Little Big Adventure (Relentless: Twinsen's Adventure) was released in October 1994, combining a range of action, adventure and role-playing elements viewed from a comfy pseudo-3D isometric vista. The reign of terror brought upon the planet Twinsun by the tyrant, Dr Funfrock, has forced the inhabitants into a harsh dictatorship. There are legends told of the goddess Sendell, and a prophecy that one day a hero will appear and bring freedom once more. "Meanwhile, a young quetch named Twinsen has been having strange dreams."
Best time: 1:19:14 by Per 'KaThogh' Normann on 2006-07-14, done in 6 segments.
Author's comments:
Seeing the second game in progress and seeing a demand for the game I felt a deep need to be the one to do it and this is the result. I'm playing with the XP-patch (which you can get at magicball.net) without the new options(which sadly shows Twinsen doesn't really like ladders) so nothing is changed from the original that I played so long ago.
One thing that you should know is the game uses auto-saves. I cant myself decide where to save and there's only one savefile. I get around this by copying the save-file at the segments end and then copy that one back at every re-try. A horrible process! And for some reason some times the inventory doesn't reset the position between tries, confusing me enough to make really bad mistakes! And yes I've realized it's insane to use this long segments!
In the there is one glitch I use frequently - Changing behavior causes the current animation to stop. This is very useful since the animations for landing and taking damage can be avoided thus saving many a second in the game.
Now to the segments:
It is clearly faster to jump off the lift in the beginning and run to the guards. I don't really need the small amount of cashes the enemies drop so I skip those. I also skip to get Twinsen's ID and the holo-map, it's not like I'd forget where I'm heading.
You are supposed to hide inside the garbage truck, but that takes too long time, I time the window with the open gate and run for it instead, as long as the truck misses you there is no problem with that. I do stop at the house to get the kashes. I'll need a lot of those later.
After this I'm going straight for the syrup. I'm not really sure they wanted you to get it this early since the quest for it comes later and they send a yellow grobo after you (which you can't kill at this point).
In my house there isn't really anything I can do, just get in position to get my nice robe and I'm off to the docks. This is one of the really horrible parts of the game to speed run. The puzzle wouldn't be that hard if it wasn't for three things.
1. If you hit the walls in the game when running you'll get hurt, staggering and losing time.
2. The boxes have to be placed exact, one push to much and you probably have to redo the whole puzzle
3. Running is a horrible way to move boxes; you are just as likely to move them two steps as one with a quick push of the button.
This is of course why I go into normal mode a couple of times here. But when compared to a perfect run of this part the difference isn't really significant.
The start of principal landing is pretty hard with the blind shot you have to do while being shot at. After that an even worse one comes with the guard in the ditch and timing it so that he won't fire back at you. I have a little accident with the stairs and you can now all see the horror of walls and ladders.
I actually have to hit the poor man in when I follow the rabibunnies (or the other way around), otherwise he'll be in the way in the staircase.
The meca-penguin I'll use in the next segment and gas will be needed throughout the game. I then sneak the doctor-looking grobo. I still chose to ask for help with him since that will allow me to start walking and then running much earlier. Doing any of those before I do them will cause him to fire a homing one-shot-kill at me.
The water tower is a good example of how time is lost due to the pettiness of the game, and if I go to far Twinsen will drown' yey for heroes not being able to swim!
At the library I get all the kashes I will need in the game (almost) at the price of hard timing. Going to fast and I won't be able to get past the running guard in the stairway (happens once). Going too slow and he'll hit you with his gun which is much worse (you'll probably die, losing minutes). This is a really nice run-killer this far into the segment.
Then I just run to the northern dock and go to the place of never ending horror in segment 2.
After this place of nightmares and equipped with higher level magic I go back to principal island to buy the overpriced boat and heads to proxima island.
Here I buy the hair-dryer to get the jet-pack (before the vendor goes back to principal island) and then use my remaining kashes to buy some more gas.
After getting the key-card from the man locked inside the house (this is the reason I talked to the man in jail in segment 1, remember?) I get the proto-pack and I'm prepared for a heist. (after once again getting twinsen hurt on an inanimate object this time on an lamp-post') Only the wooden floor in the museum sets of the alarm so the rest of the floor is run-friendly. The guards aren't really that much of a problem here and easily bypassed.
Since I now have the key I return to Citadel Island and acquire the third level of magic and the horn, putting on the pirate-flag before going back to the place of nightmares' the white leaf desert.
This place is a little easier now since I can bypass the jumps, but of course, that comes at the price of the gunner shooting at you. The little elf in the 'maze' is truly irritating. No matter what way I go he will go in the same direction making me catch up to him. (If you think you can be smart and make him start in one and then go the other way he'll somehow notice and change too) I can't really run in here because of the narrow way and following the elf is really as fast as long as he doesn't change direction randomly before the end of the passage, which he has killed this segment with a couple of times' (Everyone wants to punish this guy in LBA2)
The rest of the segment is pretty self explanatory. I do an optimal route with the stones and catch a new meca-penguin at Rebellion Island before heading of with the rebels, leaving the most difficult segment behind me.
I must destroy the antennae in the beginning in order to get the rabibunny to survive the run to the tank. In the base I align up one my shots incorrectly making it look a bit sloppy, but I don't loose much time.
There is also no need to complete the objective with the attack, to liberate the leader of the rebels. I leave him in his cell to avoid getting another key. Trying to leave the red grobo hits me with an attack causing the climbing animation to stop, thus the magic escape.
I use the waiting time in the village to refill my magic and health with the clover the rabibunny digs up. Well at the mutant-factory I start of by hitting another wall (2 walls, one ladder and one lamp post now') and then misaligning another shot losing a second.
The rest of the factory goes really smooth. I hit all the mutants on the table with one shot and the eggs at nearly minimum tries (require four and I miss one). Aiming for the eggs is another process of horror and can take minutes, making this my best score for this.
Nothing especial about the rest of the run. No need to kill most of the guards and I pick up the fourth and last level of magic before heading of to Tippet. I don't really have a reason to be there yet but doing it this way is faster than backtracking. Then I backtrack to my own boat and go back to principal island, ending the segment.
Having Funfrocks saber and some info I leave the island to go back to the place everyone loves ' White leaf desert. In great fun this place now has a tank, easily killed by my saber and I quickly can trade my flute for the wise mans guitar - my final thing to do here in the desert.
I make a quick stop at Citadel Island to get the architects ID and add another inanimate object to my count of things I run into. (2 walls, 1 lamppost, 1 ladder and 1 tree now)
The Hamalayi isn't anything special just going the back to the speedboat and leaving the southern hemisphere forever.
Tippet island isn't really anything special in the beginning either. Get the key from the fisherman; kill the bad-guys in front of the disco; give the rabibunny the guitar in order for the barkeep to open the secret passageway.
Down there I have to wait for the crab to get into the passage in order to have a chance to get over the water - could be faster but not likely. I make two smaller mistakes after that. I go into the wrong mode and get hit by the mantis and I run into the ladder again (you know the score...)
When talking to the dragon the game glitches a bit and the speech disappears making it look like the game is frozen. However this is not the case and the menu comes up at the time the dragon should be completed. I take a long ride over the island and goes over to the next segment.
I get past the control with the I.D. and then enter the teleport-center. I have to kill the guard or else he triggers the alarm. Dodging the guard I enter the teleport room. Here I have to destroy all the buttons and the computer which I do, escaping through the hole in the wall.
With the teleports down I can go to Fortress Island (otherwise the rabibunny won't follow me) I kill the guards and the tank then all I can do is wait. The passage to the fortress goes really well and I successfully dodge the flying grobos. The end of the passageway doesn't look as smooth though. I get hit by the guard numerous times. I don't really loose much time but it looks really bad I admit. However I haven't been able to beat the time of this segment even with a perfect attack on him so that will have to do.
Getting caught in the trap with the clone girlfriend there's an repeat of the start of segment 1 and then I blow the place up. Here I run to the construction area ending the segment.