X-COM UFO Defence Speed Demo
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Difficulty: Superhuman (the difficulty bug is patched using XCOMUTIL)
Total Run-Time (Real-Time): 62:21 minutes (not including save/load time)
Total Run-Time (Game-Time): May 21st 1999
Segments: 8
Save Slots Used: 1
General Comments
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- I believe that the best time can be from 45 - 50 minute run.
- Quality of video: wanted to use X-COM CE and FRAPS to record but CE crashes at random points so had to resolve to Camtasia and DOSBox of X-COM v1.0.
- X-COM v1.0 had the difficulty bug making Superhuman the same as Beginner. To get around this problem the game was patched with XCOMUtil. Nothing else was
changed.
- In longer videos the sound starts to get slightly faster than the video. Was having some trouble with the DIVx encoder.
- Midway through the run my computer starts prompting me every 10 minutes or so to reboot for Windows updates :S
- My MSN was not set to busy mode so sometimes you'll hear the MSN beep sound :p
- A number of improvements can and will be done to improve the quality of the run and the speed of the run. I'll discuss the approach I took and specific
improvements below.
- Originally I wanted to do a single segment run (no save, no loads) but it became very tedious after a few attempts. Too many random factors in this game.
Especially in Superhuman difficulty the aliens are so accurate, so fast, and fires at you all the time EVEN during your turns. A single segment of Beginner
difficulty would probably be a lot more feasible but maybe if I had enough time to kill I'll try more single segment runs...
- Using multiple save slots would simply the run drastically. One slot meant no turning back...
- The run goes in the following: Research up to Laser Rifle, by then I would have recovered all the components needed to get to the Avenger. While
researching for the Avenger I have to find an alien base, go there, capture a live soldier, a leader, and a commander. While the Avenger is being
manufactured, research up to "Cydonia or Bust."
- Landed and aborted Terror Sites. Even though you get negative points you get penalized less than if you ignored it completely. This is done to reduce the
risk that the X-COM project will get shut down by the government at the end of the Month. For similar reasons all small UFOs are engaged.
Segment 1 - Set Up Base
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1:32 minutes (not including save/load time)
- I build a base in North America out of habit. It probably makes more sense to build around Russia/Europe since there is more surrounding land for alien
bases.
- The rifle is the fastest and lightest weapon in the beginning I'll used them and sold all other weapons to clear storage space to buy two rocket tanks and
stun rods.
- The default base layout is terrible, on Superhuman the chances of getting your base attacked is extremely high so a priority is given to restructuring the
base to a more defensive set up (thank goodness cuz they attack me in segment 6).
- Research speed is critical so need to get 50 scientists ASAP, i can hire 21 with the current force/base modifications I do.
- I didn't really have to save here but I was tired of doing the same set up procedure after 10 single segment attempts...next run won't break a segment
here.
Segment 2 - Research Avenger
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13:39 minutes (not including save/load time)
- Research View Reports are ignored to save time.
- A few misclicks wasted some seconds.
- Scientists were inactive for a short time since I haven't recovered the UFO yet.
- Alien Alloys are researched first and engineers are assigned to manuafacture that when they are not making anything else (Alloys will be needed for the
Avenger).
- I take my Skyranger (6 soldiers and 2 tanks) to a landed UFO to be sure I get the Elerium, Alien Allors, UFO Nav, and UFO Power Source I need to research
alien crafts.
- Since I'm out of money from my base mods I sell all the alien technology I don't need, yap...no Heavy Plasma

- A lot of this part depended on luck. Had to be lucky enough to detect an UFO that will land.
- Went for Daylight battle obviously for better sight. Although I kind of messed up and ended up fighting in Dawn lighting.
- I build a new Hanger and a new workshop ASAP in anticipation for the Avenger
Segment 3 - Search for Alien Base
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3:18 minutes (not including save/load time)
- Technically this segment should/could have been part of Segment 2.
- This part depends partly on tactics but mostly on luck. The luck part requires that the aliens have/build a base near your initial base. The tactic part is
to slow down time whenever a large UFO is detected and hope that a few of them lands around the same place. If you see this, you know there's a base there.
- The Very Large UFO scared the shit outta me. Thought it was coming for my base.
- Misclicks and escaping UFOs wasted some time.
Segment 4 - Capture Live Aliens
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5:50 minutes (not including save/load time)
- Stunrods should have been equiped on hand from the start to save time.
- Honestly I was really lucky in this map. Floaters (ie no danger of being mind controlled) AND the alien command center was right beside my spawning area.
To my surprise however, the alien commander was no IN the command center area. I had to replay this mission maybe 10 tens, trying to infiltrate the cc only
to discover that there were only leaders in the base. The Floater Commander I found completely by fluke and it happened to be the first few aliens I stunned.
Can't get luckier than this!
Segment 5 - Finish Research
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19:34 minutes (not including save/load time)
- In this segment I finish the research of the Avenger, manufacture an Avenger, and finish research on Cydonia or Bust.
- To manufacture the Avenger however, I needed 2 Power Sources (1 Nav Sys, and ~120 alloys). I only had 1 power source so I had to go fight another landed
UFO. This should have been during Segment 2/3 as the engineers wasted some time not making the Avenger.
- I also recruit many rookie soldiers to act as canon fodders and build laser rifles.
- Purchased High Explosives to kill the Brain
- Right after I finished all research my base is attacked. If I had gone to Cydonia a split second earlier I could have avoided Segment 6 all together.
Segment 6 - Defend Base
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7:07 minutes (not including save/load time)
- Good thing the base was restructured, making it a really easy defence through a single choke point. Floaters made it even easier (no Mind Control to worry
about)
- This segment should have been avoid all together nevertheless was fun to slaughter the aliens...
- After the mission I WANTED and tried to research Blaster Launcher (would have made Lower Cydonia extremely trivial) but when I tried my base got attacked 3
or 4 game days later...so I decided to go to Cydonia with conventional means.
Segment 7 - Upper Cydonia
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3:38 minutes (not including save/load time)
- This segment was tough. A lot of high accuracy Cyberdiscs and Mind Controlling Sectoids. I was also very unlucky that most (~9/14) of my squad was
extremely vulnerable to mind control.
- Had to replay this segment about 10 times, each time was random since I started from Earth lifting off. The tactic essentially involved sending the tanks
out to identify the lower entrance, then running all my troops there while hugging the wall.
- No Blaster Launcher means no tanks can get into Lower Cydonia.
Segment 8 - Lower Cydonia
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10:13 minutes (not including load/end time)
- Well, with a Blaster Launcher and two bombs, this segment would have finished in about 1 minute but I did not have any of that so it took literary 30
attempts to get it right, eventually learning the layout of the aliens pretty well.
- The Etherials easily took control of my units and my laser rifles has trouble killing the Secpods, the larger of the floating blobs (forget what they're
called), the Crysalids, and the Drones.
- However, looking back at the run it seemed pretty trivial. The tactic was, stay in the shadows, avoid seeing aliens, avoid letting aliens see me. Run fast
into the command center, arm some high explosives and destory the brain at all cost, kamikaze style at the end.
- Could have probably saved a bit of time if I had loaded the high explosives on everyones' hands at load screen.