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Joined: 7/19/2019
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It's almost 500 frames faster to walk over the lava, because of the screen transitions required to use the hovercraft. It's the same reason the Ice Digger is not used to traverse one area on Dezolis. Even though it looks like it should be faster, surprisingly, it's not.
Experienced Forum User, Published Author, Active player
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Joined: 7/19/2019
Posts: 58
Thank you!
Noah needs to be level 17 for the spell that opens magically locked doors, so I think this is the bare minimum unfortunately.
You did just give me an idea though. What if during the Evildead experience farming, you deliberately let Odin die to speed up the experience farming for the other 3, who all benefit from some level-dependent spells? It sounds good in theory but I'm not sure if it would end up being a net time save, because you'd need to boost Noah's attack to ensure reliable Evildead kills, and you'd have to revive Odin before Dr. Mad. Hmm!
Experienced Forum User, Published Author, Active player
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Joined: 7/19/2019
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Hmm, I can't say definitively whether you can get a guaranteed battle every tile. From my testing I'm leaning towards 'no', however.
I'm not sure how to precisely calculate time saved, unless all text in both versions was timed (ugh!).
Experienced Forum User, Published Author, Active player
(329)
Joined: 7/19/2019
Posts: 58
Thank you for the feedback. I think the quench in 22 was a hangover from a prior strat -- whoops! I've updated the TAS accordingly.
For 29, I tested a few different things, but couldn't get the gargoyle moving right. Perhaps someone who understands the game logic better can help? I know bisqwit has done some impressive disassembly, but it's all over my head.
For 48, while I was making the TAS I actually tested a version using the RTA route, because it looked like it might be faster. Unfortunately it ended up being slower, although I can't remember exactly how much slower I'm afraid.
I want to create a clean version that only has the necessary inputs. The problem with this game (I don't know if it's unique to Solomon's Key, because this is my first TAS) is that inputs that seem benign end up changing later RNG/AI/lag frames. For example, the 20 frames now saved in room 22 (thank you!) changed the timings and inputs on every subsequent room. Sometimes only by adding/removing one frame, but at other times several changes to inputs are required to get the TAS "back on track", so to speak. And this happens every time there's any change at all! I suspect it's due to timers changing and interacting with lag frames / eaten inputs, but I can't seem to get any consistency when I test. I'm hopeful that some smart cookie who knows the ins and outs of the game might know what's really going on...?
Thank you also to SpikeStuff, DrD2k9, and ThunderAxe31 for helping fix up the original submission. Is there any way I can update it with the new time save?