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Saturday, November 28, 2015 by wickedcodeferret

Raisin' that Alien Konga

Long ago, in the time when any TV advertising character automatically got its own video game, someone decided it would be awesome to have a California Raisins video game. Probably because a game focused on a bunch of singing and dancing raisins sounded like a cash cow to someone over at Capcom. Sadly, instead of an awesome music or rhythm-based game, they got The California Raisins: The Grape Escape, a simple platformer starring a sunglasses-wearing Raisin with a bizarre quest to recover the band's golden notes and ultimately rescue the band itself from a jealous gang of other fruit musicians. 'darbian' runs, shoots grape jelly beans and moonwalks through the game's short five levels in 0:05:25. No wonder it was cancelled and never released.

Side note: Because this game was never officially released, the run was performed using an official reproduction cart on a real NES. Nifty!

Leaving grapes behind, let's move on to another fruit. How about... bananas! And no one likes bananas more than good ol' Donkey Kong. In Donkey Kong 64, we follow DK setting out to save the DK Isles from the giant Blast-O-Matic laser and rid the islands of K. Rool once and for all. This huge game not only has four other Kongs to rescue and a ton of bosses to beat, but those Kongs are required to retrieve certain colored coins and bananas that unlock more and more of the game levels and contents. Like when going for a 100% game, which Jorge Dosdos performs on the WiiU Virtual Console version of DK64 in 5:57:44. That's a whopping 1:15:33 improvement on the three-year old previous run, which is an amazing accomplishment!

Gigantic lasers seem to be a common theme in most video games too, and Contra: Hard Corps is no exception. This fast-paced Genesis/MegaDrive entry in the Contra series had multiple characters with different weapon loadouts and abilities and a branching storyline that ended in five different paths and six possible endings to the game. Plus, there's a ton of frickin' lasers in this game, but sadly no sharks with laser beams. Piloting Brownie through the Lab/Fight storyline that shows why genetic engineering is dangerous (You earned your comeuppance, Professor!), David Heidman Jr. saves the world from the Colonel and his Alien Cell in 0:21:29 shaving 31 seconds off the 9+ year old run. He also takes Brownie through the Secret ending 10 seconds faster in 0:05:30 and earns some hot monkey lovin'. Awkward.

Tuesday, November 10, 2015 by wickedcodeferret

Waring for Tribal Wages

After freeing Spielburg from the clutches of a particularly bad band of brigands and saving Shapeir from a bunch of Elementals and one particularly evil wizard, a nice relaxing vacation in the savannah plains of Fricana with your friends sounds like a good deal. Until you get there and realize you've been dropped into the middle of a large tribal war between Lions, Leopards and Humans. Oh my! Looks like it's Hero time, round three!

Paul 'The Reverend' Miller pilots each of the three main Hero classes (Fighter, Wizard and Thief) through their respective quests in record time through Quest for Glory III: Wages of War. Sadly, the new Paladin class doesn't get any speed running loving, but it's basically the same quests and route as the Fighter, except you have to be honorable. Where's the fun in that?

First up, the Fighter saves the day in 0:27:43, which includes going through a grueling initiation to become part of the Simbani tribe to marry a leopard. No really... a leopard. The Wizard 0:27:28 has a somewhat easier time, despite battling through a Wizard's duel and generally being shunned because of magic. Lastly, the Thief (not surprisingly) has the quickest time of them all with 0:22:44, only taking a minor detour to steal a drum and a spear (instead of earning them).

In the end, all three classes unite the tribes and take out the (spoiler alert) evil Demons causing all the ruckus. And just when it's all over, a major cliffhanger ending to set up for Quest For Glory 4, who's runs on this site you should watch immediately after checking the above three out.

Wednesday, November 4, 2015 by LotBlind

Fantasy King Seeking to Zone Out Hideous Monsters Behind the Barn...ey

If you think the story in Fantasy Zone seems arbitrary, you'll find that sentiment reinforced by the alternate accounts provided by the original 1986 arcade and this later Sega Master System version of the game's nebulous events taking place in "space year" 1422 and 6216 respectively. The SMS is far from the only re-release this early-ish shmup, considered a classic at least by Sega themselves, was granted. It is seen to have birthed, alongside another game called TwinBee, a niche of games plenty dear to the Japanese where anything - very much - does go. To push his time down to an impressive-looking 0:04:41, experienced runner Jordan 'Greenalink' Greener spared no expenses, becoming learned in its ways and turbo-charging the run full of small optimizations. Turbo fire, being a feature native to the Master System release, is employed without discretion.

Look! We've found a Barney. Let's play with the Barney! What's Barney up to now? Barney is looking for his little friends. Look! Barney is walking right. Look! Now Barney is walking left. Why would Barney walk left? It's because in Barney's Hide and Seek, the game explicitly tells you to "Move Barney left and right and use the buttons to find friends, jump, and play." That's "LEFT AND right". Now with 100% more taking heed of the instructions presented with, 'Naegleria' walks the Barney all the way to the closest available edge four solid times for a 0:04:29. If you watch it you and your kid will learn the names of things and also to otherwise ignore them.

I haven't expressly announced this challenge yet. Barney's Hide & Seek comes with an autoplay feature that I wonder if you could use to produce another item into the newly inaugurated list of lazy playthroughs? Note that it only says "especially for RTS runners" because I couldn't immediately think of any examples from amongst other genres, but be creative!

SNK, which is short for something uninteresting, was and is the Japanese company that brought us the Neo Geo arcade and home platforms among other things. It started its work as early as 1978 staking a claim in the growing scene of coin-op machines. Unmoved by the great '83 crash it made friends with blazingly successful Nintendo becoming its North American marketer and distributor while its Japanese home branch kept busy from the pre-NES era all the way to the year 2000 outputting franchises such as Athena, Ikari Warriors, The King of Fighters, Crystalis and Metal Slug. Their resume makes me think fighting game fanatics are some of the most likely to bow to their name although the variety within the widely ported SNK playlist is considerable. King of the Monsters 2 is a colorful beat'em'up in the urban rampage style. Jay 'DeMoNFLiP84' Cabasag leads the monster called Cyber-Woo to its destiny in 0:19:18 done on the SNES port ousting the previous record by 43 seconds. I gotta say this has a pretty cool and original soundtrack!

Tuesday, October 27, 2015 by LotBlind

[Pocket] M-M-M-M-Monster [to Over]Kill!!!!

Whoa! The entire Speed Demos Archive got caught inside a whirling time paradox and was sent flying forwards two weeks and a half! From your point of view there may not have been updates during that time but... don't shoot the messenger! Shoot IsraeliRD, root of all evil. In any case today's update up to OVERcompensates for all that. It's almost OVERKILL!

Whatever you think about pirate games - pirate in the sense of "borrowing" another company's franchise for a quick hike on the bankroll - it occurs to me that speedrunning them is not going to make matters worse, at least if you wait till any heat has died down. A speedrun is far from always a tribute. Awful Games Done Quick is the testimony of that.

So exactly how bad is Pocket Monster II then? I think this quotation from runner Dylan 'CavemanDCJ' Jock says it all: "last but not least, moving platforms can despawn, and you can also fall through them if you don't jump high enough off them". Judging by outwards appearances only (although I just read some of the graphics even were ripped from other games), the game is alright. The characters are mostly recognizable featuring random pokemons. Sadly the trouble lies within random hitboxes and glitching. So yes, it's a Pokemon game, but it's a platformer on the Genesis. Easy difficulty is chosen for more damage boost potential. For the whole last minute of the 0:04:13, Pikachu goes full ADD on a mega buff Koffing.

Discussion around this game that covers the current word on what SDA will do with bootlegs in the future.

Suddenly, a 'wild mouse' appeared! Wait, that's not a type of pokemon... Looks like it's a terrible night to catch any sleep if there's a whole classical orchestra blaring out notes in unison inside your den. While the gothic abode in Castlevania: Symphony of the Night (Sega Saturn version) may seem big, it isn't if you're endowed with all kinds of swanky abilities from the start as I can't help to notice this Maria gal certainly is. In that case it's fully possible to have delivered the goods to Shaft within an express 0:07:45 that now inaugurates this particular category for our site. You could say... hehehe... the guy got shafted!

The third game of this terrible boisterous night is another classic. It's a recurring motif in SDA verification with 14 submissions, both Single Segment and Individual Levels counting, since March 2014 alone! The heavy weight champion "Little Mac" from Mike Tyson's Punch-Out!! is back to defend the title once again. Zack 'Zallard1' Allard is the super-technical coach, telling them exactly when to slip, guard, sway, hook and - most importantly - upper-cut everyone to meet Mr. Sandman (who is waiting in the locker room). The world circuit arena resounds with a crackling Single Segment time of 0:16:25.89, just 0:01.65 faster than sinister1's previous SDA record. Not only that, a total of 7 individual fights were improved by Zallard and one of them now actually ties with the Tools-Assisted sister speedrun. New collective ILs time is 0:14:05.30, improvement of 0:09.21.

Before I forget: don't miss the audio commentary on the Single Segment run! If you're wondering how to access it, you'll need VLC Media Player (or such) and choose "audio - audio tracks - track 2" from the drop-down menus.

Now sound the trumpet fanfare with mellow string and woodwind backing! It's everyone's favourite green little goblin boy, Zelda! I mean Link! I mean... Zlenka! He/She is doing some rapid time-traveling through the plot of The Legend of Zelda: A Link to the Past guided by someone whose name I like, 'Xelna'. Zlenka and Xelna. First thing you'll notice is this 1:23:28 is in Japanese, which may or may not be a novelty for this title on SDA. I'm just not pro enough to find out for you, you know. I am pro enough to know this game can be completed very very fast, so the run time alone intimates this submission is entering the "glitchless" category and improves on the previous time by 01:38 minutes. Superb verifier respondage, guys!

This will explain why the game should properly have been called "Zlenka to the Future".

So on the note of speedruns, I have another one right here! (...) The Typing of the Dead: Overkill takes off where House of the Dead hadn't even started yet. Similar to how Typing of the Dead is an alternate form of House of the Dead 2, this recent 2013 PC title is built on House of the Dead: Overkill from 2009. The things you type can be expected to be tongue-in-cheek. There's now a "Slow Mo-Fo" mode and an extra pair of protagonists that you play as in a few missions. Environments include a butchery, a hospital and a carnival. Now that you know what TotD:OK is, you're ready to receive news of a run, by Steve 'Elipsis' Barrios, completing the game on "Motherf***er" settings (yes they swear a lot) in individual missions combining into a 1:43:51. Did you know that you can buy DLC replacements for the basic game dictionary? I sure didn't.

I like to imagine the famous Beatles "Day in the Life" final chord as the cadence to this overblown and incidentally quite musical update.

Saturday, October 10, 2015 by LotBlind

Took a Silent Cat Nap Before Rising Re-again

Metal Gear Rising: Revengeance has been a game. Sahail 'Jehuty' Niemeyer has been a runner. 1:21:00.31 has been a run length, and "revengeance" - apparently - has actually been a word in 1914. And not just publisher Konami wanting to be special, like "magicka" for Bethesda. "Revengeance" is also the ultimate difficulty setting, the one chosen for this 5-segmented run on the PC with no deaths played in NG instead of NG+ that's in crazy exuberant HD seemingly. The sword-swinging action is sometimes so fast the game code isn't lifting invisible plot walls fast enough for the mad cyborg to be able to run through. Then the quick time events start. BUT you can skip cutscenes. It's not my place to judge every game that arrives in the overflowing SDA inbox, but I do. Oh how I do! It's an inconclusive.

I'm convinced I saw the previous Cat Planet run. But it's a kind of half-formed trace, like there wasn't enough matter there to condense into one coherent droplet of memory. If that is the case, it's because the game is just friggin' silly. It starts out very innocuous, a simple-looking 2D platformer in minimalistic style where you fly around as an angel of some rank exploring a planet on which there do indeed live cats. Your only hint as to the purpose of your visit is the incrementing cat count on the top left whenever you touch a cat to trigger its banal one-line unpunctuated dialogue. This is all but a facade. Your own death tally will rapidly start gaining on and hurtle right past the number of cats you've tagged. Towards the end you're playing Super Meat Boy. Getting to the cats isn't even compulsory...

A few years since the initial introduction of the game to SDA, 'liopoil' is the one responsible for the second expedition this time ignoring the majority of cats and making use of a few forward-warping deaths to come up with a 0:02:40. This was his second attempt at slipping through the verification inquisitors' diabolical sieves. So grats!

Whereas Revengeance is chronologically located furthest in the future, Silent Hill: Origins is, as is to be expected, the prequelest of prequels in its sequence. Your cause as Travis Grady, truck driver, is to come by clues as to what happened to a certain girl you've pulled out a fire. In the process you will recover fragments of your own early memories. Its gameplay was characterized as, if anything, too derivative of the fixed Silent Hill formula. The run, a 0:39:28, is in any% and Single Segment. If I ever pass by giving the exact categorization, you should assume we're talking of those. This virginal run is provided by Ilia 'Zorkiy' Poplavskii whose nickname means "keen-eyed". I guess I'd better never go head-to-head sniper combat with him then. Heh.

Saturday, October 3, 2015 by ktwo

NES, NES, NES (and then two other runs)

This is my first update, so let me start by introducing myself. I discovered SDA in 2007 by a coincidence. I wasn't famliar to the concept of speedrunning, but I was pretty much immediately hooked by what I found here. The problem was that so many great games were missing in the archives (and still are!). After having watched a majority of the NES-runs (I'm a big NES-fan, by the way) on SDA at the time, I started gathering the courage to take my own first trembling steps in speedrunning and see if I could add a game to the list. My choice eventually fell on a little gem for the NES called Cobra Triangle. It's one of several games by Rare from that era that plays in an isometric view. You control a speedboat and need to complete several different types of objectives that add variety to the game. My run has since been obsoleted and today we have another improvement done by the same runner, 'KHANanaphone', who has pushed the time down from 17:19 to 0:17:11 through a combination of tight execution and few new strats.

If I haven't mentioned it already, I like NES-games. The next one so happens to also be one I'm quite familiar with. Ice Climber dates back to the oldest days of the NES. I think it passed by fairly unnoticed in the US. However, the game was bundled with the NES in my home country, Sweden, and was quite well known there at the time. I have particularly fond memories of the cooperative aspects possible in 2p-mode. So maybe it's not a coincidence that the two speedrunners I could find that have tried their hands on this game are fellow compatriots of mine. Today we post the faster (at least for now) of the two, 'pidipajt', who gets to inaugurate the game page with a time of 0:14:20. Conveniently enough, there has recently been made a tas of this game, Check it out to see some of the hot 2p-action I mentioned. The tas goes to the top of every mountain, so you'll also get to see a bit more of the game.

The last games in today's update is a triplet by the same runner, 'Jaguar King'. This is not a newcomer around here and if you stumble upon his name on one of the game pages, you can rest assured that it will be a particularly well done speedrun and worth the watch. The work he shares with us this time is held to the same high standards as before and consists of the second Metal Gear game for the NES (more NES!), Snake's Revenge, done in 0:42:17 (an improvement of almost 8 minutes) and including audio commentary. He then follows up with two Neo-Geo games (played on the PS2 though). An ancient Japanese story, partly played in contemporary settings, in the form of the beat-em up Sengoku, done in 0:27:11 and a non-linear platformer called Magician Lord that was completed in 0:12:29. The latter one including audio commentary.

To round things off, even though it's maybe a bit early yet, 'KHANanaphone' and 'Jaguar King' will play their respective games in the follow-up of last year's successful "Best of NES" marathon. It's held over the Halloween weekend though, so there is still plenty of time to enjoy the runs in this update in the meanwhile. We'll try to post a reminder about the best of nes when we get closer as well.

Thursday, October 1, 2015 by LotBlind

I Will Walk You to the Moon and Back TWICE REALLY SLOW!

For some reason, when I watch this fairly straight-forward 0:19:38 of Castlevania: The Adventure for the Game Boy, I'm reminded more of what it was like to play unemulated NES games (my only console) back in the days than with any run that's actually ON that console. Such is the grittiness present here, despite the SNES through the Super Game Boy adapter rendering it in color. If you saw Brental Floss's and Dave Bulmer's musical argument about the merits of Super Mario Land (from the same year), you'll see the same kinda does apply. It's the fact that it's something we were already familiar with but everything is scaled down and can't hope to amount to an equally impressive experience. Well unless you're impressed with its time-lapsed movement, tendency to lag or bad controllability. 'Epryon' gives you right about the cleanest execution one could ask for, improving the record by 5 hard seconds.

There's few runners who go so consistently for the most bonkers of games as Patrick 'PJ' DiCesare & Todd 'Mecha Richter' Foreman. They're devoted to glitching and then showcasing the most demented, weird, and unexpected titles and have done so live on multiple occasions across the early expanse of the history of GDQ marathons (long live the GDQ!), including with Battletoads & Double Dragon for the SNES. Despite the far more serious nature of this 0:18:23, running as the two Double Dragon guys, much beat'em'uppage takes place. Very chill, cool soundtrack, eyes bulge, how did they do all that parallax stuff and most importantly is that chicken saying his lines or typing them? Or both? Why?

Why is this only the first run for Michael Jackson's Moonwalker??? This game is legendary! Or so I have been told. First-timer Josiah Winslow contemplated on the injustice of the omission and took it upon himself to deliver a neatly packaged 0:23:03 in Single Segment. Delayed IntroductionTM GO! It's a platformer where you play as Michael and you need to find all the cloned children hiding behind doors and inside trash compactor chutes followed by a boss fight, which I find it pretty unique you can trigger seemingly anywhere in the level.

I'm trying to decide whether it's ironically or unironically that people took to the games (similar but distinct titles came out on PC systems and the arcade). It's so squarely Michael's essence, it embodies so exactly his entire character with all the various trademarks and his non-violent philosophy (every bad guy succumbs to the power of his dance moves) that it really comes down to what your attitude towards him is in general. It's probably this Jackson we'd do well to remember and not what surfaced later about his non-public self.

It is in any case un-ironically that I go "Whoop-de-doo!", we've got another...


Sega Master System Big15 race

This event is inspired by Big20 races put on by a community called Best of NES.
Similar approach but this time 15 Sega Master System games.

When is it going to happen:
24th October 2015

Notable games include:
Fantasy Zone,
Wonder Boy,
Psycho Fox,
Sonic The Hedgehog,
Ninja Gaiden,
Alex Kidd in Miracle World and 9 others.

In other news SOMA is already officially being given "The Treatment". I'm not gonna link it because so many unhidden videos... feel sorry for us non-hyper-Internet-bandwidth guys. It's under "PC Games".

Tuesday, September 29, 2015 by HoboWithaShotgun

I'm not dead yet!

Hey look! It's an SDA update NOT written by LotBlind! Can this be? The other updaters are actually doing there job? Yeah, so me, Judgy, and wickedcodeferret have been out of the loop for a while. The reason? Life sucks. Fortunately, things have started to clear up, for me at least, and now LotBlind can take a much needed break. 

Up first we have Final Fantasy. And yes, that's the original Final Fantasy, the game that spawned god knows how many sequels, spin-offs, and even a movie. To think, an old NES game from 1987 could create a multi-million dollar franchise. Anyway, in the game, you play as fourth youths who must stop an evil forces from destroying the world. Sure, send youths to save the world. That makes total sense. Anyway, Benjamin Lannin decides that the story is boring, and opts to rush through the game in just a mere 2:21:48, nearly an hour and a half faster than the run from 2010. The run is in 89 segments.

For the next run, we fast forward 25 years into the future, where the graphics aren't so pixelated. Hitman: Absolution, the fifth game in the Hitman series, focuses on everyone's favorite bald-headed killer Agent 47. In this game, Agent 47 decides to go rouge, and tries to keep a young girl away from an evil agency. Honestly, I played this game, and that's about all I remember about the story. I do remember there was a point in the game where you could disguise yourself in a chipmunk suit. That was pretty cool. Sadly, Mirko Brown & Bart 'TheVoiid' de Waal don't wear the chipmunk suit in this multi runner speedrun, but does instead beat the game in just 0:47:39, Easy difficulty. I guess that makes up for the chipmunk-less gameplay.

Last but not least, we have my favorite type of run. The WTF just happened type of run. You know, the runs in which everything is normal at first, and then dissolve into utter madness before the game decides it's had enough and throws the credits at the player no questions asked. Yeah, those runs are pretty cool. The Last of Us: Left Behind, in short, is the DLC for The Last of Us, a game that won just about every award under the sun in 2013. The DLC follows Ellie, a survivor of the zombie apocalypse, as she makes her way through an abandoned mall to try and find medical supplies. There's also another part to this DLC, with flashbacks to Ellie's friend, but lets just say, Greg 'The Thrillness' Innes found a way to skip those parts...and complete the DLC in just 0:05:58, on Easy difficulty. Also, if you think this is broken, the main game is just as broken, if not worse. Yeah, The Thrillness has been busy.

Thursday, September 24, 2015 by LotBlind

Drop Your Bombs Between the Minarets

WARNING! BORING HISTORY LESSON. I thought I'd look up the devs behind Sierra's Quest for Glory franchise. Turns out it's a married couple, Corey and Lori Cole, who had the main creative impact in all the five QfG games. Both had a long career at Sierra and influenced the development of many of the various "quest" titles as well as Castle of Doctor Brain. The game you might NOT have heard of is Shannara, published by Legend Entertainment (1995) drawing on the fantasy novels of Terry Brooks. I thought I remembered they were crowd-funding something at some point and yes they were!

When you talk QfG at SDA you talk Paul 'The Reverend' Miller. He's not the only one who played or even ran them, but he does now (I can only assume) hold most of the records. Quest for Glory: So You Want to Be a Hero is one of the games his work has helped bring down on its knees. The whipping it receives in a newly (and accidentally) started "major skips" category surely makes it one of the all-time fastest adventure game submissions at a pop-song-length 0:04:14. I also want to point out the run has the most awkward ending sequence since this thing. Because of the new skip, the hero, Graham, never actually frees Elsa the Baron's daughter from the curse that's turned her into a mean-tempered brigand and when he arrives at the castle (packed with all qualities of weirdos including T. Riker from Star Trek, and a dead person), first no-one utters a word for almost a minute, then some guy comes in doing cartwheels and you get a medal. Then there's this shot. Is this possibly the earliest known example of a trollface? Because this guy knows. He knows he just ran, presumably soft-locking the poor girl's AI in the same murderous pose forever. He knows even his score indicates at best a half-assed effort at transcending the common scoundrel.

Okay, let's promptly move onwards now. Or should I say backwards? Unlike QfG 1 (initially named Hero's Quest), Quest for Glory II: Trial by Fire is being run in the original shape it appeared in because of an infinite money type trick whereby you sell an item you don't even have multiple times. As it stands, it reminds us that back in 1990, adventure games were still rooted in the days of so called interactive fiction with their purely text-based command input systems. And when you type in short commands like "run" it might actually be faster, in the end, than choosing them from a submenu with the mouse.

Although the Thief is chosen here run comments indicate this doesn't make a difference and the result will always be something similar to the submitted 0:19:58. This run probably takes the "longest wait within a speedrun" award, but I actually wanted to start another thread for sharing similar cases you're aware of. Let's see if we can find something even better/worse! Anyway, if you're a fast and accurate typer you should seriously consider running some text parser games! Just wait for Mr. Miller to route it and then go in for the steal. Tell him regards from me. Also write less typo-riddled run comments.

Despite the great difference in time between this 0:44:01 and the existing segmented 0:49:29, this is for the Japanese version of Bomberman Hero and fends off direct comparison. Run comments indicate it's pretty technical. Every time a bomb gets randomly dropped you can be sure it's for a reason (or not, no guarantees). Runner 'PvtCb''s (the Cb stands for "Cinnanon bun" of course) only previous submission was for System Shock, a PC First-Person Hacker/Shooter out of all things (that's the exact gaming antipode for Bomberman I'm fairly sure). I honestly liked this run never having seen the game that is quite kawaii and simple yet sufficiently freeform with a few subtleties. Kinda like Super Monkey Ball. It's got spikes that make the laser blaster sound when they spring up. Lotsa gameplay and soundtrack variety too. LotBlind approves!

Sunday, September 20, 2015 by LotBlind

Coming Up With This Title Was As Hard As Finishing One of These Games

I had NEVER noticed to this day (I've even played one of them) the puns in the names of Oddworld: Abe's Oddysee and Abe's Exoddus. I thought I was going crazy with how to spell "odyssey". Sam 'Samtastic' Locke all the while is absolutely nuts about wanting to spell out "major glitches" as legibly as an uncivilized mudokon possibly can. Having previously produced runs with segmentation for both the old '97 and '98 Oddworld games, the new 0:10:28 represents the single-segment any% category. Both the developer Oddworld Inhabitants and the runner have plans for more output in the near future so it's truly a living legacy. There's seriously quite a lot to say about these games. They're (LotBlind Delayed Introduction™) cinematic puzzle platformers with a ton of originality and charm. The runner is using a PC but they're also available for the PS1 and the latest one for the PS3/4/Xbox with further ports and spin-offs on certain handhelds and more platforms I haven't mentioned. They've won over one hundred awards and sold 7 million copies. The major skips I mentioned before are worth reading about in Sam's run comments and seem to have issued from the recent experimentations of multiple enthusiasts. Apparently a new TAS* even is coming up in their wake.

Before I saw the run, I wanted to find out a bit about the origins of Hudson Hawk. I knew it was a movie adaptation but nothing else. Turns out it was a surreal action comedy about a thief getting blackmailed into more crime after entering parole. Bruce Willis and two others got "worst actor" nominations and it actually won "worst picture", "worst director", and "worst script" (that Willis was involved in writing). Metacritic score falls into the "overwhelming dislike" range. It busted with tens of millions deficit. I genuinely want to see it now...

Meanwhile I next watched this quick 0:07:46 and read its notes to discover it "handles like ass" and is very unforgiving in general. Despite this, 'WhiteHat94' hits 3/5 one-frame tricks on the first try and loses minimal time to recover the crystal or whatever. Someone's more detailed review about what's wrong with the game here. I genuinely want to play it now... And actually if you own and can somehow record an Atari ST, that version had much better reviews. And also I have to defend the game a bit: it looks to have a great sense of humor that's instantly apparent in the very first stage in a casual playthrough. It wants you to be the floundering clown, the anti-hero.

Check it out! It's Radical Rex! [scary]IT CAME FROM THE BAD GAME EXCHANGE!!![/scary] and was featured at Awesome Games Done Quick this year. Also it CAME FROM THE '90s and IS A SONIC CLONE though having many ideas of its own: how about you're able to inhale the air out of a blowfish to keep from drowning a little longer... wait, what air? Also you MOVE LIKE 4 TIMES SLOWER whenever you're not on a SKATEBOARD!!! Much budget was blown on art assets (looks and sounds alright) but what I'm guessing got neglected was playtesting, severely hindering playability. This is the cardinal sin of game design and rightfully places the radicalest of SNES platformers into the SCARY VOICE bin. The easy mode 0:23:45 that Eric 'Omnigamer' Koziel squeezed out is a self-improvement (a love improvement) of about 2 minutes.

Verification comments:
"For some reason, Omni improved his run of this game. I'm still never playing Musya again."
"I can't believe Omnigamer subjected himself to this torture again."
"Please stop playing this game."


*In case you haven't heard of TASing... Search for your favourite (mostly console) games here and you'll see what it's about.

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