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Commander Keen: The Armageddon Machine version 1.4GT, DOSBox version 0.74-3 on max cycles. Max cycles minimize loading times and doesn't affect the rest of the game. Start time is the first frame of movement following a new game; end time is the first frame in which the QED orb is shattered by Shikadi Mine shrapnel, immediately leading to the end-game cutscene. Original video date: 2025/10/09 Version 1.4GT is a version of the game distributed by GoodTimes Software (eventually becoming GT Interactive) that inexplicably has an exit to an otherwise-softlocking secret at the end of Defense Tunnel Sorra. Not only was that nice of them, it saves a good chunk of time in this run, hence the unusual version choice. Keen 5 glitchless is what started my speedrunning career albeit on Normal difficulty, but it turns out the Easy run is pretty interesting. There are some significant skips in Security Center and Gravitational Damping Hub (GDH), and the lack of a Shikadi Master at the very end is certainly nice for runs. I also managed to find a strategy that perfectly manipulates the Shikadi Mine needed to break the QED into a pocket that guarantees success, losing about 6 seconds in the process but removing pesky randomness (the shrapnel directions rely on where the RNG is). So this isn't the fastest route ever, but this run is nerve-wracking and a coin flip as to whether it finishes was never my idea of a good time. There's one missed shot on the Volte-Face in Defense Tunnel Sorra, but the rest is smooth given what the enemies gave me to work with. The Spirogrip in GDH really didn't wanna play ball, but it wasn't a huge time loss. I'm quite happy with the results of this attempt, and I hope to replicate similar results in a Normal-difficulty run later on. (Not planning Hard though, that's a bit beyond me.)