So this thread inspired me to make my first ever TAS.
This is a 00:06:57 any% run counting from Power-on to last input.
Youtube:
Link to video
FM2: User movie #53903553681581760
I'm sure this can be optimized but I didn't feel like going back and messing up RNG everytime I discovered something new late game. Basically the entire run needs to be redone so if anyone feels like it, go at it.
So I'll do a breakdown of this run and if anyone has questions feel free to ask.
Description:
This run skips all random encounters and item drops, takes damage to save time and uses a glitch on level 9 to fight an alternative final boss.
It relies heavily on luck manipulation to determine the type of enemy fought during forced encounters and kills most of them using the thieves lucky strike.
Choosing game:
RTA: Timing doesn't start until after characters are created so players roll dice and assemble a nice team.
TAS: Time starts at power on and the run is short enough that it is faster to just go with the pre-existing team.
Level 1:
RTA: Runners usually use Last Resort here teleporting them to the temple giving them fewer squares to walk on and lessening the chance of random encounters.
TAS: Faster to manipulate encounters and run straight through the level. First encounter is killed normally as this was 2 frames faster then waiting for a instakill frame.
Level 2:
RTA: Picks up a Plus 2 Sword.
TAS: Simply walk through the level.
Level 3:
RTA: Due to use of healing from random encounters a runner may pick up a magic fountain here.
TAS: Walking through the trap is faster then walking around. Skips fountain as it is faster to walk around it. Also, after hitting the first switch, moving backwards and then turning saves frames over having to turn twice to exit the room, this is because of animation frames when turning.
Level 4:
RTA: Once again can pick up a fountain to replenish magic.
TAS: Walks around the fountain.
Level 5:
RTA: Passwall greatly decreases chances of random encounters.
TAS: Can skip random encounters so combines Passwall with walking for shortest path (measured in frames).
Level 4(again):
RTA: Now with Passwall a teleporter to level 9 can be reached.
TAS: Same.
Level 9:
RTA: Flight to not get teleported away, uses glitch to fight alternative boss.
TAS: Picks up 1000exp to reach level 4. (Was unable to use thiefs instakill on boss while only on level3.)
Tricks:Random Encounters: Can be avoided by walking 1-2 frames later.
Forced Encounters: Who you fight and what initiative values are set can be manipulated by which frame the fight is entered on.
These are my notes from level 2 where you can see I delay until frame 4774 to get the initative I want.
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Enemy 1 - BOSS
4774 For great Initiative. ($0064-$0067) vs Monster ($0069-$006c)
4923 4940 4956 insta
4972 4988 4999 pressed until 5001 5039 insta
5054 5069 5088 5102 5126 insta
5141 5157 5172 5186 5196 insta 5356 Greenzone
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4771 - Goblin 41 32 33 37 vs 34 34 32 26
4772 - Goblin 39 39 35 34 vs 33 33 27 34
4774 - Goblin 33 39 27 39 vs 29 25 32 32
4775 - Goblin 38 38 30 34 vs 27 26 34 29
4778 - Goblin 32 35 32 32 vs 34 25 34 33
4779 - Goblin 33 34 33 40 vs 27 32 30 26
4781 - Goblin 35 34 29 37 vs 27 33 25 25
And here are notes from first fight in level 1 where you can see monster type changing dependending on frame.
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Enemy 1
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0601 - Spider 34 33 30 41 0707, 0722, 0737, 0750, 0785 - Instakill, 0945 Greenzone
0602 - Spider 34 33 30 41 0707, 0722, 0737, 0750, 0785 - Instakill, 0945 Greenzone
0603 - Zombie 36 37 34 41 0758, 0770, 0801 - Instakill, 0958 Greenzone
0604 - Bat 40 35 33 40 0732, 0749, 0766, 0780 - Regularkill, 0939 Greenzone
0604 - Bat 40 35 33 40 0732, 0747, 0762, 0782 - Instakill, 0941 Greenzone
0605 - Spider 41 31 35 38
0606 - Zombie 33 35 34 38
0607 - Bat 41 34 31 36
0608 - Guard 33 30 31 32
0609 - Spider 40 36 30 34
0610 - Spider 35 34 32 32
0611 - Zombie 32 39 36 32 ... (haven't checked what comes next)
Thief Instakill: So the thief has an instakill ability that is randomly triggered. The RNG for this depends on what the framecounter ($001e) is and the values at $00a2-a5.
Button presses in fights change the a2-a5 values. This means that if you find a frame where you instakill, it cycles and repeats every 60 frames, that is you can press the button 60 frames sooner or later because the a2-a5 are the same and the framecounter goes from 0-59.
If you cannot find an instakill (or want a faster one) you can change the a2-a5 setup by changing frame of last button press on previous character.
Also the last boss didn't seem instakillable at character level 3 however there is a 1000xp bonus right next to the glitch warp which gets you to character level 4.
Glitch Warp: No idea how this works. RTA runners use it so I did what they do. Have not been able to find any information at all about this glitch or how it was discovered.