI [[]run by sp3ctum] [ul][li]I skip the cut scene with Major Jones by leaving the interrogation room early. [/ul]\n*** Possible improvements: This section went rather well. I could\'ve shot the two guys that I kill a bit faster. I just wanted to make sure I would kill them quickly and not get stuck on them. \n\n[li]Major Jones [[]run by sp3ctum] [ul][li]I use the faster way of both going up and coming down with the grappling hook. The jump down was almost perfect! [/ul]\n*** Possible improvements: The jump down wasn\'t perfect. I thought I was going to die, so it took me a bit long to let go of that rope. I also could\'ve shot the bad guys a bit faster in some places, but it wasn\'t that bad, so I decided to keep this segment. \n\n[li]Emerald Base Bridge [[]run by sp3ctum] [ul][li]I avoid fighting with the SPADS soldiers that are supposed to rush in the building by leaving it as fast as I am able to. [/ul]\n*** Possible improvements: Nothing much. This went well. \n\n[li]Emerald Base Roof [[]run by sp3ctum] [ul][li]I use an AI bug to get rid of only one guard in the two houses. The one I kill is the one that was going to sound the alarm; the second one just keeps on guarding the building after I leave. [li]I shoot the last generator with a pistol instead of lockpicking the door, and smashing it. (how is that thing a generator anyway?) [li]in the end I show the first fall slide in the run. I skip going down with the grappling hook by jumping down. [/ul]\n*** Possible improvements: I could\'ve killed the few guys faster. I also mess up with one pistol shot when trying to destroy the last generator. And finally I manage not to go up that last ladder right away. \n\n[li]Carrington\'s Cell [[]run by sp3ctum] [ul][li]By getting a perfect level layout, I\'m able to go down the electric pipe-thingy without having to wait for the electricity to fade off. [/ul]\n*** Possible improvements: I jump once too much when jumping up on the boxes. Other than that, this was a near perfect clip on this very nerve-cracking and long level. \n\n[li]Cable-Car station [[]run by sp3ctum] [ul][li]Nothing special here.[/ul] \n*** I could\'ve shot the second last guy in this level right when he showed up, but I was worried about missing him since I only had one shot left. It would also be faster to shoot the second guy than to knock him out with a chair. \n\n[li]Cable-Car [[]run by sp3ctum] [ul][li]I skip shooting the guys with the sniper rifle by going down with the grappling hook early. Going down fast, of course. [/ul]\n*** Possible improvements: all of the guys could be shot a bit faster, of course. This is a very stupid level, since General Carrington is in the middle of his own imaginary warfield, and makes me wait for his \"orders\" all of the time :( I pour out my hatred and frustration on Jones in the end :) \n\n[li]Kellownee Lake [[]run by sp3ctum] [ul][li]Nothing special here either. Just running, running, running. I wish I could bunnyhop. [/ul]\n*** Possible improvements: I could\'ve saved more ammo for the Magnum. I could\'ve used in the next level to more accurately shoot all the mean men. \n\n[li]Kellownee Hideout [[]run by sp3ctum] [ul][li]I grab the M60, and after the helicopter arrives, I just blast off with that. When the back of the cabin explodes open, I run out as fast as I can. [/ul]\n*** Possible improvements: no matter what everyone thinks, I will always hate this part of the run. I\'m pretty confident that this can be done faster, but I got extremely frustrated with the retries of this segment since I would always have to watch the 2 minutes of flashback before getting to the actual fight. Then I just let it be, since it\'s not that bad. \n\n[li]Plain Rock [[]run by sp3ctum] [ul][li]I take a shortcut when jumping on the pipes. [li]I jump on top of the guard when coming down from the pipes [/ul]\n*** Possible improvements: I could\'ve done both \'tricks\' in this level a bit better. Not to mention walking when approaching the corridor leading to the round hall. I guess I was trying to avoid an early alert, which would have ruined the whole level. \n\n[li]Doc Johansson [[]run by sp3ctum] [ul][li]I slow my running down just enough to collect four clips of mag ammo. I use these four clips to get rid of Johansson fast. [li]After the flashback, I grab the nurse so the doors open faster, and then let her go when the doors have opened to run faster. The nurse makes a weird reappearance in the next level. [/ul]\n*** Possible improvements: any missed shots in the boss fight. I also could\'ve released the nurse a bit sooner. \n\n[li]Canyon 1 [[]run by sp3ctum] [ul][li]After having used the grappling hook for the second time, I jump slide over a trigger that is supposed to spawn three enemies with RPGs (Rocket Launchers) to cut down time getting rid of them. [li]The rest of the level pretty much consists of jump and fall slides in unexpected places. When the group of four guys runs past me, I don\'t kill any of them to avoid more guys spawning in front of the body armor. [/ul]\n*** Possible improvements: This is one of my favorite segments. I\'m very pleased with this. It may look easy, but this took at least 50 attempts to get just right. The jump slides are very hard to get correctly in some places. The last guy is odd. I think I get a headshot at him, but he just twitches. \n\n[li]Canyon 2 [[]run by sp3ctum] [ul][li]I do a big air fall slide at the beginning [li]I fool the RPG guy behind the mine cart by jumping before he sees me. He predicts that I will keep on rising up, and shoots the rocket far too up, leaving me undamaged. [li]I do two more fall slides before entering the ruins (or whatever they are). Why can\'t every level be like this? [li]I do a jump slide to skip going up the third ladder. [li]I take a shortcut to skip going up the fourth ladder. I also miss a trigger here, so fewer people spawn to harass me. [/ul]\n***Possible improvements: It may be faster if one didn\'t go get the sniper rifle, but that would require a lucky shot in the end. \n\nI lose a lot of HP in this level. That\'s embarassing. Also, I think I messed up walking to the end trigger. :| A nice segment nevertheless. \n\n[li]Sewage [[]run by Muona] [ul][li]Muona skips the long swim where you\'re intended to go get some air and listen to two people talk by just swimming and not stopping. That\'s very close to instant death. [li]He also does a combo of fast forward grappling hookings [li]In the end he jumps to the air vent, shoots the cover off and quickly falls past the ladder, finishing the level. He loses about half of his hp here. [/ul]\n***Possible improvements: none worth mentioning. \n\n[li]SPADS Camp [[]run by Muona] [ul][li]Muona speed swims the beginning of the level. You can really tell he arrives early if you\'ve played this game. The next flashback makes no sense as he arrives at the door too early for the other guy to say \"I got it! Fly! His name was Jason Fly!\". [li]If you\'ve ever played this level before, prepare to see some stupid guards. These guys are deaf, mute and blind - no offense to anyone - and it really makes for a decent speed run level... Except for the 2-minute conversation :| Btw, you can actually see one guy right before he vanishes. :) [/ul]\n***Possible improvements: he could\'ve shot the shot the guys in the first building while running. Also, the conversation is BORING, since he doesn\'t move around at all. The reason to this is that Muona joined me and one of our friends watching HL2DQ (Half-Life 2 Done Quick) while he recorded this. Try to hold on, it gets a lot better after this. \n\n[li]Mac Call [[]run by sp3ctum] [ul][li]Nothing super cool. Just running beside people fast, and pumping an old man full of bullets. [/ul]\n***Possible improvements: Mac Call could be killed faster, using only two AR grenades, but I couldn\'t get it on the video. \n\n[li]Submarine Base [[]run by Muona] [ul][li]Muona uses a grenade drop to take out all of the 4 fully armored guys. As always, they try to avoid the grenade, so he saves some hp, too. Not to mention time, since he\'s running all the time. [li]Right after the grenade he uses the grappling hook twice to speed up. [li]In the end, he also uses the grappling hook faster to get down faster. [/ul]\n***Possible improvements: There is an alternate route in the room before the air vent that leads to the submarine dock, about a second faster, but that means losing a lot of health. \n\n[li]Submarine 1 [[]run by sp3ctum] [ul][li]I do everything I can as fast as I can, and end up getting able to get into the captain\'s room right after he closes the door; the door doesn\'t get locked. Well, actually it\'s locked right after I get it opened; you can tell by the picture. I then push the button to trigger the cut-scene of XIII communicating with Jones, but for some reason I\'m still able to run. Then I just.. run. [/ul]\n***Possible improvements: I\'m not going to say this is perfect. I could\'ve pushed the button to trigger the radio cutscene a bit more quickly. \n\n[li]Submarine 2 [[]run by sp3ctum] [ul][li]I close a lot of doors behind me to give me some time to run away without being shot at. [li]I also enter the missile room a bit early, so the sailors get a few seconds to shoot at me. It\'s still faster than shooting them. [/ul]\n***Possible improvements: This went pretty well. \n\n[li]Sabotage [[]run by Muona] [ul][li]Muona speed swims the beginning of this level. [li]He also uses a faster method of speed swimming in the end. [/ul]\n***Possible improvements: He messes up the faster speed swim pretty badly. The others weren\'t perfect either, but this was a good segment anyway. \n\n[li]Quay 33 [[]run by Muona and sp3ctum] [ul][li]In the big hall, Muona does a few consecutive hook grabs. [li]When entering the room with the stationary helicopter, Muona lands on top of something to save a little hp. [li]I use a bug to keep the chopper stationary when shooting at it. [/ul]\n***Possible improvements: Not much. The helicopter battle could\'ve gone a bit better. It took me more time to get it to shoot the rocket at me than it usually does. \n\n[li]Bristol Suites Hotel [[]run by Muona] [ul][li]Nothing special here. Just normal speed running. [/ul]\n***Possible improvements: nothing comes to my mind. \n\n[li]Sanctuary Garden [[]run by Muona] [ul][li]In the end, Muona shoots the cross down instead of pushing it. [/ul]\n***Possible improvements: This is very close to being perfect. Props to Muona. \n\n[li]Sanctuary Hall [[]run by Muona] [ul][li]Muona runs past the two first guards, and has to knock out Number II in order not to be seen or heard. At least I think that\'s funny :) The other guy can be seen when he goes behind the corner, but then he vanishes. :) [li]In the room with the statue, Muona drops down from the upper level onto the statue, and then lands on the ground instead of going the normal way (the stairs). [/ul]\n***Possible improvements: Only minor troubles. \n\n[li]anctuary Crypt [[]run by Muona] [ul][li]Muona does a fast falling grappling hook performance after the cult members have finished speaking. [/ul]\n***Possible improvements: Nothing much. There was one reload that could\'ve been done a bit better, since it slowed down picking open the lock of the next door. \n\n[li]Sanctuary Cliff [[]run by Muona] [ul][li]Nothing special, apart from going up with the hook a bit faster. This level is very straight-forward. [/ul]\n***Possible improvements: he could\'ve gotten rid of the guys at the helicopters a bit faster. \n\n[li]SSH1 Base Admission [[]run by sp3ctum] [ul][li]I make the NPCs do a lot of weird stuff in this level. I have to hide one body, and that\'s the first guy after going down the stairs. [li]I take down the third guy downstairs crouched to prevent the guy behind the glass from seeing me. Not sure if this helps, but at least it doesn\'t do any harm. [li]I go past the president (?) and Number II right after they come through the door, and take advantage of a delayed alarm bug to make it to the finish early. [li]The music gets very annoying in this level. It\'s because a lot of happens every time someone sees me, or gets knocked out. The music tries to adapt to this, but it gets a bit repetitive. [/ul]\n***Possible improvements: nothing comes to my mind. This was a pretty good level. Maybe if the guy I take out crouched had been nearer to me with his back exposed could I have gotten a better time. Not by much, though. \n\n[li]SSH1 Trap [[]run by sp3ctum] [ul][li]After killing the eye-patched guy (I don\'t remember his name - or number), I push the button to open the doors to the next area. I do NOT grab the president here, I use a save warp bug instead. I estimate that I save about 20-30 seconds by doing that.. And even though it\'s not that good-looking in terms of story telling, it\'s better than having to carry a relaxed old man on your shoulder for 20-30 seconds. ^^ [/ul]\n***Possible improvements: My first grenade could\'ve taken out both SPADS meanies. And, embarrassingly, I get stuck at the door! \n\n[li]Total Red [[]run by sp3ctum] [ul][li]Nothing super cool here. I just pwn everyone. [/ul]\n***Possible improvements: This went really well. I did one useless reload, though. That\'s when I kill the guy at the very right, but I was not feeling like killing the guy fast with 6 bullets in my clip. After the reload, I ended up doing so anyway. \n\n[li]SSH1 Final [[]run by sp3ctum] [ul][li]I do a fast forward grappling hook thing in the beginning to speed up the wait with the slow lift. [li]I use an AR grenade to blast all of the computers in the room to stop the self-destruct sequence. That sequence is such a clich&eacute;, so it\'s good to get rid of that fast. [li]I drop down the ladder fast, and then attach to it at the end. This is what should happen in all of the (real life) nightmares, but it very rarely does. [li]Then it\'s time to pwn the Mongoose. I use the thin shelter bug (yeah I know that\'s a bad name). I shoot the Mongoose with the most effective weapon: the M60. I don\'t think he gets many shots at me. Talk about a glitch :) [li]When he runs away for the last time, I run to the opposing ladder, and then finish him off with AR grenades to start climbing as fast as possible. [/ul]\n***Possible improvements: I could\'ve shot every shot to Mongoose\'s head... Okay, maybe not. This segment was good. \n\n[li]Lady Bee [[]run by sp3ctum] [ul][li]I skip the conversation with Jones by just running past her. I don\'t want to look at her brand new \"uniform\". [li]Other than that, nothing special. Just running. [/ul]\n***Possible improvements: Uh.. Maybe this could\'ve been a bit more professional-looking if I hadn\'t acted like a monkey in the office.[/ul] \n\nWell, that was XIII! We hope you liked it! \n\nBy the way, we\'d love to hear from you! Do you have any comments you might have for the general feel of the run? Something about individual level performance you\'d like to comment? Maybe you\'d like to make a better run, or one with a higher difficulty level? \n\nYou can contact me at the Speed Demos Archive forum; my nickname is sp3ctum, just send me a message. \n\nThanks!','2007-04-05',0,5900000,11,'XIII_arcade_13820',33,11,0,NULL),(0,1520,NULL,394,'','I starting thinking about this run back when KennyMan666 submitted his, \'cause I knew his could be improved. But then I forgot about it, so most of the work for this run was done in the last couple weeks. This game is quite fun to play, and it\'s not very long, at least not for simply clearing Story Mode. \n\nThanks go to KennyMan666 for doing the initial run of this game. Even though some of his route decisions were... misguided, I\'d never have thought to run this game if he hadn\'t done so first. \n\nI think my route is pretty good. It may not be perfect, since I\'m not too familiar with the game, and I didn\'t spend ages planning this. \n\nAs for the details... \n\nStage 1-2: Surprise!! \nThis stage has about the same fruit density as 1-1, but the first heart is earlier. Since I\'m going to Blargg\'s Boiler, I need one heart, and that makes this stage faster than 1-1. I did pretty well here, aside from walking into one enemy. \n\nStage 2-2: Blargg\'s Boiler \nAh, lava. Isn\'t instant death fun? But this stage has nice fruit density, so it\'s the fastest choice. I missed one fruit, but there are 31 before I have to roll the ball (slow...), so I\'m fine. Except when I tried to pick up the last couple fruit and wasted a few seconds \'cause I\'m used to doing a suicidal jump at the one which is #29 in this run. \n\nStage 3-1: Cloud Cruising \nThis stage doesn\'t look very fast at first. But it is. There are a few different ways to do the first room... I think the one shown is the fastest, but it\'s only a few seconds difference either way. I almost picked up too few fruit... it worried me a bit at the end; I usually have a comfortable buffer. \n\nCloud N. Candy is an easy boss, even for this game. \n\nStage 4-1: Jungle Hut \nNot only does this stage have a better fruit density than the other jungle stages, but it has easily accessible hearts, which I need to access a fast stage on the next page. My route for this stage changed a few times during practice. I\'m not sure if this is the absolute fastest, but I\'m pretty sure I have the minimum number of room transitions. My execution was a bit messy, but I didn\'t miss any fruit. The banana I ran past on my second trip through the central room is my buffer, in case I screw up fruiting a shyguy... I probably should have grabbed that and skipped the far melon in the last room instead. Oh well. \n\nStage 5-3: Shy Guy Limbo \nAnd now for a nice, short stage. For what I do here, the lucky fruit must be grapes. When the jumping coins spread out, I probably should have abandoned them. There are a couple more fruit right after the last one I grabbed. \n\nStage 6-1: Mecha Castle \nI was getting nervous by this point, since I was significantly ahead of my previously fastest run. I made a few small mistakes because of that. But, mostly, this stage went well. \n\nI then proceeded to what is probably the worst part of this run: the Baby Bowser fight. Missed the first egg, which let him get away from me.... Still, it only cost a few seconds. \n\n[-]-HAPPY END[-]- \n\nThis run was done with more grace than you\'d expect from a dinosaur.','2006-01-29',0,1008000,11,'YoshisStory_SS_1648',1,9,0,NULL),(0,1521,NULL,394,'','Hello there, people. This is the first console speedrun I\'ve ever done! I hope you like it! \n\nDISCLAIMER: If you don\'t like lots of commentary, don\'t read mine, because it will be A LOT of it. \n\nI decided to run Yoshi\'s Story because there was a NES game I wanted to do a speedrun of (Ufouria), but a few things kept me from doing that. Some broken NES parts... so I looked through my games to find another game to do a speedrun of, and realized that Yoshi\'s Story is a cute, fun and easy game, that probably could be finished in less than thirty minutes. \n\nSaid and done, I started practicing and planning fruit & heart-routes. If you have played this game, you know that you don\'t finish a stage until you have eaten 30 fruit. And to select more stages than one on the next page, you need hearts. So I had to know what stages was the fastest to eat 30 fruit in, and what hearts I could/had to get to reach those stages. I think I pretty much found the optimal route, only thing that could be done better is the execution of the route... especially Jungle Puddle and Mecha Castle could be improved, but... I wanted to play it safe in there. \n\nSo, some individual stage commentary: \n\nPage 1: Treasure Hunt \nI can clear this stage in less than 1:30. But I can\'t do that this time around, because I need to grab a heart so I can choose Blargg\'s Boiler for page 2. Bone Dragon\'s Pit is just a big no-no, since I have to collect three hearts on page two... it\'s definitely worth it to take the little extra time here. One of the stupider mistakes in the run is actually already here, with me hitting that information box. But I decided to not start over. Maybe that box-hitting gave me the luck I needed to actually finish the game without any other major stupid mistakes this time! I don\'t know how many failed attempts I had, and I don\'t want to know either. \n\nPage 2: Blargg\'s Boiler \nI like this stage because it\'s straightforward and all the three hearts I need aren\'t hidden at all. The reason I need all three hearts is so I can go to Frustration on the next page, because that\'s the only stage on page 3 that can be done fast enough... I don\'t do anything really stupid on this stage, it\'s just move forward, eat fruit, kill the occasional enemies. Oh, and by the way, you might wonder why I fill up on eggs in the beginning of this stage. Well, that was a safety measure. I found out during practice runs that on page 1 I got more than enough eggs by just eating enemies, but that wasn\'t true for all other stages. I ran out of eggs more than once. So I decided that I would fill up on eggs at the start of all other stages. I stop eating fruit on this stage when I have 29 because there\'s more than 30 fruit on the way to the third heart. It\'s possible to jump over the first Blargg but I decided to not do it because it can easily fail. \n\nPage 3: Frustration \nThis is one of the easiest stages. Especially the melon race is hard to fail. The heart I need to get is luckily right in my way. I make one mistake, which leaves me with 28 fruit instead of 29 when I enter the pot, it was in the section with Lakitu and the see-saw platforms I missed one fruit. Optimally the water melon will be the 30th fruit, but it\'s not that much time lost. \n\nBoss battle with Don Bongo was all but optimal. It is possible to just jump-throw-jump-throw-jump-throw and then he\'s dead, but as you can see, that didn\'t happen. Then I even missed with the fourth egg, and I fool around too much... blech. If I ever do individual stage runs of this game I\'ll show you a perfect Don Bongo fight. \n\nPage 4: Jungle Puddle \nAah, Jungle Puddle. The watery spot in the middle of the jungle. I FUCKING HATE JUNGLE PUDDLE. It was the major bane of this run. I failed more in this stage than any other. So finally, I decided that I would care more for survival than speed here, as long as it didn\'t look TOO sloppy. First part of the stage ain\'t THAT bad, but the problem is one: water. Swimming is kinda slow in this game. But, well, the first part is way easier than the second part, so I decided that I would collect as much fruit as possible in the first part so I could end the second fast... \"So\", you might ask, \"if you hate this stage, why didn\'t you do stage 1?\" Because Jungle Hut is, together with Bone Dragon\'s pit, one of the slowest levels in the game. Big and with lots of paths & dead ends. And I need to get two hearts. I can\'t play Jungle Hut at all. Jungle Puddle is by far the fastest stage on this page, Piranha Grove and Neuron Jungle are big no-nos. So, the problem with the second part is those fish. The red one ate me many times. So if you ever see me stand still, it\'s simply to wait out the fish. Man I hate this stage so much... luckily, I\'m on my way to... \n\nPage 5: Shy-Guy Limbo \n...my favourite stage in the entire game, so I was happy when it turned out to be the fastest stage for page 5. Well, that\'s not very strange actually - stage 1 and 2 are both underwater levels, and as I said, swimming is too slow. Stage 4 is just annoying. Well, this is a quite easy stage - it\'s just running and egging and eating. This is the second stage where picking up a heart fruit helps for speed, btw - because when you ground pound with it, all bubbles burst and Shy Guys turn into Lucky Fruits. This is the only stage where I don\'t have to care about hearts because anything else than stage 1 on page 6 is just ridiculous to try for speed. \n\nPage 6: Mecha Castle \nJungle Puddle was the worst stage, but this clearly takes second place. If you think I\'m slow here, it\'s because I was careful to not die. Well, there\'s not much to say about this level - just learn where all the fruit and traps are and you are home free. ...not. You still have to AVOID the traps, which sometimes can take time... you see me walking on that rolling thing before the presses? Well, that place ended many a successful run, so I wanted to make sure I didn\'t become a flat Yoshi. Still, you see I just avoided one... that was not planned. :s \n\nBaby Bowser is a wuss. As you can see, I kill him before he even has time to do anything. \n\nI love the ending of this game. \n\nA 100% of this game would be 30 melons and 3 hearts in all stages. I assure you, I\'m never, ever going to do that. \n\nNow that I have gotten this run and the Ufouria run sent in, I can try my hands on my current highest targets: A low% Ufouria run, and a single-segment run of Mega Man Anniversary Collection... \n\nIf you have any questions, find me on the forums, IRC (spawncamp in #metroid at metroid2002.com, and you\'ll run across me sooner or later) or mail me at KennyMan666 ÐÐ¢ gmail.com!','2005-04-09',0,1381000,11,'YoshisStory_eu_SS_2301',1,9,0,NULL),(0,1522,NULL,395,'','Not sure what to really say about this one. Well, it for sure was an \"experience\". I thought I could crank out this run in a month or less, when in reality it took three months, and easily could have taken much longer. I would like to thank Sandbag29 for bugging me constantly to keep on this run. I would also like to thank Tom Votava for finally putting up his run and talking with me, which showed me that it really was possible to get lower than I thought. \n\nI think after you watch this run, you\'ll realize how much luck is involved in getting these low times in addition to ability. You have to get a 50 rupee gamble to go your way. You need bomb drops almost in every dungeon. You need enemies to go your way. However, I believe now I have figured out how to tell where enemies will \"be\" in each dungeon based on pre-set overworld conditions. For example, when going to Level 4 - if the Red Octorok blocks your path to the dock to launch the raft to Level 4, you can expect this in Level 4; in the first room up with Vires, there will be two to your top left, and one on your right. The one on the top left will move right at you, with a 20% chance of breaking off. In the Zol room with the key, there will be a clear path in the mid section on the right, but the left will have one Zol blocking. In the Stepladder room, there will be a Like Like right above you and to your right, and the Zols and other Like Like will be in the far fight. Before Gleeok\'s chamber, the Vires will be bunched to the right. \n\nI\'m not sure if this is useful to anyone else, but I\'ve \"cracked\" the code in figuring out where enemies will appear, but not necessarily what they will do. Sadly, that will forever be the dominion of a TAS. Unfortunately, putting this into practice in a single segment is easier said than done. However, for a segmented run, you could probably crank out something extremely impressive, but I don\'t really think a segmented run of this game is necessary in my book because of how short this game is. The other key ingredient was utilizing the bomb in efficient ways. For starters, the direction you place the bomb affects its \"potency\" on some enemies, in particular Darknuts. Just like a sword can\'t hit them head on, placing a bomb facing them only knocks them around. You must place the bomb facing the other three directions for maximum efficienty. This is a good thing to know for Levels 3 and 5 when you face hordes of them without the Magical Sword. \n\nI\'m pretty confident in this route, but I refuse to say it is the fastest because when I do, somebody else proves me wrong (see Ocarina of Time comments and the subsequent thread on SDA). But I am satisfied with this run. Sleepz, a member of the TAS community, told me he had a sub 33 run. I\'m not sure where it is, as it is coming up on a year since that was announced. From in my run, I can see shaving about 30-40 more seconds realistically if you had better luck and as good ability or more than myself. I do not, however, see sub 32 happening - you\'d need a bug or revelation on par with a major sequence break (like skipping two dungeons in Ocarina of Time altogether), or flat out flawless battles and movements (for a unassisted legit run, of course). But you never know. With Zelda, there are no absolutes in speed running. \n\nAs for my route: \n\nTravel to Level 3: Bomb drop from Blue Octorok can be annoying as a start of a run because it can fail to work several times. I always went for the closest one, and tried to only kill it and get the bombs from it to save time fighting any other enemies. \n\nLevel 3 - Manji: Pretty straight forward. Red Darknut room before Raft I tried to be as efficient with bombs (no more than 3). Got Manhandla in one bomb and got the bomb drop. \n\nTravel to Level 4: Gamble time. I pick the middle because it is the closest and fastest option. Get Blue Candle then and head to level. \n\nLevel 4 - Snake: Bomb time. I try to knock Vires out of the way. I mess up in the first room, I should have stayed right and hit the one Vire out of the way. Got nice bomb drops from Vire room before Stepladder and Gleeok chamber. Stepladder room I had an issue with one Like Like, but it went alright other than that. \n\nTravel to Level 2: Get the HC and 100 rupees. Had an issue right before Level 2 with going back to kill a pointless Red Octorok. \n\nLevel 2 - Moon: Overall I think I did very well except for the Moldorms. I missed them with one bomb, but using an extra one paid off with a drop. Took out the Ropes pretty nicely, and the Goriyas at the end. Took down Dodongo with 1 bomb. \n\nTravel to Level 5: I was short on rupees, so I chose to get the 30 rupees from Armos cave at the cost of no item switch or bombs. The Blue Lynel didn\'t cooperate like I wanted on way to White Sword, but I probably could have been more bold. I wanted to preserve the laser shot for Level 5. \n\nLevel 5 - Lizard: Probably my worst dungeon. I had rotten luck with the Gibdos, they bunched around the bomb carrying one, so I just tried to slay them all quickly, but it still cost seconds. The first Blue Darknut battle didn\'t start off well, but it finished up better with bombs. Last Darknut was a moron for running away. The second one, for some crazy reason, I didn\'t use any bombs when I should have used them. Overall, I think I realistically could cut the most time on this dungeon if I could do it over. Took damage from a Gibdo on way to Digdogger, so I was down to one hit. Got the two bombs to knock out Digdogger instantly. \n\nTravel to Level 1: Pretty straight forward, got HC. \n\nLevel 1 - Eagle: I get hit a few times and I lost some time as a result, but the double bomb drop at the end by the Goriyas saved this attempt and persuaded me to keep going (the rather average Level 5 and the stupid hits in this level were almost ready to make me slam the GCN). Then I promptly get hit by Aquamentus because it decides to move in the wrong direction, but still not that costly because I used the stand below his head method. \n\nTravel to Level 7: I got the Bait and Arrows, then went to Level 7, but took a half heart damage to lose the laser. Ouch. \n\nLevel 7 - Demon: Bunch of damage taken, but I ripped through this level and got the bomb drop I needed. I took out one Dodongo for a bomb replenish. Used arrows on Wallmasters because bubbles swarmed me too quickly. Aquamentus went down faster this time. \n\nTravel to Level 6: Get the Magical Sword, preserve health. \n\nLevel 6 - Dragon: Thank you clocks. Yeah, let me explain something really quick that I should have earlier on. I can\'t \"see\" Wizzrobes sometimes on my screen because I can\'t watch or capture in 60fps on my PC. So if you really want to get into it, I beat this game with a handicap. That\'s why I get hit like an apparent idiot in some places. Last Wizzrobe room I had to fight in went really well. Gohma went down quickly, despite moving to the side. \n\nTravel to Level 8: Nothing spectacular. \n\nLevel 8 - Lion: I just went all out in fighting. Took damage to save time rather than waiting. Not a particularly good Gleeok battle, but oh well. Anyone notice I walked away from a bomb? This would have saved me probably 10 seconds... \n\nTravel to Level 9: ...because I waste time killing Blue Lynels for the bomb drop. But I preserved my life. \n\nLevel 9 - Death Mountain: I thought it went well. The last Patra battle could have been quicker. I could have closed in on the first Patra I had to fight to take it out faster. Pretty darn good Wizzrobe fights. Best Ganon battle I\'ve ever had. \n\nThat\'s that. I\'m sure, just from rewatching my run alone, that more time could be shaved, and I\'m sure somebody will crack sub 33 someday. I mean, if one was \"perfect\", perhaps 32, but I just don\'t have eternity to keep retrying to get perfection. Not everything will go your way - it is not supposed to, or else we\'d be making a TAS. Sure, some of my battles could have been quicker (Level 5 Darknuts, Level 8 Gleeok) and I could have gotten that bomb drop in Level 8, but everything else was typical human error in my opinion. But I\'m sure somebody will come along and beat this someday. However, honest to god - I am not doing this game again. I\'ve had it with this game. I love playing it when I can max out Link early on and destroy levels like a joke. But the speed run of this game is just so demanding and stressing. I do not see myself having the desire to get this game out to try again. \n\nI\'m not sure what game I\'m doing next. My life is pretty busy with work and a girlfriend and a website to run. I also have E3 coming up, and Twilight Princess is at the top of my list of \"important things\" right now. I\'ve been waiting for this game forever now (ever since the end of Ocarina of Time), and I need more info on this sucker because we\'ve had nothing \"shockingly\" new in seven months. But, if you want possibilities for my next run, it\'s either going to be Majora\'s Mask for N64 or Ocarina of Time for N64. I probably won\'t start on these for a bit, though, because I still have a backlog of RPGs on the PS2 I want to finish, plus the routes for each are still being hammered out. \n\nAs always, if you wish to discuss this run, talk about it in the forum or you can contact me on AIM at ZeldaSpeedRuns.','2006-03-16',0,2014000,11,'Zelda1_3334',1,8,0,NULL),(0,1523,NULL,395,'','After I finished my 22% game in Prime, I was trying to decide what game to run next. I had a couple ideas, but this wasn\'t one of them. I decided to do this game because no one wanted to run the second quest and Radix asked me. How could I possibly turn him down? \n\nWell, here it is, a second quest run of Zelda 1 with no Up+As, in all it\'s glory (or lack thereof). What I dislike the most about the second quest is the enormous lack of easy money, and the need for enormous amounts of it. The only way to combat this is to win at the money making game. I had enough randomness in Prime; I certainly didn\'t need this. Nevertheless, I went ahead with the plan. \n\nAs for the route, most people will recognize it as the route from the TAS. There wasn\'t exactly a plethora of second quest runs, and the only one I could find involved the Up+A feature to get a faster time. Because of that, and the fact that it was a TAS, I really had no idea what sort of time I would get. While the general dungeon order is the exact same, I did change the key collections, which is easily the most arguable part of this run. In the end, I settled for keys I thought were easy and quick to get. Also, I obviously made it a point to pick up the Magic Sword. Even though there were only two dungeons left at that point (Level 7 and Level 9), I figured it was worth any time penalty it might take to get. Level 7 alone has three rooms full of required Blue Darknuts and a four-headed Gleeok at the end (Level 9 isn\'t nearly as bad with only one room of required Wizzrobes). Now, on to the run. \n\nOn the way to Level 1, I kill the Leevers to get some rupees. I need at least 10 rupees for the Money Making Game, and these guys are as good as any to get them. You can still wind up with enough if you skip them, but in my experience, the four seconds or so isn\'t worth all the restarts from being low on cash. Even with that, I\'m a little slower than I had been in previous attempts due to a couple things. I missed the turn coming out of the Wooden Sword cave and I had to dodge the Zola\'s fireball. I usually make the turn, and the Leevers usually spawn in different locations so the fireball is not an issue. \n\nLevel 1 went decently. I get hit a lot by the Goriyas, but that\'s to be expected; they can get rid of that boomerang without warning. In killing the Red Goriyas, I needed at least one bomb drop, preferably two. I got them both. Having so many makes getting through Level 2 much easier. I also get the Boomerang. The ability to stun difficult enemies is easily worth any amount of time it takes to get (especially against Digdoggers). Ideally, I\'d like to have full life going into the room with the bats guarding the staircase, but that wasn\'t the case in this run, so I had to make due with the Boomerang (it wasn\'t terribly slow). Ah, the room with the Bubbles and the Wallmasters. This is an irritating room. Sometimes, the Bubbles will give you no trouble whatsoever. Other times, they will be all over you. With that said, this time it was somewhere in the middle; I wasn\'t really happy, but I\'ve had far worse so I took it. The next room is the easiest room in the entire dungeon (that has normal enemies). They always follow one of a few patterns, none of which are difficult to dodge. The only difference in the patterns is when they throw the Boomerangs. So, as long as you aren\'t standing in front of one, it\'s cake. The Aquamentus is easy as well. Just keep hitting him and he\'ll go down. He does very little damage, so life is rarely an issue here. \n\nOn the way to the Money Making Game, I should\'ve avoided the Leevers. I already had more than 10 rupees, so any more was ultimately unnecessary. Speaking of the Money Making Game, I want everyone to know that it was the end of many a good run. Although the odds of winning are 33%, it never felt like it. Probably 85% of all attempts never got past this point. Thank God it wasn\'t any later in the run, or I would\'ve lost all sanity. Even though I beat it this time, it still had the last laugh as I wasted close to 30 seconds (27) in the process. This is big mistake number one (even though it really wasn\'t my fault). Although I missed the turn coming out of the cave, the trip to Level 2 went very smoothly. If I hadn\'t gotten a second bomb drop in Level 1, I would have had to try to get one from a Blue Octorok on the way (or a Mummy inside). In my experience those enemies are pretty unreliable. \n\nIn Level 2, I\'ll only kill the Mummies in the first room in very rare circumstances (i.e. all of them get in one big group before I can make it out the top door) because they just take too long to kill otherwise. Everything goes very smoothy until I reach the Manhandla. He\'s a pesky little sucker to kill, and I wasted three bombs trying to do so. Because of that, it slows down the Mummy killing after getting the Flute. I would have to force at least one bomb drop anyway at this point, but I got lucky on the second to last Mummy. Again, smooth sailing until I reach the Zols. They were in perfect position for one bomb to kill them all, but I screwed that up and had to waste two more to kill them all. Fortunately, I still have two bombs left (which is the minimum I need to get me to the automatic drop in Level 8). As for the Gleeok, I took the easy way out. It\'s not too much slower than killing him the other way (which looks much more impressive), but it\'s definitely safer. Even with the safe way, I nearly die due to carelessness. \n\nOn the way to Level 6 to get the Ladder, I have to get the 100 rupee stash. It\'s the only one in the game, and it\'s a definite must. That brings me to 123, just 7 shy of what I need to get me through Level 4. I manage to get a lucky bomb drop from a Moblin in the Lost Woods, which is useful, but not necessary. It\'ll certainly make things easier later on. I get the Heart Container above Level 6 so that I\'ll have enough for the Magic Sword. \n\nThe sole purpose for going into Level 6 at this point is to get the Ladder. It seems like a long way out of the way just for one item, but it\'s definitely the fastest route (so many dungeons require the Ladder to complete). The first room with the Wizzrobes isn\'t nearly as tricky as it looks. They all follow a pattern, and it\'s usually the same one each time. Every once in a while, the top one will move diagonally down and to the right (cutting right into my path), which is why I hang back a little to see what he does. The room with the Bubbles and Vire is my greatest annoyance in this level. I manage to dodge the first Bubble after stunning the Vire, but then proceed to get hit by the other one on the way to the door. Aaaargh. Thank God they aren\'t Red Bubbles. After getting the Ladder, I take a different route to the exit so I can pick up a key. The Orange Wizzrobes are easily the most dangerous, as a hit from the beam does 4 hearts worth of damage! That\'s freaking insane, hence the bomb to take them both out. It took me a while to figure out how to do this, as they kept appearing in seperate spots. I found out that if you waited in the doorway for a brief second, they will always appear directly beneath you, although the distance from you may vary. The very next room can be very difficult or very easy, depending on where the Orange Wizzrobes spawn. If one spawns next to the wall below the doorway, you\'re in for some hurt. If one spawns anywhere else, you\'re good to go. Thankfully, they\'re more likely to appear elsewhere, which is what happened here. I switch to the Boomerang before I exit. \n\nAs it turns out, the switch to the Boomerang was unecessary. I did it for the screen directly south of old Level 6. Those Lynels can be a handful, so I had the Boomerang in case they got out of hand. Of course they cooperate this time. If I don\'t switch, they\'ll never behave like this. On the way to Level 8, I pick up the Power Bracelet and the arrow. The Power Bracelet is actually required in the second quest (Level 4) and this is definitely the best time to pick up the Arrow, as it\'s not a detour at all. The Peahats have a tendency to be annoying; though, they weren\'t here. I really enjoy the screens with the rocks, for some weird reason. I\'m sure there are some damage boost to be had here, but I was enjoying my full life and didn\'t want to give it up. They only made me retreat on one screen, so it wasn\'t so bad anyway. \n\nAh, Level 8. One of the easiest dungeons in the game. There\'s nothing really hard, just incredibly annoying. The first room is a perfect example; 6 Red Bubbles. That is a recipe for disaster. After a little bit of patience, though, I made it through unscathed. If you get hit, you can take the stairs to find the corresponding Blue Bubble room. Not too big a detour, as you are placed on the other side of the Blue Goriyas two rooms up from here. The room with the Ropes didn\'t quite go as planned. I walked too far to the left, and so missed the Rope with the Boomerang. Because of the small delay, I got hit by the one coming from the right. It was a damage boost, so I broke even, I suppose. The next room is the Blue Goriya room I mentioned earlier, but I have to walk through them all as a reward for not getting hit by a Red Bubble (some reward, huh?). If you pay attention to when each Goriya throws its boomerang and realize they can\'t hit you on the return, you can just run through here like Indiana Jones. The next room is a Digdogger room, easily taken care of due to the Boomerang. I got a damage boost from a Blue Goriya in the room with all the water, but I didn\'t really want one. Why have both damage boosts in this dungeon come with full life? It didn\'t really matter, because I got hit by a bat in the next room, heh. In the room with the staircase, I had a small hangup. Those two Goriyas in the middle of the room can be very annoying because, without using two bombs on them, the only way to kill them is for them to get into the lower three \'wings\' of the plus sign. They didn\'t seem to want to cooperate, and when I stupidly went after the heart, I stunned the last one while he was in the top wing. Gah. Oh well, better luck next time. The automatic bomb drop is a lifesaver, though. Now, for the Dodongos. If you kill a Dodongo while it is stunned from bomb smoke, you get an automatic bomb drop. However, if you get hit as you kill it like this, that automatic bomb drop goes out the window. The easiest way to stun them is to lay down two bombs in rather quick succession, making sure it eats the first one (if you\'re too fast, the smoke won\'t stun). Trying to stun a Dodongo without first having it eat a bomb takes a rediculous amount of luck. I pulled of the stun kill rather well on the first two Dodongos (Bonus! I stunned two with one bomb!); however, I got hit as I delivered the fatal blows. No automatic drop for me. That cut it pretty close as I only had two left. It all worked out, though. \n\nGetting to Level 4 is a piece of cake, though that Lynel guarding the White Sword can be a pain. Thanks to the almighty Boomerang, he wasn\'t an issue. \n\nIn Level 4, I elect to get the key in the room on the left. It didn\'t go so bad this time, as I had my sword when I needed it. Any room with Bubbles always has the potential for trouble, though. The Digdogger got out of control, as those pesky fireball-shooting statues kicked my ass. I got a fairy after the battle, so all is well. In the dark room full of Darknuts and Bubbles, I try to use bombs as much as possible. There\'s an automatic drop coming up soon, so I can let loose if I choose. It\'s pretty funny that I had to chase the Blue Bubble around the room to get my sword back. I had enough rupees to get past the Life-or-Money guy, but I wanted some more for arrow amunition. The Zols are the perfect enemies for this. After coming up the stairs, I spawn in a room where Red Bubbles are between me and the door. This is big mistake number 2. I\'ve never had them corner me like this. As soon as they spawned, they broke for my position and left me with very little room to move. As a result, I got hit and had to backtrack a couple rooms to get my sword back. It cost me around 25 seconds. The Digdogger boss went much much smoother than the one at the beginning of the level. In one of the weirdest dungeon layouts ever, I have to skip getting the Triforce Piece so you can get the Raft. On the way, I have to fight Darknuts, Dodongos, and Pols Voices, so it\'s not a walk in the park. They all went rather well, and I even got a double stun on the Dodongos. Now it\'s just a simple backtrack to the Triforce Piece. \n\nGetting to Level 5 is simple. I just warp to old Level 3, and walk the rest of the way. I got hit on the way like an idiot, but get it back rather quickly. No harm no foul. \n\nIn Level 5, I choose to get a key from the room to the left of the stairs leading to the Bow. The key is easy to get, as it\'s a room full of bats, but getting to the staircase from all the way across the room is a little tricky. I had an open shot at getting across, but stupidly walked into an Orange Wizzrobe. Coming up the stairs spawns me in one of my least favorite rooms of the whole run, a room of six Blue Wizzrobes I have to kill. The good news is bombs can make this very easy. With well-placed bombs, all of them can be hit twice, except one, and it can be hit once. This leaves very little cleanup. The bad news is they didn\'t move like I wanted them to. I can\'t tell if I put the bomb down at the wrong time or what, but it got ugly from there. I didn\'t need the heart, but I just couldn\'t stop myself from wasting time getting it. I wouldn\'t quite classify this as a \'big mistake\' as I still manage to kill the remaining Wizzrobes rather quickly. Going down to get the Bow is tricky because those Red Bubbles will hover around the entrance to the stairswell. I elect to pick up the key from the Blue Gohma. It doesn\'t take too long to get, even with a three-round fight. I had a two-rounder and even got a fairy from it. I switch to the Boomerang to make sure a Like-like doesn\'t bother me (turns out I didn\'t need it), and then run through a very tricky set of rooms with Wizzrobes and Bubbles. I was doing fine until I was swallowed up by a Like-like. You don\'t take damage when inside one, but you can still do damage. So, you have to be very careful when you deliver the fatal blow. You definitely don\'t want to get released right as an Orange Wizzrobes fires at you. The Manhandla cooperated rather well; it\'s pretty rare when that happens. After coming up the stairs, I use a bomb to kill the \'master\' Vire. It\'s a pretty good way to get free bombs or hearts. In this case I needed bombs. The boss is a piece of cake with this much life and the White Sword. \n\nTo get to Level 6, I warp to old Level 7, and walk the rest of the way. There just isn\'t a really good way to get to Level 6. I get a bomb on the way that I didn\'t need, but it can\'t hurt. \n\nLevel 6 is simple once I get past the first couple rooms. Those Wizzrobes can really give you a beating if you\'re not careful. After coming up the first set of stairs, I bomb down to collect a key. Of course, the Wizzrobe spawns right on top of the key! It never fails when I\'m having a decent run. I\'m being very cautious on the Gleeok a couple rooms ahead because my life is starting to wane. In retrospect, I should\'ve collected the five rupees it left behind, and you see why later. Now for another room of Red Bubbles. There have been times that I\'ve been so concerned with the Bubbles that I\'ve neglected to push the block to open the stairs. Thank God it didn\'t happen this time. All that\'s left is the boss. This Gohma took longer than I wanted, but at least I managed to get out without dying. \n\nTo get to Level 3, I take the warp a few screens over. I switched to the Boomerang, again, so the Lynels wouldn\'t be a problem. I stupidly get hit again, but life is not at all important for Level 3, the easiest level. Yet, for some strange reason, I kill a few Octoroks in front of Level 3. Go figure. I think I was starting to loose my mind at this point. \n\nAs I mentioned earler, Level 3 is a cakewalk. The Dodongos are the only thing that could even remotely give me trouble, yet without the fireball-shooting statues, they\'re nothing. I managed another double stun here. That means I double-stunned every Dodongo battle. That\'s a pretty amazing stat when you think about it. Level 3 is an interesting level because the Boss is nowhere near the Triforce piece. As far as I know, it\'s the only Zelda dungeon ever to do that. The room at the top of the stairs looks like it could be formidable, but with this kind of life, it\'s childsplay. \n\nBefore I go to level 7, I absolutely want to get the Magic Sword. The only problem is that I\'m short one Heart Container. Thankfully, there\'s one on the way. I have to walk down a good way on the screen below Level 3 because the flute won\'t blow if you\'re too high up. Level 1 is the closest dungeon, so I have to walk the rest of the way. Having full life after getting the Heart Container is important, because the Lynel on the screen before the Sword is always at the other end. If you don\'t have full life, you can count on taking some damage here (or wasting time switching to the Boomerang). After getting the Sword, I warp back to Level 3, and it\'s just a short walk from there (at least the Octoroks are out of the way below Level 3, heh). Getting into Level 7 takes a little bit of work because you have to open it from the right side, then walk around what amounts to 4 screens to get back there. \n\nLevel 7 appears to be very difficult on the surface. With three required Blue Darknut fights, a Gohma, Manhandla, and a four-headed Gleeok, it lives up to the challenge. The Magic Sword will slightly stack the odds in your favor though. The Manhandla in this level is very manageable. If a bomb doesn\'t kill it, just use the Sword. Now for big mistake number three. This one is perhaps the best. In the first I enter from the bottom, I get put in a tight spot. I\'m sitting on my comfortable Ladder on a river of fire waiting for the Darknuts and Bubbles to pass, killing any enemy that walks by. The last one that\'s in the way drops a stopwatch which is normally a good thing. Not this time. I was hoping to get the stopwatch before I got hit by the Red Bubble, but the opposite happened. I hit the Bubble, then walked right into the stopwatch. Oh yeah, Bubbles deactivate when you pick up a stopwatch, so now I don\'t have a sword and can\'t get it back. So, I need to reload the room to get the Blue Bubble working again; yet, I walk over to it first anyway. Way to go genius. Of course, when I reload the room, the Blue Bubble spawns on the other side. That\'s just great. When the smoke clears from this disaster, I\'ve lost about 27 more seconds. The next room is one of the three Darknut rooms. This one also happens to have statues shooting fireballs at me. I manage rather well, then move on to a room where I have to dodge Darknuts and exit out the top. The next room is the Gohma fight, which took only two rounds. After coming up the stairs, I spawn in a room full of Darknuts that spawn between me and the door. I was hoping to get out unscathed, but failed on the home stretch. For the Life-or-Money guy a couple rooms ahead, I give my life because I don\'t need it (all the hard stuff is over). Besides, I\'m broke anyway. This next room is another room full of Darknuts, but there is some decent cover that allows me to take them out pretty much one at a time. After coming up the stairs, the room to the left is the final Darknut room, complete with fireball-shooting statues again. There is an automatic bomb drop in this room, so I can pretty much use my bombs liberally. However, I didn\'t. I still don\'t know why. Apparently, my loss of rational brain functions continue. Oh well. The boss is the four-headed Gleeok. Not a problem, as the Magic Sword makes this boss take fewer hits than the boss of Level 2 (Wooden Sword on a two-headed Gleeok takes 16 hits, this boss with the Magic Sword takes 9). \n\nBecause Level 9 is in the very top-left corner of the map, there\'s no easy way to get there from here. A warp to old Level 6 appears to be the fastest way. I\'m sure most of you watching are wondering why I get the 30 rupees in old Level 6. It turns out I don\'t need it, but I got two lucky five-rupee drops in Level 9. You may be wondering why I use so many rupees in Level 9, but you\'ll have to wait to find out. On the way to Level 9, I have to avoid multiple Lynels. It\'s very easy to get hit, so getting hit twice is no suprise to me. I manage to get two hearts back before I go in. \n\nAlmost there! All I have to do is collect the Silver Arrow and make for Gannon. Everything goes very smoothly; I get the Silver Arrow without incident and do a pretty decent job of avoiding the Red Bubbles in the next room. I made a mistake in the room past the stairs, though. For some reason, I forgot you had to bomb the North wall and tried to walk through it. The setback cost me a little bit of time and some life. I eventually got hit by a Red Bubble and had to chase the Blue Bubble around a little. The next room is the reason for the rupees. Instead of using bombs or the Sword to kill the Lamnolas, I use Silver Arrows. They work much better than I dreamed when I first thought of the idea, so I make it a point to have enough rupees to pull it off. I also get a lucky five-rupee drop. Make a note of it. Lots and lots of smooth sailing for a while, so there\'s nothing really to comment on; just lots of carefully planned out rooms. When I get to the Patra room, I head left to collect the Red Ring. It\'s not too far out of the way, and it really makes the final few rooms a cinch. I would consider skipping it if I could get here with full life, or close to it, but skipping it just isn\'t worth the risk with life like this. Again, I get to use the Silver Arrow strategy on the Lamnolas. Pay attention to the rupee total after I kill the second one. Yeah, it says 30. If I hadn\'t picked up the stash from old Level 6, I would have zero, and the lucky drop would give me enough to kill Gannon. Therefore, while I have enough at this point so that I could have skipped the stash, one piece of bad luck would\'ve ended the run. I have no regrets there. I definitely shouldn\'t have collected the drop, but did anyway because I was laughing at the irony of the situation. The Patras are rather easy, as I kill them pretty quickly. Damage at this point doesn\'t matter, so I just go on a spree, especially on the second one. I had a little menu hiccup in the room after the stairs. I guess it was all the nervousness in seeing how close to :45 I was going to be. The Gannon battle went rather quickly, and by this point I was shaking so hard I could barely move Link. \n\nI was so relieved when I saw the time was sub-45; that was my original goal. Of course, like any good runner, I\'m not completely satisfied, so look for me to improve this run sometime. I still work on it on a daily basis, but I wanted this to get put up so I wouldn\'t feel like I\'ve accomplished nothing. I know there is plenty of room for improvement, but I\'m not going to begin to speculate on a lower bound for the time. Major thanks to nate for capturing the run and anything else he may have done, and also to Radix for bugging the hell out of me to get this run done (and the whole SDA thing).','2006-02-01',0,2683000,11,'Zelda1_SS_2ndQuest_4443',1,8,0,NULL),(0,1524,NULL,396,'','Here it is, my first ever speedrun. Zelda 2 completed with no Up+A and no deaths. \n\nI\'ll second tmont\'s sentiments on doing this type of Zelda 2 run: if you want to enjoy this game, don\'t play it like this. It was hard as hell, and took me about 4 months from the initial training stages to get this run on tape, and I was intimately familiar with the game (though a little out of practice) before I got started. And while the feeling of accomplishment I got upon its completion was second to none in my time as a gamer, getting their was certainly much less than half the fun. Also, if any of you readers plan to run this game, do yourself a favor and run this on the NES. I played on the GCN collection, and the Gamecube controller is far from ideal for this game. \n\nI would like to give many thanks to Tommy \'tmont\' Montgomery, whose run this one replaces. He was there every step of the way with advice and encouragement. Without his prior run this one wouldn\'t be nearly as fast as it is, and without his aid I doubt it would\'ve been completed at all. \n\nThis run is far from perfect. The route isn\'t quite optimal, but for a deathless run going the fastest possible way (Death Mountain first without the candle) isn\'t very feasible, and the two heart containers I get could be skipped. A different leveling strategy that focused more on attack levels and less on life levels could also bring the time down a bit. As far as spells go, I get Life instead of Shield, which does save some time, but skipping that as well is also a possibility, and I wish anyone who attempts any of these changes the best of luck. This was plenty hard enough as it is. \n\nThere are lots of little errors here and there, a couple not so little one, and one that is certainly glaring. Take the latter two categories out and my time would be at least 45 seconds lower, but at the point I got this particular run down I was starting to find it very hard to make myself play the game, and I have little desire to try to improve it currently. Maybe at some point down the line, but not now. \n\nWhat really makes running this game so difficult is the random movements of so many of the enemies. While you can memorize what you\'re going to face every step of the way, you can\'t know how they\'re going to act. This holds especially true for pretty much anything that\'s blue, and the designers like to put those guys near lava pits. There is also a large amount of luck that can either raise or lower your time significantly. Flawless evasion of the overworld enemies would drop my time considerably, though it would\'ve been very possible for me to hit many more than I did. Enemy item drops can also have an effect on time, but there\'s no way to control those either. \n\nI think this run speaks for itself fairly well, but if you\'re curious about my personal take on how it went, you can read the extended comments below. If not, hope you enjoy it. \n\nExtended Comments \n\nThese will be split up by fairly arbitrary sections. [ul][li]Game start to Palace 1 \n\nRunning left out of the North Palace does save a split second, and every little bit helps. From there it\'s a beeline to the first magic container. I skip a Lowder on the way in so I get experience from all 3 Octoroks (every 6 small enemies and every 6 big enemies drops an item), and I think killing the last two on the same jump in the dark looks pretty cool. Then it\'s off the the patch of forest with a point bag. Ideally all three Aches fly away from me, but 2 out of 3 isn\'t bad certainly. There\'s nothing really noteworthy from there to the palace. \n\n[li]Palace 1 \n\nThe early goings here are pretty smooth and the skull room on the way to the candle is one of the pieces of tech I\'m especially proud of. The Bots in the bridge room could\'ve gone better, but with their random movement patterns I don\'t mind sucking up a hit or two. The Cyclops in the candle room could\'ve gone down before he got a chance to jump again if I hadn\'t whiffed the third hit, but he would\'ve cost me more time if he didn\'t drop a point bag, so no major complaints. My only other real gripe here is that Horsehead landed a hit on me, which almost never happens. Also note that I place the crystal with the bare minimum amount of experience to get the attack level. Definite style points. \n\n[li]End Palace 1 to Death Mountain \n\nThis stretch really couldn\'t have gone much better. I know the Lowder in the first cave is going to drop something, and the fact that it was a point bag this time around makes the quick stop a time saver rather than a time waster. The trophy cave went perfectly, and no major hang ups in the cave south of Ruto. Then I get loads of luck on my way to Bagu\'s house and don\'t hit a single random encounter which almost never happens. The bridge encounter and the town both go about as smoothly as they can. \n\n[li]Death Mountain \n\nThis was far from my best trip through here. The first two caves go alright, but the stupid Aches in the third trip up a little. Then I\'m alright for a couple more until I get to the one with the blue Goriya. I mistimed the jump over his first boomerang and things went all to hell for a second there. The only other really rough patch is at the start of the hammer cave. The first red Daria, if he doesn\'t throw an axe quickly (which in my experience he usually doesn\'t) I can kill him quickly and smoothly. Alas, it didn\'t work out that way this time around and more ugliness ensues. Other than that, my only real gripe with this stretch is I didn\'t get a single big enemy point bag drop, and that\'s going to cost me some time down the line. \n\n[li]End Death Mountain to Palace 2 \n\nBoth the random encounters I hit on my way to the medicine cave are unfortunate. The first I could\'ve avoided by waiting a split second and either dodged it entirely or got hit on the path. The second I would\'ve preferred a swamp encounter since I can navigate those faster. Oh well. The cave itself went alright except for yet another red potion drop from the last Daria and a poorly timed jump on the way out (with Jump cast no less, ugly). Only getting path encounters on the way to town is a plus, and except for slightly overstepping the door of the magic lady\'s house Mido went smoothly. I\'ve had trips from Mido to Palace 2 go much worse, but this particular one would\'ve been a lot better if the fairy encounter hadn\'t run into me. There would\'ve been a long break in the random monster appearances after that set had disappeared. \n\n[li]Palace 2 \n\nI usually have at least close to Attack level 5 when I enter this place, but the glut of red potion drops I hit through Death Mountain put me way under target. This isn\'t too big a deal, but does cost me a little time in that every Ironknuckle I run into takes one more hit to kill. That lack of experience from earlier also forces me to place the crystal with my levels at 5-2-3 with enough excess to get the next Attack level instead of the preferred 5-3-3. Outside of that, no complaints with how this palace went. I\'d have preferred to submit a run where Helmethead didn\'t hit me, but he usually does, so oh well. \n\n[li]End Palace 2 to Palace 3 \n\nShort little segment here, but oh is it ugly. Two random encounters on my way out of the swamp isn\'t terrible, but not great either. What really makes me shake my head every time I watch this is the pause on the boulder square (I was expecting the random guys to show up, and was surprised when they didn\'t), and then the two random encounters in the graveyard. That\'s usually none, and the second could\'ve easily been avoided with a quick stop at the King\'s Tomb, but I thought I could make it to hole and instead get hit with one on that panel. At least I got out of both of them alright. The cave itself went well, though it turns out I didn\'t need the blue potion I went back for. Couldn\'t know that at the time, so no complaints there. \n\n[li]Palace 3 \n\nThe red potion at the door was a welcome sight even if it did make the blue one I went back for earlier unnecessary (I have to cast Fairy later, and I won\'t be getting a Magic level). I\'m very happy with how everything went up until the raft (except for that weird sound I got when I was opening the door, that was a first). The first Bot in the lava room holds me up a bit (I\'ve had way too many runs end in this room, I was determined to play it safe) and I probably had the most trouble I\'ve ever had with bear head statues in the next room, usually run that nice and clean, but oh well. No complaints with the rest, I\'ve had better fights with the boss, but this one certainly wasn\'t bad. \n\n[li]End Palace 3 to End Palace 4 Part 1 \n\nI actually came up with that leveling strategy before I saw tmont\'s run, but seeing him do the same made me believe in it much more firmly. Those Life levels up my survivability a lot and without them I\'m sure the next couple of stages of the game would be loads tougher. No random encounters on the way to Palace 4 is a rarity, and I\'m glad to have done it here. I use Fairy to skip the \"you got the thing\" animation at the Magic Container, saves me a couple seconds. Things don\'t go too badly until the Stone Warrior before the Boots room. I hate these things with a passion, and if you don\'t take them out quickly and smoothly the will hurt you. This guy didn\'t go down quickly or smoothly, and the result is ugliness. The red potion I get in the next room makes up for the damage to my health, but I can\'t get back the time. Really I would\'ve preferred a point bag here since that would\'ve let me skip killing the Stalfos in the ruts on the way out, one of which cost me a bunch of time, but that entirely necessary as you\'ll see later. \n\n[li]Leaving and Returning to Palace 4 \n\nI\'ve got enough magic to use Fairy to pick up the abducted child and again save a couple seconds. My random encounter evasion on the way to Darunia is nothing special, but none of them hold me up for any great period of time. I don\'t even try to skip the forced encounters since there both pretty easy and offer about 100 experience a pop, and I need the experience. The town itself is home to a pretty ugly mistake (of all the places to screw up. . .). It all resulted from a badly timed sip of my beverage. I forgot for a second you actually have to talk to the Upstab guy, so I gimp out a little right in front of him. That itself isn\'t too bad, but then I must\'ve been a little flustered and mashed the talk button a little too much and talked to him twice (lousy unskippable dialogue. . .). That\'s a nice sized chunk of time gone right there and just looks really bad. Nothing too eventful from there until I get back to the palace. \n\n[li]Finishing Palace 4 \n\nI have a little trouble with the first key, but I\'m pretty smooth with the second one (that\'s usually reversed). I was hoping to be able to attempt to skip that second key entirely actually, but experience prohibited me from even trying (I needed the 200 from the Stone Warriors). I got a red potion from the statue by the third key in the unconventional way. Turns out I didn\'t really need it, but being able to Fairy out of that room is a definite plus. Nothing all that notable until Carock. He died nice and quick (only like 3 shots missed!), though I didn\'t need to cast Life when I did (I wasn\'t about to about gamble on that though) and his death gave me just enough experience to hit my target. Good thing too, a reset due strictly to bad luck at that point probably would\'ve cost me a controller. I was a little gimpy getting the key, but that only cost a second or two. \n\n[li]Palace 5 \n\nIf it wasn\'t for the boss I wouldn\'t hesitate in saying this is the easiest palace in the game in terms of this run. This is largely because it\'s the only palace where I don\'t have an experience target to hit. Outside of a few slight missteps here and there I really have no complaints with how this one went, and the fact that I got the key in the falling block room as easily as I did is a definite plus. I cruised through here all the way to Gooma, who can be killed faster than I did, but he still went down quick enough. Again, I didn\'t need to cast Life in the fight, but I wasn\'t about to chance it. \n\n[li]End of Palace 5 to Palace 6 \n\nNo randoms on the way to the river devil is a definite plus, and the forced encounters went pretty well, though you might wonder why I cast Fairy on the second one. Without it, I always get hit at least once while trying to navigate past the Fire Dragon. Granted, I get hit a bunch while flying through, but as a fairy it doesn\'t slow me down at all, I have the magic to burn, and I have a Life level coming to me on the next screen. Seemed like a good idea to me. \n\nOn my way through the forest both going to and coming from New Kasuto I actually want to get into a few random encounter as I need the experience. I actually get a little more experience than I usually do this time around, and that throws me a bit later, but we\'ll get to that when we come to it. The town went well except for a brief wrong turn on my way out from getting Spell, and on my way back through the cave the spider things smacked me around a bit, but with a Heart Container soon to come I wasn\'t all that worried about it. The random I hit on said Heart Container\'s panel is a bit of a headshaker, but it only cost me a few seconds. \n\n[li]Palace 6 \n\nThere\'s lots of little things that go wrong in this palace that can cost a great deal of time. Missing any of the long jumps is a huge setback, and even with inflated Life levels most of the enemies here hit really hard. All in all I did decently through here. I do alright in the early going, though I meant to kill the first Blue Ironknuckle rather than knock him off the cliff. The invisible gap in the room before the cross gave me a lot of trouble in the early training stages, especially on the way back, but I nailed it both ways here. The only thing in the whole palace that really makes me shake my head is backtracking to kill the Blue Ironknuckle after I fall down to the route to Barba. I was thinking I had to make up for not killing the one earlier, but it was completely unnecessary, even without the red potion drop I got later, due to the little extra experience I got on the way to the palace. That just didn\'t click at the time, and the result is wasted time. The red potion, however, did turn out to be a lifesaver as the second Mounted Ironknuckle would\'ve kill me without the castings of Life. I could\'ve played Barba a little more aggressively and probably would\'ve gotten him on the third pass if I had, but the start of the fourth is nothing to sneeze at. After the fight I almost screw myself by canceling a Magic level I need to take, but catch myself before it\'s too late. \n\n[li]End Palace 6 to Great Palace \n\nFairy is a must for the bridges, I wouldn\'t dream of trying to go without it this late in a run. You\'ll notice I don\'t take the Magic level right away. That\'s a little insurance against the random red potion at the start of Death Road not being there. The fact that it did appear is a definite plus, though, as it lets me be pretty free with my magic through this stretch. I had four misses on skipping the forced encounters, which isn\'t great, but could\'ve certainly been much worse. I also played a few of the random encounters pretty timidly, but it\'s way to easy to die through here. The first room in the first cave went badly, but from there to the palace went pretty well. I will say I got lucky to not die when I did hit my magic level, that really got my heart pumping. \n\n[li]Great Palace \n\nI drilled this place so many times before I even considered trying to record a run, and I think for the most part it shows. It here, however, that I commit the mistake of the run, which I largely attribute to nerves. That wrong turn looks really ugly, and cost me dearly, a little over 20 seconds gone. I take a little solace in the fact that I didn\'t get smacked around too bad getting back on track, but I still cringe every time I watch it. Outside of that, the only other real hang-up I encountered was the second red potion statue which took three tries to bear fruit. I was able to skip the fairy though, so that\'s something. Thunderbird went really well, though I was nervous as hell during the fight. And if any of you were hoping this would be speedrun where someone actually duked it out with Dark Link, I\'m sorry to disappoint.[/ul] \n\nAnd tmont\'s right, it is really nice to see a zero next to your name at the end. \n\nWell, that\'s about it. Thanks for reading it, and hope you enjoyed the run.','2006-10-08',0,4635000,11,'Zelda2_SS_11715',1,8,0,NULL),(0,1525,NULL,396,'','I really love fighting the evil enemies in Zelda II. The controls are great, the AI is challenging, and I also love the concept of walking, solving puzzles and exploring on a top-down map, and then switching to a sidescroller, on certain tiles, for some superb sidescrolling action with some good action-music! Those enemies really want Link\'s blood! All fighting is purely in self-defence, and for the cause of good :) \n\nI started supporting the english football/soccerteam Crystal Palace in 1989/1990, and I believe there was an unconcious link to Zelda II. The \'plot\' in the game is to place 6 crystals in 6 well-guarded palaces, to break the seal in the Great Palace and find the Nr.3 Triforce to wake Princess Zelda from the sleeping spell. I simply love it when I get the red\'n blue screen, picking up the hammer and levelling up to attack:4 at the same time. \n\nA perfect Zelda II speedrun is \'obviously\' humanly impossible, and I\'m happy with this run in general. I\'m not so happy with my performance in the Great Palace, but I believe nerves played a trick on me there. I guess my performance in the Great Palace makes the run more exciting to watch anyway. My run through Death Mountain is close to perfection in this speed run, and especially in Spectacle Rock. \n\nThe Zelda II PAL-version is modified, meaning that movement on the overworld-map is 5/6 speed compared to the NTSC-version, but the sidescroller-scenes are not. \n\nThis run is very minimalistic in the fact that I skip the following spells: shield, life, fire and spell, and the following items: candle, magic-key and crucifix. Skipping the candle makes all the caves more difficult in this game. \n\nThanks to Scott Kessler and Tommy Montgomery for sharing their Zelda II speed runs on SDA, they have been a huge source of inspiration to me, and have contributed to making my Zelda II speedruns as fast as they are. \n\nThanks to Rodrigo Lopes for helping me believe 1.01.19 to be possible at NTSC-speed, and thanks for good advice about levelling up magic before life :) Your incredible time of 1.01.19 has been great motivation for me. \n\nMy level-up system is probably still not optimal, and I pay slightly for that in the 2nd (and 3rd) palace (getting magic-potions instead of experience). \n\nI hope you enjoy watching my speed run, find it entertaining, and that it inspires you to try speedrunning this game. May the Triforce be with you :)','2007-01-11',0,3977000,11,'Zelda2_eu_SS_10617',1,8,0,NULL),(0,1526,NULL,396,'','This run was a result of me being depressed about not getting close enough to Rodrigo Lopes\' world record of 1:01 for a regular run of this game. Also, I was sick of going through Death Mountain without the Candle and a ridiculous strength advantage. Compared to either of the other runs I attempted for this game, this one was a cakewalk. \n\nOnce I got the time down to 43 minutes, it becomes a matter of avoiding unwanted encounters. It\'s amazing how much time can be shaved off this run due to blind luck. I had one run that was so incredibly lucky that it was minutes ahead of all my other attempts, and about 40 seconds ahead of this one by the time I got to Death Road. Then I hit a snag of bad luck, and it ended up being just over 42 minutes, when it could have easily been under 41:30. A further study of exactly how the overworld \"enemies\'\" paths are determined, and thereby avoiding them more often, could bring this time closer to 41 minutes. But I doubt anyone has the perseverance, stamina, or love of this game for that kind of lunacy. \n\nThis run is a few seconds away from the Twin Galaxies world record time of 41:50, by Rodrigo Lopes. I have to give huge props to him, because if I hadn\'t known it was possible to get a time that low, I would have stopped when my time got to 43 minutes. The mere fact that he accomplished such a phenomenal time with no information to go on except the previous run, which had no giant flaws (aside from an ill-timed death) and was five minutes slower, still astounds me. Without the knowledge of his time, this run would never have happened (or if it had, it would\'ve been much slower). Also, thanks to Lokarin for discussing some strategies, and for his initial interest to improve Emptyeye\'s run.','2006-05-19',0,2509000,11,'Zelda2_SS_NewGamePlus_4149',1,8,0,NULL),(0,1527,NULL,396,'','NG+ is an amusing way to speedrun Zelda II IMHO. The strength-advantage gives you the opportunity to defeat some of the bosses, e.g. Gooma, with more daring fighting-strategies. And most importantly, you don\'t have the frustrating NG-Death Mountain problem of a 35 %? chance of getting through with the hammer, even though you fight perfectly (gathering enough experience to level up attack to 4). \n\nI consider this run to be even more lucky than my NG-run, as I have very few random-encounters. The run through Death Mountain isn\'t optimal, but I\'m happy with everything else in this run (as far as I remember). I hope you find this run entertaining!','2006-11-17',0,2692000,11,'Zelda2_eu_SS_NewGamePlus_4452',1,8,0,NULL),(0,1528,NULL,181,'','I would like to thank er0kdrah for his help on this game, which enabled me to get this time, and also to Madrox and Pyh189 for helping me time Madzombie\'s segments since I was stuck on 56K and couldn\'t get a hold of his video. Also, thanks to Madzombie for making a better run to push me to get this time, and to Wak, for revealing some cool tricks that helped. \n\nI\'m going to say this now. I am NEVER, EVER, FOR SURE, GANNON-BAN MYSELF IF I LIE...going to play A Link to the Past for a speed run ever again. The little gray cart with the golden sticker has earned itself a happy resting place back in its box. I can now rest knowing even though I may not end up being the best at A Link to the Past; I at least in my mind am an ALttP master. \n\nThat being said, there is room for improvement. On the strategic side of things, I made a wrong key choice on Misery Mire. I got a key out of the way when one was in a room on the way of the optimal path. It\'s about a 10 second error. The other is the route order I took. I\'m not convinced Skull Woods before Misery Mire is faster. Even if it isn\'t, it\'s not that much of a difference. \n\nSkills wise, there are a few spots things aren\'t executed perfectly. So there is time that could be made up from the little mistakes I make here and there. Then there is a few boss battles that could be better, such as Helmasaur (I miss an arrow as he moves away and I lose about three seconds), Vitreous (this will involve more luck than skill), Kholdstare (Madzombie\'s fight is faster), Trinexx (I just couldn\'t replicate the TAS strategy), Agahnim 2 (this is luck, though), Lanmolas (I actually afterwards nearly replicated the TAS strategy, but apparently if you hit them too fast, the hits don\'t register), Armos Knights (Somebody eventually will replicate the TAS strategy), Mothula (there has to be a way to keep him in the corner), and Blind (can just be faster by not getting hit). Of all the boss battles, the only ones I think are superb are Arrghus (somebody time that battle), Agahnim (beat that), and Ganon. \n\nBy the way, on Ganon, you have to STOP MOVING when he moves around the teleport sequence, or else he will keep moving away. So just stop, wait for him to materialize for a second, and then move in to attack. Also, somebody incorrectly explained the \"Hold A\" to jump faster trick. Once you get the Pegasus Shoes, if you press A right as you are pressing against an edge to jump, you will jump quicker. If you hold A, it will take just as long as before. I estimate about 10 seconds could be saved if it was done all the time. \n\nI\'d say if you did Skull Woods after Misery Mire, got the optimal key in Misery Mire, had flawless boss battles, jumped faster, and eliminated some of my smaller mistakes, you\'d get under 1:39. But I\'m happy getting 13 seconds under. Even though this will be EXACTLY 1:40 at TG (the irony, the irony...), I don\'t care. If you technically went by when you gain control of the game and when you lose control, nobody would get sub 1:40 because it begins when the text starts in the game, and ends when Link moves to touch the Triforce at the end. Oh well. \n\nSo, what next? I figure it\'s time to attempt to put another game away forever. Though my Ocarina of Time 5:04 time has gone unchallenged, I still missed the mark I was aiming for. Now I know it is possible to not only get under the 5-hour mark, but also shatter it. This also could be my last speed run for awhile as well, as I am going to be moving out to California in August and will be occupied with other stuff. But, whenever I return to speed running, there\'s a new Legend of Zelda WR being verified as we speak which the creator says there\'s a slight chance it will never be beaten. Operation: Sub 32 Legend of Zelda this fall? We\'ll see. \n\nIf you\'d like to talk about this run, or anything else Zelda related you can IM me at ZeldaSpeedRuns.','2005-06-27',0,5987000,11,'ZeldaLttP_SS_13947',1,18,0,NULL),(0,1529,NULL,181,'','I\'ve finally done Zelda ALTTP 100% SS in less than 2 hours! \n\nThings you need to know: [ul][li]The game is in French, but it still stays interesting to watch! [li]Because the game is in French, the texts are longer. There are 20 more seconds of text only with the unskipables texts (Zelda, the 7 girls, Link\'s uncle, etc). In a 100% run, the text is surely near 30 seconds longer. This means my 2:00:01 run would actually be something like 1:59:3x if it was in English. [li]2 years and 13 days have passed since my 2:02:34 run... Since then, Madzombie have tried to beat me but never achieved to. I still though he would get sub 2 hours before me... I\'m glad I was wrong (if we consider the difference between English and French version). [li]Thanks anyway to Madzombie for finding a new dark world route so it was now possible to achieve a run of less than 2 hours! [li]The main changes for this run compared to the last one is the dark world route. Beside this, some room routes have changed and my running skills have gotten better. these 3 things brought me to a beautiful new run! [li]My biggest mistake was in the 2nd dungeon of dark world. I almost felt asleep on my chair, forgot where to go for about 15 secs. That\'s what I could call the big and only considerable mistake in 2 hours. [li]My random heart pieces: \n\n1. Digging game on the first try (Now this always means for me that this run is my chance to get a new record) \n\n2. Chest game on the 4th try... (Isn\'t that bad when you know that I can try over 20 times in some runs) \n\nI didn\'t get as lucky as on my 2:02 run (both on the first try), but it just makes me more human ;) [li]I\'m currently working on an any% run with save warps, I expect sub-1:34. [li]You can contact me via MSN at Wak017 AT Hotmail.com.[/ul]','2007-07-31',0,7201000,11,'ZeldaLttP_SS_100p_20001',1,18,0,NULL),(0,1530,NULL,1,'',NULL,'2005-03-19',0,257000,3,'4SwordsAdv_11_417',1,5,1,NULL),(0,1531,NULL,1,'',NULL,'2004-07-05',0,248000,3,'4SwordsAdv_12_408',1,5,1,NULL),(0,1532,NULL,1,'',NULL,'2005-03-20',0,465000,3,'4SwordsAdv_13_745',1,5,1,NULL),(0,1533,NULL,1,'',NULL,'2004-07-03',0,314000,3,'4SwordsAdv_21_514',1,5,1,NULL),(0,1534,NULL,1,'',NULL,'2004-07-23',0,424000,3,'4SwordsAdv_22_704',1,5,1,NULL),(0,1535,NULL,1,'',NULL,'2004-07-23',0,553000,3,'4SwordsAdv_23_913',1,5,1,NULL),(0,1536,NULL,1,'',NULL,'2004-07-24',0,308000,3,'4SwordsAdv_31_508',1,5,1,NULL),(0,1537,NULL,1,'',NULL,'2004-07-24',0,324000,3,'4SwordsAdv_32_524',1,5,1,NULL),(0,1538,NULL,1,'',NULL,'2004-07-25',0,355000,3,'4SwordsAdv_33_555',1,5,1,NULL),(0,1539,NULL,1,'',NULL,'2004-07-25',0,413000,3,'4SwordsAdv_41_653',1,5,1,NULL),(0,1540,NULL,1,'',NULL,'2004-07-27',0,422000,3,'4SwordsAdv_42_702',1,5,1,NULL),(0,1541,NULL,1,'',NULL,'2004-07-27',0,348000,3,'4SwordsAdv_43_548',1,5,1,NULL),(0,1542,NULL,1,'',NULL,'2004-07-28',0,327000,3,'4SwordsAdv_51_527',1,5,1,NULL),(0,1543,NULL,1,'',NULL,'2004-07-28',0,446000,3,'4SwordsAdv_52_726',1,5,1,NULL),(0,1544,NULL,1,'',NULL,'2004-07-29',0,563000,3,'4SwordsAdv_53_923',1,5,1,NULL),(0,1545,NULL,1,'Played on Japanese version.',NULL,'2004-04-29',0,536000,3,'4SwordsAdv_61_856',1,5,1,NULL),(0,1546,NULL,1,'',NULL,'2004-12-31',0,414000,3,'4SwordsAdv_62_654',1,5,1,NULL),(0,1547,NULL,1,'',NULL,'2005-01-02',0,583000,3,'4SwordsAdv_63_943',1,5,1,NULL),(0,1548,NULL,1,'',NULL,'2004-12-29',0,398000,3,'4SwordsAdv_71_638',1,5,1,NULL),(0,1549,NULL,1,'',NULL,'2005-01-05',0,534000,3,'4SwordsAdv_72_854',1,5,1,NULL),(0,1550,NULL,1,'',NULL,'2004-12-29',0,635000,3,'4SwordsAdv_73_1035',1,5,1,NULL),(0,1551,NULL,1,'',NULL,'2005-01-05',0,400000,3,'4SwordsAdv_81_640',1,5,1,NULL),(0,1552,NULL,1,'Played on Japanese version.',NULL,'2004-04-29',0,636000,3,'4SwordsAdv_82_1036',1,5,1,NULL),(0,1553,NULL,1,'',NULL,'2004-07-16',0,1070000,3,'4SwordsAdv_83_1750',1,5,1,NULL),(0,1556,NULL,173,'','I captured this myself, which would be why the quality\'s not what you might be used to, and why there\'s no HQ. But this is the black & white version, so it doesn\'t really matter anyways. And give even more thanks to Radix than you would normally - the audio was out of sync when I captured it, he resynched it. Besides uploading/verifying the run, you seeing this is a direct result of his work. \n\nI must give major credit to three people who helped me out loads. Those would be Lucid Faia and TSA, who did the previous two runs and allowed me to mooch off what they used, and Tompa, who showed me a couple neat tricks. Major thanks to all three of you. \n\nAs many of the tricks I used in this run will generate lots of questions, I think it\'s best that I start off with the most commonly asked ones. The main attention-grabber, as I see it, is my liberal use of the start/select/a/b screen (hereafter christened s/s/a/b), despite never actually saving. It\'s actually a hugely powerful text skip tool, for skipping what hitting B won\'t. \n\nHitting s/s/a/b at certain times skips lots of the text screens that come up. Namely, those that spontaneously generate out of thin air. Chests, stuff bosses say, whatnot. You can also skip conversations you initiate, and if you jam A when the save/quit screen goes down, you can also automatically answer \'yes\' to any questions they may ask, without even seeing the text. See: the trading sequence. \n\nTwo notes: I don\'t really bother skipping text that doesn\'t even require scrolling, because this can be messed up and because I don\'t think it saves any time anyways. Also, [b]this works differently on the DX version.[/b] You can still skip chests with s/s/a/b, but you can\'t automatically answer yes or skip anything else with this iirc. TSA skips dungeon entry text in his DX run with the start screen, however - check that out. \n\nAnd no, this can\'t skip the owl or the last golden leaf, or anything I don\'t even try it on that requires scrolling. To my knowledge, at least. \n\nSo, anyways, with that out of the way, to the actual run. It\'s pretty good, it\'s improveable easily if you have the skill (and I will come back to this someday), but it still shatters the existing records by about 15 minutes, and I don\'t really feel like taking that much more time on this (I\'ve been playing nonstop for like 2 weeks to get this record - I probably would have broken 1:30 several times, but I got hit by several absolutely stupid mistakes and just bad luck, and that dolt Hinox in level 7). That, and I think I\'m slowly breaking my control pad - I\'m playing this with my actual gba, using the gb to gc cable. I have to put heavy force on the pad to get it to register the force at all now. I want a new SP and a hori pad. :/ \n\nAnyways, up through the first dungeon is played really well. It should be, I\'ve played it like 50 times over the past 2 weeks. >_> Not much to say, except for a couple cool tricks in the cave with the rupee chest, the room with the roc\'s feather, and the trendy game. Yes, the crane is moving the powder in the background when I get the yoshi doll. The only real mistakes on this segment, iirc, was falling into a hole in the room with the first chest in level 1, and spawning the chest in the wrong position. The spinies were just bad luck. Note that I didn\'t torture myself by getting 10 rupees from enemies at the start - I went to the rupee cave and got them there. And note that how, despite getting the bananas early, I still beat the dungeon in less than 10 minutes. :P \n\nLevel 2 is played well aswell, although the hinox knocks a few secs off. I accidentally stabbed him instead of spinattacking him, and he took a few extra seconds as a result.. Anyways, the genie was finally pwned via s/s/a/b, and there\'s a version difference I bet most of you don\'t know: he throws fireballs more slowly in the DX version. \n\nI\'m very sure this is the best rupee collection route, dispite lucid using a different one. Also, you sometimes see me picking up bushes with the power bracelet instead of switching to the sword - I\'m relatively sure that just picking them up instead of switching to the sword is faster, or at least not slower, in most cases. Haven\'t ever gotten around to timing it, however. \n\nKanelet Castle went well, but if any of you know how to get the golden leaf the ball-&-chain trooper drops without going down, out, and into the right of the screen, drop me a line. >_> You can get richard to move in one s/s/a/b, I just messed it up. I\'ve done worse on the pothole field jumps, and then there\'s level 3. \n\nLevel 3 went really well, mainly thanks to a nice Piece of Power drop at the beginning of the dungeon, which shaved some time off. Then there\'s the glitch on the miniboss where you just exit the screen after killing one, and then a small route change that may or may not be faster at all - I just wanted it to look as if I put thought into the dungeon. Bite me. :P My performance on the boss was sloppy - after splitting the eye, I tried to hit both eyes at once, and failed. Then I made a couple of other mistakes, but since I had the PoP, I didn\'t have to take more than a couple extra seconds to finish it. \n\nYou have to trade the honeycomb for the pineapple so Marin appears at the beach. Otherwise, she won\'t show up. That\'s why I trade past the bananas -> stick. When I fight the lanmolas for the angler key, I s/s/a/b twice to halt Link\'s movement towards the center, in order to not fall down and have to take the long way around. That was actually intentional. Lastly, in the trip to level 4, it\'s ironic how I skip marin saying \'always remember me.\' >_> S/s/a/b the stuff after you get the ballad of the wind fish song and marin doesn\'t say her piece after the \'item collected\' text either. You can\'t B skip that stuff, so it\'s vital that you get the skip. \n\nI do my best not to dash w/ the pegasus boots when you have to take a diagonal path later on. The weird dash routes in the screen after the cave that leads to animal village are there to avoid the electric gel. \n\nLevel 4 is weird. It\'s the most sequence-break-able dungeon in the game, with level 8 running a distant second. Sadly, the main jump used to do this is something I cannot pull off consistently. I have to use a slower method to have a real chance of doing so - I\'m incapable of doing the dash-jump for some reason. Also, I don\'t bombarrow the blocks because I\'m trying to save arrows for dethyl. I\'ve ran out of arrows on him before... The mess in the flipper room was me not spinattacking in time yet again. :/ \n\nThen there\'s a really major timesaver. I leave level 4 early, after collecting the flippers, to save myself from having to bring the ghost to his house and the cemetary. It\'s about 1:50 to 2 minutes. \n\nLevel 5 is uneventful. I pull off the nightmare key jump on my first try and the boss is nice to me for once. I don\'t manage to kill it in two turns, but it didn\'t abuse me like it\'s fond of doing. >_> \n\nLevel 6 is actually somewhat different. It\'s the worst dungeon in the game in terms of linearity - I only manged to find a 1 second break. But a couple of the strategies I use to get rid of wizzrobes are different, if not faster, and they save arrows. The first time I try this, the mini moldorm got in the way - both wizzrobes were supposed to die at once. Still, you could skip over dungeon part and not miss anything. And no, you can\'t skip the dodongo snake miniboss battle here like you can in level 3. \n\nThis is also the part where you finally see how much I fail at using the item screen without having previously memorized the item locations from many playthroughs. :/ \n\nIncase you haven\'t realized it yet, the gameboy player fails at transparencies, shadows, and special effects of any type. Instead of actually making something transparent, it just displays a completely opaque version for half the frames and nothing at all for the other half - or at least, that\'s what it seems like. So, Mamu and his band will basically give you a seizure from flashing lights when you play it yourself, but since these vids are only at 29.97 fps, you guys get off. :P It doesn\'t help that his music is crap either... \n\nOn the way to level 8, that jump past the flamethrower has finally been refined to an exact science. In the screen before, round the corner as close as you can, then hold up-right without link actually pushing into the wall. Then just dash up, and he\'ll get through 100% of the time. And yes, falling down the hole after the eagle key is faster (by like 1 sec, but hey...). Then you get to the turtle, which conveniently loses it\'s collision detection for a fraction of a second. >_> \n\nThe level 8 route in this run is FAR faster than lucid\'s and still much faster than TSAs. It turns out that none of us, out of all 3 (me, lucid, tsa), knew the locations of all the bombable walls, so it was only after TSAs/Lucids runs that the fastest route was developed. There *is* one addition I could make to it, but it would require an emulator w/ slowdown to pull off 100% of the time, so I left it out. It only saves like 3-4 secs anyways. I only have one other comment about this level: those two 2d ice caves hate me. \n\nTwo things about level 7: First, the hinox there hates me. He alone ended 2 of my runs just by moving right asap and knocking me into a pit. Second, I hadn\'t tried the \'bomb the blombable wall while knocking the pillar down\' thing before - it was a spur of the moment try to save some arrows for dethyl. The bomb explosion disappearing without doing anything was a surprise. >_> \n\nBack to finish level 4, where the biggest mistake of the run occurs: the arrangement of the flashing tiles changed on me for no apparent reason. If I am correct in that they are randomly determined when you hit \'New Game\', then how did they change when I kept restarting from the same save?... This only cost me 30 secs tho, if it had been a few more I would have mothballed the run from this alone. :/ \n\nThere\'s not really much to say about the rest of the run and the wind fish\'s egg, except that the path is fixed until you read the secret book (the path is LLURRULU, for the curious), and I missed the shadow moldorm quickkill. If you spam the sword quickly enough as he forms, he will never actually start running around, and you can keep racking up hits. Just know how many he takes (16, iirc), because he won\'t actually die and progress to shadow ganon until you stop. There\'s a semi-easy way to do this, charge your sword and release it after the right time... I actually get him at the beginning, but then I mess up and break it. \n\nI hope you enjoyed the run. It\'s worth it just for seeing the gbplayer cut out half of the letters in the credits, at least imo. :P','2005-09-01',0,5436000,11,'LinksAwakening_SS_13036',1,2,0,NULL),(0,1557,NULL,173,'','Welcome to my first run captured on my new video card and computer. Sadly, I wasn\'t very wise and skipped reading the vDub FAQ, so this speed run\'s quality isn\'t as good as it could have been (hence no true HQ version). Anyway, I know how to use it now, so future runs will be higher quality. \n\nAnyway, onto the thanks. Thanks go out to Maur, who helped plan a very nice route, and to Lucid Faia, for some nice strategies here and there. The idea for speed running this game was brought about by the fact a World Record time already existed at Twin Galaxies, which is over 2 hours and 7 minutes long. After seeing how much faster I did on Ocarina of Time in comparison to this speed runner, I felt I could produce a quicker run. \n\nBasically, the delay for doing this run was the result of several factors. There are two versions of Link\'s Awakening, the standard GameBoy monochrome version, and the GameBoy Color version. Most of the speed runs I do I take into consideration the rules for SDA and TG, since I want to submit to both. For this game, there were conflicting issues on the LA standard version. SDA does not allow S/Qs to teleport. TG did. However, the simple solution was to do a LA DX run because TG had no settings for this game, and I could do a run that met SDA\'s requirements, and then get TG to make the settings for the DX version in my favor. \n\nThe problem was, I needed a ruling on a crucial trick. The Thief Trick. This trick allows you to steal an item from the shop without paying. You would think this is a glitch or something, but it was planned for. Should you try to return to the shop, the Shop Keeper will kill you. In addition, the game changes your name to THIEF. Thus, the trick is part of the coding of the game, and does not violate the \"spirit of the game\" nor is it a bug. Thus, the trick was allowed. \n\nSo, before getting into the run, I want to explain the differences in the two versions, as I probably won\'t do a LA run just because there is only one true factor separating the two. This factor is the text boxes. In LA for GameBoy, you can press B in non-crucial dialogues to exit out of the box. In the DX version, this is removed. Thus, a good deal of time (I would say several minutes) separates the best LA run from the best LA DX run. I firmly believe a sub 1:40 LA run is possible for the GameBoy version. \n\nOf all the Zelda games in existence, the portable ones are my weakest. I don\'t like the portable systems, and I don\'t have a Super GameBoy. When the GameBoy Player came out, I took a liking to GB games once again. However, my hopes were dashed when I realized how poor the GCN controller handles GB games, even on that crappy small d-pad. Even worse, the GBA has a small d-pad as well. The solution only came recently, a Hori Pad. It\'s a replica SNES controller that I feel is superb for 2D games on GCN. \n\nWith everything set, I began to tackle this game. Link\'s Awakening is not a hard game. In fact, it is relatively easy. The hardest part of the game is pulling off tricks and shortcuts you want on the first time. However, failing on a shortcut or trick is not as time consuming as say, falling off the circular room with the Megaton Hammer in Ocarina of Time. Anyway, I spend about two weeks practicing at this game, loosely following Maur\'s route. \n\nAfter some play throughs, I made a few amendments to Maur\'s route and strategies. Lucid, after the time of completion of this run, revealed two more trick I could have used. One is getting passed the flame thrower blocking the way to Turtle Rock without the need of the potion, and the other is a faster route on Level 8 - Turtle Rock which involves getting a different key from the one I got at the start. I\'m not sure how much faster each is over my time, but It can\'t be more than a minute. Either way, the fact is I beat the WR on the GB version, which has quick skipping of text, by over 22 minutes. And the run used save/quits to warp to dungeon entrances. \n\nI think the biggest exploitations in this game are the bomb-arrows and the spin attack. Bomb-arrows can inflict massive damage from distances, and spin attacks, if executed properly, do the max damage possible, and with two blows per spin. I don\'t always execute the spin attacks nicely, but I do sometimes. Additionally, there is a lot of sequence breaking of the dungeons in this game. In particular Level 4 - Angler\'s Tunnel. At one cross section gap, you can dash-jump sideways and up to bypass an enormous amount of key collection and dungeon rooms. You basically just need two keys and you\'re home free. Other dungeons have jump tricks as such. Others I use the Manbo\'s Song to warp back to the dungeon entrance to bypass some traveling. \n\nBy far, the worst dungeon to play in this game is the Face Shrine. It\'s so long and boring. Beyond everything seen in this run, there is one more thing I didn\'t do that could have saved some time. On the Moldorm Nightmare, you can attack his head as he forms and do infinite damage without him moving. If you stop swinging after enough hits, he will die when you stop. I wish I pulled it off, it\'s a pretty cool trick. \n\nOther than that, I do mess up here and there. Of my three latest speed runs, this is probably the one with the most minor mistakes. No major ones, though. I just hope you are impressed with the time. It would have been nice to see what I could have done if I played this game as much as the others in the series. Now I worry whenever I will do my Oracles runs that I may be too far behind to ever catch up to the level of somebody who plays them routinely. \n\nWell, that is all. Unless a major breakthrough is found in this game, I probably won\'t speed run it again. I\'m looking forward to Lucid\'s Link\'s Awakening run for GameBoy, though. The Minish Cap beckons to me, though! So, see you in about a month with my speed run of The Minish Cap. \n\nFor questions or comments, contact me at SolidTSASnake on AIM.','2005-01-30',0,6332000,11,'LinksAwakening_SS_14532',1,4,0,NULL),(0,1558,NULL,188,'','Thanks to the following people: \nRadix - for managing such a unique but great archive of speedruns and hosting this run \nNate - for taking the time to capture my run \nDragorn - for just being a cool expert MM player and his 2 major sequence breaks: found out how to scale the Ikana cliff without the Garo\'s Mask, allowing Epona to be skipped. Also, found out how to enter 2 exit rooms in Pirates\' Fortress. I used many other little tricks from his video. \nTSA - figuring out the sequence break in Ikana castle, also used little tricks from his video not present in Dragorn\'s \nDLH112 - he helped me with the new overworld route and tested a lot of strategies in various places, also finidng out that the second part of Dragorn\'s cliff method can be done jsut with a simple backflip \nStrangenessDSS - great Snowhead route and Goht methods, also revised the Ikana castle sequence break \n\nWelcome to my first whole game speedrun, The Legend of Zelda: Majora\'s Mask. Earlier this year around late March I watched Dragorn\'s excellent 6-day challenge and that motivated me to play this game again, as I had not done so since it first came out. Coincidentally, Majora\'s Mask was next on TSA\'s schedule so I looked forward to it and helped him out quite a bit. Even though TSA\'s run was \"exploratory,\" I felt that it could have been much better because of small (but not negligible) mistakes throughout his run especially later on. Unfortunately, a lot of new tricks and time savers were found for the run right after TSA had finished it, so he could not incorporate them. I combined strategies from both Dragorn\'s and TSA\'s run and used all the new tricks that I knew about in a completely new overworld route to improve the existing run by over 30 minutes. \n\nRoute planning is important in any speed run, but it is much more so in Majora\'s Mask. Certain events can only happen at fixed times, so the route has to be meticulously planned out to encompass all of the necessary events with maximum efficiency. This game also has more sequence breaks than almost every othe Zelda game out there, thanks to the \"Goron jump damage boost\" that made it possible to get across high fences, especially the Great Bay one. The major route changes from TSA\'s include a new Great Bay Temple route, Stone Tower before Great Bay to get Light arrows first, a third bottle from Romani after killing the aliens, and the Gilded sword upgrade. \n\nI\'ll explain this for all who have not played this game before and who don\'t understand what the aliens in Romani Ranch are all about. There is a fixed time when the aliens disappear, which is around 5:15 AM. I just have to keep them away from the barn until that time. So if it seems a little sloppy how I miss some of them from time to time, understand that it doesn\'t matter because I just have to wait till 5:15. I went through the \"Isn\'t that your horse?\" cutscene because I needed to get in range to shoot the alien that comes from the back of the barn. Also, it gives me access to the crate of extra arrows, which I needed. \n\nObviously no run is perfect, even in segments, so neither is mine. There were 4 mistakes that really stood out in my opinion. The first occured in getting to Woodfall Temple after Deku Palace; I was too hesitant and many little tiny mistakes that added up. I let that go because I really despise Deku Palace and I don\'t often get through that without messing up. The second one is that I took too much time to Hookshot to the tree in Ikana without crossing the bridge. The next is during the Twinmold battle, where it could have ended about 20 seconds earlier. I needed one hit left and I missed all my attacks on him. I had to wait till he popped up again. The last one is in Great Bay, after hitting the first red switch I swim into the wall about 5 times. Even though I didn\'t lose that much time, I think that\'s the sloppiest looking part. I think that most people will think that my Gyorg battle was very bad getting swallowed up twice. However, I was able to hit him back really quickly after I get swallowed up both times. My total time for the Gyorg battle was actually a few seconds faster than TSA (a few seconds slower than Dragorn\'s though). I have to admit it\'s a little embarrassing getting down to half a heart though. \n\nI think the rest of the run was still very good. For the next runner, there is already a new trick found in the Stone Tower Inverted temple. Inside the second room in that corridor with the foot switch, down at the end of it where the dexi hand is, it is possible to roll left as Link down onto a platform with a deku flower, saving approximately 4 minutes going through the temple. That will be in the future. For now, I hope you enjoy my run. \n\nIf you have questions or comments, my AIM is pyh189.','2005-07-13',0,13020000,12,'ZeldaMajorasMask_337',18,9,0,NULL),(0,1559,NULL,188,'20:32 in-game finish time; day 2 in 2nd cycle.','First off, the recordings are of days 4 through 6. The first 3 days are relatively boring. In addition to the standard plot sequence (get the fairy, play the bombers game, get the moon\'s tear, etc.), I got 4 pieces of heart (the one from the postman\'s game, the one on the clock tower platform, the one from the deku scrub playground, and the one from the tree on the path to the swamp [[]I\'ll explain that in a minute]). I also deposited a ton of rupees in the bank to get the giant\'s wallet (I got those rupees and the swamp heart piece by glitching out of the clock town through the east clock town exit). \n\nThese runs are the product of about 8 weekends worth of work. My original goal had been a sub-36-hour completion [-] finishing all 4 temples before nightfall of the second day. Unfortunately, I missed that deadline by a couple of hours, but I\'m still convinced that\'s its possible. If you got every last segment perfectly optimized, and found some miracle strategy for Twinmold (my battle was really sloppy and wasted a lot of time), then I think 36 hours would be just possible. \n\nI only made a couple of major time-costing mistakes here (like the twinmold battle), and the various small mistakes in each segment have a very small effect on the time. Of course, I\'m also sure that there are some areas where the actual strategies could be improved to decrease the clock time. \n\nNonetheless, this is still, overall, very good. Aside from the minimal errors in movement, each segment is fairly well optimized. So it should still be fun to watch. Enjoy.','2004-04-18',0,0,12,'MajorasMask_6DC',24,9,0,NULL),(0,1560,NULL,188,'','Special Thanks to: \nRadix - For somehow managing to violate the laws of the internet and host all these runs with no fees \nNate - For capturing the run \nTSA - For his Ikana Castle Sequence break, idea for Stone Tower sequence break, and various little tricks I picked up from his exploratory run. Most importantly, his work finally sparked some speedrun discussion for OOT\'s sorely overlooked sequel \npyh189 - For the improved Great Bay Temple route; also one of the first to discover the damage-boosting trick, among other things \nStrangenessDSS - For the excellent Snowhead Temple Sequence Breaks & Goht/Gyorg strats \n\nNow, where to begin? First, the definition of 100% completion for this game, along with my rationale in choosing a 4-Cycle-Strategy, is outlined in the MM 100% Discussion Topic: http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1118613852 \n\nFor a Zelda speedrun, the route is always of utmost importance; for this run, it\'s much more so. Majora\'s Mask has an incredible amount of sidequests and optional tasks. With so many events, many of which depend upon one another, and some that can only be performed at certain times (more on the game\'s internal clock in a moment), the route really has a lot to account for. I spent about 3 weeks mapping everything out in a gigantic Excel document and playtesting it to fix all the problems, and even then, I still had a few hitches in the final product (nothing too serious, thankfully). \n\nThese problems arose from the game\'s internal clock, which really makes speedrunning frustrating. Even minor discrepancies in execution speed in the run can add up and make you too late (or, preferably, too early) for events. Alternatively, new time-saving tricks that are discovered & implemented midway through the run can screw up the time schedule. Unfortunately, I experienced both of these problems (see the discussion for segments 7 & 21 below for details). \n\nOf course, the in-game clock isn\'t all bad. I\'ve always been fascinated with just how much stuff one could theoretically accomplish in a single cycle; as this run shows, it\'s pretty astounding. In Cycle 2, I got 30+ Pieces of Heart and 13 Collectible Masks, in addition to completing the 4 Temple and collecting their fairy\'s\' gifts (and this is by no means maximized efficientcy; for this run, a lot of quests had to be left for the last 2 cycles, just so that there would be stuff available to kill time between various time-constrained events). \n\nWell, that should cover the basics. An awful lot of work went into this, so I hope its enjoyable. \n\nIf you have any questions or comments about this run, my AIM screenname is XDragornX. \n\nSegment-by-Segment Comments: \n\n1. A rather short and boring segment, mostly cut scenes. Very smooth overall, although the entering of the name at the beginning was a bit sloppy. Still, not really that big of a deal. (If I was really hardcore, I would\'ve just entered my name as \"A,\" But we have to draw the line somewhere.) \n\n2. Not much to say about this segment. Very smooth, but still, the first cycle is rather boring. Just a couple of minor mistakes, such as jumping off the festival tower the wrong way. I reached the golden flower surprisingly quickly, though. I also think that running under the skull kid so that he drops the ocarina right on top of you is a neat trick. \n\n3. This is where things start to get a bit more interesting. Another very smooth segment; the only real mistake was backwards-walking into the grotto near the end of the run; however, I did intend to visit this location eventually anyway, so I was able to get the rupees and deku stick from there then instead, with no harm done. \n\n4. Very frustrating segment; the deku palace guards and flying-platform sequences are both great places for ruining runs. This was a very smooth segment overall, although I lost a few seconds from one of the dragonflies. It actually isn\'t necessary to kill them at all, but I felt like playing it safe. This segment is also one of two points in the run where I have to take a pictograph of something, to be used in a later segment. It\'s definitely nerve-wracking, since you don\'t find out if your pic is acceptable until it\'s too late to do anything about it... \n\n5. Good segment overall. Neither of the completions of the swamp shooting game were perfect. It\'s not really that big of a deal. When the game is counting down your extra time for bonus points, it removes seconds from the timer slightly faster than a rate of one-timer-second per real-time-second. So getting two flawless completions of the game would be a minor improvement. I can\'t believe I had to waste time waiting for that stupid goron to get out of the way in the Inn... ugh. I thought my completion of the Deku Scrub Game was satisfactory, although I know that it can be done much faster. I admit that I didn\'t do too much research into this mini game, so I don\'t know how much difficulty and/or luck is involved in faster strats. I got a bit sloppy near the end of this segment, mainly with the back flipping up the ledges in the route to Mt. Village. \n\n6. Good crossing of invisible platforms. Scaling the cliff w/o lens of truth is a nice touch, even if it doesn\'t affect overall time. The most impressive trick is hitting the correct urn on the chandelier in one try. It was a major pain to figure this out. And even then, given the amount of waiting time involved with my method, it can probably be done faster. \n\n7. This segment is where I ran into my first major hiccup. Somehow, I managed to get about 2 hours ahead of my Test Run target time. Since two hours of downtime waiting for Sakon would be unacceptable, I needed a suitable filler task. The town shooting gallery, which, incidentally, takes about two hours, fit the bill very nicely. I had originally slated it for completion in cycle 3 though, so it\'s removal from there did cause some minor problems later on. Now, this was an excellent segment overall. I made 3 minor errors in Fortress\'s Heart Piece room, but that\'s really it (OK, I also lost a little time by accidentally donning the goron mask in clock town). My downtime waiting for Sakon to attack the Bomb Shop Woman was nice and low (although, it was still longer than usual, on account of the exceptional performance in the Fortress). \n\n8. Holistically, a fine segment. Two minor mistakes in the temple (missed a fire arrow shot in the room with the snow enemies and a missed shot in second wizrobe battle). Goht, however, screwed me over. He managed to score a hit with his lightning when he was almost dead. This could have been a catastrophe, but, I was able to finish him off after he ran a lap around the arena. So, it wasn\'t too bad. Given that the rest of the temple went very well, I felt justified in keeping this segment. \n\n9. The Spider House went fine. Remember, if my actions at some points seem a bit strange, it\'s because I don\'t have a sword. Good segment overall. Notable mistake was falling off the laundry pool ramp. \n\n10. Goron Race went surprisingly well. Getting knocked into a tree wasn\'t as much of a setback as I would\'ve expected. \n\n11. The Zora Pot Game that I use for a quick 90-rupees is surprisingly overlooked. I\'d say it\'s one of the fastest ways to earn money during the daylight hours. Once you can do it consistently, it\'s easy money. There isn\'t too much to say about the Beaver Races. They are a rather tedious affair... I only crashed into one ring though. \n\n12. 2nd part of woodfall went very well. Biggest mistake was taking two attempts for the ledge jump in the 2nd-to-last room. Excellent Odolwa Battle. My method for getting the Castle Garden Heart Piece is notable. It would have been preferable to do this with the stone mask, but that wasn\'t an option. So, using two bomb jumps to bypass the guards is a surprisingly effective substitute. It only takes a few seconds longer than just running through the garden with the stone mask on (and it sure looks cooler). The Butler Race was all right. It\'s actually possible to cross last set of platforms w/o deactivating their flame rings, but I didn\'t want to risk it. \n\n13. This is a very short segment, because its sandwiched between long ones, neither of which I wanted to make any longer. The Deku Scrub game was all right. Excellent Peahat Battle. \n\n14. Using the song of double time at this point is necessary (because I\'m entering the graves soon), and it also makes it tremendously easier to bomb-jump across the fences. Here, I use an improved version of the bomb-jumping trick[-]by facing the fences from the right angle, it\'s possible to \"graze\" the top of the fence as you pass over, landing on the other side w/o having to endure the several-second recovery period. The Keeta Battle was... Meh. Not terrible, but could have been better. Got hit twice, although only one of them was really my fault. First Iron Knuckle was perfect. The \"stalagmite-jump\" to get the Song of Storms on Night 2 is incredibly difficult to perform consistently. I almost never get it in one shot. I was pleasantly surprised. 2nd Iron Kunckle could have gone better. I didn\'t get hit, but he blocked several attacks during his second phase. Very aggravating. And finally... skipping the garos mask. The first two parts (the bomb jump and the side jump) are easy. Running across the thin ridge, however, is the moment of truth. I didn\'t fall. I was practically in shock. Sadly, the first really serious error of the run comes at the end of this segment[-]the hookshoting up the trees to reach the Owl Statue. The rest of the segment having gone so well, I admit to cracking under the pressure. This was pretty bad. When I rewatched this segment, I thought it was inexcusable; but actually, pyh189 made the same mistake in his 3:37 run, so maybe it isn\'t so devastating after all. Overall, this is a very difficult segment with many high precision tricks and two very difficult glitches, so I\'m still quite satisfied with it. \n\n15. Nothing too much to say here. The well strategy is pretty standard fare by now, although goron-rolling through the spikes near the end is a nice touch. Nothing too notable in Ikana Castle either. I used a little time-saver in the \"spiders room,\" (you can reach the switch in the corner w/o the deku flower) and I think I used the most effective strategy for incorporating the sequence break along with collecting the outdoor heart piece. Boss Battle could have gone better. \n\n16. My Swamp Spider House Strategy was centered on avoiding using the Sonata of Awakening on the sleeping Deku Scrub, since there is a very long and annoying cinema associated with that. Rolled into a freaking blue bubble on the way to Stone Tower[-]Argh. \n\n17. Stone Tower Temple Part 1 went nicely. Good Garo Master Battle. Most interesting part is probably minor sequence break used in Eyegore Room. There is some luck involved with the sequence of quests out in Termina Field[-]mainly, whether you\'ll be able to pick up enough extra magic. I got enough. It takes six light arrows to kill the two dodongos (an alternative strat is to use bombs against them, but it\'s a bit slower and a lot more difficult). \n\n18. Pinnacle Rock went very smoothly. 6/8 eels went down very quickly, the other two took an extra couple of seconds. Pirates\' fortress was very good. Both sequence breaking tricks were executed quickly and correctly. The pirate battle was decent. The worst part of this segment (and probably the second really serious mistake of the run) is the fish gathering near the end. This just took a ridiculously long time. Granted, it is harder than it looks. I used Zora Link here because he is taller than regular link, and thus can stand in deep water where regular link would have to swim. So, theoretically, he should be able to catch fish in deeper water. Unfortunately, I think his height may also make him swipe too high, missing a lot of fish. So this is definitely an area for improvement. Also, even with that possible change, there is still a great deal of randomness involved with the fish\'s movements, so I probably should have just put this at the beginning of the next segment anyway. Meh, still a great segment overall. (FYI, I have to bottle those fish around this time in the run, because they disappear after Gyorg is defeated. Strange.) \n\n19. Very nice segment. Wart Battle was OK. Had some bad luck near the end, the last remaining bubble hit me and foiled my aim. I also lost a few seconds at one point by swimming into a wall, and I took 3 shots to hit the pot at the bottom of the giant, central room, and thus had to waste some time waiting for the next propeller to swing around. Other than that, everything was good. Gekko Battle was all right. Excellent Gyorg Battle. \n\n20. Good execution on the sequence-breaking trick. Gomess went down without a hitch. Pretty Good Twinmold Battle. If this segment and the next seem a bit disjointed, it\'s because the end of cycle 2 is approaching, and all the remaining loose ends have to be tied up. \n\n21. The deposition of these 3 fish is completely random (you only get the HP if the same fish eats all 3), so it definitely belongs at the beginning of a segment. Now, unfortunately, the Fisherman\'s game doesn\'t reopen until 7 PM. Getting there too early wasn\'t a problem during my test run, but, unfortunately, due to all the time saved by the improved Gyorg Battle and Stone Tower Route, I had way too much downtime, and thus had to play the inverted song of time twice... (which is still faster than just manually waiting for all that time to pass). This is why the internal clock sucks. For the fisherman\'s jumping game, its possible to jump directly from one torch platform to another, bypassing the central one (the bunny hood probably makes this a lot easier). So I\'m sure this could be exploited for ridiculously high scores. But, you only need 20 to get the HP, and you can\'t end it early, so whatever. Finally, this segment is the first instance of Rupee Gathering (harvesting rupees by shooting blue bubbles with light arrows out in east termina field). This process is greatly augmented by the bunny hood (obtained very early on in cycle 3), and the biggest problem is usually lack of magic (but thankfully, lots of later rupee gathering is done with the aid of chateau romani). \n\nA note about cycles 3 and 4. Compared to Cycle 2, they are rather... anticlimactic. Mainly, they are both structured around the Anju/Kafei Sidequest. So there are a bunch of events that have to be done at certain times, and lesser quests and activities are used to kill time as necessary between these events. Just a fair warning. \n\n22. I think it\'s fair to say that around the beginning of cycle 3, my overall play quality went downhill a bit. I became a lot more lenient about little mistakes and really just wanted to finish this damn thing. This is evidenced by my rolling straight into a wall right off the bat of this segment. Screwed up the input of the bet at the racetrack. Got first place at the track, which is pretty unusual. My strategy was designed for getting second-place, so I had to change things a little to factor in the extra 90 rupees. Rounding up the chicks for the bunny hood went surprisingly well. There\'s so much randomness there, and one chick usually manages to hide and foul everything up. Epona\'s game was all right, although the last balloon took too much time. The strat is still solid, though. Lost a few seconds for stupidly saying \"no\" to Romani. Gorman Race was fine. \n\n23. I *hate* the treasure chest game. Incredibly, incredibly random. This one went beautifully, though. Bombchu Gallery also went very nicely. The listening to of the grandma story here was actually unnecessary. In my test run, I got to the Inn two hours later because of the town shooting gallery, and thus, listening to the grandma story put me in night 1 (so there was no need for the song of double time). In this case though, I had to use the song of double time after the story, so I should have skipped the story here entirely and gotten this HP later. Oh well. Lost some time (and also 2 rupees, although that\'s not really important) because I jumped the gun in the postman\'s game. Stupid. Swordsman\'s school game went fine. \n\n24. As I mentioned earlier, the bunny hood really helps to streamline the rupee gathering process. The bubbles tend to respawn right as you\'re reaching them, so the whole thing goes nice and smoothly. I got to the ranch way too early (another adverse side effect of those missing two hours). If my movements there seem a bit erratic, it\'s just because I\'m trying to kill downtime between shooting the aliens. There wasn\'t any real point to climbing up on top of the house. \n\n25. Basket Bombing went fine. I had a bit of downtime while waiting for Kafei to get into position. Protecting the Milk Cart was a bit odd. I\'ve never seen the bandits get so close and then ride along the side like that, near the end. Still, no danger of actually losing. Target shooting was decent. \n\n26. This segment starts out with the slightly-tricky glitch for entering Sakon\'s Hideout. What\'s really nice, however, is doing it with him not even seeing you. That let\'s you skip not only the incredibly long cut scene of him entering the hideout himself, but also his little exclamation of innocence from noticing you. I lost a little time in the hideout by stepping on 3 red switches in one room. I also lost a little time with Dampe because I got too far away from him. Getting all 3 parts of the Big Poe to appear in the right dirt patches is a matter of luck, so this segment took a lot of restarts. I lost a little time during the poe battle because he freaking went inside the wall for one shot. So unjust. I guess it doesn\'t actually make a difference though, since I still had a considerable amount of down-time, waiting for the wedding to start. \n\n27. Nothing too notable here. The Keaton Quiz is ideally placed near the segment beginning, because it\'s a very random affair. Had a minor equipment screen hiccup outside the milk bar. Fell off the stage in the milk bar, kinda stupid. Playing all that music in the Mlik Bar seems like a disproportionately large amount of work for a completely worthless mask... but I digress. \n\n28. The Spirit House Game is very aggravating. Fighting the 2 middle ghosts together is incredibly random. There\'s also some randomness involved with the last one, where I had one wasted shot. Overall, the Ikana Secret Shrine was fine. Garo Master went down very smoothly. I used a new strat against Wart, incorporating the Great Fairy\'s Sword. He also went down very nicely. Wizarobe was all right, but I missed a shot. Lizalfos was very good. Four bosses for one piece of heart seems like overkill, but that\'s beside the point. Again, lots of downtime waiting for Kafei. Things are basically smooth from there. FYI, although it is possible to enter the sewer by back flipping over the bomber guy, you can\'t do that here; you won\'t get the notebook unless you give them the password first. Also note that it\'s preferably to wait in West Clock Town until midnight to avoid the very long and annoying \"Midnight Cinema.\" \n\n29. The 6 or so minutes of crap at the beginning of this segment are very annoying. Admittedly, I probably should have improved this. My main priority here was to complete the Goron Dungeon in one attempt, which I did. The Deku and Zora Dungeons were also both fine (although its not as if there\'s really anything to screw up in the Zora one). But the Link dungeon was rather poor. I got hit twice by the iron knuckle, and screwed up the first bombchu task. My equipment order also wasn\'t completely optimized. Finally, The Majora Battle was imperfect. Since it\'s probably not immeadiately obvious, it is necessary to adjust your position at the beginning of the battle so that you are more to Majora\'s side. If you hit him (her? it?) with the projectiles from Oni Link\'s sword right off that bat, he\'ll go flying back into the wall and you won\'t have any more clear shots for a while. The second phase of the battle is all luck. You have to get a lock on him, which can be difficult because he runs around so much, and you also have to worry about the other masks, which hit me twice in this case (argh!). The third phase is pretty simple once you\'ve got the lock-on.','2005-08-05',0,24900000,12,'ZeldaMajorasMask_100p_655',29,9,0,NULL),(0,1561,NULL,262,'','IMPORTANT: Feel free to link to this run, but don\'t upload the files or any part of them on any other site. If someone wants to see the run, they can come here, and they can even watch the embedded Flash version if they have some aversion to external media players. I would also appreciate it if you linked to this page (http://speeddemosarchive.com/OcarinaOfTime.html) rather than to the files themselves. \n\nI would first like to thank some of the people who contributed to this run (in no particular order): [ul][li]Yautja Elder [li]Acryte [li]AKA [li]Kazooie [li]Xenos [li]TheHeroMX [li]SkippyJr [li]Fluffy Kitten [li]FIERCELINKMASTER [li]TSA [li]Mwl [li]Petrie911 [li]ProtoMonkey [li]All other Ocarina of Time glitch finders and speed runners who helped me with this run, knowingly or not[/ul] \n\nThanks to Radix, Nate, DJGrenola, and Mike Uyama for keeping SDA running. \n\nALSO IMPORTANT: This run uses many glitches. If you are unfamiliar with Ocarina of Time speed running, you may be left dazed and confused. Rather than attempting to explain everything I do in this run in these comments, I\'ll direct you to the Ocarina of Time topics on the Speed Demos Archive forum (in both Older Consoles and Newer Consoles), where many of the glitches were discussed. \n\nFluffy Kitten completed his 2:33:12 speed run in November of 2006. When he submitted it to Speed Demos Archive, it was rejected for containing a boundary violation in the Deku Tree. This caused some anger in the Ocarina of Time community, particularly because the trick in question had been approved by Mike Uyama before the segment (one of the first in the run) was even started. Regardless, the run was published. It did not, however, break the aesthetic mark of two and a half hours. Before that time, I had had plans for a low% run, but the discovery of Bombchu hover made me reconsider. I decided to do an any% segmented run of my own in an effort to break 2:30. \n\nThe main timesaver over Fluffy\'s run I saw at that time was skipping Nayru\'s Love. This would make the run more difficult, to be sure, but not impossible. I actually ran into a bit of a dilemma while doing a test run; I had assumed that it was possible to start a manual superslide, then equip the Hover Boots at the last second to get a Hover Boots superslide. After much testing, I concluded that this was impossible, which left me without a way to do Xenos\' block skip in the Shadow Temple, a significant timesaver. However, I found a way to do it with a manual superslide and was able to continue. \n\nSkipping Nayru\'s Love would not shave off three minutes on its own, however. Getting Nayru\'s Love only added 1:30 to Fluffy\'s time, and equipping and using it couldn\'t have added more than 30 seconds. In addition, the manual superslide version of the Shadow Temple block skip is slower than the Hover Boots superslide one, so I was going to lose a bit of time there. I didn\'t know at first whether Fluffy\'s route (minus Nayru\'s Love) was truly the fastest, so I decided to start from scratch, keeping in mind the route Fluffy used. The first thing I did was think about the items I\'d want to get. I had a few choices to make. I had already decided not to get Nayru\'s Love. Would I get Bombs? I looked at some of the tricks that had been found and decided that Bombs were a necessity. Silver Gauntlets as a kid? That depended on whether I wanted to get Bombs from Dodongo\'s Cavern or from Bombchu Bowling. I decided that it was slower to finish the child portion of the Spirit Temple and play Bombchu Bowling than it was to play up to Bombs in Dodongo\'s Cavern, so it would be better to get the Silver Gauntlets as an adult. \n\nThe next thing I needed to do was create the actual route. One of the first things I considered was the King Zora skip. It saved me a trip to the fishing pond to get the Gold Scale, not to mention the 20 rupees I\'d need to play the fishing minigame. I knew I needed to put this in my run. It requires Bombs, so I needed to go to Dodongo\'s Cavern first. To enter Dodongo\'s Cavern, I\'d need either the Goron Bracelet, Bombchus, or the Silver Gauntlets. The Goron Bracelet requires Saria\'s Song, which is a waste of time thanks to the Mido Skip, so I needed to go to the Spirit Temple before Dodongo\'s Cavern. The Great Deku Tree comes before everything else, of course. Thus, in the child portion, I would go to the Deku Tree, the Spirit Temple, Dodongo\'s Cavern, and then Jabu Jabu. \n\nThere are some other tasks to accomplish as a child, however. I needed to get Zelda\'s Lullaby, get magic, get a Bean, and plant it. The Bean is in Zora\'s River, which I can only get to with explosives or a Scale. Since I\'m doing the King Zora skip, I don\'t need a Scale, which means the Bean comes some time after the Spirit Temple. Since Zora\'s River is so close to Jabu Jabu, the Bean might as well be right before the King Zora skip. After that, the only time I can plant it is after beating Jabu Jabu. Another item I need is Zelda\'s Lullaby. It needs to go after Dodongo\'s Cavern so I can do the Talon skip. It also needs to come before I get all three Spiritual Stones. Thus, it goes right after Dodongo\'s Cavern. That leaves only magic. To get magic, I need Bombs and Zelda\'s Lullaby, which means magic comes after Dodongo\'s Cavern. I originally put it right after Zelda\'s Lullaby, but later realized that I had another option: getting it after beating the Shadow Temple as an adult. I did some timing and found that it was faster to go to the Death Mountain shrine from the Graveyard than from Link\'s house. \n\nThus, I knew my child route. The adult route was simpler to plan. I needed the Hookshot for practically everything, so the Graveyard was to be my first stop. There, I could get the Hylian Shield and proceed to the Shadow Temple. Magic came next. After that, I needed to go to either the Spirit Temple or the Forest Temple. My decision hinged on whether it was faster to get to the Forest Temple from the shrine on Death Mountain or from the Temple of Time. I timed it and found that it was much faster to go directly to the Forest Temple after getting magic. It was at this point that I remembered that I would need the Silver Gauntlets to move the blocks in the Forest Temple. Instead of scrapping the idea of going to Forest right after magic, though, I decided to learn the Minuet of Forest, then warp to the Spirit Temple, complete it, and go back to the Forest Temple. \n\nIn the end, my route was quite similar to Fluffy\'s. Here are the major differences between my route and his: \n\n[ul][li]I didn\'t get Nayru\'s Love. [li]I postponed magic until after the Shadow Temple. [li]I learned the Minuet of Forest before beating the Spirit Temple.[/ul] \n\nHere is the complete route and some comments for each segment in my run. I also wrote the approximate time of each segment, rounded to the nearest second. \n\nSegment 1: 0:02 \n\nCreate file \nWatch introduction \n\nThe reason for saving after the introduction is so that the rupee route can be done without watching the intro every time. The only thing in this segment that actually counts toward my time is how fast I pause and save, so it\'s a good thing I did those quickly. \n\nSegment 2: 4:12 \n\nGet Deku Shield, Kokiri Sword, 3 Deku Sticks \nEnter Deku Tree \n\nI had terrible luck with the grass in this segment. I couldn\'t seem to get enough rupees on fast attempts (although I got plenty on slow ones). \n\nSegment 3: 1:26 \n\nDoor text skip \nGet Slingshot \n\nThis segment was quite simple. I made no mistakes worth mentioning. \n\nSegment 4: 7:56 \n\nVine text skip \nJumpslash to break web \nSkulltula hover \nFight Gohma \nKokiri Emerald cutscene \n\nThis segment is a bit slower than the equivalent two segments in Fluffy Kitten\'s run because I didn\'t use an out-of-bounds trick that is faster than the Skulltula hover. I am satisfied with this segment, but I lost about a second burning the web before the 2-3-1 room and a bit of time on Gohma because I accidentally pulled out my Slingshot before Z Targeting. \n\nSegment 5: 5:13 \n\nGet Fairy Ocarina \nCucco jump \nEnter Thieves\' Hideout \n\nI almost quit after the sloppy backwalking in Hyrule Field, but the cucco jump was done very quickly, so I kept this segment. I got the trick on my first try and ran past the guards with hardly any delay. Watching the Fairy Ocarina cutscene every time I restarted was annoying. \n\nSegment 6: 2:37 \n\nGate skip \nCross Wasteland \nEnter Spirit Temple \n\nThe most troublesome part of this segment was not the gate skip or the Wasteland, but the Leevers. I had done several test runs and found each time that if I stood still after the Desert Colossus cutscene, no Leevers would spawn behind me and I could immediately turn around and backwalk. As I was practicing the Haunted Wasteland, I came to realize that the Leever spawns were essentially random. I lost fast segments because I Z Targeted a Leever instead of just adjusting the camera. In the end, I settled for the solution shown, which, although slower than getting the right spawn, avoids the Leevers reliably. Curse you, Okiyama! >=( The backflip right before the Spirit Temple was supposed to be a sidehop. Besides the problems mentioned, this segment was quite fast and is one of my favorites because of the Haunted Wasteland route. \n\nSegment 7: 4:03 \n\nGet Deku Nuts \nGet Bombchus \n\nWords cannot express how much I loved talking to Nabooru every single time I made a mistake in this segment... Unless those words are \"very little.\" This segment was done pretty well, overall. The worst part was probably my slow aiming while hitting the switch behind the bridge, but the rest of the segment was smooth, with the possible exception of the room before the one with the Bombchus, in which I backwalked too far before sidehopping. \n\nSegment 8: 1:40 \n\nLearn Requiem of Spirit \n\nI didn\'t do this segment on my first try, as a matter of fact. I messed up the Requiem of Spirit... TWICE. \n\nSegment 9: 1:33 \n\nGoron City warp \nGet rupees \nEnter Dodongo\'s Cavern \n\nOn the test run that I did before doing this run, I noticed that there were 10 rupees right next to each other and right on my path in Goron City. I ended up only needing 5, since I got 5 in the Spirit Temple. Later, I realized that I could have gotten the rupees more quickly elsewhere. This segment was done quickly, but, as always, there is room for improvement. \n\nSegment 10: 9:45 \n\nGround jump to switch \nBombchu stairs \nBombchu hover to Bombs \nFight King Dodongo \nReenter Dodongo\'s Cavern \n\nThe toughest part of this segment was obviously the Bombchu hover, right? Nope. When I started running this segment, I ran into a problem I had NEVER encountered in the past: the Baby Dodongos refused to cooperate with me. They kept going behind me instead of running into my shield. I tried many ridiculous ways to get them to work with me and eventually found the method used in the run. As for the rest of the segment, it wasn\'t great; there were numerous small errors that added up over time. Still, I gained some time by using Deku Nuts, even though the room before the boss antechamber was done too cautiously. Speaking of the boss antechamber, I opted, like Fluffy, out of doing the staircase hover to the block. There are several reasons for this. The primary reason is that it\'s difficult and it\'s at the end of the segment. Another is that it only saves about ten seconds, if you take into consideration the fact that you must collect extra Bombs to compensate for the ones you lose by doing the trick. The King Dodongo battle was all right, but I hesitated a bit before throwing a Bomb into his mouth. \n\nSegment 11: 11:15 \n\nTalon skip \nLearn Zelda\'s Lullaby \n\nIt doesn\'t matter how fast I go in the areas in this segment in which time flows because the faster I go, the longer I will have to wait for morning before entering the courtyard. The other areas were done pretty quickly; there are few errors worthy of mention. I played Zelda\'s Lullaby somewhat slowly, though. It would have been faster to proceed directly to Zora\'s River after learning Zelda\'s Lullaby in this segment rather than savewarping beforehand, but that would have been awfully frustrating because of the randomness of the grass in Zora\'s River. \n\nSegment 12: 4:23 \n\nBuy Magic Bean \nFloat past waterfall \nKing Zora skip \nEnter Jabu Jabu without fish \n\nThis was a fun segment. I had more trouble than one might expect getting the proper items from the grass. I had to get Bombs and not get any Deku Seeds because *FUN FACT FLASH* I don\'t pick up any Deku Seeds in this run. For some reason, the Deku Nut in Zora\'s Domain gave me trouble and I ran around like a fool trying to grab it. When I did my test run, I thought I\'d need seven Bombs for the King Zora skip, but when I actually went to do it in the run, I found that I could make do with five; it\'s probably possible with four. Thus, my concerns about being tight on Bombs later in the run were assuaged. As for the Jabu Jabu without fish trick, I\'ve never been a fan of the Bomb method, so I used the jumpslash one. \n\nSegment 13: 4:03 \n\nGet Boomerang \n\nThis was an easy segment. I made no major mistakes. It might seem like a mistake when I equip the Bombchus twice in a row, but it\'s not. The fight with the Stingers was fast, although I rolled into the chest afterwards. \n\nSegment 14: 5:54 \n\nBigocto skip \nFight Barinade \n\nI spent a good deal of time practicing the Barinade fight before doing this segment. Although I got hit by a jellyfish, I\'d say my battle was decent. The rest of the segment was acceptable. \n\nSegment 15: 0:40 \n\nPlay Requiem of Spirit \nPlant Magic Bean \n\nThere isn\'t much to say about this segment. =/ I feel obligated to put something here, though, so I\'ll share a fun fact with you: I never once refilled my magic in this run! :o \n\nSegment 16: 12:34 \n\nGet Ocarina of Time \nGet Master Sword \n\nAh, another easy segment. The superslide to the Ganondorf cutscene adds a nice touch of action. \n\nSegment 17: 5:44 \n\nGet Hookshot \nGet Hylian Shield \nShadow early \n\nThe Market, Hyrule Field, and Kakariko Village were fast. In the Graveyard, I got a quick drop of ten Bombs. My Dampe race took 53 seconds, although it could have been faster if Dampe hadn\'t been so aggressive. I did the death warp quickly. Although I messed up the infinite sword glitch, I made up the time by doing the Bomb hover with four Bombs-it usually takes five. My seam walk was very fast, as was my sidehop past the loading zone. \n\nSegment 18: 1:29 \n\nGet Hover Boots \n\nThe most difficult part of this segment was getting good positions for Dead Hand\'s spawns. If he is too close to the hands and you approach him, the hands will grab you. If he moves around the room a lot, your battle will be slow. It\'s actually possible to beat him in one cycle, but it\'s difficult without upgraded quick spins. I got the Dead Hand music glitch in this segment, in case you\'re wondering why the music is quiet. Actually, the glitch usually makes the music completely inaudible. \n\nSegment 19: 10:40 \n\nGet key in blade room \nBlock skip \nGet Boss Key \nSuperslide over pit \nFight Bongo Bongo \nEnter Dodongo\'s Cavern \n\nThis was one of the most difficult segments in the run. There were many things to mess up on. I made some small errors in the blade room, but they didn\'t cost me much time. I lined up for the block skip very slowly, but the trick requires great precision. I got it on my first try, though. I missed while Hookshotting the ladder for some reason. On the boat, I didn\'t get hit by the Stalfos. This is important, since I must have at least one and three quarters hearts when I enter the room with the Boss Key or I\'ll die. I got off the boat quickly. Everything up until I got back to the boat room was smooth. I did the superslide over the pit on my second try. The room before the boss looks easy, but it has killed several attempts. As for Bongo Bongo... I think you\'ll enjoy the strategy I used. ;) Everything after the boss battle was fast. \n\nSegment 20: 6:29 \n\nGet magic \nWarp to Lost Woods \nMido skip \nSacred Forest Meadow text skip \nMaze skip \nLearn Minuet of Forest \nPlay Requiem of Spirit \nEnter Spirit Temple \n\nThere isn\'t much to complain about in this segment. The Tektite and the Skullwalltula didn\'t bother me on my way up the mountain and I did the Mido Skip on my first try. Those damn Leevers hadn\'t had enough, though, and they almost killed me. Good thing the Great Fairy refills your health. Take that, Okiyama! >=) \n\nSegment 21: 16:24 \n\nSilver Gauntlets ledge from outside \nGet Silver Gauntlets, Mirror Shield \nFight Twinrova \nPlay Minuet of Forest \nEnter Forest Temple \n\nThis was probably the hardest segment in the run. I was dreading it for a long time, even before I started the run. The reason is because the glitch at the beginning is very difficult. First, you must do a manual superslide on sloped terrain, a feat in itself. It must be aimed correctly. You must then stop yourself from falling and seam walk. After that, you must do another superslide hover with a jumpslash at the end. Did I mention that Guays often try to knock you down? They do. In my run, I executed the trick rather smoothly, except for some difficulty Hookshotting the Silver Gauntlets chest. Everything inside the Temple up to the boss was rather smooth, save for an error playing Zelda\'s Lullaby. The Lizalfos almost managed to screw me up, but they didn\'t. My Nabooru battle was decent, but could have been faster if Nabooru hadn\'t blocked as much as she did. The Twinrova battle was crap. I missed two shots right off the bat, then missed another after three successful hits (one of which was DAMN close to not connecting). Thankfully, Kotake attacked me immediately afterward. I suppose that\'s just what happens when you have the most random boss battle in the game at the end of one of the hardest segments. The second phase of the battle was without errors. Everything after that was smooth. \n\nSegment 22: 6:28 \n\nGet Stalfos key \nGet Deku Nuts \nMega jump \nGet Floormaster key \nGround jumps in block puzzle \nText skips \nGet Bow \n\nI misaligned my backwalk slightly after the Poe cutscene, but didn\'t lose too much time. My first Stalfos battle was fast, but could have been better. My battle with the Big Deku Baba was bad, but I kept going anyway. The mega jump was done quickly; I used two pauses. I beat the Floormaster quickly, although I missed my jumpslash. The block puzzle was completed with few errors. I got through the Twisted Corridor and Boss Key rooms smoothly. I was cautious while fighting the Stalfos and got somewhat unlucky with the second set, but my battle was decent. \n\nSegment 23: 0:06 \n\nExit Forest Temple \n\nIt\'s nice to have an easy segment every now and then. \n\nSegment 24: 9:02 \n\nGet Light Arrows \nEnter Ganon\'s Castle \nTrials skip \n\nThe reason the Trials skip isn\'t in its own segment is because it\'s easy to do it without losing three seconds, which is how long it takes to pause and save. \n\nSegment 25: 13:04 \n\nFight mini-bosses \nFight Ganondorf/Ganon \nCredits \n\nHere it is: The final segment. Before I started it, I looked at my times and realized that I was close to getting sub-2:27; I only needed to improve Fluffy\'s final segment by six seconds. The result is this segment, which was well-done, except for the Ganon battle, which I\'ll get to in a moment. Almost everything in this segment was very quick. My Dinolfos fight was quite lucky. My first Stalfos fight wasn\'t excellent, but it was good. The Iron Knuckle battle went very well. All of the traveling in between the fights was fairly smooth. My Ganondorf battle was good. My escape was very fast; the Stalfos decided to cooperate for a change. The first form of Ganon was fine. Now, I wouldn\'t be talking like this if the remainder of the segment was as awesome as the first parts. During Ganon\'s final phase, I missed him a whopping three times. In fact, two other very good attempts were killed at the exact same spot. Since the rest of the segment was fast and lucky, a rare combination, I decided to keep this segment, bringing me to: \n\nTOTAL TIME: 2:26:56 \n\nThis is a bit higher than the time I calculated (2:26:42), but it is still sub-2:27. So, is this run improvable? Yes, definitely. By avoiding some of my errors and possibly tweaking the route, several minutes could be shaved off of this run. Will I improve it? If I do, it won\'t be for a long time. I don\'t know what an optimal time for this category is, but I do know that there are still timesavers out there waiting to be found. I might speed run another game some time, but for now, I rest. Enjoy the run. \n\nFor those that actually read all this, I suppose I\'ll throw in some sort of bonus. I made these sheets a while ago: \n\nhttp://img252.imageshack.us/img252/403/routesheet1ty2.png \nhttp://img252.imageshack.us/img252/3692/routesheet2vy7.png \n\nThey have been helpful to me, although they\'re a bit outdated.','2007-07-31',0,8816000,11,'ZeldaOoT_22656',25,9,0,NULL),(0,1562,NULL,262,'','Hi, welcome to my first speedrun. I decided to run Ocarina of Time because it\'s my favorite game and I\'m one of the many people who helped destroy this game. \n\nSo I\'ve made an Ocarina of Time non-severe glitch run and what it means is that cannot cut out a \"significant\" portion of the game. So I cannot skip the trials in Ganon\'s Tower and I cannot skip any Temples. I still use lots of the little shortcuts to make this a much faster run. \n\nThe PAL version of Ocarina of Time is a little bit slower than the NTSC version but I still managed to beat TSA\'s time with all the new tricks that have been found over the past year. I think this run is overall very good because there isn\'t that much mistakes and I quickly defeated Bongo bongo and Ganondorf with quick spins. \n\nThis run can be improved by using more glitches but those glitches are too hard to pull off in a Single Segment run in my opinion. \n\nI\'d like to thank the following people for all their hard work in finding the various tricks I use throughout my run: [ul][li]Acryte [li]AKA [li]FIERCELINKMASTER [li]fluffy kitten [li]mwl [li]Manocheese [li]TSA [li]Xenos [li]Yautja Elder[/ul] \n\nAlso thanks to Radix and Nate too for their amazing speedrunning site. \n\nI hope I didn\'t forget to mention anyone. \n\nI can\'t explain how much I love to find glitches from games. Speedrunning is fun too. I hope that when you watch this run you will enjoy it. Now I will wait for Twilight Princess and then start finding glitches and shortcuts in it. I will play Majora\'s Mask and The Wind Waker until Nintendo Wii and Twilight Princess are out. \n\nIf you want to talk with me or have questions about this run I have AIM and I\'m on the SDA forum too. My AIM is KazooieBombchu and on SDA I\'m Kazooie. \n\nEnjoy!','2006-11-15',0,17160000,12,'ZeldaOoT_eu_SS_446',1,9,0,NULL),(0,1563,NULL,262,'','Before I start, let me thank the following people who have aided me in running this game: [ul][li]Amazing Ampharos. He was the one who helped me construct the main route through the game, without him, I wouldn\'t have gotten far. [li]Captain Compost [li]FIERCELINKMASTER [li]Kazooie [li]AKA [li]Fluffy Kitten [li]DJS [li]Manocheese [li]Petrie911 [li]Mad Andy [li]TSA [li]Peppyman [li]Laughing_gas [li]Psonar [li]Soulrivers [li]mwl[/ul] \n\nThe SDA team: [ul][li]Radix [li]Nate [li]Mike Uyama [li]DJGrenola[/ul] \n\nIf I forgot someone, I\'m very sorry. \n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\n\n\nWhen I started planning this speedrun in the summer of 2006, I had little clue of what I was doing or what I was getting myself into. Over a year later, I am sitting here, writing these comments, and my knowledge of OoT have never been greater (not trying to say I know everything about the game, I\'m still very far from that level). This speedrun was probably one of the biggest challenges I have ever overcome, and if I knew how long it would take, I probably wouldn\'t have even considered doing it in the first place. It is complete now though, and thank god for that. I fully admit that this run is far from perfect, but I hope that people can still enjoy it or at least view it as a good start for 100% OoT runs, because as far as I know, this run is the first of it\'s kind. \n\nI will post a description of every segment below, along with my own comments for each segment. \n\n\n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 1 - Introduction \n\nItems Collected: \n-None \n\nI bet some of you are wondering why the intro has its own segment, I can tell you that it\'s simply to make things easier (not having to sit through the entire intro every time I want to attempt segment 2). \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 2 - Sword and Shield \n\nItems Collected: \n-Kokiri Sword \n-Deku Shield \n-Deku Stick \n\nIn this segment you will see what is probably one of the most heavily competed parts of OoT speedrunning, the so called \"Rupee-Run\". Timing for the Rupee-Run starts when you gain control of Link inside his hut, and ends when you have collected 40 rupees and are holding the Deku Shield above you head after buying it inside the Kokiri Shop. This segment has a 2:06 rupee run. There are a few minor mistakes that cost me a couple of seconds, but I\'d still say that it\'s a solid effort considering my lack of experience at this point. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 3 - The Deku Tree, Part 1 \n\nItems Collected: \n-Fairy Slingshot \n\nNote that the side-hop I do before opening the first door isn\'t just for show, it also allows me to skip the textbox that normally pops up when you approach the door. This segment was pretty much flawless. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 4 - The Deku Tree, Part 2 \n\nItems Collected: \n-Golden Skulltula x1 \n-Deku Nut \n\nThe save here may seem odd, but it is here because of a hard trick in the beginning of the next segment. Another flawless segment. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 5 - The Deku Tree, Part 3 \n\nItems Collected: \n-Heart Container \n-Kokiri\'s Emerald \n\nCool segment, skulltula hover wasn\'t perfect, but I took the chance to do the torch trick without lining up, which paid off. Deku Scrub room was great. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 6 - Going to Hyrule Castle \n\nItems Collected: \n-Golden Skulltula x1 \n-Fairy Ocarina \n-Zelda\'s Lullaby \n-Empty Bottle \n-Sun\'s Song \n\nThis is the longest segment in the entire run besides the very last one, mostly because of very long cutscenes/dialogue. \n\nI made a very ugly mistake after lining up the backwalk to the castle, but I let it slide becuase it doesn\'t matter time wise, since I still have to wait for sunrise before I can wake up Talon at Hyrule Castle. The strategy I use to get past the last set of guards in the castle courtyard is very very risky, I have no idea why I tried it, but who cares since it worked. The reason why I showed the guard Zelda\'s Letter was to activate the mask trading sequence. The mask shop doesn\'t open until you\'ve showed that guard the letter. A few mistakes here and there, but that\'s what you can expect in a segment this long. :P \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 7 - Let\'s go fishing \n\nItems Collected: \n-Golden Skulltula x1 \n-Piece of Heart x2 \n-Golden Scale \n-Empty Bottle (with letter) \n\nBecause of a glitch that allows me to win the Golden Scale as a kid, I only have to enter the Fishing Pond once in the entire run, which is very nice. It also means that I can complete Jabu-Jabu\'s belly before Dodongo\'s Cavern, which in turn means early boomerang access, which is very useful (not to mention required) when hunting down golden skulltulas. \n\nFishing was extraordinarily good, since the medium sized fish was the first one to bite. Usually, a smaller fish bites first which I have to dispose of. This saved about 20-25 second and makes up for all the other mistakes. I got the \"Jabu-jumpslash\" on my second try, it\'s a pretty hard trick. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 8 - Jabu-Jabu\'s Belly, Part 1 \n\nItems Collected: \n-Golden Skulltula x1 \n-Boomerang \n\nJabu-Jabu\'s Belly is the only child dungeon that you don\'t need to re-enter in order to get everything, which is nice because it\'s the dungeon I like the least. Saving after killing the green tongue is faster than doing the whole dungeon in one segment, mainly because I don\'t need to kill all the jellyfish in the green tongue room. \n\nThere\'s some mistakes here (or you might just call it bad luck), but it\'s a still a good segment. I didn\'t get hit by any bubbles while I was carrying Ruto, which is very unusual. :) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 9 - Jabu-Jabu\'s Belly, Part 2 \n\nItems Collected: \n-Golden Skulltula x6 \n-Piece of Heart x3 \n-Heart Container \n-Zora\'s Sapphire \n-Magic Beans \n\nBarinade battle was not perfect, but still good. It is definately the hardest battle in the young Link section. There was a few minor mistakes throughout the segment, still nothing major, so it\'s another solid segment. I also plant a bean in Zora\'s River, it saves a lot of time when I get there as an adult. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 10 - Off to the Gerudo\'s Fortress \n\nItems Collected: \n-None \n\nI wish that I had spent a little more time on this... still it\'s not THAT bad. Took me 3 tries before I got the infamous \"cucco-jump\", and I could\'ve saved in a different entreance to the fortress, but I didn\'t redo it because when I found this out, I had completed many more segments. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 11 - Navigating the Haunted Wasteland \n\nItems Collected: \n-Golden Skulltula x2 \n-Requiem of Spirit \n\nThe first part of the wasteland was so-so, I wish I had known about the backwalking/side-hopping strategy when I made this segment. I also made a pretty ugly mistake when I was about to jump down into the rock structure-thingy, but it\'s really the only mistake here. Many people will ask how to make it through the second part of the wasteland without the Lens of Truth and the only tip I can give is to watch all the videos on youtube and then try to imitate that. Once you make it through once, you wont ever fail again, at least I didn\'t. :) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 12 - The Spirit Temple, young Link section \n\nItems Collected: \n-Golden Skulltula x3 \n-Bombchus \n-Silver Gauntlets \n\nIt\'s a pretty intense segment, and the are tons of places where you can get your shield torched, which I obviously didn\'t want. The only thing that feels bad about this segment is my aiming with the slingshot, and of course getting hit by a beamos when I was climbing a ledge, sending me flying. :( \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 13 - Collecting stuff on my way to Death Mountain \n\nItems Collected: \n-Golden Skulltula x3 \n-Keaton Mask \n\nFlawless segment, there wasn\'t much I could screw up on. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 14 - I can\'t wait to bomb some Dodongos \n\nItems Collected: \n-Golden Skulltula x1 \n-Bomb Bag \n-Heart Container \n-Goron\'s Ruby \n\nThis segment could\'ve been about a minute (rough estimation) faster if I had mastered a certain \"bomb hover\" trick. I wasn\'t able to do it at the time (and I\'m still not, though I haven\'t tried it anymore since then), so I decided not to use it. Even without said bomb hover, this segment proved to be one of the hardest segments in the young link section. Mistake-wise, it is a very good segment, with the usual small screw-ups that will always be there. Any odd maneuvers in the latter half are there to avoid fire keese\'s though. This is crucial, since my shield would burn even if they just touched me, and no shield means no crouch stabs. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 15 - Collection time \n\nItems Collected: \n-Golden Skulltula x2 \n-Piece of Heart x2 \n-Big Bomb Bag \n-Spin Attack \n-Skull Mask \n-Deku Seeds Bullet Bag \n-Din\'s Fire \n\nThe wait for the rolling goron may seem unnecessary, but I assure you, if I had bomb him one inch beyond that spot, he wouldn\'t have given me the Bomb Bag Upgrade. I got the spinning jar Heart Piece on my first throw, which is very rare. Great segment overall. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 16 - Back to the roots \n\nItems Collected: \n-Golden Skulltula x1 \n\nNot much to say about it, flawless. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 17 - The Deku Tree revisited \n\nItems Collected: \n-Golden Skulltula x3 \n\nSame as the previous segment, flawless. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 18 - Shortest of them all \n\nItems Collected: \n-None \n\nAll I do in this segment is exit the Deku Tree and save. I recommend you to skip it. :P \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 19 - Raiding the Lost Woods, Part 1 \n\nItems Collected: \n-Golden Skulltula x1 \n-Piece of Heart x1 \n-Bullet Bag Upg. \n-Deku Stick Upg. \n-Deku Nut Upg. \n-Saria\'s Song \n\nThe reason I use a ground jump in the Lost Woods is to skip the owl text, which can\'t trigger while you have a ground jump stored. This segment was very good, not a single mistake. :) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 20 - Raiding the Lost Woods, Part 2 \n\nItems Collected: \n-Golden Skulltula x1 \n-Piece of Heart x1 \n-Deku Stick Upg. \n\nShort, flawless segment. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 21 - Down the Well \n\nItems Collected: \n-Golden Skulltula x1 \n-Spooky Mask \n\nAnother rather short, pretty much flawless segment. I use a \"Cucco-Dive\" to get into the Bottom of the Well early. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 22 - The Bottom of the Well \n\nItems Collected: \n-Golden Skulltula x3 \n-Hylian Shield \n-Lens of Truth \n\nA more interesting segment, this one. A lot of invisible things makes things harder, but it\'s not really a problem once you learn where everything is. A few mistakes here and there, a somewhat lousy Dead Hand fight, but nothing unacceptable. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 23 - Getting tons of stuff \n\nItems Collected: \n-Golden Skulltula x11 \n-Piece of Heart x4 \n-Stone of Agony \n-Adult\'s Wallet \n-Giant\'s Wallet \n-Ocarina of Time \n-Song of Time \n-Bunny Hood \n-Epona\'s Song \n-Empty Bottle (with Lon Lon Milk) \n-Mask of Truth \n\nA long, pretty hard segment. If you\'re wondering (and you probably am) why the heck I exited Kakariko Village just to play the Sun\'s Song, I can tell you that it\'s because Dampe\'s Gravedigging Tour is over once the game clock reaches 00:00 (midnight). When you play the Sun\'s Song in an area where time doesn\'t pass, the game will forward the time to 00:00 in the night. So, I have to play it in Hyrule Field, where time does pass, in order to enter Kakariko before midnight. Dampe\'s Gravedigging Tour was really getting on my nerves, the chances that the Heart Piece will be in the first (or second) patch is very slim, so the majority of the failed segments ended just there. Both the Gravedigging and the Cucco minigame went as expected, and there were to real mistakes here, so I\'m very satisifed with this segment. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 24 - Going Deku Nuts \n\nItems Collected: \n-Deku Nut Upg. \n\nShort, flawless. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 25 - Gerudo\'s Fortress again \n\nItems Collected: \n-Golden Skulltula x2 \n\nTricky segment. Getting both the cucco jump and the Training Grounds early tricks in one segment was quite hard, but I managed. Few mistakes, so it\'s a solid segment. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 26 - I passed the Trials \n\nItems Collected: \n-Ice Arrow \n\nAnother one of those short flawless segments... The bombchu boost through the wall looks cool though. :) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 27 - The Valley and the Lake \n\nItems Collected: \nGolden Skulltula x4 \nPiece of Heart x2 \n\nAnd another collection segment, clearing out Gerudo Valley and Lake Hylia this time. Few small mistakes, nothing that matters. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 28 - Let\'s go shopping \n\nItems Collected: \n-Piece of Heart x3 \n-Biggest Bomb Bag \n-Master Sword \n\nClearing out the Market before finally grabbing the Master Sword. Bombchu Bowling could\'ve been better, but it\'s a very hard and random minigame, so all in all I\'m satisfied. Everything else went well. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 29 - Shadow Early \n\nItems Collected: \n-Piece of Heart x1 \n-Cojiro \n-Hookshot \n\nAnother one of those segments I wish I had spent more time on... at the time I guess I was very eager to get on with the run, thus I didn\'t improve this. The Dampe Race was so-so, though it wasn\'t really my fault that I got hit by the flames. Shadow early was just bad. Well, I guess it gets the job done, after all. Just don\'t think that all the adult segments will look like this. :P \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 30 - Hover Power \n\nItems Collected: \n-Hover Boots \n\nMuch better than the last segment, flawless in fact, but also a lot shorter. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 31 - Out of the shadows, into the cold \n\nItems Collected: \n-Golden Skulltula x3 \n-Piece of Heart x1 \n-Farore\'s Wind \n\nPretty much flawless. I misplayed the Sun\'s Song and I struggled a little to get onto an ice block, but otherwise perfect. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 32 - The Ice Cavern \n\nItems Collected: \n-Golden Skulltula x3 \n-Piece of Heart x1 \n-Iron Boots \n-Serenade of Water \n\nI\'d say this segment is below average, because I simply do not like the Ice Cavern. There are a few ugly mistakes, such as getting hit by a ice bat and I screwed up on the Wolfos fight. Does it\'s job though. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 33 - Tunics and Odd stuff \n\nItems Collected: \n-Golden Skulltula x2 \n-Piece of Heart x1 \n-Zora Tunic \n-Odd Mushroom \n-Goron Tunic \n-Odd Potion \n\nOnly one small mistake in this segment, in other words it\'s very good. :) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 34 - A walk in the Forest \n\nItems Collected: \n-Golden Skulltula x2 \n-Poacher\'s Saw \n-Minuet of Forest \n\nVery good segment. The bomb hover in Lon Lon Ranch is pretty tricky until you get the timing down, it\'s one of the coolest tricks in the run though. One small mistake, but whatever. :P \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 35 - The Forest Temple, Part 1 \n\nItems Collected: \n-Golden Skulltula x3 \n-Fairy Bow \n\nAn average segment. Some mistakes, some bad luck, but it\'s an intense and pretty long segment, thus I let it slide. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 36 - The Forest Temple, Part 2 \n\nItems Collected: \n-Golden Skulltula x1 \n\nVery short segment, thus it\'s flawless. :D \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 37 - The Forest Temple, Part 3 \n\nItems Collected: \n-Golden Skulltula x1 \n-Heart Container \n-Forest Medallion \n\nVery nice segment, no real mistakes, and Phantom Ganon went down easily (not that he\'s exactly hard with the infinite sword glitch :P). \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 38 - The Water Temple, Part 1 \n\nItems Collected: \n-Golden Skulltula x1 \n\nGreat segment, almost flawless, there was just one clam that refused to die. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 39 - The Water Temple, Part 2 \n\nItems Collected: \n-Golden Skulltula x2 \n-Longshot \n\nAgain, great segment. Dark Link battle was very good, thanks to FIERCELINKMASTER for the great strategy. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 40 - The Water Temple, Part 3 \n\nItems Collected: \n-Golden Skulltula x2 \n\nPretty much flawless. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 41 - The Water Temple, Part 4 \n\nItems Collected: \n-Heart Container \n-Water Medallion \n\nSaving after beating the Water Tenple was a though choice to make, since I have to play the Serenade in the next segment to get back to Lake Hylia. The next segment was to hard to be included in this one though. The segment itself was good, Morpha went down easily. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 42 - The poe hunt begins \n\nItems Collected: \n-Golden Skulltula x3 \n-Piece of Heart x2 \n-Fire Arrow \n-Broken Goron\'s Sword \n\nThis segment went very well, the 2 poes I kill are the two hardest in the game. The only bad thing was the Gerudo fight, but those are pretty hard. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 43 - Storming the Gerudo\'s Fortress \n\nItems Collected: \n-Golden Skulltula x1 \n-Piece of Heart x1 \n-Gerudo\'s Membership Card \n\nAll the fights went very well, and that is almost reason enough to keep the segment. Rest is fine too, though. ;) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 44 - Archery \n\nItems Collected: \n-Golden Skulltula x1 \n-Piece of Heart x1 \n-Big Quiver \n\nThis segment was almost perfect. Getting 1500 points in the archery game with the strategy I used is very hard, so I\'m glad I managed to catch it on tape. :) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 45 - Hunting poes, collecting stuff \n\nItems Collected: \n-Golden Skulltula x2 \n-Piece of Heart x2 \n-Prescription \n-Bolero of Fire \n\nNice segment. Poe hunting was incredibly good. The rest was fine too, not really any mistakes. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 46 - My blade is bigger than yours \n\nItems Collected: \n-Golden Skulltula x1 \n-Eyeball Frog \n-Eye Drops \n-Claim Check \n-Biggoron\'s Sword \n\nThis segment was so-so. I had a very ugly mistake in Zora\'s Domain, but it looks worse than it is, I assure you. I tried for a long time to improve this segment, but I couldn\'t so I had to keep it this way. In my eyes it\'s okay though. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 47 - The Fire Temple, Part 1 \n\nItems Collected: \n-None \n\nShort, flawless. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 48 - The Fire Temple, Part 2 \n\nItems Collected: \n-Golden Skulltula x1 \n\nSame here, short and flawless. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 49 - The Fire Temple, Part 3 \n\nItems Collected: \n-None \n\nShort again, flawless again. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 50 - The Fire Temple, Part 4 \n\nItems Collected: \n-Golden Skulltula x3 \n-Megaton Hammer \n\nPretty long segment with a lot of hard tricks. That said, I did really well, few mistakes and overall smooth gameplay. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 51 - The Fire Temple, Part 5 \n\nItems Collected: \n-Golden Skulltula x2 \n-Piece of Heart x1 \n-Heart Container \n-Fire Medallion \n-Magic Meter Upg. \n\nVery good segment if you ask me. Only one slight screwup in the second half. The fights were spectacular, especially the one against Volvagia. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 52 - Dodongo\'s Cavern revisited \n\nItems Collected: \n-Golden Skulltula x2 \n\nI feel as if I\'ve said this before, but this is a short and thus flawless segment. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 53 - Yet more of Dodongo\'s Cavern \n\nItems Collected: \n-Golden Skulltula x2 \n\nFlawless segment, hookshoting that skulltula through the web looks nice, and saves quite a few seconds. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 54 - Kakariko cleanout \n\nItems Collected: \n-Golden Skulltula x1 \n-Piece of Heart x3 \n-Nocturne of Shadow \n-Song of Storms \n-Biggest Quiver \n\nSuperb segment, one of the best in the entire run, despite it\'s length. The Dampe race went as well and you could expect, a 0:47. That\'s the best I\'ve ever got with the rolling strategy. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 55 - The last of the poes \n\nItems Collected: \n-Piece of Heart x1 \n\nSigh. Short, flawless, yeah. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 56 - Young Link again \n\nItems Collected: \n-Golden Skulltula x1 \n-Prelude of Light \n\nThat is definately the most far-flung skulltula in the game, I have to get it, nevertheless. Nice segment, few mistakes. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 57 - Ocarina havoc \n\nItems Collected: \n-Golden Skulltula x2 \n-Piece of Heart x2 \n\nVery good segment, lots of ocarina playing, which all went well. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 58 - The last Heart Piece \n\nItems Collected: \n-Golden Skulltula x2 \n-Piece of Heart x1 \n-Empty Bottle \n-Nayru\'s Love \n\nNice segment, the Piece of Heart collected here is the very last one. Getting that first skulltula from the ground can be tricky because of all the leevers, but it saves a lot of time in the end. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 59 - The Spirit Temple, adult Link section \n\nItems Collected: \n-Golden Skulltula x2 \n-Mirror Shield \n-Heart Container \n-Spirit Medallion \n\nBelow average if I have to say so myself. First part may be good, but there is a lot of silly things in the second half. Twinrova battle was nice though. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 60 - The Shadow Temple \n\nItems Collected: \n-Golden Skulltula x5 \n-Heart Container \n-Shadow Medallion \n\nAnd now, one of the coolest segments in the run. Lots of hover boots action, small tricks here and there, and the Bongo Bongo fight was the best I\'ve ever had. Definately watch this one. ;) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 61 - Going over to Ganon\'s \n\nItems Collected: \n-Golden Skulltula x1 \n-Light Arrow \n-Double Hearts Upg. \n\n80% of this segment is cutscenes, so you know. The playing part was pretty much flawless though. Btw, that skulltula was my 100th and the very last one. Phew. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 62 - Item collection completed \n\nItems Collected: \n-Golden Gauntlets \n\nThat\'s the last item I collect. Short and flawless. :P \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 63 - Past the barrier \n\nItems Collected: \n-None \n\nLast segment where the description short and flawless fits. I used Acryte\'s version of the barrier skip, because Acryte owns. :) \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\nSegment 64 - The Grand Finale \n\nItems Collected: \n-None \n\nAt last, the big finish. 90% of this segment was perfect, the other 10% being the second part of the Ganon battle. I always had problems with this battle and don\'t tell me to roll under him and jumpslash, I\'ve tried it and it misses so much it\'s not funny. He went down though, and the first part of the segment was so good, I wouldn\'t be able to do it again. Thus I kept it. \n[-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-][-]\n\n\nThat\'s it! I hope you enjoy my run, I certainly enjoyed making it. From time to time anyway. \n\nIf you have any questions, you can ask them in the Ocarina of Time 100% topic in the Older Consoles section of the forum. If you want, you could also send me a PM on the forum, or try to contact me on AIM, where my screenname is YautjaElderSDA. I\'m not online very often though. :P','2007-07-04',0,23700000,12,'ZeldaOoT_100p_635',64,9,0,NULL),(0,1564,NULL,265,'Time should probably be >10 seconds less but some saves were cut off and so had to be overestimated.','This is the first Speedrun I ever made. I had planned to do a run of Link\'s Awakening 100% first. But when so many wanted to see a run of this game I did this one before. I would like to thank Radix and Nate for their wonderful work with the site and that they had time to take care of my run. And to all those people who said lots of good stuff on the forum, to Ego Buff on the Bisqwit for his good use of the Pegasus Seeds, and last to my friend Jakob who helped me copy the tape. Thx ;). \n\nSegment 1: It went on pretty good. I dislike the mini boss, they are neverwalking the path that I want. But the final boss got owned! Not much to say about the second dungeon... An annoying thing when I saved was that I pressed the wrong buttons at first. Looks a little bit weird but whatever... \n\nSegment 2: I took Ricky as my animal. I haven\'t tested if one of the other is faster, but I don\'t think they are... Nothing to say about the third dungeon... When I started to record the next Segment I rewind too much. So I missed the Save & Quit menu on the tape. So I put 2 seconds on the time instead. \n\nSegments 3: Time for one of the most boring things in the game: When your feather is stolen. I spend the time making some T\'s (As in Tompa) and digging to the music =P. A bit useless, but funny. The way to the 4:th dungeon went well. The mini boss could have been made better. I got a little panic with only Â¼ heart left. Bad luck on Gohma... \n\nSegment 4: Not much to say. The mini boss went on good. The room right before the dungeon boss was badly made. It is not a hard jump to do, I just failed with it. The dungeon boss could have been made a little better. \n\nSegment 5: There is a lot of \"go around\" in the beginning of this dungeon, which takes some time. I hate the bosses... They are so random! \n\nSegment 6: Another annoying random thing is where the Bell lies. It took me some tries to found it on the right place. I did this extra Segment because the next dungeon is hard. And I don\'t want to do this part of the segment again and again... So I split them up. \n\nSegment 7: The 7th dungeon has a lot of \"trickjumps\". Jumping over three holes with the Feather and the Pegasus Seeds. It\'s hard to success with all the jumps. But I did it pretty well. The bosses are rather easy. But the dungeon boss can be annoying. After this segments I rewind to much again... \n\nSegment 8: It\'s time for the last dungeon. I dislike the ice. Think you can see that on some rooms. The room with the iceblocks is the worst one! Did a \"big\" mistake in the room with the statue that walks on some floor squares; I took the wrong path. It doesn\'t look so good but I didn\'t lose so many seconds on it so I let it be. Nothing to say about the bosses really. As always I have rewind too much... \n\nSegment 9: The Face Boss made the wrong attack so I lost some seconds. But I didn\'t bother. Maybe it was a little bit stupid of me. First part of Onox went fine. But I fell down from his hand the first time. I could have improved that one too. But that will be next run I presume. \n\nHope you enjoy the run!','2005-11-19',0,7600000,11,'ZeldaOracleOfSeasons_20640',9,4,0,NULL),(0,1565,NULL,222,'','This speed run was honestly done without any outside assistance. There were no other individuals who helped me with this run, and I believe this is because the game is not as popular to speed run because of how new it is. The real purpose of this speed run is to get something out there to get the ball rolling so that in a few months, a better run can be done with tricks and stuff. That has not to say this run is bad or anything. On the contrary, it has very few bad parts in it. However, I realize that a speed run done by somebody by himself or she with no help only a few month\'s after a game\'s release will not be close to the higher tier speed runs done years from now on this game. I even know of two tricks I could have used in this run as of now that I found out on my own just via messing around after I finished my run. \n\nThe reason for the delay of this run, which I promised to be out in February, was the fact I could not capture a run without the audio and video getting out of sync. I finally fixed what was making this happen. That is why this run is so late. I also had personal issues that took two weeks of my life because I was just so miserable I did not want to do anything. I would also like to add I think The Minish Cap is the hardest Zelda title to speed run except for the original Zelda. The reason the original Zelda is so hard is due to random variables that have to go your way to obtain a higher tier run. There are no such variables like this in The Minish Cap. The problem with this title is the consequences for even the slightest mistake. A roll going too far will end your run just like that. \n\nAdditionally, you may notice how beautiful this game is. That is all nice, but it comes at a high price for people like me. Hit detection sucks ass in this game. I will swing the sword in the same place at an immobilized enemy, and one time it will hit, one time it will miss, and sometimes I even get hit! Utter crap. In addition, the boss of the Temple of Droplets, Octorok, as far as I know has a final sequence, which is totally random that means the difference of a whole minute. So no matter how good you are, two identical runs flawlessly done could be 1 min apart thanks to this stupid boss. This run, honestly, is not at the level of my A Link to the Past or Ocarina of Time run. Not saying either are perfect or anything (in fact, I will be redoing both sometime soon), but I believe the level of skill in both is very, very high. This run is probably nearer to my Link\'s Awakening DX run. \n\nNow for the run itself. The settings for this run are text speed set to high, so just know that is how I am skipping all this text quickly. If you wish to compete with this run, please set your text speed to fast. In the beginning, it is a bunch of intro and text junk. Then comes to Chrono Trigger rip-off festival. This whole part is very linear and is just rolling around. \n\nThen comes Deepwood Shrine. I think the biggest area I could improve on is the part you must navigate the water on a petal using the Gust Jar. In addition, my boss battle could have been a few seconds faster. On my journey to Mt. Crenel and Cave of Flames, I stop for the Cucco Gathering game. This is how I get all my rupees. If anybody knows a faster, more convenient way, let me know. I get hit here and there and nearly die on this part, but I did not care because if I died I could start over. \n\nOn the Cave of Flames, I was pretty satisfied with this dungeon. There were a few spots I could have been faster, and I think my boss battle with Gleerok could have been faster because you can hit his shell off right away, but I think I miss once or twice before finally connecting. On the way back to the Elemental Shrine and to Castor Wilds, it is mainly just moving around the world and doing chores. It would be nice to have a trick or two to skip some stuff in this part. In addition, if you wonder why I actually go to Castor Wilds before trying to get the Pegasus Boots, it is because you have to activate sequences, and Rem will not fall asleep until you go to Castor Wilds and step into the swamp. This part also has a ton of cut scenes. Sorry, you do not get to enjoy the story in this video...it is a speed run. Therefore, you can listen and watch the action, but good luck trying to read dialogue. \n\nCastor Wilds I felt went really well. I used the Pegasus Boots nicely. On that note, you may ask why they hell I do not use the Pegasus Boots the rest of the run to travel. I also suffered from this in Link\'s Awakening. I am not sure how much faster running with the Pegasus Boots is than rolling in this game. While I am positive running is faster than rolling, changing directions you have to \"charge\" up the dash. Rolling you can instantly, on the fly, change your direction without delay. I bet running would have saved time here and there, but I got tired of changing out items and having to line up. Even though rolling is more limited in this game than say Ocarina of Time, I still feel it is smoother and easier to use. But hey, if I find out it saves minutes to use the boots, I will reconsider. \n\nFortress of Winds is one of the hardest levels to speed run at a decent level of skill. There is so much movement and things you have to do correctly so quickly...I just had a lot of runs end just on trying to do this level. I do get hurt a lot on this level, and nearly die, but I think I got through this dungeon very fast and had a very successful boss battle with Mazaal. The next segment of the game is this boring segment of collecting three books and returning them to get the Flippers. You cannot get into the professor\'s house, where the second book is, until you return the first book and talk with the librarian again after. This is why I return the first book right away. This is also another area I wish I knew a few tricks for to skip stuff. If you wonder why I talk to the dog, I do not know any other way to move the mutt unless you speak to him as small Link, and then walk away and he will begin to run around. Later on, if you want to go to that area, simply swim or jump across the moat. \n\nThe Temple of Droplets is another dungeon I do not like. The ice physics suck, and I have trouble on some blocks early on. Nothing that bad, but it could have been better. My boss battle went well except for one missed rock. Yes, I know that is actually quite bad, but it evens out. He shoots out two rocks at the end before he dies. So the time I lost from that missed deflection was the time between the second to last rock and the last rock the boss shot at me before I die. Which is like 5 seconds? Also, pay attention to my petal trick near the start. I skip a lengthy ice block puzzle. Yes, I could have been faster in pulling this trick off, but it is not very easy (at least I do not know a sure fire way) to do on the fly without slowing down. \n\nThe next segment of the game is the coolest. The Royal Valley. This part of the game I have very minor mistakes, usually getting hit here and there. I love the Lost Woods maze, the Graveyard, and the Royal Tomb. The music in there is awesome. Try to see if you recognize the sound effect when a key appears in that area. Later on, in the cloud area above Veil Springs, I get screwed over in a few places. Twice I fall right onto a whirlwind and get flown back up to the higher level. One enemy blocks my path for a few seconds, and another enemy simply would not jump out of his cloud to get hit. And the best mistake of the run is here. I go on my merry way ignoring a chest that contains an item I need and then rush right back to it. A rare time I will go the wrong direction in a Zelda game. It was a memory lapse, honestly. Cost me a few seconds at most. \n\nPalace of Winds is a cool dungeon. Not very hard, but a lot of fights. I found two shortcuts after I did this run. One is in the room with those whirlwinds in the air, and those exploding machine things fly around. You can jump diagonally from the top to a whirlwind to the right of the start of the room, and fly safely across to the right side of the room. I think it may save like 20 seconds. The last trick is a way to make your clones walk on air, when they would disappear. This is useful on my boss battle with Gyorg. Sadly, I did not know this, and during the second attack sequence, I mess up. This is the \"mistake\" of the run that will probably get me the most criticism. I lose 40 seconds getting owned by these stupid bubbles. I totally lost my timing, and just lost my train of thought. Oh well, I never thought this run would stand as the WR for long or forever, that wasn\'t the reason for this run. \n\nThe final part of the game, Dark Hyrule Castle, is long. A lot of battles, at lot of ways to have your run end quickly. This is a part of the game where I wonder if the Dash Attack would be useful. You see, in this game are Tiger Scrolls that are bestowed upon Link by the Blade Brothers. I only go to one, who teaches me the Spin Attack, the only required Tiger Scroll. Others include breaking pots, a laser shot, a down stab, a dash attack, a hurricane spin, and a faster charging of your meter to make clones. The Hurricane Attack and the Faster Charging are really out of the way to get, and you need all the other Tiger Scrolls first to get them. The Dash Attack is not that far out of the way, and it is very useful on Dark Nuts. You can \"dash attack\" into them, and when you make contact, Link will spin attack. My strategy is basically getting in the Dark Nut\'s face to make him attack, and when he is exposed, I spin attack it. I would like to know if the Dash Attack is worth it or not. \n\nAnyway, after some close calls and an annoying Ball and Chain Trooper battle (they would not toss their damn balls at me), I come to Vaati. I think the first segment I did well, and the second as well as could be expected. There is a way, with the down stab, to kill the second and final form without clones. But as I said, this move is really out of the way to get. Now, the final form of Vaati, I get screwed over twice. You see, in his last phase of attacking, he shoots four energy balls at once. I have my clones lined up two times to hit them back, and magically all four of them do not hit the balls back! Whatever. Did not cost me that much time, but it still pissed me off. \n\nSo, overall, boss battles could be improved, and there is room for improvement via tricks that need to be discovered. More research also needs to be put into possibly obtaining other items/moves to speed up areas, and I need to check if the strategies I use are even optimal. But only you people can help. I can only do so much myself as authors are not the best critics of their work. It is harder for us to catch mistakes and other things. \n\nSo, hopefully people will now get into this game. And somewhere down the road, when a much faster run is possible, I will return to this game. But for now, new revelations in Ocarina of Time and A Link to the Past beckon. I have to make a decision to forgo my The Wind Waker run in order to capture to coveted records that are lifetime goals of mine, or stick to my already delayed schedule. What goals do I speak of? \n\nA sub five hour Ocarina of Time run and a sub one-hour and forty-minute A Link to the Past run. Not possible you say? You say I said I would not play those games again? I said \"maybe\" and \"possibly\". Check out the SDA forums to see what my decision is later. For now, though, it is Spring Break and I am doing what any other hardcore college gamer would do! \n\nPlay my newly acquired Resident Evil 4 all week! \n\nFor questions and comments, IM me at SolidTSASnake on AIM.','2005-03-03',0,9900000,11,'ZeldaMinishCap_SS_24500',1,3,0,NULL),(0,1566,NULL,388,'','I am a Zelda fan, so honestly I cannot really hate a certain game and still be a true Zelda fan or something like that. In all honesty, I do not like The Wind Waker. Now, it is not because of the style or visuals. I actually enjoyed the artistic atmosphere of the game. The music and the visuals were superb. The thing that ticked me off in this Zelda game was the controls. I am sorry, but this game is not Ocarina of Time on GCN. The controls, to me, are too loose and too unresponsive. The camera in this game is also annoying. \n\nThe goal of this speed run was a sub 7 hour run. As time progressed, it became a beat Marsh\'s run by 30 minutes goal. However, I slowly came to the realization that was unlikely with my current methodology. I settled for this, a run 25 minutes faster. It is true I failed to utilize even all the strategies I knew by the end of this run in all the segments. I did not use the fastest sailing method in segments 4 and 6, costing 1 minute and 15 seconds. I also was given two good helpful tips for the Wind Temple and the Savage Labyrinth segment. This also would have saved around 30-40 seconds. If I spent more time on my last two segments, I probably could have improved another 30 seconds. In the end, I suffered from what Marsh did; this game is just boring. \n\nI am sure there is 10-20 minutes of improvements and tricks waiting to be revealed and discussed. I know, that even at the level of play I did in his run, some will still say since I did a segmented run, how I could stand for some of the minor mistakes I left in, especially when I have such higher tier performances. I segmented this game because it did not deserve a single segment. A game not completed does not deserve my full attention, and by this I mean when the creators purposely left out dungeons to rush the game out, I do not consider the game finished in any sense. \n\nThe methodology behind this run was to improve each one of Marsh\'s segments one by one. Some of his segments turned out to be great. Some were not so great. Sess, a person who will probably beat this time or do a single-segment run, helped me out here and there. However, the majority of the stuff I did was discovered in game. I think the bomb trick on the Stalfos was the only other trick I did not come up with. Marsh came up with that after he did his run. I do not believe I will come back to this game again, it is just too annoying and it took excessively long to complete. Therefore, my best performance of this game using what I did now probably would have yielded below 6:40. Many people told me 6:30 is what I should get. I probably missed tricks or something, but I had my thread up for over a month now. I am sure somebody out there still does not want their secrets revealed or some cheap crap like that. \n\nAnyway, I need to get back to something I like. Majora\'s Mask has no pure speed run in existence, nor even a route or strategy for one. It is still based in the principles of Ocarina of Time, and thus I feel I can cook up something quite spectacular. Rumor has it a pure speed run executed flawlessly would utilize a very amazing feat; beating the game in the 2nd three day cycle without worrying about conserving the clock time like the run up does. I just hope this new TWW video has some good moments in it, and that the higher quality will appease some of you who did not like Marsh\'s lower quality captures. Oh yeah, the run was done with Link\'s \"Lobster Shirt Garb\" - a bonus of playing a New Game file from a completed game file. In addition, yes...you can see the translated Hylian if you want. \n\nIf you have comments or questions, IM me at SolidTSASnake on AIM.','2005-04-18',0,24120000,12,'ZeldaWindWaker_642',22,5,0,NULL),(0,1567,NULL,375,'','The only reason I didn\'t SS Zelda for my first speed run was for a couple reasons. One was that I had never done a \"real\" speed run before, so I opted with the much easier segmented. The other is the main one, which was the game is too long. Paraxade had to go and find out you can skip an entire Temple and a half, which is huge and obsoleted my run easily. I had always said if sub-5 hours was possible that I would SS it, so I stuck with my word and did it. \n\nIt took about 4 or 5 months of attempts to finally get this run done. I\'m not entirely happy with the run so I\'ll probably be beating this time sometime in the future, but for now I need a break from TP. \n\nIn a run this long you have to go with consistency over speed, since screw ups can end up costing a lot of time. In a lot of tricks and in general I took the extra second to make sure I didn\'t screw up. [ul][li]Ordona Province/Faron Province \n\nThis section went really well. I got the blue rupee at the begining which is about a 1/40 chance. My goat herding was pretty quick as well. I pull off the gate glitch first try, which isn\'t too hard. Breaking open the cage could have went better, but it wasn\'t too bad. My 2nd goat herding came in at 24 seconds, which is definitely a keeper, I would start over if I got over 30 seconds. \n\n[li]Twilight Castle \n\nI had a minor screw up when trying to jump to the last lever, I fell into the water but it only cost me a second. I don\'t do the midna text skip because it only saves 1 or 2 seconds and I can easily mess it up which costs quite a few seconds. Everything went pretty good here. \n\n[li]Ordona Province \n\nI don\'t do the trick to jump onto the roof because it\'s such a small time saver and is pretty hard to pull off. Inside the first house there is a glitch where you won\'t make the midna jump and I don\'t know what causes it. It doesn\'t happen very often but of course it happened here. \n\n[li]Faron Woods \n\nHad a few minor mistakes on the tears, but nothing too bad. I make a pretty big mistake on the North Faron twilight messengers. Sometimes messengers do not cooperate and will just stand around. As soon as I locked on I knew I was going to hit the wall, but by then it was too late. It cost me a decent amount of time so I was considering restarting, but since I was doing so well otherwise I kept on going. \n\n[li]Forest Temple \n\nNot very many mistakes for most of the Forest Temple, even got a pretty quick Ook fight. Had my first major facepalm moment when I messed up the LJA to the boss door. Apparently if the boomerang is over the tree branch you don\'t get a LJA, too bad I can\'t see if it\'s over it or not. I suck it up and keep going only to make another pretty big mistake on Diababa. For some reason bombs randomly don\'t hit his face. So it missed and I freak out and make a couple more dumb mistakes. I finally beat him and still have a decent time going, so I decide I\'ll proceed onwards. \n\n[li]Eldin Province Tears \n\nMore boring tears. I really hate collection quests in games, and tears are no exception. Had some minor mistakes of course, tears can be a pain sometimes. \n\n[li]Eldin Province \n\nA lot of boring horse back riding, hard to screw that up. The King Bulbin battle is quite random, but I happened to get lucky on him and got a quick fight. I probably shouldn\'t have done the Epona slide at the base of Death Mountain but I couldn\'t resist. Sumoing with the Goron was a little sloppy but it\'s also pretty random. Random events in a SS suck. \n\n[li]Goron Mines \n\nSmall mistake at the begining when I miss the jump to the platform you have to lower, only cost a few seconds though. Major screw up in the 2nd room, bam right into the lava. Needless to say I was pretty upset at this point. In the 3rd room I mess up glitching through the wall, which angered me even further. I use a LJA to get over to the blue switch rather than jump slashing, since the jump slash is inconsistent and I\'ve never messed up the LJA. I miss the railing when setting up the last LJA, but that was pretty minor. I was going to restart my run after GM, but luckily Paraxade convinced me to keep going, so I did. \n\n[li]Lanayru Province Twilight \n\nOuch, pretty big mistake on the Kargaroc, I missed the first jump onto him. It\'s funny because that has never happened in any of my other SS attempts. I accidently go to my item menu when trying to open the map because the Gamecube D-pad sucks something fierce and does that sometimes. I always hesitate on twilight messengers because if I screw up it costs quite a bit of time. Tears went surpsingly well, which is weird since almost all of my attempts had major mistakes during Lanayru tears. \n\n[li]Lakebed Temple \n\nLakebed is really easy to screw up, since it has so many tricks you have to do. Fortunately I kept the mistakes to a minimum. I forgot to turn the stairs before I raised the water, but that\'s not a big deal. I almost fell off doing the LJA to the switch but managed to grab the ledge, only costing me a second or two. I don\'t LJA through the big room before the boss key since it\'s extremely risky and I always screw it up when I\'m doing a SS. Right before the boss key I accidently let go of the grapple point, which would have been a mistake, but apparently it just let me go through the grating, which saved me time. I don\'t even know if my route back to the boss is optimal, but it\'s the only way I know of. Only had a small mistake on Morpheels second phase, nothing too bad. Overall Lakebed went pretty well. \n\n[li]Hyrule Castle Town \n\nThis is probably my least favorite part of the game. All you do is run around as a wolf, what fun. I absoultely hate the part with the torch, if your head is turned even slightly it won\'t let you jump on the ledges. So what happened is I killed the bats so I could climb up, but my torch ran out right as I got up to the web. Awesome. \n\n[li]Sacred Grove \n\nThis part\'s really easy. Didn\'t make any noticeable mistakes. \n\n[li]Gerudo Desert \n\nI accidently paused right before shooting to the desert, this always happens at least once per attempt, so I\'ve learned to accept it. I had minimal mistakes besides the pause though, since this part isn\'t hard. \n\n[li]Arbiter\'s Grounds \n\nHad a little trouble with the 2nd poe. I was trying to hold B to do the dark energy attack but I kept doing normal attacks, pretty frustrating. The fier bubble hit me out of the lag when I was turning the wall, which actually helped and saved a second or two. I always screw up the room with the invisible rats and this run was no exception. I was supposed to grab the arrows right before Death Sword but I forgot to, which is why I run out later in the run. I really hate the big spinner room, I accidently went the wrong way at the start and it ended up costing me a decent amount of time. I got knocked off spinner tracks a few times which looks bad but it\'s hard to tell when you\'re supposed to go. Stallords first phase is very random. The stallos were not nice on this day and sent me all the wrong ways. I easily single cycled the 2nd phase, though. \n\n[li]Peak Province \n\nWhen I jump off of Zora\'s Domain it somehow gets counted as a void and respawns me. That has NEVER happened to me before, and I\'ve played a lot of TP. Very lame. Other than that the journey to Snowpeak Ruins went well. \n\n[li]Snowpeak Ruins \n\nThis is why I need so many heart containers for this run. Between the bomb boost and the freezard skip, I can lose a lot of health, depending on how many tries they take. I also have to keep this health through CitS since I don\'t get any heals between Snowpeak and CitS. I got the bomb boost in 3 tries and the freezard skip only took one. However, after I did the freezard skip I had trouble opening the door, costing me a few seconds and some health. Single cycling the armored lizard is incredibly easy on the GC version, so I had no problems with that. \n\n[li]The Oocca\'s Words \n\nCitS early took 2 tries, which isn\'t too bad. I\'m so glad this quest is skipped now, since it was a really annoying collection quest. \n\n[li]City in the Sky \n\nThis is probably the hardest temple in the game, since it has a lot of voids you can fall into easily, which I do a few times. I really suck at aiming on the GC version, which should be fairly obvious seeing me try to hit the crystal at the start of CitS. When trying to jump down to the mini boss room, I screw up and accidently jump into the void, woops. So much for being careful and screwing up anyway. The mini boss fight was probably my biggest mistake of the run. Not only is it a huge mistake, but it was a hilarious one. I didn\'t realize I knocked the blue platform down and also didn\'t know I was running right at it. I was laughing at myself pretty badly after that one. You get to see my incredibly bad aim with the double claw shots throughout the rest of the temple. The rest of the temple goes pretty well, even the annoyingly long Argarok battle. \n\n[li]Palace of Twilight \n\nThe first Hologram Zant fight wasn\'t very good, I screwed up and missed a slash, so he took an extra cycle to kill. The second Hologram Zant fight went much better than the first. Pretty major screw up on the room after 2nd Hologram Zant. I mess up the throw a couple times and the hand gets to the sol. I have to kill the hand so it won\'t pick it up, then the twilight messenger knocks the sol out of the groove so I go back down and somehow get turned into a wolf. I manage to get out of the bad situation thankfully. I take a lot of hits for some reason and come near death, but I make it to Zant without dying. The Zant fight went ok, the last phase definitely could have been better, but it\'s hard to get those jump slashes to land on him. \n\n[li]Hyrule Castle \n\nAs soon as I equip my bomb arrows I notice I don\'t have enough arrows for the rest of HC, but I decide I\'ll just find some in a pot or something. One of the stupid goblins wouldn\'t come after me and just stood behind the gate wasting my time, argh I hate it when they do that. I break some pots and find some arrows, thankfully. I screw up on the spinner tracks and get knocked off, which sucks. Puppet Zelda and Beast Ganon both went good, un fortunately the last 2 phases weren\'t so good. What a great way to end the run, a crappy horseback fight and a crappy final Ganon.[/ul] \n\nThanks to Paraxade and Tpfox for any questions I had and just general support. I was constantly pestering them throughout all of my practice runs. Thanks to all the contributers in the TP thread, there\'s too many to name. Thanks to DJGrenola, Radix, Nate, and Mike for all the work they do on this site.','2007-10-23',0,17220000,12,'TwilightPrincess_GC_SS_447',1,5,0,NULL),(0,1568,NULL,375,'','This is my first speed run and I\'m pretty happy with how it turned out. Obviously, this run wouldn\'t be possible without everyone who has contributed even the smallest of short cuts. Thanks to pretty much everyone in the gigantic Twilight Princess topic, there are too many people to name. One of the main reasons I put so much work into this run is for it to be put on SDA and hopefully get more people interested in running Twilight Princess, or finding glitches/short cuts. \n\nThis run, like most any run, especially the first, has mistakes. I\'d say 5-7 minutes could be cut off with a lot of improvements, but I couldn\'t see more than that without some new breaks. The biggest improvement would come from Segment 31, using the clawshot to jump slash to get over the first couple rooms. I\'m too dumb to be able to do it, so hopefully the next person will be able to pull it off. \n\nSome Highlights of the run: [ul][li]My first 10 segments are all well done. This is mostly thanks to YautjaElder who gave me some very good times to try and beat. [li]Some say my sumoing is quite impressive. [li]Arbiters Grounds turned out really well. I was extremely lucky on Stallord, defeating his first cycle in less than 30 seconds. [li]Snowpeak Ruins went extremely well and it will be a tough time to beat. Definitely my favorite part of the game to speed run. [li]My rupee route turned out to be perfect. I had exactly the amount I needed throughout the whole game. [li]City in the Sky turned out better than I had expected. [li]Palace of Twilight. This is definitely my least favorite of all the Temples. There are almost no tricks to be used, its quite linear. I still manage to make a very good run of the place thanks to doing it in 3 segments. [li]Segment 42 was pretty much flawless [li]I get 28 seconds on the Ganon on horseback fight. Definitely the best horseback fight I\'ve ever done.[/ul] \n\nThere are 2 versions of Twilight Princess: The Gamecube version and the Wii version. The Wii version loads faster which makes a pretty huge difference in the long run. So much that I don\'t think the few neat tricks on the GC can make up for. \n\nI\'d just like to say that the remote and the nun chuk will cause a lot of frustration in a speed run for the Wii. I\'ve failed many, many attempts at segments due to unresponsiveness of the controller. Sometimes I wish I would have done the speed run on the GC version, but I\'ve grown used to the remote failing on me. \n\nThanks to SDA for the amazing site. Without SDA I would have never even thought about speed running Twilight Princess.','2007-04-05',0,20340000,12,'TwilightPrincess_Wii_539',43,19,0,NULL),(0,1569,NULL,397,'','Thanks to Radix, Nate, and everyone who\'s been helping them run the site. Especially, thanks to Uyama for helping me get this run on the site in more ways than one. God help them all find time for their lives. ;) \n\nThis is a no-deaths run of the \'much revered\' NES game, Zen: Intergalactic Ninja. Okay, so the game is universally considered abominable by even novice game designer standards, but it\'s the thought that counts. \n\nZen was not, by any means, an enjoyable speedrun experience. The game seems like a cross betwixt your standard Konami TMNT game and Contra, \'cept you\'re an alien, and the designers showed no concern for the player. \n\nI\'m calling this a mercenary run, because I never played nor owned the game prior to deciding to run it. Bored one summer day, I pilfered through a local game retailer\'s selection, saw Zen, figured it would be relatively easy enough, and bought it solely for the purposes of speedrunning. Of course, I was dead wrong, regarding the difficulty. \n\nThe run was done out-of-the-box, so nothing was altered in the options menu. Even though the run was therefore performed on Normal difficulty, I couldn\'t imagine the game being significantly more difficult than it already was. \n\nThe first four levels can be played in any order, although two bonus games and an extra level will be placed between your selected levels, as you go. After these seven challenges, one then endures a falling sequence and then a gauntlet of five bosses, resulting in a total of thirteen obnoxious levels. \n\nNote: While I can perform a flip-over-the-shoulder move, intended to do more damage than the standard attack, I often ignore the maneuver during boss fights, because slaughtering them with repeated standard attacks ultimately proves much quicker. While Zen may only appear to make three attacks, for instance, I may have pushed the button nine times, resulting in greater incurred damage. \n\nOkay, onto the run (these are not the actual level monikers, btw): \n\n[ul][li]Mine Cart Nightmare: \n\nUghhh... This was the most difficult of the first seven levels, so I chose to play it first to avoid tragic disappointment, later. Btw, I PURPOSELY RODE THROUGH THE FIRST ROCKBED; for some reason, I always received damage, even if I jumped it. Since this was the last run out of an exhausting four-hour playing session, I was simply far too irritated to bother with unbeneficial conventions. \n\nAfter some more jumps and monotonous rocks, I take damage both from an unusually well placed boulder and also from one of the... disco mine rail barricades. This is common. Even though this level is the first section I practice every time I attempt a run, meaning I\'ve probably practiced it realistically over 200 times, I just can never take less than two hits while on the cart, at some point or another. Luckily, nothing here hurts my time, so I\'m not sure I really care. \n\nBefore long, I approach the endless series of gap-jumps. Mind you, I did this with a DVD recorder which was seriously exhibiting lag during this run, so if you questioned my skill up to now, you\'d betta\' recognize! None of these jumps were actually appearing on the screen at the same time they were being rendered in the game, but I obviously anticipated the timing enough to overcome the handicap. \n\nTo finish the level, I absolutely annihilated the boss. \n\n[li]Bonus Level One: \n\nEh, I missed two. Unfortunately, I would\'ve enjoyed the life max up, but I didn\'t need the ultra intensive meditation (life refill). \n\n[li]Flaming Frigate (Huh uh, huh uh; that means it\'s gay. I\'m hysterical): \n\nBack to side scrolling. You may notice I hesitate before climbing the second set of stairs; I did this because I recently realized in a previous run that I didn\'t need extraneous ultra intensive meditations (okay, that\'s going to be UIM from now on) since they don\'t accumulate past three, so I decided to skip the one to the left at this juncture, for the first time. \n\nI don\'t think I need to explain what\'s happening in this level. Ahh, what the hell. Zen\'s first \'objective\' is to rescue the firefighters/sailors/whoever they are who are helplessly trapped in the burning doors. Real humanitarian, that Zen. Maybe next time the fire extinguishers won\'t all be lying around in the hallways. \n\nAt one point, you\'ll notice I pace back and forth killing the little magikoopa smoke creatures; I did this to obtain an extra fire extinguisher, since the game designers apparently didn\'t think you could handle having enough of them for each door. As far as I know, this was the fastest method. \n\nShortly later, I skip an extra shield (which I surprisingly didn\'t need) at the top of the stairs, and I then free the last damsel in distress. From here, I have to ascend the congested tower to kill the rather mundane boss; you\'ll see I have discovered several safe shortcuts to do this, even though I\'m hit by plenty of the seemingly sentient fireballs on the way. \n\nThe boss is a good example of the surprising proficiency of rapid standard attacks. His life gauge diminishes much more quickly than the proportion of actual attacks would suggest. \n\n[li]Extra Level (Zen is Batman): \n\nIt took forever to get the hang of this. In any event, I only collect the UIM at the top because I have to reach the summit, anyway, in order to have \"Lord Contaminous,\" chase me. I swear that\'s his real name. \n\nWhile his random movements did cost me a couple of seconds (at most, I believe), I do think waiting for him on the rope instead of jumping back and forth between the buildings was the quickest way to kill him, again, because of rapid standard attacks (which would have been much less continuous if relegated to between jumps). \n\n[li]The Fatuous Factory: \n\nYep, more of that quasi three dimensional view, again. This level is relatively simple, but it features a lovely variety of instant death opportunities. \n\nFor instance, when the jumping scheme begins, I could easily fall to my death, be grabbed by the claw, or be smashed by the following GIANT FLAT SQUISHING DEVICE, which the game designers thought would be appropriate to confront three consecutive times. I mean, for crying out loud. \n\nThe boss isn\'t particularly difficult once you know what should be done. Like the boss from the first level, jumping spins work extraordinarily well. \n\n[li]Bonus Level Two: \n\nPerfect performance. Again, lag was working against me, so it was more difficult than it looked, as with everything in this game. \n\n[li]Forest and Flowers: \n\nI ran this level last, because, as you might notice, it is the easiest. \n\nOkay, what I\'m SUPPOSED to do is attack the boss for a few seconds, jump down and rejuvenate some flowers (apparently by attacking them, no less), attack the boss some more, save some more flowers (keeping the meter from reaching zero), and repeat until the boss dies. However, I discovered the boss cannot withstand rapid standard attacks long enough to outlast the flowers, anyway. So yeah. \n\n[li]The Notorious Falling Cave Sequence: \n\nMike Uyama, recently promoted SDA member, himself, even attested to the ridiculous difficulty this segment presented. After I wrote down Mr.NES\'s instructions in his faq on a stick-it note, reading either left, right, or middle, I memorized the pattern and executed it to survive this ill-conceived challenge. \n\n[li]Slime Creature Son\' Bitch: \n\nThis boss was most often responsible for ruining previous runs. If I approached him too quickly after he emerged from the slime, he\'d geyser me with a jet of water which nearly always killed me (knocked me between platforms). He even hit me with it a couple of times in the run, but I managed to land on something or other, each time. \n\nI would\'ve been more liberal in pursuing him, but it just wasn\'t worth the risk of starting over. After I determined the pattern, I did quite well. I absolutely always use a UIM, here, so I\'m not counting it against my run. \n\n[li]Yet Another Boss: \n\nI was least familiar with this boss, but I\'m pretty sure there isn\'t a definitive pattern which will successively work against him, anyway, so I think I did fairly well. You might be wondering why I didn\'t use the jump attack: I was trying to coax him into the top left corner of the arena, most of the fight, but it didn\'t work until late. In any case, I typically am hit twice just after a jump attack, so I don\'t save any life or time that way. UIM is also mandatory, here. \n\n[li]Evil Zen: \n\nThis was my least impressive fight. Granted, I\'m not sure what I could\'ve done to improve it in any general way, because Evil Zen does pretty well countering and anticipating one\'s attacks. Also, rapid standard attacks will NOT work against him, because he commonly utilizes the teleportation move which wastes several seconds and disorients the player. He uses the move nearly every time one touches him, so it really takes its toll. \n\nWhile the wall glitch works for a while, it also wasn\'t really saving me much of any time, so I eventually let it go. Then I tried to make him imitate my jumps, but he quit cooperating after a short while. He\'s just a prick. \n\nI\'m thrilled I only needed one UIM, though, as I typically require two. Again, I think I did well. \n\n[li]Lord Contaminous One: \n\nIf one just does at least a halfass job avoiding his assaults and persists with the rapid standard attacks, this fight almost cannot be difficult. \n\n[li]Lord Contaminous Two: \n\nThe final boss. If I do not eliminate a certain number of the vague, destructive entities he hurls towards earth, the \'pollution-o-meter\' will reach 100%, and the game will be over. So, I make sure to kill the two nearest Lord Contaminous each pass, and I just persist with the rapid standard attacks, supplemented by the goofy outer-space physics which allow me to jump higher and fall slower. Honestly, as long as I surpass Evil Zen, the game is basically over. \n\nHooray for Eco-Power... yet ANOTHER unsatisfying NES game ending. \n\nI hope you managed to find entertainment in this run of a profoundly terrible game. Please; do yourself a favor. Never even look at this game unless you\'re a top level masochist. It will only encourage it.[/ul]','2006-08-12',0,1160000,11,'ZenIntergalacticNinja_1920',1,8,0,NULL),(0,1570,NULL,398,'','Zombies Ate My neighbors is a fun game to play, specially with someone else, it is not that fun to watch if you at least haven\'t played the game. I don\'t think this will be a huge problem on this run, as I blaze through the levels, a very big chunk of the video will be spent on level intro and endings. \n\nSince I played this a lot with my brother and during the time these horror movies starting showing on tv (at least on my country) it has become my all time fav. game, I didn\'t only play the game to find more monsters, but I also kept an eye on the tv to catch their movies :) Anyway, my brother used to pick Zeke, that is why I used Julie here, even though I lose some time selecting her. \n\nRuns for this game more than skill require memory. Not only to memorize the routes and what items to pick, but also to memorize what areas are likely to have certain monster, from where I shouldn\'t approach a victim, etc, basically what are the usual -and unusual- ways each level plays out. In that regard I got the game pretty much memorized. \n\nMy test runs were emulated runs however, the keyboard differs a lot from the SNES controller since I can press single and diagonal directions without worrying of mispresses. When recording the actual runs with the actual controller however, this became a problem as I had a drunk-like character. I picked the best controller I had and finally managed to control the character most of the time, at the cost of concentration... that costed me three ugly mistakes I hate, and others I don\'t mind. I do have good character control here, tend not to mispress, and still fire the bazooka in diagonals and stuff. Something odd is that this runs stays faster even though later I did more emulated runs _with_ savestates to test some shortcuts, boss battles were lucky I guess. \n\nEvery 40,000 points you get a bonus, an extra victim if you have less than 10. If I don\'t kill anything I shouldn\'t I could get this bonus _very_ late in the game, however that means losing time while evading monsters, and later when killing the extra victim (in the later levels they are quite apart from each other). Instead I kill monsters and trigger it a bit past the first boss, in a level where both victims are extremely close. The window of error is about 750 points, that means I earn 750 points on the level before the goal, so I HAVE to leave the level before that with points between 39,250 and 39,999 to be sure to make it. [ul] [li]\n\nSeveral places I get stuck, more than usual but even with perfect presses it\'s inevitable. [li]\n\nI get out of way several times to pick items that will be needed later (whether required, good to speed the game, or to ease the game, ie medikits). [li]\n\nSome medikits are faster to get than dying instead. I pick a safe minimum. [li]\n\nIn the final battle I die instead of using the medikit. I wanted to use the invincibility time to damage the boss (that\'s why I went to a place without webs), the boss left however. [li]\n\nI open cabinets on the way just in case I can get a useful item -> Monster potion, speed shoes or skeleton keys, no such luck here. [li]\n\nI don\'t evade damage, if a zombie is on the way I kill it, freeze it or just get hit. Only damage to really evade is the alien\'s bubble gun because the animation is way too long. [li]\n\nI pick 2 extra bazooka (10 shots) for snakeoid battles, just in case, they can die in just 2 shots, or sometimes 7 depending on your timing / position. [li]\n\nBy standing against a wall the bazooka fires faster. Some places it doesn\'t matter because its only one shot or two and you are better using the time for walking. [li]\n\n[i]Level 1,[/i] the cheerleader jumped when the zombie was close to her, bah, that gets countered because the zombie ate the dog cleanly, it usually gets stuck. The baby can\'t be killed, as well as the pool guy so I have to keep them. [li]\n\n[i]Level 2...[/i] I had left pressed and didn\'t realize. I kill the extra victim and move on. From here I can\'t lose that lone victim or its game over. [li]\n\n[i]Level 6,[/i] the first hidden item is a Pandora Box, I need at least 4 to be likely to kill the Giant Toddler at level 8 (5 to be safe). The second hidden item is a random item, I think it is a Water Gun. [li]\n\n[i]Level 7\'s[/i] hidden item is the Extinguisher. [li]\n\n[i]Level 8,[/i] since I didn\'t get a random skeleton key I am forced to defeat the Giant Toddler, that gives me an extra victim and 7500 points. There is one animation frame that gives 0 points (when throwing milk), why no idea. [li]\n\n[i]Level 11,[/i] have to move up or I\'ll hit the plant. [li]\n\n[i]Level 12,[/i] I use the speed shoes to evade being bubbled while also speeding the level, I spend one and get two pair of shoes. [li]\n\n[i]Level 15,[/i] I shoot the bazooka at the beginning because I am positioned correctly, since I have trouble with mispresses this is safer than trying to get the shot later. The skeleton key will allow me to get the flamethrower which speeds the boss battles. [li]\n\n[i]Level 16,[/i] this level is constant walking and walking in circles at that, and it is long and boring compared to the other quick levels, I use the speed shoes to bring it to a even time with the other levels and keep the run consistency ;o [li]\n\n[i]Level 18,[/i] I use level 13\'s potion to walk on water. Going underwater makes you slower. [li]\n\n[i]Level 19,[/i] a speed shoe is equivalent to ~20 seconds less on the final time. If you spend less time getting it, then its good. I miss a bazooka shot, hate that because I got them counted. [li]\n\n[i]Level 20,[/i] I try to shoot three bazookas each iteration, because even if I managed to get a two shots victory I rather not find out I was wrong, like on the third snakeoid. [li]\n\n[i]Level 21,[/i] monster potion for bubble gun immunity. [li]\n\n[i]Level 22,[/i] extra potion and the flamethrower which is the hidden item I pick up. [li]\n\n[i]Level 23,[/i] the clown to take fire, luckily the blob didn\'t touch the victim. [li]\n\n[i]Level 25,[/i] that\'s no mistake, the stairs go up so its faster to go up then take the ones downstairs. [li]\n\n[i]Level 27,[/i] GAH! mispress. [li]\n\n[i]Level 28,[/i] both routes take the same time, so I enter using one and take the other to leave. The mistake I make here is one I hate with a passion, I concentrated too much on my movements I forgot to pick the third skeleton key, I realized immediately (I touch the door while turning lol) and lose some seconds backtracking. [li]\n\n[i]Level 29,[/i] another mispress (bubble gun), but it isn\'t important. [li]\n\n[i]Level 30,[/i] bad bazooka shot. I enter shooting because there are two frenzied spider spawns in that room, and they kill the victim rather quickly, coming from the south greatly lowers the chance of victim death. [li]\n\n[i]Level 32,[/i] speed shoes to outmaneuver the ants and speed the level. [li]\n\n[i]Level 36,[/i] I keep walking to wear out the potion effect, the flamethrower is faster against the boss. [li]\n\n[i]Level 37,[/i] I arrive to the checkpoint with my score within the range: 39,605. [li]\n\n[i]Level 38,[/i] grr I got stuck too long. Kill one of the victims, baby is safer to rescue. [li]\n\n[i]Level 40,[/i] damn mispress. I spend weapons I don\'t need and bother my weapon switch memorization. [li]\n\n[i]Level 41,[/i] I do lose some time getting hit with the blob and taking it off me, I took too long doing it. I picked the plates on purpose. [li]\n\n[i]Level 42,[/i] this hopefully makes up for the mistake at level 28. I use the music for timing. It is not easy even with keyboard much less with my control problems. I was going to reset if I failed this. [li]\n\n[i]Level 44,[/i] I hit the plant because it has a bazooka below it, first try I fail to pick it up (I switch weapons to find out), second try I pick it. [li]\n\n[i]Level 47,[/i] I used the speed shoes when I realized I was in trouble with all the football players. [li]\n\n[i]Level 48,[/i] the hidden items at the beginning are gold and a skeleton key. The second place are a medikit, a clown box and a weedwhacker. Some weird palette bug with the spider turning white. I use the dead parts when I\'m stuck in the web and the boss is away to kill the vampire in the meantime, that\'s why I don\'t kill it before entering the boss room. I got unlucky and lucky against Dr. Tongue. To beat him quick you have to lock him at the north wall, several times he got out of the lock and moved to the left of me. I got lucky because none of those times he stayed there for long, he returned to the lock quite quickly. The plates, they are finally useful. [li]\n\n[i]Credits,[/i] last speed shoes. Then waste time entering my nick ;o [/ul] \n\nI have this run since a long time ago, didn\'t send it because I wanted to get a dvd recorder because I did not like the video quality. Hmm, actually the avi looks much better than on my tv so I guess it\'s my vhs. Since I yet don\'t have a dvd and the VHS submission deadline had arrived I just sent it. [h]Possible Improvements:[/h] [ul] [li]\n\nLevel 30 can be sped entering the victim room from the north, but success rate lowers considerably. I\'ll add it to a future run :) [li]\n\nIf you get a skeleton key before level 8 you are set to skip the baby battle, preferably if you get it before level 6 (there I collect pandora boxes I would no longer need). [li]\n\nGet to the memorization point where you can quickly change your routes depending on random items you get from cabinets. Coupled with luck this would yield the fastest time. [li]\n\nNo execution mistakes. [/ul]','2007-04-15',0,2138000,11,'ZombiesAMN_SS_3538',1,18,0,NULL),(0,1571,NULL,398,'552/553 victims saved; apparently rescuing all of them is actually impossible.','I did a speed run of a \"horror\" game on Halloween night! How cool is that? :) \n\nThe goal of this run was to rescue EVERY possible victim in the game, including the bonus levels. There\'s already a nice \"100%\" run on this site, but that one allows for victims to die, so long as all 10 are alive after the last stage. \n\nHere\'s the victim breakdown: \n480 - 48 normal levels \n60 - 6 bonus levels \n10 - the \"Credits\" level \n3 - Defeating the \"Titanic Toddlers\" turns them into normal victims \nMINUS 1 - Impossible victim behind a solid wall on Level 22B (\"Son of Dr. Tongue\") \nTOTAL: 552 \n\nAs shown above, it\'s NOT QUITE possible to get every single victim, so some may think that this isn\'t a \"true\" 100% run. However, since that one victim is absolutely impossible, I don\'t think that it counts. Call it a 99.8% run if you have to (552/553), but this is as good as it gets! \n\nThe first problem in doing this run comes right away in Level 1. There\'s a bonus stage pickup behind a cracked wall and the only way to get the necessary weapon is to be lucky. After about two hours of retries, I was able to get a Monster Potion as a random item from one of the cupboards. Worse yet, this bonus stage (\"Day of the Tentacle\") is easy to lose victims on. The pattern I used helps a lot with their survival, but you can still be unlucky and have something bad appear right on top of someone. \n\nAfter this initial challenge, it gets a lot easier. Wherever possible, I used a calculated pattern of movements to \"force\" monsters to appear at a safe distance away from the victims. \n\nI also had to take care to collect a bunch of items, but I did my best not to waste too much time doing this. One thing I was able to completely avoid was the cupboards/trash cans with the random items. A TAS person might try abusing those to perfect this run, but for a human, there\'s no way this can be useful. Anyway, there are enough items out there in plain sight not to worry about this. \n\nUnfortunately, on some levels, the only sure strategy for perfection is the \"boring\" way. I sometimes stand around for a bit so I can make a bunch of monsters follow me around. The game can only spawn so many enemies at a time, so this keeps them from appearing on top of the victims. There are some places that the probability of this is simply too high to risk playing it \"straight\", particularly since it takes so much effort to get a run started. I try to keep this tactic down to a minimum, but bear with me when you see it. \n\nEnjoy! :)','2005-10-31',0,8236000,11,'ZombiesAMN_SS_100p_21716',1,18,0,NULL),(0,1572,NULL,81,'','At first I was just playing this level out of boredom, seeing how close I could come to the Twin Galaxies record of about 59.6. I kept improving by the second, finding tons of timesavers such as roll-jumping, entering the first bonus to save almost one full second, and knowing when to roll into enemies and time my bouncing into the water. Major props to Josiah who helped me a ton with my strategy. This incredibly fast finishes beats Brash (the bear) by over 20 seconds! Enjoy!','2004-06-18',0,54700,1,'DKC3_Race_5470',1,18,0,NULL),(0,1573,1094,96,'Lap time contained within full race video.',NULL,'2005-08-05',0,55647,0,'EpisodeIRacer_acLap_250747',1,9,1,NULL),(0,1574,1097,96,'Lap time contained within full race video.',NULL,'2005-08-05',0,68734,0,'EpisodeIRacer_vLap_326941',1,9,1,NULL),(0,1575,1098,96,'Lap time contained within full race video.',NULL,'2005-08-06',0,78852,0,'EpisodeIRacer_smrLap_358960',1,9,1,NULL),(0,1576,1099,96,'Lap time contained within full race video.',NULL,'2005-08-02',0,94677,0,'EpisodeIRacer_scLap_444685',1,9,1,NULL),(0,1577,1100,96,'Lap time contained within full race video.',NULL,'2005-08-03',0,73979,0,'EpisodeIRacer_hgLap_347046',1,9,1,NULL),(0,1578,1101,96,'Lap time contained within full race video.',NULL,'2005-08-06',0,34038,0,'EpisodeIRacer_ddLap_144918',1,9,1,NULL),(0,1579,1102,96,'Lap time contained within full race video.',NULL,'2005-08-06',0,39185,0,'EpisodeIRacer_srLap_159848',1,9,1,NULL),(0,1580,1103,96,'Lap time contained within full race video.',NULL,'2005-08-03',0,96622,0,'EpisodeIRacer_zcLap_452332',1,9,1,NULL),(0,1581,1104,96,'Lap time contained within full race video.',NULL,'2005-08-03',0,88676,0,'EpisodeIRacer_bcLap_427851',1,9,1,NULL),(0,1582,1105,96,'Lap time contained within full race video.',NULL,'2005-08-04',0,67556,0,'EpisodeIRacer_bbLap_325586',1,9,1,NULL),(0,1583,1106,96,'Lap time contained within full race video.',NULL,'2005-08-06',0,80476,0,'EpisodeIRacer_eLap_406347',1,9,1,NULL),(0,1584,1107,96,'Lap time contained within full race video.',NULL,'2005-08-04',0,43250,0,'EpisodeIRacer_slLap_212061',1,9,1,NULL),(0,1585,1108,96,'Lap time contained within full race video.',NULL,'2005-08-06',0,107289,0,'EpisodeIRacer_ggLap_528151',1,9,1,NULL),(0,1586,1109,96,'Lap time contained within full race video.',NULL,'2005-07-31',0,91073,0,'EpisodeIRacer_amrLap_440044',1,9,1,NULL),(0,1587,1110,96,'Lap time contained within full race video.',NULL,'2005-08-06',0,47417,0,'EpisodeIRacer_drLap_224117',1,9,1,NULL),(0,1588,1111,96,'Lap time contained within full race video.',NULL,'2005-08-04',0,128656,0,'EpisodeIRacer_fmrLap_628314',1,9,1,NULL),(0,1589,1112,96,'Lap time contained within full race video.',NULL,'2005-08-06',0,117559,0,'EpisodeIRacer_tbcLap_557870',1,9,1,NULL),(0,1590,1113,96,'Lap time contained within full race video.',NULL,'2005-08-02',0,55329,0,'EpisodeIRacer_apcLap_248678',1,9,1,NULL),(0,1591,1114,96,'Lap time contained within full race video.',NULL,'2005-08-04',0,53209,0,'EpisodeIRacer_aLap_243139',1,9,1,NULL),(0,1592,1117,96,'Lap time contained within full race video.',NULL,'2005-08-05',0,53508,0,'EpisodeIRacer_iLap_241429',1,9,1,NULL),(0,1594,0,393,NULL,NULL,'2008-05-25',0,246000,3,'YoshisIsland_2S_100p_406',1,18,1,NULL),(0,1593,0,393,NULL,NULL,'2007-09-20',0,178000,3,'YoshisIsland_1S_100p_258',1,18,1,NULL),(0,1595,0,393,NULL,NULL,'2007-10-02',0,438000,3,'YoshisIsland_3S_100p_718',1,18,1,NULL),(0,1596,0,393,NULL,NULL,'2007-10-07',0,191000,3,'YoshisIsland_4S_100p_311',1,18,1,NULL),(0,1597,0,393,NULL,NULL,'2008-03-10',0,398000,3,'YoshisIsland_5S_100p_638',1,18,1,NULL),(0,1598,0,393,NULL,NULL,'2008-05-20',0,466000,3,'YoshisIsland_6S_100p_746',1,18,1,NULL);
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