Post subject: Joe & Mac 2 - Lost in the Tropics
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
Joe & Mac 2 - Lost in the Tropics is a sequel to Joe & Mac. It is follow-up to Congo's Caper, the second game of the Joe & Mac series. No one did a speedrun of the game. So, that's why i started the first speedrun of Joe & Mac 2. First WIP (bk2 format): http://tasvideos.org/userfiles/info/30216454885039494 Youtube Encode: Link to video I discovered a Reset Trick in the game: Reset Trick At the Frame 18, if you press Soft Reset, it's possible to skip the Data East and the Licensed by Nintendo Logos. It saves 854 frames! I takes unnecessary damage in some parts of first stage just for fun (such as kill 3 enemies with 1 attack and drop meat when Joe is about to eat).
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Experienced player (788)
Joined: 2/5/2012
Posts: 1804
Location: Brasil
as long as you don`t waste time,it should be ok but some parts were weird,why you need to collect stone coins?
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
grassini wrote:
as long as you don`t waste time,it should be ok but some parts were weird,why you need to collect stone coins?
Collecting stone coins in the run isn't necessary. I collected just for fun. This will not affect the run.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
Second WIP of the Run (bk2 format).: http://tasvideos.org/userfiles/info/30329323738093537 Youtube Encode: Link to video Two Notes: - In one path of Snow Stage, for unknown reason, it's only possible to get the key going on closed door and then kill the enemy who has the Key. - In Jungle Stage, I delivered the last hit a few frames later on Pterodactyl Boss to save 24 frames.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 2/28/2009
Posts: 99
!!! Someone's finally TASing this, god bless your dear soul! I did a speedrun of this, sorry about the wretched quality though: https://www.twitch.tv/phwoom/v/49252546 I expect a TAS to be around 19:30ish for this game. There's very little in the way of TAS-only maneuvers that can't be implemented in speedruns, at least that I could find. No time-saving glitches either, though there are a couple you can show off for entertainment. Some notes about your WIPs: WIP 1: 1:17 - Nice route here, hadn't thought of this. 2:11 - You can indefinitely keep the two enemy cavemen on screen by repeatedly landing on them from above, which causes them to flash with invulnerability and stop moving. Shortly before the triceratops is set to stop moving the cavemen will kind of automatically slide off screen. If you jump onto them as they're doing so, occasionally their sprites will glitch out, but it seems random whether this happens or not to my eyes. 2:33 - This is the only glaring mistake of the WIPs. Any time the game freezes Joe's movement to slowly center the screen on him, you want to absolutely avoid being at the edge of the screen and instead be centered on the screen on the frame this process is initiated, ideally having started sprinting a second or so beforehand. 2:36 - Looks like you might've been able to jump a bit later here before walking off the triceratops' snout. Also, this is just a suggestion, but entertainment is a bit weak during the autoscroller segments, of which there are many. This game is about as straightforward a platformer as you can get, so entertainment during downtime is paramount. WIP 2: 0:15 - There is a visual glitch you can activate here while hanging on a rope. When Joe reaches the left edge of the screen, he will be pushed off the rope; when he is about to fall off, swing your club and he will remain airborne hanging on thin air. You can keep him airborne indefinitely by doing frame perfect club swings successively. Use this for entertainment how you will. (Perhaps you could even keep Joe suspended at the top of the screen and get a faster dropping speed into the cavern to save some frames?) 0:55 and 0:57 - You can turn around quickly by depressing the dash button as you reverse direction on the D-Pad. It should save some frames here. 1:16 - I suspect your method here is fastest, but there's an alternative where you refrain from clubbing and simply jump as late as possible without getting hit by the first caveman. You grab the rope a little lower but forgo any time loss from having to swing the club (maybe there is no time loss while on icy floor?) 1:35 - I expect that you tested whether ducking or clubbing here was faster. 3:08 - This doesn't look optimal to my eyes. 3:24 - If you jump a bit later here, you can still clear the bouncing shell but also land on the caveman's head, forgoing the need to club him. 3:44 - The platform extends far enough here that you can run underneath the first bug and jump without hitting him. I believe you can in fact land on the propeller-suspended platform without needing to grab a rope along the way. 4:04 - You can abuse the same visual glitch mechanic as with the avalanche autoscroller in the snow stage. When Joe is being pushed off a platform by the left edge of the screen you can club indefinitely to keep him airborne (not sure how this interacts with the giant pterodactyl though, I believe he sweeps you away regardless). 4:58 - Not sure why you take damage here, it's very possible to get 4 hits on the first phase without needing to do so. 5:42 - Again, you might be able to do a faster turnaround here. Thanks again for taking on this project, I'm really looking forward to the finished result! I'm going to be away from home without internet from tomorrow evening until May 1st but after that I'll be sure to check any additional WIPs.
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
Thanks for the support! I am working in the run along with Dino City game. The entertainments in the autoscrollers in the First Stage is really bad. I'll find a way to change that. I'll check it all your details. And Thanks for other speedrun of this game. I'll check the strategies that they may serve me help for further improvements! EDIT: Can you help me about these your details with smw format (Snes9x) or bk2 (Bizhawk)?
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
Third WIP of the Run: http://tasvideos.org/userfiles/info/31076467537803413 Youtube Encode (Starting at the first autoscroller of the game): Link to video Notes: - Takes damage is removed, expect in the Pterodactyl Boss, which i taked damage at the same time when i delivered a final blow to finish the battle 1 frame earlier than no-taking damage. - In the WIP, the entertainments in the first four autoscrollers of the game is much improved. - In the first autoscroller, I saved 78 frames avoiding the freezing of character movement being at the center on the screen on the frame which this process is initiated after the triceratops get to sleep. Thanks Orange Claw Hammer for this strategy! - Before the triceratops to be asleep, it's possible to make the cavemen become kind of automatically slide off screen, but with a wrong air position. Thanks again Orange Claw Hammer for this Discovery! Snow Stage: - 1 lag frame is reduced for some unknown reason when entering in this stage. A frame is saved. - A few minor improvements is implemented in the stage: - A new visual glitch is used during the autoscroller for entertainment. - A faster turn around is implemented to gain speed quickly between check up a locked door until when Joe picks up the Key. 3-4 frames saved. - In trhe Frozen Cave, 3 frames is saved totally, improving 1 frame in the first vine, 1 frame clubbing one of the cavemen, and 1 frame in the last vine. - Before the last checkpoint, 6 frames were improved using two clubs instead of 3 clubs: killing 3 enemies with each elub instead of 2 enemies. - 14 frames is improved totally in this stage. Thanks to Orange Claw Hammer for a new visual glitch and a faster turn around. Jungle Stage: - Before the pterodactyl buddy, 1 frame is saved. - Two cavemen is improved forgoing the need to club them. 2 frames is saved each caveman, aside as well as the pterodactyl enemy (1 frame improved) and a first bug enemy (2 frames improved). One of two cavemen is improved thanks for Orange Claw Hammer. - It's not possible bring caveman to this Boss, forcing automatically the death of the caveman. - For unknown reasons, this Pterodactyl Boss, in the second cycle of the battle, appeared in the high position instead of lowest position. 3 frames were sacrified with a pause game to manipulate to lowest position to defeat this Boss (Lowest position is much faster than Highest positon). Swamp Stage: - The first 2 cavemen appeared in different positions compared of previous WIP, forcing me to club them, losing 1 frame. However, I pick up the club projectile weapon, which will useful in Water Cave of this stage. - The Faster Turn Around is used again, saving 3 frames. 96 frames is saved totally ahead of my last WIP. - In the Water Cave, I stayed the maximum time in the water, because running on the Water is faster than no-water. Orange Claw Hammer, thank you so much for pointing several mistakes of my Previous WIP.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 2/28/2009
Posts: 99
The newest WIP looks great! Very nice work Challenger. Eagerly looking forward to seeing the rest of the game.
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
Last WIP: http://tasvideos.org/userfiles/info/31464905261991979 Youtube Encode: Link to video Volcano Stage: In the Third Part of this Stage, instead of wait to descend first and second rows of stone columns, I grab the rope to reach much faster on the stone columns. During the Boss Battle, I paused the game for the same reason when it was made in the Pterodactyl Boss of the Jungle Stage. 34 frames is saved. Kali Village: OH NO! A Village in Flames! Because of this problem, the village became an autoscroller level. Boss: Gork Gork is TOUGH! He is much harder than other bosses of this game. During the Battle, I taked damage to manipulate the attacks of Gork (1 cycle only) to save 1 frame. Gork's Lair Stage Rainforest I wait for worm moves 1-2 frames to give possibility to reach the other side. The Boneyard All Bosses of this game is returned! Joe must defeat them again. Stegasaurus Boss Re-Fight Taking damage is 2 frames faster to defeat this Boss. Pterodactyl Boss Re-Fight Once Again, i paused the game, but this time, I manipulated the first cycle instead of second cycle.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 2/28/2009
Posts: 99
Hey Challenger, newest WIP is looking good except for a couple things: Just before the pre-boss autoscroller in the Volcano level, you want to jump the frame before the screen starts autoscrolling. You will skip a little bit of the autoscrolling part; it will start when you land after the jump. And also, pausing looks a little ugly. Unless it's the only effective way to change RNG in the boss fights, perhaps try to find another way to manipulate good patterns? Otherwise, good stuff!
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
Orange Claw Hammer wrote:
Hey Challenger, newest WIP is looking good except for a couple things: Just before the pre-boss autoscroller in the Volcano level, you want to jump the frame before the screen starts autoscrolling. You will skip a little bit of the autoscrolling part; it will start when you land after the jump. And also, pausing looks a little ugly. Unless it's the only effective way to change RNG in the boss fights, perhaps try to find another way to manipulate good patterns? Otherwise, good stuff!
There is another way to change RNG, but not work in the autoscrollers parts: It's possible to Change RNG dropping the run button for 1 frame. In the Pterodactyl Boss Re-Fight, i tested that strategy, but during the start of the second cycle, this boss appeared 1 frame slower than using the pause game. About the autoscroller of Volcano Level: Skipping a a little bit of the autoscrolling part is 6 frames faster than no-jump.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Skilled player (1702)
Joined: 2/23/2016
Posts: 1065
Other Note about this Volcano Level: Yes, I jumped on the exactly moment when the screen starts autoscrolling. This Run is finally done! Youtube Encode: Link to video Some Notes: - During the Triceratops and Water Dino Re-Fights, their invincibility times is much longer than regular fight. It can't be avoided. - Once again, I did a Pause Game to manipulate RNG Position of T-Rex Boss during the Re-Fight. - During the Gork Re-Fight Battle, Takes damage again to manipulate this attacks. - I did a Pause Game during the Last Battle to manipulate RNG Attacks of the Enchanted Gork Boss. One of Three spinning attacks is much faster than other attacks. I will submit this run in a few days if do not miss any more improvement.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Joined: 2/28/2009
Posts: 99
Looks good! Looking forward to seeing what the final time is. Congrats on finishing the project :)