Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Yeah maybe, but I won't redo the whole thing just for that. Good idea though. Thanks.
/Walker Boh
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Ack, didn't see the replies. That's an interesting bug, but agreed that I don't think there is any place for it. There are 3 crystal orbs left that are remotely on the path(1 in Lyll's, 2 in Menya's), but I don't think there's any chance of them speeding up the run. Two other ideas. First, the grey area which comes before Xemn's long corridor looks a little clumsy... perhaps you could drop down at the beginning of the area to get the chest with the speed scroll, and unless it's easily done, I don't think you'll need a second one since you won't be needing the speed much in the following corridor. Second, you may want to experiment with Menya's item that bumps the blocks(Crossbow? Rod? I've seen both names), as it may be possible to minimize how long the blocks go back and forth and therefore be able to switch to your next item, or open doors, faster. It seems like you do this in the area where you have to jump up the three platforms with blocks to get to the corridor of doors, but perhaps if you go farther to the right they won't go as long. Another area is the first slew of doors on the screen with the crown. I'm almost certain I've gotten it so that the block isn't in the way at the last tile, only having to bump it twice.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I totally forgot I should replied on your post Blechy :P Well, here we go. The grey corridor in Xemn's area before the "boring room" looks a bit sloppy. Im aware of this but that was the only time I could get a speed scroll a bit fluently from the enemies. I did this because I really don't like the next corridor with all the blocks and I thought a speed scroll before it could speed things up. I don't know if I succeded though.. In Menya's area (Menya sounds like the best name :P) with the doors you mentioned, I can try that and see if it works. However, I didn't found a way to make them bump less time if they were not stopped by cornering them that is. I can experiment a bit and see if I can figure something out sometime..
/Walker Boh
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
With speed scrolls you could run them into the corner and back.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Yeah that sounds possible. I guess I'll have to start a new version some day. School has started now though so I won't have that much time for a while.
/Walker Boh
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
A couple things with this title... 1. A few weeks ago, speeddemosarchive.com finally published a speedrun of LOTW, time of 30:06. The runner makes impressive use of the two jumping glitches I discovered (without crediting me, hmph!) and uses pretty much the same route I used in my 1st published run, corrected for console sanity. Incidentally, the guy beats the game w/o the Dragon Shield, which I never thought I'd see in a single-segment console run...bad ass! 2. If anyone is interested in attempting an improvement of the published run, let me know...I know of improvements that could be worth perhaps 20s or so, and have a wip that gets the glove about 2s faster. I'd love to see this game abused even more, but don't have the time to do it myself in the near future.
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
This was my first TAS and almost 10 years later I've found some energy to work on this game again. I disassembled the item generation code and other key areas and am tweaking some Lua scripts to help me find the perfect drops. It's always bugged me a bit that the published run isn't really as fast as possible due to using Xemn (the father) and his need to get the glove, as well as adding a character change. So I'm thinking I'd like to do 2 runs; an any% (that will only use daughter, mother an son to be as fast as possible) and a 100% which gets each crown with its intended character, collects every chest, and gets at least one of every item (practical effect of this is to require buying the shield, as all other items are available in chests). I'll be doing the any% first, so in the meantime let me know if you have thoughts on this 100% definition or anything else.
Joined: 7/2/2007
Posts: 3960
I think the 100% definition seems solid. Are there any particular conduct rules that you think would make it more entertaining?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
I've considered a few, but "each character retrieves his/her own crown" is the only one I think adds much. The others are: 1. no trespassing: not only the crown, but all the treasures in each character's area (apart from the son getting the dragon slayer) must be retrieved by that character 2. uses all items: in addition to being acquired, each unique item type must be used at least once For #1, there's just not much it adds because for the most part the detour of taking a character into another's area to do something besides get the crown won't be worth it time-wise. It would prevent using the son to get the deepest treasures in Pochi's area by warping there using the painting above the dragon-slayer -- but I think that's actually a downside as it's a cool/useful shortcut and prevents a lot of backtracking (as Pochi would have to go back to get the crown after retrieving the 2nd money bag in his area and 2 breads). For #2, there's really not much to say in its favor. The shield is useless for TAS play; the rod (doubles spell distances but halves damage) is useless period. The magic boots & knuckles will probably save some time, not sure about high jump boots, the armor may but probably not.
Joined: 2/28/2009
Posts: 99
Has there been any progress on this in the past few months Lord Tom?
Lord_Tom
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Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
No, I got sucked into the Zelda run, but am planning on getting back to this soon.
Joined: 2/28/2009
Posts: 99
Nice, glad to hear that! Though the Zelda 1 TAS is a more than acceptable alternative to have been spending time on :P really enjoyed it.
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
6 years later, I have an impending submission for the any %! I'm currently on the final crown and have completed a test run that suggests a sub-13:00 final time is very likely. I've also planned the route for a 100% run - which I'd forgotten I had mentioned in a previous post. The goals I'm currently planning are: 1. all chests collected 2. at least one of every item collected 3. each character completes their own intended quest 4. 100% kills (defined as killing every enemy spawn point once during the run) The major difference from what I'd proposed before is #4 which I think is a good way to improve entertainment both by having more to do in each room and also using items like the powered boots and armor which haven't really been shown off in previous TASes.
Skilled player (1672)
Joined: 7/1/2013
Posts: 448
Neat!
Joined: 2/28/2009
Posts: 99
Very much looking forward to both of those submissions!
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
Orange Claw Hammer wrote:
Very much looking forward to both of those submissions!
Great! The any % is done, it'll just be another week or so while I do some "post-production" stuff I think ppl will enjoy and then I'll submit.
Joined: 5/20/2012
Posts: 5
so excited for the new legacy any% TAS :)! checking for it every day
Lord_Tom
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Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
It's in - Submission #S7430 :-)