
<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="https://kb.speeddemosarchive.com/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://kb.speeddemosarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DemonStrate</id>
		<title>SDA Knowledge Base - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://kb.speeddemosarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DemonStrate"/>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Special:Contributions/DemonStrate"/>
		<updated>2026-05-08T22:21:36Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.23.9</generator>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:31:13Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Portal.html}}&lt;br /&gt;
&lt;br /&gt;
This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&lt;br /&gt;
-DemonStrate&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches =&lt;br /&gt;
== Basic ==&lt;br /&gt;
=== Peek-a-Portal ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&lt;br /&gt;
'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
=== Portal Standing ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&lt;br /&gt;
'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&lt;br /&gt;
'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Accelerated Back Hop (ABH) ===&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&lt;br /&gt;
'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&lt;br /&gt;
'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
=== Portal Bumping ===&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&lt;br /&gt;
'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&lt;br /&gt;
'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
=== Edge Glitch ===&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&lt;br /&gt;
'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
=== Acute Angle Glitch ===&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&lt;br /&gt;
'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&lt;br /&gt;
'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&lt;br /&gt;
'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:29:54Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Portal.html}}&lt;br /&gt;
&lt;br /&gt;
This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches =&lt;br /&gt;
== Basic ==&lt;br /&gt;
=== Peek-a-Portal ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&lt;br /&gt;
'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
=== Portal Standing ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Accelerated Back Hop (ABH) ===&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
=== Portal Bumping ===&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
=== Edge Glitch ===&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
=== Acute Angle Glitch ===&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Portal.html}}&lt;br /&gt;
&lt;br /&gt;
This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches =&lt;br /&gt;
== Basic ==&lt;br /&gt;
=== Peek-a-Portal ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
=== Portal Standing ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Accelerated Back Hop (ABH) ===&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
=== Portal Bumping ===&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
=== Edge Glitch ===&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
=== Acute Angle Glitch ===&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:28:11Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Portal.html}}&lt;br /&gt;
&lt;br /&gt;
This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches =&lt;br /&gt;
== Basic ==&lt;br /&gt;
=== Peek-a-Portal ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
=== Portal Standing ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Accelerated Back Hop (ABH) ===&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
=== Portal Bumping ===&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
=== Edge Glitch ===&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
=== Acute Angle Glitch ===&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:27:40Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Portal.html}}&lt;br /&gt;
&lt;br /&gt;
This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches =&lt;br /&gt;
== Basic ==&lt;br /&gt;
=== Peek-a-Portal ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
=== Portal Standing ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;== Advanced ==&lt;br /&gt;
=== Accelerated Back Hop (ABH) ===&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
=== Portal Bumping ===&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
=== Edge Glitch ===&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
=== Acute Angle Glitch ===&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:27:09Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Portal.html}}&lt;br /&gt;
&lt;br /&gt;
This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
= Tricks/Glitches =&lt;br /&gt;
== Basic ==&lt;br /&gt;
=== Peek-a-Portal ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
=== Portal Standing ===&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
=== Accelerated Back Hop (ABH) ===&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
=== Portal Bumping ===&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
=== Edge Glitch ===&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
=== Acute Angle Glitch ===&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Portal.html}}&lt;br /&gt;
&lt;br /&gt;
This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tricks/Glitches&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Basic&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Peek-a-Portal&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Standing&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Advanced&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Accelerated Back Hop (ABH)&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Bumping&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Edge Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Acute Angle Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:16:50Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tricks/Glitches&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Basic&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Peek-a-Portal&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Standing&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Advanced&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Accelerated Back Hop (ABH)&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Bumping&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Edge Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Acute Angle Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;h2&amp;gt;Tricks/Glitches&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Basic&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Peek-a-Portal&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Standing&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Advanced&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Accelerated Back Hop (ABH)&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Bumping&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Edge Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Acute Angle Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tricks/Glitches&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Basic&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Peek-a-Portal&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Standing&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Advanced&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Accelerated Back Hop (ABH)&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Bumping&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Edge Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Acute Angle Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:08:38Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tricks/Glitches&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Basic&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Peek-a-Portal&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Standing&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Advanced&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Accelerated Back Hop (ABH)&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Discovered by:''' Hlook&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Portal Bumping&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Discovered by:''' nubSawace&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Edge Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Discovered by:''' volt&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;Acute Angle Glitch&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Discovered by:''' djcj&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Other notes:''' The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a speedrun wiki page for the game Portal created by Valve Software.&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Tricks/Glitches&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Basic&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;h4&amp;gt;Peek-a-Portal&amp;lt;/h4&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Discovered by:''' Many people&lt;br /&gt;
&amp;lt;br&amp;gt;'''Description:''' You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;'''How to execute:''' Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
Portal Standing:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
How to execute: Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
Other notes: This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
== Advanced: ==&lt;br /&gt;
Accelerated Back Hop (ABH):&lt;br /&gt;
Discovered by: Hlook&lt;br /&gt;
Description: This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
How to execute: Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
Portal Bumping:&lt;br /&gt;
Discovered by: nubSawace&lt;br /&gt;
Description: The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
How to execute: Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
Edge Glitch:&lt;br /&gt;
Discovered by: volt&lt;br /&gt;
Description: Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
How to execute: Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
Acute Angle Glitch:&lt;br /&gt;
Discovered by: djcj&lt;br /&gt;
Description: It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
How to execute: You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
Other notes: The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:03:16Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;This is a speedrun wiki page for the game Portal created by Valve Software.&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tricks/Glitches: ==&lt;br /&gt;
== Basic: ==&lt;br /&gt;
&amp;lt;br&amp;gt;Peek-a-Portal:&lt;br /&gt;
&amp;lt;br&amp;gt;Discovered by: Many people&lt;br /&gt;
&amp;lt;br&amp;gt;Description: You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
&amp;lt;br&amp;gt;How to execute: Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
Portal Standing:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
How to execute: Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
Other notes: This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
== Advanced: ==&lt;br /&gt;
Accelerated Back Hop (ABH):&lt;br /&gt;
Discovered by: Hlook&lt;br /&gt;
Description: This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
How to execute: Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
Portal Bumping:&lt;br /&gt;
Discovered by: nubSawace&lt;br /&gt;
Description: The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
How to execute: Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
Edge Glitch:&lt;br /&gt;
Discovered by: volt&lt;br /&gt;
Description: Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
How to execute: Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
Acute Angle Glitch:&lt;br /&gt;
Discovered by: djcj&lt;br /&gt;
Description: It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
How to execute: You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
Other notes: The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:02:07Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;This is a speedrun wiki page for the game Portal created by Valve Software.&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tricks/Glitches: ==&lt;br /&gt;
&amp;lt;h2&amp;gt;Basic:&amp;lt;/h2&amp;gt;&lt;br /&gt;
Peek-a-Portal:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
How to execute: Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
Portal Standing:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
How to execute: Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
Other notes: This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
Advanced:&lt;br /&gt;
Accelerated Back Hop (ABH):&lt;br /&gt;
Discovered by: Hlook&lt;br /&gt;
Description: This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
How to execute: Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
Portal Bumping:&lt;br /&gt;
Discovered by: nubSawace&lt;br /&gt;
Description: The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
How to execute: Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
Edge Glitch:&lt;br /&gt;
Discovered by: volt&lt;br /&gt;
Description: Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
How to execute: Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
Acute Angle Glitch:&lt;br /&gt;
Discovered by: djcj&lt;br /&gt;
Description: It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
How to execute: You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
Other notes: The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T14:01:09Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt;This is a speedrun wiki page for the game Portal created by Valve Software.&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tricks/Glitches: ==&lt;br /&gt;
Basic:&lt;br /&gt;
Peek-a-Portal:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
How to execute: Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
Portal Standing:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
How to execute: Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
Other notes: This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
Advanced:&lt;br /&gt;
Accelerated Back Hop (ABH):&lt;br /&gt;
Discovered by: Hlook&lt;br /&gt;
Description: This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
How to execute: Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
Portal Bumping:&lt;br /&gt;
Discovered by: nubSawace&lt;br /&gt;
Description: The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
How to execute: Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
Edge Glitch:&lt;br /&gt;
Discovered by: volt&lt;br /&gt;
Description: Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
How to execute: Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
Acute Angle Glitch:&lt;br /&gt;
Discovered by: djcj&lt;br /&gt;
Description: It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
How to execute: You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
Other notes: The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T13:57:48Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be a page for the game Portal created by Valve Software. I do not have the time right now to add information.&lt;br /&gt;
== -DemonStrate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tricks/Glitches: ==&lt;br /&gt;
Basic:&lt;br /&gt;
Peek-a-Portal:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
How to execute: Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
Portal Standing:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
How to execute: Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
Other notes: This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
Advanced:&lt;br /&gt;
Accelerated Back Hop (ABH):&lt;br /&gt;
Discovered by: Hlook&lt;br /&gt;
Description: This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
How to execute: Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
Portal Bumping:&lt;br /&gt;
Discovered by: nubSawace&lt;br /&gt;
Description: The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
How to execute: Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
Edge Glitch:&lt;br /&gt;
Discovered by: volt&lt;br /&gt;
Description: Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
How to execute: Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
Acute Angle Glitch:&lt;br /&gt;
Discovered by: djcj&lt;br /&gt;
Description: It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
How to execute: You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
Other notes: The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T13:57:03Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be a page for the game Portal created by Valve Software. I do not have the time right now to add information.&lt;br /&gt;
-DemonStrate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricks/Glitches:&lt;br /&gt;
Basic:&lt;br /&gt;
Peek-a-Portal:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can keep moving portals without actually changing the location of the portal you keep 'peeking' from.&lt;br /&gt;
How to execute: Place a portal (I'll call the blue portal) on a wall in an area that you can just walk through that portal. Come out to the other side and shoot that side's portal (the orange portal) to a distant location. Move quickly back to the other side (blue side) while the portal (orange) is traveling to hit the surface. Now, the blue side shows the new location. Most people prefer this method over the 'Portal Standing' method, because it is easier to execute.&lt;br /&gt;
&lt;br /&gt;
Portal Standing:&lt;br /&gt;
Discovered by: Many people&lt;br /&gt;
Description: You can stand in between portals and use them as a ledge to stand on, while still moving by shooting more portals.&lt;br /&gt;
How to execute: Basically, when you are in between 2 portals, and shoot the portal color of the opposite side you are on (say you are standing on the blue side, and then shoot an orange portal), you have to move toward the other side (orange side) right after it hits the wall, to be able to stay in between portals, and, to be able to shoot the next portal, be completely on that side (orange side to shoot the blue). Continue doing this, and you can stay in the portals. It works best if you are crouching, because when you shoot the next portal, the game tries to push you out of the portal you are standing in; although, it can be done standing up.&lt;br /&gt;
Other notes: This is a variation of the 'Peek-a-Portal' method.&lt;br /&gt;
&lt;br /&gt;
Advanced:&lt;br /&gt;
Accelerated Back Hop (ABH):&lt;br /&gt;
Discovered by: Hlook&lt;br /&gt;
Description: This allows you to move at a ridiculous speed. You gain a large amount of speed per jump.&lt;br /&gt;
How to execute: Jump forward, and while in mid air, spin around, hold crouch and press jump repeatedly (I use a program called AutoHotkey to press jump repeatedly). If you don't want to use the program, bind mwheeldown and mwheelup to +jump, and just keep scrolling. Make sure never to let go of crouch, and don't press forward or backward, or it won't work. You can also do this just completely backwards, without the first forward jump and spin. The amount of speed you gain is based on the initial jump and on how fast you can repeatedly jump.&lt;br /&gt;
&lt;br /&gt;
Portal Bumping:&lt;br /&gt;
Discovered by: nubSawace&lt;br /&gt;
Description: The second portal can be placed on a surface that is on the same plane as another surface, despite objects, walls, or anything else between them, but only up to 32 units away from the first portal.&lt;br /&gt;
How to execute: Place a portal (we'll use the blue portal for this one) on the side of a wall, floor or ceiling that has a portal-able surface on the same plane as this surface. There may be a thin wall, object, or any other obstacle between these surfaces (we'll use a wall for this example). Aim on the blue portal towards the edge that is facing the wall. You'll see the orange side of your crosshair light up (which means you are able to shoot an orange portal). Shoot the orange portal, and it'll come out on the other side of the wall. It's pretty simple to do. It just requires a place that you are able to do it at.&lt;br /&gt;
&lt;br /&gt;
Edge Glitch:&lt;br /&gt;
Discovered by: volt&lt;br /&gt;
Description: Using the edges of a portal, you can either end up on the other side of a location or see into the other location's area.&lt;br /&gt;
How to execute: Place a portal (blue) near an edge of the area you want to 'see' or end up in. I put quotes around 'see', because you don't actually see into the other room, but the game thinks you are, because you are able to shoot portals into that area. Place the other portal (orange) near an edge, either vertically or horizontally. Many places do not work, but I've found the horizontal ones work best on thinner walls. Move as close as you can to the edge of the orange portal. Depending on the situation, you'll either be able to move your crosshair around, and be able to aim at places you couldn't previously, because the game thinks you are aiming into the other area. Otherwise, you will come out into that area (usually if the edge that the blue portal is against is thin, like a door or glass).&lt;br /&gt;
&lt;br /&gt;
Acute Angle Glitch:&lt;br /&gt;
Discovered by: djcj&lt;br /&gt;
Description: It places you at the wrong coordinates for where the exit portal should be.&lt;br /&gt;
How to execute: You place a portal on the slanted walls in the turret room of Escape 01. Then you place a portal somewhere on the floor somewhere else on the map (it has to be on the floor for some reason). If you walk into the one on the slated wall, you will be teleported to another location in the map based on a distance it sends you from the location of the slant portal.&lt;br /&gt;
Other notes: The only things I can figure out so far are these facts: (Note: cl_showpos will show you're position in the level) -The X distance the ground portal is away from the slant portal determines both the X distance (by some unknown calculation) AND the Z distance (also by some unknown calculation). -The X direction the top of the ground portal is facing determines which Y direction you will travel. If it is facing the positive X direction, you will travel to the correct Y position you normally would by using portals. If it is facing the -X direction, you will travel the Y in the opposite direction from the slant portal.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/PC_Runs_Collection</id>
		<title>PC Runs Collection</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/PC_Runs_Collection"/>
				<updated>2009-08-31T13:52:13Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists completed runs that are not on the SDA gamelist, runs that are in progress, and links to other PC speedrunning related sites. Some &amp;quot;runs in progress&amp;quot; are discontinued but they're included in the list anyway since they could contain useful information for others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Speedrun Sites ==&lt;br /&gt;
&lt;br /&gt;
'''Doom:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.doom2.net/compet-n/ COMPET-N]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.doomworld.com/sda/doom_sda.htm Doomed Speed Demos Archive (Some Heretic &amp;amp; Hexen)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Elasto Mania:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.moposite.com/ Moposite]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Half-Life:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speeddemosarchive.com/forum/index.php/topic,3958.0.html Half-Life 1 &amp;amp; 2 runs collected! (SDA forum topic)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://s7.invisionfree.com/HL2DQ_Temp_Forum/ Half-Life 2 Done Quick]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Heretic:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://lsvc.free.fr/Heretic-N/ Heretic-N]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Quake:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speeddemosarchive.com/quake/ Speed Demos Archive - Quake section]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speeddemosarchive.com/quake/qdq/ Quake done Quick]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Serious Sam:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.ssdq.org/ Serious Sam Done Quick]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tomb Runner:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.tombrunner.net/ Tomb Raider Speedrunning Site]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adventure games:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.adventure-speedruns.com/ Adventure-Speedruns.com]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Freeware games:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.freewareruns.com/ Freewareruns.com]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Other games:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://teamshambler.telefragged.com/ TEAM Shambler (Daikatana, Quake 2, Unreal, Wheel of Time etc.)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Runs Completed ==&lt;br /&gt;
&lt;br /&gt;
'''Blood 2: The Chosen:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ophelia, Genocide skill: 0:28:xx by [http://speeddemosarchive.com/forum/index.php?action=profile;u=2929 MassRefuge] | [http://speeddemosarchive.com/forum/index.php/topic,3752.0.html topic] | videos: [http://massrefuge.com/Downloads/Movies/Blood_2_Chapter1.rar 1] [http://massrefuge.com/Downloads/Movies/Blood_2_Chapter2.rar 2] [http://massrefuge.com/Downloads/Movies/Blood_2_Chapter_3-4.rar 3]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Call of Duty:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Regular skill: 1:53:45 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5605 Zero1@osiris] | [http://speeddemosarchive.com/forum/index.php/topic,5701.0.html topic]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cold Fear:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:37:24 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=1659 AjAX] | [http://speeddemosarchive.com/forum/index.php/topic,8189.0.html topic (video)] | ''in verification''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commander Keen Episode I: Marooned on Mars:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Single-segment, using DOSBox: 0:04:13 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4161 Xarthok] | [http://files.filefront.com/CommanderKeen1_SS_413/;5240607;;/fileinfo.html video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commander Keen Episode III: Keen Must Die!:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Single-segment, using DOSBox: 0:02:17 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4161 Xarthok] | [http://speeddemosarchive.com/forum/index.php/topic,4024.0.html topic] | [http://files.filefront.com/Sanitars_CommanderKeen3_SS_021715rar/;5117339;;/fileinfo.html video] | [http://lag.thps3.net/runs.html mirror]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commander Keen Episode IV: Secret of the Oracle:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Single-segment, using DOSBox: 0:13:02 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4161 Xarthok] | [http://speeddemosarchive.com/forum/index.php/topic,4002.0.html topic] | [http://lag.thps3.net/runs.html video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commander Keen Episode V: The Armageddon Machine:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Single-segment, using DOSBox: 0:18:02 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=1647 FractalFusion] | [http://speeddemosarchive.com/forum/index.php/topic,5435.0.html topic] | [http://www.mediafire.com/download.php?d1m13bmis2h video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commander Keen Episode VI: Aliens Ate My Babysitter:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Single-segment, using DOSBox: 0:04:52 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=1647 FractalFusion] | [http://speeddemosarchive.com/forum/index.php/topic,6722.0.html topic] | [http://www.mediafire.com/download.php?vz35fiblnnf video] | [http://files.filefront.com/keen6+FractalFusion+452avi/;8065472;;/fileinfo.html mirror]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commander Keen: Keen Dreams:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Single-segment, using DOSBox: 0:05:08 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4161 Xarthok] | [http://speeddemosarchive.com/forum/index.php/topic,6713.0.html topic] | [http://files.filefront.com/KeenDreams+SS+508+SanitVrar/;8060212;;/fileinfo.html video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commandos 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Normal skill: 0:34:40 by Chris Turner | [http://speeddemosarchive.com/forum/index.php/topic,2110.0.html topic] | [http://www.archive.org/details/Commandos2_3440 videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Commandos 3: Destination Berlin:'''&amp;lt;br&amp;gt;&lt;br /&gt;
1:02:33 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5816 Igyanata] | [http://speeddemosarchive.com/forum/index.php/topic,8570.0.html topic] | [http://speeddemosarchive.com/forum/index.php/topic,8570.msg242724.html#msg242724 videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Descent:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hotshot skill runs, using D1X port by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4675 stx-Vile] | [http://speeddemosarchive.com/forum/index.php/topic,1535.0.html topic] | [http://lag.thps3.net/dtimes.html videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Diablo 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Druid: 2:03:39 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4861 TheAmbush] | [http://speeddemosarchive.com/yabb/YaBB.pl?board=pcgames;action=display;num=1162335504 topic]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Doom 3: Resurrection of Evil:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Marine skill: 0:41:52 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4086 yiff.fierus] | [http://speeddemosarchive.com/forum/index.php/topic,5124.0.html topic] | [http://hosted.filefront.com/yifffierus/1883434 videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Duke Nukem 3D:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Piece of Cake skill, using JFDuke3D port: 0:16:09 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=3760 Pushpabon] and [http://speeddemosarchive.com/forum/index.php?action=profile;u=3370 NJeesus] | [http://speeddemosarchive.com/forum/index.php/topic,293.0.html old topic] | [http://speeddemosarchive.com/forum/index.php/topic,1278.0.html current topic]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Fahrenheit (A.K.A. Indigo Prophecy):'''&amp;lt;br&amp;gt;&lt;br /&gt;
4:04:xx by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4847 The_Night] | [http://speeddemosarchive.com/forum/index.php/topic,3902.0.html topic]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gothic:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Run by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4903 TheWonderer] | [http://www.worldofgothic.de/dl/index.php?go=downloads&amp;amp;release_id=134 videos]&amp;lt;br&amp;gt;&lt;br /&gt;
Run with glitches by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4903 TheWonderer] | [http://www.worldofgothic.de/dl/index.php?go=downloads&amp;amp;release_id=276 videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gothic II: Night of the Raven:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Run by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4903 TheWonderer] | [http://www.worldofgothic.de/dl/index.php?go=downloads&amp;amp;release_id=82 videos]&amp;lt;br&amp;gt;&lt;br /&gt;
Run with glitches: 0:40:39 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4903 TheWonderer] | [http://speeddemosarchive.com/forum/index.php/topic,5558.0.html topic] | [http://www.worldofgothic.de/dl/index.php?go=downloads&amp;amp;release_id=275 videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gothic 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:52:55 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4903 TheWonderer] | [http://forum.worldofplayers.de/forum/showthread.php?t=182284 WoG topic] | [http://www.worldofgothic.de/dl/index.php?go=downloads&amp;amp;file_id=266 videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Grand Theft Auto: San Andreas:'''&amp;lt;br&amp;gt;&lt;br /&gt;
100%: 20:47:xx by [http://speeddemosarchive.com/forum/index.php?action=profile;u=2003 hitman201] | [http://speeddemosarchive.com/forum/index.php/topic,5980.0.html topic] | videos: [http://hosted.filefront.com/hitman201/2169699 hitman201's FileFront], [http://hosted.filefront.com/xud9dab2/2305921 xud9dab2's FileFront], [http://hosted.filefront.com/Name13013 13013's FileFront] (The videos are a bit scattered all over the place because of FileFront's Deletion Queue which removed segments from hitman201's account, so others have uploaded some missing segments)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Half-Life 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hard skill, Crowbar-Only: 2:11:32 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=2791 lowerlogic] | [http://speeddemosarchive.com/forum/index.php/topic,8337.0.html topic (videos)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hitman 2: Silent Assassin:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Normal skill runs by [http://speeddemosarchive.com/forum/index.php?action=profile;u=640 Brumisator] | [http://speeddemosarchive.com/forum/index.php/topic,3454.0.html topic] | [http://speeddemosarchive.com/forum/index.php/topic,3454.msg87372.html#msg87372 videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Hitman: Contracts:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Professional skill with All Zeros: 0:32:44 by m1rk3s | [http://www.hitmanforum.com/forum/index.php?showtopic=24096 Hitmanforum topic (videos)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Kingpin:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Novice skill: 0:30:15 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4683 suga] | [http://speeddemosarchive.com/forum/index.php/topic,2797.0.html topic] | [http://files.filefront.com/Kingpin+Speedrun+Demosrar/;5030795;/fileinfo.html demos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''LEGO Star Wars II: The Original Trilogy:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Bounty Hunter runs by [http://speeddemosarchive.com/forum/index.php?action=profile;u=1878 groobo] | [http://speeddemosarchive.com/forum/index.php/topic,4720.0.html topic]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Marathon Infinity:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Total Carnage skill: 0:24:35 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=826 CMiller] | [http://www.archive.org/details/MarathonInfinity video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Medieval: Total War:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hard skill, Byzantine 100%: 1:18:55 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=3569 Pendrokar] | [http://speeddemosarchive.com/forum/index.php/topic,4439.0.html topic] | [http://hosted.filefront.com/Pendrokar/ videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Mortyr III - Akcje dywersyjne [Polish Version]:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:39:52 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=3155 MortyreR45] | [http://speeddemosarchive.com/forum/index.php/topic,8918.0.html topic (videos)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Narbacular Drop:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:01:04 by Jesse Katzman-Beimuts | [http://www.nuclearmonkeysoftware.com/news.html official site] (Video at &amp;quot;Downloads&amp;quot; section)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Obscure:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hard skill: 0:39:41 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4151 samsara] | [http://speeddemosarchive.com/forum/index.php/topic,6173.0.html topic (videos)] | ''in verification''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Oblivion, The Elder Scrolls IV:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speeddemosarchive.com/forum/index.php/topic,3597.0.html General topic]&amp;lt;br&amp;gt;&lt;br /&gt;
0:11:19 with glitches by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5412 Xevro] | [http://www.youtube.com/watch?v=Cfmdl9-tnSU video]&amp;lt;br&amp;gt;&lt;br /&gt;
1:11:41 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=2401 kaickul] | [http://files.filefront.com/Oblivion_11141_byKA304CLwmv/;5521170;;/fileinfo.html &amp;lt;s&amp;gt;video&amp;lt;/s&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
Hardest skill 100%: 15:10:37 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=310 armacham] | [http://speeddemosarchive.com/forum/index.php/topic,7026.0.html topic] | [http://www.mininova.org/tor/1016085 torrent] | [http://www.veoh.com/users/armacham1 stream]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Operation Flashpoint:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Veteran skill: 2:39:10 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=2929 MassRefuge] | [http://speeddemosarchive.com/forum/index.php/topic,4985.0.html topic (video)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Painkiller:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Trauma skill without Black Tarot: 1:40:00 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4011 RJ19] | [http://speeddemosarchive.com/forum/index.php/topic,2594.0.html topic] | [http://personal.inet.fi/cool/allaboutpainkiller/PDQ.html videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Prehistorik 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:08:02 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4161 Xarthok] | [http://speeddemosarchive.com/forum/index.php/topic,2633.0.html old topic] | [http://speeddemosarchive.com/forum/index.php/topic,2916.0.html current topic (&amp;lt;s&amp;gt;video&amp;lt;/s&amp;gt;)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Prince of Persia:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:14:17 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4582 Sprint] | [http://speeddemosarchive.com/forum/index.php/topic,3616.0.html old topic] | [http://speeddemosarchive.com/forum/index.php/topic,6355.0.html current topic] | [http://www.gdward.plus.com/site/gaming/prince.html video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Prince of Persia 2: The Shadow and the Flame:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:32:50 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=1370 elbryan42] | old topics: [http://speeddemosarchive.com/forum/index.php/topic,1713.0.html 1] [http://speeddemosarchive.com/forum/index.php/topic,2111.0.html 2] | [http://speeddemosarchive.com/forum/index.php/topic,2685.0.html current topic] | [http://ftp://speedruns:gimme@24.72.52.117/&amp;lt;s&amp;gt;videos&amp;lt;/s&amp;gt;]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Return to Castle Wolfenstein:'''&amp;lt;br&amp;gt;&lt;br /&gt;
I am Death incarnate! skill: 0:43:45 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=2133 InsaneB4st4rd] | [http://speeddemosarchive.com/forum/index.php/topic,3934.0.html topic (&amp;lt;s&amp;gt;videos&amp;lt;/s&amp;gt;)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Rise of Nations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Conquer the World 100%, Single-segment: 0:42:12 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=278 AquaTiger] | [http://speeddemosarchive.com/forum/index.php/topic,7977.0.html topic] | ''in verification''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Shrek 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:35:xx by [http://speeddemosarchive.com/forum/index.php?action=profile;u=2618 Kwoky] | [http://speeddemosarchive.com/forum/index.php/topic,2801.0.html topic]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''SiN:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Officer skill: 1:01:09 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5465 xyzzy] | [http://speeddemosarchive.com/forum/index.php/topic,3702.0.html topic] | [http://socr.uwindsor.ca/~muraws2/temp/sin/ videos] | [http://www.archive.org/details/SiN_10109 mirror]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sniper: Path of Vengeance:'''&amp;lt;br&amp;gt;&lt;br /&gt;
0:21:30 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5604 ZeRo] | [http://speeddemosarchive.com/forum/index.php/topic,5332.0.html topic] | [http://kornatz.webspace-server.net/files/index.php?dir=sniper_speedrun/ &amp;lt;s&amp;gt;videos&amp;lt;/s&amp;gt;]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Soldier of Fortune: Payback:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Normal skill: 0:57:24 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=3155 MortyreR45] | [http://speeddemosarchive.com/forum/index.php/topic,7719.0.html topic] | [http://speeddemosarchive.com/forum/index.php/topic,7719.msg216672.html#msg216672 &amp;lt;s&amp;gt;videos&amp;lt;/s&amp;gt;] | ''in verification''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Star Control II:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Easy skill: 1:21:49 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4659 Striker] | [http://speeddemosarchive.com/forum/index.php/topic,2070.0.html topic] | [http://video.google.com/videoplay?docid=3838709894435607496 video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Strife:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Trust Oracle scenario, Rookie skill, Single-segment, using ZDoom port: 0:20:24 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5230 vk0] | [http://speeddemosarchive.com/forum/index.php/topic,4455.0.html topic (video)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''System Shock 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Coop run by [http://speeddemosarchive.com/forum/index.php?action=profile;u=1173 dirtyminuth] and D | [http://speeddemosarchive.com/forum/index.php/topic,1197.0.html topic (&amp;lt;s&amp;gt;videos&amp;lt;/s&amp;gt;)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Thief Gold:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Normal skill: 1:09:20 by Simulation | [http://www.thief-universe.com/de/downloads.htm videos]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Total Overdose:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Easy skill: 1:25:xx by [http://speeddemosarchive.com/forum/index.php?action=profile;u=879 cortez] | [http://speeddemosarchive.com/forum/index.php/topic,7238.0.html topic (&amp;lt;s&amp;gt;videos&amp;lt;/s&amp;gt;)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Unreal: Return to Na Pali:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Medium skill, Single-segment: 0:26:xx by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4080 Roy_Hess] | [http://speeddemosarchive.com/forum/index.php/topic,3153.0.html topic] | [http://www.archive.org/details/Napali video]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Unreal Tournament Mod: Legacy:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Run by [http://speeddemosarchive.com/forum/index.php?action=profile;u=3254 NahkahiiR] | [http://files.filefront.com/Legacyzip/;6353627;;/fileinfo.html &amp;lt;s&amp;gt;video&amp;lt;/s&amp;gt;]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Unreal Tournament Mod: Operation Na Pali:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Easy skill: 0:51:15 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4289 ShadowWraith] | [http://shadowwraith.filefront.com/ videos &amp;lt;- some dead links]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Warcraft III: Reign of Chaos:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Hard skill: 4:24:04 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=4671 Stupid] | [http://speeddemosarchive.com/forum/index.php/topic,4958.0.html topic (videos)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Wolfenstein 3D:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://speeddemosarchive.com/forum/index.php/topic,1156.0.html old topic] | [http://speeddemosarchive.com/forum/index.php/topic,2610.0.html current topic]&amp;lt;br&amp;gt;&lt;br /&gt;
Can I play, Daddy? skill, using NewWolf port: 0:33:10 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5666 zzzKOTzzz] | [http://files.filefront.com/wdqrar/;7455887;;/fileinfo.html &amp;lt;s&amp;gt;video&amp;lt;/s&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
Spear of Destiny, Can I play, Daddy? skill, using NewWolf port: 0:11:29 by [http://speeddemosarchive.com/forum/index.php?action=profile;u=5666 zzzKOTzzz] | [http://files.filefront.com/Spear_Of_Destiny_Done_Quick/;5328011;;/fileinfo.html &amp;lt;s&amp;gt;video&amp;lt;/s&amp;gt;]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T02:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be a page for the game Portal created by Valve Software. I do not have the time right now to add information.&lt;br /&gt;
-DemonStrate&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Portal/Old</id>
		<title>Portal/Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Portal/Old"/>
				<updated>2009-08-31T02:41:32Z</updated>
		
		<summary type="html">&lt;p&gt;DemonStrate: Created page with 'This is going to be a page for the game Portal created by Valve Software. I do not have the time right now to add information.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is going to be a page for the game Portal created by Valve Software. I do not have the time right now to add information.&lt;/div&gt;</summary>
		<author><name>DemonStrate</name></author>	</entry>

	</feed>