This is a nice puzzle/action game that lends itself well to a TAS. I was pleasantly surprised by the number of levels that could be completed with a strategy different from (and faster than) the one apparently intended by the designers, whether by exploiting a glitch or just doing something unintuitive. My aim was to get to the credits as fast as possible, ignoring all 'bonus' levels (those that have to be unlocked by going through a differently-colored exit portal and don't reward eggs upon completion). A 100% run is evidently impossible since in world 5 one of the bonus levels does not unlock itself properly after entering the bonus portal, but such a run would also require a lot of repetition of certain levels to unlock the extra levels, and in my opinion ultimately end up less entertaining than an any%.

Items

  • Jump
    • TAS precision makes this a lot more powerful than the level designers probably could have forseen.
  • Brick
    • Placing bricks diagonally is surprising effective considering its relative feasibility in real time.
  • Gold helmet
    • Increases your max speed by 1 but doesn't change acceleration.
  • Spike helmet
    • Lets you move with normal acceleration on ice (and other slippery floor tiles).
  • Silver helmet
    • Allows passage through force fields.
  • Teleport item
    • Moves you in the same fashion as a normal teleporter to a destination panel.

Techniques

  • Holding B
    • Definitely not a glitch, but holding B increases your max speed by 1 without changing your acceleration.
  • Double jump
    • There is one frame when you can jump again immediately after jumping regardless of whether or not there is solid ground under you.
  • Arrow panel manipulation
    • Entering an arrow panel from the edge reduces the acceleration or deceleration caused by the panel (usually I only want to reduce the deceleration when I'm moving against it).
  • Not triggering breakable floor
    • It is possible to move over breakable floors without causing them to disappear. I have no idea how to charactercize how or when this happens but it's not too hard to get it to work.
  • Bouncing
    • When you hit a wall your speed in the relevant direction(s) halve and change sign. This is often used to get up to a higher speed when coming out of a turn, especially when there isn't enough room to fully accelerate in the relevant direction.
  • Optimized teleports
    • While in transit between warps you move at a constant speed of 5 in both directions until you enter a certain range of pixels (so in particular there are only 5 pixels you can end up on for each coordinate). It is often convenient to start the warp closer to the destination warp to save transit time, or start it at a pixel that will put you on the desired edge of the destination range.
  • Force field skipping
    • Whenever a force field doesn't have walls protecting it from both sides I can usually skirt around the edge of it without having to get a silver helmet.
  • Left/right and up/down
    • Unfortunately all this does is reduce your acceleration in the relevant direction to zero (your speed itself is still affected by all other gameplay elements).

Levels

Most of the routes are just applications of the above techniques so I don't have much else to say on a level-by-level basis.
  • World 1
    • Nothing too special. Generally when the exit is 'just out of reach', as in 1-6, there's a way to get to it with an accurate jump.
  • World 2
    • In 2-4 it's almost possible to move directly to the exit with the jump and two bricks but all the subpixel optimization I could apply still put me too far away to deem possible with my current knowledge.
  • World 3
    • In 3-7 there's a pretty silly easter egg. Being able to move through the four up arrow panels to get the extra jump would potentially let me skip the entire maze part of the level by jumping straight to where the exit portal is but again it doesn't seem possible (though it would be if those stone barriers weren't there along the sides).
  • World 4
    • In 4-4 I time the use of the silver helmet so that it expires just as I exit the force field; this gives me a slight boost into the exit portal and saves a few frames. I was hoping to do that a lot more but in most cases there aren't ten seconds (the duration of the helmet) between when I get the helmet to when I pass through the force field.
    • I wish they would just give me four jumps (like in 4-6) more often :(
    • In 4-7 I stand still next to the key door before moving into it for so long because I have to wait for the fan to push me in at a monstrous rate of 1 subpixel per 2 frames. As such I tried to minimize the distance I needed to get pushed, but it's still probably far from optimized. Clipping through the door is slow enough that it doesn't save more than ~8 seconds over the route I had before, even though it lets me skip most of the level.
  • World 5
    • These levels are pretty gross. You accelerate only 6 subpixels per frame per frame on ice compared to 32 on normal ground. As such, there is a lot of unintuitive bouncing off of walls that ends up saving time since being able to start moving in the other direction instantly is almost always faster than turning around painfully slowly. Bumpers also become very useful for changing direction.
    • In 5-4 it's possible to wedge yourself into the small room blocked by force fields from the left without using the silver helmet, but it requires a decent amount of speed that I couldn't get back up to once I was inside the room.
  • World 6
    • I'm not sure how they arrived at the shape of the wall blob in 6-6 separating the spawn point from the exit but I guess they should have made it a little bigger!
  • World 7
    • Bat Cavern: Official Home of Hollow Diagonal Walls (TM). As with key doors, exiting the walls is very slow and but this still saves ~3 seconds in 7-1 and ~35 seconds in 7-3 (where the bulk of the level is skipped).
    • 7-4 is skipped since the credits are trigged just by completing 7-7.
    • I assume that the route in 7-5 is not intended since there is a lot of other stuff in the map, so I guess it was just overlooked as a possibility (it's very easy to pull off in real time).
    • The key door skip in 7-7 saves having to retraverse the maze, as does the beginning of the level where I pick up the blue key to use on an unintended door.

DarkKobold: I'll claim this for judging.
GabCM: Finally! You get an encode!
mmarks: Added Playlist module with the SD encode of Mister Epic

DarkKobold: This run had surprisingly fast paced action for a puzzle game. Coupled with good audience response, I'm accepting this run.
Jess: Accepted for publishing


TASVideoAgent
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This topic is for the purpose of discussing #2957: cetaka's GBA Turbo Turtle Adventure in 18:36.07
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Starting HD encode
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Joined: 2/8/2006
Posts: 60
I really liked this underrated game, the music is really good. I don't have the game on me, so I'll have to wait for the encode to vote. Edit: Its pretty good, nice and short. Going through the walls was a tad cheesy though. I'm glad to see that it wasn't abused more than you did (would have made a very boring TAS).
Editor, Experienced player (885)
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This kind of level completion speed at high, rickety altitudes looks dangerous for the turtle... I liked this run and many solutions to the levels were surprising. Voting yes.
mklip2001
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Wow, this is a really entertaining puzzle game. It feels to me like a more colorful and action-packed version of Chip's Challenge for the PC (not to mention it's a lot shorter). The run looks quite smooth too. Nice job cetaka!
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
GabCM
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I guess I'll make an SD encode.
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This is really good. Reminds me of Oxyd. Yes from me.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Feedback on this submission has been lacking, so I will wait to judge it. It will probably help once an encode is up.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
GabCM
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You can finally watch a streaming encode! http://www.dailymotion.com/video/xgcjug
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Mister Epic wrote:
You can finally watch a streaming encode! http://www.dailymotion.com/video/xgcjug
Very good Mister Epic. It is upload the first part of my encode in HD, but it will take 250 minutes or more in upload
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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Nice game choice. The run shows some cool strategies and abuses a few bugs, it's very good. Easy yes vote.
Patashu
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A very clear demonstration of superplay. Yes for sure.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
GabCM
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mmarks wrote:
Mister Epic wrote:
You can finally watch a streaming encode! http://www.dailymotion.com/video/xgcjug
Very good Mister Epic. It is upload the first part of my encode in HD, but it will take 250 minutes or more in upload
I'll wait for your HD encode to be up before I publish it, if it gets accepted of course.
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Mister Epic wrote:
mmarks wrote:
Mister Epic wrote:
You can finally watch a streaming encode! http://www.dailymotion.com/video/xgcjug
Very good Mister Epic. It is upload the first part of my encode in HD, but it will take 250 minutes or more in upload
I'll wait for your HD encode to be up before I publish it, if it gets accepted of course.
Need 340 minutes or less to be finished up the first part. The second part already went upload. Since the first part is over 700MB So do not worry, it will be ready today EDIT: http://www.youtube.com/watch?v=bxJgRVZWKJg (Part 2) EDIT 2: http://www.youtube.com/view_play_list?p=E640AAC7E860E50D
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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Nice run! It was very fast paced and the tons of tricks helped it look tool-assised. Yes Vote.
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Ready for publication, once accepted by the judge
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
GabCM
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Darkpsy, I'll give you the Archive.org link containing my encode once I'll have time, ok? Sorry Darkpsy, but I'll publish it myself. I've done the SD encode and I was waiting for the movie to be accepted before I upload to Archive. That what I'll do now. I'm doing that because it would be faster than sending you my encode.
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. ---- [1712] GBA Turbo Turtle Adventure by cetaka in 18:36.07