Saturday, December 23, 2017 by MAS8705
Karting and Clobbering
While it is great to see an improvement, sometimes you have to wonder to yourself, "How would it be to do all the tracks without worrying about a blue shell coming from behind you?" This was a thought expressed by 'UchihaMadao' when he decided to submit a second run for Mario Kart 8 Deluxe. When you don't have to worry about anything coming from behind, you can be much more efficient with your final time. At a final time of 1:27:56, it definitely is impressive at how much time can be saved when items are turned off. There were still a few missteps such as missing a few shortcuts, but for the most part, this is still a well-executed run through all 48 tracks.
When it comes to River City Ransom, it can be best described, as how 'yelsraek' put it: One Big Boss Rush. It's one thing for you to get to where you need to be to beat down some thugs, but another for everyone to be right where you want them to be when you get there. One prime example was having the brothers in the warehouse spawn at a specific point and using the crate to attack them from the other side of the wall. It was with this and other careful planning that the run saw an improvement by over a minute at 0:06:38.
Monday, November 27, 2017 by Worn_Traveler
The Roman Scroll of Chameleons
Improvement has always been a tenable object that many have striven for over the course of history. These improvements come either in the form of efficiency or qualitative thought, but rarely together. Oh wait, that was my lecture from a class I just taught. Anyways, speedruns are meant to be improved on and 'AntonioPeremin' decided that he did not conquer Thracia and other ancient civilizations fast enough in Rome: Total War. 'AntonioPeremin' has gone back to virtual Europe and Asia and led the armies to victory in 0:02:47 on the easy difficulty. This is an improvement of 24 seconds from the previous run. The action is fast in this one so pay attention or you may miss the intricacies of battle logistics.
Rewriting the historic face of the world is not enough for Antonio though. He has returned to the world of The Elder Scrolls, this time to The Elder Scrolls III: Morrowind. He disembarks from the boat, gets his parole papers, and proceeds to kill a god in a blistering 0:03:15. Normally Morrowind involves beating many missions, constant travel, and waylaying people for boots of blinding speed (well, I do at least) and maybe even some tree climbing. If you haven't watched an Any% Morrowind run for a while, you will certainly want to watch this one. Not only does this run beat the former published run here by over a minute but this run is the current WR at the time I am typing this.
Journey, Motley Crue, Kiss, and Aerosmith: Their music has been featured in video games. Now we may add Jerry Paper to the list. Paper is a philosopher/musician and you can read more about him here. Chameleon World is a surreal experience of a game and even in a normal play through things do not always make sense. Sequence breaking the game causes that “reality” to shatter even more. 'dogia900' breaks on through to the other side in 0:18:19.This game features talking frogs, a chameleon dressed as a clown, some wonky jumping physics, and a bottle bearing frog. Is this a synthesis of different mediums coming together to unify as a whole or a dream/nightmare simulator? Watch and decide.
Saturday, October 21, 2017 by MAS8705
An Update As Random as the Guy Posting Today
Starting things off, we have a game that lets you build your very own racing vehicle. It also gives you the choice between racing as an Astronaut or a Pirate. Lego Racers came out at a time when racing games were a dime a dozen. One feature in the game was the ability to use boosting power-ups to warp past courses and finish races faster. As it turns out, you can actually earn better times if you warp at specific parts of the track while power sliding in the more tighter parts of the course. A tactic used-well by 'Greycatmon' who improved the times for all 12 tracks in Time Race at a combined time of 0:16:43.87. I wonder what the chances are that Lego would want to make another racing game in the future? It feels like we are long overdue for a sequel.
When you think of a long-running RPG series, the first game that might come to mind would be Final Fantasy. But did you know that the 2nd longest running Eastern RPG is Ys? Ys II: Ancient Ys Vanished - The Final Chapter had a unique system where you can "bump" your enemies until they fall over dead. The sequel expanded the game further by introducing a magic system that allowed for more options in fights and exploration. By running directly into danger and monsters,Jeff 'Korzic' David achieved a final time of 1:04:18. Of course when it comes to Ys, there's a lot more to the game than running into your foes and see who gets knocked down first. Be sure to listen in to the audio commentary provided by Korzic.
The last of our runs today is a sandbox game based on one of the most influential films of all time: The Godfather. The game itself was so big at the time, it had five different versions. The Godfather: The Don's Edition on PS3 made use of the SIXAXIS controls to help throw people against walls or off rooftops. It can be a lot of fun to recreate various scenes out of the film and to shake down local businesses for your protection. In the case of 'Soliduz Znake', he decided to take a more direct approach in helping the Corleones take over New York City. At a time of 3:02:36, this single-segmented run comes in at a couple of minutes more than the original film itself and improving on his previously submitted segmented run.
That's all the time we have for today. Be sure to watch these great runs and stay tuned with us here at Speed Demos Archive for more fantastic Speed Runs!
COMPLETELY UNEXPECTED NEWS FLASH!
The arduous and longitudinal analysis is complete; the results from the grand speedrunning survey of 2017 are in. They will be announced and picked apart on the Twitch stream of tonic, the head of the team whose initiative this whole shebang was. This is happening this Sunday at 6PM EDT. Check here to see when that is for you.
Friday, October 13, 2017 by LotBlind
Don't Tell Her Your Name, Kimmy!
Ledge Skip ahead a bit now. In most action games, the guy's motivation is to get the girl back. The hero charges into the building, carries her out in his arms, Laser down on the grass... not the case here though. So what do you get from a good orange tree? Good RNGs. Now that I've brought up food, the Nesting to mention is good table manners. Elbows off the table, empty your plate and don't Gargoyle. Besides what's demonstrated in the 0:12:11 run on easy, there's various kinds of lag management: fly overnight, avoid stimulants, pre-adjust sleep cycle... And just Rest. Someone rattling their Doritos? Don't worry, a peaceful time will come! 'TheDrifter18' is the runner here, the Star of the show. Wait, "Star"? Oh, that must have leaked over from...
Ristar! (You can leave the [self-]loathing to me BTW.) Right, so here's one we desperately need to vivisect: Rise-Star? Rising Star? An up-and-comer? I wonder if this star feature was aware of his grim prospects around the Japanese launch of February '95? His authors at the Sonic Team (presumably those who made Sonic but what do I know...) decked domestic shelves with a game by the extended title of Ristar the Shooting Star... and there verily are no parts two or three – "for various reasons" says one of the directors. That's as hilariously self-fulfillingly ironic as they get, guys, despite some re-releases and mostly flattering reviews.
In-game you control what's effectively both a "rise" and a "fall" star with Bionic Commando arms and a propensity to head-butt (a word with hardly a synonym; "pate-smack" will throw people off in a fight though). If you can see through the characteristic elements of other 16-bit platformers, the feel is of a more puzzle-oriented game that apparently doesn't faze the casuals but certainly will the ambitious lot that is us folk. Skilful maneuvers abound (the game even gives you a so-called "technical bonus"!) and again we must beseech Lady Fortune for further expedition. 'Chubbus'' is an improvement of 42 seconds over a run you saw in 2009, so you have no excuses for skipping it (and the 0:28:05 run doesn't need any!).
When it's time to show 'n' tell, some kids go for cool points with like a toy lightsaber, or their pet frog Honda. Or clever points if they were given the letter 'U' and they brought a flashlight, pointed it at themselves and smugly announced "Umbra!". That one overlaps with the easygoing-no-future points which you get for an article of clothing you'd normally be wearing anyway, or the book you just finished reading... aloud... with the whole class. Then there's sheer provocation. Flags, banners, manifestos, religious insignia, poetry and a fake Hitler moustache (or, well, a real one) would all fall into this category, slightly depending on where exactly events are taking place. Now we're talking about case Michael 'arglefumph' Gray and the sobering discussion we need to have with their parents over the Detective Barbie 2: Vacation Mystery they pulled out in front of everyone.
While today they may have just groggily (and I realize I've inadvertently made argle's family sound like they're all alcoholics, which wouldn't surprise me at all actually) picked up the wrong item off the table in a rush having overslept, if we examine his records, an alarming trend will leap out like a crouching cheetah. While it started innocuous enough with Nancy Drew, that stalwart defender of justice who's 5% sugar and spice and 95% moral fiber, we started treading dangerous waters with The Pagemaster... and now this?! Look at her! She doesn't even blink! The others blink, why does she not blink?! Why is there always a beach? Why is Ken such a surfer dude? What is everyone's substitute for food? Please somebody take action, I implore you! IsraeliRD, who was in class at the time, has this to say: "I wanted to mute it within a minute of just listening, and was really sick of it as it kept going." One of the kids pulled their cellphone out and managed to capture this 0:11:21 footage that has already been delivered to the authorities.
Friday, September 29, 2017 by Worn_Traveler
Fly, Skip, and a Hop
My brother and I have spent countless hours in the Might and Magic universe, primarily in the first three Heroes of Might and Magic games. We return to Enroth in Might and Magic VIII: Day of the Destroyer in order to figure out why there’s a giant crystal in the middle of a city. 'Snabel' gives us a quick tour through the game and the various elemental areas in 0:14:13 using segments and deaths to end the Day of the Destroyer quickly, as the previous run has done. Snabel does so almost three minutes faster than the previous run.
The Elder Scrolls IV: Oblivion is probably supposed to take many hours to beat. Like its brethren in The Elder Scrolls series though, Oblivion has its share of exploits and glitches that allow for quick completion of an otherwise lengthy journey. Without a good understanding of the game's mechanics, one might wonder about the structural integrity of the prison the player starts in. 'AntonioPeremin' utilizes large-skip glitches and a save/load or two to push the time down to 0:03:49. For those of you who are worried about missing out on hearing Patrick Stewart in the run, fear not: He is still here.
Rabi-Ribi is a fairly new game and is new to SDA. I haven’t played it yet but after watching the run of it, I’ll definitely be doing so. The game seems to be more complex than it first appears and the developers have even included a speedrun mode. 'Deleted User' hops through the speedrun/postgame mode of this 2D exploration plaformer meets bullet hell boss game in 2:46:43.76. This is a casual difficulty low% run so get comfy and enjoy going down this rabbit hole with no items. Low% runs always present greater challenges in terms of survival and this run does not fail in that regard.
Sunday, September 17, 2017 by LotBlind
Divine Divinity... Marble Marble... Rumbly Rumble... Metal Metal
Saturday, August 26, 2017 by LotBlind
That DEATH Cat's Gonna Make Me Fall Prey (2017) to Gift Falsehood Hollow!
If and only if you're a collector of obscurity and curios like those 18th century men-of-the-world procuring for their "Wunderkammers" discoveries and samples from far abroad, chances are you're not all that familiar with 2010's Deadly Premonition. Despite this, it seems to enjoy the status of their best-known title amongst many mostly this-year's-edition titles Access Games have produced for mainstream publishers such as Square-Enix and Microsoft. The non-westernized name was Red Seeds Profile which points at a central motif. There's a murderer, known as the Raincoat Killer, whose idiosynchratic trail special agent York is combing for the slightest of clues in small town Greenvale and outskirts. The game's most notable feature was its dynamic representation of the town with NPCs and business establishments each operating on the clock with the day cycling and the weather shifting. York himself must take care of his corporal sustenance and sleep, often resorting to caffeine to stave it off another couple of hours. Aside from roving about the place on wheels or off, talking to the townsfolk while trying to piece it together, surreal survival-horrory sequences (not the critics' darlings I'm afraid) are interwoven along with excerpts straight from the protagonist's sprawling subconsciousness.
Due to the reality-miming mechanics, I'm sure runner 'StiWii Rage' would have, at times, had to deliberate on the minutiae of the 3:21.07 itinerary here followed through hitchlessly in one fell sitting. I wouldn't be averse to see what it looks like in 100% mode seeing as many more chores and assignments await the sleepless in this harrowed, mesmerizing microcosm. All fans, new and old, be aware! The game's main creative engine, its Hideo Kojima if you will, Hidetaka Suehiro is now pitching a new and rather appealing design called The Good Life, up for pledges and investments on Fig.
I have to be fair... 0:06:58 for an immersim, despite their abundancy of hack-prone doors (and the occasional illusory floors and ceilings) for players to pick their way through, is certainly shorter than... well any of the others isn't it, including System Shock from a few updates ago. Thus it's not entirely inane for speedrun laymen across gaming news dispensers to have elected what we shall have to call Prey (2017) out of all those recently afflicted by speedrun radiation (what causes the gameplay to mutate) as that recurring headline item from our (celerial) sphere. It does, however, make this a bit of a rehash. Between the game's ubiquity and 'seeker__''s perfectly adequate run comments, there really isn't much left to say. As my comrade ktwo pointed out in verification, it's not likely this is the last it'll feature even in our own feed.
But for any troglodytes out there, the 2017 Prey has been compared to System Shock 2 and Deus Ex more so than Arkane Studio's own past works, such memorables as their first, Arx Fatalis, and Dishonored. The least resemblance of all "related" games is borne to the 2006 First-Person Shooter with its Native American lead, provoking accusations of Bethesda having put out a money-grubbing false reboot, and further ire from those who had subscribed to the idea they were getting the Prey 2 promised by Human Head Studios' best-of-show-ing 2011 E3 presentation. Rumors circulate about the politics of Human Head's falling out with its publisher, and do those ever come comely? Regardless, Arkane's again bagged treasured above-80 metascores and, no doubt, deafened a part of the crowd to the hubbub. If you're still sitting on the fence, I think I'll just leave you with the most glowing and... umm... least glowing two reviews I could find, both for the PC version. I wish reviewers were more mindful of mentioning which difficulty setting they took as it can change the experience quite radically.
Friday, August 18, 2017 by Worn_Traveler
Modes of Transport
Cars, airplanes, rockets, hookshots, super arrows, teleportation, and good old walking are just some of the ways we get from Point A to Point B in video games. Sometimes we stay in bounds, other times we break the game’s reality and forego collision detection and other such impediments. Today’s runs all feature different means of travel; some direct and some indirect.
We start with Kid Icarus. Pit is the protagonist of Kid Icarus and like the mythical Icarus, has wings. Unlike Icarus, these wings don’t melt when getting near the sun. Also unlike Icarus, they don’t seem to work for flying. Pit’s legs and feet work great though, which is good since there’s a lot of jumping in this game. Maybe the wings help Pit get higher than the average hero? Regardless, 'Darkwing Duck' has Pit hopping and shooting through Angel Land in 0:22:22, which beats the previously published time of 25:23. The lower time comes from newer strategies and a skip or two.
Our next mode of transportation is… a beetle? No, it’s not a Volkswagen and it’s not alive. This beetle has a 200cc engine and decimates the tracks in Mario Kart 8 Deluxe. Jose 'UchihaMadao' Karica goes through all of the tracks in a blistering 1:35:36 on Hard mode. I’m not big on racing games but I enjoyed watching this one. Give it a shot.
Golden Axe gives you several options for travel. One can walk, run, and ride on the back of several Bizarrians (that’s what the instruction manual calls them). These creatures can swing their tails and breathe fire (but not at the same time). There is also a village on the back of a turtle and one level involves riding on a massive eagle. While we’ve had a single player run here for a while, Steve '8-Bit Steve' Lynn & Anthony 'Sync' Hawkes decided to team up using Tyris-Flare and Ax-Battler to stop Death Adder and his minions. They kick and stab their way through this arcade port in 0:08:09. The teamwork is definitely worth a watch.
Sunday, August 13, 2017 by LotBlind
Shockingly Pink, Shockingly Tasty
Now that you know something about Night Dive, whose handiwork System Shock: Enhanced edition, too, is, let it also be known that it's officially been given the treatment, abusing every inch of the mousepad now that mouselooking is a thing. We have 'PvtCb', the runner behind the old "classic" System Shock run as well, doing the honors. The game is on my to-play list and so I don't wish to delve into its secrets too deeply, but in a nutshell, you embody a hacker whose audacity and superior know-how incur an involuntary assignment aboard Citadel Station, where it is the station's central A.I., the unforgettable Shodan, he will struggle to outwit. The run is with deaths and resets, in single-segment mode and on the default difficulty. The mouselook makes it much smoother and enables new tricks so it's only 0:10:37 long where the classic version ran on for half an hour.
Sam 'Samtastic' Locke is one of our frequent-er frequenters when it comes to run submissions. He's been systematically chewing through the valid categories for the two main Oddworld titles in a pleasantly esthetic, necklace-like pattern: Oddysee, Oddysee, Exoddus, Oddysee, Oddysee, Exoddus, and his latest two for the remaster Oddworld: New 'n' Tasty!. If we wanted to project some into the future at conscious and malicious risk of putting him on the spot, the logical continuation would be either reeling back with Exoddus, Oddysee, Oddysee etc. OR going for the other remake, Soulstorm, then N'n'T, N'n'T, and one more for Soulstorm. Seeing as Exoddus' remake is yet to emerge from the Oddworld processing facilities, this would force the cessation of activities until given the opportunity to tick it off later down the [Monsaic] line... but it's one of those two options... or letting everyone down. Everyone.
Speaking of being let down, if your childhood memories are particularly photosensitive, them being exposed to the cold steely light of reality an immensurable disaster, you might have been distraught at the sight of Sam's last New 'n' Tasty into-pulp-stomping. Here's your spiritual Aloe vera: an 0:54:46 effort of a far more normal-looking (but exactly as mis-Mudokon-ic) glitchless category played on Hard.
Meanwhile, in the anthropomorphic discolored cartoon corner, pink being the color of passion (just ask Steven Tyler), more and more unseemly debris has eroded off Pink Panther Pinkadelic Pursuit level times under siege from 'wesen''s oceanic swell. The land mass of this 2002 platformer has now shrunk to a profile not unreminiscent of a well-cared-for bonsai tree. All but two levels (The Railway Line and The Stone Age) have been updated bringing the table to 0:10:58 with the pile of snipped leaves on the side amounting to well over a minute converted rather alchemically into time. The runner *thinks* they might be done with the game, or at least the PC ILs now, so who knows where the ebb and flow will continue its inexorable work at cliff-polishing, or bonsai-pruning depending on which analogy appealed to you more. Unless hydraulic shears are a thing.
Friday, August 4, 2017 by Anonymous
Was the Third Dimension Invented Before or After Color?
Catapulted back to pop culture fame by Toy Story, the line of generic action figures endearingly called Army Men garnered enough attention for 3DO to license the toys for their own video game series that continues to this day. Utilizing strange tactics such as rolling through minefields and sidestepping tank rounds, 'ZEN_Ivan' combats Army Men 3D on the PlayStation in just 0:24:00. The game is actually a remake of the first title in the series released on the PC and the Game Boy Color, and follows the fate of Sarge as he seeks keys to open a portal to the unknown while saving POWs along the way. Controlling a lone veteran soldier battling against the entire beige army may seem daunting, but thankfully this soldier can take a rocket or two to the face.
Team Ninja, formed from Tecmo game developers, seemed destined to reboot the classic Ninja Gaiden series. Known for Dead or Alive, they used their expertise with 3D fighting games on home consoles to re-imagine Ninja Gaiden as a 3D hack and slash similar to Devil May Cry. It was decided early on to tie the game, simply titled Ninja Gaiden and released exclusively on Xbox, into the Dead or Alive universe while maintaining its lineage as a prequel to the NES storyline. A year later it was remade for the Xbox 360 as Ninja Gaiden Black, with improvements to the engine and additional content. It's in this definitive edition that 'JTB123' takes on the role of Ryu Hayabusa to slice and dice his way through numerous foes. The game's 16 chapters are cut up into 33 segments for a total time of 1:34:43. This being the PAL version we'd normally see it placed alongside the NTSC run already on the site, but given the drastically lower time it gets to stand alone (next to the single segment run).
Speedrunning lends itself more towards certain genres; however, rather than limit the hobby, it's encouraging to see runners engaging in games rarely explored for speed. Rome: Total War incorporates real-time tactics in a turn-based strategy game, and sports epic battles supporting thousands of individual units. Foregoing those with an auto-resolve option we're left with a display of menuing prowess, making the game look more like an entry in the Civilization series. Ignoring Rome completely for 0:03:11, 'AntonioPeremin' commands Greece in a short campaign where the goal is no longer to take the city but be first to control any 15 provinces while fending off Macedon and Thrace.
BTW: The bloopers reel for Ikari Warriors was never actually published... because this was felt to be appropriate for a bloopers reel! It's right here now.
Sunday, July 30, 2017 by LotBlind
99.99% Fail Rate Means You Did It
In that childish and annoying race to be first at all things, Jordan 'Greenalink' Greener makes a semi-continuation appearance with Blaster Master Zero, a 0:08:26 run that forced us into drastic renovations (i.e. digging out a new virtual room for Switch runs). In Zero, you're given that old supertank Sophia III of every adolescent's daydreams, playing as either Jason or one of additional DLC heroes, in what'd pass for a 16-bit version of the same game (although on the SNES it would have been called Super Blaster Master for sure). The new features feature buttons and levers, more powerful weaponry, more bosses, and Green's choice of Unlimited Mode that unlocks everything from the get-go. 'Cause race to be first. In his comments, Greenalink not only describes all the speedrun-informing gameplay adjustments made by Inti Creates (known for Shantae, Mega Man Zero, Azure Striker Gunvolt... and Mighty Number Nine), but also curses the flippancy of random boss patterns so you don't have to!
First to write about a Switch run.
The name "Knytt" suggests cognacy with Knut or Cnut, and perhaps it had that in Tove Jansson's mind. She, the famed author of The Moomins, introduced him in Vem ska trösta Knyttet? ('Who Will Comfort Toffle?') as an existentially-socially anguished antihero whose perpetual confinement is only dismantled when he overcomes his misgivings and takes matters into his own hands. Ever since, Knytt has represented anything small and fearful. Believe me, it has. Ever since Niklas Nygren's first Knytt game, he has also represented another one in a long line of similar 2D-platformer protagonists. Ever since Knytt Stories, he has no longer been that de facto protagonist having been usurped by another character from the same universe (I think), Juni whose name translates as 'June'. Stories supported and encouraged modding while launching with only the tutorial and one full story called The Machine. It is The Machine that is today raged against for 0:14:24, on a PC, by a feller called 'Gliperal'. Best ending. All's best that ends best?
First to write about the Machine story.
My cohort 'ktwo' is not entirely unknown in the three realms of slick, speedy, and swimming speedruns. Of the three, this clearly belongs to the swimming camp... which is a kind of summer camp where they specialize in teaching you all the different strokes. A stroke is what you'll have when you realize what kinda game this is and what the bastard's went and done to it: it's like watching one of those brutal heavyweight knockouts on pay-per-view. There's people proud of having completed the game PERIOD. There's those who'll place beating it ON ONE CONTINUE highest up on their ludological resumes. Then there's the speedrunner who realizes what a waste of time death really is, lose you your powerups and all, and decides to shed mortality instead of the mortal coil.
Ikari Warriors was bullet hell before bullet hell was a thing. A labyrinthine mess of enemy spawn locations and unsympathetic drop RNG. Loads of grenades and suddenly changing music tracks. It's a game that never went all-out on either [NES-grade]-realism or total abstractness either so the ef-dup helicopter sprite isn't so jarring in the end. Also not jarring is ktwo's recording which seems to have none of that static buzz that I've grown to expect of all NES videos. Clearly he's playing through an emulator! Unlike in the arcade, you can only aim in the direction you're moving, thus the imperative to minimize oblique gunfire, thus the limitless opportunities for riskier and rewardier strategies. Really what we need to take from all of this is whenever someone throws out a categorical "impossible", they probably won't be the one to do it in 0:27:26.
Do you see that below this paragraph? It's the absence of a dislike button.
Monday, July 17, 2017 by Worn_Traveler
SBD for You and Me
Still not enough? Grab your item carrying unit of choice and try out the equipment tour. Want to know more about this special package or what the equipment does? Please watch these videos in a smashing 0:25:05.13.
We hope you have enjoyed these courses on clone-life existence. Perhaps someday you will meet whomever you are a clone of... Or will that just be another clone too?
Tuesday, July 11, 2017 by LotBlind
Just an announcement...
The second thing happening this Friday is there will be some server downtime due to shifting the physical server location. No need for panic! Any more than usual at least.
Actual updates coming soonish...
Monday, May 22, 2017 by LotBlind
Then he died or something. Look, it's not like the mood wasn't about to get trampled flat anyway by the final batch runs from 2017's Big PushTM where dreams became reality. Very select ones at least. If you squinted while rapidly flicking the lights on an off. One of the runs has a JRPG-type vaguely olden times high fantasy setting but the other two, by Jove!, could hardly be pneumatically compressed into an artefact of the pre-Renaissance.
I don't even know where to begin. I'd best get Steve 'Elipsis' Barrios's offering of The Typing of the Dead: Overkill's Bitch difficulty premier (in 1:17:27) out of the way first. Sega published the fifth House of the Dead in 2009. I hadn't even heard there'd been a fourth one at any point, but that's because the fourth never got home-ported until 2012. The year after there was Typing: Overkill, a kind of conjoined head where the mutants (don't say the Z-word!) wear nametags that you type on your portable keyboard to put them down. The dev team for this one was founded by two virtual entertainment luminaires and Fellows of the Royal Society of Arts, the Oliver Twins... except their company filed for bankruptcy before they were finished; Sega, however, granted a continuation licence and funded the new team called Headstrong Games which then rounded the second Typing game off. The art direction was defined by a new wave 2007 exploitation film called Planet Terror which itself imitated the 70's Grindhouse B-theater tradition. The grotesque, the shocking, the repugnant were the order of the day. One of the boss fights is against a semi-decayed ton-and-a-half mutated stripper still wearing, barely, her old "uniform". Bare-ly. The original rail shooter and its edumicative twin are anathema to all things right and priggish in their use of language as well: they shared with the South Park movie the Guinness record for most swearing in its medium for some time until dethroned by Mafia II. And there's a very handy link to...
The original Mafia from 2002, many a "Patsy's" favorite of the series. A taxi driver called Tommy Angelo, law-abiding shuttle for law-abiding fare between the districts of Lost Heaven – a combination of the Frisco and the Windy City of the 1930's – runs into a couple of mobsters fleeing from thugs serving a competing family. After tearing them to a safe turf, he's fed some dough and offered work on the basis of his skills at the wheel, but he's scared of the thought and declines. Not long after, Tommy finds the same goons on his tail and turns to his new-made friends for protection. Thus begins his ill-omened allegiance with the dark side of society. It's a pretty poignant story with a typical arc and familiar characters but what the game really nailed was its mimesis. Despite being pretty leisurely most of the time starting from a languid cinematic intro set to the dramatic orchestral main theme, the environment, the people roving the streets, the bootleg unlicenced copies of the authentic "boilers" of the era (a T-Ford by any other name is still a T-Ford), and the accent we've grown to expect, all make the joyride a titillating one. A joyride, in fact, is something you might not oppose to taking a few times between missions just to see what you've missed.
Even in a speedrun, a lot of that atmosphere is kept listening to the car radio and the guys "beating their gums" as they plan how they're going to send a hapless louse's mother flowers, but achtung! It's in German today. Handling many missions with more elegance, showcasing a few new discoveries, and further distilling car RNG some, 'Chris-X' puts the run to its "big sleep" 13:17 faster than the previous segmented record in 2:42:43. This, by my count, would make the fourth such SDA run, the first having been aired in 2005. That was ALSO by a German runner by some coincidence. I'll leave reading things into that to our home audience.
Wait a second. This is by a German TOO. A guy called... Chris-X? Where have I heard that before? If I tell you this used to be the longest run (Dune 2000's run times are erroneously added together to make it longer in the per-length listing), would you be able to guess that it's a JRPG? I would. Grandia. It's Grandia. It's a large oven-heated pizza that comes in three different styles, and don't you dare just slap it in the microwave cause it leaves it soggy and anyway it's your responsibility. Seriously though, the name evokes the exact right image: it's a super-buffed traditional PS1 sample from 1997 and it goes on and on and on... There's typically a lot of fighting so if you don't like that, or if you're actually paying the writing that's adequate on the macro scale but ear-rendingly cringy on the micro (as was par for the course in earlier translations between Jap-Eng and actually also Eng-Jap) any heed, here's your exit now! Run! Run while you can, from this biblical 10:25:05 behemoth. A run like this can contain major detouring or grinding that all pays off in the end, but there was just the one really obvious one. It's pretty good if you wanted to treat it as a let's play, a massive 3:06:57 faster than before. That's what it was for me when I did the Pre-Release Check for it: I couldn't find it in me to finish the game but now I'm entitled to have opinions about it. ;)
So the Push comes to a close... Lastly, I would like to announce a new section of our Knowledge Base created by the industrious Greenalink: a comprehensive guide to getting imported, ostensibly incompatible cartridges and discs to run on Western versions of their consoles. He's put in lots of effort, and so I wanted to wait until this update so more people are likely to catch the news. You can see the link for this directly on the Knowledge Base front page with a neat picture to boot. Right next to it, there's another guide to hacking the console for better/different A/V output formats, in the works, being compiled by the same benefactor. It's like Christmas come late! (I got nothing! *futile fist-shake*)
Updates will resume their normal pace in a few weeks' time. Until now and then! Cause that's the normal pace. Every now and then. It was funny before I wrote it.
Friday, May 19, 2017 by LotBlind
Quest for Glololollololory
Not partial to one or the other, Paul 'The Reverend' Miller tackles the adherents of Chernobog as every one of the four classes. All but the Paladin have existing entries; however continuing the high-percents streak from a few updates back, we collect all the "you're doing it right" -points along the way, which are given for completing a set of side quests that is unique for each class. This extends the standard Mordavian tour to:
0:43:05 for the Thief (stealing your time),
0:38:44 for the Wiz Kid (the antwerp maze is like a pinball machine)
0:38:09 for the Paladdin (one of Aladdin's pals)
and 0:43:11 for the Fighter, whose karmic onus for being boooriiing is a kill bill encompassing the entire bestiary, including monsters only encountered at random.
Just so we're not overwhelmed by Trollface's noticeable but ultimately narcissistic chivalry, we might as well hark back to the kind of games he's remembered for in 'Gametown' (Spielburg of Quest for Glory: So You Want to Be a Hero): Bribing a bear with sweeties that are certain to induce cavities (that's why they live in "caves", which is cognate); dismissing one of his own troll kin twice (no piety!); eavesdropping like a real bitch; running around with a dagger in his pocket, roguishly; "confuse-a-catting" a minotaur; trespassing, vandalism, inflicting injuries, and being generally suspicious for allocating so many points into "stealth". And that all happens before the popcorn even has popped if your microwave is old, in 0:03:43. The 31 seconds are saved in dealing with the minotaur and in better execution. The minotaur skip was actually first discovered in the EGA version of the same game, whose major-skips time is suddenly down to 0:01:35, which is before that old microwave's done more than spin the bag three or four times. Again, we wave goodbye to another 34 seconds playing as the magic user.
Lori and Corey Cole's new title, Hero-U: Rogue to Redemption, is not long from release according to their blog. Last chances for those pre-order discounts!
Monday, May 15, 2017 by theseawolf1
Tactical Espionage Action... in plain sight.
Some believe it is a point of pride to remain anonymous while causing change, to be in the shadows unseen while molding the fate of the world. The ninja, the commando, the guy who decides every few years that eggs are good for you, then bad for you, then good again…
But there comes a level of ability in the world of subterfuge that you can literally overflow into bold and brazen action and still be successful. I think back to the first video game heroes of this concept: the White and Orange ninja of the Ninja Gaiden prologue. They simply don’t care about the sneaking portion of being a ninja because they are so good at all the other aspects of the art. I present to you four runs filled with blatant acts of “infiltration”.
First up is Metal Gear Solid V: The Phantom Pain, wherein Sean Conn… I mean Big Bo… no wait, Venom Snake is trying to exact revenge on the ones responsible for his near death in the previous game. Despite the subtitle of “Tactical Espionage Operations”, it seems that the 9 year coma that held Venom Snake led to him becoming… impatient. Horses of fire, air strikes, dragging people away with balloons and running headlong into walls while riding a bipedal war machine might not be subtle, but they certainly are quick (so quick, in fact, a mission ends before Miller can detail it to you, resulting in rather funny dialogue as his intel team corrects him). 'Tigger77' navigates Kojima’s winding story in the New Game + category (rather unsportingly I might add) in 1:48:20, then he retreats to the shadows to prep for Metal Gear 1. I think. Maybe. I dunno. Kojima.
:HIDEO screen pops up, whilst I prepare the next material:
What happens in Vegas, usually stays in Vegas. In the case of our next 2 games there’s a lot of media coverage, betrayal and explosions, so word gets around about Tom Clancy’s terror-fighting regiment. Back in the original game the Rainbow Six team could not jump because, as per the manual, “once you were in midair, you no longer had control over your next actions, therefore jumping was too risky and not allowed by operatives”. Physics engines have evolved a bit in Tom Clancy's Rainbow Six: Vegas, and thus Tim 'Judgy' Kedge gets to lead people who jump from helicopters, jump into buildings and jump into action! All the tangos get taken down on Normal difficulty in 1:09:02, but will there be a resolution to this novel story? Speaking of novels, read Judgy’s notes. Holy Gonzo.
:Pulls a slot machine while waiting for his next flash bang to go off… and hey its 7-7-7. Guess I know what’s next…:
The Six team loved Vegas so much that the rest of the crew went back for another go in Tom Clancy's Rainbow Six: Vegas 2! The 7th installment set in the land of 777 has a few improvements from 'Tigger77'. The team’s normal loadout is mocked by the protagonist, as he skips the full body flak armor for a beret, tank top and more grenades than bullets. He’s also as subtle as a rhino: chucking flash bangs everywhere, throwing smoke grenades in all the non-smoking areas and running around manically with a pistol to accomplish the goals of the Rainbow Squadron. Tigger chops off some IL times on Casual difficulty, his gambling on not being shot to death while running to and fro bringing it down to 1:11:51.
:This slot machine has a mini game on it… wait, there’s people in there. I’d better go save them:
More than a few games had the “trapped in a video game” theme, and Kid Chameleon does it on a grand scale with 103 levels of transmogrifying madness, tiki heads of doom and stylin’ shades. A game noted for multiple paths, constant platforming and enough of a fan base that is was rereleased on several consoles, it’s a staple of the old “Genesis doing what Nintendont”. A plethora of attempts and optimization (the warp zone might have helped, too) by Ryan 'TheWinslinator' Winslow leads to a STAGGERINGLY short time of 0:01:32. Man that boss always freaks me out.
:Exits stage left, cape over face. Sneakily. (So sneaky):
Wednesday, May 10, 2017 by LotBlind
A Secret Splinter Update
We know James Earl Jones is not Lord Vader's body, just his voice, and so the rest of the cast had to keep a straight face playing off David Prowse's angry West Country farr-mer in filming. We've all seen hilarious footage of Andy Serkis loping about making faces in a costume befitting an asylum-dweller to give filmgoers a credible Gollum. It's the end result that matters, right? I feel this is a necessary preamble (you'll understand) before letting loose a slew of inductees all from the same cloak-and-dagger series by Ubisoft. At first they would pay Tom Clancy royalties for team-based tactical simulators titled Rainbow Six and Ghost Recon. After testing the waters some more with another splinter line of games called Splinter Cell, the company had by 2008 been convinced (by all the massive skrilla, perhaps) that they should just buy Clancy's name outright for use in all future entries out to eternity. And Mr. Clancy, who died five years following, agreed.
It is indeed games from the last of the three series that appealed to today's runners the most. In Splinter Cell you act out the will of a hush-hush arm of the real but probably not quite as exciting National Security Agency. It's all gadgetry and stealth, stealth and gadgetry from start to finish. The series' icon, the three-lensed visor, bestows thermal and night-time vision on Sam Fisher, the man of the hour. 2005's Tom Clancy's Splinter Cell: Chaos Theory introduced a third view mode in which players could scout around for sources of electromagnetism, along with numerous other enhancements, including lethal options which have earned it, and every one of its successors, an M-rating. Stealth-oriented games' runs have in common the dynamics of minimizing the stealth side of it – an especially salient dilemma when playing on Expert and dunking that 100% like Michael 'CotySA' is doing here. 0:58:26 makes it faster than the any% run by Tigger77, however that one's in ILs and so foregoes the benefits of segmentation. The 100% means not only avoiding all alarms, but also completing all kinds of extra objectives so it's a pretty creamy soup from Coty.
Where it's your highest imperative to stay unnoticed, doesn't seem someone called "'Deleted User'" could be of much help, but these code names are designed to deceive after all. The man's kept busy with Tom Clancy's Splinter Cell: Double Agent, a game with a split personality (or maybe it's a double agent itself and one of them's just a cover identity). These runs I've seen and they certainly tie in with the whole mimicry idea I opened this with: when you see Fisher lurching around, shrouded in gas from a grenade that's behind the wall, you can't help thinking every guard is having the same difficulties as the cast of Star Wars pretending they can't see him or hear him talking to his transmitter. It's like this is the behind-the-scenes footage before they've done another CGI pass on Fisher's black suit that's going to turn him completely invisible. Or give the guards blinkers that cover almost the whole face. Or fashion said face with that vacant George W. Bush expression with a goofy "huh?" every time they think they've heard something. There's two runs for the Shanghai version, both getting the good ending with the usual Hard difficulty and 100% stealth. The PC finishes a minute and nine seconds faster at 1:33:33. The Xbox 360 – a whole nine minutes and six seconds at 1:36:29.
Ubisoft's Montreal team, responsible for Chaos Theory as well, are the progenitors of the Xbox version of the same game. Except not quite the same: the plot branches out with a slightly different set and order of missions. It's not even built on the same engine actually. You're still a Princess Peach -tier professional two-timer, your pretense at ethics wearing thinner and thinner with every passing compromise to not be compromised yourself. It is not the single-segment campaign I should be talking about though: 'Deleted User' & 'Tangibility' makes two guys. SDA doesn't host "two-players-one-controller" schenanigans so we must be looking at the co-op storyline instead. In a different take on "double agent" two spies acting together, but independently of Fisher, perform covert actions in the same locations as the big chief. In one mission, for instance, they blow up the geothermal facility after Sam's just been extracted. Because we're all perfectionists (percentionists) here, the pair still scores all one hundred of 'em in 1:01:56, with stamps of approval from both Judgy and me. Trust our Judge-me-'nd.
Saturday, May 6, 2017 by LotBlind
There's a semi-clever pun in here somewhere that's not in my hand
...or so I have been told. With this introductory note in the limitless vacancy of our pockets, we may recognize much of the same in the voyage of Mark Hopper, the "Teenagent", through the straits and narrows of immaculate object allocation, spotless spotting of clues, and communication efficient enough to please the office 4G router. The development team, Metropolis Software, cut this 0:11:09 some 20 minutes shorter just by throwing at prospective runners, the Trilby-and-Final-Fight guy 'Soulless' for one, the succulent tibia of "make everything about five times faster". Well, evidently that's just three times so if maths are to be relied on, but when are they ever? If you wanted to be so meta as to slow it down again by a factor of one-and-a-half, you'd have the essence of a Let's Play but with a mellower soundtrack, and I think you'd appreciate the Polish humor this thing is bathed in. There's a scene where Mark cooks a hunk of meat by placing a burning piece of paper inside a refrigerator. Because it's a GAS FRIDGE! Or then I give up.
Mega Man X has often been lauded for its design. The first level I've seen brought up as the perfect tutorial, seamlessly integrating story, establishing characters, and plying its tutoring trade without fungi-post-precipitation text boxes. Like with Super Mario 64, the players had more abilities to gain mastery of, making movement a treat. There's even this Satchbag's Goods comparison between those very games despite varying dimentionality – indeed it attempts to encapsulate what went wrong with 3D Mega Man later down the line. But hey, I'm not just idly musing on the topic: we've been fired an extra-powerful dash'd bullet at and I don't know what kind of job we've done in catching it. 0:31:12 only makes this the bleedin' WR, which no-one bothered to point out in verification. Shows how jaded we've become to record-setting running apparently. Playing X1, runners like D.J. 'Akiteru' Rideout are not quite safe from the gusts and squalls of RNG... but count your blessings I suppose. That's the way I feel about having any commentary to accompany this 1:45 improvement. Speaks for itself?
The notion of the passing of memories, by one of multiple definitions, from generations past to generations future has had some wind blown in its sails in recent times. There are two forms of memory-relaying given the psychological interpretation: non-specific and subconscious, and specific memories that can under some circumstances be recalled by the conscious mind. While the former has (based on a very brief review of some Wikipedia articles) some credence seeing as e.g. traumatic events can produce a similar response in one's offspring by epigenetic means (i.e. not inherited through genes), the latter holds no broad purchase in modern science. It has been toyed with in some works of fiction though, and popularized by the Assassin's Creed series that saw daylight in 2007. In it, the main character straps themselves into the Animus: an amplifier of some sort that facilitates the review of lifelike memories (like VR really) of the occupant's direct ancestry. In a tapestry of Dan Brown -esque blown-up myths and conspiracies, along with many strains from historically accurate Renaissance Italy, Assassin's Creed II delivered a to-date unparallelled simulation of the life of a (fictional) assassin, Ezio, concerned with things like upholding family honor and vying against the power-hungry Knights Templar.
Runs for the open-worlded titles of the franchise are lengthy, even without the total synchronization of memories – the game's version of the 100%. François 'Fed981' Federspiel, known for engrossing in these far-reaching reveries across four different AC games for the PC, finds 41:47 worth of additional short-cuts in leading the story to its incomplete completion at the 5:10:31 mark. That's using the not entirely accurate in-game timing but seeing how much of the game is cutscenes, it's a pretty healthy amount! Fed has left a 5-minute showreel of his works right at the portico-nestled front doors of his YouTube channel complete with an obnoxious Euro-trance soundtrack that probably constitutes an unacceptably major desync in in-game terms (read: he's clearly godmoding it).
Sunday, April 30, 2017 by LotBlind
One Big, Tasty Oddysee Laced with Adventure and a Side Dish of Questing (Level-Ups Not Included)
Of our two LBA runs neither can stand tall next to this newcomer's fresh 0:53:40. 'FreemanQC' avails of many novelties in tricks and routing. Of the four modes of action (similar to how Alone did it), "aggressive" is probably the most descriptive of the run that was recorded on the French floppy version in a single segment but ousts our segmented record as well, by well over 20 minutes. Bon travail!
I'm wondering if the advertised novelty of Oddworld Inhabitants' to-date latest product, Oddworld: New 'n' Tasty!, is starting to wear out already. Sounds like they improved the recipe (is it being conceded it didn't USE to be tasty?) but so long as it's still slave-flavored, Sam 'Samtastic' Locke will continue putting the stuff away like an amoral suction pipe. I see it is in the Oddworld company's plan to remake the second game next, release slated for this very year. What New and Tasty did to Oddysee, Soulstorm surely will to Exoddus: difficulty settings (the original was felt too trial-and-errory, checkpoints too sparse), an augmented dialog system, and threefold multiplied mudokons to prattle with to boot. To prattle with and to boot. From existence. Leaderboards are another likely addition, but they did increase AI randomness for N 'n' T to work the runners some. Hard to tell if there's an impact on the 0:21:37 being played on the "old and bland" hard difficulty, rife with both deaths and resets: Sam likes to abuse anything and everything, including mudokon compatriots if he can as we've established by now. 39 real-time seconds off with a spatter of new strategies all around.
If you think that's looking nice in your downloads queue, here's that side dish now! Having not one, nor three, but two Oddworld runs in one update means it is all too convenient to see the differences with your own eyes. Yes, Sam's second submission around the same time was for the aforementioned Oddworld: Abe's Oddysee. However, you could really only side-by-side them for so long until this one, single-segment but no major skips, is the only one left rolling. 56:42 turns into 0:43:36 in Sam's able hands which have borrowed from TASes [for] this time.
For an extra $15, I'll tell you what game the last run is for. Thanks! It's DLC Quest. No, that doesn't include the run itself. Etc. etc. etc. This minute pastiche was built to mock, among other things, those bottomless corporate pockets behind all the season passes, pre-order exclusives*, and insinuated microtransactions... but perhaps we should counterweight that with a source like The Know illuminating the modern industry and why it's so prone to grinding out extra income through such villainous means. Not that you shouldn't scorn Capcom for selling a game's "true ending" as an afterthought, EA for what they did with Dungeon Keeper, or Squeenix for All the Bravest (a digital toy, not a game, so no italics). It's everyone's loss that games are chopped up in a way that makes even the narrative itself dependent on which DLC you got – this is why you have to appreciate the less cynical efforts at balancing economics with artistic intergrity. And why you shouldn't ignore the indie scene.
Aside from calculated routing, the 0:07:34 run is infused with a compulsive and exhaustive collection of coins. Reminds of the last time the TAXMAN CAME TO VISIT! Yes I live in the Middle Ages. 'StiWii Rage', the model consumer, dishes out the dough to unlock everything starting from leftwards motion, SFX, and the option to save. And do I need to mention the achievements? I want to see the low% for some game defined by getting the least count of them. Could it be yours? It could work if the game only came out on Steam or so... do bring it up first though.
*I'm not entirely sure what the difference between these and Kickstarting is except for who's doing it. Which is difference enough.
Wednesday, April 26, 2017 by Worn_Traveler
PJ Wins and Loses (Part 2)
First, let's take a look at Hyperzone. PJ gave us a run of this game a few years ago and his time has been improved by 'AggroSky'. The improvement in this run comes from manipulating the scoring system to skip certain ship upgrades throughout the game, which means that there are less cutscenes to watch. The time for this game has gone from 0:23:51 to 0:23:27. The PJ tradition of commentary continues as AggroSky provides a commentary track to help us better understand and enjoy the run even more.
Patrick 'PJ' DiCesare currently has the Solstice: The Quest for the Staff of Demnos page to himself. He has now added a low% run in 0:06:38 to go along with his any% and 100% runs. If you haven't seen the runs for the various categories, I suggest watching them all to get a good idea of just how much planning and execution have to go into runs for this game. Do not be fooled by the short lengths of the runs. Solstice is an isometric maze and it's easy to lose your bearings. PJ acts as a tour guide with a commentary track for this low% trek.
Sabrewulf has found his way here to SDA in his adventure Knight Lore. Like Solstice, Knight Lore is a tricky maze-like game which involves collecting specific items. PJ walks Sabrewulf through a werewolf-troubled adventure in 0:12:58 on the Rare Replay version of the game. Knight Lore contains some pretty neat features including a day/night cycle. Check this one out along with the commentary track.
Thursday, April 20, 2017 by LotBlind
Losing Track of Time and Cats Exhilarated
One of the most well-received Sonic re-leases itself received an itself well-received re-release that we can call Sonic the Hedgehog CD 2011. That sentence is too dope to change it even if it causes someone to trip up on it. Speaking of tripping, how about taking a trip through time? Most normative individuals choose to set the dials on their DeLorean, Tardis, Epoch, or umm... Chron-o-John to whenever rough shit was still manageable, weeding the Wilys and Wicked Witches of the West when they were still little and armed with nothing more imposing than a fresh Ph.D. in robotics or a small regiment of flying squirrels as each respective case. Speaking of doctors with a knack for assembling machines of evil, there's Doctor Robotnik... and if you wish him to be undone, you set those Chron-o-John dials to very much yesterday, when love was such an easy game to play. I see Nelson 'Sonikkustar' Martinez waving at me. He's asking if it should count against his final time even if he's dismantling the robo-replicators in the past, not the present. Well, dear Sonikkustar, according to SDA rules it still should! Ah, he's just handing me over an unsympathizing 0:11:46.75 screw-u% as Tails (which he still feels is "perhaps the single best speed run [he has] ever done"). Maybe that's his way of en-act-ing revenge over those score screens specially designed to punish speedrunners for being fast.
I think the way the top is the bottom in the world of Sonic – and the left side the right side – is a practical cosmological demonstration. Just imagine the size of the level canvas increasing as you abuse the idiosyncratic code so each wrap-around takes longer and longer, that's precisely how space expands into "nothing" and how it can have no bounds. Also, in the rerelease, some of the purple UFOs in the bonus stages got a fresh coat of blue on them. I'm pinning it on the Happy Happyists from Earthbound.
Speaking of Earthbound, you should know by the fact I didn't link that that the last run is not for it, sorry to say... but think about the cats in Earthbound. They only exist in a few places and none of them seem to have anything to say. This is the polar opposite of Cat Planet, and I'll be darned if I could do this game justice. I've introduced it once before (look for 2015-10-10) and so I should be able to get away without that today. 'liopoil' is playing the angel again. Obsoleting the obsoletee by 11 seconds who I presume to be a American Indian 100%'s the game page. They also rescue (?) 100% of the cats... from an eternity of mute social isolation maybe: they're just cat heads, you see, and were only granted very limited mobility in the form of stationary bouncing while gyrating. Which is a good kind of bouncing to be fair. Good bouncing seems indeed the bees knees here as collisions are perfectly elastic and walls all around. This gives the 0:04:14 run an extra dimension of precision compared to the likes of VVVVVV (which looks wrong in cursive), and gives you more than enough reason to make its acquaintance. I think we can safely say more planning went into the run than there is evidence for concerning the dadaistic game itself.
Monday, April 17, 2017 by ktwo
NES part 2
Let's kick things off with first-time submitter Steve '8-Bit Steve' Lynn. He's been on a bit of a frenzy lately and now adds speedruns for two new games to the archives. First out is Kung Fu Heroes, which is based around a generic "save the princess captured by the bad guys" theme. Luckily, the developers focused on the gameplay instead of the story and this has resulted in a fun and action packed beat-em' up well worth the attention of more NES-gamers. Progress through the game is made by defeating 12 enemies in each room or by using warps. By careful item planning and solid execution, the 14 rooms are navigated in 0:07:47.
The other game plown through by 8bitSteve is Princess Tomato in the Salad Kingdom. It's a text adventure game for the NES revolving around a political plot in the vegetable kingdom. I assume the list of vegetables ran out when naming the characters, because there are also some scattered fruits to be found in the game. By a combination of a well-memorized route and good fortune in the rock-paper-scissor boss battles, 8bitSteve unfolds the political conspiracy and saves the princess in 0:40:33.
Next up is a 4 second improvement in the any% category of Chip 'n Dale: Rescue Rangers over feasel's run from 2011. If you know your NES, this game hardly needs an introduction. For the rest of you, this is a classic 2D-platformer from the mold, but a damn good one. 'philosoraptor42' has set the new bar at 0:10:09, which also means he's now the author of both the available categories for this game.
Last out is a run done by myself, 'ktwo'. Solomon's Key is a game I started playing in 2009 and that has regularly drawn me back into it. It's a challenging puzzle-platformer with rich game mechanics that allow for many options on how to clear the rooms. In this latest iteration of the any% category (which involves warps and only achieving the normal ending), I've implemented a few new time savers and thereby managed to cut my old time by 7 seconds down to 0:12:50.
Friday, April 14, 2017 by LotBlind
Frame by Frame I'll Knock You Out!
If you can't make out, Zack 'Zallard1' Allard isn't taking things all that seriously, seeming warming the protagonist up for a Cossack dance routine which is what the college boy, no doubt, hurries off to perform at the Homecoming halftime show after the credits are through. Although Zallard is best-known for doling out merciless coups de grâce inside whatever boxing rings he's still admitted to (audiences get jaded), on his off days he may be spotted excising a handful of not-strictly-vital tissues, roundabout 5 seconds' worth, off his other records and catgutting together a 0:13:46 that somehow still kicks and screams (signs of life!). Don't be fooled, though, because such Sunday efforts, while not completely unheard-of, really are the exceptions that prove the rule all the harder. Here's what he normally gets down to:
But wait! If you just so knew what the exact SDA Individual Levels time for the Wii game was, a bewildered cry may be about to escape your lips: "Where did another 0.94 seconds go? I want answers. goddammit!" Can you hear a mischievous chuckle from within the challengers' loge (shut up I know how boxing matches work okay?!) emanating from the exercised bellows of a defiant, lithe silhouette? "Those features... that voice... no, not a clue who it is." Well, it's someone whose name doubles as their preferred level of precision in planning and execution of fights: 'FrameByFrame'. That's who. Here's something to help you remember:
Things are heating up! How many more records are up for grabs until they're all indistinguishable from their TAS counterparts? Hmm... I should advertise our spiritually linked sister site for a change, in case someone's too gnu-bee to know about TASing yet.
*Apparently, censorship was applied when porting to home consoles.
Sunday, April 9, 2017 by LotBlind
The New World's All Razzle-Dazzle
Thursday, April 6, 2017 by LotBlind
moo-D Tourists Fighting For 64 Gran' Concept "Mos"
Sunday, April 2, 2017 by ktwo
What does Lyon make you think of?
Thursday, March 30, 2017 by LotBlind
I think my Hyde is just me in the mornings
Sunday, March 26, 2017 by Worn_Traveler
PJ Wins and Loses (Part 1)
I had heard of Lagoon prior to AGDQ 2011 but I had never seen the game in action before. While Lagoon made it's debut at AGDQ 2012 as part of "Awful Games Done Quick", Patrick 'PJ' DiCesare was kind enough to bring a copy of the game with him the previous year at AGDQ 2011 and I'd be very surprised if there was anyone at the event who did not see Lagoon in action at some point. I'll be honest: I liked what I saw and heard. When I returned home I sought out a copy of the game and bought a cartridge within a few days. I have yet to make it past the first boss. Thankfully, PJ is better at Lagoon than me and he has beaten his 1:28:52 deathless run and ends Lakeland's drinking problem in a Thor crushing 1:22:11. It's always bittersweet for me seeing an already improbable run improved but it has happened. PJ and friends provide commentary for this shorter edition of Lagoon. If you are interested in the AGDQ 2012 run then please go here.
ActRaiser is a hybrid game that has platforming and simulation segments interspersed throughout the game. For some reason, the simulation sequences are not in ActRaiser 2. Regardless, PJ has spent years on ActRaiser 2 and we finally get a run of this beautiful game. The gameplay may be punishing, the visuals somewhat disturbing, and the AI more than usually devious but PJ fights the good fight against the seven deadly sins and Satan in a blistering 0:41:54 on Hard Mode. Make sure to check out the commentary track on this one, even if you are familiar with the game.
Wednesday, March 22, 2017 by ktwo
NES part 1
See you soon in NES part 2!
Friday, March 17, 2017 by LotBlind
The Arcane Art of Steeling Oneself for the Tentacles
Friday, February 24, 2017 by theseawolf1
Love is in the Air~~
It’s the Valentine’s Day season (just pretend this update made it out in time!), and love is in the air. All the sweet trimmings of the season are upon us: chalky hearts with semi-correctly spelled sweet nothings, cards with googly-eyed otters cuddling with puns amid a rosy pink color scheme, Cadbury eggs with cute bunnies telling you to… HEY WAIT!!!! Stupid, impatient megamarts…
Anyhoo, love means not saying, “You know what? Screw-a you princess! Go and-a save yourself this-a time!” Our boy Mario is a man of infinite patience, and thus proves his love again in New Super Mario Bros Wii by charging headlong through the land to save his beloved Kamek… I mean princess. And so he runs. Full bore leaning forward, head-down and arms-back Naruto ninja running across the land to face Bowser once again in the name of love. Lava? Doesn’t care. No platforms? Got a fancy hat for that. Under the steady hand of 'Auchgard', our perennially purloined princess and our stocky Sicilian are hand in hand at the 0:25:14 mark, 17 seconds faster than last time. (Be strong, Luigi. You’re still my favorite.)
:this broomstick is pretty handy, maybe if I sprinkle some Kamek dust on this Sonic 06 file, something good will happen… YES!!! This’ll do nicely:
There’s lots of love for the Sonic series, and despite his love for chuckles, Knuckles is no joke. His penchant for collecting large shiny objects is undeniable, even without a Valentine guilt trip from Tikal walking past a Swarovski store in the mall. In Sonic Adventure DX he proves that he will go as far as to punch Sonic, Eggman and even water to satiate his desire for emeralds. To his surprise the water punches back this time, but even in spite of its hydr-hate-tion Nelson 'Sonikkustar' Martinez properly restores the Master Emerald in 0:14:15.
:reaches over to find his document full of love puns… and it’s missing. Huh, I’d better send someone to find my document...:
I love knowing where things are, and Cat and Frog Industries are like me in that regard. As such, I see no issue in sending a cute office worker into a deathtrap-laden sewer to find an important document. Pink Hour, a standalone demo to Kero Blaster, places 'makermatic21' in this odd predicament and he receives the bad ending in 0:01:33. Will he find the document? Will there be puns in the future? I really REALLY kero-bout this outcome!
Advice from this old codger: if you have love, then be sure to show it every day, not just on February 14th. And now, I wait for my preferred holiday. February 15th… Cheap Candy Day!!!
See you all next time!
Wednesday, February 15, 2017 by Worn_Traveler
Grime and Punishment
Vectorman 2 is, in my opinion, a more challenging game than its predecessor. The atmosphere is more tense, the enemies seem more aggressive (it took me a long time to beat the Dream Snakes), and the world is a darker place. That doesn't stop Ryan 'TheWinslinator' Winslow from blasting, skating, dirt breaking, bug exterminating, and tanking through this game in 0:10:52 on the Cool difficulty. This run is done on the Sega Smash Pack collection for the PC so if you hear sound effects that don't sound exactly like what was coming through your TV speakers in 1996, that's why. The Vectorman games are fun to play and watch so give this one a shot if you haven't.
When people talk about Rare, the conversation usually doesn't include Killer Instinct, or at least not the conversations I've had. I'm not good at fighting games though I do enjoy watching them being played well. Killer Instinct now has a run here. 'Reverv' doesn't just pick a character and fight his way through the other combatants. He does so on the highest difficulty level. This six star run (stars=difficulty) in 0:10:10 uses TJ Combo to use a variety of combos to punch his way to victory. Be prepared for some combo breakers too!
While being chased around in a horror game by some monstrosity is pretty standard now, this next runner tries to do something about it in Resident Evil 3: Nemesis. Instead of running away whenever Nemesis appears, 'JulianManuelR' decides to stick it to Nemesis literally in this All Bosses, Low% run played on the hardest difficulty in 1:06:47. Low% means knife only so there's not a lot of killing going on here. Thankfully Nemesis is kind enough to leave briefcases after practically every encounter so our intrepid runner can keep the characters healed throughout this run. I'm not too familiar with the series so I won't say much more on this game, though I do want to play it now after watching the run.
I am a bit more familiar with the Wario games though. I've always enjoyed the series, or at least the platformer ones with their emphasis on exploration, item collection, and in some cases having to backtrack to the start of the area. Wario Land: Shake It! allows for all of this and in this 100% run from Alex 'kirbymastah', we get to see just how complicated and convoluted achieving 100% can be. Contradictory objectives abound here, meaning multiple visits to some levels but fear not! This segmented run in 3:58:35 is worth the watch, not only to see a good game done quickly but for the strategic routing that getting 100% includes.
The SDA staff would like to call for any and all old PRC people to help with clearing a large batch of runs entering this stage of the process. New people also welcome! PRC is the final QA pass before runs are deemed ready to publish in which anything like audio desyncs or missing footage are caught insuring we never have to pull back already published runs. It doesn't require any special skills, just some time for watching the runs. Send LotBlind a private message to receive instructions.
Once these runs have passed PRC, the only thing left is to write the updates themselves! We'd like to invite anyone who's written updates in the past to see if they have the opportunity to write even just one update for the upcoming Big PushTM. All this will directly impact how long the delay from submitting to publication is for runs coming along after.
Tuesday, February 7, 2017 by LotBlind
Real Men Ride Tanks to Boxing Rings
I cannot over-emphasize the blasphemous amounts of stupid the run really is. I'm actually going to directly quote sinister1's verification comment to try to get it across:
"This runner has contributed to many new and exciting strategies in this game which made an insanely low time like this a reality. After a steady progression of runs after first beating Matt Turk's original 16:59, this runner developed the highest level of consistency ever seen in this game. He has ended more runs with sub 2:30 Tysons than is conceivable. Those are big parts of the reason he has this time. This game is extremely punishing and when you get a rare opportunity when the stars align and luck like this occurs you have to be mentally strong enough to be unfazed and have the technical skills to execute at the highest level. This runner did that like a true MTPO champion.
No run is unbeatable, but this one is about as close as it gets due to the extreme luck required (I would estimate 1 in 50,000) and need for 20 or more frame perfect inputs at the very end knowing what is riding on it."
A run like this could really fill an update all by itself...
Finally, let me explain why the "ey" in "odyssey" had to be changed to the "ee" in Oddworld: Abe's Oddysee. It's rather a long story. It all started when... and that's why! What? Oh sorry, this is with large skips! It skips all opportunities at fraternal solidarity too, stomping hapless mudokon slaves into the muck AND BEYOND. (Bad ending? How dare they?! I was going to come right back for you guys!). The heavily glitchy 0:13:15 by the famtastic Sam 'Samtastic' Locke still complements rather than supercedes existing runs by virtue of being on the unwieldier PlayStation version. Read the betrayer's comments for a break-down of techniques used and for his shameless shout-outs to fellow conspirators.
I'm always happy and grateful to see people, doubly so new ones, crossing the threshold into the chamber of verifications! This is, as always, something you can do after e.g. having had a run accepted yourself. Takes some effort (in some cases not really) but remember that the runs in public verification really are for anyone to take a look at.
Wednesday, January 4, 2017 by Worn_Traveler
Party at Count Dracula's
Julius Belmont theoretically has a better chance to survive in Castlevania: Harmony of Despair as he may have run into many of these enemies and bosses in Aria and Dawn of Sorrow. 'Wizdaddy' gives us a double shot of whiplashing Julius action, utilizing New Game+ to power through the original part of the castle in 0:07:16.00 and the DLC portion in 0:13:41.24.
Meanwhile in another world, another character is rolling through another maze like world. Remember Kula World? There's more to the game after you beat it and 'adeyblue' has rolled through these extra levels in 0:09:29 using the PAL version of the game.