it290 wrote:Do you know how much RNG is involved with the spawns? I'm pretty sure the answer is none as long as you can route consistently, but I still get some unpredictable results from time to time that end up with me merc'd by a fishman spawn either dropping down from the rocks above or harpooning me from below during the platform switch. Still, I'm pretty confident that with perfect execution you can manipulate the spawns in such a way that the fishmen will never get near you.
I think so too. The following is strictly conjecture - I could be totally off. But since it always works for me, FWIW, I think there are three active elements: Bats, Fishmen and Rafts. All work slightly differently, but ultimately, they're fully controllable via player input.
> Bats will spawn regularly throughout most of the catacomb, attacking from the direction you're facing.
> Fishmen will "wake up" when you're in the vicinity of their candle, and erupt a short time later. Loop 1's are timed to miss, Loop 2's to kill.
> Rafts seem to move on a global timer, so as long as I'm consistent, they'll be where I want them. This is why I make a point of killing the Fishman trio and Bat on the first island stop; it's practical and easily-repeated, since they'll always be in more or less the same positions.
edit - PS, nice recovery on the fleaman spawn! I always panic when I miss one, but you timed the hopover with elan and grace.
Good eye!

I really like that escape, planned on giffing it as a model example of the game's signature "twitch/method" style. Fleamen are relentless backstabbers, but when faced head-on, will always go for an anti-air leap. So standing your ground as shown is a reliable emergency escape.
BERUMONDO NO OUGI 0061: HOTPANTS DAISAKUSEN (・`W´・)
Works on Akumajou Densetsu's KEMONO no USAGI, too! However they have more self-respect and will run off eventually.
And as it so often does, Ninja Gaiden plays doppelganger to CV - its fleamen will always miss a
retreating player:
^ Not-Fleaman, Not-Ghost, Not-Skeleton - it's like a CV1 tribute gig
edit2 - can you post your routes for loop1 bat bridge and clock tower? Those are my biggest obstacles for the 1LC right now.
Stage 6's bridge and tower are horribly cruel if allowed to get out of hand, but they're also pretty route-able. Currently, I always get the Stopwatch. It's nice to reach Dracula with x3 Cross and a ton of ammo, but given how dangerously random his first form is, I prefer to have max HP.
For the bridge, it's critical that you hold
[up-left] right from Frame 1
(I do it from the map screen), up until it's time to make the first jump. This'll ensure the first bat plays nice. I tend to get some minor RNG with the remainders, I'm guessing due to frame-specific input variance, but with the Stopwatch and a bit of nerve I'm usually fine. Main risks are a trailing fireball from one of the middle bats, and sudden charges from the last couple, but all can be improvised around.
Here's the same run's second loop bridge for comparison (I'm pretty sure stages 5 and 6 are identical across loops).
For the tower, once the opening Skeleton skirmishes are taken care of, it's pretty much set in stone. Here's
Loop 1, and
Loop 2. Main concern is not going too far left while dispatching the skeleton duo - if you trigger EAGLEMANIA early, it's gonna get ugly! If I've taken one of my two allotted hits (Vs. Castlevania), I'll grab the wallmeat to the right of the stairs down in the first Eagle area.
It's probably possible to consistently route the Boney-Kun Tag Team, too. I always bait their downstairs colleague over the pit for easy dispatch. I've never been quite bothered enough to try, though. Despite having two Famicom no-miss attempts end by falling down the stairs while fighting them.

I kinda like the spike of RNG danger in an otherwise hard-routed stage, before the real RNG peril of Dracula mk1.