This is an improvement of my normal route by 3543 frames (about 59 seconds)

Main improvements are:

  • Slightly more damage taken.
  • Hitting Bosses twice with one Bone. (Which I couldn't get working on the Goat Boss for an odd reason.)
  • A few less save visits.
  • Way less lag by using a more up to date VBA.
  • Sliding before getting the Dash boots which is faster than speed walking with the DSS and saves me MP.
  • More precision by using Frame Advance rather than 6% speed like in my old movie.

  • Takes damage to save time.
  • Abuses a programming error in the game.
  • Manipulates Luck
  • Recorded on Nitsuja's VBA 9
I'm waiting for BoltR to finish his new Metroid Zero Mission movie..:P

Truncated: Putting it on accepted because it is entertaining and improves on a published movie.
Phil: I am taking care of it.
Phil: I've changed my mind. Sorry Ogreslayer.
Bisqwit: Processing.


Former player
Joined: 11/13/2005
Posts: 1587
It's not very motivating for non-publisher encoders to encode runs when they just sit on the workbench/on their computer. I think Maza (and all the others who encode these movies) should get a publishers rights without judging rights. Or publishers should publish these movies immediatly when they're ready.
Player (81)
Joined: 3/11/2005
Posts: 352
Location: Oregon
I've got the avi from Maza and have mirrored it here. Hopefully this will speed up the publishing process.
ideamagnate| .seen aqfaq <nothing happens> DK64_MASTER| .seen nesvideoagent * DK64_MASTER slaps forehead
Joined: 8/3/2004
Posts: 380
Location: Finland
Somehow missed this one. Get this published already, please!
"Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home." ( Pratchett & Gaiman: Good Omens )
Joined: 12/2/2005
Posts: 139
Location: New York, United States
I see no good reason why this is not published. Very entertaining, optimal run.
What's a man like me supposed to do with all this extra savoir-faire?
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
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. ---- [538] GBA Castlevania: Circle of the Moon by OgreSlayeR in 22:44.32
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
To another great OgreSlayeR published run...KAMPAI! (Now damnit, go work on ActRaiser.)
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Sir VG wrote:
To another great OgreSlayeR published run...KAMPAI! (Now damnit, go work on ActRaiser.)
It's on my TODO list. :P
Working on: Command and Conquer PSX Nod Campaign
Former player
Joined: 2/2/2005
Posts: 198
Is there a way to determine how many times Dracula charges before turning into an eyeball with bats? The minimum is twice and he charged 3 times for you.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
AnotherGamer wrote:
Is there a way to determine how many times Dracula charges before turning into an eyeball with bats? The minimum is twice and he charged 3 times for you.
Well I don't know if it's possible to get him to do it twice. I couldn't get it to work no matter what. Though it's possible I could of overlooked something.
Working on: Command and Conquer PSX Nod Campaign
Post subject: Publishers vs. Judges
Banned User
Joined: 12/23/2004
Posts: 1850
Guybrush wrote:
It's not very motivating for non-publisher encoders to encode runs when they just sit on the workbench/on their computer. I think Maza (and all the others who encode these movies) should get a publishers rights without judging rights. Or publishers should publish these movies immediatly when they're ready.
I think part of the problem is that publishers = (judge + publish), judging from what Bisqwit has said on a few occasions. It seems like it'd be easy to seperate, but who knows... we'll see. Lately thers seems to be a lot of slowdown in the publishing/judging process, with something like 9 "Accepted" runs sitting in the queue still (as opposed to before, where they were published very rapidly)
Perma-banned
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>Lately thers seems to be a lot of slowdown in the publishing/judging process, with something like 9 "Accepted" runs sitting in the queue still (as opposed to before, where they were published very rapidly) I think it's more of a speed-up in judging than a slowdown in encoding. (Out of the currently 10 Accepted movies, 9 were judged by me.) Previously all judges were also encoders, and encoded and published the movies as soon as they had judged them, so this kind of thing could not happen. At least the queue is slowly shrinking now (if only people would stop submitting new movies... :P) As we now have more encoders than we have publishers, I hope that publishers will be made separate from judges, so that everyone who is encoding now can be made publishers and publish accepted movies themselves.
Emulator Coder
Joined: 6/8/2005
Posts: 236
Location: Madison, Wisconsin
OgreSlayeR wrote:
Because it's like the The Legend of Zelda ALTTP glitched run. The non wall glitched ALTTP could of probably used that wall glitch in other places but why bother when you can just beat the game at the start with it. Hence why there are seperate runs. This plays the game like you normally would minus having to collect all the Cards.
That's a good point. I prefer entertainment value over speed (although in the Sonic games, one correlates to the other) And that reminds me... The one "Zelda: Link's Awakening" run that just uses the map glitch hasn't been opened in my emulator since I first watched it. However, I've went back to watch Chrono Trigger a few times, and I've shown off the SMB w/warps to my friends because there's *substance* in them. At any rate, I vote yes to this video, having watched it twice (and enjoying it no less the second time.)
KennyMan666
He/Him
Joined: 8/24/2005
Posts: 375
Location: Göteboj
Just watched this, very nice :) Just wondering, at around 19:42 where you jump over the devil, couldn't you manipulate him do do that move where he teleports to the other side of you so you don't have to jump?
Det man inte har i begåvning får man ta ut i energi. "I think I need to get to Snoop Dogg's level of high to be able to research this post." -Samsara Read my fanfic, One Piece: Pure Corruption
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Just watched this, very nice :) Just wondering, at around 19:42 where you jump over the devil, couldn't you manipulate him do do that move where he teleports to the other side of you so you don't have to jump?
I could, but IIRC there is a pretty large delay to when he does it and I would run smack into him before he does it.
Working on: Command and Conquer PSX Nod Campaign
Skilled player (1605)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Great run OgreSlayeR. I am just curious, at certain areas Nathan is forced to walk (While approaching Necromancer, after beating Adremelech and walking towards Hugh, and before battling Hugh), and in the movie you... walk, like any good Vampire Killer would. However, isn't it faster to slide just before the "forced walk" is triggered in the boss battle-rooms, and slide into the room after Adremelech? Sliding is faster than walking, after all. I dunno if this is faster, perhaps it has already been discussed, but if not, check it out and see if you can gain a couple of frames there.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
It is automated walking. There is no way to avoid it.
hi nitrodon streamline: cyn-chine
Skilled player (1605)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
I know. But before it is triggered, you can slide into the "walk"-area. At least I can do that with my GBA, and when the slide is over, Nathan walks the rest of the area he is supposed to walk. Try it, and you'll see what I mean. Edit: Like... Here's the great, epic walk-to-the-battle with Hugh: ================================== H------|----N H is Hugh, | is the breaking point where you start to walk, N is Nathan. Generally, Nathan walks the whole line, but if you do like this: H---o--|x---N You slide at x, and slide until o, which is faster than walking x -> o ...I suppose? ================================== Perhaps its a long-shot, but one can always check it out. EDIT2: Perhaps a charge would be even better? If Nathan charges further than he slides, that is. However, he might "stop" while passing the breaking point, I can't remember really. EDIT3: No, he didn't. The charge is, however, only useful before battling Hugh
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Joined: 2/25/2006
Posts: 407
can someone please seed this? (if someone already is then please say so aswell)
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html