Solomon's Key (NES)/best ending
From SDA Knowledge Base
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 8
- 11 Room 9
- 12 Room 10
- 13 Room 11
- 14 Room 12
- 15 Room 13
- 16 Room 14
- 17 Room 15
- 18 Room 16
- 19 Room 17
- 20 Room 18
- 21 Room 19
- 22 Room 20
- 23 Hidden room (page of time)
- 24 Room 21
- 25 Room 22
- 26 Room 23
- 27 Room 24
- 28 Room 25
- 29 Room 26
- 30 Room 27
- 31 Room 28
- 32 Room 29
- 33 Room 30
- 34 Room 31
- 35 Room 32
- 36 Room 33
- 37 Room 34
- 38 Room 35
- 39 Room 36
- 40 Room 37
- 41 Room 38
- 42 Room 39
- 43 Room 40
- 44 Room 41
- 45 Room 42
- 46 Room 43
- 47 Room 44
- 48 Hidden room (page of space)
- 49 Room 45
- 50 Room 46
- 51 Room 47
- 52 Room 48
- 53 Prinsess' room
- 54 Solomon's room
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.
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
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=z6CnscwaJ4Q
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=YhktlUhFyZs
https://www.youtube.com/watch?v=le9bfaZyOEs
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.
Room 9
https://www.youtube.com/watch?v=Rqg-BF71asE
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.
https://www.youtube.com/watch?v=KhUsukT_JkA
Room 10
https://www.youtube.com/watch?v=A0Gzirk8uHs
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=Td8Z5DL4mZw
Room 12
https://www.youtube.com/watch?v=c4Q9pZwz44Y
Room 13
https://www.youtube.com/watch?v=3ec3eBSlRQw
Just like in the normal ending run, the ghost is dispatched to reduce slowdown (and also to avoid dealing with the ghost 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).
Room 15
https://www.youtube.com/watch?v=ID09KdwsHuk
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.
Room 16
https://www.youtube.com/watch?v=g1ysfKdXeFw
Room 17
https://www.youtube.com/watch?v=h9qkKu7JI5Q
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.
If one of the enemies drops an upgrade jar, it will end up saving time in room 19, so it's very much worth going for (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).
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Room 18
https://www.youtube.com/watch?v=FgVErhSTpZ0
Room 19
https://www.youtube.com/watch?v=5RQF7KI6wiI
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.
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. In total two seconds faster than the first solution. This is used when getting an upgrade jar in room 17.
Room 20
https://www.youtube.com/watch?v=4LLouZVPeoQ
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
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=eqyIVh0rIkY
Straight-forward and safe solution.
https://www.youtube.com/watch?v=stL8_SsXaUs
Suggested solution by using zigzag technique. Roughly one second faster than above.
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=YHJ30abV2lk
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 solutions shown here complete the room normally.
https://www.youtube.com/watch?v=I9XAjnSTNFw
If jumping immediately when the room starts, the gargoyles will shoot a fireball while Dana drops down.
https://www.youtube.com/watch?v=RCB3Yiw2Nyo
If you wait a split second when the room starts before jumping down, the gargoyles will not shoot off any fireballs at the beginning. This changes their positions compared to above, allowing a variation on the last section. Both solutions are equally fast. It's possible that rng is also involved in these patterns, so it's not always up to the player how the room plays out, but that needs to be investigated further.
Room 33
https://www.youtube.com/watch?v=mT2Sj-wOPXM
This room solution is quite carefully designed to avoid trouble from the birds and sparkballs.
Room 34
https://www.youtube.com/watch?v=uJgMgRMdDI0
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=i1vvUJND0ho
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=p9WgHY9dWhA
Death abuse would save a little bit of time (right after picking up the key).
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=voBaxaVAZ9g
The climbing becomes faster by the use of a fireball (as shown in the normal ending run). Unfortunately, there are no available normal fireballs to pick up along the route. The only solution would be to use a super fireball and then pick up the one above to the right of the exit. However, the time of picking it up would be almost the same as the time saved by the faster climbing. A little time would be saved, but the super fireball near the exit is awkwardly placed and there is always risks involved with relying on collecting it.
Room 40
https://www.youtube.com/watch?v=hCmFqHwM_CA
Room 41
https://www.youtube.com/watch?v=BQzQ-YtZCm0
Just like in room 10, make sure to set up for a buffered jump at the start of room 42.
Room 42
https://www.youtube.com/watch?v=F3aNj6ewqQ0
Room 43
https://www.youtube.com/watch?v=-fHBNLo2Wvo
Room 44
https://www.youtube.com/watch?v=Tp9ovThMWPs
Hidden room (page of space)
https://www.youtube.com/watch?v=qBBOYBGInYI
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=VaonYBBFjJc
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. 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. (to be confirmed that the rng doesn't change in the best ending run)