Advertisement
MKnightDH

Startropics Chapter 1 dungeon Perfect Run overview

Jun 23rd, 2019
150
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.17 KB | None | 0 0
  1. I've been thinking about Startropics as of late, particularly considering a comment I got on an old video of mine for Startropics 2. It had me wanting to do this project, but there have been other things to preoccupy me. Nevertheless, there's some bad news: RoahmMythril's mother has been reported to been horribly infected by cancer to the point where she can't very well expect to live to see the next Christmas. Having lost my own mother to disease, I know what he's going through now. He's already lost 2 family members as well. So I figure I may as well push this up the timetable, at least to be able to say something about it that wouldn't have to worry about being cliche. It helps that RoahmMythril wants to LP the game down the road, so some material to help him with that can help.
  2.  
  3. I'm also doing this voiceless, pretty much due to RL circumstances, but doing this faster and without annotations does at least provide a simplistic approach for simple watchers.
  4.  
  5. So welcome to Startropics Perfect Running. No Damage is, of course, the most important rule, but if I don't need to use a secondary weapon, I would avoid using one. There will be a complication later on to this rule, but I'm still thinking primary weapon only where possible even with that in mind. As for the no unnecessary kills rule, Startropics has a scoring system where you get a base amount of points upon clearing a dungeon, but it gets reduced for every monster you kill.
  6.  
  7. The Limited Kills rule already has complications arise even from Jelly enemies (the slugs), granted more because of their slow speed than anything, because those things move slowly so jumping over them is out thanks to Mike's completely limited aerial momentum (it's better in the sequel, but that's a ways yet); you might notice that the least threatening enemies so far are the Nocto enemies (the bats), especially given that they're in open rooms and everything. The Rattus enemies (the rats, obviously) can be worrisome to outmaneuver, although what does help is that their faster movement only happens after they spin in place, so I'm able to slip by in a narrow corridor room that isn't a kill room. Oh, and I want to say that both of the Rattus enemies in that semi-kill room are necessary to take out to open the door forward.
  8.  
  9. But the highlight is that one Looper (snake enemy) in the hallway forking toward the seeming string of Medicine rooms where there's an instant death trap that would unavoidably provide the deadly end of greed. You see I have to do precise movement including 3 jumps to slip past this pest. Thankfully it's not pixel-perfect, so much as scary because who could forget me being a Squishy Wizard. Still, demanded precision movement this early in the game can only be a sign of things to come.
  10.  
  11. I was expecting that C-Serpent would instant-kill by contact if Mike were to jump to the forward block, but fortunately, that doesn't happen. It would have been potentially mean for the game developers to make that the punishment for using up their torches and not have something to snipe C-Serpent with. Of course, C-Serpent's double fireballs are consistently dodgeable with a forward jump, so the whole battle is simple hit-and-run with the Yoyo anyway.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement