"Time to go to work..."
Hello everyone. After the astounding success wrought with Indiana Jones and the Emperor's Tomb, I've decided to mix things up a bit and do something wholly unexpected.
Indiana Jones and the Infernal Machine
Yay!
In this LucasArts 1999 classic, and ripping off Tomb Raider beyond your wildest dreams, Indiana Jones is back!
...Although technically *preceding* 2002's Indiana Jones and the Emperor's Tomb. Although that one sucks. Inferior, in other words.
"Indiana Jones and the Inferior Tomb".
Ah, I like this game. LucasArts at its finest.
The game doesn't seem to have all that many glitches and exploits, due to its truly high quality and awesomeness, but I've found a few nonetheless. I almost feel bad for pointing out the blemishes of this masterpiece, tarnishing its name.
I ran through the game, in a strangely uncharacteristic display of advance planning on my part, so I'm pretty sure how the run goes. I even measured it.
The run will be:
370 minutes or so. Probably less.
44 segments. Probably less, probably.
Misc. notes:
Settings:
Subtitles ON, for them's folk what prefer readin'.
All graphical settings to the max, of course.
Further, anti-aliasing and anisotropic filtering through drivers.
Resolution probably 1024*768, astounding you all in its high-definition definedness. Tests seem to run fine in it, even with the quirkily applied 32-bit colour depth.
An alternative could be a lower resolution, like 640*480, but with a higher framerate for all-out fluid motion.
Timing:
Doesn't seem to work.
Basically, it counts only whole minutes (insert frowny-face smiley here), and I'm not sure if it counts seconds beyond that for a real total.
Then there's a bug where it deletes the number of minutes if you save, sometimes (frowny-face), so you start at 0 minutes when loading that save (this may only apply to quickloads; smiley-face if applicable).
Also, there's a problem with Return to Peru. Basically, it doesn't give you the time for that level if it's played last. This means either manual timing (possibly only for that level, although probably manual timing anyway), *or* scrounging up 2000 in gooold for the secret map earlier in the game (big frowny-face). A third alternative would be very clunky, and would be to open up the Menu and go to level info, just before the level ends. Not sure if you can do it before the credits, though.
Further, after testing, it is *completely* apparent that the game also counts in the cutscenes. The first level has 3 minutes of gameplay, yet still counted to 6 minutes.
*But*, it seems like it is impossible to record the end timer anyway. It's a separate window, and FRAPS doesn't record it.
So I'll probably do the levels in sequence, ending on Peru. Manual timing shouldn't be much of a problem, unless you'd want to omit the cutscenes from it.
Weapons review:
0 Fists: Unbelievably useless. But funny. And Indy is rather stiff when running with fists. Ehm. I mean he looks like he has a stick up... I mean he doesn't move his torso.
1 Whip: The disarm might come up once, if that, but overall too slow and too useless.
2 Smith & Wesson Hand Ejector II .45-calibre revolver: Teh weapon of choice. Free, unlimited ammo. And free! Slow, though.
3 Tokarev TT-33 semi-automatic pistol: Better range, punch, 'n speed than the .45, but alas, probably not good enough to justify ever picking them up. Ten bullets a pickup. *Should* perhaps do the math. (Time to pick up, versus time saved saved over gettin' in range for a good .45 gunnin'. Positive number; good for the .45, negative number; you suck hopeless Commie bastard weapon!)
4 Mauser C96 automatic pistol: *Utterly* useless. Kickass rate of speed, but weaker than a kitten, and at only five rounds a pickup; not even enough to shoot down *one* guy well. Although it does look pretty cool. I've got a airsoft/softgun version of it, actually. Called the Mauser Schnellfeuer Model 712, there.
5 SKS semi-automatic rifle: Sweet range, best punch around (save bazooka), *but* only five rounds a pickup and slow as a glacier. Still worth it for the range, though.
6 Machete: Nah, only useful short-distance, and even there not fast enough to not warrant a good .45in'. Just look at the swordsman scene in Raiders.
7 PPSh-41 submachine gun: Teh awesome. Good range, incredible rate of speed, will tear through any number of enemies, and better yet; 50 rounds a pickup. Rare, though.
8 Shotgun: Teh useless. Good for weak stuff up close, I guess, with one shot one kill, but meh.
9 Bazooka: Drool. Good on bunches of enemies (if they'll stand still), incredible range. Slow, though, but still... A *BAZOOKA*!
G Grenades. Handy for snakepits, not much else.
P Satchel charge: Presumably utterly useless. I've never used one in all my playthroughs. Not one.
K Chalk. Not a particularly effective offensive weapon, but might come in handy to pass time spent waiting.
L Lighter. Also not particularly effective in hand-to-hand, *or* ranged combat, but dangit if it isn't cool that this game has dynamic lightin'.
Treasures.
Might be worth the pick-up (one gold treasure = one SMG mag, or one health kit), and I *do* run right over a fair few, but well...
I'll also need to check if you can sell stuff in your possession. Somehow I doubt it.
Enemies.
Apparently, I can run right past most of them, if I just pick up enough health kits. Should do the math, though. ("Enemies dead" > "Enemies un-dead + treasure pick-up" ?)
Health kits.
I pick them up if I come over them, unless it's out-of-the-way.
*If* I buy any, it'll be the small ones, as full ones waste money as you're *never* at 0% health (while 33% health for 33% the money is fiscally responsible).
Poison kits.
Apparently, you might stop losing health after a while. And I try to stay away from creepy crawlies anyway. (Watch out for snakes!) So I won't bother to pick any up, then. Further, you heal poison bites with medkits (at least the full ones) so in themselves the kits are useless.
Even further, if I *do* need any, Babylon has a whole bunch just lying around. Wasteful commie bastards.
Also; you seem to start some levels with inexplicably appearing poison kits, probably so you won't poison yourself to death, whilst helplessly cursing yourself for not having purchased the one thing that could save your life, yet now cannot. Curse this outrageous misfortune!
Or I'm bad at remembering if I have any left.
Summing up: Won't be acquiring any, probably.
Rolling.
Yes, this game features rolling. Yes, I'm going to abuse it.
Basically, although it's slow to start, on *landing* you don't lose speed. Which is good.
In addition, because of Indy's slow, slow turning, it might actually be faster than turning around, running, then turning back again. For instance rolling off to the side of something, rather than running around. Hopefully, I'll also get to roll out of the way of things...
So, in closing:
This post is long enough as it is, so I'll be updating with progress as it's coming along, like I did with Emperor's Tomb. Unless there's overwhelming interest for the whole route in advance, forspeedrun thief pirates people who just want to take a look.
Be sure to ask if you have any questions. Please do. Really.
Indiana Jones and the Infernal Machine
Yay!
In this LucasArts 1999 classic, and ripping off Tomb Raider beyond your wildest dreams, Indiana Jones is back!
...Although technically *preceding* 2002's Indiana Jones and the Emperor's Tomb. Although that one sucks. Inferior, in other words.
"Indiana Jones and the Inferior Tomb".
Ah, I like this game. LucasArts at its finest.
The game doesn't seem to have all that many glitches and exploits, due to its truly high quality and awesomeness, but I've found a few nonetheless. I almost feel bad for pointing out the blemishes of this masterpiece, tarnishing its name.
I ran through the game, in a strangely uncharacteristic display of advance planning on my part, so I'm pretty sure how the run goes. I even measured it.
The run will be:
370 minutes or so. Probably less.
44 segments. Probably less, probably.
Misc. notes:
Settings:
Subtitles ON, for them's folk what prefer readin'.
All graphical settings to the max, of course.
Further, anti-aliasing and anisotropic filtering through drivers.
Resolution probably 1024*768, astounding you all in its high-definition definedness. Tests seem to run fine in it, even with the quirkily applied 32-bit colour depth.
An alternative could be a lower resolution, like 640*480, but with a higher framerate for all-out fluid motion.
Timing:
Doesn't seem to work.
Basically, it counts only whole minutes (insert frowny-face smiley here), and I'm not sure if it counts seconds beyond that for a real total.
Then there's a bug where it deletes the number of minutes if you save, sometimes (frowny-face), so you start at 0 minutes when loading that save (this may only apply to quickloads; smiley-face if applicable).
Also, there's a problem with Return to Peru. Basically, it doesn't give you the time for that level if it's played last. This means either manual timing (possibly only for that level, although probably manual timing anyway), *or* scrounging up 2000 in gooold for the secret map earlier in the game (big frowny-face). A third alternative would be very clunky, and would be to open up the Menu and go to level info, just before the level ends. Not sure if you can do it before the credits, though.
Further, after testing, it is *completely* apparent that the game also counts in the cutscenes. The first level has 3 minutes of gameplay, yet still counted to 6 minutes.
*But*, it seems like it is impossible to record the end timer anyway. It's a separate window, and FRAPS doesn't record it.
So I'll probably do the levels in sequence, ending on Peru. Manual timing shouldn't be much of a problem, unless you'd want to omit the cutscenes from it.
Weapons review:
0 Fists: Unbelievably useless. But funny. And Indy is rather stiff when running with fists. Ehm. I mean he looks like he has a stick up... I mean he doesn't move his torso.
1 Whip: The disarm might come up once, if that, but overall too slow and too useless.
2 Smith & Wesson Hand Ejector II .45-calibre revolver: Teh weapon of choice. Free, unlimited ammo. And free! Slow, though.
3 Tokarev TT-33 semi-automatic pistol: Better range, punch, 'n speed than the .45, but alas, probably not good enough to justify ever picking them up. Ten bullets a pickup. *Should* perhaps do the math. (Time to pick up, versus time saved saved over gettin' in range for a good .45 gunnin'. Positive number; good for the .45, negative number; you suck hopeless Commie bastard weapon!)
4 Mauser C96 automatic pistol: *Utterly* useless. Kickass rate of speed, but weaker than a kitten, and at only five rounds a pickup; not even enough to shoot down *one* guy well. Although it does look pretty cool. I've got a airsoft/softgun version of it, actually. Called the Mauser Schnellfeuer Model 712, there.
5 SKS semi-automatic rifle: Sweet range, best punch around (save bazooka), *but* only five rounds a pickup and slow as a glacier. Still worth it for the range, though.
6 Machete: Nah, only useful short-distance, and even there not fast enough to not warrant a good .45in'. Just look at the swordsman scene in Raiders.
7 PPSh-41 submachine gun: Teh awesome. Good range, incredible rate of speed, will tear through any number of enemies, and better yet; 50 rounds a pickup. Rare, though.
8 Shotgun: Teh useless. Good for weak stuff up close, I guess, with one shot one kill, but meh.
9 Bazooka: Drool. Good on bunches of enemies (if they'll stand still), incredible range. Slow, though, but still... A *BAZOOKA*!
G Grenades. Handy for snakepits, not much else.
P Satchel charge: Presumably utterly useless. I've never used one in all my playthroughs. Not one.
K Chalk. Not a particularly effective offensive weapon, but might come in handy to pass time spent waiting.
L Lighter. Also not particularly effective in hand-to-hand, *or* ranged combat, but dangit if it isn't cool that this game has dynamic lightin'.
Treasures.
Might be worth the pick-up (one gold treasure = one SMG mag, or one health kit), and I *do* run right over a fair few, but well...
I'll also need to check if you can sell stuff in your possession. Somehow I doubt it.
Enemies.
Apparently, I can run right past most of them, if I just pick up enough health kits. Should do the math, though. ("Enemies dead" > "Enemies un-dead + treasure pick-up" ?)
Health kits.
I pick them up if I come over them, unless it's out-of-the-way.
*If* I buy any, it'll be the small ones, as full ones waste money as you're *never* at 0% health (while 33% health for 33% the money is fiscally responsible).
Poison kits.
Apparently, you might stop losing health after a while. And I try to stay away from creepy crawlies anyway. (Watch out for snakes!) So I won't bother to pick any up, then. Further, you heal poison bites with medkits (at least the full ones) so in themselves the kits are useless.
Even further, if I *do* need any, Babylon has a whole bunch just lying around. Wasteful commie bastards.
Also; you seem to start some levels with inexplicably appearing poison kits, probably so you won't poison yourself to death, whilst helplessly cursing yourself for not having purchased the one thing that could save your life, yet now cannot. Curse this outrageous misfortune!
Or I'm bad at remembering if I have any left.
Summing up: Won't be acquiring any, probably.
Rolling.
Yes, this game features rolling. Yes, I'm going to abuse it.
Basically, although it's slow to start, on *landing* you don't lose speed. Which is good.
In addition, because of Indy's slow, slow turning, it might actually be faster than turning around, running, then turning back again. For instance rolling off to the side of something, rather than running around. Hopefully, I'll also get to roll out of the way of things...
So, in closing:
This post is long enough as it is, so I'll be updating with progress as it's coming along, like I did with Emperor's Tomb. Unless there's overwhelming interest for the whole route in advance, for
Be sure to ask if you have any questions. Please do. Really.
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