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SOTN

764 bytes added, 09:26, 26 November 2023
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The Castlevania: Symphony of the Night aka SOTN speedruns focus on movement and efficient combat. Alucard, Richter and Maria have their own separate categories and unique playstyles. The runs feature heavy usage of many mobility-based special abilities with complex, fighting game style inputs. This wiki focuses mainly on the PSX, PSN and Xbox360 version of the game for Alucard and Richter and Sega Saturn for Maria. The Saturn and Dracula X Chronicles/Requiem versions of the game work differently and would be covered in separate pages that we will potentially make in the future and link as separate categories.
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== Information ==
:* '''[[SOTN/Categories| Categories]]'''
:* '''[[SOTN/Techniques| Techniques]]'''
 
== Other links ==
 
:* '''[https://www.speedrun.com/sotn Main Category Leaderboards]'''
:* '''[https://www.speedrun.com/sotnce Category Extension Leaderboards]'''
:* '''[https://discordapp.com/invite/wGMdDRG The Long Library Discord]'''
:* '''[https://www.sotn.io SOTN Randomizer]'''
:* '''[https://www.symphonyrando.fun/ SOTN Compendium]'''
:* '''[https://github.com/Xeeynamo/sotn-decomp/ SOTN Decompilation Project]'''
== Alucard ==
:''Main article [[SOTN Alucard| Alucard]]''
Alucard runs feature the most wide range of mechanics and playstyles as well as the most heavy use of varioius various glitches.=== Popular Alucard categories ===:*'''[[SOTN Alucard Any/Alucard_Any% NSC _NSC |Any% No Save CorruptionNSC]]''':*'''[[SOTN Alucard All Bosses /Alucard_All_Bosses | All Bosses]]''':*'''[[SOTN Alucard /Alucard_Glitchless_Any% | Glitchless ]]''':* '''[[SOTN/Alucard_Any%_Requiem | Glitchless Any%Requiem / DXC PAL ]]'''
== Richter ==
:''Main article [[SOTN Richter| Richter]]''
Richter runs start at full speed and never slow down. Very heavy in execution and extremely merciless due to his low hp.
=== Popular Richter categories ===:*'''[[SOTN Richter Any/Richter_Any%|Any%]]''':*'''[[SOTN Richter All Bosses /Richter_All_Bosses | All Bosses]]'''
== Maria ==
:''Main article [[SOTN Maria| Maria]]''
Played on the Sega Saturn. Categories are separated between emu and console due to significant differences in performance. Maria starts with all of her powers unlocked like Richter, but is much more resilient.
=== Popular Maria categories ===:*'''[[SOTN Maria Any/Maria_Any% _Emulator |Any%Emulator]]*[[SOTN Maria All Bosses | All Bosses]]'''
== Input Reader / Input Mechanics ==
*The game requires every direction of a motion to be inputted exactly, no input approximation is included in the engine. For example J+874126+J would result in a failed wingsmash due to the missing 3 diagonal.
*Special move inputs are non exclusive and can be buffered into each other or from other actions. For example a jump can be inserted into the airslash Blade Dash / Air Slash move input just before pressing attack: 823+jump+attack *Inputs for spells, Wing Smash and Richter special moves are buffered (stored) for 19 frames. You must press the next button in the required sequence within that time frame.
*Inputs are buffered/stored for 19 Tetra Spirit requires at least 32 frames or until 25 frames have passed since the button started being held. For example if you hold of charging up for 15 frames it will only be stored for another 9 frames in the motion for an airslash before you have to input down.
*After holding Gravity Boots have a direction for 29 shorter buffer window of 15 frames it stops being counted towards an input with the exception of some hold or charge moves.
*Typically Charge moves allow you to hold the first charge input as long as you want to before finishing the motion. *Spells require pressing the activation button at least one frame after completing the motion input.
*Some character states can ignore inputs or clear the input buffer entirely.
*Whenever Alucard transitions from a ground state to an air state, there is a 7 frame period where he retains some properties of ground state. He can walk, but still has falling speed, and can jump, allowing you to get an extra horizontal boost if a jump is too far to make normally.
*Black screens buffer one States when the game is frozen and doesn't progress logically also halt the inputcountdown timer*Blue doors buffer one input. *Level Up animation buffers one input ups, transition screens and halts buffer decay until the end of the animationmenu do that. Example: you You can do start a wing smash Wingsmash input half-way, hold inputs during freezeenter a screen transition or level up, then finish resume the input after the animationregaining control.
*Blue doors will allow you to buffer an action but not special moves.
== Timing ==
| Xbox 360 XBLA EU || ~60 ||
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| psxjin|| ~60 || |-| Bizhawk Audio Throtle || ~60 |||-| Bizhawk Clock Throttle / Mednafen || ~59.29 ||
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| PlayStation NTSC|| ~59.29 ||
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| PSP PSN || unconfirmed ||
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| Requiem || unconfirmed ||
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| Mobile|| unconfirmed ||
|}
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