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About This Run

Disney's Aladdin is a semi-faithful adaptation of the movie, featuring most of the characters and the movie's original music. The story of Aladdin's adventure unfolds in between each level, usually with large colorful portraits of the characters as they speak.
  • Aims for fastest possible time.
  • Takes no damage.
  • Plays on highest difficulty.
  • Abuses programming errors in the game.
  • Genre: Platform.
This run is a 3872 frame improvement over the previous run (1 minute and 4.53 seconds).
The one main thing I tried to accomplish during this run was to not take damage. The only time in the game that I positively had to waste frames to avoid damage was during the last level when I'm falling down the long shaft with the rope. I cling to the rope momentarily to jump to the left to avoid the one fat dude below. It seemed like a shame to blow the whole "Takes no damage" thing for just one guy, and the frame loss is neglegible. Other than that, if you're wondering about stray sword swings, they are simply there to avoid damage, as Aladdin is invincible for a short period of time while swinging. You'll notice this mostly when I'm running past swinging ball and chains.
Oh also, I had fun with Aladdin by pressing A and B alternately to make him look like an idiot while running.

The Run

Most time between levels was saved due to either faster bonus game cancelling or skipping the entire bonus game entirely by not collecting any Genie heads during a level. In-level time saved was mostly due to more optimized movement with the following exceptions:

Level 2

You need to chase down the Scarab to complete the level. The second time you are required to touch it, you usually have to go up and over the cliff and head back to the left to the cave it's in. Aladdin's Up+B sword swing goes through the wall, however, allowing me to "touch" the Scarab while on the other side of the cave and negate the need to double back.

Level 3

I save time here primarily due to the Long Jump (see Glitches). I use it to sucessfully save time twice, jumping over poles that you are normally required to slide down, the second time saving a ton of frames. The boss fights are more optimized as well.

Level 4

Earlier jumping from moving bricks saves time.

Level 8

As with any other springy thing in this game, dropping onto a Genie head while holding C as opposed to jumping on one will bounce you higher. I chose some completely different routes through this level.

Improvements

Frames saved
Level 149
Level 2239
Level 3739
Level 4273
Level 5406
Level 622
Level 70
Level 8915
Level 9218
Level 10650
Misc.361
Total3872

Glitches

The "Long Jump": While running, don't press anything for one frame, and then jump in the direction you want to go. I think this adds the X velocity of Aladdin's skidding-to-a-stop motion to the running motion, extending the jump. However, I could be completely wrong, as the trick doesn't always work in some areas.

Possible Improvements

I dunno. The Long Jump glitch might be usable other places (though it doesn't seem to work when I need it in level 8, Inside the Lamp).


TASVideoAgent
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This topic is for the purpose of discussing #1729: ElectroSpecter's Genesis Disney's Aladdin in 13:15.20
Dwedit
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Desyncs for me during Jafar fight, Input gets ended before he's dead.
Dwedit
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I know that you can skip the rug ride by repeatedly dying. Never mind that it would have no place in a "no damage" run, but does this happen on the hardest difficulty level, and is it faster than completing the level?
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Crap. I'm assuming you're using Gens 9.5b? Unfortunately, I recorded the movie with Gens 2.11, and didn't realize there would be a desync. The movie should work fine with 2.11, sorry for the inconvenience (is this going to be a problem?) Ah, I didn't know that about the carpet level. But if I was going to kill myself to skip the level, it seems almost silly at that point to not just use the level skip code (to me at least).
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Same for me, desynchs on Jafar. Although I did enjoy your attempts to synch the carpet movements with the music, if Dwedit is right and that level can be skipped, I think it would make the run more fluid (not to mention, hopefully faster). I'll wait to vote until the movie file is updated. Edit: just saw your post, and assuming Jafar is the last boss, it shouldn't take very much effort to just redo the last 15 seconds of the run to make it sync up with the newest version of Gens. I know it's a pain, but it's good that it did it at the end boss instead of the first one!
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Dwedit
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I had first run it on Gens 9f (which was the latest version I saw in the first post of the release thread, someone is lazy and needs to edit that post to include the newer 95b). It does the same desync in both versions. Maybe there is added lag due to higher accuracy.
upthorn
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Dwedit wrote:
I had first run it on Gens 9f (which was the latest version I saw in the first post of the release thread, someone is lazy and needs to edit that post to include the newer 95b). It does the same desync in both versions. Maybe there is added lag due to higher accuracy.
Jyzero abandoned Gens and (as far as I know) the only other person who can edit the first post of that thread is Bisqwit. This is why I recommend using http://tasvideos.org/EmulatorHomepages.html instead -- that page can be kept up to date by an interested editor, regardless of who is currently doing work on the emulator.
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Dwedit
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Wouldn't all the moderators be able to edit the first post? I've been a moderator on at least 3 message boards, so I've got experience here.
upthorn
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Dwedit wrote:
Wouldn't all the moderators be able to edit the first post? I've been a moderator on at least 3 message boards, so I've got experience here.
The problem here being that none of the developers are moderators.
How fleeting are all human passions compared with the massive continuity of ducks.