FSF-Herbi
F-Zero 99 - Asserting Dominance : the Accidental sequel
updated
Turns out I found a few video files of me playing through Duke Nukem 3D on the (no longer purchasable) Megaton Edition almost 3 years ago, and thought it'd be fun to upload them. These runs were done while trying to avoid using the Jump key as much as I possibly can. I even retrieved the text file with the detailed required jumps for each level.
The jump key is used to, well, jump. But it also makes Duke rise up in the water, so those needs to be avoided if we can help it.
One trick can save our aerial capabilities, which involves the Jetpack. Normally, using the Jetpack makes us hover above the ground, and we can only go up or down with the Jump or Crouch key respectively. However, if we deactivate the Jetpack then activate it again immediately, we can gain height. This comes in handy, especially in the later levels.
As for the Episode itself, I decided to use some glitches I was aware of in some levels. Here's the breakdown of each level with their Jump key requirements for an Episode playthrough (meaning not pistol starting each level) :
Hollywood Holocaust : 0. A rather straightforward level, though I might have made it harder on myself than needed. A detour to pick up the Jetpack allows us to skip a Jump key press in the next level.
Red Light District : 0. As mentionned above, the Jetpack allows us to skip the required Jump key to get to the Yellow card after demolishing the building. To get into the air vent in the strip club without the jet, you absolutely need to get on an enemy's head.
Death Row : 4. The first level where we need to use the Jump key since we get stripped of our equipment at the start of the level. The first jump is needed to get into the lobby. The second and third jumps are needed to get on the giant cogs leading to the Blue card, though going up the platform after the second cog is jumpless if I remember correctly. The last jump is done to get into the submarine.
Toxic Dump : 3. The first jump key press is needed to rise up the water after escaping the submarine. The second key press is required in the second big pond of water after getting past the shrink ray part. Thankfully, we only need one last jump to get into the teleporter shortcut to get to the end of the level, though we're making a detour by the secret level.
Launch Facility (Secret Level) : 0. This level contains a Jetpack, and is the whole point of this detour. The only noteworthy part of this level is using the Jetpack to avoid getting too far into the small room and activate the switch to destroy the rocketship.
The Abyss : 0. Thanks to the Jetpack we acquired, it is possible to get past this level without needing to jump. On a pistol start, this level requires a whopping 9 Jump Key presses.
Total of required Jump Key presses on an entire playthrough of Episode 1 : 7. Not too bad actually. There might be a jump key press to save at the start of Death Row, but I doubt it'd be achievable.
Rundown : opener had a bit too good of an AI bump near the beginning so I had to slow down a bit before the second shortcut. Lap 2 was okay, but lap 3 is terrible due to taking big turns. And the last two laps were great, especially lap 5 where I got to hit two mines : one during the S-boost and one after the S-Boost.
Sly Joker's own booster really gimps it due to it being the shortest in duration. At least it has good speed retention. Also, I think a better boost strategy could be used, but that'd require keeping it for near the end to cut through the dirt tracks like the Falcon Mk-II run for this track does.
The time shown on the top left is actually from the hex-editing I did a while ago : youtube.com/watch?v=bR9Sjv52zo4
Syringe wad thread : doomworld.com/forum/topic/110956-syringe-v11-now-on-idgames
Syringe speedrun thread : doomworld.com/forum/topic/120959-syringe-demos-complevel-2
This is my best time on this map for UV-Pacifist. As mentioned above, 20 seconds is the current record as far as I know, but 19 seconds would be the dream. The main problem comes with the enemy movement RNG, especially around the well after you cross the bridge. And if going for a Pacifist run, whatever you do, do NOT punch or shoot, or else a bunch of enemies including an Arch-Vile will come for you.
For those wondering, the best time shown is actually from my hex editing tests I did 8 months ago : youtube.com/watch?v=Iz0u4IDxHEU
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.
This doesn't make the game any easier though. Despite having the catharsis factor of staying ahead of the AI on Master difficulty, any mistake and they catch up quickly. Think of it as F-Zero GP Legend's Expert difficulty.
From what the video shows, I have a feeling that leaving the Fairy Chest room can reset whether your character is invincible or not, as the invincibility didn't wear until the next room I visited, rather than after getting the Chest itself.
Perhaps this is already known and being patched up for the next update. I'm still showing it off to the world.
The real time losses were lack of practice for this level (due to literally playing this level for around 10 minutes), and some enemies were blocking the path. I can see a run as low as around 20 seconds, perhaps lower if a faster route is found.
Attack is the first Master Level in the list of 21 other WADs, and while it's fine as a regular map if quite cramped, in Pacifist however you'll have to deal with Pinkies, Imps and Zombiemen blocking your way. The full breakdown of the run in this Pastebin link : pastebin.com/76MMgeCZ
The run itself can obviously be much better. My only completed attempt before this recorded run had a time of 1'30"86. But even then the time can go even lower with an insane amount of RNG luck. I'm just glad I got a recorded successful attempt.
Biggest improvements are as follow :
1/ Skipping both the Armor and Partial invisibility goodies, only taking the Supercharge at the start.
2/ Better movement in general.
Most of what I have to say about the level is in the previous run : youtube.com/watch?v=tkyDes52ECk
Best part of the run is the recording starting at the level select screen, proving I did go on UV difficulty. It is possible to brute-force your way to the alternate Yellow key door instead of taking the much safer detour, but the Chaingunner and Imp guarding that door are a pain. If I were a guessing man, I'd say sub 1'20 is within the realm of possibilities.
Long time no video. I've been doing some Doom II on my end, and with the September update on Steam, I got to play the Master Levels which ranges in terms of difficulty and crypticness.
Vesperas is quite full of enemies, especially if you're going for UV Max completion. But after noticing on Doomwiki.org that there's no pacifist runs of this level, I decided to tackle it. Maybe players have already done this level in pacifist before, but I haven't checked.
Needless to say, the hardest parts are the yellow and red key parts. The yellow key requires gliding on almost thin air near the left wall of the nukage room to get it, but you need to open the room by walking across the collapsing bridge leading to the Plasma Cannon. In my attempts I usually get blocked by an Imp down the acid, but in the run I was quite lucky to even get across the first time. The Megasphere is especially helpful for the red key part.
The main trouble with the red key room is of course the Archvile and the few Cacos that blocks your way. I pretty much went in the room after activating the switch as a last ditch effort, but I didn't anticipate the Archvile in-fighting the Cacos, so this was a saving grace. The Blue Key room is only worth mentionning because it's the easiest part : get the Invulnerability Sphere, activate the switch, grab the key and get back at the beginning.
The run itself is an improvement over an old time of mine here with this machine. Biggest improvement is the opener, which is quite close to the best I could get. Rest was okay, and lap 3 could be a bit better.
Proof time : cdn.discordapp.com/attachments/311624755130138625/704831840854343680/unknown.png
Due to the way the game works, any time set that are under 20 seconds will have the game behave as if it was in multiplayer mode, meaning the time won't be saved, nor can we save a ghost. We can however save replays thankfully.
So anyway, about this run... Go fast I guess ?
After some hex-editing on the rom, I've managed to replace the first track of Pawn Cup, "Bianca City Stretch Circuit" with the Single Pak-only track "Silence Open Circuit".
The swap works fine both in training mode and Grand Prix mode, though the only things that needs fixing are the name of the track itself and the music, but hey ! We have a playable Silence !
This custom machine... Oh boy. It uses the Wild Chariot body part for negative grip (basically it pinballs all over the place), the Red Rex cockpit (to reverse controls) and the Comet-V booster (to go in reverse).
Somehow this was more controllable than I expected, probably due to Red Rex and Comet-V sort of cancelling each other out. Also it has a tendency to yeet itself easily (you can't even dive).
G-Xtreme mod created by superSANIC : gamebanana.com/gamefiles/5739
Splits : cdn.discordapp.com/attachments/311624755130138625/703753845863612496/unknown.png
Settings : 50%
Does that mean I'm back for more F-Zero ? We'll see. But for now, some Staff Ghost beating shenanigans in GX-Treme mode.
F-Zero GXTreme mod was created by superSANIC : gamebanana.com/gamefiles/5739
An improvement with a much needed clear time. Can be pushed down to sub 6:50 or even lower for high-level players. As far as I'm concerned, this is pretty good despite obvious slip-ups (Bowser in the Fire Sea...)
Super Captain Falcon 64 Trailer by Pasta Power and Blakeoramo : youtube.com/watch?v=YOyerVz8bO8
If this gains traction, I might consider doing the other categories. We'll see !
SM64 hack trailer by Pasta Power and Blakeoramo : youtube.com/watch?v=YOyerVz8bO8
New run : youtube.com/watch?v=S6GFKbI4nDQ
Super Captain Falcon 64 Trailer : youtube.com/watch?v=YOyerVz8bO8
Basically an alternative way to do the well-known Chopper Glitch by luring Gunther with a EMP grenade, rather than shooting him then get him as close to the chopper as he chases you down. An useless but fun glitch which results in an unusual death.
I had a bit of trouble triggering the conversation's cutscene within the Lab, as I briefly forgot how to exactly do it. Turns out all you need is to either 1/ Skip the conversation between her and Bob Page by going far away from them then come back or 2/ use the Leg enhancements to jump over the event trigger for their conversation. In each of those possibilities, you just need to crouch right next to the wall afterwards and the cutscene triggers.
I haven't seen this anywhere, which is why I'm uploading it. Speaking of which, long time no video !
I'm not sure if this is something that's supposed to happen, but I'm hoping it's not so it can be fixed.
Mutators used (not shown) :
Speedrun Mode
No Patrolling Cops
Neutral Cannibals
Infinite Ammo
Low Health for All
Money Rewards
I've also used the same exact character traits/mutators as the run linked above, so look in that video's description for the rundown.
I feel like there's a good chance this can end up being nerfed in some way. We'll see what the speedrunning part of the community will do. Don't mind the parts without in-game music at the end.
Less hesitation, more explosions. Not only am I showing the Traits / Rewards pools this time, but I also added another Mutator named "Time Limit", which has no practical effect on the gameplay itself and only used it to unlock the "Time Limit Extreme" Mutator.
The run itself could be better, as I lost precious seconds in 1-3 (the Dizzy status effect is worse than you'd think), somehow forgot I could teleport in 3-1 and I had to be resurrected in 5-2. Good thing I got to pick up the G-P-Yesss trait in the first level-up though. I can see this category getting a low 6'2x"xxx or even sub 6'20.
Also, stage 3-3 in this run has the Killer Robot disaster. Not sure if that's related or not. Unfortunately, I didn't think of pausing the game before the soft-lock happened to see the seed used here, so unless the same seed is generated, there's no guarantee to reproduce the glitch again.
Something different for once. Been playing this game quite a bit lately, and thought I'd do this. Lengthy description ahead, proceed with caution.
Mutators used are :
- Speedrun Mode (required for any speedrun runs)
- Everyone hates you (almost all NPCs are hostile, but have much lower health. Meaning that NPCs actually gets insta-jibbed by missiles rather than barely surviving a blast)
- Infinite Ammo (self-explanatory)
- Money Rewards (I'll only be using the Rocket Launcher, so miscellaneous items are useless. Besides, the inventory would fill up and I'd have to remove an item just to grab the Mayor's Hat at the end, losing some time)
- No Patrolling Cops (meaning I won't get shot at as often)
Custom Character : B17 Bomber (AVGN reference)
Starting Stats :
1/4 Melee (useless since I have Rocket Launcher)
4/4 Speed (it's a speedrun)
1/4 Endurance (most of the time, I can avoid damage. I can also boost that stat via level-up if nothing else interesting is available)
3/4 Firearms (would have pushed at 4/4 if there wasn't so many points already invested. I can pick the remaining stat up via level-up)
Starting Items :
- Rocket Launcher (the core of this character)
- Resurrection Shampoo (more of an emergency item, which is popped right at the beginning of the run)
Traits [number of points] :
- Blaster Master [5] (Can destroy any walls with explosives, including steel walls. Required to break through objectives)
- Blaster Survivor [3] (Any explosion I cause, be it via the Rocket Launcher itself, or exploding generators/barrels via the Rocket Laucher, don't do any damage to me. Pretty much required)
- Tank-Like [2] (Knockback is reduced, firing guns don't cause knockback, or too little to notice. Required since you're gonna fire a lot of missiles)
- Master of Disaster [3] (Any object/wall I destroy gives me experience)
- Super Studious [7] (Gains lots of extra experience, but reduces number of Chicken Nuggets gained per level-up. I don't care about Chicken Nuggets at this point in the game, and the extra experience helps quite a bit to gain levels from destroying walls and killing NPCs. Level-ups are in fact my only source of healing)
- Ideological Clash [-8] (Cause random NPCs to turn hostile. Since the "Everyone Hates You" mutator is already in place, this is a perfect negative trait to pick.
- Malodorous [-6] (Neutral NPCs are now annoyed. Again, negated by the "Everyone Hates you" mutator)
- Strict Cannibal [-5] (Can only heal by eating corpses. Since level-ups are frequent, this is a free 5 points trait to pick from. Would have picked the "Wanted" trait if it didn't cancel Ideological Clash)
Traits I pick up during level-ups will prioritize G-P-Yesss and Teleport-Happy, since in this game, you can teleport to a marked objective via the press of a button. G-P-Yesss marks all objectives on the map, while Teleport-Happy allows you to teleport while indoors and in Disaster maps.
About the run itself : went smoothly, though at least 20 - 30 seconds can be saved, due to having to deal with finicky teleporting on levels 2-2 and 5-1 (wasn't far enough from NPCs in 2-2, and the last objective was a moving Neutralize mission, so I couldn't teleport there directly). In hindsight, I also lost time on 5-3 because I didn't realise I was close to the last objective before ending the map. I'd say 6'0x"xx is possible, maybe even sub 6 with some luck. I'm happy to have sub 7 minutes IGT though !
80% settings. Splits : cdn.discordapp.com/attachments/592446141560258570/598228385084342272/mctr_astro_robin_52_971.JPG
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.
Done for the purpose of AKC12's GX/GXU Racing League currently going on as we speak. My challenge is to use one kind of machine for each track. Not the wisest choice, but I'm not going for top ranking anyway.
Hyper Speeder's main thing is its gigantic boost strength, allowing it to get a lot of speed up. Its main drawback is its acceleration, which is mitigated on this track due to the early dash plates. Also, its turn radius is quite big and due to the accumulated speed, it can be hard to take certain turns, thus having to take bigger care not to do it too late.
The main trouble I ran into was using this texture pack showcased, as it obscured away the mines near the end of the track, so there were multiple failed runs where I didn't get the right mine boost because of that. Other than that, everything went smoothly.
I'm not too proud of that lap 3, to be honest. Still a funny start of lap 3 though with that shortcut.
Heh lap 3. My main trouble with this machine is the unusual manual boost timing, which I'm still not used to (it's a 1.75 seconds boost, so it lasts a bit longer than Titan-G4, but less than Wild Boar). Also couldn't find a way to have a good railslide suicide finish so I went with an MTS one instead.
Sources :
JoJo Part 5 : Vento Aureo
JoJo Part 2 : Battle Tendency
Persona 4 Anime
Resident Evil 4 (specifically this video : youtube.com/watch?v=ciYBdPlGpf4 )
No credits taken here.
So yeah, spamming MTSes is fun with it, and its high acceleration lets it get back to full speed almost immediatly. Done at 80% settings, here are the splits : cdn.discordapp.com/attachments/311624755130138625/598227708022882307/HNI_0032.JPG
Also, first JoJo related video! Maybe more will come?
PS : I'll still do, if only for the camera screw.
Yup, just got GX-Treme. It's fun.
Might upload more Deus Ex content in the future.


