So right now, I'm tinkering about with getting a run of Dungeon Magic, a semi-obscure arcade beat 'em up from the early 90s. Using the Taito Legends 2 version since it's the only console release the game's ever gotten. The run is single-player using Gren (the fighter).
The route itself is more or less planned out, just need to tweak things here and there for optimal movement and for enemies wanting to get in the way. A couple notes on some of the areas in each stage I'm still working on or recently found significant discoveries in.
Stage 1
Giant Snake (miniboss): Rather easy to fight with charge attacks, still trying to discover if there's any ways of influencing what direction it likes to head off in from time to time. Other than that, the fight comes down to recognizing what patterns it uses for curling around itself and just following after it with consistent hits
Dark Knight (boss): Today I found a semi-consistent way of getting his two knight lackeys he starts with into the right position to soften them up, then blasting away everyone with a magic stock to finish off the lackeys. Easy in general to fight using partial combos (3-hit, don't commit to the 4th bc of knockdown) and luring him around so he doesn't get too close to throw me.
Stage 2
King Viper (miniboss): The most difficult fight in the run so far, finding a "fast" way of doing it is gonna take awhile. It seems like there's times where he likes to favor staying around one side of the screen for his fire-breathing, compared to the other. Finding a reliable way to get him to do that, or getting a feel for when he's about to move to sweeping over the other end, would be a godsend.
Lizard room (room before boss): Dealing with four lizard-type monsters at once. Tough part is finding a position to guide them in that will consistently let me group them up without fear of retaliation or one sneaking around me.
Queen Spider (boss): aka the most lagtastic boss in the game. This one I think is gonna come down to managing how to balance between hitting her and dealing with her teleporting skeleton lackeys in the 2nd half of the fight. In one practice attempt I somehow managed to get an infinite going on her with repeating 2-hits. No idea yet how that happened, though with the mini-spiders that explode out of her after she's lost 1/3 health and the skeletons, prob not practical. Need at least one magic stock going in to kill off the mini-spiders or else they lag the game far too much.
Stage 3
Lesser Demon (boss): Yesterday I found an infinite in testing. You start it about 1.5-2 seconds after he drops in, just doing 3-hit repeats on him. Too soon or too late and there's a chance of the game forcing him to be knocked down after taking too many hits. Very reliable, with the only worry being if his skeleton lackeys come in at just the wrong angle. Doing the infinite from a higher position on his sprite (i.e. upper body) seems to reduce the risk of skeletons getting in.
Stage 4
Demon Lord (final boss): Start of the fight is pretty well consistent, guide him towards up the top corner, bait him into a jump slash and deliver the initial combo to him. Keeping him near that corner is a priority since his death animation forces him to travel up there anyways. The most consistent way of getting hits in after a knockdown is to stand about two char lengths away on either his left or right, bait him into doing his blaze thrust, then comboing from behind on recovery. I've gotten 3-hit near-infinites on him before, but no way of telling yet if there's any reliable way to get the game to allow them without knockdown. There's also an apparent risk of him doing blaze thrust to interrupt mid-combo.
The route itself is more or less planned out, just need to tweak things here and there for optimal movement and for enemies wanting to get in the way. A couple notes on some of the areas in each stage I'm still working on or recently found significant discoveries in.
Stage 1
Giant Snake (miniboss): Rather easy to fight with charge attacks, still trying to discover if there's any ways of influencing what direction it likes to head off in from time to time. Other than that, the fight comes down to recognizing what patterns it uses for curling around itself and just following after it with consistent hits
Dark Knight (boss): Today I found a semi-consistent way of getting his two knight lackeys he starts with into the right position to soften them up, then blasting away everyone with a magic stock to finish off the lackeys. Easy in general to fight using partial combos (3-hit, don't commit to the 4th bc of knockdown) and luring him around so he doesn't get too close to throw me.
Stage 2
King Viper (miniboss): The most difficult fight in the run so far, finding a "fast" way of doing it is gonna take awhile. It seems like there's times where he likes to favor staying around one side of the screen for his fire-breathing, compared to the other. Finding a reliable way to get him to do that, or getting a feel for when he's about to move to sweeping over the other end, would be a godsend.
Lizard room (room before boss): Dealing with four lizard-type monsters at once. Tough part is finding a position to guide them in that will consistently let me group them up without fear of retaliation or one sneaking around me.
Queen Spider (boss): aka the most lagtastic boss in the game. This one I think is gonna come down to managing how to balance between hitting her and dealing with her teleporting skeleton lackeys in the 2nd half of the fight. In one practice attempt I somehow managed to get an infinite going on her with repeating 2-hits. No idea yet how that happened, though with the mini-spiders that explode out of her after she's lost 1/3 health and the skeletons, prob not practical. Need at least one magic stock going in to kill off the mini-spiders or else they lag the game far too much.
Stage 3
Lesser Demon (boss): Yesterday I found an infinite in testing. You start it about 1.5-2 seconds after he drops in, just doing 3-hit repeats on him. Too soon or too late and there's a chance of the game forcing him to be knocked down after taking too many hits. Very reliable, with the only worry being if his skeleton lackeys come in at just the wrong angle. Doing the infinite from a higher position on his sprite (i.e. upper body) seems to reduce the risk of skeletons getting in.
Stage 4
Demon Lord (final boss): Start of the fight is pretty well consistent, guide him towards up the top corner, bait him into a jump slash and deliver the initial combo to him. Keeping him near that corner is a priority since his death animation forces him to travel up there anyways. The most consistent way of getting hits in after a knockdown is to stand about two char lengths away on either his left or right, bait him into doing his blaze thrust, then comboing from behind on recovery. I've gotten 3-hit near-infinites on him before, but no way of telling yet if there's any reliable way to get the game to allow them without knockdown. There's also an apparent risk of him doing blaze thrust to interrupt mid-combo.
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