
Startropics 1 - Chapter 5 Dungeon Perfect Run
Perfect Run conditions:
-No damage taken
-No secondary weapon usage unless deemed necessary
-No kills unless deemed necessary
There's quite a bit of memorization, though nothing that gets on the level of the dark room in the 3rd dungeon of Chapter 3. Aside from some spear and stake traps, there's no new enemies aside from variants and the Megatons, the latter being taken care of by memorization. Yeah, see, game developers? Memorization has the issue of burning itself out. I can at least mention that the Megatons have their instant death contact hitbox covering BOTH sides of themselves while being ALWAYS active, but beyond that, how am I supposed to talk about those things?
As for the new variants? Well, the new Looper variant has altogether different behavior of tracing along a line with turning being clockwise, but only gets aggressive with line of sight. The new Nocto, though, is just a faster variant, and the Pirate Ghoul is basically the Nimhag V2.0, including the same requirement of using the Mirror to defeat, though I do like that the Pirate Ghouls can teleport in with attempts to read your movement.
Other that, only thing worth noting is that I paused where I didn't need to beyond personal rest. Thankfully, I don't have any rules against pausing, and I'm obviously not save scumming rooms anyway. I just didn't want to have to deal with the rest of the dungeon again. Though to be fair, the level's design is overall good aside from some bites of idiocy, and it does represent a dangerous homage to Indiana Jones nicely anyway.
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