Difference between revisions of "Solomon's Key (NES)/best ending"

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=Room 4=
 
=Room 4=
https://www.youtube.com/watch?v=tJYm0McO474<br />
+
https://www.youtube.com/watch?v=tJYm0McO474<br /><br />
 +
 
 +
https://www.youtube.com/watch?v=NfDesiyTDbY<br />
 +
This solution is ~0.3 seconds slower than above (depending on how tight it's played). The extra fireball can be used in room 8, where it saves ~1.3 seconds. So in total one second faster for the cost of two running edge jumps.<br />
  
 
=Room 5=
 
=Room 5=
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=Room 8=
 
=Room 8=
https://www.youtube.com/watch?v=YhktlUhFyZs<br /><br />
+
https://www.youtube.com/watch?v=vkIyA4xAuHs<br /><br />
  
https://www.youtube.com/watch?v=le9bfaZyOEs<br />
+
https://www.youtube.com/watch?v=OE_dlrqE5zQ<br />
This is an alternative that is 20 frames faster than above. This means skipping getting a fireball, which would have been used in room 15. You can get through room 15 only a few frames slower without fireball, but it depends on the timing of the player. In total, it should always be faster to use this solution in room 8 and no fireball in room 15.<br />
+
This solution is 1.3 seconds faster than above, but requires to alternative solution in room 4 (notice the difference in fireball inventory between the two videos).<br />
  
 
=Room 9=
 
=Room 9=
https://www.youtube.com/watch?v=Rqg-BF71asE<br />
+
https://www.youtube.com/watch?v=z9Bcbd5GDoc<br />
It's a bit tight to drop down into the middle without being hit by one of the gargoyles' fireballs. A slightly safer (and a tenth of a second slower) solution is shown below.<br /><br />
+
 
+
https://www.youtube.com/watch?v=KhUsukT_JkA<br />
+
  
 
=Room 10=
 
=Room 10=
https://www.youtube.com/watch?v=A0Gzirk8uHs<br />
+
https://www.youtube.com/watch?v=Vprqi81urlg<br />
 
The jump to the exit must be performed so to allow for the next room to start with a buffered jump (release up before hitting the exit).<br />
 
The jump to the exit must be performed so to allow for the next room to start with a buffered jump (release up before hitting the exit).<br />
  
 
=Room 11=
 
=Room 11=
https://www.youtube.com/watch?v=BK3Ga1kG7-A<br />
+
https://www.youtube.com/watch?v=xRySZUfCpfE<br />
  
 
=Room 12=
 
=Room 12=
https://www.youtube.com/watch?v=oFXnIEsz58M<br />
+
https://www.youtube.com/watch?v=WzJgxmyU8K4<br />
  
 
=Room 13=
 
=Room 13=
https://www.youtube.com/watch?v=3ec3eBSlRQw<br />
+
https://www.youtube.com/watch?v=jWcaS4aTbgc<br />
Just like in the [[Solomon's Key (NES)/normal ending|normal ending]] run, the ghost is dispatched to reduce slowdown (and also to avoid dealing with the ghost later on).<br /><br />
+
Just like in the [[Solomon's Key (NES)/normal ending|normal ending]] run, the ghost is dispatched to reduce slowdown (and also to avoid dealing with it later on).<br /><br />
 
+
https://www.youtube.com/watch?v=d5Ue_HVRzhQ<br />
+
The difference in this video is that Dana doesn't release the sparkballs fast enough and one makes another loop in the previously trapped area. The fireball can then work as an extra lifeline. It doesn't speed up the room solution here. That fireball would otherwise have been used in room 15, but only for a very minor time gain (0.1-0.3 seconds).<br />
+
  
 
=Room 14=
 
=Room 14=
 
https://www.youtube.com/watch?v=DSoMhKld3v4<br />
 
https://www.youtube.com/watch?v=DSoMhKld3v4<br />
Same as in the [[Solomon's Key (NES)/normal ending|normal ending]] run (the fireball inventory doesn't necessary match with previous/next rooms).<br />
+
Same as in the [[Solomon's Key (NES)/normal ending|normal ending]] run (the fireball inventory doesn't necessary match with previous/next rooms).<br /><br />
 +
 
 +
https://www.youtube.com/watch?v=WvHOP72Kyys<br />
 +
This solution avoids the running edge jump and is ~0.6 seconds slower. It's worth to note that it's easy to miss the edge after picking up the key and falling down. If that happens, the two solutions become more or less equivalent because you have to wait for the enemies above to pass by before jumping up to the top.<br />
  
 
=Room 15=
 
=Room 15=
https://www.youtube.com/watch?v=ID09KdwsHuk<br />
+
https://www.youtube.com/watch?v=WpKiJnG1uIg<br />
The fireball saves a few frames, but the fireball needs to be gone before room 17 (unless the alternative room 8 solution is used). There are no better alternatives found for the fireball use than here.<br />
+
  
 
=Room 16=
 
=Room 16=
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It's possible to jump from the second to last ledge to the exit, but it's one frame slower than just walking into the exit.<br /><br />
 
It's possible to jump from the second to last ledge to the exit, but it's one frame slower than just walking into the exit.<br /><br />
  
In this video, one of the enemies drops an upgrade jar, which will end up saving time in room 19 (more about the time saved is described under room 19). The enemy drops are sort of rng based. It hasn't been researched exactly how this works (but the tas authors might know?). However, from empirical testing, the exact same actions have a good probability of reproducing the same drops between attempts. The table below shows if one of the enemies will drop an upgrade jar when ducking from the beginning of the room and shooting the fireball at different frames (measured from the first frame of movement in the room). As can be seen, there is a 50/50 chance of getting an upgrade jar. Another observation is that there is a 10/12 chance of an upgrade jar in the interval 73-84. These frames can be identified by looking at the sparkball positions. The below gif shows this interval in slow motion. Be aware of that the above information is not 100% accurate. The drops will vary slightly for unknown reasons, but the overall information seems to hold (50% overall chance of an upgrade jar and the interval with increased probability).<br />
+
In this video, one of the enemies drops an upgrade jar, which will end up saving time in room 19 (more about the time saved is described under room 19). The enemy drops are sort of rng based. It hasn't been researched exactly how this works (but the tas authors might know?). However, from empirical testing, the exact same actions have a good probability of reproducing the same drops between attempts. The table below shows if one of the enemies will drop an upgrade jar when ducking from the beginning of the room and shooting the fireball at different frames (measured from the first frame of movement in the room). As can be seen, there is a 50/50 chance of getting an upgrade jar. Another observation is that there is a 10/12 chance of an upgrade jar in the interval 73-84. These frames can be identified by looking at the sparkball positions. The below gif shows this interval in slow motion (note: from console experience, trying to launch the fireball when the sparkballs are at the bottom right corner of the block seems to work pretty well for getting an upgrade jar, so slightly different timing than what's observed on emulator). Be aware of that the above information is not 100% accurate. The drops will vary slightly for unknown reasons, but the overall information seems to hold (50% overall chance of an upgrade jar and the interval with increased probability).<br />
 
[[File:Solomon_sparkball17.gif]]
 
[[File:Solomon_sparkball17.gif]]
 
<doc id="0ApHg_TO7zs6IdGt1aUhVQklWWFg1LXROTS1pcGFOb1E" type="spreadsheet" width="520" height="450"/><br />
 
<doc id="0ApHg_TO7zs6IdGt1aUhVQklWWFg1LXROTS1pcGFOb1E" type="spreadsheet" width="520" height="450"/><br />
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=Room 20=
 
=Room 20=
https://www.youtube.com/watch?v=4LLouZVPeoQ<br />
+
https://www.youtube.com/watch?v=MuTlMTP2zf0<br />
 
There are a few alternatives in this room. Should the blocks be created already during the initial drop? How about start out by a buffered jump to the key when the room starts? Is it faster to approach the constellation sign from the left or the right side? More analysis of this room could be beneficial.<br />
 
There are a few alternatives in this room. Should the blocks be created already during the initial drop? How about start out by a buffered jump to the key when the room starts? Is it faster to approach the constellation sign from the left or the right side? More analysis of this room could be beneficial.<br />
  
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This is one of the rooms that can benefit from death abuse (drop down to the key and into the blue flame, jump to the exit when restarting the room). However, the solution shown here completes the room normally.<br /><br />
 
This is one of the rooms that can benefit from death abuse (drop down to the key and into the blue flame, jump to the exit when restarting the room). However, the solution shown here completes the room normally.<br /><br />
  
https://www.youtube.com/watch?v=_w02pXlG9S8<br />
+
https://www.youtube.com/watch?v=6wFpVceAR4A<br />
  
 
=Room 33=
 
=Room 33=
https://www.youtube.com/watch?v=HxAP3cDw_AI<br />
+
https://www.youtube.com/watch?v=d7kxuvlBrac<br />
 
This room solution is quite carefully designed to avoid trouble from the birds and sparkballs.<br />
 
This room solution is quite carefully designed to avoid trouble from the birds and sparkballs.<br />
  
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=Room 36=
 
=Room 36=
https://www.youtube.com/watch?v=SvZ382uPi9w<br />
+
https://www.youtube.com/watch?v=iMoxsU019MU<br />
Death abuse would save around half a second (right after picking up the key).<br />
+
Death abuse would save around half a second (right after picking up the key). Important for this solution to work is to collect the jar as late as possible, while still being able to avoid the wizard (guy in hat). Collecting the jar too early and the drop from the enemy on the top will block the possibility to create a block after picking up the key. If that happens, try to block the skull in the level below instead (0.3 seconds slower though).<br />
  
 
=Room 37=
 
=Room 37=

Revision as of 10:34, 8 March 2014

Solomon's_key

Category description

This category aims to get the best ending by collecting the pages of space and time and finally saving the princess (or "prinsess", as it's spelled in this game). It's possible to both use some golden wings (in rooms 23, 31 and 39) or death abuse (room 32 and 36 - these rooms are skipped when warping), while still getting the best ending. The videos below show the route without warps and without death abuse.

The terminology from the game mechanics page is used below.

Fireball management

Given that fireballs are scarce, cost time to both grab and launch and how they need to be shot in the order they are picked up, fireball management is a huge task when routing this game. Below is a document that shows which fireballs are collected and where they are used in the route described in this section. There are also some comments about time saved by fireballs in the different rooms and how much time they take to collect.

Open in new window


Level-by-level description

Room 1

https://www.youtube.com/watch?v=yCeAIyJtLhc
Rooms 1-6 are the same as in the normal ending run.

Room 2

https://www.youtube.com/watch?v=BTQHB2k_zuU

Room 3

https://www.youtube.com/watch?v=RznY8Cdog8E

Room 4

https://www.youtube.com/watch?v=tJYm0McO474

https://www.youtube.com/watch?v=NfDesiyTDbY
This solution is ~0.3 seconds slower than above (depending on how tight it's played). The extra fireball can be used in room 8, where it saves ~1.3 seconds. So in total one second faster for the cost of two running edge jumps.

Room 5

https://www.youtube.com/watch?v=nOmQZ77BsVo

Room 6

https://www.youtube.com/watch?v=jt0QmJM-d2w

Room 7

https://www.youtube.com/watch?v=CRBA35CfQ9Y
Just like in the normal ending run, the room solution looks slow. The enemies quite efficiently prevent faster solutions (without resorting to very tight maneuvers such as shown in the tas). It can also be sped up by one sec with the use of a fireball, but that doesn't seem to work well with the fireball management in the following rooms.

https://www.youtube.com/watch?v=oVbJ2vY_xZo
2.5 seconds faster than the above solution. Of course it comes with a cost of added risk...

Room 8

https://www.youtube.com/watch?v=vkIyA4xAuHs

https://www.youtube.com/watch?v=OE_dlrqE5zQ
This solution is 1.3 seconds faster than above, but requires to alternative solution in room 4 (notice the difference in fireball inventory between the two videos).

Room 9

https://www.youtube.com/watch?v=z9Bcbd5GDoc

Room 10

https://www.youtube.com/watch?v=Vprqi81urlg
The jump to the exit must be performed so to allow for the next room to start with a buffered jump (release up before hitting the exit).

Room 11

https://www.youtube.com/watch?v=xRySZUfCpfE

Room 12

https://www.youtube.com/watch?v=WzJgxmyU8K4

Room 13

https://www.youtube.com/watch?v=jWcaS4aTbgc
Just like in the normal ending run, the ghost is dispatched to reduce slowdown (and also to avoid dealing with it later on).

Room 14

https://www.youtube.com/watch?v=DSoMhKld3v4
Same as in the normal ending run (the fireball inventory doesn't necessary match with previous/next rooms).

https://www.youtube.com/watch?v=WvHOP72Kyys
This solution avoids the running edge jump and is ~0.6 seconds slower. It's worth to note that it's easy to miss the edge after picking up the key and falling down. If that happens, the two solutions become more or less equivalent because you have to wait for the enemies above to pass by before jumping up to the top.

Room 15

https://www.youtube.com/watch?v=WpKiJnG1uIg

Room 16

https://www.youtube.com/watch?v=g1ysfKdXeFw

Room 17

https://www.youtube.com/watch?v=SbBej_CiyLI
It's possible to jump from the second to last ledge to the exit, but it's one frame slower than just walking into the exit.

In this video, one of the enemies drops an upgrade jar, which will end up saving time in room 19 (more about the time saved is described under room 19). The enemy drops are sort of rng based. It hasn't been researched exactly how this works (but the tas authors might know?). However, from empirical testing, the exact same actions have a good probability of reproducing the same drops between attempts. The table below shows if one of the enemies will drop an upgrade jar when ducking from the beginning of the room and shooting the fireball at different frames (measured from the first frame of movement in the room). As can be seen, there is a 50/50 chance of getting an upgrade jar. Another observation is that there is a 10/12 chance of an upgrade jar in the interval 73-84. These frames can be identified by looking at the sparkball positions. The below gif shows this interval in slow motion (note: from console experience, trying to launch the fireball when the sparkballs are at the bottom right corner of the block seems to work pretty well for getting an upgrade jar, so slightly different timing than what's observed on emulator). Be aware of that the above information is not 100% accurate. The drops will vary slightly for unknown reasons, but the overall information seems to hold (50% overall chance of an upgrade jar and the interval with increased probability).
Solomon sparkball17.gif

Open in new window

Room 18

https://www.youtube.com/watch?v=7T-qop9CTnk

Room 19

https://www.youtube.com/watch?v=RbA4mM63gZ0
This shows how to complete the room without using any fireballs and without picking up the super fireball. This is used when getting an upgrade jar in room 17.

If you arrive here without getting an upgrade jar in room 17, you have to get rid of the normal fireball and collect the super fireball in this room (for use in room 22). Below are two solutions showing that scenario.

https://www.youtube.com/watch?v=5RQF7KI6wiI
Roughly 2.5 seconds slower than above.

https://www.youtube.com/watch?v=MCgBt8pNiZ0
This is an alternative with the aim to avoid the hard jump to the super fireball in the first solution. It's one second slower though.

Room 20

https://www.youtube.com/watch?v=MuTlMTP2zf0
There are a few alternatives in this room. Should the blocks be created already during the initial drop? How about start out by a buffered jump to the key when the room starts? Is it faster to approach the constellation sign from the left or the right side? More analysis of this room could be beneficial.

Hidden room (page of time)

https://www.youtube.com/watch?v=buLZATLjyng

Room 21

https://www.youtube.com/watch?v=rgtQ5mR8DdE
Very similar to the normal ending run.

Room 22

https://www.youtube.com/watch?v=iCgXzA2jTs8
Same as in the normal ending run (the fireball inventory doesn't necessary match with previous/next rooms).

Room 23

https://www.youtube.com/watch?v=z3-EAChIoEQ
Very similar to the normal ending run.

Room 24

https://www.youtube.com/watch?v=z57AEUhQZcM
Picking up the hourglass is roughly 20 frames slower than trying to clear the room as quickly as possible. It does however save around 50 frames of countdown, resulting in an overall gain of half a second.

Room 25

https://www.youtube.com/watch?v=AvcYj1MPTLk
The last jump to below the exit is a bit precise, but can be done consistently.

Room 26

https://www.youtube.com/watch?v=3RllHmHX2SI

Room 27

https://www.youtube.com/watch?v=KkkDGL1ulTw
The "safe" solution.

https://www.youtube.com/watch?v=VZvqtLl6hWw
This variant is a good deal riskier than the solution above, but is also almost a second faster.

Room 28

https://www.youtube.com/watch?v=5RaT0NBa8HI

Room 29

https://www.youtube.com/watch?v=JpAdQOeKHnQ
Just like in the normal ending category, the gargoyle can start out by going either left or right and again right is the best (shown here).

https://www.youtube.com/watch?v=uxiuHIQeMDs
This is how the room plays out if the gargoyle starts walking to the left. This solution is around one second slower. From experience, it luckily seems like the gargoyle most of the time starts out to the right.

Room 30

https://www.youtube.com/watch?v=cUnErkf0qQw
Same as in the normal ending run (the fireball inventory doesn't necessary match with previous/next rooms).

Room 31

https://www.youtube.com/watch?v=qcojiKUjtic
Just like the comment for the normal ending run, this room could be faster with more use of advanced techniques (zigzag climbing etc). It's fairly late in the game and risk increases dramatically though. The solution shown here is not trivial, but still relatively safe.

https://www.youtube.com/watch?v=6B68-pNOcVs
Reference solution with zigzag jumping. It's 4.5 seconds faster than above (1.5 enemy cycles faster). There might be even better solutions in real-time, but it hasn't been thoroughly tested. The difficulty of this solution is already quite high (it took more than 60 real-time attempts to make this video, including a save state when picking up the key).

Room 32

This is one of the rooms that can benefit from death abuse (drop down to the key and into the blue flame, jump to the exit when restarting the room). However, the solution shown here completes the room normally.

https://www.youtube.com/watch?v=6wFpVceAR4A

Room 33

https://www.youtube.com/watch?v=d7kxuvlBrac
This room solution is quite carefully designed to avoid trouble from the birds and sparkballs.

Room 34

https://www.youtube.com/watch?v=X9yGobiLK54
Combining the increased countdown speed from the grey jar and the yellow hourglass allows for a low timer when exiting the room (and thus saving time during point countdown during the following room transition). Using the block magic on the grey jar is only to create a controlled delay. Picking up the grey jar and then the hourglass asap will have the time run out before being able to reach the exit.

Room 35

https://www.youtube.com/watch?v=xS8u3NXJPik
Problematic room. Dana needs to wait a few times near the top. The timing of the gargoyles' fireballs and the spawning of the demon heads don't allow for much time to be saved without making everything a whole cycle faster. The gargoyles' fireballs can create a sprite overload that prevent some demon heads from spawning, which is used in this solution. It's also possible to come up with faster solutions involving the use of a super fireball (to be replaced in room 39). But there is no obvious solution as of yet that can squeeze out more time without adding lots of more risk.

https://www.youtube.com/watch?v=EdtKOTj8_ks
For reference, this solution is around 4 seconds faster than above by using advanced techniques (zigzag climbing and a difficult drop after the key). Possible in real-time, but it adds a considerable risk this late in a run.

Room 36

https://www.youtube.com/watch?v=iMoxsU019MU
Death abuse would save around half a second (right after picking up the key). Important for this solution to work is to collect the jar as late as possible, while still being able to avoid the wizard (guy in hat). Collecting the jar too early and the drop from the enemy on the top will block the possibility to create a block after picking up the key. If that happens, try to block the skull in the level below instead (0.3 seconds slower though).

Room 37

https://www.youtube.com/watch?v=wokuhxgur1c
Same as in the normal ending run (the fireball inventory doesn't necessary match with previous/next rooms).

Room 38

https://www.youtube.com/watch?v=6VO7LK3V5PE
Same as in the normal ending run (the fireball inventory doesn't necessary match with previous/next rooms).

https://www.youtube.com/watch?v=wnJREXSFXyw
This solution makes the drop in the middle easier. It's one second slower than the first solution though.

Room 39

https://www.youtube.com/watch?v=fq9wj7CNh60
The climbing becomes one second faster by the use of a fireball (as shown in the normal ending run).

Room 40

https://www.youtube.com/watch?v=Ekox-Bq4dso

Room 41

https://www.youtube.com/watch?v=hTjslv2Rxm4
Just like in room 10, make sure to set up for a buffered jump at the start of room 42. During the last drop to the floor, it's easy to first land on the block that is destroyed by the demon head. That stops the vertical momentum and renders the shown solution impossible (not enough time to avoid the demon heads when jumping up on the left side). When that happens, jump up on the right side instead (one second slower though).

Room 42

https://www.youtube.com/watch?v=6ok175atLRU

Room 43

https://www.youtube.com/watch?v=imAfZqK2N1s

Room 44

https://www.youtube.com/watch?v=Tp9ovThMWPs

Hidden room (page of space)

https://www.youtube.com/watch?v=KUeQ79t9dyQ
The bottom grey block only becomes breakable once Dana used block magic on the exit.

Room 45

https://www.youtube.com/watch?v=-RUgpqaZ4tM
Same as in the normal ending run.

Room 46

https://www.youtube.com/watch?v=nLG9UniRlds
Very similar to the normal ending run.
There is a trick for the positioning on the block below the exit. If Dana's nose is covered by the white border surrounding the exit (or even more to the left), the position is correct for making the Solomon's seal appear like shown here. If Dana's nose is visible to the right, create a block to the right of the exit, jump to it, turn around and make the seal appear. It wastes around two seconds though.

Room 47

https://www.youtube.com/watch?v=zJHcjjnt6FI

Room 48

https://www.youtube.com/watch?v=G2FMdxWLglQ
Same as in the normal ending run.

Prinsess' room

https://www.youtube.com/watch?v=tOI2r8CW2u0
The grey block on the left side that allows Dana to enter the outer heart becomes breakable by using the block magic on the right red flame.

https://www.youtube.com/watch?v=tk0wnz0vlxM
This solution is half a second slower than above. Both of the solutions are difficult, so it's just a matter of taste. It's not strictly necessary to break two grey blocks during the drop on the left side, but it makes it slightly easier to not drop the whole way down.

Solomon's room

https://www.youtube.com/watch?v=RcAHLq2U1Ew
Same as in the normal ending run. The jump over the ghost in the top left corner is a bit tight and is also subject to rng. Sometimes the ghost returns faster and this solution becomes impossible. In the normal ending run, this solution is always possible if you arrive with no deaths. It's not confirmed if the same is true in the best ending category (but it seems likely). As a safer alternative, the solution below is around half a second slower.

https://www.youtube.com/watch?v=55KOTyKRWOw

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