Threads
Finlandfirefyte7 months ago

Game doesn't seem to care about Load / Agility at all for player speed.

Red Potion doesn't last as long.

Duncan is taken from you automatically, and I think dumps their inventory into yours.

Screen is (obviously) smaller, you need to press select at the player screen to see stats.

Red pot can be drunk by anyone for speedboost, but will only heal that character.

Swordfight opponents have much less mobility, and don't get stuck as easily (the prison fight, the opponent can actually turn around).

The skeleton dies from one hit.

You can't stun-lock the boar with the staff from little john (but you do have a safe corner for wailing).

You can hit the water enemies while they aren't visible.

World bosses don't have HP totals.

Unlimited continues(?)

The codes might actually give all the required items.

?You can lose the mass battles as Robin Hood, win, and will end with 1 hp.

Finlandfirefyte7 months ago

Hi,

Would it be possible to add the GameBoy release and its own board?

It's very different (read: slow, less buggy) from the NES release to speedrun.

Finlandfirefyte2 years ago

I was looking into running this as a part of a DotT: remastered run, so I had to figure out a route that doesn't have inner lab door mod, but that I could use. Mike's V1 run obviously has fast movement which doesn't work in V2, so I can't get caught and get all kinds of stuff. Also, I think it doesn't let me go upstairs a second time if someone is caught, but this route seemed OKish:

The only thing missing is when you need to get the package, so that it's available to use the doorbell again later. If you hear the doorbell, just use your outside character to pick it up (my first test run had it around the pool emptying time).

Edit: 28.11.2022 Changes: dumping kid in the kitchen for basement, other changes based on Mike's recent run.

Kids to door (F)1-> pickup mat 1-> use key in door 1 & 2-> go inside 2 -> go kitchen (to get caught) 1-> upstairs, left door, get paint remover, through security door, upstairs 1 -> run past green upstairs, enter first door (change kids back and forth to allow movement upstairs) 1-> left side of room, up ladder, get yellow key off right wall 1-> go down, go to fourth room use buff machine 1-> go to room with green tentacle (F)3-> ring doorbell (F)2 -> go to loose brick, press loose brick once 1 is caught (F)1 -> exit, get silver key 1-> go to open outside grate (F)3-> go to valve via outside 1->pool (silver key on door) (F)3-> open valve (F)1-> get key and open radio, leave pool (F)3-> close valve (F)1-> go through gate, open garage door, unlock trunk with yellow key, get tools (F)3-> go inside, go to basement door (F)1-> on the way back, use batteries with flashlight, turn on flashlight while moving 1-> open basement (F)3-> go basement (F)1-> go to wires (top floor rightmost door), use paint remover on splotch, green tentacle skip again (F)3-> go to fuse box, open it, turn off fuses (F)1-> fix wires with tools (or use tools with wires) (F)3-> turn on fuses 3-> go outside get package, ring doorbell (or wait for doorbell to ring and then get the package, around 6min 9s from start) (F)1-> wait 5s, get hamster+card from third room (F)1-> get caught, Ed's room, third door (F)3-> go outside, prepare to ring doorbell

ALTERNATE 1: (F)1-> open outer lab door, give everything that isn't the card key and yellow key to kid 2, wait for arcade cutscene 1-> open lab door Lab combo #7572 / 5858 / 3301 / 8640 (F)3-> ring doorbell

ALTERNATE 2: 1-> open outer lab door, give kid 2 the yellow and card key before arcade scene, wait for arcade cutscene 2->open lab door (combo above) , continue with kid 2 instead of 1 (less inventory scrolling) (F)3 -> ring doorbell

(F)1-> go inside lab, wait for cutscene, skip scene, go past tentacle opening the door on the right 1-> use card on door, open locker, get suit (if your version has the killing beams) 1-> go through door, turn off switch 1-> get meteor, put it in trunk, close trunk, yellow key in rocket

MilkToast likes this
Finlandfirefyte4 years ago

Hello everybody,

This stems from a discussion present on the speedy adventures discord, that notes how different the load times can be from runner to runner.

What I propose is that we add a field (and ranking) based on in game time, to level the (hardware) playing field.

I have a script created that works with DoTTR GoG/Steam (I need a windows store version to test with) that enables tracking of time in livesplit.

This method is now used in Monkey Island 2 Special edition.

For those interested, you can find the script here (current version:

And here (development version with some save/load support and better handling of the menu):

https://raw.githubusercontent.com/ffyte/LA-adventure-remake-autosplitters/master/lar-splitters.asl

https://raw.githubusercontent.com/ffyte/LA-adventure-remake-autosplitters/saves/loads/lar-splitters.asl

You can check out my bad run as to how it works.

AlphaPiAlpha likes this
Finlandfirefyte6 years ago

Since there's now two of us here, I propose we discuss the rules and differences with the game.

  1. EGA / VGA get their own leaderboard
  2. All difficulties should be the same (the drafts are fixed through a run anyway.
  3. More has to be done with evaluating ScummVM and how it works on various machines.

Opinions and ideas? Discuss.

Finlandfirefyte6 years ago

Here's a link to a podcast about the game: https://www.dosgameclub.com/tyrian/

Krayzar and Darpey like this
Finlandfirefyte6 years ago

Is it possible to get more mods for this game, I'd at least like for my runs to show up if I am submitting them.

Finlandfirefyte7 years ago

Can you add 'steam/windows' as a platform option?

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