|Completion Date||March 6, 2014|
|Runner||Eric 'Omnigamer' Koziel|
Single-segment, SDA time of approximately 11:21. Normal difficulty used instead of Hard due to enemy speed/positioning changes and lack of HP restoration items.
Kendo Rage is a stupidly annoying game to run. Every stage has one or more critical pieces that force a reset on a failure. Most of it comes down to cues and proper planning, but so much can go wrong that it's unlikely for any run to be perfect. That said, I feel like I got "enough" right in this run to make it worthy of a submission.
This run was done on Normal difficulty since it allows HP refill items and enemies still move normal speed. Hard difficulty removes some extra lives, HP refills, and makes enemies have more HP and move faster. It made more sense to do Normal simply because there were more routing options due to HP refills. Hard mode would require an entirely different route and be a different category.
You can only build up to maximum running speed when using a slope. When not on a slope, your speed gradually decreases except when jumping. Getting hit or ducking forces your current speed to 0.
Basic attacks do 1-4 damage depending on your current PSY charge. Full charge with Green Orb does 4 damage, 2 damage for half-charge, and 1 damage for anything else. It takes 4 seconds to charge up a full charge, so it's generally better just to keep swinging on a boss. Dash attack uses 8 HP (of 40) and does 3 damage for each hit. You can hit twice if you have proper positioning and timing.
Deaths restore full HP, which is useful in some cases (particularly the last stage). Each death in the run is intentional so that I can regain HP and thus use more dash attacks. I also go out of my way to pick up extra lives at points also for this reason.
Final time by RTA was about 11:33. SDA timing should be around 11:20.
Thanks for watching!