• aims for fastest completion
  • takes damage to save time
  • plays on hard mode

  • snes9x improvement 9 with reset
  • use wip1 timing
  • allow left+right
  • sound quality 48k
This movie is 3 minutes and 22 seconds faster than the current published movie
If you use fast-forward (throttle), the movie may desync, especially at screen fade outs.
I figure that removing the "no damage" restriction made the movie 50 seconds faster. The rest of the improvement comes from better routes, movements, which red crystals to collect, but most importantly, much much improved fighting.

adelikat: Nice improvement. Accepting for publication.


TASVideoAgent
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This topic is for the purpose of discussing #1584: nesrocks's SNES Nosferatu in 22:22.77
Former player
Joined: 7/21/2006
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Location: Northern Hemisphere
Just watched 3 minutes so far, but already worth a Yes vote.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I knew it was improvable by at least 2 minutes, but I am pleasantly surprised. Will watch ASAP. e: Looks great. Crystal choices were great (never knew pre-boss Goblins carried them...), and some new techniques (short jump) are an added improvement. It was great to see that you too had to deal with the odd boss hit-detection and -reactions that I had to struggle with, as well. This makes me happy all over. I don't see 50 seconds being saved from damage, though. Maybe more like 20-30 seconds, but not 50. In the room with the zombies (around frame 13000), I'm pretty sure you can land and trip up on the last zombie in one motion, rather than landing, walking, tripping. I assume you've already tried it and whatnot, but a response would be cool. There is also a ledge at ~31000 (after killing the blob monster) that I think I did faster in my old run. If you do a running mid-air roundhouse kick, you will clear the ledge with the purple hopper and still grab the ledge without touching the spikes. I could be wrong, though. So I'm basically giving this a Yes vote, so long as you tell me that you are somewhat sure that those two spots aren't improvable.
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nesrocks
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In the room with the zombies (around frame 13000), I'm pretty sure you can land and trip up on the last zombie in one motion, rather than landing, walking, tripping. In your movie, when you got there, the zombie was closer. On my movie, because I was faster, the zombie was a bit farther, so if I wanted to do what you described, I'd have to wait for him to come closer and then go away again so I could fall on his back. There is also a ledge at ~31000 (after killing the blob monster) that I think I did faster in my old run. If you do a running mid-air roundhouse kick, you will clear the ledge with the purple hopper and still grab the ledge without touching the spikes. I could be wrong, though. If you mean going directly to the path in wall without falling on the middle platform, I've tried, but it wasn't possible. You did just the same thing: falling to the middle platform, and then jumping to the path in the wall.
Former player
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Location: Seattle, WA
Oh, ok. Yes vote, then.
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Joined: 12/28/2004
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I keep desyncing at the Gorilla duo fight even though all the settings match and I don't use fast forward.
nesrocks
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I have uploaded it to youtube http://www.youtube.com/watch?v=JRGlAuELg2c hopefully this will help people who get desyncs.
Joined: 5/30/2007
Posts: 324
If I could vote, it would be a definite yes. In terms of visuals and in-game physics, this is a suprisingly entertaining run.
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Joined: 5/31/2004
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Wow, why didn't they just call this game Prince of Persia? :P Movie was ok, yes vote from me. I was wondering though, at 4:12 in the youtube movie, there wasn't enough space to make a slide here?
nesrocks
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Baxter wrote:
I was wondering though, at 4:12 in the youtube movie, there wasn't enough space to make a slide here?
Good eye. I only found out that the slide can be done in a short space later, but it doesn't work always, for some reason, so maybe it works there, or not. I'm not sure about that point. If it works by having to step on the switch, go back for distance and then run forward, it would save a fraction of second. If it doesn't require to go back (run and step on the switch in the process and pass through the 1 pixel open door), it would save 1 and a half second. This is something to test on a future version.
Joined: 10/16/2006
Posts: 174
Blaise wrote:
I keep desyncing at the Gorilla duo fight even though all the settings match and I don't use fast forward.
Same here. Unfortunately, since I have no choice but to use dial-up, going to Youtube would be fruitless, so I can't vote.
Joined: 4/3/2005
Posts: 575
Location: Spain
I've watched twice your movie now, and there's something that I cannot figure yet. On the youtube video, around time 18:09 you choose to go to the left path. Couldn't you go down and grab to the lower platform? I guess it doesn't work because it's a very obvious path and you would have already tried it, but I don't know why. Is the lower floor too much to the right? I've never seen this game before, but it looks great.
No.
nesrocks
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Thanks. The lower platform is too far away (too low). He can't grab it. He just passes and doesn't grab it and then dies from the height he falls on the ground.
Joined: 4/3/2005
Posts: 575
Location: Spain
FODA wrote:
Thanks. The lower platform is too far away (too low). He can't grab it. He just passes and doesn't grab it and then dies from the height he falls on the ground.
I was suspecting it was like on Prince of Persia, heh. Voting yes now.
No.
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Anyone else find that the hop/skip running is much like running in a dream? Well, whatever... An improvement such as this doesn't go unnoticed. I liked the old run and knowing that it was improved is more than enough to get my yes vote. By the way, the movie desynced on me around frame 63,000 so I replayed with Fake Mute desync workaround on and it synced up fine, fast-forward and all.
emu
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Location: Germany, Munich
Wow, this is actually a pretty cool game. I didn't watch the published run until now, as the screenshot always resembled of these games, where you search for items (I think the genre is called adventure games). But now I see that it has some nice action, fighting zombies bare handed :) Zuccero's movie looked already well played and entertaining and Foda achieved an astonishing improvement. Yes, I enjoyed watching the movie. PS: Maybe the screenshot should show a picture inside the castle with some kind of jump kick, to inform the user that this game is more action packed with a Prince of Persia like style (like the description already says).
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It would have been better if the movie length could be 22.22.22. ;)
Former player
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emu wrote:
Zuccero's
Why why why?
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Man, people ain't kidding when they say this is a lot like Prince of Persia. Nice work though on an excellent improvement. Definite yes vote :)
Joined: 12/28/2004
Posts: 210
Thanks for the Youtube link to help my desync problem, and yes vote. Also I noticed they aren't gorillas... they're orangutans. Silly me.
nesrocks
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Location: Madison, Wisconsin
This improvement is brilliant! I definitely enjoyed watching these runs as they progressed (first the unassisted on amiga, then the speed run here) and this was no exception. Yes vote. Also, a vote for some of the creepiest SNES music ever. Another edit: I don't know why I said "amiga" in there. There was another unassisted video out there someone did with a VHS, and I thought it was amiga for some reason. That one turned out to be "another world" instead. My bad.
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. ---- [895] SNES Nosferatu by nesrocks in 22:22.77
Emulator Coder
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As was stated before, enabling the 'Fake Mute desynch workaround' option fixed the battle with the twin monkeys, and allowed me to use the fast forward button with no issues. Maybe, if possible, it should be enabled in the smv file too.
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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.