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Enhasa: 2009-04-07 12:26:51 am
I love YaBB 1G - SP1!
Does anyone know of a speed run of this game? or even if anyone has a plan for doing one?

Id be very interested in seeing, contributing towards, or even doing one myself.
Thread title:  
Edit history:
VorpalEdge: 2007-07-27 08:10:29 pm
welcome to the machine
There is an old topic you can search for, but the gist of it is that the game is too long for a speedrun.  There's a soft limit of seven hours, and some runs have gone up to ~9:30, but I think a run of this game would take more than 10 hours and the line has to be drawn somewhere.
We've been down this road before. You'll have to go with the thrid option.

Somwone was working on it, but I don't know whatever happened to that.

And if you are willing to run it yourself, please do. It'd be a good contribution.
Yeah, when I first joined this forum I was interested in a run of this game.  I own the Dreamcast version.  I discovered that the mini game you can play on the Dreamcast VMU's (memory card) could be used to gain a supreme advantage early on in the game.  However, since any work done on said VMU mini game would likely need to be recorded as well as real game play, any sort of advantage it may give is moot, it takes a looong time to build up enough good items on the VMU to get one of the awesome wevli boxes. 

I'm wondering how the load times compare on the GC vs the DC.  Even if they were a little faster on the Cube it would help out a ton, the Dreamcast is just painfully slow.

IIRC, my one and only practice run clocked in somewhere around 18 hours just before the last boss.  I'm sure that could be lowered significantly.  Keep in mind that I did use the VMU mini game (Pintas Quest) to get many nice items for my characters.
Legends in generally faster than the original - quicker battle load times and less frequent random battles. On the other hand there's the added quests which add time to a Legends game.
welcome to the machine
What new quests in Legends aren't optional?  Are you referring to more than just the Gordo battle?
100% runs=great to watch
I think now what I thought back then in the old thread when I figured the first boss can easily die in 2 item hits:  That the game is SDA'able....just quite likely approaching BoF3/FFIX times and quitle possibly FFIX level segmenting.  It would take a good amount of planning, segmenting...prolly a team of people checking various things even with what FAQ's/guides there are out there....but I just can't see it as inherantly out of reach, especially the GCN version.
Quote:
What new quests in Legends aren't optional?  Are you referring to more than just the Gordo battle?

I'll be honest, I haven't played Legends, but surely the stuff with Piastol/Vize-et-al isn't totally skippable. Even if it's just a couple of cutscenes and then on to continue the rest of the game, it still extends the game.
welcome to the machine
Piastol is definitely completely skippable (the most you have to hear of her is acquiring one black spot, and that's it), and Vize is also a wanted fight, so I think he's optional too.
Hm...I thought Piastol had to be faught at least once. But its been years since i played the game so I may remember that wrong.

Vize and crew are completely skipable. I beat the game before I went back to fight them.
I love YaBB 1G - SP1!
Hi people, thought i should contribute a little more to this seeing as i started the thread!!

First things first, these are all the differences i know between the DC and GC version:

1. Fairly large reduction of loading times

2. Less frequent random battles (although theyre still annoyingly frequent for a game that puts so much emphasis on adventure...)

3. Moonfish quest: This is completely optional although i still havent finished it yet so im not sure of the rewards (or if they would be beneficial to the run). This basically consists of going into 1st person view when a bleeping is heard and the controller vibrates, and looking around for a glowing fish swimming in the air. Once it is seen, a target locks on and you simply press A to catch it. It is a very quick process (about 6 or 7 seconds MAX) and they are normally placed along your normal route. These are then sold or traded to a sailing tradesman. As i said before though, im not sure what the benefits of this side quest are, or if the benefits of doing it will outweigh the time taken to complete it.

4. Bounty Missions: As far as i can see, the only advantages of this is gold and EXP, and therefore no need in a run.

5. Discoveries: I think a few extra ones were added thats all, but again, no need for these in a speed run as gold is the only benefit.

If anyone knows of any more, please let us know.

I think this will definately need to be a speed run and not a 100% run. The bounty missions, discoveries and moonfish quests would take long enough.

One last thing, i have never done a speed run before and have only been aware of speed runs for the last couple of months. I come on here almost every day and read all the tips and tricks that you guys come up with and its truly astounding.

That aside, im planning on running this myself (after only having the game 2 weeks) while its fresh and exciting to me.

You guys will know this better than me, but i know I cant do this alone. I need to finish the game first in the next few days, but would greatly appreciate any knowledge of this game, and if anyone is willing to help out and converse about tactics and strategies with me, my email is: Thebuttery1@hotmail.com.

If it turns out though that i simply wouldnt have the skill to do the run justice, im happy just to help out and test strategies for people, in the hope that someone will do an amazing, enjoyable run of this great game.

Thanks.
100% runs=great to watch
Step #1, as almost always, head to www.gamefaqs.com and read over all the material for Skies of Arcadia Legends.  I know there is a TON of info there to absorb that will set a groundwork for any kinda run as well as help you to wrap up you initial completion playthrough.  Check out the old thread on here as well...
welcome to the machine
Ah, right.  The doc hails you as you first approach sailor's isle even if you don't do anything else for him, ever.

I would think the Legends version would be shorter then.  You have load reduction and less random battles, and... can you skip move cutscenes (specifically: Lambda Burst) in the DC version?  In return, you get a black spot, a one-minute talking scene with the doc, and the Gordo fight.

I think you'll have to get a lot of discoveries that are on your way to pay for new and improved weapons (and building your base).  Don't go out of your way, but they're pretty much an effortless form of money.
You can skip your own moves, but not enemy moves, in the DC version, VE.
A friend and I have discussed running this game in great depth. Not much of our planning is left, but we noted that random drops are really important to manipulate. You'll want to learn red magic fast (and abuse colors in general). Moonberry distribution is important. Drachma should get your first one for Tackle probably, but Vyse will want Pirate's Wrath ASAP. By ASAP I mean before you finish crossing South Ocean.

I wish I remembered more about it. I don't think 7 hours is anywhere close to reasonable for this game, but it might be possible in a fast enough time to get accepted on SDA. It's kinda unclear.
100% runs=great to watch
Like I said, I can see it somewhere in the realm of FFIX/ that BoF3 run that most folk think is a worthy effort.  Besides, Skies is hardly a no-name game afterall.

Way I see it, the longer it winds up being in the various ways, the better the run needs to be in terms of absolute efficiency and ruthless/calculated strategies goes.  Concentrated sprawl seems to be the law of the land on RPG runs.
THE GAME!!
I haven't completed SoA yet so I can't help you guys sorry.
I have not been in these forums for... well forever... but I'd just like to say that SoA is one of my favorite games and I would absolutely love to see a speed run of the game.

Is there anything I can help with?  I can't say I'd be much help since the last time I played the game I had to hook up the ol' Action Replay MAX to turn down the encounter rate.  I don't know how the rest of you feel, but IMHO the amount of encounters in the game is through the roof.  If there was a way (and item perhaps) that would lower this encounter rate I'd say that would be necessary to complete the game in a timely fashion.

Getting Vyse's Pirates' Wrath would probably be helpful to get so you can attack multiple enemies at the same time.  Same goes for Aika's Lamda Burst would also be helpful for the same reason.

This info might be moot if nobody is planning to go for this game.  But, I hope somebody will because I would love to watch it!
Edit history:
bmn: 2009-03-28 11:57:11 pm
Quote from koesherbacon:
If there was a way (and item perhaps) that would lower this encounter rate I'd say that would be necessary to complete the game in a timely fashion.

There was a rumour when the game came out about such an item (White Map I believe), but it doesn't exist.

Current policy with RPGs IIRC, is that SDA will accept any Any% run of a major RPG as long as it isn't stupidly long. 19-20 hours is probably pushing it, but nate seems happy enough to undergo the month-long horror that is encoding the FFX run...
Edit history:
Zyre: 2009-04-02 11:32:44 am
The Speedrunning Teacher
New guy to the forums, but not new to SDA.  I've been wanting to do a speed run of this game for a long time now, and I'm up for trying.  I'm still in the planning stages, so any ideas on what else might help the run are appreciated.

EDIT: I've got a few initial thoughts here after a little digging.

White map wasn't available in the DC version, but it is in the GC version (supposedly).  10 moonfish nets you the map.  I'll be verifying this soon.

Two more moonfish (total of 12) nets a Warrior's Heart, which recover's additional SP each turn (again, I'll be verifying how much SP, etc.)

Use Drachma as a fourth party member when possible.  His attack power is the second best (only behind Vyse), and he has a much higher HP and Def than anyone else.  Tackle and Spirit Charge also are great benefits; Tackle when you don't have Pirate's Wrath, and Spirit Charge doubles the Spirit created that a Focus would.

That's it for now.  I'm sure more will come.
Looking forward to your run, Zyre!  I might be mistake, but I could have sworn I got the White Map (as well as its counter part the Black Map) the last time I played the game all the way through.
100% runs=great to watch
I'm pretty positive the White Map and such is in the GCN game.
The Speedrunning Teacher
Read through the older thread found here, and picked up a few good techniques and thoughts.  I never knew that the first boss could go down in two hits using an item box.  I probably always took the hard way around since I typically sold the spell boxes (except for Riselem).

Discoveries are the main way to get money, so I'll need to plan a good route to snag a number of them.  At one point I need to make sure that I have 100k gold for the two old geezers on Cresent Isle right when I first get to them.

White map will most likely be a necessity, though I'm not excited about having to sit through 10 feedings to the bird that throws up because of the length of the scene just to feed it one.  I don't think I'll go as far as the Warrior's Heart.

I figure that about 35 segments (give or take a few) should be enough.  That's saving at the dungeon entrances, right before bosses, and after particularly lengthy scenes.  I don't know if saving while on board your ship gets the penalty or not, since you can save anytime (I'll leave that for the higher-ups to decide), but since this run is positively going to be longer than three hours, the penalties won't matter a lot (if at all).  In any case, a large number of the saves are at save points anyways.

Moonberries distribution might go like this: Aika gets the first four (all of which are guaranteed by the time you finish Shrine Island) to learn Lambda Burst, Drachma gets one for Tackle (I don't think he sticks around long enough to make Spirit Charge useful at first, plus we need the headstart on Vyse), Vyse gets the rest to learn Pirate's Wrath, with any leftovers to Fina except for two which Drachma gets for Spirit Charge once he's available again.

Main focus in boss battles is for Vyse to be the main damage dealer, with everyone else as support.  Drachma can help once in a while with damage the first time he's around using Tackle, but after that, I imagine he will be mainly there for Spirit Charge.

Spell-wise...Increm is a must, and so are all the green spells.  Riselem is a possibility, but only because Fina is practically halfway there already when you first get her.  Quicka could be useful in foot battles, and I know it helps greatly in the ship battle against Gregorgio.  Otherwise, I'll just have Aika and Fina get the purple spells for Sylenis and Crystalum (should I ever need it, doubt it though).  Does anyone know where I might find a chart that details how many magic experience each spell is?  It would be useful when planning on how many random battles I need to face to get certain spells.

What other thoughts do you guys have?
Making a .torrent of this SDA will be crucial.  That way, we won't have to download 30+ individual files on archive.org or whatever.  If you get me the segments when you're ready, I can make it into a torrent for you.

That said, consulting http://speeddemosarchive.com/lang/submit_en.html will also be prudent.  I bet one of the admins/mods will be able to put it together as a torrent for us as well.

Let's see, what else... Oh!  How will you handle ship to ship battles?  Any ideas on how to run those?
I still have this for my Dreamcast, wish I could help it's been ages. Strategies for the airship fights are going to be difficult. If I remember doesn't every member of the effect the ship's stats? Either way good luck.