Castlevania: Symphony of the Night
|Castlevania: Symphony of the Night|
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.
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.
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
Inputs are buffered for 15 frames or 1/4s.
Some character states can ignore inputs or clear the input buffer entirely.
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
- Main article Alucard
Alucard runs feature the most wide range of mechanics and playstyles as well as the most heavy use of varioius glitches.
- 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.
- 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.
Version Differences for main Alucard and Richter categories
|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||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.|
|Bizhawk Audio Throtle||~60|
|Bizhawk Clock Throttle||~59.29|
|PlayStation 3 PSN||unconfirmed|