Game objectives

  • Aims for fastest time
  • Heavy luck manipulation
  • Heavy glitch abuse
  • Uses Japanese version
  • Genre: RPG

Luck Manipulation

The random number of this game increases by the remaining power of the waiting for NMI. Luck manipulation is enabled by regulating quantity of delay by the input of the controller. As it were, it is difficulty such as the consecutive delay scroll of the Woodman stage.

The Steal Glitch

When a player having nothing steals an item from NPC, an item is inserted in nearest 00 space that searched for the item index of the negative direction. It learns magic, and status is changed. English version does not have this glitch.

Character Data Address

Address+CharacterID*0x80
7E1000 Existence state
7E1001 Registration ID
7E1002-7E1009 Character of Name
7E100A Alignment, Tribes, Class
7E100B Strength
7E100C I.Q.
7E100D Piety
7E100E Vitality
7E100F Agility
7E1010 Luck
7E1011-7E1016 Gold
7E1017-7E101C E.P
7E101D-7E101E Current H.P.
7E101F-7E1020 MAX H.P.
7E1021-7E1022 Level
7E1023 Status
7E1024 Age Year
7E1025 Age Week
7E1026 A.C.
7E1027-7E102D Mage M.P.
7E102E-7E1034 Priest M.P.
7E1035-7E103B Mage Spell
7E103C-7E1042 Priest Spell
7E1043-7E104A Item Status
7E104B-7E1052 Item ID
7E1053 Item possession index
7E1054 Poison damage strength
7E1055 Current X
7E1056 Current Y
7E1057 Current Floor
7E1058 @Mark
7E105A Swim E.P
7E105B Milwa Counter
7E105C-7E105D Maporfic Counter
7E105E Latumapic Counter
7E105F Litofeito Counter
7E1063-7E1068 Marks
7E1069-7E106A Rip
7E1079 Previous X
7E107A Previous Y
7E107B Previous Floor
7E107E-7E107F CheckSum

Status number

Status
00OK
01Afraid
02Asleep
03Paralyze
04Stone
05Dead
06Ashe
07Lost
moreLost

Subtitle Comments

  • Reset for skipping ASCII logo
  • Added the Bishop and the Mage
  • Luck manipulation for existence of the doorkeeper enemy
    • The enemy who appears when a door was opened has better wealth than an enemy loitering around.
  • Help-Window closing for reducing lag
    • It reduces the rag which is higher than 20 frames in total.
  • Turn left at a place without a lag
    • The door is opened only in the front.
    • In addition, right and left can move the side in LR, but there is not the reverse run.
  • Luck manipulation to find a hidden door
  • Inputted "VAMPIRE"
  • Luck manipulation to minimize NPC appearance counter
    • The counter becomes two at the minimum 2 and decreases with 50% of probability at every movement.
  • Luck manipulation to choose appearing enemy and to minimize HP
    • Ice Phantom HP is 8~12(1D5+7)
  • Luck manipulation to maximize HALITO of the Mage
    • HALITO damage is 1~8(1D7+1)
    • Not Bishop but Mage needs to earn Marks. It becomes a difference for 18 frames by one theft.
  • Luck manipulation for treasure without the trap
  • Luck manipulation for Bishop to get treasure
    • Although two items are simultaneously acquirable, since the required number of times of theft is the same, it becomes late as a result.
  • Luck manipulation for Bishop to become the Afraid state
    • When Bishop is Afraid, identification and magic are not usable, but the theft is possible.
  • Item sent to increase the baggage of the Bishop
  • The baggage disposal for glitch
  • Heavy luck manipulation to steal a item consecutively
    • The success rate of the theft is at least around 5%.
    • Theft:Ironose, Gold(50%):18~36G, A(75%):No.4~11, B(100%):No.10~18.
  • Luck manipulation for items learning "LOKTOFEIT"
    • bit flag of "LOKTOFEIT of LEVEL 6 PRIEST SPELL" is 0b00000001
    • "LOKTOFEIT is magic to return to the town
  • Luck manipulation for items not to learn anything other than "DI"
    • A bit flag of "DI" is 0b00000100
    • In the battle, because "DI" cannot be used, "LEVEL 5 PRIEST SPELL" is skipped and 4 frames are reduced.
  • Luck manipulation for MP of LEVEL 6 PRIEST SPELLS
    • If the value is 0x12, current MP becomes 1, and maximum MP becomes 2
  • Afraid condition to evade heavier abnormality condition
    • If he is OK status, he will become impotent by terrible status abnormality.
  • Theft rate increased to 95% from 5% because Level became 2049
  • Luck manipulation continues because the money theft rate is 50%
  • Luck manipulation to insert 9 in Mage's items possession index
  • Mage collects money and buys "BRASS KEY" of item ID 0x81(129)
    • They can possess an item only to eight, but it is received as the tenth item.
  • The 9th item selling to slide Mage's item possession index
    • The 1st item is also sold off in order to shorten cursor movement.
    • When it was sold, the number of the possession decreases and becomes 0x80(128).
  • Three items bought to increase Mage's items possession index more
  • Mage's items possession index became 0x83(131)
  • Battle to cure Afraid condition, and to use Bishop's "LOKTOFEIT"
    • Mage died from the damage of poison.
  • We will reach ending, if item ID 0x83 are brought home
    • It is the Heart of ABRIEL to obtain when THE SORN is defeated.
  • CONGRATULATIONS! THY QUEST IS COMPLETE! THE SORN IS DEAD!
    • Finally Heart of ABRIEL is deleted, and Bishop is lost by the result that the memory for 131 items was moved.

feos: Accepting to Moons.
Ilari: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #4210: pirohiko's SNES Wizardry V: Heart of the Maelstrom in 01:02.85
morningpee
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This is fantastic for a game with an average playtime of over 40 hours. Sorry, I accidentally voted "no" instead of "yes". Call me a noob, I meant "yes".
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So if I understand correctly, you luck manipulate the game into letting you steal the final quest item from a first-level random encounter? Wow! Yes vote.
Patashu
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Nice job annihilating this game in record time :)
Radiant wrote:
So if I understand correctly, you luck manipulate the game into letting you steal the final quest item from a first-level random encounter? Wow! Yes vote.
It's kind of like the inventory overflow glitch of Pokemon Gen 1/SotN fame. The game stores an inventory large enough for 8 items, then the counter indicating how many items you're holding. So if you use this memory corruption glitch to place an item onto the counter, then the game happily interprets that many memory addresses as being in your inventory, and you can adjust it thereafter by buying/selling items. If you put 0x83 'Heart of Abriel' in your 'inventory size', then the game looks in your 0x83 slots long inventory, notices you have 0x83 'Heart of Abriel' and declares the game done. Note that in the encode, memory address 0x1253 and 0x12D3 are the two inventory size counters, and the 16 addresses before each of those are status and IDs for inventory. The lower addresses are for the Bishop and the higher addresses are from the Mage. Now watch how the memory addresses change while looking at what's going on, and you should figure out how it works ;)
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
mklip2001
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Nice, another Wizardry game gets beaten to a pulp in only about a minute. I would not have expected this level of glitchiness from a Super NES game in the series. The scripting is great here too, especially the map picture. I was amused for that one minute, so 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.
Patashu
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mklip2001 wrote:
Nice, another Wizardry game gets beaten to a pulp in only about a minute. I would not have expected this level of glitchiness from a Super NES game in the series.
With TAS completion times of 45 seconds, 71 seconds and... 12 seconds, the track record is not good ;)
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
Chamale
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Great run, voting yes. When I saw that time I thought it was 1 hour, 2 minutes, because I had no idea the overflow glitch would be possible in this game.
Joined: 12/11/2010
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Wood Man stage? Did you get the Metal Blade? Then you can defeat Wood Man faster and save frames.
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yes vote, as always the Hud +Subs are real pluses for the submitions, great run !
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Lol, I thought the same thing, MrTickles. Very nice and fast run, pirohiko. Yes vote!
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So I found this boring because I couldn't follow what was going on at all, not helped by the fact that it was all in Japanese, nor by the fact that I feel I've seen this done in other Wizardry TASes (even if it's a different trick, it looks similar to me). Voted no. I can see I am in a minority opinion here, but for the people who voted yes I would ask them: how is this so much more entertaining than, say, the current Chrono Trigger run? Obviously it's a great technical achievement but you could have known that without watching it just by looking at the name of the TASer.
Guga
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Because it's too short to get actually bored on it IMO.
thatguy wrote:
Obviously it's a great technical achievement but you could have known that without watching it just by looking at the name.
The average viewer wouldn't.
Patashu
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thatguy wrote:
So I found this boring because I couldn't follow what was going on at all, not helped by the fact that it was all in Japanese, nor by the fact that I feel I've seen this done in other Wizardry TASes (even if it's a different trick, it looks similar to me). Voted no. I can see I am in a minority opinion here, but for the people who voted yes I would ask them: how is this so much more entertaining than, say, the current Chrono Trigger run? Obviously it's a great technical achievement but you could have known that without watching it just by looking at the name of the TASer.
IMO a run like this needs to be encoded with the same HUD and captions as this current upload does (maybe cleaned up for legibility - for example, colour-coding the inventory and inventory size addresses). It's a really cool achievement and actually easy to follow what's going on with this extra aid. Just having the gameplay footage alone doesn't convey how cool it is.
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
Spikestuff
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Something "Long"? Something Pirohiko? Something SNES? SOMETHING LSNES? SOMETHING ENTERTAINING? Yes vote. I'm calling final.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Personman
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Pirohiko, you were already one of my favorite TASers, but your recent work has been mindblowing. Thanks again for all the effort you put into this.
A warb degombs the brangy. Your gitch zanks and leils the warb.
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I don't understand well how it happened. But the game is glitched completely, similar to other Wizardry TASes. Oh, and thanks for the display in the encode, pirohiko.
Post subject: Movie published
TASVideoAgent
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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. ---- [2551] SNES Wizardry V: Heart of the Maelstrom "game end glitch" by pirohiko in 01:02.85