I start the game from power-on, and use resets in the movie.
The game is produced by KONAMI, it introduces the fighting between vampire - Dracula and vampire killer - Juste Belmont.
I used some glitches and special skill in the run, so I finished the game in good ending without normal route.
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
and whip launch IS a glitch too, don't forget
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself.
It rests on the conviction that you — by your choices, effort and actions — have made yourself into the
kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional
functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success."
- Onkar Ghate
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
That's why I said game-breaking. Reaching huge speeds in order to enter walls and zip around to skip in game checks is fairly broken to me, whereas entering a room before an obstacle can lower itself in front of you/reaching high speeds using a cool technique isn't so broken.
I'm a bit undecided on this one. On the upside, it was fast and surprising, and still got the best ending. On the downside, it skipped a lot of the game, items and abilities, entertaining boss fights and all that, and had minor mistakes as well as not very good stylistic choices. That being said, I still liked the run, so I voted yes.
However, it leaves the impression of "we need more of this", so I still think it would be good to have a longer/warpless run that would actually show the game (according to my rough estimates, over 85% of the castle was skipped right away). Too bad JXQ's run will have to be obsoleted in any case due to the points brought up in his post above.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Hm, I like the definition of does or does not go into the walls (aka wall sinking, which is accomplished with the whip launching glitch.) I feel the whip launch glitch can still be used to achieve faster speeds, as long as you avoid getting stuck in walls (the whip launch is the tool, not the actual going through walls part, and can still be used elsewhere to achieve fast speeds), which isn't hard if you jump up into rooms above you, have enough room to slow down, or use a dive kick to go back down to the floor before you reach "go into wall mode".
I'm also sharing of the opinion that there needs to be a longer, less 'game-breaking' glitchiness run, but both for Juste and Maxim (since both of those have decked out very short runs, it'd be cool to see more of their action in separate, longer runs.)
This is the only GBA Castlevania game that I don't like. Some backgrounds are simply awful, the music is bad, and the main character is hard to follow. I got lost the entire time I watched this movie.
Voting yes.
Emulator Coder, Site Developer, Site Owner, Expert player
(3574)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I also think this should obsolete JXQ's run.
I am also not interested in a glitchless run or an arbitruary set of glitch allowances. Glitchless will show off the game, but the game is long and not nearly as interesting. Setting a set of rules as to which glitches are usuable or in what context seems ...well, silly. Also, you won't get everyone to agree on which glitches to use.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
HoD is the fastest paced and (IMO) most entertaining of the Castlevania games, I see little reason to limit the number of runs for it. Juste with wall sinking (this submission), Juste without wall sinking (a separate/different improvement to JXQ's run), Maxim with wall sinking (short glitched Maxim run), Maxim without wall sinking (some longer Maxim run that could/should be done). 4 runs, very clear rules for what goes in each run.
Sounds like very unclear, even SDA-like, rules to me. Isn't this site about fastest string of input that can complete the game? I would see reason for a non-glitch run for ALttP, but I don't here. The glitch run is still over 15 minutes long, and is very entertaining (as where for instance ALttP loses a way bigger part of the gameplay, as well as its entertainment (to me, the only entertaining thing about it is the fact that it can be cleared that fast)). So I think this game should have the two versions that are already there, and no more.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Well, if we're going to use ALttP as an argument, that would sort of justify having a longer Maxim run, since the current one is 27 seconds.
But more of what I'm trying to get at is not restricting the number of allowed categories for a game, if doing so will decrease the number of potential entertaining runs that can be produced from the game. I see 4, very different, very aesthetically pleasing runs coming from HoD, I see no reason to penalize that or any other game with the potential for many categories, so long as they are entertaining.
While we are trying for fastest string of input, we are equally motivated to make entertaining movies. I think that denying the existence of an entertaining movie is a waste, that's like shooting Van Gogh when he's done with one painting.
And I don't think I could be clearer for definitions: 2 runs that can go into walls, 2 runs that don't. (SDA would say 'don't go in the walls at all'.) That's the same difference as uses/does not use whistles in SMB3. One lets you beat the game very fast, the other makes you play through the game really fast. Except add an additional character who happens to have different, faster moves, and let him also have 2 different movies on his own.
More is not always better, but when it comes to games with incredible TASability, less is a clearly missed opportunity.
Personally, I think that the submitted run showed off enough neat tactics to make a full-length, non-glitched Juste run look fairly repetitive by contrast, especially considering the lack of weapons and magic abilities found in HoD compared to AoS, making the above comparison suspect at best. (And I think HoD is an awesome game)
With that being said, I'd love to see a non-glitched Maxim run, as that would look a lot different from the present one, while still being very entertaining with Max's unique move set.
Oh yeah, and if I could vote, it would obviously be a yes.
I voted yes, but I don't like to see autofire in the input area. Some of the jumps pre-double jump item _look_ unoptimized, but I don't remember how well jumping controls in this game so it may just be me. This can certainly be improved, but it was a fun watch nonetheless.
In my opinion, I think the definition in a CV game(such as HoD, AoS) is going out of the castle or not, isn't using glitch or not, so I agree with comicalflop.
From watching the run I really do find the whole thing too suboptimal to be enjoyable, voting "meh"
AKA: what problems did you notice?
Are they any different than the ones that JXQ pointed out? If not, would you even have noticed them if JXQ did not point them out?
Are you aware that this is already almost twice as fast as the currently published movie with this character?
How fleeting are all human passions compared with the massive continuity of ducks.
Once again, speaking of possible HoD runs, a non-warped Maxim run would be awesome; a ninja armed with a sword and shuriken who spins in mid-air in a Castlevania game?!
Yes please.
From watching the run I really do find the whole thing too suboptimal to be enjoyable, voting "meh"
AKA: what problems did you notice?
Are they any different than the ones that JXQ pointed out? If not, would you even have noticed them if JXQ did not point them out?
Are you aware that this is already almost twice as fast as the currently published movie with this character?
The problems I had were
* Everything was being turboed through, meaning you can be pretty sure that frames aren't optimally being hit.
* Dashing was used quite a bit when it seems sliding is faster
* Enemies are not effectively being dealt with
* Boss battles were somewhat questionable
* The nature of the whip launch in terms of how it was activated and pulled off is somewhat questionable as well
I'm aware that its twice as fast as the previous run purley becuase of the whip launch but it doesn't automatically mean its twice as good in terms of technical quality.
From watching the run I really do find the whole thing too suboptimal to be enjoyable, voting "meh"
AKA: what problems did you notice?
Are they any different than the ones that JXQ pointed out? If not, would you even have noticed them if JXQ did not point them out?
Are you aware that this is already almost twice as fast as the currently published movie with this character?
The problems I had were
* Everything was being turboed through, meaning you can be pretty sure that frames aren't optimally being hit.
* Dashing was used quite a bit when it seems sliding is faster
* Enemies are not effectively being dealt with
* Boss battles were somewhat questionable
* The nature of the whip launch in terms of how it was activated and pulled off is somewhat questionable as well
I'm aware that its twice as fast as the previous run purley becuase of the whip launch but it doesn't automatically mean its twice as good in terms of technical quality.
Thanks for the clarification. When you didn't explain what you found suboptimal, it looked sort of like you were just being a jerk. Now I see that is not the case.
And I agree on the boss battles, it seems like most of them take quite a while. (Of course, that's after watching the CotM runs, where boss battles are like BONE... BONE... BONE.)
How fleeting are all human passions compared with the massive continuity of ducks.