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Canadax_i132 years ago

For quick kills, might be worth to look into the flapsails in the end of the underground passageway. We have to wait for them anyway, might be worth to kill them if it can squeeze out a level

Canadax_i132 years ago

This category is much easier cheesed by the wand than I had originally anticipated...

Canadax_i132 years ago

I've created both the no-hide and the suggested overworld static encounters. For the static encounters, I went with having to actually complete the encounter. This will force overworld play which may change strategy a lot as Hide will not be so powerful in those. If you guys want to allow the save-load on the static overworld encounters, let me know. Should be a lot of fun changing things up

rujasu piace questo
Sconosciuto
Canadax_i132 years ago

Great tutorial. I love making this game more accessible for new players. This game has come a long way since I started this back in 2016. I'm glad some of my original strats are still in the meta (looking at you 18str thief). I'm so happy more people are now playing this wonderful game and hopefully this helps to bring in even more.

ModerateJog piace questo
Canadax_i133 years ago

A couple quick notes on the audio speed ups present in this run: It appears to be caused by an emulator bug in this emulator. Looking at the old Genesis Plus source (that this emu is likely based on), it seems the sound chip is synced with CPU, causing the audio lag when the CPU lags. When the CPU picks up, the audio buffers weren't dropped so we get an increase in audio playback speed until the buffer empties back to clock rate. I believe this to be an emulator issue as both Ouijawii and my own runs have similar lag during first scorpions but neither of us have audio speed up after, both running on kega fusion. When I time this against Lance's run, both this run and Lance's take 1.07 from moving after scorpions die until through the next door even though Lance had no audio lag and was on original hardware (Nomad). This provides evidence that the audio speed up does not affect gameplay or run timing; it likely only happens with audio chip emulation and is likely due to an error in audio buffer code.

ModerateJog piace questo
Canadax_i138 years ago

I was into speed running (at least watching speedruns) for years. When I finally decided to pick up a game, everyone said it had to be a game you really loved. I could still draw maps of this game from memory of when I played as a kid, so I settled on this one. There were some very old discussions on the SDA forums (probably at least 3 years old by now) about how an RTA run might work, so I decided to give it a go

Canadax_i138 years ago

Woah. After a year I didn't expect anyone to try running this. Glad to see other players here. Maybe I'll start picking this game back up again.

@venominon One issue I found is that the Gauntlets don't seem to effect attack in any way for the purposes of the run. The critical damage gained by the Hiding in Shadows only uses base STR (as far as I can tell). In the "Stat Rolls" sheet on the google doc, I've listed the damage range done to the Fire Giant at level 1 using that specific roll (including some rolls with using the Gauntlets to grant 18 STR) and the results were pretty conclusive. I know the document is trash to go through.. haha sorry about that. My main concern was with enemies that pose a threat, where that 1 or 2 hits could mean a party wipe; such as those damn Scorpions or any of the Fire Dragons in the Eleven Underground. If you find the extra attack really doesn't matter and we can save time by forgetting the stat rolls, that would be awesome. I'd love to see some damage stats and time comparisons.

@darxide The Azcan Temple is so bad. haha. For the Swamp Cave; in the larger open areas (mainly at the end of the cave where we find the second batch of Tuatara and Trogs) I just go in straight lines. For me, it's more about recognizing patterns with the enemies for that section. For instance; once I kill the Chief, I know that I turn left and go straight until I hit a wall. From there I know to turn left, go forward and do a quick Z pattern (forward, turn left, forward, turn right, forward). After which turn right and go forward until I hit a wall. After writing that it still seems kind of complicated. Haha. Getting used to the textures you should be seeing and remembering things like "go forward until I see grates on the wall" or "when I see Crawler turn right and walk until a wall" instead of "when I see Crawler turn right and walk forward x spaces" can help a lot.

discussione: The Site
Canadax_i138 years ago

Any chance to link beam.pro account to speedrun.com ? would be nice to integrate that service

Canadax_i139 years ago

While creating the maps for the routes through the dungeons I've noticed (and corrected) some discrepancies with the Opus Games maps in my own notes. I've sent the corrected maps along.

These changes are: Azcan Temple Level 1 has a misplaced trap Azcan Temple Level 3 has a one-way secret which is mis-labeled Oltec Passageway Level 3 is missing a door Elven Underground is missing a wall and the exit is one cell off.

Canadax_i139 years ago

These are the notes I have. There's a lot of info hidden in there. Eventually I'd like to clean it up and post it as a proper guide with a tutorial video.

https://docs.google.com/spreadsheets/d/15ln9AW96fDszzsH0JWLxAU9rTSwAbE3sMhurVyZv3KY/edit?usp=sharing

[EDIT] I've started cleaning this. So far the cleaning job has been immense. Each and every dungeon now have full maps with routes on them. The notes have been cleaned up a lot. The document itself has also been reorganized into multiple sheets to make it easier to navigate.

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