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SNES games was my childhood at the time of emulation and it's great to see SMB3 TASed, with some unique strategies while showing the highlights of original NES version.
I'm surprised that NES glitches also work here, which means how the "port" is so accurate. This was a nice TAS for watch. Voting yes.
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Waited for the day's premiere, and wasn't disappointed. When you was working on this game, I expected around 21 minutes, yes. Actually I thought that could be finished during December, since TASing isn't always easy.
Some stages are notable different, cool use of meats too!
This year is close to finish and was a year for Bonk! Thank you so much for TASing these games. Yes vote.
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The bootleg was interesting: When I started watching, I feel something familiar, and could be this game? Right, because of some "elements", and the boss music reminds another game. Answer: this game was also developed by Open Corp.
Since I found this game something interesting (despite the "nature"), I'm voting yes.
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This game looks a bit repetitive, but I liked your action between stages. Voting Yes.
Since I never played this game, an explanation about the tricks and glitches could be useful to understand this run a bit more.
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I don't know, although not breaking candle walls can be a problem during both dracula phases: For a lot of positions, most of them requires frame perfect.
I'll also plan to put this. Hope if doesn't affect the skeletons.
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Haven't mentioned before when the previous run was submitted:
Having played this game for years, I previously voted Meh because despite how I liked your technical work (a bunch of strategies close to impossible when playing in real-time, and the last 2 areas are harder to complete), this game is too long that after a while, it gets a bit boring, and some of Area 5 for some reason (for me).
Now, my commentary about the new run:
Nice work again with this game! Seeing the new mechanics, including the "Elbow manipulation", as well as everything improved (principally the "long room" of area 3 and area 4), this was entertaining enough for me to vote Yes this time.
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Finished! 1388 frames faster: http://dehacked.2y.net/microstorage.php/info/49729919/grincevent%2Cchallenger-pacifist-castlevania-full.bk2
Really every boss could be improved, and I did it! This run wasn't too hard to TAS, and I was working along with some other games.
Before submitting, I still need to check this game carefully to not fail again (like I did with any% run). And I intend to submit still this month. Please wait.
I'll also contact Morrison for some help.
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Haven't watched this game (and the published run), and despite slower pace, I liked it.
Also I'm surprised to see pausing on a GB Konami game, since I thought that only could works with some NES Konami games.
Different subweapon between JP and US version? Cross is most useful ;)
Nice work and yes vote.
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Remaining of level 5 finished: http://tasvideos.org/userfiles/info/51506129336853324 (1009 frames ahead)
Stage 13:
- Compared to the last WIP, different manipulaton for that skeleton, so I can across this first room without stopping at all. Jumping can help to avoid lag (although I got 2 lag frames before reaching the stairs).
- Thanks to better manipulation, and the turnaround trick, I beat a framerule of the second room (frame perfect).
Stage 14:
- Same damage boost used on the any% run. This also improved that axe knight so Simon across directly to the stairs.
- Somehow I saved time on the axe knight dodge (second room). I tried to manipulate even better, but I don't understand so much. How annoying. But I ended saving a framerule. Also I sacrified some frames to avoid a "new" lag (doesn't affect timing) on the middle of the room.
Stage 15:
- Turnaround trick, better stairs (first room = total 3 frames), and avoiding another "new" lag (second room).
- Not only I fixed that scythe but I also improved the death boss. Improving so much was unexpected for me!
I forgot to mention something before: Comparing stage 11 between pacifist and the any% run, it's a framerule (16 frames slower). Could be possible with only 1 turnaround, but how to avoid some flying enemies? No way (and I didn't know if could be manipulated before exiting the underground).
Exactly, most because of skeletons tossing bones.
Tried... and failed, even with some better boost. The red skeleton only stays on the ground.
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More progress: http://tasvideos.org/userfiles/info/51399407343577960
- Removed 6 lags on stage 10;
- Wasn't able to break a framerule on stage 11;
- I realized that pausing used to manipulate that skeledragon was a mistake for me: I should have paused a bit later so wasn't need to wait some frames to do this. Definitely saves some frames, and probably could be used on a any% run (haven't tested yet, although I don't know if would mess the RNG - skeletons are annoying). I feel a bit disappointed with myself.
- Not only I finished the boss without hitting Igor but I also saved time with a new strategy and manipulation!
- I'm still trying to improve the first room of stage 13, but I'm showing because I had removed a bunch of lag.
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Dude, this was harder: http://dehacked.2y.net/microstorage.php/info/1520518790/grincevent%2Cchallenger-pacifist-castlevania-wip2.bk2
Starting with stage 7, you need to resync these skeletons. It's possible to manipulate the pattern with some input (even whipping), but some are very tough.
Now explaining the WIP:
Stage 07:
- First room: same as any% run w/Morrison.
- Second room: Skipped enemies. Details:
My initial plan was taking damage from the bone skeleton, and he could bypass these ravens without problem. I did it, but was 2 frames behind for avoid losing a framerule (16 frames).
But I solved this with another strategy: Wait a few frames and the raven will descend below enough to avoid hurting. You can also do the same manipulation with pausing.
- The second half of the room is a hell, because since I need to reach the door enough for not lose a framerule, I wasn't able to avoid a lag on the way.
So, I finished this stage on the "same" completion time as the any% run (but with an added lag),
Stage 08:
- Bad luck: An extra lag appeared during the stairs transition.
- Second room: Framerule, no way.
Stage 09:
- With some different strategy, I reached the second skeleton 2 frames earlier. I entered on the boss arena a frame later to get a good pattern for the mummies fight.
- The mummies were more tough to optimize than medusa, since you can get a different pattern by entering on different frames. The pause use was to force the right mummy to not turnaround. Manipulating the movement is very important for obvious reasons.
Well, actually I could save more frames by reaching the second skeleton a bit earlier, and will stop a bit further, when reaching skeledragon. But the pattern of the mummies will be affected. So, I'll leave out and return to these stages once finished this run.
With some big improvements, I'm 665 frames ahead of published run (actually 664 because of power-on from NesHawk).
EDIT: I forgot to mention: For the next stage, the boss will be changed to not attack Igor (the "hunchback").
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Finished watching this. This time result is so impressive, considering the large amount of discoveries over the years! This game is so broken that it's a bit harder to understand where you are going.
Great work guys and yes vote!
Also, how the progress of "All Bosses No EG TAS" is going? I'd like to see an update to the any% TAS since I watched the WIPs back from 2012.
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I imported the published movie to BizHawk (and TAStudio is a great tool). I'll still plan for more things and also update the header to a new .bk2 file.
Speaking of underground stage, do you know how the moving platforms exactly works? When I worked on the 2017 any% TAS, initially I changed some things, and ended losing a frame before the moment to jump out of the platform. So, I followed the same input pattern of 2007 any% TAS just to avoid losing time.
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Since I learned more of this game (thanks any% run and Morrison), I'm working on a improvement of "minimalist pacifist" run.
Here's a WIP: http://dehacked.2y.net/microstorage.php/info/221180216/grincevent%2Cchallenger-pacifist-castlevania.fm2.bk2.bk2
First 6 stages done. Details:
- I'm using TAStudio from BizHawk for the work.
- That turnaround without losing X position is still useful. This also helped a new ghost manipulation on stage 01, saving a framerule (16 frames) - also the strategy and stairs are frame perfect!
- Improved first boss, using the same any% run strategy - really faster, but 4 frames slower this time due to small hitbox.
- Stage 05 second room, that framerule...no way.
- Stage 06 first room: Interesting. These crushers, seems for me that works through the global timer - every 16 frames - like the doors. Pausing on right frames can delay the function for +16 frames. Actually I discovered while I was working on the any% run w/Morrison.
- A very new strategy for the Medusa boss, as well as an alternate way to perform the critical attack (New! But limited to use, obviously).
231 frames ahead of the published run.
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I didn't expect a big improvement after that lastest WIP. The newest tricks were impressive that looks like an alternate way to gain the "known" boost of the previous game!
Great work again, EZGames and Memory! Yes vote.
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