|Completion Date||Oct. 16, 2015|
|Runner||Paul 'The Reverend' Miller|
Estimated 5:32 when compared to Renault's 2007 unofficial but famous run.
This is the original EGA version of the game, so is a different run from the already accepted QFG1 runs which were done on the VGA remake.
[ON THE VERSION]
This is run on the official GOG.com settings, which sets DOSBox to a fixed 10,000 cycles. Actually, it is the GOG.com DOSBox configuration files, but run on an older version of the game. This run was done on version 1.00 of the game, which was known as Hero's Quest I. It was later changed to Quest for Glory by Sierra in subsequent versions and on through the series due to a copyright issue. The GOG.com release is version 1.20.
The only change to the DOSBox configuration file is to output to OpenGL instead of Overlay to allow Fraps to record.
The reason it is run on version 1.00 is because there is a specific exploit that eliminates having to save the Baronet and allows immediate safe entry into the final area of the game. This knocks off a good two minutes or so which is explain in detail below.
Of course, I want to thank SDA for hosting such a great service. It is always my first place to check for speed runs, and the community is always super friendly and helpful. No trolls on these forums that I've encountered. :)
Renault's 2007 run was the major inspiration to running this game, and the completion and acceptance of the other categories made me want to finish out the cycle. I was thrilled when I first saw Renault's run, but was disappointed as very few people ever went back to try and improve on it despite it being a fantastic game. After trying to duplicate his attempt, I realized his keyboard skills far outpaced my own and shelved the idea for the VGA version. Once the VGA runs were done, it was a matter of taking what I had learned and applying it to the earlier version, as there were a number of optimizations discovered. Running the VGA version and routing that one adjusting the route for this EGA version very easy.
There are a number of differences between this and the VGA remake done by Sierra a few years later, and where those places occur I will mention it through the scene by scene commentary.
Finally, as a minister, I have to give credit to God for giving me a little extra leisure time to practice the series of games I enjoy.
I feel that this is the fastest route barring the discovery of a newer glitch or a way to avoid the Fort to transition to night. The major differences in class routes have to do with saving the Baronet, and since this is not done at all, this poses a different kind of problem with the different classes.
The Thief and Magic-User routes are COMPLETELY identical in Any%. Here is an example of what I mean:
The only difference in route is with the Fighter, who does not have enough starting skill points to get both Magic and Climbing. This is easily fixed by spending points on Throwing instead, but that changes the opening route slightly as he cannot climb over the back-alley wall. However, once the Fighter gets some Rocks and easily obtains the Spirea Seed with his 45 Throwing skill, the route merges and becomes identical from there at about the 1:00 to 1:30 mark. This may end up being about as fast because of the RNG of Strength and the door to Troll's Cave, because the Fighter takes less time about 90% of the time. The difference in time is likely only about a maximum 20-30 seconds, and even that might be less.
This is strictly a version 1.00 problem because you can skip saving the Baronet only in this version.
In later versions, you need to save Baronet before noon to hear the password for the secret cave. Since the early part of the day is no longer necessary, the only thing I need daylight for after my purchases is to catch the Spirea Seed. The plants don't spit at night.
Another difference between this and the VGA version is this back-alley wall. While this is still the best place to train, after a few attempts at climbing the wall the game will tell you that you are going to attract unwanted attention if you continue trying. You have to exit and re-enter that screen with takes about a half of a second and then you can make another 2-5 attempts before you have to reset the screen again. The number of attempts you can make before you have to re-enter the screen is random, from what I can tell. That does not happen in the VGA version, and the wall is the best early place to train because of it. With my Climbing skill at 35, it is just the fastest way out of the town for my next destination.
I reach the plants, climb up and immediately press the up key which activates catching for some reason. This is pretty much perfect RNG.
ERANA'S PEACE AND THE STABLES:
The next thing is to transition to night. When you type "rest" it only advances 10 minutes at a time. In the VGA version, you have the option to rest for 60 minutes at a time. This makes resting in the EGA version tedious, but also has the unfortunate side-effect of not allowing enough time to pass for night to actually start. Luckily, the stables scene can skipped by simply pressing enter again after agreeing to work.
MEEPS, FAIRIES, DRYAD, FLYING WATER AND THE DISPEL POTION:
THE ANTWERP AND THE FORT:
The biggest time saver is here, where I type "hiden goseke," which is the password that I shouldn't know because I never listened to the Brigands after saving the Baronet (because I never did). This only works in version 1.00, and was patched out in every other version I tried.
I cast Calm immediately to prevent the Minotaur from moving too far to the right. He just travels back across to the rock to sleep, so the closer he is to it, the faster you can get to the next action. Cast Open, open the gate and enter the Fort. The Fort area goes quick.
YORICK'S ROOM AND THE END OF THE GAME:
Better controls, but even then, the RNG alone makes this a difficult run to beat. If EVERYTHING went right, I could see sub 5:00 being possible, but ONLY if everything went the way you want it. I would love to see what a TAS would look like.f