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Categories and what they mean:
Quote:

Any %:
completing the game doing as few or as many missions as the player wishes whilst completing the main story.
Timing ends after killing the warrior and using the vault key

100%:
A completion of the game which also completes all optional side quests before fighting the Warrior.
Timing ends upon handing in the final mission [If the last mission you do is killing the warrior timing ends upon using the vault key]

101%:
A completion of the game which also completes all optional side quests before fighting the Warrior and continues to complete the "You will die [seriously]" quest which is only unlocked after defeating the warrior.
Timing ends upon handing in the completed quest to Tannis in Sanctuary.

New Game:
Using a completely new Axton, Maya, Zero or Salvador character (Recording includes selecting "new game" from menu), Played up to Killing the Warrior. [No Badass ranks]

New Game With DLC:
Using a completely new Gaige or Krieg character WITH Gearbox weapons. (Recording includes selecting "new game" from menu), Played up to Killing the Warrior. [No Badass ranks]

New Game +:
Allows the use of "Badass ranks" (as these are gained from other play-throughs) Played from either level 1 up to killing the Warrior.

Double Run:
is a playthrough of the game from level 1 up to killing warrior in TVHM. [No Badass ranks]

UVHM Run:
Using a pre-made character of level 72 in Ultimate Vault hunter mode with a Lascaux (Blue SMG) and a Vladof Rocket Launcher. [No Money Limit] [No Badass ranks]


Character Save Files:
New game with DLC:
Gaige Perfect Sniper
Krieg Perfect Sniper

Thanks to Shiningface for supplying the NG with DLC saves.

UVHM:
Gaige
Axton
Zero
Maya
Salvador
Krieg

Thanks to OmegaDude1983 for supplying the UVHM character saves.

Quote:
Simply paste into "My Documents/My Games/Borderlands2/WillowGame/SaveData/[Random numbers] folder and rename it to a number which is not in use.

Example:
If you have save0001 - Save0012 Name the file to "Save0013" The matching "Save0013.sav.bak" will be created upon starting the game.


Records:

Leaderboard for everyones best times

NOTE: All records contained in this list are RTA timed runs with times for each loading screen removed from the final time.
Quote:
[A=Axton, M=Maya, S=Salvador, Z=Zer0, G=Gaige, K=Krieg]

New game (Any %):
  A:            2:42:53  By  TheFunCannon
  M:            2:37:58  By  TheFunCannon
  S:            2:45:45  By  TheFunCannon
  Z:            2:29:34  By  TheFunCannon / Part 2

New game With DLC (Any%):
  G:            2:12:52  By  TheFunCannon
  K:            2:52:34  By  TheFunCannon

New game With DLC (101%):
  G:            5:52:09  By  TheFunCannon

NG Co-op w/DLC:
  2P:          1:52:28  By    TheFunCannon and Zykoros
  4P:          1:54:19  By  Abahbob, Blackwayv, ShiningFace and TheFunCannon : ShiningFaces POV / TheFunCannons POV

Double Run:
  G:            4:31:51  By  TheFunCannon


UVHM72:
  A:        1:59:47  By  TheFunCannon
  M:        1:59:32  By  TheFunCannon
  S:        2:05:45  By  OmegaDude1983
  Z:        1:57:32  By  TheFunCannon
  G:        2:03:45  By  TheFunCannon
  K:        2:12:13  By  TheFunCannon

Note : Runs marked with "0:00:00 By -------" means a run has not been completed for this category.
The highlighted YELLOW Time is the fastest run of all listed


Tricks, Guides and Patcher:

Quote:
Routing: While this changes all the time mainly due to my segmented run requiring more and more Tiny Improvements to save mere seconds, we do have general routing guides in video form created by Professor Broman,
Part One
Part Two
Part Three

Tricks: can generally be found by either going to my Youtube which has most of the skips / glitches OR you can just read through everything in this thread Smiley or just post your question most of us are perfectly happy to give you the answer.


Patcher:

DrMalcom's V1.8.4 to 1.1.0 Patcher.
Quote from 'drMalcom':
Remove the DLC's you don't need from the DLC folder inside the "data/Bl2_1.8.4_to_1.1.0.xdpatch" directory. I don't know which one is Gaige).


Cbenni's 1.7.0 to 1.6.0 to 1.3.1 to 1.1.0 Patcher: This Patcher will roll your game back to versions 1.7 / 1.6 / 1.3.1 &  1.1.0, should you wish to restore your game to the most recent version you can roll forward using the patcher or let stream update the game itself.
Patcher

VERSION 1.7.0 : If you are rolling back from version 1.7.0 you will need to play the game in offline mode otherwise the game will crash when trying to use more recent files (which are downloaded on start up) on an older game version.

Huge thanks to Cbenni and TheRTB for their previous patchers.


Vault-Hunters:

People who currently or in the past have run the game

Abahbob
Blackwayv
Cbenni (Retired from BL2)
Chfou
ChopperLopie
DonkeyKong
filly_vinyl
HeeroJay
Imysty (Retired from BL2)
Judgy (Retired from BL2)
Mr Derpish
negaphil
OmegaDude
Peach Waldo
Penta
PixelKaye
(Pbra)Ganza
ProfessorBroman (Retired from BL2)
TallKid
TeaWrex (Retired from BL2)
TheFunCannon
ShiningFace
stenkaempen
UberGoos(e) (Retired from BL2)
Vortale (Retired from BL2)
Your_Name_Here (retired from BL2 AFAIK)

If I forgot anyone I Apologize
Thread title:  
I need to know for my equipment in my NG+ run: Is it possible to get a level 10 (or similarly low level) Nukem? I'm not really familiar enough with the mechanics of the slot machine to know.
Edit history:
usernameguy: 2013-02-26 05:35:41 pm
My guess would be "yes", assuming you rolled the dice enough. Probably the most direct way of testing is to go to Badass Crater at level 10 or lower, and check the Torgue vending machines over and over at level 10. But good luck getting 600+ Torgue coins while staying level 10 (maybe via the Torgue slot machines and a whole lot of reseting/force-quiting)
Regarding the instant 50 glitch...

The only one I'm aware of involves using modified game saves, which wouldn't be legal for a speed run. What other ways are there to do it?
Its an online lobby situation.  Join the group right before a big kill and then pow lvl 50.  Or something like that.
Get run'd!!
I just tested another thing regarding in-game time.

- Entering the inventory or any or the other menus (by pressing tab,I,J, etc. on PC or Select on Xbox36/Ps3) pauses the in-game timer
- Pressing Esc or Start pauses the timer too.

That means disabling badass ranks and droping any dlc content (if you want a no DLC run) only affect real time.
Edit history:
PEEFsmash: 2013-02-28 06:49:41 pm
PEEFsmash: 2013-02-28 03:48:33 pm
PEEFsmash: 2013-02-28 03:47:37 pm
PEEFsmash: 2013-02-28 03:45:37 pm
PEEFsmash: 2013-02-28 03:45:08 pm
For Warrior fight as Zer0,

It seems like a quality, fast (Vladof) sniper rifle will do a higher DPS than even a good (blue) damage rocket launcher. Following info taken from Broman's latest run:

The blue bandit rocket was doing 345 damage x 3 with a fire rate of about 1. His shock rocket was doing I believe 725 or so with a fire rate of about 1. The sniper was doing 640 per critical (once the sidemeats/chestmeats were bursted) with a fire rate of approx 3.7 (that is the base fire rate of the Pooshka which is what he had, so it could have been a bit faster or slower.)

So, assuming all shots hit...
Lvl 24 Blue Bandit Rocket: 62,100 damage per minute.
Shock Rocket: 43, 500 damage per minute.
Lvl 24 Corrosive Vladof Sniper: 142,080 damage per minute

But, of course, not all of the Bandit rockets would hit, so its damage per minute would more realistically be closer to the Shock rocket. The caveat for the Vladof sniper is that you have to burst open the sidemeats first. The rockets were better at that task.

The best thing to do in this particular situation would be to fire the 5-8 rockets that were necessary to burst open the sidemeats, then immediately switch to the Vladof sniper to take advantage of its much higher (more than 3 times as high) dps. So, this really could be a huge time saver. In this case, this method would cut the time spent shooting the Warrior in about half, assuming you could reasonably hit a critical 3/4 of the time, and it only took you 5-8 rocket shots to burst the sidemeats. This was all done with a corrosive Vladof, which is not strong against the warrior, (doing no bonus and only .9x normal damage.) It was also done without the investment of a couple of skill points into extra critical damage that could have made the sniper even stronger. I am unsure of the plusses and minuses of investing into the +critical hit % skill instead of the kill skill, but more points in it would have made the sniper even more favorable.

TL;DR - If you get a good Vladof/DAHL sniper (perhaps from the Bunker) it will likely do a much higher DPS to the Warrior than even a good rocket launcher once you burst the sidemeats. Rocket the meat, snipe the meat, rinse repeat.

EDIT: DAHL snipers are the same story, and many shoot even faster overall, so be on the lookout for them as well.

I'm sorry to Broman for trying to argue this in your chat during a stressful run and fight. Should have saved it for here.
Edit history:
usernameguy: 2013-02-28 10:02:05 pm
usernameguy: 2013-02-28 05:15:20 pm
Apparently, you can save-and-quit at some point during the defend-the-beacon finale to Bright Lights, Flying City, and you will end up back in Sanctuary. Not clear from the Reddit post exactly when. (I seem to remember someone testing this, here - anyone remember exactly? Might be worth some testing if no one has yet.)

http://www.reddit.com/r/Borderlands/comments/19ekep/i_managed_to_glitch_myself_through_a_mainquest/


EDIT: Some findings from experiments here and there:
- There's no point in save-and-quiting when you meet Lt Jessup, it just restart sequences over again
- You can save-and-quit faster from Ellie's in the Dust for A Dam Fine Rescue, but you have to walk over to her New-U station first
- As soon as Lt Davis says "I think we're in business" after you put in the power core during Rising Action, you can save-and-quit and respawn right next to the next quest marker. Probably faster on PC, not so sure on Xbox.

In re: Bright Lights, Flying City: So basically, how the finale works is, there are several phases, each with a finite number of loaders (etc) that can spawn. Each phase has spawn waves that trigger whenever you kill (some) amount of the earlier spawn wave. Then each phase also takes a minimum amount of time. The phases correspond roughly to the lines:
- Angel: "We don't have long until Jack...".
- Hyperion: "Uncalibrated Fast-Travel transportation request received..."
- Angel: "God ... darn it. The lunar engineers denied our request..." (Jack: "Send in the constructors") - Constructor
- Angel: "I just shut off the moon base's oxygen supply..." (Jack: "I'm sending everything I have at you") - HOT loaders, War loaders
- Angel: "They're launching the fast travel station now..."
- Angel: "It's almost here, just protect the beacon..."
- ["Establish Fast Travel link" quest marker checked]

The thing is, if you save and quit during any phase besides the very last one, you reset the battle back to the beginning. Once the quest marker is checked, though, the current goal switches to "Get to your friends". Sanctuary becomes available again from any fast-travel, and the new fast travel comes up very quickly. I think the guy just had loaders around still and didn't realize he won.
So farming the bunker with zero seems like a great idea, the problem is that it becomes difficult to shift the grinding time to the bunker mid game.  Granted the run I made with zero was not the best it had a few mistakes but I started with a 10 minute lead on my old time and finished about ten minutes behind.  The big issue was the weakness midgame that had to be make up for with extra grinding.  It takes about 15-20 minutes to grind the bunker and 10 minutes to grind midgame which makes it equal to the total grind time of running with say Axton or Gauge.  Though you do pick up a bunch of time after hitting that high lvl and using much more powerful weapons on Jack and the Warrior it still seems to strike a time balance with the other characters in the end.

Total Grind Time (Zero): 45-48 min

10-13 min on Boom Bewm
10 min on TNMT
25 min on Bunker (+2.30 for the run back up)

Grind time for Gauge: 40-43 min
10-13 min on Boom Bewm
30 min on Slaughterhouse

And I totally agree with Peef about perhaps using other weapons (Fast Snipers in particular) to finish off the warrior.  It could cut time on all characters!

Peef: no worries, I'd had a shitty run and rough day and was most likely overly sensitive. So sorry to you as well.
Edit history:
PEEFsmash: 2013-03-01 12:33:55 pm
PEEFsmash: 2013-03-01 12:32:02 pm
Thanks for the info and work username.

Info from a co-op run last nightr (we stopped right before we went to find Brick). I was speedaxton and he was zero.

We tried quitting after he said "I'm throwing everything I have at you" during Bright Lights, and of course as Username pointed out, it just reset everything =[

I think the creature slaughter dome is not helpful anymore in Co-op. We did not do it, and we still managed a 1 or 1.5 minute Bloodwing fight while at level I believe it was 13 or 14. It was whatever level you end up at Bloodwing if you don't do any farming other than ofc Boom and Bewm. The key to the fight? Jacobs shotguns. Bloodwing absolutely MELTS to Jacobs shotguns. In fact, I believe that Jacobs Shotguns are actually a better gun to have infinite ammo with in this run than rockets. At the Bloodwing fight he had a 73x13 shotgun, and mine was 84x13. Even if only half of those pellets hit, firing at 8-10 shots per second, mine was doing about 5400 DPS, and his about 5000. Again, that is assuming I only hit half of my pellets, and in many if not most cases, I would be hitting 75% or more. Rockets at that level have a DPS of MAYBE 1400, assuming you hit every shot. Yes, splash damage is a concern, but without the creature slaughter dome, you would be genuinely surprised at how often you are attacking individual enimies, not groups. Not to mention, shotguns have a sort of "splash damage" effect that is also very helpful in those rare group situations.

We will continue our run either tonight or tomorrow night, i'll stream it, I'd love to show you the way we are playing. Our overall gameplan would be...do everything normally until sanctuary, set up infinite ammo glitch, but then buy a good jacobs shotgun (probably needing a jacobs barrel) if available instead of a damage launcher, but keep the damage launcher as as backup. (The damage launcher is also better for the person who doesn't have the speed glitch, as the speed glitch helps close range with the shotgun so much, making it even more potent.) Then, progress straight through to Bloodwing, then go straight to the Bunk3r and farm it to level 22 or 23 (that is why my partner is Zero), then proceed as usual to the Warrior.

TL;DR - I think there is no need to farm at any point other than Boom and Bunker. A good Jacobs Shotgun (aka one with Jacobs Barrel) seems to be the most effective weapon possible at defeating Bloodwing (making that fight SUPER easy), and in my estimation, it is the best gun type possible for speedaxton, and is useful as a second or main weapon for close range when playing as anyone other than Gaige.

Also, www.twitch.tv/peefsmash. If you don't follow already, please do because I get a lack of commentary from ya'll on my attempts, and I really could use any sort of help or ideas you might have.
AWESOME IDEA! That fight was exactly what what needed to be figured out to get rid of that mid zero grinding! 10/10 strat. Also I realize I had not followed you so consider yourself followed. I'll be there next time you stream.
Follow*d, Peef.

Some notes watching your latest full "learning the early game" video:
- Vortale had this whole system for doing the Knuckle Dragger fight, and the fights up to it, involving delaying certain kills and timing the Knuckle Dragger kill so a second wave doesn't spawn. He also had this knack for getting Knuckle Dragger stuck on a car in the arena. He talks about it in one of his runs. Check it out if you haven't.
- Prof has this whole thing about squeezing out extra XP before you first meet Hammerlock, and waiting for the power to come on and Claptrap to get moving  - running out to the graveyard to get the mongs going, sniping rakks, etc. The timing is a little hard to describe, though.
- Something you'll notice with Judgy, Prof, Chfou, and Vortale is that they don't open that many containers. Most ammo comes from the ammo store. The drops on like, mong piles, Dahl boxes, etc are so bad that it's not usually worth going out of your way at all to open them. The cost/benefit isn't good in a speed run. I think some runners don't open any at all, unless they're idle otherwise. Anyhow, you're probably just practicing early game.
- Prof usually fights Boom Bewm the first time from cover. They'll get ya sometimes, without grenades.

(Side note: speaking of training messages, has anyone on PC turned on auto-aim? Does it actually help? It's a speed run, after all.)
Edit history:
PEEFsmash: 2013-03-01 02:44:00 pm
I'd like to learn those tricks, but I don't know where to find the Vortale thing. Where is it? EDIT: NVM I found it. Looks good, learned quite a bit on the early game.

As far as opening boxes early, I do it because I have twice run out of ammo on KD or his minions. If I got some of them not to spawn that would be nice, but IDK how to do that. Also, I think opening ammo chests early game can be done in such a way as to not slow things down at all. The fact that Claptrap has to be waited on gives me time to do stuff. I can probably cut down on the box opening for sure, but I think there is a balance between my amount of opening and theirs. We just have to figure out where that is.

Auto-aim....I dont do it, and I probably will continue not to on PC. However, Xbox players are at a disadvantage, and I think that is why auto aim is there. It would probably be helpful? IDK, it depends on your feeling of your control over character and FPS skills. It would probably screw me up more than it would help.
The main strat on the KD fight is that if you stand on the car and he trys to jump smash you, he will slowly no-clip through the car giving you plenty of time to wreck his face.  It works about 50/50 but the best way to do it is just be standing on the car when the fight starts. I'm hunting for the vid...

He's the strat from my older run.  Its at about 9:00 in

http://www.twitch.tv/professorbroman/b/368913840
I found it, yeah it looks good. In my last Co-Op run we tried it but he jumped over us I think, then as he walked onto the car, he floated high above it and was stuck for awhile. I think the point is that you need to stand on the car and hope good things happen.

Broman you need to get your PC working so we can do co-op runs. Same to others running, we can combine for the ultimate teams.
Need to get a good PC first embarassed one is in the works but I've got to get the cash coming in first happy and then yes we can crush it!
Here's a gift to PC runners: saved games at all major quests starts in PT1, @ level 50. It's so you can check out quest mechanics at different parts of the playthrough, easily.

I took my L50 Zer0 and, using the Gibbed editor, removed all his PT1 missions. Then for each major map change during PT1, I made a new saved game at that point. To use them:
- Shut down BL2.
- Navigate to your Windows user's "Documents\My Games\Borderlands 2\WillowGame\SaveData" folder.
- BACK UP YOUR EXISTING SAVED GAMES by copying them to some place outside the BL2 Docs folder.
- Then move the originals aside, and place the attached saved games there.
Keep around the original zip so you can reset games back, too.

Other routing notes as I play through by hand:
- Saving and quitting at the start of Angel's first cut scene in Control Core Angel indeed skips the cut scene. It's a marginal gain, because you respawn back at the elevator. The first quest goal will be queued up.
- You can save and quit as soon as you turn in Where Angels Fear to Tread, and Where Angels Fear to Tread 2 starts.
- You don't *technically* have to kill Mortar. Zer0 can just deception past him when the elevator comes down. But that means he'll just be sitting down there waiting for you if you die.
- The New U in Arid Nexus: Boneyard doesn't activate until you turn in the query from Sawtooth.
- The only time it makes any sense to go over the roof from Crimson Raider's Headquarters to Claptrap's hovel is at the beginning of The Talon of God, when you can just barely beat Mordecai's speech and the quest marker coming up by a couple of seconds. All the others make you wait for longer speeches no matter how you do it.
- You can enter Hero's Pass as soon as the "Follow Claptrap" quest is checked.
- You need to let Jack stagger a little tiny bit in order for him not to fall directly on the Vault Key at the end. If you kill him as soon as the shield goes down, he'll block the Vault Key. Irritating.
Attachment:
About this upcoming race. Can you guys provide some more info? I'd participate if I could!
Edit history:
Judgy: 2013-03-02 08:46:08 am
Borderlands 2 Glitch Hunter/ router.
Minipulating Claptrap @ the start of the game:
I know Vortale was interested in this as he had done it before but didn't know how he did it.



Method: You need to stand on the Left side of claptrap by the open "Red Chest" (you may not have noticed its there because its covered in snow) claptrap will turn to face you and not do his talking animation, saves a few seconds.

I attempted this at other places along with some other tests and discovered that:

#1 He cannot be effected when he is next to the "Welcome" sign.

#2 His dialog when he's on the platform can be skipped using the "Echo Recorder" in your Backpack (Knew already)

#3 You can stop the first Bullymongs spawning if you run along the edge of the valley (I'm guessing the trigger is not claptrap alone its something in the middle of the path too) [only useful for testing really]

#4 Claptrap can be made to open the door after the second set of Bullymongs without waiting to say his "annnnnnd open" line, It seems to be if Jacks still talking when he reaches the door [Additional: this may be caused by the time it takes you to get from killing the last BM to digging CT out the ground, pretty sure jacks dialog starts on the last Kill not after digging out CT]

TBH most of this stuff is Segmented perfectionism but the first one (the video, not #1) can be done every run.

That's all for now tune in next week for more exciting Bulls#it
That's awesome Judgy. Did you do a different trick the second time he turns to talk to you, or did you just run through him to the other side? I understand the first time and the red chest, but the second skip I wasn't so sure about.
More save-and-quit playin' around. 

Something interesting about No-U-Turn Fast Travels (the orange ones) is that they change the save-and-quit respawn point. So that leads to a few things:
- You can save-and-quit just after killing Wilhelm (HYYYYPE), inside Wilhelm's "arena", and Wilhelm will respawn. No easy ammo there though. So you can farm Wilhelm so long as your ammo holds out. He drops poorly but is worth decent XP. The key here is that you respawn right there, right next to Wilhelm, and he spawns right away. So it's all fight after the reloading. He's level 15 in one of Prof's runs (level 12 Zer0) and worth 2013 XP. Prof killed him in about 30 seconds and didn't even get a great fight off him. So maybe this is better than grinding turtles, if it's just for XP - no set up time, no running-through-the-level time. Too bad ammo's a problem.
- You can't re-spawn Warden this way, but you can go to Warden's arena from saving-and-quitting there and get a bunch of Level 11-13 bandits right away, 100+ XP a shot. Many waves, around 15-20 of them, some badasses thrown in there.

Entering a map that has no Fast Travel often resets the spawn point, too. Usually these are optional maps, or boss-maps for quests.  Examples: Bloodshot Ramparts, End of the Line, Fink's Slaughterhouse, Sanctuary Hole, Friendship Gulag, Ore Chasm, Vault of the Warrior,  A maps that do NOT, strangely: Southern Shelf - Bay. These could be useful for XP grinding by being closer to fights (eh, maybe).

Another random note: in Tundra Express, next to the tracks, there are these small towers with round lights on them. Look for those, because they blink when the train's coming. A few seconds more warning than the train sound.
Cool finds Username. As far as Wilhelm...this could possibly be a way to make things easier for the Roland fight. However, the problem is that he doesn't drop much and he only awards 2000xp.

Perhaps we could plan a couple Wilhelm farms to the correct amount to where it complements the rest of the run as to give us 1 level higher going into the Roland fight. Not sure if this is a good idea or not, just looking for solutions.
I think it's a good idea to test the rate of XP gain on Wilhelm, vs. TMNT, in particular. Rather than guess, ya know? Not obvious to me that farming one level is the right play.
Quote from Judgy:
#2 His dialog when he's on the platform can be skipped using the "Echo Recorder" in your Backpack (Knew already)


Have you found any other lines that could potentially be skipped with the echo recorder? It hasn't seemed to work anywhere else that I've tried it. It seems odd that it would only work in this one part of the game.

Also, here is my test run from a few days ago. Still very crude. lots of mistakes.



Stuff about this: In addition to using judgy's claptrap manipulation, I would do better to hit the fast travel station at an earlier point, go back, then reset as soon as I get the pistol from the cabinet.

Also, some fast travel points seem to appear at random from the fast travel terminal, without me ever being there before. I figured out afterwards that this is caused by resetting while having an objective in a place that I haven't been to before. You can use this to go to frostburn canyon, tundra express, highlands outwash (after entering the fridge), wildlife exploitation preserve, thousand cuts, opportunity, eridium blight, sawtooth cauldron, and arid nexus - badlands. If it isn't clear, this is NG+ only.

I think next time, I'll go for the kill trigger instead of the wounding for the loaders in wildlife exploitation preserve. You can start killing them before the objective to wound them comes up, and by the time that objective comes up, you only have to kill one wave of loaders.

The door before hero's pass can go slightly faster. Talk to claptrap for the first time, then go into hero's pass and come back out, and it'll skip some of his lines, and put him near the door. Presumably resetting also works, but I haven't tried that.

There's still probably a lot that I'm missing. One thing I haven't been able to figure out is how to get inside the cells in WEP without killing the waves of loaders to open the door. I know that you don't need to kill the loaders, but the invisible walls in WEP are way higher than anywhere else, and I haven't been able to get over them.

Also, my opportunity route is really bad but I can fix that.
Edit history:
Fragmaster01: 2013-03-03 06:33:14 am
Wiggle wiggle
It's very amusing, in a sort of "how badly the game can be broken" sense. Still, it has a feel of Dirty SRAM rules in TASing. I'm not really sure it'd be accepted on SDA.

Bonus points for the game having a "How the hell did you do that!?!" quote from Jack for killing the Warrior too fast.
Edit history:
your_name_here: 2013-03-03 07:18:29 am
your_name_here: 2013-03-03 07:18:28 am
Yeah, I don't expect to be able to submit it. I'm just doing it for fun.

Though, technically it would be possible to generate an input movie that creates the inital save file. It just wouldn't be able to be played back within any reasonable amount of time. So, you couldn't verify its correctness by conventional means.