Your runs are fun to watch for this great game! I'm impressed at what must be a lot of patience to get out of high/low jail. I've seen that you've recently routed out visiting the tomato monster room twice in Castle Shadowgate. Can you do something similar with the Cold Room and Treasure Hall (room with bottle 6) and only visit them the 2nd time through using Educ? It looks like you'd save 4 room transitions, but you'd lose a bit to menu swapping due to having to get and use the key. I also noticed when I played the game that the vase in the Tower Landing room does not have to be Hit to break. I can't recall if i tried to Use, Take, or Open it, but one of them made it fall over. It's pretty minor but those other actions wouldn't waste the time of the punch animation. For this final suggestion, I'm not sure it's actually faster. But what if you picked up the mushroom outside Shadowgate after you did Educ on the key? That would give you a free page flip to the mushroom, which you then use on the tomato monster. Problem is, you then have to flip back to Educ for the tomato room. So it might be no different or worse. I haven't tested any of these, but I couldn't help but comment as I see you post better and better times. Hope it helps. Keep up the good work!
These are all valid, and definitely ways to save some time. Some of them are truly just personal routing decisions that feel more natural in the flow of the castle. The cold room, for instance, always feel so much better to me going to get all items, then coming back. It may save time to do it all in one trip, for me it's simply muscle memory and, having picked up everything in the rooms initially, the pages don't change when I pick up the spirit artifacts. I can try other commands on the vase, that's actually a great idea! Never thought to do that. Mushroom I just pick up at the start because, again, muscle memory and a quicker transition through the door. Other way may save a few frames of time, at the cost of page transitions (which i try to do through movement transitions, to save time). That one *may* be the most negligible, but worth looking in to! Appreciate the feedback! Thanks for watching!
Yeah, right from the very beginning of the game, really. In this ending, you'll see very late, I use the Gold Dagger on the Sack of Flour in the castle kitchen to get the empty sack so I can carry the Staff. This entire sequence is available much earlier in the game, but doing it too early means I have to flip through several pages to find the right item, then have to actually scan through the items to find the right one. Doing it late, I have a much better sense of where the item is in my inventory.
@@dnk_cafe It sure isn't all about quickly mashing buttons, but so much more in terms of thought process. Don't forget the bag, I remember you mumbling several times. :) Oh yeah, do you know if that's a glitch. Within Shadowgate in that slippery cavern passage that leads to the dried lake, when I cast the ghost spell to make those 12 memory items visible, I am able to make a blue vial appear, but am unable to look at it or take it. The staff in the coffin was no problem for me to grab. I did that before getting the official call to collect those 12 items. So it may have been a glitch as you're not supposed to use that spell at that time?
hmm, that does seem like a glitch, from what you're describing. Normally, those blue (what I call) Spectral Memories only appear after you get the scroll with the riddle about them. I haven't come across that, myself, but I can take a look. To the best of my knowledge, other than little things like that, there are no exploitable glitches, in terms of things we can use to speedrun. Pity! 😂
Your runs are fun to watch for this great game! I'm impressed at what must be a lot of patience to get out of high/low jail.
I've seen that you've recently routed out visiting the tomato monster room twice in Castle Shadowgate. Can you do something similar with the Cold Room and Treasure Hall (room with bottle 6) and only visit them the 2nd time through using Educ? It looks like you'd save 4 room transitions, but you'd lose a bit to menu swapping due to having to get and use the key.
I also noticed when I played the game that the vase in the Tower Landing room does not have to be Hit to break. I can't recall if i tried to Use, Take, or Open it, but one of them made it fall over. It's pretty minor but those other actions wouldn't waste the time of the punch animation.
For this final suggestion, I'm not sure it's actually faster. But what if you picked up the mushroom outside Shadowgate after you did Educ on the key? That would give you a free page flip to the mushroom, which you then use on the tomato monster. Problem is, you then have to flip back to Educ for the tomato room. So it might be no different or worse.
I haven't tested any of these, but I couldn't help but comment as I see you post better and better times. Hope it helps. Keep up the good work!
These are all valid, and definitely ways to save some time. Some of them are truly just personal routing decisions that feel more natural in the flow of the castle.
The cold room, for instance, always feel so much better to me going to get all items, then coming back. It may save time to do it all in one trip, for me it's simply muscle memory and, having picked up everything in the rooms initially, the pages don't change when I pick up the spirit artifacts.
I can try other commands on the vase, that's actually a great idea! Never thought to do that.
Mushroom I just pick up at the start because, again, muscle memory and a quicker transition through the door. Other way may save a few frames of time, at the cost of page transitions (which i try to do through movement transitions, to save time). That one *may* be the most negligible, but worth looking in to!
Appreciate the feedback! Thanks for watching!
@@dnk_cafeWow, didn't realize that you had to plan your moves to get an advantageous item order. Interesting.
Yeah, right from the very beginning of the game, really. In this ending, you'll see very late, I use the Gold Dagger on the Sack of Flour in the castle kitchen to get the empty sack so I can carry the Staff. This entire sequence is available much earlier in the game, but doing it too early means I have to flip through several pages to find the right item, then have to actually scan through the items to find the right one. Doing it late, I have a much better sense of where the item is in my inventory.
@@dnk_cafe It sure isn't all about quickly mashing buttons, but so much more in terms of thought process. Don't forget the bag, I remember you mumbling several times. :)
Oh yeah, do you know if that's a glitch. Within Shadowgate in that slippery cavern passage that leads to the dried lake, when I cast the ghost spell to make those 12 memory items visible, I am able to make a blue vial appear, but am unable to look at it or take it. The staff in the coffin was no problem for me to grab.
I did that before getting the official call to collect those 12 items. So it may have been a glitch as you're not supposed to use that spell at that time?
hmm, that does seem like a glitch, from what you're describing. Normally, those blue (what I call) Spectral Memories only appear after you get the scroll with the riddle about them. I haven't come across that, myself, but I can take a look.
To the best of my knowledge, other than little things like that, there are no exploitable glitches, in terms of things we can use to speedrun. Pity! 😂
Well done.