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Segmented any% run

Verifier Responses

Quote:
No signs of cheating
AV&Audio are all clear

I) At first I question the damage taken on the first plant enemy encountered, but it saved probably a good few seconds when getting killed by the raptors. Some item collection about the village, and a cool enemy  lock for some quick grinding. Gets through the sand maze without getting lost. I'm happy.

II) Good navigation within the 'temple', or whatever you want to call it. First boss had his hindquarters served to him on a silver platter, complete with a newly functioning secondary exiting canal. Still happy.

III) Grinding segment. Ya gotta do whatcha gotta do.

IV)Oh the joys of text skipping. Fight in the graveyard almost didn't work at all. Buy some more magic, and away we go.

V) I remember this swamp being a little annoying, and the boss an ever bigger pain in the ass. Once again, the monster gets really, really stoned, and falls over.

Also - swamp monsters explode. Just so you know.

VI) I'm beginning to remember now this game is just once giant maze. This is also the first segment where locomotion with the dog begins to play a pretty impressive role in enemy bypassing, as quickswitching between characters when the player is hit does skip the two second hitback period.
Oh god. Oh god no, I'd almost forgotten those unspeakable horrors..
The water maze.

VII) Really? That look <30 seconds, now I'm just getting upset at myself. Anyways, robo-dragon puts up the first actual fight of any of the boss monsters, but that doesn't mean he really gets anywhere. After that, another adventure through time.

VIII) I swear the woman in the market at 5:28 looks exactly like Wilma from the Flintstones. Which doesn't make much since, because it seems that she would have been back in the prehistoric times, wouldn't it? Did she get sucked through the time warp too? Hmm. Grinding in this segment suffers from probably my biggest complaint about this game - melee weapon accuracy. Some annoying misses cause for the use of a health item, but I'm really not going to complain too much about that. This segment is huge, and contains a lot of grinding. Like a lot a lot. Then finally, it ends with some text skipping. Whoopee.

IX) The music at 0:50 completely kills any intimidating atmosphere the game had built. I loled. The boss gets speared to death, and low &behold, explodes to death. Alright. Anyway. Speaking of things that arnt weird, the runner gets a ride in a boat across the desert, and a skeleton tells him a silly story in German. Magic is purchased at the store, and the segment ends.

X)Either the runner is taking damage for something, or s/he is becoming exceedingly careless in locomotion.

XI) Critical as I am, the bats in this segment seem real nasty to try to dodge. This segment did not look like fun to record. Cool memorization  when fighting the twins.  A couple of unfortunate incidents with enemies in the following hallways. Boss is completely decimated. Like wow, that was just sad. Long segment is long.

XII) It feels like we've been in (this highly inaccurate portrayal of)ancient Egypt for sometime now. Big Boss gets smashed and 'menu-locked' so to speak.

XIII) Whats this? The runner used magic to stun and overkill an enemy within a matter of seconds? Haven't seen that one before.

XIV) Its the trumpets again! Rockin' doggie race.  This segment doesn't make a lot going on, but it is filled with probably the greatest song ever.

XV)Boss fight here goes pretty smooth. More locomotion, some grinding along the paths, you know.

XVI) This segment features a boss battle against Dark Link. He does better then the other bosses, except instead of blowing up, he just kind of crumbles, then the surrounding environment bursts into destruction.

XVII) Wow. The dragon, really, really didn't bring his A game today. There is a looooooooooot of running, and then another boss fight who lasts about as long as the first. And a third bossish fight, which is more of less just the runner wasting a handful of purple dinosaurs.

XVIII) Running along, running along, another boss wasted; I feel like we know what to expect by this point.

XIX)Leon gets to escort Ashley through the crumbling castle, with a solid chunk of pretty carefree locomotion afterwards. Squall then receives the Ragnorok, and  they go to Egypt, talk, go back, talk, buy stuff, yeah.

XX)Back to prehistory times. This segment, despite its length, appears to have some of the best dodging of the run so far. The game pulls a DKC and rehashes one of the earliest game bosses for round II. He lasts about as long as he did last time.

XXI)Time to get some final grinding in, before heading back to Cid's airship. The new Rush upgrade is significantly faster then the older models, but that doesn't help much since you have to wait for whatshisname to make it to the door anyway. Its a shame there isn’t a faster was to rid of all the robot towers the runner has to deal with, as they take a long time, and frankly get tedious as shit after the first five minutes. I'm also beginning to wonder if using the robodogs super fast speed is effective in the rooms with no enemies, because the protagonist doesn't appear to use the dash-function when on auto pilot, and several seconds is spent every screen waiting for him to catch him. But I could be wrong on this. The rest of this segment just features a bunch of running around.

XXII) This game would have a big battle room of death at the end. It was nice to finally see a boss put up somewhat of a fight, even though by that I mean the runner runs out of magic and they're forced to sit there trading blows for a couple minutes.

This run is going to be an easy accept for me. The gameplay is clean, despite bumps and batters from the annoying enemy collision, every boss fight went quickly, and most enemies are only killed in necessity. As I said earlier, this whole game is a maze, and all the complicated locomotion and mad dashing never seems to hesitate, and the runner, at least the vast majority of the time, doesn’t have to many scuffles with the monsters trying to get in his way. I like it, a lot.

Recommendation: Accept


Quote:
A/V is good, and I can see no obvious cases of cheatery. My German is uber rusty so I hope I've understood certain things properly D:

Segment 1: Pretty standard, nice memorisation of hidden item locations. Mashing the attack button works fine when you're only doing 2 damage per hit anyway Cheesy Also marks the introduction of stutter-running, which is used throughout (nearly) all of the run in order to move more quickly.
Segment 2: More good movement/item memorisation. First use of the alchemy trick, which is sure to impress anyone who isn't familiar with it.
Segment 3: Hard Ball grinding segment - I don't know why he didn't spam alchemy more quickly here, most of the enemy kills could have been close to twice as fast if he'd done so.
Segment 4: The Viper fight could have been maybe one round shorter with faster magic casting, but otherwise good.
Segment 5: Wastes a bit of time in the Salabog fight by sitting on the left side rather than waiting in the middle, but otherwise good.
Segment 6: Movement isn't quite as sound here, but the cramped pathways don't help.
Segment 7: He could've reset for a Magmar fight where he didn't get frozen in place like that, or maybe not wasted that Hard Ball in the previous segment.
Segment 8: Time for markets, prophetic old dudes and CRUSH! The bonus given by the Sun Stone (Attack+) is immediately noticeable after he gets it... the Jade Disc (Accuracy+) nicht so much Sad The spear needs to be ground up to level 1 for the next boss fight, but the markets last 15 minutes, so no time is lost up to that point. ...He takes 18. As tedious as it would have been, I think trying to optimise around this part could have resulted in potentially the biggest saving of time in the whole run.
Segment 9: Straightforward and short, although he probably could've gotten a hit off in the first movement of the Vigor fight.
Segment 10: Nice showing running over hidden bridges and switch hitting. The enemies here have enormous hit range and it's hard to see them coming, so he takes a few hits, but the boss fights are quick and he handles the single healing efficiently.
Segment 11: Wastes time with a few not-really-necessary Crush casts trying to get by enemies, and again I don't know why the runner didn't use magic more quickly during the two miniboss fights.
Segment 12: Another simple segment, solidly executed.
Segment 13: @ 1:32 Ouch Sad Decent navigation, considering it has to be done in the dark.
Segment 14: Mostly cutscene, accompanied by some amusing stutter-running with poodle dog in the vents Cheesy
Segment 15: Navigation isn't so hot here, the pathways are awkward but it still would have been easy to shave a good few seconds off.
Segment 16: More movement woes, although I suppose he had to take a run where the boy didn't die on the way through the forest.
Segment 17: Second part of the forest. Why does every part of this game have to be the hardest part? Sad And why does the runner switch from using the dog to the boy for running for the second half? I wish the run notes were more detailed about things like this... By this point there's not much to say regarding battles anymore, except that they keep getting shorter >_>
Segment 18: Another short one.
Segment 19: Mungola gets whacked so hard the palette breaks, and the rest is mostly more cutscenery. We have liftoff!
Segment 20: The dog picked a really bad time to get eaten by that flower Sad Bit of overkill on Coleoptera but I guess it didn't really cost much time.
Segment 21: Quick grind on some familiar enemies to get the sword to level 2 for the final fight (I must have missed it reaching level 1?), although it may have been sped up by getting some quick kills in the previous segment. Then... TOASTER DOG Cheesy Time could have easily been saved in those indoor teleport rooms if the runner had waiting for the boy to catch up. There's little way to speed up removing those Spherebots, although I don't know why he insisted on sitting as far away from them as possible.
Segment 22: The final battle goes okay, could be improved a little. Control is lost during the ending scene, in which Horace could have really done with a jogging animation <_<

There are multiple places in this run that could be improved with better execution/luck forcing, especially seeing as it's segmented, but none that make it appear outright sloppy. It's hard to judge how much time was realistically lost in the process of running itself; human fingers can only mash so fast for so long, to the point that I wonder if it wouldn't sometimes be faster to let the stamina bar fill back up before running again. The core plan is good to very good, with only minor improvements to be made regarding optimisation or taking bigger risks. For a run of a game that's not yet on the site, it passes the bill. Accept.


Quote:
I'm done, sorry it took so long!!!


Good quality audio and video, and looks legit.

It's hard to comment on item collection - I don't know much German.  I've done my best to keep up, though.


1.  [Prehistoria: Game start to Bugmuck]
Since you have to wait for the raptors to attack, I see the advantage of the early damage from the flower.  2 hits from the raptor seems to be necessary so you can collect the crystals. (Lv.2)

2.  [Thraxx's lair to eastern cliff save]
Makes good use of tap-dodging through Thraxx's lair.  Nice run-through, but got caught on a couple of walls.  Good alchemy stacking against the boss.  It looks like you hide against the corner to prevent from being pushed back - great idea.  The save point guy sells Hardball ingredients for super cheap, so I can imagine why you choose to grind Hardball. (Lv.5)

3.  [Grinding]
I'll be as critical as I can on this segment. If there's a reason that you don't stack alchemy against the enemies, I don't know it.  There was a missed axe hit and you missed killing a flower, and there were a couple of instances where you were stuck with only 2 enemies on screen.  Other than that, good control of the positioning of enemies.  Seems pretty efficient. (Lv.7)

4.  [Eastern cliff save to volcano crater]
You got stuck pretty badly on the Carniflower near the Levitate boulder.  The graveyard fight was a bit shaky as well, the casting could have been stacked a bit better.  I think this segment warranted more attempts. (Lv.8)

5.  [Volcano crater to "John David's" hut]
Good swamp runthrough, including manipulating the frogs to run by them quicker.  Also great use of Pooch for a quick boost between areas.  The boss fight was good, except for some bad luck in positioning.  I'm pretty confused as to why the Mudpepper guy is named "John David" in the German language version, while he's "Blimp" in English.  Strange. (Lv.8)

6.  [John David's hut to sewer save]
Not the greatest luck on positioning the Vipers (I keep wanting to say "Claw Viper"... this is not Diablo II), in addition to taking some hits, and navigating the menu at times was a bit sloppy.  Given that, I'd imagine running through the main lava pit area with all the Vipers is really frusturating, getting caught on walls and being blocked all the time.  This segment was probably attempted quite a bit.  I like how you use Pooch to run back while collecting the Mudpepper from the Viper Commander. (Lv.9)

7.  [Sewer save to Crustacea: John David's cave]
Awesome strategy against Magmar.  It looks like all that damage is unavoidable - you'd be toast if you were under level 9.  Besides the menu hiccup, it was really good.  Not much else to say about the rest - good job running? (Lv.9)

8.  [Crustacea: John David's cave to Nobilia prison]
"DESERT OF DOOM" is the best name for any location, ever.  Lots of grinding while waiting for the market to close, but I love the strategy here.  Crush is one of the best spells and it's a perfect time to level it.  There was some bad luck with missing the spiders often when spear grinding, and it's too bad you had to heal that much.  I guess time could have been saved by having tons of optimal enemy spawns, well-timed hits, and no misses, but it's hard to ask for much.  More leveling would have lead to the rest of the segments being significantly faster.  This segement would be a huge pain to perfect.  Also, I don't know why you reentered the market near the end of the segment, that seemed to be pointless.  (Lv.14)

9.  [Nobilia prison to John David's cave]
Forget Maximus; "Boy" is a real hero here.  Good fight against Vigor.  Seems like a relatively painless segment. (Lv.14)

10.  [JD's cave to Halls of Collosia save]
Good navigation through the temple, such as across the invisible walkways.  Not including getting pegged by a few enemies along the way (7 times).  Good choice in using wings to return to the entranceto the convenient save before the boss. (Lv.14)

11.  [Halls of Collosia to JD's]
You sure "crushed" Megataur.  Such annoying enemy placement inside the Great Pyramid.  Obviously time was lost by getting hit a ton, and from several unnecessary spellcasts.  There seemed to be a lot time wasted against the Sons of Anhur by not stacking your spellcasts, and again when fighting the two Rogues.  Sadly, this is the sloppiest segment so far. (Lv.16)

12.  [Fight vs. Aegis]
When you warp, it makes the desert look smaller than a football field.  Excellent Aegis fight, it's hard to see improvement there.  Probably because it's the only real content in this segment. (Lv.17)

13.  [JD's to Gothica: South of Ivor Tower]
Solid, short segment.  I suppose the only trick was just learning the path through the cave in the dark, which was run well here.  (Lv.18)

14.  [Gothica: South of Ivor Tower to Ivor dinner table/prison]
I would have definitely reset the segment after getting hit right away like that, considering it's a cutscene-heavy segment with little challenge.  It's the only part where there are enemies and it's at the very beginning. (Lv.18)

15.  [Ivor prison to Dark Forest entrance]
Good fights at the beginning.  Pooch looks so awkward running sideways through the sewer.  Good hedge-maze navigation, I suppose those kills were planned out.  Got whacked a few times underneath the chessboard though. (Lv.19)

16.  [Dark forest]
Navigating the forest seemed good enough - The small maps allowed constant usage of Pooch to run through it.  Getting whacked once or twice didn't slow it down too much as Pooch. (Lv.19)

17. [Dark forest to Ebon Keep, Tinker's Lab]
Dark forest was great, the sewer navigation was good, and the prison was a bit shaky, but good enough.  It's nice seeing Verminator, normally the hardest boss in the game, being absolutely destroyed with Call Bead spell-stacking. (Lv.20)

18. [Tinker's Lab to Ivor Tower - Sewers]
In the sewers, it looks like you run back and forth in place for like 2 seconds, apparently for no reason.  On a 4-minute segment, what's up with that?  Gomi's Tower went really well, though. (Lv.20)

19. [Ivor Tower - Sewers to Antiqua - Blimp's Cave]
Once again stacking Flare to do huge damage, one-shotting Mungola.  Navigation in this segment was also quite well done, save for getting hit once.  At this point, you need to return to Prehistoria and Antiqua to collect items required for Omnitopia.  Instead of going straight to the pyramid in Antiqua, the runner instead flies to Nobilia to get the Barrier formula from Horace, and then flies to Blimp's cave to load up on some new ingredients for sale before ending the segment.  Interesting. (Lv.21)

20. [Blimp's Cave to Prehistoria - East Cliff]
Collecting the Diamond Eyes went smoothly.  It's too bad you have to wait for pooch to step onto each teleporter during the fight with Tiny, as it seems to take up so much time waiting for him.  Now we see Barrier coming in to use during the descent from the volcano.  It seems like you have a higher chance of getting hit when running back, but Barrier prevents all physical damage for 45 seconds, so it looks like it was a good choice to get it first.  The backtrack through Bugmuck went well, as did the fight with Coleoptera.  Although, I wonder if you can kill him in one cycle - you cast Crush in a set of 6 and then a set of 5.  The boss has 6000 health, and your first volley does 4700 damage.  I'll bet you can get 8 shots off and one-cycle him.  However, this was the end of a long segment, so it's fine.  Great segment overall. (Lv.22)

21. [East Cliff to Omnitopia - Junkyard]
Another huge segment, clocking in at nearly 20 minutes.  We're starting of with grinding weapon skill at everyone's favorite grinding location in Prehistoria.  Thanks to the kind of luck involved in grinding and the length of the segment, it's inevitable that there will be more small mistakes than usual.  With that in mind, this segment was very well executed.  In Omnitopia, pooch is crazy fast and is used well for navigation.  Good use of barrier to take out those turrets easily.  Barrier comes in use again during the return to Gothica when running across the chessboard. Back at Omnitopia, he gets Energize from Dr. Ruffleburg, and proceeds to the Junkyard before the final boss to end the segment. (Lv.22)

22. [Final Boss - Carlton]
Now I feel like an idiot.  I did not know you could destroy the fans with the bombs during the first phase; that made it really fast.  The Lv.1 Crusader Sword with Energize and Barrier cast makes easy work of the raptors in phase 2, especially since you managed to corner them a few times.  The Rimsalas in phase 3 then get demolished by 3 sets of 8 Crush spells.  The fight against the evil toaster looks pretty luck dependent, unless you can get him cornered 100% of the time somehow.  Magmar in the next phase took 4 volleys of Crush to kill, so no mistakes there.  With Energize, Barrier, and Atlas, he just spams Carlton with Lv.1 sword attacks to finish the run off.  The success of this segment seems to depend on your luck with killing the raptors and the dark toaster as fast as possible - executing everything else wouldn't be complicated thanks to the invincibility provided by Barrier.  Also, why does this last boss give you experience?  It shows you leveling up and everything, but you can't benefit from it since the game's over.

Decision: Accept
I think a few of the segments needed some additional work, but there were many well executed areas which made for a good run.  The planning was well thought-out, and I think time spent on item collection and grinding was done conservatively enough to maximize time savings.  The fact that SDA has been without a run for this game influenced this decision as well.  Congratulations to _!


Quote:
Most definitely accept, I've been meaning to write more detailed notes on it and unfortunately never got around to it and I apologize for that...


Decision: Accept

Congratulations to
Patrick "ev0lution" Seibert
Nicolas "ZdadrDeM" Gro�mann
Frank "Nokia3311" Jahn

Apologies to Nicolas, that character in your last name got lost somewhere along the way.
Thread title:  
No problem, that character is a  "ß" but in English you can write "ss".

I'm really glad that our run got accepted, it was really time consumming.

I will comment on some things pointed out by the verifiers, maybe ev0 und Nokia will do the rest:

- Casting in the Great Pyramid: Since the boy and the dog are separated you can only stack two spells with the boy. Switch to the dog and casting with it takes a very long time.
- Casting at Coleoptera: The german PAL version freezes when casting 8 Crushs in one cycle. Don't know the reason but it is the case.
- John David: The translators at Nintendo Germany were extremly funny people. In Secret of Mana they leave the hero in the cauldron to watch the "Lindenstrasse". I hate it because this strange translations destroy the atmosphere. At least John David is a normal name. Queen Bluegarden is called "Gunila von Fettamsel" (fat blackbird). Cheesy
I AM FUCKED ANGRY
ich habe dieses spiel hundertausendmal gespielt, 145mark hatte ich bezahlt und ja die übersetzungen waren schon recht lustig. herzlichen dank an alle die diesen run möglich gemacht haben. das spiel muß man einfach lieben.
ps: habe noch die originalen club zeitungen da, da waren die kompletten maps beschrieben und gedruckt vom letzten chapter, die waren nicht im lösungsbuch vorhanden. danke danke
Catchin' them all
Oh wow, a run of this game. Can't wait to see it. Cheesy
Professional Second Banana
Same here - I seen TAS's of Evermore and have been wanting to see a console run for a while now.  Looking forward to watching it!
Quote:
Segment 8: Time for markets, prophetic old dudes and CRUSH! The bonus given by the Sun Stone (Attack+) is immediately noticeable after he gets it... the Jade Disc (Accuracy+) nicht so much Sad The spear needs to be ground up to level 1 for the next boss fight, but the markets last 15 minutes, so no time is lost up to that point. ...He takes 18.


We stopped the time and in the PAL version the market finishes 20% later than in the NTSC version. That's why we farmed for around 18 minutes.
Segment 3: The problem here with just spam hardball is that we needed a certain amount of this enemys to get enough money to buy the magic afterwards. If u spam hardball u kill the enemys very fast that is true, but u than might not get enough of them, so u either have to kill ´em without magic or u gotta run back and buy up same magic again. So we decided to go with this method, try to hit as many as possible in one cast and finish some of them without hardball. Thats the main reason for not spamming hardball on this part.
I AM FUCKED ANGRY
I will not do criticize this run. I had watch this run today and it looks good. But the complete last mission 'assitopia was not good planned and can definite easy improve by someone. The key to kill all the enemies fast is when the dog has full level 3. The final fight with edgar is very easy with the dog. On level 3 with some magic, the dog will take a damage with over 2000-4000 points on every opponent. With combination 'kosmokraft' you will take on every 2-3 seconds this high damage. The metal dog has the most power of damage and no magic or the sword on level 3 is higher. When you have also a higher level on 'höllenfaust' you can do this magic weapon for edgar also with the metal dog. I swear that you will save over 8-10 minutes only for the 'assitopia mission. To get a higher level on hölenfaust or for your dog, you should do this in the desert in segment 08, you have enough time in this area. The ventilators with the bombs are so easy and fast with the metal dog. Please try it out.


But in all it was good entertaining. Smiley
The Great Farming Empire
I see that this run has 3 authors. Is this a co-op run, or did the runners do specific segments?
Is PJ
The latter.  The runners did specific segments.
In segment 11 you can skip giving away the diamond eyes by letting the dog cross the trigger while sniffing. That skips a cutscene, a fight and later on getting the diamond eyes from tiny. Have a look at saturn's 100% TAS at approx. 59:10 minutes.
(user is banned)
Edit history:
MortyreR45: 2012-05-21 10:19:44 am
MortyreR45: 2012-05-21 09:52:57 am
I AM FUCKED ANGRY
Quote from Guest:
In segment 11 you can skip giving away the diamond eyes by letting the dog cross the trigger while sniffing. That skips a cutscene, a fight and later on getting the diamond eyes from tiny. Have a look at saturn's 100% TAS at approx. 59:10 minutes.


it was not emulated and it was used the european german snes version. It had also not work on my copy. (also ger. version).

EDIT:
Submission #783: Saturn's SNES Secret of Evermore "100%" in 2:04:06.12

•abuse programming errors (Atlas-glitch, Desert-glitch, Diamond Eyes-glich etc.)
•manipulate luck extremely much (in boss fights or critical parts almost every frame)
•use "Death" in order to activate the Atlas-glitch

'Game version:  USA v1.0'