Psychotoxic - Segmented Speedrun in 53:04 by Dimon12321
This is a speedrun that shows the fastest competition of Psychotoxic: Gateway to Hell from start to finish in 53 minutes and 4 seconds (WR). It consists of 167 segments.
Please, turn on the english subtitles to read stage-by-stage comments! Description is limited with 5000 letters, so I can't explain it here.
Each stage was completed by separate parts, so you won't see my mistakes, messes around and other actions that waste time. Moreover, I have editted the speedrun in such a way that you see a solid walkthrough, without interruptions caused by saves.
Goal highlights:
- Aims on in-game time (aiming on real time results in adding the loadings of my savestates to the estimation time - 9 more mins of loading screens)
- Any%
- Difficulty: easy
- Uses in-game savestates
!!!------General explanations-----!!!!
-----Difficulty choice-----
There is no much difference between difficulties. The enemies just deal more damage to you. No better accuracy or quantity of enemies at stages. Playing on Hard will result in shooting enemies more often instead of concentrating on the route.
------Savestate summary------
Using the saves allows you to save you progress. They actually save a major part of game logic. When you load the save:
- the enemies keep shooting at you (like nothing has happened);
- the snow keeps falling from the moment you've saved the game;
- you keep using special abilities if you were using them at the moment of saving;
- the moments of sound effects and phrases said by people at the moment of saving.
It makes the gameplay stay the same before and after saves/loads. That's why the speedrun looks smooth.
However, the game doesn't save the side effects: blood and bullets always disappear when their lifetime is over.
---Speed features you get of loading the save:
1) If you are falling of a big height, it's reasonable to save the game just before you land. Save file doesn't record the distance you have already flown, so, after you load the state, you keep falling at the same speed, but you recieve no damage from falling because the game starts counting the falling distance from zero.
2) The game doesn't save the ammo condition inside your current clip (total amount of ammo is always saved), so it's possible to fulfil the clip by simply loading a state. In the real time play, you must wait a bit before you can collect ammo from killed enemies, so it's even more reasonable to save and load.
3) Saving makes the game to open the doors that must be opened after a certain period of time. This feature is broken in the game. By doing nothing, you can sometimes hear the door opening sound, but the door stays closed and opens much later (without animation, btw). So, this feature is also useful for a regular play, not only for a speedrun.
4) Saving the game while being tilted to the left/right and loading it allows you to look through the doors and thin walls and shoot enemies and use switches/open doors/take weapons
---Speedrun tricks----
Beside speed features of loading the saves, there are some more:
1) Like a simple 3D game, it's possible to move faster by running and strafing at the same time (2 vectors of movement).
2) When you reload your weapon, you can skip the reloading animation by switching to another weapon and back. Since I restore the clips by loading saves, this feature is unused in the speedrun.
3) In addition to slowing down the time, hourglass' force allows you to jump much further than usual. That allows you jump outside the map, for example.
4) If you touch the ceiling while runsrafing, you can stick on the ceiling and "slide" down the stairs. If the stairs is long, you may recieve damage from falling like you are falling from a height.
5) You can climb the ladder much faster if you jump right before walking into it.
----Video timecodes ----
Stage 1 (FBI H.Q): 0:24 - 2:15 (1:50.03)
2 (Dream 1): 2:27 - 3:31 (1:04.06)
3 (Dream 2): 3:37 - 6:05 (2:28.07)
4 (Parking Lot): 6:17 - 7:00 (0:42.63)
5 (Airport): 7:18 - 10:29 (3:10.23)
6 (President's Plane): 10:47 - 12:12 (1:24.47)
7 (Park): 12:29 - 16:51 (4:20.63)
8 (Dream 3): 17:05 - 18:19 (1:13.20)
9 (Brooklyn 1): 18:39 - 20:32 (1:52.77)
10 (Brooklyn 2): 20:45 - 22:26 (1:40.63)
11 (Hotel): 22:42 - 23:04 (0:22.73)
12 (Pain): 23:17 - 25:33 (2:15.53)
13 (Tower Tenko): 25:50 - 26:45 (0:54.30)
14 (Funny Bunny): 26:48 - 27:12 (0:23.93)
15 (Metro 1): 27:25 - 28:27 (1:01.43)
16 (Metro 2): 28:38 - 29:12 (0:33.27)
17 (Harbor): 29:28 - 31:42 (2:13.57)
18 (Harbor Warehouse): 31:46 - 31:58 (0:12.13)
19 (Warfog): 32:12 - 33:23 (1:10.10)
20 (Battleship): 33:36-34:33 (0:58.09)
21 (Manhattan Island): 34:38-39:39 (5:00.40)
22 (Small Bank): 39:42-39:47 (0:04.47)
23 (Deep Blue Sea): 39:53-42:35 (2:42.36)
24 (Nautilus): 42:46-43:04 (0:19.10)
25 (Bank): 43:24-44:24 (1:00.10)
26 (Museum): 44:42-47:46 (3:04.23)
27 (4th Horseman): 48:03-50:03 (1:59.16)
28 (Duel): 50:07-50:43 (0:36.20)
29 (Flight): 50:54-52:28 (1:33.73)
30 (Statue of Liberty): 52:43-53:29 (0:45.43)
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