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Added it - User movie #637775518506971866
I think this contains an input after the credits, which would be perfect for encoding. For the submission itself, I thought before the boss kill would be a perfect spot to end but if the dialogue section before the credits needs to be included, please trim this file instead.
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Thanks man! Your assessment is completely correct, this game is not optimised for the console whatsoever lol. It's younger brother "Forgotten Sands" for the DS does much better in this aspect. It's so funny how they squeezed that entire music set in lmao, some of them are straight from the main PC/PS3 game, and I would imagine some were for the planned sequel.
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I would also like to nominate eien86, the way he came out of nowhere and took the Prince of Persia speedrunning community by surprise was amazing to witness. A routing bot and 3 published movies is impressive in the first year.
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Justin Z wrote:
I'm curious why PC Speaker audio is on for this—is it actually a benefit time-wise instead of having say Soundblaster sound?
Time-wise there is no real benefit for either, because we skip the end level jingle anyways, but in JPC-RR soundblaster/adlib and tend to cause jittering in the final encode and also various other emulation issues, speaking from our experience with PoP1. Since this game is more memory intensive as well, we didn't want to take any kind of risk and hence went with pc speaker.
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I am making this post to inform that an improved version of this run (7190S), that would obsolete this run was made with some route modifications and big improvements in terms of movement using the routing bot made by eien86, so I request the judges to take any necessary action to archive this submission.
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Radiant wrote:
Looking great, I particularly like how you're messing with the guard/medusa AI. Yes vote.
I think you should have last input when you cast the fireball, then include the animation of Jafar burning to cinders, and the full extro movie. $.02
Minor thing: level 3 says that there are "nine health upgrade potions to consumed".
I think you mean you need nine health total, so to consume six potions.
Can you explain how, on the screen with the four Jafar illusions, you cause two of them to vanish? Normally only one of them vanishes.
Thanks for checking it out Radiant.
I have uploaded a separate file for encoding in the description that includes the full outro with the name entry, this particular one I have submitted does trim the input at the last fireball cast.
Ah yes, that's a mistake on my part, I will fix it.
So basically, it is coded such that all the clones disappear when there are certain a number of clones left, and it includes the original prince's body as well as a clone. Since we did the trick to become flame before entering the princess' room, the original prince's body is outside the level, hence its enough to kill one less clone. Its a positive side-effect.
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FractalFusion wrote:
I watched this one too but it looks like an ending (if there was any in the first place) has been skipped or something? Whatever.
.
Yeah I skipped the ending cutscene before the name entry, basically the final boss dies offscreen from that projectile. If required, I can make a version where it is skipped a bit later for encoding.
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Challenger wrote:
It's been years I've waiting to see a TAS of this original version and finally someone did it. Great work and a big yes vote!
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Yeah I discovered that wall glitch by accident when I was testing this game a bit. Initially it seemed to work with thin walls, but GMP noticed this glitch works with wide walls too.
That discovery was really stunning, and for the first time the original version of this game can be broken.
This game is one of biggest contributions I've ever did ;)
Hey appreciate the kind words as always Challenger!