Sir_VG

Legend of Mana - Dragon Storyline TAS

Feb 17th, 2014
277
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.01 KB | None | 0 0
  1. Legend of Mana - Dragon Storyline TAS Comments and Notes.
  2.  
  3. Video Links:
  4. Part 1: http://www.nicovideo.jp/watch/sm22817534
  5. Part 2: http://www.nicovideo.jp/watch/sm22820595
  6. Part 3: http://www.nicovideo.jp/watch/sm22831626
  7.  
  8. General Notes:
  9. The loading times seem to be about half the time of consoles, which is going to make a HUGE difference in the final time, because loading times count towards the in-game timer.
  10.  
  11. Also, while I've seen a partial TAS in the past that takes advantage of the 2P function, this one doesn't. I'm surprised at the decision in regards to speed, but not so much because dealing with 2 controllers is a nightmare.
  12.  
  13. Starting Weapon: Hammer (Interesting choice in weapon)
  14. Starting Location: Default (Nothing new here.)
  15. Starting Abilities: Spin [Square] and Defend [X].
  16. Starting Technique: Blammo [R1]
  17.  
  18. The Lost Princess
  19. Interesting use of Spin and Hammer to get multiple enemies as well as stun them. I also notice short pauses, which I'm guessing is to manipulate drops. From past experience I know that even if you pause, the in-game timer does continue. Du'Inke has no chance to pull off even one technique. GG. Player sides with Elazul, which is faster than defending Pearl.
  20.  
  21. ---
  22. Player than lays out both AF Firefly Lamp and AF Gorgon Eye. The former is not a surprise (Faeries' Lamp is the only place to get AF Trembling Spoon), the latter is. While I do lay it out in my runs, it's a bit later.
  23.  
  24. When you complete a mission, you can get 2 AFs. But how many you have does have an affect on this. If you have 3+ AFs in your inventory, if you were eligible otherwise to get both AFs in a missions, you'll only get the primary AF.
  25.  
  26. AF position from home (in movement spaces) as well as order of placement are two of the primary deciding factors in enemy levels. Mana levels of areas is an issue as well, but generally for runs this is not as big of a deal.
  27.  
  28. So knowing this, it's interesting to see him place it this early.
  29. ---
  30.  
  31. Faeries' Lamp
  32. No real surprises here. Purchased nothing (which I normally do to get a stronger weapon). It sounded like he didn't choose the default Dub option when learning the language? I heard 2 sounds at the prompt, so I'm guessing he chose the bottom option?
  33.  
  34. ---
  35. Placed AF Sand Rose and AF Trembling Spoon. Later is expected to continue the mission, but again...why place AF Sand Rose when there's no missions there?
  36. ---
  37.  
  38. The Fallen Emperor
  39. The first change I see from what I do is when they have to go visit Olbohn. The player goes to the left instead of right first. The distance is pretty close, so it's debatable which way is really faster. I believe at this point the player learned Counterattack, based upon my knowledge of battle points and such.
  40.  
  41. New item gotten, guessing it's a Doomhammer, since there was a drop by the Cursed Doll. US version this is ATK 19, Japanese version it's ATK 49. Yeah, major US nerfing in action, again. Also switched Defend to Counterattack.
  42.  
  43. Since Doomhammer is a 5th slot item, this makes me start to look back at the placement of earlier AFs. As I stated earlier, enemy levels are based upon distance from home and AF placement order. My guess now is that AF Gorgon Eye and AF Sand Rose were placed to bump up enemy levels to 16+ in order to get this drop. Cause while luck skips the 1st two slots, it doesn't bump down what slots you have available (like Polterbox).
  44.  
  45. Hitodama doesn't have a prayer.
  46.  
  47. Player chose 1st option to the first question from Drakonis. I'm not sure the difference in text length between the two option there. The 2nd question has to be answered YES (2nd option).
  48.  
  49. Monster Corral
  50. Mission needed to get a pet. Player is amazing at catching one. Otherwise, no surprises.
  51.  
  52. Places AF Skull Lantern.
  53.  
  54. The Guardian of Winds
  55. Talks to the Wind Callers from behind, allowing Larc to be right in front of them. GENIUS. New ability learned, likely Counterstrike.
  56.  
  57. Player has seemingly stopped rolling for EXP Crystals and Lucre and is rolling for items. This tells me that they feel they don't need their levels higher. Getting drops is faster for collecting. Player is Lv 10 (seen on start screen before Akravator fight)
  58.  
  59. Wind Callers all die, Larc is not a troll.
  60.  
  61. Swaps out Counterattack with Counterstrike. Akravator dies in 3 hits. TAKE THAT, SUCKA.
  62.  
  63. Also, nice movement glitch.
  64.  
  65. --- END OF PART 1 ---
  66.  
  67. --- START PART 2 ---
  68.  
  69. Player walks a couple of extra steps to allow enough days to pass by in order to get their pet (it takes about 5 days for a pet egg to hatch).
  70.  
  71. Places AF Dragonbone.
  72.  
  73. The Field Trip
  74. Mission plays out exactly as expected. No surprises here.
  75.  
  76. The Ghost of Nemesis
  77. Nothing unusual at start. Player chooses the piss off Sierra choice, then beats the snot out of her.
  78.  
  79. Deathbringer is no match either. Neither is Jajara I or II. Counterstrike and the Heavy Attack/Spin combo is just too strong.
  80.  
  81. Places AF Green Cane.
  82.  
  83. The Dragon Princess
  84. Player chooses the 2nd option.
  85. Gains one more level, though general manipulates item drops for speed.
  86.  
  87. Vadise and Sierra are destroyed with Counterstrike.
  88.  
  89. The Crimson Dragon
  90.  
  91. The Underworld section is pretty straight forward. Good use of Counterstrike on Larc.
  92. The Flames: More pauses for drop manipulation. Gains 3 levels in one fight between Land Dragon and Zanoa. Gains one more at Zanoa itself. Nothing unexpected in the route at all. Drakonis dies in a hurry.
  93.  
  94. --- END OF PART 2 ---
  95.  
  96. --- START PART 3 ---
  97.  
  98. Places AF Torch of Coral and heads to Domina to pick up Niccolo. Places AF Wheel.
  99.  
  100. Summer Lovin'
  101. Wow. Such crab dodging. Much enemy smashing. Boss dies.
  102. On a serious note, I noticed a couple of rooms had more enemies. Like the room of the swordfish near the end (King's Cavern area), there's 2 extra enemies not there in the US version. I went back and rewatched the Japanese RTA and they're there, but weren't in the same spot in my 1:49 run.
  103.  
  104. Places AF Rusty Anchor, AF Moon's Mirror, and AF Tome of Magic
  105.  
  106. Niccolo's Business Unusual
  107. Player offers candy, gets pathetic Mantis Ant in return. Also gains one more level.
  108.  
  109. Places AF Medallion, AF Flame, and AF Broken Doll.
  110.  
  111. Enters, leaves, and re-enters home to set the trigger.
  112.  
  113. Cage of Dreams
  114. More speed strats. Nothing unusual here.
  115.  
  116. Legend of Mana
  117. No surprises in the route.
  118.  
  119. Buju dies. Hero gets revenge. Game over. Unfortunately doesn't show the in-game time.
  120.  
  121.  
  122. Final thoughts: While the TAS is impressive, there's virtually nothing that's gonna help a US run. The weapon used is just too nerfed to work. The only comparable drops are BraveBlade (which I use) and Stargazer (ATK 42, dropped by Sahagin). Spin is an interesting tactic though and is about the only real beneficial strat for a US speedrunner.
  123.  
  124. The Japanese run could be improved by using this strat, if you want to depend on the 8/128 (6.25%) drop rate for the Doomhammer instead of going for GigasGloves, which has the slightly better 16/128 (12.5%) odds of drop. Though if you did get "lucky", the drop for Doomhammer jumps to 32/128 (25%).
  125.  
  126. Still, it was great to see. Good to note for whenever I start doing serious Japanese speedruns though.
Add Comment
Please, Sign In to add comment