204
edits
Changes
SOTN
,no edit summary
|}
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 ===
== 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 ===
== 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 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. *After holding a direction for 29 frames it stops being counted towards an input with the exception of some hold or charge moves.
== 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]'''