Hello! I just got a bunch of notifications as, from the looks of things, many runs were recently verified. While I'm happy to see people picking up the game, one of the runs from DeltaKnightDany, should have been approved as a 1-Trip (4 Rounds) for Arcade (JP) but was instead approved as a 4-Trip (16 Rounds) run for TG-16, a much longer category on a different platform.
To be clear, this is an honest mistake - the runner clearly posted in this forum about confusion about which platform & category to submit for, and the run appears to be legitimate, it's just in the wrong category and the verifier seems to have missed this detail. I believe it should just be a matter of correcting the category on the run so that it shows up on the correct leaderboard. Thanks!
I've made a few attempts at this before, most ended up either ending in frustration or taking like 45 minutes, but today I was able to string together a 29-minute run of the first six trips of Pac Land PRO. It's definitely still rough; with more work I think I could bring my PB down under 24 minutes.
I'm not sure if or when I'll spend more time on this. I might do another attempt tomorrow, I might not do another one for a year or two. Trips 5 and 6 aren't very different from their "amateur" counterparts; they're harder, but the strategy is pretty much the same.
Hello! My name is Rujasu, I recently submitted some runs for Dredmor and have been appointed as a moderator for this game. I am actively running the game and will be checking in and will do my best to verify any new runs in a timely manner. If anyone has any questions, concerns, suggestions, etc. please feel free to reach out to me via this thread, send me a message on SRC, or contact me via one of the social media platforms linked on my profile.
This game hasn't been extremely active lately, but I would like to say thank you to all of the previous runners of this game who have developed strategies for the speedrun, and encourage anyone who is thinking of giving this run a try of their own!
So, I found a consistent technique for round 31 of the 8-trip run on TurboGrafx, and posted a short video (4 minutes) demonstrating it. The first half, as you can see, is still challenging with the UFO enemies, but this trivializes the second part of the level and turns the game's hardest level into just another part of the run.
Please let me know if you have any questions or feedback. I'd like to do similar work on some of the difficult stages in trips 6 and 7 that are still tricky.
So, I don't know if anyone has attempted this, but I decided to take a stab at Pac-Land PRO (a "hard mode" version of Pac-Land only available on the TG-16 version) today, and I was able to successfully complete some 4-trip runs. So far, this 15:07 is my best result:
I reach Pac-Land PRO by entering the "options menu" code at the beginning, thus avoiding the need to use a save state or spend a half hour beating the normal game. I don't give myself extra lives or skip any levels, of course.
Some of the levels are very difficult (10, 12, and 13 come to mind as especially tough) and others are basically the same as on normal difficulty (14 is pretty much identical). My first attempts were up around 18-19 minutes, I was able to get it down to 15:07 over the course of a single day. I'm sure with some time & effort, this could be reduced quite a bit further.
I don't expect to have an 8-trip time for this any time soon. Trip 5 is tougher, but I can get through it. Trip 6 is where I start to seriously question my life decisions.
Creating this thread for generally discussing ideas, routing, tech for the All-Encounters category. Here's a video I did showing some attempts to manip the hairy beastmen encounter at the camp. If you get the movement just right, you can cluster them into a couple of groups (maybe you can get them all in one? not sure) and zap them quickly with the Wand of Lightning. When going around the campfire, you need to go to the right - going left will trigger the battle. But if you hook around the fire, go off to the woods in the right, and then head south, you can escape and draw them out of the camp.
A few of us talked about this earlier today, but in a nutshell: this category would be Any% but you can't use the Thief's Hide ability, so you can't abuse that particular glitch.
Here's a (pretty bad) recorded run with some really basic notes & commentary on the strategy I used (solo Fighter seems optimal for this, but who knows, maybe there's another route or party composition that is faster):