The Cure is a great MSX homebrew game by XL2S Entertainment. It was released as part of MSXdev’05, in which it won first place. You take control of our whip-wielding hero, out to rescue his girl from One, the most evil one. You can get the game here.

Game objectives

  • Emulator used: openMSX 0.10.0
  • BIOS used: Panasonic FS-A1WSX
  • Aims for fastest possible time
  • Manipulates luck
  • Takes damage to save time
  • Genre: Platformer

Comments

The Cure is a 48KB MSX1 platformer that plays very much like Vampire Killer. The game is split up into 5 levels, each with 2 stages and a boss at the end. To proceed, you need to find a white key in the stage first before you can unlock the next stage. Like in Vampire Killer, there are various subweapons strewn around the levels which consume hearts on use. Most of the game is fairly straightforward to run, with the exception of the RNG, which is very cumbersome to manipulate. Manipulating luck is important in this run to set up enemies to be positioned properly for damage boosts as well as to keep enemies out of your way when their positioning is inconvenient. Further details are outlined in the stage-by-stage comments below.

Stage by stage comments

Stages 0 and 1

The clicking noises you hear during the bootup screen is me feeding input to the MSX to influence the RNG. This way, I set up a bat to spawn at the exact right moment in Stage 1-1 for a damage boost. Killing enemies also decreases the bat spawn timer, which is why I kill as many enemies as I can in the beginning. I found that taking damage and using the hit invulnerability to take out the boss as quick as possible is the fastest way to go. You can use the whip every 12 frames. The boss takes 2.33 damage from each whip swing. Every boss has 64 health. Boss movement, barring few exceptions is generally entirely fixed and cannot be manipulated.

Stage 2

The spiders do mad damage to you, which is why I try my best to avoid them. I have to approach the Key in Stage 2-2 from the upper route because the Medusa Heads are on a fixed timer from when you enter the screen. Therefore, it would take too long to wait for one to boost you over. I grab the stopwatch in Stage 2-2 to make dealing with the boss easier, because otherwise, he would move around the screen erratically, making it very hard to do damage to him. The Stage 2 boss takes 2.5 damage per swing.

Stage 3

The waterfalls are on a fixed timer from when you enter the screen. I fidgeted around with the RNG a bit to get a damage boost from a Merman in Stage 3-2. I also grab the stopwatch for the boss again. The Stage 3 boss takes 3 damage per hit.

Stage 4

Before picking up the end-of-level orb in Stage 3, I manipulated the RNG to set up the best damage boost I could from the skeletons in Stage 4-1. I grab the holy water in Stage 4-2 to deal with the boss easier, because it's right on the way. During the boss-fight, you start off in mid-air, but I can throw a bottle of holy water before falling to do some damage to the boss. The giant skull takes 1 damage per whip swing, which makes the holy water very useful for increasing your damage output.

Stage 5

Once more, the green fireballs in Stage 5-1 are on a fixed timer. Stage 5-2 is a big vertical shaft which you need to go down through twice to get the key and then to reach the boss door. The large traps do a lot of damage to you, which is why I need to conserve some health. The final boss has got two phases: The first one in which he teleports around and sends bats or projectile attacks at you. I take damage before he becomes vulnerable to be able to fight him with hit invulnerability. This way, I am able to finish the fight in three cycles. The first form takes 2 damage per hit. His second phase takes the form of the giant moon in the background. You need to hit a tiny black bat flying around erratically to do damage to him. Of the moon, only the teeth hurt you. The bat takes between 4 and 12 damage each swing.

Useful RAM Addresses:

AddressDescription
0xD9C4Y Position
0xD9C5X Position
0xDADCHit Invulnerability
0xDAE3Stopwatch Timer
0xDAE6Player Health
0xDAE7Enemy Health

Other comments

And that was The Cure. Really anticipated the game to be harder to TAS than it ended up being, which is why I had put it off so long. I'd like to thank XL2S Entertainment for putting out this incredible game, as well as Quibus and Vampier for their ongoing support, as well as #tasvideos for being a chill place. Special thanks also go out to msxsolutions, which put out a really useful map which helped me a lot to plan the route properly. The movie may yet be improved by finding better RNG seeds to get more damage boosts, but as it stands, I am very satisfied with the result.
I hope you enjoy watching the movie, and if you have any questions, I'm happy to answer.
-scrimpeh

feos: Accepting this shameless Castlevania clone (with cool music) to Moons.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
This topic is for the purpose of discussing #4164: scrimpeh's MSX The Cure in 08:40.85
Active player (309)
Joined: 8/21/2012
Posts: 429
Location: France
There were some fun damage boosts here, I like it ^^. And some good uses of invincibility frames too...
Editor
Joined: 11/3/2013
Posts: 506
With respect, this didn't look (to me) like a TAS that required nearly 20,000 rerecords. I guess the enemy manipulation must just be a real pain... Is there any reason why you simply fall off the ledge at about 7:57 in the encode, rather than jumping off like you do for every other ledge?
Experienced player (588)
Joined: 2/5/2011
Posts: 1417
Location: France
yes vote congrats scrimpeh ^_^
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Good run, scrimpeh. Nice use of damage boosts. Yes vote!
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Alright, thanks for the feedback, everyone. It's truly appreciated. thatguy: The most rerecord intensive part of the run was manipulating the RNG. The beginning of Stage 4-1 is probably the biggest instance of this. I had to experiment with several RNG approaches until I found the one in which the skeletons act favorably. I land too close to the ledge in 5-2 from the higher platform, so it's faster to just walk down.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I didn't see any possible improvements. The impediments to speed in each section were self-explanatory to me. It's a good run and it's an interesting way to know the game.
sack_bot
He/Him
Player (112)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
Voted no for unentertaining game choice. Seems like a bad castlevaina clone
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Editor, Emulator Coder, Active player (264)
Joined: 10/17/2010
Posts: 124
Why is it bad? Due to the graphics/sound? (Note that it's only a 48kB ROM for MSX1 hardware (1983)....)
sack_bot
He/Him
Player (112)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
Quibus wrote:
Why is it bad? Due to the graphics/sound? (Note that it's only a 48kB ROM for MSX1 hardware (1983)....)
Sound I didn't notice. But it seems odd that there was no transparency on the sprites, and that you seemingly can't jump on stairs. And all the animations seemed wrong.
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
sack_bot
He/Him
Player (112)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
Also, the stairs seem like they are programmed like crap. Can you seriously not jump on the stairs?
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Editor, Emulator Coder, Active player (264)
Joined: 10/17/2010
Posts: 124
Many NPC's are made with tiles, not sprites. That's because the hardware only supports 4 sprites on a line, before flickering occurs. The player character already consists of quite some sprites, as sprites can only have one single color. The tile usage for NPC's also explains the jerky animations of them... If you didn't notice sound you're either joking or you had sound muted :P You also can't jump on stairs in the original Vampire Killer game by Konami.
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
sack_bot wrote:
Also, the stairs seem like they are programmed like crap. Can you seriously not jump on the stairs?
It's not a good Castlevania imitation if it doesn't have really annoying stairs with controls designed to let everything mess you up any minute.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
sack_bot
He/Him
Player (112)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
Quibus wrote:
Many NPC's are made with tiles, not sprites. That's because the hardware only supports 4 sprites on a line, before flickering occurs. The player character already consists of quite some sprites, as sprites can only have one single color. The tile usage for NPC's also explains the jerky animations of them... If you didn't notice sound you're either joking or you had sound muted :P You also can't jump on stairs in the original Vampire Killer game by Konami.
I don't know how I had the sound on mute. Oh, so it's a hardware thing. I must not be remembering MSX Vampire Killer right.
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Editor, Emulator Coder, Active player (264)
Joined: 10/17/2010
Posts: 124
Note that MSX Vampire Killer is made for MSX2, so different (newer, better) hardware than The Cure.
Player (213)
Joined: 9/14/2011
Posts: 349
I don't know why, I can't help but relate every music to Castlevania ones. Just one question, you suddenly dropped through the platform on 7:50 in encode. Any chance if this trick works elsewhere? Otherwise, I find this enough to be accepted.
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Odongdong wrote:
I don't know why, I can't help but relate every music to Castlevania ones. Just one question, you suddenly dropped through the platform on 7:50 in encode. Any chance if this trick works elsewhere? Otherwise, I find this enough to be accepted.
I believe that spot was just an oversight by the game devs, they forgot to make this set of tiles solid. Or maybe they put it there deliberately so you can skip the large trap. I only caught it by chance myself, don't think there's other "secret passageways". Thanks for the feedback.
Joined: 12/11/2010
Posts: 60
You can't jump on stairs in any of the NES castlevanias either. You fall through. This game is a lot more impressive once I realized it's for MSX1. Most of the decent MSX games that look like NES are MSX2. MSX1 games are usually ugly as sin.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
I understand that 8-bit gaming computers often had severe limitations on sprites/colors (heck, I owned a Spectrum128, so I ought to know), but I find it strange how the playable character seems to have a bitmask around it that lets the background be seen through, but almost none of the enemies do, and instead they are surrounded by solid-colored blocks. Why is that?
Editor, Emulator Coder, Active player (264)
Joined: 10/17/2010
Posts: 124
That's because, as I said, the enemies are not made with sprites, but with tiles and the player character is made with sprites. By the way: is that a fake key in the screen of 6:51?
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
@Quibus: The first key you see is a trap, as you will not be able to escape the platform without dying. I believe Vampire Killer did something very similar in Stage 6-1.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Warp wrote:
I understand that 8-bit gaming computers often had severe limitations on sprites/colors (heck, I owned a Spectrum128, so I ought to know), but I find it strange how the playable character seems to have a bitmask around it that lets the background be seen through, but almost none of the enemies do, and instead they are surrounded by solid-colored blocks. Why is that?
That's because they are not sprites - they're actually made up of tiles! MSX has a lot of limitiations on using sprites. In the 'pretends to be MSX' version of La-Mulana you'll see a similar trick used on the largest enemies.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
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. ---- [2516] MSX The Cure by scrimpeh in 08:40.85
Joined: 2/21/2008
Posts: 255
sack_bot wrote:
Also, the stairs seem like they are programmed like crap. Can you seriously not jump on the stairs?
If I remember correctly, you could not jump onto stairs until SCV IV, and you couldn't jump off until Chi no Rondo or Dracula X(SNES). PS: Welcome to Akumajou. Enjoy your stay. PPS: Thank you for ignoring the people who think Bad Console Hardware = Bad TAS and publishing this.
"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
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
A very nice TAS of this game that is totally not Castlevania.