speedrunnerification
GoldenEye (N64) Speed Run (Agent) - Surface 1
updated
Donkey Kong is the very first Game Boy game that I ever owned and, for the longest time, it was my favorite. While running this game, I was surprised at the ways you can save time, especially by backflipping. It always seemed like such a slow game to me when I was a kid, but I guess it goes slower when you die every couple minutes and spend your time getting all three items in each stage.
The hardest part about running DK wasn't route optimization, since it's usually pretty obvious what the fastest way to go is. Instead, the hard part was surviving it all. Mario is ridiculously fragile in this adventure and even falling too far can kill him. I must have died in nearly every stage at least once while doing this run.
There's not too much to comment on the run, seeing how each level basicaly speaks for itself. I made two pretty big mistakes, one in 3-8 and one in 4-11. It's pretty obvious what they are, have fun laughing at me.
Big thanks to Arrow for the info and strats for the run. Hope you guys enjoy this.
Donkey Kong is the very first Game Boy game that I ever owned and, for the longest time, it was my favorite. While running this game, I was surprised at the ways you can save time, especially by backflipping. It always seemed like such a slow game to me when I was a kid, but I guess it goes slower when you die every couple minutes and spend your time getting all three items in each stage.
The hardest part about running DK wasn't route optimization, since it's usually pretty obvious what the fastest way to go is. Instead, the hard part was surviving it all. Mario is ridiculously fragile in this adventure and even falling too far can kill him. I must have died in nearly every stage at least once while doing this run.
There's not too much to comment on the run, seeing how each level basicaly speaks for itself. I made two pretty big mistakes, one in 3-8 and one in 4-11. It's pretty obvious what they are, have fun laughing at me.
Big thanks to Arrow for the info and strats for the run. Hope you guys enjoy this.
Donkey Kong is the very first Game Boy game that I ever owned and, for the longest time, it was my favorite. While running this game, I was surprised at the ways you can save time, especially by backflipping. It always seemed like such a slow game to me when I was a kid, but I guess it goes slower when you die every couple minutes and spend your time getting all three items in each stage.
The hardest part about running DK wasn't route optimization, since it's usually pretty obvious what the fastest way to go is. Instead, the hard part was surviving it all. Mario is ridiculously fragile in this adventure and even falling too far can kill him. I must have died in nearly every stage at least once while doing this run.
There's not too much to comment on the run, seeing how each level basicaly speaks for itself. I made two pretty big mistakes, one in 3-8 and one in 4-11. It's pretty obvious what they are, have fun laughing at me.
Big thanks to Arrow for the info and strats for the run. Hope you guys enjoy this.
This is harder than it looks. Normally, after you land the 8th hit, the electricity has to turn off before he starts exploding, which adds somewhere around .5-1 seconds. However, if you manage to kill him before he even switches into phase 2 to begin with, then the explosion happens instantly. So in other words, by going really fast, you save even more time. The downside to this is there is a really tiny window where you can land the 8th hit before he switches to phase 2, which I'm guessing is around a few frames. This means all 8 hits need to be done near perfectly. After the actual boss fight, going from the arena to the capsule is also tougher than it looks and it took me 93 times getting the fast explosion before I also got the ending down.
This level has the most boring song ever. Seriously. Other than that, I used a YouTube video by OneWingedJr1020 for the route. The cannons are kinda annoying to aim quickly, and the bit with the flipper is pretty inconsistent. Everything goes well for the most part in this run. There is one improvement I know of; on the very last cannon it's possible to end up air dashing or homing attacking the cannon straight from the enemy chain, which would save half a second at least. It only happened once during practice, so I didn't force myself to get it in the actual run. You could also save a couple more seconds if you loaded from the stage select screen instead of using the retry button, since when you do it that way the level takes longer to load and it changes the universal timers in the level, allowing you to catch the platform at the beginning a bit sooner, but it would have been far too tedious to quit out to stage select every single time, so I didn't use it.
Another level that I redid. My first run was 1'25"60, and redid it after a few months, with some more experience with the game helping me see how easily improvable my first run was. As it turns out, this level is hellish to speedrun, because around 10 seconds in there's a trick where I go through a couple bumpers. This saves a couple seconds and lets me catch an earlier barrel cycle. The problem with this trick is it is absolutely, absurdly inconsistent. There are two ways to do it as far as I know - either you have to hit it in a way so that Sonic hits the right side of the bumper instead of the left someone and so bounces to the right, or you have to air dash on the same frame you touch it. So you get a choice between either pixel perfect or frame perfect, basically. I chose pixel perfect. There's also a few sets of barrels and a lot of card platforms near the end. All of these run on universal timers, meaning they are running through the entire level, not just when you get close to them, which means you can only improve your time in specific intervals or else you end up stuck waiting. This run is almost as good as the time will ever get, because if you went any faster than this you would run off the ending card path and I don't think you can catch an earlier barrel cycle without new tricks.
The first run of this level I did was in 0'29"40, but I redid it after a few people beat it, using some new timesavers from a video OneWingedJr1020 had on YouTube in 0'28"45. The beginning is the hardest part for me, it's easy to miss that flipper at the beginning, and even when you land it you don't always get the perfect angle when you launch from it. Most of the rest isn't too bad, but the ending is also tricky and requires some precise timing.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
Hello all MGS series fans.
This is a MGS3 Snake Eater European Extreme Foxhound speedrun where I used a bug that lets me slip through a wall in one area.
The place I used this bug is at save point 8, "Krasnogorje Mountaintop." With this bug I skipped two areas, and it's possible to cut a minute off with it. I I think if you watch this run, you will be able to learn how to perform this glitch.
Adnan Kauser uploaded a video of this bug to youtube in 2008. I'm not sure why none of the speedruns have used this bug before.
I also wasn't going to use the bug because my pride wouldn't allow it. But trying the bug, I thought that bugs and glitches are simply another technique that shouldn't be overlooked for a speedrun.
About this bug, I thought it wasn't allowed, but it turns out SDA approved this bug. By the way, my clear time without the bug is 1:24:42.
Finally, I would like to thank the SDA staff and MT.
It feels weird praying to NOT get a crit but that's what I was doing and the gods were hating on me, 5 crits and 3 were on Phoebe lol. I was hoping for 1:55 and when the save showed it at 1:54 I was like OMG. Roll through the credits and check the trainer card with a final time of 1:54:21
Splash Hill Boss (0'24"21): Very very good run here. My strategy is actually very specific. I get in the first 4 hits on the left side first, then move over to the right side, and get in the last 4 hits. The reason I don't go for the 5th hit sooner is because the 5th hit is what switches him into phase 2, where he stops moving, and if he's on the left side of the screen when you kill him, then he takes longer to move offscreen after the fight. The last 4 hits have to be timed very well, because he won't switch into phase 2 while he's over one of the platforms, so I hit him about as soon as possible without having him switch phases. I'm going off memory here, so I can't remember why exactly switching phases is bad, but I think it's to do with how close he is to the platform.
Splash Hill 3 (0'39"40): Around when I got the game, my initial impression of this level was that it was a horrible level full of automation. TAing it and learning it has made me appreciate it a bit more, because this level is absolutely full of little secrets and alternate paths; for example, the breakable wall next to the ring box that I had no idea existed until I found it by accident, which was convenient because I could not figure out a consistent and fast way to take the upper path. Another note is the little ramp right at the beginning which throws me to the right rather than straight up. I believe the reason this happens is sometimes if you go up the ramp fast enough then Sonic will run off it before his sprite finishes rotating counter-clockwise, causing him to run off at an angle. It's weird. The only improvement I know of is I should've homing attacked the spring at the end. Good otherwise, it's a fun level and this run is one of my favorites from the IL set.
Splash Hill 2 (0'31"30): Hard level to memorize. D: The jump off the vine into the enemy chain could possibly have been done faster, but aside from that, no improvements that I can think of. Fun fact: for the ending, my intention was to jump over the spring, go under the vine, and grab the lower vine, then jump off that up to the ending platform. I did it the way I did in the run by accident. Initially I was unhappy about it and tried to redo for a little bit, but between the fact that I wasn't sure what I had wanted to do was even faster, and my not being able to beat it or even come close ("close" meaning within about a tenth of a second), I kept it.
Splash Hill 1 (0'31"94): This was actually the first level I ran, the day I got the game. My initial time was 38"65. A couple months later, after my time had been beaten by a lot of people and I'd had a lot more experience with the game, I went back and redid it, improving nearly 7 seconds to 31"94. For this, I used the route that lag6283 used in a 32"86 run on YouTube (which MilsTailsPrower told me about). I think there's one spot where I could've used an air dash and the last ramp jump could have been a little faster, but overall it's a great execution of the route.
While experimenting for the last level I discovered that you can beat Willard in only three knock outs by exploiting his attack (the clicking you hear when I jump over) and turn animation (the screen shake), this is a lot faster but it meant the clips I picked up in Aldwych were pointless and lost me about five seconds, this way of doing the boss is about ten seconds faster so it's not much loss. I used one bullet more than is needed when finishing him. You can skip the boss altogether but then the exit is inaccessible. The rest is straightforward.
The start of this level involves a string of really difficult jumps within quick succession of each other, the hardest being the jump straight across the bridge.
I segmented because of all the hard jumps and this segment starts with another that lets me skip the whole trapdoor room. In the room I take the Uli key a Wasp can sometimes follow you up the ladder, which is annoying as it generally forces a restart. I found new ways for every element challenge except the Earth one, which already had a shortcut. In the Water challenge I use the last medikits I have so I don't have to go for air. The clips I pick up there are the only clips I needed. In the Wind challenge, I use a different route in the maze (the guide I used before got the maze wrong), and a really cool (and OCD friendly!) route for the spike barrels. In the fire room I move on the edges of the fire pillars and use XRiku89's method at the fire breathing heads (as well as a jump right on to the mask ledge after). The only mistake was a messed up sprint in the Earth part and a jump too far after using the lever on the way out of that area because I was too far left (which may not have lost any time). The sidestep at the Wind mask isn't a mistake as the door is open a set time anyway.
The speed-up/slow-down parts of the mine cart rides have a big effect on your time (10+ seconds), so it's really important to get them right, which I realised later, this run does them very well. At the part with the grinding machine things it's possible to get through both in one go, but it would require segmenting and only saves a few seconds. At the cart stop after the Mutant part I brake as otherwise the cart sometimes doesn't stop there for some reason. The only mistakes were two wall bashes, there's also a faster way at the end that could save a second but that's it.
The Boat trick is something I was really borderline on classifying as a glitch or not, but in the end I decided to do it; the main logic is that you in some way "turn on" the Boat by using it (as opposed to the switch, which it's surmised remotely turns it on temporarily). There's also the fact it doesn't save much time at all (about fifteen seconds, and half of that is backtracking). Staying at full speed while making turns in the boat is hard; I made a small crash here but it lost very little time. Throughout the level the important thing is to kill the Dogs as they get in the way a lot. In the cage bit I missed killing one Dog and had to turn around for it. The last Dog, that I miss killing, is a perfect example of what they can do, although it loses me very little time here. You can boost on the last stretch of water in the Boat, but I didn't have enough health to risk it. I also had to reposition the Boat before getting out.
I planned my equipment to make sure I didn't have to take the trip to the secret, as that loses over a minute. The rest of the level is just optimised. Someone told me they managed to glitch the Puna fight and kill it in one shot, but have no idea how, and it probably wouldn't be allowed for a glitchless run anyway. Be warned that the FMV after this level is really loud.
The jump at the start of the level uses a special trick; rolling can move you forwards very slightly on ledges with slopes in front of them and let you make jumps that are otherwise impossible, this jump always fails without the roll. I discovered that if you don't delay any moves you can make the Kayak perform the same set of actions every time; so I came up with a sort of "code" that allowed me to do this easily every time and turn the Kayak from a pain in the ass into a very easy ride, as well as being faster. This leads on to the craziest change yet; it might look like it but it's not a glitch as the rapids are also "solid ground" in terms of how the engine works (just set to do a special death animation), so parking on safe solid ground makes perfect, legitimate sense as far as the engine works (this was the only place I could find). This route is also far cooler to watch than the interminable monkey swings on the normal route. After the ladder I do another big route change that is a faster than the normal way and happens to make the return trip more interesting, I intentionally avoid the corner after jumping in the water, as staying near makes you get caught in a current and swept back for some reason. You don't need to climb up at the end of this segment, but it makes sure you're lined up (the jump is tough enough as it is) and gives you a good chance to save.
I segmented because the jump to get back here is extremely hard, and seems to rely on the roll trick I used at the start of the level. I thought the backtracking would be dull but all the stuff I found makes it as interesting as the first trip. After grabbing the monkey swing the turn left is intentional as otherwise you can't move forward. Again, the Kayak ride can be consistently done every time. This is another time I start the next level with a jump.
I was going to do this in one segment, and made a run around six seconds slower like that, but I decided it was worth segmenting in a level with this much randomness. You could technically call the thing where I go under the Lilly pad a glitch as it's a sort of quicksand bug, but it's slower than what I intended to do (which I found really random) so yeah. Getting past the T-Rex is random, I made of bonus video of what usually happens (and did about seven times in a row here): http://www.youtube.com/watch-v=AzsQ360Q7fw
Shooting down the Raptor is really random and needs the MP5, by my original ammo calculations I had to do it within 20 shots (and I had one shot left here), but it turned out not to matter. The Raptor temple is massively random and the main reason for segmenting, which allowed me to do it without really getting slowed down at all (and in the optimal order, as opposed to the one with the least luck needed). Leaving the Raptor temple emulates the moment I first found out about the flare cancel. Grabbing the bridge is a nice trick XRiku89 found. The Raptor in the plane is also pretty random. There are a few small delays I in this segment but that's about it, and my luck in the Raptor temple and plane made up for it.
At the dart trap jumping across on the left lets you not have to stop to avoid the darts. When grabbing to the hut roof later on it's possible to do so without dropping first, but it's really random. There's not much else to say as this level is just general improvement and goes well.
This is the point where I could add StatID's. This went perfectly.
I'll admit this is the one segment that's partially out of laziness; the ladder climb is incredibly laborious when retrying. Then again, I'm pretty sure it did allow the rest of the level to be much more polished than it could have been otherwise. This is another ladder that lets you use a flare while climbing off.
At the ladder in the Egypt part if you jump and grab rather than use action you grab higher, but I think it's slower as you have to use the slow climb animation a couple of times before Lara will grab up and use the normal climb. I have to reposition a little while picking up the key off the Guard. In the underwater maze thing it may be slightly faster to use the UPV in the last couple of trips but its hard to tell. On the way to the crusher room I just use some medikits instead of going all the way back to the air hole. The course I take to the crushers ensures they are in the right position. On the way back after using the key I go low in the shaft on purpose as there are some weird invisible wall things around the trapdoor if you head directly for it.
This jump is extremely risky and hard so I segmented for it, you can also jump left for a much easier version, but it's slower too.
My favourite level, and it turned out surprisingly painless to run too considering its length. Note the fact I use a flare while still climbing off the ladder after pulling the block out; the block apparently gives this climb special properties which allows that. At the drill pit trap I intentionally hang a second before falling, or else the drill is too high (the platform and the drill are actually separate objects; if you look carefully later you can still see the drill just below the platform) and when I return I take damage and get slowed down. I stop slightly in front of the power switch. Turning the power on is necessary despite me not getting the coin because otherwise the part of the level after the turnstile isn't loaded after a later shortcut that allows you to skip it.
rr_carroll found a really awesome shortcut while returning from the drill trap after getting the key; it's both faster and, for some reason, allows you to skip opening the turnstile later. The MP5 clips I pick up actually count as two clips, which I didn't know, but it's lucky considering they turned out to be useless and I would have lost even more time later if I had to pick up another set. I didn't think the flare cancel in the timed doors section would be possible, but it turned out that if I took no unnecessary damage on the way I have JUST enough health to survive it. The drill pit shortcut earlier makes both the Guard and the train not spawn at the tunnel before the masonic maze (yes, it does a whole bunch of strange stuff to this level). Inside the train I bash into a wall. At the very end I run too far and have to lose a few seconds on a back step, which is unfortunate as the mistakes before were most likely less than a second. The textures are messed up at the start of the next level because I skipped the cutscene too soon.
I'm pretty sure this level is perfected now. This is the most blatant example of the three second save penalty, as my actual time is 21 seconds. On Tomb Runner I uploaded a near-identical run that level skips from the previous (instead of saving at the start) that get 21 seconds to demonstrate this. I do another mid-air jump to speed up the start of the next level, like in Nevada.
I later learned you can make the first Guard docile without having to kill him, but I didn't need the ammo anyway. After falling into the corridor with a split I found that going left is quite a bit faster than the right, although damage can't be avoided this way. I had to be careful not to lose time while segmenting as there isn't a definite place to save unlike other places I do so in the run.
This jump is so hard, and the rest of the level hard enough too, that I had to segment this level in three due to its presence alone, but it saves me a minute or so.
At the start I jump back to trigger the Guard. In the room where you press a switch on each side it's possible to jump directly to the higher catwalks without having to grab, but it's so hard it would need another segment. On the second of those switches I jumped too late and had to press action to not bash into the wall, slowing me slightly. No, the disc that the Guard in the missile tower drops doesn't open the UFO, a shame as that would be an awesome shortcut. It is possible to fall right on the card without repositioning, but it needs a very precise fall. The rocket fire is safe to run through after six "stings" in the music (on the PS version it's five due to the track having to load and therefore being delayed slightly). In the vent at the top of the rocket shaft I had a wall bash. You can run through the lasers I wait for towards the end, but I didn't have enough health. A sprint gets cut short in the UFO. The last jump to the top floor is easy to mess up; an attempted improvement of this run was perfect up until that point where I failed and got killed there, which was the point where I stopped bothering with an improvement, looking back this run has very few mistakes anyway.
The way losing your stuff works amusingly leads to me gaining a small medikit here. I use a button that frees two prisoners at once. I segmented while getting the card as how fast the prisoners kill the Guard is extremely luck-based and makes a big difference to the time.
This time I pull off the fall onto the cooker without slowing down. The second Guard kill needs far less luck than the first; the prisoners killing this fast is normal here. I had to reposition a bit when picking up what he dropped. I also had to sidestep at the switch after that. I found a way to fall right at the top of the ladder at the next shortcut and save several seconds; if you sprint off at the right angle the game guides you right into the doorway. Near the end, after moving the crate to reach the ladder, instead of monkey swinging after climbing the ladder you can curve jump and grab straight to the next ledge, this is extremely hard to do and would require another segment, but I guess it might have allowed for a final time of 2:03... The Guard at the top of the room is very random in where he drops the final plug; if you're unlucky he dies in the middle and the laser there does a ton of damage, or at the back where it's slow, he died in a perfect position this time
This matches The Hoff's glitched time which was the fastest run of this level at the time. At thirty-five seconds the jump intentionally avoids a trigger square for the stealth fighter, as it pushes you off-course in the air otherwise so you have to wait for it (so this is faster than sprinting). Outside of the climb after using the detonator (where I was supposed to jump directly to the slope rather than the ledge beside it) this run is near-perfect for what it intended. Unfortunately, that's an issue, as, when I was nearly done with the run RadxxRyan did a glitched run of this level that also found a few new tricks for a glitchless run and did the final jump without stopping at all, saving about five seconds over mine even when forgetting the glitches that were used, which is a shame but not too bad.
I realised the fastest geometric route through the maze isn't necessarily the fastest way, and found a slightly faster route due to cutting out a long crawlspace. Note that stopping on the walls in the maze is intentional as it's generally faster than manually stopping. The boss can't be harmed until the room is on fire. By hammering the weapon key Lara doesn't draw the pistols after putting away the Grenade Launcher, allowing a better finish. A little "bad" luck creates an incredibly epic finish ;) . At the start of the next level I jump from mid-air and do a roll when I land to save a little time.
At the stop in the cave it's possible to jump straight across to both the ramp and the "snake corridor" which could potentially save around four seconds but the jumps are ridiculously hard. There's not much else, just general optimised Quad driving. Note that pretty much all of the wall hits on the Quad are intentional to set me up for certain things or are so unavoidable you lose more time trying to do so.
The jump from the slope at the start is by far the hardest thing in this level; it's completely random and doesn't work 95% of the time, it seems to be based on incredibly specific positioning. The crawlspace shows a new trick I accidentally found; if you press the button to draw your guns you move slightly forwards and can leave most crawlspaces slightly earlier. I also did the level the opposite away around this time, as it didn't seem any slower and allowed me to get the harder stuff out the way first. When climbing out after the two switches underwater I got stopped a little at the top for some reason, The Hoff later found a slightly faster way to get across the invisible ledges than what I used, although it's only about half a second faster at the most. On the way back out the room I use the debris to push me through the quicksand a little. RadxxRyan later found that the boulder can be jumped over with a standing jump, which would save about a second over what I did and causes you to take no damage. I stop a little before the first keyhole, slowing me down slightly.
At the top of the pool room I stop just before making a jump to the boulder instead of continuing a running jump like I was supposed to, although the position meant I might have run off anyway. I made one wall bash in the block maze, but the rest was far better than usual, plus the fact I sprinted before made up for it. At the ceiling trap I landed bad and got a tiny stumble, but it didn't matter much.
The first statue blocks a couple of times but the rest of the fight went perfect, and I managed to both kill them close to the ledges and pick up the swords quickly. The biggest mistake is at the end, where I sprint slightly wrong (due to coming out the water at a different position to what I'm used to) and have to turn a little, losing me about a second. If you're really unlucky the final statue can finish you off as you put the last key in. Looking back it might have been a good idea to segment this level, but my mistakes are still very minor considering its length (which it turns out makes this the longest level in the game for a glitchless speedrun).
I frame timed things to max this level out; for the PC version this level is pretty much perfect for a glitchless run as far as I know. The Playstation version can be one second faster due to a geometry difference at the green slope you jump over, seemingly the only non-technical difference between the versions.


