Submission Text Full Submission Page

Game Objectives

  • Emulator used: Bizhawk 1.11.3
  • Aims for fastest time
  • Resets to save time
  • Uses game overs to save time

About the Game

You are Ares and have fallen into a long lost kingdom which was cursed by a dragon. Ascend the Ruins and Cave networks in hopes of escape and earn your freedom. Purchase aid from fellow unfortunate souls while combating all manner of monster along the way.
This is a top down dungeon crawler RPG. Equipment, level ups, and story elements are all skipped. The camera instantaneously rotates around Ares and always faces North/South/East/West. Movement follows a grid system where Ares and monsters will stay within their square tiles and can only attack linearly (not diagonally.) To reach the end, you must traverse 40 odd floors. Bosses are varying degrees of skipped in this run.

About this run

The main glitches used are only available in the Japanese release of the game and are frame perfect. They save so much time that the Real Time speedrun uses them even with the lowish success rate of frame perfect tricks. This TAS was made to fix the success rate of those tricks and see what time I can get.
Skipping the Hydra boss was found during the making of the run and allowed for skipping the Ninja boss for level ups, and skipping invisibilty potions to save time.

Glitches

Map transition interrupt: Text boxes can be used to gain one frame of input when in a state of being between two floors.
Map Copy: Use the map transition interrupt to save the game. This transfers item locations, map revealed state, and floor artifacts from the previous floor to the next.
Item duplication: A byproduct of map copy.
Wrong Warp: Use the map transition interrupt to use warp magic. Select warp coordinates from the previous floor but apply to warp to the next floor, irregardless of collision.

Game Mechanics

Warp Magic: Select any walkable point on the revealed map and instantly teleport there, at the cost of a full mana bar.
Emergency Escape Operation: On the file select screen press l+r+select+a to warp as soon as you load into the game, at the cost of one level in all stats and a HP and MP (and luck) refill.
Resting: l+r to enter rest state, speeding up HP and MP refill rate but setting defense to zero and monsters move faster. l+r again to exit rest state.
Double magic: Double attack strength, except for the final boss where it is more like +2 damage per sword swing. Cost is based on knowledge level.
Auto Save: Each floor transition will save the game.
Jumping is faster than walking when you advance two tiles.

Walkthrough

  • Strange movements are when I am revealing the map for future warps.
Ruins 1: Start by increasing game speed and message speed to speed up the game. Drop sword and ring for inventory management. Door opening animations have idle frames so do menuing there when possible. Hold jump to access the secret room.
Ruins B2: Take a slightly slower path to gain more map vision. Pick up warp magic here.
Ruins 1: Wrong warp to access the part of Ruins B2 that connects to Ruins 4.
Ruins B2: First Map Copy.
Ruins 4: warp to top right for map vision. Drop warp magic to duplicate it. After map copying to Ruins5, return to Ruins4 to pick up original warp magic. Pick up duped version on Ruins 6.
Ruins 5: reset so I can warp from file load as warp is disabled here.
Ruins 8: buy 3 stacks of mana potions by selling warp magic.
Foot of Tower: The Crab boss should not be here. After entering the tower, I save and reset to skip the cutscene.
Tower Top: After entering cave, save and reset to skip cutscene.
Cave 7: Map copy would crash the game here, so I lose all of my map progress. Wrong warp to the back entrance to the floor in preparation for Cave2.
Cave 1: Map copy replaces all doors with varying objects, in this case holes in the ground, and despawns the boss.
Dark Zone 2: Save and reset to skip the Fortress cutscene.
Fortress 7: Get Double magic here.
Top of Fortress: Warp is disabled here. I use game overs to warp around.
Backbone: Map copy would despawn the sword that is needed to beat the game. Use a game over and a reset to warp past the guardian and then warp out.
BTOWLS: The damage I deal is a set amount and not dependent on the character sheet. Double magic does 6-7 per hit, without it's 4-5. About 40 hits. Green circles teleport me to the back of the room. Fireballs and spikes are instant death.

Potential Improvements

  • RNG manipulation for Crab boss and final boss.
  • Gameover at headless should be a reset instead (5 second save.)
  • Remaining game overs likely should be resets (need to time)
  • Diagonal cursor movements would save frames on every warp screen.(up to 10 frames each)
  • Ruins 1 side stepping left only once at the crossroads switch should save two movement actions and one cursor movement.
  • Fortress 3 the jump before warping is unnecessary saving 1 movement, 2 turns, 1 cursor, and 1 hit.
  • Fortress 7 should have warped into the stairs after picking up double saving 1 movement, adding 1 cursor.
  • Cave 10 the step forward does not look necessary saving lag frames and one movement, adding one cursor and one movement.
  • Can get two attacks in at beginning of final boss fight.(savings tied to rng)
  • Double magic may be worth skipping.
  • Ruins 9 buy a 4th mana potion stack may save frames on exhausted stack text boxes.
  • Tower 4 bonked a guy (looks bad)
  • Frame hunting.

Previous Publications

FatRatKnight's movie is still the fastest way of running the English release of the game as it does not have access to the major glitches. It is categorized as a "No Major Glitches" or "Natural Route" or "English Any%" speedrun now. This is more than 26 minutes faster.

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14903
Location: 127.0.0.1
This topic is for the purpose of discussing #5834: Osse101's SNES Brandish in 12:15.19
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
Encode: http://www.mediafire.com/file/z5pl0u9pb6jqz0e/Osse101%27s+SNES+Brandish+in+00_12_15.19.mkv For some reason the game adds some black bars to the top and bottom; a publication video can probably remove them.
ViGadeomes
He/Him
Judge, Active player (303)
Joined: 10/16/2017
Posts: 458
Location: France
creaothceann's temp encode : Link to video
Former player
Joined: 9/1/2005
Posts: 803
So I got around to watching this run last night. Without having a fair understanding of what's actually going on the entire time, to me it just felt somewhat confusing to watch and I couldn't really find it entertaining. The hydra skip was pretty cool, but that alone couldn't save it for me. I give it a meh, but recommend it for a vault publication.
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
In case it is needed... [2833] SNES Brandish by FatRatKnight in 38:42.41 Somehow, my run is Moons. Okay. If it's determined to fall into the Vault from its rating, then I don't see any way for it to fit alongside this run, given the tight rules that Vault fits in. Even though the two regions give a vastly different experience (due to a presence of a glitch), if it's the same game ported across different regions, then they count as the same game. I don't know what counts as 100%, but I can say I certainly aimed for any% in my USA run, confirmed in this submission text as the fastest known strategy there. Watching this, I pretty much understood what was happening, probably because knowledge from TASing that run made it much easier for me on this one. A few details in execution comes to mind. I recall whenever I was using Warp Magic that the fastest cursor movement for getting to a corner quickly was something like: Right+Up Right Right+Up Up Right+Up ... And so on Watching the video, although not carefully confirming it in emulator, I didn't spot this pattern. Mind, my recollection isn't perfect, either. I also recall occasionally getting two hits against the final boss in between some of the steps. Curious why two swings were never made between any of the steps. Outside of those details, nothing else strikes me as odd. Appears to be decent execution.
Osse101
He/Him
Player (16)
Joined: 2/22/2018
Posts: 4
I just took a look at cursor movement: The suggested RU R RU U RU... does not work I use R R U U R R U U R R... and R R _ R R _... and it looks like what you actually used was RU RU R R RU RU R R... and if I used that I would save ... a quarter the frames on diagonal movements(RU RU _ RU RU _) and a third of frames on linear movements (RU RU RD RD to go right). Final boss: The attack animation is longer in this version. It is technically possible to occasionally get two swings in a round while following the boss, but not while also keeping up double and avoiding obstacles. I had made some bad assumptions stemming from my real time runs on what I thought was fastest and was worried this was another. Known version differences from Japanese perspective: * attack animation is longer * text boxes cannot be instantly ended with user input and can strafe+block with text box up. (many triggers do not activate when a text box is up) * floor transitions and saves are more exploitable * faster main menus = faster resets
FatRatKnight wrote:
I don't know what counts as 100%
The best metric I've seen for that is using map completion percentage, however the glitch I use here breaks that pretty hard. There's also potentially an all side quests+ all bosses where we have a save file glitch that auto complete's side quests :)
Osse101
He/Him
Player (16)
Joined: 2/22/2018
Posts: 4
I looked it over and found a couple routing mistakes, but more importantly I'm looking at an optimistic 15 seconds to be saved between fatratknight's comment and overlooking how slow game overs are. And that warrants a do over. Would I then cancel submission and resubmit? Or is there a cancel and resume? For the entertainment poll; I would warp inside of walls thrice where currently there are none.
Editor, Skilled player (1172)
Joined: 9/27/2008
Posts: 1085
Staff here can replace submissions with a new file directly. You could cancel and resubmit as well, if you want to go that route, or just ask them to delay judgement here until you get that new file ready and available for them. Since you've already posted about this likely improvement, and that you are most likely working on it now, they're probably going to wait some time for the results anyway. It's nice to see you looking over your run for further improvements. Apparently my memory did miss a few details on cursor movement, but was enough intact to still reveal a few frames there. I also wonder about the RNG for the final battle. Getting there sooner will probably mean a different pattern of those teleporters or something.
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2739
Location: The dark corners of the TASVideos server
om, nom, nom... om, nom, nom... nom nom