The discovery of two new glitches culminated in this new record.
'Chute jump was discovered literally 20 minutes after my previous record released. It's used twice to save a full life, and once to get an extra kill. To perform it, use a controller and press and hold A then Y in quick succession while parachuting. It's quite lenient in the timing, so it can be done with 100% consistency.
Spike jump was discovered one day before this record, on the same day I managed to finally achieve +27. I was looking over the footage of my then record (that will now never see the light of day, except on my twitch stream) and I realised that I could get the last kill I needed if I could get over those spikes. I tried jumping on them, and it worked. To perform the glitch, simply jump on the frame you land on the spikes. It's frame perfect, so I can only get it like 20% consistent. For more chances at hitting the exact frame, use both jump buttons on the controller, just like with 'Chute jump.
Everything else in this record is the same as for +25, there's now just no leniency in missing any kills, whereas before we had 1 extra kill.
The discovery of two new glitches culminated in this new record.
'Chute jump was discovered literally 20 minutes after my previous record released. It's used twice to save a full life, and once to get an extra kill. To perform it, use a controller and press and hold A then Y in quick succession while parachuting. It's quite lenient in the timing, so it can be done with 100% consistency.
Spike jump was discovered one day before this record, on the same day I managed to finally achieve +27. I was looking over the footage of my then record (that will now never see the light of day, except on my twitch stream) and I realised that I could get the last kill I needed if I could get over those spikes. I tried jumping on them, and it worked. To perform the glitch, simply jump on the frame you land on the spikes. It's frame perfect, so I can only get it like 20% consistent. For more chances at hitting the exact frame, use both jump buttons on the controller, just like with 'Chute jump.
Everything else in this record is the same as for +25, there's now just no leniency in missing any kills, whereas before we had 1 extra kill.
Enjoy!UFO 50: Mortol - Level 2-A +29 Lives (World Record)Blazier2025-01-15 | This one was a long time in the making! Definitely the hardest level so far by quite a large margin. In total, it took over 27 hours split across 12 streams, the most of any level.
The new upwarp glitch featured in this level is pretty situational, but it's the only warp so far that requires no deaths to set up, so it's very efficient. It works because jumping up into a corner of a block pushes you to the side, and if it pushes you off screen you get warped. Whether you go up or down due to the warp depends on whether it can find an open space 1-2 blocks above you, so you can't warp very long distances with it.
In this level, there are 4 frame perfect inputs in total required, with a fifth (the later spike jump) being optional. The quad kill at 2:31 requires a frame perfect explosion at the end to clip the explosion half a block into the wall and kill both insects. Doing that quad kill allows you to skip doing a spike jump later in the level, so we're just trading frame perfect strats with other frame perfect strats!
The very last trick at 7:09 may look simple, but it's actually very technically difficult. The explosion at the end requires you to go down a bit, so you have to turn into a stone for a few frames, and it also requires wall clipping the explosion so that it reaches half a block further. So it requires a very quick stone into arrow for one frame into explode. I bound my keys in a specific way, and I use multiple ritual buttons to do it. Basically, I press and hold one ritual button to start the first arrow, then I tap down to get the stone, then after releasing down I tap a second ritual button (no need to release the first) to get an arrow. Then finally I tap up one frame later to get the explosion.
I really hope you enjoy! The next level will be a lot easier I promise!
Watch me do this live: twitch.tv/blazier Archive of all 12 streams: twitch.tv/collections/dZrEIEvKFxiGYwUFO 50: Mortol - Level 1-C +33 Lives (World Record)Blazier2024-12-18 | Wow! This one went better than I expected the second time around! The first time I played this level for +32, it took me a few hours over multiple days to get it. This time I literally got it on my third actual attempt.
This is an improvement of 1 life, thanks to the 'chute jump and spike jump. There are only 2 changes to the run: at 0:42 I get a quad kill, which nets me 1 extra kill. At 1:51 I do a 'chute jump to avoid 1 death, which nets me 2 extra kills (because even though I save a life, I'm missing out on 1 kill I would have gotten).
The spawner sync at the start took a long time to get right. There are 5 spawners to sync up now, instead of just 3. The thing that adds the most complexity to it, though, is the pig up the top that walks back and fourth, and eventually goes over to the button. At the start of the level, that pig is walking into the 4 stones that are on top of the moving platform, because platforms always start the level frozen at the top. At 0:25 I do a tiny stutter-step to delay triggering that platform moving down by just a tiny bit. This seemed to help make the pig consistently be on the right cycle, so the blue blocks would trigger at the right time and the rest of the syncs could be done by simply holding right.
I really hope you enjoy it!
This was all streamed live at: twitch.tv/blazier All 6 streams archived at: twitch.tv/collections/Z-Y_WNB5EhhsGQUFO 50: Mortol - Level 1-B +34 Lives (World Record)Blazier2024-12-02 | Wow. This level starts off really hard. There's 3 tricks at the start that are all frame perfect in some way. This was only the second time I'd made it past the spike jump part in a real attempt.
One part of this level could use a bit more explaining, because it's maybe not clear what I'm doing, since it involves off-screen enemies. At 4:57 it looks like I'm just trying to kill the pig to the left, but I'm actually going for a double kill here. The spawner that's now off-screen is still shooting, and can just barely be reached by my explosion. In order to get the timing right for this, I synced up this spawner with the next one (done at 3:12), so I know when the spawner above me shoots it's time to go! Looking back at the footage, it looks like I got pretty lucky here, because my lives tick up on the very last frame of my explosion.
The very start of the level has a little important note too. You can see I wait about 2 seconds before I break my parachute at the start. This is because the very first spawner in the level needs to be synced up with the pigs that are walking at the top. When you're parachuting you're essentially invisible to the spawners in the level, so they only see you when you break it, even if you're within the range of the spawner.
Every minute of this run from exploration, to planning, to practice, to attempts was streamed live on my Twitch channel. Be sure to check it out!
Enjoy!UFO 50: Mortol - Level 1-A +25 Lives (Outdated)Blazier2024-10-24 | This has been beaten. See the new record here: youtu.be/JF97_1Wmbcc
This took a lot of planning! When I work on these runs, I write up notes so that I can remember stuff or figure out the timing. This run had about 3 times as much notes as the next most complicated level, which was 1-C.
There's 1 more kill available, in the place where I say it. If I exploded half a block to the right, I would have killed the insect spawned by the far right spawner. You'd still have to find another 2 kills somewhere for this extra kill to matter though, and I don't currently know of any others.
A lot of spawner syncing in this run. Remember that spawners start counting when you're in range and on the ground, so that's why I use jumps for most of the timings, so my positioning doesn't matter. The last spawner sync (the one underneath the 3 pigs) I line myself up on a specific pixel to make the timing as consistent as possible.
The final jump onto the spikes is very lenient, however, if you just hold right and jump you'll go to far and die to the spikes. The way I do it is I push up against the wall as you see, then I simultaneously press Right and Jump. If you press them at exactly the same time, it works every time.
Enjoy!UFO 50: Mortol - Level 1-C +32 Lives (Outdated)Blazier2024-10-14 | This has been beaten. See the new record here: youtu.be/BsSyg8TqzBM
I'm back! This level was tough. Rather than having one really hard part in the middle, it has lots of moderately hard parts all spread throughout. I probably got about 5-6 attempts to the rhino at the end before I finally got this run.
A lot of the strats in this video are taken directly from Fuirya's +28 video on this level. There are 3 main parts I improved to get this up to +32.
First, I discovered that you can just step on the button for just long enough for the blocks to fall without you dying. I did this while testing out another theory where I tried to crush the stones with the switch blocks. Turns out it's actually impossible to crush stones with switch blocks, they just keep them open.
Doing it this way enables me to hit one extra insect beforehand, since I use my explosion to the left instead of the right. The spawner sync for this is surprisingly intricate. Spawners have a counter that starts at 0 and counts up to 179. When you're outside of their range and on the ground, they reset their counter to 0. When you're within their range and on the ground (usually within 41 blocks on either side, but it can differ) they start counting up. Since the time when I explode differs a bit between runs, I actually have to use a visual cue both for stopping and starting my movement, so that I stop for around 2 seconds and 40 frames (which is actually around 2.8 seconds, not 2.4 seconds like I say in the video). This syncs up the top 2 spawners. The bottom spawner is synced up as long as you break your parachute close to when you hit the ground to delay your movement a bit. If you don't break your parachute before hitting the ground, it makes things more inconsistent (I think).
Second, I came up with the crazy strat you see for the rhino. I sent a convoluted 5 step plan to Fuirya and they somehow managed to use it to prove that it was just barely possible. Thanks again Fuirya!
And finally, I found that you can kill all 4 pigs at the end without dying. There's actually 4 pigs at the end, 3 on platforms that are 2 blocks above the spikes, and 1 at the end that's 1 above the spikes. When the level starts, all platforms are frozen until the screen scrolls within a certain distance of them. Once the 4th platform unfreezes, the 4th pig will just walk off the platform and come to the left. Instead, I let the first pig walk all the way over to the 4th platform before I scroll the screen to unfreeze it, which results in pig 1 and 4 killing eachother with very little work from me!
Enjoy!UFO 50: Mortol - Level 1-B +32 Lives (Outdated)Blazier2024-10-01 | This has been beaten. See the new record here: youtu.be/1NIfoNyHNb4
After my first video, I knew I wanted to live up to it and do more crazy stuff on the next. When I first looked at this next level, I was quite disappointed that I couldn't see anything more than +30 being possible. Then I watched it again, and again, and eventually I started to see more and more possibilities. +32 was just barely possible, so I knew I had to do it. I had no idea it would be this hard...
A lot of planning went into this route. I have at least 7 different places where I need to look for a specific timing of something. I could explain all the timings, but I'm sure you can figure out your own if you do decide to go for this crazy strat...
Not much else to say here, since most of the other stuff is explained in the video. The only new tech in this video is that I'm able to turn to stone while standing on the very edge of a block. I guess killing an enemy without being above it is also new tech: as long a stone is moving down when it hits something it'll kill it.
I tried something a bit different with this video, so I hope you like it. Please enjoy!UFO 50: Mortol - Level 1-A +22 Lives (Outdated)Blazier2024-09-25 | This has been beaten. See the new record here: youtu.be/wjL4EKzL6sg
I originally set out to get +19 lives, then +20, then I found that +21 was possible, and went for that. Then I kept finding more and more strats until I ended up with this monstrosity. Considering that the next best on YouTube is a +19, this is a pretty huge world record. Please enjoy my +22 on UFO-50's first level of Mortol!
There's quite a lot going on here, so let me explain the most subtle but important part of this run. From what I understand about the game, the pigs that walk back and forth are on a global timer, so every pig in the level starts walking as soon as the level starts. The insect spawners however only start shooting when you're within 41 blocks of them (yes, I counted).
This means that in order to sync up the insects with the pigs, you need a consistent timing when you scroll them onto the screen. At the start, I try to go as quickly as possible, and this keeps the first bottom 2 insect spawners consistent. Then at 0:46, I step to the right one block, which is the exact distance the highest spawner on the far right starts shooting. I do this with a visual queue from the pigs walking on the right, because from this point on that insect spawner will continue to fire. This allows me to have a consistent setup where I can get an insect to perfectly line up with the 2 pigs every single time. Then I can get the highly sought-after pentakill that seemed almost TAS-only a few days ago.One Hour One Life - Tutorial Escape Speedrun - 8:17Blazier2018-08-08 | The idea of this speedrun is to escape the tutorial of the game as quickly as possible. To escape the tutorial, you need to make a steel axe and shovel and cut down and dig the tree at the end of the tutorial. The run starts the moment you appear, and ends as soon as you dig the stump.
This was the first time I managed to pull off the full route I planned out. Took around 40 attempts total. I'm happy with the route, but the execution can definitely be improved. I'm gonna say sub-8 is possible, but you'd have to be very clean with everything.
Enjoy!The Neverhood - Speedrun - 1:44 (with dev commands)Blazier2017-01-05 | The absolute fastest way to complete the Neverhood, by accessing the dev scene select menu, and then using another dev command to skip the final puzzle. It's cool how the devs left in so many debug commands!
This was played on the original game from 1996, without any modifications. A full explanation of the dev commands and how I found them will be coming in a follow-up video soon!The Neverhood - Segmented Speedrun - 27:36Blazier2015-09-26 | The Neverhood completed in 27:36 with 136 segments. This is a segmented speedrun, meaning that it was recorded in many pieces separated by save/loads. This run is not intended to display skill, but more to push the game to its limits, and show what's possible.
Infrequently Asked Questions:
Q. How do you warp Klaymen around the place? A. The game has set positions for where it'll put Klaymen when you load a game. Every time I can skip an animation or move Klaymen to a better spot, I simply save the game and then load it. Sometimes I need to wait before saving for a particular moment when some data is added to the save. This update moment usually coincides with a sound effect, for example a disk is registered as being picked up only after you hear the sound of Klaymen picking it up.
Q. But I can see you skipping parts of the game! Are you omitting any footage? A. No. All loads match up with their corresponding save, and all saves that were used in the run were created and shown in the footage. All the skips were achieved by saving/loading, and by clever use of game mechanics.
Q. How do you skip cutscenes? A. Almost every cutscene in the game is either skippable by pressing Space, or skippable the second time seeing it by pressing Space. By saving during a usually unskippable cutscene, the game thinks you've already seen the cutscene when you load that game, and you are able to skip it by pressing Space. The only exceptions to this are the decision and ending cutscenes right at the end of the game, which just don't respond to Space at all.
Q. Do all these skips really work? A. Yes! You can try out every one of these skips for yourself in the game. There's this one big skip in particular later on in the run that you might want to try. It's where you backtrack and go on the kart to get a key. There you'll find the only window in the game where if you look out of it and save, you'll be right back at the start of the area when you load.
Q. How do you know the solutions to puzzles without even checking where you're supposed to? A. Once you save on/near a puzzle, its solution is locked in. I can then load the save or even read the save file directly to see the solution. This run is about beating the game in the fastest way technically possible, and technically Klaymen could just be a really good guesser.
Q. How do you save/load so fast? A. I load at the very start of a segment, and save at the very end of a segment. You normally wouldn't be able to save/load this fast if you were doing it all in one go. I did use some tricks to make it faster, though. I bound my Caps Lock key to Enter and Tab to Escape so that I could save/load without moving my hand. Later on in the run I also started sticking a small marker on my screen where the save button is, in order to find it more quickly.
Q. Are you using any mouse or key macros? A. No. All input is done by hand. My only custom key setup is that I bound Caps Lock to Enter and Tab to Escape for more comfortable saving/loading.
Q. How are you running/recording the game? A. I am running the original game (not the ScummVM remake) natively on Windows XP and recording it with Fraps. I'm using VirtualDub to edit together the individual segments.
Q. The video is 30 minutes long. How is this timed? A. The run is timed from the first frame I gain control of Klaymen, and until the last frame you see my cursor when Klaymen makes his decision. Time spent in menus saving/loading was included in this time.
Q. How long did this run take to make? A. I started working on this run over 3 years ago, but I got stuck on one of the RNG segments. With new technology to read save files, I was able to overcome my roadblock and finish the run. Over the three years I probably worked a solid 2 weeks on this run.
More detailed run comments, and tips for single-segment speedrunners, will be added here soon.Armikrog. Making of Tommynaut in The NeverhoodBlazier2013-06-24 | A trip around of the world of what went into making "Tommynaut in The Neverhood". It was a great week. I learnt a lot.
Also I forgot to mention in the video that Elliot Balo, also from the Armikrog comment boards, made the slides at the beginning and end of the demo. Thanks to him for that.Awesomenauts - Testnauts Ep. 3Blazier2013-01-21 | Hmmt and I swap identities. Stuff happens as a result.Awesomenauts - Testnauts Ep. 2Blazier2013-01-20 | Dubious Lonestar gameplay.
Some more testing with a new mic position. Still not quite right, as any breath sounds like wind.Awesomenauts - Testnauts Ep. 1Blazier2013-01-19 | Just testing my microphone with some everyday shenanigans with my friend Hmmt. Enjoy!What Awesomenauts looks like without a hostBlazier2013-01-01 | Spooky.
The host disconnected for me, but not for anyone else. The game kept going as normal for everyone, but I couldn't see anything that the host was in control of. My attacks were still transferred to the host, the invisible Derpl, and the droids, but I couldn't interact with them in any other way.Mark of the Ninja - Focus FlyingBlazier2012-11-29 | Turn annotations on, I explain how to perform the trick at the start of the video. You can find a better explanation of what's going on here: http://forum.speeddemosarchive.com/post/mark_of_the_ninja_pcxbla_current_best_ss__53202_53.html#mark_of_the_ninja_pcxbla_current_best_ss__53202_53
So I found a way to fly in this game. It's pretty cool, I hope it breaks a lot of the levels. If I'm the first to find this, I'd like to name it Focus Flying.
So far I've only played around with it in levels 1 and 2. It's useful in level 2, and that's what I show in the main part of this video.Lets Group Play Penumbra: Black Plague - Part 4 (FINAL)Blazier2012-03-30 | Join Alex, Curtis Will and I as we blunder through the last part of the game. Shit gets real and poor past Blaise gets all confused by the ending. Good times.Lets Group Play Penumbra: Black Plague - Part 3Blazier2012-03-26 | Join Curtis, Alex Will and I for some more Penumbra action. This episode wasn't so much of a trainwreck as the last couple. The game gets even funnier.
The next episode is the finale. It's probably coming on Friday. I meant to upload this one last friday but I messed up the encoding and had to redo it.Lets Group Play Penumbra: Black Plague - Part 2Blazier2012-03-16 | The game just keeps getting stranger... For a horror game it is pretty funny. Watch as Alex, Curtis, Will and I walk down creepy hallways.
Sorry about the desynch of my voice during the middle part of the video. Everything else is synched, but my voice is second or three behind. Also, sorry that I take so long in the Computer place... you can skip through that.
We got a little carried away and went way over time. New episodes will only be coming every Friday and the next one is 45 minutes long, so it's not too bad.Lets Group Play Penumbra: Black Plague - Part 1Blazier2012-03-09 | Watch as Alex, Will, Curtis and I take on the sequel to Penumbra: Overture — Black Plague.
I take ages to solve the "DDR looking" puzzle, so you can skip through that if you want. I'm currently not editing these videos, but I might eventually.
I'll try to upload videos more regularly now. At least one a week. Mainly on Fridays.Amnesia: The Dark Descent - Group Play - Part 6 (FINAL)Blazier2012-03-06 | At long last, here is the thrilling conclusion to our Group Let's Play of Amnesia: The Dark Descent. Curtis, Alex, Will and I complete the game and watch all three endings.
Sorry this took me so long to upload. The last time I tried it got to 100% and then failed.
I hope you enjoyed this series. Penumbra: The Black Plague will be coming soon, I promise!Portal Stories: Mel - Demo Level - BugsBlazier2012-03-06 | A small collection of bugs in the demo level of the Portal 2 mod - Mel. The bugs and my thoughts on fixing them are all in the video annotations. The map is alright, but it was ruined for me because it was so easy to get stuck. If you make it impossible, or at least harder, to get stuck then it would be perfect :).
There is another way to get stuck which I decided to not include in the video because you're not actually stuck. When the emancipation field turns off, like at 3:13 , the door out to the third area closes. If you portal back into the second area, the dooor doesn't open again. The button that opened it before doesn't work either. To get back you have to portal back to the first area and then portal to the surface past the e-field you turned off. The player probably wouldn't know this, though, and would think they're stuck.BIT.TRIP RUNNER - Final Level, Boss, Ending and Secret EndingBlazier2012-01-20 | Spoiler alert: don't watch this unless you don't care about completing the game yourself.
As the title says, this is the last level, boss and ending of the game. I also got all the gold in every level, so at the very end of the video is a secret clip.
It was a mostly fun game. 1-11 was a real killer, and I almost gave up with the game at that point. World 2 was nicely paced and very fun, but the boss was lackluster. World 3 was very fun, up until the last two levels and the boss. I think my least favourite level of it would have to be the boss, and my favourite would be 3-9. It was challenging and very fun, and didn't have the dickish things the next two levels had.
Don't expect any more videos of this game, because it's a real pain to record. The slightest bit of lag makes the game stutter. This was recorded with FRAPS at 1600x900 half-size. I then upped the size when encoding to 720p, because Youtube allocates more quality to higher res videos.A Tribute to Rayman M (aka Rayman Arena)Blazier2012-01-19 | Could never beat this game as a child, but I finally got around to finishing it the other day. It wasn't very hard ;P. I decided that I liked it so much that I needed to make a video about it. After a bit of practice, here it is. A lap of every race in the game in the On and On mode you unlock for finishing the game. I explain it in the video.
The game audio is a little weird because FRAPS couldn't record it correctly. Sorry about that.Skyrim - Timlapse Comparison Between Me and SisterBlazier2011-12-13 | Footage of our first playthrough of Skyrim''s tutorial dungeon, played at 10x speed.
Please watch in HD and enjoy.Spelunky - Quest to Find the Lost City of Gold - part 2Blazier2011-11-23 | I get further than ever before... but something unexpected inevitably comes between me and finding the City of Gold...Spelunky - Quest to Find the Lost City of Gold - part 1Blazier2011-11-22 | And so our epic quest to find the long lost City of Gold begins. It's the only thing I haven't done in Spelunky... and it sure is no easy task...
This is the first of two parts of my introductory talky episode.
Please enjoy.Portal 2 - 04 Bridge Gels - 8 PortalsBlazier2011-10-25 | When thinking outside the box isn't enough...
Please note that the indicator strip for the button in the second room MUST be orange in order for the end door to work. You can't avoid pressing that button.
Good luck... and just enjoy this video for what it is... a crazy solution.Amnesia: The Dark Descent - Group Play - Part 5Blazier2011-09-09 | Shorter episode... we stop early because Alex gets scared... that we're almost at the end...
We're not ;p.Amnesia: The Dark Descent - Group Play - Part 4Blazier2011-09-09 | Getting through all them puzzles. Cameron visits us for the last time... it's gonna be the 4 of us from now on. That's okay. He was annoying anyways ;P.
I lost the recording from my mic (I record it separately) in the last part of the video. I've added annotations to compensate. It doesn't matter too much,(TAS) Nikujin - Training - 0:29Blazier2011-08-31 | Decided to pick up Hourglass after seeing SeraHarms' videos and do my first TAS. I did the entire thing in frame-advance, and my rerecord count is huge... I squeezed out every frame I possibly could... Every move I do is for a reason. All of the sword slashes save frames, they're not to show off or whatnot. Doesn't get much better than sub-30 ;D. Hourglass is really awesome.
Rerecords: 2441 ;o
I've put up my Hourglass recording file: http://nitrogen.mine.nu/brains/NikujinTraining.wtf . It's much better to watch than this YT video. The links below are all you should need to play it. Make sure to tell me if you manage to improve it ;).
Most importantly is the spike thing. Spikes let you be on them for 1 frame before they kill you, so if you're completely off them by the next frame you can survive. In some places they will still kill you, though, for whatever reason. It works with all directions of spikes, but I only use it on ceiling and floor spikes in this run.
Second is another use for the double slash. If you double slash immediately after flipping up from a ceiling, you will save 3 frames. You'll also grab onto the wall a little higher up.
And last, I found another way to perfom the mid-high jump (that's the 3.5 block high jump). If you press up or down simultaneously with jump, you will mid-high jump. This is a more useful way of performing it, because before the only way was to be holding left and right and then jump at least a frame later.
Also, a note about the sound. I was playing the game with threads disabled, because I thought it would crash if I didn't... But when I went to record it to AVI, I enabled threads with the Wrap option, and it recorded sound effects fine (but no music) without crashing. I'm on XP. Then I just edited the music on top for the heck of it.Portal 2 - Additional Chapter 8 Tests - Initial PlaythroughBlazier2011-08-02 | This is my initial run of CrazyGuy's Portal 2 map. I lost my commentary for the first 80% of it because Audacity did something weird.
So basically the tests looked really cool. I loved all the destruction and movement of parts. The main problems were in objective and direction... These were worsened by the test moving only as you got to certain parts (mainly in the first chamber).
Also, it's evident you tried with the Wheatley lines... but they're written a bit awkwardly...
Including demos of the solutions was a really neat thing to do... It's weird that this is actually rare.
Anyways, thanks for mapping.Portal 2 - Turing - Initial PlaythroughBlazier2011-07-31 | My initial playthrough of clyder's map: Turing. The puzzle was nice, complicated but simple at the same time. My only complaint is that even when I wasn't paying much attention to what each button did, I still got through the puzzle without problems. The light bridge you use to block the cube you just forget about and never use again.
I found it here: http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1117Portal 2 - Vertical Reach - Initial PlaythroughBlazier2011-07-31 | This is my initial playthrough of LostProphetPunk's Vertical Reach map. The puzzles were pretty good, despite me breaking them a little bit. The texture work needs a little polish, and I point out a couple other little things.My main problem with the map is that all of the cubes are just lying around... which is made even worse by the fact that they're hidden for some reason...
I found it here: http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1119Amnesia: The Dark Descent - Group Play - Part 3Blazier2011-07-30 | ...Amnesia: The Dark Descent - Group Play - Part 2Blazier2011-07-29 | ...Portal 2 - Angrybombs - Unintended solutionBlazier2011-07-16 | The silly method I used to get into the funnel with the bomb on my initial playthrough of MissStabby's map -- Angrybombs.
It's a great map, check it out: http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1024Amnesia: The Dark Descent - Group Play - Part 1Blazier2011-07-14 | We get a few people, and play Amnesia in our own dark rooms over a Skype conversation. Being the only one with a good enough computer, I recorded the fun. We've all seen mostly everything we did in this video, so we're not going too slowly. This video was more a test than anything, but I'm uploading it for completeness' sake. Make sure you watch in HD.
Players are (in order of first speaking in the video):
Blaise (me)
Alex
Will
Curtis
We'll introduce ourselves properly next video.
Nick and Bird's amnesia videos that we mention: http://www.youtube.com/user/nickwyrmfang Curtis' magic trick screenshot: http://cloud.steampowered.com/ugc/558661528654373228/72A9A8C178D8A65ADDB9539429CDEFAFB7EFBFBB We also mention Penumbra: Overture a bit because we had just finished playing it before we started this. It's the first of these people's horror games, check it out if you haven't.Nikujin Speedrun - Segmented - 2:12Blazier2011-07-02 | I played each level of Nikujin, restarting the game after a mistake before anything saved, to get a run of 2:12. This effectively means it's segmented by level, but I couldn't go back and redo a segment without restarting the entire run.
The run utilises many glitches and oddities. The music glitch on the first level, and most notably the high jump.
I hope you enjoy the run.Portal 2 - How not to smash a TVBlazier2011-04-22 | Before watching this, make sure you know the actual solution to breaking this TV. Also make sure you watch the crouch flying glitch in the video this is a response to: http://www.youtube.com/watch?v=in_Qs0zCg18
Set up the ground portal angled towards the TV. You have to do it with your back facing the monitor. Do the crouch flying glitch seen in the video this is a response to. Bump your head a little bit on the pipe to the right to go down a bit. Shooting a portal on the angled surface automatically causes you to fall. Then smash the TV like a winner.Portal 2 - Mega Throw GlitchBlazier2011-04-21 | Not many glitch videos of Portal 2 yet, so I decided to make one showing the ones I found. Shown is a way to "mega throw" a cube if it's moving fast enough towards you and it's going through a portal. The rest of the description is in the annotations.
Probably not useful, but meh... have fun.Portal - Terahertz SpeedrunBlazier2010-08-17 | This is my first (and possibly last) speedrun of any Portal map (or anything, for that matter).
I shoot the first portal just as I walk out of the elevator, only a few frames after I see where it actually needs to go. I place two more portals as quickly as I can, and then run to the end of the portal-able ground to start the fling. The fling is tricky; a myriad of things can go wrong.
The time is something like 9 seconds. I challenge someone to beat me.Portal - Try Anything Twice - Some interesting thingsBlazier2010-08-17 | Here is a montage of a bunch of things I found interesting in the "Try Anything Twice" Portal map. It's a great map, I recommend it.... http://myaperturelabs.com/file.php?id=285
1. A bug where the mirror boxes can go inside each other. This only happens when the cubes are inside a portal. As I demonstrate, it doesn't happen with the cubes not in a portal.
2. The blue laser room. The first time around, I mess up the jump, but make it past the emancipation field, that's pretty cool. The second time I make the jump and solve it without using the extra set of portals that opened for me. What I would like is no extra set of portals, and having a platform up there instead that can help you to jump over the wall of blue lasers. That level design would please me more.
3. The button at the end of the gutter has a tendency to not get pressed by the sphere.
4, 5. Another solution for the tilted part of chamber 3.
Cool, thanks.Stepmania - Stay Crunchy - Stepchart finished! - Ronald JenkeesBlazier2010-07-28 | Recently finished a stepfile of the epic "Stay Crunchy". The aim was to make something that did justice to the great song and artist - Ronald Jenkees.
EDIT: After fixing a handful of things, I'm finally happy with it, and I've uploaded it to: http://nitrogen.mine.nu/brains/Stay-Crunchy--Blaizer.zip . Be sure to provide me with any feedback you have after playing it.
All that's left to do is give it a background. If any watchers can make me one, or know someone who can, please do that. Thanks.Portal - The Real EndingBlazier2010-04-19 | An idea I was playing around with when I saw a Portal bug video... Listen to (or read) as the hero goes through this great chamber only to meet his untimely end..
Enjoy.Stepmania - Vanish Into Thin Air - KBMPBlazier2010-01-28 | I did it! A full combo of Vanish into Thin Air from the KBMP. Pretty intense. So...
Enjoy or something.Stepmania - Tamayura - PiP - KBMP2Blazier2010-01-28 | SO HAPPY... MUST BREAK KEYBOARD!
... In a fit of happiness, Blaizer plays Tamayura. This was made because I really like the song and wanted to try to show how fun it is.
Stepmania: 3.9
Theme: Cyberia Style 5
Noteskin: Wired
Where? StepmaniaThings.comStepmania - Felys - KBMPBlazier2010-01-18 | Here, have a 720p Felys. Just thought you might want one, seeing as it's such an awesome song and there aren't many of them here on Youtube. I did pretty well.. I lost concentration near the end but other than that it was a pretty decent run, for such a long song. For camera anyway.. no one performs their best on camera.... So anyway,
Enjoy.Stepmania - FF7 Boss Battle - PiPBlazier2010-01-08 | My first PiP (Picture in Picture) for the game Stepmania. It didn't turn out too well, I'm not very happy with it. I think I'll do it again in daylight, and possibly get a better quality camera. I also failed pretty hard at the song, but it still looks pretty funny if you can make it out. So...