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That sucks but nothing can be done about it i guess. Maybe some other dude will try this game and get it finished. Good luck!
Edit history:
aleckermit: 2012-10-17 08:27:35 am
aleckermit: 2012-10-16 11:47:05 pm
aleckermit: 2012-10-16 11:44:36 pm
aleckermit: 2012-10-16 11:41:41 pm
aleckermit: 2012-10-16 11:41:13 pm
aleckermit: 2012-10-16 11:39:53 pm
aleckermit: 2012-10-16 11:37:25 pm
I decided to play Indy Infernal Machine for N64 today and found a shortcut in level 1 that this speedrun does not use:


Skips a short hop, arm-sidle and climb-up. If you move/aim a bit more to the right before jumping you can avoid having to scoot rightwards before climbing up. It's hard to do without stopping and aiming briefly, at least on N64. I know the PC version is a bit different (noticed the run does some tricks that are definitely impossible on N64) so this trick may be N64-only and/or already known about but I have no idea.
Quote from aleckermit:
I decided to play Indy Infernal Machine for N64 today and found a shortcut in level 1 that this speedrun does not use...

Skips a short hop, arm-sidle and climb-up. If you move/aim a bit more to the right before jumping you can avoid having to scoot rightwards before climbing up. It's hard to do without stopping and aiming briefly, at least on N64. I know the PC version is a bit different (noticed the run does some tricks that are definitely impossible on N64) so this trick may be N64-only and/or already known about but I have no idea.
I played Infernal Machine again after quite some time. I couldn´t reproduce this trick on the PC version. I hope Goggen will be back soon... Undecided

But i have found a funny glitch, although i can´t imagine that it is something new. If you carry a weapon and press "shoot"-button nearly at the same time as the "jump-roll"-button(but before!) and a direction, the game tries to render both animations at the same time and Indy does weird things. For example if you use fists you can do flying fists that way, yes, Indy does Kung-fu! He can make it in any direction, the same works with the machete, see attachment. Grin http://imgflip.com/i/2i7mt

Also you can get a long jump that way with the pistols, it is longer than the normal jump, so it might be useful in a run. For this you need to hold either left or right(worked better for me with left), then press the "shoot"-button and also nearly at the same time after this the "jump-roll"-button as I mentioned earlier. You waste ammo during the jump though, so the limitless revolver would be recommended here.
I found an improvement at the end of the second level.


In Nebukadnezars library after you get the second fragment instead of jumping left turn around and jump backwards onto the button, but careful not to miss it, or you will die. It skips the cutscene and saves ~6-7 seconds. Then make the "roll"-glitch with the pistol and you can reach the last fragment without the need of the block, which falls down during the cutscene. It saves about ~3-4 seconds because you skip two climbing animations.
Well, it´s me again, I found another shortcut (2 variations), which saves ~7-10 seconds. This time in third level in the machine room.


Expect more to come the more i progress through the game... Goggen will bite his nails. Grin
Found another skip, this time in Palawan Volcano level:


Saves ~2min!!!
"Time to go to work..."
Quote from aleckermit:
I decided to play Indy Infernal Machine for N64 today and found a shortcut in level 1 that this speedrun does not use:

Skips a short hop, arm-sidle and climb-up. If you move/aim a bit more to the right before jumping you can avoid having to scoot rightwards before climbing up. It's hard to do without stopping and aiming briefly, at least on N64. I know the PC version is a bit different (noticed the run does some tricks that are definitely impossible on N64) so this trick may be N64-only and/or already known about but I have no idea.


I did know about it, but I don't remember if it was from this thread or a YouTube comment. It also might have been a slightly higher-up jump; the last jump across, rather then the first.  At either rate, that information was wiped out in 2010 along with the rest of my notes, so it's nice to have a reminder!
The N64 and PC versions have somewhat different movement physics; the N64 is more glitchy and "sticky", it's (supposedly) easier to grab on to things you shouldn't. So it's possible that jump isn't possible on the PC.

Quote from Molotok:
But i have found a funny glitch, although i can´t imagine that it is something new. If you carry a weapon and press "shoot"-button nearly at the same time as the "jump-roll"-button(but before!) and a direction, the game tries to render both animations at the same time and Indy does weird things. For example if you use fists you can do flying fists that way, yes, Indy does Kung-fu! He can make it in any direction, the same works with the machete, see attachment. Grin http://imgflip.com/i/2i7mt

Also you can get a long jump that way with the pistols, it is longer than the normal jump, so it might be useful in a run. For this you need to hold either left or right(worked better for me with left), then press the "shoot"-button and also nearly at the same time after this the "jump-roll"-button as I mentioned earlier. You waste ammo during the jump though, so the limitless revolver would be recommended here.


Now, *this* trick is a game changer!
Having played around with it for a while, and speaking in my capacity as an incompetent and obsolete animator, the obsolete and incompetent animation system *does* run multiple animations together whenever you start a roll while bring your gun down to aim and shoot. I've tested it a bit, and it only seems to work with sideways rolls, as forward/back rolls just causes Indy to just stop.
But the way it works, you can chain together three animations;
1. An attack animation (but before the attack starts, it seems).
The revolver seems to work best, and I haven't been able to get it to work with the two-handed rifle.
Also, Molotok tested other pistols, which seem to expend ammo, and the fists and machete, which seem to attack (and possibly one-hit kill enemies!), and the whip, which doesn't seem to work.
Other things that just might work off the top of my head, would be chalk or lighter, that might do something different, or off the top of my head, running out of ammunition while doing this trick might do something, since that initiates a new animation.
Although I definitely need to do some testing on what attacks do what, since that animated GIF shows Molotok taking down an enemy in one roll-punch, or as we have decided to call it, The Flying Fist!. If The Flying Fist does more damage than it should, which it seems to since enemies usually take multiple punches, that opens up a lot of shortcuts, like in boss fights. I'm especially thinking of the boss fight against Turner, who I've planned to stock up on SMG ammo for, 'cause that guy takes a lot of them before dying. Also, if you can kill any enemy in the game in hand-to-hand without bullets, that saves on pick-up time. Anyway, your attack opener leads into...
2. A sideways roll. Doesn't matter which side. Interestingly, the velocity (but not direction) of this roll seems to be added to whatever move you do next...
3. Almost any other move.
Forward rolls are easiest to pull off, and this makes for a slightly longer roll, which exceeds long jumps in distance, provided the destination is lower. That opens up a bunch of new possible shortcuts.
Backwards rolls also work, which does *not* give you more distance, but gives you more altitude. This is probably not very useful, but since there's also the backwards roll trick (where you reset fall distance when the backwards roll completes, basically doubling the survivable fall distance), this might help in certain very specific circumstances where you would hit the ground *before* the normal back-roll completes.
Forward jumps don't seem to have any advantages over forward rolls.
Backwards jumps don't seem to have any advantages over backward rolls.
Then there's the long jump. I have only been able to pull this off *once* without rebinding keys, so it's really tricky. But it *may* have slightly more distance over forward roll, and it also has more altitude, so it *may* have even more shortcut potential than the forward roll. Also, if you want to try at home, here's the default button presses you have to pull off: LCtrl -> Left+Z (Hold Z) -> Forward + LShift + LAlt.
I'm not even sure my keyboard lets me hold down that many keys at once!
In the end, I recommend rebinding the keys to some logical order, where you can just roll your hand across the keyboard to pull them off. Like:
S = Attack, D = Turn Left, F = Roll, J = Forward, K = Toggle Run/Walk, L = Jump/Climb
At that point, you can just run your fingers in two moves like touch typing or something; SDF (hold F) JKL. I used the arrow keys, because I'm JUST THAT OLD SCHOOL. Also, I can't touch type. Alsø alsø, I'm very impressed with the key binding system for Infernal Machine, it even has *profiles*. Dead Space and The Walking Dead doesn't even have *rebinding*, let alone *profiles*! Or support for the Gravis Gamepad!

But yes. This trick.
I suspect there might be some more variations to uncover, like maybe combining multiple attacks, or maybe you can push boxes ultra fast, or maybe something like that. I think the next order of business should be to test if something other than rolls can be combined with the moving-hand-down-to-aim-and-fire animation to see if something else glitches out, like combining a side-step with a back-hop to bunny hop across the level, or something crazy like that. ...Maybe the artifacts?
If there's something that gives you extra altitude, for instance, that could be even more impressive than messing up every long-jump in the game. Let's say you could jump right across to the final climb of the first level (and I've gotten closer than ever before!), or even jump up the slope right at the start...

Speaking of which, places I suspect might be able to use the shoot-roll-longjump-combo (which needs a better name...):
Palawan Lagoon: Maybe one could jump across from the ship to the two totem poles and that button, skipping the crank and torpedo and everything?
Palawan Volcano: The lava room might be shortened a bit; I've already figured out how to skip moving *one* box, but maybe *both*?
Palawan Temple: You can *not* jump across the rope bridge to the pond at the end of the level. But maybe somewhere else, like the other rope bridge or somewhere. Hm...
Olmec Valley: There's plenty of places where you need to lay down bridges and travel across manually. But what if you *didn't* need bridges...
V.I. Pudovkin: I think there's some box puzzles in the cargo hold that could be skippable.
King Solomon's Mines: Could have some real potential here; we've already figured out how to skip one of the gems, but maybe more of them?
Nub's Tomb: I imagine there's some spots this could come in handy, the opening room has a jumping puzzle that could be skipped, and in the room with the electrified ball, it could be possible to somehow jump down to the top of that climbing puzzle, rather than have to climb down to it and then all the way back up.
Infernal Machine: Lots of jumping puzzles here. Could be possible to kill Turner with The Flying Fist.
Aetherium: If there was some way of damaging Marduk without the electrified whip, that could end those boss fights fast...

So yeah. Exciting developments!
Although I unfortunately still have a job, so it's hard to find those couple hundred hours of spare time I'd need to speedrun fo' reals.
But it's fun to find new things! At this point, I've pretty much given up on any of the previous running I've done on this game; I've already picked up way too much stuff I don't need, and that's *minutes* wasted. And with these new tricks discovered, it badly needs to be re-done. But that said, I think my work-in-progress stuff is okay as a speedrunning guide, and to see someone else also interested in this is great!
Quote from Goggen:
The revolver seems to work best, and I haven't been able to get it to work with the two-handed rifle.
Also, Molotok tested other pistols, which seem to expend ammo, and the fists and machete, which seem to attack (and possibly one-hit kill enemies!), and the whip, which doesn't seem to work.

I tested things more accurate now with the following results:

- Revolver, 9mm and Mauser pistol work all, but with the 9mm its a bit more difficult
- Rifle, MP and Pump Gun actually work too, but only with right roll and it seems is the same distance as with the pistols
- The trick doesn´t waste ammo, i made mistakes in the first tries, but this is good
- Whip doesn´t work i confirm that, also the Satchel
- Flying Fist and Flying Blade(Machete) doesn´t do more damage than usual, but looks cool
- Grenades just drop and the trick doesn´t really work
- Bazooka shoots too fast, you can manage the trick if you time it right, but still it will shoot and the roll is not as long as the others
- Lighter, Chalk and trying pushing a block don´t trigger the glitch

Quote from Goggen:
Then there's the long jump. I have only been able to pull this off *once* without rebinding keys, so it's really tricky. But it *may* have slightly more distance over forward roll, and it also has more altitude, so it *may* have even more shortcut potential than the forward roll. Also, if you want to try at home, here's the default button presses you have to pull off: LCtrl -> Left+Z (Hold Z) -> Forward + LShift + LAlt.
I'm not even sure my keyboard lets me hold down that many keys at once!

I don´t know how you did that and can´t even image how it looks and how far it goes, would be nice if you could upload a video or put it to the attachments.
 
Edit history:
Goggen: 2013-07-25 05:36:46 pm
"Time to go to work..."
Interesting to see that right versus left roll makes a difference. I should do some testing with that.
I'll see if I can replicate it more reliably, yeah. I don't know if video will help, because you'd have to see the timing on the button presses.
I'm also going to see if I can get some keyboard macro program or something to replicate it with, for testing. But yeah, at present you need to press six buttons in correct order in a quarter second, and some have to be held and others not, and so on. LCtrl -> Left + Z (Hold) -> Shift + Up + LAlt. Not easy.

But also, I have some statistics! They're fairly basic at the moment, but they're neat nonetheless. Using the coords function (Press F10 for console, type in coords) I wrote down the distance of several moves:
Short forward jump  23
Backwards jump      17
Forward roll              37
Sideways roll            37
Backwards roll          38 (probably the same as other rolls, but rounded up)
Long jump                53 (across two attempts)
Attack + roll glitch    61

As you can see, The Rolling Glitch is significantly longer than a long-jump.
15% longer! Significant!
Curiously, it's also not 37*2, which is what I expected. Hm...
This was performed on flat ground, so I'd also need to test it at altitude. Also, testing it with various weapons, directions, and so on.
I'm also curious about forward/backward rolls; they seem to trigger the glitch, but don't combine the animations the same way. So possibly, there might be some more glitches there.

Also, I saw your Palawan Volcano shortcut, and you murdered my route for that level. Excellent work!
For those that don't know:

In Palawan Volcano, you can do the glitch to jump on the window overlooking Taklit's funeral barge, and then do the glitch again to get on the barge, skipping that whole section and puzzle. That's a couple minutes saved!

Interesting times!
Quote from Goggen:
Palawan Lagoon: Maybe one could jump across from the ship to the two totem poles and that button, skipping the crank and torpedo and everything?
Palawan Volcano: The lava room might be shortened a bit; I've already figured out how to skip moving *one* box, but maybe *both*?
Palawan Temple: You can *not* jump across the rope bridge to the pond at the end of the level. But maybe somewhere else, like the other rope bridge or somewhere. Hm...
Olmec Valley: There's plenty of places where you need to lay down bridges and travel across manually. But what if you *didn't* need bridges...
V.I. Pudovkin: I think there's some box puzzles in the cargo hold that could be skippable.
King Solomon's Mines: Could have some real potential here; we've already figured out how to skip one of the gems, but maybe more of them?
Nub's Tomb: I imagine there's some spots this could come in handy, the opening room has a jumping puzzle that could be skipped, and in the room with the electrified ball, it could be possible to somehow jump down to the top of that climbing puzzle, rather than have to climb down to it and then all the way back up.
Infernal Machine: Lots of jumping puzzles here. Could be possible to kill Turner with The Flying Fist.
Aetherium: If there was some way of damaging Marduk without the electrified whip, that could end those boss fights fast...

Palawan Lagoon: Doesn´t work, but it´s close. Maybe the long jump glitch would work?
Palawan Volcano: Doesn´t work too.
Palawan Temple: Unfortunately impossible, the whole way is just blocked. I tried to skip getting the shark key at the start of the level, i managed to jump to the other side, but the way is blocked by the boulder and it appears that there is not enough space to clip through.
Olmec Valley: Doesn´t work, but then again maybe with the long jump glitch.
Nub´s Tomb: The trick works in the opening room! Didn´t test the rest though.

Quote from Goggen:
I'll see if I can replicate it more reliably, yeah. I don't know if video will help, because you'd have to see the timing on the button presses.

It would be good to see this long jump glitch just to know how high and far it goes and also in which form Indy morphs himself into. Then i could assess where I might use this trick like the one in Palawan Volcano. But still i didn´t manage to pull it off, so I can´t even imagine what this is.
Ok, while test running the Babylon level the small windows on the way reminded me of the little window in Palawan Volcano where the roll-glitch worked. And boom, it works here too, but it can only be done if you climb up at the spot to trigger the cutscene, otherwise game might freeze forever or Indy will die.


Also important: I performed a running highjump after i made the glitch and first made one or two steps to the edge to not bump into the wall and fall down. The trick saves about  ~8-10 seconds. Will be interesting to find out which places have similiar little windows, hehe.
"Time to go to work..."
There's a few other spots in the level that I think I have windows, around the truck depot place. Also, there's a one-way door to much later in the level there, if there's a way round that...
I'm looking through a few old maps, to see if I can come up with some more potential.
Shambala Sanctuary: It could be possible to get from the roof of the clock tower to the second floor of the plant's building, but it seems to have been specifically blocked by the level designer (the windows are not transparent from the outside).
Palawan Lagoon: The end of the level is just around the corner from where you get the entrenching tool. Maybe within glitching range...?
Palawan Temple: It could be possible to skip the Shark Key, by going straight for the tiki statue by jumping to the exit of the rolling-ball tunnel. Pretty sure it's blocked by the rolling ball, though. Other than that, at the boss fight, it might be possible to roll across to the lava before it freezes later on; if you could only run across it, you'd skip the boss fight entirely.
Olmec Valley: I don't see any obvious candidates, but the way the level is set up, it's begging for someone to skip all the bridges and just climb up the last one. Somehow. Only one I found so far is to glitch-roll across the bridge where you knock a statue over; you can roll from the statue's nose and *just* make it across.
Infernal Machine: Nothing obvious, but the way the scripting works, if one could get Turner's (Taklit's) part, it could be possible to skip all the other parts by just placing that one, since it's supposed to be the last one you get.

Other than that, from looking at the maps, stuff should be more or less isolated; any glitches will be within a single room, for the most part.
I played around in the V.I. Pudovkin level and found a little trick. Normally you are supposed to get all machine parts first and then go to the crane, using the hook to raise the crate with the jewel(press left button 2, middle 5 and right 2 times) and using azerims part to float up. But instead after getting urgons part i immediately go down to the crane room instead of climbing ladders, facing Russian marines, getting azerims part and then the same way back to the crane room.

I use the crane again but this time (1x left, 3x middle, 1xright) so that the hook is next to the truck, jump on the hook and climb on the truck... I get the crank and basically can finish the level... but unfortunately if don´t get azerims part afterwards it will miss in the next level and i would be pretty much screwed, so I still need to get the part, but it is faster than doing it the intended way.
Level 13 or King Sol´s mines is a mess. You didn´t need to get the red gem + now you don´t even have to find the oil can for switch nr.4 to trigger the cutscene where the blockade gets destroyed... so basically this whole level is reduced to two laps. In the first you get the fuse, go to the swith room and pull swith 1 and 3, then you get the blue gem, then the artifact for the ramp and in the second lap the green gem, that´s it.



I also searched for windows to pull out the roll glitch but unfortunetely in Teothihuacan the programmers were smart enough to block them. Olmec Valley, V.I. Pudovkin and Meroe don´t have useful windows too. Just for a reference, while testrunning this levels as single segment I needed 23 minutes for Olmec Valley with a screwed up boss fight(should be at least 20 min), a bit more than 8 min for V.I. Pudovkin and 33 min for Meroe(probably 30 if you do less msitakes).

Also a note for Olmec Valley, the endboss Quetzalcoatl can be killed with 3 hits in the head, but you need good timing.