Rygar time again! This time it's the full warpless version.
The most text below is copied from the warp-version. There are changes though.
This is still one of my favourite childhood games. Since I started time attacking I've learned so much about this game. It's the most glitchfilled game I've ever played, timeattacking or not.
This is an improvement by 35 seconds, atleast according to the time that was used with Famtasia in my old run (when delivering the final blow to Ligar). I still use the European version of the game since the USA version doesn't allow you to jump over the river.
Yes, I could have avoided this mix up with the version by choosing PAL-emulation when I started recording. I didn't however because when I learned about this I was already pretty far in the game. But I don't see this as all bad because now (atleast I think) it's slightly faster because of the emulation and also the time is easier(?) to compare with my old run.
Ok, for the gameplay. The goal in Rygar is basically to obtain several items so that you finally can go and slay the most evil boss ever, Ligar, who has threatened the land.
This version does not use the warp-glitch but instead collects all items and kill all bosses to be able to reach Ligars floating castle the way it was ment to be reached.
I've said that I would write a trick page for this game. I haven't though because of school, laziness and other things.
Here is a collection of the tricks used:
  • Floating through walls: This is performed by jumping towards the edge of a wall and hit (slightly below) the edge. If done correctly you will be in the wall and can manouver through it.
Use: The first non-jumpabale wall you come across, where the first rope in the game is. Thanks to Bisqwit who pointed out this from the beginning, I only changed it a bit.
  • Flying: This allows Rygar to slowly float downwards, to what should a certain death, to any hole. The thing is, when doing this you can fall through the bottom of the screen without dying and end up at the top of the screen. This is performed by rapidly hit the B-button when walking off an edge. You sort of must have a turbo-function to do this. It's pretty easy to perform though.
Use: I use it to reach the door to Garloz (The overworld-view) really fast. Also to hover downwards at various places in the game. Thanks to some guy at gamefaqs for this.
  • Air walk: This is my own-invented glitch. This is used to reach the unreachable places of Lapis in the beginning of the game without the crossbow and that thing that allows you to attach yourself to roapes. Anytime you walk off a cliff/platform you normally should be falling too certain death. If, however, you duck at this moment you reset the gravity of Rygar and you can walk another few pixels before starting to fall. Duck again and repeat.
Use: To reach whatever you want, in this version to bypass various areas that would have taken longer time without it.
  • Falling through floors: I knew about this glitch earlier but I didn't use it like this then. The trick is pretty simple. Whenever you start to fall you can toss out your grappling hook and try to reach something. Normally this is not possible because you can't really get under ledges without using other tricks. Anyways, if your grappling hook attaches to something you can safely fall through the floor and end up at the top of the screen. This is abused to do some cool stuff and to save some frames here and there.
Well, that was the tricks involved in this warpless-version. I have also discovered several other glitches like endless rope-climbing, glitch up Garloz and jump through certain doors (results in glitched-up places).
Some other notes. The randomness in this game is weird and really hard to manipulate. This is not a problem really because of the length of the movie. This is because now (compared to the warp-version) I can slay much more enemies and therefore increase my chanses of getting items that I want. However, I used "Attack & Assail" against the enemy just before the boss in the Tower of Garba. This is because I can't afford to not kill him because he gives me a good 60-70 tone points. After this I need to collect 3 more star-icons to be able to use "Attack & Assail" on Ligar aswell. This resulted in some minor lag on my way to Lapis. Unfortunately I found no way to bypass this but it's only for a small amount of time.
Also, tone points works as experience sort of. This means the more I kill the stronger I become. Therefore I have to take minor "detours" and kill enemies. For example I turn around quite often to kill enemies. It could be done without this but then the bossfights would have been MUCH longer.
  • As fast as possible
  • Takes damage to save time
  • Abuses programming errors in the game
  • Manipulates luck
  • Used the European version, played at NTSC mode (which could be confusing)
  • FCEu used
I'll hope you'll enjoy it!
/Walker Boh

Bisqwit: Updated submission data for PAL timing.
Bisqwit: processing...


TASVideoAgent
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This topic is for the purpose of discussing #609: Walker Boh's NES Rygar (Europe) "warpless" in 20:26.70
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Good sutff. 40 seconds of improvement - just amazing. :) I especially liked the creative tactics involving the grappling hook at the end of the Garba's Tower and various other places.
Hoe
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I am a very large fan of all of the Rygar runs that have been posted on this site thus far, but I must say, this video was devine. You abuse many glitches which make the run faster, but none are game flow abusive such as in the warpfull run, which make it that much better in my eyes.
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You should stop putting my old runs to shame... ;) Cool stuff.
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Hehe, but I use glitches and you didn't, so your run is/was still good! Thanks though.
/Walker Boh
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. ---- [317] NES Rygar "no warp glitch" by Walker_Boh in 20:26.70
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More people didn't comment on this? It's... amazing. I had several "what is he doi.. what?!" I suggest updating the picture for this movie with something more extraordinary, perhaps with the glitched grappling hook. The current picture doesn't do this movie justice. Three things I thought about: 1) Could you get more life-refills and make up for it by more double stars? I know the random in this game is a bitch to manipulate, but anyway. Then you could take a hit or two more somewhere. 2) You kill very few of the shadow enemies in the final castle. Are they that strong? More tone on the final boss is always nice... 3) The previous version had some running-in-the-air in the overhead levels when you pushed against a wall while jumping, this version doesn't show that glitch. Any reason why?
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Truncated wrote:
I suggest updating the picture for this movie with something more extraordinary, perhaps with the glitched grappling hook. The current picture doesn't do this movie justice.
I'll do that when I get home. I published this movie remotely, but I can't take screenshots remotely.
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Truncated wrote:
More people didn't comment on this? It's... amazing. I had several "what is he doi.. what?!"
I also noticed this. Maybe it was mixed up by my warping version? Thanks though for your comments!
Truncated wrote:
Three things I thought about: 1) Could you get more life-refills and make up for it by more double stars? I know the random in this game is a bitch to manipulate, but anyway. Then you could take a hit or two more somewhere.
Maybe. This was however not really useful in this run because I sort of didn't got in any situations where damage would have been profitable. In my previous version I had some "bad" enemy positions and allowing them to hit me pushed me forward so I didn't have had to stop and kill them. I skip the last potion I get from the tree, just before entering the area where the door to the floating castle is. this is because I found no use of it later on (yes, I did test that) and thus taking it and losing a few frames seemed unnecessary. Lastly, the randomness is teh_stupid in this game and I'm not really sure what triggers items to drop. It is however not possible to manipulate something small and exchange a health potion for a star.
Truncated wrote:
2) You kill very few of the shadow enemies in the final castle. Are they that strong? More tone on the final boss is always nice...
I already had as much tone points as I need for the final battle and the shadow enemies takes 1 or 2 hits too much, meaning that if I want to kill a shadow-man (that gives tone points, the crawling enemies doesn't) I have to turn around, and since it won't affect the outcome of the last battle it's pretty useless. In the european instruction book there is a picture of Rygars tone points reaching 4000-something. This was a big concern to me when I was younger and tried to finish Ligar off on console. In the PAL-version you can only get 1024 (if I recall correct) tone points and that's max. I know I had more tone points in this version than in my previous one. I think I managed to get 1014 or something this time, but Ligar still takes 33 hits. Thus, killing more enemies not in my direct way is useless.
Truncated wrote:
3) The previous version had some running-in-the-air in the overhead levels when you pushed against a wall while jumping, this version doesn't show that glitch. Any reason why?
Sometimes when jumping you lose a frame, even if you put your feet down. Because of this I choosed not to jump and run in the air. On the other hand it might have been equal time consuming to just running but.. Well, I didn't do it this time. It is however shown briefly in Doragos Castle, right after killing 2 crawling enemies ;) Thanks for comments though!
/Walker Boh
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Walker Boh wrote:
In the PAL-version you can only get 1024 (if I recall correct) tone points and that's max.
So... Can you get more in the NTSC version?
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
Walker Boh wrote:
In the PAL-version you can only get 1024 (if I recall correct) tone points and that's max.
So... Can you get more in the NTSC version?
According to the picture in the instruction book, yes. I haven't tested it out though but since I used the PAL-version I don't think it's a problem really.
/Walker Boh
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Could the NTSC version be beaten faster if you had more tone points?
put yourself in my rocketpack if that poochie is one outrageous dude
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Well, I guess the fight vs Ligar would be faster, it the picture is true and the US version allows you to get 4000 tone points. But that also means I have kill loads of more enemies. I thought I killed quite a lot of them now and I got 1014 tone points (or somewhere close). If one would get 2000 tone points (if that's even possible) you will have to kill legions of robots or something. Thus I don't think it would save any time at all. Also you can't jump over the river in the US version and there is no enemies around those parts that would make up for that time.
/Walker Boh
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Okay, I'll stop bothering you about it. Just remember to select PAL Emulation next time you make a submission for this! (I was surprised you managed to miss it.)
put yourself in my rocketpack if that poochie is one outrageous dude
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Bag of Magic Food wrote:
Okay, I'll stop bothering you about it. Just remember to select PAL Emulation next time you make a submission for this! (I was surprised you managed to miss it.)
Yes. The reason why I didn't is simply because I wasn't aware of it first. When it was brought up I was already on my way to Sagilas cave (where you get the crossbow) and thus I didn't want to start over again.
/Walker Boh
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Walker Boh wrote:
Lastly, the randomness is teh_stupid in this game and I'm not really sure what triggers items to drop. It is however not possible to manipulate something small and exchange a health potion for a star.
Tell me about that! In one of my runs I definitely wanted to change a bottle to a star and I had to remake two entire levels for that to happen. No smaller amount of change seemed to have any effect. It almost feels like the makers coded an extremely-hard-to-affect random number generator just to make the life of tas-runners more difficult. Also it seems that you can't affect too much the frequency of the item drops. It's probably something like "10+rand(5) kills until next drop" or similar.
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I remember this discussion well, because it was the first I had when I came here. One (difficult) way to do it is to check the instructions in the machinecode and see where next-item is stored and what triggers the change of it. That's probably overkill for this instance though. >It almost feels like the makers coded <insert irritating phenomenon here> just to make the life of tas-runners more difficult. Yeah, I've gotten this feeling more than once.
Fihlvein
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Very cool movie with alot of new tricks! I even felt like handing a star to this movie. I liked very much the grappling hook and dropping tricks. And also have to mention the cool show-off around 7:35 with the turtle monsters, that was really cool. ;)
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This one would probably have a star if there wasn't an even cooler video (in my opinion) of Rygal already. I saw that this movie got a new picture now. Very nice.
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Thanks for comments again! This run contains almost the same tricks as the version with the warp, except the warp of course ;P. I think some of these glitches are really cool though and the new picture shows that pretty good. Thanks.
Fihlvein wrote:
And also have to mention the cool show-off around 7:35 with the turtle monsters, that was really cool. ;)
Yeah, I was now able to kill both of them which gave me more valuable tone points.
/Walker Boh