Gamer’s Thoughts: How I write my game articles?

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Every writer has their own creation process. These processes are rarely to never set in stone. People change, and their habits and routines can change as well. Now for a few weeks now, I have been thinking… What is my process? How do I decide on which game to write, and how do my actual thoughts get into an article? So, I think it would be fun to explore some of those things in this article. While I have written a similar article back in 2018, I also think it would be fun to just start this article as if I have never written that article. So, here we go, from choosing the game to clicking on the button “publish”… How do I do it?

Choosing the subject

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When I look at the taglines I have chosen for my blog in the past, most of them have one thing in common. They represent in a way what this blog actually is. This blog is a public diary of a Belgian game collector who shares his opinions on the games he plays. Sometimes I play with the idea to create series, where I look at each game from a series or look at several games I have played in the past.

While that could be fun, I don’t like forcing myself to play a certain game because I have to write an article about it. That’s because I might not enjoy the game since I need to rush my play through, so I can have an article out. On top of that, it might reflect in my article as well. I like to take my time when writing about a certain game. Writing about a game right away without giving it time to let things settle is such a risky idea. Since, you never know if you are overreacting on something or not.

Now, when I’m playing games, I have a rule. I never go into playing a game thinking how to turn it into an article. The only exception I make to that rule is when a developer requests me to write an article about their game. While playing the game, I let myself enjoy the game. Now, there comes a moment while playing the game, where I think… “Should I write an article about this game or not?”.

In the past, I used to have a long list of games where I answered yes to that question. When my writing day arrived, I opened the list and picked a game from that list and started the process of writing an article. But, I felt that, that system didn’t work for me anymore. I can’t tell you exactly when I stopped using that system, but I wanted to write more in-depth articles, so I wanted to more research on the game I was writing about and that was taking a lot more time compared to just having a list of games I want to write about.

So, the decision of choosing the game for the next article is a bit more complicated. Sometimes I have a game in mind that I want to write about, and sometimes I don’t. When I have a game in mind, it’s easy to move on to the next process. When I don’t, I look at the games I have played in the past months/weeks and decide from there.

Now, what do I take in consideration when deciding if a game can become a good article? The first question I ask myself is this, what can I say about this game? There are several games I play that don’t have enough things going on for me to write about. Even when they are fascinating like Yeti Quest, it’s your typical match three game like Bejeweled. But in this game, you can choose between three different play styles on the fly in this genre, and that makes it more interesting. But, besides that, there is not too much else going on. Maybe I might turn them in a short game quicky. But I find writing and creating shorter articles about a game less rewarding than writing a longer article about them.

The second question I ask myself is the same question as the first but in a different direction. The first question is actually more, how much is there to talk about, and the second question is what is there to talk about. Something I dislike writing is very negative articles. I don’t want to write an article where I just rip into the game and only talk about the weak points of a game. I also don’t enjoy reading those articles myself, and I personally rather write and read a balanced article over an overly positive or negative article any day of the week.

Now, when a developer requests an article from me and I notice that I’m going to write mostly a negative article… I actually scrap the article. From talking to various developers, I learned how much time and effort goes into creating games, and it takes a lot of courage reaching out to the press to show off your game. People sometimes base their decision on this kind of articles, and I don’t want to turn people away if the game doesn’t click with me or if I’m not the correct person to review the game. But, I do give a list of feedback back to the developer. This feedback exists out of bugs/issues I found or suggestions for improvement. That’s the least I can do for declining the article.

While I answer both of these questions, I start coming up with the theme of the actual article. What will be the core of my message? On what do I want to focus the article? The music, the game mechanics, the visuals, the writing style? It’s mostly now that I come up with the subtitle of the article. A great recent example is how I came up with the core of the Another Code – Recollection article. While playing that game and streaming it with Klamath, I remembered that I wrote an article about that game in the past. One of the game’s core story mechanics is how memory works and how people grow with them. At that moment, I decided to make that the main focus of my article. To show how I have grown as a writer, while using the memories of the past game and articles to take a new look at the game.

The actual review process

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Now that I decided on which game I want to review or write about, it’s time to talk about the actual process of preparing the article.

The first thing I start to look at is the story of this game. The reason why I start with the story is simple, it’s one of the best ways to start your article, in my honest opinion. With that, you can set the scene for your readers and explain the mechanics, visuals amongst other things more easily as well. I have tried several times to write about the mechanics or something else first, but I felt that these articles didn’t flow well enough, and I rewrote the whole article. By now, it has become a habit of mine that I don’t know how to change and even if I should change it.

Then, depending on the message I have chosen of my article, I chose something else next. In most cases, that is the pacing or the gameplay, but it can also be the world building or the visuals. Besides having a core message, I also want the article to flow well. My main goal in writing these articles is not only to inform and entertain those who are reading my articles, but also as a way to easily share my opinion on the games I’m playing.

When you read my articles, you’ll notice that I don’t focus on the same things that most big reviewing outlets do. For example, I don’t focus on how realistic the visuals are or if the game is using the latest technology or running at the highest frame rate. Personally, I don’t really care about those things too much. I rather focus on the actual game over those things.

Now, when I’m looking at the visuals for example for my article… I look more at how consistent everything is. How well does everything fit together and fit together with the story and themes of the game. Are there models and moments that look rough or unpolished? Are there animations that look out of place and unnatural? Now, since I sometimes review a retro game, I take in consideration the technology of the time and the size of the studio that developed the game.

I mostly put my focus when writing about a game on the whole package. For example, if you introduce a certain mechanic in a game… how often is it used and what does it bring to the gameplay. There is nothing that annoys me more than having a mechanic in a game that is underused when it’s shown off with a lot of potential. I’m looking at you, for example, Death Mark II. There were some mechanics like the shop or the hidden teeth that were just underused. If a mechanic is going to be underused, don’t put so much focus on it.

Something I also find very important is consistency. While it can be interesting to break consistency in a game to surprise the player to keep them on their toes, there is no excuse to have an inconsistent game. I’m talking for example about huge difficulty spikes or the UI having different ways of working in the game. Let me give you a specific example, in Suikoden Tierkreis, the final boss of the game is so much stronger than all previous enemies, and it felt just unfair. Without any warning, you also had to know you had to grind certain characters and build them in a certain way. Maybe it might be less of a problem now that I know that, but it felt like a slap into the face after the balance of the game being very consistent.

So, do I take notes while I play through the game I’m going to write about? In the past I used to do that, but I stopped doing that. I started to have this bad habit of only writing down the negatives moments or just trying to work everything in from my notes and forcing some sections in. I do have an alternative when writing about a game now.

First, I play the game for at least an hour before I write about it. So, things are fresh in my mind. Also, I leave the game running while I’m writing my article. In case I’m hesitating on something, I can quickly jump in the game and replay to test something out.

And second, I’m abusing my visual memory. I have a very strong visual memory when it comes to games and I found out that when I play the soundtrack of the game, I start to remember quite a lot of things. I can’t write an article without playing the soundtrack of the game.

Sadly, a lot of things in a review are extremely subjective. The biggest thing here is finding a right balance for me. For example, if I didn’t enjoy certain tracks in the soundtrack of a game but I don’t see that complaint while doing some research, I mention it that way in my article. That it might be that the tracks didn’t click with me but that the overall impression of the soundtrack is positive.

The final part I usually do before I sit down and write is doing my research. This research consists out of just looking up this game in Google, reading through other articles, reading through press material, looking at the voice actors, looking at other projects of the developers… I have a whole list of things I want to answer and know about the game. Like how big was the studio that developed it? How long was the game in development? Sometimes reading up on the game helps to clear up things on why certain creative decisions where taken.

Writing the article

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Now that I have chosen the game, played through (most of) it and did some research it’s time to start writing the article. The first thing I do is put in the title and it’s subtitle. And then, I create the subtitles and screenshots for the article. In case of a game review, I write in brackets the main themes of that section. For example: (gameplay, controls, music).

Then I put on the soundtrack of the game and I start writing the introduction and just continue to write. While writing, I look at the flow of the article and when I notice that a certain section would fit better in an earlier section, I move it. Now, when I remember a certain detail that fits in a later section, I add a small note in that section before returning to the point I was writing.

I don’t like writing out of order, since I find it more difficult to make sure my core message shines through or the flow/theme of my article stays consistent. So, that’s why I’m doing the article editing somewhat at the same time. When I’m finished with a paragraph, I re-read what I have written and think about the flow of the article and when it doesn’t fit, I just remove the whole paragraph and rewrite it. Now, I also read my paragraph again since my mother tounge isn’t English and sometimes I use certain expressions that don’t exist in English or just make silly typo’s.

While I use two spelling correctors to help me to avoid mistakes, I rather review it myself as well. Too many times I see that spellings correctors fail at understanding gaming terms or make the strangest corrections. While I know that my articles contain grammar issues and typo’s in the end, I try to catch as many as I can before they go live. During some breaks, I spend a couple of hours going through old contect and correcting typo’s and grammar issues. Also, when readers point them out to me, I try to fix them right away. Since, you start to read over your own mistakes way too easily.

While writing, I usually try to not take a break. I find it quite important to do everything in one go while writing. Apart from refilling my glass or taking a quick bathroom break, I try to keep writing. Usually, the whole writing process takes me around 4 hours on average.

After I have fully written my article, I copy it from the WordPress editor to Microsoft Word and let it check again for typo’s and grammar mistakes I missed. I also quickly skim through my article to make sure I haven’t left a paragraph on something stupid like an incomplete thought or sentence.

Now, if you would ask me what I enjoy the least in this whole process… I have to answer the whole SEO process. It’s one repetitive task that is just boring to do in my honest opinion. Looking for the right keywords, pasting the links everywhere and making sure you did everything to make the article appear in search engines. I’m always happy when that process is over and done with.

The opposite question is a more difficult to answer. I can’t really say what I enjoy the most in writing gaming articles. At one hand, I love the interaction with people who read my blog. The developers who found my blog by reading my articles and decide to request a review from me. It’s a rewarding feeling that people enjoy your creative hobby and are able to relax or find new games.

I also love talking about underrated or forgotten games. I just love when I get a reaction from people: “I totally forgot about this game! This game was part of my childhood.” It’s a great way to connect with people and make new friends and/or discover new games.

But, I also just love writing itself. I just love being creative and trying to entertain people and I find that writing and just using languages in creative ways is something I love doing the most. I love telling stories and being able to tell them through a game article without it overpowering the actual article is just a lot of fun to do.

Of course, playing the actual games is quite a lot of fun as well. Since I have such a broad taste in games, I play so many different games and it’s just a blast. I love discovering things about games and how they are developed and how the whole creative process works behind it. Especially since people don’t always stand still by the fact that a lot of things have to come together perfectly in order for a game, movie, album or any creative work to get created.

I just enjoy the whole process. If I have to give an average on how much time one article takes, I have to say that it takes at least 20 to 30 hours. And that’s when everything goes perfect. When I don’t have a writers block or when I don’t have other things going on in my personal life. I’m happy that I found this hobby for me and I’m surprised at how much you are all enjoying it. It still surprises me that some students of the school I work for discovered certain games through my blog and talk to me about them. I even have coworkers who come and ask me for game advice for themselves or their childern. Besides that, I get a lot of reaction through Discord and other platforms and it makes me just happy. Being able to make someones day or just help them (re)discover games and/or entertaining them… It’s one of the main goals of this blog and that’s just perfect.

Now, I think I have said everything wanted to say about this for now. Know that what I talked about in this article is my personal process and feel free to copy (parts of) my process but I highly advice you to make sure that your process works for you. Since, if it doesn’t work for you, you’ll hit a brick wall eventually and either burn out or just loose interest. Enjoy the process and stay true to yourself. That’s how I managed to write around ~ 600 articles over almost 15 years.

Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. What is your creative process or did you learn something from this article? I’m curious to know, so feel free to leave a comment in the comment section down below. I’m also curious if I’ll be able to welcome you in another article but until then, have a great rest of your day and take care.

First Impression: Tiny Tina’s Wonderlands (PC – Steam) ~ Role playing With Guns

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Official micrositeSteam pageWikipedia

Something that is on my bucket list for a while now, is playing a round of Dungeons and Dragons. Currently, I haven’t made the time to actually do it. But, when I saw that there was a shooter with a lot of dungeon and dragons elements, I got quite interested. I mean, I love unique shooters, so I gave it a shot. I didn’t know that this game was a spin-off of the Borderlands series, another series that is on my bucket list but… you guessed it, I haven’t played yet. But, is this game any good? I mean, I placed it on the 9th spot of best game I played in 2023, so you would think it’s good. But perhaps it’s a “me thing” and if I look with a critical eye, this game might be full of flaws. There is only one way to find that out, and that’s taking a good look at it, while I invite you to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of the article in the comment section down below.

Role playing with guns

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In this game, we play as a new character joining a group of D&D players who are about to wrap up a game. At the start of the game, you can customize your character. The amount of customization options you get are quite overwhelming. The amount of control you have in this game to fine tune your character is possibly a game in itself. Now, it’s a shame you don’t see your character yourself outside the pause menu or some cutscenes.

The pacing of this game fully depends on if you do any side quests or just want to explore the world. Overall, the writing of this game is charming. It doesn’t take itself too seriously, and you really feel that the main characters are a group of friends who welcome a new player into their world. During the game, the personalities of the characters really shine through in the world building and through the voice acting.

We get quite the diverse cast of voice actors lending their voice to this game. I have to say, they did an amazing job bringing this world to life. The personality and the emotions of the characters really shine through, giving this game even more of a Saturday morning cartoon vibe. While the story is predictable and silly sometimes, it’s written in such a way that you always want to know what’s going to happen next or how they are going to resolve the current crisis.

The silly puns of the enemies, the charming world, the over the top writing… It’s like I said earlier, this game’s story feels like you are watching a Saturday morning cartoon. There are also various different builds you make, so I think that the replay value of this game is going to be quite high. It wouldn’t surprise me that all the different builds play quite different from each other.

Now there is a whole multiplayer section to this game. Personally, I don’t play a lot of multiplayers. So, I’m not going to talk about it in this article. But, it sounds interesting. I wonder how they balanced this game, since overall this game feels a bit easy to me. Maybe I got quite used to keep moving and prioritizing enemies after playing games like Metal: HellSigner and Doom Eternal. But, if you balance your weapons and equipment to your playstyle, this game isn’t too much of a problem on normal difficulty.

On the fly polish

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Visually, this game goes for the Borderlands style. This game uses a lot of shell shading and comic book style to present their world. It has quite realistic environments, but I do have some complaints.

The first complaint is that after fast traveling or traveling between zones, the game took quite some time to load in the high resolution textures. If I compare my computer specs to the recommended specs for this game, I shouldn’t have any problem. Thankfully, this is something that quickly fixes itself. After max 5 seconds in an area, the whole area loads.

The second complaint I have about the visuals is that in some houses, their front door is open. Yet, it’s a complete black hole with an invisible wall. You can’t even enter the houses. I can totally understand that modeling a lot of houses and balancing the loot and such inside of them is a lot of work, but this is just bad. It feels unfinished. You would think that there is only one of these houses like this, but oh no. There are several. Even some side quests have an NPC exit a house and, behind the front door, it goes completely black. Why?

But my biggest complaint is how quest markers aren’t visible enough on the mini map. In the screenshot I placed a bit higher, you can see that small blue marker above my ammo count in the right corner. Guess what, that’s a main quest marker. Now, you also notice that same marker on the mini map on the top right. But, if the area isn’t on your mini map, you don’t see it. You don’t get a hint in which direction you should go. So, we start playing a game where we have to open the pause menu to look at the map.

Overall, this game looks and runs amazingly fine. Just like the options to create your character, there are a lot of options you can tweak to your liking. There is even in a built-in benchmarking feature. I raised every setting to the highest it can go, and let me tell you, the game looks amazing. The vibrant colors and the smooth animations of this game are really great. Apart from the complaints I talked about above this paragraph, I don’t have anything really that I didn’t like about the visual presentation.

Now, let’s talk about the gameplay. In this game, you go from area to arena to finish battle arena’s. Honestly, I call it Doom in a Medieval fantasy setting. That’s one of the core gameplay loops in this game. Now, this loop has one negative, the risk of the game becoming repetitive. Let me tell you, this game can be quite repetitive. Outside the battles, there isn’t a lot to do in this game, and the fact that the enemies respawn in certain area’s for you to grind isn’t doing the game any favors.

Now, you also have the overworld sections of this game. This is nothing more than a fancy level select. Now, you do have these wild Pokémon encounters… Well, I call them Pokémon encounters because they spawn randomly, and you go into a small arena to battle for weapons amongst other things. The biggest difference is that you can’t really run from these battles and don’t really have a clear indication on how many enemies are left in the encounter. Apart from that, you have some minor environment puzzles where you have to go through a dungeon to get a key to open a gate, or a cheese chip. Yeah, a cheese chip.

Overwhelming

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Now, there is a lot that this game does right. The amusing story, the amount of depth are just two examples. Visually, this game is also quite good.

Now, something I don’t really like is how many stats there are in this game. It didn’t take very long before my inventory was filled with various items like weapons and armor that I didn’t know what to do with. Also, the amount of ammo creates in the area is just too much. I rarely ran out of ammo. To a point that I that the ammo that the enemies dropped fill the floor.

You also have a helpful dragon that attacks enemies for you on the battlefield and saved my skin several times. You have a whole tree to upgrade your companion. And on top of that, you also have a melee attack you can preform. But, that melee attack is quite risky, since the animation takes quite some time… more than enough time for the enemies to gang up on you and do some serious damage.

The game feels a bit overwhelming sometimes. Especially for loot goblins like myself, who don’t throw any loot away and think that we can use them to craft or upgrade them for stronger ones. And this game is also hell for somebody who wants to open all chests in this game, since your inventory is anything but big enough to hold all that loot.

You’ll need to make decisions and adapt to the environment. Thankfully, we can run around the environment with responsive and easy to learn controls. I only have two complaints about the controls. The first one is that in certain menu’s like the blacksmith menu, the way to move left/right/up and down isn’t changed with the controls in the options’ menu. That menu uses WSAD to move, and I use an AZERTY keyboard here in Belgium… So, I have to set my fingers quite unnatural to move in that menu.

The other complaint I have about the controls is that you need to hold some keys to preform an action. In general, this isn’t a bad thing, since now we don’t have to deal with silly “are you sure” boxes. But, if your inventory is full, and you are fighting, and you are standing on top of some junk… the pickup key turns into an equip key. Sadly, the communication to the player that your inventory is full isn’t strong enough and I equipped weaker weapons and armor so many times. Just pay attention to that.

This brings me to the music and sound effects for this game. The sound effects in this game are overall very impactful. You really feel the impact of the guns you shoot and projectiles hitting you. I don’t have any complaints about that part, apart from sometimes not having a clear enough sound effect when you pick up health or when your inventory is full. I mostly had this problem in hectic battle situations. Thankfully, the visual effects sometimes helped to solve this.

The music in this game is amazing. I didn’t hesitate to buy the soundtrack of this game to add to my playlist. It’s very bombastic and orchestral. It’s loud and proud. Furthermore, it fits the game writing like a glove. I tried to play this game without music and the impact of some scenes really was lost. The battles also became a bit boring.

While, I’m currently midway into the main campaign and I haven’t touched any of the DLC’s yet… I’m quite enjoying myself with this game. This game isn’t perfect, it has some flaws. But, the positives far outweigh the negatives in my opinion. I actually had a hard time finishing this article because I kept playing this game while taking notes to finish this article. While I said that the gameplay loop might be somewhat repetitive earlier in this article, I still enjoy it. I also enjoy that you can get a second chance in a battle and revive yourself. The frequent saving in this game and the fact you can have multiple characters in this game is another cherry on this cake.

Personally, I recommend this game to everybody who enjoys playing shooter games and don’t mind having a bit of fantasy in their shooters. It’s an unique RPG where your main weapon isn’t a sword but it’s a gun. It’s a great game and if this is what the Borderlands series is about, I’m quite interested to give the whole series a chance. If I would give this game a score, I would give it a 70/100 for now. But, I haven’t finished the game, so I’ll leave my final score up for when I write a review of this game or fully finished it.

And with that said, I have said everything I wanted to say about this game for now. I want to thank you for reading this article. 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.

First Impression: Phasmophobia (PC – Steam) ~ Ghostly Logic Puzzles

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Steam pageWikipedia page

From time to time, I enjoy playing horror games. Sometimes, it’s fun to be scared and to see things that unnerve you, unsettle you, show you things that you don’t understand. One big issue that I have with horror games is that a lot of them are either going for the jump scare route or are just not creepy at all. Of course, they have spooky imagery, but I don’t call a game like Five Nights At Freddy’s a horror game. It’s a dark adventure game. Maybe I might be desensitized to horror… games like Corpse Party and the Zero Escape games are scary because they like to pull the rug out from underneath you, making you feel on edge. Now, Phasmophobia gets a lot of praise for being one of the better indie horror games and ghost games out there. But, is it actually? Well, let’s dive right into this investigation, while I invite you to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of this article.

Editorial note: this game is in early access and next month a big new update is going to drop. So keep that in mind while reading this article.

Ghostly Logic Puzzle

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As soon as you start playing this game, it’s quite clear that it’s a game meant to be played off and on. There is no real story in this game. The only story in this game is that you are a part of a ghost hunting group going to haunted locations to investigate which ghost is haunting the place. There is no exorcism in this game, so you don’t free the places of the ghost.

Apart from some lore here and there, you shouldn’t play this game if you are looking for an in-depth ghost investigation game. If you want a ghost investigation game with a deep story, I’d steer more towards Conrad Paranormal P.I. This is more of a horror puzzle game. A game that starts as an overwhelming game, but the more you play and study it, the more you learn its unique mechanics, and it becomes a lot more fun.

The main focus of this game is to be a co-op party game. A game you play with up to four friends. If you watch the streams I’m doing with Klamath, you might have heard me drop hints at me streaming this game together with Bluescreen18, the_Kovic & Klamath. We have been playing this game to test our setup and I think you’ll all like it. Bluescreen18 even uploaded a few of our test sessions. Sadly, life got in the way for more sessions, but these sessions were so much fun.

But, why am I having so much fun with this game? What makes this game work, and why is it so addictive? That’s what I’m going to try and explain in this article. Let me firstly talk about what I mean with that this game is a ghostly logic puzzle and that this game starts overwhelming and becomes more fun over time.

In this game, you go to various maps to investigate. The ghost and its behavior are randomized. This means that each round is different and you rarely have similar ghosts. Depending on your difficulty setting, you can get three evidences. As soon as you find any evidence, you can note it down in your journal. With this journal, you can narrow down which ghost you are dealing with. It also gives you an overview of additional objectives, taken pictures, and has a small in-game wiki on the ghosts.

The goal of each round is to survive and guess the right ghost that’s haunting the place. If you do that, you earn money depending on the taken pictures and completed side objectives. Wait, what do I mean with survive? Well, you start with a 100% sanity level at the start of a round. When you stand in the dark or interact with ghost events or cursed items, your sanity drops. When it drops below a certain range, the ghost starts a hunting phase. In this hunting phase, it’s best that you hide and disable all your equipment since when the ghost catches you, you are out of the round. Your reward at the end of the round is also at least halved or worse. Also, during the hunts… The exits are locked so, there is no escaping before the hunt is over.

In the two previous paragraphs, I have explained the bare basics of this game. Yet, there are so many more mechanics in this game that trying to explain them all or most of them like I usually do in my articles is crazy work. This game is overwhelming and if you go into it blind, I highly recommend that you go through the training mode at least twice or maybe even trice. Not that the training mode is bad, but it helps to get you into the rhythm, the loop of this game.

So, why is this game a giant logic puzzle? Well, at the moment of writing, this game has 24 ghost types. All of these ghosts can be identified by a unique combination of 3 out of 7 possible evidences. With the current journal system, it’s easy to see which ghosts are still in the running as soon as you note down or cross off an evidence. So, you don’t have to learn all the 24 sets of 3 evidences.

Now, each ghost also has unique behavior, strengths and weaknesses. Some examples are, a Wraith doesn’t walk into salt piles, the D.O.T.S. can only be seen through a camera for a Goryo and the Obake has a small chance that the left fingerprints have a finger extra.

So, if you combine the knowledge of ghost behavior and evidences, you can find the ghost easier and easier. As soon as you find its favorite room, you can start setting up and try to figure out the ghost you are dealing with. At the start of each round, the ghost chooses its favorite room and that’s where most of the evidences can be obtained. It’s also the place from where it starts hunting if the player or group sanity is low enough.

Evolving game

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Since its first release back in 2020, this game has grown quite a lot. From the introduction of new maps, new ghosts and new mechanics… Each update brings something new and unique to this game. And on top of that, this game also has unique events during those special holidays like Easter, Halloween and Christmas.

Now, the best thing that got added in this game is the custom difficulty. The base difficulties are extremely well crafted and nicely balanced, but with the custom difficulty you can set up the game to your liking and the rewards will adjust to that. You can even disable the hunts when you are still learning, but you won’t get any rewards. Since, there is no risk… But, you can challenge yourself by disabling evidences entirely and figuring out the ghost purely from behavior. And yes, that’s totally possible.

The amount of things you can change with these custom difficulties is just insane. From player speed, ghost roaming, amount of evidence, cursed object, hunt duration… It’s just insane. It made a really replayable game even more replayable. This game is currently walking a fine line of having enough challenge and depth… and it’s walking on it like a boss.

After watching so much video’s on this game and playing it for 30 hours, I feel like I still haven’t seen everything that this game has to offer. And each major update changes so many things that it changes the whole meta of the game sometimes. For example, in the recent updates, we got weekly challenges. These are challenges that the developers prepared for you. All of these challenges have a unique set-up, like not being able to use items that require electricity or batteries. They are all on a fixed map, and you lose nothing when you fail a round. But if you beat the challenge three times, you get a huge cash reward (in-game, of course).

Another example is the newest cursed item. In this game, there are several cursed objects that can aid you to find the ghost, but have some dire consequences when used. If you think objects like the Ouija board or a voodoo doll, you are spot on. Earlier this year, we got the Monkey Paw. This paw is basically an evil genie. You get 5 wishes (less on higher difficulties) and these can range from wishing to trap the ghost or have a wrong evidence crossed out. Yet, each wish has a very negative side effect, making you choose your wishes carefully.

And looking at their roadmap for the remainder of this year and next year, we are going to get a total overhaul of the evidence gathering, new equipment, new ghost and player models, new tasks, new locations and much more. It’s quite tricky to find any negatives on this game, to be honest, since a lot of things that I want to see changed are coming in future updates anyway.

In this game, the balance of everything is just perfect. You don’t always get direct confirmation of the evidences and you have really have to use your knowledge of the game and it’s mechanics to the max in order for you to survive. But, if you don’t want to play on the higher difficulties and risk all the stuff you worked so hard for, there is barely any content locked out from the easier difficulties. The main differences are the speed of the sanity drain, the amount of sanity restoration you get from pills, the length of the safe time, if the breaker starts off or on, if you get insurance if you die… and if the ghost can change favorite room or not. But, you can always mix and match via the custom difficulty.

Small team

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It still surprises me that the core team for this game is around 4 people. The amount of depth, polish and love that has been put into this game is just insane. Not only does this game have a VR version, it’s also coming to consoles later this year. With cross play.

Sometimes when I see this game and look at other games from small studio’s, I either see overambitious unpolished messes or extremely polished small gems. Yet, this studio manages to create an experience like no other. A polished, large game that can be replayed for hours upon hours.

Also, this game looks perfectly. It doesn’t go for the hyperrealistic look, but it goes for that realistic yet game-y look. And it nails that perfectly. The houses and locations are extremely detailed and actually feel real. Especially the Sunny Meadows map, man… That’s an impressive map. It also has some places where you really can get spooked.

In terms of animations, this game is also very good. It has unique and recognizable animations. Some are just a bit silly, especially the player animations when crouched, but it adds to the charm. The best animations can be seen during the hunts and ghost events/interactions. Seeing a ghost running towards you is scary and tense.

Combine this with extremely strong audio design, this game is just polished. If you play this game online, you can play this game as if you were really investigating those area’s. As soon as you walk away from somebody, their mic gets more and more silent. So, you will have to use walky-talkies. But, what if you don’t have a mic? Well, the things that require a mic for interaction in this game also have a non-mic option. So, you don’t get excluded there.

Now, this game is also quite a lot of fun as a single player game. When I moved houses, I didn’t had great internet access for a while. And I had a lot of fun playing through various rounds of Phasmophobia after work. Currently, it has become one of those games I boot up once in a while to play a match or two and try to better my skills by learning the unique traits of each ghost.

To be honest, it’s quite hard to find things to complain about in this game. There aren’t too many glitches in this game nor are there too many mechanics that feel unfun. For example, you can only see the map in the truck that’s parked at the start. This can be annoying on bigger maps but this encourages team work since that map in the truck works as a sort of radar. Also, it can be annoying that the sprint is a bit weak in this game… But, this way you have to use it wisely and save it for hunts.

You’d argue that it would be helpful that when writing things down in the journal like when an evidence is found should be global…. But then again, this encourages team work and communication. In most cases I felt that everything negative I could say about this game, I could also see a reason why it’s that way. But that doesn’t mean that I do have some constructive criticism to give.

The following might be irrelevant when they rework photo evidence but currently, I feel it’s a bit unclear which pictures give you money and which ones don’t. Also, it’s unclear what you need to do to get a higher rating for the pictures. I’m curious to see what the rework of the pictures is going to bring but that’s indeed one area that needs a rework.

Another area that could use a rework in my opinion is the shop and the load out system. It’s a big improvement from the previous system but currently it’s a bit messy in terms of UI. It especially gets messy when you want to clear out the truck if you have stocked too many items. It’s also a pain to remove just one item after you have stocked the truck. I feel that the UI isn’t intuitive enough. The shop tab should become it’s own menu and the load outs as well. And then you should have “load truck” tab. Where you can more easily load items into the truck.

Other minor things that could improve are for example:

  • a way to see all daily and weekly challenges in the journal.
  • an overview on how much risk you have for that round. Since, you loose all the items you contributed if you die.
  • a way to review the last round stats again after you clicked away from it.
  • an easy way to reset some games in the lobby. Like the Jenga tower.

But one of the biggest things that needs a rework is when you die. Apart from being able to pick up items and throw them, there isn’t anything to do. Of course, it’s unclear for the other players if the item is thrown by a dead player or the ghost…Unless you know where the item comes from or where the ghost can throw. When I died during our multiplayer sessions I honestly got a bit bored. But, it’s a tricky thing to rework since what are you going to rework it too. What are you going to allow or have the dead players do? Maybe a bit more activities around the map would be great. Like in the lobby have a basketball and a hoop outside?

Now, some of you might have noticed that I haven’t talked about the music of this game. That’s because apart from the cursed item the music box, there is no music in this game. This can be a turn off for some but on the other hand, I’m glad that there isn’t any music. Since this game is so replayable, I’m afraid that if this game had music, it would become way to repetitive and the sometimes short rounds wouldn’t help there at all.

So, all in all, if you enjoy puzzle and/or horror games… I highly recommend this game. It’s biggest flaw is that it’s quite overwhelming and not everything is documented in the game… but it’s also it’s biggest strength. It’s a game where the more you play, the fun doesn’t come from figuring out the mysteries of the game and starts from coming to use all the knowledge you gained to try and figure everything out. Because of things like the custom difficulties, there is something here for everyone and for every skill level.

The frequent updates that this games gets and the very open way that the developers are listening to the community, it’s a game that I’m happy I discovered. I can’t wait to see how you are going to react on the streams since I can’t wait to play more from this masterfully crafted puzzle horror game together with my friends since it’s one of the best ways to play this game. But, it’s also a lot of fun in single player.

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

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 3 – Russian Border + Level 4 – Tian Shan River

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In the Game Boy Color version of Indiana Jones and the Infernal Machine, there is an exclusive level. But is it really an exclusive level? Depends on your definition. In the Game Boy Color version, the River level is special. It didn’t only get cut into two, but also the whole section with the candles got cut out. While it’s a shame that the candle section got cut out, I totally understand why they did it. That whole section would be a nightmare to convert into 2D and to play. Let me already say that the 4th level in Game Boy Color version is a nightmare to speedrun perfectly. I’ll talk more about it at the end of this article. Now, with that said, I want to welcome you in this new entry in the speedrunning guide for the Game Boy Color version of Indiana Jones and the Infernal Machine. Last year, I wrote a guide for the first two levels. Canyonlands and Babylon. In those articles, I already talked about various terms like what an ILS is and the rules of the categories. So, to avoid making these articles too long, I recommend you read the introductions to the previous articles if you don’t understand something or have questions. And if anything is still unclear, feel free to leave a comment down in the comment section. Or, if you have any feedback, thoughts/opinions on this article and/or the game, I’m open to hear it in the comments.

Run updates

My main focus isn’t writing this guide at the moment. So, it’s quite possible that improvements to the runs I already wrote about happened. Now, the legend the_Kovic improved my all treasures run of Canyonlands with 21 seconds to 4 minutes 15 seconds. That’s extremely impressive, since the whole route and strategies are almost completely the same. The biggest difference is that he got luckier with the RNG of the scorpions and took a bit more risk. On top of that, his run didn’t really have any movement mistakes. Honestly, I think it will be quite tricky to lower this run more without new strategies or route changes.

For now, there were no other big differences in terms of Canyonlands and Babylon. So, I think it’s good to dive right into the Russian Border guide.

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:

Russian Border

for Any %: the_kovic, who ran this level in 1 minute and 47 seconds on November 27th 2022.
for All Treasures: me, who ran this level in 2 minutes and 46 seconds on January 2nd 2022. (Now, at the time of writing, I have a run in verification which improves this run with 10 seconds. It would make the time, 2 minutes and 36 seconds, preformed on the February 12th 2023)

Tian Shan River

for Any %: Molotok, who ran this level in 28 seconds on August 22nd 2017.

Note: when I say something in cursive, that’s only applicable for the all treasures route. So, the cursive text can be ignored for the any % route.

The Russian Border – Route

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So, right off the bat… The route differs depending on if you do the all treasures run or the any % run. So, let me first talk about the all treasures part since after the extra section, we pick up with the any % route anyways.

As soon as you pressed “A” on the level title card, hold left to go to the little ridge and jump on it. Enter the little cave you see and run to the right top. There, you’ll find a red gem.

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Usually, I run to the middle of the red gem and quickly turn Indy around by going down and then at the last second, pick up the red gem. It looks somewhat like this. It might require some practice, but it’s highly do-able. I typically reset my run when I don’t exit the cave before my timer hits 11 seconds. And even I often make mistakes here. It’s a bit tense to do and easy to lose time here. After you exit the cave, go right.

So, hold right after the level title card to exit the screen. Be careful, you need to go a bit right and a bit down. Don’t hold right and down right away since you’ll get stuck behind the rock and tree and you better reset then.

On the next screen, you have to go straight ahead for a bit and before the rocks, go straight down. Now, we go to a very tricky part. Depending on how you preform the next part… You might save a lot of time, loose a bit of time or have to reset the run. We have to drop off that ledge.

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There are three ledges you can land on. The worst luck is that you land on the first edge, which will make you lose a bit of time. It’s something close to half a second to a second. Ideally, you land on the middle ledge. This is a lot smaller and will cost you a bit of health, but is the most ideal. You could also jump down a bit earlier than shown in my screenshot, but that’s risky. Since, then you will have to count more on your luck. I have had in practice runs, some jumps landing on the middle ledge but more often than not, I overshot or undershot and let Indy fall to his death. The safest is that you drop down at the smaller rock and aim for the middle ledge. Since, then right after the dropdown animation, you hold right, and you are in the best spot to continue.

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In this screenshot, we see the three ledges I was talking about. The single tile middle ledge is the best ledge. To progress, you have to go right. Here it’s extremely easy to get stuck in the little niche when you hold right and up. Don’t hold up too early. The best movement now is to move on the same line I’m running in the screenshot. At the end of this walkway, you have to drop and enter a cave. Don’t forget to pick up the green gem if you are on the all treasures route. Exit that cave by hugging the bottom wall and after exiting the cave, you will have to go right.

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After you exit the cave and went right, you think you have to jump up the “staircase” and go left on the roof of that cave. But, there is a time save you can preform here.

Jump towards the first higher section a bit after the door. You’ll land on the edge of the first higher section. Then jump backwards towards the door and if you landed correctly, you’ll land on the roof of the cave. This little trick will save you around 2 seconds if preformed correctly. Especially when you land on the line right above the entrance of the cave.

To continue, you have to move left and go over the bridge and go down. Try to be at the most right side of the bridge when going to the next screen. Since, it’ll save you a few frames in the next screen. The next screen is an L corridor with two wolves. The top wolf is easy to avoid and will let you continue on your right wall hugging way. The bottom one is a pain. Try to not get bitten or lose health. Since, you’ll need it later in the run. I usually jump over the wolf. I rather take the time loss there, then having to go into the menu and heal. Health is going to be important from now on. Since, to save time we don’t kill the enemies.

On the next screen, you will face your first guard of this level. The damage can’t be avoided with this one. Don’t forget to pick up the blue gem, of course. Now, we are going for another fork in the route. If you do the any % route of this level, you best hug the left wall and go up. From where the health kit is. Otherwise, after picking up the blue gem… You’ll have to go to the right. And exit the screen at the most right edge.

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The next two treasures are on this screen. They are located at the left and right side of the guard tower. Depending on the RNG of the guards’ movement, it’s better to pick up the left one first before the right one. But it’s a guessing game. I prefer in most cases to go to the right and pick up the golden coins there. After that I hug the guard tower and hope that the guard stays off-screen, so I take the silver coins at the left of the guard tower without too much additional health loss. Then without loosing too much health, I continue on my merry way.

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Usually, I run underneath the rock and jump up towards the ledges at the left to avoid additional shots from the guard. To continue here, it’s essential to jump fast. After jumping on the ledge at the left… You’ll have to jump to the ledge on the left, and then it’s jumping up a few times. You’ll have to jump 5 times upwards and in this session, I typically take one, maybe two steps forward. If you execute it correctly, you will always land on the edge of the ledges which saves a bit of time. But, it’s something you’ll need to practice.

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Now, after you reached the top and went right and down… It’s tempting to ladder snipe to get into the base. Yet, this ladder snipe is impossible to do as far as I know currently. You can skip a bit of the climbing down animation by jumping down on the ladder, but I wasn’t able to get that to work consistently enough for me to implement it in runs. It’d save over 4 seconds… But, this run is already tense enough.

I have seen the TAS by the_Kovic do it. Also, the small ladder snipe in the next room. But, jumping towards the edges of ladders on the screen… The game is so picky it’s dangerous to do. Oh yeah, don’t forget to pick up that silver bar like I show in the screenshot.

Now, if you follow the TAS… You’ll notice that we currently take a different route. One that’s safer and a bit easier to preform. The main reason why it’s easier is that it saves time not to have to preform the frame precise direct box pull strategy and not having to jump on the correct frame. We follow the all treasures route a bit more.

This discovery happened after Bluescreen18, another runner of the N64 version of this game, went and bought a copy of this version of this game. He posted the trick in the Discord and kovic and I ran with it. So, after exiting the ladder and going to the right, we jump on the box closest to the locker at the right of the room.

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Now, a tricky part comes for the all treasures. Get towards the right edge of this box and mash “A”. Since, there is a treasure in this locker and you can open it via standing on the box instead of standing right in front of it. If you are able to open the locker without having to leave the box, you will save a second.

Now, from this box, we jump on the locker and then do a corner jump towards the pile of three stacked boxes. The easiest way to get this is to jump from the edge of the top locker towards the pile of boxes. But drawing that on the screenshot would make it a bit too confusing.

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Now, go up in the vent and by hugging the left and bottom wall, go through the vent. After you exit the vent, you’ll enter a room with a table, two lockers and some boxes. Take the raft in the right locker, and the treasure in the left locker (in this order, since it saves you a bit of frames not going for the treasure first), and exit the room. When exiting the room, go through the vent again and after exiting the vent, drop straight down. Directly go one tile over to the left and run down. Then, you’ll have to climb down the ladder. Now, cross your fingers you have enough health remaning to tank the shots of the guard. Know that going in the menu and healing takes so much time it’s insane.

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Now, we are at the final screen of the run. Depending on your health, it’s safe to land on the box to the right of the ladder. The two final treasures are located in the lockers in this room.

When you are down on the grond in this room, run towards the entrance of the river. You might notice that I drew a small purple square in the bottom right corner of the screenshot. I drew that there because that’s where you’ll have to open your menu and move towards the raft to end the level.

It’s possible to do this further from the entrance of the river and doing that saves a few frames. Do mash “A” as soon as you are in the boat since otherwise the textbox won’t disappear and you’ll lose time.

Level 4 – Tian Shan River

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This level is a pain to run. Since, the movement is so exact and it’s so easy to mess up it’s insane. I have taken a screenshot of the actual route from one of the better walkthroughs out there, but it’s so tricky to explain it in words. To learn this level, it’s best that you take a look at the video of the run and learn it that way.

This is one of two levels in this game that don’t have any treasures. It would be insane if this level had any treasures to be honest.

So, for the route, you’ll have to know that mashing A makes your raft go faster. But, you’ll gain more and more momentum each and every time. And here is the annoying part, as soon as you hit the rocks or the edges… All the momentum is gone. And, we have the though luck that the fastest route through this level has many of these obstacles close to each other.

When Kovic was creating the TAS for this game, he told me that he was able to beat Molotok’s record by a few frames but that he spent too much time on it. This level is frustrating to run, it can’t be said enough. If only we could skip it, it would be a blessing. When I do full runs of the game, I try to make the time loss in the level as minimal as possible. My fatest time has been 39 seconds. It’s that rock section that does me in almost every time.

But, it’s still extremely impressive how Molotok created this amazing run and I doubt it will be improved or beaten anytime soon.

Wrapping up

I think I told my feelings about the 4th level in the previous section enough. Now, the Russian Border level is a tense run to do. It’s a short and fun run to do. But, it has so many spots where it’s easy to loose time. I honestly think that we are close to perfect runs in both categories.

Of course, I think that with better movement, my all treasures run of Border can be lowered but I would be surprised that we see a lower time then 2 minutes 30 seconds. But, I have been surprised before. Thanks to Bluescreen18’s little video on our Discord, we saw a long standing record be lowered by a second.

The next level is Shambala Sanctuary. This level is a possible run killer since it has various moments where it’s easy to drop to your death in the middle and the end of the run it’s tense. It’s also a longer level so, I have to have a good long and hard think on how I’m going to do the write up.

In any case, thank you for reading this article and guide. 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.

Preview: Conquer Humanity (PC – Steam) ~ Let’s Go Rouge.

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Steam page

In this article, I’m taking a look at a game that’s going to release in the first half of 2023. The developer send me a Steam key for the full version that’s still in development. But, if you get interested in playing this game right after this article, there is a demo available on the Steam store page. In this article, you’ll also get my 100% honest opinion on the game. I’ll take a look at what I played and what I think should be in the full version. So, should we conquer humanity, and should we become a super villain like the Steam store page suggests, or should we wait until this is a bit more polished or skip it outright? Well, that’s what I’m trying to discover with you in this article. And as usual, feel free to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article.

Editoral note: the release of the full version is set in Q1 2023 at the time of writing.

Simulation Devil

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In this game, you enter a simulation where you are a super villain with various powers. Your goal is to destroy and kill as much as you can before you are defeated yourself.

You do this in a very large map where people are spawned around you. But, the more destruction you cause, the more police will come after you.

To defeat the game, you’ll have to reach level 30. The more people you kill, the more XP you’ll get. If you get a great kill streak and do it in style you’ll get a better ranking and earn more XP and do more damage that way. Compare the style thing to Devil May Cry in a way.

This game is anything but easy. You really have to manage your powers and movement strategically. Since, the smallest mistakes get brutally punished. You have ten lives and no way to get any back. You are able to heal, but you’ll have to kill for that. So, getting surrounded might be your end.

This game is described as a brutal, fast-paced, isometric bullet hell. And I honestly can’t describe it better. For this review, I have played several rounds and I had a really hard time getting further than level 15. I’m a bit on the fence on the difficulty curve, since I honestly think that with one change… This game can become way more fair.

The big issue with this game is that you are directly thrown into the deep end. You are dropped into the simulation with 6 powers on a cool down and a few other mechanics. You barely have any chance to get used to everything, since after a few kills… The police spawns, and you have to be quick on your feet. Now, you do have the sandbox mode to get used to the game. Yet, here the powers aren’t on cooldown, and you don’t see the blue level up bar or the powers.

I think it would give the game a better flow if the player is nudged first to the sandbox mode where you have to reach something like level 10 using the different mechanics. Since, I felt close to overwhelmed with all the different mechanics and I felt that I first had to figure a lot of things out before I was able to attempt the actual game mode.

I don’t want to sound like “this game is too difficult for me, make it easier…”. I just feel that if you give new players too many mechanics at once without them having a way to learn them or practice them, they aren’t going to have a fun time. And I think if you add a mode or a few optional tutorial stages to get used to the game would be a blessing. And I really mean, optional. So people who want the experience of jumping into the deep end can still do it. But, others who want to know how everything works can ease themselves into the game. Since, if I’m brutally honest, the controls manual is helpful if you know how everything works. It’s too bare bones for newcomers. Like, why not add the icons of the powers in the controls manual?

Did it fail?

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This game is difficult, and it’s a game you will have to get gud at. Once you learn the different powers and when to flee, this game is actually quite enjoyable. This game has the “one more attempt” mentality nailed down. After you are defeated, you can get right into the action in seconds and try again.

The game also has a built-in timer, which can open the gates for speed runners and other competitions as well. Maybe it would be fun to have a leaderboard with the fastest times and the longest survival times in the full game.

And maybe like an endless mode that started on easy and at certain level milestones, it goes to a higher difficulty?

Are there other things I would like to see in the future? Of course! First, I’d love to see a way to change the key binds. It’s something I mention quite often in my PC reviews, but I get annoyed when the game forces WASD on you and don’t keep in account that there are a lot of countries which have another keyboard layout. Here in Belgium, we use an AZERTY layout, and that means I have to set my hand in a pretty weird spot to move. Since our “A” is where the “Q” is and our “W” is where the “Z” is. And then the powers having keys close to WASD… I only have two hands and I still have to control the mouse.

Speaking off the mouse, I think a controls flaw is created there. I noticed that I had trouble preforming my push move because that was clicking with your scroll wheel. Which is all good and well, but using your scroll wheel actually zooms in or out. So, if you didn’t click in the chaos of this game, and you actually scrolled, well… Yeah, that’s an attack that didn’t happen. Which is sadly not limited to the push attack. There is another attack that I feel either isn’t as powerful or the visuals don’t communicate it’s power/range enough. When pressing Control, you can do a slam down attack. But, it’s not only unclear how big the radius is… it’s also unclear how strong it is.

In this game, it’s important that the visuals communicate with the player what’s happening. All in all, the visuals feel “last gen” but I honestly don’t mind that. It optimizes the game quite a lot, and you get a stable game to play. Also, it makes it easier to read what’s going on around you and makes it easier to make the right decision. I think it would be handy in the future to have a sort of radar in the right corner. Since, it would be helpful to know where the police and such are if you flew too far away.

Speaking about flying, that’s something I want to address as well. In the small manual, it teaches you that you can start hero mode by pressing “H” when you reached at least the “A” style rank. Yet, when you start the game, you get a free hero mode and only get a “B” rank. Now, it’s unclear that the message of “A” style rank still has to be on the screen or not… But there isn’t a way to know if you can activate hero mode or not.

In addition to that, I think there might be something strange going on with the flying… Since, once you lose your first life, you loose hero mode. And when you press the fly button then, you sprint away. Very slowly, sprint away. Yet, I had trouble starting to sprint several times when I press moving.

It’s early simulation

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Reviewing or talking about early access games is quite tricky. Especially when they are still in development. You never know in how much detail you should go since a lot of things can change when you get the final product.

For example, I really like the animation system in this game. It’s goofy and gory, which fits this game like a glove. Especially when you make a great combo attack… The slowdown to show you the result of your attack is eye candy. And sometimes a much-needed small break in all that intense action.

That’s something I sometimes missed in this game. A spot or a moment to get a breather from the action. It’s intense all the way through, and you can’t let your guard down at all, or you are done for. And your ability to earn any of the achievements is done for.

Another example is that sometimes there is no music during gameplay. I had several times when the track just stopped playing and no new music track started. Sadly, it ruins the atmosphere, but I think this is something that will be fine-tuned and patched when the game releases.

Speaking of the music, the music is a nice heavy metal track that plays. I really enjoy it, and I’m curious to hear the full soundtrack once the game goes out of early access. Since, it’s the perfect music genre for this style of game. In terms of sound effects, this game is fine but still has some work. Sometimes you hear “god dammit” and I can’t say if it’s my character getting damage or a human dying.

Something I’m really on the fence about is that this game doesn’t have a save system. So, that means you’ll have to do each run in one sitting. I think that’s a shame since if you are in a good run and something happens like automatic Windows updates restarting your computer out of nowhere… It’s the end of the run. And failed runs don’t count for your “best run” in the main menu.

Finding the right balance between challenge, fun, and options is extremely tricky. I have no clue how to implement a save system during a run of this game. And it might open the door for a lot of other issues.

Just like deciding on the cooldown period of your powers. Personally, I feel that sometimes the cooldown is a bit too brutal. Quite often, I felt that the laser power cooldown was a bit too slow. Maybe I’m using the wrong strategy of running away from the cops and trying to kill the small gatherings of humans I left around the map, but the cops are faster than your laser power can regen.

So, what do I think so far of Conquer Humanity? Well, I think this game has an addictive concept where the fundamentals are here. It has that “one more try” and “one more round” written all over it. But, it still needs some polish with the controls and animations. Its biggest flaw is currently that the game doesn’t really explain all its mechanics enough for players to learn how everything works. So for newcomers to these type of games, it’s not the game to get into the bullet hell genre.

I recommend that you give this game a shot and give your thoughts and/or opinions to the solo developer since I think that this game has a lot of potential to be an amazing small indie title to test your skills at crowd control and bullet hell. I might be brutally hard, but it’s a game that feels rewarding for the small progress you made. I highly recommend this game to everybody who is looking for an action/arcade type game and looking for a great challenge with it. Since, there is a lot of game to learn here and it’s going to beat you, several times.

And that’s everything I wanted to say about this game in this preview. I might take a look at this game once it’s released to see what’s the finished product is. Thank you so much for reading and 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 but until then, have a great rest of your day and take care.

Game Quicky: Snow Problem (PC – Steam) ~ Sorting The Snow

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Steam store page

It’s winter. So, that means that snow is falling. Snow is something you can’t stop and that might cause a problem. But, not in this game. In this game, the concern is that we need a certain amount of colored snow to beat the level before the time limit is up. This game is created by Dave Seaman from whom I reviewed games in the past. He was the developer behind The Rat Pack and Captain Disaster in: Death Has A Million Stomping Boots. Is the 3rd game I’m going to review from him a recommendation or is it one where he swings a miss. Let’s find out together in this Game Quicky article. For full disclosure, the developer provided me with a press key to play this game, but you may rest assured that you’ll get my 100% honest opinion on this game. And as usual, I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on this game and/or the content of this article.

Let’s save the snow

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This game is the perfect easy to understand game. This game is perfect for small sessions when you have a bit of time to kill. The levels in this game are short and easy to understand, so it has that one more round mentality.

The controls are extremely easy. You basically only need the mouse to control this game. While there are keyboard shortcuts for the menu, the game is played with the mouse. It’s a little finicky at first to know at what speed you need to draw the lines, since the faster you go… The more holes there are in your line.

The biggest challenge in this game is to know where and how to draw your lines. Since, momentum is still a thing, so you really need to be careful so that you don’t screw yourself over by drawing a bad line. That’s why on the store page the developer recommends playing with a mouse… Since, this game with a trackpad, auwch. I tried it, and it wasn’t so much fun anymore.

To get used to the game, I highly recommend that you put the prep time to the highest setting in the main menu. The game can be pretty challenging and turn into a trail and error puzzle game, but the short prep time is really irritating if you aren’t used to the game. But, if you want more challenge, you can switch the difficulty easily by changing the prep timer.

A lot of the music in this game is famous classical music and, while I would have loved some original pieces by the developer as well, they fit the game perfectly. There are various tracks which play randomly in the background. It’s almost like you have your favorite music app playing a playlist in the background. Maybe it would be fun if the name of the track shows up somewhere and there is a sort of mini-player. But, that’s possibly a bit of a wild idea.

There is also a level editor in this game. So, that means you can share self created levels with other players. There is no Steam Workshop integration, but if that ever comes it would be nuts. But, the level files are small and easy to share… And the developer invites you to share your levels with him and who knows, they might be added as bonus levels in a future update.

Now, if you are unsure about this game… There is even a demo out of this game. So, you can easily try it before you decide to buy this game for the low price of 4€. You can also bring your progress of the demo to the full game which is an amazing feature.

There are also adorable punny Steam achievements in this game. They are extremely easy to get, but the pun filled nature really adds to the charm of this game.

Something I really like is how you don’t need to play all the levels in order. I really dislike the 21st level. I have tried various times to beat it, but I’m unable to. But, since you always have a handful of levels unlocked, you can just skip that level and keep it for later. You also unlock the next levels so, you don’t have to worry that one level will block you from seeing the rest of the game.

But not all is good in this game, sadly, I do have a few things to criticize.

Let the snow melt

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There are a few minor issues in this game. First, there isn’t a safe way to alt-tab out of the game. Usually, when you use alt-tab OR the Windows key to go back to the desktop, you can quickly look something up on the internet and return to the game. Not in this game, since when you re-open it… The resolution goes off, and all color is drained. I had this issue on three laptops I tested this game on. So, be careful if you alt-tab.

But, that’s a minor point. Since the levels are rather short and the game opening so fast, it’s easy to recover from that. Something that I do find a bit disappointing is that there is no pause feature during gameplay or a speed-up feature. Several times I was tapping my fingers on my desk because I knew I was going to beat the level, but I had to wait until it had played out.

Something I’d personally change is that the “how to play” is something that appears before you play your first level. While the gameplay is pretty simple, it didn’t click for me right away. It was easy to figure out after a bit of messing around, but I find it strange that this game has a sort of tutorial but hides it in the main menu.

Which brings me to something else, and it’s something I also have a solution for. This game doesn’t have a colorblind mode. And this is a big issue in this game since this game is highly based on color. One solution is to drastically change the colors OR use different shapes somehow. Like squares that aren’t filled or triangles. Or a 3rd solution is that you can see the color of the snowflake when you hover over it… But, that might not be too handy in the short levels. Now that I think about it, I think drastically changing the colors when somebody enables colorblind mode would be the best solution.

A minor thing I’d love to see changed as well is that after the prep timer ran out and the snow starts falling, that timer turns into a timer that shows for how long the snow will fall. While you have a little more time than there is snow falling, it would just be an additional touch on the game.

Something I have to bring up in the negatives is that this game can be repetitive for some people. That’s because this game only has “one” mechanic. You can only draw those brown lines to try to guide the snow to the spot you want too. I have a few ideas for other mechanics like having to draw those colored lines yourself OR having weight switches to open another path. And wouldn’t it be cool if there were levels where you have to avoid ANY snow from reaching the bottom? There is a lot more that can be done with this game and maybe food for thought for a sequel or spin-off? Or maybe DLC?

The final nitpick I have is, that ALT+F4 isn’t working. Only the assigned keys in the menu’s are working and that can throw you off when you forget about that. I got used to it, but it was a bit annoying sometimes when I accidentally alt-tab’ed out of the game to write this article and I had to force shutdown the game via task manager.

The final suggestion I’d give is that in the main menu… It would be amazing to see a small level preview pop-up when you hover over the level. It would be handy if you want to let your friends try a level without you having to click through all the levels you think that it is.

And with that said, I think it’s high time I wrap up this article. So, in conclusion…

But, what’s the snow quality

Overall, this is a very charming and relaxing game. While it has some rough edges, I think it’s honestly worth it’s €4 price tag. This game is the perfect time waster to waste a few minutes. It can be addictive as well. The game is easy to understand, and it has that “one more try” and “one more level” atmosphere to it.

There are a lot more things that can be done with this game, like more mechanics to spice up the puzzles but like I said in the article. But, the basis of an amazing charming little puzzle game is here. I’d recommend it to everybody who enjoys puzzle and/or casual games. Since, this might be right up your alley. It’s also perfect for to get into gaming in the first place.

I think this will be a game I’ll boot up once in a while to beat a few levels and move on. Especially, when my other games are downloading updates for example. Or I’d boot it up when I want to wind down. Since, I felt very relaxed while playing this game.

Snow Problem is another game by Dave Seaman with a lot of charm I had a blast playing. I’m really glad that the developer asked me to play this game since otherwise I might have just written it off as a silly little game, but under the hood you have a nice relaxing puzzle game.

And that’s 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. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 7,5/10

First Impression: We Who Are About To Die (PC – Steam) ~ It’s But A Flesh Wound.

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Steam store pageOfficial website

Usually, I try to avoid writing about early access games. Especially when they are still in development. Because, you never know if my article and review is still going to be relevant down the line. But, this time I’m making an exception. A while ago, I got a press key for ‘We who are about to die’ from the solo developer of this game. The solo developer is actually a fellow Belgian and created this project out of passion. So, as a Belgian hobbyist blogger I feel I have to write an article about his game. Although, I got a press key to review this game you don’t have to worry. When I go into the arena to battle this game, you as the crowd will get my 100% honest opinion on this game. Now that the countdown is starting, and I’m readying myself to enter the arena… I hope you as the audience for this article tell your opinion/thoughts on this game and/or the content of this article in the comment section down below. So, let’s go and start the match!

Editorial note: the review version of this game is the first publically released version after the beta versions of this game. (Early Access v0.1)

A story discussion

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In this game you play as a starting Roman gladiator who is trying to raise through the ranks. In general, there isn’t really a story in this game. This game more focuses on the gameplay and it’s mechanics. Depending on what you enjoy in games, this can be a positive or a negative. Personally, I’d have like a bit more world building with a small intro or something. There are several mechanics like the four hosts who remain a bit “faceless” because they don’t have a backstory at all in the game. Now, the backstory of your own fighter is created on your battles. That works a bit like Rogue Legacy, where you can create bonus traits on your previous runs.

At the other hand, I can understand that there is no real story in this game since now the game is more open and anything can happen. We can create the story and lore ourselves, which gives the game a more sandbox-y feel. This can help with immersion into the game. Now, because certain mechanics in this game… I think it would be hard to create a story of any kind for this game and the characters.

Maybe the only thing that I’d love to see in the future in the game is a bit more historical backstory in the game. What I mean by that is that, this game uses the terms like Aspirant. But, what is an aspirant? Some history lessons would be a nice touch to this game.

So, what do you actually do in this game? The idea of this game is that you play through various battles to build up your fame and budget. With the fame and budget you can acquire various things like new gear or bonus buffs. But, a stronger character doesn’t mean a guaranteed victory. In one of my runs, I did a 5 vs 1 match and my team of 5 was beaten by that one dude since he used a strong morning star that was tricky to block.

This game is somewhat unpredictable, because there is a lot of randomness involved, you have to decide if using your hard-earned cash and fame is worth it to heal or get better gear or better save it for another roll. But do you risk waiting? Since, you might not survive the next battle and the money passed on to your next character is only a fraction of it.

Let’s please the crowd

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Trying to describe the genre of this game is one of the harder things to do. Part of the core gameplay is a fighting game. In the arena, you have to fight and win the battle. Depending on your performance, you may have multipliers for your gold and fame. But, if you please the crowd by making nice hits and not hitting your teammates, the crowd throws additional weapons and gear that might win you the match. I’ll talk more about the fighting mechanics later in the article.

This game is also a strategy RPG. Since, you have to strategically uses your resources to improve the gear and stats of your character. Also, the more you use a certain weapon, the more damage you do with it. So, you have to take that into account since you won’t be using the same weapon and gear throughout your run. Using your gear efficiently is key to survival in this game. I lost one run because I forgot to repair my shield and I got cornered with my enemies, and I was unable to get a shield that the crowd threw onto the battlefield.

Earlier in this article, I already talked about the randomness in this game. So, this game is also part roguelike. Due to the rougelike elements in this game… the game becomes a huge balancing act. This game isn’t the easiest out there, but it’s forgiving in a way. It’s easy to get back into the action with a new character and to build him up. But, since the new character has different stats and perks, the gameplay is new and fresh.

If I had to place this game in a certain genre, I’d say that it’s a sort of action simulation game about gladiatorial combat. Since trying to put it in a better category would be a nightmare.

Now, let’s circle back to the combat system. This combat system isn’t your typical combat system. The best way to explain part of the combat system is the following: image that the main controls of the fighting system is the Wii remote. This game doesn’t have mention controls but the idea behind it isn’t too far off. To swing your weapon, you have to left-click and swipe your mouse into the direction you want to hit. The strength of your swipe also influences the strength of the attack. Also, when you right-click to defend, the location of your shield or weapon depends on how you swing your mouse.

There are a lot of different layers to the movement and combat that make the combat feel janky and unpolished, but it’s the entire idea behind this game. Since, you can interrupt and attack and decide to throw your weapon or shield to the enemy instead. The combat system might need some more iterations for it to feel perfect, but it’s a unique system. It may put some people off playing this game, but I find that it adds to the charm of this game. Since now the game is a bit more newcomer friendly towards people who don’t play a lot of fighting games. You don’t have to remember a lot of combos for strong attacks, you need to learn how these directional attacks work and how to use them in your favor.

This brings me onto the point of the controls of this game. The starting tutorial explains the mechanics you can use in this game quite well. The only tutorial that can use some better wording is the tutorial on how throwing weapons work. It took me a while before I was able to get throwing weapons to work consistently. Now, it’s a bit funny how the wording in the Aspirant Trainer is better than the actual tutorial. This Aspirant Trainer is a great way to quickly check your abilities in the pause menu, when you are unsure how a certain mechanic works. A very minor UI complaint is that when you click the “?” mark outside of battle, is that clicking on it again doesn’t close the explainations. You have to “approve” it on an empty part of the screen.

A great piece of advice, stay in the tutorial area as long as you need to. Get used to all the mechanics and little quirks of this game, since unless you reset your whole character and everything, you are unable to return there. And trying to learn the mechanics on the battlefield is anything but a good idea.

The current gameplay loop is as follows. You start first on the battle preparation screen where you can decide to heal, get new armor, bribe enemies… Here you make the most difficult choices since a few bad mistakes might cost you your character. When you are finished preparing your character, you choose a battle to praticipate in and fight. This can be a 1vs1, 1 vs many and many vs many.

Overall, fights are short. Most fights are done in 5 to 7 minutes. Currently, there are only 12 out of the 14 planned arena’s in the game but every arena feels unique and has it’s own additional challenges and quirks. Like one has wooden panels you can hide behind and another has a central elevated stage. Depending on your preformance in that battle, you get fame and coins for winning the battle. Loosing the battle, will mean you have to start over with a new character but you can pass a few things on, especially money.

Your goal is to buy your freedom from being an aspirant. Basically, an aspirant is a prisonner in acient Rome that’s fighting for his freedom. These goals is extremely steep and aren’t easy to achieve. Don’t expect to get it with the first few characters unless you are very good in these type of games. The difficulty in this game is a bit unforgiving. But, it has that “just one more run” mentality written over it. That “I’m going to get it this time” phrase is one I said often. And then, I’m out of glory to re-roll the fights I can enter and I get fights I know I can’t win… And then I win one by the skin of my teeth.

I’m quite curious what the other gameplay types and modes are going to be. Those who you can see on the roadmap of this game.

This game is the excellent game for one or two quick rounds and can is even fun for longer play sessions. The balance of between being not repetitive and repetitive is small but currently the game is balacing on it just fine. Especially, since you have to fight with different weapons and a unique battle system that is so much fun once it clicks.

For seven years?!

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This game has been under development for seven years. Most of it is done by Jordy Lakiere, and it’s really impressive. For example, the amount of detail in the visuals is mind-blowing. The game looks wonderful and runs extremely well. In the options’ menu, you can set your max frame rate to 60FPS or 120FPS, and let me tell you that this game runs extremely smooth. My gaming desktop is getting rather old, but I didn’t have any big frame drops or lag in this game.

The effects and animations used in this game are also superb. There are a lot of weapons & shield combinations, and they all have unique animations. Something I really like is how the game slows down when you are going to make a strong hit or about to kill an enemy. Sometimes the blood animations might be a bit overboard, but then again… It feels quite rewarding when you kill that one annoying enemy with that big shield that’s blocking all your attacks since the start of the match.

The only minor complaint I have about the visual presentation is that in team battles, it’s a bit unclear sometimes who is on your team and who isn’t. This issue is mostly present in nighttime arenas where visibility is lower or when the other fighters aren’t wearing a lot of armor. Due to your teammates following you, I sometimes mistook my allies for enemies. And that negatively impacts your rewards. But on the other hand, it can be a balancing thing.

In terms of audiovisual presentation, the game is also pretty good. The music is a joy to listen too but the sound effects and sound design really adds to the atmosphere. There are a few things I’d improve on. First, I’d change the sound effect when you don’t have enough gold to purchase an item to a more “error-y” sound effect. It’s a bit “basic” and didn’t communicate the message always. Maybe add a little visual animation as well instead of only a message in the left corner.

Secondly, I think the sound effects of the weapons breaking and/or throwing should be polished up. Quite often when I was playing a character with a spear, I didn’t realize I have thrown my weapon. I feel that those sound effects get a bit too lost into the gameplay and doesn’t communicate with the player enough when you are unarmed.

And finally, I feel like the pause menu should have music as well. Since, it’s quiet, and I find that a bit boring. It could also be a great sound test when you are in the options’ menu.

Something I really like is how this game has an in-game menu to report bugs. It’s easy to use and helps the developer to quickly gather bug reports and things that the players don’t like.

Speaking of which, here are a few things I’d change and/or improve:

  • You can only see the week you are on, on the battle select screen. Why not show it over the whole screen?
  • The music doesn’t “follow up” with each other. Sometimes there is a silence gap when one track fades out and another one fades in.
  • What is “mouse X” and “mouse Y” in the keybind menu? Is that moving up and down / moving left & right? And how would you rebind that?
  • Make it easier to compare stats of armor. Since, sometimes I had to write things down or take a quick screenshot.
  • Buying an item is only possibly when you click on the icon. It also only shows the stats when you hover over it. Why not the whole box?
  • Why not have items of different status like Legendary have a special color around the icon box? It’d be easy to swap things around from your storage to your character.
  • During the game, I’d change the option in the pause menu of “Save & Quit” to “Save & Quit to main menu”. Since, that’s what happens. You don’t quit the game.

Most of those are polishing suggestions. Now, the roadmap promises more gamemodes and more things that can happen… which is all fine and amazing to look forward too. But I hope to developer doesn’t forget that sometimes it’s not about the amount of content but about the quality of the content. That’s what I sometimes forget when writing as well. I sometimes forget to make sure I still enjoy writing and write good and informative articles instead of trying to push out one a week to have more articles.

Overall, I really enjoyed my time while playing this game. I took me a battle or two to “get used” to the game but then the game hooked me. If you enjoy action simulation games or just want to try something different… This game is excellent. The game is also still in development, so more content is going to come in the future. The game is also fairly priced at 22€ here in Belgium and with the amount of polish and content there is already here, it’s a steal. The developer is also very open in his communication. I mean, look at this massive thread about the received feedback and what he is going to do with it moving forward. So, the fact he is talking about addressing a lot of the current feedback in the first patch(es), is amazing.

I think I may revisit this game on my blog after a while, when there are more patches out to see how the game evolved. Since, this is a game to keep your eye on. I’m so glad that Jordy reached out to me to try his game since it’s a real indie gem and I can’t wait to see what he is going to do next with it.

And with that said, I have said everything I wanted to say about this game for now. This amazing gem of a passion project game that’s worth your time if you enjoy action fighting games with unique mechanics. 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, but until then, have a great rest of your day and take care.

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

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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.

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Run from the_Kovic
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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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:

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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.

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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.

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

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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:

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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.

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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.
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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.

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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.

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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.

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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.

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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.

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Yes, I’m taking screenshots of the YouTube upload
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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.

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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.

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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.

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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.

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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”.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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)

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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:

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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.

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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.

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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.

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This is how Molotok got the ladder snipe:

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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:

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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.

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It basically looks like this, done by Molotok

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

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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.