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  • Goal: Complete the game without taking any damage
  • Uses VBA 1.7.2 re-recording version 10
  • Game Boy emulation, no BIOS
  • No Left+Right/Up+Down
  • No warps or passwords
  • Abuses programming errors
  • Abuses luck
The Story
According to the dates given in the manuals, this game takes place after Wizards & Warriors III, although it was published earlier. Malkil is back at his evil deeds. He has abducted Princess Elaine and taken her to his Fortress of Fear. It's up to Kuros to save her.
The Movie
The goal of this movie was to get through the game without taking any damage. It's definitely possible to complete it more quickly if one takes damage, but I decided to go for a no-damage run because it's ridiculously easy to get hurt. Enemies hurt you by draining your life; you don't get pushed back upon contact, you just lose life. Furthermore, you have only a few frames of invincibility after getting hurt, so it's easy to die from only one enemy. As in many games, you can also lose life from falling too much. However, I think the programmers overdid it in this case, because even normal jumps from one ledge to another thats only a few pixels lower can hurt you.
One other thing that made the recording hard was that there was no way to tell if your hits reached their target in frame advance. Successful hits are indicated by a special sound, but you can't hear it as you're recording frame by frame. Therefore, I had to press the attack button and then switch back to full speed in order to check if the attack succeeded. Even then it was hard determine success if the attacks were very close together, since there was little time between the sounds.
I only opened two treasure chests during the recording. The first one contained the Spell of Invincibility. As far as I can tell, that's the only chest from which you can get the Spell in the entire game. It was actually impossible to avoid that chest, since the enemy would have turned around and hit me if I would have tried to jump over it. The spell allowed me to walk through several enemies without having to worry about taking damage. I'm not sure how much time it saved, since I had to wait for the screen saying I picked up the Spell to go away. You can't speed up any of those message screens, which probably increase the length of the movie by at least 3 minutes.
I obtained the Boots of Jumping from the second chest. This required going out of the way a little bit, but the Boots were essential. They allow you to jump higher and farther, as well as allowing you to fall any height without taking damage.
Programming Errors
The game has weird collision detection. For example, there are some times when my sword attack clearly did not hit the target, but it caused damage anyway. This can be easily seen with the jumping fish in level 1-0.
I discovered one glitch in the game. If you attack with your sword on a moving platform as it reaches the top of its movement, the animation may stay in place even if the platform starts moving down. You can then jump off of air as soon as the attacking animation is finished. This doesn't always happen, and I'm not quite sure what causes it. I used it near the beginning of level 3-1 to get past a bat and a fireball that would have required some waiting in order to get by with normal jumps. That was the only time I was on a platform at the right time to use the glitch, and it was the only time I would have had to wait on a platform if I didn't use it.
Luck
Very many things in Wizards & Warriors X are manipulable. They range from what enemies appear at any given time to the amount of health they have (or maybe it's the strength of your attacks that varies). I'm not sure how to manipulate the game in all cases, but it seems to depend on how quickly you're moving through any level, what buttons you're pressing and how long you're pressing them, and maybe even how much life you have. Here are several examples:
  • I somehow manipulated one of the jumping fish out of existence in level 1-0. I didn't notice this until I played the game at normal speed a little later and saw the fish there.
  • By varying the amount of time for which I pressed A and Left while jumping between the bats near the end of level 1-2, I made one of those walking soldiers appear instead of a bat. This allowed me to jump right over it. I would have had to wait or take damage if the bat would have appeared.
  • The lower path I took to get to the right side of the room with the first boss (giant bat) decreased the number of times I needed to hit it. The upper path could have required nine or more hits.
  • At the beginning of level 3-0, I manipulated a second soldier out of existence. I'm pretty sure it happened because I started moving right as quickly as possible after the soldier that did appear turned around.
  • In level 4-0, the luck was against me. All of the soldiers that I met required three hits to kill. If I would have taken damage, at least some of them would have required only 2 hits. I'm not sure if it was the damage or the fact that I would have moved through the level more quickly. Unfortunately, I couldn't jump over any of them because of the low ceiling. Needless to say, this was the most annoying level to record.
  • In level 5-0, the number of hits required to kill the first soldier depended on my jump right before. Depending on the jump, it could have taken three hits.
I think it would be interesting for someone to take a look at the code for the game and try to determine what formula it uses to spawn the enemies and their health. In the best case, it might be possible to manipulate all of them out of existence. That would make an interesting movie, although it could take longer to actually get rid of them all.

TASVideoAgent
They/Them
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This topic is for the purpose of discussing #887: Dacicus's GB Wizards & Warriors X: Fortress of Fear in 10:50.42
Skilled player (1886)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Ah yes, Fortress of Fear, one of my favourite (and also one of the only) GB games when I was a kid. I could never beat it though, but once I came to the last level, but couldn't find my way and ended up dead... I mean, come on, why didn't they add continues, or at least a password system? Oh yes, the movie. It was very nice, I especially liked the boss battles, they looked very optimized. And even though Kuros is a bit clumsy in this game I think you handled every stage fine. Good job! Voting YES.
Editor, Expert player (2460)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Nice movie. In this game, it was a good choice to not take any damage. I'm voting YES too.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
I agree on that. Well done/played. Yes wote. I had this also this game as a kid and I knew it in and out. But was'nt there any warps and so on in it?
Wheeeehaaa.. Yaaayy..
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
I'm pretty sure that there are no warps in the game. In some levels, there are multiple doors that you can enter. Some of them lead to treasure rooms. Furthermore, some of the rooms that have only moving platforms (like the end of level 1-1) often have treasures on the other side of the large wall. Even if you enter the treasure rooms, however, the exits still lead you back to the next level. So you have to go through all of the sections that I completed.
Current Projects: TAS: Wizards & Warriors III.
Player (24)
Joined: 4/23/2005
Posts: 435
Location: Germany
Yes from me. Look good and I like no damage runs. :-)
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run) WIP in the moment: Tail Gator (GB) Matty
Joined: 8/13/2005
Posts: 356
Location: Canada
I wasn't expecting much because I just remember this game as one that traumatized me as a child with its ridiculous box art and crazy difficulty. I don't recall ever beating level 4, despite much persistence. I actually found it a pretty entertaining and well-made movie. The sound is pretty good, no obvious errors... I think it's worth watching. My first vote, and it's a yes.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I went to encode this run, and watching it, I have to question it's quality. In several places, I notice you start attacking before you can hit the enemy, and the first attack misses. Is this luck manipulation or just not enough precision? I also noticed in one place you take a big jump to a platform, see that you can't make it, and land on a lower platform then jump higher. My guess would be if you would have taken a small jump to that platform then a big jump, you would have made it faster.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Skilled player (1886)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
I believe (I'm not 100% sure on this) that there is only one height you can jump on this game, no matter how long/short time you hold down the jump button... I could be wrong though, it's been a long time since I played it. But if so, than maybe Dacicus way of doing it is the fastest one.
Joined: 8/13/2005
Posts: 356
Location: Canada
I'm pretty sure there are varying jump heights. I'll watch it again to see if any jumps slow him down. Do you know what stage number it was or anything? As for the hits...
dacicus (in description) wrote:
One other thing that made the recording hard was that there was no way to tell if your hits reached their target in frame advance. Successful hits are indicated by a special sound, but you can't hear it as you're recording frame by frame. Therefore, I had to press the attack button and then switch back to full speed in order to check if the attack succeeded.
So perhaps those hits were accidents that were left in?
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
Nach wrote:
In several places, I notice you start attacking before you can hit the enemy, and the first attack misses. Is this luck manipulation or just not enough precision?
Can you tell me the level or frame numbers when this happens? I've just watched the movie, and I can't find it.
Nach wrote:
I also noticed in one place you take a big jump to a platform, see that you can't make it, and land on a lower platform then jump higher.
I'm pretty sure I know what part you're talking about. It's in level 2-2. That action was intentional. I jumped so far to the right in order to get the first skeleton to appear. If I would have just landed on the lower platform from the start, it wouldn't have appeared until after I had jumped again.
FreshFeeling wrote:
I'm pretty sure there are varying jump heights.
There are. EDIT: After checking the memory values during the boss fights and determining which address held the health information, I found out that I missed one hit on the skull boss and that very many of my hits on the bird boss did horribly small amounts of damage. Due to this sloppiness, I'm canceling this run. I'll work on figuring out where the values for the normal enemy health are stored, so that I can check how much damage I did and check if I missed any attempted hits.
Current Projects: TAS: Wizards & Warriors III.