(Link to video)

Attributes

  • Emulator used: Bizhawk 1.11.3
  • Aims for fastest time
  • Resets to save time
  • Manipulates Luck

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 majority of movement uses a late game magic which can be acquired early, and the anti-stuck feature when that magic is unavailable. The limiting factor then becomes how much map I have revealed on each floor as I can move to any revealed point. A glitch is used on nearly every floor to copy map data from one floor to the next. An item dupe pays for potions to speed up movement. To beat the game I need a particular sword to damage the final boss. Get warp magic, get mana potions, rush to sword, beat game.
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. The item dupe sequence gives a peek into the real time run experience.

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 (doors, special tiles) 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 the 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.
Inspect
Press l+Y or r+Y to examine a tile. This is how I make all of the text boxes I use for glitching in this movie. I never inspect stairs because the resulting text box would be too short.
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 longer path to gain more map vision. Pick up warp magic here.
Ruins 1: Go back down stairs to be in the normal part of B2. Drop warp to prepare the item dupe. Saving causes the dupe to occur. Turn around to pick up the duped warp magic then go down stairs (These stairs retain your orientation). Pick up the original warp magic. Go back up stairs. Rest for mana. Warp to the magic shop using the copied map data from B2. Sell the copied warp magic and buy mana potions. Get vision for my next warp. Head back to the B2 stairs and wrong warp to where I just got vision, into B2.
Ruins 4: Warp to top right for map vision used in Ruins 6.
Ruins 5: Reset so I can warp from file load as warp is disabled here.
Ruins 8: Dodging the frog gives vision for Foot of Tower.
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. Warping one tile lower would load the boss music causing lag, but making the credits more amusing.
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 resets to warp around.
Backbone: Map copy would despawn the sword that is needed to beat the game. Use resets 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. Damage rolls are manipulated for more damage. The movement is very tight on frames so I don't have double up for every hit. Green circles teleport me to the back of the room. Fireballs and spikes are instant death. (input note: attacks can be queued 20 frames in advance.)

Potential Improvements

  • Final boss optimize DPS. Double uptime, hitting twice, and manipulating damage RNG all compete for frames while shaking up the encounter RNG.
  • 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 27 minutes faster.

feos: This game just doesn't get much recognition. The current run has been in Moons for 3 years, not even in Vault were runs are just hidden by default, yet it still got only 4 votes (one being mine), and those votes aren't great (commentary didn't help). These 2 new submissions didn't get much attention either, despite of how cool the glitches are. If you're looking at this game for the first time, you can understand why it doesn't excite many people: repetitive gameplay, repetitive music, flipping level layout that makes everything hard to follow. And that's true to both this movie and the currently published run.
Accepting for Vault, to obsolete [2833] SNES Brandish by FatRatKnight in 38:42.41.
fsvgm777: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #5845: Osse101's SNES Brandish in 11:12.19
Osse101
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I very nearly did not spot the youtube embed code at the bottom of the page. Continuing the discussion from my old Thread #19939: #5834: Osse101's SNES Brandish in 12:15.19 Fastest cursor movement is actually direction of movement + alternate l and r. e.g. URr URr URl URl... to move up and right. Getting two hits on the final boss in one attack phase realistically only happens when I have to skip an attack to dodge something. Double magic uses nearly the same number of spare frames and adds more damage over its duration. And delaying frames for better damage rolls uses the rest of my spare frames. Spare frames being the amount ahead of the boss you get with every attack cycle. The last submission was rushed and the time difference shows it. Change log ~12 seconds for getting potions on floor one ~30 seconds for faster cursor movement ~12 seconds for replacing gameovers with resets ~5 seconds for skipping first title screen before it loads 13 other routing errors and 4 execution errors
ViGadeomes
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Nice improvments ! Yes vote again.
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That's a fast cursor! Now we're good. It's great to see that you went straight to work on getting an improvement ready, and came out with this. I don't have any doubts about the quality of this TAS now, apart from entering the final boss's floor with a frame or two of delay and seeing if it gives a different teleporter RNG. At least there it would only change the end of the run, and it isn't even certain the game will throw a better pattern. If you want to investigate that, don't cancel this submission, not until it's beyond doubt. Of note, I didn't do any of that testing in my run. so that suggestion is actually beyond what I did myself back then. I'm just now only thinking about it as a possibility. I am curious as to whether this would obsolete my TAS. Both the same game, albeit different regions, and both are any% in their respective regions. And my TAS has a rather shaky rating at the moment.
ViGadeomes
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FatRatKnight wrote:
I am curious as to whether this would obsolete my TAS. Both the same game, albeit different regions, and both are any% in their respective regions. And my TAS has a rather shaky rating at the moment.
I think we could keep these 2 runs and put this one as a special category. If the japanese version is fastess than the USA version without main skips here, Osse101 and you could redo your run on japanese version as co-author? It's only a suggestion.
Osse101
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FatRatKnight wrote:
entering the final boss's floor with a frame or two of delay and seeing if it gives a different teleporter RNG.
I went about 10 frames ahead looking for better RNG and wasn't seeing it, though I didn't play out each time past the first bad RNG spot. I think this is my best fight over all my rerecords, so better exists. Current thinking is I need to count lag frames to manipulate his sync with the teleporters.
FatRatKnight wrote:
I am curious as to whether this would obsolete my TAS.
What I like about your TAS is that the route is completely impossible for a human while being significantly faster.
ViGadeomes wrote:
If the japanese version is fastess than the USA version without main skips
We'd have to test that to know which version is faster. Not being able to close text boxes looks like a significant problem if the existing route was used. I think a version switch would save about a minute. A little longer boss fights for significantly shorter cutscenes. NMG rules are no stair shenanigans and no faux NG+.
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. ---- [3657] SNES Brandish "map glitch" by Osse101 in 11:12.19
Editor, Skilled player (1171)
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So, my TAS was obsoleted. I'd complain about losing (or hiding, rather) a notably differing content, but then that TAS was poorly rated. Since the Vault doesn't have room for a diverse set of runs, and the notably differing content isn't all that entertaining to begin with, the conclusion is fine for the site. Regardless, I did a ctrl+F for "region" under the Vault rules and got nothing. Requesting clarification in that page for same game ported to different regions. They are, technically speaking, different programs, even if there are differences in some implementation, even if that leads to a significantly different route. On that thought, should my obsoleted TAS get demoted to Vault? By no means was there any intention other than fastest time through known methods in that run.
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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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So, according to the new rules for branching, it's always allowed to a movie to have their own branch if they are forgoing the use of major skip glitches. So, is this movie so much faster than the old one thanks to a specific glitch? In that case, it would get labelled for denoting the usage of the major skip used, and the old movie would get un-obsoleted into its own active branch. What's the major skip glitch here?
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
Samsara
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Judging from the submission text, the major skips look to be version exclusive to (J), so there does seem to be a good case for un-obsoleting the (U) version run. I can take a closer look at it, since I'm already looking at another "no major skips" run dealing with version differences.
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Sounds like we should call this branch "map glitch"?
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.