Type: HDD
Tracks: 16
Sides: 16
Sectors: 63
Total Sectors: 16128
MD5: ef6059f0f935086c8128faa388b0fa21
Entry: N/A            N/A                                      25 /)
Entry: 19900101000000 4c9176ce7bb861e591c6bd2525e6d547         44 /CTLPANEL.CK3)
Entry: 19900101000000 3f7c08d71323b77707e0a771dcee3eaa      19216 /EGAHEAD.CK3)
Entry: 19900101000000 075d605deb211396e55b84dc8f774dd7     116800 /EGALATCH.CK3)
Entry: 19900101000000 815739653172d23c3fc839e80c111126      43840 /EGASPRIT.CK3)
Entry: 19900101000000 47ec73f0d727e756c9158b988a3f9a08      18480 /FINALE.CK3)
Entry: 19900101000000 47dfb892bd52f370f5ae11934ac360f0      61619 /KEEN3.EXE)
Entry: 19900101000000 c5ea5d1e9797c14182afbc18aba63ba8       1830 /LEVEL01.CK3)
Entry: 19900101000000 a85b95783ad529fca87d07a7dcf7a23e       2366 /LEVEL02.CK3)
Entry: 19900101000000 8cc6b40384d9c31b280a2aa0f025f958       2572 /LEVEL03.CK3)
Entry: 19900101000000 76c92ee97b119c416fd692e8fe40a00c       5978 /LEVEL04.CK3)
Entry: 19900101000000 95ccd6db3c44e6758145136eb8138299       5252 /LEVEL05.CK3)
Entry: 19900101000000 ffb27e921840f672ad1b4af19eda1c1d       1226 /LEVEL06.CK3)
Entry: 19900101000000 b7f4590036b56ad6fbeeba1ecb520651       3074 /LEVEL07.CK3)
Entry: 19900101000000 e1a736a399c001b271d894ef1b380aae       7226 /LEVEL08.CK3)
Entry: 19900101000000 40ece39678d0f0379bee8f2f6529b0ae       9288 /LEVEL09.CK3)
Entry: 19900101000000 f06342986c7643f31e53328f9b8bcdd1       2736 /LEVEL10.CK3)
Entry: 19900101000000 9b8429fd7aea5a458f2bd45339a87fb7       1624 /LEVEL11.CK3)
Entry: 19900101000000 0c5217fda750948f21b940a537acccf2       3048 /LEVEL12.CK3)
Entry: 19900101000000 ec34832741ef08ee787880d69748f07c       6172 /LEVEL13.CK3)
Entry: 19900101000000 1da7d7388b4e284fd71c16b229c8b689       3130 /LEVEL14.CK3)
Entry: 19900101000000 8a0d0903810b5a3fc704f6bfbf86b2a8      11018 /LEVEL15.CK3)
Entry: 19900101000000 dd7716d8f6ff4f0f44d2a923fc7278f3        944 /LEVEL16.CK3)
Entry: 19900101000000 6082480ce083fe86663fea3753feea5c       6054 /LEVEL80.CK3)
Entry: 19900101000000 11af6e2eeeeffe639fe48707c4757aba        320 /LEVEL81.CK3)
Entry: 19900101000000 9e2ef055188ec4fbee75a9ead1cfc1c9       1424 /LEVEL90.CK3)
It's Commander Keen 3! Released in 1990, this is the final game in the Vorticon trilogy, using the same engine as Keens 1 and 2. While there are 16 levels total, only 3 are required to beat the game. In RTA timing this run takes 1:37.68 and beats the cancelled run by 30.39 seconds (which is, to be fair, saved partially in the setup time).

Gameplay

Keen keeps his trusty pogo, which allows him to reach much greater heights than his normal jump. The "impossible pogo trick" is used extensively, which simply allows for a maximum height jump directly from the ground instead of having to land and jump with the pogo already equipped. The pogo's jump height can also be controlled by holding the jump button. The tradeoff for using the pogo is worse horizontal acceleration, so there will be a lot of switching to optimize the speed. A strange quirk about this engine is that Ctrl jumps, Alt toggles the pogo, but pressing them both together fires Keen's blaster, which can be awkward.

Level comments

Valden Park

The bulk of the challenge in this run is the beginning of this level, which is basically an RNG gauntlet. The enemies are extremely random and the only practical way to manipulate them is to change the initial RTC time. I'm extremely happy with this section, several things went correctly here:
  • The Vorticon in the first building didn't drop down in front of Keen.
  • In the taller building, the 2nd floor Vorticon stayed all the way to the left. This allows Keen to slip through without killing it. It's VERY important that I don't use a shot on this guy for reasons I'll explain later.
  • On the 3rd floor, the Vortimom not only kills the guard but stays far enough out of the way. You can actually get boosts off of her since she doesn't kill on contact and instead pushes you away. I tried using her to clip through the ceiling, which worked, but was slightly slower unfortunately.
  • The 4th floor Vorticon stays far enough to the left for Keen to barely squeeze by.
As far as ammo management goes, the only ammo collected are the 2 shots in the clouds. Since you start with 5 shots, this gives 7 total - exactly the amount required to kill the final boss! For this reason it's imperative not to use any ammo on the first 2 levels because it avoids a lengthy detour to pick up extra. The rest of the level is straightforward. The Meep (green singing dude) can be boosted off for a gain of a couple frames. I should also mention that the speed and position when Keen gets to an exit door doesn't change the exit time, the only factor is when Keen touches the ground in front of the door.

Caves of Oblivion

The Caves are actually not completable the "normal" way due to a map design error making the last cave section unreachable (either a really dumb oversight or they are huge jerks). Thankfully the cave can be passed over for a quick exit. This level is mostly small optimizations. The jumps are shortened as much as possible on the way up and the amount of jumps after the cloud is minimized.

Mangling Machine

To defeat the final boss, the 6 sparks must be destroyed and then the heart must be shot. The timing for the crusher cycles is very tight and barely doable for a TAS. The bottom sparks can also be an issue because they'll get blocked by the arms, but the timing works out there as well. The Meeps and zappers aren't a problem, thankfully.

Nach: Dumb oversight? You need to learn to read your standard galactic alphabet, Mortimer McMire would insist. Even without, two exits man, two exits.
In any case, this was a nice run. Not much feedback, but voting was decent. Accepting as first run for this game.
RGamma Publishing...


TASVideoAgent
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Patashu
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Posts: 4045
Dat Vorticon RNG manip
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 4/3/2005
Posts: 575
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This is the worst Commander Keen game, and you make it look good. Farewell, Mortimer!
No.
mklip2001
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Posts: 2227
Location: Georgia, USA
The game seriously had a required stage where the intended route was blocked? That's a really dumb bug / lack of playtesting, like that one stage in Battletoads that Player 2 can't finish. This is a short run, but unlike Keen 6, the shortness isn't due to glitches, so it's less entertaining. Good boss fight work, but this is a Meh entry in the Keen series. Nice job running it though.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Joined: 3/9/2009
Posts: 530
mklip2001 wrote:
The game seriously had a required stage where the intended route was blocked? That's a really dumb bug / lack of playtesting, like that one stage in Battletoads that Player 2 can't finish.
That's highly debatable. It's not like the alternate exit he uses is some glitch. It's a valid exit coded into the game. The 'normal' exit requires traversing a gigantic maze, collecting a bunch of key cards, and then when all the doors are opened, the door itself is blocked by spikes. So if you could get to that area, there's no way to get through the door. Here's a map. http://www.shikadi.net/keenwiki/File:Ck3lv15.png What's blocking the area itself is the 1 block high gap on the bottom left, but the spikes past the doors make it impossible as well. It's very likely that the 1 block gap is a design oversight, but it's hard to call the spikes an oversight. It's more likely just supposed to be frustrating (there are also next to no bonus items in the maze while the rest of the game is full of them) and force the player to think outside the box and go around the maze instead of through it. You could also see that it was impossible to get through the exit from the alcove above it, which was accessible. That said, Keen 3 was full of bugs. Half of another stage was fully designed but there was no way to reach it.
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Note that the sign right at the beginning of the level says "go up", which also suggests that going over the mountain was in fact the intended path and everything else is a big red herring. (yes, it's in a substitution cypher, but if you'd bought the game then you would have received the key; the game is full of this kind of signs, too) Oh yeah, and the game's blurb refers to the penultimate level as "the impossible maze of the Caves of Oblivion". You should take that literally.
mklip2001
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Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Oh, nice point. I didn't think about a cypher. (I played some Keen growing up, but I didn't have this game.) Thanks for the info, Tangent and Radiant!
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Pokota
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Joined: 2/5/2014
Posts: 779
Tangent wrote:
mklip2001 wrote:
The game seriously had a required stage where the intended route was blocked? That's a really dumb bug / lack of playtesting, like that one stage in Battletoads that Player 2 can't finish.
That's highly debatable. It's not like the alternate exit he uses is some glitch. It's a valid exit coded into the game. The 'normal' exit requires traversing a gigantic maze, collecting a bunch of key cards, and then when all the doors are opened, the door itself is blocked by spikes. So if you could get to that area, there's no way to get through the door. Here's a map. http://www.shikadi.net/keenwiki/File:Ck3lv15.png What's blocking the area itself is the 1 block high gap on the bottom left, but the spikes past the doors make it impossible as well. It's very likely that the 1 block gap is a design oversight, but it's hard to call the spikes an oversight. It's more likely just supposed to be frustrating (there are also next to no bonus items in the maze while the rest of the game is full of them) and force the player to think outside the box and go around the maze instead of through it. You could also see that it was impossible to get through the exit from the alcove above it, which was accessible. That said, Keen 3 was full of bugs. Half of another stage was fully designed but there was no way to reach it.
Even ignoring the SGA, the point items in the stage are all the "rare" top-tier 5k-apiece items. There's no way this stage wasn't deliberately made like this. Especially with the cache of ammo near the achievable exit.
Adventures in Lua When did I get a vest?
Joined: 1/27/2014
Posts: 181
I enjoyed the game. :) Thank you for TASing this!
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Posts: 4038
Very smooth, and so short that I watched it twice. I add my thanks for TASing this to electricslide's. Yes vote!
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2851] DOS Commander Keen: Episode 3 - Keen Must Die! by slamo in 01:38.49
Zucca
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Nice skipping of the cave/mountain.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
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Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x: Direct Downloads: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p Torrents: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
I'm not as active as I once was, but I can be reached here if I should be needed.