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Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [Character: Fighter]
Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [New Game+] [Character: Thief]
Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [Character: Wizard]
Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [Character: Thief]
Verifier Responses
Decision: Accept
Congratulations to Paul 'The Reverend' Miller!
Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [Character: Fighter]
Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [New Game+] [Character: Thief]
Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [Character: Wizard]
Quest for Glory: Shadows of Darkness (pc) (pc) [Any %] [Single Segment] [Character: Thief]
Verifier Responses
Quote from gammadragon:
Audio and video are good. There is an FPS counter in the top right of the screen in all 4 videos (FRAPS) but it doesn't block the view. As the runner offered, audio commentary is always a nice bonus, but not a requirement for verification.
Good execution with some minor interface errors and accidental clicks, but that's expected in Sierra adventure games (it wasn't designed for speedrunning!). There were a few wrong turns along the way but in general the movement is very fast and fluid. I was actually quite impressed with some of the arcade/puzzle sections (Dr. Cranium's antwerp maze).
Each of the four speedruns (Fighter, Wizard, Thief and Thief NG+) seem well routed and carefully thought out. It definitely feels like quite a bit of effort was taken to optimize the routes and everything is done in a sensible order, or well explained in the runners notes. I can't think of any major improvements. Apart from the obvious things, everything is detailed in the runner's notes. Unless some new glitches are found which allow bypassing of certain sections of the main quest, The only improvements I can see relate to better execution and better RNG. These are definitely good enough for an accept from me.
One thing that I may be able to shed light on is around the slime column - the runner's comments mention the glitch where the game fails to recognize that AVOOZL was spelled correctly, costing extra time to retry it. From my experience, the key thing which makes all the difference is to click exactly on each letter, rather than near the letter or inside the area surrounded by the letter. I remember playing this game a long time ago and being stuck on this "puzzle" for ages, thinking I had the wrong answer when actually it was the glitch that was breaking it. The same goes for the other hexapod symbol puzzle in the swamp, but that puzzle is skipped by turning the skill slider right down.
Verdict: Accept all
My time calculations below:
Fighter:
First control: 00m 25s, Final action: 33m 57s, Total: 33m 22s
Wizard:
First control: 00m 29s, Final action: 33m 55s, Total: 33m 26s
Thief:
First control: 00m 27s, Final action: 33m 08s, Total: 32m 41s
Thief NG+:
First control: 00m 28s, Final action: 30m 12s, Total: 29m 44s
Good execution with some minor interface errors and accidental clicks, but that's expected in Sierra adventure games (it wasn't designed for speedrunning!). There were a few wrong turns along the way but in general the movement is very fast and fluid. I was actually quite impressed with some of the arcade/puzzle sections (Dr. Cranium's antwerp maze).
Each of the four speedruns (Fighter, Wizard, Thief and Thief NG+) seem well routed and carefully thought out. It definitely feels like quite a bit of effort was taken to optimize the routes and everything is done in a sensible order, or well explained in the runners notes. I can't think of any major improvements. Apart from the obvious things, everything is detailed in the runner's notes. Unless some new glitches are found which allow bypassing of certain sections of the main quest, The only improvements I can see relate to better execution and better RNG. These are definitely good enough for an accept from me.
One thing that I may be able to shed light on is around the slime column - the runner's comments mention the glitch where the game fails to recognize that AVOOZL was spelled correctly, costing extra time to retry it. From my experience, the key thing which makes all the difference is to click exactly on each letter, rather than near the letter or inside the area surrounded by the letter. I remember playing this game a long time ago and being stuck on this "puzzle" for ages, thinking I had the wrong answer when actually it was the glitch that was breaking it. The same goes for the other hexapod symbol puzzle in the swamp, but that puzzle is skipped by turning the skill slider right down.
Verdict: Accept all
My time calculations below:
Fighter:
First control: 00m 25s, Final action: 33m 57s, Total: 33m 22s
Wizard:
First control: 00m 29s, Final action: 33m 55s, Total: 33m 26s
Thief:
First control: 00m 27s, Final action: 33m 08s, Total: 32m 41s
Thief NG+:
First control: 00m 28s, Final action: 30m 12s, Total: 29m 44s
Quote from btrim:
AV good
Quality of play is very good with some minor mistakes. Routing of each character looks great. Keeping the conversations to the minimum triggers and resting / sleeping in appropriate rooms. I can't remember if you can sleep until evening in your room. I'm not sure if that would save a significant amount of time or just save clicks from multiple rests.
Using magic for every character is definitely a great strategy. It's too bad it removes some of the differences between the runs, but it's clearly faster.
Quality of play is very good with some minor mistakes. Routing of each character looks great. Keeping the conversations to the minimum triggers and resting / sleeping in appropriate rooms. I can't remember if you can sleep until evening in your room. I'm not sure if that would save a significant amount of time or just save clicks from multiple rests.
Using magic for every character is definitely a great strategy. It's too bad it removes some of the differences between the runs, but it's clearly faster.
Quote from Crow!:
A/V: recording quality is good. The empty space on the sides should be cropped, and the rest of the screen should be resized to 4:3.
Rules stuff: the "NG+" run is actually an import run.
Critiques regarding gameplay:
He had a very hard time clicking the sliders during combat.
Errors with right clicking to next cursor icon (it's pretty hard).
I'm not convinced that constantly switching back to running stance is worth it in Avoozl's cave.
Fighter specific: Pathing error going toward Gypsy camp.
Wizard specific: some derping in selecting a place to rest before heading into the swamp, plus pathing error on the way to the fairy fight. Video cuts out before the credits begin.
Thief specific: an odd bug I've never seen before makes entering the iron maiden pathway take 5 seconds longer than it should.
Overall, the routing is smart and the execution is on par with what I expect for a game of this length. Accept to all 4 runs.
Rules stuff: the "NG+" run is actually an import run.
Critiques regarding gameplay:
He had a very hard time clicking the sliders during combat.
Errors with right clicking to next cursor icon (it's pretty hard).
I'm not convinced that constantly switching back to running stance is worth it in Avoozl's cave.
Fighter specific: Pathing error going toward Gypsy camp.
Wizard specific: some derping in selecting a place to rest before heading into the swamp, plus pathing error on the way to the fairy fight. Video cuts out before the credits begin.
Thief specific: an odd bug I've never seen before makes entering the iron maiden pathway take 5 seconds longer than it should.
Overall, the routing is smart and the execution is on par with what I expect for a game of this length. Accept to all 4 runs.
Decision: Accept
Congratulations to Paul 'The Reverend' Miller!
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