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Movie objectives

  • Emulator used: BizHawk 2.3
  • Beats the game as fast as possible
  • Uses a password for making the game harder
  • Takes damage to save time
  • Genre: Action
  • Genre: Adventure

About the game

Rolan's Curse is a game that kinda resembles The Legend of Zelda for NES, but with simpler and slower gameplay.

About the run

I got inspiration from zoboner's Shinobi Legions movie, in which a password is used for accessing the secret hardest difficulty and reducing the player HP to 1.
This submission aims to improve the current publication for using a harder difficulty. However, technically Rolan's Curse doesn't have any difficulty modes... But its password system can still be used in order to make the game objectively harder. Rolan's Curse features a password system used as form of progress storage: instead of saving the data into the cartridge, the games gives you an 8-charater password that can be used to resume your game after resetting the console. Here is the data contained in the password:
  • Current world
  • Item 1
  • Item 2
  • Temporary HP
  • Permanent HP
  • Temporary Attack
  • Permanent Attack
Note that temporary values are the ones that indicate the current stats; the permanent values instead are the amounts that will be set upon accessing the following world.

The password choice

The password used is TMDB BBBB. This causes the player to start the first world with the minimum amount of HP possible: half heart. The rest is the same as a clean new game, as the other stats are already at their minimum value. I left the main weapon unchanged, as there is no conclusive way to assess if it's better to have the Sword or the Wand: they're just different.
This password can't be generated under normal gameplay, as the player normally starts with 2 hearts and there are no known ways to reduce them on purpose; in order to get this password I had to poke the RAM value before asking the game to generate the password.
Since this movie, like the previous one, uses a game end glitch in order to finish the game without proceeding to the following worlds, the Permanent HP value doesn't affect gameplay. However, I still wanted to set it to the lowest value as well, as this resulted in generating a password that can be inserted faster.

The strategy

Like for the previous movies, the best strategy known is to reach the boss of the first world as fast as possible, while also getting one attack power-up, which requires getting a pickaxe from an enemy drop.
The route is adjusted in order to be able to abuse as many damages as possible, as well as taking in accound the broken RNG of this game.
Some enemies are killed for getting extra HP that are necessary for damange abuse, while other enemies are killed for clearing our path or for RNG manipulation necessities.

The RNG

There are eight bytes containing pseudo-random generated values. The game uses only one of these byte at time, for determining if the relative item should be dropped, and it will use the following byte for each subseguent kill you perform, except when you kill an enemy that has a 0% or 100% drop rate.
...except that due to a bug, after the first loop the game doesn't get back to the first byte, but instead to the 6th, and then continues until getting 1 byte out of range, into the byte that contains the kill count... Which also has a bug. Long story short, after the first six kills, the game will enter a loop that makes the third kill guaranteed to give a drop, and the sixth kill instead is guaranteed to never give one. If you're curious, watch the encode with my RNG script specifically made for this game.

feos: All the details about this submission are posted in the discussion thread, I'll just summarize.
In this game, one can set arbitrary amount of hitpoints (and tweak other stats) using the in-game password system. The password serves to save the player's progress and automatically updates after every important event, allowing to return to the situation where you stopped playing. There is no trace of internally defined difficulty modes. Using the password to poke your stats can't serve as am objective difficulty mode. So just like there are movies using passwords to gain unfair advantage, this movie gains unfair disadvantage, which is even impossible to gain during normal play. This does make the game marginally more difficult, but the arbitrary nature of this setting at least means this movie can't go to Vault where this branch belongs.
While we allow some degree of freedom in choosing difficulty, which is just a guideline, it's supposed to make the game generally harder in various aspects, rather than simply allowing less time-saving damage. So even if there was an in-game difficulty mode doing exactly what this movie does via the password, it wouldn't be considered justified. In addition, such a movie isn't different enough from the existing movies for this game, so even if it was entertaining, it wouldn't deserve a separate branch.
Rejecting.


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Don't know what happened or how happened xd but is interesing to investigate it
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I would like to note that the Guidelines state the following:
In cases where the difficulty does not matter at all, such as in glitched runs that skip straight to the credits, then you do not need to change the difficulty at all.
Whether this run is actually acceptable or not, the Guidelines were not followed here.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Memory wrote:
I would like to note that the Guidelines state the following:
In cases where the difficulty does not matter at all, such as in glitched runs that skip straight to the credits, then you do not need to change the difficulty at all.
Whether this run is actually acceptable or not, the Guidelines were not followed here.
That guideline is clearly referring to runs that don't encounter difficulty-affected gameplay at all, due to the game being skipped in its entirety. Instead this run is facing some gameplay affected by the "difficulty" before skipping to the credits.
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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Even then, if all this "difficulty" does is lowering your HP, for such cases it's advised to use easiest:
Guidelines wrote:
Good reasons to use easier difficulties are:
  • More health for damage boosts
And indeed, the current publication Takes damage to save time.
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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In my opinion, having more health doesn't necessarily make a run more impressive; it entirely depends on how trivial the damage abuse technique is. When I read the term "damage boost" I usually think of games in which getting damage can be abused and optimized for gaining some temporary speed boosts, or even performing zips. But in Rolan's Curse, there is nothing notable in taking damage, as it simply allows to pass through the enemy; instead, it's true the opposite: if you have less health, you have to put more work in the routing of health power-ups and health refills. Otherwise I could have simply used a password that maximizes the player's health to 16 hearts, which would result in a plain run that simply walks through every single enemy because it wouldn't need item drops at all (except for the pickaxe).
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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If there was an easier in-game difficulty that would maximize your health, it would also be a valid option to choose that. However this is just a guideline anyway. The actual problem is the very fact that you basically hard-code your HP to minimum through a password. Since the game stores progress in passwords, rather than unlocks special features, it can't count as unlocking this pre-existing difficulty mode which doesn't seem to exist.
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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I understand that. Still, I wanted to make and submit this movie, since this wasn't clear to me and I wanted to test this TAS idea, since there aren't precedents for the sort.
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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Right, which is why I want to actually ensure this is just an arbitrary password option, rather than proper internal mode.
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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ThunderAxe31 wrote:
In my opinion, having more health doesn't necessarily make a run more impressive; it entirely depends on how trivial the damage abuse technique is.
I agree with this, ThunderAxe31, and with your decision to improve your existing publication in this manner.
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ThunderAxe31 wrote:
When I read the term "damage boost" I usually think of games in which getting damage can be abused and optimized for gaining some temporary speed boosts, or even performing zips.
I agree this.
ThunderAxe31 wrote:
if you have less health, you have to put more work in the routing of health power-ups and health refills.
To create a powerful run, for me it's more interesting to watch this with RNG manipulation ( power, health...) and if it's an only possibility to unlock max difficulty, then... I say yes!
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From a viewer's perspective, I could see this password having merit in a full game run. But "game end glitch" already screams "use any means necessary to go faster", and this password does the polar opposite of that.
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Fishaman P wrote:
From a viewer's perspective, I could see this password having merit in a full game run. But "game end glitch" already screams "use any means necessary to go faster", and this password does the polar opposite of that.
Then, would for this branch be more appropriate to use a password that makes the game easier, in your opinion? If not, why?
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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After having read the manual, I don't even think we need to look for any hidden difficulty only consisting of a single downgraded stat that this movie might've accidentally unlocked. The whole point of the password system in this game is to save player's progress, and the password is updated very frequently. It's a simplified way to save your game state at almost any time. So the password is basically poking memory as well, setting everything to desired values, even unrelated to what you had previously. It's not a set of combinations that trigger certain events, it's 4 bytes storing encoded game state.
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.
Post subject: My stance about this.
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Thanks £e Nécroyeur and zoboner, I didn't expect to receive so much support for this TAS idea. My reason for submitting this movie was to test the rules and see how such submission could be handled. The text for the relative rule was soon improved in order to make it clear that the password usage is permitted only for unlocking a hard-coded difficulty, which does not apply for the situation in this submission. As feos mentioned, the password in this game is used for storing and resuming game progress, which is different from unlocking game contents. Another important thing to note is that the rule can be objectively enforced by doing some basic reverse-engineering. I did it myself before making this movie, as I used trace logging in order to see how the password system works. As feos mentioned, the password is merely storing 4 bytes of data, which are used by the game for determining the game data. I couldn't spot any function that looks for a specific password, so there is really nothing hard-coded to unlock here. I also understand the reason for this rule now. For games that use a password for storing game data, it's basically impossible to figure out how to make the game objectively harder. The data used by Rolan's Curse is very simple, however I had to put some thought in order to decide if using the Sword or the Wand. Let's look closer at the problem:
  • The Sword can only hit from point blank, while the Wand can hit from some distance but does half damage.
  • The Sword is the initial weapon when starting a new game from scratch, while the Wand needs to be found in a chest in order to be obtained.
  • Sword and Wand replace each other when one of them is picked up from a chest.
  • The Sword is always faster for killing bosses, which is the biggest time save in the whole game, however the Wand makes casual play much easier.
So, which one to choose? For my TAS I decided to stick with the Sword, just because it's the stock weapon. However, making a password that makes you start with the Wand would inevitably result in a slower movie, and thus it could feel harder. In any case, we would enter in an endless argument about which one is more appropriate for a truly hardest play. And this is just Rolan's Curse, which stores very little data in the game password. Now just imagine how messed it could get if we had more settable data to debate of. This doesn't allow for any kind of clear cut, so it shouldn't be allowed as main branch for publication. And the other hand, this submission isn't providing enough differing movie contents for warranting a separate branch, nor meeting the entertainment requirements of the Moons tier.
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"
Post subject: Re: My stance about this.
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ThunderAxe31 wrote:
For my TAS I decided to stick with the Sword, just because it's the stock weapon. However, making a password that makes you start with the Wand would inevitably result in a slower movie, and thus it could feel harder. In any case, we would enter in an endless argument about which one is more appropriate for a truly hardest play. And this is just Rolan's Curse, which stores very little data in the game password. Now just imagine how messed it could get if we had more settable data to debate of. This doesn't allow for any kind of clear cut, so it shouldn't be allowed as main branch for publication. And the other hand, this submission isn't providing enough differing movie contents for warranting a separate branch, nor meeting the entertainment requirements of the Moons tier.
When we're talking about hardest in-game difficulty, we have guidelines that provide tips on which to pick. While a movie using unjustified difficulty can theoretically be rejected, in general it's still just a guideline, not a strict rule. So stick to whatever makes the movie faster or more impressive, depending on the factors the guideline addresses. But if we allowed arbitrary tweaks that affect difficulty, but don't represent any sensible in-game mode, it indeed drowns in all sorts of ambiguity and unvaultability. But on top of that, using codes to hack these tweaks in is not justified by the spirit of the rules. They talk about codes used to unlock things, so things have to be actual entities defined in the game. If the code allows you to set arbitrary ammo, you don't unlock 20 bullets if you normally have 10, neither do you unlock 21 - you just program them in directly. The only difference in the case of this movie is that it programs unfair disadvantage through the codes. And that disadvantage is also (and still) arbitrary. You're right that in some cases arbitrary tweaks through in-game codes might be entertaining and unique enough for Moons. But that's still unreliable, since it has to represent some sensible goal. Clearly none of that is the case with this submission.
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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