Startropics 1 - Chapter 6 Dungeon 1 Perfect Run

Startropics 1 - Chapter 6 Dungeon 1 Perfect Run

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Published on ● Video Link: https://www.youtube.com/watch?v=YCUT01igusA



Game:
Duration: 6:48
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Perfect Run conditions:
-No damage taken
-No secondary weapon usage unless deemed necessary
-No kills unless deemed necessary

There were quite a few hotspots here. First, there's a room full of Muumus, and it was a type kill room, meaning I had to make sure to kill only the purples Muumus for the limited kills condition. This was obnoxious to the point where I opted to manipulate their AI (they won't change direction when shifting between tiles if you're wondering), and the water did nothing to help, especially when the Anklet from the previous room of course doesn't have the enhanced jumping carry over to this one. God, Startropics is not a horror game, why do we need the Anklet to suddenly fail? It would have been nice to have 2 tile clearing with jumps here, not the next room where it's just a glorified necessity with the only enemies being idle Octots. At least I get my revenge on Muumus via the room after that one, and not just because that room is a kill room, but because I can also show the primary weapon's retracting providing close range incentive (welcome game design as always) AND disrupt their little conga line party.

Unfortunately, another 2 rooms later is Giant Turboss, likely angry that I killed its child, an Armet, in the previous room. Turboss can be a right spazz, so pay attenton to his positioning and his shots or he can catch you by surprise. I want to say the whole thing is a reactionary battle, because I'm certainly confused on what is going on, let alone how to explain the whole mess beyond efforts to bait his offense. He seems simple, being Octo the Huge V2.0, but that the shots have higher velocity doesn't make things easy at all.

By the way, if you're wondering what Armets do, they track you upon getting close to them, though they're inefficient about it. Squidos are also glorified Octos, except for 2 in the only room you encounter them in, and those 2 are conveniently unreachable without a Spikes use. (sigh)

The room with the 4 Volcanos isn't pleasant. You have to sneak by one of them to get the needed Anklet, and even after getting that, your sense of space is still painfully bad. I also bumrush the entry into the second half to avoid being showered by Volcano fire from all sides. I suppose I could have cut down on some of the difficulty by not grabbing everything in the room, but I'm me and I'd rather not cheapen this room. ...look, it makes sense to me, alright.

Next is a kill room full of Muumus, with the added issue of panels for EVERY tile. Too bad for them they're up against the Shooting Star now. And of course, after that is the final variant of the Looper, this one being completely wasted by not having any active scenarios that make use of them adding on the second variant's behavior with having their lunge triggered by being lined up with them at all rather than just line of sight.

Broken Joe doesn't let the end of this headache go out easy. First off, he forces usage of Wonder Horsehides (the baseballs) and wouldn't you know it, you have a limited supply of them and an active need to make sure that they get into Joe's mouth which is often closed. Of course, that isn't the scary part, nor is his Advancing Wall Of Doom aspect, oh no. What makes Joe a headache is his actual attack: the telegraph for his shooting is subtle, namely that Joe stops in place just before letting loose, and the number of shots he can fire off is variable, up to 4. What really makes the attack the threat it is is that its usage is the ONLY time Joe opens his mouth, and while he can do an extended mouth opening after firing his shots--the big reason I get by since I don't have to rely too much on timing--it won't even happen if he fires 4 shots in succession.

Suffice to say you see why I'm doing that victory dance. But of course, this is far from over.







Tags:
Startropics
Perfect Run
No Damage



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