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SOTN

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{| class="wikitable floatrightinfobox"!colspan="2" style="text-align: center;"|'''''Castlevania: Symphony of the Night'''''
|-
!colspan="2"|[[file:sotnCover.png]]
|-
|rowspan="3"|'''main platforms'''
|XBLA
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|Saturn
|-
|'''timing'''
|RTA
|-
|'''framerate'''
|~60
|-
|'''style'''
|metroidvania
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!|colspan="2" style="text-align: center; background-color: #4c4c4c;"|'''[https://www.speedrun.com/sotn Leaderboards]'''
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!|colspan="2" style="text-align: center; background-color: #4c4c4c;"|'''[https://discordapp.com/invite/wGMdDRG community discordDiscord]'''
|}
The Castlevania: Symphony of the Night( or simply 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. <!-- {| class="wikitable"!colspan="4"|Upcoming Marathon Runs|-!Runner!Date!Category!Event|-|style="background-color:#252525;"|Aldriel|style="background-color:#252525;"|Friday, 3rd August 2018|style="background-color:#252525;"|Alucard All Bosses|style="background-color:#252525;"|https://www.speedrun.com/sgus2018/schedule |} -->
== 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.
=== categories ===
*[[SOTN Alucard Any% NSC |Any% No Save Corruption]] *[[SOTN Alucard All Bosses | All Bosses]] *[[SOTN Alucard Glitchless | Glitchless Any%]]
== 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.
=== categories ===
*[[SOTN Richter Any%|Any%]] *[[SOTN 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.
=== categories ===
*[[SOTN Maria Any% |Any%]]*[[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 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.
[[SOTN Maria All Bosses | All Bosses]]*After holding a direction for 29 frames it stops being counted towards an input with the exception of some hold or charge moves.
== Input Reader ==*Typically moves require pressing the activation button at least one frame after completing the motion input.
The game requires every direction of a motion to be inputted exactly, no *Some character states can ignore inputs or clear the 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 forwardbuffer entirely.
Special move inputs are non exclusive *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 be buffered into each other or from other actions. For example jump, allowing you to get an extra horizontal boost if a jump can be inserted into the airslash move input just before pressing attack: 823+jump+attackis too far to make normally.
Inputs are buffered for 15 frames or 1/4s*Black screens buffer one input.
Typically moves require pressing the activation button at least *Blue doors buffer one frame after completing the motion input.
Some character states *Level Up animation buffers one input and halts buffer decay until the end of the animation. Example: you can ignore do a wing smash input half-way, hold inputs or clear during freeze, then finish the input buffer entirelyafter the animation.
== Timing ==
! scope="col" width="250" | Platform
! scope="col" width="90" | Frame Rate
! colspan="2" |Notes
|-
| Xbox 360 XBLA NA || ~59.94 ||Some console models seem to lose additional time, we have not confirmed why yet. |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.
|-
| psxjin|| ~60 ||
* '''[https://fatalis.pw/sotn/dropcalc/ Drop Rate Calculator]'''
* '''[https://docs.google.com/spreadsheets/d/1X4HyErJGmyaTbo9u8ojq8yj3eQ5uTveChx9G1HoOo64/edit#gid=0 Experience Values Chart]'''
* '''[https://gamefaqs.gamespot.com/saturn/197146-akumajou-dracula-x-gekka-no-yasoukyoku/faqs/3789 SOTN FAQ By Zach Keene]'''
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