Changes from the last submission
  • Pick up 2 angel feathers pre-Kaiser, so I don't have to die. Saves ~6-8 seconds per feather. (Note, the last (now only) death is required, to regain health/MP)
  • Don't fight the Cyblok or Sea Stallion. Saves about 20 seconds each. This means I don't get the Fire Rod or Madu.
  • Cause the Mithril Rod to drop. Saves unknown amount of time, a ton in the end battle, removing the various Box animations.
  • No Magic Rings dropped, Forbidden Box used in a different way.
  • Light Helm not picked up, Dark Knight is defended with only Frost Armor, Princess Tiara, and Leather Shield. (Note the hero wears the Princess Tiara through the end of the game.)
  • Abuses naming glitch, which allows me to rename the characters. Saves 3 frames per time Pyra's name is said. I left her with a 1 character name, to make it less confusing. Milo not given a name, since he never does anything but die.
  • Dancing Darksol is maintained, of course
Text from last submission:
Two Genesis Shining games down, two to go.
  • Manipulates Luck
  • Kills characters to save time
  • Uses death as a shortcut
  • A singular entertainment for speed trade off
  • Used Lua extensively - Lua should be listed as an author

About the Run

The first of the Shining series, SitD is a far departure from the subsequent Genesis games of the series. However, the final boss, and final boss music are identical to that of the sequel, Shining Force 1. It is a standard dungeon crawler RPG, with the normal expected leveling, fighting your way slowly through the dungeon, and returning to town to heal. Of course, being a TAS, there are only a few 'random' encounters, and instead the heroes walk blissfully easy through the dungeon, beating up bosses, only to be destroyed at the end, and sent back to town. Unfortunately, like many RPG TASes, this also means lots of boring walking to watch. I include a script to make this slightly less annoying, hopefully.

About the Game

You are the son of Darth Vader a Knight of the realm of Thornwood. Your father and the Princess have gone missing. You are sent to investigate the only other location in this small world, to see if that is where the Princess is hidden (um, duh?). After determining the Princess is held there, you must traverse 4 Trials (Strength, Courage, Truth, and Wisdom). By traverse, I literally mean traverse. Each of the trials can be completed individually simply by walking through them. Granted, normally you'd encounter monsters, but that doesn't happen in a TAS. Additionally, boss fights are required to obtain an item to access the next trial.
Once the 4 trials are completed, the hero and his party are granted access to the upper floors. These upper floors have balconies that probably could have been scaled to by a smart person. No one said your hero was smart. You encounter your father at the 4th floor, and are forced to kill him to save the Princess.
Of course, you don't actually HAVE to save the Princess to win the game, so just keep walking, and kill the big bad guy behind it all. When all is over, the Princess magically appears back at the castle, and all is well. Strange, couldn't she have just done that in the first place?

My buddy, my buddy, my buddy Lua and me...

Surprise, surprise, Lua played a big role in the making of one of my runs. One of the most difficult things to do in the run was to traverse the dungeon without encounters. When re-doing the run repeatedly, I wrote a Lua script that calculated how to avoid encounters, and how to load an 'alarm state' and modify the walking on the chance that an encounter did happen.
All big encounters near the end required a large amount of Luck manipulation. (See WangChung). However, once you make the final selection in a battle, the next round activity is untouchable, due to lag frames. Therefore, it was far too difficult to reverse engineer everything that happened. Lua to the rescue. While I slept, Lua went through every possible battle that could happen, and wrote it to a text file that could be opened in Microsoft Excel, and then sorted. Of course, Lua was then told the value I wanted, and using a quick script, executed that value. (Thanks to Nitrodon for explaining how to do this).

Everybody have fun tonight, Everybody Wang Chung tonight...

Wachunga! For those who do not know this game, I will talk a bit about Gila. I pick him up in the Cavern of Strength, and he stays with me until the end of the game. Now, in the run, he attacks every turn. This is a result of luck manipulation - He only has about a 10% chance of attacking. (Small note, it is determined before the round whether or not he attacks, making the luck manipulation more difficult). Also, when playing the game normally, you lose him when you spend a night at the Inn. This being a TAS, I die for my all my healing, and thus he stays, Wachunga'ing his way through the entire game.
   

About the final boss

Magic Rings reduce the amount of damage magic does by an additional percentage of -25%. Thus, with 2 Rings, Z takes 56% of magic damage, and Pyra takes 42% with 3. This was the only way I could survive Demon's Breath. Additionally, Darksol's 2nd form gains 100 Hp per battle round. Thus, I use some of the Forbidden Box's slower spells (the roulette wheel) to decrease the amount of healing he is able to do. Also, after his arms drop (< 1200Hp), he either casts Demon's Breathe every round, or swings with his tail (200+ damage to Z).Thus, I deal just enough damage to get his Hp to 1208, to allow one more round of roulette before switching to the slower Attack/Heal combo required to win.
It would have been slightly faster to have the box deal damage in the 2nd to last round, and then have the tail kill Pyra at the end round.... but I think my decision to end the game the way I did was far superior, and it appears most viewers agree.

Item management

You might notice that I never drop an item, I instead either break it or transfer it to Milo. This is faster, because when I get 4 items from drops for Pyra, it does not require me opening the menu to transfer them. (Item drops go to the next available space)

Watching the run

Thanks to LagDotCom and Dammit, I have a Lua script that shows a map of the dungeon, here. This should make viewing the massive amounts of walking slightly more bearable. EDIT: Added Enemy HP watch, per LagDotCom's suggestion.

Thanks

Thanks go to matO for the suggestions, LagDotCom and Dammit for the script/map/idea. Zucca for being a WIP watcher, and others.
Also, please remember that Dungeon Crawlers have a hard time getting published - So if you enjoy this run, please post! Thank you.
mmbossman: I continue to have a hard time believing that people could find a dungeon crawler entertaining if they haven't played the game. Repetitive textures, long walks... the most impressive aspect is what you don't see, i.e. the luck manipulation. Oh well, the audience spoke loud and clear for this run, and the previous submission, so this will maintain the "accepted" status of the previous movie.

alden: Encoding.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15625
Location: 127.0.0.1
This topic is for the purpose of discussing #2322: DarkKobold's Genesis Shining in the Darkness in 43:27.20
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Yes voted for blatantly obvious reasons.
Active player (279)
Joined: 4/30/2009
Posts: 791
Its an improvement, and still looks great. You have a yes vote from me :-)
Skilled player (1514)
Joined: 4/28/2005
Posts: 240
Location: Finland
What the h...? Just incredible! The haunting voice from FB combined with hilarious was soooo much fun :)
DarkKobold wrote:
Milo not given a name, since he never does anything but die.
Hey, he's a valuable meat shield! Would have been perfect if the characters would have been named T, A and S.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
Ohmy ohmy, my nick was mentioned! :P Must watch! Voting soon!
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
Entertaining: - use Milo only as a bait - not letting Gila get away (I kinda knew that already) - ... but leaving the princess behind sure was a twist - very smart way to use forbidden box - Dark Sol -dance \o/ - Gila hit the final blow Oh man. This deserves a yes -vote. But! I think there could be a faster way to obtain a healing device by killing NECROMANCER and obtaining a MERCY STAFF for Pyra. It looks like you had to spend some time to get that HEAL RING... Not quite sure though, because I somehow remember it's on the way to last floor anyway... Correct me if I'm wrong. I need some sleep now. \o
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
IIRC, The Mercy Staff only casts Heal 2, which restores ~60-80 HP. The Heal Ring casts Heal 3, which restores 100% HP. Its out of the way, but I need to go most of the way there to get the Frost Armor (which could be replaced by a drop) and the Light Blade (which doesn't drop). All of these would be replaceable with drops, (Get enough armor to reduce Dark Knight's Damage, get a Mithril Sword Drop, get a Mercy Staff) but the sum total of time for each battle would far exceed the amount I have to go off path. Plus, the Mithril sword doesn't increase awesome blow %.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
DarkKobold wrote:
IIRC, The Mercy Staff only casts Heal 2, which restores ~60-80 HP. The Heal Ring casts Heal 3, which restores 100% HP.
Sounds obvious, yes. The monster itself casts heal level 2. But when I found that item I remember that I actually used it for healing. I wouldn't use heal 2 item. But someone should check it out. I could if I happen to find my savefile somewhere... BTW, does all the monsters have the same item drop %?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
I tested the Mercy Staff, here: http://forums.shiningforcecentral.com/index.php?showtopic=14723 Also, Item drops and rates, from the ROM, here: http://forums.shiningforcecentral.com/index.php?showtopic=11852&st=25 I'm actually wondering if three battles would be faster than the 1 battle and way off the path route to get the current set. Problem is, manipulating encounters is the hardest part of manipulation.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Post subject: Dis 'n' dat
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
Doomblade is a great weapon. It does insta-kills randomly. Problem is that it 'steals' the hero's turn if it decides to kill someone. Has to be equipped to work too but you don't actually need to use attack action. For example: hero could use healing ring but in the battle Doomblade strikes one enemy dead and hero cannot perform the action (using healing ring). I have tested this many times. Its behaviour really differs from other items. But I guess it's no use in this TAS however. And can anyone remember what did the Magic Mirror do? "Deathpaw Item: 6A Magic Mirror Drop Rate: 1/256" lowest drop rate?
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
fruitbane
He/Him
Joined: 3/28/2005
Posts: 216
What version of gens does this use? I got a desync early on. The only similar ROM I have is UE, not simply U, so I suppose that could be wrong, also, but I do want to check the emu version as well.
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Zucca wrote:
Doomblade is a great weapon. It does insta-kills randomly. Problem is that it 'steals' the hero's turn if it decides to kill someone. Has to be equipped to work too but you don't actually need to use attack action. For example: hero could use healing ring but in the battle Doomblade strikes one enemy dead and hero cannot perform the action (using healing ring). I have tested this many times. Its behaviour really differs from other items. But I guess it's no use in this TAS however. And can anyone remember what did the Magic Mirror do? "Deathpaw Item: 6A Magic Mirror Drop Rate: 1/256" lowest drop rate?
Hmm, it would REALLY speedup the run if I could simply doomblade Darksol and DarkKnight out of existence. These should be easy to check... The question is, do I get the Forbidden Box just to dance, if that is the case? Also, magic mirror can reflect spells. Tried this against Darksol/DarkDragon. but I think it fails on multi-target spells. Also, unfortunately, the Demon Staff's muddle does not affect any of the 3 big bosses. If you play the last WIP in the thread, I pick up a Magic Mirror, thinking I could use it. If you want to play with it, that would be the easiest way to get it.
fruitbane wrote:
What version of gens does this use? I got a desync early on. The only similar ROM I have is UE, not simply U, so I suppose that could be wrong, also, but I do want to check the emu version as well.
Gens 11a. I thought that was the standard of the site. Upthorn said, iirc, that version 9.5b and earlier desync with games that initialize the SRAM at some 'early' point in the game. I'm sure he could fill in more technical details.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Hmm, I thought I only saw three trials get completed... I needed to fast-forward large parts of walking through halls. However, I still think this is a pretty good movie.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
I remember trying to get Doomblade working against Darksol but didn't succeed on that. ;(
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Joined: 3/7/2006
Posts: 720
Location: UK
Yes. If some kind of onscreen/verbal commentary can be included while there's just walking on the screen, this can be entertaining/informative all the time rather than just in the battles. Also the maps still have those mistakes I mentioned. :p
Voted NO for NO reason
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
I agree with LagDotCom's suggestion.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15625
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1343] Genesis Shining in the Darkness by DarkKobold in 43:27.20
Player (121)
Joined: 2/11/2007
Posts: 1522
I wanted to do a separate encode with the Lua overlay, but due to the size of the map information it didn't come out well for me using standard encoding procedures... any suggestions?
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Skilled player (1652)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Thanks for the encode alden! I need to make corrections to the map script. I'll make it bigger, and make sure it turns off at appropriate times. Also, I hope you don't mind if I change the Screenshot. Thanks again.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Player (121)
Joined: 2/11/2007
Posts: 1522
But... but... Wachunga! Just kidding, feel free to change the shot to whatever you think -- I'm sure you will be able to pick the best one since you made the run ;) I will look forward to the new script and add an mkv with it if it works out...
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
I watched the encode. It really needs some inline texts to explain what's happening - for entertainment and clarity.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Joined: 8/2/2009
Posts: 4
Location: Illinois
Great job whoopin the heck out of the only RPG I couldn't beat without cheating.
nintendo rocks