Thursday, July 6, 2023

Super Metroid, Low% Glitchless

I've often been interested in the idea of game runs that collect a minimum amount of items.

A couple of years ago, in the spirit of getting all endings on Metroid Zero mission and simultaneously testing some limits of the game, I decided to do a minimum percent run on the game, finishing it with 9%. I then did the same thing on Hard mode, but with 10% (Hard Mode gives you fewer missiles, which ends up requiring you to pick up an extra missile pack or alternate item to clear one late-game room).

I enjoyed it enough that I decided to do the same thing for Fusion. Main powerups don't count to the percentage in that game (and aren't avoidable anyway), so I finished it with 1% (there's a missile pack that can't be avoided without exploiting some kind of glitch).

I made aspirations to do the same thing on earlier Metroid games, but I ran out of steam.

When this year's first Nintendo Direct had multiple old Metroid games announced for the Switch, I felt inspired to resume it.

I discovered that Metroid I was beatable with just morph ball, bombs, ice beam, and a single missile pack (but you also get bonus missiles from the bosses in that game), and it was far easier than 10-year old me would ever have guessed.

Metroid II is beatable with just bombs, the ice beam, and a single energy tank. Also, you need to either utilize a technique that allows you to jump in midair after coming out of morph-ball, or else pick up either the high jump or the space jump, to escape certain vertical shafts. The former technique may or may not be a glitch, so I did it both ways. The initial compliment of 30 missiles is enough to beat all the Metroids in the game except the Queen. But the queen can be killed with a small number of missiles and 5 bombs, laid in her belly. The caveat there is that you take unavoidable damage in the belly, around 30 energy a pop. So beating her at low missile capacity requires an energy tank.

The Omega Metroids and more particularly the Queen definitely took some practice, but I was able to do it. The Omega Metroids were a little harder because I didn't collect the extra energy tank until I needed it, but the Queen was predictably the real challenge of the run. I was grateful to do it on NSO, where I could practice with save states (though of course those were only for practice and disallowed for the actual run).

That brings me to the big one: Super Metroid. I have discovered that it's on a whole different level for this type of challenge, and I've been working on it for months now. I think I may finally be approaching the end.

The big sticking point for me has been a true minimalist approach: I'm generally not picking up items until they're strictly necessary...with one caveat so far. I've read over and over again that getting through the Zebetites and Mother Brain requires 3 energy tanks, 2 missile packs, 2 super missile packs, and 1 more pack of either missiles or super missiles. But I'm trying to do as much as I can with no energy tanks, just 5 missiles, and just 5 super missiles.

Most of the run was pretty straightforward. Even though you have to pick up a super missile pack early on, I've found most of the bosses are handily beaten without using them, picking up regular missile refills that the bosses drop. Even Draygon, whom I feared in my youth, is not that hard to beat that way.

Here's the caveat: I wanted to see how long I could go without the charge beam, and discovered that Botwoon, who doesn't drop refills, couldn't be beat with just 5 missiles and 5 super missiles. You do eventually have to pick up extras of each, so I decided to grab an extra super missile pack instead of the charge beam. But in the spirit of minimalism, I've been trying to do the rest assuming I only had 5 super missiles.

After beating Draygon, I did pick up the charge beam, because I had thankfully read that it's required for low percent on Ridley.

The first roadblock I found was just getting into lower Norfair with no Space Jump. My research only turned up one method without using glitches, and that's bomb jumping. But the fire-breathing statues in the room seem almost clearly designed to prevent that option. It's still possible. You can position yourself so that you only need to deal with one of them, at the very top of the room. But it takes a pretty fair degree of precision to time your bombs in a way that misses his fireballs. It took me a few weeks of practice, after which I foolishly believed the rest would be all downhill.

Well, as it turns out, that was nothing compared to Ridley himself.

Ridley, under minimum conditions, is many times more difficult than any other Metroid boss I've fought under minimum conditions. It's not even close. I definitely had the sense of biting off more than I could chew.

Perhaps the biggest obstacle in fighting him is his sheer amount of health. With just the charge beam, it would take 300 hits to kill him. So much of the fight is just a test of endurance.

But he's also tough. He's fast-moving, and he's relatively unpredictable. He's also difficult to follow due to his ability to fly off the screen. And at 99 health, he can kill you in as little as 3 or 4 hits.

Thankfully, do to this game's popularity for speedrunners, I was able to find quite a bit in the way of resources for how to approach the fight. With a lot of research and nearly two-months worth of practice, I'm on the verge of finally being able to beat him.

Ridley has a fairly complicated AI compared to most Metroid bosses, but there are ways to exploit it. The basic strategy is that, while he's doing pogo bounces on his tail, he's not too hard to avoid, and there's a mostly safe spot on the far left of the platform if (and only if) he's facing left while he's bouncing.

The other basic part is that some of his AI routines actually depend on whether Samus is spin-jumping or not, and breaking out of a spin jump in just the right circumstances forces him into starting a pogo-jump pattern, while simultaneously causing him to turn around if he's already in such a pattern and you're behind him.

You have to be roughly at Ridley's height when you break your spin, and it doesn't work (and will often get you hit) if he just finished a pogo sequence and is already repositioning himself for the next one. It also doesn't seem to work if Ridley is too close to the same screen edge you're on, and it's sometimes hard to tell exactly where that cutoff is.

But Ridley has so, so many subtleties to his AI. Even knowing the basic strategy, it takes a large amount of practice to get a good feel for every type of attack Ridley can throw at you. And some of his attacks take a fair amount of precise maneuvering to avoid. Higher skilled players than myself could comment better, but I'm really not sure it's always possible to avoid him at all.

And he speeds up 3 times during the fight. During the last two parts, I'm really not sure that even a skilled player can avoid damage indefinitely. Thankfully (with save state practice), I've developed a method that allows me to finish the fight relatively fast at that point. But I've yet to be able to do it from a save.

I had early on entertained trying to beat Ridley with just the charge beam, but I abandoned that idea long ago.

I divide the fight into four major phases. At the beginning of the fight, Ridley does nothing but pogo jumps as long as you stay near the ground. It's the easiest part of the fight. It took me weeks of practice to even be able to finish that part, but I can often do it now without taking damage. The most dangerous part for me is positioning myself in morph ball mode to roll under him. Most of the time it's pretty simple, but with his variance in horizontal and vertical distance there are still times he can trap you if you're not positioned well and reacting quickly.

The other dangerous part, which happens all through the fight, is when he pogos backwards off the left edge of the platform. He'll do this if you try and turn him around too far to the left. He also often does it later on in the fight if you start him pogoing right after he finishes a leftward swoop. And sometimes he just randomly does it while pogoing right just to spite you.

It's dangerous because of his fireballs. Usually they'll go over you when he's bouncing and you're close to him. But if he's too far left or right, they may hit the floor and you have to jump over it. But if he's far left and his tail is in the lava, his fireballs can hit you whether they hit the ground or not.

You can avoid damage by spin-jumping with a charge shot (being careful not to land on fire that hits the floor), but spin jumping also affects his AI, and when he's that far left something seems to tend to keep him repeating that backward pogo jump into the fire. I've gotten pretty good at avoiding damage until he breaks out of his cycle, and I usually seem to be able to "get" him back to normal by varying my jumps just right. But I can't ever tell if it's from anything I did or if it's just random. Especially when he speeds up, this seems to be one of my likeliest places to take damage. (Thankfully, his fire actually does less damage than hitting Ridley himself).

I'm not sure if breaking spin at that point can have a beneficial effect, but it does leave you vulnerable to his fire. I try it when I think I'll be safe, but it's hard to tell if it has an effect.

The first phase of the fight ends after hitting him with 60 charge shots. (Here is one big difference between myself and most of the videos I watch; most videos have people equipped with the ice-beam which does 50% more damage.) After that, he starts randomly rising off the top of the screen to swoop at you.

The first thing it learning to recognize when he's actually going up to swoop and when he's just bouncing high. You have to watch him very carefully every time he's nearing the end of a pogo phase. If he's just bouncing high, you can usually see just enough of him to tell if he's turning around. If he goes up high without turning around, he's getting ready to swoop.

To avoid the swoop, you have to wall-jump up the wall and then wall-jump over him. The timing is highly variable and he sometimes throws fireballs at the wall, which you can't see until you start jumping. Learning when to start charging is important, as well as the timing for avoiding fire that's already hit the wall. During the wall jump itself, you lose the invincibility, so there's a timing element that's very important here (I still really don't have this totally down). You also have to let go of the fire button when you start your spin jump. Otherwise it fires and breaks spin as soon as you wall-jump. But if you let go of the button, Samus will keep spinning when the wall-jump is finished, and not release the shot until you land or press the fire button.


Going up the wall is the other point where I sometimes take a hit that I didn't want to. He actually doesn't shoot fireballs, or shoots easily avoidable ones, more often than not. But sometimes he shoots them in a way I just can't see how to avoid, especially if he also starts his actual swoop very quickly.

Typically, after he swoops he then begins a dive to try and grab you. One of the best things I found in my research was a video about no-damage runs, showing how you can skip that dive every time by breaking a spin jump at his height. Instead of the dive, he'll either swoop again or start pogoing (usually the latter if the timing is right). Before I learned that, it was often difficult or impossible to tell what he was going to do after the grab attempt. But if you skip the grab attempt by spin jumping to his height and breaking it, because you're nearly at his height, you can almost always see if he's going to swoop or pogo (and if you miss it you can usually tell he's swooping if he takes more than a moment to reappear).

This second part of the fight takes 90 charge shots, and is a real test of endurance. I've gotten to a point where I can occasionally get past the first two phases without taking damage, but usually I've taken a few hits and often only have one hit left by this point. I'm not to the point where I clear this part every time, and I quite probably more often than I should if I take too much damage too early.

The end of that is actually the half-way point by damage, but it's really past that. The next part of the fight is exactly the same, except that he speeds up for the first time. All the same strategy applies. It seems like his horizontal pogoing distance is less variable from here on, so it's safer to move away if you don't see a good bounce, but the window on the good bounces is smaller due to the speed. It takes 60 charged shots to get through this phase of the fight. Despite the increased speed, he's still mostly manageable with the same strategy, as long as I can keep my head. But I'm not consistent damageless at all yet here. The saving grace is that this part is shorter than the previous phase.

Now for the last part. He has 5400 health left, he changes color again, and speeds up again. At this point, the strategies still mostly work, but it's now noticeably more difficult to avoid damage long-term.

However, with perfect execution, my remaining non-charge beam weapons are capable of dealing 5500 damage altogether. So with a bit of good luck, I'm right there.

I count my successful charge shots as I wait for him to do a swoop to the left. When he does one, on my way over him, I lay a power bomb near the middle of the screen. I then immediately do a wall jump off the right wall, and try to lay another power bomb in nearly the same place. I then repeat for the rest of my bombs.

It's entirely possible to hit him twice with each power bomb this way. But the bomb has to be placed just right. Ridley can be trapped between going towards the bomb (or you? I'm not quite sure) initially, then retreating from the bomb, in a way that often makes him take two hits from the bomb.

If all five bombs hit twice, then five missiles and five super missiles is enough to finish him. (Actually only 4 missiles and 5 super missiles, but it's easier to fire all five and the extra damage gives a buffer).

If any of the bombs misses (likely) then I've got to make it up with charge shots. I've usually already gotten a few off while waiting for a swoop. It's 3.33 charge shots, rounded up, for each power bomb hit that misses (and here that extra missile makes up some of that so I can often safely round down to 3 shots per missed bomb if I need to figure it quickly. In any case, I can fire off extra charge shots while waiting for opportune shots.

I want to wait until he's pogoing left to fire my missiles, and due to his speed I may need to do the missiles and super missiles on separate pogo sequences, depending on how far right he is when he starts bouncing.

The last trick is that Ridley doesn't die when his health is gone. He keeps fighting until he grabs you with a lunge attack. And he becomes a lot more unpredictable at this point.

Based off a recommendation from that endurance video, I usually save my last super missile until Ridley does a leftward swoop. Because he always (normally) does a lunge after a swoop, you can position yourself to fire the last shot and then let him grab you. It works most of the time, but sometimes he swings his tail in a way that blocks it.

In fact, what motivated me to finally write all this up is that this morning, for the first time, I did the whole fight up to that last super missile, but he blocked it with his tail. 

After months of practice, any improvement at all to my now-best run is victory. I only need one more successful hit than my current best run has done.

This has been quite the journey for me. It's possibly the most involved action-based game challenge I've ever done, and I wasn't sure when I started if it was going to be beyond me. But I've stubbornly persisted, and I'm close now. I'll post here when I finally finish. I'm eager to move beyond this when it's done.

7-10

I had quite the range of emotions on Saturday morning. I beat him. After two months of practice, I had an amazing run where I didn't take any damage at all until three charge shots before the final phase. The last phase went smoothly, and I won. Everyone in my house heard me cheering for joy.

But...I realized with a slight panic that I'd long since forgotten the need to practice and prepare the return path to the save, and I quickly realized it was less straightforward than the trip to Ridley.

I got all the way to the room before the save, and the Kihunter right outside the room ended up killing me.

I think everyone in my house heard me crying after that...

I'm not gonna shortcut it with save states, even though I know I did the hardest part. On the contrary, knowing I've already done the hardest part is just enough to let me know I can do it again. I've now planned out my return, and I'm confident I've figured out how to remove any significant random element there.

7-13 

I'm delighted and elated to say I did it last night.

I wasn't expecting too; I've been having very poor luck overall with the fight since my failure and I was feeling a little tired last night. But I decided to give it a try and surprised myself getting all the way to the end of the fight, even firing off the last Super Missile to get him to zero health--only to get hit by the tail he was swinging.

Encouraged by my best run since that big loss, I tried again. This time I did less well, taking a big hit in the second phase and dying in the third.

But I decided to round it out to three attempts. This time I took a small fireball hit relatively early, but I managed to keep my focus up anyway and found to my surprise and excitement that I hadn't taken any other hits even well into the third phase. I did my best to keep my nerves down as I successfully made it to the very last part.

He swooped almost immediately and I was able to start my power bombs. I managed to land eight out of ten hits, and I knew I needed to land a few more charge shots. He stayed relatively well behaved in the meantime. I think I took another fire hit, but somehow managed to still keep my nerve.

I still choked on one thing. I wasn't doing my mental math quickly enough, and I fired too many charge shots afterward. So when the opportunity came to fire off my five missiles and four super missiles, to save my last super for a swoop, I found to my alarm that my fourth Super Missile was enough to take him to zero health and trigger his new AI.

But then I had fortune smile on me. Instead of immediately going to the other end of the screen and spamming fireballs erratically, which is what he usually does when I get him to zero health prematurely, he moved up just a few tiles away and immediately lunged, grabbing me and ending the fight before I had any time to react to my mistake.

In all my practice sessions where I took all his health before a swoop, I'd only ever seen him do that once. I could barely process how lucky I felt.

I almost choked again on the way out. The second corridor on the way back is the first real danger spot I had identified before. I had determined the reliable way to get through it was to simply run across the bottom through the lava. It's nerve-racking, but in the time it takes to run across, it only deals around 50 damage with no real random element to it.

But, when I went to do it for real, I hit one of the two enemies hovering over the drop into it. I nearly panicked, and made it to other side with less than 20 energy left.

Thankfully, I was able to shove my panic down enough to realize that from the right side of that room I could refill everything safely, as long as I could stay calm and patient. I had to use charge shots to kill the purple enemies that jump from the ceiling, but they don't come onto that ledge if you don't do anything unusual to change their pattern.

I was able to avoid damage from the hopper enemies by using most of my power bombs on them. I don't know how to clear the right side of that room without taking small damage from the fire, but it's a tiny amount.

The Kihunter before the save point is what killed me before. At one point I had developed a reliable strategy for getting past him, back when I was still working on beating the Space Pirates before Ridley. But in my nervous state a few days ago I couldn't remember it well enough to execute it, tried something a little different, and messed it up.

This time I'd practiced my original strategy. The Kihunter actually doesn't spawn in front of the entrance; he starts on the level above it. But he drops down to it in the time it takes you to get back up there. Regardless of where the floors are, he always moves toward your horizontal position, and since you enter the room from the right he's already fallen to that corridor by the time you can get to it.

But, if you stay on the right side and move left at just the right time, it's possible to manipulate him in to jumping back up to his starting level. And if you stay toward the left, he won't fall back down, clearing the way to the save room. (Of course you can't stay left to go into the save room, but you should be able to see his location above you well enough to avoid him at that point.)

There's still a danger related to your field of view. When he's on the save room level, you can't see him without jumping, and even then you might miss him if he's hugging the ceiling. I seem to recall once where I mistakenly thought I'd succeeded in getting him to the top because I didn't see him in my jump, only to find him waiting for me when I moved left. I think that memory was a big contributor to me choking my first attempt out.

It's also possible for him to go up to the top level and still fall back down immediately after depending on your positioning.

But even those things are really only a risk if you try to rush it. You can jump multiple times to make sure he's not where he shouldn't be before you move left.

It took a minute or two to make him go up and stay up, but I was able to do it. And I'm thrilled. This has taken more effort than any other action-based challenge I've attempted.

Last night I went on to clear all the Metroids in Tourian. This morning, before getting myself up to the needed15%, I did a probing run using the Switch rewind to keep me alive. All this time I haven't really looked to heavily into the why of the required missile/super missile setup, but it didn't take at all long to understand most of it. There are no energy or missles drops in Tourian. I understood that was part of the reason before, but what I didn't totally connect before is that, while there's a missile station to refill your missiles, there's no way at all to refill your Super Missiles. And you can't backtrack at that point either; there's a point of no return.

One missile pack and one super missile pack isn't enough to get past all the Zebetites; if you only have one missile pack then two super missiles are needed for each Zebetite, and there are four of them. One extra expansion of either is enough to get you through the Zebetites.

So the rest of it is for Mother Brain. From all I've read, you need either two missile packs and three super missile packs, or three missile packs and two super missile packs, to defeat all the Zeebetites and Mother Brain. I can see that if you have three missile packs, then you don't need Super Missiles for the Zeebetites. But you'll have to use at least four super missiles on them if you only have two missile packs.

I've set myself to try it with two missile packs and three super missile packs. I grabbed two energy tanks and one reserve tank, which as I understand should be enough to survive Mother Brain's hyper beam attack. I got the last save and beat the first Zebetite, but that's as far as time allowed me this morning. I'll see this evening just what the final fight will end up requiring of me.

7-17

It feels like it's been more than four days since I started this; maybe that's an indication that I've been playing it too much.

Mother Brain is definitely not on the same level as Ridley, but is still definitely a cut above everything else in the game as far as difficulty in these circumstances.

Quick note: online sources say that you need either 2 missile packs and 3 super missile packs, or 3 missile packs and 2 missile packs. However, I saw one single source that said 4 missile packs would work (and that seems logical to me), and, though I haven't read this online, unless I'm having a massive brain burp in my analysis, I think 1 missile pack and 4 super missile packs should work also.

Edit: I'd left a copied save before collecting the extra missile packs so I could come back to investigate this, and eventually did. I don't know where I read that either combination of 4/1 would work, but as near as I can tell both come up exactly one missile short. 

The first six shots of any kind don't damage Mother Brain and only break the glass, and it's exactly six shots regardless of which you use (so obviously regular missiles are optimal there). With the 4/1 combo, you get 6 missiles to break the glass, then 14 missiles and 5 super missiles for damage. Missiles do 100, supers do 300, so you deal 2900 damage, just 100 shy of what you need.

With the 1/4 combo, it appears to work on paper. You need (2) supers for each Zebetite, so you have 12 left for Mother Brain. 5 missiles and 1 super missile to break the glass, then 11 super missiles is enough to drain all her health with one left over. The catch here is that draining her health is not the only win condition. You also need to finish breaking the jar. Hits on Mother Brain through the glass count towards breaking this, but it takes 18 hits regardless of missile type to fully break it, including those first 6. So even though you can drain her health with 10 super missiles, you still need a minimum of 2 more successful shots to win, and you again come up one missile short. End Edit.

Basically, that's what's needed to get through the Zebetites and Mother Brain's first form. You can refill your missiles as many times as you need, but there's no way to refill Super Missiles. If you have enough missiles to kill the Zebetites, you'll have a lower maximum of Super Missiles to use against Mother Brain. If you have lower missiles and more maximum Super Missiles, you'll have to use some Super Missiles on the Zebetites and will consequently have fewer available for Mother Brain. It seems to balance out to where you'll have almost none of either by the time you beat Mother Brain's first form.

Also, there seems to be a discrepancy in my math. Sources say Mother Brain has 3,000 health, and the first six missiles of either type against the glass won't take her health away. By my calculations, if I start firing everything I have left and don't miss (4 missiles and 10 super missiles), I should end the fight with one super missile left. And one guide I've referenced on Gamefaqs says that's what I should be left with on my current setup. But, if I don't miss, I always have two super missiles left. I don't know what the deal is. 

(Edit: I found my discrepancy; and of course it was something dumb. It's my starting values; they weren't 4 and 10, they were 4 and 11. Not sure why I was trying to use the former; maybe mentally I was shifting from the 15/10 calculation without changing the 10. You should have 2 missiles left over; the Gamefaqs guide is wrong here. It does, however, have the correct leftover value for the 15/10 scenario.)

In any case, once the Zebetites are gone, it only takes a minute or so to get through the room and get through Mother Brain's first form. Consequently, I have not relied much at all on save states for practice. I can usually finish that room with 70+ health remaining, but I've gotten to where I usually reset if it's less than 80. I'm increasingly able to get through with 90+ health, with a handful of perfect 99's in there from time to time. Although, from a practical standpoint, I dont think anything above 91 actually matters as there's nothing that can damage you for less than 20 health. Most of Mother Brain's attacks do multiples of 20 damage, but there's one that does 30. If not for that attack, any energy above 81 wouldn't matter.

Actually, since I wrote that last paragraph in stream of conscious, I should clarify that I've got two energy tanks and a reserve tank behind those. I still have to treat the fight as though it runs from 1-99; if I go below that I can keep fighting for practice, but Mother Brain's final unavoidable attack is unsurvivable if those energy/reserve tanks aren't full (or even, I think, if they're evenly full with zero energy displayed).

I've run the fight too many times in the last several days, and I've gotten pretty decent at it. Mother Brain's AI is pretty basic, and most of her attacks are pretty avoidable. But there's just enough randomness to it that, with a health bar as high as Ridley's, it's hard to finish the whole fight without taking damage. And her blue ring attack damages you even if you're flashing from damage. If it hits you just right you take damage from all four rings for 80 damage, and she can fire it at just the right time to make it virtually unavoidable.

The challenge all but requires you to focus on two different parts of the screen at the same time, which is the biggest adjustment factor for me. You have to watch the bombs she drops so that you know when to jump to avoid them. But you also can't take your eyes off her mouth, or else you won't be able to react consistently in time to her ring attack. Focusing too much on either gives me a guaranteed hit. Thankfully, the bombs have a consistent timing and cadence to them once released, so it becomes easier over time to not watch them as closely.

You also have to learn not to jump too high, except for when blue rings are coming at you. High jumps will randomly get you hit by a laser. Unfortunately, she sometimes releases her blue rings immediately as you commit to a certain jump height, which is what makes them sometimes unavoidable.

It's almost essential to keep an accurate shot count in the fight, because when she drops below a quarter of her max health she abruptly changes AI to start spamming a rather devastating attack, with almost no warning. She doesn't change color like Ridley. She gives a rather quick visual clue half a second before her attack. The attack she spams does 100 damage minimum, so it's an automatic loss if it hits you. It's fairly easy to avoid, but you pretty much have to be expecting it.

I almost got it yesterday at one point. I was within about 25 charge shots of winning when someone around my attempted to get my attention and my concentration broke.

This morning, I did some manipulation to give me a test run on the final part of the fight and escape sequence. I'd figured from past experience that they wouldn't give me too much grief, but I realized yesterday I hadn't factored the lack of a space jump into that experience. But when I tried it this morning, even without the space jump and with notable fumbling, I finished with over 30 seconds left even after saving the critters, and less than half my health gone. It looks like the end is not going to be a problem.

So I may finish this any day now. I'm trying to cut back to three attempts per sit-down with my Switch. I think I'll have this licked pretty soon.

7-18

I did four tries this morning. I came close to the fireball stage on the first try, and got there on the next two. It's the best consistency I've had so far.

Even if you account for the randomness of the rings, I can usually take four hits from full health and still be in the running, and that seems to be getting more and more common for me. It's less if any of those hits are from the eye laser (although if I start over 91, even that attack gets included in my buffer. The trick here is that the rings can do up to four hits at the same time if they hit just right.

Now that I have a bit more experience with the fireballs (I've heard this referred to as hand beam and redbeam in different sources online) I realize that the consistency I thought I'd have based on early runs was misleading. It's easy to time spin jumps to avoid taking damage from the fireballs, but the thing that messes me up is that she still fires those rings at random times. And if I'm setting myself up to dodge  or spin through the fireballs, I occasionally put myself right in the line of fire of the rings. I haven't figured out a consistent way to avoid this. Part of it, I'm sure, is that it's hard to watch Mother Brain's mouth while I'm focused on the fireballs.

I watched one video showing how to avoid the beam and fire back without leaving the ground, and I think I want to give it a try if it seems like something I can do consistently. It involves standing fairly near Mother Brain until just before the shot, then moving to the right to avoid the attack and back again to repeat.

If I can just get consistency on that last part, I'll clinch this.

07-19

Finished it last night, on I think either my third or fourth attempt.

I ended up not using the ground strategy for the fireball portion, as Mother Brain still occasionally fires rings even then. I'd stand just a little away from the wall, fire two charge shots, then spin jump (charged) toward the wall, while carefully watching Mother Brain's mouth.

I had a couple of close calls, but managed to avoid damage throughout the whole portion. That was good, too, because I think one hit from anything would have dropped me below for that part. Actually, I think I took my four hits rather early in the fight, and had thought this was going to be a throwaway one.

When I saw Mother Brain begin charging her hyper beam attack, I was ecstatic. But I had to pause the game. I knew my nerves were high, but it manifested itself in a stronger physical way than I'm used to. My hands felt like pins and needles, like I'd been sleeping on my arms wrong and my hands had fallen asleep but were now coming back. I've never experienced anything like that before, other than actually having my hands fall asleep from leaning on my arm just wrong.

Anyway, a few minutes later, it had calmed and I resumed. I screwed up the shinespark shortcut, and then accidentally went down in the next room instead of up. I started to panic from making such stupid mistakes under pressure. However, I pulled it together and ended with almost the same time left I had in my practice run yesterday, even after saving the critters. There's so much room for error in the escape.

I also have a speedrun on the docket for this game. And, I was going to research the legitimacy of a 100% glitchless best ending run; I think I've read that it's possible but I'm not wholly sure. However, I also feel like I need to take a break from this game for a bit.

8/9 I finished the above run. Not only is it possible, it wasn't even particularly hard. I think my final time was 1:48, well over an hour to spare, even after making some significant blunders that cost me probably 15 minutes.

I don't think I've ever beat this game at 100% in less than five or six hours, which is why I was skeptical of how fast I could do it. It just goes to show that I typically spend a lot more time than I think I do just mucking about.

I also did some analysis on the missile requirements for the 15% run, which I've added into two edits above, each marked with (Edit).

I'm done with this game for now, I think. I was going to move on to replays of Metroid: Samus Returns. But my New Nintendo 3DS, which I got brand new just a few years ago to replace my broken old 3DS, is not working and the local repair shop can't fix it.

Monday, July 3, 2023

Dragon Slayer

 Okay, after finishing Panoramah Toh, I finally took a deep dive into Dragon Slayer.

First thing's first. Panoramah Toh is not actually an predecessor of this game, in my opinion, in any sense other than that it happened to have been written by the same person. Beyond that, there's almost nothing in common.

By all accounts, Dragon Slayer is the first real action RPG. It's a very rudimentary game (actually even more so than Panoramah Toh), but it has a certain addictive quality once you get the hang of it.

I'd like to get one thing out of the way. I'm not totally comfortable playing games via unofficial emulation, but have still done it in cases like Panorama Toh where there's no discernible hope if it ever being playable to me otherwise. I had started out with the same reasoning for Dragon Slayer, only to discover later, almost by accident, that I was quite wrong.

One page I was reading about Dragon Slayer casually mentioned something called Project Egg. After a little research, I discovered that it's a Japanese storefront, similar in principle to GOG.com, that offers an officially sanctioned way to play a plethora of old Japanese computer games, including most of the games that Nihon Falcom built its reputation on (though not Panorama Toh, in this case). There's a small catch; in addition to the purchase fee for the games there's a subscription fee for the site. But reportedly you can still play the games you've bought even if your subsciption lapses, though they won't offer support if you need it then.

Via this site, I was actually able to purchase the original Dragon Slayer. In fact, there were two major versions of the game and both are available, and I could play both of them. This also helped to resolve some ambiguity as to the nature of the ROM I had actually downloaded before (which seems to have been version 2.0 rather than 1.1, which is what I would have preferred to start with. It also resolved a question I had about whether my emulator was running the game too fast (it definitely was!). As a huge bonus, I could also download a PDF of the original game manual!

So, on to the game itself. I've mostly been playing the 1.1 version so far, and it's possible that some of what I say below might be exclusive to that version.

It's a very simple game overall, but there's a learning curve to it. If you had the manual and could read Japanese, that learning curve would undoubtedly be smaller.

The game world is one of the most basic structures I've ever seen in an RPG. There are no towns or castles or anything. There are no NPC's in this game besides the monsters you fight. The world is not super large; you can traverse the whole horizontal and vertical axes of the map in minutes. Covering everything will take longer, but even that isn't super long once you learn and develop your toolset. There are hard boundaries on the north and south of the map, but the east-west axis wraps around on itself. You can initially move in four directions, but once you gain enough EXP you can also move diagonally.

The locations of note are the house you start with, (which, importantly, can be moved), various gravestones from which monsters spawn, various portals that transport you between themselves in sequence, tons and tons of treasure chests, and most importantly, an eponymous three-headed dragon stationed somewhere on the map. The objective of the game is to slay this dragon and take the crowns he hoards back to your house. 

Once you do, you can repeat the process on a different map. Nothing carries over; it's effectively just replaying the game with different obstacles and treasures available. There are, apparently, 10 maps in the 1.1 version of the game, and 20 in the 2.0 version. I've only played the first two so far, without finishing the second yet. The second map has secondary "houses" whose effect is to teleport you to the location of your actual house.

But the dragon is to strong to fight until you grow your stats high enough. The basic gameplay loop is essentially a large grind until you are able to defeat the dragon. It's simple, sometimes very tedious-feeling, but also surprisingly addicting.

When you start the game, you are unarmed, and your first task is to find a sword. There's actually one visible on the starting screen, but it's behind a wall and you have to be creative to get it.

There are actually various swords scattered through the map. It's kind of up to the player to decide how to go about getting one. I found a quick, easy way to use a ring to get the one you see at the beginning, but I've seen various alternate recommendations online.

Collecting more than one sword has no additional effect.

Your house is incredibly important. Going there will refill your health, to either exactly 1,000 or to your current experience total, whichever is higher. If you have any coins, you also trade them in for health and if you have power stones, you can deposit them to increase your strength.

There are four other items scattered through the map that you will want to make use of. The most important are the power stones. These look kind of like little snowflakes. I couldn't figure out what these were for right off (although if I'd had the manual right off I'd have been able to figure it out). Grab these and bring them back to your house; each one increases your strength by, I think, 2500. This is the single most important part of the gameplay after picking up the sword at the beginning.

At first, I thought these were spawning randomly on the map, but that's not the case. There's a set number right from the get-go that doesn't change, but there's a ghost that flies around that randomly moves them to other locations. On my first almost-successful run through the game, I discovered that the limited number of power stones can actually make the map unwinnable if you have enough bad luck against a certain enemy--more on that later.

A very useful early-game item is the cross. If you carry it, you become invulnerable to monster attacks, although you can't attack back either. This can be very useful for searching out a sword at the beginning. The catch: you can get stuck between monsters in a way that leaves you alive but unable to move, effectively soft-locking you. Although, I found that if you drop the cross and pick it up again, it often causes the enemy to move away from you briefly, which can sometimes be used to avoid being trapped.

Another item that I realized the importance of belatedly is the ring. It lets you move walls, giving you access to treasure you might not otherwise be able to get to. That becomes less important as you eventually gain the abililty to destroy walls, but even then you can move them strategically to keep enemies away (you can even block off spawn points if you want to take the time).

But, even more important than all that is the ability to move your house. Since you only realize the effect of power stones from returning them there, you need to move your house to where the power stones are to keep the game from getting too tedious. This also helps keep you safe if you start running into monsters that are stronger than you.

There are various magic potions scattered around. Each one of these adds to your magic power by one. There are far, far more of these than you will ever need, but you will definitely want to collect a good number of these. I didn't experiment enough with the magic my first time through, because I didn't understand the system, but it's very useful. (Maybe most critically, you actually need magic power to save your game!)

The coins scattered throughout the map are useful early on, when you're still very weak, but their importance seems to drop off dramatically once you get some experience points behind you. You take the coins to your home to exchange them for HP. But even without coins, you will still gain enough HP to match your current EXP, so the coin effect becomes comparably small over time.

Lastly, there are keys. You want to find and keep one of these nearby at all times. You need to use them to open the chests you see laying around. Many of the power stones are in the chests, I don't think there's enough outside of chests to get you to victory (though that could vary by map, I suppose).

I guess there's one more thing: not an item per se, but a skeleton that attaches itself to you if you walk over or near it. It's a curse that keeps you from using any magic. You can get rid of it by walking into your house or a teleporter. I've also heard that walking over crosses destroys it, but I don't think that works in version 1.1.

Any item on the map, as well as any item you're carrying (except the sword) can be stolen and moved to a new location by a ghost).

So, then we get to the enemies. Combat involves walking into a space that is occupied by an enemy. You then damage them based on the difference between your strength and their defense. If your strength is lower than their defense, or if you don't have a sword yet, you do 10 damage (except, it seems, for the 3-headed dragon, which is invulnerable until your strength exceeds its defense).

The same is true in reverse, but your own defense is equivalent to your EXP total. The HP you gain from going to your house also increases with your EXP total. So your survivability directly ramps up as your EXP increases. 

Typically, each time you kill an enemy, a higher level enemy will spawn at the nearest grave. Although it's tempting to grind against the strongest enemies you can survive, this mechanic makes it advantageous to hunt for weaker enemies, at least until you can get enough power stones behind you to increase your strength.

Some enemies, instead of dealing damage, will actually lower your magic power, your experience, or worst of all, your strength.

That last one creates a bottleneck in the game play. There's an enemy, with red and black coloring, that looks like of like a cloaked vampire or something, that lowers your strength when you attack them. It's extremely advantageous not to let this enemy spawn until your strength is high enough to kill it in one hit. Since power stones are limited in number, enough hits from this enemy can make the map unwinnable.

But, even if you do happen to spawn more of them, they can still be dealt with safely using magic.

That brings me to the last major gameplay element. Once you have a potion and a certain amount of EXP, you can start casting spells. Each spell seems to unlock at a certain EXP threshold. Interestingly, saving your game is also a spell, and seems to be one of the last ones to unlock.

There are two ways to cast spells. You can press Return for a menu, which you cycle through with Space and select from with Return again. Or you can use a keyboard shortcut; the game's intro shows you a list.

Basically, the danger level in the early game drops off considerably once you learn some magic. The jump spell moves you randomly to another part of the map, so if you ever find yourself trapped and/or about to die you can quickly escape. The Return spell does even better by taking you directly to your house (was this an inspiration for the Dragon Quest spell?).

There's a spell to break walls, and anther to "kick" walls down the path, which negates the need for a ring to reach many treasure rooms. I think the former doesn't even actually take any magic power to use.

There's a spell that lets you see a larger view of the map. I think it covers the entire east-west distance, but not the north-south, and it's a great way to zero in on treasure troves or the likely location of the 3-headed dragon.

There's also a Fly spell, last to be unlocked if I recall, that lets you fly around unimpeded by walls and monsters for a limited time, which is great for finding pretty much anything you might be looking for, such as a stolen key, a loose power stone, the dragon, or a crown. It's also an option, along with Return, for quickly getting to power stones far from your house.

Then, there are two spells for dealing with enemies. One is a freeze spell, which permanently freezes the target. This is fantastic if you accidentally spawn the strength-draining enemy too early. It also lets you safely kill enemies with high strength relative to your exp.

The other is the flash spell, which freezes everything on the screen for a short time, letting you get out of a tight spot if you get nearly surrounded by strong enemies.

Lastly is the save/reload feature. This is interesting, and different than anything I've seen. You can't save until you get enough experience points. And even then, when you actually load the save, there is actually an EXP penalty! I'm not sure if it's a percentage or a set amount; I've read both online, but it's there. It's not too big a deal as, once your strength is high enough, EXP comes pretty easily. But it's there.

But it's strange that Restoring also costs MP. That one doesn't require EXP, but if you close out the program and reload, you have to find a potion before you can restore your previous game!

Well, that's about it. The dragon appears invulnerable until you have 350,000 strength. But once you exceed that, it only takes one hit for each of his three heads. You have to attack the heads; the tail will knock you back to your house. You might get burned if you attack the head, and you might lose a lot of health depending on your EXP. But, as near as I can tell, this game actually has some programming that keeps anything from killing you in one hit from full health. So you should be able to beat each head regardless of your current EXP.

It's not over yet once you beat him. Once he's dead, the four crowns he's hoarding get scattered  randomly across the map, and you have to find them and return them to your house (the Fly spell is great for this). But your house also gets moved back to its original location and four graves spawn immediately around it, spawning swarms of enemies rapidly.

Also, magic (at least not Return) doesn't seem to work while holding a crown, so you have to cut your way through these swarms of enemies to return the crown. If your EXP was low when you beat the dragon, this part might be very hard. You might have to drop the crown and use your magic to safely restore your health at your house. But your EXP should go up quickly now as you have all these enemies at hand.

There's at least one enemy that takes more strength to significantly damage than even the dragon. It's a warrior with a shield, who looks surprisingly like Link from the NES game Zelda II. I didn't face him on the first map, but I read elsewhere that there may not be enough power stones on the entire first map to pass his defense (but there's enough on the second map for sure). He also has very high strength, so if he spawns here you might need magic to get past him. There aren't any enemies stronger than him; if you beat him a skeleton spawns to start the cycle over.

I discovered yesterday that strength can't go past around 650,000, and if you try it will actually, catastrophically, wrap around back to around 1,000. I read elsewhere that the same thing happens with experience. So there's not really any reason to prolong the game once you can beat the strongest monsters (and that's not even a necessity by any means).

So, that's pretty much it. The game is a combination of exploring and grinding, where the treasure you find from exploring is actually the more important part of the grind. It's simple, more rudimentary than I'd expected. But it's also surprisingly addictive. I could see a clone or port of this game being well-suited for casual play on a modern smartphone.

I want to dive into version 2.0 a little bit more. There doesn't seem to be a good "version difference" reference online. Some that I've read and/or experienced:

-Starting stats are different, as are experience totals from beating enemies. I believe some enemies have different stats.

-In 2.0, crosses on the ground act as barriers for enemies, and also reportedly destroy the skeleton curse that keeps you from using magic.

-Instead of four graves around your house, monsters spawn directly from your house after beating the dragon.

I'm sure there are more. If I find them, I'll write them here.

I've also read, apparently incorrectly, that the graphics were changed for version 2.0. This doesn't seem to be true, but there was another version of this game after 2.0 that changed the main character graphics and added some maps. I think this was called the "Login" version or something like that.

The last thing I'll type here is that I tried out the first parts of Xanadu, which by all accounts is the sequel to this game (although the game itself and its documentation seem strangely devoid of any reference to that). Based on first impressions, it looks like a completely different type of game from Dragon Slayer, rather than an evolution it. It also looks a lot more advanced. It may well be the true jumping-off point for future action RPG's.