Here is a TAS of Journey To Silius (NES). It is an improvement of 2395 frames (~40 seconds) over the current published run by jlun2 & klmz.

Game objectives

  • Emulator used: FCEUX 2.2.2
  • Aims for fastest time
  • Takes damage to save time
  • Luck manipulation
  • Glitch abuse

Comments

Level 1

A big time save in this run is due to a glitch that I found in the level 1 boss fight. If you kill the boss in a specific frame you trigger health and ammo replenishing 256 frames faster than normally and finish the level that much faster. I was quite lucky since this specific frame is only 35 frames away from the most optimal battle I could find thus providing a 221 frames time save. Another significant time save is achieved by using shotgun in levels 1 and 2 instead of handgun saving about 160 frames. (Due to equipping it in level 1 with the cost of 57 frames, the time that shotgun actually saves obviously reflects much more in level 2). (Time saved in level 1 = 239 f)

Level 2

While getting more lag frames with shotgun than handgun, it saves big chunk of time most notably in the mid-level "mini boss" and the end of the level mini boss fights. Switching weapon to homing missile in the boss fight is better, because its slightly faster and its by far the best weapon to use in level 3. (Time saved in level 2 = 156 f)

Level 3

Slightly different strats ends up being mostly just as fast or only tiny bit faster. (Time saved in level 3 = 2 f)

Level 4

A better screen scrolling strategy in one segment saves 20 frames. Better mini boss fight strategy saves 6 frames. (Also 1 frame saved elsewhere, but 2 frames lost by having worse "replenish cycle".) (Time saved in level 4 = 25 f)

Level 5

About 75% of the time save in this run comes from being able to skip most of the very long ship battle due to a glitch called ship glitch. Ship glitch is triggered by delivering the finishing blow to the left side of the ship at the last frame possible and it saves 1823 frames (~30 seconds). Also lots of ammo is saved using the glitch and luckily the amount is just enough to kill the final boss with homing missiles saving 150 frames (Time saved in level 5 = 1973 f bringing the total amount of time saved in this run to 2395 frames.)

Useful memory addresses

  • 0506 - X Position (Cam) ; Unsigned 1 bit
  • 0500 - X Position ; Unsigned 1 bit
  • 0501 - X Position (Sub) ; Unsigned 1 bit
  • 0507 - Y Position (Cam) ; Unsigned 1 bit
  • 0504 - X-Speed ; Signed 1 bit
  • 001F - Boss HP ; Unsigned 1 bit
  • 00B0 - Player HP -; Unsigned 1 bit
  • 00B1 - Player Ammo --; Unsigned 1 bit

Thanks

To previous TASers. Without your effort in the currently published movie, which I greatly used for reference and from which I gained lots of valuable information about some very nice tricks and strats, this run would have certainly turned up to be far away from what it is. Also to HonorableJay for letting me know about the ship glitch, which I had failed to find out about.

Fog: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #5468: Zakem66's NES Journey to Silius in 08:49.86
Zakem66
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For some reason the YT encode doesn't seem to load. I'm not sure what's wrong since the ID should be correct... <EDIT> Nevermind. Now it seems to be working. Just had to wait a while probably due to changing the status to public quite recently <EDIT>
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I wouldn't have thought that so much improvement could still be lurking in a game like Journey to Silius. Excellent work on the run. I liked the Stage 5 playaround, and the new timesavers really stood out. Yes vote.
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The run looks very well made! Also, the game features great musics. Yes vote!
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Zakem66 wrote:
For some reason the YT encode doesn't seem to load. I'm not sure what's wrong since the ID should be correct... <EDIT> Nevermind. Now it seems to be working. Just had to wait a while probably due to changing the status to public quite recently <EDIT>
This happened to me as well one time but it was fixed from itself. That may be a youtube bug or something. Anyway, I liked the run and of course I'm voting Yes.
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honorableJay
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Very nice improvement. Just one question: is there any way to replicate the glitch from stage 1 boss on other bosses?
Zakem66
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honorableJay wrote:
Very nice improvement. Just one question: is there any way to replicate the glitch from stage 1 boss on other bosses?
Hey. Thanks again. I think the glitch is unlikely to work on other bosses although I can't be 100% sure, since I don't know exactly how it works. Also I have tested over 260 consecutive frames after the optimal deathblow at level 2 boss, so the deathblow frame alone at least doesn't seem to produce the glitch there( or rather there is no glitch triggering frame). Level 3 and 4 bosses I haven't actually tested that much, but it feels even more unlikely to trigger the glitch in those.
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Zakem66 wrote:
Hey. Thanks again. I think the glitch is unlikely to work on other bosses although I can't be 100% sure, since I don't know exactly how it works. Also I have tested over 260 consecutive frames after the optimal deathblow at level 2 boss, so the deathblow frame alone at least doesn't seem to produce the glitch there( or rather there is no glitch triggering frame). Level 3 and 4 bosses I haven't actually tested that much, but it feels even more unlikely to trigger the glitch in those.
Have you tried something like land the hit when the glitch occurs, wait 10 frames, then use RAM Search, before load savestate then landing a hit without the glitch, wait 10 frames and find what changed in memory? If not much addresses are left, you could try freezing them one by one with the value of the first attempt until the glitch is triggered?
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Words cannot describe how truly impressed I am with your work. 40 fucking seconds over a run a lot of us thought weren't really improvable is astounding! Resounding yes vote and I hope someone does a loseless encode.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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AngerFist wrote:
I hope someone does a loseless encode.
For your enjoyment
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
Zakem66
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jlun2 wrote:
Have you tried something like land the hit when the glitch occurs, wait 10 frames, then use RAM Search, before load savestate then landing a hit without the glitch, wait 10 frames and find what changed in memory? If not much addresses are left, you could try freezing them one by one with the value of the first attempt until the glitch is triggered?
Unfortunately I couldn't produce the glitch this way to find out which memory address is relevant. Maybe someone more experienced and more knowledgeable could do this.. <EDIT> But thanks for the suggestion. I hadn't thought about that before <EDIT>
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Against the stage 3 boss, you only fire once on the first jump, then you fire twice on all jumps after that. Wouldn't it be faster to fire twice on the first jump and only once on the last jump instead? Anyway, very nice improvement! I'm impressed that there was so much time to save on this game.
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Zakem66
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Derakon wrote:
Against the stage 3 boss, you only fire once on the first jump, then you fire twice on all jumps after that. Wouldn't it be faster to fire twice on the first jump and only once on the last jump instead? Anyway, very nice improvement! I'm impressed that there was so much time to save on this game.
Thanks. do you mean 2nd boss?? I fire 2 ' 3 '3 ' 1 on the 3rd boss.. On 2nd boss it is actually faster to shoot only one missile on the first jump since you get the jumps faster that way and final missile can be shot closer..
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Apologies, you're right, I meant the second boss. Thanks for the explanation.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Seems like a nice game choice. Nothing to complain about the run itself, and the entertainment choices during the autoscroller were worth it. Voted 'yes'.
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Nice! Although I am a tad disappointed you didn't dance :p
Stovent
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Note to publisher, encode is already uploaded on TVC
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
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Good new time-savers! I considered using the shotgun but it lagged too much, which was too hard to optimize on FCEU that has never got a lag counter.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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. ---- [3380] NES Journey to Silius by Zakem66 in 08:49.86