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Released worldwide in 19th August 2009, Shadow Complex had the most successful debut week of an Xbox Live Arcade title with over 200,000 units downloaded. You play as Jason Flemming on an adventure to save your new girlfriend Claire who was taken away by soldiers, that leads to an underground complex with high end technology and plans to launch an airship to attack San Francisco California. Gameplay is heavily inspired by other Platform Adventure classics such as Super Metroid and Castlevania: Symphony of the Night, the winning formula for a very well received XBLA game.

 

Best fixed world time: 0:14:14 by Jordan 'Greenalink' Greener on 2009-10-03.

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Author's comments:

Nearly 10 months after completing the run I decided to submit it. Why did it took so long for me to decide well, this speed run can be improved by at least 10-15 seconds but there are so many parts that you can easily screw up on, most notably Sector E: Factory Operations (where you get the Foam gun). With leaderboard shenanigans and a painful mistake during the final battle was the biggest reason why I didn't submitted the run ASAP.

Many thanks to:
Nate for encoding the run,
Other SDA Staff members for keeping the site running, Qgstkpnjtp, Cyberwrath and other members for the support (from speed running to encouraging me to submit this run)
Kei011's 16:18 run on Youtube that got me the idea on the route itself.

This run doesn't use the mysterious foam warp glitch. It's very hard to do but basically if you trap yourself with foam there is a very small chance the game freezes up for a few seconds and you end up in a completely different location, sometimes inside the terrain preventing any further progress (therefore you need to quit or load from last save). I haven't got a video of this because it happens when the least expected.

A few quick common questions:

Q1 Why did you not skip all of the cutscenes, this isn't a Let's Play video?
A1: After I produced a 16:14 run, I noticed that if you watch the entire cutscene, you gain control much earlier than usual saving probably up to 6-7 seconds on the ones I fully watched.

Q2: Why did you skip the other cutscenes then?
2A: I skipped the Pistol cutscene because you couldn't save as much time as the others plus you would have to wait for the turret to be activated so you can destroy it and progress further.
2Aii: The foam gun cutscenes (getting the new weapon and sabotaging the machines) were skipped so that the patrolling guard is at a different (and better) position, if I fully watched both of those scenes, the patrolling guard will be a bad spot and I would have to wait a couple more seconds before I can go up the foam stairs and collect the Early Missiles.

Q3: Why did you not use "Load from Last save"?
A3 Using that felt like making a segmented run because it doesn't have the SS feel as seen when watching a Metroid run the feature however does have 2 small uses for a segmented run.
* Skipping the first turret after picking up the pistol
* (Unconfirmed) There's a save checkpoint a 4-5 seconds away from the lake that leads to the final battle. Right after you trigger the save checkpoint, if you 'load from last save' and hold right while the game is loading, the cutscene is instantly loaded up.

Q4: What are the differences when comparing to a NG+ to a non-NG+ run?
A4 A NG+ run starts off with a much higher level that already has
+ 100 extra points of life
* A full map
* Infinite ammo on Grenades, Foam and Missiles
* Side note, the Early Missiles doesn't give you unlimited ammo unless you 'load from last save', it doesn't make a difference to the run overall since there are a few spots to refresh your ammo such as Save rooms, etc.

This run is played on casual so that Jason is practically strong while the enemies/bosses are weak. There are a few time savers you can't really do on the higher difficulty because Jason will die a bit too soon than usual such as the Big Secret.

Here are the comments on my run:

-Intro
Washington DC.
Nothing much to say, kill the first solider ASAP to trigger the boss battle against the helicopter.

Skipped a cutscene afterwards since it loads up a different cutscene, introducing Jason and Claire

-Getting the Climbing Gear.

There's a good shortcut that involves some kind of slide followed by a jump, this kind of jump is much higher than normal jumps that it's possible to jump over the huge rock to the left. It seems like the developers didn't intend this to happen because the climbing gear doesn't load up immediately.

Now I skipped a cutscene where Claire is taken away by 2 white soldiers, this is because the door by the shaft opens up much sooner.

After finding out the map co-ordinates, the current time was 0:58, it's possible to get 0:57 but it requires load of minor improvements.

- Getting my firearm.

- Before I pick up the pistol, I go to a secret chamber and pickup the Golden Initial Element, it's practically a Golden Shotgun, it doesn't any difference compared to the regular Initial Element other than that you can get a very powerful weapon much earlier on (funny thing is that a Golden Weapons doesn't add up to the item %).

-Grenades:

On the way to the grenades was pretty impressive for a SS run, nothing much to say.
After picking them after, you face the second boss in the game.
Chances of screwing up: 5%
Sometimes, I do mean sometimes, the boss sometimes sets up a charge attack, that alone is a reset because you lost some good seconds, also when the life meter is near to empty, it can only be destroyed when it is no longer firing those turrets, this is why I wait for a bit before the final blow.

-On the way to a secret passage that leads to section E.

Trivial fact: According to interviews with the developers they said it's possible to get the Foam gun in less than 15 minutes. Funny thing is that the big secret was discovered in under 24 - 48 hours, thank you Gamefaqs, thank you.

There was 2 minor slip ups on the way to the secret passage, the first slip up was that I grabbed an edge by accident and after swimming (when jumping out of the water) Jason failed to land on top of the ledge.

This section is actually the toughest section to get through flawlessly, probably a curse to many speedrunners trying to clear this game in less than 15 minutes.

- Foam Gun:

The first room of section E looks pretty tough, if you fail to grab the ledge it's instantly reset, there is no way to recover as far as I know... there are a few good ways to get through it easily, like using a grenade to kill the guard on the platform below so you have got a better chance to grab the ledge.

The third of section E is one of the two rooms you will reset a lot I mean the success rate to get through flawlessly here is 20%. Why? It is because of one stupid sequence break, the foam bot, you got to somehow get the turret to aim at a security door, but it's not easy. Getting it on the first shot is practically a miracle and it happens on this run, an extra shot costs 2-4 seconds depending if it hit Jason or not.

The next room that can easily kill many speed runs is the battlefield room. I have a small method to know when to start running but it's not 100% consistent which is REALLY annoying if your cover is blown.

The next bunch of rooms is not difficult, but the challenge isn't over yet. When you get the foam gun, there are more painful parts to get through.

- Sabotaging the factory and Early Missiles.

The factory part done quickly is harder than it looks, sometimes it looks like the foam did hit the target but it doesn't react, this usually happens to the bottom right target and sometimes one of the upper three when running through.

After exiting a small tunnel, there is a time saver that if you stand on a box and jump at the right time (when it is about to be taken away) you can get up on to the upper platform and save 3 seconds. It doesn't always work though.

Early missiles, this run will be a reset if I aim the foam terribly or got detected by the guards and trigger a lengthy battle sequence.

Exiting Section E, Jet Pack:

A few more tough rooms left in section E then the next few minutes it becomes easy again.
The huge room where I make a small angled foam slope is improvable but I have to be cautious with my aiming otherwise I wouldn't be able to grab the ladder and exit section E.

Section B, nothing much to say. Getting the jetpack saves a good amount of seconds in the later parts of the game and with the jets I can climb up ladders very quickly.

Activating the Bridge:

Now there are 3 ways to get to the bridge control room.

1. (Foam Tower A) Going up to the 'first grenade' path leads to a small tunnel, but I will lose time since one part I'm going up and the other part I'm going more to the left (+ making a foam tower to reach a high platform).

2. (Foam Tower B) Is by going to the left and exit the complex to the part where you see Claire getting kidnapped, going up and left from there requires creating a foam tower. I used this route for my 16:14 run until I tried out the...

3. The Human Mech bot route.

This route has a huge advantage for not requiring a foam tower be made and it's closer to the bridge control room as well. There are a few things you need to know though.
The vent nearby the Human Mech bot itself doesn't load up immediately so I have to wait for a few seconds so I can destroy it and carry on.
The second is that you need to perform a slide jump to get over it.
Last and not least, do not trigger the left most door during the battle against the Human Mech bot, you will have to wait a few more seconds longer to open it again after the boss fight is finished.

Oh watch the cutscene as well, sequence break goofs ftw.

-The trap room:

There was a few easy mistakes right after activating the bridge controls; grab detection on the ladders isn't flawless.
The aiming for the foam bridge isn't easy at all, only 60% of the time the first shot hits the spot I was aiming for.
After that the rest of the parts before the trap room itself went ok.

-Taking down the Restoration.

I made a huge foam tower to reach the higher ledge. I think it's possible to do this without a foam tower but it requires a very precise double jump from a precise position (and it's pretty late into the run).
The rest isn't much of a challenge until the final battle.

What did I say the final battle challenging? Yes I say that because I discovered a time saver that it's possible to gain control when a nuke is launched by pressing both B + RT at the same time, guess what I mess up the time saver in the worst possible way by pressing B first and not RT >:( . I think that mistake alone cost me 4 seconds. At least the mistake doesn't happen when launching other 2 nukes.

Final time 14:14.

The human limit in a Single Segment run is somewhere around 13:55, although this run has some easy to fix mistakes, the good execution on the tough sequence breaks made up for it. This game does have potential for segmented runs but I noticed two problems along the way, first you will lose time when the game loads up (similar to Metroid Zero Mission) and the experience bar always increases even if you want to retry a segment by exiting the game via Dashboard and loading it up again, the only solution is to have the maximum possible level, if there is one.

A 100% run is interesting, I heard from Qgstkpnjtp that the time is around 1 h

No one has the right to upload this speed run onto Youtube or any other video hosting site (other than Greenalink, SpeedDemosArchiveSDA and/or Webnations). If you want to see it, watch it here or those certain Youtube Channels. Anyone uploading my run will get flagged instantly.

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