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Meegah Mem II: Any% Speedrun -

Автор: LordVucious

Загружено: 2021-12-23

Просмотров: 4687

Описание: Note: This run has now been obsoleted. To view the latest run, go here:   / 1861846634  

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So, um, yeah... "I dood eet ahgin".

At this point, this game no longer needs an introduction. If anyone has been keeping track of me and this game, then you know that I've been steadily improving Meegah Mem II for the better part of (and I say this unironically) basically two years since this game came out. Well, just bare with me for one more run as the fruits of my labor produced some pretty decent results as I've now hit sub-22.

Now, for those that haven't seen the previous run, this has gone through some changes in terms of utilizing some of the game's lesser known mechanics. Also, this run better minimizes downtime so that waiting on specific actions is lessened. In the terms of less waiting, it's more apparent in Willy stages 1, 2 and 6. For the first two stages, I use items much sooner and not put myself in situations where I have to wait for a little bit before moving onward. As for Willy 6, I use the ability to pause to restart acid drop cycles one extra time to try and move on slightly quicker than constantly stopping and going before doing it on the last set of drops, of which I still do.

Next up, I'm going to review a mechanic that wasn't most of my runs until the previous run, which wasn't uploaded here on YT. For those that didn't see that run, I will go over the ability to return to the buster. In this game, you actually have the power to return to the defaut weapon at your leisure as it is set to a button in the game (see the game's controls for the exact button). This feature allows for two things: 1) the obvious ability to get back to buster as soon as possible, but the most important aspect is 2) the ability to restart the menu. This ability for a menu restart is surprisingly good as it decreases the time spent in said menu to navigate weapons and items. This was one of the most underused abilites since this run's inception and was finally put to work in the previous run. As you can see, this run also uses the ability to return to buster to its maximum effect.

Finally, the newest piece of tech is a new Boobeem fight. Originally, I used all of my Kresh Bumrs to destroy all the necessary walls and access all of the turrets. Now, I use one less "bumr" to do so. Thanks to how Itme-1 lets me clip through ceilings, I can set up two platforms to get to one particular turret and destroy it and not use an extra "bumr" to destroy a wall to get to it. The time needed to set up the platforms in comparison to waiting for the bomb to explode a wall and then the turret is much less.

Of course, as always, this wasn't a flawless run. Some of the boss fights were a bit dumb. Just to note, I wasn't moving backwards in the Metil Mem fight for laughs (Tomick Far does weird things to Meegah Mem's movement). Also, some of the general movement got funky (see Willy 5).

Honestly, this was a really good run. I never expected for this game to get this low of a time. However, over the course of a few months, literal MINUTES got wiped out thanks to these new finds. Coming from mid-27 last year to this point is amazing! This has been a wild ride, but I think it's time to move on to new things. That is unless something happens to bring me right back... it won't be the first time if it does. So with that, as always, enjoy the video, and if you have any questions, feel free to ask in the comments, and I'll try to answer them as best as I can.

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