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Made it to the end of world 2 if Brandon or anyone else wants to take a look please do.
I think I'll try to get a complete game WIP and then go back for a second pass.
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Rest of the WIP resynced. Well first thing I need to do is figure out these elevators. Looks like I lost time on level 24 for no obvious reason.
EDIT:
pretty big time save on level 23. I'll see what I can find on level 24. EDIT: small time save in level 24.
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I decided to give this a shot.
Resynced Brandon's WIP through the garden. Saved a few frames on optimized key grabs:
--
Seems mechanically simple but complicated to route. I haven't done this kind of routing in a while so it's a refreshing break from RNG madness.
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^ cool new tech.
-superseded-
new route!
Still pretty sloppy and I couldn't seem to get by the 3 spike balls without waiting anymore for some reason. Probably another ~100 frames to save in basic optimization.
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-superseded-
swap order of orbs 4 and 5, saves some waiting, probably can still save a few frames.
-superseded-
removed some slowdown. Only about 100 frames to sub 3
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I played this game a lot as a kid but thought it would be too boring to TAS a whole play through. I didn't know this other mode existed so it's cool to see a short version. nice work.
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https://tasvideos.org/UserFiles/Info/638052386718988242
Rough draft demonstrating that it is about 100 frames faster to get the previously first purple orb after getting boost ball.
It may even be faster still to change things up and get more of these at the end of the run, once you can zip around.
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Not counting adjustment for lag it is 4 frames faster. Adjusting for accurate lag emulation compared to VBA, it is 12 frames faster.
EDIT: Assuming my resync accurately represented of the original run in it's entirety, it is 23 frames faster.
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At frame 1306, it's possible to make it by the 3 spikeballs without waiting.
It seems like it's probably faster to get the first purple orb after you get the boost instead.
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Wai Wai World is published and 2004 is obsoleted (again)!
Only 5 runs left from 2005, which are also most of the remaining runs of the 'First 500' list.
I'll probably do Rolo to the Rescue, it doesn't look too bad. After that it's hard to say, a lot of these runs look like they will be a real grind. I'm thinking next year I might offer some bounties for runs it's unlikely I will be motivated to complete myself.
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ThunderAxe31 wrote:
Thank you to feos for judging this submission.
In the eventuality that NES emulation improves to the point of being able to reproduce this game's movies on console, please contact me! I'll be working on an improvement TAS.
As long as you are using NESHawk on BizHawk version 2.8 it should work. If you make a WIP of level 1 it should be easy to test by myself or other console verifiers.
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WarHippy wrote:
Alright. I was thinking it looks almost possible to absorb and fire all 3 bombs without having to take damage (allowing for more damage boosts).
I believe this is only possible with the quick action trick. To set up the trick for the first set of bombs requires swallowing an enemy in the previous room, which would cost more time the any potential damage boost would save. With double lasers this is not applicable for the second set of bombs, so it seems like using both damage boosts on Kracko is the way to go. EDIT: Actually looks like it is possible to do quick action with second set of bombs even with double lasers, but I seem to get a faster fight with the damage boost.
I went back and retimed both block sections compared to the original run and they come out about the same somehow, not sure how this is possible, but whatever. Timing Kracko I do save about 30 frames over the original run, so that is good. I'll try to optimize a bit more and save see if I can save any more frames, but it seems like it's almost time to move onto level 5.
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Link to video
Double lasers confirmed possible on Kracko!
I got this by pure dumb luck. No idea what conditions are needed to make it happen. It seems like it happened after delaying the first hit by a couple frames but it could just be a coincidence.
In any event this is a pretty big time save. I still need to optimize the second half of the fight, but this should be ~1 second saved.
movie file: https://tasvideos.org/UserFiles/Info/638046721579096766WarHippy wrote:
Looking great so far!
I'm pretty unclear on what the benefit of getting the leaf is at 5:37. It doesn't seem like it makes you move faster. Is it the only way to destroy those blocks, and are you able to un-puff and run like normal?
And also, does the boss not drop a 3rd bomb if you don't get to the first one fast enough?
You cannot un-puff with the leaf. I actually tested not getting the leaf. It is possible to use the quick action trick and get by the blocks slightly faster, but it is slower traversing the next section without the leaf, because maneuverability is so much higher with the leaf.
I'm pretty sure the boss will always drop 3 bombs.
dekutony wrote:
Alyosha wrote:
I think the palette looks fine, which one do you think looks better? As long as you pick the palette on the first possible frame things seem to sync ok.
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--superseded, see later videos--
WIP of level 4. I think the first half is pretty good, but the second half needs some work.
I lose quite a bit of time in the first block section. But, I gain quite a bit in the second block section with better star RNG which I got by killing the last enemy in the previous room.
Unfortunately I can't seem to get a good boss fight. Right now I'm losing about 30 frames because the boss is having a longer delay between actions. Pretty frustrating.
If I can save some time in the first block section though and keep the good second block section I should be comfortably ahead going into the last level, still needs some work.
At least everything works on console so far.
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I think this is a good theoretical route for 2-player run using Up+Select+A+B death abuse plus dice game gambling:
Fuuma - get cape, recuse Fuuma, die
Goemon - get damage upgrade, rescue Goemon, die
Simon - get key, die
Kong - rescue Kong, get key, die
Mikey - gamble, get key, rescue Mikey, normal exit
Simon x2 - get defense boost, rescue Simon, die
--bring everyone back--
Moai - as normal
--rest of the game--
This avoids backtracking in Goemon's stage while only having to bring back characters once. Dying takes half your missiles, and the max you can get is 1000. Bringing back a character costs 100 missiles. So you can only bring back 5 characters, and you need them all alive to enter the last level.
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Oh yeah thanks for pointing that out, new file:
https://tasvideos.org/UserFiles/Info/638043767938618519
You can't kill player 2 with the command, as player 2 has no select button on the famicom and pressing the combination twice for player 1 doesn't kill player 2. So it wouldn't save that much time in 2 player, about 10 seconds looking over the current run.
In 2 players you can use death abuse + dice game in essentially the same way, so at least another 10 seconds can be saved there. EDIT: actually you would need to test first if rescuing a character automatically assigns them to player 2, if o not as much time can be saved since you would need to climb the stairs to kill off player 2.
2 player routing is more complicated though, maybe a different route could lead to even more savings.