TASVideos

Tool-assisted game movies
When human skills are just not enough

Submission #2387: klmz's NES Nuts & Milk "100%" in 14:21.3

Console: Nintendo Entertainment System
Game name: Nuts & Milk
Game version: JPN
ROM filename: Nuts & Milk (J).nes
Branch: 100%
Emulator: (unknown)
Movie length: 14:21.3
FrameCount: 51763
Re-record count: 13188
Author's real name: K.H.
Author's nickname: klmz
Submitter: klmz
Submitted at: 2009-08-25 16:49:56
Text last edited at: 2011-05-31 04:12:44
Text last edited by: klmz
Download: Download (6482 bytes)
Status: published
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Author's comments and explanations:
TASVideoAgent, or Bisqwit himself, or someone else wrote:
Nuts & Milk is a platform game deriving influences from a number of famous Nintendo games, including Mario Bros. (green and red fireballs), Donkey Kong Jr. (spring platforms, jumping from ladder to ladder and fruits) and Wrecking Crew (barrels). And as Kirby shows us, nothing can go wrong when you start with pink blobs.

This movie is a big improvement to the rejected submission by Bisqwit, 5203 frames faster i.e. about 1 minute and 27 seconds faster than the rejected one.

Game objectives

  • Emulator used: FCEUX 2.1.0
  • Finishes the game as fast as possible, without warps
  • Gets perfect completion (all fruits in all bonus stages)
  • Plays in hardest mode (mode B)
  • Abuses programming errors in the game
  • Manipulates luck (enemy movements)
  • Uses no warps/passwords
  • Uses no level editor (for the concept, see this demo)

Comments

See also: Bisqwit's submission comments

Since submitted, this run has been improved for 120 more frames, by improving enemy manipulations on Stage 4, 7 and 16, fixing minor errors on Stage 31 and 45, and taking a new route on Stage 39.

Enemy-death animations

The game waits for the evil blob(s) to drow before advancing to the next stage. Therefore minimizing their falling-into-water animations is favourable.

Zipping on ladders

It is possible to zip forward on leftmost and rightmost ladders, by pressing Up or Down at the right frames.

Wall-jump glitch

There is a glitch-wall-jump trick available.

To perform this trick, one must position the controllable pink blob under the edge of a platform, jump against it from the ground below, and jump again on the wall.

However, to jump through a gap between two platforms and land on one of them, blob's horizontal position value has to be adjusted to an odd number, which can be achieved by interupting a slow jump with a wall or ceiling at the correct frame.

See the movie for more details.

Stage by stage comments

Stage 16

I intentionally wasted 14 frames in this stage, in order to manipulate the evil blob to fall into the water. This saved 32 frames in the end.

Stage 24

The two trampolines were too far away from the house. It would be slower to bounce from them with either one or two high-jumps, since the pink blob would be stunned when it landed in front of the house.

Stage 37

It would be slower to zip on the leftmost ladder, as it would make the landing slower.

Stage 44

I intentionally wasted 10 frames in this stage, in order to manipulate the evil blob not to climb up. If I did't do this, I would lose 14 frames in the end.

Other comments

Thanks to Bisqwit for his run as a strategy guide for this game.

Thanks to mklip2001 for pointing out the route error on Stage 39.


mmbossman: Updated submission file per request of the author. The new movie is 2 seconds faster.

mmbossman: Looks much cleaner than the previous submission, and is a good puzzle game for TASing. Accepting for publication.


Raiscan: Processing.

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