Based off the first season of the Japanese anime. Three school girls are sucked into the world of Cephiro to save princess Emerald. Hikaru, Umi and Fuu must endure many trials and tribulations to awaken the machines and become the Magic Knights. However, they decide to forgo all that so they can return back to their homeland as soon as possible.
  • Aims for fastest time
  • Abuses programming errors
  • Manipulates luck
  • Uses major skips
  • Takes damage to save time
  • Contains death abuse
I was intending to do this over a period of many months. However, a couple of major tricks allowed me to skip most of the game. Severly cutting down the time needed to do this project. Big thanks to ThunderAxe31 for finding the clip at the start of the game. I don't know if he found it intentionally or by accident, but hopefully he'll clear that up in the comments section below. At first the trick in the Tokyo Tower seemed useless until Scepheo found you could use it to take damage and warp to Polizu Village. Warping to that point of the game is a big deal, because of the long intro and mostly trivial gameplay required. Saving 28 minutes over my current TAS. ThunderAxe31 and Scepheo thought the OoB trick in the Tokyo tower could be used to warp to the credits in much the same sense the Gods run does. However, with much testing and hacking character locations to see if anything special happens. I couldn't find any use beyond dying. From what I can gather each map is 66536 grid and if you journey far enough along the X-axis you'll wrap back onto the screen. Something which takes many minutes to accomplish. Going along the Y-axis does much the same, but can cause some strange effects. Usually some form of softlock or hard crash.
As for the trick to get into the Lair of Truth, the games final dungeon. This was found by hacking the characters location to see where NPC clipping could be potentially useful. I found a location on the right side of the screen and parked my character there and left my emulator running for many hours to no avail. Until I realized it might be worth trying to do with the map glitch on. Map glitch involves trying to warp out during a cutscene. It can crash the game; cause graphical glitches or shrink your characters to map sized sprites. When I tested trying to glitch past the rocks with the map glitch on. I found out you only needed a 3 pixel boost to get into the bush as opposed to a 15 pixel boost required normally. So like before, I parked my character in same location and left my emulator running for a couple of hours, and after returning home... Voila!!! I had accomplished one of the games holy grails. For any eagled eye viewer who might ask. If I needed to do the first dungeon to activate the map glitch, then why didn't I use the cutscene before the first dungeon? Frustratingly, after talking to the village chief. The warp out button is disabled preventing any kind of shenanigans.
In terms of the movement, the fastest is clearly running. However you need a running start by walking uniterupted in a straight line for 123 frames. This can be problematic when you don't have enough room to accompish this. However you can do this even in a heavily restricted environment by letting go of the d-pad and continually tapping it. The game checks your run counter and animation cycles to see if you're allowed to run. So as long as you're not stationary and continue to move unterupted along the same trajecory. The game will activate your running ability.
For those wondering why the bosses take so long to beat. It should be obvious that the characters are greatly underpowered, as they only have entry level stats. Normally, as you progress through the game you get escudo upgrades and more powerful spells. However, since you skip right to the end of the game all of that is forgone. Umi and Fuu are Escudo level 0 throughout the game. After beating the first dungeon Hikaru jumps to level 1. She should have gone to level 2 after beating Alcione, but for some reason does not[*]. As a result of that, Innova and Zagat take twice as many hits as I initially calculated. To further add to the frustration when Innova's HP falls below 50. It gets reset back to full. Effectively giving him 170hp, which as you can understand can take a while to deplete with a weapon that only does 3hp worth of damage. For those interested, I've provided a pastebin for those wishing to know what all the hp and damage output values are.
A note about the robot battle with Zagat. Normally you'd pick Hikaru as her sword does 8hp worth of damage allowing you to beat him in 20hits. Fuu would normally be the weakest, as her arrows only do 4hp worth of damage. However, her attack has the unique ability to stack, with a close and well positioned shot you can do upto 28 damage. Allowing Zagat to be beaten in 6 hits
EDIT
[*]After looking into this more. I realized Hikaru never went to level 2, because the trigger for it is defeating Rafarga; not Alcione as I previously thought.

ThunderAxe31: Judging.
ThunderAxe31: For the current knowledge available for the game, this run is well optimized. I understand the excitement for the recent discovery of the major skip, but I have to note that on the other side the boss battles turned out incredibly lenghty and repetitive. Accepting for Vault.
fsvgm777: Processing.
Mitjitsu: Could we please clarify what techniques would be allowed in a full game run.


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This topic is for the purpose of discussing #5965: Mitjitsu's Saturn Magic Knight Rayearth in 27:20.10
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I've found the Out of Bounds clip just by accident... I did go away from keyboard and left the emulator running, and when I got back I've found the main character inside the wall... So we could say that the trick was discovered by itself :P Edit: Meh vote, just because of how long the later boss fights take.
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"
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Definitely a vote for yes. I look forward to running this game again after talking with Mitjitsu a lot about the TAS.
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Didn't know it was possible to complete this game in under 30 minutes. I thought it would have taken 3 hours! (The U version cutscene skips and the glitches make a difference, apparently.) I liked this run until about the 16-minute mark which is when the reality of fighting end-game bosses at extremely low levels kicks in. I wouldn't be against a glitchless run. I'm hardly familiar with the Saturn version so I can't comment about whether this can be improved. I'm more familiar with the SNES version, which is a conventional turn-based RPG rather than an action RPG.
Post subject: About the movie label
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Let's see about the movie label... This run skips most of the game by clipping through walls. The game doesn't expect you to be able to do this and warps you ahead in the storyline. I guess this isn't much of a specific glitch so that it could warrant a label, also because it could easily reproduced in real time play. So I'm of the opinon that this movie should be kept labelless, while on the other side a movie that forgoes using this trick should be labelled "no wall clips". Anyone disagreeing?
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"
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This was a full game test run I did of this game a month or so ago, and it came out to roughly 2:10. What you'll quickly notice is how long and drawn out the intro is. This is why at least from a viewers point of view an alternate run would be better off using the glitch in Tokyo tower, but pass up on getting into the Lair of Truth early.
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Oh, now I get it. The major discrepancy between U and J versions is not the unskippable cutscenes themselves (though that adds some time), but all the voice acting in the J version. Now that I remember, I based my initial assumption that it would take hours based off the U version voice acting in the intro (that is seriously one long intro). Had I bothered to go any further, I would have realized that the U version actually has relatively little voice acting (unlike the J version).
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FractalFusion wrote:
I liked this run until about the 16-minute mark which is when the reality of fighting end-game bosses at extremely low levels kicks in.
Yeah, I especially felt the fight against Innova was dragging on, and on, and on, and on, and on, and on, to the point where I started speeding up (but only got 10 extra FPS, so it was effectively 1.17x speed). I myself wonder what the (seemingly, as I don't know the game) missed hit opportunities at the fight against Innova are about, though. Like, it seems you could hit him after he's done with just one dash, but instead, you're often waiting until after he's done with the second or third dash before attacking. Even then, considering the later boss fights drag on for so long (especially Innova, because holy cow, there's next to no variety), I'd give this a Meh for entertainment, but leaning towards No.
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If all this trick involves is basic wall clipping, and the game just happens to cut down hours of play through this due to silly flaws, it doesn't sound like a game breaking glitch. I think it doesn't need a label. About a future run that'd avoid this tech, it might be too boring to get into Moons, and also unvaultable as a goal. So your best bet is making something that is a full completion run instead of "no wall clips", and it also may be allowed to have those wall clips.
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:
About a future run that'd avoid this tech, it might be too boring to get into Moons, and also unvaultable as a goal. So your best bet is making something that is a full completion run instead of "no wall clips", and it also may be allowed to have those wall clips.
I'm pretty sure that full completion is not applicable for this game. About the "no wall clips" idea, I think it could have good chances, since the only boring part in the current submission were the boss fights, due to the underpowered main characters.
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"
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Fractalfusion here's some translation notes from the games manual that might interest you. Not to mention all the bs Working Designs had to put up with to get this game to market.
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As far as JP/US differences go, this game is particularly interesting in that, while the US version contains changes that make it much more suitable for speedrunning in absolute terms (80% of the unskippable voiced dialogue is gone and FMVs can be skipped), it also makes the game much harder by greatly increasing enemies' speed and attack power -- here's a comparison video I made a while back showing some of the differences. This is probably more of an issue for real-time runners, since AFAIK enemy HP and defense values are unchanged, and in fact a no-skip TAS would probably benefit from the changes in some cases due to faster boss attack cycles. Anyway, nice work! I'd never have thought the game could be done this fast, cutscenes or no. Shame about the boss battles, though... I haven't understood or cared about branch definitions in a long time, but I think there'd be significant merit in a no-skip run. I hope this won't be published in such a way as to preclude that.
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I see there are some Yes votes... did you people really find the whole movie entertaining, from start to end?
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"
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It's not a case of finding the whole movie entertaining. Games of an RPG nature are inevitably going to be bogged down in text and cutscenes. It's more a case of did everything else provide enough value to offset that, and in this case. Did the Innova boss fight wreck your overall enjoyment of the movie, which in many peoples eyes that may be yes. I did briefly test to see if there is any way to skip Innova, and it's simply not happening. Even if you're able to glitch out of the fight. The game will force you into restarting again. Warping out of the cutscene before Innova transforms merely crashes the game. One way you can skip the fight is to glitch into the bookcase, as the flag for the cutscene is triggered only after beating Lair of Truth. I have no theories as to how glitching into the bookcase could be accomplished as you cannot levitate into it. Nor, can you glitch outside the room and walk behind the bookcase. So if it is possible it involves a method that's beyond my current comprehension. The best strategy would be to find a way to get the escudo upgrade for Hikaru to properly register. That way the boss battles would be cut in half. Edit: I tested skipping Innova last night, and the flag for triggering the Innova fight is talking to Precia. Glitching into the bookcase is not going to happen, as it requires a 13 pixel boost. You'd need some kind of corruption or warping glitch to get past it.
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fsvgm777 wrote:
I myself wonder what the (seemingly, as I don't know the game) missed hit opportunities at the fight against Innova are about, though. Like, it seems you could hit him after he's done with just one dash, but instead, you're often waiting until after he's done with the second or third dash before attacking.
I'd really like to see this addressed, since it seemingly went by unnoticed (and because I'm genuinely curious).
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Bosses have inconsistent invulnerability periods throughout the game. How they're determined I do not know.
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It seems that the invulnerability period of Innova finishes early when he gets outside the left of the screen. By the way, all the attacks in this TAS are dealt the moment the invicibility period of Innova ends. You can tell because he never stops the yellow-ish flashing of his sprite; the only moments when he stops, is when the player attacks him with special attacks, because the time stops while these are cast.
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"
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I noticed that too with Innova moving off screen. However his movement is already predetermined after he's been hit. Same thing applies to Zagat.
Post subject: Movie published
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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. ---- [3708] Saturn Magic Knight Rayearth by Mitjitsu in 27:20.10
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Could we please define what a full game run for this game would be?
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Question during battle ChargeattackPower No1 Umi notuse Whether the power does not change? Japaneseversion Glitch magicuse&partychange no MP consumption notEnglishversion?
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All characters start at level 0 After the Forest of Silence all 3 jump to level 1 After Tempting Cave Hikaru's level increases by 1 After Bewildering Cave Fuu's level increases by 1 After Inferno Mansion Umi's level increases by 1 After Tree of Life Umi's level increases by 1 After Turtle Boss Fuu's level increases by 1 After Lair of Truth Hikaru's level increases by 1 (but for some reason doesn't in the TAS) I'm still trying to investigate why Hikaru's level never increased after Lair of Truth. If there is an easy fix to it, then I certainly wouldn't hesitate to submit an improved run. As for your second question, I'm not following what you're saying. You'll either have to clarify or link me to a video.
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2nd question video(MP0 use magic) Link to video 8minits after(niconico I can see it without logging in) MPMAXcharacter pushmagicButton>partychangebutton>use MP0 character Magic another glitch dashskill(and swimskill) use pausemenu>leftkey+Xkey half jump(1f jump)Ignore the sea and lava in a floating state
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I've only been able to make the half jump glitch work in certain cutscenes that involve your character moving around. None of the other glitches you mentioned work in the English version. Working Designs in their translation notes did mention that they fixed a lot of glitches as well as reduced the lag in many areas of the game. While the Japanese version would be faster in terms of gameplay. It will almost certainly be slower overall as a result of unskipable cutscenes and spoken dialogue.
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Thank you for investigating. Question solved Since it is impossible to cut animation scenes in Japaneseversion, it can not be helped that the result will be late