*Take a broom and sweep the dust*
Hello here, I'm working on a TAS of this game and I was looking for a possible existing thread about this game. It's short but it exists :p
So, first of all, I'll add some useful informations to the first message.
Introduction
- There are two levels od difficulty: Normal and Hard; then the game contains 10 levels and each level has 3 different ennemy layouts. This is very important because some layout favor a best ranking.
- You get the ranking at the end of each level. From worst to best: Thug, Novice, Ninja, Master Ninja, Grand Master (400 pts required). It is in fact define by points earned as following:
- 300 pts: Finishing the level
- 100 pts: Never being spotted
- 20 pts: Killing someone without have been spotted
- 5 pts: Killing someone being spotted
- lost 20 pts: Being spotted
- lost 30pts: Killing an innocent
- Before starting a level, you're able to carry on some items (10 max) but only 4 different types. These items are:
- Shuriken
- Healing Potion
- Caltrops
- Bombs
- Smoke bombs
- Mines
- Poisoned Rice
- Colored Rice
- Grappling Hook: A special item automatically add; it has no inpact amongst 10 items.
- There are also special items called "Grand master items". There are unlocked by obtaining Grand master ranking (400 pts for remain) in a level. I'll not detail all of them but only the most important which is unlocked in the 1st level. Note that you can store only 3 Grand master items ina all.
- Lightfoot scroll: A temporary amazing speed boost
Ok, we've got all the bases. I'll now detail my routes and stategies.
Planning
The goal is to beat the game in hard mode with Rikimaru as fast as possible. In-game time can be viewed in the Option -> Record menu. You sum every level and you have it.
I decided to TAS this game because I follow a french speedrunner called Sephyross (you can follow him on its twitch channel:
http://en.twitch.tv/sephyross). He beats the game in hard in 13:25 ig time; Very probably the current WR) and I was so curious... The main problem of this game that the layout of each level can help you (or not, espacially in a single-segmented run).
So, I've started this foolish work.
Most part of my routes are largely inspired by his routes themselves originate from another excellent runner nammed Riskbreaker Y.
You can view the speedrun
here
Rikimaru has been chosen because you have to defeat one less boss in the level 5. Obviously, it safes time. Furthermore, he has some interesting attacks (particulary the crouch attack).
Each level is chained, that means we never go back to the main menu (in order to increase inventory items by redoing a level for example). In summary, it's an any% hard mode new game.
We will use more lightfoot scroll as possible. I have found a way to manipulate the RNG in order to get excactly what I want. I'll explain it later.
I can resume my route like this:
Numbers meaning in order: Quantity, Required, Obtained
/ means that I don't care
|Level|Scrolls| Bombs | Mines |
|--------------------------------- |
| 1 | 0 0 1 | 1 0 2 | 0 0 2 |
|--------------------------------- |
| 2 | 1 1 3 | 3 0 0 | 2 0 1 |
|--------------------------------- |
| 3 | 3 2 1 | 3 0 1 | 3 1 1 |
|--------------------------------- |
| 4 | 2 2 2 | 4 2 0 | 3 2 1 |
|--------------------------------- |
| 5 | 2 0 1 | 2 1 1 | 2 0 1 |
|--------------------------------- |
| 6 | 2 1 0 | 1 1 1 | 3 2 1 |
|--------------------------------- |
| 7 | 1 0 2 | 1 1 2 | 2 1 2 |
|--------------------------------- |
| 8 | 3 3 1 | 2 0 1 | 3 0 1 |
|--------------------------------- |
| 9 | 1 0 2 | 3 1 2 | 4 2 2 |
|--------------------------------- |
| 10 | 3 3 / | 4 4 / | 4 4 / |
You have probably noticed that I don't speak about other items. It's because they don't deal any damage and that's so bad #TASpowaaa. Caltrops deals damage to purchasers, not interesting for a fight.
Tricks
- RNG: The base of the RNG is... time! (expressed in frame)
If I want a specific layout, I just have to spend a certain amount of frame in the inventory before pressing START (and beginning level loading). That's why, in some case, there are few empty frames before pressing START.
Also, additional items earn at the end of the level depends on time used to complete it. In level 2, I'm waiting for 12 frames before raising the cutscene; it allows me to get 3 lightfoot scrolls (very uncommon).
Finally, ennemy's parry depends on when and how much you press the SQUARE button. So, I can make the parry never appends (so cheat :p).
- Fall animation skip: Called by myself "FACS" (for Fall Animation "Cumulet" -Belgian Word for "Roulade" (roll, I guess it can be translated like this)- Skip). When you fall, the character will follow a strictly vertical way and make animation when he hit the ground. It costs some time. By making a roll (CIRCLE Then UP twice) just before falling, you'll follow a diagonal way and the animation doesn't happen.
- Quick ennemy stand up: Still called by myself "Stabbing ovation". When you deal a crouch attack or throw a bomb, the ennemy flies, hits the ground, stays a certain amount of time on it (depending of his life) and then stands up. During all time he's on the ground, the foe is immune whatever the damage is. If you hit him when he's in the air, he will fly further.
But if you deal a stabbing attack when he is hitting the ground, he'll instanly stand up, skipping a so boring dazing time. It also works with a crouch attack, but the recovery time is longer.
- Quick half-turn: You're able to face back by doing a roll (CIRCLE then CROSS) but if you're doing it against a wall at a quite precise frame, entire animation will be skipped and you'll stand up face back.
Damage values
- Triple combo (Rikimaru only):
- 1st hit: 7
- 2nd hit:11
- 3rd hit: 20 (total 38)
- Crouch attack (Rikimaru only): 25
- Stabbing, Jump slash: 13
- Left Right combo: 8 then 16 (total 24)
- Shuriken: 20
- Bomb: 30
- Mine: 45
Mines are especially useful at the very beginning of a fight and for a suicide kill . It deals really lots of damages but it takes time to place it.
Useful RAM address
- Byte values:
- Inventory Shuriken Count: 0001 040D
- Inventory Calltrops Count: 0001 040E
- Inventory Healing Potion Count: 0001 040F
- Inventory Bomb Count: 0001 0410
- Inventory Smoke Count: 0001 0411
- Inventory Mine Count: 0001 0412
- Inventory Poisened rice Count: 0001 0413
- Inventory Colored rice Count: 0001 0414
- Inventory Sleeping Gas Count: 0001 0415
- Inventory Resurection leaf Count: 0001 0416
- Inventory Chameleon spell Count: 0001 0417
- Inventory Protection amulet Count: 0001 0418
- Inventory Lightfoot srcoll Count: 0001 0419
- Inventory Shadow Decoy Count: 0001 041A
- Inventory Super-Shurkien Count: 0001 041B
- Inventory Dog Bone Count: 0001 041C
- Inventory Fire-Eater scroll Count: 0001 041D
- Inventory Decoy whistle Count: 0001 041E
- Inventory Ninja armor Count: 0001 041F
- ----------------------------------------------
- Stealth kills counter: 0009 5918
- Spotted counter: 0009 591A
- Detected kills counter: 0009 591C
- ----------------------------------------------
- Word values:
- ----------------------------------------------
- DWord values: