[WR] Duke Nukem: Time to Kill Any% Speedrun (35:53 RTA / 31:01 IGT)

Bai
Bai
26.6 هزار بار بازدید - 5 سال پیش - A very nice improvement, pushing
A very nice improvement, pushing the game to sub-36. Many thanks to WagnerBrasil for discovering the Duke Hill Skip that can save around 90-100 seconds if done quickly (5:32 in the video) and also for making me realize I was a dummy and should've used death warps more often. The one in Pig Factory I figured out on my own, but the other extra ones are his work. Time to Kill has a death warp now after the last crystal, so for optimal results you want to reach the last crystal with around 10-15 health. (3:52) Duke Hill gets ignored with the new skip (5:32) - however this means we have 100 less Gatling Gun ammo - this will get remedied at the end of Gold and Guns Miner 69er is the same as it was before, as is The Reaper. Gold and Guns has one death warp saving the backtracking after the last gun - it also means not picking up the Atomic Health next to the Jetpack.(11:00) Obey or Die has one small death warp after the first crystal. I threw the bomb with too much force so I had to use two. (13:16) Family Jewels has a death warp after the first jewel, saving on having to swim around the whole castle. (16:20) Resistance Is Feudal went really well this time, with an almost sub-3 time. Holy Terror has no changes. During Wing'ed Death I accidentally picked up a crossbow so I tried to get rid of it right there - shame all the shots missed. Pig Factory death warping eliminates the RNG associated with how many times Duke turns the valve, which is very handy. (26:40) Hog Heaven has one additional death warp after the second skeleton key.(28:40) Let the Games Begin went pretty bad, both the arena and then dying needlessly near the end. Blood Baths is still the same thing, as is Moloch the Gatekeeper.
5 سال پیش در تاریخ 1398/11/12 منتشر شده است.
26,630 بـار بازدید شده
... بیشتر