Castlevania III is the final game of the NES trilogy and introduces different characters you can play as and a stage select screen that gives you a choice which path to take. This run aims to complete the Grant path as quickly as possible, saving roughly 19 seconds over the previous run.

Game objectives

  • Emulator used: FCEUX 2.1.4
  • Takes Damage to Save Time
  • Abuses Programming Errors
  • Manipulates Luck
  • Genre: Platformer

Comments

Most of the time savings come from a couple of different strategies, more optimization, better heart management and a couple of new tricks. Grant is an absolute beast when used properly, and I try to show that off as good as I can.

Tricks

Canceling Attack Animations

There are multiple ways to skip the attack animation of thrown weapons, allowing the player to keep moving and throw weapons at a considerably higher rate. All of these need to be frame-precise. It works by pressing the attack button...
  • ...immediately after crouching (Grant's throwing dagger only)
  • ...on the frame before you land from a fall
  • ...on the frame you're walking off a ledge
  • ...at a specific frame while you are jumping into a ceiling (Grant only)

Falling downward quickly

If you let go for one frame while walking off a ledge, Grant will immediately fall at his maximum speed. This is faster than jumping when descending ledges that are one block high. Anything more, and the game begins forcing you into crouching mode

Canceling crouching mode after a big fall

You can do this by attacking at the correct frame.

Slowing enemies down by hitting them

This is more effective on some enemies than on others

Manipulating moving Platforms (New!)

By scrolling moving platforms, such as the swinging pendulums in the last level off the screen, I can spawn them in such a position they move away at exactly the right moment.

Pulling yourselves through corners (New!)

If the blocks are arranged in a certain way, Grant can pull himself through by approaching the wall correctly. You can see me doing this at a couple of places.

Entering walls (New!)

Another one that only works with Grant. If you jump into a ceiling, 32 subpixels are added to your position, regardless of whether you are touching a wall or not. By repeatedly jumping in the proper spot, you can add enough subpixels to your position to roll over, adding a full pixel. This in turn allows you to enter the wall. You have to align your subpixels carefully while approaching the wall to minimize the amount of jumps it will take.
What you can do while in the wall depends on your exact position and the blocks around you. You can either begin climbing the walls as usual, or, if you're in deep enough, jumping immediately zips you upward a block.

Other comments

I'd like to thank samhain-grim for his great Castlevania 3 runs that I used as a base, and Bablo for an unfinished WIP, which helped me a lot while making the run. Also, I'd like to thank everyone on #tasvideos for putting up with my constant rambling about the run. I may elaborate on the submission comments later, but, for right now, I hope you enjoy the run.

Nach: Very nice improvement, accepting.

Guga
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Or "Old PPU"? ... I actually don't remember, I AVI Captured at 5:00 AM. What ROM are you using?
mklip2001
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Alright, I finally finished it. I know the old run quite well, so I was very happy to see this improvement. The lag reduction is quite evident, and the few instances of corner-hacking were surprising. (The biggest surprises to me were still the strategy changes with Trevor, though.) Just a few comments: * In the 2nd-to-last screen of 4-0B, is it faster to do a damage boost off a ghost to reach the stairs? It seems like it should be possible. * The damage in the autoscroller of 5-0B felt a little sloppy. * Would shooting daggers earlier in A-01 kill Medusas faster and reduce lag? I know that section is always incredibly laggy, but it seemed you could lessen that by killing the heads earlier. In any case, Yes vote. Thank you for making a run of this great game!
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Morrison
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A fantastic run for this great game. Congrats scrimpeh!
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Thanks for all the feedback, everyone. To answer some questions: Feos: Actually, I haven't taken a look at the character-switch glitches. It's certainly something to be looked into, though. Cardboard: The next place I can grab the axe is in the second-to-last room of the clocktower. It would take around 5 frames, though I think that's still quicker than getting it early on. I do think grabbing the axe earlier allows for more entertainment, though. mklip: 1.It seems that, even with perfect positioning, the damage boost wouldn't reach far enough. Even so, ghosts will always follow you, so it's near impossible to position him properly. 2.Yeah, I feel it's sloppy too, but that's the quickest way to initiate the autoscroller. 3.Manipulating Medusa heads is kind of tricky, since the game wants to spawn them on the opposite side of the screen. What I did do was manipulating two to spawn at the same place so I could kill both quicker overall. Combining your position, the position of the Medusa Heads, and the random frames at which they can spawn hearts when killed, placement isn't always convenient.
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omg lol this is so fake!!!1 the nes cant produce music like this! I'm joking, of course.
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scrimpeh wrote:
Cardboard: The next place I can grab the axe is in the second-to-last room of the clocktower. It would take around 5 frames, though I think that's still quicker than getting it early on. I do think grabbing the axe earlier allows for more entertainment, though.
Yeah there seem to have been 9 frames slower picking up the axe where you picked it up now but, who cares? :) This is still great.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
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I'm glad my WIP found out to be helpful. Well done. Finally this run got the attention it deserves.
<adelikat> I've been quoted with worse
Sir_VG
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Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this! I'm joking, of course.
You're right, it can't. Thus it was made on the Famicom!
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Syncs on 2.1.5 "Old PPU" Encodes: Archive.org collection http://www.archive.org/details/NesCastlevaniaIiiDraculasCursejpngrantPathIn2835.19ByScrimpeh Normal http://www.archive.org/download/NesCastlevaniaIiiDraculasCursejpngrantPathIn2835.19ByScrimpeh/castlevania3j-tas-grant-scrimpeh.mkv Hi10 http://www.archive.org/download/NesCastlevaniaIiiDraculasCursejpngrantPathIn2835.19ByScrimpeh/castlevania3j-tas-grant-scrimpeh_10bit444.mkv There might be a viewing problem with the _512kb; but I'm pretty sure that's just archive.org and/or my comcast spazzing out. Edit: Checked again later and it appears to be functioning fine. Possible screenshots (not optimized): http://www.mediafire.com/?386l3g8c7wzsyd4
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1979] NES Castlevania III: Dracula's Curse "Grant path" by scrimpeh in 28:35.19
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4K 60 FPS YouTube encode: Link to video
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LGTM
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.