It's a beautiful run, I bow my hat to you. I loved this game as a kid, though I was only able to finish it as an adult. But, that took much, much longer:-).
Au fond, l'affaire de Pregzt qui lance des boules de feu, ce n'était pas une si bonne idée... Je n'ai jamais battu le jeu sans voir le Profond se faire frapper par l'une d'elles! (Quoique c'était un beau détail que les boules de feu puissent leur infliger du dégât) Très bon speedrun, en tout cas.
Dude, since you answered me yesterday I thought I'll comment on this vid as well 😂 I just finished my first attempt of the AitD 1 speedrun and it took about 15 minutes (without saving and reloading of course... with that maybe 1.5 hours haha). The hardest part I thought were the arrows and the fight in the beginning... man until I had those down I think that cost me a lot of time, but I think it's a really fun game to speedrun since it's so short and simple to remember. Thanks again for inspiring me!
If you're into glitches, watch the latest run in 06:23. It's more complicated on paper but the general path is really different. Keep on the good work !
@@NintendoHardGamer I already watched it and was quite amazed how broken the game is! But generally I'm not really into glitched runs. I think the run you said was glitchless is in fact glitchless. Jumping or drinking the flask does cancel actions. It's not using glitches! Merci pour tout 😁
Impressive. I was curious to see how fast someone could play the game as a legitimate playthrough without exploiting glitches, and as the developers intended it to be played. I've played AITD 1 many times since it first came out. I see things you cut out to save chunks of time such as not shooting the Indian in the portrait, and just letting him keep shooting arrows at you. Maybe I will give this a try sometime to see if I can do it. :)
bravo, c'est carrément mon run préféré car pas de glitch. J'ai joué a ce jeu a sa sortie... étant ado ! Je connais donc un peu le jeu, vu le temps que j'y ai passé... Mais je ne rappelais pas qu'on pouvait sortir par la cave si on avait oublié d'enlevé la cale... du coups pendant 5 minutes je me demandais comme tu allais faire pour remonter...
Ahah je suppose donc que tu n'aimeras pas mon dernier run du jeu en 6 minutes 21sec, il est en effet un peu plus glitché. Cette version est en effet la plus proche de ce que donnerait un routing glitchless, encore que si je devais le modifier à l'heure actuelle je jouerais avec Emily qui est sensiblement plus rapide. C'est amusant tu n'es pas le premier à me parler de cette histoire de cale, je crois même qu'une personne m'avait dit que ça ne marchait pas sur son jeu. Pourtant il me semble avoir joué à deux versions différentes (3DO et GOG qui correspond à la version DOS si je ne dis pas de bêtise) et je n'ai jamais eu de soucis à sortir comme ça. Peut-être était-ce différent sur la version disquette ? Ou bien les gens ont malgré eux conclu que enlever la cale était nécessaire x)
Pour la cale tu as surement raison, ça se trouve c'était pas nécessaire en version d7, mais on n'a jamais pris le risque. Je l'ai déjà vu ta version 6:21, c'est intéressant, mais je préfère quand même celle-ci plus conforme a l’esprit du jeu. Mais respect pour avoir trouvé les glitchs et comment les enchainer.
J'étais pas tout seul fort-heureusement ! Nous étions trois à fouiller le jeu pour trouver des racourcis/glitchs. Cela dit et si ma mémoire est bonne, le routing de ce speedrun de 10:56 était entièrement de moi, même si c'est un de mes comparses qui m'avait motivé à chercher de nouvelles optimisations.
De mémoire, je suis à peu près certain que ce son un petit peu kitch sur les bords n'était pas présent sur la version 3DO du jeu. M'enfin quoi qu'il en soit mon micro n'est fort heureusement pas branché, on m'entendrait juste respirer, je crois que je suis plutôt silencieux quand je run x)
En tout cas beau run même si je ne suis q'un novice dans les Alone, c'est con car j'aurais grandit avec ce jeu, je suis certain qu'il ferait partie de mes jeux cultes é_è Bref en tout cas si vous trouvez de nouvelles routes pour rendre le run optimal, ce sera super ! ^^
Well, as the jump trick with the zombi-chicken this is more some kind of cancel than a glitch: drinking the flask cancels the recoil and damages ( I do take damages with the jump though). But I guess you may have a point here, it' s actually a very good question x)
I played this for hours and hours as a kid with friends participating on multiple occasions, and we could never figure out how to pass the vampires (or whatever they are) guarding the stairs... we must've been pretty dumb kids! 😏
Okay first of all, please calm down x) I guess you are right, I don't quite remember why I considered that was a glitchless run. I guess in my head it was more a "no out of bound" run. Also maybe I just thought it wasn't really a glitch. The thing is you can't take damages during this animation and I took advantage of that but it could be considerated like a "normal reaction "from the game. Same observation for the way I jump-pass the Zombie-chicken in the underground. You could easily consider it's a glitch to use the fact that taking damages does not cancel the jump animation and movement. After all from the perspective of the game nothing goes wrong, it doesn't misscalculate something, it just follows the way it's programmed. It's a really interesting thought, I'm pretty sure people discussed about that on the Speedrun.com forum dedicated to the game. Please ignore the title if it doesn't suit you. At the end, this speedrun is just an "obsolete" version of my last one when I didn't know all the other tricks.
Ty for the answer and sorry if i sounded rude was not the idea i was just surprised cuz i expected the game to be played without taking advantage of the game mistakes. I played this game back when was released and have a particular feeling for this one the whole atmosphere, enemies that couldnt be beaten...
@@cristiansibilla1132 Ahah it's alright ! Maybe you should check an older run (something like 12 minuts) still online. My first one, without the glitches for sure. I have good memories from childhood too. My sister had it on 3DO and the ambiance was really something to me back then. I'll always have a particular feeling for the ghost on the chair at 2nd floor, shaped like one of the protagonists (wich was really an intriguing detail), slowly getting up and turning into this weird bubble storm wit loud creepy sound effect as soon as you simply touched the chair. The whole thing was terrifying for me. Why does it looks like Emily ? Why are you forbidden to be too close ? What are those bubbles ? And it's not straight game over neither, you can still play the game but you know that you're gonna die if it awakes, and eventually you have no other choice but die and starting from last save. it gives an indescriptible feeling of being trapped by the game itself. I guess those "softlock" things really had impact on me and the game was full of it (ghost dancers, mirrors on 3rd floor if you break them etc...). Ahah it really is an unique game !
@@ChickenPermissionOG That is a surprising answer x) well you dont't call it a glitch or even a bug when you do it in Super Smash Bros, right ? I mean, the game just let you do that. There's no trick here, no weird input, timing or anything. You just CAN jump that way. It is an interesting point though. Technically speaking there is no conflict with the physic of the game but I guess at the very least you could say it's a visual glitch, and it would be normal to expect from the game to not letting you do that. It would be interesting to know if those platforms are programmed to be intangible from downside or if the jump is simply coded to be unstoppable no matter the hitboxes on the way. I tested a lot of thing back then and I would say it's more likely the 2nd option. But if it's just the way the game is coded, is it really a glitch ? In a sense, everything works as it should be, it's only concerning for a player adding rules that aren't really existing into the game. I do understand your point but if this is a glitch, then even when Edward runs too close to a wall and that you can see his arm pass through the wall instead of blocking againt it, it's a glitch too.
@@NintendoHardGamer its a glitch because it wasn't designed to basically jump through the floor. All glitches are faulty programming allowing you to do things that were not meant to happen.
@@ChickenPermissionOG ... Except you don't know that. You don't know if they forgot, if they didn't know how to handle this jump situation or if they just thought "oh, nevermind it doesn't break anything in the game". So at this point it's just an assumption based on the fact that in this game you are indeed not supposed to pass through things. You tell me that you're not supposed to do that in that game, my answer is: if they wanted the climbing jumps to handle hitboxes, they could have make it. It's not like the situation was very peculiar to reproduce, it's litterally there. If they tested the game a little before production, it's hard to think they didn't see that. In any case, don't worry this video isn't on speedrun com or anything anyway so whatever 8-) I'm pretty sure it won't be denied as a glitchless speedrun if I submit it though. Again, I hear what you're saying but I disagree.
It's a beautiful run, I bow my hat to you. I loved this game as a kid, though I was only able to finish it as an adult. But, that took much, much longer:-).
perfect ending: the car should turn and get back in the mansion
Au fond, l'affaire de Pregzt qui lance des boules de feu, ce n'était pas une si bonne idée... Je n'ai jamais battu le jeu sans voir le Profond se faire frapper par l'une d'elles!
(Quoique c'était un beau détail que les boules de feu puissent leur infliger du dégât)
Très bon speedrun, en tout cas.
1:39 falcon punch
Very impressive gaming skills! Bravo!
Dude, since you answered me yesterday I thought I'll comment on this vid as well 😂
I just finished my first attempt of the AitD 1 speedrun and it took about 15 minutes (without saving and reloading of course... with that maybe 1.5 hours haha). The hardest part I thought were the arrows and the fight in the beginning... man until I had those down I think that cost me a lot of time, but I think it's a really fun game to speedrun since it's so short and simple to remember. Thanks again for inspiring me!
If you're into glitches, watch the latest run in 06:23. It's more complicated on paper but the general path is really different. Keep on the good work !
@@NintendoHardGamer I already watched it and was quite amazed how broken the game is! But generally I'm not really into glitched runs. I think the run you said was glitchless is in fact glitchless. Jumping or drinking the flask does cancel actions. It's not using glitches! Merci pour tout 😁
Impressive. I was curious to see how fast someone could play the game as a legitimate playthrough without exploiting glitches, and as the developers intended it to be played. I've played AITD 1 many times since it first came out. I see things you cut out to save chunks of time such as not shooting the Indian in the portrait, and just letting him keep shooting arrows at you. Maybe I will give this a try sometime to see if I can do it. :)
The ball room was a massive time save but it made the screen shaky for the rest of the run lol
The ball room was a massive time save but it made the screen shaky for the rest of the run lol
Wow
Thats STUNNING!
The song at the end reminds me of Silent Hill music. Of course Alone in the Dark (PC) came before Silent Hell (PS).
bravo, c'est carrément mon run préféré car pas de glitch.
J'ai joué a ce jeu a sa sortie... étant ado !
Je connais donc un peu le jeu, vu le temps que j'y ai passé...
Mais je ne rappelais pas qu'on pouvait sortir par la cave si on avait oublié d'enlevé la cale... du coups pendant 5 minutes je me demandais comme tu allais faire pour remonter...
Ahah je suppose donc que tu n'aimeras pas mon dernier run du jeu en 6 minutes 21sec, il est en effet un peu plus glitché. Cette version est en effet la plus proche de ce que donnerait un routing glitchless, encore que si je devais le modifier à l'heure actuelle je jouerais avec Emily qui est sensiblement plus rapide.
C'est amusant tu n'es pas le premier à me parler de cette histoire de cale, je crois même qu'une personne m'avait dit que ça ne marchait pas sur son jeu. Pourtant il me semble avoir joué à deux versions différentes (3DO et GOG qui correspond à la version DOS si je ne dis pas de bêtise) et je n'ai jamais eu de soucis à sortir comme ça. Peut-être était-ce différent sur la version disquette ? Ou bien les gens ont malgré eux conclu que enlever la cale était nécessaire x)
Pour la cale tu as surement raison, ça se trouve c'était pas nécessaire en version d7, mais on n'a jamais pris le risque.
Je l'ai déjà vu ta version 6:21, c'est intéressant, mais je préfère quand même celle-ci plus conforme a l’esprit du jeu. Mais respect pour avoir trouvé les glitchs et comment les enchainer.
J'étais pas tout seul fort-heureusement ! Nous étions trois à fouiller le jeu pour trouver des racourcis/glitchs. Cela dit et si ma mémoire est bonne, le routing de ce speedrun de 10:56 était entièrement de moi, même si c'est un de mes comparses qui m'avait motivé à chercher de nouvelles optimisations.
GG ! Oui Enfin pas trop tot !
A un moment ont J'entends un 'bwahaha' j'ai cru pendant deux secs que c'était ta Voix :-)
De mémoire, je suis à peu près certain que ce son un petit peu kitch sur les bords n'était pas présent sur la version 3DO du jeu. M'enfin quoi qu'il en soit mon micro n'est fort heureusement pas branché, on m'entendrait juste respirer, je crois que je suis plutôt silencieux quand je run x)
En tout cas beau run même si je ne suis q'un novice dans les Alone, c'est con car j'aurais grandit avec ce jeu, je suis certain qu'il ferait partie de mes jeux cultes é_è
Bref en tout cas si vous trouvez de nouvelles routes pour rendre le run optimal, ce sera super ! ^^
Super cool and hilarious
This is still the in-bounds record :P
+Simo Vihinen Sure but now I could add the new Nightgaunt path x)
Bonjour mon ami! Puis-je créer un lien vers cette vidéo sur SRC ? Vous êtes actuellement leader dans la catégorie No Clips.
Bonjour ! Tu peux, c'est gentil d'avoir demandé x)
But isn't that trick with the flask in the picture gallery kind of a glitch?
Well, as the jump trick with the zombi-chicken this is more some kind of cancel than a glitch: drinking the flask cancels the recoil and damages ( I do take damages with the jump though). But I guess you may have a point here, it' s actually a very good question x)
I played this for hours and hours as a kid with friends participating on multiple occasions, and we could never figure out how to pass the vampires (or whatever they are) guarding the stairs... we must've been pretty dumb kids! 😏
remake wasnt great, this needs a re release on a modern game engine. good job
no glitch, wtf did u do with the indian?
Okay first of all, please calm down x)
I guess you are right, I don't quite remember why I considered that was a glitchless run. I guess in my head it was more a "no out of bound" run. Also maybe I just thought it wasn't really a glitch. The thing is you can't take damages during this animation and I took advantage of that but it could be considerated like a "normal reaction "from the game. Same observation for the way I jump-pass the Zombie-chicken in the underground. You could easily consider it's a glitch to use the fact that taking damages does not cancel the jump animation and movement. After all from the perspective of the game nothing goes wrong, it doesn't misscalculate something, it just follows the way it's programmed. It's a really interesting thought, I'm pretty sure people discussed about that on the Speedrun.com forum dedicated to the game. Please ignore the title if it doesn't suit you. At the end, this speedrun is just an "obsolete" version of my last one when I didn't know all the other tricks.
Ty for the answer and sorry if i sounded rude was not the idea i was just surprised cuz i expected the game to be played without taking advantage of the game mistakes. I played this game back when was released and have a particular feeling for this one the whole atmosphere, enemies that couldnt be beaten...
@@cristiansibilla1132 Ahah it's alright ! Maybe you should check an older run (something like 12 minuts) still online. My first one, without the glitches for sure.
I have good memories from childhood too. My sister had it on 3DO and the ambiance was really something to me back then. I'll always have a particular feeling for the ghost on the chair at 2nd floor, shaped like one of the protagonists (wich was really an intriguing detail), slowly getting up and turning into this weird bubble storm wit loud creepy sound effect as soon as you simply touched the chair. The whole thing was terrifying for me. Why does it looks like Emily ? Why are you forbidden to be too close ? What are those bubbles ? And it's not straight game over neither, you can still play the game but you know that you're gonna die if it awakes, and eventually you have no other choice but die and starting from last save. it gives an indescriptible feeling of being trapped by the game itself. I guess those "softlock" things really had impact on me and the game was full of it (ghost dancers, mirrors on 3rd floor if you break them etc...).
Ahah it really is an unique game !
Wouldn't dare speed running games where the controls abd camera angles are so bad. 😅
not glitch less
Why ?
@@NintendoHardGamer you jumped up through the bridge from the water.
@@ChickenPermissionOG That is a surprising answer x) well you dont't call it a glitch or even a bug when you do it in Super Smash Bros, right ?
I mean, the game just let you do that.
There's no trick here, no weird input, timing or anything. You just CAN jump that way. It is an interesting point though. Technically speaking there is no conflict with the physic of the game but I guess at the very least you could say it's a visual glitch, and it would be normal to expect from the game to not letting you do that. It would be interesting to know if those platforms are programmed to be intangible from downside or if the jump is simply coded to be unstoppable no matter the hitboxes on the way. I tested a lot of thing back then and I would say it's more likely the 2nd option. But if it's just the way the game is coded, is it really a glitch ? In a sense, everything works as it should be, it's only concerning for a player adding rules that aren't really existing into the game. I do understand your point but if this is a glitch, then even when Edward runs too close to a wall and that you can see his arm pass through the wall instead of blocking againt it, it's a glitch too.
@@NintendoHardGamer its a glitch because it wasn't designed to basically jump through the floor. All glitches are faulty programming allowing you to do things that were not meant to happen.
@@ChickenPermissionOG ... Except you don't know that. You don't know if they forgot, if they didn't know how to handle this jump situation or if they just thought "oh, nevermind it doesn't break anything in the game". So at this point it's just an assumption based on the fact that in this game you are indeed not supposed to pass through things. You tell me that you're not supposed to do that in that game, my answer is: if they wanted the climbing jumps to handle hitboxes, they could have make it. It's not like the situation was very peculiar to reproduce, it's litterally there. If they tested the game a little before production, it's hard to think they didn't see that.
In any case, don't worry this video isn't on speedrun com or anything anyway so whatever 8-)
I'm pretty sure it won't be denied as a glitchless speedrun if I submit it though.
Again, I hear what you're saying but I disagree.