(Link to video)
The PCECD version of Prince of Persia is similar to the Sega CD version, but the gameplay is notably different than most of the versions and there are different tricks, resulting on a 'new' objective of this game. This game was released on Japan by Riverhillsoft on 1991 and by Hudson Soft on 1992.

Game objectives

  • Emulator used: BizHawk 2.2
  • BIOS used: TurboGrafx CD Super System Card (USA) (v3.0)
  • Aims for in-game time instead of real time (except 4 levels. - see more below)
  • Takes damage to save time
  • Abuses programming errors

Different tricks? New objective? Explain this.

  • Trick 1 - In this version, it's possible to grab a ledge if you fall too far (see some level comments below).
  • Trick 2 - Accidentally I found on GameFaqs, a 'Easy exit glitch':
In any level, reach the closed exit gate and stand in front of it. Now, hit Select to open the menu, then choose "Game End" and then say "Yes".
While the screen starts to fade out, you can enter the closed exit game without the need to open the exit switch! So, that's the 'new' objective: go to the exit room without the need to press these switch buttons. It allows to complete the stages much more faster, saving an unexpected amount of time.
Also the prince runs much faster than most of the versions.

About the 'Speed 1'

Like the Sega CD version, this game has the option to adjust speed of move and battle mode. On move you can adjust between 1-5 and on battle you can adjust beween 1-9.
The default speed is:
Also the battles is much slower with the default speed.
In this run, both modes were adjusted to 1, speeding up too much. The other reason for this choice is because on this version, the clock timer isn't affected no matter what speed you choose.

General notes

  • As explained above, since the gameplay isn't the same, that skips on level 4, 5 & 12 can't work on this version.
  • At the start of every level, I pause and unpause the game to avoid the 'Level X' and 'XX minutes left' message, saving some frames.
  • Since the gameplay isn't the same as the original version, there are several paths of this run that I stop moving just to adjust position, because you can't skip the guards easily.
  • On the 'exit' room of each stage, I opened the menu and I chose 'game end' option, allowing me not only to enter the closed gate but also stops the 'clock timer' (It costs some frames) while the screen fades out.

Some level comments

  • On the level 2, at the third guard, on the 'speed 1 mode', it's faster killing him than waiting to skip later (Also, taking damage reduces 1 frame of slowdown, as well as the next 'unavoidable' guard).
  • On the exit of level 4 and 10, I use the 'run' button to pause this game to avoid getting hit for the guard (because of 'game over' music. It wastes time), but pausing and unpausing costs a in-game frame (or a centisecond). Roughly 200 frames were saved on both levels, respectively.
  • On the exit of level 5 (on in-game time), it's faster to press the exit switch than avoiding them. So, I used the 'run' button (lost another in-game frame) because when the door fully opens, the prince climbs the stairs one more time, delaying the fade out. About 50 frames were saved avoiding them.
  • In order to skip the 'fat' guard of level 6, a careful position is required. Otherwise, it fails. Also this strategy saves a second (on the 'speed 1 mode').
  • On this version, since it's possible to grab ledges if you fall too far, both levels 7 and 8 is skipped directly to the exit.
  • On 'level 12c', I didn't use the pause because it results on some frame loss during the 'Jaffar room' (Maybe a global timer? I don't know exactly).
  • Since the clock time only stops a bit later after defeats Jaffar, I take advantage to go to the closed gate of the previous room, skipping the need to reopen this (but unfortunately it costs 61 in-game frames, although the game only register the timer of 'level 12a').
  • Also, the Jaffar battle is tough.

RAM Watch

Addresses Description
008A Clock timer (seconds)
00BE Clock timer (frames)

Timetable (Best time)

Stages Seconds+frames Conversion to seconds+centiseconds
Level 1 0:05.20 0:05.33
Level 2 0:41.03 0:41.05
Level 3 0:07.11 0:07.18
Level 4# 0:21:52 0:21.87
Level 5# 0:21.21 0:21.35
Level 6 0:10.26 0:10.43
Level 7 0:04.43 0:04.72
Level 8 0:01.15 0:01.25
Level 9 0:06.55 0:06.92
Level 10# 0:06.17 0:06.28
Level 11 0:27.41 0:27.68
Level 12#0:46.31 / 0:05.55 / 0:18.55## 0:46.52 / 0:05.92 / 0:18.92**
1 - Because of use of 'run' button (to avoid losing time - see some level comments, above) on Level 4, 5 & 10 and the faster way to finish this game, I lost a in-game frame on these levels while on '12c', I lost roughly a in-game second. But these 'improvements' resulted on 532 frames faster, totally.
2 - Since the original version doesn't have 'Level 13' and 'Level 14', the jaffar path and the princess's rescue path (respectively) is still 'level 12'. Because of this, only the timer of 'level 12a' was registered on 'best time' option (from menu). But using RAM Watch, I registered the timers of 'Level 12b and 12c', respectively.

Other comments

I originally wanted to check this PCECD version after finished the SNES POP2 TAS, but due of some problems with the rom (was .bin, instead of .cue, at that time). So, I haven't checked this, until when I found recently a video that shows the level 8 skip. So, I decided to get the correct rom to finally have a chance to research. And with this, I found much more than I expected.
If someday I choose this game again, or I try to improve the NES version (this version sucks, but the published TAS is old) or I pick the SNES version (again) to TAS the 'Training Levels' (although is less entertaining than the 'normal levels').

Special thanks

  • zaphod77, for the 'grab a ledge by falling too far' information.
  • ReyVGM, for the 'easy exit glitch'. This was the motivation to TAS this version.

feos: Judging...
feos: Updating the movie file with a 4 frame improvement.
feos: Judging by the existing precedents, manually changing gameplay speed is fine. So I won't require using the default speed here either.
The tier here is a bit tricky, seeing how the SNES version is in Vault, and the SegaCD version has only got 2 votes in 9 months (one of them is mine). So basically, this game barely entertains anyone. But this time it's twice (give or take) faster, and the audience enjoys it once again.
Finally, this is once again a nicely executed run, accepting to Moons.
fsvgm777: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #5654: Challenger's PCECD Prince of Persia in 05:14.31
creaothceann
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Regarding BizHawk's PCECD emulation, do the menu items "Always Perform Sprite Limit" and "Always Equalize Volumes (PCE-CD)" make it more accurate?
Challenger
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creaothceann wrote:
Regarding BizHawk's PCECD emulation, do the menu items "Always Perform Sprite Limit" and "Always Equalize Volumes (PCE-CD)" make it more accurate?
To tell the truth, I haven't tested these options before.
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creaothceann
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I'm uploading an encode (with these menu items checked)... had to change the width to 1280 because the game switches between 256 and 320 pixels per line. The music at the static "The End" screen stops at almost exactly the 10 minute mark, so that's where I cut the video. EDIT: download link
Stovent
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Why not uploading it to YT ? This would be easier for everybody to see it. Also, for people with slow download speed (like me), this require more time to download than the encode duration itself
[17:37:00]<TheCoreyBurton> It's N64 - it's ALWAYS bad news.
creaothceann
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Stovent wrote:
Why not uploading it to YT?
Because my account was disabled ages ago and I didn't feel like creating a new one. I'd upload it to Vimeo but that account was also disabled recently.
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Nice run! I really liked the skip through the end doors, even if it wasn't a TAS-only trick. It made it shorter and more interesting. Yes vote from me. And I'm really curious the reasons behind the two 'no' votes. This seems very optimized with some interesting enemy skips. I can't see how this gets anything less than a 'Meh".
Challenger
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Thanks for the encode, creaothceann! I could upload your good encode on youtube, but I don't know how to upload with 720p60 (although this game doesn't run on 60 FPS, except during the credits), since most of my 'temporary' encodes of other runs were dropped to 30fps on youtube. EDIT: Ignore this. I uploaded on youtube and was a sucess (Also, I added on the submission): Link to video
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creaothceann
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Did you just upload the file without re-encoding? Because that was just a 1280x480 video with the container flags saying that it should be stretched to an aspect ratio of 4:3. If Youtube used that to make it a 720p video then it's more advanced than I would've thought.
Challenger
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creaothceann wrote:
Did you just upload the file without re-encoding? Because that was just a 1280x480 video with the container flags saying that it should be stretched to an aspect ratio of 4:3. If Youtube used that to make it a 720p video then it's more advanced than I would've thought.
I uploaded without re-encoding.
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Post subject: Re: #5654: Challenger's PCECD Prince of Persia in 05:14.38
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Very funny how you dodge all the boss fights. Yes vote!
PCachu
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Jaffar's attempt to save money on heavy exit doors by painting the exit stairways in a door pattern has finally come back to bite him in the tuchus.
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not only this run has a lot of new content(or skipping of it),i really like how you're an expert at the series,good job!
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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Thanks for your comments. Also, I added 'other comments' on this submission. P.S: I could be aimed for in-game time without these timesavers at the end of level 4, 5, 10 and 12c, but it sounds a bit controversial, on my opinion.
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What I personally dislike is using the faster speed. From the SegaCD submission:
Challenger wrote:
feos wrote:
Challenger, so have you tried other speeds? My take is that the original one is better due to feeling authentic, but what impression do other speeds give?
Well, increasing the speed to 1 (fastest), looks nearly like the Superfast Super Mario Bros (NES Hack). But I prefer using original speed on games (expect for text messages).
For the sake of authenticity I'd prefer the default speed here too. The argument that speed 1 is harder doesn't apply to a TAS, where it's equally easy once you've found the optimal strats. Maybe this assumption is wrong though. Guys, please express what you think in terms of this speed being more or less entertaining than the default one. Voting Meh.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Challenger
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Actually I originally planned to TAS on default speed, but I TASed on the fastest speed before I find these ram addresses. Because of this those addresses (and the stupid unchanged clock timer), I decided to aims for in-game time. I actually never expected that this version hasn't very well programmed enough to match exactly as the original version. Since this game is friendly to edit on TAStudio, it's possible to copy the input to a default speed (although it'll add more in-game time on this game), adding more frames (I actually did this before), and skipping some battles that's actually faster on the fastest speed.
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Using a higher speed makes the game harder for a human player. Therefore, selecting the fastest speed means you're playing on the highest difficulty level, which is appropriate to a TAS. Obviously, changing speed with an in-game option not the same thing as doing so with a ROM hack.
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Radiant wrote:
Using a higher speed makes the game harder for a human player. Therefore, selecting the fastest speed means you're playing on the highest difficulty level, which is appropriate to a TAS.
Like I said. It doesn't make it harder to TAS, since you just apply the routing and tricks that will work exactly the same on other speeds, you just have to adjust the length of each input. I don't think it's what we use difficulties for.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Like I said. It doesn't make it harder to TAS
No, but it makes it more of a Superplay (i.e. more entertaining), in addition to having a lower in-game time (i.e. faster). We judge TAS'es by how fast and entertaining they are, not by how hard they were to make.
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How hard they are to make affects the desired difficulty setting that makes the run more impressive, and usually more entertaining. "More of a Superplay" doesn't mean much to me in this case, since we evaluate 2 main aspects of the run: technicality and entertainment. Hardest difficulty, when used well, improves both. Faster speed alone doesn't change those, and in my case, it also looks less real and authentic, since like pretty much everyone else, I'm used to the regular speed, so I can comprehend and enjoy more stuff as a human. Still, this requires input from other people too!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Challenger
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While I resynched this run to default speed, accidentally I found a mistake that I accidentally moved 1-2 frames later on the second room of level 3 (after climbing) and the second room of level 5 (during the skip of first guard), respectively. Here's the new movie file: http://tasvideos.org/userfiles/info/41835935815333168 Level 3 Previous time: 0:07.13 / 0:07.22 New time: 0:07.11 / 0:07.18 Level 5 Previous time: 0:21.23 / 0:21.38 New time: 0:21.21 / 0:21.35 Also, I have resynched the first 4 levels to default speed. Comparision time (fastest speed/default speed): Level 1 - 00:05 / 00:10 Level 2 - 00:41 / 01:16 Level 3 - 00:07 / 00:15 Level 4 - 00:21 / 00:42 The route and the strategies are the same (except for 2 battles of level 2).
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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I just wanted to share that some of the TASes here are down right unwatchable because of speed settings,like megaman DOS and a few other DOS games,but that's just me.The sheer speed of these settings can make a lot completely uncomprehensible and make a movie go to decent entertainment rating to a lower level.But i enjoyed the pace of this one and i'd change my vote if it just went bizarrely faster than the common gameplay.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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As an outsider to PoP, the faster speed made for a quicker TAS and was more fun to watch. It was great to see how quickly each screen went by and each enemy was bypassed.
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After looking at the precedents, I think this speed is fine. Should I replace the movie with Post #459181?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Challenger
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Oh! Once again I forgot to mention one more thing: that new movie file is from fastest speed, not from default speed. blame me.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.