Post subject: Advanced Dungeons & Dragons: Heroes of the Lance
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Hey all, this one might be interesting. From what I remember it's completely and utterly terrible, but some people like it. What intrigues me, though, is that it is apparently possible to beat in under 5 minutes on a real NES. Makes me wonder what we could do with the benefits of emulation... Oh yeah, and if you haven't seen Seanbaby's review of this game, you must. Here it is. Check out that whole site if you haven't, actually, hilariousness abounds. -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Active player (411)
Joined: 3/16/2004
Posts: 2623
Location: America, Québec
I don't like this game but if it can be beaten fast so Y not.
Joined: 2/10/2005
Posts: 16
Speaking from personal experience, it would probably be possible to make five minutes. With proper timing, you can leap right past most of the enemies.
Joined: 4/3/2005
Posts: 575
Location: Spain
This looks a lot like the awful "Dragons of flame" PC Game. If that is so, you coud play using the Goldmoon endless "turn undead" ability to freeze forever all monsters (even the dragon), then kill them with some hits. If it weren't for some monsters that can only be killed by magic/throwing weapons, you could beat the game with her alone (though Rincewind is kind enough to switch positions with her when Goldmoon is about to be killed). :D
No.
Active player (252)
Joined: 8/10/2008
Posts: 116
Just posting this for documentation: https://www.twitch.tv/ktwo123/clip/AbstruseSilkyPlumageSMOrc?filter=clips&range=7d&sort=time It's the first time I've had no arrows in 2-3, including save state practice. I don't see this changing anything for the current TAS, but the knowledge that it's possible to get no arrows in this room could be useful if someone looks at an improvement in the future.
Active player (252)
Joined: 8/10/2008
Posts: 116
I've found a new time saver. By jumping to a door and holding up or down (whatever is applicable for that particular door), the door transition will be sped up. It's like the game starts registering the input for initiating the door transition during the jump even before the character is within the door's hitbox (just an unconfirmed guess from my side though). The earlier you jump, the better. So you should try to land barely inside the door's hitbox. I've only done some spot checks, but for the doors I've looked at, the time save was always 35 frames if done optimally. There are a lot doors in this game... The time could therefore drop up to somewhere in the range of 1000 frames (depending on what RNG the new run encounters and assuming this works on all doors). I'm focusing on console speedruns for this game, so no plans from my side to improve the TAS.
Arc
Editor, Experienced player (827)
Joined: 3/8/2004
Posts: 534
Location: Arizona
Confirmed, it is an excellent discovery that will save significant time. I'll redo the TAS in the near future.