EMULATOR

  • Emulator used: Grrl (Linux port of Gens, should be Gens 9z/9.5b compatible)
  • Settings: 3-button controllers for players 1 & 2, sound rate set to 22050 (important!)

OVERVIEW

Fatal Labyrinth is an early Genesis turn-based dungeon crawler. It consists of 30 levels (which I'll call floors to avoid confusion), plus a final battle. The object of each floor is to reach the stairs that take you up to the next floor. Normally this involves lots of exploring, collecting equipment, and fighting with numerous monsters; but, this being a TAS, you don't see so much of that.
Fatal Labyrinth falls into a genre of games called rogue-likes. A key feature in a rogue-like is random content: the level layouts and item placement is generated at random. Items are usually listed by generic identifiers, often colours, and these identifiers change each play as well. This gives the game a high replay value, assuming you found it fun the first time.

CATEGORIES

  • Aims for fastest time
  • Manipulates luck
  • Takes damage to save time (mainly to manipulate luck)
  • Abuses programming errors

LUCK MANIPULATION

This run is mainly about manipulating luck. Virtually all aspects of this game are based around randomness, and many are not controlled by the same means as one another.

Floor Layout

The layout for the different floors is based on the time you leave the intro level (or bypass it with the start button), and is seeded once for the whole game. This includes all the rooms and corridors for each floor, the staircases, and any traps (none of which are seen in this TAS). This process also sets up the initial randomness for the items, monsters, etc. The layout of the 10th, 30th, and 31st (boss) floor are never randomized.

Start position

Obviously it is important to get a good starting position on each floor. Starting right next to the staircase every time would be ideal, but this is impossible for a few reasons. First of all, the start position for the next floor is influenced by most, but not all, aspects of combat. (Attacking an enemy from a distance and missing does not vary the start position.) Second of all, the randomness algorithms seem to prefer certain locations sometimes, i.e. given a large number of start positions it's quite likely most of them will be in only a few different rooms. The teleport scroll, which randomly takes you to another location on the current floor, seems influenced by the same things as the start position.

Item and monster distribution

Items and monsters are generally influenced by the same aspects (although not always in the same ways, something I never fully figured out). Combat is the primary means of changing the distribution of monsters and items on the next floor. Timing for combat doesn't seem to matter, either in terms of seconds or turns, but everything else does to an extent, including the weapon you're using and the position you attack from. Items and monsters on the next floor can also be influenced by the position of monsters on the current floor.

Combat

Combat seems to be based simply on results from previous combat. There's very little you can do to guarantee a hit against a monster, or to keep from getting hit yourself. Fortunately, I'm mostly concerned with combat as a way to manipulate items.

Monster behaviour

Monster behaviour is very predictable, and based entirely on your character's actions and position. If you are beside a monster, it will always follow you if you move away from it, and it will always attack if you do anything else that counts as a turn. Monster movement is generally based on trying to get near your character, though it's obviously not very smart.

Confusion

There are two ways for your character to get confused: by drinking a chaos potion, or having an enemy cast a certain spell on you. When confused, you get the message “You feel like dancing”, and your directional controls become randomized. The game remaps each direction every frame, and in doing so takes over the RNG that affects the start, items, and monsters on the next floor. Therefore it's possible to use confusion to change positions of things based on time. Confusion goes away after enough turns, or when you get to the next floor.

The butterfly effect

Because of the random nature of the game, what affects one aspect of the next floor will likely affect all aspects of all subsequent floors. This makes luck manipulation even trickier, since it's impossible to figure out the best result without often going a few floors deep. A very simple illustration of this is on floor 8. I shoot the insect (green bat) to change the monster layout on floor 9, however there's no benefit for floor 9 since I can make it to the stairs without any combat either way. However, I get a much better starting position on level 10 this way.

GLITCHES, TRICKS, AND OTHER NON-OBVIOUS THINGS

  • A very useful glitch exists in this game. When you equip a bow, your armour level often decreases permanently by 1. With two bows it's possible to get an underflow, bringing your armour up to 153 (though it reads 99). Note that this is still not enough to keep enemies from hitting you, particularly on later floors.
  • There are a few cursed weapons available in the game. Normally equipping these gives you a very low attack, and causes other ailments. However, using a weapon power-up scroll on them lets you wield them normally and makes you quite powerful.
  • Normally you gain experience by fighting monsters, letting you gain levels as per most RPGs. Collecting the Holy Goblet on floor 30, which you're required to do, gives you a ton of experience points, and so in this run I don't bother killing any regular monsters.
  • As long as you have food, your health will slowly replenish while your food supply slowly runs out. You continue to use food even if you're at full health. If you run out of food, then your health will slowly decrease until you die or get more food. Also, not seen in this run, this is the only RPG I know of where the character can die from overeating.

THANKS

Thanks to all the coders here who have worked on Gens, especially IdeaMagnate for making a Linux port.
Also thanks to ventuz and Aqfaq for posting in my WIP thread.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. I'm not sure I got the right ROM though. (I tried Fatal Labyrinth (JU) [!].gen, which was the closest match to what you wrote.) Well, here goes! Feel free to clean up the list.

adelikat: Good votes and interesting luck manipulation. Accepting for publication.
adelikat: Processing.


Joined: 3/7/2006
Posts: 720
Location: UK
Yeah, Pokemon Mystery Dungeon immediately struck me as a modern-day Rogue clone when it came out. And it got a bit of discussion on the forums here, but not that much. AFAIR the luck manipulation was more irritating than in older games (a common trend).
Voted NO for NO reason
Editor, Expert player (2480)
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Location: Gone for a year, just for varietyyyyyyyyy!!
SMS Dragon Crystal is Genesis Fatal Labyrinth with different graphics.
Player (64)
Joined: 11/2/2007
Posts: 100
Location: Toronto, Canada
There are a few minor differences between Fatal Labyrinth and Dragon Crystal, but nothing serious. Although I haven't played with the RNG in Dragon Crystal at all, it might be the same but it might be quite different. There's a GameGear version of Dragon Crystal which I find a little nicer than the SMS version.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1012] Genesis Fatal Labyrinth by plusminus in 06:46.25
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Joined: 10/6/2007
Posts: 330
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Hey congraturation on the publish!
Player (64)
Joined: 11/2/2007
Posts: 100
Location: Toronto, Canada
LMAO, thanks.
Player (64)
Joined: 11/2/2007
Posts: 100
Location: Toronto, Canada
Chamale wrote:
When your armour underflows from bow equipping, why does it go to 153? It seems like it would make more sense for it to become 2^x-1, instead of 153. Yes vote for kick-ass luck-manipulation.
Ah, I was wrong, it was 99. The value is stored as binary coded decimal. 99h = 153, duh. (Completely random, I know.)
Joined: 2/28/2008
Posts: 12
What's strange about this game is that collecting gold serves no function whatsoever. There's nothing to buy. So not much reason to risk picking up gold.
Actually, your amount of gold will affect the game over screen.
The money which I earn is mainly dedicated to video games and I am very content. -- Shigeru Miyamoto
Zucca
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Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
I just love the amount of luck manipulation in this game. Reminds me of Dragon Crystal for Game Gear...
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Jungon
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Fatal Labyrinth (Gen) and Dragon Crystal (SMS/GG) were all made by the same team, I believe.. =P
*Jungon*/*Johnnyz* smilie weirdo =P ^^ o.o @__@ +D
Zucca
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trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Dimon12321
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I have recently noticed that the YouTube link disappeared in the actual publication! Are you going to upload an HD encode? Alternatively, there is a low-quality encode by WebNations.
TASing is like making a film: only the best takes are shown in the final movie.
Samsara
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Joined: 11/13/2006
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Dimon12321 wrote:
Alternatively, there is a low-quality encode by WebNations.
WebNations has never encoded anything in his life, he just steals our encodes and uploads them for his personal gain. If any YouTube links are missing, it is because they are not hosted on the official channel as of yet. The encoders and publishers are working on it when they're not working on the movies on the Workbench.
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You shouldn't need a degree in computer science to get into this hobby.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.