Submission #7264: Tarion's GBA Castlevania: Harmony of Dissonance "Juste Boss Rush" in 05:01.34

Console Game Boy Advance Emulator VBA-RR v23.6 svn480
Game Version USA Frame Count 17998
ROM Filename Castlevania - Harmony of Dissonance (U) [!].gba Frame Rate 59.7275005696058
Branch Juste Boss Rush Rerecord Count 38301
Unknown Authors Tarion
Game Castlevania: Harmony of Dissonance
Submitted by Tarion on 12/7/2021 8:32:34 PM

Submission Comments
Author's temporary encode:

Game objectives

  • Emulator used: VBA-RR v23.6 svn480
  • Aims for fastest time
  • Abuses programming errors
  • Manipulates luck
  • Defeats all bosses
  • No damage/death

Comments

You can play Boss Rush mode after you complete main game once and there are 3 difficulties.(Easy, Normal, Hard)
If you want to play Hard difficulty mode, you need to complete Easy and Normal mode first. To play Hard difficulty Boss Rush mode, I used SRAM from these 2 movies. ,
And the last key input timing is the same as Robert's run.

Glitches and tricks

Whip-launch

If you want to know Whip-launch in detail, you can understand it in this page.
In addition to conventional Whip-launch, I use Whip-launch using high jump. It helps Juste get closer to bosses when he enters their room.
But this launch takes a little more frames compared to normal entering methods like dive kick or sliding so I use entering methods properly in accordance to boss battle. And shutting door timing depends on Juste's y-position so I needed to adjust it.
Leaving room method is dive kick only.

Slipping trick

I mainly use this trick when Juste slips on stairway. After he fries in the air by using Whip-launch, he slips twice the distance with this trick.

Shuriken Glitch

If you want to know Shuriken Glitch in detail, you can understand it in this page.
I combine 2 kinds of Shuriken Glitch (dive kick + cross and midair whip + cross) because I can defeat boss with less time loss. This combination attack is more effective in ground battle than air.

Luck manipulation

Critical attack, Boss movement depend on RNG so I need to manipulate it.
To manipulate RNG, I use jump, dash, sliding, high jump and throwing cross. And dash doesn't consume RNG within 7 frames.
RNG is consumed constantly when you use Juste. RNG manipulation was hard.

Boss battle strategies

I concisely write strategies for each boss battles as follows:

Giant Bat

I use high jump whip-launch with using cross to skip walking animation.
You can only 2 attacks to Giant Bat first. After few seconds, Giant Bat begins to drop and doesn't separate when its x-position (around x=292.375)corresponds to Juste.

Living Armor

I use high jump Whip-launch with using cross because Living Armor is far from the door. By using cross, Juste can get close more compared to whip.
Living Armor makes lags and delay if you give it too much damage.

Skull Knight

Skull Knight wakes up when Juste's x-position is over 65. By using dive kick, I attain this situation at the minimal frames.
It has 3 forms but each forms has less hit points compared to other bosses. In such cases, the rear-whip attack is effective. And Juste can perform 0 gap rear-whip Shuriken Glitch if you adjust his x-position.

Golem

Golem's jump timing is automatically fixed when Juste enters the room. In such cases, you can use sliding when you enter the room. (Although sliding is the fastest entering method, it takes lots of frames until door close.)
Golem doesn't manage its hit points when it jumps. You can skip second form if you make its hit points 0 during the jump and attack when it transform.
And Golem's burying end timing depends on RNG and speed becomes faster if you consume more RNG. So I perform sliding when it buries.

Minotaur

Minotaur's jump timing is automatically fixed when Juste enter the room. So I use sliding when Juste enter the room.
You can't defeat Minotaur if it doesn't jump. And jump timing depends on RNG.

Devil

Devil is far from the door so you can perform high jump whip-launch with using cross. Juste can leap and perform Shuriken Glitch simultaneously if you adjust his y-position.
And Devil's drop timing depends on RNG.

Giant Merman

Giant Merman's appearance timing is automatically fixed when Juste enters the room. So I use sliding when Juste enter the room.
Giant Merman has lots of hit points and it's on the ground so combination Shuriken Glitch is effective.

Max Slime

You can skip distrucing animation if you defeat this boss so quickly. Fight style is same as Giant Merman's case.

Peeping Big

I use high jump whip-launch with using cross because of acceleration and preparing Shuriken Glitch.
After defeating this boss, it makes LOTS of lags. So Juste doesn't move for some time to fix his camera.

Shadow

Shadow's drop timing depends on RNG. After it begins to drop, you can manipulate RNG for critical attack.

Legion (Saint)

Formidable enemy. You can't perform Shuriken Glitch because the shell accepts only one attack ID. (You can perform Shuriken Glitch to core instead.)
To address this, I manipulate RNG to perform as many critical attacks as possible so as to tear off the shell quickly.

Pazuzu

I use high jump whip-launch with using whip because of acceleration and adjusting Juste's x-position. Dive kick isn't enough to caver distance between Juste and Pazuzu. Fight style is the same as Giant Merman.

Minotaur Lv2

Same as Minotaur's case.

Legion (corpse)

I use high jump whip-launch with using whip because of acceleration and adjusting Juste's x-position.
Legion (corpse) opens its shell after attacking a certain number of times. But Legion (corpse) accepts attack ID even when it closes the core.

Talos

I use high jump whip-launch with using whip because of acceleration and adjusting Juste's x-position.
Talos has powerful toes and arms so I perform midair + cross type Shuriken Glitch. Talos makes lags and delay if you give it too much damage, so I need to adjust total damage amount.

Death

There is already Death's hit box when Juste enters the room so I perform dive kick to enter the room.
First form: To fight on the platform and control Death's movement, I manipulate RNG.
Second form: Fight style is same as Devil's case. When Death's distructing animation begin, it makes lots of lags. So Juste doesn't move for some time to fix his camera.

Cyclops

I use high jump whip-launch with using whip because of acceleration and adjusting Juste's x-position. Fight style is same as Giant Merman.

Dracula Wraith

First form: Dracula Wraith's appearance timing is automatically fixed when Juste enters the room. So I use sliding. Fight style is same as Skull Knight. Its appearance position depends on RNG.
Second form: Fight style is same as Giant Merman. Its movement depends on RNG.

Other comments

I made this movie to celebrate the release of Castlevania Advance Collection.
I hope Castlevania community grows more and more.
And thank you for all CVHoD TASers.

feos: Judging...

Last Edited by admin@tasvideos.org on 1/1/2022 6:14:15 PM
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