That's what I was hopping too. Because this run is segmented, it makes the most sense to do everything in my power to rush through the game as quickly as I can. That's the main reason I decided to segment the run rather than attempt an insane single segment journey. I couple random encounters could just wipe me out and kill an amazing run. I'm just not crazy enough... yet.
In general, I'm doing my best to try and limit the number of segments when possible for the sake of flow but sometimes it's just necessary to make an additional segment to avoid these excessive random encounters. I found that this is the way to go for the Castle of Oreals segment which has now become three: one getting there, one going through, and one getting to the Ice Cave. Segmenting these small bits save as much as a minute.
That's the main reason I decided to segment the run rather than attempt an insane single segment journey.
I guess I've lost my sanity.
There's no limit on the number of segments, so don't feel bad about having a lot of them. Do you know (or have an estimate) on how many segments this will be?
They say that 4 white mages is the hardest group overall but I think 4 of any one type other than fighters and red mages could be tricky!
Solos > foursomes (in this game, anyway)
As for the dummied segments, I don't see what the problem is. It can happen intentionally or unintentionally in any game, it's just that in this one there are positive AND negative side effects to it.
Maybe you ARE crazier than I am Red Scarlet. I've beaten the game with each of the major foursomes but never tried a solo mission. That's really gotta suck if you run into some sorcerors or undead that can stun you. Man...
Anyway, I'm hoping to begin recording sometime in the next week or two. In this last run through I really played around with manipulating the enemy cycles as much as possible and found that it really might save the majority of those 12 minutes I was hoping to shave off. The rest of the time saved should come from the changes we talked about earlier in this thread and my perfectionist tendencies when it comes to projects like this. ^_^ I think that I've added on an additional 5 segments or so just to get better luck during long overworld journies.
Nooooooo, my Willow run's position as longest NES run on the site is in trouble.
On a more serious, it's pretty cool that a run on this is close to being finished.
RE: DVD recorder lag: One thing I noticed with my DVD recorder is that when recording my NES through RF, there was no lag (Though video quality obviously took a hit). It may be something to look into if you don't want to go the splitter/other solution route.
Quick question: Does anyone know what exactly determines the probability that a character or enemy will strike first? Also, is there a phesible way of manipulating critical hits? These stats seem relatively random unless I'm not understanding one of the player's statistics correctly.
According to Paulygon from his post on the GameFAQs FF board:
So I've been doing some more digging around and found out how these work.
For the beginning off battle, it first off computes an adjustment factor by adding the lead ally's AGL and LUCK, then divides that total by 8. Next, it gets a random number between this factor and 100, inclusive. The final value is computed by taking the random number, adding the adjustment factor, and subtracting off the "surprise" factor for the enemy group (as listed in Hackster). In other words:
adj = (leader_AGL + leader_LUCK) / 8 r = Random between 'adj' and 100, inclusive s = surprise factor v = r + adj - s Finally, if v < 0, then v = 0
What happens then is determined by this final value. If it's 10 or lower, then the encounter is an ambush. If the value is at least 90, then the party gets a preemptive attack. Otherwise, it's normal.
v <= 10 : Ambush 11 <= v < 90 : normal v >= 90 : Preemptive
Non-runnable fights can only be normal, of course. Most of the surprise values are 4, with the highest being Shadows at 90 (surprise, surprise :-), WarMECH at 75, and some others in between. So, the Thief/Ninja, when in the lead, could actually provide the highest natural chance at avoiding ambushes or getting preemptives, due to more guaranteed increases of AGL and LUCK. Despite this, it doesn't seem like this bonus would be really noticeable except perhaps at later levels, thanks to the strong curtailing effect of the division by 8.
Those wanting to study this code can find it at offset $0313D4.
As for the actual order of attacks in regular battle rounds, that is completely random. It takes the numbers 0 through 12, which represents 9 possible enemies plus the 4 allies, and places them in order in a table. Then it shuffles the order by swapping random pairs of these numbers 17 times. The values in the table, from beginning to end, represent the final turn order for all participants for the round.
For the curious hackers among us, the offset for the order-determination code is at $032179.
Again, I'm so sorry for the delays between updates. I finally started my summer job so I didn't have as much time to devote to my nerdiness as I would have liked.
I finished up my final run through of the game and I'm almost certain that we've gotten it to under 3 hours (and there was much rejoicing)! I can add up the exact time tomorrow, but there were too many time savers here and there to remember.
I did decide to revamp a little part of the route towards the end. After the power-leveling segment with the EYE, I'm going to the Waterfall next because getting the Defense Sword sooner saves quite a bit of time with Kraken... and I needed to do both parts anyway. I'm also doing the Volcano last (right before the Temple of Fiends) since I can use all my good weapons and armor to kill Kary faster too. The little time that I lose in extra flight time is more than made up for with these faster boss battles.
Finally, I did decide that BANE is really the way to go against Tiamat. It has a 1/4 chance of working and if it does, I save over a minute on the fight itself since it takes several rounds to kill him without it. I know it's a bit of a risk for ruining a decent segment but I'm willing to try it since it saves a good chunk of time. I'd be more than happy to post my new, updated route (about the size of a small novel) if anyone wants to take a look at it with the changes.
On a side note, I checked the game FAQs briefly but couldn't find a lot of information on critical hits and the varying probabilities of dealing one. Does anyone know off hand?
And on to Wal-Mart tomorrow to check out DVD recorders!
I don't want to speak in absolutes, but I don't think anyone really knows how critical hits are determined. You'd have to ask some TAS people to find out for sure. I'm looking forward to seeing your updated route.
I've been working non-stop over the last two or three weeks to find an acceptable way of recording my run. I thought it wouldn't be a good deal, but I have an NES II which loads from the ztop rather than a traditional, horizontal-loading NES. Unfortunately, this means that recording my run in any kind of acceptable quality is impossible. I've tried VHS, DVD, and even an anolog-digital conversion thing, and each one sucks and makes the 8-bit playback look like 1-bit. The quality would honestly be better if I held my camcorder up to the TV and recorded it off from there. It's just not acceptable, and I refuse to send in a piece of shit for my first run.
At first I was absolutely shocked that the NES recording was so awful, but upon reading Nate's FAQ's, I realized the problem was the console itself which uses an "RF" output:
"An RF cable ends in a box with a cord sticking out. You plug the cord sticking out into the back of your TV, where you would normally plug in your cable TV hookup. It's basically the exact same as the cable a cable TV signal comes through. To continue watching cable TV, you would also plug the cable TV hookup into the box. Games are displayed in place of channel 3 or 4 whenever the console is turned on.
RF is an ancient, ancient technology. It is pretty much worthless, and will shoot your run quality to hell. Do not use it if at all possible. Very few systems offer only RF output. The ones known by the authors are:
* NES II (A late-model redesign released in the final days of the NES and is easily identifiable by its top-loading cartridge slot and SNES-style controllers.)"
You're right Nate; 'pretty much worthless' doesn't even begin to describe what I was seeing. It looks fine on the TV, but any kind of attempt to record or digitize it is a nightmare. I'm sure it doesn't help that the NES itself seems to be on it's last legs and now takes almost 10 minutes just to warm up.
Good News:
However, the news isn't totally bad. I'll be back in school in by the beginning of September and my roommate has a normal, side-loading NES that he usually brings (to play Duck Hunt mostly 8) ). I'd be willing to bet that I could easily record the run on his NES with no problems whatsoever. Better still, be both have a copy of FF1 so I'll be saved even if mine dies. I will still be recording this run as planned, but will just take a little longer than I originally thought
Your batman run is awesome (even with the death). More on topic though beating ff1 is rediculous by itself so doing it as fast as possible will be amazing to watch. All this talk about ff1 has made me wanna go beat it again. Anyways, good luck with the run Warmech.
Hey again. It's been way too long since my last posting. The good news is that I've gotten a hold of a NES I in great working condition as well as a VHS recorder and quality tapes that should be more than sufficient to record an NES game. I know a DVD recorder would be ideal, but FF1 is a graphically simplistic NES game with 8 bit sound, so it was hard for me to justify spending over $100 on a DVD recorder when all the runs I've seen on NES using VHS look just great. It seems like it would be more important to have one for a system with much better graphics and sound quality.
As for the run itself, I basically have it down to a science, and just need to hope for tons of luck on every segment to make sure the outcome is a good as possible. After watching the recent FF3 run and the WIP of the FF7 run, I've realized that these runners have set a very high standard for Final Fantasy games that I hope to meet.
Below is my most recent and final route for the game. The most major changes to the original route have been the addition of 6 segments which were necessary for parts of the game with many random encounters. At times, I could save 30 seconds to a minute just by adding an additional segment to manipulate the encounters. The FF2 and FF7 runs do this to a large extent too, and I've realized how much time it really saves. The other changes are the silver sword which I purchase earlier (thanks Snorlax), the use on Bane to kill Tiamat, and the slight revision at the end of the run to kill Kary right before the Temple of Fiends because I can kill him faster. I think there are a few other little things in there but that's kind of the gist of it. As always, let me know if you have any ideas for improvements.
EDIT: I'm turning 21 this weekend, so I can't promise I'll get anything done in the next 3 days , but I hope to finish the first few segments sometime next week.
Segment 1 (Target Time: 4 minutes) *Enter Coneria and buy and equip 4 Rapiers and 4 Chain (-360 Gold) *Kill Garland in two rounds or less (130 XP [Divided by 4], 250 Gold) *Save Princess *Talk to King and Princess *Buy Cure 1 (-100 Gold) *Return to inn and save
Segment 2 (3 minutes) *Go to Pravoka and Kill Pirates (360 XP, 360 Gold) *Talk to Pirate again to get Ship *Buy 6 Tents (-300 Gold) *Save 50 for inn and save *End with no Gold
Segment 3 (1 minute 30 seconds) *Manipulate 5 Kyzokus and strike first (300 XP 600 Gold) *Use Cure 1 and tent immediately after getting out of water *Assure that fight is UNDER this time *Gives group level 3
Segment 4 (1 minute 30 seconds) *Manipulate 5 Kyzokus (300 XP 600 Gold) *Use Cure 1 and tent immediately after getting out of water
Segment 5 (1 minute 30 seconds) *Manipulate 5 Kyzokus (300 XP 600 Gold) *Use Cure 1 and tent immediately after getting out of water
Segment 6 (2 minute 30 seconds) *Manipulate 4 Kyzokus (240 XP 480 Gold)? (Better just to get last short sword in treasure since I don’t need the 240XP?) *These 4 segments give (1140XP and 2280 Gold) *Buy 3 Short Swords for fighters and Ice for Red (-2050 Gold) dropping rapiers *Buy 4 more tents *Go to inn and save
Segment 7 (30 [+10] seconds) *Head up to PoP avoiding fights and use a tent *If you hold reset + power off, the next battle will automatically be a Zombull fight!
Segment 8 (1 minute) *Manipulate 1 Zombull use Ice 1 (1050 XP and 1050 Gold) *Use only ONE Cure 1 in each of these segments *Assure that fight is UNDER this time, even if w/o strike first *Gets level 4 *If we need more HP use an extra tent
Segment 9 (1 minute) *Manipulate 1 Zombull use Ice 1 (1050 XP and 1050 Gold) *Use only ONE Cure 1 in each of these segments *If we need more HP use an extra tent
Segment 10 (1 minute) *Manipulate 1 Zombull (1050 XP and 1050 Gold) *Use only ONE Cure 1 in each of these segments *Gets level 5 *If we need more HP use an extra tent
Segment 11 (2 minutes 30 seconds) *Manipulate 1 Zombull (1050 XP and 1050 Gold) *These segments give (4200 XP and 4200 Gold) *Ship back to Coneria (first town) and end with 5 Heals, 3 Pures, and 8 Tents, exit, and go to inn (faster than Pravoka) (-1100 Gold)
Segment 12 (3 minutes) *Ship to Elfland and get Fire 2 (-1500 Gold) *Walk to Marsh Cave and use a tent
Segment 13 (5 minutes) *Get Iron Armor on way in (Marked Chest A) and House (Chest D) *Manipulate 2 Wizards in Marsh Cave (*Level 5 = 2 hits) (552 XP and 600 Gold) *Walk out and use a tent
Segment 14 (1 minutes) *Head north to Astos and use a tent
Segment 15 (4 minutes) *Kill Astos for crystal (2250 XP, 2000 Gold) *Battle isn’t tough when Rub is ineffective (Astos dead at 1 minute) *Use Ice 1 for more damage faster *Gives group Level 6 = Fire 2 = Peninsula of Power *Head Elfland and buy a silver sword (selling short) and go to inn!
Segment 16 (3 minutes) *Ship North to get herb from witch (and get her treasures) *Ship to PoP while avoiding fights and use tent. Again, turn off power to manipulate Zombulls.
Segment 17 (1 minute 30 seconds) *Fight (4) Zombulls using only one Fire 2 per round (4200 XP 4200 Gold) *Use House/Tent to save
Segment 18 (2 minutes 30 seconds) *Fight (4) Zombulls using only one Fire 2 per round (4200 XP 4200 Gold) *Gives Level 8 *Head back to inn and save
Segment 19 (30 [+10] seconds) *Head up to PoP while avoiding fights and use tent
Segment 20 (1 minute 30 seconds) *Fight (4) Zombulls using only one Fire 2 per round (4200 XP 4200 Gold) *Use Cure 1’s *Use Tent to save
Segment 21 (6 minutes) *Fight (4) Zombulls using only one Fire 2 per round (4200 XP 4200 Gold) *Leave peninsula with 20K+ gold and head to Elfland *Buy 2 silver swords (Sell Shorts), 1 Iron Armor (Sell 3 Chains), and 10 Pures, 3 Softs, 2 Cabins, 10+/- Heals, and Fast *End with 100 Gold for inn *Talk to Lady in Elf Castle, then Prince to Get the Key, get no treasures there. *Re-Enter Elftown and go to Inn (End with no Money)
Segment 22 (5 minutes 30 seconds) *Ship North to Coneria Castle and get Iron Armor, Iron Shield and TNT (all on left) *Get the 1025 in gold directly north of entrance *Ship west To Dwarf Cave and clean out southern treasures (9175 Gold if we sell silver) and give the TNT to Guy down there. *Equip Weapons and Armor (Don’t drop Chain yet!) *Ship directly West to Earth cave and save with tent
Segment 23 (7 minutes) *Go in and kick Vampire’s ass w/out Fire 2 and get Ruby (1200 XP and 2000 Gold) *Use no more than 1 soft *Exit Earth Cave and save with cabin
Segment 24 (4 minutes) *Give Ruby to Ogre *Rod in next cave, no treasures there *Return to front of Earth Cave and save with tent/cabin
Segment 25 (10 minutes) *Kill Lich with Fire 2 and activate Orb (2200 XP, 3000 Gold) *Boat south then directly west to Crescent Lake *Stop in item shop to west and have about 30+ heals, 5+ pures, 7 cabins, and 2 softs at the end *End with 12000 Gold (3800 in gold + 8375 in sellable goods like Dragon, short, silver knife, silver armor) *Talk to 5 O’clock Mage for canoe *Re-enter Crescent Lake to visit Inn and Save (-200 Gold)
Segment 26 (1 minute 30 seconds) *Ship (THEN canoe) SW to entrance of Ordeal *Use cabin to save
Segment 28 (2 minutes 30 seconds) *Ship/canoe Northeast to outside of Ice Cave *Use House/Cabin
Segment 29 (9 minutes) *Most difficult segment in the game *Get all $$$ treasures (Walk on bottom for treasures in bottom room), Ice shield, and Flame sword from Ice Cave (60280 Gold) *Run from everything except wizards, sorcerers, frost stuff which you can’t run from. *Kill EYE (3225 XP and 3225 Gold) and get Floater *Go outside and save with cabin
Segment 30 (8 minutes) *Get airship *Fly WSW Southwest to Bahamut’s Cave *Fly W to Caravan and get bottle (-50000 Gold) *Fly NW to Gaia and stop at inn (-500 Gold) *Sell all unneeded weapons, get 4 Pro-Rings (-80000 Gold) *Stop at Clinic if needed *End with no gold *Use Bottle to get Fairy and Oxyale *Fly North to Ice Cave and use cabin to save
Segment 31 (24 minutes) *Head off to the Eye (3225 XP and 3225 Gold). *Kill a TON of them (54 or so) *Get to Level (16+ for all) *Use cabin to save
Segment 32 (6? minutes) *Re-Order Group so Knight with STR/BAT is third, AGL/LUCK is first, and Red is last *Fly West South West to Elfland stop at INN, get Lit 2 and Cure 2 for all (-7600 Gold) *Fly North West to Melmond to get Bane, Cure 3, Warp (-24000 Gold) *Get (3) Steel Armor (-135000 Gold) *Fly SW to Onrac (need to park far away) *Head North to Waterfall *Go Left and then Down as much as possible *Talk to the Ogre to get Cube and pick up the Ribbon 2nd box, 13k gold in 3rd box, and Defense 6th box *Equip it and drop Iron Armor! *Warp Out *Go South to Onrac *Use House/Cabin
Segment 33 (11 minutes 30 seconds) *Enter Onrac and head up to item shop and end with 3 houses and 3 cabins, 3 softs, and 30 heals (-12000+ Gold) *Enter the Submarine head up and right to stairs *Only fight Ghosts and Wz+Red Sahag (Need that XP) *Get Opal Bracelet, Slab and Opal Helmet on floor 5 *Warp (twice) to initial level (Floor 3) *Get Ribbon on Floor 2b *Kill Kraken (4245 XP and 5000 Gold) *Use House/Cabin
Segment 34 (4 minutes 30 seconds) *Fly SE to Melmond and give Slab to the guy in the upper-right corner *Warp Out *Fly NW to Lefein and get Chime from guy in bottom middle *Warp Out *Fly S to Desert and House/Cabin outside of Mirage Tower
Segment 35 (10 minutes) *CAN run from enemies that I couldn’t before (Vampire, Cerebus, and Zombie Dragon) *Get Sun Sword 3 o’clock, and Dragon Armor 5 o’clock on second floor of tower *Fight Blue D (3274 XP and 2000 Gold) *Enter Sky Castle and Get Ribbon and Opal Shield at 3 o’clock *Get ADAMENT at 7 o’clock *Kill Tiamat with Bane and get orb (5496 XP and 6000 Gold) *Fly SW to Dwarf Cave to get Excalibur. Warp Out *Fly West to Volcano and use House/Cabin
Segment 36 (8? minutes) *Always walk on fire if possible = No enemy encounters *Kill Kary and get orb (2475 XP and 3000 Gold) *Must be at level 17 at this point *Return to Coneria, go to inn, get 99 heals *Fly to ToF and use last Houses/Cabins so that Heals are in a good spot (bottom left)!
Segment 37 (20 minutes) *Level 17 should be enough to Win *Get Masamune and Warp to start of that floor *Save Cure 3’s for Chaos if possible *Use one Fast for Kraken, one for Tiamat, and 2 for Chaos
TOTAL ESTIMATED TIME (183 minutes: 3 hours and 3 minutes): I'm so close to my sub-3-hour goal, it kinda hurts.
Man comparing this route to mine, its nice to be able to manipulate the early-counter fights. I'm sure yours will be faster, but I wonder which will be harder.