Here we go again. This movie is 982 frames / 00:16.34 seconds faster than the current movie. Almost all of the savings come from a new exploit that ktwo found. By jumping into an exit, it's possible to save up to 35 frames per screen. Typically, the player runs to the exit and then holds either up or down for a long time until the game transitions to the next screen. By jumping before the exit, the player can start holding up or down earlier.
Don't worry about the rerecord count. The movie is mostly edited from my previous work.
Number | Screen | Former HP | Current HP | Total Frames Ahead | Notes |
---|---|---|---|---|---|
1 | 1-1 | 19 | 19 | 0 | On every screen that has a door that Goldmoon can jump into, there should be 35 frames saved. Goldmoon is already in the doorway on the first screen. |
2 | 1-2 | 16 | 19 | 43 | The warrior was one of the worst enemies in the old run because he caused both a significant delay and -3 HP. But after waiting a few frames for better RNG, Goldmoon is able to jump clean through him. |
3 | 1-3 | 14 | 18 | 67 | Because the RNG changed, I waited an extra 11 frames to get a good pass through the warrior. But the extra HP can save time near the end of the game. |
4 | 1-4 | 14 | 18 | 102 | Attacking the dwarf is definitely the best method on this screen. Attacking allows Goldmoon to jump much earlier. Attacking also means no HP lost. |
5 | 1-5 | 12 | 18 | 139 | Although I didn't get the ideal RNG in which the bozak doesn't shoot, the RNG that allows Goldmoon to duck is good compared to the RNG with the unavoidable shot. |
6 | 1-6 | 12 | 18 | 173 | I wish every screen were a free shot at a jump like this one. |
7 | 2-1 | 12 | 18 | 210 | I finally got the perfectly clean run through the troll. |
8 | 2-2 | 12 | 18 | 245 | I had to wait 3 frames because of perfectly mistimed projectiles blasting out of the pit. Jumping into the teleportation is a little weird because it seems like I didn't lose any frames, but I give those frames back when the next screen loads. |
9 | 2-3 | 10 | 16 | 288 | The RNG is better than the last run. I get one arrow without any delays. |
10 | 2-4 | 8 | 15 | 319 | Here the RNG is a little worse, but I lose only -1 HP instead of -2. |
11 | 2-5 | 8 | 15 | 354 | There's no enemy here, and so I save the expected 35 frames. |
12 | 2-6 | 8 | 15 | 389 | The bozak's behavior is the same as previous attempts. |
13 | 2-7 | 7 | 13 | 402 | I can do this screen 11 or so frames faster, but it leads to absolutely terrible RNG on 2-8, and 2-8 is the most important screen in the game. I tried to hide the delay in the jump at the end of the screen. |
14 | 2-8 | 7 | 13 | 436 | 2-8 remains one of the all-time bottleneck points in TAS history. The RNG is killer. The menu trick requires advancing past the first flame. RNG was perfect on the previous TAS thanks to incredible coincidence. This time I got perfect RNG again, but I had to manipulate it with the delays in 2-7. |
15 | 2-9 | 7 | 13 | 492 | Perfect luck! Both the dragon and the exit cooperated without any manipulation needed. |
16 | 2-10 | 7 | 13 | 494 | Unfortunately, since Goldmoon has to jump over the last pit before jumping into the exit, there is insufficient space to save significant time. |
17 | 3-1 | 7 | 13 | 529 | The spider is harmless, and so I save 35 frames. |
18 | 3-2 | 7 | 13 | 563 | This screen is the easiest of the 3 dragon encounters. |
19 | 3-3 | 7 | 13 | 598 | The spider just dances. |
20 | 3-4 | 7 | 13 | 633 | Fortunately the two doors are far enough apart to get the full benefit of jumping. |
21 | 3-5 | 7 | 13 | 667 | Another screen where nothing happens. |
22 | 3-6 | 6 | 12 | 702 | As usual, this warrior is annoying and unfriendly to RNG. |
23 | 3-7 | 6 | 9 | 745 | Here's where the extra HP starts to pay off. I can take damage from the troll rather than use a slower attack. I couldn't find great RNG, but 8 frames saved is better than nothing. |
24 | 3-8 | 6 | 9 | 779 | My favorite kind of screen—nothing happens. |
25 | 3-9 | 6 | 9 | 809 | The dragon's RNG changed. It took the aggressive fire-breathing approach, and so Hold Person hit it 12 frames later than last time. After some timing manipulation, I cut it down a little, but it's still not clean like before. |
26 | 3-10 | 6 | 9 | 846 | There are enemies here but they do nothing. |
27 | 3-11 | 5 | 7 | 881 | This screen is the "real" spider. It is impenetrable. I have to attack it. |
28 | 3-12 | 5 | 7 | 915 | This spider is fake. |
29 | 3-13 | 5 | 6 | 955 | This troll doesn't have very friendly RNG, but I saved 5 frames at least. |
30 | 3-14 | 1 | 5 | 982 | In order to save frames at the exit, I had to use Hold Person on the troll guarding the exit so that Goldmoon could jump. Theoretically, Goldmoon could jump clean through the troll into the exit, but it wasn't happening for me. |
31 | 4-1 | 1 | 5 | 982 | There are no more doors. Gameplay ends after exiting the menu. |
End | End | 1 | 5 | 982 | I don't believe that there's any benefit to using up more HP. I don't recall using any slower methods to preserve HP. |
The idea for a good game is lurking beneath the surface here. The platform-action RPG style resembles a Zelda II dungeon, and the variety of playable characters is still seen today in the Curse of the Moon series. However, Heroes of the Lance fails because it is too short and linear, the controls are limited and unresponsive, and collisions are totally unpredictable. But with all the slow door transitions removed now, at least the movie is a little more entertaining.
Truncated: Judging.
Truncated: I should have set this back to New when I left a while back, but I forgot. Sorry.
Accepting as an improvement to the current movie.
fsvgm777: Processing.