This is my improvement to Walker Boh's NES "warp glitch" Rygar; I save 3279 frames (65.58s), for a time of 5:23.14, again using the European (PAL) ROM.
Most time was saved by finding a faster way to gain tone; the route is exactly the same. Also, I discovered that side-scroller horizontal speed increases by about 4% when the player is jumping/falling, so this run is a bit "bouncier."

Game objectives

  • Emulator used: FCEU 0.98.16 (PAL Emulation)
  • Aims for fastest time
  • Takes damage to save time
  • Uses warps
  • Abuses programming errors in the game
  • Manipulates luck

Game Notes

Rygar was one of my favorite games growing up; it's fast paced, with cool if repetitive music and with its overhead view was very early in providing rudimentary "3D" gameplay. Alas, lack of any password or save mechanism likely kept it from gaining more popularity.
Ok, it's well known that Rygar is really glitchy. It's possible to wander for hours in empty, glitched landscapes by floating/climbing off the screen in ways the game didn't plan for. The player can walk in mid-air. That said, it's not quite true that anything is possible. For instance, no current glitch allows the player to fly upwards or do extra damage.

Rom Choice

In the end, I used PAL because it was faster, period. PAL's advantages include more time-saving glitches and longer jumps. NTSC has faster realtime screen transitions, climbing, and boss fights (due to shorter invincibility). Running speed is almost exactly the same in the two ROMs.
I first TAS'd this run using the NTSC ROM. This NTSC run would have been faster if powering up was accomplished by killing robots, but my new technique made it inarguably faster to use PAL. Also, the NTSC run included a death after getting the grappling hook. For my run, the shortcuts in the overhead map in PAL outweighed NTSC's advantages by about 12s.

Improvements Summary

StageFrame/Tone DiffFrame/Tone Cumulative
Beginning-11/+0-11/+0
Gran Mtn-15/+1-26/+1
Garloz-3/+2-29/+2
Lapis 1-65/+1-94/+3
Lapis 2-2559/+121-2563/+124
Belzar/Ligar-626/+0-3279/+124
Note: In case it's confusing, the above table means that on stage Lapis 1, I got 1 more tone point, with a time 65 frames shorter. For every 8 tone points, the damage of Rygar's hits goes up by 1.

Route Comments

Beginning/Gran Mtn (1st & 2nd sidescroll stages)

Not much new here, just a little more bouncing for higher speed and I manipulate the ostrich creature so I can kill it while falling down the pit, getting 1 free tone point.

Garloz (Overhead)

Same route as Walker Boh's run, just better luck with monsters and slightly tighter running. The shortcuts taken (walking over ledges and across the grass) do not appear to be possible in NTSC.

Lapis 1 (Dr Seuss Flying Creatures)

I do my best to be quick here while getting to 40+ tone. I leave a star behind because I'll get all I need later and I couldn't get this one without costing time. It takes about 24 frames from the time a star appears to when it can be grabbed. I save some time by combining a bunch of previously known glitches in a new way at the end of this screen:
  1. Get caught in the floor of the first step
  2. Wait for turtle to "bounce" me
  3. Get caught in the wall so it thinks I'm on solid ground
  4. Air walk to the right
  5. Throw the grapple while falling to climb through the ceiling.
This is my favorite improvement due to the wide variety of bizarre brokenness it takes advantage of all just to skip climbing one rope. :)

Lapis 2 (Ice platforms)

The early part is similar to Walker Boh's run, though I kill 3 extra wyverns because they give 4 tone apiece.
Anyone who has seen prior runs will probably think it odd that I run right by where the robots are. I found a place below the robots where a "rolling ball" enemy spawns that gives 7 tone. Moreover, by "wiggling" back and forth 1 pixel, up to 4 balls will spawn! You can't see all 4, though, because they're on top of each other. Although the balls have about half the hp as the robots, they can be killed much more quickly due to their shorter invincibility times. The result is much quicker powering up, making it worthwhile to get even more tone for the Ligar battle. The major drawback is that this method is less exciting than fighting the robots, but it is also MUCH shorter -- by the end, I'm earning over 14 tone per second. I am very confident that no optimization of robot bashing would be as fast as, ahem, busting balls.
This section contains a big, hidden advantage to PAL over NTSC. In NTSC, having 4 balls on the screen causes significant lag, but almost none in PAL. I'm guessing (wildly) that the longer frames in PAL (50/s rather than 60/s) allows more computations to occur without lag?
I save a little time right before the bosses by starting the "Attack and Assail" spell to finish off the 2 robots as I run by. Attack & Assail gives 10 hits that harm everything on the screen; I only need 7 hits to save time while closing in on Ligar.

Belzar/Ligar (Bosses)

My approach is very similar to Walker Boh's; most time is saved because my higher tone means fewer hits required to kill Ligar. However, the fight is also more optimized; Ligar's invincibility is 30-32 frames (I don't know why it varies, lag or what) and I deliver each hit at the earliest possible frame. If it is possible to hit Ligar exactly every 30 frames it would save almost exactly 1 second, but I suspect it is not possible because any manipulation would likely itself take time.

Thanks

Walker Boh, Bisqwit, Cardboard -- for the existing Rygar runs!

Bisqwit: Accepting for publication. And taking for encoding.

TASVideoAgent
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This topic is for the purpose of discussing #1916: Lord Tom's NES Rygar (Europe) "warp glitch" in 05:23.14
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Nice two pit cross in Gran Mountain Holy lol at Ragua Sando before entering Lapis. Nice job and especially nice final strike. Well done.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
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Very proud to vote yes. I know for a fact that Walker really dislikes when someone improves a run by mere frames so I am pretty sure he will sincerely congratulate you improving his run by quite a significant amount of time. The run felt very well planned.
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
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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
adelikat
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The crazy glitching you did in lapis 1 rocked my face off. What a crazy chain of glitches to save time. I could figure out how the roller ball thingies gave enough tone to make it worth it. Then I read you were manipulating so 4 were on top of each other. Very nice. And the leveling is much better. Attacking robots may be interesting, but it was long and repetitive. The least entertaining thing about the previous run. This one had a short leveling and a short ligar fight. That is a big boos in entertainment value. Congrats. Oh, and yes vote obviously.
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I've never played this, and thus have never found the runs to be uber-entertaining, but I do love a good glitch fest, and this certainly qualifies. Yes for an improvement, and for killing a boss below the ground, but yet somehow in the air.
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Btw, will we see a no-warps run in the near future? I have been waiting for an improvement to that run for years.
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adelikat wrote:
The crazy glitching you did in lapis 1 rocked my face off. What a crazy chain of glitches to save time.
Man...sorry about your face! ;)
warp wrote:
Btw, will we see a no-warps run in the near future? I have been waiting for an improvement to that run for years.
I'm going to try that next, but haven't started yet, so not for a few weeks at the earliest, at least not from me.
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Excellent run, definite yes vote. I dunno if the last run publisheed had this but the last one I saw at least deathwarped to ligar, so seeing you jump straight through the wall to encounter him in a glitched up place was very cool and surprising :) Really hope you finish up a full run to, the currently published one at least looks very outdated.
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The game actually requires 1 extra input at the bird to see the end screen. Was this included in any previous run?
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Very well executed Lord Tom! I enjoyed the relentless linking of glitches used throughout the movie. The best thing about this movie is how you manipulated 4 of those rolling creatures to all spawn on top of each other to greatly speed up tone accumulation. This is much better than the "robot massacre method" which was the only boring part of the last run. Looking forward to more runs from you!
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DarkKobold wrote:
The game actually requires 1 extra input at the bird to see the end screen. Was this included in any previous run?
Nope. But indeed it does require that.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Lord_Tom
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DarkKobold wrote:
The game actually requires 1 extra input at the bird to see the end screen. Was this included in any previous run?
Wow, I never even knew there was more after the bird. You're totally right. A quick survey of movies by Bisqwit, Walker Boh, Warp and Cardboard didn't turn up any movies that show the final screen. You have to press start to get there, rather than the more intuitive 'a', and there's no indication that more is coming, which probably explains why we all missed it. This is the missing screen: "Finishing" the movie will add about 901 frames (18s in PAL). I guess by site rules it should be changed, though it will throw off comparisons to the other Rygar runs. Any strong opinions?
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There have been instances of longer movies obsoleting prior movies, and this seems like a case where that would probably be appropriate. Usually a note is included on the published movie page explaining the difference. I'm sure getting Bisqwit to weigh in on the issue would be smart though.
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This game has been granted an exception in this regard in the past. I don't see any reason why the same policy couldn't still be applied. I certainly vote for not requiring those extra 18 seconds. That end screen is not all that interesting nor crucial.
Post subject: Re: #1916: Lord Tom's NES Rygar in 05:23.14
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Interesting. Very noticeably different than existing runs. I was especially surprised that you used those rolling things (ammolums?) for TP gathering instead of bargans (the robots) -- especially as according to this table, they only give 1 TPs each: http://www.rpgclassics.com/shrines/nes/rygar/renem.shtml Guess that shows how to trust game information collected by others :-/ But there are not only one, but four of those on top of each others? Indeed, at slow motion you can see that there are several due to how the ball wiggles. I'm accepting this submission gladly for publication.
Post subject: Re: #1916: Lord Tom's NES Rygar in 05:23.14
Lord_Tom
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Bisqwit wrote:
I was especially surprised that you used those rolling things (ammolums?) for TP gathering instead of bargans (the robots) -- especially as according to this table, they only give 1 TPs each: http://www.rpgclassics.com/shrines/nes/rygar/renem.shtml Guess that shows how to trust game information collected by others :-/
Yeah, the info on that page is actually quite accurate, he just omitted one version of ammolum with much more hp/tone than others. As far as I know, this tougher ammolum has only that 1 spawn point in the entire game. Amusingly, whoever made that web page claims to have figured out enemy hp by counting the number of hits taken to kill an enemy with the starting tone (30), meaning he actually hit Ligar 1,364 times. Hit power increases linearly as tone/8, so Rygar is weird in that max hit power (1024/8=128) is more than 40x initial hit power (30/8=3). I imagine he'd curl up into a ball, sucking his thumb if I showed him how I just used memory watch to find out enemy hp...Ligar has 4090 btw... Anyways, I've started work on the full version now; I'm glad ppl liked this movie and that it will be published. Thanks!
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I throw a yes vote just to endorse this movie already on the way of publication..
No.
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. ---- [1090] NES Rygar (Europe) by Lord Tom in 05:23.14
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Both this and the Mario 64 runs downloaded in less than two minutes. I don't think I've seen any AVI do that before. Before, my opinion was that the longer run was better to watch because of better pacing and more glitch use. Because this movie managed to address both issues I had with the warped run, I might change my mind now!
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[URL=http://s933.photobucket.com/user/tony_leal1/media/RygarEurope-0_zps9541a867.png.html][/URL] I tried to replicate the old screenshot, but... screen flickering. If you like it, we can replace the old screenshot and replace it with this one.
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I don't think we generally replace screenshots because the current one is how the game looks at that point on FCEU. If the run gets obsoleted by one done on FCEUX or BizHawk, that movie's screenshot will have the more accurate colors. I do like this screenshot better than the current one though.
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CoolKirby wrote:
I don't think we generally replace screenshots because the current one is how the game looks at that point on FCEU.
It looks so only in old versions of fceu. In 0.98.28 it will look more like on tha new screenshot. It actually can be snapped right from there, dunno how Kurabupengin got his one.
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I just converted the .fcm file into .fm2 file with the FCEUX converting tool. It didn't look exact for some reason.
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This movie can be improved more than 37 frames. Refer to my old usermovie here: User movie #6680009224806609
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