- Aims for fastest time - Takes damage to save time - Uses a game restart sequence - Abuses programming errors in the game - Manipulates luck - Uses no passwords
This run's route is same as the last one. I amended some mistakes, and killed enemy quickly.

adelikat: Accepting as an improvement to the current published movie.

TASVideoAgent
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This topic is for the purpose of discussing #1608: zggzdydp's GBA Castlevania Harmony of Dissonance in 15:00.38
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You should perhaps add to the author's comments that this run is 43.77 seconds faster than the your currently published run.
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Allow me to be first to vote yes. What a nice surprise this was. Congratulations on the improvements.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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Cool Dracula Wraith fight. Voting yes.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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giving up the obligatory yes although:
I amended some mistakes, and killed enemy quickly.
kind of vague for such a good improvement, kind of curious if you can mean anything more specific than that
JXQ
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Much improved. HOWEVER I'm actually quite annoyed that you still used turbo through most parts of the game. What's the point of luck manipulating critical hits for small gains if you're going to piss them away later?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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Nice.
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Mitjitsu
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I'm still annoyed about some of the stuff I see in the run, but as requested in IRC I've compiled a small list of things - Everything being turboed through, this will subsequently caused frames to be missed - Dashing still used when sliding seems faster - Dashing is espeacially bad when enemies are around becuause it means pauses are required in order to deal with each individual enemy - In certain rooms a mixture of dashing and sliding is used, my only guess is that switching into sliding was to avoid taking hits from enemies or to get past certain obtacles - At the end is it not possible to land on the podium like the 26 second run did before facing Dracula Why is turboing such a big deal? Its more likely the run was rushed during the making and that trival frames are being thrown away as well as some other things unrelated to it and this can make luck manipulation harder when its really needed. I'm really sorry I'm gonna have to vote "meh" again.
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AKA wrote:
- In certain rooms a mixture of dashing and sliding is used, my only guess is that switching into sliding was to avoid taking hits from enemies or to get past certain obtacles
Sliding is slower on slanted surfaces. Also, regarding podium: don't forget that 26 second run uses Maxim, who has about twice the movement speed.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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This one keeps getting better everytime! I'm even starting liking the game. :D
No.
Sir_VG
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While the improvements (mainly at the very end of the run) were nice, I actually am going from yes to meh for mainly one reason. Why did you take hits at Minotaur? That just looks...ugly, especially since the rest of the run is clean in that department. Looking back as well, there's a few spots where you don't initially use the whip dash glitch, but you use it later on without a reason. Overall it's very good though. Just needs some new cleanups.
Taking over the world, one game at a time. Currently TASing: Nothing
N._Harmonik
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Can we have a No Glitch Run now? I'd like to see that giant boss again.
Why, oh, why do I even <i>try</i> to understand my own species?
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you just had to make a new submission when I'm currently unable to view/make runs... :-( Uch such bad timing. It seems many people are still noticing areas of improvement with precision... I'd strongly suggest to delay this, use the same route but get frame perfection i.e. no turboing (it's easier than you may think), and to have someone watch your progress to make sure you are doing everything as perfect as it can be. (I would, but damn inactivity...) For the raising platform just before Final Fight: I used Maxim's diagonal aerial attack to be closer to the middle and right underneath the floor, then did a diving kick to teleport directly onto where the raising platform would be. However, Juste has A) slow falling water physics and B) only a double jump. I'd have to experiment to see if doing it the way I did with Maxim is possible.
N. Harmonik wrote:
Can we have a No Glitch Run now? I'd like to see that giant boss again.
I would also like to either see or make such a warpless (no wall sinking) run myself.
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Sorry, I'm afraid that I don't know how to make it frame-exactly without turboing, would someone tell me how to do it please? Oh, I've tested out that Juste falls about 50 frames faster than he dives just before final fight. :( JXQ, do you mean that the frames I've saved by luck manipulating critical hits are less than those I've lost somewhere else?
AKA wrote:
- Dashing still used when sliding seems faster - Dashing is espeacially bad when enemies are around becuause it means pauses are required in order to deal with each individual enemy - In certain rooms a mixture of dashing and sliding is used, my only guess is that switching into sliding was to avoid taking hits from enemies or to get past certain obtacles
Maybe you won't know why until you try it yourself.
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zggzdydp wrote:
Sorry, I'm afraid that I don't know how to make it frame-exactly without turboing, would someone tell me how to do it please?
While VBA does have that confounded "Frame Search" function, manually using trial-and-error is the only surefire way to get dialogs frame perfect. Just tinker with how what input affects each text box's flow and turn, and treat each box individually. Think of them as small, easily defeated obstacles. Since this game has very little text when you glitch through it, you really don't have a whole lot of extra work on your plate.
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Zurreco wrote:
Since this game has very little text when you glitch through it, you really don't have a whole lot of extra work on your plate.
What about turboing for dashing/sliding? zggzdydp: Each time you put a button on turbo, it's being pressed once every two frames. Every time you actually need to press a button, you only need to press it for one frame. Using turbo, you can't be sure if the button is pressed on the right frame each time. That means you have about 50% chance of losing a frame each time you turbo through such moments. That means the luck for later events might change considerably, too (who knows, if you had those frames you lost on turboing you could have had much better luck as well). Thankfully, it's easy to determine the right frame to press a button, because the game usually ignores the input right until that frame. So you just save a state while the input is being ignored and press the button you would have turboed otherwise. If it doesn't work as intended, load a state and press it one frame later, etc. It may become tedious with text boxes, but for movement (sliding/dashing), you only need to memorize Juste's sprite position or the amount of frames spent from another such movement (like slide, which always has fixed duration).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
JXQ
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zggzdydp: You can think of all parts of the game the same as getting critical hits. For example, you must find the earliest frame to press the B button to whip and get a critical hit, and you can't just use turbo in that case. In the same way, you can find the earliest frame to press the A button which advances the dialogue, or you can find the earliest frame to press the L or R button to start a new dash. If you use turbo, you may be off by one frame in some cases. The effect is not too great for some of the stuff in this game. I believe sliding and dashing both have even-numbered delays. (10 and 26 if I remember correctly) But there are situations where it is important to know which frames you are sliding/dashing on - entering the skull knight room for example. Though I have criticized a good deal about this, this is a greatly improved run overall, and deserves to be published.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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This talk about not turboing through text annoys me. If it wasn't for the input display, no one would ever even notice the turboing. It does not disturb the flow of the movie or make the movie visually worse in any way. I don't see why it should matter. The final time will only be a few frames lower if you turbo through the text so that shouldn't be an issue either. I'm guessing we just have different opinions on what's perfect, so I guess it all comes back down to the speed vs. entertainment thing. My opinion is that if the movie looks perfect, it is perfect. Just something I wanted to say.
JXQ
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Kyrsimys wrote:
if the movie looks perfect, it is perfect.
From a watching perspective, yes, and I do believe it should be published. But from a TASing perspective, no, and thinking otherwise is like wearing blinders. Compare it to a scenario of a different route used that is ultimately slower, but very optimized for the slower route. It looks perfect, but it's not. That doesn't stop publishing usually, but people have pointed it out / complained before. The main difference is that not turboing through stuff is a very very easy fix.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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The main difference is that not turboing through stuff is a very very easy fix.
though probably the most tedious thing you can do while making a TAS.
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mushroom wrote:
The main difference is that not turboing through stuff is a very very easy fix.
though probably the most tedious thing you can do while making a TAS.
Uh, try luck manipulating bosses. Much worse.
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At the last flail armor before the living armor boss you hit three non-criticals and then jump over it, was it really not possible to get a critical so you don't have to go around him? There were several places where you were killing regular enemies where it looked like one more critical would have saved a lot of time but of course I can't tell how the luck would have been at that point.
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Thanks for telling me the key. I think that will increase many re-record count without turboing, do it? JXQ, I understood your words, I pressed B button at the earliest frame to get critical hit in more time(except boss fight). And you said right, we can't just be satisfied with feeling of watching. I think luck is strange, sometime it's easy to get something you want, but sometime almost impossible to get...
Kaz
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Nice, you finished with 0 hearts. I think this one is sufficiently good for publication despite the turboing which I don't overly care about. You optimized the early game movement, which was important. Luck manipulation also looks excellent. It's too bad you took damage, but if it saved time I'll have to live with it. Yes vote.
JXQ
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mushroom wrote:
though probably the most tedious thing you can do while making a TAS.
TASes are tedious by nature :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)