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Omnigamer: 2012-09-09 01:26:02 am
Omnigamer: 2012-09-07 11:49:56 pm
Omnigamer: 2012-09-07 09:20:05 pm
Omnigamer: 2012-09-07 12:52:53 pm
All the things
I needed to make this thread so I can convince myself that this isn't just some fantasy project and I will actually start working on it eventually.
So. Live A Live. JP-only RPG, but I imagine a fair number of people have played the fan-translated version. The whole chapter system makes this game interesting from a speedrunning standpoint; several of them are very short and can probably be done reliably/quickly. The longer chapters may be a problem with luck manipulation unless some special tricks are found. So it sort of makes sense to arrange this in an IL sort of way, with the exception of the final chapter. Rane also brought up the idea of splitting the Ninja chapter into 0-kills/any-kills/100-kills categories, which would also probably be fun. SS may be a bit iffy at this point for feasibility, but segmented would definitely work.
It's been many years since I last completed the game, so there's a lot that I don't quite remember. I'll be playing through the (translated) version again soon as a refresher and general-purpose routing run. I do own the SFC cart, so at some point in the future I will be able to actually do runs. Some thoughts on things that could potentially help for speedrunning:
-Cola. I don't recall exactly how much damage it does, but going out of the way to get a Cola drop from the King Mammoth in the Prehistoric chapter can possibly be a way to cheese through the Final chapter. The problem is still being strong enough to actually defest the King Mammoth... may or may not be worth it. This also goes for other optional items, such as the Scale in the Ninja chapter, Rock in Prehistoric, etc.
-Grinding strategies. Sadly, grinding will almost certainly be a part of the run due to how much of an impact levels have in terms of your stats and skills. Since there's no resource other than HP, having powerful skills is a huge benefit since you can spam them over and over with impunity. There's a good Experience Guide on GFAQs that describes how it works, so it's possible to find some good grinding spots in the chapters that matter.
-Any sort of RNG/AI exploitation. Probably not feasible, but at least worth investigating. I have a feeling that the AIs are very simply written based on movement patterns, so that's more likely. The RNG itself likely uses some frame-based seeding, which would be difficult to make use of in most situations. Even so, it wouldn't be the first time a game has done something silly with RNG values, so I'll take a look at it.
That's all I have to add for now. Like I said, it's been a long while since I've played it, but it's a unique enough game that I think it deserves some attention for speedrunning. I'd be interested in any strategies that others have thought up as well.
EDIT: Good resource: http://shrines.rpgclassics.com/snes/lal/index.shtml
EDIT2: Playing it through now just to get a feel for things.
Modern Day: The general strategy here seems to be to start with the old guy, get both of his techs, and just wreck with them. I don't feel like most of the other moves are useful, but maybe learning some of the counters will do well (Ogre Hold, Arm Lock, or Cross-Heel Lock). The other fighters just come down to knowing their ranges, but Tsuda and Abise-geri just destroy all of them.
Old West: This is something of an odd situation. A couple ways to handle this:
1. Just rush through all the bells by talking to the bartender. This is pretty suicidal, but there may be some way to make it work.
2. Pick up some items and then rush through the bells. The best items are dynamite and molotov cocktails, along with cigars and tequila/bourbon for healing.
3. Pick up all items and assign them to people to limit the number of enemies in the final battle. This is probably the safest, but trades off time to collect all the necessary items and then assign them out. Only 11 items need to be picked up for this, assuming no healing items are needed.
At this point I'm leaning towards the third one, since you skip having to fight a bunch of (or all) the enemies. Some mixes can be found there too, depending on the time tradeoff for going out of the way to pick up the extra items as opposed to just killing the enemies that it would remove. Either way, some concise memorization for the menus will really shine here.
Sci-Fi: Ugh. So much text. Some small optimizations to be made with moving from place to place, but this will be a terribly boring section. The battle against the boss though has plenty of room for optimization, particularly with some decent strats. I was able to kill it once with a double mazer cannon, but I'm not sure how. It will counter mazer cannon every time with its full heal and I haven't been able to reproduce it. But if you can make it such that it is guaranteed not to counter for one turn, then you can two-hit it. Otherwise, you can use spin dive to move it around the map and away from the healing units. Also, it is very important to note the speed of your attacks. Mind Hack and Research are especially important, because you can often get off 5-6 in a row before anything else gains an action. This is the backup way to beat it; if you can take out four of the healers you can push it into a corner and it won't be able to counter you. Another possibility is using its counterattack that changes the field to electric and having that take out the healers. There's a lot of ways to approach this, but it has the possibility of being a very long and drawn-out fight. Another thing to investigate is the duration of buffs/debuffs... they most definitely aren't permanent, but if they last long enough you can unload some major damage. This goes for all chapters, since debuff attacks are everywhere.
Kung-Fu: This chapter was also much longer than I remembered, but it's still pretty simple. The fastest and best decision is probably to only train Yuan (skinny kid) since he appears in the middle and also gets some very considerable stats and skills as he levels up. Most of the fights in this chapter are a joke, although it will help to memorize which people give the best healing items/equipment. Most of the techniques are pretty solid, but in a speedrun setting only two or three are necessary. A lot of battles inside can be skipped, but in some cases it may be more helpful to go through them anyway so the pupil can level up and take out the boss faster. Also on that note, the attack items you can pick up from the pots do wonders against him. Definitely look into it a bit more.
So. Live A Live. JP-only RPG, but I imagine a fair number of people have played the fan-translated version. The whole chapter system makes this game interesting from a speedrunning standpoint; several of them are very short and can probably be done reliably/quickly. The longer chapters may be a problem with luck manipulation unless some special tricks are found. So it sort of makes sense to arrange this in an IL sort of way, with the exception of the final chapter. Rane also brought up the idea of splitting the Ninja chapter into 0-kills/any-kills/100-kills categories, which would also probably be fun. SS may be a bit iffy at this point for feasibility, but segmented would definitely work.
It's been many years since I last completed the game, so there's a lot that I don't quite remember. I'll be playing through the (translated) version again soon as a refresher and general-purpose routing run. I do own the SFC cart, so at some point in the future I will be able to actually do runs. Some thoughts on things that could potentially help for speedrunning:
-Cola. I don't recall exactly how much damage it does, but going out of the way to get a Cola drop from the King Mammoth in the Prehistoric chapter can possibly be a way to cheese through the Final chapter. The problem is still being strong enough to actually defest the King Mammoth... may or may not be worth it. This also goes for other optional items, such as the Scale in the Ninja chapter, Rock in Prehistoric, etc.
-Grinding strategies. Sadly, grinding will almost certainly be a part of the run due to how much of an impact levels have in terms of your stats and skills. Since there's no resource other than HP, having powerful skills is a huge benefit since you can spam them over and over with impunity. There's a good Experience Guide on GFAQs that describes how it works, so it's possible to find some good grinding spots in the chapters that matter.
-Any sort of RNG/AI exploitation. Probably not feasible, but at least worth investigating. I have a feeling that the AIs are very simply written based on movement patterns, so that's more likely. The RNG itself likely uses some frame-based seeding, which would be difficult to make use of in most situations. Even so, it wouldn't be the first time a game has done something silly with RNG values, so I'll take a look at it.
That's all I have to add for now. Like I said, it's been a long while since I've played it, but it's a unique enough game that I think it deserves some attention for speedrunning. I'd be interested in any strategies that others have thought up as well.
EDIT: Good resource: http://shrines.rpgclassics.com/snes/lal/index.shtml
EDIT2: Playing it through now just to get a feel for things.
Modern Day: The general strategy here seems to be to start with the old guy, get both of his techs, and just wreck with them. I don't feel like most of the other moves are useful, but maybe learning some of the counters will do well (Ogre Hold, Arm Lock, or Cross-Heel Lock). The other fighters just come down to knowing their ranges, but Tsuda and Abise-geri just destroy all of them.
Old West: This is something of an odd situation. A couple ways to handle this:
1. Just rush through all the bells by talking to the bartender. This is pretty suicidal, but there may be some way to make it work.
2. Pick up some items and then rush through the bells. The best items are dynamite and molotov cocktails, along with cigars and tequila/bourbon for healing.
3. Pick up all items and assign them to people to limit the number of enemies in the final battle. This is probably the safest, but trades off time to collect all the necessary items and then assign them out. Only 11 items need to be picked up for this, assuming no healing items are needed.
At this point I'm leaning towards the third one, since you skip having to fight a bunch of (or all) the enemies. Some mixes can be found there too, depending on the time tradeoff for going out of the way to pick up the extra items as opposed to just killing the enemies that it would remove. Either way, some concise memorization for the menus will really shine here.
Sci-Fi: Ugh. So much text. Some small optimizations to be made with moving from place to place, but this will be a terribly boring section. The battle against the boss though has plenty of room for optimization, particularly with some decent strats. I was able to kill it once with a double mazer cannon, but I'm not sure how. It will counter mazer cannon every time with its full heal and I haven't been able to reproduce it. But if you can make it such that it is guaranteed not to counter for one turn, then you can two-hit it. Otherwise, you can use spin dive to move it around the map and away from the healing units. Also, it is very important to note the speed of your attacks. Mind Hack and Research are especially important, because you can often get off 5-6 in a row before anything else gains an action. This is the backup way to beat it; if you can take out four of the healers you can push it into a corner and it won't be able to counter you. Another possibility is using its counterattack that changes the field to electric and having that take out the healers. There's a lot of ways to approach this, but it has the possibility of being a very long and drawn-out fight. Another thing to investigate is the duration of buffs/debuffs... they most definitely aren't permanent, but if they last long enough you can unload some major damage. This goes for all chapters, since debuff attacks are everywhere.
Kung-Fu: This chapter was also much longer than I remembered, but it's still pretty simple. The fastest and best decision is probably to only train Yuan (skinny kid) since he appears in the middle and also gets some very considerable stats and skills as he levels up. Most of the fights in this chapter are a joke, although it will help to memorize which people give the best healing items/equipment. Most of the techniques are pretty solid, but in a speedrun setting only two or three are necessary. A lot of battles inside can be skipped, but in some cases it may be more helpful to go through them anyway so the pupil can level up and take out the boss faster. Also on that note, the attack items you can pick up from the pots do wonders against him. Definitely look into it a bit more.
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