Released in October 1995, Vectorman was praised by reviewers for having incredible rotoscoped graphics and
innovative gameplay. The game is set in the year 2049 and robots called "orbots" clean up
the earth's pollution. One day, an orbot named Warhead attached a nuclear bomb to its
circuitry and decided to pollute the earth. As Vectorman you have to stop
Warhead from polluting the planet to uninhabitable levels.
In case you were wondering, the original's time was 16:53. After looking at
the one I submitted
and this one, I 'm glad I pushed myself to what I can do. I had a 15:08 run
ready to go, but it was
a bit sloppy so I was thinking, I could do better and I can sub 15 this. Lo and
behold, after a day
of trial and error and random factors I finally got something down that looks
great...
But wait! There's more. I initially had a run ready to be submitted but due to
life situations and
laziness I never got the 14:35 which was the second run. So, I'm sitting around
organizing my
speed runs and I check out the Vectorman run and I don't like it, so I sit
around for some time to
better that and I got something that I really liked.
Also, the reason is that I keep it on normal instead of hard is that the only
thing that changes on
the difficulty is initial health.
Vectorman 1 speedrun 13:44 (Editor's note: The times actually add up to 14:16)
Someone requested that I destroy the SEGA logo at the beginning so I did. :08
- Terraport :58
The change of direction in the first stage was addressed that I had to shave
off time somewhere.
So, seeing that the Max health here and the top route slowed me down I
eliminated that and with
the help of the invisible platforms, grabbed the Orb on the lone platform to
make a clean run up
the slope. After I grabbed the Orb and get to the area with the Turret and
Sludeg Pilots I quickly
fire as the Turret will most of the time fire a shot off and I don't want that.
The last section after
the turret was improvised after numerous failed sub one minute attempts and it
looks cool.
Sludge Bomber, oh man, if I had hair I would've teared some of it out due to
all my failed
attempts to kill it in :15 secs but after realizing I had to furiously tap the
shot buttons to get more
bolos out I sub a minute on him.
- Metalhead :13
Aside from always getting hit here, nothing new. I failed to move up to dodge
getting hit a
second time as on previous runs that orb on the right would fire slightly ahead
of me, and having
two health going to Tidal Surge worried me.
- Tidal Surge 1:20
Ah, Turret Hell. This stage is probably the worst stage when relying on random
health drops. See
how many enemies I kill and how much health those bastards drop? I actually,
luckily got a
health from a submarine in Fish Morph, and everything went very well as hardly
any Turrets
gave me any trouble and I made the shortcut aft unmorphing out of the second
Fish. Pretty nice to
nail the long jump at the end, as on failed attempts that last Turret would
hit/kill me periodically.
- Absolute Zero 1:24
Yeah, my fingers were acting funny for me to start shooting that way, but I was
using the six
button pad and when you're not in a room with heat it becomes slightly hard to
play. Decided
that I didn't need the Max health or the Spread (to save time). The reason I
grab the health is that
I wanted to boost attack the Bear to try and save some time. The route looks
clean too but there
are some noticeable mistakes. Pretty cool way to defeat the Bear.
- Arctic Ridge :49
Pretty much just went headfirst and firing like a madman. The main improvement
here is that I
jump over the Margie instead of killing it (as you see though it likes to
"track" me and sometimes
it will shoot!), but I get stuck in the room with the Force Field. Sometimes
I'm able to jump out
of the room and onto the platforms and sometimes, (like what you see) I can't
pull it off. I make
up for it with one jump to lure the Marge up a good finish.
- Bamboo Mill 1:29
Grabbed the Max Health at the beginning to save face though it did waste time,
but I didn't want
to rely on random drops...That and I've been running for several hours, so with
such a good start
I DIDN'T WANT TO DIE. By the time I get to the vertical shaft with the Turrets
and the Sludge
Pilots, I'm off of my checkpoit time by a few seconds. I hate this level only
for the sheer
annoyance of Clockwork. Boost jumping does no increased damage and that stupid
attack he
does is nothing but a time killer. I did a good job of keeping my distance and
saving health.
- Rock 'n' Roller :09
Probably the first time were I got a fast time and I didn't have to damage
myself in order to give
damage.
- Death Alley :37
See that part in the beginning where I nail a boost to slide under the Turret
that *thankfully*
doesn't fire? Yeah, that was all luck. I got hit more often than I wanted to
but no severe pop back
and that's what the Max Health is for at the end.
- Hyperponic Lab 1:00
Level looks smoother with some accurate boost jumping to avoid enemies though I
still end up
getting hit and when I get the Force Field no enemies drop any health. The
Acrobat could've
been quicker but I could've also lost a lot more health than I did, so I'm
satsifated, but this level
could've been done better.
- Superstructure :43
Random Multiplier at the beginning...sweet. That takes care of my health
problem as the crap
part about this level is that I often rely on random health drops to get my
health back up for
Stayin' Alive. Luck was on my side this time. There is a health item in the
final tv, but I've had
to unmorph, get it and then fight the waves of Turrets and Jaws at the end.
Lastly, I don't have to
let the text scroll at the end and rely on more luck so that the Jaws gives up
some health to me
while not being timed.
- Stayin' Alive :11
Thankfully, he didn't kill me, as he did once when I had full health one time.
He has that one
attack that does three points of damage to you.. This stage was also a run
killer here once as I
defeated him on a good run and my cartridge froze. Yeah, I was yelling at that
moment.
- Nightscape :49
I had good health from Stayin' Alive so I didn't have to worry about getting
health or getting hit
by the Turrets. This level was a run killer for me once as when I was just
about to get the Fly
Morph with one Health until a Mosquito bot dropped a bomb on me and I died :\
Oh, and F you
Turret at the end.
- Dark Ruins :48
I nailed all my jumps, got the Max Health in one go and had no problems. The
second best
looking level in the run.
- Underground Vault 1:20
Better than my original run, but not faster. It was looking fine, Piharana and
Spider went down
quick and I got full health but then on Monkey my hands started go go Carpl
Tunnel a little and
the erratic shooting became of that.
- Worldlink Center 1:37
Could've been better but the higher priority here was to save health and not go
too slow. I had a
fear of choking on this level and my hands were starting to give out.
- Twist 'n' Shout :49
Boost attacked him instead of shooting him, but I fubared and loss time, but at
this point I wanted
to finish the run, though Warhead had been a run killer on previous runs.
I much as I love this run, there are some improvements but I can't really say I could sub 13. I attain my first goal (sub 14) and looking really sweet doing so. I might look forward to a better run that'll elimate all of the mistakes but that's another day. Sorry it took so long to update this, but I hope you enjoy it.
Questions or comments? Brawler_us@yahoo.com