Alundra

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"Alundra (アランドラ Arandora), released in Europe as The Adventures of Alundra, is an action-adventure video game developed by Matrix Software for the Sony PlayStation and was released in 1997. It was published by Sony in Japan, Working Designs in North America, and Psygnosis in Europe. It won great critical acclaim for its bizarre story and smooth game mechanics. The game's protagonist is a young man named Alundra, who learns that he has the power to enter people's dreams. He is shipwrecked near the village of Inoa and proceeds to try to help the locals, who have been suffering from a terrible curse. The narrative becomes gradually darker and more twisted as the game progresses. There is an emphasis on puzzle solving." -:Wikipedia

Categories

WIP

Game Mechanics

Dashing

Dashing is the quickest way for Alundra to get around under normal circumstances.

A dash must initially "wind-up" by holding the dash button. Dashes must be wound up for at least 24 frames, after which the the player can dash in any of the four cardinal directions by holding that direction. The dash will continue until either the dash or the direction button is released, or if Alundra's path is obstructed. If either button is released Alundra will perform a skid for 16 frames during which time he is unresponsive to all player inputs with the exception of the dash-turn.

Dash-Turn

A dash-turn is executed by the player releasing the direction button while dashing to perform a skid, then pressing the new direction near the end of the skid. The window for this is 7 frames, starting on the 11th frame of the skid. When the second dash is activated Alundra keeps some of the original momentum giving a "drift" effect. This is most noticeable when a long dash is followed by a very short (e.g. 1 frame) dash. Mastering this technique is vital for getting around in Alundra as quickly as possible.

Bump-Jump

A bump-jump is performed by dash-turning just before a wall. When Alundra dashes into a wall he bumps backwards, gaining the same amount of height as a jump would in the same situation. (Therefore bump-jumping in sand without the Long Boots will gain as much heigh as jumping in sand without the Long Boots) If Alundra dashes towards a wall and dash-turns at the correct moment he will still collide with the wall because of the momentum from the previous dash. Alundra will then bump off the wall backwards according to his new direction, meaning he can bump perpendicular to or in the same direction as the original dash. It can be faster to bump-jump up a ledge or over a gap than to exit the dash normally and jump but as this is a very difficult trick and saves very little time it's only currently useful for TAS runs.

Skull Bash

Additional Information

Maps- Maps of many of the areas in Alundra from VGMaps.com. SDA Forum Thread- For running discussion. Come in and say hi!

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