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Submission #4653: arandomgameTASer's GBA The Legend of Spyro: The Eternal Night in 25:57.76

Console: Game Boy Advance
Game name: The Legend of Spyro: The Eternal Night
Game version: USA
ROM filename: Legend of Spyro, The - The Eternal Night (USA) (En,Fr).gba
Branch:
Emulator: VBA-rr-svn480
Movie length: 25:57.76
FrameCount: 93041
Re-record count: 37050
Author's real name:
Author's nickname: arandomgameTASer
Submitter: arandomgameTASer
Submitted at: 2015-04-11 05:16:35
Text last edited at: 2017-11-13 00:21:20
Text last edited by: arandomgameTASer
Download: Download (7184 bytes)
Status: published
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Author's comments and explanations:

(Link to video)

A quick explanation, this game is part of a reboot trilogy for Spyro. Essentially, this game acts like Empire Strikes Back in terms of storyline.

There's not much to say about the route itself, so this description is mostly to explain the various tricks in the run.


Roll-Jumping


A trick used before getting the Charge ability. Basically pressing right or left in the opposite direction of where Spyro is facing will have him roll. This is slightly quicker then walking, but it has the disadvantage of a large lag time in-between rolls, which can be prevented by jumping. However, jumping ALSO has a lag time when Spyro lands, so to prevent that you need to attack while in the air.

So it's essentially goes Roll > Jump > Attack, and repeat until a destination is reached.


Climbing Ledges


Whenever Spyro approaches an edge, he'll go into a brief climbing animation. It's quite slow, particularly the air roll towards the end of it. Luckily, the end of the air roll can be canceled with either a breath attack, a normal attack, or a jump. This is useful in skipping the tutorial after getting the Glide ability.


Charging


Double tapping the directional button lets Spyro charge forward, taking out anything in his way. However, every time an object is hit, there is a 7 frame lag period to show that, yes, you just rammed into something. Except for rare situations, this is avoided by restarting the charge after the object is passed.


Air Dive


An ability that lets Spyro fall very fast. A diagonal air dive can be chained into a vertical dive, for an extra hit when needed.


Air-Charging


Last ability gained. Double tapping in the air lets Spyro charge while in the air. This can be used after climbing a ledge, as well as after air diving. It can even be restarted after double jumping.


Q/A


Q: Ew, easiest difficulty? You suck!

A: Higher difficulties have no differences aside from enemies. Everything takes longer. It's boring.

Q: Why does the movie say Got4n and Spikestuff are the authors? Thief!

A: The base input file was started by Spikestuff and Got4n a year back, but everything outside of the first cutscenes was made by me.

Q: Why does Spyro keep passing out? It doesn't make sense and I don't like it!

A: plot reasons.


Suggested Screenshots


Tompa: Judging.
Tompa: Spyro took up a good charging pace after awhile and with the well-executed boss fights and viewer responses, this run goes up to the Moon. Accepted for publication.

Spikestuff: Things to do in: Uploading to archive with an Australian internet. Cry. Publishing, if archive likes me.


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