Darkoman

Speed Recap 2025

Dec 15th, 2025 (edited)
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  1. 1. Original 2025 Goal
  2. 2. Speedgames
  3. 3. 2026 Speedgoals
  4.  
  5. -----------
  6. 1. Original 2025 Goal
  7. -----------
  8. O SH:FtNW PBs
  9. O Aria 24 + Portrait Stuff
  10. - Finish 1s PBs, then DQ3 1s PB will start
  11. - Pick up a FF + SMT game to grind but for real
  12.  
  13.  
  14. - FtNW
  15. 2 whole PBs happened in February
  16.  
  17.  
  18. - Aria 24 + Portrait Stuff
  19. Aria (July/December) August this year :(
  20. For Portrait, end up routing Maria Only very briefly then did a few runs.
  21.  
  22.  
  23. - 1s PBs
  24. There were more stuffs that I decided to do this year (Simple Series, Route/Grind, Casuals)
  25. so it's alway a good thing this doesn't become the main focus.
  26. You may notice there's been a decline of DQ3 Monthly since July.
  27. That's because there's only a few games left to 1s. It can return for real anytime.
  28.  
  29. 1s runs this year
  30. - Mother 3 ENG --- 7:19:41
  31. * Tetris DX --- 1:29 [40Line] + 4:13 [100Line]
  32. * Project Diva F 2nd All Extreme Great --- 2:23:49
  33. * Wario Land 3 --- 1:24:02
  34. - Parasite Eve --- 3:06:35
  35. - Mega Man Zero 2 --- 56:15 > 54:39
  36. - Mega Man Zero 3 --- 48:19 > 46:37
  37. - Mega Man Zero 1-4 --- 3:02:07
  38. - Fatal Frame --- 1:20:27
  39. * = These runs's tape got corrupted so I had to redo
  40.  
  41. Remaining Runs
  42. - Dragon Quest III (After all 3 are done)
  43. - Dragon Quest V
  44. - Fatal Frame 2
  45. - Super Mario Galaxy
  46.  
  47.  
  48. - Pick up a Mainline FF + SMT game to grind but for real
  49. Out of all the games that looked appealing to me, they were FF9, FF12, X-2 and DDS2
  50. but even then I didn't feel any attachment towards committing on learning.
  51. The main complaints I had when I was browsing briefly the games were either
  52. the strats looked wack (OP, abusable, scripted, straightforward...) and/or the length of the run
  53.  
  54. FF12 might've been a possible option if it wasn't for it's length
  55. so it's all up to FF9 with CSR to save it but not anytime soon.
  56.  
  57. Star Ocean 3 and Super Touhou RPG were good times though :)
  58.  
  59. -----------
  60. 2. Speedgames
  61. -----------
  62. Main Runs
  63. - Castlevania: Portrait of Ruin
  64. - Shadow Hearts: From the New World
  65. - Super Touhou RPG
  66. - Castlevania: Dawn of Sorrow
  67. - Star Ocean 3
  68. - Mega Man Zero 2
  69. - Radio Helicopter
  70. - Castlevania: Aria of Sorrow
  71.  
  72. -----------
  73. [Castlevania: Portrait of Ruin]
  74. N/A --> 38:35 /// Maria Only
  75.  
  76. When I look at the alt modes for Portrait and Dawn, it's very clear that
  77. a character gets used so much more frequently compare to the other so
  78. I end up wanting to route a solo character just to let them shine more.
  79.  
  80. The main challenge was to see how far you can exclusively use Maria
  81. to get through the castle and there's only 1 spot in the entire game
  82. where you have to switch for Ritcher's High Jump, which is
  83. in Dark Academy from using the Owl Morph to climb up in the normal playthrough.
  84.  
  85. Outside of that, nothing is stopping you from maining Maria the whole way.
  86.  
  87. One thing I noticed is that Maria's Double Jump reaches higher
  88. than the main characters. Some spots like Nation of Fools's 1st screen
  89. now become accessible for Maria to reach
  90.  
  91. Death, Brauner and Dracula were the main culprits in term of dealing damage
  92. due to Maria's normal bird attack barely doing anything, so you have
  93. to use Guardian Fist as much as you can despite draining a lot of MP per usage.
  94.  
  95.  
  96. I think trying to skip the Ritcher fight in Glitchless would be last thing
  97. to do anything with Portrait but otherwise, I'm good with moving on from this game.
  98.  
  99. -----------
  100. [Shadow Hearts: From the New World]
  101. 3:09:16 --> 2:59:05
  102.  
  103. It was looking pretty hard to beat the 3:09:16 without some major findings
  104. even with the new route that saves over a minute. Was going to be a grind for sure.
  105.  
  106. And then the game exploded with a major finding in January,
  107. literally and figuratively, oops.
  108.  
  109. It happened during a routing stream where I notice Slim Hilda's AGL stat
  110. didn't match the correct number of 25 at LV18 by the time you get past Chichen Itza.
  111. With the help of TheLCC, we checked through a bunch of different tapes just to see
  112. that the AGL count also sometimes didn't match 25 and was at a higher value.
  113.  
  114. As it turns out, it has to do with the fact that when you're prompting to select
  115. a Seal of Agility/Luck while Hilda is in the party during a battle,
  116. the stat value increases and when she levels up, it will match the amount of time
  117. that you've done the prompt.
  118.  
  119. A few moments later, TheLCC found out that all you have to do after prompting
  120. said Seal, moving the cursor is what actually influences it so you
  121. end up doing a mini Plasma Mash like it's Kirby Super Star and all the sudden
  122. you're seeing Hilda at Max Agility 99 very quickly when she levels up.
  123.  
  124. It's already somewhat of a struggle for the fastest character (Johnny) to be
  125. able to act first before an enemy with the normal stat growth.
  126. With an agility count that high, not only it's a free first turn but you end up
  127. getting multiple actions for free especially by the time of the run you do this glitch.
  128.  
  129. A fun part from running this game is Stock Management (Think of Fightgame Meter Build)
  130. where you want to ideally build 2 bars by taking random encounters before fighting an incoming area's boss. It's usually a bonus reward of 1 whole bar where you either defeat the enemies before
  131. they act once or landing perfect rings all the way. You then have to consider the factors
  132. of the enemy positions, turn order, stock usage to be able to get the bonus OR
  133. you do a few actions to build a little bit of stock meter and then attempt to flee.
  134.  
  135. Now, it's Hilda doing everything :)
  136.  
  137.  
  138. Despite the 99AGL, you still have to hit the rings to go fast and everyone
  139. will catch up when it comes to the turn order as you progress through the game.
  140. The run definitely got a lot more easier and appealing for newcomers
  141. for the 2nd half of the run. It's not my Johnny anymore though...
  142.  
  143. Thankfully, my 3:09:16 avoided doing the glitch somehow, so there's at least
  144. a surviving run without the 99AGL strats. When I return to this game,
  145. it would either be a JP 99AGL run to reach the JP audience or do the run without the glitch.
  146.  
  147. -----------
  148. [Super Touhou RPG]
  149. N/A --> 1:39:44 /// NG+ Normal
  150.  
  151. I half-joked that I was going to pick up the game if it got accepted for RPGLB 2025
  152. and it did so here we are. If you're familiar with Super Mario RPG,
  153. imagine that game but with way less downtime :o
  154.  
  155. The NG+ components allow you to remove Reimu from your current party and you're able
  156. to skip texts much quicker, that's about it (as far as we know).
  157.  
  158. I think the biggest things that seperate this compare to SMRPG, outside of downtime,
  159. are that you don't have to do perfect timed hits/blocks all the time since it's pretty
  160. tricky, although it helps if you're able to. Overworld Enemies have the same behavior
  161. with the exception of some tracking enemies (if inconsistent movement),
  162. so it's all on you if you messup and they gave Reimu a Hookshot to go even more faster.
  163.  
  164. You can wallclip too if you're a cheater but that's softbanned.
  165.  
  166.  
  167. Like a couple games that I ran, I did my initial learning into doing a full run just
  168. to get an understanding on what kind of strat changes that could be implement
  169. and there's way too many specifics to list but will do the key points.
  170. Let's just say having 2 people constantly routing does a little bit more work than alone.
  171.  
  172.  
  173. Key Points
  174. - By far the biggest accidental (yet again) finding is being able to fight
  175. Prismrivers anytime you want after you talk to Nazrin by the time you beat Clownpiece 2.
  176. It's definitely an oversight from the dev's part because her dialogue says that you
  177. have to go and beat up Prismrivers but you can still trigger another event despite that.
  178. All Party Members get used at least once thanks to this.
  179.  
  180. - Some fights were dependant on landing Fear with Koishi's Ancestor (and can still
  181. be faster anyway), so I tried to come up with a strategy that skips the status effect.
  182. Scarlets Fight is by far the most impactful where skipping Fear is more viable.
  183.  
  184. Trying to skip Sakuya's World in some fights was another one too.
  185. A lot of rework has been done outside of these two components otherwise.
  186.  
  187. I tend to go with consistency and Claude is rolling the Fear dice, so if you ever need
  188. to compare/learn a fight, there's your options.
  189.  
  190.  
  191. - Real (real) Star EXP Route to properly time HP/MP Heal and/or Spell learned for some fights.
  192. A previously unsolved oddity was shooting the Sewer Fairies would sometime cause
  193. the talisman counting as more than 1 enemy defeated but tl;dr, you just dix mash it.
  194.  
  195. - Frog Gem count adjustment and long item pickups have been cut down pretty heavily.
  196. I already forgot the original double digit amount of Gems count but
  197. you virtually pick them up for only 1/2 fights.
  198.  
  199. - Your standard less shopping, combined menu and better movement stuffs
  200.  
  201.  
  202. All in all, pretty cool the run is this fast now with a proper route (previously
  203. expected sub 1:50 to be a good run, how time have changed...). I would be interested
  204. for an All Bosses run eventually (mostly for Mima tbh).
  205.  
  206. -----------
  207. [Castlevania: Dawn of Sorrow]
  208. N/A --> 1:08:32 /// Glitchless
  209.  
  210. Compare to Aria's movement where you have to wait the length of your backdash to cancel it,
  211. in Dawn, you instantly cancel it with a jump (or still wait it out but cancel with a crouch, although it's harder to save time consistently) so it feels more active in this game.
  212. You also start with a slide too like Portrait.
  213.  
  214. Later on, you have access to not only a divekick but you can combine it with Flying Armor,
  215. which is something that you don't see at all in Aria.
  216.  
  217. Cancelling Soma's weapon, notably a katana, is pretty challenging since it's a bunch
  218. of repeated backdash into crouch input while praying that you don't do your attack
  219. in the middle of these two actions. You attack much more quicker this way compare
  220. to doing jump slashes and it is your main source of damage throughout the run.
  221.  
  222. On top of that, you get the Devil soul 1/3 of the run that
  223. increases your STR drastically at the cost of a drained HP/MP
  224. and the bosses aren't like Portrait, so it's a bit more trickier to get through the game.
  225.  
  226. By far, what really displeases me from improving my time is there's currently
  227. no known manip for soul drops and you have to get 3 (4 with Devil) of them
  228. to be able to complete the game in glitchless format.
  229. I already knew what I was getting into and I was still sad about it.
  230.  
  231. Unless that gets solved at one point, the combination of how tricky it is
  232. to get used to katana cancelling and it's not exactly the easiest run to do
  233. because of Devil soul is what prevents me from continuing to run this category.
  234.  
  235.  
  236. Yoko Only could be an option.
  237.  
  238. -----------
  239. [Star Ocean 3]
  240. N/A --> 3:22:26 /// Galaxy
  241.  
  242. Alway wanted to learn this run in some capacity since it's a childhood game
  243. but never did until I saw the future of Dawn Glitchless then immediately
  244. decided to play another game where you have to win the lotto (Item Creation) which is SO3.
  245.  
  246. There's a couple routes that you can choose from. It seems unclear
  247. which one is actually the fastest, so I just went with feel and characters. I decided
  248. on Maria/Cliff/Sophia. It is faster to turn off the voices
  249. since it skips the enemies's dialogue after defeating them but I will
  250. never do it since I want to hear everyone talk over each other.
  251.  
  252. You mostly end up using one character and let the others do nothing but position to tank
  253. damage + stun the enemies and/or avoiding your bonus battle gauge getting broken
  254. by switching to them last sec if you think you're about to get hit by the enemy.
  255. It's pretty important to keep your bonus gauge since you need the Triple EXP for some skills, although you can get away by just having Fayt learn Blazing Sword at all, kinda.
  256.  
  257. The general flow of the characters for this route are Fayt's Blazing Sword
  258. against many early game enemies that have low MP since it does damage towards that.
  259. Afterward, you main Cliff for a bit by giving him a good weapon from Item Creation
  260. and start bullying using Hammer of Might + Charge.
  261.  
  262. Finally, just before the end of Disc 1, another Item Creation happens by dumping
  263. as many Orichalcums (+500ATK) to Maria's weapon and then she starts blasting
  264. everyone with Scatter Beam + Magnetic Field. Maria but mostly Sophia end up being a Power Up caster.
  265.  
  266. Modified a strat against Mudman where normally you go in with Cliff only so he
  267. can have the maximum EXP gained but it can get out of control If I wasn't careful
  268. which I didn't like. I added Nel as a dummy character and can switch to her
  269. to prevent losing my bonus gauge.
  270.  
  271.  
  272. Although you end up steamrolling the fights for the most part, the challenging part
  273. is not taking forever on trying to deal damage while avoiding your bonus gauge getting broken. There's a bunch of unexpected actions that the enemies can do to throw you
  274. off so being able to react accordingly is what I like about this run.
  275.  
  276. -----------
  277. [Mega Man Zero 2]
  278. 56:15 --> 54:39
  279.  
  280. Only needed to wait more than a decade to have as many updates strats available, heh.
  281. In 2013, EXP Route used to be a bit more stingy on taking the time
  282. to get them in the first 4 stages in order to learn charged saber, especially in Panter's
  283. where you would take the lower path detours to get points.
  284.  
  285. Turns out you don't need to do that at all and continue on
  286. going fast anyway, even if you don't go for double/triple slashes against Phoenix.
  287. That's a ¯\_(ツ)_/¯
  288.  
  289. Learning Rainbow Devil manip, despite lasting the whole stage, was surprisingly
  290. not as bad as it looks so that's neat. Grinded a little bit after the
  291. initial 1s PB but it doesn't look that hard to get a 53 and beyond
  292. so hopefully it happens eventually by anyone.
  293.  
  294. -----------
  295. [Radio Helicopter]
  296. N/A --> 39:53
  297.  
  298. To celebrate making through the Simple 2000 Series, I decided to pick at least
  299. a game from it and it was this one.
  300.  
  301. As you might imagine from the game title itself, you play as an RC helicopter
  302. travelling around your house, a town and at school in SM64 style and help the people with
  303. their task (Stars, literally) by using your almighty chopper.
  304.  
  305. A few examples on what kind of tasks you'll be doing can be ranged from
  306. spraying water on idling cats hanging out at the backyard to
  307. saving a bunch of people stuck in a fire building by not actually
  308. grabbing them but by picking up gas masks on the floor and throw it
  309. to their window, despite a firetruck being present in the scene.
  310.  
  311.  
  312. Like Portrait Maria Only, I spent 1 stream routing since there weren't any tapes available
  313. that wasn't a longplay and it was much more low effort compare to that game.
  314. You usually end up following a general path for the Stars or you can freeform it.
  315.  
  316. The 2 things I had to worry about the routing process were the shopping route
  317. on which parts I'm upgrading (Speed / Battery) for my RC which doesn't sound as bad
  318. consider you get your currency from clearing the tasks but it takes
  319. a long time to travel to the shop at all. Unsure if a money grind would be
  320. faster or not but I end up skipping that and stuck with a very ok mediocre RC till the end.
  321.  
  322. Secondly, learning how to control my RC (never figured this part out in one day).
  323. If you go in one direction, you will constantly stay in this lane for a bit
  324. despite hitting the break and trying to shift your position. Speaking of breaking,
  325. decelerating isn't instant either so it's easy to overshoot where you want to go.
  326.  
  327.  
  328. I'm sure there's a secret JP VHS tape run hidden at some host club's basement
  329. but it was fun trying to come up with something within a day.
  330.  
  331. -----------
  332. [Castlevania: Aria of Sorrow]
  333. 25:52 --> 24:27 /// Glitchless
  334.  
  335. Originally was going to call it with a 24 (last year, I said it was going to be
  336. the last minute barrier without divekick. Just play better xd) but JupiterClimb
  337. recently started picking up the category again, which is why it got lowered
  338. a bit more than usual. 23 reserved for next October!!!
  339.  
  340. Compare to last year, movement techs like cutting the corner
  341. by jumping instead of letting the backdash rip, using hippogryph by barely
  342. grazing the ceiling so it doesn't cause the bonking animation, initiating a
  343. bigger jump height to drop faster and simply do more backdashes
  344. than usual are starting to matter a lot more.
  345.  
  346. For the new findings, with the work of Claude for this incoming manip,
  347. the entirety of Top Floor, which includes Final Sword, Succubus and Graham fight,
  348. is now done with only 1 sleep.
  349.  
  350. Fast forward to November, there's now a setup to consistently dropping down
  351. the cogs in Clock Tower by initiating a backdash relatively close to the apex of the cog
  352. and you have a large window to press Down+A. There's four of them and you
  353. save a second per successful attempt so it's a nice timesave.
  354.  
  355. Another one is squeezing and extend as many Manticore usages as possible
  356. to cut down some travelling time. There were a lot of ups and downs when
  357. I was testing a bunch of possible rooms since your MP isn't the greatest
  358. but the main ones I implement were during the Black Belt manip and the 4x Tritons screen.
  359.  
  360.  
  361. And finally, attempting to avoid taking damage during Lubicant + Muramasa Manip
  362. while only using Manticore once. There were a ton of trial and error that
  363. usually end up with some wack 1 frame fake setup to be able to get both drops.
  364. Lubicant's behavior supposely has their own RNG timer seperated, so starting the manip
  365. at an earlier spot would cause inconsistent results.
  366.  
  367. I was ready to pull the plug when the best I could find involved using Flame Demon.
  368. Also found a way to start the manip in the Beam Skeleton room that unequips
  369. Silk Robe but it didn't alway give both drops.
  370.  
  371. It took a bit to realize but what if I just do the same movement everytime
  372. for the latter manip and it sure did solved all my problems.
  373.  
  374.  
  375. One of the main reasons Silk Robe is obtained was for the later manips
  376. like this one since they were done using Elfin Robe. Now that this iteration
  377. has been discovered, Soma is keeping the Casual Clothes all the way through
  378. until defeating Graham, which ideally saves 8 seconds.
  379.  
  380. It's a little unfortunate since Great Armor and Death are back to being
  381. a longer fight and you have to use a Tasty Meat to heal Soma
  382. during the Top Floor manip. There's no more healing left past that point.
  383.  
  384.  
  385. I feel confident with a 24:1x but lower than that and it gets
  386. a bit more difficult especially with Julius waiting to kill the runs constantly
  387. but surely 23 isn't that bad, right?
  388.  
  389. -----------
  390. 3. 2026/Forever Speedgoals
  391. -----------
  392. - Aria 23
  393. - Finish 1s PBs, then DQ3 1s PB will start
  394. - Pick up another RPG
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