

The secondary fire modes of Sequencer Charges (which go off when you move towards them, or when triggered by another explosion), Thermal Detonators and the Rail Detonator (which both go off after a timer, or when triggered by another explosion) can be stacked for even bigger explosive boosts. Jedi Knight has lots of explosive weapons to use for this: Thermal Detonators, the Rail Detonator, Sequencer Charges and the Concussion Rifle. Water skimming: If you jump as soon as you hit the water, you pop right back out without losing speed or taking damage from enemies, damage or kill triggers that might be in the water.Įxplosive boosting: Like in most FPSes from this era, you can use explosions to provide a boost in speed or to propel yourself further into the air than you could by jumping. With diagonal elevators, this can be used to propel yourself long distances horizontally at speed. Ramp jumping: When you are running up a slope and jump, you get more height than the normal jump, because the game just adds to your upwards velocity rather than setting it to a certain amount.Įlevator boosting: Similar to ramp jumping - if you jump off a moving elevator, your upward velocity just gets increased from what it already was when you were on the elevator. So you can run and build up speed in one direction, then turn and quickly jump (or allow yourself to fall) at a significantly different angle than you were running. Snap jump/snap fall: When you look left or right with the mouse, your velocity stays the same relative to where you're looking.

The same technique as used in Doom and a few other games. It has low downtime on cutscenes, Force Speed and Force Jump that rocket you around the map incredibly fast and provide ample opportunity for skips.ĭiagonal running: If you strafe and hit forward at the same time you go faster than just going forward.

Jedi Knight is still a really fantastic game for speed running. However when doing attempts I didn't have to wait through them. Cutscenes are disabled in options, but the boss intros are left in because they are unskippable the first time you load the level. FRAPS doesn't capture the menus so those parts were captured separately with Camtasia. This run is done with 1 segment per level. And the new video has menu transitions, boss intros and appropriate music for each level that was added in during video editing. Also the video quality is way better this time around. Plus ExplodingCabbage came up with some killer shortcuts and a lot of optimization advice and pitched in running a few levels. It's been a long time since my last run and I've gotten a lot better at the game and put in a lot more effort this time around. Overall this is 10 minutes and 40 seconds faster than the old run, which is a phenomenal improvement. Levels 1 and 8 were run by ExplodingCabbage. Levels 2-7 and 9-21 were run by RandomEngy.
