Tool-assisted game movies
When human skills are just not enough

Submission #1900: Cardboard's GBA Castlevania: Circle Of The Moon in 21:40.22

Console: Game Boy Advance
Game name: Castlevania: Circle Of The Moon
Game version: USA
ROM filename: Castlevania - Circle of the Moon (U) [f1][t1].gba
Emulator: (unknown)
Movie length: 21:40.22
FrameCount: 78013
Re-record count: 117623
Author's real name:
Author's nickname: Cardboard
Submitter: Cardboard
Submitted at: 2008-03-31 22:06:24
Text last edited at: 2011-01-02 00:52:01
Text last edited by: Nahoc
Download: Download (6441 bytes)
Status: published
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Author's comments and explanations:

(Link to video)

This TAS is a tribute to everyone who has done anything for speedrunning and tool-assisted speedrunning of Castlevania: Circle Of The Moon, such as myself (Pride + 500 this way), zggzdydp, Zurreco, Kaz, moozooh, Radix, OgreSlayeR, Wayne 'soteos' Frank, klmz. More names to follow. Maybe.

It is 627 frames faster than the old run, and it is basically a product of a lot of 1 frame saved-tricks properly abused.

Don't even suggest it:

The One Block-jump:

It seems that the fastest thing to do is jump for 1 frame, wait for 2 frames, then double jump for 2 frames when going up "normal" blocks. If done at the correct distant, Nathan lands very early on the platform, gaining him about one extra frame on the ground. This is abused a lot in the Underground Waterway.

Roc Jumping:

During the first half of a Roc Jump, Nathan keeps DSS run speed. This is abused here and there.


Basically, pressing Right and Left at the same time when starting a dash to the right gains a bit.

Early Change of DSS-Cards:

Here is the deal with me changing cards waaaay before the actual boss a few times: At Necromancer, Adramalech etc, I make sure that I end the Dash-DSS myself, because the game spends 3 frames to end it (One for pausing, one for deactivating, and then waiting for one frame), so doing that saved me time, EXCEPT for at Dracula. For some reason our favorite vampire decided that this should not work there. Hope this clears some confusion.

In depth-improvement list:


During the Catacombs, the most noticeable difference would be the earlier triggering of the Dash DSS.

Abyss Stairways

Not much to say. More optimized jumping for the win I guess.

Audience Room

No Axe this time is the noticeable difference.

Outer Walls

I kill one extra Skeleton during the lower route. Amusingly enough, I can't seem to catch his item. Oh well!

Audience Room revisited

Avoiding different enemies and different Necromancer-approach will most likely be what catches your attention.

Machine Tower

Picking up the Stop Watch is what's new and for those of you who really knows the old run, the jump from the up-down platform after the Save Point is new as well.

Audience Room revisited

Better disposal of the second Skeleton keeps the flow way better this time around.

Chapel Tower

Yes, I do skip another Save Point. And yes, it is a lot faster. Booya!

Audicene Room and Abyss Stairways revisited

Nothing even looks remotely new here.

Underground Laggerway

Lag is reduced a whole bunch, making this area less painful to watch, not to mention TAS.

Into the Tower

Overall I gain 38 frames on the way to the Observation Tower, I don't exactly know how and where but I do. I know that at least 24 are gained in the room before the Observation Tower itself.

Observation Tower

Wow this place has awesome music. Seriously.

The End Of This Chapter


All this adds up to 627 frames gained over the previous run.

I know that the first use of the Stop Watch looked retarded like hell and back, but there was no useful area to trigger it other than in the Witch Room (Which was the reason why I picked it up to begin with). Doing so mostly led to "Woha 2 frames gained here! And 4 lost in the next room due to enemies standing still".


Bisqwit: Author sent an updated movie. Apparently 25 frames faster and includes a new glitch that does not change the outcome of the battle where it appears.
adelikat: Processing.

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