Submission #9347: MUGG's GB The Smurfs in 08:40.33

Game Boy
baseline
(Submitted: Smurfs, The (UE) (V1.0) (M4) [!].gb USA/EUR v1.0)
Bizhawk 2.9.1
31150 (cycle count 1091219108)
59.865415040001295
7795
PowerOn
Submitted by MUGG on 10/17/2024 8:43 PM
Submission Comments

Objectives

  • Plays on hardest difficulty
  • Takes damage to save time
  • Uses warps (glitch warp in Act 1)
  • Genre: Platform
  • Bizhawk 2.9.1 (Gambatte core)

About the run

This run was started after some improvements became known over the past few months, most notably the fact that you could stand on the sides of the hot pot in Act 12 without taking damage, as I pointed out in December 2023.
The run is slower than the current published run by 00:03.50 seconds, losing 216 frames due to the added BIOS screen and slightly more transition lag but gaining 47 frames in gameplay. This run, like the previous run, is again slower than the run it obsoletes.
Even though I suggested in the previous run's submission text that optimizing for faster in-game time is an option (ignoring lag and additional time spent on the score tallying screen), I opted against it in this run, optimizing for fastest realtime instead.
The previous run which was created on Bizhawk 2.2 without BIOS, was resynced to Bizhawk 2.9.1 with BIOS (playing in GBC mode). That version can be downloaded here. Then, improvements have been added to that resynced run and a few stylistic choices changed. Acts 7, 8 and 10 are unchanged.
Monochrome palette was used because it is closest to the original Game Boy's color and I don't like most other palettes.

Improvements

Act 5

This map was a rollercoaster of time saves and losses.
I dodged a spider instead of taking damage which gained a 3 frames and 1 pixel. I then had to slow down because of water drops so I lost the 1 pixel and was still 3 frames ahead. The next hedgehog pattern turned out better so I was 5 frames and 1 pixel ahead. But then I had to slow down again because of spiders, only 2 frames ahead now. At the end, I managed to reduce lag so I ended up 5 frames ahead overall. 5 frames saved.

Act 6

1 lag frame was removed from the first room. In the second room, I actually managed to improve the ending, saving 27 frames there. 28 frames saved.

Act 8 and 9 title screens

Strangely, the previous run on Bizhawk 2.2 needed to input "Start, nothing, nothing, Start" for these title cards whereas any other level accepted "Start, nothing, Start". However, after resyncing the run to the newer Bizhawk 2.9.1, these two title cards now also accepted "Start, nothing, Start". This didn't save any time in practice though.

Act 9

Slightly changed the beginning in an attempt to remove the lag frame or otherwise optimize movement but it didn't lead to a time save.

Dragon

Slightly optimized movement after delivering the first hit, which saved one pixel but it didn't lead to a time save.

Act 12

23 frames were saved by abusing the fact we could touch the sides of the hot pot without taking damage. However, a star had to be collected which loses 10 frames on the score tallying screen. I tested a few alternative routes through the level as well as trying to dodge the star but it didn't lead to a better solution. 13 frames saved.

Gargamel

I found that you could save 1 frame by having the nut fall down at a more rightward x position, which allowed to hit Gargamel 1 frame sooner than previously. 1 frame saved.

Closing words

Thanks for watching.

MUGG: Please replace the submission with this file (27 frames improved).

DrD2k9: Claiming for judging.
DrD2k9: Updating movie file with above 27 frame improvement. Accepting as gameplay improvement over the current publication.

EZGames69: Processing...

DrD2k9: Updating movie file with one with the correct cycle count.
Last Edited by DrD2k9 27 days ago
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