aw crikey!
Fire Fight (1996, Epic Megagames) sounded like a natural candidate for a speedrun because it displays both individual level times/percentages and overall time/percentages at the level select screen, so the hardware for all kinds of runs is built-in.
While the game's level-based structure lends itself to a segmented run, ammo (which starts at near-zero and carries over between missions) plays a major factor in your time, so a single-segment run would be much more interesting to watch. Epic's trademark "chock full of secrets" design means that a 100% single-segment run would take forever, though, but a low-% would be quite interesting, since most of the ammo is stored inside enemies or secret areas.
Ironically, the fastest route "through" the game may involve replaying mission 9 (which takes <1min and gives you full ammo) before you visit the later levels.
While the game's level-based structure lends itself to a segmented run, ammo (which starts at near-zero and carries over between missions) plays a major factor in your time, so a single-segment run would be much more interesting to watch. Epic's trademark "chock full of secrets" design means that a 100% single-segment run would take forever, though, but a low-% would be quite interesting, since most of the ammo is stored inside enemies or secret areas.
Ironically, the fastest route "through" the game may involve replaying mission 9 (which takes <1min and gives you full ammo) before you visit the later levels.
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