:banana:
Commander Keen 5 :banana:
Download ZMBV - 35.51MB (reuploaded again):
http://www.mediafire.com/download.php?d1m13bmis2hTook the same style of posting as other Keen topics. I hope Sanitars doesn't mind.
Keen 5, now improved to 18:02! This is a difficult game to speedrun even on easy mode. The most common type of enemy, Sparky, is unpredictable and rushing Sparkies may result in death. I can't count how many times I died to those things.
Unlike the previous run, I am nowhere near careful this time, relatively speaking. I play aggressively, rush Sparkies, jump into places without looking, and push things to the limit. There were a few instances where I cheated death; one of which cannot be more evident in the final level. While doing stuff like this resulted in countless destroyed runs, luck really was on my side this time, so much that I would even say that I didn't deserve to have this successful run.
With Keen 5 now at 18:02, I am pretty much retired from Keen 5 Easy mode speedrunning, unless many big shortcuts can be found. Maybe try a Hard mode (read: Suicide mode) run?
I will talk about all the levels, since I find them important enough to talk about.
* Ion Ventilation System
- Ha ha, I missed the first jump of the game. Oh well.
* Security Center
- Before the blue gem holder, I run up. Seems slow, but when I jump up, I sometimes end up falling down.
- I do a perfect pogo jump on my fourth try to grab the ledge near the passcard. It's hard to do.
- The last couple Sparkies are hard to deal with, especially the last one. I can only bum-rush them safely if they go away from me. Scratch that, I bum-rushed them anyway.
* Defense Tunnel Sorra
- This level is easy. I messed up a jump though.
- I could have skipped the ammo in this level.
* Neutrino Burst Injector
- This level is a run killer. That's why I do this level as soon as possible.
- By heading up towards the Shikadi's domain first, I have a good chance of bypassing the Shikadi without a fight. Otherwise, the Shikadi will be right at the edge. If you try to shoot from the pole, you will die if your gun touches the Shikadi. I kill the Shikadi regardless because I now take a shortcut and I don't want the Shikadi to be around.
- I head straight to the blue gem holder without hesitation. With the final Slicestar bouncing around, one of four things happen:
# The Slicestar rams into Keen and kills him.
# The Slicestar is heading right towards Keen, but by pressing left, I can avoid getting hit. Then it's a free shot at the machine. Best scenario.
# The Slicestar is heading right towards Keen, and comes from further away than above so that I avoid getting hit by waiting, then pressing left.
# The Slicestar enters the machine's room (as it does in this run). I have to wait (trying to break the machine is risky with that around).
- Since this machine only has one tube, I pogo it right away.
* Defense Tunnel Burrh
- Easy level, unless you are careless with a Sparky or Robo Red shoots at the wrong time. As you can see, I give Sparkies some respect, but I let Robo Red have none of it.
- I forgot that a Sparky wasn't in front of me when I shot the second last time.
* Regulation Control Center
- Finally, I am playing it more aggressive in this level. I started to check after putting the yellow gem, then changed my mind and risked it. Funny thing is that I probably would have died if I didn't do that.
- As with all machine levels with multiple tubes, I stand still on the top, then jump straight up and pull out the pogo stick. It's the most reliable way for me.
* Defense Tunnel Vlook
- I'm shooting unnecessary shots now. Strange.
- Thanks to Sanitars for the pogo method across the platforms.
* Energy Flow Systems
- I take a rather aggressive approach to this level, as always.
- Yes, I am reckless around Robo Red, but Robo Red is more predictable than any Sparky or Shikadi. One thing I do know about the Shikadi in this level is that
it will never be near the green gem, so I can safely drop down without checking.
* Defense Tunnel Teln
- Easy level. I shot upward after grabbing a pole just in case an Ampton was there (which it was).
* Brownian Motion Inducer
- Near the beginning, I have to shoot an Ampton and evade another while going on the poles.
- This level is arguably even easier than some of the defense tunnels.
* Gravitational Damping Hub
- I now have a good grip on this level, unlike before.
- Once before, the Spirogrip ended up in the upper path. It's bad when that happens.
- I managed to get across to the keycard area and back with the platforms only travelling one round, like Sanitars did (but without all those deaths).
- I risked running underneath the Spirogrip and it suddenly moved. Fortunately, it went upward.
- A possible shortcut is to go through the Slicestar route near the end of the level.
- The final Sparky in the game (or what should be) is a subtle one. Don't just think the coast is clear.
* Quantum Explosion Dynamo
- I often have trouble with this level, but not this time. I even cheated death. Seriously, Keen should have just died.
- I find leaning against the wall while shooting the Shockshunds easiest.
- Messing around with the Spindreds. How close was I to death?
- Plus, I nearly set off a Shikadi Mine right after putting in the red gem.
- The method here of setting off the Shikadi Mine is from Sanitars. I previously did it a faster way, but after having two runs ruined at the very end, I take no chances anymore.
Meanwhile, I have improved Keen Dreams to 5:57. Maybe I could do better.