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

Submission #6963: mtbRc's GBA Castlevania: Aria of Sorrow "Julius mode" in 03:47.25

Console: Game Boy Advance
Game name: Castlevania: Aria of Sorrow
Game version: USA
ROM filename: Castlevania - Aria of Sorrow (U).gba
Branch: Julius mode
Emulator: VBA-rr 23.6
Movie length: 03:47.25
FrameCount: 13573
Re-record count: 24964
Author's real name: H.T
Author's nickname: mtbRc
Submitter: mtbRc
Submitted at: 2020-12-16 13:11:44
Text last edited at: 2020-12-30 06:59:02
Text last edited by: Spikestuff
Download: Download (3314 bytes)
Status: published
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Movie begins from a reset; should begin from power-on.

Author's comments and explanations:

Game Objective

  • Emulator used:VBA-rr 23.6
  • Starts from SRAM (the same as what cpadolf used)
  • Aims for fastest time
  • Manipulates luck
  • Takes damage to save time

About the Run

This is an improvement Version of klmz TAS. 53frame was improved.


  • Improved movement along the way (7Frames Improvement).

  • Graham 1st phase attack method change (57frames Improvement)
Improved with invulnerability of damage. If it is normal damage, it will be invulnerability of 50 frames, and in addition, since there is 26 frames of rigidity, the actual invincibility will be 24 frames, so it can not be used very much. If this is in the air, it will be invulnerability for 81 frames. However, if you just take damage in the air, you cannot use it because the loss is too large. As a result, I can't get much invulnerability. This is solved by "appearing graham very close to the stairs" and "damaging in the air as close to the floor as possible". Landing can cancel damage rigidity. As a result, the rigidity can be suppressed to 16 frames, and as a result, the invulnerability of 65 frames can be used. By attacking before being hit, you can reduce the loss due to damage rigidity. When it comes to an axe, using damage rigidity is 5 frames more efficient than not using it. I'm using this invincibility for graham's "turn left and right". You can expect an extension time of 5 frames for each turn. This increases the number of attacks that can be made per loop. The maximum extension time per session is 45 frames. This is adjusted to use the optimum extension time. Graham's appearance position and attack pattern adjustment are performed by sliding, ceiling collision, whip attack, and attack on graham. By shifting the timing of the ceiling collision, the range of appearance position adjustment can be increased. In addition, the range of attack pattern adjustment can be increased by using the additional attack of the whip. You can efficiently adjust the attack pattern of graham by adjusting the timing of the first additional whip attack and the second whip attack before the appearance. Some people may think that it can be Improved with the damage of the additional whip attack, but this attack pattern does not make sense in terms of the remaining damage of graham. These reduce graham's attack loop from 5 to 4. However, the number of axes used has increased by one. This consumes an extra 12MP. Also, 1 frame is Improved by performing the last attack on the stairs.

  • Graham 2nd phase attack method change (19frames Lost)
One cross is reduced by using an additional axe in the 1st phase. This will result in 20 frames lost. However, 1 frame is Improved by reducing the lag.

  • Graham 3rd phase attack method change (8frames Improvement)
Use one axe that has increased as a result of the 1st phase and 2nd phase in the 3rd phase. This Improved 5frames. The MP consumption of the cross is 25 and the MP consumption of the axe is 12, so the axe increases by one as a result. Also, the pattern of additional whip attacks has been optimized. This is Improvement 3frames.

Special Thanks

  • klmz: It is a TASer that produces many TAS in other castlevania. Also proposed a number of updates for this branch.
  • hellagels: This is the TASer that I co-produced last time. We have proposed many Improvements such as optimization of cow zipping and improvement by additional whip attack.
  • Atma: Made the first TAS on this branch.
  • zggzdydp: Made a TAS that used a dive kick for movement. The movement method was shocking.
  • cpadolf: Created a TAS with a more optimized movement method. The movement method became more crazy. And found many improvements.
  • hijiki: Found a double defeat glitch that is the reason for the major improvement.
  • Kagemitsu: Created the first TAS with a double defeat glitch.
  • sparky: Found a 1frame improvement for name entry.
  • Robert_Ordits: The created HUD Lua helped the production.

Author's Encode

  • Note: Improved 25 Frames in addition to this video. There are a total of 53 Frames improvement, but the content is roughly the same.
(Link to video)

GoddessMaria: Gotta uphold the Castlevania Judgment quota! (Judging)

GoddessMaria: Excellent work on improving an already impressive and technical movie, mtbRc-san! Just when we thought that the current run was pushed hard, this new movie pushes this harder. Audience response was unanimously positive and I do agree with the sentiment as well!

Accepting as an improvement to the currently published movie.

Spikestuff: Publishing with the provided files from Samsara.

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