"Time to go to work..."
Well, it's taken a while, but out of the blue, I now present to you all, decked on stuff of holly and whatnot, a very special Christmas present.
It's my speedrun! What I have of it so far, at least! On YouTube!
*EDIT* I've watched through all of them in HQ, and they all work except for Palawan Lagoon part 2, which only works in Normal Quality. Aside from that, there are still the same problems with low volume and progressive desync, and some minor problems with keyframing at the start of some of the parts. Nothing that gets in the way of watching, though.
Playlist:
Levels:
Canyonlands:
Babylon:
Tian Shan River:
Shambala Sanctuary:
Palawan Lagoon:
Palawan Volcano:
Palawan Temple:
Ho ho ho! Merry Christmas!
Although I'm actually not a very Christmassy sort. Bah, humbug. But it's as good a time as any to unveil it.
And although I'm not a very Hanukkahy sort either, here's some Hanukkah gelt for you all nonetheless:
The strategies for the remainder of the levels!
Read them, imagine them, play them in your minds. It's like a half-finished speedrun on YouTube, but with words!
Note that at this point I have the Invisibility Cloak, so some strategies can be simplified. I didn't think about it in planning.
08 - Jeep Trek
4 (1+3) (This here is the time I had for the level in planning playthroughs, and segmentation, in minutes.)
Medium: At bridge-needing-2m-plank, jumping bridge *without* plank by driving onto it from a steep angle on left side, then (narrowly) jumping across, aiming outside opposing bridge half. Should be able to do it even without the careful aiming, I and a friend of mine remember having done so on the demo.
09 - Teotihuacan
24? (09 + 15?)
Minor (very obvious): At the traps, running against the wall doesn't set them off, which in turn means no waiting for it to reset. Also you don't die.
Minor (obvious): At the Fish Key, slashing the web first, then pick up the key, then roll sideways off the trap floor.
Minor (for fun): At the button to open the two doors hat close before and behind you, slashing the spider twice as it comes down, then run it to death.
Route: First, setting up the gear-stones (one up against a door opposite of the one already so, one remaining toward statue). Then run off into the door room, where you pull the croc heads into place ending with the one closest to the exit. Back at gear room, operating the gear and statue to open the two doors prepared, then one more turn before dropping down to set the two remaining.
Route: First trek to the Jaguar idol.
Major (obvious): Dropping down to statue. (If possible, jump from statue head to switches.) Open last two doors.
Route: Trek to Bird idol.
Major (obvious): Rolling into Jaguar room, then down to statue.
Route: Trek to Fish idol, grab said and mirror, then backtrack and drop into the water. Ignore enemies, and trek to the finish.
10 - Olmec Valley
25 (04+13+4+8) (slow bossfight, hit pyramid at 17 min.)
Medium: Rolling off left of waterfall, landing (often unharmed) on palm tree leaves.
Medium (obvious): At second Olmec Head, outrunning it down tunnel. (Shooting snakes in the way if necessary.)
Minor: After third Olmec Head, ignoring (bloody useless) machine pistol and (even bloodier useless) shotgun commies.
Medium (obvious): At last bridge, dropping down to it after pushing it over.
Route: At pyramid, first opening pressure switch room, then snake room, then running back to pressure switch room.
11 - V.I. Pudovkin
11
Minor: After retrieving Indy's gear; pulling the wooden crate back once, then jumping from that to between two crate stacks in front.
Minor: In engine room, dropping straight down to bottom level. Then after lever, climbing up next to lever, rather than the ladder.
12 - Meroë
40 (24+7+9)
Route: Go see kid, waste hyenas, raid shack, climb into pyramid, do all the firelightin', get back outside, do the watch, do the statues, drive offinto out of the sunset in the mine cart.
13 - King Solomon's Mines
26 (20+6)
Route: Trip levers 1 and 3, do one lap, picking up two medkits. On second lap, kill two commies by Fork 4. After bazooka cutscene, park minecart and pick off the two shotgun-toters and (if not already run over) SMG-man. Pick up weapons (Free bazookas!), jump in pool and trek to first gem.
Minor: Jumping from top of climb to first gem, and back.
Route: Backtrack to minecart, back it up into Horus Key room, grab that. Drive forwards through next cutscene, then grab Brass Key. Then one more lap, killing commies outside "station". After junction 4...
Major (obvious): instead of changing tracks at 2 to get AluminIum Key, go on foot from other track.
Route: Kill commies, grab stuff, move on.
MASSIVE SHORTCUT, Re-planning needed.
Route: *Another* lap, this time to Fork 4. Oil the switch, grab the weapons left over, and then... Another lap, this time to station, to switch-over 4. Then ride to 4, and trek to second gem. Backtrack (improbable shortcut; jump off bridge, follow tracks past Fork 4), then to third gem.
Medium?: Parking the mine cart so that the door to the gem 3 section is open, saving one mount/dismount and ride after gem 2.
Minor?: Shoot/grenade through crack behind crate. Move crate while ticking down?
Medium?: After third gem; roll, run or otherwise get through before tunnel collapses behind.
Route: Backtrack to cart, head to final room.
Minor? Jumping straight from Red to Green.
Massive: You do not ever need the red gem, you can jump straight over to the green gem (from the scaffolding, or the red gem) and open up the floatie thing. When you use the blue gem, it all opens up completely. (Credits to "The MAZZTer" of the SDA Forum, and specifically his brother.)
Minor: After placing last gem, rolling backwards to ground floor, surprisingly unscathed.
14 - King Nub's Tomb
30 (9+11+1+9)
Medium: Instead of shimmying across the entrance, you can jump straight to it by bouncing off the left hand side. Specifically, by standing on the back right corner, you can roll straight for it (aiming such that the left thigh intersects with the left corner of the entrance).
Route: In elevator room, pull the block out, jump to left pillar and open the door, get the key, open elevator door. Climb to stair button. Roll to the block, shoot commies with bazooka. Head after Volodnikov, move upper statue first then lower block.
Fun: Rolling into the cutscene and Indy draws an invisible gun.
Route: Shoot the sniper commie with bazooka, use levitaty part to get up. Shoot big muscle-commie with bazooka, killing all three. Fix elevator, push block, get to counterweight.
Minor (obvious): Ignore the electric ball, and run straight for the first whipping.
Medium (obvious): Don't bother to move the blocks all the way to the ball.
Medium: Drop the ball back down in the hole, and run into it.
Medium?: Landing on top of climbing puzzle. Rolling straight back from the right side of the rightmost block does this, but it's bugged so you're stuck.
Medium: Rolling from top of climbing puzzle instead of fiddling with the bridge. That would have been going a bridge too far.
PROBLEM: When activating the elevator after getting the battery, the game crashes. This happens both when zapping the outlet next to the counterweight, as well as when removing the block from the elevator. (The problem complains about the camera, and that some "thing" [actual quote: "pThing1"] seems to be out of bounds. My guess is that the camera is trying to look at something that's bugged its way out of the level.)
SOLUTION: Zapping the other outlet first. No, I don't know why. Maybe the camera target isn't activated until that outlet's camera target has?
Infinitely major: Zapping the unrelated Heavenly Crystal outlet first. Saves infinite time, as the game hangs for all eternity otherwise.
Medium?: Zapping (a few of) the zapping tiles before activating the robot.
Minor?: Keep the robot on the same tile, continually recharging it and fooling the robot to walk back and forth over it.
15 - Infernal Machine
15 (4+6+1+4)
Minor: Rolling backwards of the lift, rather than taking it all the way up before dropping into the hole for the button. Also potentially skips those whirlygigs up there.
Route: First to quakey slot for the battery, then to the headless horseman for the floaty part.
PROBLEM: The zappy floaty enemies sometimes crash the game when killed by SMG.
SOLUTION: Not kill them. Or kill them with other weapon.
Route: To the zappy slot for the quakey part, place battery. Ride the elevator to top.
Medium?: Ride the elevator halfway, roll off, trek to invisibley slot, get to elevator.
PROBLEM:
Shooting CIA-dude with SMG, rifle or shotgun often crashes the game.
SOLUTION:
Use them anyway. Segmentation, y'know.
Major: The SMG seems to be the best bet. Got him in his first appearance with that 'un. Sadly the bazooka does nothing, I tried.
16 - Aetherium
20
Route: Do a 90° left from where you start. Swim to the Tool, jump into the floatiness again. Do a 90° left, braving the zappiness. Trek to Marduk 1, go left for teh mirror. Recharge your reality here, grab silver bullion if you *must*, you're waiting anyway.
Minor: Only recharge the whip the necessary amount, no more. Each one recharges five, so I'll have to see how many fives are left over. Forgot to check. But fifteen ought to be plenty: 1 to get to the main chamber, three to whip the electric balls, and about six or so for Marduk. Yes, that's ten. I'll probably miss some.
Medium: It seems possible to hit Marduk twice per swoop. (From YouTube, username retroisland.)
17 - Return to Peru
15? (11+4?)
Minor: If you jump on the pedestal, Indy won't say "I had that idol IN MY HAND!" A loss, really.
Now, with all that stuff out of the way, have a merry Christmas, happy New Year, hilarious Hanukkah, or if you're like me, a humbuggy bah. But a nice one nonetheless. I'll try to have some more of the run done by *next* Christmas...
It's my speedrun! What I have of it so far, at least! On YouTube!
*EDIT* I've watched through all of them in HQ, and they all work except for Palawan Lagoon part 2, which only works in Normal Quality. Aside from that, there are still the same problems with low volume and progressive desync, and some minor problems with keyframing at the start of some of the parts. Nothing that gets in the way of watching, though.
Playlist:
Levels:
Canyonlands:
Babylon:
Tian Shan River:
Shambala Sanctuary:
Palawan Lagoon:
Palawan Volcano:
Palawan Temple:
Ho ho ho! Merry Christmas!
Although I'm actually not a very Christmassy sort. Bah, humbug. But it's as good a time as any to unveil it.
And although I'm not a very Hanukkahy sort either, here's some Hanukkah gelt for you all nonetheless:
The strategies for the remainder of the levels!
Read them, imagine them, play them in your minds. It's like a half-finished speedrun on YouTube, but with words!
Note that at this point I have the Invisibility Cloak, so some strategies can be simplified. I didn't think about it in planning.
08 - Jeep Trek
4 (1+3) (This here is the time I had for the level in planning playthroughs, and segmentation, in minutes.)
Medium: At bridge-needing-2m-plank, jumping bridge *without* plank by driving onto it from a steep angle on left side, then (narrowly) jumping across, aiming outside opposing bridge half. Should be able to do it even without the careful aiming, I and a friend of mine remember having done so on the demo.
09 - Teotihuacan
24? (09 + 15?)
Minor (very obvious): At the traps, running against the wall doesn't set them off, which in turn means no waiting for it to reset. Also you don't die.
Minor (obvious): At the Fish Key, slashing the web first, then pick up the key, then roll sideways off the trap floor.
Minor (for fun): At the button to open the two doors hat close before and behind you, slashing the spider twice as it comes down, then run it to death.
Route: First, setting up the gear-stones (one up against a door opposite of the one already so, one remaining toward statue). Then run off into the door room, where you pull the croc heads into place ending with the one closest to the exit. Back at gear room, operating the gear and statue to open the two doors prepared, then one more turn before dropping down to set the two remaining.
Route: First trek to the Jaguar idol.
Major (obvious): Dropping down to statue. (If possible, jump from statue head to switches.) Open last two doors.
Route: Trek to Bird idol.
Major (obvious): Rolling into Jaguar room, then down to statue.
Route: Trek to Fish idol, grab said and mirror, then backtrack and drop into the water. Ignore enemies, and trek to the finish.
10 - Olmec Valley
25 (04+13+4+8) (slow bossfight, hit pyramid at 17 min.)
Medium: Rolling off left of waterfall, landing (often unharmed) on palm tree leaves.
Medium (obvious): At second Olmec Head, outrunning it down tunnel. (Shooting snakes in the way if necessary.)
Minor: After third Olmec Head, ignoring (bloody useless) machine pistol and (even bloodier useless) shotgun commies.
Medium (obvious): At last bridge, dropping down to it after pushing it over.
Route: At pyramid, first opening pressure switch room, then snake room, then running back to pressure switch room.
11 - V.I. Pudovkin
11
Minor: After retrieving Indy's gear; pulling the wooden crate back once, then jumping from that to between two crate stacks in front.
Minor: In engine room, dropping straight down to bottom level. Then after lever, climbing up next to lever, rather than the ladder.
12 - Meroë
40 (24+7+9)
Route: Go see kid, waste hyenas, raid shack, climb into pyramid, do all the firelightin', get back outside, do the watch, do the statues, drive off
13 - King Solomon's Mines
26 (20+6)
Route: Trip levers 1 and 3, do one lap, picking up two medkits. On second lap, kill two commies by Fork 4. After bazooka cutscene, park minecart and pick off the two shotgun-toters and (if not already run over) SMG-man. Pick up weapons (Free bazookas!), jump in pool and trek to first gem.
Minor: Jumping from top of climb to first gem, and back.
Route: Backtrack to minecart, back it up into Horus Key room, grab that. Drive forwards through next cutscene, then grab Brass Key. Then one more lap, killing commies outside "station". After junction 4...
Major (obvious): instead of changing tracks at 2 to get AluminIum Key, go on foot from other track.
Route: Kill commies, grab stuff, move on.
MASSIVE SHORTCUT, Re-planning needed.
Route: *Another* lap, this time to Fork 4. Oil the switch, grab the weapons left over, and then... Another lap, this time to station, to switch-over 4. Then ride to 4, and trek to second gem. Backtrack (improbable shortcut; jump off bridge, follow tracks past Fork 4), then to third gem.
Medium?: Parking the mine cart so that the door to the gem 3 section is open, saving one mount/dismount and ride after gem 2.
Minor?: Shoot/grenade through crack behind crate. Move crate while ticking down?
Medium?: After third gem; roll, run or otherwise get through before tunnel collapses behind.
Route: Backtrack to cart, head to final room.
Minor? Jumping straight from Red to Green.
Massive: You do not ever need the red gem, you can jump straight over to the green gem (from the scaffolding, or the red gem) and open up the floatie thing. When you use the blue gem, it all opens up completely. (Credits to "The MAZZTer" of the SDA Forum, and specifically his brother.)
Minor: After placing last gem, rolling backwards to ground floor, surprisingly unscathed.
14 - King Nub's Tomb
30 (9+11+1+9)
Medium: Instead of shimmying across the entrance, you can jump straight to it by bouncing off the left hand side. Specifically, by standing on the back right corner, you can roll straight for it (aiming such that the left thigh intersects with the left corner of the entrance).
Route: In elevator room, pull the block out, jump to left pillar and open the door, get the key, open elevator door. Climb to stair button. Roll to the block, shoot commies with bazooka. Head after Volodnikov, move upper statue first then lower block.
Fun: Rolling into the cutscene and Indy draws an invisible gun.
Route: Shoot the sniper commie with bazooka, use levitaty part to get up. Shoot big muscle-commie with bazooka, killing all three. Fix elevator, push block, get to counterweight.
Minor (obvious): Ignore the electric ball, and run straight for the first whipping.
Medium (obvious): Don't bother to move the blocks all the way to the ball.
Medium: Drop the ball back down in the hole, and run into it.
Medium?: Landing on top of climbing puzzle. Rolling straight back from the right side of the rightmost block does this, but it's bugged so you're stuck.
Medium: Rolling from top of climbing puzzle instead of fiddling with the bridge. That would have been going a bridge too far.
PROBLEM: When activating the elevator after getting the battery, the game crashes. This happens both when zapping the outlet next to the counterweight, as well as when removing the block from the elevator. (The problem complains about the camera, and that some "thing" [actual quote: "pThing1"] seems to be out of bounds. My guess is that the camera is trying to look at something that's bugged its way out of the level.)
SOLUTION: Zapping the other outlet first. No, I don't know why. Maybe the camera target isn't activated until that outlet's camera target has?
Infinitely major: Zapping the unrelated Heavenly Crystal outlet first. Saves infinite time, as the game hangs for all eternity otherwise.
Medium?: Zapping (a few of) the zapping tiles before activating the robot.
Minor?: Keep the robot on the same tile, continually recharging it and fooling the robot to walk back and forth over it.
15 - Infernal Machine
15 (4+6+1+4)
Minor: Rolling backwards of the lift, rather than taking it all the way up before dropping into the hole for the button. Also potentially skips those whirlygigs up there.
Route: First to quakey slot for the battery, then to the headless horseman for the floaty part.
PROBLEM: The zappy floaty enemies sometimes crash the game when killed by SMG.
SOLUTION: Not kill them. Or kill them with other weapon.
Route: To the zappy slot for the quakey part, place battery. Ride the elevator to top.
Medium?: Ride the elevator halfway, roll off, trek to invisibley slot, get to elevator.
PROBLEM:
Shooting CIA-dude with SMG, rifle or shotgun often crashes the game.
SOLUTION:
Use them anyway. Segmentation, y'know.
Major: The SMG seems to be the best bet. Got him in his first appearance with that 'un. Sadly the bazooka does nothing, I tried.
16 - Aetherium
20
Route: Do a 90° left from where you start. Swim to the Tool, jump into the floatiness again. Do a 90° left, braving the zappiness. Trek to Marduk 1, go left for teh mirror. Recharge your reality here, grab silver bullion if you *must*, you're waiting anyway.
Minor: Only recharge the whip the necessary amount, no more. Each one recharges five, so I'll have to see how many fives are left over. Forgot to check. But fifteen ought to be plenty: 1 to get to the main chamber, three to whip the electric balls, and about six or so for Marduk. Yes, that's ten. I'll probably miss some.
Medium: It seems possible to hit Marduk twice per swoop. (From YouTube, username retroisland.)
17 - Return to Peru
15? (11+4?)
Minor: If you jump on the pedestal, Indy won't say "I had that idol IN MY HAND!" A loss, really.
Now, with all that stuff out of the way, have a merry Christmas, happy New Year, hilarious Hanukkah, or if you're like me, a humbuggy bah. But a nice one nonetheless. I'll try to have some more of the run done by *next* Christmas...