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Edit history:
Blazen: 2007-06-30 04:55:53 pm
'Tis the newb.
Hey guys. Im realtively new here and from the speed runs ive watched, ive noticed the Indiana Jones one. I think I can definately beat this and its my first speed run!

One of the main differences is my abundance of rolling. I love to roll everywhere, and it seems quicker. I also skip whip jumps a lot by just rolling over the gap.

I'll probably be using only 1 or 2 segments for Ceylong, as ive memorized the route after many years of playing. I'll post a test run of Ceylon later (I plan to go and recoerd it now)

ive looked at the previous video for shortcuts and even added in my own so it should be a fair deal faster.

-Blazen
Thread title:  
Edit history:
Goggen: 2007-06-30 06:45:51 pm
"Time to go to work..."
Hi, I'm the one who previously ran this game.

First off:
Best of luck to you!

Second off:
Feel free to look through my run for strategies (I was pretty thorough but probably missed some).
Also, check out my comments:
http://speeddemosarchive.com/IndianaJonesEmperorsTomb.html
And my original thread:
http://speeddemosarchive.com/yabb/YaBB.pl?board=pcgames;action=display;num=1120223136;start=0

As much as possible, I've written down the things that don't work. Also, I've written down things that *do* work, but which I didn't do.
If you want, I could copy & paste my whole strategy into one big post here.
You should definitely check if constantly rolling *is* faster. There's a delay on landing, and I'm not sure if the speed boost is greater than that.
Also, when rolling across whippings, make sure that the roll is actually *faster*; if you lose time climbing up a ledge it's kinda pointless.
Here's a collection of tricks that didn't make it into my run for some reason or other (mostly, I hadn't thought of them, or they were too difficult to do):


Throughout:

Rolling over jumps sometimes saves time. Basically, when jumping *down* somewhere, you go farther in a roll than in a jump. More horizontal speed. There's a speed penalty on landing.
Jumping into whippings saves time, Indy doesn't stop and pull out his whip first, but instead does it mid-air.
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.
When climbing ropes, rotating to aim while climbing, rather than before.
When on a slope, if you jump just as you land, you *may* get a terrific boost of speed. Fairly random. Did it once in part 08.


Level specific:

01 - Main Menu - Ceylon 01 - Gates of the Lost City - 1 minutes 34 seconds:
Minor: Rolling the machete, getting out before the doorway collapses. (Never checked.)

09 - Ceylon 09 - The Idol of Kouru Watu - 2 minutes 07 seconds:
Minor: Rolling straight to first cage [And landing on the edge of the top]
Minor: [Landing on top of bottom edge of cage #4]
Minor: [Landing on top of bottom edge of cage #7.]
(All of these too random.)
Medium?: Rolling the idol? Not falling in the trap? (Never checked.)

27 - Istanbul 05 - The Gates of Neptune - 5 minutes 05 seconds:
Second jumping puzzle section:
Minor: Rolling to lamp on bottom platform of bomb's area, jumping onto next level. (What I did.)
[Minor]: Alternate: Rolling to ledge to the left, that area's higher level. (A bit tricky, and not much faster if at all.)
[Minor]: Luring shark into biting through wall to Seahorse Coin. (Seriously, random. Very very random. But if you can pull it off, you could save some time.)
After second section:
[Minor]: Activating order: Wine Coin, Trident, first wheel, Seahorse, Kraken, second wheel. (Minimizes waiting. I kinda screwed up the order.)

29 - Istanbul 07 - The Kraken's Lair - 2 minutes 04 seconds:
[Minor]: Rolling end item. (Tried it, screwed it up, left it in.)

30 - Hong Kong 01 - The Golden Lotus - 1 minutes 40 seconds:
Major: After pulling the first lever, running back, going over the railing and falling to the first floor. (What I did.)
The same, but easier: Trying to go forwards and then jump off. Might save you having to maneuvre around the enemies. Never tried this.

35 - Peng Lai Lagoon 02 - The Secret of Peng Lai Lagoon; Part 2 - 2 minutes 21 seconds:
[Medium]: Shooting all but three nazis with the MG, shooting remaining three on foot while running to end of section.
(The time it takes to spawn the nazis, their numbers, and where they do spawn, is so random there's no reasonable way to predict that three of them will spawn in front of you.)

39 - Peng Lai Mountain 01 - The High Road to Peng Lai - 1 minutes 31 seconds:
[Minor]: Landing on top of edge after vent slide.

43 - Peng Lai Mountain 05 - Ascent to Adventure - 3 minutes 02 seconds:
[Major?]: Jumping off catwalk, landing-without-damage.
I jump off the right-hand side, then somw awkward maneuvering on the way down. If you could do it from the left-hand side, you could save some time. And you could *definitely save time on the right as well.

45 - Black Dragon Fortress 02 - Call to Battle - 1 minutes 24 seconds:
Medium: Rolling through water.
[Minor]: After bomb, jumping over railing to water climb-out. (This is so fiddly it's not worth bothering with.)

48 - Temple of Kong Tien 01 - Descent Into Darkness - 56 seconds:
Minor: Jumping on landing from jump (while sliding) giving massive speed boost.
[Medium]: Doing so more than once. (Random, kept hitting traps.)

53 - The Emperor's Tomb 02 - The Path of Unseen Peril - 2 minutes 33 seconds
[Medium]: Not have bodies possessed by ghosts.
(You lose a fair bit of time to that, not just by having to kill them again but also by the process itself. However, this isn't anything you have control over, to my knowledge.)


That's all I could think of for the moment.
If you have any questions, be sure to ask and I'll do my best to answer. I know the game pretty intimately now.
Edit history:
Blazen: 2007-06-30 10:36:37 pm
'Tis the newb.
Wow. Umm, thanks!

After looking through your videos and strategies of Ceylon, ive noticed some of the better strategies and have morphed them into my own.

For example, on Ceylon 01 by the fountain to the right, you can get up in 2 jumps rather than 3.

Im gonna do a last check of most of the ceylon levels and look for any last minute tricks.

Im also intrested in rolling out before it closes in, especially if you run behind the machette and roll off.

Health is often an issue later on if you arent careful, is something ive also found.

Im in the pretty early stages for this, and ill be using your guide for refrence a lot, so im glad to know your happy to assist!

Another small trick ive found. The cinematic in the main menu seems to randomly speed up if you create the new game quick enough.

For the rolling rather than whipping, its more useful in places where the whip takes you further than you need to go, and you end up backtracking. An example is the first whip jump in Ceylon 2. I'm gonna be very careful about things like this anyway.

Gonna go do some work on it now, thanks for your help. Bye

EDIT: After some investigation ive found that your idea of running into the whip jump is infact quicker than rolling it, but on ceylon 01 its useful for not having to put away the machette
'Tis the newb.
Getting out of the door before it collapses isint possible in Ceylon 01. I did it at what appeared to be the maximum speed and I was still a few steps away from it. The water skipping shortcut on 02 is useful.
Edit history:
Goggen: 2007-07-01 01:07:27 am
"Time to go to work..."
Ceylon 01:
I'm not sure if I remember this correctly, but I think those two short climbs was faster than one big climb.
Or not.
That was the first level. I sucked pretty bad back then.
You should check, though.


Ceylon 02:

Your rolling the whip seems a good idea. I'm surprised I didn't try it meself.

The water shortcut can actually be taken one step further, I fall off the ledge and don't need to.

Also, climbing out of the water, check if you can jump over to the switch at some time, rather than climbing up and running around like I do.


Ceylon 03:

Before the second whipping, before the shimmy tutorial (which I skip), see if you can get up on the wall on the left and skip it all on that side.


Ceylon 04:

That whpping I did can probably be skipped.
Come to think of it there's a lot of those, early on in my run...

Oh, and when I fall down to the vines, try to save more health than I did. Sometimes I didn't lose *any*.


Ceylon 05:

You should have saved up some health, so you can jump through the Adventure Mode, rather than wait it a bit like I did.

There's a bigger waterbottle in one of those tents before the bridge. I skipped it, but I'm not sure if you *did* get it it would come in handy later on (I pick up a bit more water later). Especially if it refills when you pick it up.

For the most part throughout the whole run, I skip picking up things even when doing so would save me time later. I didn't plan ahead much. Ironically, the one time I *did* pick up something, in Hong Kong 01, I had to re-do the segment because I couldn't find a use for it later.


Ceylon 06:

At the switch, you can probably jump onto the guard rail for a tiny save.

Oh, and you can skip a lot of the water bottling I do.


Ceylon 07:

You can roll from the big spiky weight straight into the cutscene, but it's tricky.

Also, if you'd save up some revolver shots for the guy with the shotgun, you'll save yourself some aggravation.

You can improve the rope climb lots. Bear in mind that if you hold backwards when you jump to the rope, he will do only a half-swing before settling downm rathe than one-and-a-half like I do. Oh, and aim *while* climbing, not like I did it. And see if you can jump off without a whole swing first. If you jump on the first half-swing forward, you get like half the forwards thrust of waiting one-and-half.
Bah, I'm almost tempted to re-run this *myself*, now...


Ceylon 09:

The jumps from cage to cage are pretty random. There's the improvements I listed, and I saw another one:
In the last section, where there's three cages in a row, you should check to see if you can run around the ledge of the first one and roll to the second, instead of using time to climb up on the top and rolling off. (I do so on the last one, actually.)


*EDIT*

Overall health management, in my strategy I end up with about 60% health and 30% waterbottle, after one whole filling. You start out with 200% , including the bottle.

I checked, and I have 60%/00% at the filling, 100%/100% afterwards.

Total I use 140% before, 110% after.

So, you definitely need a filling, if only for health. Since both recharge you could save some time here by evenly matching both.
Say, instead of 60/00 at the filling and 100/100 after, if you could make it to 30/30 (or higher, but even) and 60/60 after. Then you'd end with 05/00 by the last level, with my strategy...

On the *other* hand, I spend 5 seconds (08:40, part01) to fill up the whole thing. At most, you'll save 2 seconds or so, if you have to only fill it up to partway.

I didn't plan any of that ahead by the way, which is why it's so awkward here...

The key thing: I spend 5 seconds to get the bottle from 00 to 100, while (at most) you only need to get *both* from 30 to 60 at a couple of seconds. Even less if you save health earlier.


*EDIT EDIT*

The whole rest of the run I don't think I re-fill the water bottle once. If so, you don't really need to plan much aside from this, if it's even worth the bother *now*.
Edit history:
Blazen: 2007-07-01 08:29:19 am
'Tis the newb.
Wowzer. Well I'm glad you've shown me all this. In my search last night I think I just about clocked them and im ready to begin recording!

I know most of the prauge shortcuts, as I used to love the prauge levels.

I'll do some sample runs now and if they go well, ill post them here.

EDIT! - If you wanna re run this we could both try running seperate bits and see what times we come up with.

EDIT 2 - Jeez I might be an idiot and ss this one day.
Edit history:
Blazen: 2007-07-01 12:50:12 pm
'Tis the newb.
Right, being the perfectionist that I am, im trying to get the earlier levels almost perfect. Reason being later on levels can get very difficult to do fast, so its best to get some good speed at the start.

Ive recorded Ceylon 01 and Ceylon 02 is taking a long time. Its just long and its easy to mess up. Main problem being the roll to that ledge, thus avoiding the water. Gotta get the angle right to do it.

As with you, I end the segment at the start of loading and start the next one at the end.

ive notived that levels take longer to load with more save games, so ive cut back on them to two, My speedrun and a completed file im using to check everything out.

Edit - Still not complete level 2 after 138 tries!
Edit history:
Goggen: 2007-07-01 05:36:49 pm
"Time to go to work..."
I know most of the prauge shortcuts, as I used to love the prauge levels.

Here's some more you might try:

13 - Prague 04 - The Great Hall - 1 minutes 38 seconds:
[Minor?]: Picking up a chair, dropping it in the doorway to the three gestapoes, so you don't have to open the door twice?

15 - Prague 06 - The Astrologer's Clock - 52 seconds:
[Minor?]: Jumping up onto the pedestal, roll the crown.

20 - Prague 11 - Vega's Tower - 1 minutes 52 seconds:
Minor: [Jumping from where gestapoman is smoking onto top of opposing ledge.]

Just let me know if you want the whole strategies. They're just wasting away in a text file here...
Although there isn't really anything much that you can't see in my videos, it's nice for a checklist. Oh, and it'd be a waste of time for you to try stuff out that I've already perfected.
Like:
Endfight combat strategy; hitting mutant twice and let him recover. He counter-attacks on third strike.

Oh and it might be good for a checklist.
...I'll shut up now.

If you wanna re run this we could both try running seperate bits and see what times we come up with.

NOOOOO!
I mean, just no.
I don't want to go near this game again. I've spent enough of my life on it already...
Besides, I'm busy enough trying to get my Infernal Machine run going someplace.
http://speeddemosarchive.com/yabb/YaBB.pl?board=pcgames;action=display;num=1169671257

*EDIT*
*Although*, this game *could* be done by multiple people, since the chapters are well-contained with no items or anything carrying over. The only thing pervasive in the game are the masks.
Hm...
"100%" run...?
NOOOOOO!
No, Goggen!
Put it out of your mind right now!

Jeez I might be an idiot and ss this one day.

I *really* doubt anyone'd be able to do even *remotely* most of the tricks reliably enough for a single-segment, but if you do I wish you luck...

Right, being the perfectionist that I am, im trying to get the earlier levels almost perfect.

I did Ceylon before I'd figured out most of the game. Later on *my* perfectionism kicked in, which is why it took months and somewhere around a thousand tries to get Istanbul 01...

Reason being later on levels can get very difficult to do fast, so its best to get some good speed at the start.

Istanbul 01 is the worst. This game wasn't built to speedrun fighting...

ive notived that levels take longer to load with more save games, so ive cut back on them to two, My speedrun and a completed file im using to check everything out.

I only ever had the one file, which is why there's so little planning ahead in my run. But anything to lessen the load times is a boon, those things are killer.

Still not complete level 2 after 138 tries!

I'd rank Ceylon 02 in the top ten worst levels, if not in the top three. I don't remember well, but I figure this was one of those that took 2-300 tries or more.
Edit history:
Blazen: 2007-07-01 05:46:42 pm
'Tis the newb.
Its great to know its not just me finding it hard. The level isint THAT hard, just when you try to do it fast, everything goes wrong. I hope the nwe Indiana Jones game coming out in line with the new film will be good. Meaning it will have a restart button.

Regardless, most of the levels I think will be bad probably arent. The coin level is long, but I cant think of more than a few ways of messing up.

Im probably on try 22x by now, and I often get to one of two places.
1. The vine (I get shot or I hit an invisible wall and fall)
2. The wall hug (It doesnt hug)

I'll have it done by tonight, then do some planning for the rest of ceylon, before continuing.

"100%" run...?
NOOOOOO!
No, Goggen!
Put it out of your mind right now! "

Yeah even if it did happen, It would make little difference. Most of / All the artefacts just contain a quick left turn for 5 seconds or so.

Enough procrasinating about when its done, i'll get back to it! I'll post it here to show off my pride when im done, probably.
Edit history:
Goggen: 2007-07-02 02:12:24 pm
"Time to go to work..."
I figured I'd have to clue you in on this trick I've forgotten to mention. I didn't come across it until Istanbul. To quote my lengthy commentary:
"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."

The speed swimming may actually be a tiny bit faster, since every stroke Indy boosts his speed temporarily, and this ups the number of strokes. More strokes -> more boosts -> more average speed. Uh. Higher average speed.

The hat trick (hah) is useful if you have to do something after getting out of the water, but before Indy finishes putting his hat on. However, the one place I remember using it (Istanbul 04) it might not even be necessary. You should check, but I don't think you even need to pick up the Turkish Knife *at all* in Istanbul, except for this trick, which is *at most* good for breaking a crate for a (unnecessary) medkit.

As for the rest of Istanbul:

Istanbul 03
[Minor?]: See if that roll from the rubble can end on top of the ledge on the left, instead of hanging from the ledge of the scaffolding.
[Minor?]: See if it's faster to jump and climb, instead of using the ladder on top of the crane.

You can either use the speargun more, like at the two diver nazis behind the statue, or less, and not bother picking it up at all. *But* I'm not sure if the game allows you to not do that.

You don't need the grenades, although *one* I pick up doesn't cost you any time, and *may* be necessary for the awesome '02 trick. Which, by the way, is very very random.

I pick up a lot of medkits, for no good reason.Unnecessary. I use *one* while getting out of the water in Istanbul 04. However, my health budget at that point is 30/100 (-ish), and I don't use any water bottle until, uh, the coins level, ending at 100/30. Which actually lasts me out the chapter. You should be able to finish at, uh, 40/00 with just the waterbottle.

My ammo budget for Istanbul seems alright.

Oh, and in Istanbul I use a lot of tricks that take place *dring* cutscenes, by way of rolling or jumping or whatever I need to do one frame or less before the cutscene starts. I figure you'll *need* my strategies to figure out where and how. But Istanbul is still a ways off, I just had to add *that* stuff before I forgot about it.
'Tis the newb.
Ok, lets see this txt file!
"Time to go to work..."
Right-o:


Things in square brackets I did not accomplish. Question mark means they weren't even attempted.
General tricks not worth mentioning:
Rolling off things. More horizontal speed at the expense of a penalty on "landing".
Not killing any enemies, practically. Certainly not pausing to do so.
Jumping onto ladders.
Starting climbs of rope-swings *before* aiming. [Didn't know this at first.]

Minor means 1 second or less or so.
Medium means 1 to 10 seconds or so.
Major is 10 seconds or more or so.

01 - Main Menu - Ceylon 01 - Gates of the Lost City - 1 minutes 34 seconds:
Minor: Running around the water fountain by jumping from the stairs.
Minor: Rolling the jump over to the machete.
[Minor]: Rolling the machete, getting out before the doorway collapses.
Minor: Jumping off the machete-place instead of climbing down.

02 - Ceylon 02 - The Hunter's Camp - 2 minutes 01 seconds:
Minor: Not killing the first thug. Instead elbowing him while he's jumping me while I'm cutting the rope.
Major: Rolling across to the platform below the vine swing. Vine swing straight to whip platform before the slide.

03 - Ceylon 03 - The Paths of the Ancients - 1 minutes 10 seconds:
Minor: Speed past the guard as he's got no AI until he gets to a certain point.
Medium: Climbing up onto the shimmy-ledge and running it. (Also skips spawning of one knife-guy.)
Minor: Hiding behind a pillar when waiting for the bomb.

04 - Ceylon 04 - The Palace of Forgotten Kings - 1 minutes 19 seconds:
Medium: After climbing and whipping, jumping over the bannister instead of proper climbing-down.
Minor: Running on the left on second weakened floor (doesn't collapse if you hug the wall).

05 - Ceylon 05 - River of Fangs - 1 minutes 40 seconds:
Minor: Rolling onto Adventure Mode. Charging straight through without regard to spikes unless they're already up.
[Insignificant, but funny]: Occasionally a thug will follow you onto the bridge and fall off.
Minor: Ignoring enemies in double-switch-ending-room. They can't punch you while you're working the switches.

06 - Ceylon 06 - Temple of the River Goddess - 1 minutes 35 seconds:
Minor: Charge straight through the Adventure Mode.
Medium: Roll straight to the platform (and entrance to Adventure Mode) instead of jumping in the water.

07 - Ceylon 07 - Into the Sacred Caverns - 1 minutes 59 seconds:
Minor: Rolling off the spiky weight. [And into the cutscene.]
Minor: Re-using the elevator lever before it's fully descended.

08 - Ceylon 08 - The Silent Guardians - 1 minutes 04 seconds:
Minor (multiple): Rolling the Guardians, thus keeping speed up in case of them hitting, and decreasing the probability of that.

09 - Ceylon 09 - The Idol of Kouru Watu - 2 minutes 07 seconds:
Major: Not trapping the giant croc.
Minor: Rolling straight to first cage [And landing on the edge of the top]
Medium: Aiming into the ropes so that I don't have to stop and aim for the next.
Minor: [Landing on top of bottom edge of cage #4]
Medium: Aiming into the ropes and without aiming jump to edge of switch #3's room.
Minor: [Landing on top of bottom edge of cage #7.]
Medium?: Rolling the idol? Not falling in the trap?

10 - Prague 01 - The Castle Gates - 49 seconds:
Major: Rolling from point where you climb up onto the wall, onto a gate on the left and over.
Major: Jumping onto the bridge's stair bannister and then rolling along the bridge and whipping to rope.

11 - Prague 02 - The Dungeon - 2 minutes 41 seconds:
Major: Jumping straight off the first platform, landing on a bannister on the way down and ending up behind the two Gestapomen.
Minor: Running straight through first trap deactivating it in the nick of time.
Minor: Rolling to switch's ledge instead of whipping.
Minor: Rolling off end-room-barred-door-switch-ledge instead of climbing down.

12 - Prague 03 - The Courtyard - 57 seconds:
Minor: Rolling MP and ammo.

13 - Prague 04 - The Great Hall - 1 minutes 38 seconds:
[Minor?]: Picking up a chair, dropping it in the doorway to the three gestapoes, so you don't have to open the door twice?

14 - Prague 05 - The Library - 1 minutes 32 seconds:
Major: Climbing up on fireplace, onto not-clipped-off are under roof, and running perpendicular to the wall onto railing on second level.
Medium: Jumping onto railing and straight to stairs to giant-painting-opening-switch.
Major: Rolling straight down to first level and running along fireplace to giant-painting-opening.

15 - Prague 06 - The Astrologer's Clock - 52 seconds:
[Minor?]: Jumping up onto the pedestal, roll the crown.
Minor: Running straight under door.

16 - Prague 07 - The Armory - 1 minutes 18 seconds:
Major: Jumping onto spiky railing (between path and balcony) and onto balcony.
Major: Shooting gestapomen out of way and jumping off balcony.

17 - Prague 08 - The Astrologer's Clock; Part 2 - 42 seconds:
None.

18 - Prague 09 - The Observatory - 1 minutes 46 seconds:
Medium: Jumping off right side of observatory bridge straight to lower entrance.
Major: Shooting gestapomen out of (door)way, jumping off observatory bridge to spiky railing, rolling off and run to end of level.

19 - Prague 10 - The Astrologer's Clock; Part 3 - 45 seconds:
None.

20 - Prague 11 - Vega's Tower - 1 minutes 52 seconds:
[Minor]: Jumping from where gestapoman is smoking onto top of opposing ledge.
Medium: Jumping off left side of gas-room balcony straight to rope-swing.

21 - Prague 12 - The Astrologer's Clock; Part 4 - 34 seconds:
None.

22 - Prague 13 - The Laboratory - 1 minutes 18 seconds:
Minor: Endfight combat strategy; hitting mutant twice and let him recover. He counter-attacks on third strike.

23 - Istanbul 01 - Istanbul Breakout - 2 minutes 52 seconds:
[Minor, but a helluva lot easier]: Supposedly beating people up is faster than knifing them. ...What's wrong with this game...?
Medium: Shooting three knife-guys before Chinese girl shows up to fight.

24 - Istanbul 02 - The Secret of the Mosque; Part 1 - 1 minutes 10 seconds:
Unbeliavably major: Dropping down from main room down to ledge over spiky giant door over bomb-room, dropping from there down to top of column, down to floor of bomb-room.

25 - Istanbul 03 - The Secret of the Mosque; Part 2 - 2 minutes 10 seconds:
Medium: Climbing on top of planks leaning against scaffolding, rolling over to next scaffold.
Minor: Shooting elevator-guarding nazi first, triggers elevator.
Minor: Not jumping onto crane's ladder, spawned nazis shoot you in mid-air.

26 - Istanbul 04 - The Sunken Palace - 3 minutes 39 seconds:
Minor: Hanging on the edge underneath the bomb during the obelisk-bombing.
Medium: Rolling to the platform underneath the wall.
Medium: Pausing the crane, jumping onto the ladder and climbing it during the cutscene.
Medium: Rolling to the head and running along it to the end of the level.

27 - Istanbul 05 - The Gates of Neptune - 5 minutes 05 seconds:
First jumping puzzle:
Medium: rolling past the shimmy and jumping over to some rubble on the left.
Minor: Rolling from top of stairs to the ledge, skips spawning of one knife guy.
Second jumping puzzle section:
Minor: Rolling to lamp on bottom platform of bomb's area, jumping onto next level.
[Minor]: Alternate: Rolling to ledge of that area's next level.
Medium: Route: Get Trident Coin, then Seahorse Coin.
Minor: Jumping onto broken pillar for Trident Coin entrance.
[Minor]: Luring shark into biting through wall to Seahorse Coin.
After second section:
Medium: Jumping onto rubble next to rope climb and jumping to ledge.
[Minor]: Route: Wine Coin, Trident, first wheel, Seahorse, Kraken, second wheel.

28 - Istanbul 06 - The Fall of the Sea King - 2 minutes 00 seconds:
Minor: Rolling through first cutscene as it begins.
Minor: Route: Waterfall-lever, bombs, ankle, thigh.
Minor: Jumping before floor collapses.

29 - Istanbul 07 - The Kraken's Lair - 2 minutes 04 seconds:
Medium: Route: Pick up bombs, chase Kraken away, plant bombs, chase Kraken away, pick up bombs, plant bombs.
Minor: Jumping onto concrete slab after cutscene. Rolling off it.
[Minor]: Rolling end item.
"Time to go to work..."
30 - Hong Kong 01 - The Golden Lotus - 1 minutes 40 seconds:
Medium: Route: Taking out first four ninjas with chairs.
Major: After pulling the first lever, running back, going over the railing and falling to the first floor.

31 - Hong Kong 02 - The Golden Lotus; Part 2 - 26 seconds:
Minor: Jumping on crate, rolling down slope.
Minor: Jumping on crate, rolling over gangster ninja.

32 - Hong Kong 03 - The Streets of Hong Kong - 1 minutes 44 seconds:
None.

33 - Hong Kong 04 - The Streets of Hong Kong; Part 2 - 2 minutes 02 seconds:
None.

34 - Peng Lai Lagoon 01 - The Secret of Peng Lai Lagoon; Part 1 - 1 minutes 21 seconds:
Medium: Route: Not picking up oxygen-tank.

35 - Peng Lai Lagoon 02 - The Secret of Peng Lai Lagoon; Part 2 - 2 minutes 21 seconds:
[Medium]: Shooting all but three nazis with the MG, shooting remaining three on foot while running to end of section.
Major: Rolling into the water instead of climbing to the rope-slide. Swimming around to the back of the crane.
Major: Not picking up a platform with the crane.
Medium: Leaving crane controls before crane comes to a halt.
Major: Rolling from crane to level exit.

36 - Peng Lai Lagoon 03 - Iron Cross - 36 seconds:
Medium: Jumping over railing down to security door #2.
Medium: Jumping over railing to last security door(s).

37 - Peng Lai Lagoon 04 - The U-Boat Base; Part 1 - 1 minutes 21 seconds:
Medium: Taking a running jump into side of level-exit-switch-hut and climbing up.

38 - Peng Lai Lagoon 05 - The U-Boat Base; Part 2 - 1 minutes 12 seconds:
Minor: Rolling into cutscene before exiting vent.
Minor: Waiting for nazi to open door before shooting him out of the way.
Medium: Route: First take uniform, then papers.
Medium: Breaking window in papers' room, then rolling out through it to level's end.

39 - Peng Lai Mountain 01 - The High Road to Peng Lai - 1 minutes 31 seconds:
[Minor]: Landing on top of edge after vent slide.

40 - Peng Lai Mountain 02 - The Infiltration - 2 minutes 30 seconds:
Minor: Shooting nazis, jumping off platform.
Major: Rolling from vent to machinery on left-hand side. Rolling from machinery to floor.
Major: Jumping on top of slope next to electric maze, and running straight through.
Medium: Breaking window, stepping out, rolling across to cable car.

41 - Peng Lai Mountain 03 - Terror at 2000 feet - 6 minutes 18 seconds:
None.

42 - Peng Lai Mountain 04 - The Airbase - 1 minutes 51 seconds:
Minor: Breaking both opening boxes, then rolling the MP and ammo.
Minor: Shooting both nazis that come through the door in one MP-magazine. Rolling their ammos.
Minor: Shooting the nazi that comes through the door, and the box behind him.

43 - Peng Lai Mountain 05 - Ascent to Adventure - 3 minutes 02 seconds:
[Major?]: Jumping off catwalk, landing-without-damage.
Major: Rolling from whipping destination to cable support. Hanging off ledge, shimmying to and dropping onto lowest part. Guard Mode walk to outmost point. Running off and landing on ledge of lever's platform.
Medium: Shooting down planes.

44 - Black Dragon Fortress 01 - The Black Dragon Fortress - 1 minutes 46 seconds:
Major: Running off first scaffolding, whipping to safety.
Major: Jumping off top of fortress wall to roof below, sliding to low stone railing, running off, landing on archway, running off, landing in front of door to switch.

45 - Black Dragon Fortress 02 - Call to Battle - 1 minutes 24 seconds:
Medium: Rolling through water.
[Minor]: After bomb, jumping over railing to water climb-out.

46 - Black Dragon Fortress 03 - The Tower of Storms - 1 minutes 02 seconds:
Major: Jumping on ledge before cage-jumping. Running it across to level exit.

47 - Black Dragon Fortress 04 - The Rescue - 27 seconds:
Medium: Route: Using Tiger Strength Potion and sword.

48 - Temple of Kong Tien 01 - Descent Into Darkness - 56 seconds:
Minor: Jumping on landing from jump (while sliding) giving massive speed boost.
[Medium]: Doing so more than once.

49 - Temple of Kong Tien 02 - The Catacombs - 3 minutes 11 seconds
Medium: Route: Using Tiger Strength Potion in second fight.
Medium: Jumping from second level down to level exit. Having level exit door stay opened because of zombie ninjas.

50 - Temple of Kong Tien 03 - The Dragon's Claw - 4 minutes 09 seconds
Minor: Lighting both torches #1 and #2 before torch #1's cutscene starts.
Showoff: Jumping into bottomless pit after torch #2's cutscene. Indy teleports back to start of next puzzle.
Medium: Jumping on invisible platform puzzle before torch #4's cutscene. Running through to end.

51 - Temple of Kong Tien 04 - The Shadow of Kong Tien - 1 minutes 46 seconds
Minor: Using PaCheng shield, bounce electric demon-balls into ghosts.
Minor: Standing behind half-destroyed pillar. When completely destroyed, immidiately attack demon.

52 - The Emperor's Tomb 01 - Tomb of the First Emperor - 1 minutes 49 seconds
Minor: Jumping straight to ledge of spike slab pit instead of waiting for spike slab to jump to.
Minor: Not throwing skulls at electro-traps. Instead walk into activation field, wait outside zapping field.
Minor: Roll from switch through second to last field.

53 - The Emperor's Tomb 02 - The Path of Unseen Peril - 2 minutes 33 seconds
Major: Throwing ninjas/ have ninjas throw themselves into bottomless pit. Skips them being possessed by ghosts.
Medium: Rolling through first unseen trap. Jumping straight through spikes.
Major: Jumping across to invisible blocking wall. Jumping over next blocking wall, climbing to switch.
[Medium]: Not have bodies possessed by ghosts.

54 - The Emperor's Tomb 03 - The Bells of the Dead - 1 minutes 53 seconds
None.

55 - The Emperor's Tomb 04 - Von Beck's Revenge - 1 minutes 31 seconds
None.

56 - The Underworld 01 - The Pillars of the Underworld - 2 minutes 49 seconds
None.

57 - The Underworld 02 - The Heart of the Dragon - 2 minutes 11 seconds
None.

58 - The Underworld 03 - Rise of the Black Emperor - 54 seconds
None.
There is no victory without combat
Oh man, you two really take this seriously...Goggen, I really love your run of the game, cause I played it also, and have a love/hate relationship with it. I wouldn't touch it for speedrunning with a 10-feet limbopole...but if its possible to do it better I wanna see it. I think it is possible to just rerun the first pair of levels before uploading, which leads to individual Chapter times maybe. You should consider ask mike or nate, or any other admin who's out there... .
"Time to go to work..."
Kahless_GOA
"(...) I think it is possible to just rerun the first pair of levels before uploading, which leads to individual Chapter times maybe."

Very good idea. I might have mentioned this earlier, but my running got better and better (or less and less bad) later on, so there's less to improve on in the later chapters, while the early ones are full of flaws.
The game itself *does* also lend itself to chapter times, kinda, since ammunition and items don't carry over between chapters, except for the last six, the freak chapters, that are paired up.

(Actual) Chapters:
Ceylon (part01)
Prague (part02)
Istanbul (part03)
Hong Kong (part04)
Peng Lai Lagoon (part05) & Peng Lai Mountain (part06)
Black Dragon Fortress (part07) & Temple of Kong Tien (part08)
The Emperor's Tomb(tm) (part09) & The Underworld (part10)

If they'd been following logic, then chapters 5 through 8 would have been connected. For some reason Indy gets to visit a store climbing up the mountain...

"You should consider ask mike or nate, or any other admin who's out there... ."

Definitely.
Re-timing wouldn't be difficult either, since I made a point of only leaving in one second of loading screens per level *exactly* (half before, half after). Then for chapters, it would simply be the video length, and subtracting n seconds for n levels, and you're set!
...Except for the first video. That one's got the main menu in it. Somehow it even ended up counting towards the total, too.
But still, not too much work.
You should definitely ask.