Difference between revisions of "SOTN"

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The Castlevania: Symphony of the Night( or simply 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.
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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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<!-- {| class="wikitable"
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!colspan="4"|Upcoming Marathon Runs
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|-
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!Runner
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!Date
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!Category
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!Event
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|-
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|style="background-color:#252525;"|Aldriel
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|style="background-color:#252525;"|Friday, 3rd August 2018
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|style="background-color:#252525;"|Alucard All Bosses
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|style="background-color:#252525;"|https://www.speedrun.com/sgus2018/schedule
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|} -->
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== Information ==
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:* '''[[SOTN/Categories| Categories]]'''
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:* '''[[SOTN/Techniques| Techniques]]'''
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== Other links ==
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:* '''[https://www.speedrun.com/sotn Main Category Leaderboards]'''
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:* '''[https://www.speedrun.com/sotnce Category Extension Leaderboards]'''
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:* '''[https://discordapp.com/invite/wGMdDRG The Long Library Discord]'''
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:* '''[https://www.sotn.io SOTN Randomizer]'''
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:* '''[https://www.symphonyrando.fun/ SOTN Compendium]'''
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:* '''[https://github.com/Xeeynamo/sotn-decomp/ SOTN Decompilation Project]'''
  
 
== Alucard ==
 
== Alucard ==
 
:''Main article [[SOTN Alucard| 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 glitches.
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Alucard runs feature the most wide range of mechanics and playstyles as well as the most heavy use of various glitches.
=== categories ===
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=== Popular Alucard categories ===
*[[SOTN Alucard Any% NSC |Any% No Save Corruption]]
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:* '''[[SOTN/Alucard_Any%_NSC | Any% NSC]]'''
*[[SOTN Alucard All Bosses | All Bosses]]
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:* '''[[SOTN/Alucard_All_Bosses | All Bosses]]'''
*[[SOTN Alucard Glitchless | Glitchless Any%]]
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:* '''[[SOTN/Alucard_Glitchless_Any% | Glitchless ]]'''
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:* '''[[SOTN/Alucard_Any%_Requiem | Any% Requiem / DXC PAL ]]'''
  
 
== Richter ==
 
== Richter ==
 
:''Main article [[SOTN Richter| 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.
 
Richter runs start at full speed and never slow down. Very heavy in execution and extremely merciless due to his low hp.
=== categories ===
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=== Popular Richter categories ===
*[[SOTN Richter Any%|Any%]]
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:* '''[[SOTN/Richter_Any% | Any% ]]'''
*[[SOTN Richter All Bosses | All Bosses]]
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:* '''[[SOTN/Richter_All_Bosses | All Bosses ]]'''
  
 
== Maria ==
 
== Maria ==
 
:''Main article [[SOTN Maria| 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.  
 
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.  
=== categories ===
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=== Popular Maria categories ===
*[[SOTN Maria Any% |Any%]]
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:* '''[[SOTN/Maria_Any%_Emulator | Any% Emulator]]'''
*[[SOTN Maria All Bosses | All Bosses]]
 
  
== Input Reader ==
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== 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. An exception is the summon spirit spell, which works if you simply return to neutral after pressing the back direction instead of pressing forward.
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*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 move input just before pressing attack: 823+jump+attack
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*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 Blade Dash / Air Slash move input just before pressing attack: 823+jump+attack
  
*Inputs are buffered/stored for 19 frames or until 25 frames have passed since the button started being held. For example if you hold 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.
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*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.
  
*After holding a direction for 29 frames it stops being counted towards an input with the exception of some hold or charge moves.
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*Tetra Spirit requires at least 32 frames of charging up.
  
*Typically moves require pressing the activation button at least one frame after completing the motion input.
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*Gravity Boots have a shorter buffer window of 15 frames.
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*Charge moves allow you to hold the first charge input as long as you want to before finishing the motion.
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*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.
 
*Some character states can ignore inputs or clear the input buffer entirely.
  
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*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.
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*States when the game is frozen and doesn't progress logically also halt the input countdown timer. Level ups, transition screens and the menu do that. Example: You can start a Wingsmash input, enter a screen transition or level up, then resume the input after regaining control.
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*Blue doors will allow you to buffer an action but not special moves.
 
== Timing ==
 
== Timing ==
  
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! scope="col" width="250" | Platform
 
! scope="col" width="250" | Platform
 
! scope="col" width="90" | Frame Rate
 
! scope="col" width="90" | Frame Rate
! Notes
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! colspan="2" |Notes
 
|-
 
|-
| Xbox 360 XBLA NA || ~59.94 ||Some console models seem to lose additional time, we have not confirmed why yet. Significantly faster loading times. Playing while online causes lag due to xbla time attack leaderboards. No texture mapping glitches. No third outer wall warp glitch.
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| Xbox 360 XBLA NA || ~59.94 ||Some console models seem to lose additional time, we have not confirmed why yet.  
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|rowspan="2"|Significantly faster loading times. Playing while online causes lag due to xbla time attack leaderboards. No texture mapping glitches. No third outer wall warp glitch.
 
|-
 
|-
| Xbox 360 XBLA EU || ~60 ||Significantly faster loading times. Playing while online causes lag due to xbla time attack leaderboards. No texture mapping glitches. No third outer wall warp glitch.
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| Xbox 360 XBLA EU || ~60 ||
 
|-
 
|-
| psxjin|| ~60 ||
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| Bizhawk / Mednafen || ~59.29 ||  
|-
 
| Bizhawk Audio Throtle || ~60 ||
 
|-
 
| Bizhawk Clock Throttle || ~59.29 ||  
 
 
|-
 
|-
 
| PlayStation NTSC|| ~59.29 ||
 
| PlayStation NTSC|| ~59.29 ||
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|-
 
|-
 
| PSP PSN || unconfirmed  ||
 
| PSP PSN || unconfirmed  ||
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|-
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| Requiem || unconfirmed  ||
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|-
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| Mobile|| unconfirmed  ||
 
|}
 
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Latest revision as of 09:26, 26 November 2023

Castlevania: Symphony of the Night
SotnCover.png
main platforms XBLA
PlayStation
Saturn
timing RTA
framerate ~60
style metroidvania
Leaderboards
Discord

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.


Information

Other links

Alucard

Main article Alucard

Alucard runs feature the most wide range of mechanics and playstyles as well as the most heavy use of various glitches.

Popular Alucard categories

Richter

Main article 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

Maria

Main article 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

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 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.
  • Tetra Spirit requires at least 32 frames of charging up.
  • Gravity Boots have a shorter buffer window of 15 frames.
  • 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.
  • States when the game is frozen and doesn't progress logically also halt the input countdown timer. Level ups, transition screens and the menu do that. Example: You can start a Wingsmash input, enter a screen transition or level up, then resume the input after regaining control.
  • Blue doors will allow you to buffer an action but not special moves.

Timing

All categories are timed in RTA. Time starts upon gaining character control and ends at final boss death. Runs are submitted with second accuracy with the exception of top times. Guide for precise run timing: https://www.speedrun.com/sotn/guide/eho60

Version Differences for main Alucard and Richter categories

Platform Frame Rate Notes
Xbox 360 XBLA NA ~59.94 Some console models seem to lose additional time, we have not confirmed why yet. Significantly faster loading times. Playing while online causes lag due to xbla time attack leaderboards. No texture mapping glitches. No third outer wall warp glitch.
Xbox 360 XBLA EU ~60
Bizhawk / Mednafen ~59.29
PlayStation NTSC ~59.29
PlayStation PAL ~49.76
PlayStation 2 unconfirmed
PlayStation 3 PSN unconfirmed
PSP PSN unconfirmed
Requiem unconfirmed
Mobile unconfirmed

Miscellaneous