魔塔v1.12 - True End Clear!!!

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Eradem

Eradem

Күн бұрын

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@Eradem
@Eradem 8 ай бұрын
Here's a separate comment for anyone lost and don't wish to read my more larger comment for the information of the in-game stats that are in Chinese buried within: If anyone is confused of the stats that are labelled in Chinese, here's what they mean in terms of gameplay: Player's stats on top left, from top to bottom from character portrait they are: Level, HP, Attack, Defence, Gold, EXP. In battle, the stats go from top to bottom as the following: HP, Attack, Defence. In the enemy stats screen "L" menu, the numbers are as follows: First number next to enemy portrait is HP, to the right of HP is defence, to the right of defence is total damage dealt to player, to the top of defence is attack, and to the top of total damage dealt to the player is turn rounds (aka how many times they attack each other before the battle completes, roughly speaking). Big light blue-grey golem (floors 3 & 11) shop order top to bottom: HP, Attack, Defence upgrades. Floor 12 Red Guy Key Purchaser who buys keys off of the player in the following order top to bottom: Yellow/Orange Key, Blue Key, Red Key. Floor 5 Red Guy Key Seller who sells keys to the player in the following order top to bottom: Yellow/Orange Key, Blue Key, Red Key. Floor 5 & 13 Blue Old Guy in the following order top to bottom: Level Up, Attack, Defence. Floors 11 & 13 are the better variants that give more for the higher cost than the lower cost adds up to for EXP & Gold related upgrades respectively, so replace the Floor 3 & 5 counterparts once reached until the literal end game when eeking out the small residue of points left over before facing True Final Boss where you're locked into the room unless you win or lose. The Big light blue-grey golem costs gold for upgrades/more HP. The Blue Old Guys cost exp for upgrades/level ups. The guys at floor 15 cost 500 EXP & 800 gold respectively in v1.11, but I think they're more about 500-600 in v1.12 - they give massive attack & defence boosts respectively, so must be saved up for at the right time and not avoided. Also the guys at floor 2 are always worthwhile as well, so long as you don't take more than 2k damage roughly on the enemy orange/yellow knight to reach them.
@Eradem
@Eradem 8 ай бұрын
I reached 4992 of 5000 characters in my video description, so here's a few things that were left out: The game on v1.12 is sped up on the original flash files when ran in the flash 6 player that flashpoint provides, but this doesn't impact the quality of the game in any way, and appears to only speed up the fight sequences which are normally the slowest part of the game - making the game more engaging overall. v1.11 does not suffer this issue and is therefore at the original intended game speed. You can find v1.11 (the harder version that doesn't have floors 22+ and True Final Boss) directly on Flashpoint by searching "Magic Tower" without quotes or these characters: 魔塔 Original game link for v1.11 is: game.sina.com.tw/littlegame/flash_show.php?id=7543 Game links for v1.12: github.com/gdut-yy/MagicTower/blob/master/魔塔V1.12.swf cdn.flasharch.com/uploads/archived/2020/12/07/e43c7feb07a5559b8f14e89ce2050b92_20201207004455.swf flasharch.com/en/archive/play/6150d75eb73e0cb3e6405fa9951c6604 Best way to run v1.12 is to use the curate feature of Flashpoint to run the game in FPSoftware\Flash\6r21\SAFlashPlayer.exe That said, if this ever gets fully added to Flashpoint as its own separate v1.12 entry, that would be great (I really love v1.11's hardcore nature, as much as I love v1.12's more laid back nature)! If you're interested in the difficulty of v1.11 versus v1.12, I have a few twitch highlights based on the v1.11 version, one of which being a speedrun to floor 16, which can easily demonstrate how much harder it is to reach floor 16 in v1.11 versus v1.12! (v1.11 is harder in general, making the floor 21 boss really difficult to get stats to beat) Towards the end of v1.12, my biggest issue was just getting runs that were capable of beating True Final Boss, rather than the moment to moment gameplay inherently - which requires lots of optimisations and some occasional video looking. The best video I found for learning this game after you've beaten it once on v1.11 is this video: kzbin.info/www/bejne/oJPJiWp4qtOrba8 The video above helped me figure out an initial routing for the game, which allowed me to create my own route based on it for the v1.11 floor 16 speedrun as it required many edits to the strategy provided in the video to work! Many of which were subtle. I only checked on the video when I was near the end of this v1.12 run and for learning the floor 16 speedrun, as I had softlocked on the v1.12 true final boss multiple times and wanted to know what went wrong, which turned out to be using the cross on floor 7 too early, and not balancing my stats out to a high level prior to using the cross - other than that, I pretty much had everything I needed to know already (though due to my paranoia towards the end of the run I still checked the video a few more times for advice at key junctions/moments, and still barely pulled through for the victory). In short, I beat v1.11 on my own with only the flashpoint description, and used the video to help with the floor 16 speedrun (still had to figure out my own strategies and learn myself for v1.11, the speedrun was by no means cookie-cutter or just follow and guarantee floor 16 until v1.12 - which even then I do improvements on), and then used the video again once softlocking on True Final Boss multiple times to help me refine and find the true final solution to win, which was certain stat value thresholds at key moments such as before arriving on floor 21 and what I need to be roughly at before using floor 7 cross. If anyone is confused of the stats that are labelled in Chinese, here's what they mean in terms of gameplay: Player's stats on top left, from top to bottom from character portrait they are: Level, HP, Attack, Defence, Gold, EXP. In battle, the stats go from top to bottom as the following: HP, Attack, Defence. In the enemy stats screen "L" menu, the numbers are as follows: First number next to enemy portrait is HP, to the right of HP is defence, to the right of defence is total damage dealt to player, to the top of defence is attack, and to the top of total damage dealt to the player is turn rounds (aka how many times they attack each other before the battle completes, roughly speaking). Big light blue-grey golem (floors 3 & 11) shop order top to bottom: HP, Attack, Defence upgrades. Floor 12 Red Guy Key Purchaser who buys keys off of the player in the following order top to bottom: Yellow/Orange Key, Blue Key, Red Key. Floor 5 Red Guy Key Seller who sells keys to the player in the following order top to bottom: Yellow/Orange Key, Blue Key, Red Key. Floor 5 & 13 Blue Old Guy in the following order top to bottom: Level Up, Attack, Defence. Floors 11 & 13 are the better variants that give more for the higher cost than the lower cost adds up to for EXP & Gold related upgrades respectively, so replace the Floor 3 & 5 counterparts once reached until the literal end game when eeking out the small residue of points left over before facing True Final Boss where you're locked into the room unless you win or lose. The Big light blue-grey golem costs gold for upgrades/more HP. The Blue Old Guys cost exp for upgrades/level ups. The guys at floor 15 cost 500 EXP & 800 gold respectively in v1.11, but I think they're more about 500-600 in v1.12 - they give massive attack & defence boosts respectively, so must be saved up for at the right time and not avoided. Also the guys at floor 2 are always worthwhile as well, so long as you don't take more than 2k damage roughly on the enemy orange/yellow knight to reach them. For some reason the game doesn't play music when reaching the credits after winning the game, but does if you press the quit button. I made sure to demonstrate this in the video.
@Eradem
@Eradem 8 ай бұрын
Lastly, here's the description from Flashpoint I referenced (the following passages of text below are not my own words, they are the words of the writer of Flashpoint Curator and/or translated from the creator. This is specifically for v1.11): Translation Of Original Description: A timeless classic roguelike dungeon RPG! (note: This game is based on Tower of the Sorcerer JRPG.) Venture into this mysterious tower. The story is not overly complicated, simply save the princess that is trapped in the tower. There are 20 floors, with monsters guarding (almost) all of them. To win is not an easy task, and here is what a veteran (me) has got to say about this game. There are numerous items in the game that help progress further into the game (kind of like metroidvania, but not quite). The battle system is deterministic and no randomness factor is involved. There is no critical hit or evasion mechanics. The system determines the result of the battle beforehand by subtracting attack by defense and if the player will die after the queued fight, the fight will be rejected. If nothing can be battled and no more items / shop purchases are available, then it's a good sign that you messed up somewhere and should restart. Press to restart. There is a lack of a save system (and literally has you restart any time you make any mistakes), making this game qualify as nintendohard. Once you obtain the monster encyclopedia, you may view the monster statistics of your current floor by pressing . You can level up (note: it is completely unnecessary to do so, I have win without purchasing any level ups and stayed at level 5; there are level up items so whatever) and purchase attack, defense, and HP (note: it is completely unnecessary to buy HP). Please refrain from saving up cash or XP unless you know what you are doing as most of the time battles reduce less HP the higher your stats are. Diring mid-game, please ensure you always have 100$ to spare for red keys. There are certain unskippable sequences that require red keys to proceed. There are two main points of difficulty here. The first is that the player can kill everything just fine until they reach the red bat. The red bat that blocks the way on the 8th floor must be defeated for the game to progress. The second is the boss on 20th floor. There are two guards that you cannot skip, and they each take away one third of your HP, ignores defense (pro tip: the true final boss has 2275 attack and 1800 defense). As long as you keep these two points in mind, the game should pose as little difficulty as possible other than the slow battle animations. Have fun!
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