Startropics 1 - Chapter 3 Dungeon 3 Perfect Run
Perfect Run conditions:
-No damage taken
-No secondary weapon usage unless deemed necessary
-No kills unless deemed necessary
Oh God, where to begin with this long headache. How about the Bone Dogs. These unrelenting pests will try to track you with alarmingly fast mobility, and don't think you're safe from their lunging, because they WILL turn and they WILL catch you. You see I kill the 2 Bone Dogs after the first kill room for much needed space. Killing one may allow for dodging the other, but there's a convenient out-of-way button needing to be pressed to get to the next one, and the survivor would just exploit that to trap me.
Right after these two headaches is a cheap shot by 2 Minies if you don't jump across the water. They're both on the very top horizontal where you enter the room from, and believe me, this design is asinine because you need a Rod of Sight to even see them. The ONLY way to know where a Minie is without a Rod of Sight is to attack around with the Yoyo, but the game isn't even giving you the leg room to do that here. I'm sorry, what were the developers thinking? For God's sake, 2 rooms later, I get around the Minies with the Yoyo trick so that helps, and that comes AFTER I freaking get a Rod of Sight from a kill room with Muumu enemies.
After that are some Skulls that conveniently jump around the panels, and you see there's similar RNG to with the Octot shenanigans in Chapter 2. Doing this room without taking damage or killing a Skull, however, involves RNG, because one of the Skulls hangs around the exit most of the time, and when you make your way to the exit, you have to gambit that the Skull won't jump forward and catch you unavoidably. See, this is something that would never happen in Startropics 2. But I digress. A few rooms after is a completely dark room. You're supposed to use a lantern in a room going downward from the first screen of it to see what's going on, but I use an online map to get around that. Of course, you could point out that there's the diving panels to worry about still, but sound-based timing saves the day on that aspect.
The worst thing that is left is a couple of Mr. Armstrongs--the solution is to run at them, jump in reaction to their emerging, and pound them with the Yoyo while being careful not to get caught by the second shot just in case. After that and some Muumus to maneuver around is a few catharsis-providing kill rooms, although the Nimhags, having some RNG shenanigans in the first room they're in and forcing usage of a Mirror obtained just before then unless you don't look (it actually happened to me on a failed attempt), can generate some annoyance.
Maxie is mercifully lacking in a competent offense, as his Volcano support alternates between left and right and his Minie support just moves diagonally, and with how long and arduous this level has been, I am thankful. The only real problem is managing offense, because Maxie wanders around where you can't reach him so easily, which makes him a Tactical Suicide Boss when you can't use the Bolas. It should be noted that when he's low on health, Maxie will move quickly back and forth, but he ends up giving up any attempt to confuse your offense, so you're not missing much.
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