Difference between revisions of "Solomon's Key (NES)/normal ending"
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Dropping down in the hole with the demon head near the end is relatively safe. It fails maybe 10-20% of the time. Possibly due to the slight randomness in this game of enemy spawning and movement. The fairy can sometimes cause problems in this room by occupying a space you want to create a block in. Its movements are random, but it's somehow drawn to Dana (the underlying mechanics are not documented). The problem is most likely to happen in the top right corner. The solution shown here seems to prevent this problem from occurring.<br /> | Dropping down in the hole with the demon head near the end is relatively safe. It fails maybe 10-20% of the time. Possibly due to the slight randomness in this game of enemy spawning and movement. The fairy can sometimes cause problems in this room by occupying a space you want to create a block in. Its movements are random, but it's somehow drawn to Dana (the underlying mechanics are not documented). The problem is most likely to happen in the top right corner. The solution shown here seems to prevent this problem from occurring.<br /> | ||
Revision as of 07:56, 11 February 2014
Contents
- 1 Category description
- 2 Level-by-level description
- 3 Room 1
- 4 Room 2
- 5 Room 3
- 6 Room 4
- 7 Room 5
- 8 Room 6
- 9 Room 7
- 10 Room 13
- 11 Room 14
- 12 Room 15
- 13 Room 21
- 14 Room 22
- 15 Room 23
- 16 Room 29
- 17 Room 30
- 18 Room 31
- 19 Room 37
- 20 Room 38
- 21 Room 39
- 22 Room 45
- 23 Room 46
- 24 Room 47
- 25 Room 48
- 26 Solomon's room
Category description
This category aims to complete the game as quickly as possible by collecting all the golden wings. None of the game's hidden items and therefore only gets the normal ending. The idea here is therefore warping from palace room to palace room until level 17 is reached and then rescue the king. This means no hidden items are collected and will therefore give the normal ending when Jack leaves the pyramid.
The terminology of the game mechanics page will be used below.
Level-by-level description
Room 1
https://www.youtube.com/watch?v=yCeAIyJtLhc
There are a few different ways to grab the key in this room. One alternative to what's seen here is to jump to the key from below, turn around mid-air, break block below to the left and then drop down. This is a few frames slower. A better alternative would be to do a running edge jump to the key, turn around mid-air, break block below to the left and then drop down. This is very close time-wise to the shown video (possibly a few frames faster in real-time), but considerably harder due to the running edge jump.
Room 2
https://www.youtube.com/watch?v=BTQHB2k_zuU
Room 3
https://www.youtube.com/watch?v=RznY8Cdog8E
Not too seldom, the item dropped by the fireballed gargoyle will get stuck inside the block. The game reacts by slowly pushing it to the right. If this happens, it allows for creating a block where the gargoyle stood and make an edge jump from it. It's 10-15 frames faster than what's shown here.
Room 4
https://www.youtube.com/watch?v=tJYm0McO474
Room 5
https://www.youtube.com/watch?v=nOmQZ77BsVo
The second gargoyle (from the bottom) on the left side sometimes start a little out of sync (10-20% of the time?). The fireball will then be shot a little later than what's shown here, making this solution impossible. There is no known workaround for when that happens (other than reset). There is also some variation to the top right gargoyle. It will sometimes shoot the fireball a bit earlier, sometimes a bit later. This seems to be rng-dependent. The result of bad rng is that Dana has to wait a few tenths of a seconds longer for the fireball to pass by overhead, but the room solution doesn't change.
Room 6
https://www.youtube.com/watch?v=jt0QmJM-d2w
Shooting the goblin at the bottom would save half a second. That fireball is therefore better spent in room 13.
Room 7
https://www.youtube.com/watch?v=8Wr-wLVmBbY
This is a quite boring room solution. Dana needs to wait in several places without being able to speed up.
https://www.youtube.com/watch?v=v57z7R6ZVqk
Faster, but this solution could possibly be emulator only (because of the advantage from playing on keyboard).
https://www.youtube.com/watch?v=n3WF7uxb4CQ
A variant using a fireball. This saves ~1 second compared to the first alternative above. The fireball is otherwise used in room 13. The problem with not using a fireball in room 13 is that that room solution gets considerably harder and a bit slower (more discussion under room 13).
Room 13
https://www.youtube.com/watch?v=FrjPG4ZOCuE
Shooting the ghost reduces enemy slowdown and allows for a one second faster solution than without using it (both because of having the sparkballs in better positions and because of not having to spend time dodging the ghost). It might be tempting to pick up one of the orange jars. This prevents more saramandors spawning for a while because of the game's sprite limit. However, this will also increase the lag and ends up wasting time.
https://www.youtube.com/watch?v=NPF4NMsDi_I
This solution without using a fireball on the ghost is possibly keyboard-emu only. Testing showed that climbing the right side after picking up the key was very difficult on console. The saramandors spawned too early for passing through. There are other alternatives to circumvent this, but none found that isn't a second slower than with using a fireball. In summary, unless a consistent way is found to complete the room as fast as shown in this video, the time gained in room 7 would be cancelled here in room 13. The result would only be adding a bit of difficulty.
Room 14
https://www.youtube.com/watch?v=DSoMhKld3v4
One of the harder rooms. There is not a real alternative to the running edge jump without losing ~2 seconds.
Room 15
https://www.youtube.com/watch?v=bJeI_Aqpqn4
Room 21
https://www.youtube.com/watch?v=xc0SKqiak9A
Room 22
https://www.youtube.com/watch?v=iCgXzA2jTs8
Little room for margin with this solution. Being a bit late and Dana ends up getting fried by the saramandor by the key. Being too fast and he risks landing on the same saramandor. If it looks like the latter is about to happen, a solution is to cast block magic just Dana comes out of the key grab animation. This wastes a little time, but is sometimes the only alternative to losing a life.
Room 23
https://www.youtube.com/watch?v=HOSt_P09WGU
Room 29
The gargoyle in this room starts randomly (?) walking to the left or right in this room. Left allows for a quick solution. Right is bad luck and requires a slow solution and wasting a fireball.
http://www.youtube.com/watch?v=alpkMxXXamU
When the gargoyle starts walking to the left, it can't be avoided in a quick manner and has to be destroyed.
https://www.youtube.com/watch?v=pbin8m9_Y_I
This is the good case. The gargoyle starts walking to the right and can be completely ignored.
Room 30
https://www.youtube.com/watch?v=cUnErkf0qQw
Dropping down in the hole with the demon head near the end is relatively safe. It fails maybe 10-20% of the time. Possibly due to the slight randomness in this game of enemy spawning and movement. The fairy can sometimes cause problems in this room by occupying a space you want to create a block in. Its movements are random, but it's somehow drawn to Dana (the underlying mechanics are not documented). The problem is most likely to happen in the top right corner. The solution shown here seems to prevent this problem from occurring.
Room 31
https://www.youtube.com/watch?v=eDVh9fBz6w0
The clear time in this room is highly dependent on the enemies, which spawn roughly every 3 seconds. It's possible to arrive at the key faster without adding much risk. However, the demon head that spawns around then blocks the passage resulting in no time gain. The only way to gain time overall is to chain together edge jumps (zigzag jumping) in order to arrive at the key before the demon head spawns. The same logic applies on the left side. The spawning demon heads are effective barriers for only improving time by chunks of 1.5 seconds.
https://www.youtube.com/watch?v=eyajcGChk8I
This solution uses zigzag jumping and is one enemy cycle faster than above (~3 seconds). It hasn't been researched thoroughly if more time can be gained through tweaking the route somehow, but as already mentioned, the cyclic enemy spawns make it difficult to cut time other than in chunks of 3 seconds. For information, this video took over 40 tries (with a save state at the key) to do in real time. It's doable, but the risk factor increases dramatically (of course very much dependent on the player's consistency as well).
Room 37
https://www.youtube.com/watch?v=wokuhxgur1c
Room 38
https://www.youtube.com/watch?v=6VO7LK3V5PE
There are three optional "advanced techniques" in this room. The two edge jumps on the left and right side of the room and finally the 1-space drop above the ghost. The former save 10-15 frames each. The latter saves ~20 frames. It's up to the player to decide on the acceptable risk level.
Room 39
https://www.youtube.com/watch?v=QWwlyIELE14
Room 45
https://www.youtube.com/watch?v=-RUgpqaZ4tM
It's possible to collide with the demon head when running from after having picked up the key towards the exit. Looking at the position of the spawned demon head during the grab key animation gives a good indication if you're early or not.
Room 46
https://www.youtube.com/watch?v=yDUEI1uXBPQ
Room 47
https://www.youtube.com/watch?v=QWXXLd2dru0
Hardest room in the game. The first drop with the key has a two frame window to break the block and then enter the created opening. The second drop has a three frame window for the same thing. Both of these drops can be avoided in a normal playthrough, but there is not really a good alternative in a speedrun.
Room 48
https://www.youtube.com/watch?v=G2FMdxWLglQ
The tas saves a considerable amount of time by taking the same route both times through the room. However, it requires "fire block building" (not a good term, but hard to describe, se the game mechanics page.
Solomon's room
https://www.youtube.com/watch?v=RcAHLq2U1Ew
If the ghost in the top left turns around a little faster, it's not possible to jump over it as shown here and a slower solution must be used. Unfortunately, it's very difficult to judge if that's the case. Failing to jump leads to losing a life (and the attempt). However, as long as there are no deaths until this point, it seems like the shown solution is consistent (at least for a normal ending speedrun). It's worth noting that any fireballs you might have in the inventory when arriving here will disappear.