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

Submission #5736: mtbRc's DS Castlevania: Portrait of Ruin "Richter mode" in 16:57.28

Console: Nintendo DS
Game name: Castlevania: Portrait of Ruin
Game version: USA
ROM filename: Castlevania - Portrait of Ruin (USA).nds
Branch: Richter mode
Emulator: DeSmuME 0.9.9
Movie length: 16:57.28
FrameCount: 60860
Re-record count: 48755
Author's real name: H.T
Author's nickname: mtbRc
Submitter: mtbRc
Submitted at: 2017-12-09 10:25:52
Text last edited at: 2017-12-12 18:33:54
Text last edited by: fsvgm777
Download: Download (25337 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:

Game objectives

  • Emulator used: desmume-0.9.9 and Advanced Bus-Level Timing OFF
  • Aim For Fastest Time
  • Use Multiple hits
  • Manipulates luck
  • Takes Damage To Save Time
  • Starts from SRAM

About This Run

  • This is an improved version of My TAS. 1774Frames was saved.



Most the tricks and glitches used in this run can be found here: http://tasvideos.org/2255S.html and http://tasvideos.org/3657S There are the following differences compared with normal mode.
  • warp glitch can't be used.
  • Many flags are released.
  • To clear the picture on the table is the condition of opening the picture on the back.
  • Use of determined weapons

Improvement Points

  1. Improvement of moving method of Richter using attack target or MP.
  2. Use sliding tackle for multiple hits
  3. Various boost optimization

About moving method

The method of using last time used
  • Maria: backdash,blank*3,sliding,blank*10,Chara Change
-> (15936+15488+15040+14592+18112+17792+17472+17152+16832+16512+16192+15872+15552+15232+14912+14592)/16=16080

  • Richiter: forward,(backdash,forward+crouch)*3,(backdash,blank)*2,sliding,blank*3,Chara Change
-> (10240+15832+13432+15832+13432+15832+13432+15832+13432+15832+15280+16064+15744+15424+15104+14784)/16=14720.5

:The whole average->15400.25

  • Loop movement of backdash cancellation
forward -> backdash,forward+crouch,...

  • Maria: 8192-> (15936+13536)/2=14736
  • Richiter: 10240-> (15832+13432)/2=14632

Additional run method of Richter used for improvement this time

  • Use Attack target: backdash,sliding,blink*2,sliding tackle,attack,blank*9,Chara Change

  • Use MP: backdash,sliding,blink,sliding tackle,attack,blank*7,UP,Left,Down,Right+Attack+Chara Change (tackle+change)

When sliding tackle is issued at back dash motion, it is possible to suppress the decrease in speed at the time of sliding tackle motion cancellation. When motion is canceled, the descent is started. The descent start point is manipulated by attack. However, in this case the character change will be delayed. Avoid this by object attack or MP use.

Author's Encode

(Link to video)
(Link to video)

Mothrayas: Judging!

Mothrayas: Excellent improvement. It's always nice to see how character movement is pushed to the limit in these sorts of runs. Accepting as an improvement to the published movie.

fsvgm777: Processing.

Similar submissions (by title and categories where applicable):