SDA logo

Faxanadu, developed and released by Hudson Soft for the NES in November 1989, was actually a spin-off of Falcom's long-running Dragon Slayer RPG series. Although it differed greatly from Dragon Slayer in presentation and gameplay, Faxanadu soon became a sleeper hit. Returning from a long journey to his devastated hometown, it is up to the unnamed hero to traverse the dying World Tree in order to save everything that he knows.

 

Best single-segment time with deaths: 0:36:24 by Chip 'Breakdown' Vogel on 2006-12-11.

Author's comments:

Faxanadu was one of my favorite games when I was younger. I played through it several times always taking my time, building up for the best equipment and exploring every nook and cranny. Those playthroughs usually took upwards of two weeks, the first much longer than that, and I had to restart more than once due to incorrectly perceived mantras. Back then, the game seemed so big and quite long, and I'd have never believed it could be beaten in a sitting, let alone inside of an hour.

Well, it can.

First off, thanks to the following:

As for the run itself, it took me about 2 months to produce, and during that time, it underwent several route changes and purchasing plans. In those regards, I think what I ended up with is about ideal. There were a few places where my execution could've been better. I think with this route, a time under 36 minutes would be possible, but it would have to be pretty close to perfect. On the whole, I'm very happy with my time.

I think the run speaks fairly well for itself for the most part, but there are a few points that I think need a little explaining.

I admittedly don't fully understand how the item drops in this game work. At multiple points in the run you'll see me entering and exiting rooms repeatedly to rig one up. I know for a fact that the number of times it is necessary to enter each room is based on the route taken to that point (my last route change did change the number for one of them). Also, there were a couple of places where if I was knocked onto a screen I didn't mean to enter, it would throw the counts off for the rest of the run. However, some other screens would leave the counts unchanged. What I don't know is how exactly the game tracks this, but all I really needed to know was how many times I needed to reset a given screen for my route. As long as I didn't deviate from it, the numbers remained static.

For those that don't know, the Hourglass is what stops the King Dwarf from shooting fireballs. I'm not sure if the programmers intended for it, but it works. Without a shield, it's pretty much necessary to beat him.

You might notice the extra Hand Dagger in my inventory when I equipped the Dragon Slayer. I have no clue where it came from or when exactly it hit my inventory, but it also happened to both Shiner and Walker Boh in their runs. I'm guessing it's just a glitch.

If you're curious as to what I was thinking every step of the way, you can go on to read my extended comments. If not, you can stop here. Hope you liked it.


Extended Comments

If you read all that and still have any questions feel free to hit me up on the boards. Thanks for watching!

Return to the Game List, the FAQ, or the Home Page.