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Um. Not sure if serious?

Also, it was noted on GFAQs somewhere that if you enable a super jump code and you jump on top of the fountain in town, you can warp to the credits. Go go glitch power to get up there?
Greetings! I'm new around here and I would like to apologize beforehand for the necrobump, but I would like to know if someone is actively working on a run for this game. A few people said they were, but no updates whatsoever so far. If no one is, I intend to do a segmented any%. I am gathering equipment to start recording regardless, however.

Also, to add to the available material for this game I offer these links to a Japanese TAS I found on nicovideo:

part 1: http://www.nicovideo.jp/watch/sm16227001
part 2: http://www.nicovideo.jp/watch/sm16230938
part 3: http://www.nicovideo.jp/watch/sm16236124
part 4: http://www.nicovideo.jp/watch/sm16242696
part 5: http://www.nicovideo.jp/watch/sm16242828
part 6: http://www.nicovideo.jp/watch/sm16245456
part 7: http://www.nicovideo.jp/watch/sm16253807
part 8: http://www.nicovideo.jp/watch/sm16261596
part 9: http://www.nicovideo.jp/watch/sm16263686
part 10: http://www.nicovideo.jp/watch/sm16269300

clocking in at 4 hours 52 mins and 14 secs, if my math is correct (note that I just added the video times).
Edit history:
Exo: 2012-07-22 11:29:33 am
Sandbagging
Guess I know what I'll be watching today. Thanks for the links Smiley

P.S.: Don't think anybody is currently working on it.
After some thinking I came up with this segment list:

segment 1
intro

segment 2
Tarn's Manor
Wendell's Nightmare
Olen's Nightmare
Coal Mine part 1

segment 3
Coal Mine part 2
Lars' Crypt

segment 4
Bonaire's Nightmare
Ancient Shrine part 1

segment 5
Ancient Shrine part 2
Coastal Cave

segment 6
Kline's Nightmare
Reptile Lair
Gile's Nightmare part 1

segment 7
Gile's Nightmare part 2
Magyscar
Sanctuary

segment 8
Meia's Dream
Underground Waterway
Nirude's Lair

segment 9
Elene's Nightmare
Fire Manor
Murgg Woods
Great Tree Tower part 1

segment 10
Great Tree Tower part 2
Ice Manor
Torla Mountain

segment 11
Nestus' Dream
Ronan
Nava's Keep

segment 12
Lake Shrine
Lake Shrine Interior


I am not entirely happy with it. I tried to group dungeons that lead to each other together (like Reptile Lair and Gile's Nightmare) and still find a spot to save so that the segment can end with minimal travel time, but it wasn't easy so I ended up dividing certain dungeons into two parts. I would like some feedback on this, I get the impression that some segments might be too long/hard too.

ITEMS

The TAS I posted before only got 3 Life Vessels, but since I am no TAS I think it'll be a good idea to get some more. Not going to go out of my way for one though.

Similarly, the TAS has no armor. However, both the leather and the ancient armor require a trip to Lurvy at the bottom of the Cliffs of Madness. The only easy and free armor is the silver armor, but that is endgame equipment that can only be acquired after Nestus' Dream. I suppose that leather armor is the best option to help me for most of the run and it is cheap.

Lastly, I will not get the upgraded bow or the fiend blade.


My capture box came in this morning, so I'll start recording and uploading some initial attempts of the first few dungeons. Depending on how terrible/good my performance is we will adjust as necessary.
I have been a bit busy lately, but I was able to get some practice runs starting from the intro and going to the save point in the coal mine. My best time so far is 35:31, a time that can be improved as my execution of dash canceling improves.

Also, what can I do to the avi files I get from recording to make them easier to upload to Youtube?
Edit history:
Exo: 2012-07-31 10:50:35 pm
Sandbagging
Encode them with anri-chan. (If you record in a lossless codec like lagarith)
Edit history:
Narashnul: 2012-08-02 01:09:54 pm
I was able to shave off 31 seconds yesterday, thankfully I was recording I was recording at the time:

As you can see it is a time that can still be improved, Tarn's Manor is what tends to screw me up the most. I don't think I have managed to get all four barrels on the switches in one pass or one of the slimes hits me and I have to reset the puzzle by exiting the room

Also, I do not know why the youtube video ended up like that...
Edit history:
Narashnul: 2012-09-12 05:22:03 pm
I was able to get a 7:26 for the Klark segment a while ago:
I have tried to get a good run again that didn't have the bump when exiting Merrick's room, but I am over 500 attempts now with no luck. This is getting very frustrating for me considering I can't seem to get past the first segment (a segment that does not have enemies, puzzles or bossses no less)...
I feel like this has been bumped repeatedly with claims of a run in progress, but here it is again.  I have just received my Japanese copy of this game (an old favorite of mine) and am intending to do a single-segment run of the game.  I'm currently wrestling the whole recording business to the ground and that requires the replacement of my desktop's power supply so that I have access to it's SSD for recording purposes. 

But for anyone that's still interested, I have some notes I've taken so far. 

In studying the TAS and some other runs, it looks like the TAS missed a bit in Tarn's Manor.  The four barrel bit only requires two, with Alundra sliding across the last two buttons to get them to work.  I have no clue how hard that will be, but it's worth a shot. 

Also, the TAS kills Murgg in the manor and in the second dream in one hit (seemingly).  Anyone know what's up with that?  Maybe it's a version difference?  Once I get my PS2 fixed I'll check it out. 

Also the opening sequence text difference is one minute!  Japanese text for the win! 
Would love to see that, I'm pretty interested on this run, but I'm afraid this could be too long Sad
That's no reason to give in!  I'm going to keep at it.  Anyways, I have an emulated version I'm futzing with until I get all my cables/computer/etc in line.

In fact... I found some videos by a guy named rocmox that demonstrate some weird stuff.  Nothing truly game breaking yet, but I think it's going in the right direction.  In this, a pause is buffered as you die into a door.  The sequence then goes as follows: you lose your HP, you cross the door threshold, you load the next room, the menu shows up, you exit, you die. I tried it with a wonder essence in hand AND did it inside a loading zone for a cutscene.  This got me... lost HP, cross threshold, cutscene starts, menu shows up, you exit, you die, you get revived.  It seems that since the trigger for the wonder essence is full on death, and that doesn't kick in until after the cutscene... it has no effect on the cutscene itself.

It's also interesting to note that all button inputs, aside start, are locked when your HP hits zero.

Anyways.  The search continues.  I'm specifically looking for ways to clip into obstacles (early fire rod would be SO BOSS) or to skip cutscenes... because there are a lot of them.
I'm playing through this ATM with the intention of doing a speed run or just some research and planning for other runners.

I did the barrel room in Tarn's Manor with three barrels. With the three left switches depressed you dash over the fourth switch and do a skid attack into the gate. If you just dash into the gate you risk bouncing off it before it's opened enough and losing your window to get through. If you skid attack Alundra essentially rests against the gate buffering right so goes through at the first possible moment. Not sure if it's possible with two barrels but will try when I finish this playthrough.
Edit history:
Dan Soup: 2014-02-07 07:34:49 pm
Dan Soup: 2014-02-07 11:08:49 am
I registered. Hooray!

Found a fast strat for killing Kline. If you stand at the bottom of his house, half-way covering his door, he gets stuck on the bottom left corner and attacks up and down slightly. If you time your charged sword strikes you can get into a rhythm where you knock him back, he charges into the corner and you hit him again just as his invincibility wears off.

EDIT: Not sure if this is well known, and it's only relevant for a 100% run, but there's a GF in Magyscar that appears to need the Fire Wand but it's possible to do it by placing well timed bombs on the switch. Set up doesn't take long once you've found where to throw the bombs and the timings for it.

In fact, just tried it a couple more times and it's pretty easy. You have longer than you think because it takes a bit of time for the switch to actually be affected after the explosion. Knowing the way the puzzles are in this game that's probably the intended way to do it. (After all, why else would those lanterns be there in the first place?)

EDIT2: Went to try my hand at the roulette and decided to crunch some numbers on it. I believe the best chance you can get for winning the roulette five times in a row is roughly 3%. Basically choose Green, Red, Green, Red, then either Green or Blue. Basically, out of all the choices you can make, choosing RGRGR wins the most often and after my own analysis the only thing you can do to make it more efficient is by choosing blue as your fifth choice if you land on the bottom left red tile.
Edit history:
Tuen: 2014-02-08 02:41:55 am
Yeah!  Another runner! 

I'll have to try out the Kline strategy, though I'm still doing a slow playthrough that involves me trying everything I can think of at the time, heh. 

Also, the barrel room in Tarn's Manor can be done with two barrels.  You put two on the leftmost switches and then stand on the right most switch.  If you dash, touch the inner switch, do the fast dash direction switch thing and go right, you'll run fast enough to trigger the door and run through it.  It's pretty rad. 

EDIT1:
I also checked out two methods for generating deaths for the legend sword.  So far, I compared the TAS method (save at 1HP, exit save area, get hit, quick restart) versus the bomb method (save at 1HP, pick up bomb, quick restart).  The TAS method got 1:21 for 5 deaths and the bomb method got 1:16 for 5 deaths.  So that's useful for path adjustment if need be, since that may open up the pathing for any save point in the game! 
Edit history:
Tuen: 2014-02-08 07:25:38 am
I have worked out a consistent method for the boss fight in Bonair's Dream.  The goal is essentially to get one sword hit and a bomb hit.  That goes a little something like this!

Orrrrrrr... It does when I have that exact health/money count.  I'm unsure of how it works for now, but it seems her pattern settings aren't always the same when I enter the room.  I'm doing testing to figure out what's up...



If I can figure out a way to manipulate the single-teleport sequence, that'd be the most ideal.  But for now, this is the most consistent. 
Edit history:
Dan Soup: 2014-02-10 07:17:31 pm
Dan Soup: 2014-02-09 02:44:36 pm
Dan Soup: 2014-02-09 02:44:04 pm
Dan Soup: 2014-02-09 02:42:44 pm
Dan Soup: 2014-02-09 10:21:11 am
Dan Soup: 2014-02-09 04:29:57 am
The Casino can go burn in a fire Sad

Just signed up to nicovideo so I can watch the TAS. Found another trick that could be useful that the TAS hasn't done. It's probably common knowledge that jumping is awesome, as it allows you to do actions that normally freeze you in place without actually freezing you (taking out a bomb, throwing it, attacking, picking things up). I've been using jump-slashes/flails to kill large enemies as you can fire off a lot more attacks in a shorter time span (especially with the flail). Anyway, I figured you can also do a drop-slash by attacking just before Alundra hits the floor. This is the same as a jump slash but allows you to attack low down so you can use it to kill small enemies faster than standard attacking. I'd imagine it's also useful for levers you have to hit multiple times. (Testing with the dagger revealed that drop-slashing is as fast as regular slashing (one attack every 22 frames), jump-slashes are slightly faster (one attack every 21 frames). Drop-slashing should still be useful as a way of attacking at full speed while avoiding the cooldown. Testing has revealed it's impossible to hit grass with a jump-slash. Need to do some testing with the flail.)

Not sure if the attack range is affected by doing this. I was attacking slimes head on and it worked fine. The reason I wonder is if you do it late enough you skip almost the entire slashing animation but still cause the damage.

EDIT: Found a trick that MIGHT be useful for or any% & 100%. I was messing around with dashing when I managed to execute a dash-turn just before colliding with an object. As soon as I changed direction I was bumped backwards according to the new direction.

eg. If you dash up then dash-turn right you are bounced to the left.

I just tried it and it's possible to do it after doing a 90 180 degree dash-turn as well (so you dash up, turn to go down, bounce up).

The reason I think this might be useful is for getting up ledges surrounded by water/sand before you have the long boots. I can't think of anywhere it would be useful ATM and I don't have a means to test but will try it out when I get the opportunity. (Tested on shallow water. The knockback is nerfed in the same way as the jump.)

Useful in a TAS run, as it seems to be quicker to bump-jump up a ledge than to slow down and jump up normally... by about 1 frame.

EDIT2: Added a page for Alundra in the Knowledge Base. Added a couple of things so far but more to add.

https://kb.speeddemosarchive.com/Alundra
Hnnnnnnnnnnnngh.

I've been looking more into the Sara fight... and it's RNG is crazy well made.  As far as I can tell, some of it is game time based.  I was really hoping it was all input based, but via emulation of the same game/region/version that I have, I have been able to reduce all the variables down to time.  And if it's counting down to frames... oh man.  That'll be too much.

So my next goal is to attempt to consistently cause the doppelganger ring.  If I can do that, then the fight can consistently proceed: boss turns into monster --> quick sword hit --> teleport --> projectiles --> doppelganger ring/bomb pull --> bomb gets kill.

Without being able to decompile the code in the game I can't really do more than that.  I'll see what I can do in that regard... but I'm no expert on things like that.  Heck, I'm not even an expert on speed running!  Ha ha.
So I found some information on a German site that explains some of the behavior at the end of the TAS.  We know the Legend Blade can't charge, but what you can do is charge the fire rod and switch to the legend blade.  Apparently, that ups the power of the projectile headed towards its intended target.  To be clear, it goes like this:

Charge Fire Rod (or other projectile weapon)
Release charge
Pause before projectile hits
Switch to Legend Blade
Allow projectile to hit
Reap benefits of increased damage

I'm curious about a few things...
does this work on uncharged shots?  Does it work on bombs?  These are things I'll try and look into in the future.
Hey again!

I have used an emulator to grab frame counts for certain actions.  The skid frame count is a little different from what is up on the info on the data wiki... so take this as you will.  Also, when using frame advance, I always counted frame 1 as the frame when a button is pressed or released to create an action.

Jump
Grounded.......................1-3
Rising.............................4-12
Peak..............................13-15
Falling...........................16-24
Land/Neutral.................25

Immediate Ground Action Input..22
Air Action Interrupt.....................2
Item Pickup Interrupt.................2-4

Grounded Item Pickup
Animation...........................36
Next Action Frame..............38

Air Item Pickup:
In Air.................................36
Throw Interrupt................22

Sword Ground Attack
Wind Up...........................1-7
Slashing...........................8-18
Cool Down:......................19-24

Interrupt Frame:..............23

Sword Air Attack
Wind Up..........................1-4
Slashing..........................5-11
Cool Down......................12

Interrupt Frame..............12


Dash (Dash Button is already held)
Start Up.........................1-3
Running.........................4-X

Dash (Dash Button and Direction pressed at once)
Start Up........................1-28
Running........................29-X

Skid
Running........................1-3
Skid..............................4-19
Dash-Turn Frames.......11-17

Bump Jump
Direction change must coincide with a bump.  2 frames are added before the new bump's animation.  This is a frame perfect trick.  Any skid into the wall does to your skid will prevent  the bump jump animation.  Another way to phrase that is like this: if there are any forward frames of the skid that are forced to be stationary by the presence of a wall, a bump jump will not occur, even if you change direction during the correct dash-turn frames.  Interestingly, the dash turn will not come out either. 
The stuff on the Wiki was from me and using the NTSC version but I'm now using the NTSC-J version myself (dem Murgg one hit kills) so there might be some differences. That, or I just counted them wrong.

On the bump jump, the way I think it works is because you hold some velocity when you do a dash turn and this velocity is enough to push you into a wall while you're facing a different direction. It seems that the combination of dashing + colliding with wall will bump you backwards, no matter which side of Alundra actually collided with the wall. I tried using the "drift" effect to enter areas backwards but it didn't result in anything useful. I seem to remember that some borders worked normally but some didn't work at all when entered backwards. Can't remember which ones as it was a while ago, and I didn't do a lot of testing.

Something to note about the TAS if you're racing it at the moment, don't get to excited about gaining a lead over it, their text skipping is sub-optimal so you can gain a lot of time that way.
Edit history:
Tuen: 2014-02-22 02:19:24 pm
Very good point!  That is indeed the version I'm testing.  I haven't got much farther than that because of studying the Sara fight and trying to break anything else I see.  Which is OK... I intend this to be a 6+ month endeavor, heh.  I really hope a sequence break happens at some point... soooo hope. 

Hey, that means a sub 5 hour time should be possible for a human to do, right?  riiiiiight?

Also, I found damage values for weapons, but not for magic... Anyone have those? 
There's this: http://alundra.wikia.com/wiki/List_of_Alundra_equipment

But not sure how reliable it is or whether it's true for all versions.
Yeah, that's where I got weapon damage values from, but I don't have any references for magic damage.  Though I did read a neat thing about a short list of special bosses that only take 1, 2, and 3 damage depending on what you do.  They also mysteriously allude to the fact that some magic can bypass the damage restrictions on these bosses, but no details given.  I guess it'll be something worth researching. 
When you said magic, I assumed magic wands, then I realised that you obviously would have found that info already as it's easy to find, so you must mean the magic scrolls.

Then I forgot all of the above and assumed you meant magic wands again. *facepalm*
Hi everyone,

I begin to speedrun Alundra and I ask me some questions about the categories and especially the Single-Segment category. During the run, we can recuperate the Sword of King Snow thanks to a save and the "quick restart". However, can we talk of "Single-Segment category" since we use a save ? Have we create a special category which allow to recuperate the sword or accept that in the "Single-Segment category", we can use the save only for it ?