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Fortranm
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Fortranm
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Who could have guessed that the first game in the series wouldn't get a TAS submitted until years after the second and the third ones did? Of course, the wait was definitely worth it for this masterpiece. Easy Yes vote.
Fortranm
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Great job. Yes vote. Would this run be faster than the currently published one if emulation differences are taken into consideration?
Fortranm
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It's always a pleasant thing to see movies from more than a decade ago getting improvements, and it was a great watch by itself, too. YES vote.
Fortranm
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Definitely NES TAS of the year material. Easy YES vote. Are you interested in looking into doing runs with this glitch on the FDS, VS, and GBA versions? (http://tasvideos.org/forum/viewtopic.php?p=498544#498544)
Fortranm
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If a run uses a non NA release for faster texts, it should have used the CN release for the actual fastest texts. Using a version that is slower for game play yet still doesn't have the fastest texts seems rather arbitrary.
Fortranm
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https://www.twitch.tv/videos/772729971?t=1h28m19s Now there is a full run that jumps to the ending scene directly via the wrong warp.
Fortranm
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I genuinely thought "is it April already?" for a moment. :D Regardless, Yes vote for entertainment. Nice overlay. I have one suggestion though. You should have done it on Super Mario All Stars +SMW to show that this is the fastest way to get this many lives out of all 5 games.
Fortranm
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If this data carrying glitch can be done from any saving points, then it's rather arbitrary to start from that one specific saving point and not just start from the last saving point in this proposed "NG+" category.
Fortranm
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I don't think this glitch should be considered "save corruption" in the first place, because it's about tricking the game into carrying the loaded data from a save file to a new game. If I understood correctly, it doesn't involve the actual corruption of SRAM, at all. Given this, a comparable case would be #5239: Fortranm's DS Castlevania: Portrait of Ruin "Sisters Mode" in 24:42.75 instead of the PSX SotN ACE movie. As for the New Game vs Replay Mode thing, the very fact that the one of them can be synced into the other this easily means they definitely don't need to be published as separate branches. I think the New Game run should be used in this case because that's the universal default. With all that being said, YES vote. Great job. It is also truly impressive that this version doesn't look too much worse than the PSX version in a TAS movie anymore thanks to the improvements in emulation.
Fortranm
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Glad to see a new run of this game after all this time and I thoroughly enjoyed it. Yes vote. IMO this is one of the GB games that get relatively better palettes from SGB. I really hope future runs of this game are done on SGB when the emulation gets there.
Fortranm
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It seems someone is making a TAS of this game on the Japanese version. Part 1: https://www.youtube.com/watch?v=XRljmsucVWI Part 2: https://www.youtube.com/watch?v=vM8F3j3l9Ys
Fortranm
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hellagels wrote:
Talos skip works independently. I did not look into the furniture run but memory corruption still looks favorable in this branch.
I have been wanting to ask. How does the game check whether the best ending should be played? If it's decided by one single variable, wouldn't using RAM corruption take away the point of collecting all furniture? If that's the case, might as well do that in this branch like what the SotN "game end glitch" run does. :P [2547] PSX Castlevania: Symphony of the Night "game end glitch" by ForgoneMoose, sockfolder in 09:47.20
Fortranm
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Easy Yes vote for impressiveness. If the two glitches aren't directly related to each other, I'm looking forward to see the Talos skip in other categories too.
McBobX wrote:
As for entertainment, I have one question: Should saving and restarting at the start of the run fix the camera? If so, then it would be better if it was done that way rather than needing the help of camhack to watch it.
From what I can see, the enemies outside the camera can't hurt Juste. It would be more than a trade-off for visuals if that is done.
Fortranm
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scrimpeh wrote:
From what I can see, it only works on the PRG0 version both versions work of the game
The glitch also turns out to be working on the FDS version, VS Castlevania, and the GBA port. The GBA port especially deserves to be looked into since it allows manual saving. I'm guessing that if you get into a glitched room or a dead end but the stage number increases to that of the first part of the next level, there might be a chance that you can save the game and reload to actually enter it. Found some useful addresses for the GBA version: 0x7228(IWRAM) - stage number 0x722B(IWRAM) - loop number 0x0017(SRAM) - displayed stage number in the save file 0x0117(SRAM) - displayed stage number in the save file backup? As a side note, the displayed stage number will max out at 99, and saving after that point will only keep you at Stage 99, aka Stage 4 (the first part of Level 2) of the 6th loop. Edit: Screenshots for each platform: FDS VS GBA
Fortranm
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Real Mario TASes get 99 lives, and this movie is one of them. Yes vote. :P https://www.nicovideo.jp/watch/sm12582961 There is a TAS of this game from a decade ago, but I guess it has a shorter time only because of emulation inaccuracies.
Fortranm
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Link to video Since those videos are no longer available, I made an encode of the entire movie with the input file.
Fortranm
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Memory wrote:
Bad ending:
  • No true final boss
  • Gets ???'s above Mario's head and asked where the princess is
  • No completion time nor completion percentage
  • After returning to title screen, hitting continue you seem to have all your previous items and progress.
Good Ending:
  • True final boss
  • Rescues princess and gets a "Thanks for playing"
  • Completion time and completion percentage are displayed
  • After returning to title screen, hitting continue you seem to lose all your items but have invincibility.
https://www.youtube.com/watch?v=vjq3-KunWcE Now I understand the nature of that Area-Sp. Since the player loses all power-ups after the good ending but gets invulnerability, they can choose to get all of them along with the 8 keys in Area-Sp, which you can't enter without invulnerability. Since the currently published good ending run only gets 2 of the 5 power-ups, I have been wondering: would it be faster to get the best ending ASAP and then head to Area-Sp to get all power-ups and keys and then beat the game again than to get all power-ups before beating the game for the first time in an "all power-ups" / "100%" run?
Fortranm
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This IGAvania analogy still falls short. IIRC, you still unlock all extra materials in HoD and AoS by getting the worst endings (even by dying during the true final boss fight in AoS, yes). Even the worst ending in DoS rewards you something since it unlocks the Julius mode, but I digress. "The scale of what you need to do to unlock more content VS what content gets unlocked" should matter because that determines how different a bad ending run could be from a good ending run.
Fortranm
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Samsara wrote:
We don't allow the bad ending for Aria of Sorrow: Even the warp glitch activates the good ending. Same thing with other IGAvanias, we only allow the true endings for them. This run looks like the same thing to me.
Counterexample: [3507] SNES Clock Tower by ruadath in 01:53.46. Although you can argue that Clock Tower has an ending list that gets marked after you get each ending. I think the cases for the Castlevania series are generally not comparable to this one because of the routing in those games. It's not that "even" the warp glitch movie activates the good ending because the warp glitch lets you bypass the bottleneck that gives you a lesser ending altogether. The same goes for all other IGAvania games. Some of you might want to bring up the OoE movie, but the "bad ending" in that game gives you an actual game over screen instead of ending credits. (The same happens in PoR, actually). The fundamental difference between those IGAvania games and this one regarding the endings is that, those are actually more linear in the way that the bad ending triggers are usually literal choke points that block you from proceeding to the second half (or the last third) of the game, and even when they can't be skipped over with glitches, they usually don't require the player to do too much to proceed, at least not too significant for the time span of those movies. In the case of this movie, the player gets to the very end of the game and is only blocked off from the second phase of the final boss; to get the good ending, the player would need to do a lot more and the movie length would be more than 3 times as long, as we already know. I think a much better case for comparison here is Sonic 3: * [2741] Genesis Sonic 3 & Knuckles by Aglar & marzojr in 26:53.06 * [1387] Genesis Sonic 3 & Knuckles "Sonic, 100%" by marzojr in 55:48.80 You don't get to enter the true final stage unless you get all crystals emeralds; not to mention the "try again" screen after the credits, as per tradition of the series.
Fortranm
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Finally a SMA4 any% run that's up to the publication standards. Yes vote. Looking forward to your other movies of this game.
Fortranm
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IMO the game looks noticeably better on SGB than on GBC. Even if the movie file ends up being converted to the GBA mode, I think it's worth it to do the encode with the SGB movie file.
Fortranm
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From what I see in the video I posted earlier, getting a good ending makes you invulnerable when you hit continue afterward.
Fortranm
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What happens after you get the bad ending? Do you keep everything you got after starting the game again?
Fortranm
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I was not particularly against it when it was made because I thought there was a decent chance that someone would come up with a strategy that doesn't involve the Legendary Beasts for the reason I mentioned earlier, but now that it has come to this, I think it's better to retroactively make the Crystal movie obsolete the Gold movie.