Post subject: Commander Keen 5: The Armageddon Machine
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
With the glitched any% in the queue, we might want to consider a more complete run (100% completion, possibly?). This is a little shorter than 4 or 6 and not as varied, so it might not be the best idea, but it is an idea nevertheless. Thoughts?
Joe
Joined: 6/10/2006
Posts: 152
Location: Wisconsin
I'm for it
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Sure, why not?
Joined: 3/22/2008
Posts: 17
Location: Finland
If by a 100% run you mean all levels will be completed then I'm giving this my thumbs-up. I think it would be quite interesting.
Metalheads are the only ones to survive.
Experienced player (764)
Joined: 6/17/2008
Posts: 146
The glitched any% has been started and memory addresses have been found. Also, being rocked to the bone is more enjoyable than expected. Good times. 100% would seem to be less frustrating to TAS than in Keen 4 since there are no pesky oracles that can cost seconds and be hell to manipulate. There's also more variety between the any% and the 100%. Using the death flag glitch wouldn't seem be too entertaining in a 100% run, so I'm against using it. Also, I'm using different emulator settings than Grunt, so the boot and loading times will be longer. Measuring the actual improvements is simple enough, so this won't be a problem.
Joined: 4/2/2007
Posts: 68
Location: Latvia
I'm all for a no-death-abuse 100% run :)
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Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Xarthok wrote:
I'm all for a no-death-abuse 100% run :)
Me too! The question is how to do the secret level - do you rush for the fuse or take the "real" exit?
Experienced player (764)
Joined: 6/17/2008
Posts: 146
The Shikadi Master is very unpredictable. In this POS (enters nick for the high score screen, ends input at 2:12.096), his malevolence costs about three seconds. As such, the entirety of QED will probably need to be redone. EDIT: It seems that Volte-Faces, Shockshunds and the Shikadi Master all share a common property: not being manipulatable by delaying level entry and firing the Neural Stunner. As such, the three lost seconds are probably here to stay. The last few seconds in the v0 are very unoptimal since it was rushed out to get an estimate of the probable final time. Also, I'll be gone for a while, so don't stay tuned.
XkyRauh
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Joined: 6/9/2005
Posts: 171
Location: Southern California
Radiant wrote:
Xarthok wrote:
I'm all for a no-death-abuse 100% run :)
Me too! The question is how to do the secret level - do you rush for the fuse or take the "real" exit?
I vote "real' exit. If you're going to take the time to visit the secret level legitimately (from the Gravitational Damping Hub) you might as well play through the whole thing proper. Alternate suggestion: Play through the whole "climb both halves of the level" process, but then break the fuse instead of taking the exit door!
Joined: 2/25/2006
Posts: 407
Yes, a 100% run would be nice as well as playing through the secret level properly and breaking the fuse. It would also be nice if the newest version of the game was utilized as well.
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Experienced player (764)
Joined: 6/17/2008
Posts: 146
If you don't finish the secret level by breaking the fuse, you won't get the best ending. I'd consider reaching the best ending to be an essential part of 100% completition. Playing the level "normally" and then finishing by breaking the fuse is really hard to justify; I don't find the secret level entertaining enough for that to be an option. Check out the level layout yourself here. EDIT: I'll also address franpa's woes about versions. The published glitched Keen 5 run uses the latest version because the feature/bug that allows warping to the secret level doesn't exist in previous versions. The improvement will also do so. In the case of Keen 4, there aren't really any speedrun-relevant differences to speak of; v1.0 was used because it was the first one I happened to download. For Keen 6: v1.0 has a lot more clipping errors than other versions, so it'll probably be the version of choice. EDIT: THE FINAL EDIT: Found a way to manipulate the Shikadi Master. Sub-2:10 (with longer loading times than the published run and ending input after entering nick for high score screen) is the goal, and it seems possible. Too bad we may have to redo fucking everything.