Spasmodic Gaming
Can I finish Doom (2016) without jumping?
updated
All credit and a million thanks to Rockslider. Please do give this mad man some love, will you? He's incredible.
youtube.com/@BadCyborgMovies
Music used:
Himalia - Growing Upwards
So, this area is something I've sort of known about for years now, but I could never quite figure out what it was. I would always look back while dropping into the mission and wonder what all those objects were in the distance. Then recently, the Acrophobia skull was added to MCC, so naturally I immediately flew on over there to finally see for myself.
What I found was a strange collection of boxes and doors, the bulk of which had collision, amazingly. Turning on Anniversary graphics revealed I was actually standing in the placeholder area for the hangar later in the mission. Suddenly, it was so obvious what this area was all along. Not long after I wondered if I could get there without the skull, but sadly, it was just too far away.
However, to my immense surprise while jumping out of bounds, I discovered there are several sections of the lower hallways that randomly have collision now in MCC. All I had to do was find a couple to get me close to the hangar and I could simply jump into it. It took a bit of work, but ultimately I was able to enter the hangar.
My goal was to reach the box I landed on in the video. Proceeding farther is difficult because of the abundance of invisible walls and the low ceiling. I'm sure it's possible to explore more, but I'm happy with what I accomplished, despite it being a bit light on extensive exploration. Out of bounds work isn't my forte so I'll leave this here and maybe someone else will be inspired to go farther :)
I really thought I was done with finding new tricks after I put 7 vehicles on a blue beam tower, but this was worth poking my head out of light retirement for. Also, I know that this is effectively the main hangar, but I wanted an awesome, snappy title :D
Thanks for the inspiration, SRL!
- My second controller is broken so my movement is a touch janky.
- The marines read as enemies for the rest of the mission, but become friendlies again on Halo.
- Ending cutscene isn't affected.
Individual videos
Second Wind: youtube.com/watch?v=4nYVlTKqgxM
Just Jump: youtube.com/watch?v=136Uw54ojPk
Amazing Small Things: youtube.com/watch?v=AIrdqB8gR3s
The Leftovers: youtube.com/watch?v=-XHN6Tbq6kA&t=66s
Just Jump 2: youtube.com/watch?v=neH0_pB74nk
Intrinsic: youtube.com/watch?v=1mnfa4Y3bkI
Drone Beat: youtube.com/watch?v=OmiLVnyw9mw
A Day of Speed Jumps: youtube.com/watch?v=r2-a1i5jlsM
Aspect: youtube.com/watch?v=3hcnsdyosAU
Singular: youtube.com/watch?v=DMXG25Lo774
Slight: youtube.com/watch?v=61xeW0BErFY
Quirk: youtube.com/watch?v=JrzC5CatUg0
Cute: youtube.com/watch?v=96QCCemEhIc
nuthin' fancy: youtube.com/watch?v=aqpmJdGSegg
Back Into the Swing: youtube.com/watch?v=WKNOkA4logo
Rhythmic: youtube.com/watch?v=0s8ZkYlPUWE
Hopscotch: youtube.com/watch?v=6nzLg8m4qcI
Short & Speedy: youtube.com/watch?v=FItmXCHWrAs
Pure: youtube.com/watch?v=QQjcPvVqLmQ
The Last: youtube.com/watch?v=Ffj2LkZ37m8
I somehow managed to forget to mention Frogblast in the list of Halo 1 trickers. He was one of the first and very best and worthy of mention!
Music used
CYGN - Late Night Drive
Teddy Roxpin - Keep on Rollin'
Emapea - Baby Mind
Mono-Massive & Philanthrope - Dead in the Trunk
Shag - My Mind
Filmed on the latest build of the Master Chief Collection on PC as of July 25th, 2023, using the Blind and Acrophobia skulls. This is a video I've been meaning to put together for a few years now, being unaware of any concrete registry of every ammo cache in the game, but only recently with the addition of the Acrophobia skull did I find the enthusiasm to sit down and finally finish it.
There are minor ammo caches missing, like the many Assault Rifles peppered throughout the halls of the Pillar of Autumn, and notably, the beginning of Halo, since that felt too obvious to document. Beyond that, I'm cautiously optimistic that I found everything there is to find in the campaign. If I missed anything, please tell me! I'd love to know if I missed something.
So, for any aspiring Halo players, particularly aspiring Legendary completionists, I hope this helps you on your journey!
Music used:
Pendulum - Plasticworld
Special thanks to:
Roope (acxy's brother)
T@G @terribleatgamesBSS
Music used:
Doom Eternal OST - Mars Core (edited)
Doom Eternal OST - Meathook (edited)
Doom 2016 Main Theme
Music used:
Trifonic - Parks on Fire
Music used:
Emapea - Milky Haze
Combining all of my no jump adventures, these were the obstacles that necessitated the use of the gauss cannon or explosive. Just a fun little side project. Enjoy!
Music used:
Emapea - Sun if Life
Toonorth - Radiant
Music used:
Stan SB - Cloud Head
Silence Groove - Blue Sky
Not a real achievement lololol
** This goes without saying, but should anyone associated with Nick happen to see this video randomly, we're not actually a trio of psychotic lunatics. We're just bored often and relentlessly stupid.
** IMPORTANT NOTES BELOW
Story time! For the original 1-Jump run, my goal was to find the right balance between pure speed and showing off as much of the game as possible, so the concept of "least jumps" had room to shine. For this run, however, my goal was to see just how far I could push this game without jumping.
I was hesitant at first because I didn't want the run to simply be copying the world record run, just without jumps, but the project eventually took on a life and look all its own, and I'm very happy with the final result. This run will look different than any other Doom run you've ever seen and I guarantee you'll see something you've never seen before. I hope you like it!
Special thanks to:
- Seeker
- Alex J
- Meta
- Instagibz
- DyeLawn
- Daravae
- Sabuline
- Guac
- SpeedofLux
- Whitehound
** NOTES
- The Doom Trainer was used extensively for this run. God Mode and Infinite Ammo are on at all times. God Mode doesn't affect the run. The only reason I had it on was so I didn't have to try and match health totals. I don't use it to fall through any death barriers. Infinite Ammo, however, is utilized heavily, particularly in VEGA where I fire several BFG shots in a row.
- The HUD is activated for this run so I can see indicators for doors and switches.
- This run is very obviously segmented, and you'll notice a large amount of small errors throughout the run, as well as some hilariously bad ones (Kadingir comes to mind, where I go from Quad DMG, to no Quad, back to Quad, then no Quad). In my defense, this game is not the easiest game to stitch together. Luckily, none of the cuts impact the run at all. There is one, however, that I'd like to draw special attention to, on Lazarus Labs.
I fire a BFG shot down a hallway but mistakenly shoot a window, thus, all of the demons don't actually die. All the demons need to be dead in order to proceed through the next door, and yet, after the trick I execute, the door magically opens. This is because an additional BFG shot was used after the first one to clear the hallway, but it was obviously cut out. I noticed this error after rendering the entire run and honestly just didn't feel like going back and cleaning it up. Thankfully, it's more of a silly misstep than an egregious error. The trick had to be attempted multiple times anyway, so it was never going to line up harmoniously, so I decided to just keep the run as-is.
- The Runes used from the beginning are Rich Get Richer, Blood Fueled, and In-Flight Mobility. Blood Fueled is handy for saving a hint of time after the Cyberdemon fight, but the big one is In-Flight Mobility. It completely changes how this game is played without jumping. You'll see extreme evidence of this in Res Ops in particular.
- I believe I timed the run accurately. I went off of how runs appear to be split. If any of the times are off, do let me know and I'll fix it.
If I think of anything else of note, I'll update the description, but for now, that's it that's all! Enjoy the run :)
As I got better and better at the game, I found new ways around obstacles that didn't necessitate additional tools. I managed to trim their usage down quite heavily before editing the final movie, though I still felt as though I was struggling through and making it all up as I went along - which is partially true. I was actively discovering things as I progressed.
A couple years later, I showcased my improved understanding of the game when I completed a 1-Jump Speedrun of the campaign. I was very pleased with this run and with all the tricks I'd found, and there the project sat. I was satisfied with what I had learned and accomplished. I went on to finish all of Doom Eternal without a single jump, never devoting more thought to DOOM.
... until recently.
I received a message on Twitter a few months ago from a gentleman named Alex Jenks from ingeniousclown Gaming. He was interested in completing DOOM without jumping as well, except he would be doing it with a fresh save file. That means, no auxiliary tools.
This was a lofty goal, to say the least. I had briefly considered it myself years prior, but quickly deemed it impossible adjacent. An enormous pain, at the very least, and certainly not worth the trouble. But the mad man went ahead and did it anyway in a brilliant fashion that I'd never thought of before.
He documented everything. Every Praetor Token, every upgrade, every ammo drop, every Argent Cell, everything. Even jumping during the Cyberdemon fight. It was fascinating to watch someone else see the same things I did, but in a different way, and ultimately conquer. This was a true full game completion without jumping and I loved it.
The only wrinkle was documenting my use of the detachable camera to finish The Necropolis. In order to access Photo Mode, you have to finish the game first, which meant the title of "Fresh Save File Completion" was still technically up for grabs.
After he released his video, I decided to go back and take a crack at the idea. I wasn't sure about a couple sections, but I knew if I could just get to Kadingir Sanctum, I could finish the game with a fresh save file. To my delight and surprise, I managed to breeze past obstacles that I previously thought couldn't be done, leaving me just one final problem.
... the staircase on The Necropolis.
This staircase is a complete nightmare (I documented why fairly extensively in my video on the mission). I wasn't sure if it could be cleared without Photo Mode, but one day I decided to just give it another whirl, and incredibly, I managed to clear it with a *perfect* damage boost. How I had never found this before, I don't know.
But with that final miraculous puzzle piece in place, DOOM with a fresh save file was complete. This video highlights my route through the starting missions, as well as some improved/simplified tricks in the later missions. I hope to release commentary on this project soon after my bout with COVID has concluded. ENJOY! :)
Please give Alex's video a look, it's amazing:
youtube.com/watch?v=Xjzm0OcHKPQ
Music used:
M-Church - Imagine
Leniz - Eurydice
Gravity - Galaxy One
*** THE GLORY KILL CLIP ON TITAN'S REALM IS FROM MY 1-JUMP SPEEDRUN ***
I don't know what it is about this trick, but it's one I either get straight away, or it takes me hours. There is no in between. I knew this going into this project, so I decided to admit defeat straight away and just use the clip from my speedrun. You don't need any upgrades to perform the clip, just patience that I no longer have XD
FILE SHARE: SPZEROO (two O's, not zeroes)
GAME TYPE: Perplex Oddball (15 minute time limit)
If possible and convenient, I would very much like to see videos of people making their way through these mazes for the first time :)
Music used:
Thallus - His Words
A very special thank you to my friend Terrible At Games for his time and assistance with this project. Check him out, will you?
youtube.com/@terribleatgamesBSS
I believe some of these ideas can be traced back to others. Two I know for sure (ClearlyMe/Apoxied and Wicked), the others I'm not so certain. Except for Nate. He's just here because we're besties. One day I felt like making another Halo 3 video, so I kind of just tilted my head and poured it out onto paper and this was the final result. Some ideas are old, others I know are new, the rest I'm honestly not sure. Figured I'd play it safe and just thank likely parties :)
Music used:
Teddy Roxpin - One For Mac
Philanthrope - Lament
Players:
Spasmodic and acxy
With guest stars:
- Irish
- Roope
- SB
- HP
Music used:
Teddy Roxpin - Oh Let's Ride
Emapea - Best Believe
Kid Taro - Keep it Rollin
Emapea - Strictly Wax
Q Funktion - How Ya Like Me Now
Emapea - Check it Out
Still, I believed this had also been accomplished in the past. I can definitely see someone like Ducain, DevinOlsen, Butcher, vshields, SneakyPete or BigGruntyThirst doing it, but I honestly can't say for sure. Regardless, seeing anyone attempting tricks in Halo 1 always makes me happy, so I passed along genuine congratulations. Then I was asked, "can it be done in single player?" To which I responded, "sure!"
Enjoy :)
Do give Tiger's video some love as well, will you?
youtube.com/watch?v=BDK4mN41Atw&t
A very special million thank yous to my good friends Little Mann and acxy for assisting me with these jumps, Little Mann in particular who is featured in every partner jump in the video. Do check out this handsome man, will you?
youtube.com/channel/UCOUFApOtN0UT2PNxr7l5Cog
Music used:
Emapea - Good ol' Days
Shag - Know The Feeling
Emapea - Next Move
For those who may not know, I started jumping around 2006, solely in Halo: Combat Evolved, which you may recognize as the single most popular Halo game to jump in. I started out as a tricker on the High Impact Halo forum in 2002/2003 by the name of slYnki, and those skills translated perfectly to jumping when the time came. It just felt like a more compact version of the same thing.
Sometime around 2011, I made a video called "Just Jump 2" and with it, I wanted to push Halo 1 as far as I could. It was a rewarding experience, but truly draining, and afterwards I felt like my heart wasn't in the right place, so I went in a different direction than most. I started focusing on simple, smaller, more creative videos, ultimately making around 20 of them before calling it quits.
Then recently, I found myself looking back on these videos, and I felt like retracing my steps. The name of this video comes from my process of finding jumps. They would typically come to me in dreams, day or otherwise, then I would bring them to life shortly after. It was a very natural and beautiful creative method.
Sadly, I couldn't adapt every jump I wanted in The Master Chief Collection, but still a respectable few, and I was quite pleased to give them a face lift. Now originally, I wanted this video to be a spectacle - a grand production, but it just didn't feel right. I've always felt like chill, easy going music presented my content more honestly, so I stuck with it for this project.
I wanted this video to capture the simplicity and playfulness of what I set out to do all those years ago, and at least for me, I believe I succeeded. I hope you agree and enjoy watching! It was a lot of fun looking back on and performing these jumps again. It was a lovely reminder of how much joy Halo 1 jumping brought me over the years.
Thanks, everyone! Take care.
- SPZ
Music used:
Deca - First Light
So, historically, Halo 3 and I have never really gotten along in terms of jumping. I've always wanted to give it a proper whirl but I never had the right vision or the feel of the game down, so for years I figured I'd leave it to the professionals. But then the Custom Game Browser came out and I found myself jumping around a lot more, to the point where I got half decent, so I figured what the heck, let's see what happens!
I would describe this project as a fun and worthwhile endeavor, despite being a struggle at times. It certainly made me appreciate Halo 3 jumping much more, particularly because I was just retracing the steps of people before me. In the end, I got to confront something daunting that's always made me feel uncomfortable, and I also had the pleasure of experiencing something for the first time. Through all of that, I attempted to make something pretty and fun to watch and I hope you enjoy! I certainly did.
A very special thank you to everyone whose jumps I borrowed for this video. I believe I only found three on my own. You guys are the real MVP's, as they say.
And now, after more than 10 years (and 8 hours of work), I've gotten every last vehicle on this map on top of a blue beam tower - a new world record, and my final trick in Halo 1. I still have one more video I'd like to see finished, so it's not the end of me just yet, but when it comes to tricking, I'm happy with what I've achieved in my time, and this feels like a good exclamation point on it all. I'll likely scratch any itches that come up, but when it comes to larger endeavors, I'd like this to be my last one.
I appreciate everyone who's followed me over the years. My time with this game has been truly beautiful. Thank you all, I love you, and I hope you enjoy my final trick!
Cheers, everyone! I'll see ya around.
- slYnki
COMMENTS
So, the major problem with this trick was capturing the 2 additional banshees in the second half of the mission. These banshees are notoriously difficult to capture alive. Overloading isn't really an option. You can't de-load the pilots. You can't shoot them. You can't kill them before they enter the banshees. Absolutely nothing works. The only option is to force the pilots out of the banshees by having them flip out. But despite spending months trying to figure out how to have them do that consistently, I found nothing.
The solution then was obvious. I had to kill the banshees. It wouldn't be as clean of a collection, but still just as valid. However, this presented its own unique issue. You have to maintain constant eye contact with the banshees after they're destroyed, otherwise they disappear. I couldn't fathom how to get around this, until recently.
You can shoot the banshees down on top of the tower, which negates the need for launching them up, which is handy, and because the tower is so small, you can easily maintain eye contact with them. The problem then becomes, you have to launch each warthog up afterwards. In order to do this, I had to build 3 separate grenade piles before launching up to the tower to then shoot down the banshees.
Banshee #1 gets launched to the taller section of the tower. Orientation matters here more than precision because I would be launching up later on. I needed the banshee to land sideways and right side up, because you can't steer banshees well with blunt striking, and flipping them is always dangerous. Then came banshee #2, which needed to be perfect. I wouldn't be adjusting this banshee, so it had to land in the perfect spot, because 2 warthogs would soon join it, and it's a small surface. Then I shot down the 2 banshees, and now it was time for the warthogs to join me.
I knew I could pull this off from the beginning. I'm extremely good at precision launching, but even so, this was absurdly stressful. Against all odds, the first warthog managed to stay on top, in an even better spot than I originally imagined. Then came the second warthog, and this was easily the hardest launch of the bunch, because it had to be near pixel perfect. Any variation towards the other vehicles and they would fall clean off. This launch took me over an hour to land.
Then came the final warthog which I knew would be easy. Time-consuming because of the distance away from the checkpoint, but still reasonably simple. Then after just a few minutes, it landed on top of the tower, clean as you like. I left my genuine reaction in the video. I was stunned silent. After all these years, I finally finished this trick, and it was beautiful.
I considered making this a big production, but I felt an old school, no nonsense approach was the better move. I hope you enjoy!
Music used:
Emapea - Gone in a Sec
Emapea - Go Ahead
Music used:
Moods - Snaring River
GYVUS - Koi
GYVUS - To Wherever
Emapea - Winter Chill
Mononome - Bitter Look
Sun Wukong - Ticino Royale
- slYnki
Music used:
Aviino - Perfect Storm
Music used:
Bonobo - Sapphire
All due deference to:
Mark
I didn't knowingly draw inspiration from his typography work in "Mint," but I enjoyed it greatly, and his title card and mine are similar enough that I'd be remiss if I didn't mention it
Commentary to hopefully follow!
When I first conceived of this project back in late 2020, it was a pure struggle. I couldn't even get past the first room. That first attempt, I finished the game with 44 jumps. Undeterred, I continued to chip away at the game until I got it down to 34 jumps. Believing this was as low as it could go, I started editing what I felt would be the final montage, but then I had an idea.
This idea took the final tally down to 30 jumps. So, with a vacation on the horizon, I decided to see what I could accomplish if I put all of my focus and effort towards this singular project. How low could I truly take this game? It wasn't long before I only needed 13 jumps to finish the game. Then 11, then 9, then 7, 6, 5, and finally all the way down to 2.
I had tested the final 2 jumps extensively and couldn't see how they could be done, so I felt confident to move forward with editing the final movie, Doom Eternal in 2 jumps. I was extremely proud of this accomplishment. I felt I had done everything I could and there the project sat for a long time.
Then one day I decided to play through The Ancient Gods without jumping. I actually managed to finish both chapters without jumping and this inspired me to go back to the main Eternal campaign and see if there was anything left to do. To my immense surprise, I easily conquered one of the remaining jumps. All that was left was to figure out the final jump on Cultist Base - no easy task.
Skipping this jump meant I had to go far out of bounds. I was aware of this method while working on the 2 jump movie, but it was far too daunting to take seriously. But with 1 jump left, I decided to sit down and hammer the trick out. It took about a week of effort until I finally figured out every last piece of the puzzle, and suddenly I had actually finished the game without jumping.
This was a surreal feeling. I honestly didn't believe this was possible when I first set out to do it, but it is indeed possible to finish Doom Eternal without a single jump. I put this video together fairly quickly afterwards. Having done a big serious montage for 2 jumps, I felt comfortable giving no jumps a bit more of a cleaner, casual treatment. I hope you enjoy!
Music used:
MOODS - BITS & PIECES
CHIEF - DRONE BEAT
BIROCRATIC - SOFT FOCUS
MAD SMOKY - AUTUMN
EMAPEA - BABY MIND
EMAPEA - GOOD OL' DAYS
THALLUS - END OF THE SKY
KUPLA - JAZZ CATS
POLDOORE - LE PALAIS
THOVOBEATS - DAWN TIL NOON
PEET - VENUS
OURS SAMPLUS - METAL LEAVES
Music used:
Half-Life07
Boards of Canada - Oirectine
Boards of Canada - Julie and Candy
Emapea - Sticky Icky
As the beginning of the video alludes to, this project is long overdue. It technically began when I was 16 years old. I'm 32 now, so it's been a minute... Back then, myself and a group of Half-Life players set out to break the game as thoroughly as possible, and we found great, unendingly bizarre success.
I had always intended to make a montage of all the tricks we found, but so many things kept me from this project for so long, eventually it just got harder and harder to begin. That was until recently when all the pieces of this project finally fit together as best they could, and I was confident enough in my editing to just go for it.
It was terrifying to start, but by the end I was so very pleased with how it was turning out, and I'm overjoyed with the final result. For anyone that may remember this project, I'm sorry it took so long. I knew going in that I couldn't remember everything we did, but I did the best I could. I hope it brings a smile to your face!
Music used:
In:Most - Notions
FSB - Loop of Love
Lomax & Focus - 5 Weeks
Music used:
Emapea - Drop It
Beamic - Waldohr 2
KOVSH - Some Kind of Magic
Gorila - Born to Make Love
NOTES:
There are three specific parts of this video that require a bit of explanation/clarification.
- In UAC Atlantica, when I ascend the elevator shaft towards the end of the mission. First I dash off of a sloped wall and ballista boost up to a climbing wall, where I dash and boost again to reach the top. The video cuts at the exact moment I perform the second dash. This is because the second dash is more than a little difficult to perform all in one swift motion, so I split that section in 2 to lighten the load on my sanity. The cut is incredibly clean, basically undetectable, so I wanted to call attention to it, otherwise it looks shady.
- In The Blood Swamps, just before the final area, I dash and ballista boost up to a falling platform. Then I ballista boost off of this platform, dash a couple times, and ballista boost again to reach a small section of cliff side, where I then dash again to reach the top. The video cuts here as well at the exact moment I fire my ballista shot from atop the platform. The first boost as well as landing on the cliff side are both annoying, so I split this section in 2 yet again for my sanity.
- In The Holt, at 7:55, I perform a dash and ballista boost to launch myself out of this room. This may not look unusual to the untrained eye, which is why I feel it needs explaining. The section of tree I launch off of is a touch irritating to get stuck in without first jumping into it. It's possible to dash into it from above, negating the need for any jumps, but stringing that together with the launch was needlessly annoying, so I decided to take it easy on myself and just show the launch.
Music used
90's Flav - Call Me
Contagious - Outro
Mama Aiuto - Souls Rest
COMMENTS
Target Designator
It was a happy accident when I discovered the Target Designator had been added to Forge in recent times. I knew immediately that I wanted to do a jump with it, having long since dreamed of this idea on Sword Base. Thankfully, I was able to add the Designator on to Tempest for a bit more variety, rather than simply forging a jump on Forge World.
Shooting Grenade
Shooting grenades makes them explode in Reach, which adds a nice, subtle layer of creativity to the jump.
Boardwalk Needle Rifle
Originally, I had intended to do this jump solo, as it is possible to super combine yourself, but it was a bit too inconsistent for my liking. Having a partner to shoot at made it wonderfully simple.
Reflection sword
Full disclosure, the physics of the sword were altered in Forge from Normal to Fixed. When you drop a fixed weapon it floats in mid-air, and since weapons have collision, it makes for a fun little platform to work on.
Forge Monitor
You can fly fairly quickly as the Forge Monitor, and when you switch back to your Spartan, you maintain all of that momentum.
Powerhouse Pressure Launch
There is an incredibly easy and incredibly useless pressure launch in the shower on Powerhouse. Normally, it smashes you clean into the tiled wall at immense speed so you die instantly, so I decided to add a little teleporter to solve that problem. You get a really decent kick from the launch as it turns out, enough to launch me clean across the map.
Corvette Double Rocket
What I like about Reach is that there's not simply multiplayer and campaign to explore for jumps. Firefight is easily accessible as well which opens up some nice creative possibilities. I enjoy how the Firefight arenas are plucked from the campaign, which allowed me to have a little fun with the filming. The opening shot here is taken from Long Night of Solace.
The next shot is great fun as well. If you hold down the right trigger in Theater with just the right pressure, the film goes in slow motion. In Halo 3 this resulted in what essentially amounted to a series of pictures, whereas in Reach if you do it correctly, you can get some satisfyingly smooth and unique shots like this. As for the jump, rockets bounce off of that surface on Corvette. Easy stuff.
Focus Rifle Rolling
I think we can all agree that this jump is bone-crushingly simple. This certainly isn't the best application of this idea, but because I have no co-op partner, I had to do this all by myself. My dream was to land a fancy rubble jump, but I had to settle for a flat surface and a simple roll. This is definitely one of those ideas I would love to see the best version of.
Sword Base Jetpack
I really appreciate how the Jetpack is a physical pack on your Spartan. This allows for it to be stuck and then dropped in front of you.
Shotgun Box Rubble
Years ago I was playing around with the dice in Forge and discovered you can get some respectable lift from those things if you shoot them at the right angle with a shotgun. I was hoping to replicate that power with a regular box but I never quite found a suitable one. I settled on this box because it's easy to move and produced the best results. It didn't take me particularly far, but enough for a simple rubble.
Spartan Laser
Not much to say about this one. Shooting another player with the laser gives that player a nice amount of speed.
Boneyard Phantom
All I thought was, "There's a Phantom on Boneyard. Phantoms are destructible. What if a piece falls on me?"
Flag
You can either bounce frag grenades off of the flag staff or stick plasma grenades to it.
Gauss Hog
Quite similar to the Spartan Laser idea.
Armor Lock Antenna
I actually didn't get as much power as I had intended, but I'm still in love with this jump. That antenna is way too much fun.
Sabre
I burst out laughing when I discovered this ridiculous thing was added to Forge. What kind of person would I be if I didn't do a stupid jump with it?
Music used:
Emapea - Until Next Time
This took me about 2 days of casual off and on work to complete, so it's far from perfect, but perfection was never the point for me. My goal wasn't pure speed, just a reasonably clean run to show off all the tricks I found or adapted. I'm very pleased with the end result and I'm excited to finally show this project off! If you'd like further comments on the project, you'll find them below. I hope you enjoy the run!
- Spasmodic
NOTES
This is a segmented run, I believe it's around 40-50 segments, I didn't get an exact count. Some of them are fairly seamless while others are a bit clunky, or hilariously bad *cough* Titan's Realm *cough*. Apologies for that. In my defense, it's a touch annoying to segment this game cleanly, but none of the bad cuts impact the run on any significant level whatsoever. The run was segmented partly for speed of course, but largely for convenience. While some of the tricks are hard and annoying, segmenting allowed me to work on the project at my leisure, which is handy for a university student.
This was run NG+ style, meaning I had every weapon and upgrade available to me from the beginning. I hesitate to call anything impossible, but I'd say completing this game with 1 jump without every tool on command is impossible adjacent. This should help explain why the Gauss Cannon is pulled out immediately after starting The UAC.
The runes I had activated before the run starts (which can be seen later on in Argent Energy Tower for a brief moment) are Rich Get Richer, In-Flight Mobility and Blood Fueled. The first gives me infinite ammo if my armor is high enough while the third one gives me a speed boost after a glory kill, which is nice to have after killing the Cyber Demon later on. The second one, In-Flight Mobility is crazy useful. It amplifies the effects of running up any sloped surface in this game to a ridiculous degree, which is key in making a lot of these tricks function.
God mode was used at 2 distinct points in this run. The first instance was on Argent Facility Destroyed and the second was on Necropolis. In both cases, it was used entirely for the sake of convenience. It's not integral to the tricks themselves, it simply enabled me to try the very tricky boosts featured on both levels over and over again without melting my shields and having to revert to checkpoint, thus resulting in an even clunkier segment. You can see it on full display on AFD in particular, when I cross a broken bridge after a series of boosts, but suspiciously don't pick up any armor on the other side. It's not as obvious on Necropolis however, so I wanted to make it very clear that's what's going on.
Why is this a 1 jump run and not a 0 jump run, you ask? Well, the one jump on Necropolis saves me buckets of time. To clear that staircase without jumping requires a series of time consuming and annoying tricks that I felt not only killed the flow of the run, but would drive me insane within a short period of time. It would have been nice to do a no jump run, but 1 jump throughout the entire campaign adds an equally pleasing level of intrigue, I feel.
And finally, there's no HUD! This allowed for easier segmenting, as I didn't have to focus any energy on making health and armor line up segment to segment. The information present on the HUD isn't really important anyway, so I felt comfortable doing away with it for an overall cleaner look to the run.
Audio commentary to follow in the (hopefully) near future. I can't go too in depth here, unfortunately. Not enough characters at my disposal!
Music used:
Fenick & Delayde - Longwayhome
Alenda - Moving to a New Place
Emapea - Reflection
NOTE: Skulls were used in certain clips.
- In the first clip, Sputnik was used. I had recently begun experimenting with the skull seriously, despite my prior uncertainty on the subject, and I realized it could give me a hefty punch when I jumped out of a warthog. I immediately thought of the light bridge area on Halo for its scale, various spires, and ease of access. This sequence popped into my head shortly after, so the light bridge turned out to be a fine area to apply this concept. Not the most well-lit, mind you, but adequate :)
- In the second last clip, Sputnik was used for convenience over necessity. In the first clip, Sputnik was integral to the elegance of the clip. Instead of using an entire pile of grenades and launching myself over the gap, I was able to use just one grenade. It was clean and effective. For this clip, however, I simply didn't want to spend hours on building a giant grenade pile. The same effect could be achieved with a pile of 60-70 grenades, whereas with Sputnik I believe I only used 16. With my reserves of spare time ever dwindling, this arrangement was massively preferable to me.
- And finally, the last clip utilizes the Catch skull, which causes enemies to throw grenades more frequently. I had long since dreamed of having a grunt set off a launch for me, but there was a couple issues with the idea, the first and most problematic of which was with consistency. This could be partially solved with some kind of load zone trick, that is, setting up a launch in an area where a grunt would spawn 100% of the time, but it didn't solve the mystery of what causes a grunt to throw a grenade, or even what type of grunt is more liable to throw grenades. Orange? Red? Spec-Ops? Depending on the grunt, that lowers the field of potential areas.
But even if that was ironed out, the spots I originally had in mind for the trick weren't particularly "high-flying," you could say. The idea itself was strong, but in my mind, if I couldn't find a suitable location to land, the idea would fizzle out. But with the Catch skull available to me, and a handy grunt under the first suspension bridge on Assault on the Control Room (courtesy of load zone trickery), this was an appropriately iconic spot for the trick. All it took was a few pistol shots over the grunt's head and he went ahead and tossed out that perfect grenade.
Music used:
Joey Pecoraro - Play It Again
Music used:
Gyvus - Lemon Tea
Zmeyev - Every Night
jinsang - September
Oschea - Be Mine
Brockbeats - Morning Mist
Emapea - Check it Out
Ultimately, I managed to finish the game with 44 jumps. But I picked away at it a little more, determined to do better, and with a bit of luck on my side, I ended the campaign with 34 jumps. I was ecstatic at this result, so I started editing all of my footage, which is when I noticed something... I went back and tried a couple ideas, and suddenly the number was down to 30.
In this moment, with my lengthy Christmas holiday on the horizon, I wanted to see what I could do if I put all of my effort into one massive project. I decided to take a serious look at the game and make absolutely sure that I did everything I could possibly think of. Initially, I dropped the jump count from 30 to 13. That number then slowly came down to 11, then 9, and then 7, where I truly thought I had hit my limit. Then it dropped to 6, and finally, all the way down to 2.
I'm very proud of how this project turned out, not only because, so far as I can tell, this has never been attempted before, but because I didn't consult any resources for this endeavor. I won't stake any claim over the true originality of any of these tricks, but I did figure all of this out by myself. It was a difficult and frustrating experience to be sure, not only because some of the tricks themselves are difficult, but I ran into issues with my footage, problems with editing... it was a journey, to say the least.
But in the end, it was all worth it. This was a very rewarding experience. It was satisfying to learn more about Eternal as I went and continually shatter my estimates. I hope you enjoy the video!
- Spasmodic
Music used (in order):
Commix - Only
Koncept - Your Eyes
Grafix - Deep Inside
Red Eyes - We All Try
Mav - Skylines
Avizura - Memories
Raise Temple - The Spirit
Livewire - Fading Light
IMPORTANT NOTES
- You may notice that some smaller obstacles are missing from the video (yellow key on Hell on Earth, for example). I didn't want to include every little thing in this video, not only because a large portion of the obstacles are either ridiculously simple to bypass or they end up being arbitrary. Most of them didn't add anything to the video except needless filler, so I decided to keep the video as focused as possible.
- The IDKFA cheat was used for this video. It wasn't a necessity so much as it was a convenience. It simply made it so I didn't have to constantly chainsaw enemies for ammo or wait for the chainsaw to fill up in order to attempt certain tricks.
- I would also like to apologize for the occasional touch of lag present in the video. I re-filmed so many sections of this video just to get the quality right, but it appears that OBS has been determined to die no matter the game, and no matter what I try for months now. Sorry.
BASIC KNOWLEDGE
Ledge Grabbing - You don't need to land on platforms cleanly in order to scale them. As long as you're close enough, the Slayer handles the rest with a quick climb. This was one of the most essential mechanics for this project.
In-Flight Mobility - This rune was an invaluable tool for this project. Being able to twist and turn in the air with little to no resistance was the key for many of the obstacles shown.
Dash - Dashing was absolutely crucial for this project, not only because of the horizontal distance you can cover (while casually ignoring gravity), but because dashing into sloped walls often results in much needed upwards momentum.
Ballista - This gun gives you a slight kick off of the ground, which is more than enough for smaller obstacles. It also gives you a very respectable boost off of monkey bars and out of lifts.
Chainsaw - When you lock on to a target with the chainsaw, you immediately jump to the enemy. Combined with things like the meat hook, this weapon was enough to give me that extra bit of distance in a bunch of cases.
Meat Hook - Delicious! With a well-placed enemy, you can either launch yourself extremely fast to the left or to the right, or zip upwards. Combine that with the Chrono Strike rune and high FPS? It's a recipe for magic.
Music used:
Juan Rios - Colores
Letskey - Delicate
Profound Beats - 7 Days A Week
Music used:
Question & Freddie Joachim - Earl Grey
I started working on smaller, more creative videos, starting with "Intrinsic." The idea behind all of my videos since was never to make the biggest splash possible, or land the greatest jumps anyone has ever seen. The idea was to smile. I would often dream of ideas that made me laugh, and it brought me joy to see them come to life in this game. I love how endlessly pliant Halo 1 is and how elastic my imagination feels.
And after every video I finished, I would always think to myself, "I'm definitely out of ideas now." Then invariably, more ideas would come along in time. It seemed like my brain was a bottomless well of stubborn creativity. But when the ideas for this video popped into my head, I knew they were basically everything I had left. As it turns out, it's hard to continually find new things in a game that's nearly 20 years old. I felt as though if I kept going after this project, I would be repeating myself and forcing it, and I don't want that.
But instead of feeling sad or defeated about this video, I felt happy. It was nice to make one last creative video. I've always hoped for a clean, poetic ending to the various chapters of my Halo career, as it were, and I think this is the end of my multiplayer adventures. I still have some ideas left for the campaign though, so it's not quite the last of me yet ;)
I've had nothing but fulfilling fun over the years working on these videos. I hope you've had a bit of fun yourself. Thanks for watching, everyone! I'll see you around.
Love,
slYnki
Music used:
L'Indecis - Fried Potatoes
Music used:
APO - Dream Girl
Honestly, I'm not entirely sure if this is new or not. I have a funny feeling that I've seen it before, or at least something like this before. I'd love to know for sure, if you happen to know one way or the other.
Music used:
Gyvus - Venice
All of this was done on the Xbox 360 as the bridge bump doesn't work on MCC. Enjoy!
Music used:
Leavv - Driftwood
Saint WKND & No Spirit - Sand Under My Feet
Jinsang - Flow On
Music used:
Birocratic - There For Ya
... but I never forgot about them. Then just yesterday, I had an inspiration, and it turned out to be the secret ingredient. The rooms have finally been explored! I honestly never thought these would ever be explored given how restrictive T&R is, much less that I would be the one to do it, and I can't explain how happy I am that this trick is done. These rooms were among the very few areas left unexplored in Halo 1.
I hope you enjoy!
Music used:
Moods & Yasper - Sofa Stories
Gorila - Birds
NOTE: If you want to try this yourself, the jackal bump may not work first try. If it doesn't, just revert to save. Sometimes the jackals don't spawn right next to the wall, but when you revert, eventually they do :)


