Alfred's Adventure is a EU exclusive remake of Alfred Chicken, released in 2000. There's 11 levels, in which you have to peck a certain number of balloons to complete them.
Game objectives
- Emulator used: BizHawk 2.9.1
- Aims for fastest time
Game Mechanics
- Move left or right with L/R
- Move in water with U/D/L/R
- Jump with A/B, hold to get a higher jump
- Flap by pressing A/B while in air, used for reducing fall speed
- Peck by pressing only D while on ground, generally you peck the ground unless Alfred's facing a wall or block in pecking distance. Pecking is used to interact with balloons, buttons, directional blocks and spike ball control blocks
- Dive Bomb by pressing D while in air, if you stay Dive Bombing for a few seconds Alfred will turn into a rocket and be able to break multiple blocks. Dive Bombing is the only way to kill enemies, when you kill an enemy it will bounce you a set height, higher than a normal jump, while in that bounce you are invulnerable. The Dive Bomb can be cancelled by pressing A/B
- Enter doors by pressing U
Tech and Glitches
- If you flap when falling, when you stop flapping you'll fall faster
- You can get a longer jump if you hold jump and release before you start falling, then flap a few frames later
- You can buffer inputs before a level or a room loads, meaning you can buffer A/B to flap one frame earlier or buffer L/R to start moving one frame earlier
- Pecking the floor kills all your speed and acceleration, this can be used to make tighter turnarounds
- You can Dive Bomb enemies from below, as long as you are falling
- If you bump one of those spike balls that float and follow you into a corner in a specific way, it will zip forward by one block's distance, this is very situational and is only used twice, once on Level 6 and once on Level 7
RNG
I couldn't figure out exactly how the RNG works, but it seems to be related to when you enter a level or room and what inputs are pressed when entering a door to a room that has something that uses RNG.
Here's where I lose frames to manipulate RNG, and why
- On Level 1 I lose 1 frame entering the first door and 3 frames collecting the last balloon, and on Level 2 I lose 1 frame on the short 2nd room. These frames are lost to manipulate the snail with a gun near the exit door on Level 2 room 4 to stop and shoot so it doesn't block the door
- On Level 4 I lose 1 frame entering the first door, this is to manipulate the exploding enemy so I can fall more to the left without its shrapnel touching me
- On Level 6 I lose 1 frame entering the door after the vertical room with the ball spike so I get a better star effect collecting the first balloon in the following room, otherwise I'd lose 3 frames to lag instead of 1
- On Level 5 I lose 1 frame on room 5 entering the door, on Level 8 I lose 2 frames exiting the clock room, on Level 9 6 frames could be squeezed with better movement and on Level 10 3 frames are lost entering the water room. These frames are lost to get good cycles on both the bouncing spike balls on Level 9 and Level 10
- On Level ? (11) I lose 2 frames entering the first door, this is done to get a better position of the orbit power-up so it can kill one of the fish enemies when diving into the water
Possible Improvements
Unless I've missed some skip or glitch, the more probable improvement wold come from better RNG manipulation, some way to manipulate RNG that doesn't rely on delays.
There's also the posibility that you can jump off the last moving platform on Level 6 earlier, since it's barely not possible by one pixel, maybe there's a way I missed
nymx: Claiming for judging.
nymx: This was a TAS that I enjoyed, watching side-by-side against the WR by aslion https://youtu.be/CGd9MMRt3x4 . The WR holder does a great job with the game, but he misses key jumps and other critical strategies that put him behind. Plus, you plow through the risks that asilon seems to avoid for safety reasons. I enjoyed watching this and it was a good game choice.
Accepting.
despoa: Processing...