Completed projects
12 runs| Platform | Game | Time | Emulator | Input File |
|---|---|---|---|---|
| DOS | Prince of Persia No Major Glitches | 18:50.82 | JPC-RR 11.8 | |
| DOS | Prince of Persia 2: The Shadow and the Flame Any% Obsolete | 14:50.62 | JPC-RR 11.8 | |
| DOS | Prince of Persia 2: The Shadow and the Flame Any% Obsolete | 14:11.00 | JPC-RR 11.8 | |
| DS | Prince of Persia: The Fallen King Any% | 2:23:31.68 | DeSmuME 0.9.9 | |
| GBA | Prince of Persia: The Sands of Time Any% | 28:37.38 | BizHawk 2.7 | |
| Flash | The Amazing Dare Dozen Any% | 02:35.00 | libTAS + Ruffle | |
| Flash | Raft Wars Any% | 04:45.49 | libTAS + Ruffle | |
| Linux | Stick With It Any% | 08:00.73 | libTAS 1.4.3 | |
| DOS | Prince of Persia 2: The Shadow and the Flame Any% | 14:47.45 | libTAS + PCem | |
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Video
Commentary
Author Notes
This is the DOS version of Prince of Persia 2: The Shadow and the Flame, second game in the classic franchise which consists games spanning multiple generations. Game objectives
Alternate Encodes:Input Viewer and in-game frame counter:This shows that the in-game is 13:32.83 at 12fps. This helps in accurate comparison to RTA records. CommentsThis is a game which features both plenty of glitches and satisfying movement. Almost all the inputs can be buffered in this game. Unlike its predecessor, this game is relatively more free of RNG, mainly because of the strategies being devised in such a way that enemies are dealt with as little as possible. This is the fourth edition of this TAS. I did not submit the third edition because as much as there were a lot of improved tech like sword clipping, I really did not want another run with the PC Speaker (which is the only sound device that didn't crash the game in JPC-RR). The fact that the PC speaker sounds are annoying was one of the major criticisms of the published second edition as well. Thanks to new PCem + libTAS setup, this is no longer a limitation, and one of my biggest motivation to do an improvement. Stage by stage commentsLevel 1Right at the start you can get a glimpse of how its possible to take advantage of the guard AI in this game, as we breeze past through the first set of guards after some special movement to deal with the very first one. As we advance further, we take a hit from a guard to get our swords out quicker and one-shot him. A little further, we hit a checkpoint and immediately restart to cancel the prince's stagger and get up animation which takes quite a while. From there we proceed to escape in the ship. At the right moment, its possible to skip the end level jingle and the cutscene by pressing esc followed by space in quick succession. Level 2This level is arguably the most RNG part of the run. I set the system time of 32s at the start specifically for getting an optimal pattern here. The following copy-protection screen needs the correct symbols to be entered. Luckily unlike in the original game it wastes no time (atleast in a TAS) as inputs can be buffered just like in the initial command screen. Its also worth noting that the space button is used to cancel any sort of fading menus throughout the run. Level 3This level has a shorter path to the exit, but for the completion of this game, we require a total of nine health upgrade potions (including the 3 we have at the start), we will get to the reasons later. After getting to the nearest potion in this level, the wall-clipping is used for the first time in the run to get quick access to an otherwise farther exit door. The way clip works is when standing still close enough to a wall facing away from it, it is possible to run through the wall for a certain distance before it pushes the prince out. but if we do a turn around, the prince gets struck in the wall or comes through the other side if the wall is narrow enough. After that we takeout our swords and put it away to clip further. This tech is what I dub 'sword clipping'. Level 4Once again this level has a slightly faster way of reaching the exit using a floating potion, but we do a small detour to collect another health upgrade potion. On our way, we perform a new wall clip which was not faster before but sword clipping makes it faster. After some optimised movement to the exit button, we do a special kind of wall-clip that doesn't require anything special in terms of input execution. For some reason, if a wall clip is performed at the very end of the map, it warps the prince back a couple of rooms in the opposite direction. From there we simply run to the exit. Level 5At the start of this level we do some specific movement to get past the skeleton and the next section with some contraptions to reach the carpet room. After that follows the biggest clip of the run that spans several blocks to reach a room with a health upgrade potion. This skip would be faster regardless of the existence of the potion but we get it as an added bonus in this route, avoiding a sidetrack to get to it. From there we run to the end of the level. We do a little checkpoint restart before the bridge section both to setup a good position for jumping through the skeleton and also because the movement is faster. Level 6This level is the primary reason why the IR version of the game is used. For some reason the starting door of the level is open and allows us to exit straight to the next level. Level 7We start the level with some movement stuff and then get straight to the first clip. Its a very short clip but one of the biggest timesaves of the run as it leads directly to a potion room just like in level 5. After dealing with the medusa head and drinking the potion, we do another little clip to get out of there really quickly. As we proceed further we meet the first sword trap. We avoid having to crawl under them at all costs as its slow so we either bunny hop or in some cases its possible jump through them altogether. In this case we have to do the former. After the dealing with the medusa head in the next room we do another clip to get to the room with the exit door buttons. We can also jump through the trap in that room and also stand close enough to the room with the door without actually having to go through the room transition to exit through it. Level 8We quickly perform a save and load to avoid a known crash in this level. After the climb down at the start, we perform a clip instead of crawling under the hole especially so that can also avoid the trap after with bunny hops, which overall ends up being faster. We jump our way through the the end long corridor where we are conveniently aided by a medusa head to clip through the door. This glitch is possible even without the head but here it just helped even more. We pickup the sword and skip the cutscene. This is where the game would crash if not for the save/load at the start. After that we do specific movement in the next rooms to avoid as many medusa heads as possible to reach the exit. Level 9This level is again fully movement to avoid medusa heads. At the very end, we do a little trick with our sword actions to avoid falling with a falling tile to reach the horse. Level 10The graphics of this level fails to load as we skip the previous cutscene. Luckily the collision/interactions all work normally which is more than enough for us to reach the exit and finish this short level. Level 11This is by far the longest level of the run. First we have a movement section, then we do a little clip to get to the potion quicker. Then after more movement we reach a checkpoint which we restart to stop our momentum quickly. Then we deal with the guards in the next section. By taking out our sword and buffering inputs, we can get a little bit into the next room without aggroing the guards, which allows us to completely skip him. And for the next guard, we use the closing door to push him to his death. We do more movement, trap dodges, wall-clips to finish the level, the usual stuff. Level 12This level starts straight with a wall clip to avoid going around using the door to the left. We do another clip to skip a small climbing section and then its a straight path to the level exit. Level 13This level starts with some specific movement to tightly get under the door as well setup position for jumping through the sword trap. The rest of the level is just more specific movement to get through the guards by slowing down as little as possible. Near the flame, two cool things. One, the guard just get confused and falls off if we stand at a specific spot before he notices us. And second, we don't have to do the flame shenanigans, we can just return without doing anything with it as the only thing we need is for the trigger to open the exit door to be hit, which is luckily not tied to the flame interaction. Also we pickup a health upgrade potion on the way back to the exit. Level 14In this level, normally we would need to have 11 potions to get to the flame form, which is achieved by continuously turning left and right alternatively. But we can do so with nine potions only with a clever trick. By placing ourselves really close to the cutscene trigger at the start, we can use the cutscene to interrupt the animation of turning into the shadow which is what normally happens if we have only 9 potions. At the end of cutscene, we magically appear in the flame form, albeit in a slightly different graphics which arguably looks cooler. We proceed to take down the clones of Jaffar. We need to kill only 2 because game counts the prince's body as well, but since we left it in the previous level, the game miscalculates the number of remaining clones. Then we take Jaffar himself by following a specific path at the end chase segment to finish him off quickly. Final Thoughts and acknowledgementsThanks to Samabam for doing commentary with me. This was a fun little project, and I was happy to revisit the game and its nice to have a new movie with good sound as well as more optimisations. PS: The time of the movie seems slower, but considering the fact that the boot takes 35 seconds, it beats the current publication by about 15 seconds, assuming the emulators run the game at relatively the same speed. Files used with MD5 hashesFiles used to make the image:The image:ROM files:Steps to reproduce flash.binIf flash.bin is missing and you get a checksum error in the boot screen, boot pcem outside of libTAS once, and you will get the same error. Now just close the app and the file should be created now and you can run the movie in libTAS. |
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| GC | Prince of Persia: Warrior Within Zipless | 24:56.15 | BizHawk + Dolphin | |
| GC | Prince of Persia: The Sands of Time No Major Glitches | 1:21:05.15 | BizHawk + Dolphin | |
| GC | Prince of Persia: The Sands of Time Zipless | 57:37.317 | BizHawk + Dolphin | |