Game Objectives

  • Emulator used: BizHawk 2.4.0
  • Aims: Fastest possible completion

Brief Description:

Pink Panther - Pinkadelic Pursuit for the Game Boy Advance is a 2D Platformer.
At the beginning of the game you escape from various locations such as the moon or the bottom of a sea. After that you are in a medieval world in which you witness the abduction of a princess and have to rescue her.
Despite having the same name like the PS1 and PC Version this is an entirely different game.
This run uses the easiest difficulty, the differences to the highest difficulty are:
  • Less aggressive enemies: Enemies take more time to attack when you are near them
  • Enemies have less health: Every enemy except for bosses can be killed with one hit
  • Under Water Boss has less health: Needs to be hit 6 times (14 times in highest difficulty)
  • Slower jousting enemy: The enemy horse runs slower towards you
  • Slower speed in flying level: The higher the difficulty the faster you fly

Fastest movement methods (Descending):

Normal:
  • Sidewards jumping
  • Running
Under Water:
  • Swimming sidewards (going upwards is a lot slower though)
  • Running

Further movement notes:

The transition between running and jumping is very slow.

Other notes:

Most levels contain collectible weapons or suits. Weapons that you don't collect will be added to your inventory in the next level.
You can use L and R to select a weapon or suit but if one is selected the game will lag a bit (which costs frames).

Stage by stage comments:

Note: These are not the official level names, I just made them up.

Level 1: Moon

Using the gravity mechanism to pull you is a lot faster than running and jumping. So I get just close enough to trigger the gravity but try to stay in air as long as possible.

Level 2: Alien Base

When the firefighter is killed the fire extinguisher "jumps" out of him and lands on the ground. With the right distance to the platform on the right you can make it land in the platform which saves a little bit of time.
After picking up the fire extinguisher the selected item is instantly switched to "empty" to avoid lag.
Some time after that you will see Pink Panther falling between two platforms. It looks easy in this TAS but is pretty precise and hard to do in a speedrun.

Level 3: Under Water

Nothing to say about this level.

Level 4: Under Water Temple

There is a skip in this level that I somehow did in VisualBoyAdvance while testing some routes, but that I could never redo since. At around 09:01 you can jump from the platform on the top right to the platform above (that you will see at 09:30).
I tried a lot of theories to figure that trick out, for example:
  • Landing on fishes and jumping from them = No difference
  • Trying to find the highest Y-Position to land on the lower platform = 217056
  • Using a lua script to jump from every X-Position from the highest Y-Position = Didn't work
  • Swimming to the left/right when touching the upper platform = No effect
The lowest height on the upper platform that I could stand on was 188228 (note that height is the distance to the top of the level), each jump has a maximum height of 28462. So 366 height is missing to make the jump, my guess is that you can stand on the upper platform on a lower height under specific circumstances.
Using that skip in the TAS could save around 15 to 20 seconds.
I uploaded a few WIPs for this skip:
The following screenshot shows the result of the "standing very low on a different platform" WIP:

Level 5: Under Water Boss

Thanks to the difficulty setting this fight is 2174 frames (about 36 seconds) faster than with the highest difficulty. However there is a WIP where the fight is done 24 frames faster.

Level 6: On Water

In my first WIP with the highest difficulty this level could be finished in a very clean way without ever waiting for any of the ducks. But due to the time save in the levels before the duck cycles are now different and force me to wait a lot for ducks to come back. Losing 646 frames (about 10 seconds) to the old WIP.
The duck cycles may or may not be fixed by finding the skip in Level 4.

Level 7: Garden Maze

The first of two maze stages. These mazes can not be solved by logic, you have to think of the paths that you can use as "portals" that can teleport you to any other path. For example in the second maze stage there is one bottom path that teleports you to one of the top paths in the same "room".
I made complete maps of these mazes to find the quickest way.
At the end of the level you would have to hit the door 4 times, but you can skip a punch twice by pressing B again at the right moment before Pink Panther is ready to punch again.

Level 8: Castle

In this level you need to collect 100 coins to buy the armor that is required to finish the level. There are more coins than needed scattered around the level.
At the end of the level there is a blue guy that you have to talk to while wearing the armor. He creates some messages with floating letters that make the game lag, so after talking to him I go to the right to avoid some lag.

Level 9: Jousting

You have to press B repeatedly to speed up and aim in the middle with the crosshair to win each round. The enemy runs a little bit slower due to the easy difficulty, but overall only 116 frames (about 2 seconds) are lost because of this.

Level 10: Forest Maze

This maze is much easier than the first maze. There are only 9 rooms instead of 13 and you can reach the end of the level very quick when you know where to go.

Level 11: Giant

There is a cool skip in this level. Normally you are supposed to climb the tree, push down a chest and collect a lock that you can then use to lock in a hedgehog and steal its fur/spikes. Then you can safely run towards the giant which would squash you with its foot if you came close to him without the protection.
However there is only a limited range where he squashes you, and although there is an invisible barrier in the air above you can jump over the instant death zone by jumping really late when you are already in air but still in the "walking" state.

Level 12: Flying

This is an autoscroller, you fly the same speed all the time once you press A. Moving to the left is possible too. You will die if you hit the clouds (lightning will struck you) or when you hit the ground.
At the end of the level you have to die in order to proceed, you do not have to reach the wall on the right side though.
Losing a lot of time compared to the highest difficulty because the flying speed is much slower. 1422 frames are lost here (about 23 seconds).

Level 13: Final Boss

I manipulate the locations in which the boss appears by the position of the catapult and the timing of the paint bucket shots.

Other comments

Special thanks to "redbaron1007" for their Let's Play of this game which helped me to understand what to do in the jousting level.

slamo: There were some questions about the optimization. For one, some posters were asking about how enemies were handled. I did some testing and it looks like jumping over enemies takes too much time, and weapons are also too cumbersome to use in most cases, so the way it's handled in the movie is fine. Another point of contention is the difficulty. There are some sections that are slower on Easy and faster on Hard, and it's not obvious how much time is traded off. The whole run would have to be redone to know for sure, so because of the uncertainty, Easy is acceptable here. Also, in the submission notes there were some other possible improvements mentioned. It's very likely that more time can be saved on this movie, but there is nothing obviously sloppy about it, so overall, the optimization is passable.
It should be noted that this game is completely different from the PSX game with the same name.
The feedback was not great, so I'm accepting to Vault.
Zinfidel Processing.


TASVideoAgent
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This topic is for the purpose of discussing #6820: wesen's GBA Pink Panther: Pinkadelic Pursuit in 23:10.40
EZGames69
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There is a skip in this level that I somehow did in VisualBoyAdvance while testing some routes, but that I could never redo since. At around 09:01 you can jump from the platform on the top right to the platform above (that you will see at 09:30).
Is this why you are using VBA-Next for this movie? If so, someone should look into if they can get this on mGBA.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
CoolHandMike
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"This run uses the easiest difficulty", is a point of concern. There do seem to be some tasy jump in the pond level. This game seems slow, but I don't know if this is optimized or not. Getting hit in the water level looks bad, but it may be faster. Probably will need someone to check it. The slow game is bland with bad music, voting No for entertainment.
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EZGames69 wrote:
Is this why you are using VBA-Next for this movie? If so, someone should look into if they can get this on mGBA.
Yes, but switching to mGBA with the same inputs breaks the first level so I think it can't be easily changed to mGBA.
CoolHandMike wrote:
"This run uses the easiest difficulty", is a point of concern.
As explained in the comments the under water boss takes 8 more hits in the hardest difficulty which was my main reason to use the easiest difficulty. I also pointed out the other differences to the hardest difficulty that I noticed in the comments. Overall it is a bit faster to use the easiest difficulty. This guide says that it is ok to use easier difficulties if the harder difficulties do nothing but add repetition to runs. Not sure if the faster under water boss fight makes up for the slower flying level though.
CoolHandMike wrote:
This game seems slow, but I don't know if this is optimized or not. Getting hit in the water level looks bad, but it may be faster.
I would say it is optimized apart from the missing skip. All jumps are just high enough to reach the desired platforms, jumps are minimized to the lowest possible amount, the routes are the fastest that I could find, it even contains a one minute skip that no one else ever found (In the Giant level). Getting hit might look slow but please check out the video at around 6:10 where the enemy is shot with a weapon instead of damage boosting. It takes almost two seconds to fetch the weapon, do one shot and put it back before you can continue running. Thanks for taking the time to watch and vote for the movie.
nymx
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wesen wrote:
CoolHandMike wrote:
"This run uses the easiest difficulty", is a point of concern.
As explained in the comments the under water boss takes 8 more hits in the hardest difficulty which was my main reason to use the easiest difficulty. I also pointed out the other differences to the hardest difficulty that I noticed in the comments. Overall it is a bit faster to use the easiest difficulty.
wesen has correctly made use of the rules. Not only is easy allowed, it goes further to explain why...which is the exact reason that wesen chose easy. It would only make the game longer, because of higher HP levels, which makes the game repetitive and slower; thus, dragging the game out and not holding the entertainment as much.
CoolHandMike wrote:
This game seems slow, but I don't know if this is optimized or not. Getting hit in the water level looks bad, but it may be faster.
I have noticed the same thing, mentioned by CoolHandMike. So, I took a look at your history and it is perfect, Your re-record count for each submission shows you are not just speeding through these difficult areas; however, I have chosen one spot to request an explanation of alternate methods used so that we can understand better, why getting hit by enemies is the fastest. Can you please give us a review at 2:43? I'm pretty sure your response could clear up any confusion as to why we have these concerns.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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I'm still not sold on easiest difficulty. The faster jousting and flying levels could very well make up for eight extra hits on one enemy. Watching the run, the rest of the enemies are barely dealt with, so them having more health really doesn't seem to effect things one way or the other. I found the jousting part to be the hardest part to watch in the run. Having it shorter isn't suddenly going to make it entertaining, but it does mean I don't have to watch it for as long. Having a faster jousting enemy would shorten that section, right? I would like to see how having the faster autoscrollers affects the time compared to the longer boss fight. You're right about repetitive boss fights being listed as a reason for easiest difficulty. The last two bullet points on Guidelines for choosing hard also say.
Miniscule time differences between difficulties If you're unsure, always go with hardest
The time difference between the difficulties might be minimal, and I'm unsure about the choice. That would suggest maybe going for hardest is the right call. This is a Guideline, not a hard and fast rule, but I would like to have more information about this. Also, even the guidelines are less rigid judges are asked to take them into account. This is a strange case, though. I had some questions about optimization, but I tried to play this game a bit, and the physics are a mess. It's probably acceptable for Vault.
Post subject: Re: #6820: wesen's GBA Pink Panther: Pinkadelic Pursuit in 23:10.4
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I think the difficulty is not grounds for rejection in this case because of the uncertainty of which one is faster. However, if a run on the hardest difficulty is only a few seconds slower I would be tempted to obsolete this anyway, since it's arguably a better representation of the game.
Level 5: Under Water Boss Thanks to the difficulty setting this fight is 2174 frames (about 36 seconds) faster than with the highest difficulty. However there is a WIP where the fight is done 24 frames faster. WIP: http://tasvideos.org/userfiles/info/64938183472332904
Any explanation for why this wasn't implemented?
Post subject: Re: #6820: wesen's GBA Pink Panther: Pinkadelic Pursuit in 23:10.4
nymx
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slamo wrote:
I think the difficulty is not grounds for rejection in this case because of the uncertainty of which one is faster.
This certainly has merit; however, guidelines state: http://tasvideos.org/Guidelines.html#SelectYourDifficultyWell
Good reasons to use easier difficulties are: *More health for damage boosts *Less boring enemies leading to less lag *Faster bossfights on repetitive bosses, especially if their lower health can lead them to be one-cycled, and they are not interesting to fight for longer periods
wesen wrote:
As explained in the comments the under water boss takes 8 more hits in the hardest difficulty which was my main reason to use the easiest difficulty. I also pointed out the other differences to the hardest difficulty that I noticed in the comments. Overall it is a bit faster to use the easiest difficulty.
If this is the case, then the fights are extended to a boring amount of time, that really doesn't add to the entertainment. I see that this movie still has potential for acceptance.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Post subject: Re: #6820: wesen's GBA Pink Panther: Pinkadelic Pursuit in 23:10.4
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nymx wrote:
If this is the case, then the fights are extended to a boring amount of time, that really doesn't add to the entertainment. I see that this movie still has potential for acceptance.
It's a trade-off: The boss fight becomes more tedious, but the jousting and flying sections become less tedious and more fast-paced. I think the entertainment should at least be comparable.
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To be clear: I was not using the difficulty played as grounds for rejection. I was merely saying it isn't as black and white in this case.
nymx
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arkiandruski wrote:
To be clear: I was not using the difficulty played as grounds for rejection. I was merely saying it isn't as black and white in this case.
No problem at all. The more discussions we have here, the more ammunition we will have to make a decision. Since our guidelines state that this has a chance, then there are other things to consider. Still sifting through...
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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For the record, in the TAS, the jousting sections takes about 20 seconds per joust (a total of 1 minute for the three of them), and the flying section is about a minute and 23 seconds, a total of 2:23 for both sections. Judging from the submission notes, the underwater boss takes about 36 more seconds on Hard, so the speed differences on Hard would have to make up for that at least. It sounds like it COULD: I'd have to see evidence, though, and since I can't seem to find any longplays of anything but the PSX version, I may end up having to play the dang thing myself. The optimization level of the rest of the run looks to be on-point, I feel like it's acceptable until we figure out whether or not Hard would actually be faster (it's a shame the two sections in question happen at the very tail end of the TAS). I'm iffy on the VBA-Next / no BIOS thing, especially given the reasoning for it (a skip that only seemed to work once on standalone VBA that isn't even used in this TAS). It's not strictly against the rules, but a future run/improvement should be on the mGBA core with the BIOS just for consistency's sake.
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EZGames69
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Samsara wrote:
I'm iffy on the VBA-Next / no BIOS thing, especially given the reasoning for it (a skip that only seemed to work once on standalone VBA that isn't even used in this TAS). It's not strictly against the rules, but a future run/improvement should be on the mGBA core with the BIOS just for consistency's sake.
Does the run not sync if you make VBA-Next run with the BIOS enabled?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4279] GBA Pink Panther: Pinkadelic Pursuit by wesen in 23:10.40
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It's difficult to resync the movie to mGBA, but from what I can tell, I think the first level can still be faster.