Spacegulls by Morphcat Games is a short NES howebrew platformer. It is a fun and easy game but also good introduction to speedrunning in my opinion. As I currently hold the world record, I wanted to see how far the game could be pushed, so here is my first ever TAS!

Game objectives

  • Emulator used: BizHawk 2.9.1 with NesHawk
  • Rom from the official website https://morphcatgames.itch.io/spacegulls SHA1 14a8b1d66c126698148972ffa962abd73c24c561
  • Progress through the game by beating enemies and collecting keys to open the doors
  • Final goal is to beat Dr. Beak
  • 5:11.700 (18702 frames)
speedrun.com rules: time starts when start button is pressed, time stops when landing on the ground on the final screen.

Controls, basic mecanics

There are only 4 buttons used in this game
  • Start to pause (not used) or start the game from the menu
  • Left/Right to move
  • A to jump or fly
Hold jump from the ground to extend your jump. When in the air, jump will fly once, no matter how long you press the button. Enemies are hit when you are falling on them (DuckTales style). You deal 1 HP per hit. You have 20 HP, a small egg will refill 3 HP and a big egg will refill 7 HP. Eggs can be found on some screen and enemies drop them depending on your kill count (4, 8, etc)

Enemies

  • Green duck: 2 HP
  • Green walker: 2 HP
  • Red duck: 5 HP
  • Wall turret: 5 HP
  • Gunner duck: 3 HP
  • Red jumper: 2 HP
  • Saber duck: 3 HP
  • Dr. Beak (final boss): 31 HP

Speed tech

By order of appearance in the movie.

Reaching maximum horizontal speed

When the character is stopped or changing direction, press A in the direction you want to go to quickly reach max speed

Reaching maximum fall speed

Hit a ceiling to immediately get max fall speed. If there is no ceiling available, it is worth to jump before falling to start increasing your fall speed.

Flying

30 hz A press to fly as fast as possible.

Double hits

Land at the bottom of an enemy hitbox to remain inside of their hitbox and get a second hit once their iframes are gone.

Door tiles

When the door opens one tile is removed at the time, so you have to fly through the first opening tile (for example at the top of a vertical door).

Damage boost

Keeps your horizontal speed while giving you iframes, but you can't move or jump for a few frames. Knock back is always on the opposite direction from when you character looks at. A direction must be pressed a few frames before your character actually turns.

Infinite hits with ceilings

When bouncing on a red duck and hitting a ceiling at the same time, you chain hits the fastest possible way.

Despawning

An enemy leaving the screen is counted as dead (2 red ducks room after the third save)

Skip enemies

Door will open when you kill all enemies present at the start of the screen, so any additional spawning enemy can be ignored.

Wall secret

Around the middle of the movie, I pass through spikes and a wall on the right, this is an intended shortcut.

Key grab from below

In the zigzag room with turrets, you can grab the key from below thanks to your character hitbox being big enough without getting on the upper level.

Damage skip

On the boss you may notice that I don't take damage from a bullet. This happens when you've just hit an enemy. It looks like the game gives you some iframes (seems frame perfect).

Screen transition bump

Sometimes when transitioning into a lower room, you character will stop for a few frames as if you were landing on the ground. Changing your X position slightly before transitioning will prevent this.

Unused: ceiling clip

Every 6 frames or so, running and full jumping into a low ceiling will partially clip you into the wall. I could not exploit this to go OOB or gain any advantage.

Possible improvements

  • Health and damage boost: it may be faster (few frames) to change the health routing and skip or add some damage boosts
  • flying red duck kills: the fastest way I found to deal with them is to get to bring them to the top of the room to get continuous damage as fast as possible. There may be other manipulation to damage them earlier or make them fall earlier after death (which would open the doors slightly sooner).

Have fun watching this!


DrD2k9: Claiming for judging.
DrD2k9: Oopla has a situation making it unknown when theoretical improvements can be looked into. Also, I've become intrigued by this game and will likely be doing a detail evaluation of the run at a later date, but I have no idea how long that may take. As such, I'm not going to leave this on the workbench any longer. The run is high quality as-is.
Accepting.
DrD2k9: Oops, forgot to upload a truncated movie file. Updating the movie file with one that stops after the last movement button press. This update retains unnecessary movement (for now considered as stylistic) beyond the last input needed to beat the game, but removes all the "B" button presses that don't do anything at the end of the run anyway.

despoa: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15581
Location: 127.0.0.1
This topic is for the purpose of discussing #8640: Oopla's NES Spacegulls in 05:09.32
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Hi and welcome to the site, Oopla, and congrats on your first TAS! I really liked watching this, The movement was very fluid and every room was dispatched efficiently. I didn't even know about the shortcut before this. That was very cool to see. It might help that I'm a huge Morphcat fanboy, but this TAS really was a treat for me. Great work! Yes vote, and keep it up!
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3822)
Joined: 11/30/2014
Posts: 2832
Location: US
Pretty neat and polished homebrew, and nice TAS as well. Here is a console verification video: Link to video
DrD2k9
He/Him
Editor, Judge, Expert player (2213)
Joined: 8/21/2016
Posts: 1090
Location: US
Oopla, Overall, this is a solid run for a first submission, but I had some curiosities on potential improvements after watching through the run. Specifically the following things I either suspect as areas where improvement is possible, or areas where I'd encourage testing if you haven't already. While not blatantly sub-optimal, these areas just drew my suspicion while watching through. Without actually fully testing all these myself, I can't claim they qualify as sub-optimal play and thus wouldn't outright prevent acceptance of the run.
  • Room at Frame 8438 - I suspect the last enemy may be able to be killed against the lowest section of ceiling to save some time exiting the room.
  • Room at Frame 8852 - I think its worth testing if switching the order of kills would be faster.
  • Room at Frame 11226 - I'm confident the sword enemy can be defeated quicker, you don't hit him before turning back left.
  • Room at Frame 13411 - I suspect the red guys can be attacked on the way up to the ceiling instead of just flying straight up there.
  • Room at Frame 15219 - Again, I suspect the red guys can be attacked on the way up to the ceiling, possibly going left first instead of right?
  • Room at Frame 15490 - May be faster to try going right first instead of Left?
Also, a significant chunk of time can be saved at the very end of the run. As TAS timing is based on the frame of final input, the last input needed to beat the game is actually on 18364 of this submission. Everything after that just adds unnecessary time to the run and should probably be cut (unless you REALLY want it in there from a stylistic perspective). So...Which these options would you like to proceed with? 1) Have me judge the run as-is. 2) Have me truncate the run to frame 18364 then judge the run without other potential improvements. 3) Investigate the potential improvements yourself, and provide a userfile with any updates so that I can update the submission and finalize a judgment. 4) Have me do a detailed analysis of the entire run while implementing any improvements I can. Include me as co-author (assuming I find improvements) and allow another judge to judge the resulting run.
Player (38)
Joined: 9/30/2023
Posts: 2
Hi DrD2k9, Thanks for the analysis and sorry for the late reply. I'm busy this week but I'll take time to review your possible improvement asap next week.
Player (38)
Joined: 9/30/2023
Posts: 2
My PC is sent to repair because it doesn't boot anymore, it might take a couple of weeks (motherboard malfunction). Feel free to judge this as it or improve my submission if you do not want to wait that long.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15581
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. ---- [5659] NES Spacegulls by Oopla in 05:09.32