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READ THIS for more details about the video: this is a tool assisted speedrun of the japanese version of "Castlevania the Adventure" from the original gameboy, made on BizHawk v2.3.2 and finished with a total of 58697 frames (from power on of the system until the last necessary input to beat dracula). 18438 of those total frames are lag frames, which is very important to know in this game. the run is an improvement of almost 1 minute and 19 seconds over the latest any% WR of this game. the main difference is a newly found exploit that was first discovered by arukAdo, who held the WR of this category for almost 10 years before i stepped in. however, the trick was only shown very briefly in his run and it was poorly understood back then. i accidentally stumbled upon this trick while researching version differences which led me to watch his old run and since i had never seen this before, dispite me holding both the RTA WR and the TAS WR of this game, i had to find out more about it! after some testing, i slowly started to figure out what it does and my discoveries led me to even more uses that what was shown in arukAdo's 10 year old run... the new trick revolves around the start button which under normal circumstances you would never want to touch in a speedrun. because like in most games, pressing start just pauses the game and costs you precious time. in this game however, pressing start does slightly more than just that, or rather less i should say^^ i call this trick "pause delay" or "PD" for short and what it does is if you press the start button on one frame, the game will stop moving just as expected, but only after another frame has passed. (the same applies for unpausing, so you will still suffer the same timeloss as if it was working on the same frame). what this means is that you can basically delay the frame that comes after the frame you press the start button on, which is a pretty big deal in this case. in this game the main issue is lag and most of the run consists of trying to reduce lag in order to make the game process faster, resulting in a better time in the end. so lag is always present at all times and it is not uncommon to have 50% or even more lag frames during certain sequences. this is obviously an issue in a speedrun but with this new trick we can actually take advantage of this. with pause delay you can force single frames to get delayed which can lead to bypassing check-, spawn- and lag frames, in order to skip or prolong certain actions at will (at the cost of some pausing and unpausing frames). the most use of PD that i make in this run is to prevent enemies from spawning, which not only saves time that you would have to waste in order to kill them, but you also save all of the additional lag they produce while they are shown on screen. another huge time save can be achieved by utilising PD to climb up or fall down ropes a lot faster that the regular way. this can be done by jumping or falling onto a rope, but before you grab it, you PD the frame where the rope checks for your character to be in range to grab on. that way you can fall down the entire screen without grabing onto the rope in the same place as your character. (fun fact: you can even die from that trick when you PD a rope grab for too long and your character falls out of the screen which acts as a death pit without the ropes properties). same goes for jumping upwards on a rope, you can just PD to prolong the ascending from your jump and then grab onto the rope at a way higher position which then saves you a lot of the very slow climbing time. i want to mention that the RNG manipulation during the level 2 boss fight is not related to PD, because the frog enemies are simply based on global timer so i just have to stall time in order for the global timer to hit the right frame when the next frog is about to spawn. it is kind of a delay of some sorts, but this is not the same trick as with ropes and regular enemy spawns (same with the bats at the very start of level 2 though). the run is pretty clean overall but some desicions can may be optimized, like leaving out certain candles if the tradeoff is worth it in the end, but testing and comparing all lag tradeoff scenarios is way too much of a grind than it is worth in saving time. also, i made a minor mistake in level 3 where i destroyed the wrong candle right before the vertical scrolling part instead of the 3rd candle at the start of the level. this was due to me relying on an inaccurate test result in which i assumed that the first candle after the vertical scrolling part won't spawn if i destroy the last candle before that part, but this is not the case as you can see in the video. instead it is the 3rd candle of the level that triggers this phenomenon. thanks for reading! follow my twitter: / mazzin888 join my discord: / discord follow my streams: / mazzin888 #Castlevania #Speedrun #TAS