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Korzic: 2014-09-05 08:24:09 pm
Korzic: 2014-09-05 03:17:18 pm
Korzic: 2014-09-05 02:56:30 pm
Didn't see a thread specifically for this game, so apologies if one exists already.  Anyway, I've been messing around off and on with King's Quest V (English voice pack version, the one on Steam - 1.000.052) for some time now, and decided to record an any% run of the game.  It does have several misclicks, but it's overall a good run, I think:



I know there's a 100% run done by a Youtube user called shadyparadox, but I believe his run was done on DosBox (I'm not sure of this, it's just a guess), whereas mine was done on ScummVM version 1.7.0.  I just couldn't get used to playing in DosBox, not only because of the pauses when accessing the menu bar/inventory, but also because rapid clicking on at least one screen (the one with the snake) caused Graham to stop moving, which made trying to traverse that screen fast really annoying.  Also, I did notice that Graham's walking speed in DosBox appears to be slightly faster, but it's kind of counter-balanced by the menu bar/inventory pauses.  On ScummVM's end, the only noticeable thing is the current version doesn't play a couple audios (the sled jingle, and the ominous tone when you first see the wolves - shouldn't detract from the time, though).  While the audio issues weren't present in earlier versions, I had issues with the mouse cursor being improperly placed after clearing a dialogue portrait, which made it very frustrating trying to do certain actions fast.  Anyway, the point of all this being, I beat shadyparadox's run by a fair margin, but it's not fair to compare runs that likely were recorded with different emulators/setups (not to mention, mine is any%, and his is 100%, but I can't see any% being more than 30 seconds faster, ideally speaking).  Nevertheless, here is a link to his run:

https://www.youtube.com/playlist?list=PLC0EA1A6ACF2916DC

I don't intend to continue seriously running the game at this point (I doubt ScummVM would be accepted here, and there's too much RNG late in the game for my liking), but I'll still go over the more important points about the route (much of which was learned from shadyparadox's run).  Both any% and 100% are largely the same, with the only differences being at Mordack's island (at least with the current Serenia route iteration).

Serenia, you want to get through the witch's forest as quick as possible.  To do that, you need to go through the desert, but I stop in town first to grab the fish, so I can get the honey right away, which allows me to enter the forest right after the desert.  Not sure if there's a better way to do things, but right now it looks like at least two trips to town are needed: one before entering the forest, and one after you have the items to trade to all 3 shops.  When entering the town the first time, grab only the fish.  Don't get the silver coin yet (a screen refresh of the town screen is needed), as it's more convenient to do it when you return after the forest.

The desert doesn't have anything really important to note, except you should last without water as long as you can.  The route I take should be the fastest one.  The only possible exception to this is where you enter the desert.  Shadyparadox saves the anthill first, and enters to the left of that screen, whereas I enter to the left of the bees, and decide to save the anthill just after collecting the tambourine.  My timings indicate that both routes are dead even, though a TAS or something would be needed to really settle the matter.  So, it's just a matter of preference at this point.

In the forest, you want to head right first, back left, and then up (shadyparadox does left, right, up, which is a tad slower due to a longer walking distance).  Ideally, you want the witch to appear right in front of her house (she's right in the way, and it's the shortest distance for her spell to hit you), but I don't know if it's possible to manipulate when she appears.  If she appears immediately on the second screen, it's best to do as I did in my run; instead of giving her the genie bottle right away, you should give it to her on the screen just south of her house, otherwise you have to walk off the desired path.

For the final Serenia stretch, you first want to grab the needle, collecting the harp, tambourine, and marionette along the way.  Next you need to do the inn sequence, but I don't think there's a way of doing so without the hammer, so returning to town at this point seems like the best decision, collecting all the items from the shops, as well as the silver coin.  You'll be passing the bakery on your way back to the inn screen, making it ideal to grab the coin during your second town visit.

Not much to note in the mountains.  The primary not-obvious thing here is to munch on the leg of lamb as soon as possible, otherwise there's additional dialogue from the narrator that you have to clear.  I have had a couple of *very* rare instances where the ice queen's dialogue is cut off prematurely, but I've no clue what causes this to happen.  Hopefully, it's not merely an emulation error.

The harpy island, I think it's very slightly faster to grab the hook first, and then play the harp (less clicks, if you have the foresight to pre-load the hand cursor when entering the island).  As with the ice queen, I've had the harpies' dialogue cut short prematurely on rare occasions, but again, I've no clue why it happens (if it's related to button mashing, then it seems *very* precise).

Mordack's island is where the routes differ, but only slightly.  In any%, you can avoid grabbing the fish, as well as the dried peas.  This is extremely risky, since if the cat (Manannan) appears on a screen, you're screwed, even if he doesn't speak to you (even if he appears in Mordack's bedroom, I've found I could safely make it to the library and read the spellbook, but Mordack never falls asleep, it seems like).  In 100%, you do need to deal with the cat, but only after you've knocked out the blue beast with the dried peas.  Any% can avoid doing this, but you still need to be captured so you can get the moldy cheese.  As with the cat's appearance, it is random when and where the blue beast will appear.  Ideally, you want it to appear on the screen with the organ (as it did in my run, which is quite rare, in my experience), but if not there, then the screen with the dining table works quite well most of the time.  Also, that glitch in my video when opening the catacombs grate is pretty easy to do with quick enough clicking (incidentally, I don't think the game gave me points for that glitchy action); hopefully it's not an emulation error, but it does also work in DosBox.

Other than that, it's just a matter of doing all the little things.  Tab brings up the inventory screen without needing to access the menu bar (but for some reason, Tab doesn't seem to work just before the duel with Mordack, so using the menu bar was necessary).  Moving as soon as you can, and then getting the cursor in place for your next action (though cases where your destination is a short distance away, I find it to generally not be worth it to move right away - examples being the old boot and the harp).  What I tried to do in many cases was look for a pixel or object that would stand out enough so I'd remember it, and position the mouse accordingly.  I do know that clicking the middle mouse button will toggle between certain actions with just one click (example - hand cursor straight to walk cursor), but I think this is thrown out of sync after an item disappears.  Not to mention, my middle mouse button is kinda difficult to click quickly in general, so I didn't take advantage of that function.  Pressing the Escape key cuts short some of the longer multi-portrait conversations, but not all of them.  However, the Escape key also pulls up the menu bar, so unless the wait icon appears right afterwards (and it often does), I tend to simply click through them.

Well, any thoughts?  Flaws with the route?  Ways to improve it, or perhaps insights as to how the dialogue skips work?
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gammadragon: 2014-09-05 07:22:04 pm
Might be magic...
KQ5 is one of my least favourite "quest" games. Most of the puzzle solutions are strange and not logical. It's still a decent game though.

The run looks really good. Especially lucky with the random encounters in Mordack's castle. Unfortunately I'm not sure if it's submittable due to thhe use of ScummVM, but to my knowledge there has not been an official ruling on it so far. I'm not an authority on this so you might be best to ask in the SDA Discussion forum.

Edit: One thing I do really like about this game is the music. When it was first released it was amazing, and some of the tracks are pretty legendary. Mark Seibert did an excellent job.
King's Quest V is also perhaps the most linear of the KQ games.  And some of the characters/events you're left wondering, "How is this relevant at all?"  Still, it was one of the first games I played, so I have a bit of a soft spot for it in spite of its shortcomings.

Anyway, this particular run I don't want to submit, partially because of the audio issues (especially knowing it's an issue with only the latest version of ScummVM, and not previous ones), but also there being a couple minor but dumb movement errors I'm sure could be cleared up if I spent a little more time with the game (this run is the result of working on the game for a few days - it's pretty simple to test).

If ScummVM is ruled to be usable for an SDA run, I'd definitely consider submitting something, but as it is, I don't care to try my luck with the RNG anymore just yet (mostly for Mordack's island, but also with the witch).
I just watched this run, and it looks pretty good to me.  Very few misclicks, and the route seems pretty solid.  KQ5 is extremely linear, so I'm not sure if there's anything else  to improve upon without exploring the "possible" glitch that cuts off the dialogue early.  One thing (I'm sure you already looked into this, but I'll bring it up anyway) to maybe check into is the desert route.  Some kind soul (me, like 7 or 8 years ago) mapped this game out, so check out VGMaps.com if you haven't already and check those out.  Looking at them now, it appears that your desert route is optimal, but you're more familiar with the game than me. 

One thing regarding dialogue - I found in Kings Quest VI one cutscene where you were able to skip dialogue faster in Speech mode than in Text mode.  It may be worth checking out to see if this applies to KQV as well.  Also, again in KQVI, in most cases left click will simply advance to the next dialogue box, while right click will end the dialogue immediately.  I'd check to see if this speeds any dialogue up in KQV also, if you haven't already.

I can see how annoying it would be running this game, with pretty much the only bit of RNG at Mordack's Castle.  At least the witch is still early in the game, so you only lose 5 minutes or so if she doesn't cooperate.  Getting screwed by RNG at the end of the run is definitely no fun.  However, your run got really lucky.  Just curious, how many tries did that take you? 

Also, and this is just anecdotally, I seem to remember the wait for Mordack to fall asleep being much shorter than that.  Maybe it's because I always played 100% and captured Manannan and the other beast, and once they're out of the way Mordack appears much quicker, but that's just a guess.  It would be really nice to be able to shorten that, but I'm sure you tried all sorts of things while waiting for the 30 seconds or so that it took. 

All in all, a good run.  I don't see much time being shaved off unless some new discovery is found.  Any thoughts on running the NES version?  Tongue  It would probably be about an hour or longer, because Graham moves really really slow, and the menuing is very awkward because of using an NES controller.  Besides that, the labyrinth below Mordack's castle is different.  Everything else is the same, though. 

Oh, and when you were charging Crispin's wand at the end, I half-expected the game to crash with an "Out of Heap Space" error message Tongue  Man, did that crash haunt me when I was a kid playing this game. 
Edit history:
Korzic: 2014-09-08 10:10:33 pm
Korzic: 2014-09-08 10:07:11 pm
Thanks for the feedback.  The desert route I think won't be improved, unless there's a way to skip drinking water altogether.  The current route already survives as long as possible without drinking, in particular the portion when grabbing the boot.

As for dialogue, KQ5 strangely seems to have no option to switch between text and speech, unless I'm just being dumb and not seeing the option.  If you can switch between the two, then some of the unskippable dialogue (ice queen, harpies, hermit) might go faster.  As it is, I think the only text option is in older version of the games, the ones without speech.  Thing is, those versions also don't have the option to skip certain cutscenes.  You are right about right-clicking, though - it appears to be the same function as the Escape key, without pulling up the menu bar.  But, some of the longer dialogues (like the hermit before giving him the shell) seem to go just as fast with normal clicking as they do with Escape, for some reason (that is, multiple dialogues instead of just one).  Although with right-clicking, instead of pulling up the menu like Escape does, you instead have to worry about clicking past the cursor you want to use (usually walk).  Still, if I do more runs, I think I can work right-clicking in at a couple spots instead of Escape without too much trouble (the bee dialogue after distracting the bear comes to mind, I'm sure there's a couple other spots as well).

The blue beast luck took me maybe 5-10 tries for the runs that made it to that point, but not a lot of runs made it that far.  I restarted a lot, generally not accepting any mistakes throughout the desert (save a failed boot grab - one of the few hotspots I'm not entirely sure of, nor do I have much time to pre-place the mouse cursor).  There was one run that got the same blue beast luck, coupled with the harpies' dialogue being cut short, but that attempt ran into the cat (plus it had a bunch of other little errors).  In all, I'd say there were around 200 attempts or so.  Not many successful runs for an any% category, but it provided lots of practice to learn the cursor hotspots.

Mordack, I've always felt took forever to appear, especially as a kid.  I'm not 100% certain, but I think he's on a 2 minute timer from the moment you read the spellbook (a couple instances it seems like it wasn't exactly 2 minutes, but I'm not sure of that - DosBox's seemingly faster game speed might skew the timing a little).  I don't know if there's a way to shorten the timer or not, but taking care of Manannan and the blue beast didn't seem to make a difference.  Anyway, getting saved by Cassima in the dungeon is also on a timer (not too close to the wall, though), I think 30 seconds or so?  In light of that, I should've used right-click to skip the dialogue getting the cheese, as the accidental "X" left-click in my run wasted a little time, I think.

No interest in the NES version from me, I'm afraid (I don't even own an NES).

The "out of heap space" error I think was fixed in ScummVM.  I'm not sure if it still exists in DosBox or not, but I have had at least one instance of the game freezing during that animation playing on that emulator.  Just one more reason I prefer to use ScummVM over DosBox whenever possible.