Gargoyle's Quest (GB) Tool-Assisted Speedrun
  • Aims for the fastest time
  • Take damage to save time
  • Manipulates luck
  • Forgoes time-saving glitches
(When I say "time-saving glitches" I mean a maneuver that allows you to pass through the walls, through heavily-glitched versions of the levels. I chose not to use this because it's not much fun to look at.)
This is my first TASVideos submission, an improvement upon MattyXB's initial run. I'll list all of the significant tricks and strategies I used, in the order that they first appear:
  • STAGE 1 (Demon Portal)
-When flying, the most efficient way to conserve wing power is to periodically stop flying, fall for exactly three frames, and then start flying again. If you do this the right number of times, you will travel farther than you would by letting your wing power run out normally. This is used multiple times throughout the run to cross large gaps and get Firebrand to affix himself higher up on walls than he would have normally. -If you try jumping off a wall while holding in the direction of the wall, you temporarily lose control of Firebrand while he jumps up. If, however, you jump off a wall without holding the D-Pad, or while holding the opposite direction of the wall, you never lose control of Firebrand and can immediately pull him back towards the wall. This allows you to climb up walls MUCH more efficiently. By my own research, the most efficient climb pattern is to keep rapidly jumping off, getting back on, jumping off... (once every 9 frames.) -Firebrand seems to walk more slowly on ramps, so I save some frames by jumping off at the first possible instant. -If you fly up to just the right height beneath some platforms, like the tree branches, and then let go of the jump button, Firebrand will pop to the top of the platform faster than you would have normally. -As in many other platform games, jumping before falling down a pit gets you to the bottom faster than simply dropping down it. -At around frame 2950, allowing myself to get hit by the enemy here causes me to be pushed through the branch and to the right. -The boss fight is the best improvement to this stage. For most bosses, the best strategy is to get as close as possible and rapid fire.
  • OVERWORLD
-The overworld has random enemy encounters, but as in the published run, I manipulate the RNG to avoid them by simply waiting an extra frame prior to where there would be a random encounter. -In many of the overworld fights, including this one I saved time by allowing myself to take damage in order to defeat the enemies quicker. -The first huge improvement of the TAS is that, amazingly, it's not necessary to get the Specter's Fingernail, which the game seemingly requires you to obtain to cross the bridge. BRIDGE 1 -Again, it's possible to cross this initial obstacle without increasing your jump height, by getting on JUST the right height pixel and then jumping off. -However, as a result of your weaker jump, you do have to wait a little bit for the columns of fire to pass, and you end up taking a bit of damage from the spikes at the level's end.
  • STAGE 2 (Tower)
-This level gets trickier without the Fingernail, but it's worth the time saved. -The floating vase-shaped platforms are tricky, because their movement is very touchy. Depending on where they are relative to Firebrand on a particular , they can move in the direction you want, or the opposite. Here, I wait for the right frame before hopping up, so the vase goes right instead of left. -At certain points, I'm able to actually pass through the platforms by jumping off of them, then immediately pulling back towards them. This doesn't always work. -This boss fight could definitely be improved. Try as I might to manipulate its direction, I couldn't seem to avoid getting hit by the enemy's attack without taking significant time to avoid it. As a result, I think I did worse than the published run here. -At the very end, when the level exit opens up, I save a little bit of time by being in midair beforehand.
  • OVERWORLD
-It's faster to simply walk back the path you took to the tower instead of going north and having to fight enemies. Nothing else to mention about revisiting the bridge and going back to town
  • TUNNEL 1
-More time saved climbing up the wall
  • BRIDGE 2
-Here is the single greatest time saver of the run. It turns out that it's not necessary to increase your wing power, either! Using the flapping trick described above, you can cross the gap here without any stat-boosting items.
  • STAGE 3 (Castle)
-Not too much new to mention, other than, like the last stage, Firebrand has a harder time than normal as a result of his weaker wings. -After this level, your stats are boosted to what they would be normally, despite ignoring the two previous items.
  • STAGE 4 (Desert)
-The boss fight is made faster by attacking him from the bottom of the screen rather than jumping onto the platform.
  • OVERWORLD/Town/Cave
-Again, the minibosses you have to fight here are killed a bit faster if you rush in for the last attack and allow yourself to get hit. -The minibosses in the cave must be attacked from behind to be killed. To defeat them quickly, I get hurt on purpose, pass through their bodies, then quickly shoot a projectile to the left when I'm in position to kill them.
  • BRIDGE
-I kill one of the enemies at the beginning to help with lag.
  • TUNNEL 2
-I found some significantly better wall-climbing routes.
  • STAGE 5 (Castle 2)
-I take lots of damage here to save time. The sharp objects that pop out of the wall cause a lot of damage so I spent some time waiting for them to pass to avoid dying.
  • STAGE 6 (Castle 3)
-Lots of damage taken here, too. Note that the spikes cause less damage than the lava, so in cases where I jump off of lava to save time, I intentionally hurt myself with a spike to conserve my health.
  • FINAL BOSS -Same strategy as the published run -After the boss, I choose to talk to the King to end the game instead of talking to the other NPCs as in the published run.
Possible improvements: -Stage 2 boss -Lag Management -Going over the game with a fine-tooth comb to make sure I spent the exact optimal amount of frames for things like wall-climbing -More possible tricks/glitches involving the game's tendency to "push" Firebrand a certain direction when he comes close enough in contact with a certain surface
Thanks to: MattyXB (for of course using his run as the inspiration for mine) bullethead2202 who, amazingly close to the publication of this run, happened to post on YouTube his own run: [dead link removed] . This made me realize the walls could be climbed quicker. The publisher of this glitched run on NicoNicoDouga which first showed me that it was possible to cross the large gap without items (among other tricks): http://www.nicovideo.jp/watch/sm11744808

Nach: Very nice improvement. Accepting.

Guga: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This topic is for the purpose of discussing #3588: Jigwally's GB Gargoyle's Quest: Ghosts'n Goblins in 22:38.72
Joined: 5/13/2011
Posts: 3
Nice run! I used to play around with this game some time ago cause it's one of these games I played as a kid, and I think there's two small improvements that can be made, both using the same glitch: It is possible to fly "underneath" the level without dying. You can pass any obstacles including solid walls, but you also cannot get back up any more. This can be used in the last bridge level once you got unlimited wingpower to simply fly underneath the entire level, skipping a few walljumps (and possibly some lag). It also should be possible to use the same trick in the bridge level before that to skip the last walljump. Otherwise, great run!
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Congratulations on making such a significant improvement to a published movie for your first submission! I can't watch this at work, but I definitely plan to check this out as soon as I get home. Passing Bridge 2 with the weak wings sounds especially awesome. EDIT: Which emulator version did you use?
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.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Alright, I watched the run. I think the NES sequel was a slightly better game, mostly because the weapon switches are quicker there and the dialogue doesn't scroll like a William Shatner speech :-) This is still good, though, and it's definitely well-done for Gameboy standards. You did a really nice job with this run, too. The lag is noticeably reduced. Some boss fights are way faster. Skipping the first wings upgrade was awesome, and it was plenty surprising how you took damage on the spikes in Breager's palace to avoid weapon switches. Yes vote!
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
I'd love to watch this, if one of our encoders feels up to making an encode. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
The run syncs on VBA 23.5. Great improvement to the published run, Jigwally! And good run too. Yes vote.
Experienced player (520)
Joined: 11/2/2010
Posts: 359
Voted yes. Huge improvement as others have said. Good to see the tricks you were able to put in to beat it that much quicker.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
Gargoyle's Quest
Active player (458)
Joined: 11/12/2010
Posts: 183
Location: Sweden
Made a low quality encode here. http://youtu.be/ubvjGAJGNyY
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
Joined: 7/2/2007
Posts: 3960
Thanks for the encode, Tseralith! This was most excellent. The willingness to take damage really helps speed things up, not to mention the obviously improved precision with climbing and the slow-fall technique. Great work, Jigwally! A few thoughts, both dealing with the level before "Rushifell": * At the beginning you have to fly right for a long time before dropping into a pit and then flying left from there. You take damage at this point from one of the toads (which pushes you back slightly) and land, refilling your flight meter. If you'd used the slow-fall technique to extend your flight time, might you have been able to avoid the toad and need to land? * There's a segment with falling roof tiles that lags horribly. The lag gets better once the claw shot you used to climb up there goes offscreen. Might it have been faster to put the claw shot on the left side of that area instead of the right, so it would go offscreen faster? Of course you'd have more distance to travel then.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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. ---- [2033] GB Gargoyle's Quest: Ghosts'n Goblins "no zips" by Jigwally in 22:38.72
Joined: 7/2/2007
Posts: 3960
Whoever wrote the description was channeling the stereotypical Japanese accent. It's Firebrand, not Firebland...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.