Nanashi no Game (Namless Game or ナナシ ノ ゲエム) is a first person survival horror game where you play as a jaded university student who goes on a fetch quest to stop a cursed game from game overing him in real life after 7 days. Despite all the encounters with the supernatural, the player never even bothers to run at all, preferring to casually stroll for justice instead.

Game objectives

  • Emulator used: DeSmuME_0.9.10_x86
  • Any%
  • Very minor speed/entertainment tradeoff
  • Minor glitch usage

Comments

I started TASing this game after stumbling a lets play of it. I kinda quit for a bit after I realized a number of improvements, but then I discovered a new glitch involving day 3 and decided to fix the WIP and finish it.

Day by day comments

Day 1

Gender doesn't seem to have any actual effect outside player sprite for the cursed game and certain dialogue. I changed my name to "!" becuase even though it takes more frames, the screen transition imediately afterwards lags less with this name.
When you first start, you are forced to walk until the third message box, and the ability to move the camera faster is disabled. While I can't seem to be able to bypass the last message box, I cannot confidentally say it's impossible, so that's a potential improvement.
At the apartment hall, I moved oddly even though it saves and wastes no time to manipulate the lag that occurs 2 rooms later. While lag is reduced when the camera moves far up/down, it appears what you do before would cause more or less lag to appear during the transition. As far as I can tell, this is the only place this occurs for reasons beyond me. Same with the last hallway where tapping certain parts of the screen eliminates lag.

Day 2

Despite being the shortest and most straight forward day, it was rather annoying due to the immense amount of lag present; even though you move at the same speed as before, it appears as if you're slower due to said lag.
An interesting note is that the regret at the end exists, but cannot kill you even if you edit it's position to be next to you. Also at the very last cabin despite having no regrets there (check via RAM Watch), opening the TS will give static as if one is close by.

Day 3

This day takes place in a closed down hospital with 6 otherworldy encounters; 4 of which are potentially fatal.
The 1st one appears after a cutscene and simply walks down the hallway you're in. While leaving and reentering the hall causes it to vanish, for the purpose of the TAS this isn't done, and the corridor is treated the same as any other.
The 2nd occurance is a story related one; you're supposed to trigger it, walk back to the nursery, then play through the cursed game. Since stories aren't relevant to speedruns, it is skipped by using the check door animation to allow the ghost to safely walk pass you. In case anyone is curious what happens if you try this trick after you retreated to the previoius room, you get stuck since the room after the hall requires checking your TS to exit any door, which you are unable since you broke your TS.
Oh, on a minor related note: since the regret moves at a constant speed, the only way to improve it further is to either trigger it earlier, or optimize the turn from the door skip. As much as I tried to achieve the former, it seems there's a 4 frame rule regarding the trigger, so good luck to anyone who wants to try.
I also believe several rooms such as the spiral stairs can be improved, but this is the best I could do for now.
The next 2 regrets are just cheap jump scares, so no need to elaborate further.
The final encounter before the chase is a bit odd. While turning left (pressing "UP") is faster than turning right (I made a table of this on the thread just to prove it as well) I turned right because looking downwards right makes the door visible sooner. I had to waste 2 frames at the first turn just to activate the zombie to get up and appear at the previous room, so turning left/right wouldn't make a difference.
The cutscene at the start of the chase begins earlier in DeSmuME_0.9.10 than in previous versions. Good thing is that this game is very hexedit friendly, so if later versions exhibit different amounts of lag, it can be ignored for this one part.
The chase gives you a 4 second head start before your GF spawns and walks towards you on a set path. I tried my best optmizing the parts, but I still have a feeling that it's improveable despite unable to do so. In case anyone wonders what happens if you wait too long and the zombie reaches the end, it'll stay there and block the exit. You cannot backtrack and reenter the previous room as well, so you would be stuck.

Day 4

While the left path contains a bit of lag, it was still faster to use it due to closer to the exit. Going through that path was oddly more "revision"-friendly than going to the escalavator in terms of lag. One odd consequence was that while I didn't changed the beginning input at all, it somehow managed to get on the escalator faster.
Last time I mentioned I wasn't able to break this floor. Well, I made an embarrassing mistake on the 2nd floor of day 4 where I assumed I had to wait all the way for the crawler to vanish. Turns out you could use one of the doors to make it vanish after it's triggered. :P While it sucks I still have to at least trigger the regret before it'll vanish, at least I don't need to wait, saving 1400 frames. Btw if anyone wanders what it in the room in the darker door, it leads to a balcony showing the first floor with the red lady waving at you. It's also laggier to enter there as well.
For the store section, I found out the regret here has a very small hitbox in comparison, so rather than waiting, I snuck past it.
The 4th floor hall contains the same regret placed in 2 different positions. Despite the input for the office and subsequent stroll to the elavator being mostly unchanged from last submission, somehow it lagged less and I saved several frames. Oh, and for the office, the game trigger will remain even if you used cheats and warped past it. So if anyone finds a way to skip it, you must do it again to leave the room.
The camera angle for the basement floor was done to eliminate lag when going up the stairs at the very end. While it looks bad, it saves 179 frames, so sorry about that. Also, while fixing some earlier part, this section suddenly lagged 1 frame less. I got a feeling what you do before affects this, but I don't know exactly what.

Day 5

Most of this day is pretty fine, but there's a few things address. The first game update appears potentially skippable, but no matter what I tried I can't seem to bypass it. If anyone can, it would make this one of the shortest levels. The stairs drove me nuts optimizing, and I'm pretty sure it may be possible to squeeze another frame or so, but for now that eludes me.
Finally, during the dream/flashback, if you tried to backtrack, the murder won't be in the previous room anymore. However he would still be in the room you progressed in. He talks a bit too, so if anyone's curious, go to the stairs and listen to him ramble; he would just stand there rather than attack as well (still instant death if you touch him though).

Day 6

https://www.youtube.com/watch?v=7hGS0-YQY58 The first 2 areas were one of the most boring parts of the game I've done. The gradual turns were really annoying, and even now I'm still convinced there's potential frames to be saved, but this is my best attempt for now.
I wasn't able to bypass the hanging ghost without waiting, so I did what anyone would do when they encounter the supernatural - go and stare back.
There's another boring gradual turn area, so I tried to have some variety by purposely triggering a chase. It didn't do much in terms of entertainment.
The 2nd room of the hotel, while not particulary interesting, has a door in front that if you check, makes you stuck forever until reset. :P
The 5th room (the bathroom) has a potential 800 frame timesaver that I wasn't able to accomplish. If you could somehow move fast enough, you could skip waiting for the red lady. I managed to be 2 frames away from accomplishing such but I was ultimately unable to skip waiting. If anyone wants to try, the red lady only spawns once you past a certain trigger point, so turn a bit more before heading to that point to get a slight headstart. Oh, and for this room alone, it seems you can't just exit and reenter the room to get rid of the lady in red. :/
The red lady heading towards you will actually pause and do nothing if you wait long enough. The door is also locked, so the one way is forward.
For the game section, I would just like to note that this and the one in day 5 lags somewhat differently everytime I improve something, and since the input takes lag into account, these should not be casually spliced without checking whether lag is at the same places. This also happens in the game in day 3 ;)
For the 2nd floor hall to the stairs, I'm technically supposed to hide in one of the rooms, but I discovered that the regret ahead of me has a longer timer than the one behind me (it runs out by the time I opened the door :P), allowing me to sneak past it.
For the last room before the dining room, the door will be unclickable for 2637 frames, so I mess around with the patroller to my right. Btw Happy Hallowe'en. ;)
Grabbing the journal was tricking; If I moved a bit closer, the journal seems harder to click on. I suspect it may be partly because of the angle I'm viewing, but I'm forced to use this view in order to even see the page.
The next several areas messed me with a lot. Not only was the hitbox odd, but I still can't seem to find out whether or not some parts of it is faster turning gradually or using several straight lines. Worse of all, this also applies with this segment a while back; an example of what I mean is like during ~111774 the turn may seem really bad, but oddly I have a hard time actually improving it. :|
Last thing for this place is that several of the cursed game sections can potentially be improved starting from the one on Day 3 and afterwards by manipulating the "glitched" particles to lag the game less. I only managed to do so by delaying frames, so if someone wants to improve this TAS, they can look into this.

Day 7

The minute long stairs was an interesting experience. I initially had trouble with it, so I just decided to hold down the same direction the entire time. After trying to optimizing leaving the tower, I realized turning similar to the stairwell in Day 3 would save over 10 seconds compared to holding, I redid the entire stairs twice since the girl doesn't appear when going back down.
Oh, and for the girl, I managed to skip 5 out of 7 appearances, but I have a feeling another can potentially be skipped. Guess which one. :P
For the last part, you can't speed up the dialogue at all unless it's from the overworld. :/
Before anyone asks why I sat through the credits, that's because there's still one last screen that needs input before the game ends.
After the credits, I demonstrate both a bug of the emulator where the firmware settings of the movie doesn't get set with the TAS. It's hard to show this if I used a single character name, so I purposely used the default name from the emulator to give the viewers a "gift".
For the last input, saving is faster than not saving.

Tricks and glitches:

Interaction during transitions

Doors can be opened 2 frames before you are able to move. This also apples exiting from the TS, so checking the mail in front of the doors is faster than checking it as soon as you recieve one. This also allows me to skip a dialogue box during Day 5.

Checking door immunity

After clicking on a door, while you are moving to it, you are immune to all attacks, and regrets won't notice you. This is useful especially in Day 3 where a patrolling regret that's normally unpassable becomes skipped. It is also used in other places where the regret is near an exit, such as the beginning of Day 4 and during the 2nd floor of Day 6.

Pauses

By pausing the game before certain cutscenes, such as the one on the first and last day, the game wil crash. By opening the TS or pausing before a dialogue box, the option to pause/check TS becomes disabled and the screen remains grey/dark until you leave the area.

Potential improvements:

Every room that involves a turn may potentially be improvable, since this is my first serious attempt at a 3D game. Mainly more thorough checking of angles, and not just using the extremities for the camera movements. Also a better way to go up/down the stairwells.
If anyone manages to figure out how the glitched particles are generated, and how to manipulate, then lag can be potentially eliminated during the cursed game sections starting on day 3.
Skipping the first cutscene may be possible if only there's a way to enter the bathroom door without triggering said scene.
Skipping the 5th day's first cursed game section may be possible if there's a way to open the door to the right without trigger.
Skipping the waiting on day 6 shower room as explained above.
Skipping the first girl encounter in the lighthouse that wasn't skipped here.
Further lag reduction at the last door of the mall.
I found out a bit too late into the TAS that sometimes, holding a direction using the touchscreen even before you are able to move can occasionally allow you to turn faster since it seems it registers the stylus earlier than the Dpad. I fixed several spots where this happens, but I may have missed some.

Other comments

Since this game requires holding the DS sideways, to save encoders trouble here's a list of frames displaying upright:
0 - 493
9560 - 11763
15225 - 15619
25568 - 26215
29591 - 29849
33736 - 34119
41464 - 41675
43067 - 43261
49773 - 50108
69325 - 69552
70352 - 74555
81435 - 81646
82407 - 86171
89517 - 92281
121254 - 122432
131955 - 132686
134907 - 135100
139449 - 139642
140667 - 140860
143102 - 149079
152130 - 152324
166969 - 167148
168861 - 168972
170710 - 170835
172686 - 172800
173416 - 173524
175441 - 175548
176882 - 177030
177630 - 182896
183349 - 183930
184106 - 184669
184920 - 195041
Last screen fades away at 195330
Note: This is the first lag frame that transits to a vertical display to the first lag frame that transits to a horizontal.

Suggested screenshot

Frame 39772

Addresses


feos: JUDGING!!!
feos: Vaulting...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
Location: 127.0.0.1
This topic is for the purpose of discussing #4471: jlun2's DS Nanashi no Geemu in 54:20.63
Editor, Skilled player (1824)
Joined: 8/25/2013
Posts: 1200
Slow walking, the game! Meh vote.
effort on the first draft means less effort on any draft thereafter - some loser
Editor, Experienced player (885)
Joined: 1/23/2008
Posts: 529
Location: Finland
So, Nanashi no Game. It seems to tell the story of a person who suffers from a curse that makes his or her shoelaces permanently tied together. There is also something about an evil video game or whatnot. Along the way, ADHD tendencies are rewarded as the main character escapes certain death by examining door handles at the right time. Finally, the overall lesson of the game seems to be: JRPGs are bad for you. I was honestly at least vaguely entertained by this run although it was long and not exactly fast-paced. Guess that's because I didn't really know this game beforehand and it was interesting to see how the developers approached the horror genre on a handheld. Was interesting to take it all in as a fresh experience and get "spooked" by it. One drawback was that the game's pace became even slower in the last few levels, dropping my vote from a weak yes to a sympathetic meh.
Dimon12321
He/Him
Editor, Reviewer, Experienced player (597)
Joined: 4/5/2014
Posts: 1228
Location: Romania
Em... strange game! I think I won't understand the plot even with English subs. It is strange that the developers have made a game with theme of stopping a cursed game from game overing the MH. Not entertaining even NES parts of the game. What's the point of left half of screen btw? Isn't it easier to play with a normal screen like in other games?
TASing is like making a film: only the best takes are shown in the final movie.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Wait, is it what I think it is? A famous JPN-only survival horror?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Skilled player (1824)
Joined: 8/25/2013
Posts: 1200
Dimon12321 wrote:
What's the point of left half of screen btw? Isn't it easier to play with a normal screen like in other games?
Think of it like a slight screen extension. The gap in between the screens is supposed to be the gap that's naturally in every DS console between screens.
effort on the first draft means less effort on any draft thereafter - some loser
Player (13)
Joined: 6/17/2006
Posts: 510
I've been playing the fan translation on my DSTWO, and I'm currently in the middle of day 3. The story is very bizarre, but the basic premise is that a haunted video game is being transmitted through Wi-Fi and playing it kills you within a week. The real world controls are absolutely craptastic and are without a doubt the biggest optimization challenge for a TAS. While I'm fairly impressed with the walking, I think it could be a little bit more optimized. Still, it's hard to say for sure, and I believe the level of optimization currently present is better than what a speedrun could achieve and is worthy of publication. That said, I find this game to be a complete bore even with the tricks and glitches showcased here, so I'll have to vote No for entertainment. However, I have to congratulate you for this record, since it must have been quite hard to achieve. Good work! :) One last thing: I'm reading in the submission details that there's some emulator glitch showcased after the credits. I'm not sure what it is since I don't know what the credits should normally look like, but isn't it an issue for publication, considering input ends afterwards? Probably not a big deal, but I just wanted to make sure.
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
SmashManiac wrote:
I've been playing the fan translation on my DSTWO, and I'm currently in the middle of day 3. The story is very bizarre, but the basic premise is that a haunted video game is being transmitted through Wi-Fi and playing it kills you within a week. The real world controls are absolutely craptastic and are without a doubt the biggest optimization challenge for a TAS. While I'm fairly impressed with the walking, I think it could be a little bit more optimized. Still, it's hard to say for sure, and I believe the level of optimization currently present is better than what a speedrun could achieve and is worthy of publication. That said, I find this game to be a complete bore even with the tricks and glitches showcased here, so I'll have to vote No for entertainment. However, I have to congratulate you for this record, since it must have been quite hard to achieve. Good work! :) One last thing: I'm reading in the submission details that there's some emulator glitch showcased after the credits. I'm not sure what it is since I don't know what the credits should normally look like, but isn't it an issue for publication, considering input ends afterwards? Probably not a big deal, but I just wanted to make sure.
1. DSTWO? 0_o 2. The worse part is turning, since it appears moving the camera for 1 frame at specific times is faster than simply turning with dpad. 3. Yea, this game is fun to play, but not so much as to watch lol 4. The input file says "firmNickname yopyop" but the emulator actually uses whatever firmname you have set beforehand rather than that of the emulator. I had a feeling most people who would watch it on emulator would probably not change the default firmname, which is 6 letters long, so I used this opportunity to change the firmname to another 6 character word as replacement. This only affects the ending, and only the bad one.
Player (13)
Joined: 6/17/2006
Posts: 510
jlun2 wrote:
DSTWO? 0_o
...I didn't expect that reaction. lol
jlun2 wrote:
The input file says "firmNickname yopyop" but the emulator actually uses whatever firmname you have set beforehand rather than that of the emulator. I had a feeling most people who would watch it on emulator would probably not change the default firmname, which is 6 letters long, so I used this opportunity to change the firmname to another 6 character word as replacement. This only affects the ending, and only the bad one.
Oh I see. Thanks for the explanation! That's an annoying bug for TASing though. I'm assuming the developers are already aware of this issue? By the way, if this is published, I think it should be mentioned somewhere that this is a bad ending run. I believe the good ending requires finding all the hidden collectibles in the video game world.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Why are you going forward and back to the door again during the second minute of day 4?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 1/8/2014
Posts: 55
What I learned about this game: you walk up to doors, open them, and then you are teleported to a completely unrelated place that looks very much like a place you've been to before, while sometimes there are people standing around who look like they could need some coffee. Edit: This is more commentary on the game rather than your video. I think the game-in-game parts of this game are amazing. I really like the music and the glitch effects, and how the world in the game kind of resembles the one in the... inner... game. Even the DS-y system interface is very well done. However, the 3D world is just so unconvincing. I can live with the poly count, some of the sound effects are fantastic, and the atmosphere is great, but the extremely low-res textures and the unconvincing scene transitions (as described in the first paragraph) just make it seem like a weird mess. Which is a shame seeing how many great things there are. Anyhoo, I have to give this a No, which sucks because it's not really your fault that it's not very entertaining. And I don't want to be discouraging, because this game is very interesting. Just not entertaining to watch speedruns of. Edit2: What I actually wanted to edit this post for (but then forgot) is that I like the game's conclusion after the credits so much that I changed my forum signature to them.
feos wrote:
Why are you going forward and back to the door again during the second minute of day 4?
Judging from the submission text, it seems he had to do that to trigger the enemy thing.
LOAD TO SUNRISE
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
feos wrote:
Why are you going forward and back to the door again during the second minute of day 4?
During the store in the mall? There's a bunch of boxes in the way that prevents you from skipping this, and during the store itself this, which I skipped.
Joined: 3/12/2013
Posts: 36
Location: Bullhead City, AZ
Voted Meh. While most of the run was very boring, some of the glitches were neat and it does look optimized. And isn't the transliterated title Nanashi No Game?
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Antronach wrote:
Voted Meh. While most of the run was very boring, some of the glitches were neat and it does look optimized. And isn't the transliterated title Nanashi No Game?
Idk, I just used the rom's name. :P If a judge thinks its wrong feel free to change it.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
jlun2 wrote:
If a judge thinks its wrong feel free to change it.
Gēmu is just the katakana for game, I don’t know what this website does in terms of katakana word transliterations, maybe there are published examples. I watched the first day because I was curious and thought “oh my god what is this bore” but then I went on to watch 2 or 3 more. Didn’t finish it though. Think I’ll watch the final day, if I had to vote I’d vote “meh”.
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
It seems Youtube claims my video is shaky, and offers to fix it. This is the result lol >.>
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2712] DS Nanashi no Geemu by jlun2 in 54:20.63
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Genre: Action
I disagree with this. I think its more of an "Adventure" game since there's no real "action" involved. Edit:
Youtuber wrote:
Who's yopyop?
lol >.>
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6449
Location: The land down under.
jlun2 wrote:
Genre: Action
I disagree with this. I think its more of an "Adventure" game since there's no real "action" involved.
I disagree with both of you and say it's a Survival Horror because that's what it is. Go nuts with an actual genre which will somehow have Survival Horror in the list we have: Action, Adventure, Fighting, Platform, Puzzle, Racing, RPG, Shooter, Sport, Storybook, Strategy.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
On the youtube encode, I've noticed the end audio glitches up, and the save file gives an error screen, but I suppose that's one of those savefile bugs mentioned.