Probably my favorite speed running channel. I love the 3d models explaining the routes. I only hope we have given enough support to keep this channel going.
bro your production is on another level i've got to the point where i will drop everything to watch your vids when i get the notif keep up the good work homie!
Can't get over the level of the presentation in this video. I am so impressed by the models and editing used to show stages, level progression, explain the game's movement and compare strategies. It's all so top-notch! I picked this game up from a pawn shop for loose-change, and didn't really enjoy it, but you have made it incredibly fascinating. I was hooked on this video from start to finish!
I feel like the end crash on the U.S. version should be accepted for runs, especially since there's simply no way to circumvent it in Any%. I don't think the Infernal Machine end softlock is quite equivalent, since there the softlock is entirely dependent on how you play the final level - it's fair to rule the softlock invalid as a community, since all it really means is that you have to avoid causing the softlock. With Lode-Runner 3D, however, there is no avoiding the crash unless you just play an entirely different category - since gameplay has ended (if only just barely) when the game crashes, the run *is* effectively complete, even if it doesn't *feel* like it emotionally. The level 99 crash on the JPN version sounds so much more frustrating and disheartening to deal with, so I think personally I would choose to run the U.S. version if I were to ever pick the game up as a speedrun. (I think I'll certainly at least try the game out casually - seems like something of a hidden, if rough, gem.) That all aside, fantastic video - you're one of my absolute favorite speedrun video creators, always enjoy seeing the Blender animations used to illustrate the routes and specific elements of the games (and having messed around just a bit with scene ripping recently, boy, I do not envy the work you certainly have to do in piecing together the rips, especially when they don't come out clean) and the narration is at once informative and relaxing. Great to pay rapt attention to on a first watch, and just as great to wind down with at night on repeat watches. Always excited to see a new upload from you!
im not involved in the community or anything, but the only flaw i see with this logic is that, for all anyone knows (i think), the crash in this game **could** be just as preventable as the one in indy64. and maybe eventually the culprit is found, and it can be avoided. if that happened, you would suddenly have to retroactively figure out what to do with all these legacy runs that abused it in the past.
@@nathanisbored I get that - I think in that case, though, that's not really something you can account for in the now, and in the meantime you're left with a choice between a version where you're unlikely to crash before the end but will always crash at the exact end of gameplay, and a version where the ending will always work, but you risk a crash just before that can potentially be bad enough to effectively brick your cart. You're already picking your poison, and that's before accounting for the fact that your option for switching versions is to either purchase the other regional version *and* the means to play it if you don't already have one (whether modding your console or getting an official console from the correct region), or to purchase an Everdrive/flashcart. Neither are necessarily big problems (at least at the time of writing), but *are* still barriers to entry for an already obscure game, if we're worrying about the accessibility of a speedrun for a very obscure N64 game. I'm not really in the community for any of these games, so I'm hardly the arbiter of much here, just kinda shooting the shit - my gut feeling here, in the event the ending crash is allowed but later discovered to be circumventable, is that what you do at that point is probably going to depend heavily on the amount of time that's passed between ruling the crash 100% legal and discovering the workaround. If it happened within the year, I think it'd be reasonable to re-evaluate the runs more carefully and potentially rule them invalid. If it happened several years after, I think the move would be to either push the old runs to a EndCrash% category, or just to accept that the end crash is an acceptable enough way to end the game and make no changes. Since currently there's no route difference between the US and JPN versions, I think allowing the crash is perfectly reasonable - in the event a way to circumvent the crash is found *but* it's enough to make the US version for sure slower than the JPN version, that'd be another point against changing the rules to retroactively disallow the end crash as a viable end point (though there might be an argument that the JPN version is already at enough of a disadvantage otherwise with the pause glitch differences and potentially catastrophic level 99 crash). It's an interesting problem to think about, either way - I'm just the type to err on the side of allowing this sort of thing when there isn't any clear advantage being granted because of it. It could go either way, I think, especially since the reality of the community is that the two runners with the most active history are both already playing the JPN version and more informally agreeing that the end crash isn't a satisfying enough conclusion to the run for them.
@@EggmanDrCuckooMan i like the idea of an endcrash category, although you might as well just invent that now rather than wait until it becomes necessary. and then any endcrash runs that happen to accidentally finish could be submitted as any%. in the meantime endcrash could be the main category. just kinda spitballing, i have no authority or stake in this
@EggmanDrCuckooMan and @nathanisbored thanks for you inputs! It's very nice to see some different perspectives on this stuff as it's a somewhat unique problem. PS @nathanisbored since you are here, do you remember when we raced a few levels in this game back in the day? good times
I think the cart-bricking is a huge issue considering it's already am obscure game, it will only get more expensive if speedrunners start inadvertently destroying the few(?) copies left, and if emulator runs or runs that crash @final input aren't going to be accepted, that's going to be a risk. Speedrunning will only get bigger, and obscure runs will only get more runners as time goes by, and not all of those runners are going to read and follow all the literature before they try their hand at running.
Great video. I used to rent this game from Blockbuster as a kid and I never knew how deep it could be. Also, those monk enemies terrified me for some reason lol
Whoa! Another Video from my favorite speed running channel so soon! This is awesome dude. Hope you are doing well and thank you so much for your content!
Bro please keep this style of content up- it is only a matter of the algorithm gods deciding to bless your channel one day before these videos kick off a career for you. Higher quality than any other speedrun channel imo 🙌
I love your chill vibes. Great video as always. These videos serve as a big inspiration to run games that have a small community or don't have it at all (for DS games it happens too)
is that actually a hot take ? out of all the speedrunning documentary channels I know, oneshorteye and osukarui are the only ones that seem to put a lot of effort in their videos, everyone else just makes world record montages where they just spend 5 minutes showing you a list of dates and names with hastily put together speedrunning clips, barely ever taking the time to talk about the technicalities of the run
Love your videos man! Nice surprise to see a video so a quickly after your last one. I know how much effort you put into these so don't kill yourself trying to upload, will always tune in when you post a new one.
I, for one, would have loved hearing about more of those cool little things. I honestly don't think you need to worry about the length of your videos - long-form videos actually perform quite well these days and I guarantee you won't hear your audience complaining about having more content.
Great video! Never looked into this game so it was fun learning about all the tech for the Speedrun! The NA vs JP version is a tricky question. I think the best option is to choose what’s easier and more accessible to runners, since that would be healthy for the game’s community. So I would say allowing the softlock in the NA version would be better, since you don’t have to risk 40% of your runs dying to a crash. At least with the other version you’re guaranteed to finish the run, just skipping the credits essentially.
Another great video man, the pause glitch to skip the bonus worlds is pretty cool. Could you maybe skip going back out to the hub if you select restart level instead of return to hub during it? That'd save like 2 loading screens right?
A secret world record! Never seen anything like that before. Glad you were able to uncover that! Shame this game is apparently riddled with game breaking bugs, damn.
Hi Osukarui, I have been a sub since your first video. First of all, I do not do speed runs, nor do I follow speedrunners. I am here to say, thank you for making this content and I am proud to be one of your first subscribers. I wait with anticipation for your new videos, and wish you all the best in your TH-cam journey!
Is there any way to on the YS version tell by the save file if the game is considered beaten is your were to relaunch after hardlocking in the last level?
Ah, okay. I don't have any skin in the game, but accessibility trumps all, so I would recommend using the US version for the long term health of the game.
Only the bricked cartridge one, that I show in a screenshot in the video, that goose did. But since I released the video, there has been a bit of discussion about the crash and we might start looking into it more now, and trying more scientific ways to figure this stuff out. If you are interested or have any suggestions, feel free to join the discord (linked in the description).
Couldn't you play even less levels by forging the 4 level keys instead? e.g. Why skip the 5th elevator in world 4 which has a key at 3 instead of skipping the 1st elevator in world 4 which has a key at 4? Wouldn't that save a level?
The levels really differ in length so often, three levels in one elevator might actually be longer than 4 levels in another one. We always skip the elevators that take the longest time to finish. But yes, it's true, the level count could be taken lower if you wanted.
Probably my favorite speed running channel. I love the 3d models explaining the routes. I only hope we have given enough support to keep this channel going.
He better keep making videos because it feels like I'm on the ground floor of a soon to be 500k sub channel
bro your production is on another level
i've got to the point where i will drop everything to watch your vids when i get the notif
keep up the good work homie!
Can't get over the level of the presentation in this video. I am so impressed by the models and editing used to show stages, level progression, explain the game's movement and compare strategies. It's all so top-notch! I picked this game up from a pawn shop for loose-change, and didn't really enjoy it, but you have made it incredibly fascinating. I was hooked on this video from start to finish!
I feel like the end crash on the U.S. version should be accepted for runs, especially since there's simply no way to circumvent it in Any%. I don't think the Infernal Machine end softlock is quite equivalent, since there the softlock is entirely dependent on how you play the final level - it's fair to rule the softlock invalid as a community, since all it really means is that you have to avoid causing the softlock. With Lode-Runner 3D, however, there is no avoiding the crash unless you just play an entirely different category - since gameplay has ended (if only just barely) when the game crashes, the run *is* effectively complete, even if it doesn't *feel* like it emotionally. The level 99 crash on the JPN version sounds so much more frustrating and disheartening to deal with, so I think personally I would choose to run the U.S. version if I were to ever pick the game up as a speedrun. (I think I'll certainly at least try the game out casually - seems like something of a hidden, if rough, gem.)
That all aside, fantastic video - you're one of my absolute favorite speedrun video creators, always enjoy seeing the Blender animations used to illustrate the routes and specific elements of the games (and having messed around just a bit with scene ripping recently, boy, I do not envy the work you certainly have to do in piecing together the rips, especially when they don't come out clean) and the narration is at once informative and relaxing. Great to pay rapt attention to on a first watch, and just as great to wind down with at night on repeat watches. Always excited to see a new upload from you!
im not involved in the community or anything, but the only flaw i see with this logic is that, for all anyone knows (i think), the crash in this game **could** be just as preventable as the one in indy64. and maybe eventually the culprit is found, and it can be avoided. if that happened, you would suddenly have to retroactively figure out what to do with all these legacy runs that abused it in the past.
@@nathanisbored I get that - I think in that case, though, that's not really something you can account for in the now, and in the meantime you're left with a choice between a version where you're unlikely to crash before the end but will always crash at the exact end of gameplay, and a version where the ending will always work, but you risk a crash just before that can potentially be bad enough to effectively brick your cart. You're already picking your poison, and that's before accounting for the fact that your option for switching versions is to either purchase the other regional version *and* the means to play it if you don't already have one (whether modding your console or getting an official console from the correct region), or to purchase an Everdrive/flashcart. Neither are necessarily big problems (at least at the time of writing), but *are* still barriers to entry for an already obscure game, if we're worrying about the accessibility of a speedrun for a very obscure N64 game.
I'm not really in the community for any of these games, so I'm hardly the arbiter of much here, just kinda shooting the shit - my gut feeling here, in the event the ending crash is allowed but later discovered to be circumventable, is that what you do at that point is probably going to depend heavily on the amount of time that's passed between ruling the crash 100% legal and discovering the workaround. If it happened within the year, I think it'd be reasonable to re-evaluate the runs more carefully and potentially rule them invalid. If it happened several years after, I think the move would be to either push the old runs to a EndCrash% category, or just to accept that the end crash is an acceptable enough way to end the game and make no changes. Since currently there's no route difference between the US and JPN versions, I think allowing the crash is perfectly reasonable - in the event a way to circumvent the crash is found *but* it's enough to make the US version for sure slower than the JPN version, that'd be another point against changing the rules to retroactively disallow the end crash as a viable end point (though there might be an argument that the JPN version is already at enough of a disadvantage otherwise with the pause glitch differences and potentially catastrophic level 99 crash).
It's an interesting problem to think about, either way - I'm just the type to err on the side of allowing this sort of thing when there isn't any clear advantage being granted because of it. It could go either way, I think, especially since the reality of the community is that the two runners with the most active history are both already playing the JPN version and more informally agreeing that the end crash isn't a satisfying enough conclusion to the run for them.
@@EggmanDrCuckooMan i like the idea of an endcrash category, although you might as well just invent that now rather than wait until it becomes necessary. and then any endcrash runs that happen to accidentally finish could be submitted as any%. in the meantime endcrash could be the main category. just kinda spitballing, i have no authority or stake in this
@EggmanDrCuckooMan and @nathanisbored thanks for you inputs! It's very nice to see some different perspectives on this stuff as it's a somewhat unique problem.
PS @nathanisbored since you are here, do you remember when we raced a few levels in this game back in the day? good times
I think the cart-bricking is a huge issue considering it's already am obscure game, it will only get more expensive if speedrunners start inadvertently destroying the few(?) copies left, and if emulator runs or runs that crash @final input aren't going to be accepted, that's going to be a risk. Speedrunning will only get bigger, and obscure runs will only get more runners as time goes by, and not all of those runners are going to read and follow all the literature before they try their hand at running.
Hooray! More high quality content from osukarui!
Great video. I used to rent this game from Blockbuster as a kid and I never knew how deep it could be. Also, those monk enemies terrified me for some reason lol
always happy hearing your voice and enthusiasm for unpopular N64 games!
This is sweet. We need more documentation of speed runs. So easily is it lost to the winds of the internet.
Graphics are top notch.
The production on this is video is amazing. Keep up this level of quality and I’m sure you will find your audience soon enough!
Whoa! Another Video from my favorite speed running channel so soon! This is awesome dude. Hope you are doing well and thank you so much for your content!
Bro please keep this style of content up- it is only a matter of the algorithm gods deciding to bless your channel one day before these videos kick off a career for you. Higher quality than any other speedrun channel imo 🙌
I love your chill vibes. Great video as always. These videos serve as a big inspiration to run games that have a small community or don't have it at all (for DS games it happens too)
This is really impressive! I always love hearing peoples thought processes when it comes to learning and improving. Keep up the good work.
Right after I introduce myself to new people I also introduce them to this channel. Always an audible gasp when I see you post!
If I learn someone likes speedrunning videos, I send them one of his videos. They are always astounded by the spectacular presentation
Glad your channel got recommended. Love the breakdown of glitches, record progression, etc. in some of the more obscure games. You've got another sub!
finding strats, skips and glitches is the best, I love hearing all about it in such detailed and well made videos, excited for the next one
That was probably the fastest production video that you've made. Great stuff!
Loder runner drom my childhood + n64 + speedrun coverage from you = holy trinity:-D
always a great day when Osukarui uploads !
Always amazing production and work on your videos!
Nice documentary.
Maybe a hot take: Osukarui > Summoning Salt
Agreed.
is that actually a hot take ? out of all the speedrunning documentary channels I know, oneshorteye and osukarui are the only ones that seem to put a lot of effort in their videos, everyone else just makes world record montages where they just spend 5 minutes showing you a list of dates and names with hastily put together speedrunning clips, barely ever taking the time to talk about the technicalities of the run
Love your videos man! Nice surprise to see a video so a quickly after your last one.
I know how much effort you put into these so don't kill yourself trying to upload, will always tune in when you post a new one.
The story in this video is fascinating. I did not expect this many twist and turns.
I, for one, would have loved hearing about more of those cool little things. I honestly don't think you need to worry about the length of your videos - long-form videos actually perform quite well these days and I guarantee you won't hear your audience complaining about having more content.
Great video! Never looked into this game so it was fun learning about all the tech for the Speedrun! The NA vs JP version is a tricky question. I think the best option is to choose what’s easier and more accessible to runners, since that would be healthy for the game’s community. So I would say allowing the softlock in the NA version would be better, since you don’t have to risk 40% of your runs dying to a crash. At least with the other version you’re guaranteed to finish the run, just skipping the credits essentially.
Flott video gjamli. Það ætti ekki að vera valid run ef leikurinn crashar á last frame! JP version supremacy.
This was quite the nice, chill, video..... just like you say the speedgame is. really enjoyed this one
Another great video man, the pause glitch to skip the bonus worlds is pretty cool.
Could you maybe skip going back out to the hub if you select restart level instead of return to hub during it? That'd save like 2 loading screens right?
gg indeed!!!
Amazing video-editing. And amazing script... like... just an amazing video with great quality!
hyped for a spiderman n64 video, love that game and love your videos
A secret world record! Never seen anything like that before. Glad you were able to uncover that! Shame this game is apparently riddled with game breaking bugs, damn.
This video deserves >100k views.
Thank you for the great videos. The Algorithm will bless you soon. It just has to.
Your animations are extremely polished!
GG just finished watching, LOL ThaBeast in the video!! great guy. GG Osucarui!!
I missed a bit... Can timestamp me to ThaBeast part?
@@tim.martin 29:24 the man!
yeah, Thabeast had a lot of trouble with all the crashing in the game. Thanks for the GGs
@@osukarui Maybe ill come to the boards of your games, but ive got 7 plans to fullfill first
Love your Videos. Congratz on the output flow :)
Keep up the good work
Goose is a time traveler who used this video to secure the WR before both of you.
Yo sweet a new video! This is gonna be a treat.
Wow so soon after the last one, color me pleased
sorry babe, you're on your own, new osukarui just dropped
always a good day when you upload!
I remember renting this as a kid!!! I did not have a good time lol, too tough for my pea brain.
Hi Osukarui, I have been a sub since your first video. First of all, I do not do speed runs, nor do I follow speedrunners. I am here to say, thank you for making this content and I am proud to be one of your first subscribers. I wait with anticipation for your new videos, and wish you all the best in your TH-cam journey!
can always start running now :D :D
Wake up babe, new osukarui video just dropped
Also finishing a game would always mean CREDITS ROLL, so I'd say it doesn't count if it crashes.
Criminally small amount of views very well done
Great stuff, as always!
ur back!!!
I enjoy these would like them a little longer around 1 hr good to sleep to
I'm your biggest fan osukarui!!!
Is there any way to on the YS version tell by the save file if the game is considered beaten is your were to relaunch after hardlocking in the last level?
Ah, okay. I don't have any skin in the game, but accessibility trumps all, so I would recommend using the US version for the long term health of the game.
I would like to see a progression on Glover for N64
Have you reproduced the crashes on either emulation on PC or console or MiSTer FPGA?
Only the bricked cartridge one, that I show in a screenshot in the video, that goose did. But since I released the video, there has been a bit of discussion about the crash and we might start looking into it more now, and trying more scientific ways to figure this stuff out. If you are interested or have any suggestions, feel free to join the discord (linked in the description).
Doing God’s work. 🙏
Top stuff
Couldn't you play even less levels by forging the 4 level keys instead? e.g. Why skip the 5th elevator in world 4 which has a key at 3 instead of skipping the 1st elevator in world 4 which has a key at 4? Wouldn't that save a level?
The levels really differ in length so often, three levels in one elevator might actually be longer than 4 levels in another one. We always skip the elevators that take the longest time to finish. But yes, it's true, the level count could be taken lower if you wanted.
Just play the last cutscene on TH-cam, problem solved :P
Jet Force Gemini when?
puzzle mcgee
more like lode screen
First
Talk faster
Just watch on a faster speed.
OSUKARUUUUUUIIIiiii 🫨👍👍 BRB for some pizza and more coffee!! GGG!!!