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

Submission #2562: mmbossman's GB Rolan's Curse in 04:20.58

Console: Game Boy
Game name: Rolan's Curse
Game version: USA
ROM filename: Rolan's Curse (U) [!].gb
Emulator: (unknown)
Movie length: 04:20.58
FrameCount: 15635
Re-record count: 4008
Author's real name: Nick Mong
Author's nickname: mmbossman
Submitter: mmbossman
Submitted at: 2010-02-13 10:29:43
Text last edited at: 2010-02-15 19:38:49
Text last edited by: mmbossman
Download: Download (841 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:
After reading over Aqfaq's previous submission text and seeing that he thought there were improvements to this already short and simple game, I decided to make an attempt at improving his work. This is an 11 15 frame improvement to the previous movie.

"11 15 frames is all you were able to squeeze?", you say? "You must not have spent much time on this!". Don't let the rerecord count fool you, it's actually close to double what is represented due to me working on separate movie files and testing different routes, etc. The mechanics of the game are very simple: Rolan can move a half block or one full block, and can do nothing while he is moving. When he's stopped, he can swing his sword, use the pickax, and pick his nose (not shown in this movie). Due to this restrictive movement set, TASing this game is all about luck manipulation, and very little about movement (except for the last boss, I'll explain later.) And just in case there are questions, I'll break down everything I discovered by room.

I wish that I'd been able to make this a more different run than previously, but because the character actions are so restricted, any sort of luck manipulation is nearly impossible because of the time it takes to move to/kill an enemy. If someone more adept at RAM watching can figure out exactly how the randomness of the item drops works, there is the possibility to save another ~15 frames by not killing the ghost in room 19 and one or two other single frame savers. However, I tried several different combinations of enemy deaths, and at least one of the last two energy drops always failed to show up during each scenario.

Anyway, I hope someone enjoys the improvement of this quicky glitched game. Let me know if you have any questions.

mmbossman: I reworked the boss fight and managed to squeeze another 4 frames out, bringing the total savings to 15 frames. I also replaced the submission file to reflect these changes.
Nach: Accepting as improvement to existing run.

sgrunt: Processing.

Similar submissions (by title and categories where applicable):