J gets Red Slimes into the "safe zone" (a better monster damage formula that takes over when your defense is high enough) one level earlier than L, due to the early agility bonus mentioned earlier, and L gets Rogue Scorpions and Green Dragons into the safe zone one level earlier than J. With the equipment I use, and the levels I reach, there are only a handful of differences. So the real contest is between a Str/Agi name, "L", or a Str/HP name, "J". Strength is preferred over MP in order to beat the Dragonlord at level eighteen. The other two bits determine whether you have strong Str/Agi, Str/HP, HP/MP, or Agi/MP growth. Two bits of this four-bit number determine a flat bonus from 0 to 3 that you receive from the beginning of the game, so the best choice there is plain. Name choice: There are a total of sixteen growth types, depending on name. Since the distributions tended to have significant positive skew, this was a stricter standard than it might seem.īefore I move on to individual segments, here are some explanations of the finer points of my run. However, for the other segments, I would complete enough to figure out a mean and standard deviation for their distribution, and then only accept a run that was at least two deviations below the mean. Segments two, five, and seven were at such long odds that I was willing to keep any success. Incidentally, here are the experience-grinding rates that I managed to achieve: When people say that this game is all about grinding, they aren't kidding: about 4:10 of the total 4:47 is grinding. I find it amusing that the first Dragon Warrior, an exceedingly simple game by JRPG standards, has a speedrun almost as long as its much more complicated sequels already on the site. This was my first speedrun, and a pleasure to finish, even if some segments did push me to the limits of my endurance.
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