Post subject: REQUEST: The Lost Vikings
Joined: 4/29/2006
Posts: 70
Hi there ! I´ve been watching alot of speed runs from this page and its really funny to see ppl kick the sh*t of the games one used to struggle with as a kid! Now ... When I was young I used to love The Lost Vikings and I think this would be a nice addition as a TAS, mostly due to the puzzle-genre and how "big" the game actually is! So if anyone have the time and will, this will be much appriciated! Yes, I am aware that there is a GENESIS speedrun of The Lost Vikings but the maps, puzzles and abilities in the game differ!
Active player (277)
Joined: 5/29/2004
Posts: 5712
By how much? I heard the Nintendo version had fewer levels and worse graphics.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 4/29/2006
Posts: 70
Well, the sword guy on the Genesis console has some grapling-hook that he can use to reach remote areas, which he hasnt in the snes version. It was quite a while ago since I watched it but there is more for sure...
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
I think you've seen Lost Vikings 2. That's the one in which Baleog has the grappling hook hand.
Current Projects: TAS: Wizards & Warriors III.
Joined: 4/29/2006
Posts: 70
Ahh yeah I think your right! :) But bottom line is: I wanne see the first one :)
Joined: 1/23/2006
Posts: 352
Location: Germany
But there already is a TAS of the first one!
Joined: 8/3/2004
Posts: 100
Location: Michigan, United States
The Genesis version has worse graphics due to the lower color spectrum. The music is, in my opinion, not as good, as it was changed from its original arrangement on the SNES (seems more like a muzak version of the SNES tracks), and was definitely not simply ported over to the Genesis' synths, perhaps because the original composer (Charles Deneen) was unhappy with the sound quality. Sounds to me like Silicon & Synapse were trying to get away with sounding as close to the original as possible without infringing on his copyrights. I don't know about the Amiga versions of this game but the Genesis version seems to be the only one with this odd music. The Genesis version does have more levels, and the ability to have 3 players. There are probably other differences but I'm not positive. I prefer the DOS version with a good General MIDI card :)
Joined: 4/6/2006
Posts: 462
The SNES version is different in af ew ways than the Genesis version. One example is that some of the huge stomping machines stomp at a faster rate in JLLY.
Joined: 1/23/2006
Posts: 352
Location: Germany
Minor differences aren't enough to warrant a separate run, especially with a game taking a few hours from start to finish. The different versions would make it impossible to compare speeds and there's the "use the same version as the previous run" rule. Noone would care enough about the differences to make such a run (especially since it's a very hard run) and noone would care enough to publish it.
Joined: 1/14/2005
Posts: 216
While we're mentioning it, we really do need a Lost Vikings 2 TAS. Isn't it obvious?
"I think happiness is just being able to loaf without stress." http://speeddemosarchive.com/
Post subject: lost vikings 1 & 2
Joined: 6/30/2010
Posts: 17
Location: Ontario, Canada
A very fun and interesting puzzle game for the snes system. Theres 2 parts, 1 and 2, 2 being a sequel to part 1. Surprised theres no topic on this or a run done on it. I never solved the game fully my self but I am sure with some good routes and any known glitches, some one (or I) can pull it off.
Active player (282)
Joined: 3/4/2006
Posts: 341
There's already a run of the Genesis version of the first game: http://tasvideos.org/703M.html As for the second game, I started a WIP of it about 3 years ago, but stopped (probably because I didn't want to figure out the swimming physics): http://tasvideos.org/forum/viewtopic.php?t=5145
Joined: 6/30/2010
Posts: 17
Location: Ontario, Canada
I didn't there it was under other systems but the snes >_<But>_< I use search and didn't find your topic o.o Anyways, Tell me what you learned so far about part 2. I dono if id be able to use the 2 controller system due to me being newb XD
Active player (282)
Joined: 3/4/2006
Posts: 341
This was a long time ago, so my memory has a lot of holes, but here goes: Input is polled once every 3 frames or so, I think. Changing characters is done by pressing L or R for two consecutive input frames. Changing which player gets focus is done by pressing both L and R for two consecutive input frames. (At the beginning of that WIP, I didn't even know it was possible to do that.) After Erik runs into something to break it, he is dazed for a few seconds. This can be stopped by interrupting the animation. Ways to do this include getting him hit, or having Olaf drop his shield while Erik is standing on it. All of the individual level shortcuts I know are probably in that SMV.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Besides what is already mentioned I discovered something interesting when I played this several years ago on my SNES. It is probably widely known but I think it's worth mentioning anyway: Taking damage resets your fall distance, thus taking damage after a long fall will "remove" the knocked out animation. This is specially useful in Aztec and Space. It was also useful in the first Pirate Ship level but Nitrodons route used in the WIP skips that area very nicely. Lost Vikings II does not have a 3-player mode for any console as far as I know. Lost Vikings 1 has a 3-player mode on the Genesis version and is therefor the preferred system for that game.
Joined: 10/2/2014
Posts: 6
Location: USA
Necroposting because there have been a lot of new developments in the first Lost Vikings game in the last year! I ran the game in 2-player mode at this year's Summer Games Done Quick, and many of the strategies I used were gleaned from Ouzo's TAS. Between my own efforts as well as a lot of work by Miketheviewer and Chansey_NES and a little help from Yagamoth, we have discovered a lot of new tricks, glitches, and route possibilities for 2-player, and some of it can be applied to 3-player as well. I have contacted Ouzo to see if he's interested in resurrecting this project; if anyone else is interested, feel free to PM me for info - if you post in this thread I may miss it, as I don't frequent these boards... yet.
HHS
Active player (282)
Joined: 10/8/2006
Posts: 356
If it helps, I have made a dump of all the levels in Tiled TMX format, and of the programming for all the objects. http://www.mediafire.com/download/86uc672vz993p38/lvdata.zip