Lufia 2 completed in 4 minutes, 12 seconds because of di"beveb bmyself[vese.

Game objectives

  • Emulator used: lsnes rr2-β22
  • Aim for fastest time.
  • Abuse glitch

Comments

This run permit the use of Lv.0 glitch to complete as fast as possible.
To get Lv.0 glitch to work, you need to get Maxim at least level 2 and not max hp 31. Then heal max hp and press left on music option in config screen. Save game, reset, load game - this way Lv.0 glitch is activated.
Next; to actually access limited event triggers in memory, you need to glitch Maxim again by healing him with 8 potion (or 7 potion, 1 charred newt - I'm not really sure 100% myself) then press left on music option in config screen again. This way whenever Maxim's name brings up, you can access 127 lines. Few of choices in dialog glitch is useful to sequence break to skip several parts of game, but most of them will be garbage, locks up game, or reset to title screen or load screen. So there are some place that Maxim's name comes up, and it works differently with different amount of characters you have, and different NPC triggers different event. Some you need to open menu, or open character status first to try some more event triggers in glitched dialog. This run attempts fastest known possible route to reach to credit roll.
Thanks JeedUnit for his work on fastest known method. [dead youtube link removed]
You can memory watch this address to see what dialog line are you on: 7E126A

Encoder/Publisher

Suggested screenshot frame 7879.

Nach: Impressive. I knew the US version of this game was messed up, and had ways to go out of bounds on maps. But did not know it was messed up by this much. Accepting as new branch for this game.
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15584
Location: 127.0.0.1
ventuz
He/Him
Player (125)
Joined: 10/4/2004
Posts: 940
It won't let me include subtitle in zip, so here's subtitles:
{1690}{1990}In order to do Lv.0 glitch, I have to get Maxim to level 2 and not max hp 31.
{2000}{2300}So preparing for battle, buying 2 boomerangs so I won't waste turns fighting 2 enemies at once.
{3100}{3400}Entering and leaving tutorial cave allowed me to manipulate RNG for best possible world map encounters.
{5000}{5300}I have to heal Maxim to max HP, and then go to config screen. Pressing left on music option to glitch Maxim.
{5310}{5610}Saving game, reset, load game to activate Lv.0 glitch.
{6580}{7000}Next I need to glitch Maxim again, so whenever his name brings up in dialog; I can access limited event triggers in memory.
{7050}{7350}Glitching Maxim again using 7 potion and 1 charred newt, then press left on music option in config screen.
{7360}{7660}Normally I would only need to use 8 potion, but it didn't work on this case.
{7880}{8180}Pressing down 120 times, press A. This way I can recruit Guy for next part of glitch.
{8200}{8500}Dropping excessive amount of items to resume the game.
{11700}{12000}I needed to use reset spell to leave this tutorial cave.
{12300}{12600}I would need to open menu and close in Tia shop. Not doing this will reset game to title screen.
{12610}{12910}Pressing down 39 times, press A. Getting 3rd glitched character. Have to look at glitched 3rd character status to resume next glitch.
{12920}{13220}Press down 49 times, press A. Warp to Clamento.
{13500}{13800}Press down 48 times, press A for next part.
{13900}{14200}Press down 66 times, press A, and then dropping excessive item and some dialog to get thru for next glitch.
{14830}{15130}Press down 46 times, press A, this completes the game.
Save as .sub *Edit, updated it manually, Lsnes didn't save sub with "end" of line time correctly.
Experienced player (705)
Joined: 2/5/2012
Posts: 1800
Location: Brasil
any% is enough?there's nothing faster i believe
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
ventuz
He/Him
Player (125)
Joined: 10/4/2004
Posts: 940
grassini wrote:
any% is enough?there's nothing faster i believe
Hey you're right, submission screen says that it can be omitted. Say what Gunty's run should be, a new branch that forgoes lv.0 glitch?
Experienced player (705)
Joined: 2/5/2012
Posts: 1800
Location: Brasil
it would probably be reclassified as " no glitch warp/game corruption" i find a little sad the first game of the series doesn't get much love as it's just boring traditional mechanics,this one is not only interesting but has cool glitches,congrats anyway ventuz
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
It seems there is still some text to go through after the credits roll (akin to earlier Earthbound runs). This is how my AVI dump ends. After finishing the dump, I decided out of curiousity to set the movie to read+write (note: I didn't save it afterwards), then pressed A a few times until the "To be continued" screen showed up. This leads me to believe that the run should stop at the "To be continued" screen, but....I don't know. Either way, making the temp encode. EDIT: Also, by the looks of it, this is a "game end glitch".
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
ventuz
He/Him
Player (125)
Joined: 10/4/2004
Posts: 940
fsvgm777 wrote:
It seems there is still some text to go through after the credits roll.
I was wondering about that too, but Gunty's run ended movie before "The End" so i figured I can end the same way.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
Fair enough. By the way, ventuz: Are you fine with me uploading the temp encode to my channel (I saw you made a temp encode for Spelunker II, which I presume was for your Spelunker II submission)? Pretty much everything is ready, I just have to flip the switch. EDIT: Link to video
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
This is one of the more hilarious uses of a Game End glitch. I especially like two Maxims walking through Tia's shop. It's a shame the credits start with the music stuck on that song, but I'll take it. There's a good manageable amount of WTF here. Nice going!
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.
Joined: 7/2/2007
Posts: 3960
Ha, that's pretty nicely broken. "You took so long that *dissolves into gibberish*" I'm curious what flags are necessary to set to achieve the credits. I mean, you clearly aren't beating the final boss, nor even setting any flags that seem to be anywhere near that point in the game; the last input appears to be triggering a cutscene that happens at about the halfway point (Idura kidnapping the baby).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Experienced player (885)
Joined: 1/23/2008
Posts: 529
Location: Finland
A nightmarish tale about a young boy whose name is such a Lovecraftian monstrosity that everyone who pronounces it starts babbling mindlessly and all sorts of supernatural stuff happens. It was a fun, short, glitchy run, so I'll vote yes.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
How does menu scrolling work in this game? Since you’re going down so much if it’s not perfect there could be a big improvement there. Are you doing Down, nothing, Down etc.? I tried looking at the input file but couldn’t tell. Did you try holding Down or doing Down, Down+Right, Down etc.? Diagonals work in some games as new Down input.
ventuz
He/Him
Player (125)
Joined: 10/4/2004
Posts: 940
ALAKTORN wrote:
How does menu scrolling work in this game? Since you’re going down so much if it’s not perfect there could be a big improvement there. Are you doing Down, nothing, Down etc.? I tried looking at the input file but couldn’t tell. Did you try holding Down or doing Down, Down+Right, Down etc.? Diagonals work in some games as new Down input.
I double check on it.. On menu (via X), it won't go diagonal. On dialog glitch, I can't go with that way, down, then next frame down+right, doesn't move cursor to next line this way.
Player (13)
Joined: 6/17/2006
Posts: 508
Really cool end game glitch! Is there more known details as to why and how the Lv. 0 glitch works?
Joined: 3/9/2009
Posts: 530
SmashManiac wrote:
Really cool end game glitch! Is there more known details as to why and how the Lv. 0 glitch works?
The localization broke the coding on the Stereo/Mono menu (among quite a few other things) and instead of looping like it should, sends the cursor into the negative zone, corrupting a character's data by setting them to level 0 and all their stats to absurdly high values, and messing with a bunch of other things, the main thing of which is that it alters the affected character's name to some weird address in memory which makes things like save/load and battle results take forever.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
quad8 in the YouTube comments on my temp encode wrote:
I pulled up the post-game stats: Defeats: Maxim (n0): 0 Selan: 0 Guy: 0 Arty: 0 Tia: 0 Dekar: 0 Lexis: 0 Play time: 00:12 No. of stays: 0 No. of battles: 3 No. of escapes: 0 Chests opened: 0/164 Resets used: 1 Dragon eggs: 0 Eggs bought: 0 Ancient cave: all zero'ed
Guess it's not surprising.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Player (13)
Joined: 6/17/2006
Posts: 508
Tangent wrote:
SmashManiac wrote:
Really cool end game glitch! Is there more known details as to why and how the Lv. 0 glitch works?
The localization broke the coding on the Stereo/Mono menu (among quite a few other things) and instead of looping like it should, sends the cursor into the negative zone, corrupting a character's data by setting them to level 0 and all their stats to absurdly high values, and messing with a bunch of other things, the main thing of which is that it alters the affected character's name to some weird address in memory which makes things like save/load and battle results take forever.
Wow, can't believe I never encountered that before by accident. Thanks for the info! :)
d-feather
He/Him
Joined: 2/12/2015
Posts: 153
Location: Everett, WA
AKheon wrote:
A nightmarish tale about a young boy whose name is such a Lovecraftian monstrosity that everyone who pronounces it starts babbling mindlessly and all sorts of supernatural stuff happens. It was a fun, short, glitchy run, so I'll vote yes.
This. Oh, and yes vote for being pretty hilarious.
:shrug: I'm more active on Twitter nowadays: @HunterCoates5
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
Oh, by the way, I forgot to throw in my yes vote. Pretty neat stuff there. Note to other publishers/encoders: I'm going to encode and publish this once it gets accepted.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15584
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2819] SNES Lufia II: Rise of the Sinistrals "game end glitch" by ventuz in 04:11.77
Joined: 5/13/2013
Posts: 180
I've never laughed so hard at a SNES game. This is "delvbu" "bmyself g'a""""""""""""" > > > > > > > > > > > > >
A wise man once said "Damn, that's one hell of a steak."
Joined: 2/21/2008
Posts: 255
Short, Lufia 2, TAS, with commentary? What is this? My birthday? Looks like the author is glitching into the Debug Menu's flag or scene menu.
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
Joined: 9/8/2013
Posts: 20
Location: France
This was a nice tool assis"beveb s bmyself[vese . Anyways, is it me or like almost ALL good RPGs on the SNES have totally game-breaking glitches? I mean, Lufia II, Secret of Mana, Chrono Trigger, and with a glitched Secret of Evermore run I'll be done ^o^
Joined: 7/2/2007
Posts: 3960
UraKn0x wrote:
Anyways, is it me or like almost ALL good RPGs on the SNES have totally game-breaking glitches? I mean, Lufia II, Secret of Mana, Chrono Trigger, and with a glitched Secret of Evermore run I'll be done ^o^
What you're seeing here is more like "All games on the SNES have totally game-breaking glitches, but we mostly only know about the ones for games that people have played a lot of." Writing software for these old, heavily-constrained systems is hard (the SNES had 128kB of RAM; the NES only 2kB!), and there's no extra money to be made by making your software ironclad anyway. As long as players make it through their first playthrough of the game without running into any difficulties, that's good enough.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joe
Joined: 6/10/2006
Posts: 152
Location: Wisconsin
Well, the North American release of Lufia 2 is hardly a centerpiece of quality SNES programming. The game already had an abnormal amount of glitches added to its localization. Actually surprised a glitched run took so long. The Level 0 glitch had been a widely experienced glitch since it had been released in the states.