Some sequences might not be comfortable to some users, proceed with caution.
Photosensitivity Warning.
New environment to screw around with, and that is EasyRPG Player.
EasyRPG Player is an interpreter to play RPG Maker 2000 and 2003 titles.
To run a title, place the game's folder in the root to where the player is and run the command:
--window --project-path "./Lisa"
I'm using the
v0.7.0 release and not v0.8 as there's an issue between libTAS and EasyRPG where sound cannot be dumped.
Now that that's all out of the way. Lisa: The First.
The First is a straightforward title compared to the demand that the rest of the series requires.
You walk into a room with 3 doors, and two ladders-- Ignore the rope, that just ends with you receiving the middle finger.
Lisa moves every 8 frames, you see me actually merge my input together before giving up and just spacing and counting out the 8 frames before a movement.
Marty's House
Marty's on the couch watching TV and the escape is hug the walls, if you don't Marty will see you and you will be sent back to try again.
Outside the House
As you run away you have to take a path that gets more damned, and you find yourself back to Marty.
The Lobby
Inspired by
Yume Nikki's the Nexus the hub will lead to different areas.
I should note now that I mentioned it that LISA: The First was influenced and used the same engine as Yume Nikki.
It started out as a fan-game based into that title before it became its own thing.
The Town
This starts as a fetch quest after you acquire the gloves to push objects out the way.
You go into a house towards the top of the map and you're required to grab some rum from the bar.
Whilst heading to and from you have to avoid this overworld Marty that will force an interaction with you.
Reaching the Bar you need to head to the top right of the bar and you request to get by the Marty blocking your way, and you'll be given rum to take back.
After giving the rum you're given a key to a basement area towards the left of the house, it's a simple push puzzle where rocks are involved and you head out.
Now above ground in the mountain you head to this cave area to the right and you head South-West to a box containing a razor.
Exiting the way you came, you head up the mountain and slash Rick... You can guess what Rick is meant to represent... if you consider an interaction dialogue.
You warp back to the Lobby.
The Blank Road
The Blank Road is a wraparound area. This is significant cause it's faster to walk upwards rather than downwards towards the two statutes.
Once the area changes after going between the two statues it's faster to more North-East rather than North-West as the stairs are closer to you.
Grabbing the plastic bag we head back to the Lobby.
The Sea (Flashing Lights)
A group of Marty's guard some reeds North-East and you head to the first annoying section containing Marty Spiders... and why I changed my system time to 6.
Certain Marty Spiders are random on where they spawn, the rest are given a set path. Marty's will also send you backwards if you touch them to a checkpoint, and random fact, the Marty's checkpoints are zones, so if you touch one in a previous zone, you'll go back further.
This is mostly dodging Marty Spiders and reaching the exit to grab a pills and head back to the Lobby.
Bile Room
You head north-west to a house with the entrance to the side. You touch the cross within and MORE MARTY SPIDERS. BUT WITH ROCKS.
So the Marty Spiders that bounce can be redirected back the other direction when a rock is present, and this is a good time as ever to mention that Lisa has insane movement with Rocks if you push it every 15 frames after Lisa moved last so you can move immediately and avoid the Marty Spiders.
That doesn't sound significant when you see the first batch of Marty Spiders and the one rock, but avoiding to use all four rocks on the second set which requires blocking three speedy spiders, and one blocking the exit is kinda major of a skip as going back and forth wastes time, and this was done as clean as possible.
You suffocate Rick and leave to the Lobby.
The Town Pt. 2
There's now a candle here, now we stuff pills into Rick can die to an OD.
Go down to collect a sword and back to the Lobby we go.
The Mansion
This one's just reach a location, not much to say... TOTALLY NOTHING VERY SPECIFIC ABOUT WHAT THIS SECTION IMPLIES.
Go meet up with Lisa, we're sent back to the Lobby and now--
The Inventory
Holy Candles. Entering the other area, there's a standalone candle, this is where Rick was.
Touching this candle leads us to a dark room, and north is where we're told we're wasting our time, and the first ending is obtained.
True Ending
Whilst in this ending, I walk towards the VHS tape and I wait for "THE END" to appear.
After obtaining the VHS I hit the inventory button, which cannot be accessed in this state, but allows the key to return to the Lobby to work.
Once we return to the Lobby and put the VHS in to see mother... and then Game Over, the second ending.
All Endings Note
As mentioned a few lines above. I wait for the game to explicitly state "THE END" in the first ending to move onto the next one.
Screenshot Note.
I know that frame 25025 is a funny choice for the dialogue, but for the context of the scene this is bad. Do not use it.
feos: Claiming for judging.
feos: Looks great, accepting.
The two endings don't imply much unique routing like they do in
Henry Stickmin, so they don't count as
fastest completion when being in the same movie. And this branch pretty much includes a fastest completion run, so I'm not sure if we could have them alongside each other. This branch seems enough for this game to me.