Post subject: Nazo no Murasame Jou
Joined: 4/22/2011
Posts: 12
I am surprised that there isn't already a topic or anything for this game here... Anyway, Nazo no Murasame-jou, or Mystery of Murasame Castle, was a video game released by Nintendo for the FDS in 1986, the same year The Legend of Zelda, Metroid and Castlevania were released. Being over-shadowed by those games, it was a commercial failure and never saw the light of day in America. However, it is an incredibly fast-paced game that is way too overshadowed. I think a run of this game would be amazing. These is a run from 2006 by hisatoki over here, but I think some improvements can be made, and this game is just screaming for glitches to be found. I'm going doing a "test run" through the game to see if there are any better routes that can be taken and analyzing a few shortcut tricks that exist. If anyone knows anything, has memory addresses or other things that might help, it would be appreciated alot!
Current projects: FDS Nazo no Murasamejou (hiatused), MSX Metal Gear 2, Arcade Rygar Possible Projects: MSX Nemesis 2, PCECD (NES?) Gofer no Yabou
Post subject: Re: Nazo no Murasame Jou
Editor, Emulator Coder, Expert player (2156)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
Circlekyuu wrote:
I am surprised that there isn't already a topic or anything for this game here...
I am surprised that you could be surprised, as 謎の村雨城 is just yet-another-obsecure game (and you were clearly aware of that with the term "over-shadowed"). Exaggerations don't work very well these days. Maybe you should hang some more attractive bait e.g. fresh bugs found you onto the thread.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 4/22/2011
Posts: 12
Well, the game doesn't show any signs of bugs yet, but I'll keep looking, especially when I know that the bushes that line stages seem to have small gaps in between each bush that Takamaru can't normally fit through without them having an open free space diagonally across from each other near them. Also, I played up to the bonus stage before the indoors section in Stage One, but I'm having a bit of trouble getting the auto-end to be in the closest box thing. Here it is. One of the things I noticed is that if Takamaru is really close to an object, he will hit it twice. This is especially helpful when getting items from gift boxes because that means it can go from invisible to the item, skipping one slash of the sword needed to go from invisible to the gift box that slows me down. EDIT: Well okay then. I went back and edited getting the Red Sandals since the walk upwards to get close enough to obtain it with only two swings was slower then just swinging for it three times and managed to manipulate the bonus stage correctly. New version here.
Current projects: FDS Nazo no Murasamejou (hiatused), MSX Metal Gear 2, Arcade Rygar Possible Projects: MSX Nemesis 2, PCECD (NES?) Gofer no Yabou
Joined: 4/22/2011
Posts: 12
Up to the Stage Two Indoors section, about two seconds ahead of hisatoki! Now up to two stages done! Just got the first half of the third stage to do and I'll be half way done. Still about two seconds ahead. linkers It seems the extra hit by being close to an enemy doesn't work while invisible, as I have to use three swings to get the king piece.
Current projects: FDS Nazo no Murasamejou (hiatused), MSX Metal Gear 2, Arcade Rygar Possible Projects: MSX Nemesis 2, PCECD (NES?) Gofer no Yabou
Joined: 4/22/2011
Posts: 12
Suddenly, a road block! The run by hisatoki seems to have shorter loading times when played side-by-side with my run (possibly because of Famtasia? I'm... not sure), so I don't know how my run would be able to be directly compared with the old run... not being able to have a movie file for direct comparison doesn't help at all either... What to do?
Current projects: FDS Nazo no Murasamejou (hiatused), MSX Metal Gear 2, Arcade Rygar Possible Projects: MSX Nemesis 2, PCECD (NES?) Gofer no Yabou
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
If a newer emulator is more accurate than an older emulator, and the less accurate emulator has less load time or lag time, I'm sure that the new run would be considered to beat the old run even if it was slower.
Joined: 7/2/2007
Posts: 3960
Yeah, load times, times to display text, PAL/NTSC timing variations, etc. are not considered when judging movies unless they have a material impact on the actual gameplay.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (206)
Joined: 5/29/2004
Posts: 5712
The annoying thing is that you'll have to analyze each instance of loading for the difference in time and subtract it all out of the final time so that you can compare the runs fairly.
put yourself in my rocketpack if that poochie is one outrageous dude