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Prince of Persia - SNES - Any% -  

AkumaAPN
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I hadn't planned on submitting a new World Record speedrun yet, because there's still a lot of things that need to be tidied up. However, this is close enough to the 7 minute mark, that I might as well start putting some videos up to show the progress that's been made. I expect this record will be broken very soon, as I get a little bit sharper on these frame-perfect gate skips. I had a really aggravating mistake on the Level 17 Reset, where I lost track of my menu cursor, and wasted 1.6 seconds trying to Exit. Without that silliness, this would have been a sub-7 minute speedrun already. Oh well, the best is yet to come!
Time starts at about 36.6233139360593 seconds, when the TV finished drawing the first frame of Level 1.
Time stops at about 457.6545591517749647 seconds, when the TV finished drawing the first frame of the Select Menu, after the Prince touched the Finish Line, and initiated the "End of Level" Music at the end of Level 20.
These virtual timestamps give a total of 25303.478451227 console frames, which must be rounded up to the next whole frame; the imperfect time is due to the variable frame rate of the camera's video encoder. So, 25,304 console frames gives an official time of 07:01.0399234031746031746031746, which is only 63 frames away from a sub-7 minute time.
The projected TAS time for this route is about 10 frames below the 6:50 mark. For a human, a sub-6:54 will be tough, but possible. So I've got a good 7-8 seconds worth of mistakes to clean up.
This Guard & Skeleton sprite has a very wide collision box, so with a perfectly timed and spaced double-turn, the hit box can clip past a gate or 1-unit wall, and allow the Prince to clip through. Clipping through the 1-unit wall near the beginning of Level 16 (4th room) requires an extra input. Here, you must push "down" for 1 frame during the turn-back towards the wall. But as soon as the turn is completed, you must be holding Forward + Jump to jump through the wall, and avoid the buffered crouch.
A side effect of the Warp-16 is a change in Jaffar's status to "dead." When Jaffar is already dead, it is impossible to access Level 20. The only way to fix this is for the Prince to die, which resets Jaffar's status to "alive." The best place to die is at the beginning of Level 17, where you can quickly land on the spikes, and Exit the level to avoid the lengthy death music. Exiting to Main Menu also resets video corruption, so upon Continuing to Level 17, level visibility is restored, and the rest of the speedrun may be completed under "normal" conditions.
Credit to Challenger for finding the Warp-16 setup, and realizing that the Guard & Skeleton sprite could clip through gates & walls!
For further reference, see my latest Gate Thief #1 video for Level 16, which shows essentially the exact same route through the level. Whereas the level was "Blind" in the present video, you will be able to see everything in the GT1 video.
• Prince of Persia - SNE...
EDIT: I have also uploaded a video for this Guard & Skeleton sprite, completing Level 16 under normal conditions. This new video demonstrates the optimal route to be performed during the sub-7 minute speedrun. I still need to tweak a couple of things to get the real time below 65 seconds for Level 16, as well as display a "1:02" on the game clock.
• Prince of Persia - SNE...
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29 сен 2021

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Комментарии : 20   
@ABHMughal
@ABHMughal Год назад
Lmao the end.
@luiszarco8600
@luiszarco8600 2 года назад
Prince of percia acid
@CheatPeru
@CheatPeru 2 месяца назад
Haha, that ending is shady, the meeting between two men.
@AkumaAPN
@AkumaAPN 2 месяца назад
There's actually another video on my channel where 5 men meet up in the bedroom at the end of Level 20. 💀 🤣 (Because the mouse sprite is replaced by the sprite of the 2 guards carrying the Prince away -- from the intro scene.)
@___.tyltxlis
@___.tyltxlis Год назад
me playing under dr*gs after the worst frustration attack before dying in the last battle w jaffar 🔥
@Oakshield2
@Oakshield2 2 года назад
GG! What a weird experience, how do you navigate those colorful glitches in the beginning?
@AkumaAPN
@AkumaAPN 2 года назад
It's basically playing blind. If you look back, you can see my "GT1" Level 16 video, which follows the exact same route. There's another fun video where I caused a warp glitch to make the whole run blind for levels 4, 5, 16, 17, 18, and 19, just to see if I could do it. Also worth checking out is my "GT1" compilation video, where I spliced together all my best Individual Level runs for all 20 levels. After running the same route over and over again, it's actually pretty easy to memorize the levels. Unlike SMB1, with 60fps controls, and progressive acceleration & deceleration, in Prince of Persia you always run at the exact same speed, and your footsteps always tell you exactly where you're going to be. And in this game, controls only need to be accurate to the animation, which is 15 fps. So you've essentially got a 4 frame window to hit a jump, or release the running (d-pad) button to stop on the right spot, etc. That's not to say it's easy to execute. There are many tight commands, and tough manoeuvres; but it's always easy to know where you are: to know if you got the correct spacing with a jump, or if you've stopped at the right place. So playing "blind" isn't too tough if you know how to listen. Of course, playing blindfolded would be completely different. I'm constantly using whatever clues are available onscreen to monitor my progress. If I had to be blindfolded, I doubt I'd get very far. (I could just slow-step a bunch, but that wouldn't be worthy of Speedrun material.)
@Oakshield2
@Oakshield2 2 года назад
@@AkumaAPN I see, I'll check those out. How do you plan to save that time for the 6:50?
@AkumaAPN
@AkumaAPN 2 года назад
@@Oakshield2 I've been working closely with Challenger, who created the definitive glitchless TAS some 5 years ago. If you're interested in following the progress of these new warp & glitch routes, we've got a very lengthy discussion going on the TASvideos forum. The current TAS version of this 650 route is just 2 frames away from breaking into the 649 second. But we're hitting a dead end on trying to save those last 2 frames. At any rate, I expect a human could theoretically duplicate the TAS, but lose time on menu navigation, since humans can't hit the arrows every frame. With some minor concessions on conservative play, we should still be able to come within 3-4 seconds, so I'm eventually hoping to get a 655 or 654. It all comes down to execution. Very tiny mistakes add up. So a "perfect" run will actually look almost identical to this video. I'm just a couple of small mistakes away from a really low time.
@jaimdiojtar
@jaimdiojtar 2 месяца назад
@@AkumaAPN why the prince sprite is all glitched up and swap between a skeleton and himself in a "t" pose?
@AkumaAPN
@AkumaAPN 2 месяца назад
​@jaimdiojtar6515 it has to do with some temporary overwriting of instructions, so the game starts reading arbitrary code from the wrong places. In this case, it's even pulling the wrong animations from different characters. Each character probably has 50+ animations for different poses, so the game may have called for Skeleton's 25th sprite instead of Prince's 25th sprite at the beginning of a climb or squat, for example.
@MadJaze
@MadJaze Год назад
The walking death glitch
@Canonicisme
@Canonicisme 2 года назад
Quite shocking
@jaimdiojtar
@jaimdiojtar 2 месяца назад
WTF is that glitch world???
@AkumaAPN
@AkumaAPN 2 месяца назад
If you've watched many video game documentaries, you may be familiar with the idea of games reading data from the wrong place, which causes glitched graphics. Examples include level 256 on Pac-Man Arcade, or the glitched piece colors on NES Tetris. The setup early in this run is an elaborate combination of precise moves that cause the game to jump to Level 16, so that the vast majority of the game may be skipped without using a password. The first time you see all of the visual mess of colors in the background, the game has changed the level counter to Level 0. It's a special level in the game, which can instantaneously Warp the player to another level if his sword is pulled out. So, in order to complete the Warp setup, we make sure not to approach the guard again! In this particular setup, many pieces of data are being collected from the wrong place. Here's an example of how it might work: The game wants to draw some bricks in the background, so usually it would read the byte at location #6,804, which contains the correct background tile. But instead, the RAM gets screwed up, and the game tries to read the background tile data from location #4,186. This could be completely random data relating to a different process, but the game reads this data anyway, converts it into a jumbled of random colors, and spits it out onto the tv screen. So Level 0 is shrouded in video corruption here, and the Prince's animation tiles are given in the wrong order, so he starts wiggling around like a weirdo while he's running around. Finally, the setup is completed, the Prince is Warped to Level 16, and the new level begins with the Level 16 music, as usual. But the video corruption hasn't been fixed yet, and the Prince's animations have now been pulled from completely different character sets, including Guard, Jafar, and Skeleton. At the beginning of Level 17, progress has been established by completing Level 16, and then we can exit to main menu, continue saved progress, and restart Level 17 without the video corruption, and actually see where we are going. So this speedrun does require some memorization of Level 16, since you can't really see where you are going.
@nickydonaldson670
@nickydonaldson670 2 года назад
Wtf
@wisnuwardhana7366
@wisnuwardhana7366 Год назад
Hhahaa glitch
@andrewganov
@andrewganov 11 месяцев назад
Это ужас
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