Shortcuts and skips
9 years ago
Germany

@jocica: I do that since I am the only active mod/player here and the others played the N64 version at some point from what I heard.

@q94471: I figure one would need lots of medpacks to survive and get Nub´s part. But it is a time saver and anything that shortens the time helps. If your Lagoon oddities help the speedrun of this game progress, feel free to share. :)

You don't need ANY medipacks if playing on the easiest difficulty. :) Try: http://www66.zippyshare.com/v/yGj7Ig7w/file.html

About the Aetherium run: some improvements ? And would it be the fastest to always have Indy say the shortest monologue after opening a membrane: save before opening it and keep on reloading until it happens ?

That Lagoon video would be the same as exploring the previously-inaccessible hill in Valley. Just a fun thing rather than an improvement.

Germany

For a segmented run I think yes it would. In single segment we don´t allow autosave, so that doesn´t matter there.

Texas, USA

i believe brendon has found a skip for the N64. let me see if we can record it and post it here.

Texas, USA

Here is my performance of the skip that i have discovered.

Molotok likes this
Germany

Here a new video with some tricks,skips etc.

lv03 shortcut: - you need to do the chalk glitch precisely or you might miss the area where you need to be "immortal" and die. The rolling glitch afterwards also needs to be at a certain spot, you can see the boundaries at the end of the video in the outtakes. This shortcut saves 15-20 seconds.

lv06 major skip: - you can skip getting the replacement pulley and save around 1:30 minutes. Getting on the rope is not the worst thing, but running on the rope has a pretty small room for error, one or two pixels off and rip.

lv07 major skip: - you can skip getting the taklit part by tricking the lava monster with quickly jumping back and forth on the platforms. This saves over a minute and the part should reappear in the Pudovkin level. ¤Not tested, but this trick only might work after you reload a save before.¤

lv14 boss strat: - just a showcase of how to quickly deal with the robot boss. He dies with 3 electric hits and is pretty harmless.

Austria

Hey guys! Just a quick word to say I've uploaded a tool in the "Resources" section. It's a catalogue of all (even the obsolete ones) tricks, glitches, and skips found so far, listed chronologically within each level, with a reference video for each. I thought it would help any newcomers if (or when!!) there are some, and also those of us who already run the game. Cheers!

Molotok likes this
Germany

Cool, it should make finding specific tricks/strats much easier than scrolling through the forums. I was always too lazy to do something like that, well done! :)

samlab likes this

I finally have some free time to experiment more with breaking the game, so here's something:

Recently a way to run the game in wireframe mode was discovered, which can assist us with detecting trigger areas' bounds. I already tried skipping 2 cutscenes in Temple, but unfortunately the developers back then had an idea somebody would be trying to bypass them, so no luck this time. http://raven.theraider.net/showthread.php?t=9038&page=2 - starting from post #45

I thought that maybe it's too risky to jump on the bridge rope to perform a backwards roll down to the Monkey Kit pit, so found an alternative way: http://www84.zippyshare.com/v/YdN4IlNA/file.html Roll to your left and chalk down.

Should I try to write a script that turns a cheat code, let's say the one that gives all weapons, to a togglable fly hack, so combined with wireframe mode would help detecting if we should bother with bypassing a trigger "legally" ?

Molotok likes this
Germany

I don´t really get what this is about, but if it helps finding new possible skips, then why not.

About the monkey key pit bridge: rolling forward from the ropes and then chalk instead of the backroll is faster and easier, but in case you miss the jump and land on the bridge it should be a good backup strat I think. Also why is there a constant "wowing" sound in your savegame. xD

Example: I chalked down to land successfully on a lava pit and know, how exactly big is the area I'm able to walk on: https://s7.postimg.org/s3wrp8xuj/Jones01.jpg If somebody found a way to chalk down to the big zone, let's say by using these walls: https://s18.postimg.org/i61b3vzg9/Jones02.jpg then it would save the whole boss-fooling and lava-solidifying sequences. Attaching a savegame with the place I'm standing next to on the screenshot above: http://www87.zippyshare.com/v/8z61kHZ7/file.html

EDIT: it seems it's not possible to write anything on these walls - tried even after solidifying lava. Still, a good explanation of what I meant.

"wowing sound" ? I don't know, what's that about, everything seems fine for me. Oh, one more thing: I managed to dig out a genuine Windows XP and have stable framreate of 60,02 - 60,05 FPS, which we consider as standard, don't we ? No more anomalies related to framerate !

Edited by the author 6 years ago
Germany

Ah, I see now. I remember I couldn´t find a way either besides that small area after the bridge, the platforms just seem not high enough. I also tried chalking in the Tian Shan River at the windmill place, it worked somewhere but it was useless anyway since there is no way to climb up to the windmill from the river.

The "wowing" sound, it is probably the "whoa" in english version. Might be some game sound bugs because different versions, but not sure. The rolling forward from the rope and chalking is shown in this video too: https://www.dropbox.com/s/dro6yfastvqefvg/indyWOW.avi?dl=0

60 fps should be the "standard" since it is the intended fps. Unless we find out that there are still other significant differences which makes runs uncomparable, which would also suck. But so far we only know that very high fps seems to break the game pretty badly, I don´t know if different resolutions or lower fps have a significant effect too.

I don't know, what's wrong. This savegame works normally for me. But I recall seeing a video (can't find it now, or the author) where someone had two versions and used a save created on English version and after loading it on French version, there were invalid audio files playing (like shouting something after firing a gun). I see. Seems like I'm not experienced enough to do this on my first try (especially if I was to perform a run).

Hm... if you could find a way to stress the game so it runs at 21 FPS or less, then IIRC you can get damaged by using Taklit's/Azerim's Part for too long as intended, where with more FPS you can use it as long as you want. Maybe, just maybe it's also related to anomalies such as pickups previews freezing, disabling inventory menu like here (14:39): ? Or to the game crashing when firing certain weapons at certain situations ? And let's not forget Indy's rotation speed - the more FPS the faster it is. The thing is, I'm unsure if the developers had such powerful hardware to test the game with stable 60 FPS or just programmed it like that, thinking it's safe and left out without testing. Or if we have a way to somehow reduce FPS to a certain value.

Edited by the author 6 years ago
Germany

I just tried to limit fps with dxtory and starting with 25fps I didn´t get damage anymore with azerim/taklit part, but with 24fps I did. The item freezing is not fps related, I actually solved that problem by using dgvoodoo. I read about it in the german forums where the modern OS installer is and only noticed it a month or so ago. But it seems to fix most if not all the (graphical) bugs, you should have a look here: https://www.speedrun.com/indy3d/thread/3yps3 You may try some older version for Win XP.

Germany

I looked at the Peru level and the only time save I could find is at the end where you need to escape the boulder: https://www.dropbox.com/s/eswb6jmtp6y4gfm/Indy3DperuStrat.avi?dl=0

  • how it works: just before the trigger for the cutscene where Indy goes back and looks down the broken floor you can use the rolling-glitch to make it to the area of the boulder trigger while you trigger that cutscene. After the rolling glitch you have still time to make some input so make backward rolls x2 and go one tiny step ahead. The reason for it is if you don´t make that step you will end up standing on the part that falls when the boulder rolls upwards and you may not have enough time to escape. Also don´t go too far infront or the boulder will kill you which will make the level unfinishable. If everything goes fine you will see Indys double that was created in the cutscene fall down and you get control of your original indy lol. Time save for this stuff is 11 seconds.

  • other minor stuff in this level: avoid to trigger the cutscene of the big blocks going back, before you enter the idol room by not walking over the pressure button

  • Potential spots for time saves: Clipping through to the skeleton wall where you need to put the spear, didn´t work out for me. Another spot is where you pick up the spear and go up to the area where the falling boulder is. I tried to get some jump boosts with grenades/satchels but couldn´t reach the ledge. :(

Savegames incoming: http://www65.zippyshare.com/v/MEZ6Lbt6/file.html

Meroe: I haven't seen a route for that level anywhere yet, but here are my observations which might make the level faster to beat:

Lighting all the firewoods before killing all hyenas will skip a cutscene showing that Russians arrived and them themselves as well.

Would killing hyenas with pistols/rifles/grenades be faster or less random than using a jeep ? (also: attraction instead of repulsion)

Perhaps climb out the shaft of the pyramid we normally unlock first and double chalk down: (a screenshot I posted earlier, just face the pyramid like in the savegame attached) https://i.imgur.com/ldEyR2il.png

We don't need Taklit's Part to pass the hall with that staring eye, that blocks our way as we get close - just try to clip through that block, facing the tiny crevice. It should let us in in no time. Untested, but the Part should as always reappear - this time in Infernal Machine level.

I don't know why, but sometimes the cutscene. where we get the Gem Eye kept on softlocking.

Peru: I managed to find a massive time saver, but there's a problem - whether it works is either random or requires pixel-perfect precision, like the "falling down the electrified ball's hole" strat. There's a savegame with proper positioning - press and hold up arrow and then immediately Alt to perform a running jump - the cutscene with boulder falling down and breaking into pieces should occur. Now... if the camera gets stuck pointing to tke sky, you'll have to try again. You can fix the stuck camera with the resolution change trick, but you'll fin out that the boulder's pieces are not solid and most of the area is still a death zome and some other parts will make Indy stuck after he jumps. If the camera shows the broken pieces and automatically fixes itself, then it worked ! How to even get to the place I'm at in the savegame ? Walk to the hole made by the small rock that fell in a cutscene - it should automatically push you farther.

There's another savegame attached so there's a proof it worked for me after some tries in case you're out of luck.

Molotok likes this
Germany

Just tried to replicate the massive skip in Peru and unlike the electric ball it is not frame perfect and I can get it consistently, which is pretty nice since it skips like half of the level. Amazing find!

About Meroe I´m not sure either what is better, some tests need to be done. I think it is better to shoot the first wave instead of driving them over after you spoke to the kid. Machine gun or the Shotgun seem like good choices. Maybe we can find a way to spawn the next waves consistenly, then shooting them should definetely be better I think.

The problem with the shaft is whenever I try to get up I instantly fall without having any time to make some input. And I need to do a side or forward roll in order to chalk. And about your softlocks and other shenanigans, the answer might be easy: you play it on Win XP ;)

"And I need to do a side or forward roll in order to chalk." That's exactly what I was thinking back then when I took the screenshot. Before the getting up animation ends, keep on holding the chalk button until you land safely.

Also, it's possible to avoid climbing these ladders by jumping the same way as you did here at 1:16 https://s8.postimg.org/mdit8fbhh/Jones04.jpg

Buy me a license for something else along with proper hardware and I won't be complaining. :D

Germany

I tried to hold the chalk key while he was getting up and it indeed worked. Question is if it still saves any time or not, we begin with this pyramid and should end up with the red one as last, I think. Although I don´t remember this level too well tbh.

There's much more to it:

Let's go back half a year earlier. I posted this screenshot: https://i.imgur.com/6VWOnqAl.png Even if pulling this block isn't successful on the first try, we're still spending time in the open area, where hyenas are attracted. Could this save some time normally taken to hunt for their locations ?

Right now all I can think about the chalking down being a time saver is when the purple room is done as last OR we need to go to the hole-in-sand quicker.

I guess I'll try every possible permutation with a stopwatch to find the optimal one.

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