This is just a quick update that applies the improvements I found in the 100%-run to the any%-run as well. It's 71 frames faster than the current run.
  • Emulator used: FCEUX 2.2.0
  • Fastest time
Since this run has already been far more optimized than the any%-run, I will mention each improvement individually. For the room-numbers I will be using the ones in RAM-address 0015.

Individual rooms in the in-game-order

Room 45 (SE-Tower with the staff) - 4 frames

Optimized jumping (19 frames between setting the box and taking it again seems to be the minimum possible).

Room 118 - 2 frames

Jump above the spikes to avoid the enemy. This has already been used in room 29 and I just applied it here.

Room 205 - 4 frames

The jumping avoids being stopped by the platform by jumping on the side of it.

Room 29 - 4 frames

Use a spike-jump to avoid waiting for the spikey enemy to go up.

Room 28 (Staff) - 14 frames

Start the box-jumping on the lower platform. This way, the waiting-times before picking the box up again can be used to walk a little more.

Room 78 - 4 frames

Pushing this box mid-jump just slows the horizontal movement down. Instead, I pass on the side of it and just barely touch it when I am on the correct height.

Room 79 - 4 frames

Spike-jump to get on the box sooner.

Room 80 - 22 frames

A quicker route to put down the box.

Room 79 - 4 frames

Same trick as during the first ocurrence.

Room 222 - 2 frames

Optimized jumping

Room 247 - 8 frames

I enter the room in a more favorable position from below.

Final words

As I said, this is just a quick update. But I used the opportunity to recheck the pausing-rooms and did not find any improvements there. I also had a close look at the rooms that do not occur in the 100%-run (at least not with the same entry- and exit-points). Nothing to find there either.
If you do the math, the frames above add up to 72. The one frame is lost due to slower loading times in total.
Since this is only a small update, most of the run has still been created by Randil.
In the moment I am pretty fed up with this game and I hope that I don't find any more improvements soon :-)

Special Thanks to

  • TAS-Editor - again, I would not have done this without it.

feos: Accepting this improvement.

Ilari: Processing.


TASVideoAgent
They/Them
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Emulator Coder, Skilled player (1113)
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Posts: 1217
Quick'n'Dirty temp encode (~5.2MB): <removed> Youtube (thanks feos): http://www.youtube.com/watch?v=PULnYi4sIas
Post subject: Movie published
TASVideoAgent
They/Them
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Posts: 15576
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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. ---- [2302] NES Solstice: The Quest for the Staff of Demnos by AndiHoffi & Randil in 05:38.43
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
Well. This was fun. Never played the game, but run was entertaining. *picks up the "YES" -stamp* Also this game is like the grandfather of Landstalker.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
CoolHandMike
He/Him
Editor, Judge, Experienced player (895)
Joined: 3/9/2019
Posts: 695
https://www.speedrun.com/solstice_quest_for_the_staff_of_demnos/runs/z0343d9z RTA WR is 5:36. So it does look like an update is about due where the tas has a 5:38. Though rta rules start timer on start button on intro.
discord: CoolHandMike#0352