Saturday, June 25, 2016 by LotBlind
Teh Urrn is Human
It was supposed to be a huge improvement of more than 20 minutes, but turns out mistakes can be made. This is the rather unfortunate case in The Godfather: The Don's Edition where 'Soliduz Znake' returned with what was supposed to be a better route, execution and RNG. After it passed verification (where all we could see was the improved execution and RNG) and the run was timed, it turns out our friend Soliduz mistakenly forgot to add the last segment's run length of 20+ minutes into his calculations. Oops. Nonetheless he wanted to run to pass onwards so here we are with a royal six seconds' improvement that nudges the run time down to 3:06:56. IT'S AN ALTERNATIVE TAKE OKAY!? Oh well, I think le Znake will be found grinning about it for a while into the future.
Wednesday, June 8, 2016 by LotBlind
Fox Hawkin' Projections of 6k8 Stardom: "U N 4 SotN Magical, Tony!"
The untrained eye couldn't pick up where exactly this Star Fox 64 run can possibly be gaining on the clock to make it 0:22:45 instead of 23:09, unless the lag reduction stuff is new. The untrained eye CAN, though, read the comments whereupon it is written ... wait they're in Japanese.
For 'Hayate1129''s sake I hope they had an autofire controller and were allowed to use it for the hundred thousand boosts. Any devs listening - make it so holding the button down is enough! If you're not Japanese [enough] to be sustained by the kanas and kanjis on the run page, what zallard1, another Star Fox connoisseur, had to say about it in verification serves a very similar purpose. Turns out it is far more subtle than I thought.
I just realized dem Nippon kids are learning a modicum of English from their games when they use English words in their titles. Try holding up two flash cards, one of which has a fox on it and the other with a turtle, and asking them which one's the fox. I guarantee you they might get it right. Or wrong.
U.N. Squadron for the SNES is another shmup and thus complements Star Fox nicely. So well, in fact, that they're being run by the very same guy. One of its predominantly horizontal stages uses parallax effects to create a tunnel in-between layers of clouds which I like. To speed up a shmup, in this case you look for the best aircraft and weapons from the shop and make sure you don't miss any shots on the bosses holding your run hostage, but as you should realize I speak in simplifications and simplifications only. The seven stages of this originally arcade cabinet Capcom title, and one that has a place in many a player's heart judging by various scores and reviews, are lain waste to as the one called Mickey on Easy mode within a time frame of 0:19:32 give or take a few ticks.
I wonder if more platformers and various types of games in general wouldn't benefit from having fighting game combo moves like Castlevania: Symphony of the Night does. It introduces variety without having to map it to dozens of keys and gives you a skill to work on. 'wild mouse' has continued work on his Saturn version Maria skills for nine seconds' worth. Playing as her looks like you're playing NG+ with all her OP spell swag. The phoenix she slaughters along the way is probably not going to rise from the ashes. The medusa will continue life as a perpetually stoned med-sab-usa. (...I think that one deserves a pause...) The magician will never reappear amidst a stunned audience either. Speaking of stunned audiences, you're joining one if you snatch the 0:07:36 today!
To find out what stuff other than Maria was dumped before SotN's first release check out this extensive interview with Koji Igarashi courtesy of Double Fine.
'Fog' is bringing us the rags 2 riches tale of the century... or maybe they just spent years practising alone in their mom's garage going up and down the same crooked-ass leftover piece of copper pipe with the occasional ollie over the floor drain... fulfilling their lifelong dream of professional skatesmanship in what sneakily IS the 8th of the Tony Hawks, Tony Hawk's Project 8 (played on the GameCube). They begin to spread the virus that is their fame from what's presumably their home turf, and end up on the other side of a merry little town from any white teenage wastrel's daydreams while engaged in a continuous riot of balance, speed, height, and rotation making their name mean something big in 0:47:36. I have, believe me or not, given some thought as to whether you could actually get signed that quickly, and I do believe you could. You'd just post a superhot skate reel on reddit or something making sure the big boys are tuned in, and if it's good enough, they'll sure as hell rush to be the first with the "sign-heres".
Saturday, May 28, 2016 by LotBlind
In the Pink to the Max Till You Dead DX
If you think space is dead, you just need to zoom in rather a long way but you'll eventually start making out the strings, or whatever, oscillating, or whatever, and energy being created from nothingness. And particles and antiparticles are there, and think about the Casimir effect and dark matter and neutrinos and... The space around the game page for Dead Space 2 isn't any deader either, now holding a PS3 Survivalist difficulty New Game+ 2:20:36 to keep the others company. 'ModSquad' makes chop meat out of the dead space is crawling with that I'd imagine the series got some kudos for seeing as they do something a bit more interesting with zombies.
The irony about this 0:04:11 for Metal Max Returns is the game is already set in a post-apocalyptic sci-fi scenario. It's already the bad ending, or A bad ending, or... well a bad development for the human race. To add insult to injury, Marcus 'crazedlink00' Duchow takes the defeatist "4th path", throwing in the towel before anything has even gotten underway. It's because they get emotionally scarred in a fight against a dog with a rocket launcher. It's understandable, but a shame, because there's a lot to do and see in the highly open-ended Metal Max RPGs, but no official translations seem to exist, so it's similar to your Star Ocean 1 or Earthbound Zero in that regard.
If you remember that by Einstein's theory of relativity, time and space are inseparable and depend on the observer's location and velocity. Even though we may come together on causality, the exact time intervals between events passing will vary. Now you know why Sonic Adventure DX has a new improvement for the character called "E-102 γ" of negative 03:06 minutes. That or the new system of timing, I don't claim to get those. Off wherever the telescope was installed, we see Nelson 'Sonikkustar' Martinez crossing the finish line after 0:13:08.
The name of Étranges Libellules ('Strange Dragonflies') was borne by a Norwegian (actually French but it sounded a bit obvious) game developer most widely known amongst those who cherish comic and cartoon tie-ins aimed at kids. The very crème of their crop might have been some Asterix frolic. Some years before, they'd composed Pink Panther Pinkadelic Pursuit, an homage to a spin-off character first seen in a 60's US-French crime comedy. The Pink Panther was originally just the personification (iconification?) of a diamond that acted as the central plot engine, and its instantly memorable theme wasn't even going to be the main one at first. This video game counterpart is a quaint 2D-platformer with key hunting starring familiar characters. The Pink 'wesen' downhill-skates it IN GERMAN ACHTUNG in die Rekordzeit of 0:18:04. So international!
Friday, May 20, 2016 by IsraeliRD
Super Meat Grinders
Saturday, May 14, 2016 by LotBlind
The Gen-X Neightbors' Gaunt Zombie Kids Let Survive on AMNesty
Did I mention IsraeliRD does not function? He had one job, that of counting all the updates that have actually been posted so we know where we're at exactly. Instead he herps and he derps and he blows my lofty aspirations down like super-soaking a paper kite. And that's why I can now only congratulate myself, the other posters the site has had, the wiz kids banging it back together after all joints have come apart, all the runners who've submitted runs for posting, and everyone who's still reading about them -- for having reached the thousandth... AND FOURTH OR FIFTH WE'RE NOT EVEN SURE... ever Speed Demos Archive front page update. Send us flowers.
Saturday, May 7, 2016 by LotBlind
Where's a Win Condition?
Sunday, May 1, 2016 by LotBlind
The Days of Grades
Sunday, April 24, 2016 by LotBlind
Why is 7 afraid of 8?
According to the boards above the tracks, "Mario Kart", as in Mario Kart 8, is one word somehow. Perhaps that's why Jose 'UchihaMadao' Karica felt it imposed on him to do this 1:40:24 in one sitting. Much like if you were to initiate a conversation with me about the most interesting characters in Disney movies since the last millenium, I'm at a loss as to who it is exactly jockeying the runner from easy win to easier win in a setting where the other racers might as well be enjoying their siesta, just periodically issuing mushrooms and thunderclouds down the track to make it look like they're putting in work. She does sound exactly like a female Mario though.
The categories for the run are -- and this might be the last time I'll ever say this -- All Tracks, DLC, Frantic Mode, 200cc, and Hard. I haven't been checking runner bios as of late, but Uchida's YT page looks well-cared for. It's the banner and the playlisting. Whenever you have a runner whose work you're enjoying just look them up here and see if they've given links to streams etc.
Here's a monster improvement for American-Russian Sabre Interactive's best-received shooter TimeShift. Much juice trickles down runner Robin 'Ekelbatzen' Schönborn's arm into the citrus press' juice-containing bit (juice jar?) where a 0:43:06 can be made out amidst the pulp. Running on casual difficulty allows more focus on exploiting eponymous time-bending mechanics to effect various skips, albeit not in every single area. The principle behind most of them is simple: if you can shoot an object to send it flying through the air in an arc, just reverse time and ride it back up leaving you flying in an even higher arc. Or just really far. I think I'll leave the rest of the run's peculiarities for those rearing to take a sip at the lemonade themselves. There might... just... be... an... OOB or two somewhere in there. It's really quite dope whether you have or as you haven't played the game, fast-forwarding the few autoscrollery bits.
Alien vs. Predator is an arcade-only beat'em'up taking place in what was probably meant as San Dorado in Arizona (near Tucson), or for all I know El Dorado in Nevada (near Vegas). The combined sci-fi vista that should rightfully be called AlienS vs. PredatorS vs. People doesn't let you play as the foremost mentioned race unlike the PC game that forces us to include the platform in question in the game page title. As for the 0:27:32 bursting out your virgin chest today, Sean 'MURPHAGATOR!' Murphy felt a kindred spirit in the Predator warrior out of the four playable characters. Seeing who it's by, you betcha this ugly, sharp-fanged baby comes with audio commentary awaiting your tensed ears on channel 2. Him and his buddies could as well have been spotted converting coins into continues at the local 'cade in '94 when the A Vs. P cabinets first got installed. Continues look like something we've critically outgrown since then.
Wait, isn't that just a marvelous idea? If you can still find gaming arcades somewhere, tell them you wanna do a showcase run for one of their games that they can video or market a bit. Might someone be interested? They could even pay you something I'm sure. Don't tell 'em you'll 1-cc it though :P
If you thought Lolo and Ms. Lolo ever got to enact the staple "you jump in the evildoer's wagon and get ready with your lipstick and hair bow, I'll be finishing with this here cold one and get set for the long haul" narrative only three times, you're dead wrong! If you were shrewd, and looking in the right general direction, you might have spotted them going at it multiple times between 1985 all the way to the year 2000. The series as a whole is known as "Eggerland", which aptly describes the game world in which you're certainly nounifiable as an "egger". Most of them appeared only in Japan or Japan and Europe and ran on PCs or Famicoms.
Still, this here is definitely the same The Adventures of Lolo 2 you "non-international" readers, and certainly le me, might recognize the smell of. The last outing for Lolo 2 on SDA was before the site had turned 1, soooo you'd expect some form of improvement right? That improvement measures around 5:33 and lowers the time to 0:23:41. To manage this, 'DonkeyKongGenius' paid our friends at TASVideos.org a visit and received a detailed guide for how real bots run the game that thankfully behaves deterministically when following a half-step precision plan. So yeah it looks like a TAS now. Let's all press-gang the "genius" to repeat the feat in 1 and 3!
Wednesday, April 20, 2016 by LotBlind
Silent, Buster, and I'll Tell You a Tiny Secret: "Ninja Crusader"'s an Oxymoron
Saturday, April 16, 2016 by IsraeliRD
At night, nobody can hear you scream!
Friday, April 8, 2016 by LotBlind
Just Realized Their Names Are Instruments Durr
Anyway the game plays a lot like its descendants only with up to one computer-aided companion hanging along. In the first moments you're introduced as a showfighter under averse employment of the Dark Lord, who [spoiler]isn't a sweetheart[/spoiler]. After that the game kind of stumbles a bit in preserving the dire atmosphere when one of your ill-fated comrades, lying in a puddle of their own blood croaking their dying words, is called Willy. ("Willy! Willy nooooo!!") In the next unintentionally comical scene the Dark Lord has been told there's a mana tree above a waterfall right next to his own castle and his reply is "How do I get to it? Up the falls?".
Runner 'Crow!', who is improving on his own record in the "warpless" category by 7 minutes and 44 seconds, has used the logical technique of reworking the old notes instead of starting from scratch but didn't highlight what's new so it's up to me to be arsed in this case. Do I strike the kind that's frequently arsed? Like, on the regular? What's really interesting and kind of unusual is there's two different but both competitive builds for your character when running this uncannily Zelda-esque game, one going physical attacks and the other, as seen in Crow!'s 2:03:04, for magic-based offense. I think "holy sword" could imply either.
You traipse into a medieval castle across a creaky drawbridge that starts to hoist itself up as you pass, you enter the first courtyard where a fence so wide-spaced it's pointless erects from the fertile loam on the side, you hop up a thin thin staircase, crack out your whip and let it snap at a sly-looking human skeleton that explodes into a flurry of spinning tibia or possibly femurs and then... then you realize you're not really doing any of this, you're just playing Super Castlevania IV. Or possibly just watching this 0:31:55 submitted by someone called 'Furious Paul'. The verifiers are singing this 3:18-minute improvement's praise in what's at least forte if not fortissimo. I'm left short of breath just from listening. Someone also nominated the run as one of the best they've seen, which is a prerogative you're usually okay to assume.
Expect to see more damage boosts than the career of Steve-O. Expect to see bosses annihilated like matter and antimatter. There's at least one Sonic-esque zip. Oh and that jazzy moonwalking! Truly teh urn right here. Even if you didn't wanna watch-it watch-it, you could use the classic Castlevanian music as a soundtrack to your LAME.
Then there's this 0:52:59. It's for Grand Theft Auto: Vice City, which apparently is the fourth part in a series of open-world action-adventure games by an American team called Rockstar North... just kidding.
Now, it's been a good long while since I last gave attention to the GTA scene, which it kind of needs to be in my "profession". I really appreciate, and surely I'm speaking for a lot of people, when these popular-game runs surface for us of more casual interest in these immaculate packages with some amount of commentary thrown in. I single out popular games because they tend to attract more runners and time is getting chipped off like a colony of beavers on double espressos (hot coffee anyone?). This is why it doesn't appeal to any of them individually to submit their runs because (and I hypothesize) a) it's going to be old news when it hits OUR headlines and b) it probably feels a bit pretentious in such a setting, and c) you might feel discouraged by seeing even better times up the ladder - but that's just how it goes. Of course WHEN a run's finally knocking on our door doesn't matter at all because if you weren't already following those developments you won't have had it on your mind anyway.
Long story short, the submitter here is 'Mhmd_FVC', whose run is every bit as flawless as the one I hyped above. If you didn't get it already, 0:52:59 is INSANE for a game that only a few years ago (several eons in speedrunning time) could've boasted records like 1:30. Major glitches cut off lots of time, and this new run is done on the Japanese language edition, but sadly there was no explanation about how any of it worked attached to the run. I did find this playlist by the runner which is exactly what I wouldn't have minded seeing pointed at in run comments. Just to further emphasize, this run ALSO rocks socks off in sheer execution and I'm sure that's simply the level it's scaled up to over the course of time.
So, have you ever met tons of people who all want you to go collect things for them so as to receive access to new areas in return?
I couldn't think of how to follow that sentence up so I panicked and started a completely new paragraph instead. Banjo-Kazooie: Grunty's Revenge is a 2003 handheld platformer textured by a whole lotta trifle-cumulation and minigames as per the SM64 mold. The premise is one of forestalling: not letting series antagonist Gruntilda to separate the verbally merged entity (but a hyphen tells them apart) of Banjo and indeed of Kazooie. In order to prevent preventing Grunty from taking over the world you return back in time yourself and explore a version of it predating what was seen in the 1998 original. It's along those lines anyway.
Hunter 'Blazephlozard' Davidson's routing especially got lauded in verification. It is, after all, a pretty sizable version of the Traveling Salesman's Problem, and because you can then exchange what you've collected for new abilities including such (I'd imagine) that affect your rate of movement, the potential complexity grows and grows. Maybe. Blaze took a game he felt underappreciated and lacking a truly solid run and DIY'd this 0:46:04 himself. Gotta say, if your run is 46 minutes long and your golds sum is 10 seconds faster than your record, it's not a bad record :D
Sunday, April 3, 2016 by LotBlind
Serpent in the Stagnated Paradise Was Lost Until it Finally Red the Postal FAQ
There's a specific subset of the otherwise highly diversified CRPGs ('C' for Computer) that includes titles like Baldur's Gate and Neverwinter Nights where players control an isometric party of adventurers from mellow hearth-side conversations to calculated start-stop combat with hands typically left largely unbound as to which avenues to pursue in which order. It seems weird to name a genre after a platform (why aren't there SNES-RPGs or SMS-RPGs?) and for some time the system you were playing on would have been somewhat interchangeable, but later on a mouse-based complex UI precluded porting thus justifying the term also from the non-historical point of view. Classics like Ultima IV and Sanitarium were expanding narrative into whole new dimensions making the generic high fantasy theme feel critically less stuffy. Those attracted to these games weren't deterred by lower-detail graphics, block-built worlds, or fragmentary voice acting because this allowed the developers to focus on coding in more logic and writing more dialogue.
This is the tradition in whose footprints Serpent in the Staglands sets off wandering. Well I guess you're technically not wandering if you just... Anyway, the game combines elements of Baldur's Gate and Fallout making your character, if not their backstory, a perfectly blank slate. You cannot carve that slate full in just 0:27:51, but you can complete the main quest in a single segment with resets, as proven here by 'Varstilone'. When the game is so open-ended, you know the speedrun will double as the low-level challenge and every fight will be... bestrewn with copious parmesan. Anyone interested in the run might also want to see Matt Barton's interview with the 2-man development team who are actually husband and wife. SHE does the coding btw.
Speedrunning isn't always rosy. Sometimes it can get downright grueling. Sometimes runners will inflict it upon themselves by entering the difficulty selector, tapping down as far as it goes, staring the game straight in the eye saying "I don't care how hideous, unfair and untested it is, I'm not here to have any sort of fun!", and smashing enter with oxen ferocity. When they've been force-fed their swollen and rather prickly egos, they'll close their bloodshot eyes for a minute, run to the first junction they managed to scurry to - with actually positive counts of health and ammunition - within the first 500 or so attempts... and call it segment 1.
Whatever else you do with your FPS, please make there be at least one weapon with perfect accuracy. Having struggled to land badly called-for headshots we have Zach 'Duane Jones' R who wouldn't take "impossible" difficulty to mean something he cannot do in Red Faction, that 2001 scenery destruction simulator of which I can't immediately tell why it received noticeably better reviews on the PS2 than the PC being the platform here (probably the park was less crowded). The game's USP was the Geo-Mod engine that implemented areas possible to be tunneled through along with collapsible structures. This 0:59:15 will discover at least a few exploity uses for it all as well as several other glitches and just plain stupid luck that stupid people will need to finish their stupid runs. Lord knows I'm one... The run comes fully equipped with audio commentary, but it's a separate video right here. Take your pick, miner!
Now enter Final Fight for the Arcade, the collection for which looks lacking one or two character categories. We get one step closer to rounding it off with proliferating Sean 'MURPHAGATOR!' Murphy who mistakenly chose an inferior character (Guy) for his run but thought "what the heck!" and made it his new record-setting 0:23:03. Inferior in the sense that Murph couldn't quite squeeze Cody's time out of this Guy guy despite the run looking damn-near flawless.
As you know if you're a regular reader, this is the game whose arcade cabinet allowed you to despawn your adversaries much more readily than the other consoles that saw the title, at least the GBA. As for other insights, get it straight from the horse's mouth (what?), the horse here being represented by the merry band congregated around the mic for the audio commentary track. You'll learn how to score attack the game as well as time attack. You'll learn how to survive the perils of rampant fire. You'll get the low-down on the fabled "ass-smash" technique of yore. It's just much better than anything I could come up with. I feel like they're having too much fun though. We gotta make up a rule against that.
1:18:50 is awfully long for a segmented FPS run! Even on the "very hard" setting. You got me right, you're being doled out a second helping of boom-tiddle-tiddle-bang today, but this time it's something you're not likely to want to bring up around the dinner table, not even when there's no-one else around. By the 10-minute mark the protagonist, who's just awoken from coma and needs to regain his bearings, has seen wild dogs savaging the townsfolk, witnessed an animal rights activist being buried in elephant poo, and met up with a guy called "Wise Wang". It's the video game equivalent of South Park with [numerically] less funny voices. There's something not-run-of-the-mill about the real-life premise of Postal 2: Paradise Lost too, which is that it's an expansion from last year for a game that released in 2003. The only thing developer Running With Scissors did in-between was the first expansion to Postal 2 and some Linux conversions, hence the joke about coming to after a 12-year coma.
To get back on the run for a minute, looks like Nikita 'NWill' Abramov wasn't able to glitch his way out the cutscenes though a few other seams do get torn. This makes the whole video a lot longer than 1:18 hours because the in-game speedrun timer, which testifies for RWS's appreciation for our refined art, pauses for their duration. The game is interesting in the sense that it plays out in a single contiguous fleshed-out location, as did the "mother game", like some kind of smallish sandbox you move both back and forth inside. The series also isn't quite as random as, say, Goat Simulator, because it clearly has a continuity with characters and story and you may well pick up some social commentary vibes if you want. So with the intact cutscenes this should make a good watch for FPS fans who play for the story more so than the action (Kappa) despite the average pace being on the sluggy side. Or if you just want to weird yourself out some.