A very warpy run of Castlevania Portrait Of ruin, with Holy Claymore

Game objectives

  • Takes Damage To Save Time
  • Aim For Fastest Time
  • Abuses Programming Errors
  • Uses Game Reset Sequence
  • Use Warps
  • Manipulates Luck
  • Emulator used: DeSmumME 0.9.2-RR (build 08/05/09)
  • Unofficial Encodes[1]
  • Frames:42021 Lag:6188 Re-records:44745
  • Ingame Time after ending/saving: 8:18

About the Game and this Run

This game is a direct sequel to BloodLines on sega Genesis, its the second title released on Nintendo DS after Dawn Of Sorrow.
The action take place after the second world war, Dracula raise from dead given the immense power of souls coming from wars sequels.
To stand against him, Jonathan Morris (Son of John Morris from BloodLines) wield the ancestral Vampire Killer, he's helped out by Charlotte Austin, a powerfull mage student.
You are also helped by Vincent sent by church and Wind, a mysterious spirit who happen to be Eric Lecarde (playable character in Bloodline).
The vilains are controlled by a vampire called Brawner, his direct subordinates are Lecarde's Sisters (twin daughters of Eric) who seem to have fall in Brawner's evil hands.

I started to work on this game directly when Desmume emulator went available to public (see thread).
Theres at least 2 main reasons; I did like playing this game (unassisted), also because its by far the most glitchy castlevania on DS.
I made first a test run, to see if all was ok for the route i was planning, then optimized as much as i could once all errors where found
Luck manipulation in this game is not easy, almost nothing roll up RNG, alltought, by manipulating and dropping Final Sword it its probably possible to take a better route [2]
Instead of working for unknow time on droping that sword, i did rather put efforts on this route and tryed to optimize it.
This movie took me 3 week to complete, counting the test run, the total rerecord count included about 12k from it.
The ending is skiped to allow watching the staff credits, the ending is composed of dialogues that require input to be watched, if you consider last strike on dracula to be the real time ending, its around 10 second before movie ends.


Glitchs

As you might see for yourself while watching the video, this game is having quite a bunch of glitchs available.
A warpless run will probably demonstrate even more, as the engine is realy a glitch fest.
A good thing about glitchs in PoR, is that they are generaly easy to perform.

Suspend Glitch (SG)

For short, this (very powerfull) bug let you warp all around the castle map, vertically, or horizontally
The setup for this is very simple, you just need to have saved your game once (available on first save room)
It will work on any right side doors, move your character to the closest position possible at door, facing it, without entering next room
Real time it can be a tricky operation, but a baby can do it, notice the map will indicate your position on next room (thats the bug...)
Suspend, load the save, if correctly executed, you will repear in next room

Vertical SG

If the next room was a single width room (save rooms, vertical corridors ect...), and that its own right side is a wall, you will be launched trought the ceilling at high speed
You can generaly cancel by dashing left (if you got lightning reflex), youll reaper inside the room simply, note that only dash movement is possible in that type of SG
If you dash right, youll advance on map horizontally too, but very slowly, about 2/3 block per trip
Once you reach the top of the map (this happen very fast real time), you need to wait 3 more flip over the castle or the game will freeze upon next suspend (doesnt happen in this movie)

Horizontal SG

To be allowed to travel horizontaly, the right side of the room where you first suspended need to be an outside screen
You will reaper generaly outside, and from there, the outside area (offscreen) become a infinite corridor (actually stop when you flip the castle and come back to origin point)
Those familliar with 0HP glitch in AoS will understand the concept of infinite corridor i think
There is a couple of possible place to trigger this, but the one i use in entrance is more likely the most interresting for speedruns
Note: simply exiting outside (trough other glitchs) will have the same "corridor effect"

When you are at the desired position on map, suspend, load, your are now at the destination room

SG bug is (ab)used 5 times in this run
  • The first let you access near shop without triggering chase event with first boss
  • The second let you bypass boss 1 and 2, going directly for sandy grave
  • The third let you bypass whole sandy grave upside level and from the underground passage go straight to boss, within just 1 warp
  • The fourth is a shortcut after coming back from sandy grave to access directly Lilith (and get cursed), this goes faster than to walk to it
  • The last warp near sandy grave goes straight to throne room and final boss

Quest Glitch

This is the infinite money glitch, its very simple again, all you need is to have a quest to accomplish from Eric (Wind)
Complete your quest, come back to Eric, in the menu now the quest is highlight in green
Talk once (push A), youll be told that you did a good job
Talk again, it will say "you received xxxxx"
Dont talk anymore (your suppose to but...), simply press start to exit the menu
You have the reward in inventory, but if you talk back to Eric, the quest is still here, and green (completed).
Repeat for profit!

In this run, this is used to generate 487500$, witch allow to buy the holy claymore (strongest sword in the game, with holy attribute)
I use the curse quest, for few reasons:
  • Its the first quest that give a sellable reward to shop
  • It only require to kill one boss (Astarte) to trigger the quest
  • Astarte is compatible with darts subweapon
  • Its ridiculously easy (get curse and talk back to Eric...)
  • Even more easy considering theres one Lilith ennemy (can curse you) very near Eric
The reward is the Blessed Ring, it worth 12500$ when you sell it back to Vincent (shop)
Holy Claymore cost 300000$, but you need to spend 250000$ before its available to buy
Trought selling back what you bought, end up getting 39 rings in total, witch make 5 trips (3 using tickets) from Eric to Vincent
Using wifi would be faster, since you would farm more shop point by selling to another player

Partner Double Jump

You can get a double jump by switching after having call your partner, and using stylus.
First call your partner (A), then with stylus make him jump, when hes about to reach full jump, switch partner (X)
Youll take back control, now jump (B) and you should perform a double jump
I say should, because in practical speedrun what happen is the following
You are Jonathan and Charlotte is not call yet, you are using switch backdash ect...
  • Call partner Charlotte
  • Switch partner from Jonathan to Charlotte
  • Make Jonathan jump with stylus
  • Switch from Charlotte to Jonathan
  • Double jump with Jonathan
I use this only one time, on my way to dracula, the plateforms are too high for single jumping
You could ask yourself why i use this (slow) way rather than sword double jump (see above) for this plateform
If you look closer to the situation, youll see that i need to go forward a lot to reach the skeleton while jonathan actually jump directly, all in all, i dont go faster with sword jump

Sword Double Jump

After jonathan swing the sword, when you hit an ennemy you will have instantanous switch available, switch to charlotte, you now have a double jump
Notice that you dont get an extra jump every time you switch, you need to land on floor once to get again an extra jump available (see comments on dracula/death)

Sword Cancel / Fast Switching

I put this here because i dont see how it could be a "feature" of the game, switch having only 15 frames of cooldown could be sayd its an oversight, darts cancel can go same, but sword cancel sound like a bug to me, at least when its executed at such insane speed
More to come later, plz be patient


Other Infos

Just a few words on how movements are working as well few others details

Partner Call

Press A to call your partner for help, you will act as a team
The stylus control the second character, alltought the IA will also try to control it if you dont do anything(generaly not like you want of course)
Aim upward of the second character to make him jump, to make him attack aim for floor (best seem to aim at floor under the target)
In this run the partner call is mainly used against the first ennemys up to the first boss, to boost up damage output by having 2 attacks at once
Switch cost about 40 frames while partner is called (small freeze on screen)
If a level up occur just after a call, freeze is reduced to 10 frames, i take advantage of this on first ennemys to position charlotte ahead while johnattan spam darts, despite lags from darts, it goes faster

Partner Switch

Press X to switch from one to another character, this can cancel a backdash, a dash, an attack, a landing (well, mostly anything except spells)
15 frames of cooldown before you can switch again
Hitting a target with a weapon (or dash) will instantly cooldown switch
You cant switch "in air", alltought when you hit a target in air, you have about 10/20 frames oppertunity to switch
Partner switch is much abused in this run to improve movements as well as fighting

Backdash

The most effective way to backdash is: backdash-jump-10blanks
This will force the direction of the jump (backward).
If you was facing undesired direction before backdash;
-under movement, you need an extra input for new direction before (re)starting the loop
-from stop (no movement previously), you can input the direction at the same frame than you backdash
This loop is mainly used in the first room of the game, slopes or when partner is call
Backdash can cancel an attack, depending on timing you use backdash, you can totaly cancel the hit or preserve it

Partner Backdash

One way to cancel the backdash is to switch partner (X)
This pattern seem the best: backdash-jump-10blanks-backdash-5blanks-partner
This is the main movement used in this movie
I scripted different pattern in the 3000 frames corridor warping, and this one did win "the race"

Dash

A dash can cancel backdash (no delay), in most cases you can choose direction of the dash, alltought, it doesnt goes as fast as a backdash
Jonathan got a rolling movement on slopes, witch doesnt seem to be faster than regular dashing

Raising Slopes

Depending the variation of the slope angle, it will reduce the ammount of blank frames within a standart backdash/jump loop
Only 2 blank frames for 45° slopes
You will get more speed just doing the backdash loop and not using switch at all

Descending Slopes

In order to avoid doing long (and slow) jumps in descending slopes, i use the switch with longer backdash, i also combine it with dash
I generaly stop the dash when im back on flat floor

Landing on floor

You can switch partner 1 frame before you touch the ground (after been tossed from ennemy, jumping or whatever)
Alltought, at the next frame, if you wasnt "high" falling (trigger another animation), youll have control
This mean switching is costing no (nor winning) frames when you land on floor and cancel high falls
If you are falling from high, a dash can cancel the animation too

Darts

The Dart subweapon is the best choice to beat Astarte boss, only cost 5mp per use, also usefull on few monsters i kill before boss
You can cancel the animation with a backdash, the dart is sent on the frame you attack, so its a constant and looseless backdash + attack
The drawback is you can only have 3 darts at max on screen, also, the game lag when it draw the mini-target effect, witch seem to be 3D somehow
Note that darts are not working on any ennemy, extra damage is dealt only on those having the mini-target effect (obviously dracula/death are not)
Just a quick note to inform that most of the menus (shops, quests, equipment ect...) are reactive to stylus, thus combined with pad it allow generaly to speed up compared to just using pad (since you dont care anymore of the selection cursor and jump to desired location trough stylus)
Note that R+up/down scroll a screen in shop/equipment lists, also, when you sell 9 items of a same kind, if you scroll the screen before you cant use the pad/stylus combo, for some reasons, the stylus will only work for stacking items if you dont scroll previously, this is the reason why i sell directly every useless items on my first trip for money glitch

Luck Manipulation

There is no luck manipulation in this run, unlike some other castlevania, there is no critical hits in the game
Alltought, apparently the spawn position of ennemys is frame rulled, i take advantage of this on the third room of sandy grave, to get the "wheel" ennemy to spawn in good direction
Unlike AoS, DoS, SOTN ect... generating dust (dash), attacking, candles, backdash or even switching/calling caracter doesnt roll up the RNG
On this run's route, the only worth drop would be the Axe weapon from axe knight in Entrance
See Final Sword route[2] for a run where luck manipulation would be mandatory

Ram Watch

Some Address:
  • RNG: 020F627C, hexadecimal, 4-byte
  • Death HP: 02101328, 2-byte
  • Dracula HP: 021011C8, 2-byte
  • True Dracula HP: 02101068, 2-byte
  • Velocity Right (X): 020FCABD, 2-byte
  • Velocity Left (X): 02111A15, 2-byte
  • Some CheatCodes

Shopping list

Sell price is bought price /4
Note that i get a 2000$ bag in sandy grave and you start game with 1500$
  • Buying
    • 10 Tonics 4000$
    • Castle Map1 100$
    • 3 Magical Tickets 3000$
    • Myko Dress 5800$
    • Pearl Ring 9800$
    • Master Ring 200000$
    • Paludamentum 15000$
    • 11 Shuriken 11000$
    • 1 Dart 1000$
    • Rock Riot 1000$
    • Holy Claymore 300000$
      • Total bought: 550700$
  • Selling/re-selling
    • Castle Map1 25$
    • Headgear 125$
    • Short Sword 100$
    • Diamond Brooch 6250$
    • 8 Tonics 800$
    • Master Ring 50000$
    • Pearl Ring 2450$
    • 39 Blessed Ring 487500$
      • Total sold: 547250$
3500+547250-550700 = 50$ left in pocket

Stage by Stage Review

Entrance

Very straightforward, in second room collect both relics, first one give partner switch, second one give partner call
Call partner on bridge switch for the bridge to open, then proceed to first save room, with short sword an tome of arms1 on the way
Ennemys are worth nothing in term of exp (4 for zombies...) so i just use them as damage boosting
After saving, use the first SG, reaper 3 room above
Activate entrance warp portrait, pick up headgear on the way
Get up to the shop, triggering & skiping some dialogues on the way, then buy:
-1 Tonic
-1 Dart (subweapon)
-1 Castle Map
For a total of 1500 gold, witch happen to be the starting stach :D
Get Lizard Tail (dash relic) reward from Eric
SG in the room whe did warped to previously and long travel (1min backdashing) to Great Stairway
At the same time whe suspend to exit, equip short sword, tome of arms1, headgear and dart

Great Stairway

Very straightforward again, rush your way to sandy grave portrait, killing five ennemys on your way witch top you to level3
Note that trying to use plateforms went slower than waiting for floor to break, so i wait for it to break
I could get that pair of boot without loosing (lot of) time, but i will not realy have a oppertunity to use or need them, so its a waste

Sandy Grave

Very straightforward like ever, goal is the boss
Few mumies and the wheel top you to level4, witch is realy needed for clearing fast the boss (lvl3=19dmg-lvl4=23dmg/per dart)
I manipuled a bit (frame rule, not rng related) to get the mummy and wheel to spawn like i wanted by wasting 1 frame on third room
The wurm went tricky to get tossed on right side, the diplo ennemy at bottom stairs was also not easy to get by without getting hurt/slowed down
SG to the boss room directly and fight :D (other route require 2 warp, witch consume lot of time to reload game)

Astarte (boss)

The ammount of lag here is realy important, and its generated from the small targets in 3D after a dart hit
Notice you can only have 3 darts on screen at the same time, this is why at first i try to keep short distance between me and boss, when its near me, i dont jump anymore and call charlotte
Even if i dislike the last blow on boss (a dash!), i tryed for hours to beat myself without any success, i will blame lag for this
A more stable 3D engine will more likely optimize better this boss, alltought, i think it went quite well for this movie
Sadly you cant suspend after killing boss, you have to pick up "the ball" regarless, then after just use warp room to go back to begin and use portrait to go back into castle

Great Stairway

Back here, rush to activate (and use) the warp room just left of sandy grave portrait

Entrance

Now our goal is to complete the curse quest, unlocked by killing Astarte, to glitch it up and get our holy claymore
First whe head to the shop, use SG to reaper in front of Lilith, get curse from her, and go back to Eric for profit
Not using SG went slower in my tests, i couldnt reach it as fast as the SG do
After selling 39 rings with quest glitch, buying and re-selling stuff, i have exactly 300050$ and get the holy claymore
Head to warp room and go back to stairway

Great Stairway

Just rush up the final SG to access final boss
I gain level 10 without loosing time on my way, i use partner double jump and sword double jump glitchs for plateform (unreachable within single jump)
The skeleton could be a potential target for using also sword double jump, but looking how far i need to go to reach it, then jump back at platform, more likely its slower
On the second case tough, since i had one of those flying monster just near the plateform, it was worthy to use sword

Throne Room

Regardless your map was pointing on a bottom room of that open space, youll reaper in the dialogue sequence at stairs
Directly heading up you meet with dracula and death

Dracula & Death

Dracula have 6666HP, Death have 4444HP, holy claymore deal 67 to death, 56 to dracula
Maths tell us its not worthy to try fighting dracula, obviously
Whenever i hit dracula, its coz hes on my way, or that i want to switch, i dont aim at damaging him at all
So here i had to use a lot the sword double jump, reason is, to be able to spam switch, i need charlotte to hit death too
Charlotte from her own height, cant even hit him, so first i need to gain a double jump (or hit a candle/dracula) before i can spam switch
I use the backward slash animation nearly all time, the hitbox is slightly different than forward slash, they are of same size apparently, but are not alligned the same
I use it mainly because, from a backward slash you hit death from farther than forward (sound silly i know), as in, i can go slitghly forward and keep distance (remember death is chasing me)
In a forward slash i would need to go backward, witch is definitly a problem since its slower, as in, the hit happen later on, witch would need me to be closer to death
More to come later, plz be patient

True Dracula

He get 6666HP (regardless you hitted drac before) and you wont be able to manipulate him to avoid his 3 "wings" spells
Those finger things does show damage, like i would hit something, but it doesnt affect at all dracula real HPs
More to come later, plz be patient

Improvements, Credits and Unofficial Encodes

Final Sword route

[2]One way to obselete this movie by route means is to manipulate luck on the Final Guard to drop a Final Sword, on a frame war im not quite sure where to look for improvements, i would rather wait a stable 3D engine to remove all those lags around
The Final Sword weapon is far less powerfull than Holy Claymore (26vs67), alltought, you are basicly skipping the whole game and thus will save time over my movie, if the manipulation doesnt cost too many and that Dracula (epic!) battle doesnt get too long or troublesome
Final sword is also a long sword like claymore, regard this, you should be able to reproduce nearly the same fight than my movie, trought abusing fast switch / cancel sword and extra jump
Taking in consideration that the "regular" ways to manipulate RNG doesnt work in PoR, i stoped at Final Guard, an exemple dsm is available here
Notice that a few frames can be improved in this exemple movie, symply by using stylus instead pad in menus (its something i founded just before doing the refined holy claymore run)

Credits

A big thanks to klmz for help provided on this game, to optimize movements, checkind damages on dracula, route strategys, and many others things
Thanks also to pirate_sephiroth, atma and castastrophe for memory search/cheat codes
Serris, persona, satoryu and whoever helped in building the original holy claymore speedrun route
And finaly the whole desmume team making DS tasing reality, more particulary paul_t and adelikat

Unofficial Encodes[1]

  • Youtube (encode by gocha)

MKV by Gocha [EDIT: remove dead link]
Thanks for that quick encoding

Truncated: I will accept this movie. It has almost everything you can request from a tas: movement tricks, gliches, and a nice strategy.

adelikat: Processing.


TASVideoAgent
They/Them
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This topic is for the purpose of discussing #2255: arukAdo's DS Castlevania: Portrait of Ruin in 11:40.35
Skilled player (1225)
Joined: 9/15/2006
Posts: 165
Location: China
Yes vote. Congratulation on making such a awesome run. :)
Joined: 5/29/2004
Posts: 757
o.o? The Holy Claymore is purchaseable that early in the game? Or is it based upon monies had that opens up better n better armor n goodies? Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 3/22/2009
Posts: 4
Yeah, you need enough shop points to purchase it from Vincent. Doesn't matter how early.
Joined: 8/23/2008
Posts: 417
I note that your submission says you used POR(U).nds. I could not find this ROM, and I never have problems finding ROMs, so that was rather frustrating. I looked for alternatives, and after one or two desyncing ROMs, I found "Castlevania - Portrait of Ruin.nds" and it worked fine for me. Watching this run would be significantly more entertaining if the emulator wasn't so sluggish, but that's not the fault of the game nor the author, and I'm honestly glad to have DS rerecording at all, but be warned if you don't like bad framerates. The run itself was... hmm. Moving in this game is a little slower than most Castlevanias, I guess? I don't remember it this way, and it could have been emulator lag (though I don't think it was). I liked how quickly you end up in one of the pyramid portraits, good use of warping (even if it's monotonous to watch the warp travel). The use of the curse quest for money so early was also good; I wish I hadn't read the submission text first, or I would have been pleasantly surprised. Of course, buying and selling is boring, but that can't be helped. The highlight of the run, IMO, is the Dracula + Death. For those who haven't played this game on DS hardware, this fight is much harder than anything else in the game. Assuming you play through the whole game normally, going for 100% map completion and killing every boss and leveling along the way, you will still die in a couple of hits. It's not the hardest fight in the Castlevania series, but it is significantly harder than anything else in this game and will regularly slaughter you even at the proper level and gear. So, with that in mind, watching Jonathan and Charlotte whittle away at Death with their holy sword and hover boot nonsense is pretty entertaining. Before anyone asks, Death and Dracula do not share HP, and you only have to kill one of them, and since Death has significantly less health than Dracula it's better that he hit him (he also has less frames where he's untargetable, compared to Dracula). The run stagnates a little again at the True Dracula fight, but that can't be helped. I was honestly surprised you could do enough damage to survive the instant death bat wing nonsense. I can't remember if hitting the wings damages Drac's health. if it doesn't, I wonder if it's possible to manipulate that fight so he doesn't use them; it's pretty boring when he does it twice in a row. I vote yes because I can't see any obvious improvements and the run is more or less entertaining. Again, it'd be more satisfying at full speed (which wasn't an option for me). And I think this game will really shine if someone does a no-skips run.
Mr. Kelly R. Flewin wrote:
o.o? The Holy Claymore is purchaseable that early in the game? Or is it based upon monies had that opens up better n better armor n goodies?
He answers this in the submission text.
I will not use self-reference in my signature.
Editor, Emulator Coder, Expert player (2159)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
The emulator's timing is accurate by no means. It generates ridiculous amount of lags which don't exist on the real hardware at all. PoR is my favourite Castlevania game ever - actually, I bought my DS Lite simply for it. Glitch-holic as I am, I could enjoy this broken movie an have it as one of my favourites, if only the author didn't forget those who had helped him. *sigh* Yes vote. EDIT: LOL
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 11/26/2006
Posts: 115
Could anyone provide a rough encode please?
Sir_VG
He/Him
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Posts: 1914
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PreddY wrote:
Could anyone provide a rough encode please?
I'll work on that and provide it ASAP.
Taking over the world, one game at a time. Currently TASing: Nothing
gocha
Any
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Joined: 6/21/2006
Posts: 402
Location: Japan, Nagoya
"Can't wait 'till the night" -- it's the time to upload my dirty encode. -- link deteted -- (MKV H264+AAC, SoftRast, cosine interpolation) Edit: watch on youtube instead, http://www.youtube.com/watch?v=mM5T_Dkh-BY Since I watched your test run in youtube, I've already voted yes to the run :P Good job, arukAdo. Just a memo for me: http://pastebin.ca/1432035
I am usually available on Discord server or Twitter.
Joined: 11/4/2007
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Location: Australia, Victoria
Goddamnit, one of those times where I wish I had a 'premium' directors account on youtube.
Joined: 11/26/2006
Posts: 115
Nice run, tech-wise. Its not that entertaining, IMHO a Castlevania run shouldnt use skip-glitches, its far less entertaining than showing off all bosses.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Thx all for good feedback, ill try to answer a few klmz : i didnt forget anybody, i submited before i went to sleep, theres a tonnes more to explain in the submition, so i could not write "credits" already, plz be patient, tomorow it will be already much more complete :p I tought it was more cool to post directly the dsm rather than to wait a complete submition text (witch can take me a while to redact) Acheron86: yes sorry, you took the good rom name, i typed POR because of lazyness on my part (and also i was realy tired) About speed, i tryed my best, i calculated partner backdash is the most efficient by scripting the gigantic warp corridor, i know this pattern "win the race" over 4, 6 or more blanks, honnestly all in all, i didnt even tought i could go that fast with partner backdash, the game is wanting you to be slow (until you get speedup spell at least) Wings (fingers...) attack from true dracula have separate HP, basicly, if you pay attention, this part is played *almost* real time, i dont do it seriously (ultra optimized i mean) because its useless and doesnt help I tryed (lot of stuffs) to manipulate true dracula in order to shorten number of wings attacks, theres no way around, the game want him to cast it 3 times, and its in regard of his current hps (first is at 3333 then 1666 then 888), no matter how hard i try to "lurk" him into different pattern, he can cancel right away his move and do wings Even the flametrower attack lenght is not enought to drive him to 0 from 1666 (he will simply just do one side and stop) Ok so im going to refine more the submition text (including the final sword story) and make encode to put over youtube (im director), but dont feel in a hurry guys, im doing like i can :D
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That was entertaining, yes vote.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 9/29/2005
Posts: 46
Location: Denver, CO
I totally loved that (Watched the rough encode, thanks for that!) I'm totally going to buy this game at some point... it's much better than the thoughts I'd seen on it before, from just what I've watched.
"If any man is not free, then I too, am a small pie made of chicken"
Experienced player (961)
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Location: Castle Keep
The good thing i guess about warpfull runs is that your not spoiled on the plot haha :D
Sir_VG
He/Him
Player (40)
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Posts: 1914
Location: Floating Tower
Straight up vanilla encode (for an alternative): http://www.mediafire.com/?14jmjwnt3wd
Taking over the world, one game at a time. Currently TASing: Nothing
Player (62)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
Good improvement from the previous test version. It's a yes from me.
greenalink.blogspot.com
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
I improved test run just a bit more than 1 min, but on a 12min run thats around 10% so i think its good :p If it wasnt for those damn scripted wings attack, i would go slightly faster but well, seem its unavoidable The last blow occur around 8 min in game time, then with saving ect it gets to 8:16 *currently upgrading submition text*
Joined: 3/7/2006
Posts: 720
Location: UK
Not particularly impressed by this. This run doesn't add anything not already present on the site in other Castlevania TASes.
Voted NO for NO reason
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
No indeed, it just add a new Castlevania game, there is 3 on DS, and they will all get tased Like mario or sonic ect... I think klmz is already doing the warpless run :p You cant be impressed anyway after watching a 30 second run with maxim, but well, i think this one is not bad
Joined: 7/1/2008
Posts: 272
i knew the JONASAN!!!-SHAROTTO!! was going to be annoying. but it was actually amusing as well. i love the new stuff thrown in to the run, like sword hovering. at it's certainly much cleaner than the test run. given that the Final Sword route doesn't end up being faster, i don't know how this could be topped. definite yes. though if there is a next time, i'd like to see alternating between English and Japanese voiceovers, just for the sake of variety. and to hear Death say "MY POWER! USE MY POWER!"
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
I founded out (too late) you can mute voice :/ But this assume wasting time in menu I could have draw also tasvideo.org in the little picture, but well About alterning voices i thinked about it yes, not sure why i sticked to jap lol, probly because a jap rom based run wouldnt be accepted Next time i alternate, or maybe klmz can do that too ;) I think the final sword will outcome this route, given youll be able to reproduce nearly same fight than this movie thanks to sword double jump, just slightly longer to achieve (still writting up the submition, will include this route)
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3576)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
A very easy yes vote from me. This was awesome to watch.
It's hard to look this good. My TAS projects
Joined: 7/1/2008
Posts: 272
arukAdo wrote:
I founded out (too late) you can mute voice :/ But this assume wasting time in menu
oh, i didn't know you could mute it. in that case, i think it would be preferred if all runs muted the voices for the sake of sounding "better." runs like Metroid Zero Mission sacrifice some time to fiddle with sound settings, so it would be fine here.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
The only trouble is i cant hex edit this, it would change some frame rules in sandy grave or elsewhere, spawn position mainly If this realy make it trough and get published, i will consider working more on PoR warpfull run (i let warpless to klmz), for final sword eventually, if i find some time for it, and ill include all those small stuff (mute voices, draw tasvideo.org ect...)