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Skipmore's Secret Speed-Running Systems

Death in video games is tricky- it usually serves as a punishment for not playing the game "correctly," although it is more often used as a save-state reload. Essentially, if the player is doing something wrong, death is a way of resetting incorrect or sloppy play and allowing them the chance to approach from another angle. How does this factor into Skipmore, a Japanese independent developer whose three action-RPG titles have appeared on both the 3DS and Switch eShops? Though the small size and simple graphics of Fairune, Fairune II, and Kamiko may look low-budget and lacking depth, there is something lurking beneath the surface of these three titles that allows for continuous revisits and a greater level of complexity. Although Kamiko is much more transparent in the way that it encourages speed-running, these games treat death as a means of complicating their gameplay and encouraging precision and strategy.

Fairune: Overview of Fundamentals
The first Fairune is a fascinating (and cheap!) love-letter to the classic "bump-and-grind" combat style of old RPGs like Ys Book I and II, featuring a suitably cute version of the ornate golden border around the screen, as well as the angels holding the health and EXP bar. While Fairune's combat and presentation are meant to evoke the classic, its locale does a similar job- there's a big old tower out there, and someone's gotta climb it. However, Fairune takes a turn when it comes to core gameplay, focusing instead on environmental puzzles and chaining together key items for use.

Fairune exhibits its progression in simplistic terms- the top screen displays experience, level, health points, and most importantly, the map of the overworld, a tool that helps guide the player and reveal both where they have and have not reached. The map is thorough despite its small size- rivers and forests are displayed, as well as distinct pathways and landmarks of interest. These visual cues can help the player gain their bearings as they attempt to plot their next route, which will happen frequently.

Death in Fairune: Restarting the Adventure
The most interesting core mechanic of Fairune requires its own discussion, and that is how the game handles death. See, there's very few places to heal in Fairune, and in order to keep one step ahead of (or even in step with) the dense enemy placements spawning around the world, the player must bash into and defeat enemies in order to gain experience. Enemies that are stronger might go down in several hits, but they'll also take a larger chunk out of the player's own hit points. This also presents an interesting method of increasing the speed of your playthrough, however- when your hit points run out in Fairune, you are transferred to a sort of "underworld" filled with static, and forced to run a short, spiraling path in order to re-emerge next to the starting cave of the game.

Why is this important? Well, for a cheap and relatively straightforward game, Fairune's replay value and mastery become its greatest strength upon unlocking its achievements screen. While the initial adventure is amusing enough, presenting interesting and logical puzzles that rely heavily on environmental cues, Fairune is designed with speed-running in mind, as evidenced by its speed-running achievements, in addition to some other exploratory unlockables. The delicate balance of healing spots and its death mechanic can allow players a method of subverting backtracking in order to restart at the center of the map, offering speed-runners a chance to plan their routes of exploration in a highly economic fashion. However, one can only "die" successfully if they are in an area with monsters that are stronger than them, which means they must balance their experience effectively in order to take advantage of this fast-traveling system. Should they avoid battles by waiting in a certain spot, allowing the seconds to pass by as they wait for an optimal path to reveal itself? Or, should they take the time to gain experience needed to cut through a particularly dense segment, watching their health closely all the while? It is an interesting usage of a death state within a game because it gives death a purpose, using it as both an obstacle and and asset.

Arise, Fairune 2: Not just twice the Fairune
Unfortunately, the nuanced world of Fairune speed-runs is admittedly small, but the cute Ys-alike managed to sell well enough to warrant a sequel. While Fairune 2 retains the same gameplay as its predecessor, its length is essentially quadrupled. Where the first title excelled in its relatively basic presentation of environmental cues and simplistic puzzle-solving, Fairune 2 is more complex, and the first playthrough might prove challenging even to a keen eye. With the sequel, there are far more interactive elements at play, and specific environmental cues are hinted and then executed much further apart because of the much larger world size. While Fairune 2 adds more to the "lore" of the series, it is very much more of the same, with a few additions for ease of access- while the death mechanic returns, the ability to drop healing spots more frequently in different locales becomes a method of prolonging your life so that you do not have to fast travel. Equipment that allows for easier traversal is a central mechanic in the sequel, and although it contributes to the puzzle design at first, it is rare that the player must reverse a puzzle mechanic in order to backtrack.

The main difference in Fairune 2 (apart from the numerous "complications" introduced as loot/puzzle cycles) is that the maps "stack" upon one another. Whereas Fairune features a comprehensive world map that serves as a progress indicator for the player, Fairune 2 takes it to the extreme with four times the amount of maps, though the player only starts with one and gradually adds each new "layer" as they climb the central tower. Interestingly enough, death returns the player to the static "underworld," but this place is located on the "base" map of the game. The ability to warp from the center of each map to the next is possible, but it does add a significant amount of backtracking time to the playthrough, which can be a challenge for speed-running. Players must be very conscientious of the routes in Fairune 2, which can be twisting if certain terrain-equipment has not-yet been obtained. In many ways, Fairune 2 seeks to challenge and punish the player a bit more with its death mechanic- however, the simultaneous saving grace and greatest challenge of Fairune 2 is that its four maps serve as a comprehensive progress tracker- it is not necessary or even possible to completely fill a map before moving on to the next one. This provides a reason, once again, for death fast-travel at times, as well as an important and extremely difficult challenge for optimal routes in terms of speed-runs.

Kamiko: Tightly Focused Action Gameplay
One of the first titles on the Switch eShop, Kamiko is a small game featuring more complex combat than its predecessors, although not by much. There are three different play styles in Kamiko, with its title character wielding a broadsword, a sword and shield wielder, and an archer, but each one of these characters must travel through a number of different realms in a specific sequence, destroying bosses along the way and bringing balance to etc. etc. we've all heard it before.

Kamiko uses death as a time punishment for the player, sending them back to their last activated checkpoint, which is determined by how far they have progressed through each level. By triggering certain gates and events, the player can restart from that point upon dying, although it may put them in a position that is geographically unsound for a speed run. If they were seventy-five percent on their way towards reaching the next checkpoint and die, they're knocked all the way back. It makes sense in context, especially considering the bite-sized nature of the game, but any player attempting a speed run needs to be perfect, or at least knowledgeable, in understanding and utilizing the game's systems.

Each enemy in Kamiko will grant energy that fills a special gauge upon dying, with the amount of energy increasing the higher the player's kill combo rises. Enemies usually spawn in varied groups, with the number of enemy types and attack patterns diversifying the further the player travels from the spawn point of each level. There are kill rooms that will keep the player from progressing until all enemies are cleared, so building up the special gauge is crucial for efficient play. Once activated, the player will perform a powerful attack that grants them invincibility frames, so choosing when and where to utilize these skills is a large part of the strategy. In each of Kamiko's Ys-like boss fights, these special moves can be used to dodge a number of the more troublesome attack patterns and deal significant damage. This energy is also used to allow the player to activate each checkpoint so keeping track of these numbers is extremely important.

Unlike Fairune and its sequel, Kamiko is direct in showing the player their level-complete time, adding each up in order to give a full play time. The player can also restart any of the game's levels, which wipes all of their prior progress and resets their timer, which may be beneficial for a segmented speed run category. However, the true test of skill lies in an uninterrupted run of the game, as its quick movement and tight level design allow for memorization and exploitation. Sadly, despite selling well, Kamiko's speed running scene is still relatively small, although new records have been achieved within a month of this article's publication.

Is is all that important...?
What was an interesting and fascinating aspect of the first Fairune is somewhat downplayed in its sequel- the ability to fast travel between the different maps without dying is also present, and healing is much more prevalent. This doesn't diminish the effectiveness of dying as a tool, however, and treating the mechanic as such offers a completely different perspective towards the game. During the first playthrough of Fairune, it is likely that you will not hit the target speed-running achievement times- that is okay, though, because Fairune and Fairune 2 are both very interesting games with a lot of neat tricks and ideas hidden in their environments. On the other hand, Kamiko doesn't use dying in an effective way, but its more action-oriented play style mixed with its immediate and pressing nature means that a first playthrough is more about learning and appreciating its systems before pressing on in another direction.

As it stands, Fairune does not have a large- or dedicated-enough fanbase to justify an active speed running community, and I am not sure it ever will. It has one mechanic that makes it very much different from other games and sets it in a strange position as an action-RPG, but it is more likely to be treated as a decent Zelda/Ys crossover with two spectacularly odd final boss sequences. What is deceptively satisfying about these three games, however, is that they have multiple methods of approach built into their gameplay systems. Even if a player were to purchase one of these games because of its low price and expect a relatively simplistic experience, Skipmore has built in another layer of complexity that extends the life of a small title. One of the reasons a similarly cheap game, Gunman Clive, surpassed its original potential as a somewhat-decent Mega Man clone was because of its unlockable, post-game mode. In the same way, both Fairune titles unlock their achievement screens after the player has completed the game, offering new approaches to how their second runthrough should play out. However, while Gunman Clive offers a silly alternative to the core gameplay that is still easily accessible, Skipmore's titles demand much more of the player should they attempt a speed-run, or even a hunt for secret items and enemies.

My hope is that this small studio is at least financially successful with their low-priced games and recognized for their efforts, giving them the opportunity to expand the foundations of their speed running concepts into even larger and more complex titles. It is rare that any game possesses an intentional potential for speed running, but the systems that Skipmore have developed can change the way a player approaches these titles entirely. That they understand this even at a basic level and are able to execute upon it effectively makes me eagerly anticipate any future titles from this developer.

Have you played any of Skipmore's titles? Wondering why I didn't mention Drancia Saga? Have a comment about the adorable pixel art featured in these games? As always, I encourage any sort of discussion or critique of these articles. Feel free to leave a comment below, or share this article with the potential speed runner that you know.

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