Uses Famtasia 5.10 patched
- Uses death as shortcut
- Aims for fastest time
- Uses warps
- Abuses programming errors in the game
- No predefined saves
- Genre: Puzzle
- Genre: Adventure
This was the first Lolo game for Famicom, but I believe it 
was actually a port of the second Eggerland game, also known 
as "Meikyuu Shinwa", for MSX.  This game combines 
traditional Lolo puzzle-solving elements with some of the 
adventure elements of The Legend of Zelda.  You dodge 
enemies, collect heart framers, and grab a key out of a 
treasure box to clear the room as usual, but now the rooms 
have multiple exits and are connected in a large overworld 
instead of being presented sequentially.  An exit from a 
cleared room serves as an entrance to a new room.  But not 
all entrances to new rooms allow Lolo to properly solve the 
puzzle, so the player runs into a lot of "can't get there 
from here" situations.  There are also rooms where you can 
get a raft from the treasure chest to sail into the next 
room.  The raft disappears as soon as you step back onto dry 
land, but a new raft will appear from an open treasure box.  
There are even rooms where you can unlock a secret item or 
ability through a process hinted at by the question mark 
box.  In many cases these secrets are necessary for beating 
the puzzles!
You'll notice that I reach the final stages from a hub room 
labeled "KEY 5".  This means I need to collect the 5 keys 
from the timed sand mazes that appear when I clear certain 
rooms.  Less obvious is the fact that there are four more 
timed mazes which unlock the powers of the four gods 
required to beat the final stages--double speed, infinite 
magic shots, and tree-cutting.  You need to push a certain 
emerald framer in the rooms they're in to make the entrances 
appear, however.  Fortunately, these rooms are warped to 
from the four rooms connected to "KEY 5" as a bit of a hint, 
as well as a handy shortcut for speed runs.
The path I chose ended up using only one of those warps 
(and a good thing, too, because it skips some more of those 
boring rafting stages), but I found another sort of "warp" 
based on a programming error to keep this movie from 
ballooning to an hour.  You see, Lolo can still blast an egg 
with a magic shot while he's stepping onto it, and once he 
finishes stepping onto the water tile, the game teleports 
him onto the flying egg.  You can make him step off the egg 
somewhere in the room and keep playing as normal, or you can 
ride the egg all the way to the room edge.  For some reason, 
the egg trick can only be used to warp to rooms north and 
west of the current one--going south or east simply kills 
Lolo when he hits the wall.
And if you use this trick to go west at the western edge of 
the map, you end up in a room on the eastern edge of the 
map, one row up, demonstrating that the room numbers are 
really stored sequentially.  I take advantage of this early 
on to save some time going after the second key.  I also 
went off the west edge of the overworld late in the game, 
but that wasn't the egg glitch; that was just a level 
designer's oversight in giving the player three bridges on 
an island three squares away from the west edge.
Another quirk of the egg glitch is that when you get into 
the new room, if you push in a direction where Lolo is 
blocked, he teleports onto a particular enemy in the room.  
And for some reason, the first step Lolo takes is always 16 
pixels, rather than the standard 8.  Probably residue from 
the egg-riding routine, but it came in handy by teleporting 
me onto harmless enemies to finish the levels faster.
You might notice that the enemy AI isn't nearly as good as 
it is in later Lolo games.  The most useful flaw is in how 
the Don Medusa checks for alignment with Lolo.  With the 
right timing, I can walk past Don Medusa without him caring 
at all!
I used suicide as a shortcut to get a raft trapped behind a 
stupid one-way pass because that was the only way to make my 
overworld path work.  Death transports Lolo to the default 
entrance of the last cleared room he left, or to the room he 
started in if he hasn't left it yet.
And a little warning if you try to time-attack this 
yourself: There's a bug in the sand maze timer that causes 
the first second of a maze to be shorter, depending on when 
you enter it.  Sometimes the first second is too short for 
the player to be able to finish the maze!  If you encounter 
this, try waiting outside the entrance some number of frames 
before you go in.
I put a lot of work into this movie, so any improvements 
that could be made are probably very minor.  (Style is one 
issue I could work on, I know, sorry.)  One of the biggest 
variables in completing a level fast is enemy movement, 
which I have to influence with Lolo's relative position.  
(This is the main reason you'll see Lolo "hesitating".)  
Some puzzles just have so many different ways of being 
solved that finding the best way is practically impossible.
So all in all I think this is an entertaining movie.  But I 
encourage other players to try the game and play it all the 
way through!  See if you can find the map or the secret 1-up 
flowers.  Better yet, see if you can find a better time 
attack path!  It's fun!
Bisqwit: Excellent! The time you first used the
egg-riding glitch was kind of a jaw-dropper for me.
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