Post subject: Taz: Escape from Mars
emu
Active player (386)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
This game is quite an opposite to Dynamite Headdy: not much variety but very fast paced. I messed a little around and started tasing it. Before I play further, I wanted to clear two points: 1. Is someone else already tasing this game? To prevent double work I will wait some days. If no one vetos, I will continue. 2. My fear of desynchs returned after I wanted to replay Majora's Mask. It would be nice, if someone could check the run so far. It should pause before the third boss (planet X). Note: I take damage to save time. http://dehacked.2y.net/microstorage.php/info/5613/Escape_From_Mars%20-%20emu.gmv 3. What is the name of this game? Escape from mars Starring Taz? (name of rom) Taz: escape from mars? (gamefaqs.com, wikipedia) Taz 2? (that's how I call it :) ) Thanks in advance
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
2. Synchs fine. Always great to see super fast games done with style. 1. I bet no one else is doing this game currently. 3. I've also seen it called "Taz in Escape from Mars" so you definitely have plenty of alternatives to choose from.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Looked good to me. But holy hell did they rip the spin animation straight out of Taz-Mania even though it was made by another company and didn't even bother to resize it to fit the new (much shorter) Taz sprite.
emu
Active player (386)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Ok, nobody seems to also tas it at the moment, so I'll continue the run, but relaxed, I'm not in a hurry. Thanks for checking for desynchs. @Truncated: O_O I would have never noticed that, but You are right. The spinning animation has the exact same sprites, without having reduced size. Programming sins, uncovered 14 years later :) In exchange, I have an info for You: You are the only one here, who tased TWO games, featuring Taz. Load Kid Chameleon, let it run for a while (not a movie), stop approximately at frame number 9730 and see for yourself ;) Speaking of Kid Chameleon, I think, I read something about redoing the run. Are there any plans?
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Whoa, how did I miss this topic? I used to play this all the time as a kid and I've been hoping that someone would pick it up. The WIP looked great and I'm looking forward to more. I hope you finish this because I never could ;)
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I have thoughts about redoing the KC run, yes. JoshTheFunkDOC discovered many new tricks in his longest path run, and I know of a few other timesavers as well. At the moment I'm doing another run and then I will do Castlevania: BL. Considering the speed I usually TAS at, that is way in the future. About Taz in KC, whoa. Can't believe I never saw that, owning the game and all. To get back on topic: when can we expect the next WIP?
emu
Active player (386)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
(No need to be in a hurry about KC, I'd like to see Castlevania, too) Mexico, the 4th of 6 levels is done. Sorry about 4-1, but this wobbling is slightly faster. I can mostly avoid it in normal level layouts, as the pixel gain has no use, when going in all directions, but here it summed up. 4-2 was nice. 4.5 shortcuts (1 glitch (37810) + 1 intended (37630) + 2 unintended (37250,38210) + don't know if the jump is supposed to be doable (37440)) The bull was strange, only the first three attacks he instantly turned around, when I jumped over him. The remaining attacks he would have stopped, thus were faster when leading him to the opposite wall. I could not manipulate him (I couldn't manipulate luck once in the whole game). @Mukki: That's good to hear. Please tell me, when you see a shortcut, that I missed.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I noticed something: at 26718, shouldn't you jump before you start to spin?
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
Yes, very nice. I haven't as yet seen anything that can be improved and I'm looking forward to more. It's a shame the boss battles aren't a bit shorter. I wasn't bothered, but I think some people might find them repetitive, especially the first.
emu
Active player (386)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Thanks for reviewing the WIP. Seeing this detail shows, that you really took a closer look. I appreciate that. You are right about jumping before spinning, but in this case (I hope, I'm not wrong about this), I could not jump of any part of the edge, without touching the claw. Holding the mushroom/umbrella, the fastest horizontal movement is jumping/gliding without spinning. I had to pass the claw first and started spinning the first possible frame without getting hurt. @Mukki: Thanks for the support. And yes, the bosses give me major headache, especially since with the only available actions - spinning and jumping - I run out of interesting things to do fast :) But tasing the levels makes a lot of fun and makes up for it. So even if it gets rejected I won't regret doing it.
emu
Active player (386)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Haunted castle done. Two glitches (first and third level) saved a lot of time. Notes: -bees, knights and witches can't be destroyed (except by shooting, which would take too much time) -when Taz is invulnerable, he still can't spin while contacting bees without being hurt again level 1: -42360: I need to be hurt earlier to activate the switch uninterrupted by the bats -43830: Again, the eye would have cancelled the switch animation -43150: The exit would have been on the other side. Somehow, spinning against the wall triggers it (which is good, as the remaining level would have included a lot of waiting times) level2: -45600: I need to exit the door on the right to block the knight. Otherwise he would have returned too early and hurt Taz after the spinning door animation -45980 until 46130: Taz can't use the spirals, while being invincible. However waiting for the bee to pass and destroying the eyes later is slower that awaiting for the invincibility time to pass by level3: -47200: Jump spinning against the wall allows to pass through and skip approx. a third of the level Boss: -I can't mess around too much, as I need to position Gossamer at the right spot (for the submission text: Does this trigger the luck manipulation category? Gossamer stops always after a fixed frame number. By varying his points of return he is manipulated to stand on the most right possible position, where he still lands on the chair.) -I was lucky, that the laser stopped over Gossamer's chair, as the chair gave him the additional height to hit the laser twice at one jump (9 HP).
upthorn
He/Him
Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
emu wrote:
Haunted castle done. Two glitches (first and third level) saved a lot of time.
<strike>The movie linked here ends between the first and second boss. Can you reupload the gmv and post a new link?</strike> Nevermind, I downloaded again and it worked fine.
How fleeting are all human passions compared with the massive continuity of ducks.
emu
Active player (386)
Joined: 1/2/2007
Posts: 188
Location: Germany, Munich
Finished. ~18 minutes Nothing spectacular in Marvin's House. I'll write the submission text tomorrow. Enjoy.
Joined: 10/18/2020
Posts: 5
Hey all, does anyone know how the clip through the wall in Mexico 2 works? I am learning the speedrun for this game and would like to incorporate it if I can. Link to video It happens right at 10:32. I spoke with Gutosur, the current WR holder, and he said that he just mimicked what the TAS appeared to be doing - just jump at the right spot and spin at the right time. My success rate is very low, so I was hoping someone had more detail on it. Thank you.