TASVideos

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

Game Information

NES Wizards & Warriors III: Kuros: Visions of Power


[Tier: Moons]NES Wizards & Warriors III: Kuros: Visions of Power (USA) in 17:25.61 by Ferret Warlord, Dacicus & Alyosha.
FCEUX movie (.fm2) (date: 2015-06-13)
MKV file via BitTorrent (Modern HQ) (size: 32.39 MB, length: 19:49)
MP4 file via BitTorrent (Compatibility) (size: 41.76 MB, length: 19:49)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #4706 — Author's comments
Discuss this movie
Obsoletes movie #401 (17:27.95)
Rating: 6.0 (7 votes)
View Publication
- Takes damage to save time
- Major skip glitch
- Heavy glitch abuse
- Genre: Platform
The third game in the Wizards & Warriors series. Having been tricked out of his victory in the previous game, Kuros once again returns to do battle on evil and pretend he will marry every princess he meets.

Most of the old run remains unchanged, however, a known improvement over the previous run was implemented as well as a small oversight fixed. Therefore, this is an improvement of 2.34 seconds over the previous run. (note: the actual improvement is just of over 30 frames (roughly half a second), but due to the different FPS used by FCEU and FCEUX, it passes off as more)

The ending of this game is still epilepsy-inducing.

Total movies: 3


[Tier: Moons]NES Wizards & Warriors III: Kuros: Visions of Power (USA) in 17:53.23 by Ferret Warlord.
FCEU movie (.fcm) (date: 2005-04-05)
AVI file via BitTorrent (size: 55.52 MB, length: 20:14)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #570 — Author's comments
Discuss this movie
Obsoletes movie #298 (17:57.53)
Not rated
View Publication
- Takes damage to save time
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The third game in the Wizards & Warriors series. Having been tricked out of his victory in the previous game, Kuros once again returns to do battle on evil and pretend he will marry every princess he meets.

There is some major sequence-breaking going on in this movie. Only 6 out of the 9 supposedly mandatory quests are cleared, meaning the author has to find original ways of passing obstacles he's not supposed to pass.

The ending of this game is epilepsy-inducing.

This particular movie is an updated version of the first timeattack, with one mistake corrected near the end of the movie, resulting in 5 seconds shorter movie.


[Tier: Moons]NES Wizards & Warriors III: Kuros: Visions of Power (USA) in 17:57.53 by Ferret Warlord.
FCEU movie (.fcm) (date: 2005-02-20)
AVI file via BitTorrent (size: 55.18 MB, length: 20:47)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #555 — Author's comments
Discuss this movie
Not rated
View Publication
- Takes damage to save time
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The third game in the Wizards & Warriors series. Having been tricked out of his victory in the previous game, Kuros once again returns to do battle on evil and pretend he will marry every princess he meets.

There is some major sequence-breaking going on in this movie. Only 6 out of the 9 supposedly mandatory quests are cleared, meaning the author has to find original ways of passing obstacles he's not supposed to pass.

The ending of this game is epilepsy-inducing.


[Tier: Moons][Console-verified]NES Wizards & Warriors III: Kuros: Visions of Power (USA) in 17:27.95 by Ferret Warlord & Dacicus.
FCEU movie (.fcm) (date: 2005-08-28)
AVI file via BitTorrent (size: 36.17 MB, length: 19:53)
Mirror www.archive.org
Watch on (www.youtube.com)
Submission #781 — Author's comments
Discuss this movie
Obsoletes movie #316 (17:53.23)
Rating: 6.7 (27 votes)
View Publication
- Takes damage to save time
- Major skip glitch
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The third game in the Wizards & Warriors series. Having been tricked out of his victory in the previous game, Kuros once again returns to do battle on evil and pretend he will marry every princess he meets.

There is some major sequence-breaking going on in this movie. Only 6 out of the 9 supposedly mandatory quests are cleared, meaning the author has to find original ways of passing obstacles he's not supposed to pass.

The ending of this game is epilepsy-inducing.

This particular movie is an updated version of the second TAS, with Malkil beaten with some magic not even the game programmers knew about.

The first 17 minutes are identical to the previous version, and were played by Ferret Warlord. The Malkil battle was played by Dacicus.

You can also see this run played on a real NES here.

#66720987530792477 - Wizards & Warriors III new start route
WW3-new-start-route.fm2 (18.7kB fm2 movie [NES])
Uploaded 2020-10-13 18:45:37 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 00:11.91 [716 frames], 38 rerecords)
135 views, 8 downloads

FM2 file begins from a savestate

This is 6 frames faster than the current publication. The key to passing through the roof seems to be jumping for 7 input frames when Kuros's horizontal position is 0x01A1.

Info Download

#42668396199674685 - Wizards & Warriors III Thief Guild Guardian Despawn
WW3_thief_guild_despawn.fm2 (60.6kB fm2 movie [NES])
Uploaded 2017-10-26 13:34:47 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 01:08.45 [4114 frames], 118 rerecords)
3625 views, 556 downloads
Unoptimized input file that despawns the thief guild guardian. The relevant input starts around frame 3400. To be used for debugging this glitch, which originally was discovered by theLimitBreak here. Unknown if this is faster than the current method of taking damage to get through the guardian.

The assembly at 08:83F2 seems to be relevant for spawning enemies. The guardian specifically is checked when $00BD is 0x1B. The LDA ($22),Y instructions load the enemy X low byte, enemy X high byte, enemy Y low byte, and enemy Y high byte, in that order. Jumps and branches to $83FE and $8485 end the processing for the current enemy.

Info Download

#41017993550188495 - Wizards & Warriors III v5 WIP 07
WW3_v5_WIP07.fm2 (157kB fm2 movie [NES])
Uploaded 2017-08-13 05:44:47 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 02:58.21 [10710 frames], 952 rerecords)
3822 views, 608 downloads
Brings the run back up to leaving the building with the silver thief statue. Frame numbers of key points in the update (published move -> WIP):

   9238 ->  9220: Enter building with silver thief statue ($00B6 = 0x31)
  10366 -> 10100: Guardian HP = 0 ($049D)
  10381 -> 10119: Enter room with statue ($00B6 = 0x36)
  10834 -> 10554: Leave room after getting statue ($00B6 = 0x31)
  10984 -> 10697: Leave building ($00B6 = 0x19)
Total frames saved = 287.
Info Download

#40862823963150726 - Wizards & Warriors III v5 WIP 06
WW3_v5_WIP06.fm2 (145kB fm2 movie [NES])
Uploaded 2017-08-06 06:01:55 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 02:33.58 [9230 frames], 462 rerecords)
3845 views, 574 downloads
Brings the run back up to the building with the silver thief statue. Frame numbers of key points in the update (published move -> WIP):

  3621 -> 3612: Enter thief 1 guild ($00B6 = 0x3B)
  4009 -> 4000: Enter thief 1 trial ($00B6 = 0x62)
  6876 -> 6867: Trial boss HP = 0 ($049E)
  7909 -> 7900: Leave guild ($00B6 = 0x19)
  8218 -> 8206: Enter shop to buy 3 keys ($00B6 = 0x5F)
  8871 -> 8855: Leave shop ($00B6 = 0x19)
  9238 -> 9220: Enter building with silver thief statue ($00B6 = 0x31)
Total frames saved = 18
Info Download

#40802538490803240 - Wizards & Warriors III v5 WIP 05
WW3_v5_WIP05.fm2 (58.1kB fm2 movie [NES])
Uploaded 2017-08-03 12:52:21 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 01:01.56 [3700 frames], 220 rerecords)
3834 views, 599 downloads
Restarted the run after discovering a trick that allows you to get up to maximum horizontal speed more quickly by jumping from a crouching movement. See the Game Resources page for details. Thanks to FatRatKnight for helping find the trick.

Frame numbers of key points in the update (published move -> WIP):

  1801 -> 1799: Enter shop after collecting money ($00B6 = 0x5F)
  2731 -> 2729: Enter building with bronze thief statue ($00B6 = 0x1A)
  3157 -> 3148: Leave building ($00B6 = 0x19)
  3621 -> 3612: Enter thief 1 guild ($00B6 = 0x3B)
Total frames saved = 9
Info Download

#40733792451181818 - Wizards & Warriors III v5 WIP 03
WW3_v5_WIP03.fm2 (266kB fm2 movie [NES])
Uploaded 2017-07-31 10:34:06 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 04:42.62 [16985 frames], 17721 rerecords)
3899 views, 621 downloads
Completes the second thief guild. Attack interruption turned out not to be necessary. Maybe it will show up in the third guild. Input from the published run was copied over at the end, but it desyncs before reaching the building with the gold thief statue. I expect that this will be easier to fix than the previous situation, however, since it's basically just moving left and jumping at the proper frame.

Frame numbers of key points in the update (published move -> WIP):

  15341 -> 15141: Thief 2 boss HP loads ($049F = 0x10)
  15812 -> 15568: Thief 2 boss HP = 0
  15925 -> 15663: Pick up statue after defeating boss
  16264 -> 15996: First text box appears saying congratulations
  16334 -> 16066: Final text box disappears
  16846 -> 16578: Leave thief 2 guild ($00B6 = 0x19)
Total frames saved = 268
Info Download

#40699292099763248 - Wizards & Warriors III v5 WIP 02
WW3_v5_WIP02.fm2 (237kB fm2 movie [NES])
Uploaded 2017-07-29 21:16:44 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 04:12.0 [15145 frames], 17620 rerecords)
3896 views, 596 downloads
Extends the previous WIP to the fight with the boss of the second thief guild. Input from the published run was copied over, but a lot of testing was required to fix Kuros's X-subpixel position ($02D4). I finally got it somewhat close (off by 0x0F at important points) by replacing input with blank frames at frames 10711-10712, 10721-10722, and 11090-11091. The first two spots were while walking back through the room with the guardian, and the third was while making a jump between buildings.

Frame numbers of key points in the update (published move -> WIP):

  10984 -> 10784: Leave building with silver thief statue ($00B6 = 0x19)
  12002 -> 11802: Land on ledge with thief 3 guild flashing guardian
  12405 -> 12205: Enter thief 2 guild ($00B6 = 0x3C)
  12863 -> 12663: Enter thief 2 trial ($00B6 = 0x63)
  15341 -> 15141: Thief 2 boss health loads ($049F = 0x10)
Total frames saved = 200
Info Download

#40688149441849445 - Wizards & Warriors III Hitbox Lua for FCEUX
WW3_hitboxes.lua (3.69kB Lua script)
Uploaded 2017-07-29 09:14:07 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
3791 views, 562 downloads
For use in FCEUX. Displays hitboxes for Kuros's weapon and other things. The other hitboxes are derived from the thief 2 and 3 guild bosses, so there may be errors for objects other than those bosses.
Info Download

#40687988043960748 - Wizards & Warriors III v5 WIP 01
WW3_v5_WIP01.fm2 (159kB fm2 movie [FDS])
Uploaded 2017-07-29 09:03:39 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 03:00.2 [10830 frames], 17389 rerecords)
3871 views, 554 downloads
Improvement in the fight with the guardian of the silver thief statue. Based on RTA strategy from speedrun.com. Everything else up to that point is copied from the currently published movie.

Frame numbers of key points in the fight (published move -> WIP):

  10366 -> 10136: Guardian HP = 0 ($049D)
  10381 -> 10180: Enter room with statue ($00B6 = 0x36)
  10530 -> 10330: Pick up statue
  10536 -> 10336: Start of text that you got statue
  10594 -> 10394: Text box disappears
  10834 -> 10634: Leave room with statue ($00B6 = 0x31)
  10984 -> 10784: Leave building with statue ($00B6 = 0x19)
Total frames saved = 200

The seeming loss of frames between HP=0 and entering the room with the statue probably results from the different horizontal position at which the guardian dies.

Info Download

#40227492333481211 - Wizards & Warriors III Thief Boss Hitbox Display
WW3_thief_boss_hitbox.lua (1.80kB Lua script)
Uploaded 2017-07-08 15:20:07 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
3887 views, 556 downloads
Displays the hitbox and status value from RAM for thief trial bosses. May work for other enemies. The important box for causing the boss to lunge backwards is the one for its weapon. The following criteria all must be met for the thief 2 and 3 bosses to make them lunge backwards:

  • Status must be 0x97
  • Kuros_left < Enemy_right
  • Kuros_right >= Enemy_left
  • Kuros_top < Enemy_bottom
  • Kuros_bottom >= Enemy_top

Kuros_left and so forth refer to the edges of the hitbox for Kuros's weapon. Enemy_right and so forth refer to the edges of the hitbox for the boss's weapon. Values increase from left to right and from top to bottom across the screen.

Info Download

#40224233649342720 - Wizards & Warriors III Kuros Weapon Hitbox Display
WW3_Kuros_weapon_hitbox.lua (3.13kB Lua script)
Uploaded 2017-07-08 11:48:47 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
3890 views, 549 downloads
Draws the hitbox for the currently held weapon. The thief 2 crowbar is special because its hitbox has length and height of 0 in certain stances. This is why it is so hard to cause damage with it. In those cases, a box is drawn with a target inside, and the coordinates for the hitbox are at the center of the target. As far as I can tell, enemies have to hit that center point to take damage.
Info Download

#40142324740416001 - Wizards & Warriors III Thief 2 Boss Improvement
ferret2,dac-wizwar3_mod2.fm2 (238kB fm2 movie [FDS])
Uploaded 2017-07-04 19:16:56 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 04:30.06 [16230 frames], 17254 rerecords)
3848 views, 597 downloads
Boss fight improved by 34 frames using attack pattern interruption.
Info Download

#40137754283908266 - Wizards & Warriors III Thief 2 Boss Attack Interrupt
WizWar3-Thief2-Interrupt.bk2 (25.0kB bk2 movie [NES])
Uploaded 2017-07-04 14:20:32 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 00:09.58 [576 frames], 18 rerecords)
3945 views, 411 downloads

BK2 begins from savestate

Demonstration of how to interrupt part of the thief 2 boss attack pattern. Also works with the thief 3 boss.
Info Download

#39994572803987137 - Wizards & Warriors III Knight Guild Skip
WizWar3-KnightSkip.bk2 (38.9kB bk2 movie [NES])
Uploaded 2017-06-28 03:35:05 by Dacicus (24 files)
For NES Wizards & Warriors III: Kuros: Visions of Power (14 files)
In 00:09.9 [595 frames], 25 rerecords)
3929 views, 392 downloads

BK2 begins from savestate

Glitch that allows skipping the knight guilds. Movie created based on this description by QoNe.
Info Download

Horizontal Movement

The X sub-pixel position 02D4 does not reset to zero or any other value. It changes only via changes in the X sub-speed value.

Walking

Kuros is walking when status address 03D8 has value 0x01. When accelerating on level ground, the X sub-speed address 0370 increases by 0x10 each frame. The X speed address 038A increases by 1 after 0370 reaches its maximum. This continues up to maximum values based on the costume worn, as per the following table:

Costume Max Speed Max Sub-speed
Any Knight 2 0x00
Thief 1 2 0x40
Thief 2 2 0x80
Thief 3 3 0x00
Any Wizard 1 0x80

Jumping does not interfere with the pattern of the increasing values, but the actual speed while jumping is slower; see below.

If you press and hold the direction button opposite to the direction Kuros is facing, sub-speed decreases by 0x3C each frame until speed and sub-speed reach 0. Then Kuros turns around and begins to accelerate in the forward direction as explained above.

If speed or sub-speed are non-zero and neither left nor right are pressed, sub-speed decreases by 0x1E each frame until the speed and sub-speed reach 0.

When entering a new area or when pressing B while moving, the speed and sub-speed are set to 0.

Crouching

Kuros is crouching when status address 03D8 has value 0x08. When moving horizontally while crouching, speed has a constant value of 1 and sub-speed a constant value of 0. No deceleration occurs when changing direction while crouch-moving; Kuros turns to face the opposite direction immediately and maintains speed 1 and sub-speed 0.

When you start to crouch by pressing down, the speed and sub-speed values are set depending on which other directional buttons are pressed:

Other Buttons Speed Sub-speed
None 0 0
Forward 1 0
Backward 1 0

Any acceleration or deceleration related to those buttons continues until the new values are set.

When you leave the crouching state, speed and sub-speed are set to 0, with the following exceptions:

  • If you do a crouch attack by pressing down and B while moving, speed and sub-speed are maintained at the walking values, except for one frame of sub-speed deceleration by 0x1E. This can be used to resume walking without losing much speed. Release down and B and press forward on the same frame to continue walking after attacking. This does not work for the thief 3 and wizard 2 costumes.
  • If you jump by pressing A and forward/backward while holding down, speed and sub-speed are set to the crouch-movement values of 1 and 0, respectively, before the jump starts. The speed and sub-speed values then increase from this point as per the walking acceleration process. Though jumping is slower than walking, this allows you to get to maximum horizontal speed more quickly when turning around than the standard walking acceleration process.

Jumping and Falling

Kuros is jumping when status address 03D8 has value 0x02. He is falling when status address 03D8 has value 0x06. The speed and sub-speed values change as per the walking process, but the horizontal position actually changes by only 75% of those values each frame while jumping or falling. Thus, jumping and falling are slower than walking. After landing, the horizontal position changes by the full speed and sub-speed values.

Because crouch-jumping sets the speed to 1 right away and continues to increase it from there to the maximum, it is faster than walking up until the frame at which walking would reach 75% of the maximum speed.

After prolonged falling, status address 03D8 changes to value 0x07. Specifically, this occurs when the counter at address 008E reaches a value of 0x46. Continuing to fall for too long past this point causes damage upon landing. While in status 0x07, the sub-speed value changes each frame by amounts that depend on which directional buttons are pressed:

Button Pressed Change in Sub-speed
None Decrease by 0x0A
Forward Increase by 0x06
Backward Decrease by 0x46

This is still a falling state, so horizontal position only changes by 75% of the speed and sub-speed values.

Damage

When taking damage from an enemy, the speed is set to 0xFD, the sub-speed to 0, and the status address 03D8 to 0x02. Changes then proceed according to the jumping and falling process.

Slopes

Kuros is sliding down a slope when status address 03D8 has value 0x0C. The speed is set to a constant value of 1 or 2, depending on the type of slope. The sub-speed is set to 0. This applies to all costumes, so the wizards can move faster than maximum speed on certain slopes. After reaching the end of the slope, speed and sub-speed change according to the walking process. Horizontal position changes by the full speed and sub-speed values.

Vertical Movement

When not standing on solid ground, Kuros's vertical position changes by the Y speed (03BE) and Y sub-speed (03A4) values each frame. Unlike the X sub-pixel position, the Y sub-pixel position 0322 resets to zero frequently, such as when landing on solid ground.

Jumping

When Kuros begins to jump, the Y speed address 03BE and Y sub-speed address 03A4 are set to values that depend on the costume worn:

Costume Speed Sub-speed
Starting Knight 3 0x80
Any Guild Knight 3 0xA0
Any Thief 3 0x60
Wizard 1 3 0xC0
Wizard 2 3 0xE0
Wizard 3 4 0x00

While in the jumping state (03D8 = 0x02), the sub-speed decreases depending on whether or not the jump button A is pressed. If A is not pressed, the sub-speed decreases by 0x3F per frame. If A is pressed, the sub-speed decreases by 0x15 for seven frames and by 0x2A every eighth frame. Specifically, the decrease is 0x2A when the three lowest bits of address 0091 are clear and 0x15 when any of them is set. When speed and sub-speed both reach zero, Kuros enters the falling state.

Falling

While in the falling state (03D8 = 0x06 or 0x07), the sub-speed 03A4 increases by 0x1A every frame until reaching a maximum speed and sub-speed of 4 and 0, respectively.

Damage

When taking damage from an enemy, the speed is set to 2, the sub-speed to 0, and the status address 03D8 to 0x02. Changes then proceed according to the jumping and falling process.