The Lion King 1 1/2 (GBA) is a platformer game where you control Timon and Pumbaa trough 30 levels... And, well, the story is... How can I say ? If you don't know the movie, I don't think you'd be able to understand it :p. Oh, and something nice with this game is the complete absence of RNG.
  • Emulator used : Bizhawk 1.11.1 (VBA-Next core)
  • Aims for fastest time
  • Takes damage to save time
The "100%" means all bugs and upgrades (see below)

Comments

Gameplay

This is a basic platformer game with only 2 directions and jump. Each character has special abilities : Timon can crawl, dig and distract hyenas with a dance and Pumbaa can charge and burp. If you land on Pumbaa with Timon, the meerkat will be launched higher by the warthog.
There are 3 types of levels :
  • Single character : well, you only have one character to control...
  • Coop : you must use the abilities of both Timon and Pumba to reach the end. You can switch by pressing select but the camera is really slow, so it's better to go as far as possible with a character (but no too far).
  • Teamwork : Timon is on Pumbaa and they run. This is basically an auto-scroller (but you can speed it up by pressing the left button or slow it with the right button).
One important thing is that you can start moving as soon as the level is loaded because there are a few frames before the dialogue box (and so, you start gaining speed).
When a character is hurt, it jumps away (or bounces, if you prefer).
Also, each level has an internal timer (for enemies' movements).

Speed

You don't get the max speed immediately but there are a few frames with acceleration
  • Global : when you jump, you need 10 frames to get the max speed but when you land, you slow down.
  • Timon takes 19 frames while on the ground. Of course, crawling slows Timon down a lot.
  • Pumbaa takes 12 frames while on the ground. It's better to charge as far as possible to avoid getting bumped away (or, at least, not too far away).

Enemies

  • Hedgehogs : jumping/charging on them hurt the character (quite logic) but you can kill them with a burp.
  • Hyenas : jumping/burping on them stun them. Timon can kill them with a charge. You can go trough them if they don't attack (or right after it). There are 4 types of hyenas:
    • Blue : moves to reach you and attacks.
    • Red : doesn't move but still attacks when you're nearby.
    • Yellow/Green 1 : they don't move and call other hyenas when you're next to it (only when there is a "nest" around there).
    • Yellow/Green 2 : probably the most annoying : jumps everywhere.
  • Spikes : well, they are spikes... And they hurt.
  • Spiders : they move up and down on liana without any rest... And they hurt, too (which makes you fall from the liana).
  • Monkeys : throw coconuts (and they're REALLY annoying).
  • Vulture : they're basically moving platforms (but they are used as enemies in a teamwork level).

Upgrades

If you get all bugs in a level, you get a piece of a picture.
Once you got all pieces, you have access to a new level which gives a heart bonus. There are 2 for Timon, 2 for Pumbaa and 1 for "teamwork". These levels must be done before time runs out but you can collect clocks to get 10 more seconds.
There are also 2 "dance" upgrades for Timon (the first gives him a hat and a cane, the second a flower skirt) and 2 "burp" for Pumbaa (each makes it bigger). They're hidden in 4 levels.

Burping

If you burp while on the ground, Pumbaa is stopped... But if you do that while on air, Pumbaa isn't stopped. This is important for a TAS (btw, you won't see any burp made on the ground ;) ).

Bug/Glitch

I've found a single little bug : when Pumbaa pushes a rock and if Timon is on it, starts running and then jumps, the speed of the rock will be added to its own speed. The same thing happens with the vulture (but their speed is so small that it's almost unnoticeable).

Levels:

By world I mean the group of levels (each group ends with a heart-upgrade level).

World 1 (20387 frames):

  • Level 2 : bouncing on spikes is faster than taking the liana.
  • Timon 1 : the timing is almost frame perfect.

World 2 (21239 frames):

Nothing to say

World 3 (35882 frames):

  • Level 6 : Jumping over the hyenas is as fast as going trough it.

World 4 (22125 frames):

  • Level 1 : the speed bug is shown here.
  • Level 2 : bouncing on the vultures takes the same time than running to them.
  • Level 3 : the problem with that level is that using the perfect route would be a problem because of the level's timer (an hedgehog would be right in my way)... So, instead of simply waiting after picking the bugs, I changed the route. It's a little bit slower but it's more entertaining like this ;).

World 5 (43620 frames):

  • Level 3 : burping on the hyenas is useless but entertaining.
  • Level 6 : this level shows quite well the principle of a level's timer.
  • Level 7 : probably the worst level with falling rocks that you can't see. The only level where I slow down.

Thankings

Thanks to everyone who supported me! :D

ars4326: Judging!
ars4326: Hi again, Doc Skellington. Overall, this was good-paced platformer that was remarkably engaging, throughout. The 100% collecting aspect (as well as the general stage pace) maintained a good level of interest, and I also liked the tight co-opting you implemented with Timon & Pumbaa in the team levels. Another well-done run from you :)
Accepting for publication to Moons!
feos: Pub.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
Skilled player (1458)
Joined: 11/26/2011
Posts: 656
Location: RU
Doc Skellington wrote:
Coop : you must use the abilities of both Timon and Pumba to reach the end. You can switch by pressing select but the camera is really slow, so it's better to go as far as possible with a character (but no too far).
Can you please shed a bit more lights on this matter? When distance between Timon and Pumbaa is enough big - camera's scrolling taking appreciable amount of time, during this time both characters are not moving. Is not it would be faster if to switch between characters more often to minimise unnecessary periods of inactivity during long camera scrollings? *For example, in level "The Big Fight" [between 32:40-35:30] such long and time consuming camera scrollings happens several time.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
Active player (257)
Joined: 8/12/2013
Posts: 185
Location: Belgium
There are many reasons why it wouldn't be faster (or it would more probably take the same amount of time for some levels) :
    the "timer" : some enemies are used at specific positions (and directions for the vultures) to jump/bounce; the speed : with the acceleration part (10 seconds at worst), it wouldn't be really interesting to change too often; the hyenas : they always move to the controlled character and so they can be in the way. This would mean having to jump/burp/dance to avoid them (and it would be a loss of time); when you do an action such as charging or digging, you can't move neither, so the loss of time is reduced; and even if your characters are close to each other, you have to wait a few frames before being able to move again.
Unfortunately, I didn't write the time saved for my tests (I forgot) so I can't say you exactly how many frames are saved, but it's faster. And to answer more specifically for your example :
    At the beginning, I had to switch twice to destroy the wall and the hyena (which needs to move first). If I kept playing Pumbaa (and so moved to reach the hyena sooner), I would need to go back to be able to fall. The hyena (a little further) : distracting it with a dance allows to go trough it with Pumbaa (without killing it or jumping/burping on it). The purpose was to avoid having to push a rock. So, it's faster to switch there. The spiders : instead of standing there and just wait, it's better to start moving Pumbaa. Where there are 2 tree branches (trampolines, in fact) : moving Timon to the highest part made the hyena walking (and so it could be stunned by Pumbaa more easily).
I hope I was more understandable this time ;)
New PCSX2-rr
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
I followed the WIPs, so I will go ahead and vote Yes! Way to finish in just under 40 minutes too.
Active player (257)
Joined: 8/12/2013
Posts: 185
Location: Belgium
Thanks CoolKirby! :D
New PCSX2-rr
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
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. ---- [3005] GBA Disney's The Lion King 1½ "100%" by Doc_Skellington in 39:58.44
Joined: 9/16/2014
Posts: 1
Location: Oregon
Your "Bug/Glitch" sure seems to me like it's an intentional mechanic. That's how physics work in reality, and it can be argued that such a game mechanic is more fun to play with. That said, I was surprised with how well this run turned out. Good work, Doc Skellington. :)
Active player (257)
Joined: 8/12/2013
Posts: 185
Location: Belgium
Well, it depends on your point of view, I think... The thing is that it's quite hard to be fast enough to play with this mechanic in a normal playthrough ;) . Thanks E-102 Gamma ! :D
New PCSX2-rr