Speedrunning Indiana Jones and the Infernal Machine GBC – Level 2 – Babylon

In May and July, I have written about how the speedrun of Indiana Jones and the Infernal Machine for the GBC works. I wrote about the Any % route and the All Treasures route of the first level Canyonlands. Today, I want to take you on a journey to the second level Babylon. So far, we are following the levels of the N64 and PC version. But later in the game, we’ll have some differences. Anyways, before I get right into talking about the route, I want to mention that I’ll be talking certain terms and techniques that I have explained in the previous articles. If something is unclear, feel free to leave a comment in the comment section. Also, feel free to leave a comment in the comment section with your thoughts/opinions on this article! Anyways, let’s get right into it… Here I go explaining the route of the second level.

A small update

I have a few announcements to make. The first announcement is that two weeks after I published my write-up on the All Treasures route of Canyonlands, I decided to run the level again. With the possible time saves I have talked about in the article. And wouldn’t you know it, I have lowered the record from 4 minutes 41 seconds to 4 minutes and 36 seconds. Yup, I lowered the record by 5 seconds. I’m convinced that with a bit better movement and a bit more luck with RNG, the record might even go lower.

The second announcement is that all GBC categories are currently filled. What I mean by that is, that each category has at least one run. The only category that didn’t have a run was the full 100% run of the game. Where all treasures were picked up, almost all healing items (and sold) to play the full game including the secret level Return to Peru.

This run is stressful and not a lot of fun to do. Since, one or two mistakes in a level can cost you the whole level and in certain levels that can be a major time loss. In my run, I made a lot of mistakes, and I’m convinced it can get lowered, but that’s not for today. After trying for over three months, I finally got a run that I felt happy with, that made it to the end. And to my surprise, the end time was only ~25 minutes longer than my All Treasures run without Peru. The run took me 2 hours, 25 minutes and 56 seconds.

The final announcement is that I lowered a few other records. I lowered the time on Palawan Volcano and Infernal Machine. But, I’ll go more in detail about that when I get to the write-up of those levels.

With that said, here are the current stats of the second level.

Link to Speedrun.com page (All Treasures)Link to Speedrun.com page (Any %)
The current world record at the time of writing is owned by:

for Any %: the_kovic who ran this level in 4 minutes and 19 seconds on January 29th 2022.
for All Treasures: me who ran this level in 6 minutes and 44 seconds on February 28th 2022. (Note, my ILS is part of my All Treasures – No Peru record. That’s why the video time is so different.)

Editorial note: when I haven’t given credit to screenshots, it’s taken from my runs.

ILS = Individual Level Speedrun. A speedrun of only one level.

Good to know: when I talk about a “two block gap” or “a tile”… the size of a tile is give or take half Indy’s sprite.

The route

You would think that the route is quite different in the two categories due to the almost 2 minutes and a half-time difference between the two. But, let me assure you, that’s not true. The route is almost the same but only some differences that add up some time on the clock. So, I’ll mention these “side paths” in cursive when the time comes. So, the cursive text is something additional for the All Treasures route. Text in cursive should be skipped and ignored when you go for the Any % route.

The first 30 seconds of the level is the exact same for both categories. As soon as the level starts, you’ll have to mash “A” to get the text box out of the way and move to the right.

Run from the_Kovic
Run for the_Kovic

You’ll quickly reach a part of the structure where you can jump on. Jump on top of the lower brick and try to stay at the right edge of it while moving up. Here is a screenshot from the_Kovic’s run that has amazing positioning.

The reason that you have to be as close to the right edge as possible is that it saves a few frames on the jump to the right you’ll have to do when on the top.

Also, the_Kovic also discovered during making the TAS of the Any% of this game… That when you are on the edge of a block, the actual edge… You can make jumps further and higher than you expect. This’ll come in handy in the next screen. So, after the jump to the right, you’ll have to do some jumping up a “staircase” to exit the screen.

Run from the_Kovic

When you enter the next screen, it’s important that you land on the block that’s sticking out. The reason is that otherwise, you’ll lose a lot of health. Health that you’ll need later in the level.

Granted, there is a herb really close by but grabbing that herb in Any% is out of the way and makes you lose more time than landing on the block. If you are certain of your abilities, this block can be skipped when you go for the All Treasures route, but the time gain is as good as lost with picking up the herb. So, yeah. I usually try to avoid taking damage here.

Now, next is moving towards that movable brown block. In the current world record by the_Kovic, he actually lost time. Remember how I talked about the discovery he made during the creation of the TAS? Well, you can make two gap jumps and land one block higher when you jump from the edge of the block. It’s something you can see in action in my All Treasures run at the 6 minutes mark.

Sadly, this is quite a precise trick and being able to do it saves ~ 2 to 3 seconds. Yet, failing it… Well, let’s say it can cost you ~ 5 or even more seconds. Depending on if you move the block or not. This jump can be implemented in more spots, but it’s not too beginner-friendly. Since, the edge of the block almost looks like Indy isn’t touching the block anymore at all.

Anyway, after you made this jump you’ll have to jump on the building. Be careful when you jump since almost the whole back tile is blocked by a wall. So, don’t jump too early. When you land on the building, a small cutscene plays with a door opening. And here is where the first route difference happens. After the cutscene, you’ll have two options.

The blue arrow points to the all treasures route and the red arrow to the Any % route. Now, this door goes to a location where you only pick up one treasure and only has one entrance and exit. So, after picking up that treasure, you’ll have to jump on the building again and continue with the Any % route.

Now, let’s pick up our first treasure. To enter the door, you can either drop and run or jump from the block.

Jumping is a few frames difference since jumping is a tad bit faster compared to first having the dropping down animation. Anyhow, it can also be a mental thing… It feels faster to me. Now that we entered the room, we have to do something that I always call… Dancing with the guard. The treasure is in the top left corner of the room. In the top right, a guard spawns. This guard is annoying and can decide if you lose time or not.

The fastest way to get the first treasure is going to the bottom of the tent and picking up the treasure, like the purple line shows. Now, the faster you do this, the less far down the guard goes. If the guard is at the position from the screenshot, you are safe to leave in the exact same way you came. Otherwise, you’ll have to go around via the top of the tent and lure the guard a bit away from the exit. Since, his hit box otherwise blocks the exit if you take the bottom route. Going via the top route looses a second but is safer. Also, if you lost too much health, don’t take the herb from the other screen… There will be a herb that’s a bit later you can grab that’s less of a time loss. Now, take the route with the red arrow before the cursive text began.

So, when you jumped over the gap and moved down to the next screen. Here, you’ll enter a room with two treasures and this room is a pain for the All Treasures %. But, for the Any %, you’ll have to just drop in the water… Or when you know the right spot, jump into the water to save a few frames.

Now, picking up these treasures is a pain in the behind. It doesn’t matter to which way you jump first. But it matters from where. The safest is jumping from inside the purple squares. The best thing that can happen when you jump wrong is that you hit the wall. The worst thing that can happen when you jump wrong is that you drop into the water, and you’ll have to go around to get another chance. And that time loss, is way too high when you want to beat the ILS. This can only be a back-up strat in full game runs. In any case, after picking up the two gems, drop down in the water, so we follow the Any% route again.

After dropping into the water, you’ll have to swim up. Now, for the all treasures route of this level, you’ll have to make a small detour. The quickest way to exit the water for the Any% route is like the black arrow, hugging all the way to the left. For the All Treasures route, let’s go with the red arrow. You’ll enter the same room but for the all treasures route, swimming all the way to the right avoids one scorpion to pick up the treasure. Also, there is a herb in the middle of the path. Something good to know is that this herb also cures poison stings.

So, let’s pick up our fourth treasure. For this treasure, you’ll have to avoid some scorpions in narrow hallways. After exiting the water, go up right away until you hit the well and then go to the left. You’ll find a blue gem. Be careful with jumping to avoid the scorpions on your way back to the other side of the wall where you picked up the blue gem… Since, jumping too far means, back into the water with you.

When exiting the water following the black arrow, avoid the sting when going up and exit the screen via the left exit. When you are following the All Treasure route of this level, the room you enter in might look familiar. It’s on top of the room with the tent where the first treasure is picked up. When you missed picking up the second and/or third treasure… Those gems, you can drop down here to get another shot.

Depending on how good your lines are, you won’t loose too much health in this screen. Go around the bend and jump on the ladder when there is one tile between you and that will make Indy grab almost the top of the ladder. After climbing up, go left right away, with a bit of luck, the guard won’t shoot you. After that, go down when you can’t go left anymore. But don’t hug the right most edge of the pathway down since the screen transition to the next screen won’t happen.

In the next screen, go to the left and drop down in the section without the guard. To get to the next screen, run on the left most line of the sand. Walking on the tiles won’t transition you to the next screen. On the next screen, hug the left wall and when it bends to the left, go left as well all the while hugging the wall. Now, you’ll come into an open area.

Let’s go a bit to the right to pick up the treasure we saw when entering this screen. When you jump up the block via the right edge to reach the right edge of the platform… You’ll be able to grab the golden coins without the guard being alerted.

Now, go left a tiny bit to enter the door. You’ll enter a small room with a lever. Try to flip the lever as early as you can. This’ll open a bigger door to the left. Exit the room and go to the left to the newly opened door. Now, it’s time to dodge some guards. Also, don’t get distracted but this is one of the few rooms where you’ll notice some slowdown, it looks like this room isn’t optimized and in the long corridor, you’ll notice it… If you don’t hug the wall that is.

In this office space, there are three guards. Now, not taking damage here is almost impossible. So, dodge and weave boys. Go up, go left (don’t forget to pick up the treasure in the first office room, to the left) and go down. Go to the right. Now, in the one to last room, you’ll see a David Star with a hint to solve a block puzzle later. Since we are speedrunning, we shall ignore going into that room since the solution is easy and will be shown later in the article.

When you go up after the room, you’ll see the last guard. If you lost too much health, feel free to pick up the herb. If you have at least half your health, you are safe to continue. Shoot the two barrels so they explore and you can continue to the next screen.

The way forward is quite clear, it’s going down. This will make Indy drop down into a pool of water and now we get to the water maze. The biggest reason why there is such a big time difference between the Any % route and the All Treausures.

Now, allow me to me to use a diagram from the walkthrough by Jeff H. to explain the next parts. The red line is how the fast way in the underwater maze is. Always hug the walls, since that saves frames. Also, there is a small mistake in the diagram. The part before the last bend is a bit higher than shown on the diagram. Don’t waste too much time, since it’s a thight squeeze otherwise. When you go for the all treasures route, do pick up the first treasure in the first swim. After picking up treasure one, exit the water maze and let the breath meter fill before you go to pick up treasure two. This additional swim is one of the biggest reasons for the time difference. We have collected 8 treasures now. Be careful to not press A too soon to pick up the treasures, since Indy’ll swing his machette and this is a small timeloss.

After exiting the water maze, you’ll notice two pressure plates to the edges of the room. First go for the left one and then for the right one. This’ll activate an elevator down in a small cutscene. Then, from the right switch, go up to hit another pressure plate. Hit this switch three times by going on it and off it and on it again. The faster you do this, the more time you save. Then, press the pressure plate one of the left also three times for a small door opening cutscene. Enter that door.

Now, you will enter the room with the David Star where you saw the clue earlier. Move the right block to the most bottom spot on the star. Move the left block to the second spot if when counting anti-clockwise. A door should open. A visual aid:

We are almost at the end of this level. Let’s pick up some tablets. Now, remember this moment for a bit later in the article. Go to the left right away to find a small platform with a yellow L looking thing on it. This is one of the four tablets you’ll need to finish this level.

The red circle in the screenshot is where the tablet was. Now, the next jumps are a bit tricky if you aren’t too used to diagonal jumps in this game. Of course, in the all treasure route, we pick up the treasure. Doing this jump to the ladder saves some climbing time. And like I explained in the Canyonlands write-up, climbing in this game is extremely slow.

When you reach the top of this ladder, you’ll see another L-tablet. Of course, pick that up. Then use your whip to reach the platform to the right. On that platform, pick up the tablet and use your whip to go to the right again to go pick up the final clay tablet.

Now, on the last platform, there is an extremely tricky ladder snipe you can do. The ladder at the bottom is extremely close and it’s extremely easy to over or undershoot it. Feel free to try it since it save a few seconds, but missing the snipe means game over. I usually play it safe and jump across the gap on the right to slide down. This is one of the main reasons why I said you’ll need some health, since if you keep pressing down to go faster on this slide down, you’ll take a considerable amount of damage.

The next step is exiting the room. Now, remember that moment when I said to remember that moment? Well, if you know this room well and practice it… You’ll be able to finish this room in 45 – 50 seconds. The most annoying bit is the whip part since if you aren’t at the right spot, Indy swings his whip in the air and this is the biggest possible time loss in this room. Also, don’t forget that the SELECT button swaps faster between your inventory than actually going in it. The clay tablets don’t appear while using SELECT.

So, now you will need to head to the elevator you activated earlier. Activate the elevator by pressing A whilst having the hand icon at the bottom. This room is the final room of the level. Don’t forget to pick up the final treasure. Since, you won’t be able to pick it up as soon as you place the final tablet! I usually pick it up before doing anything else in this room.

You’ll see a cog and something that looks like a button/switch. Go stand right in front of it, facing it. Open your inventory and select the cog item. This will open the location where you need to place your four tablets you picked up.

Now, when you face the tablet placing spot… Keep calm whilst navigating the inventory. Know that the cursor goes a bit slower then when you press or hold it. The amount of time I lost by doing horrible inventory navigation, it isn’t funny anymore. After placing the 4th and final tablet, a map will be revealed and the end of the level jingle will play.

Wrapping up

This is one of the levels I rarely have trouble with. While I did make some silly movement mistakes in my All Treasures ILS, I did have the route down. I think I can shave off at least 5 to 10 seconds with a lot better movement.

Also, the current Any % world record can be beaten when the at the start, the block isn’t pulled to get on the building and the ladder snipe at the end is implemented. It would bring the record a down by a few seconds. But, you’ll need to play the level close to perfect to beat it. I tried it once and I thought I got it, but due to a bad jump, a bad lever flip to open the office area and no ladder snipe, I lost too much time.

Both records are close to fully optimized. Like I said earlier, my All Treasures has some bad movement and the_Kovic’s Any% doens’t have all tricks implemented. But, you’ll need to practice to be able to beat the times. Unless, there is something I’m overlooking or a new strategy is found or route optimization.

The biggest thing of this level is that it’s a longer level to run sandwiched between three shorter levels. Especially for the Any% runs. I mean, Canyonlands is beaten in a few seconds, and the two next levels can be beaten in give or take 2 minutes. Actually, think about it, the comment doesn’t really count if you go for the All Treasures route.

Anyways, that was the write-up for Babylon. It would be a bit silly to create two parts for this level since almost all treasures are on the Any% route or a bit besides it. But, it made for an amasuing article to write and I hope to read as well. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

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Speedrunning Indiana Jones and the Infernal Machine GBC – Level 1 – Canyonlands (Part 2)

Introduction to this miniseries

A while ago, I wrote an article about speedrunning one of my most treasured childhood games. One of my yearly traditions is playing through this game and ever since last year, I wanted to have a new challenge. That challenge I found in speedrunning the game, and now when I’m playing the game, I try to challenge myself to try to beat my PB. In this miniseries, I’m going to talk about the current route, tips, and tricks of the Game Boy Color speedrun of this game. So, let’s grab our hat and whip and let’s dive right into the first level… again? Well, yes. It’ll soon become clear. Also, feel free to leave a comment down below with your thoughts and/or opinions on this article, the content, the game and/or the route.

Introduction to All Treasures

In the first part, linked higher, of this miniseries… I talked about the Any% route. Basically, the goal in the Any% category is to finish the level as quickly as possible. Now, there is another category we have and that’s “All Treasures”.

So, in each level of this game, 10 treasures are hidden. The Game Boy Color version is an exception to that, since it has two levels with no treasures. This exception doesn’t even apply to the PC nor the N64 version.

The treasures are meant to buy supplies at the “IQ store” in between levels. In the PC & N64 version, you can buy more varied health items and ammo but in the GBC (Game Boy Color) version, you can only buy either a health kit or a poison kit. And you can have a max stock of 5, which is also different compared to the PC & N64 version.

Now, all treasures is a tricky run to do. Since, in the GBC version, you need to play close to perfection if you want to unlock the final “secret” level Peru. In a full game all treasures run you can choose between two categories. You either go for “All Treasures (No Peru)” or “2055 IQ”.

The tricky thing about “2055 IQ” is that you basically can’t close to anything, or you won’t have enough points to go to the Peru level. And in the run, you aren’t allowed to cheat and after beating the game enter the level code and skip the challenge. But, the tricky thing is that some levels require you to use a health pack for the quickest route. It’s a puzzle I currently haven’t attempted and plan to do one day.

But, I’ll focus on full game runs in their separate article. For now, let’s focus on Individual Levels Speedruns or ILS for short. So, how is the current route of the “All Treasures” of Canyonlands? Let’s explore!

The category rules as of writing this article:

Link to Speedrun.com page
The current world record at the time of writing is owned by me who ran this level in 4 minutes and 41 seconds on April 17th 2022.
The previous records I had were: 5m25, 4m58, 4m53.

Feel free to follow along while waiting the run.

Note: in this article I talk about time marks of the run. Since there is a failed run in the upload, the video time doesn’t match the run time. I’m sorry about that.

Note 2: when I say “current record”, I obviously mean my current record at the time of writing this article. So, I hope to clears up confusion when this record is beaten and/or improved by me or someone else.

The run explored

So, unlike the Any% route… We avoid the ladder snipe down directly. Since this snipe would make 4 out of the 10 treasures impossible to collect. So, we go left.

Now, the movement of this scorpion on the other platform is an RNG fest. In most cases, if you hug the upper wall, you can avoid it without any problem. When I get bitten by the scorpion, I reset right away. The lost health from the poison makes gathering the first treasures way more risky.

So, the sequence of events here is:

  • Jump over the safe pit
  • Huge the uppermost wall and go left
  • Jump over the unsafe pit
  • Ready Indy’s whip by mashing select twice while running left
  • Jump at the last second, so you jump over the waterfall.

If you do this sequence perfectly, you’ll be right in place to whip over the gap. Yet, this is easier said than done. The sequence of inputs I just described are close to frame perfect in some places. All these actions take place in give or take two or three seconds. When I don’t reach the other end and climbing the ladder when the timer hits 11 seconds, I know I can reset the run.

Why do I see that as a reset point? Well, because I know myself. If I allow my timer to be higher, I’ll go in a slight panic mode since I feel like I’m unable to beat my record and make too many silly mistakes sometimes costing me the whole run. So, it’s to keep myself calm. Anyway, you might have noticed that yellow coin looking thing in the 2nd screenshot. That’s one of the four treasures here. That’s the treasure you should get last. If you take this as your first treasure, you’ll lose a lot of time since there is no easy way to get back to the area with the first three treasures, and you’ll have to do the whip swing again which costs around a second or two.

Oh yes, you can save some time if you jump up right after swinging with the whip. This saves half a second in climbing, but it’s tricky to do, and a bad jump can land you either lower or just at the bottom of the ladder losing the time save. But, as far as I know, there is no real danger in trying to attempt this trick.

Now, after you climbed up… I highly suggest that you press select once so Indy’s hand is the tool you are using. Now, there is something you need to know about doors in this game.

I enter the treasure room in my current world record around 16-17 seconds. If you watch the run, you might notice that Indy looks like he is entering the wall.

Now, here is the thing about doors in this game. The hitboxes are wider than they visually appear. So, in other words, visually it looks like you can enter where the aqua line is. Yet, you can enter where I drew the white line.

Trying to enter a door as soon as possible saves a few frames, but these add up quickly in this level.

Now, this is a moment where you can make a choice. I haven’t tested it which route is faster. The first choice is that you go for the two treasures above and the second choice is that you go for the treasure at the bottom. Both have their dangers but all three need to be collected.

The sequence of collecting these three depend on me if I’m able to enter the door behind the stone you can push. Usually, I go to the right of the stone and push it to the left while hugging the wall. I let go of left at the end of the push animation to push up and usually Indy goes in the door right away.

Yet, in my current world record run I decided to do things a bit different. I decided to jump up right away and get the two treasures on top. Without pushing the stone at all. Which is a dangerous and risky move.

Usually, when you push the block to the left… You can jump up on the left side and grab the red jewel. After that, it’s easy to avoid the bastard of an enemy and grab the green jewel. Oh, jump over those tiles with the crack in them. Since, if Indy is full on that tile… He’ll fall down below in the water without any way out. Loosing your chance to pick up the treasures in this area.

If you go up right away, the chances of that enemy poising Indy is a lot higher. But if you go up, you’ll need to first go for the green jewel. Since going for the red first will make you a better target for the enemy and corner jumps are quite tricky, and I landed so many times on those unstable tiles during attempts, it’s not funny anymore. Also, I find that when you drop down after the red jewel, it’s easier to line Indy up to push the stone without having to re-orient him.

So, let’s push the stone, so we can pick up the final treasure in this treasure room. After going up, there is a very ideal way to move in this room to have the fastest time.

Yes, I’m taking screenshots of the YouTube upload

The blue and purple lines show the way towards and back from the treasure. Depending on the movement of the scorpion, it’s easier to line yourself up. While you can walk pretty close to the water… It’s a reset when you fall in. Since, you lost your chance to pick up two treasures now. In my current record, I chose to go down & around since the scorpion was a bit too close to the ideal route and I didn’t want to risk it.

And also, it’s best that you pick up the treasure on the first few frames on your way back. Since, you’ll be able to keep your momentum which saves a few frames. You can see how I do my controller inputs for this around the 37 second mark in the run.

On my way back, I noticed that the scorpion was down below, so I was able to get closer to the edge with the water. But, it’s possible to get even closer, but remember… This is quite risky since falling into the water makes you unable to obtain certain treasures. Since, unlike the PC/N64 version, there is no way to get back up here and obtain these treasures. Even in casual play.

So, around the 48-second mark… I have left the treasure room. With a bit better movement and not being poisoned by the enemy I think I can shave a second off here. Yet, it would be extremely tricky to do and risky. After leaving the treasure room, it’s time to go to the right to go down, jump over the waterfall and pick up the coins we saw earlier to pick up the final out of 4 treasures on top here.

During my current record, I lose a bit of time here as well by hugging the upper wall.

Now, comes something risky. After collecting the coins, you’ll need to jump down and try to line Indy up the closest edge of the waterfall. The goal is to land in the pool down below closest to the exit point. But, when you jump down too early… You might let Indy miss the pool and die. Jump too late, and you lose a second or two in the water since Indy swims so slow in this game. My drop/jump around the 53-second mark isn’t perfect. I was too center. I had better but I also had worse. After dropping into the water, exit it as soon as you can at the top right-hand side.

After exiting the water, you might notice that enemy and want to jump over or away from it. Don’t. Since, it’s somewhat easy to avoid and you are risking loosing time by either dropping back into the water or jumping too early/late and getting poisoned. Just move a bit down around the spot in the screenshot above. I actually moved down perfectly in my current record. Since, you need to avoid a wall and go into the door a bit behind it. This is what you see me do around the 1 minute 4 seconds mark.

Now we enter a “puzzle” room where I hate the movement with a passion. If there is one thing I’m not too good at… that’s precise movement.

The solution to the puzzle is that you need to walk on the sun tiles in a certain sequence. First, you hit the 3rd tile counting from the left. Then, go to the first tile without walking over the second tile and just walk over the rest. So, from the left the sequence is: 2-3-1-4.

The issue here is that the hitboxes of these tiles are a bit off. The tops are quite sensitive and the bottoms aren’t. So, when you try and walk from tile 3 to tile 1, it’s easy to trigger tile 2 when you go overtop. Now, it’s highly recommended that you go overtop since the treasurees will drop from the totempole you see on top this room. So, yeah, this room is tricky and might require some “training”.

Now, after the treasures drop: go for the left most treasure first! Since, the right most treasure is perfectly in line with the door. Mixing these up might cost you a few frames. After exiting this puzzle room, you go to the right. There is another stone which needs to be pushed down once and then left once. It’s possible to jump from there to ledge above the door. Yet, I find it safer and more consitent to push it left twice so the gap is only one block. For some reason, I have a hard time making those two block jumps from a lower to a higher platform. While it is possible as you’ll see in the next level.

Now, hug the wall and jump at the last second as shown in the screenshot below here. If you do it right, you’ll grab the ladder and skip a part of the climbing animation. This is one of the minor optimisations you can do to save a few frames. Yet, be careful with trying this one. If you push Indy too much to the left, you will not grab the ladder and miss the platform and have to go back on the ledge.

After this, it’s a bit of climbing we need to do. Jump earlier to the ladder to skip climbing it when you can. This is an easy trick to master which can shave so much time off your runs. After the 2nd ladder, be careful since there is a scorpion quite close to the part where you accend from the ladder and being poisoned there is real easy. That’s why I usually jump forwards once to avoid that and get closer to the door.

Be sure you are at least more half health now since there are some parts coming up that will require you to be able to tank/take some damage. If needed, there is a herb in the hallway. Herbs are faster to heal compared to going into the menu, going to a medkit and then going out of the menu. You see me pick up the one outside of the hallway around the 2 minute 2 seconds mark.

There is a reason why I take out the pistol around the 2 minute 18 seconds mark. Because there are some enemies coming up which are difficult to avoid when you exit a door. I rather shoot them to be safe. Now, it’s possible to save a bit of time to do a corner jump from the ladder platform as shown with the purple line. But, it’s a tricky one and might cause you to loose your run. Corner jumps are in general not easy in this game. Usually, I take the safe route wit the lightblue line. Which looses a few frames, but it’s safer and more consistent.

Now, after this, you can make another choice. Go right into the closest door or go for another treasure. There are 4 left we still need to get and it doesn’t really matter which one you go for first. I usually go for the bottom one last. If you want to go for the bottom one first, be my guest. This will be the last treasure talked about in this article.

So, I go into the closest door right after killing that enemy. In that case, don’t put your revolver away. Since, scorpions have this nasty “”feature”” where they can poison you during the whipping across animation. So, shoot the scorpion dead when you enter the room and go left to whip across. Remember to use select to switch between your tools to save time. Opening & closing the menu adds so much additional time.

Now, don’t make the same mistake as me here. When you need to whip across, you shouldn’t be right at the edge since Indy’ll whip in front of him then. And this’ll cost you a second or so. Stand a bit more back. When you are swinging across, you might notice the next treasure.

If you pick it up now, it’s fine. If you want to pick it up on your way back… It’s fine as well. The time to pick up this treasure is the same either way. In my current record, I chose to pick it up after the two treasures after whipping across again. So, don’t forget to pick this one up if you skip it now. But, after whipping across… Shoot the enemy, for a similar reason as before. Now, after that, you’ll see two doors at the bottom.

You can choose the sequence of the two here. Since I have the gun equiped, I prefer the left door first. So, I’ll explain the right part later.

The gun is equiped and we go in the left door. The gun is needed since there is a nasty troll scorpion that you will encouter right after exiting the hallway after the door. Either move to the right, right away, or shoot it. If you shot it without getting poisoned, count yourself lucky since that will make the upcoming part way easier.

Now, the treasure is at the bottom of this section. Drop down as quickly as you can without taking too much damage. Since, you’ll need the health to tank scorpion poison since they are so nastly placed. Be sure to switch back to the hand to pick up the treasure box. I started my decent on the 2 minutes 47 seconds mark. The decent was quite clean. But, my ascend. Oh boy. From 2 minutes 56 seconds you see some messy jumping and me getting screwed over by scorpion poison twice. It’s something to costs me so much time and doing the ascend propely is somewhat stressful.

So, after the hallway, equip your gun again to kill the newly spawned scorpion and now, it’s time to explain the right door. For that door, be sure you have the hand equipped. Since, right after exiting the door, you’ll have to drop down.

If you drop down on the corner edge of the platform, you reach the hitbox when Indy is in that landing animation and when you mash “A”, you’ll pick up the treasure. Go left and swap to the whip to swing across.

Jump across the death pit and be VERY careful trying to do a ladder jump here. It might save you a few frames into the climbing animation but missing the ladder means certain doom and dead run. I rarely to never risk it here since I desipe loosing a run to a silly mistake near the end of the run.

After the ladder, go to the right, up and over jump across and get back into the door. After that, swing across the two gaps and get into the door again. Now, we come back to one of the choice spots. Since I started to talk about the “top” door first, let’s go down and to the left now for the final treasure.

In here, there is the final treasure of this level. Be careful to not step on the cracked tiles since they drop you down lower in the level. And when you don’t have enough health, they are deadly.

Now, it’s time to go to the right the whole way after exiting this door. Go towards the ladder we climbing up, where I said you could save time with that risky corner jump. And now go to the right instead of the left. And then, it’s basically the Any% run route after the ladder snipe. Be careful, since now there is an extra scorpion for you to avoid. But, I use that one to jump at the right time to speed up the first long climb.

My ending was a bit messy but hey. That means more time can be shaved off this run. Since we played the full level, we see Sophia actually walk up to Indy. When you do the ladder snipe of the Any% run, Sophia won’t show up but the textbox will play.

Don’t forget to push “A” to skip the textbox faster. And yeah, that’s the whole route.

Looking back on this run, I’m certain that a run of 4 minutes 38 seconds is totally possible. Especially since I saw a lot of potential improvement while looking through this run to write this article.

Now, this level has one of the biggest differences between the Any % route and the All Treasures route. A 4-minute difference even.

After writing this article, I’m quite hyped to try and beat my record. So, I’m going to try and do that during my summer holidays. Keep an eye on my Twitter since I’ll post there when I have beaten my time.

But oh boy, was this a long article yet a fun one to write. Next time in this miniseries, I’m going to take a look at the second level Babylon. Maybe I might write only one article about that level since most of these treasures aren’t too far off the main route for Any%, yet they do cost a lot of time to grab.

And with that said, I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article and until then, have a great rest of your day and take care.

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 1 – Canyonlands (Part 1)

PC game reviewGBC review

In the past, I have reviewed the two versions of one of the biggest games in my childhood. Ever since I saw Indiana Jones – Raiders of the Lost Arc, I was hooked. When my cousin showed me that he had a 3D PC adventure game starring Indiana Jones, I kept playing that game until the disc actually broke on me. Yes, that frequently. Also, I didn’t have a lot of access to the internet and also my native language isn’t English, so navigating the early internet was a challenge. So, beating this game without it being well known… Was a challenge. It was no Pokémon where you could ask things to other kids during recess. I played this game over and over again, and a while ago I started speedrunning it. And in this new series of articles, I’m going to talk about the routes/tips & tricks on speedrunning this game. I’m going to focus on the GBC version, since that’s the version I mostly run and know best.

Some background

Foremost, I want to give some additional background. Especially since this is the first article in a series. When I got the GBC version for my birthday one day, I was unable to beat it. I was unable to finish Shambala for the longest time. There are some unlogical things you have to do if you haven’t played the PC version or if you don’t try everything.

Fast-forward to last year in April. After re-playing the game for the “I lost count how many times” time on the PC, I wanted to challenge myself. So, I thought, why not speedrun the game. And then I started running the PC version. I started the “All Treasures category” in the PC version since the “Any%” category is quite optimized.

If you are already lost in what I’m saying let me quickly fill you in. A speedrun is a challenge you can do in a game where you have to beat a level or the full game as quickly as possible without cheating. Now, abusing game mechanics or glitches is allowed. Well, depending on the category and/or game. Some terms that speedrunners use are:

  • ILS: a term used when only one level is ran.
  • Any%: a term that’s used to indicate that the goal is beaten as fast as possible by skipping as much as possible.
  • Category: an example of a category is Any% or ILS. It’s a type of speedrun, basically. You either have the complete the whole level/game 100% as fast as possible or collect all X or not take damage or not abuse a certain glitch… It explains itself basically.
  • TAS: Tool Assisted Speedrun. This means that certain tools were used to create the run. For example, using save states to create the perfect run. (A save state is “save” that saves the current state of the game at the moment the save state is made and can be loaded by the press of a button). Tools like emulators to have better quality footage of the run aren’t always TAS runs, depends on the game/community.
  • Strats: just a sort of strategy/technique.
  • PB: personal best time.

Now, I’ll try to explain terms in my article. When you don’t understand a certain term or something written in this article, feel free to leave a comment in the comment section, and I’ll do my best to answer it. Anyways, let’s start with explaining the starts and such are used in the first level of the Game Boy Color version of the game.

Any%

The official rule set at the moment of writing:

Link to Speedrun.com page
The current world record at the time of writing is owned by Molotok who ran this level in 29 seconds.
My current best at the time of writing is 30 seconds, which earns me the second place.

In the Any% route of this level, you get directly introduced the one of the biggest tricks in this game and that’s ladder sniping.

You’d think that runners are jumping to their impending doom here. Yet, this isn’t true. In this game, when you jump down, and you grab a ladder, all movement and fall damage is canceled. After Indy slides down the ramp, almost directly to the right, you can find the ending of the level.

Sadly, there are some annoying parts of this ladder snipe. For of all, take this image. On there, I have drawn a blue line and a green line. Stating the obvious I know, but go with me.

When Indy slides down at the start of the level, he stops somewhere in the blue zone. Well, more in the middle of the ramp. But the annoying thing is that when you go directly to the right then, you’ll hit a wall.

If you want to beat the WR in this level, and you hit that starting wall, you might as well reset. This ladder snipe is so optimized that the world record hasn’t been tied yet. Even master PC/N64 runner the_kovic with his 30 second run has trouble matching that 29 seconds.

After falling down, you need to grab this ladder. Grabbing the ladder when falling down is dubbed a “ladder snipe” in our community. The following image is the frame I grabbed the ladder in my PB.

This is how Molotok got the ladder snipe:

A few pixels higher and a bit more in the middle. This meant he saves some milliseconds there and actually goes faster.

After that, it’s climbing up and going to the right:

Taken from Molotoks video of his 29 second speedrun.

See the green line? Well, that’s a jump. It’s a few frames faster than walking close to it and then jumping. After that, we walk diagonally and give or take at the black X, we jump.

Why a jump towards the ladder there? Well, climbing ladders in this game is extremely slow. The fewer time spent climbing ladders, the better. In this game, you don’t need to start at the bottom of the ladder to climb one. In this game, there are a few moments where you need to drop from the top of a ladder to the bottom of another one. This means, that as soon as Indy hits a ladder, and you hold up, the game’ll cling Indy to the ladder, and you can start climbing. The game automatically centers Indy into the middle of the ladder when you grabbed the sides while climbing upwards. This little jump (ab)uses on how the ladders work to shave off a few frames.

When climbing up the ladder, a trick comes which I have a hard time mastering. And that’s when you reach the top of the ladder, you can go a bit to the side to save a few frames. For some reason, I go too much to the left and fall off. So, that’s why I don’t do it in my run but other runners and the TAS of the Any% of this game does.

It basically looks like this, done by Molotok

After that, we go a little to the left and do two jumps in quick succession.

Still taken from my 30 seconds PB.

The second jump is basically to lower the climbing time.

Comparing my PB to the world record, I notice that it’s mostly movement based. The fact that my snipes usually a little lower, and I don’t do the trick at the top of ladders. This costs me a ton of frames, making my 30 seconds run a bit slower compared to the world record.

After reaching the top, you have give or take 5 seconds of a small cutscene. I highly recommend you mash the A button at that time, since the faster the text box goes away, the better.

Now, when you do this ladder snipe and go for any%, the ending of this level is a bit different. The final scorpion isn’t present at ladder and Sophia doesn’t appear in the end credits scene. I honestly don’t know why, but it’s a unique difference between the Any% route and the “All Treasures route”.

Feedback requested

Now, before I get into the “All treasures” route of this level and the differences in a full game run and an ILS, I want to wrap up this article here. Because I want to hear from you all what you think. Would you want more articles like this? Where I talk about the route, techniques and all that? Do you want it in a different structure or in a different way? Is everything clear or are some parts confusing?

Writing about my speedrunning experiences is something I wanted to do for quite a while. Especially since this blog is a sort of diary of my gaming life and beside in update articles or on my Twitter, I haven’t really talked too in depth on my speedrunning. And since the PC & N64 routes are quite well documented, I thought it would be fun to do that for the GBC as well in my unique way.

I thought writing an article on my blog, giving the game more exposure would be way more fun than; how I wrote that guide about the locations of all the treasures in the PC version you can find on the resources page on the Indiana Jones and the Infernal Machine speedrun page. So, this is really an experimental article and depending on your feedback… I’ll continue this series and/or improve it accordingly.

Thank you so much for reading this article and I hope you enjoyed it. I know it’s something else besides my usual game reviews and such, but I felt refreshed writing about something different and still have it game related. I enjoyed writing this so much, and I can’t wait to see, hear and read the reactions. If you all enjoy this, this’ll become another series on my blog until I have talked about every level in the game and talked about the full game runs.

And with that said, I think I have to say goodbye for now. I hope to be able to welcome you in another article about speedrunning this game and/or me talking about another game. But until then, have a great rest of your day and take care.

NekoJonez March 2022 Update

It’s time to write a new update article, since a lot is changing and happening. Especially on my blog! I have done a lot of work and changed a lot of things around. Apart from that, I have several things to talk about that I want to share with my fellow readers as well. So, allow me to update you all on what’s going on. And as usual, feel free to leave a comment in the comment section with your thoughts and/or opinions on this article.

Big blog updates

A few weeks ago, I started to work on my new overview page. If you read back in various older update articles, I always mentioned I wanted to rework those pages to merge them into one or have them better structured. Currently, I’m slowly moving all my content over to the new structure. If you have any feedback on the structure/lay-out or content of that page, feel free to contact me or leave a comment here. The main idea is to have one overview page where you can easily see and find all the content I have written. It’ll be a sort of big hub page basically.

While moving over all the content of the old overview pages to the new page, I noticed a lot of old articles that don’t serve any purpose anymore. For example, articles talking about when I used to create let’s plays on my blog or articles which not really belong on a personal gaming blog. So, I have, and I’m doing some spring-cleaning. I’m either editing these articles to update them or deleting them if they don’t need to be a part of my blog anymore.

Talking about editing old articles… If you didn’t know, my native language isn’t English. It’s actually Dutch. Now, I’m currently 29 years old, and I have been writing this blog since 2013. Let’s ignore me writing a personal blog since 2010 for now. Anyway, I noticed that in my old articles… my English has a lot of grammar mistakes and typo’s.

Besides my English improving, I have also learned quite a lot about how to market articles and make them easy to find. That’s why I’m also doing a lot of SEO work for my blog. From removing old numbering systems to making titles and such more searchable. On top of that, I’m also removing “dead links”, like links to websites that aren’t around anymore or removed store pages. Also, I’m trying to fix every broken image on my blog.

So, basically I decided to clean up my blog by removing old unneeded articles, fixing typo’s & grammar mistakes, fixing broken links & images… and letting this all come together in a new overview page. That’s the long and short of it.

This new overview page and the spring-cleaning is something that I’m unable to complete in a few days. Until it’s complete, I’ll have the “BETA” tag there and a note on the old overview pages that I’m moving the content.

You might notice that I have deleted the Tumblr blog that was connected to my blog. That’s because I notice barely any visitors coming from Tumblr to my blog or any interaction on Tumblr itself. On top of that, because of the spring-cleaning… I don’t feel like tracking down the deleted content on Tumblr as well. And since I don’t maintain my Tumblr… I felt I had enough reasons to just delete it.

And finally, I have updated my blogroll and links everywhere. I have deleted links to old platforms I’m not using anymore, and I have added links to platforms I’m now quite active on. To avoid dating this article too much, I’m not going to list them here, but you can see them on the sidebar of my blog.

If you notice any strange things during my spring-cleaning, feel free to DM me on Twitter or use my contact page to contact me. I’m a human being and overlooking things is totally possible.

Personal things and such

Besides that spring-cleaning, I have a few other plans for my blog but let’s first start with that spring-cleaning and finishing that before I even start on my other plans. Anyway, what’s keeping me busy outside the blogging world? Well, first, I got my hands on a PS Vita! I always hesitated if I should buy a PS Vita or not and when I saw one for quite cheap a month ago on a second hand website, I didn’t hesitate for a second. This means that I’m also in the market for hidden gems on the PS Vita. If you know of any, feel free to let me know. And maybe, I’m going to talk about that game in the future.

I might have talked about this earlier, but I finally got a fixed contract for my dream job now. And not only that, I got it full time! I work as an IT admin for two big Belgian art schools in Ghent. Since I was young, I always wanted to do something with computers and IT. Also, most of my family were teachers or did something education related. So, it’s the perfect combination.

Since I love my job so much, a lot of my time and energy is going towards that. That’s one of the biggest reasons I’m writing less lately. To balance writing and my job to avoid burnout.

Outside of writing articles and playing games, I do have other hobby’s. I’m also a speedrunner for Indiana Jones and the Infernal Machine. Quite recently, I improved a lot of my records of the “Any% category” and the “All Treasures (No Peru)” full game runs of the Game Boy Color version. From time to time, I’m doing attempts to try and lower my records.

I’m also still quite active on the Polyglot side of WordPress. I help to translate WordPress theme’s and plugins to my native language. Furthermore, I’m also an editor for all themes and plugins for the nl_NL locale (Dutch – Netherlands) and a global editor for the nl_BE (Dutch – Belgium) locale. I love translating and helping to improve WordPress to make it an even better blogging platform.

For the release of WordPress 5.9, I have also submitted my first piece of code to WordPress itself. It is mainly translator notes, so other translators don’t mistranslate certain sections of WordPress. I also helped with some UI related things.

So, that’s how I’m filling my free time outside of playing games, writing articles and maintaining this blog. And that’s also everything I had for this update. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to welcome you in another one but until then, have a great rest of your day and take care.

Game Quicky: Pnevmo-Capsula: Domiki (PC – Steam) ~ Riding The Message

Steam store page

Today, I want to talk about a game called Pnevmo-Capsula: Domiki. A sort of interactive rollercoaster set in the old Soviet Russia. A game was created by a tiny team that created and published their first game. The developers reached out to me with a press code and asked me to write my 100% honest opinion on the game. So, is this game worth our time and our money, or should the developers try something else for their next project? Or should they stop creating games in the first place? That’s what I’m going to try and figure out in this article. And as usual, I invite to you leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of this article.

Riding the message

This game is really simple to understand. There are two sections in this game. The riding and the puzzle-solving section. In the riding section, you can control the cart quite easily left and right. You’ll have to look out for holes in the tracks and maybe use different routes to overcome the hole. You’ll also have to disable electric gates, which you can do with your electric shock ability at the end of the wire of the electric gate.

This electric ability is also how you interact with puzzles. Almost all the puzzles are the exact same. You have to start a machine and then figure out the four numbers of the recipient of the message. This might sound boring and repetitive, but the puzzles are all well crafted and fun to solve. I was so happy that I had two monitors, so I could take a screenshot of the list of possible numbers to aid me in solving the puzzle.

These two styles of gameplay give the game a lot of variation. There are eight chapters in this game, and whenever you mess up, you start at the beginning of the chapter. But, everything is still unlocked. So, for example, when you opened several gates… These will stay open when you respawn. This might be a useful trick for speedrunners.

In terms of visuals, this game looks amazing. I have seen games that look several times worse at this price point. There are some rough textures, like at the start of the 2nd chapter and somewhere in the 3rd on the telephone pole, but these moments were far and few in between. The camera work is really stunning. The only thing I would improve a bit is making it a bit more clear when you are at the right spot to interact with a puzzle, gate, or something.

The music and sound effect are decent. Nothing too special in my opinion, but I feel they are good enough to fit the atmosphere and setting of this game. But something else that’s mind-blowing is how, after the first chapter, there are no loading screens in the whole game. And respawning only takes a couple of seconds.

The message is lost

In this game, you play as a capsule. You’re riding on a railroad towards your final location to deliver various messages. That’s the story of this game. Sadly enough, that’s literally IT in terms of story. Apart from some world-building with the puzzles, there is no real story in this game. Why are we delivering messages in this manner? It’s such a shame that for a game that looks as nice as this, there is no real story present.

I don’t mind games that are short in nature. Creating a game is quite difficult, and making unique puzzles is a tricky thing to do. But the runtime of this game is a real shame. This game took me only 2 hours to beat TWICE. Yes, twice. There are no different endings or different ways to beat the game. So yeah, the mechanics and ideas in this game are seriously under-explored.

In general, the controls are good. Yet, there are some things that can be polished up. First of all, you can speed up with the left-hand shift key. And if you have a right-hand shift key, well, that doesn’t work to speed up. Secondly, sometimes in bends, the key I was using to go forward didn’t move the cart forward and almost got stuck. And finally, apart from interacting with the space bar… there is no real “break” button for your cart.

There are some minor things I would have improved as well. For example, it’s quite tricky to control the puzzles in some cases. It’s not always clear what you can do and how to move in the puzzle itself. I think it would be a lot better if you could use the mouse during these sections. Since the mouse is on-screen and can only be used in the menus.

The UI in this game is good, but sometimes it does strange things like not remembering your language. But, the options’ menu is lacking in my opinion. You can disable the music, but there is no volume slider. So, you can’t disable the sound effects, either. The resolutions are quite strange as well. There is a 7680*4320 resolution? Also, the buttons are clickable from anywhere on the screen as long as you are at the same height as them.

But the BIGGEST no-no this game makes is when you finish the game and restart from an earlier chapter, be careful with your save then. Since, as soon as you beat a chapter… All your other progress gets erased. For example, you have beaten chapter 6 and want to replay chapter 1. So, you go back to the main menu, choose chapters, and start chapter one. You finish chapter one, and you go back to the main menu, to start chapter 6… You’ll notice that only chapters 1 and 2 are unlocked! Thankfully, the game is short, so you can go right ahead to the location you were in, but if the game were longer this would have been a grave issue.

A less grave issue is that there is no continue option in the main menu. That’s a bit of polish this game lacks. Like, the strange jitter effect you get when you ram into an electric gate. Or the fact, that you don’t get a visual notification when you finish a chapter besides going through a gate that closes behind you. And the final thing of lacking polish is that only going from chapters 1 to 2, you have a loading screen. When you start from any other point, you’ll get a black screen… Yeah.

And that’s honestly everything I could say about this game. So, I think it’s high time to wrap up this article with the conclusion.

Should the message be delivered?

This game is a decent game for the low price point of €9. But, at its current point, I wouldn’t pay anything more. Especially for the extremely short length of this game. There is so much more that could have been done with the concept and mechanics. For example, a puzzle where you have to deliver several messages in a certain order. Or having to open/close gates.

Besides that, like every other game… This game has some other flaws. Apart from the quirkiness with the chapters, I explained earlier, most of these negatives can be polished with a patch. Apart from the lacking story, of course.

If you enjoy casual puzzle games, I would certainly give this game a look. But, to the developers, I would say, keep working on this game. Keep expanding it with new content and mechanics. If this is your first released game, I would have to say bravo. There is a lot of potential here, and I would love to see longer and more in-depth experiences.

For a small passion project, this game turned out amazing. But, I want to see this game become more than a passion project. Since, when I had beaten the game, I felt cheated. I wanted to see more, play more, but it was over when I was really getting into it.

And with the said, I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you to another one. Until then, have a great rest of your day and take care.

Score: 3/5

NekoJonez’s August 2021 Update

It’s almost that time of year again, the start of the school year here in Belgium. This year, I start my 3rd year as an IT-admin in the school I work for. So, that also means that my summer break is over, and I restarted working again. Also, I’m quite surprised that my latest update article was from December 2020. I mean, it’s quite usual that there are sometimes big gaps between these articles when not a lot of interesting things happen to collect together in an update… But hey, that’s totally besides the point. Let’s start talking about what’s happening in my life and what’s going on for my blog. And before I start, I want to invite you to leave a comment in the comment section with your thoughts and/or opinions in the comment section down below.

Fewer articles and more gaps

When you look at the numbers of amount of published articles, you’ll notice that since March of this year… I have been skipping more and more weeks. Apart from April, I have been able to write and publish 2-3 articles each month. While I see a decrease in traffic to my blog because of that, I honestly don’t mind that much. I still reach similar numbers in the end. Now, I know that numbers shouldn’t matter since writing this blog is still a hobby. I know that fact all too well, yet… somehow, I feel proud when I see the numbers raise. But, that’s something we all like, seeing numbers raise. It’s a physiological thing.

So, why are there so many gaps in the publishing of articles? Well, it’s because I have written about so many games that I’m as good as through my backlog. I still have several games on my backlog to write about, but most of them should be replayed for at least a little while, since it has been such a long time since I played them for the first time. Before I write an article about a game, I want to have at least played 5-ish hours of that game, unless it’s a game quicky or a small indie game (that’s shorter than 5 hours). And here are the reasons I’m having trouble with that.

First, due to the COVID pandemic and private matters… My day job is extremely busy. I love doing my day job, but it’s extremely draining. So, at the end of the day, I sometimes don’t have the energy left to play games, or I just want to play a game to relax and not having to take notes or prepare an article about it. So, that means I have been playing games I have reviewed before and finishing them and, yes, even replaying some of them.

Secondly, I’m trying to improve my writing style. After writing for about 10 years in a similar writing style, I want to challenge myself to write more in-depth articles with more research and more cohesion. So, I’m putting a lot more time into each article, and it shows. I’m prouder of each article that I publish, and I feel that I’m improving quite a lot.

Thirdly, due to the general business of my personal life and the work for my school… I don’t always have the energy to write. I also want to recover in the weekend or work on my huge to-do list. Furthermore, I’m writing a lot for other things I’ll talk about more later… and that also has consequences. That means I burn myself out of writing sometimes. And I find that sometimes taking a break is better for me. That way I can still publish an interesting and well written article instead of a half-baked article. I like “better quality over more quantity”. So yeah.

And finally, here in Belgium, the COVID restrictions are slowly but surely lifting. Especially for vaccinated people (like myself)! So, that means I can start doing things in my local acting group again and go to see theater performances and movies in the cinema. Man, I have missed that so hard. You know those things you do, to reward yourself after doing a good job? Well, that was theater and cinema for me. Of course, blogging/writing about games has the same effect for me, but variety is the spice of life.

So, what does that mean? Shall you see less articles on my blog? Bluntly said, yes. I might not write weekly articles for a while anymore. I decided that it’s a goal I would love to reach, but I’m not going to force myself to write 4 articles each month. Not only that, but I’m going to try to write at least 1-2 articles/month. And if that’s not possible, I’ll talk about that on my twitter.

Outside of blogging

So, what’s going on in my personal life outside of writing for this blog? Well, quite a lot, actually. I have been expanding my hobbies and skill set. The first hobby I want to talk about is something that’s related to gaming, actually. I started speedrunning Indiana Jones and the Infernal Machine. You can find my runs at my Speedrun.com profile. At first, I wanted to beat the PC times, but those are not only extremely optimized already, I’m unable to do the perfect movement.

That’s why I started to focus on the GBC version. While I’m keeping an eye on the PC version, I’m mainly focused on the GBC version. Not too long ago, I have beaten my ANY% GBC full game run I did live that one time. Whenever I feel like it, I have been grinding this run out since that 1h 40 m 08s, I’m certain it can go lower. In a matter of fact, I have found several small skips and improvements that is going to save at least 10-ish minutes all together. But, I’m planning to write an article about the strategies and such involved in the full game run in the future… So, keep an eye out for that.

Besides speedrunning, I’m also creating a new website for my local acting group. Currently, it’s behind closed doors, but I’m spending quite a lot of time on that site. I’m also working on a lot of technical stuff for my acting group to improve work flow and such. It’s something different and a fun challenge for sure. I love the stuff I’m learning since I’m able to use it for the website I maintain for my school and visa versa.

Speaking about the school I work for, I have two updates about that. The first update is that I have a fixed contract. Now, here in Belgium, it works somewhat different in schools. The contract I currently have is if the school has to shut down for what ever reason, a school from the district has to give me a job. In other words, I’m quite certain that I’m going to have a job for the foreseeable future. 🙂 And not only that, it’s in my dream job as an IT admin in a big school. I couldn’t wish for more.

The second update is that the school I work for is growing in amount of students. Currently, we have around 700 students, compared to roughly 600 students at the start of the previous year. This is quite mind-blowing for an art school, and that’s the biggest reason my day job is so busy. I’m so happy that the school I work for is growing so much since that means our school is quite healthy.

So, outside of having a busy day job, writing a gaming blog (semi-)weekly, doing things for my acting group, speeding running games… I’m also active in the development of WordPress. Now, I’m not a coder, so I’m helping that much in the actual development of WordPress outside of testing and reporting bugs… I’m more active in the translation department. I’m a translation editor for all the WordPress plugins & themes on WordPress.org for the locale’s nl_NL(-formal) and nl_BE, which means all forms of Dutch basically. If you want to take a look at my work, you can see it on my profile. And if I contribute to a plugin/extension, it’s mostly issues with strings which make things less easy for translation. You can see most of my contributions on my GitHub profile.

That means, that I do a lot of things in my free time outside of spending time with my family. While it might sound overwhelming and a lot to keep up with, honestly, I enjoy it. I’m expanding my skill set and learning quite a lot. And not only that, I’m giving something back to the community.

What’s next?

Now, you might think that I want to spend less time writing. Because I have so many other hobbies or things I do outside of writing. And, that’s not true. I found that spending time on other things like speedrunning, translations, working on websites… It actually helps me to not burn out on writing. Like I said earlier in this article, variety is the spice of life.

I do have a collab in the works with a good blogging friend of mine, but I’m unable to make a lot of progress due to the busy times at my day job. Thankfully, after next week, it’s going to become a lot less busy, so I can focus on a lot of other things and maybe write more.

I’m also playing around with a few major updates on my blog, but I think most of them are going to have to wait until I have another vacation. Since it’s going to help me in keeping certain things up-to-date here on my blog. And yes, I’m also removing typo’s and such from older articles. If you notice one, feel free to give me a shout, and I’ll try to fix it as soon as I can.

So, what’s the summary of this update? I’m going to try to at least write 2 articles each month, and 4 if I can. I also started speedrunning, getting more involved with the development of WordPress and doing things for my local acting group. On top of that, my day job is extremely busy… eating up a lot of my time. And I don’t want to have it any other way. Mentally, I’m doing a lot better and that’s what counts in the end, in my opinion… If you are happy with your life, than all is well.

With that said, I want to thank you for reading this article, and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care!

Review: Blood: Fresh Supply (PC – Steam) ~ He lives AGAIN.

Blood_logoWikipedia entry – Steam linkSteam link
The Build Engine. One of the biggest game engines ever created in 3D shooter history. Three landmark titles have been created in that engine called Duke Nukem 3D, Shadow Warrior and today’s topic: Blood. Back in the day, I used to download a lot of old archived shareware or demo versions of old DOS games. In one of these adventures, I downloaded the demo for the legendary Blood, and I was hooked. At the time, things like Steam weren’t what they are today and I still was in secondary school (high school for you Americans) and too young to start a holiday job. Then, on one summer Steam sale, I found this game for a rather cheap price and I thought: “Why not.”. So, I bought the game for €1 and moved on with my day. Then, COVID-19 happened last year, and I was looking through my game library to play after work. I booted up Blood, and it got my top 10 games of 2020 list. Why did I give this game a spot on my top 10 games list? What did I like so much about this game to place it on that list? Let’s find out together while I invite you to leave a comment in the comment section down below with your thoughts/opinions on the content of the article and/or the game.

He lives AGAIN

Blood 1In this game, you take on the role of Caleb. Caleb has a reputation for being a merciless gunfighter from the Midwest. Caleb is a servant of the god Tchernobog and his minions called ‘The Cabal’. Now, for some reason, our “friendly” god kills Caleb and his fellow chosen for whatever reason and dumps Caleb in a grave. Caleb rises up from his grave several years later, and he is looking for vengeance of course.

Like your typical old school 3D shooters, the story isn’t the main focus of this game. Most of the story in this game is told through cutscenes at the start and end of a chapter and the environment that you are going through. Speaking about which, there is are  a lot of moments like: you start on the train you that you crashed in the previous level. The whole game feels interconnected due to small details like that.

There are a few cutscenes in the game that enhance the story by a little. The reason I’m saying only a little is that the total runtime of these cutscenes is give or take only 5 minutes. Which is a shame, since the cutscenes really added to the atmosphere of the game. On the other hand, I think that if this game had more cutscenes, it would overpower the gameplay and the environmental story telling.

There is voice acting in this game. Of course, you have your typical enemy shouting that is as immersive as the cowboy shouting from Outlaws. You also have your wise-cracking main character Caleb voiced by Stephan Weyte. Stephan also did voice work for one of my favorite edutainment companies Humongous Entertainment. He voiced several side characters in the Pajama Sam and Freddi Fish games. Before I start rambling about unrelated things for this review, I have to say that Stephan killed it with his performance in this game. His delivery is extremely memorable, and I love his voice work for this game. A fun fact is that the voice acting for our evil god has been done by the executive producer Jace Hall.

Should you play Blood for the story? Oh, heavens no. Don’t misunderstand me here, the story of this game is fine, but it is far from the best story you can experience in a shooter. The story is there to set the mood and set up the atmosphere of this game and to help you immerse yourself in the game. But, nothing more nothing less.

Now, if we check on the Blood Wiki on the amount of different versions and ports that this game got we learn that there are two versions of this game on Steam. You have Blood – Fresh Supply and Blood – One Unit Whole Blood. At the moment of writing, the “One Unit Whole Blood” version has been removed from Steam and the “Fresh Supply” version is still up for sale. I found a nice forum post about the biggest differences on the GOG.com forums between the two versions. As the title suggests, I played Fresh Supply for this review.

Crazy cultists

Blood 3I don’t think I have to explain what you have to do in old school 3D shooter games. You have to fight various enemies, find keys to open doors, do some platforming and solve some puzzles. Personally, I compare this game in a way to games like Heretic and Duke Nukem 3D. It’s an old school 3D shooter with amazing weapons and power ups to aid you in your battle against your enemies. There are a lot of different enemies with their own attack sound, strengths, and weaknesses.

Most of the weapons in this game has a secondary fire mode. For example, the double barred shotgun secondary fire shoots both bullets at once or the Tommy gun’s second fire let out a burst of bullets where you swing the weapon back and forth. You can even use one weapon as a turret and another weapon is a voodoo doll.

But the most iconic weapon in Blood is the dynamite. There are big differences in terms of the dynamite you can use. You have your normal dynamite, proximity, and dynamite you can remotely detonate. Depending on the chosen difficulty, the skill to use your weapons and especially dynamite is essential to your survival. I can’t count how many times I had to resort to dynamite to “thin out the herd”.

Speaking about the difficulty, if you aren’t too familiar with all Blood’s mechanics and secrets and different routes, I don’t advise the higher difficulty settings. I have to admit that I’m not the most skilled player when it comes to shooters and I had an extremely hard time with the medium setting. Get used to the mechanics of this game before you play on the highest difficulty settings and thank me later. The game is otherwise too frustrating for newcomers.

Earlier, I said that this game feels quite interconnected due to the level design. That start of the level represents the previous level. Most of the levels have a sort of linear design. You have to backtrack quite rarely. Yet, I found myself stuck in a few levels and the map system, while impressive, was far from helpful. Now, in terms of map systems, I think I might be spoiled by the more modern design methods where the key door locations are marked on your map.

Sadly enough, there are some moments that the level design wasn’t the best. For example, I found one or two spots where you can get soft locked. But more annoyingly, I found some monster rooms quite annoying since the exit gets locked, and you have to go switch hunt. I think these moments could have benefitted from Caleb saying: “Where is the switch” when interacting with the door.

This game is controlled through mouse and keyboard. While this game has controller support, I only played this game through mouse and keyboard. I didn’t have any problems with the controls and felt they worked amazingly. After a minor bit of tweaking to fit the AZERTY lay-out better that we use here in Belgium, I was able to master the responsive controls.

Visually, this game still looks fine. The visual improvements you can choose to either enable or disable are a great way to choose between the vanilla textures and the newer “more modern” visuals. Of course, this game really shows its age in the visual department but, that isn’t a bad thing for this game. I still find that the visual atmosphere is created amazingly, and I feel that the world still feels somewhat real and alive.

Something that truly impressed me are the animations. The animations in this game are a masterclass in how animations should look in shooter games. Enemies that get shot in the legs crawl towards you and keep shooting, enemies set on fire with a flare run around crazily… And that are just two examples.

Very rarely, I found some visual glitches. In one level there was some Z-fighting with a pillar switch. (Z-Fighting is when two textures overlap and the game can’t decide which one to show, so it flickers in between them.) In some spots, the shells of the Tommy gun vanished. These moments were thankfully rare and didn’t impact gameplay too much.

Dynamite

Blood 2The sound design in this game is extremely important. If you don’t pay attention to the well crafted sound effects, you might miss some important enemy cues especially from the zombies. Since those don’t die right away from the weaker weapons. So, yeah, heard of hearing and deaf people are disavantaged when it comes to this game.

Sadly enough, the soundtrack could have been better. I feel that it’s too short and for some reason, it bugged out during my playthrough and it didn’t always play. While I was writing this section of the review, I was listening to the soundtrack on YouTube and I heard some tracks I haven’t heard in the game. While the music in itself is quite good and adds a lot to the atmosphere but it being only around 30 minutes, I felt that the soundtrack is too short for the game’s length.

This game has the perfect length for a shooter game like this. This game packs all the expansion packs so that means that a casual playthrough might take you around 10-ish hours. If you want to go for 100% you might be able to double that. But, this game gets so much more challenging and rewarding when you play it on higher difficulty settings so you might be able to get a lot more hours out of it than that.

Now, there is one thing in terms of the UI I really didn’t like. That’s the weapon wheel / ammo system. Let me explain. In the bottom center, you can see how much ammo you have for your weapons. Just like in other shooters from that time period, you have no idea which number corresponds with which weapon. It still shows “0″ even when you don’t have that weapon. The weapon wheel also doesn’t really show well to which weapon it’s going to switch since, it’s a wheel. When you pass the last weapon, it goes back to the first.

There is one thing I feel that the game totally dropped the ball on. And that’s the saving system. It’s not that the saving system doesn’t work, but it’s extremely bare bones. This game uses manual saving. There is no checkpoint saves when you enter a new level, but that isn’t such a big problem. I don’t mind manually saving once in a while I enter a new level or passed a difficult section. What I do mind is that the load system doesn’t give you ANY information in which level the save is. On top of that, you only have a limited amount of save slots and no visual information when you successfully saved the game. I worked around it by naming my saves with the level name like: “E1M3” (Episode 1 Map 3) and some additional info, but it shouldn’t be such a pain. Thankfully, we have a way better system now-a-days.

A minor thing that I really didn’t like in this game is the respawn mechanic. Of course, when you die, you are going to respawn at the start of the level with only your pitchfork. No problem there. But, the issue is in my opinion that the reloading just take a bit too long for my liking. It’s always faster to load your save from the pause menu then waiting on the game to respawn you. It might also save you some frustration since “pitchfork starting” isn’t always the most enjoyable way to play some levels.

This game also has Steam Achievements. These were a whole lot of fun to try and get. After I had beaten the game, I got 6 out of the 20 achievements. I could have gotten more but for some reason, my game glitched out and some achievements are still locked. Oh well, all the more reason for me to play through the game again at a later date.

There is quite a long list of references in this game. While I was 5 years old at the time of the original release, I had to admit I was able to pick up on several references. Maybe my love for retro games and retro media might have helped me out quite a lot there.

Oh, before I forget, there is a multiplayer mode in this game. I’m sorry but I haven’t played it at all so I’m not going to comment on it. But, from what I have read and seen, you both have your typical death match gameplay and a way to play through the campaign in a co-op fashion. That is sounding quite interesting for when I can let friends come over again.

And with that said, I think it’s high time for me to wrap up this review. I have said almost everything I wanted to say about this game and before I ramble on and on, I’m going to wrap up this article in a neat conclusion like I usually do for my review articles.

Conclusion time

The good:

+ Amazing shooter with replay value.

+ Easy to learn but oh so difficult to master.

+ Still good looking after all these years.

+ Amazing audio design.

+ …

The bad:

-The save and load system isn’t the best.

-The weapon wheel is a bit broken.

-Some softlocks / switch hunting moments.

Final thoughts:

Blood is a game that came out in 1997. This game is almost 25 years old and I have to say that this game still holds up amazingly well. The visual improvements that the Fresh Supply remake brings to the table are amazing. It gives a breath of fresh air in an already amazing game.

While I was researching this game, I found several video’s by one of my favorite YouTubers Civvie11. The release of this remake wasn’t the best. Thankfully, through the years, the game got various patches and updates that improved the game quite a lot to the point that I barely noticed the points that Civvie gave in his original “Blood: Fresh Supply is broken” video.

Apart from some flaws, this game holds up amazingly well. I knew that Blood had a high reputation when I started playing it and I was so happy when the game didn’t dissapoint me at all. Of course, I encountered some jank because this game isn’t the newest but that’s to be expected.

Would I recommend this game to people who enjoy shooters? Absolutely. This game gets an easy recommendation from me. The game costs only 8,2€ here and let me tell you, you can play a lot worse games for that price. The few issues this game have can be taken care off and they won’t hinder your playthrough too much. Is Blood one of the best retro game shooters? Easy answer, yes. Yes, it is. It’s as good as the original Doom, Heretic, Hexen, Duke Nukem and if you enjoy retro games and especially shooters it should be a crime to not at least give this game a try.

And with that said, I have said everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article and until then, have a great rest of your day and take care.

Score: 95 / 100