I love YaBB 1G - SP1!
Hi SDA,
I'm a huge fan of the Fire Emblem series, and after seeing speedruns of all the GBA ones (I loved them all by the way), I wanted to try and have a hand at one of my favourites myself. However, I lack the meanings to do and record a run for it to be accepted (no SNES or Japanese cartridges). Nonetheless, I was wondering if some experienced speedrunners could help me with ideas and tips. After all, nothing stops me from recording my own run for fun and putting it on Youtube.
I couldn't find anything in the FAQ about a rule that forbids you to ask for help on speedruns that are not meant for the site, but if there's one nonetheless I apologize.
For the game, here's a few notes that stuck out to me:
- This game uses really really big maps, and only twelve of them.
- You seize multiple times during chapters.
- The game is divided into first generation and second generation, where the children of the first generation feature in the second. To get the best stats out of the kids, you pair up a male and a female unit in the first generation. Depending on which male you attach to which female, the children change. If you do not pair them up, you get quite inferior substitutes.
- Mounted units get to move after every single of their actions in this game, except seizing and talking.
- The Lord of the first generation kicks ass. 9 movement, great stats, access to swords, gets a Silver Sword really quickly, etcetera. The second generation Lord is more of a GBA one, but he promotes into the same class as Sigurd.
Here is my vague plan so far. I am not an experienced speedrunner at all, though I've worked with turn deadlines before (I played all GBA games, and I played Rekka No Ken ranked).
During the first generation, Sigurd will do the asskicking for the most part, since he has to seize anyway. I am already practicing on a run, and I got prologue covered in 13 turns, I think I can make that twelve.
If I'm using other people, I will be using mounted ones, as those can move after attacking and keep up with Sigurd.
The two cavaliers you get, Alec and Noish, are quite big failures, and given the lack of easy RN manipulation in this game, I don't think I can make them worthwhile enough.
There's Cuan, who like Sigurd, is prepromoted. He leaves after Ch3, but until then he is the only 9 move unit I get and he is fairly sturdy. He just doesn't have the Pursuit skill (which you need to double in this game) or access to swords, so he sucks at dodging.
Fin is an unpromoted version of Cuan, except he does have Pursuit. He leaves after Ch3 too, but comes back in the second generation at Ch7. If I'd train him, that would save a lot of time. He gets the Hero Lance during Ch2, which really allows him to clean up shop when trained.
Midir is an Archknight. This means he doesn't do anything on enemy phase, which will be great hindrance, and his stats are pretty bad. I used him during prologue to speed up Sigurd's course to the last castle, and I think that will be all.
Beowulf comes relatively underpowered, despite swords and pursuit I do not think he's worth a lot.
Ethlin is the only mounted healer in generation 1 besides Lachesis (who needs to promote to get a mount, and that costs a lot of time considering she comes at L2 in Ch2), and she leaves with Cuan at the end of Ch3.
For the second generation, I would need to make pairings for the kids that are important. I am worried a bit by the low turn count I will have combined with needing some serious turns to build up pairings, so maybe I will have to go with substitutes for a large part.
If I'm making pairings:
- Midir x Aideen gives me a usable Lester (Bow Knight) if I need him. Rana will be worthless.
- Ayra's kids are both unmounted, so they are probably a no overall. In fact, I may not recruit Ayra at all if that saves time.
- Both of Lachesis' kids, Delmud and Nanna, are mounted, but quite underpowered. They do have Charisma to make Celice better, but especially Nanna is really frail.
- Fury's kids may be very important. Fee, like Fury, is a Pegasus Knight, and while there's no rescuing for easy transportation in this game, Fee can help killing Brigands that burn down villages to hurt the clock. Sety is a prepromoted Sage with great stats if Levin/Claude/Azel is his father, but otherwise he's not much special for a speedrun I think.
- Tiltyu gets two Mage kids. Daughter Tinny is pretty worthless and I might even kill her off (she comes as an enemy), but if I pair Tiltyu with Levin, the son Arthur will get Holsety. Arthur promotes into a Mage Knight with 8 move, so he's my best option for 1-2 range on a mounted unit.
Looking at it overall, the first generation should be all about Sigurd, Cuan, Fin and perhaps one other person to assist Sigurd, but I can't think of who. Second generation gives me Celice who is worse than Sigurd, but also many more good mounted units to work with in (now hopefully promoted) Fin, Oifaye, Ares and promoted Arthur.
Thanks for help beforehand.
I'm a huge fan of the Fire Emblem series, and after seeing speedruns of all the GBA ones (I loved them all by the way), I wanted to try and have a hand at one of my favourites myself. However, I lack the meanings to do and record a run for it to be accepted (no SNES or Japanese cartridges). Nonetheless, I was wondering if some experienced speedrunners could help me with ideas and tips. After all, nothing stops me from recording my own run for fun and putting it on Youtube.
I couldn't find anything in the FAQ about a rule that forbids you to ask for help on speedruns that are not meant for the site, but if there's one nonetheless I apologize.
For the game, here's a few notes that stuck out to me:
- This game uses really really big maps, and only twelve of them.
- You seize multiple times during chapters.
- The game is divided into first generation and second generation, where the children of the first generation feature in the second. To get the best stats out of the kids, you pair up a male and a female unit in the first generation. Depending on which male you attach to which female, the children change. If you do not pair them up, you get quite inferior substitutes.
- Mounted units get to move after every single of their actions in this game, except seizing and talking.
- The Lord of the first generation kicks ass. 9 movement, great stats, access to swords, gets a Silver Sword really quickly, etcetera. The second generation Lord is more of a GBA one, but he promotes into the same class as Sigurd.
Here is my vague plan so far. I am not an experienced speedrunner at all, though I've worked with turn deadlines before (I played all GBA games, and I played Rekka No Ken ranked).
During the first generation, Sigurd will do the asskicking for the most part, since he has to seize anyway. I am already practicing on a run, and I got prologue covered in 13 turns, I think I can make that twelve.
If I'm using other people, I will be using mounted ones, as those can move after attacking and keep up with Sigurd.
The two cavaliers you get, Alec and Noish, are quite big failures, and given the lack of easy RN manipulation in this game, I don't think I can make them worthwhile enough.
There's Cuan, who like Sigurd, is prepromoted. He leaves after Ch3, but until then he is the only 9 move unit I get and he is fairly sturdy. He just doesn't have the Pursuit skill (which you need to double in this game) or access to swords, so he sucks at dodging.
Fin is an unpromoted version of Cuan, except he does have Pursuit. He leaves after Ch3 too, but comes back in the second generation at Ch7. If I'd train him, that would save a lot of time. He gets the Hero Lance during Ch2, which really allows him to clean up shop when trained.
Midir is an Archknight. This means he doesn't do anything on enemy phase, which will be great hindrance, and his stats are pretty bad. I used him during prologue to speed up Sigurd's course to the last castle, and I think that will be all.
Beowulf comes relatively underpowered, despite swords and pursuit I do not think he's worth a lot.
Ethlin is the only mounted healer in generation 1 besides Lachesis (who needs to promote to get a mount, and that costs a lot of time considering she comes at L2 in Ch2), and she leaves with Cuan at the end of Ch3.
For the second generation, I would need to make pairings for the kids that are important. I am worried a bit by the low turn count I will have combined with needing some serious turns to build up pairings, so maybe I will have to go with substitutes for a large part.
If I'm making pairings:
- Midir x Aideen gives me a usable Lester (Bow Knight) if I need him. Rana will be worthless.
- Ayra's kids are both unmounted, so they are probably a no overall. In fact, I may not recruit Ayra at all if that saves time.
- Both of Lachesis' kids, Delmud and Nanna, are mounted, but quite underpowered. They do have Charisma to make Celice better, but especially Nanna is really frail.
- Fury's kids may be very important. Fee, like Fury, is a Pegasus Knight, and while there's no rescuing for easy transportation in this game, Fee can help killing Brigands that burn down villages to hurt the clock. Sety is a prepromoted Sage with great stats if Levin/Claude/Azel is his father, but otherwise he's not much special for a speedrun I think.
- Tiltyu gets two Mage kids. Daughter Tinny is pretty worthless and I might even kill her off (she comes as an enemy), but if I pair Tiltyu with Levin, the son Arthur will get Holsety. Arthur promotes into a Mage Knight with 8 move, so he's my best option for 1-2 range on a mounted unit.
Looking at it overall, the first generation should be all about Sigurd, Cuan, Fin and perhaps one other person to assist Sigurd, but I can't think of who. Second generation gives me Celice who is worse than Sigurd, but also many more good mounted units to work with in (now hopefully promoted) Fin, Oifaye, Ares and promoted Arthur.
Thanks for help beforehand.
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