Submission #8903: Induviel's SegaCD Mary Shelley's Frankenstein in 19:16.14

(Link to video)
Sega CD
baseline
BizHawk 2.9.1
69279
59.922751013550524
13860
PowerOn
Mary Shelley's Frankenstein (USA).cue
Submitted by Induviel on 2/20/2024 5:26:52 PM
Submission Comments
Mary Shelley's Frankentein for Sega CD is a graphic adventure/2D fighting game, where you follow the story the book, with some changes.

Game objectives

  • Emulator used: Bizhawk 2.9.1
  • BIOS used: Sega CD Model 1 US (v1.00)
  • Aims for fastest time

Tech

Save/Load

In adventure sections, by holding B + C a save/load menu comes up, by saving and loading in a scene, The Creature gets teleported to wherever he entered that scene, while keeping the inventory, this is used 3 times, once in the Victor's Laboratory to skip fighting Victor while getting a key, once in Ingolstadt to exit one scene slightly faster, and once in the return to Ingolstadt, after visitng Geneva, to skip a fight with the Stall Owner, after stealing an item.

Strategy for fights

On the fighing sections, the fastest strategy, by far, is to start with an aerial attack, to close the gap, and then headbutt until the enemy is dead, this is because headbutts deal more damage than the other attacks, so even tho the animation can be slightly slower than other attacks, it is faster, specially since every hit adds some hit lag. One problem with the headbutt is that it is hard to make it connect, since the enemy tends to either block it, or attack right when you do, which means it will hit you. Making them all connect required some effort.

Comments

At the menu screen I decide to spend 16 seconds to disable animations, since I'm pretty sure it is faster overall, did a comparison with and without doing this up to getting to the first frame in the game after the fade outs, and just there it was just 12 seconds of difference, and there's at least more than 4 of these animations accross the whole game.
There are some sections where it looks like I can do something somewhat earlier, most of the time its just because there's an invisible wall until something happens, but a few are done for other reasons; giving the potion to the guard at Ingolstadt, this is delayed because if you give the potion too fast for some reason it warps you to the entrance of the scene, and when exiting the shop at Geneva, there is an invisible wall, but you have to wait a few extra frames to avoid crashing the game.
Also, when buying the Iodine and picking up the rat at the shop in Geneva at night, even tho the movement looks kind of weird because the rat is on the way, picking up the rat then the iodine is 40 frames faster, tho 10 frames are lost from menuing when using the rat to lure away the guard dog, over picking up first the iodine.

Possible improvements

Even tho I tried, I wasn't able to reduce more the amount of jumps the enemies do, so that is a very clear way to try and improve uppon this.

Thanks to

  • WhiteHat94 for his RTA run, helped a lot in knowing the general route, and a few skips.

Darkman425: I still can't believe the devs gave Elizabeth a Blanka ball. Also, claiming for judging.
Darkman425: It doesn't show up in this TAS due to how efficient the fights are, but I wasn't joking about the Blanka ball.
Everything looks good to me. The routing is solid, avoiding the extra items as well as using saving and loading to outright skip fights. The fights themselves go at a nice clip with getting the headbutts to connect without the computer dodging. While there might be some possibility to have the computer not jump or get knocked down as much, that might affect their usual tendency to block the headbutts.
Accepting to Standard.
Small note to anyone else who wants to sync this: the submission does indeed only sync on the Sega CD Model 1 US version 1.00 BIOS. My initial attempt using the Sega CD Model 1 US version 1.10 quickly desynced due to loading times.

despoa: Processing...
Last Edited by Induviel on 3/5/2024 10:20 AM
Page History Latest diff List referrers