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

Submission #2676: Bisqwit's NES Lunar Ball "friction" in 23:49.87

Console: Nintendo Entertainment System
Game name: Lunar Ball
Game version: JPN
ROM filename: Lunar Ball (J).nes
Branch: friction
Emulator: (unknown)
Movie length: 23:49.87
FrameCount: 85792
Re-record count: (unknown)
Author's real name: Joel Yliluoma
Author's nickname: Bisqwit
Submitter: Bisqwit
Submitted at: 2010-05-20 18:26:12
Text last edited at: 2010-07-08 03:51:51
Text last edited by: sgrunt
Download: Download (1945 bytes)
Status: published
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Author's comments and explanations:
Lunar Ball / Lunar Pool. It is a minigolf-esque pocket billiards game.

Emulator used: FCEU version 0.98.15. The last table will not sync on any other version.

Table of contents [expand all] [collapse all]

Game objectives

  • Emulator used: FCEU version 0.98.15
  • Complete all 60 boards starting from 1
    • It is possible to begin from any board, including 60, but you have to complete all 60 to get the ending
  • Single player
  • Friction setting: 32 (DEFAULT)
  • Fastest time
  • Does not use death (it was used in the frictionless version).
  • Utilizes glitches

N/A game objectives

  • This game is completely deterministic. There is no "manipulates luck".
  • Apologies, but there are still no dinosaurs in this game.

Comments

This movie was created mostly using a computer program, the development of which took several months and several iterations.

This movie plays using the default settings of the game. That is, it starts from the first board and uses the default friction setting. Given the arbitrary selection possibility for friction, the default value gives a reasonable baseline for comparisons to other players' results.

The development of this movie began in late 2006, after Comicalflop suggested the possibility of writing a computer program to calculate the optimal shots. I started writing my bot as a sort of competition between qFox and I.

As a programming challenge, it was very interesting, because of the infinite possibilities for improvements.

The source code of my first version of the bot can be seen here. It determined the most optimal shot, then moved on, repeated ad-infinitum. However, it was quickly seen that such a naive bot has its shortcomings. This game has a RATE mechanism that causes the board clearing to take longer and longer time until it is practically impractical. By board 27, the bot had already consumed 29 minutes in the movie.

It was determined that any bot would have to start shooting "dummy" shots in the between; shots that would pocket no balls at all, but which would simply reset the RATE value.

This was relatively easy to program, but not a trivial change to make: Instead of 80*256 shots (20480) to determine, there would be 80*256 + 80*256*80*256 shots (419450880) to determine, per each round. It was obvious that something would have to be done for the movie to be finished within a decade.

So I designed lots and lots of heuristics by which the attempts could be cancelled as early as possible. Wrote code which attempts to save frames (in testing) by reusing cursor positions and choosing the velocity values in the order that they become available. And I added multiprocessing, which analyzes four different ways of shooting simultaneously using the quad-core CPU.

Even this was not enough, so I had to limit the search space somewhat so that only some second-shots would be analyzed. The second-shots to be analyzed would have a velocity and angle range much smaller than for the first-shots. This would reduce the search space from 419450880 shots into 80*256 + 41*256*29*112 (34111488). This reduced number is only 8 % of the original number. Even with this reduced number, it took about 3 days per average for the bot to do a single round; about a week by average to clear a single board. This movie does not utilize the "suicide" option that was used in the frictionless submission.

However, much to everyone's surprise, the bot managed to find a bug in the game. You can see it in this movie in a few boards, described below.

Score and RATE


In Lunar Ball, each successful shot increases the "RATE" value of the player; each unsuccessful shot resets it. The higher the "RATE" value, the more points the player is awarded for the next successful shot. Points are awarded at a rate of 10 points per frame.

The RATE value maxes at 99, at which point completing a single board can give about 12000 points IIRC. Tallying that amount takes about 20 seconds. Because nobody wants to watch 15 minutes of score tallying, it is a good idea to reset the RATE value every once in a while.

In this movie, the RATE value is reset by shooting shots that do not pocket any balls. Such shots achieve to reset the RATE value, as well as to move the balls into a more optimal position for the actual shot that pockets them.

Board by board comments

Stage 01, Standard board

Shot 1 RATE=01 Positioning only. Push balls 1, 3 and 5. The bot determined that it can do a much better shot after this shot.
Shot 2 RATE=01 Pocket balls 1, 2, 4 and 6. Score += 410, (1*1 + 2*2 + 4*3 + 6*4)*10
Shot 3 RATE=11 Positioning only. Touch ball 3.
Shot 4 RATE=01 Pocket balls 3, 5. Score += 130, (3*1 + 5*2)*10

Stage 02, Corner oriented

Shot 1 RATE=05 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2, 4 and 5. Partially uses ball 6 as a projectile.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 3 and 6.

Stage 03, Four corner compartments

Shot 1 RATE=05 Pocket balls 1, 2 and 4. Score += 450, (1*5 + 2*6 + 4*7)*10
Shot 2 RATE=12 Positioning only.
Shot 3 RATE=01 Pocket balls 3, 5 and 6.

Stage 04, Clamp the middle

Shot 1 RATE=08 Pocket balls 1 and 2. Use ball 2 as a projectile. Score += 260, (1*8 + 2*9)*10
Shot 2 RATE=12 Positioning only. Touch ball 7.
Shot 3 RATE=01 Pocket balls 4, 5 and 6.
Shot 4 RATE=08 Pocket balls 3 and 7. Score += 870, (3*8 + 7*9)*10

Stage 05, Z shape with horizontal ball orientation

Shot 1 RATE=12 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2 and 3.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 4, 5, 6 and 7. Score += 600, (4*1 + 5*2 + 6*3 + 7*4)*10

Stage 06, Octagon with many adjacent pockets

Shot 1 RATE=11 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2 and 5, using ball 1 as a projectile.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 3, 4 and 6.

Stage 07, North diagonals

Shot 1 RATE=08 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2, 4, 5 and 7. Score += 860, (1*1 + 2*2 + 4*3 + 5*4 + 7*7)*10
Shot 3 RATE=14 Pocket ball 6 without hesitation. Score += 840, (6*14)*10
Shot 4 RATE=15 Pocket ball 3 without hesitation. Score += 450, (3*15)*10

Stage 08, Plus sign with eight pockets

Shot 1 RATE=16 Positioning only.
Shot 2 RATE=01 Pocket balls 3, 4, 5 and 7.
Shot 3 RATE=11 Positioning only. Some cursor movement detected.
Shot 4 RATE=01 Pocket balls 1, 2 and 6. Some cursor movement detected.

Stage 09, Circular with wall in the middle

Shot 1 RATE=11 Positioning only. Some cursor movement detected.
Shot 2 RATE=01 Pocket balls 1, 2 and 3. Some cursor movement detected.
Shot 3 RATE=08 Positioning only. Push ball 4.
Shot 4 RATE=01 Pocket balls 4, 5 and 6.

Stage 10, Superposition of two stage 02s

Shot 1 RATE=08 Positioning only. Push ball 3.
Shot 2 RATE=01 Pocket balls 1, 2, 3 and 4.
Shot 3 RATE=11 Pocket balls 5 and 6 without hesitation. Score += 1270, (5*11 + 6*12)*10.

Stage 11, X shape with sixteen pockets

Shot 1 RATE=15 Positioning only. Push ball 6.
Shot 2 RATE=01 Pocket balls 1, 2, 3, 4 and 6.
Shot 3 RATE=14 Positioning only.
Shot 4 RATE=01 Pocket ball 5. Score += 50.

Stage 12, Circular with a giant pocket in the middle

Shot 1 RATE=02 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2, 3 and 5.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 4, 6 and 7.

Stage 13, Greater-than sign

Shot 1 RATE=08 Positioning only. Push ball 7.
Shot 2 RATE=01 Pocket balls 1, 5, 6 and 7.
Shot 3 RATE=11 Positioning only. Some cursor movement detected.
Shot 4 RATE=01 Pocket balls 2, 3 and 4. Some cursor movement detected.

Stage 14, Diagonal oval

Shot 1 RATE=08 Positioning only.
Shot 2 RATE=01 Pocket balls 2, 3 and 6.
Shot 3 RATE=08 Pocket balls 4 and 6 without hesitation. Push ball 7.
Shot 4 RATE=12 Pocket ball 1 without hesitation.
Shot 5 RATE=13 Pocket ball 7 without hesitation. Score += 910, (7*13)*10.

Stage 15, Choice of five

Shot 1 RATE=14 Positioning only. Push ball 2.
Shot 2 RATE=01 Pocket balls 1, 2, 3 and 4.
Shot 3 RATE=11 Pocket ball 5. Some cursor movement detected.

Stage 16, Walled halves

Shot 1 RATE=12 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2 and 3.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 4, 5 and 6.

Stage 17, Little teeth here and there

Shot 1 RATE=08 Positioning only. Some cursor movement detected. Ball 1 used as a projectile.
Shot 2 RATE=01 Pocket balls 1, 2 and 3.
Shot 3 RATE=08 Positioning only. Some cursor movement detected.
Shot 4 RATE=01 Pocket balls 4 and 5. Some cursor movement detected.

Stage 18, Z shape revisited

Shot 1 RATE=05 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2, 3 and 6.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 4, 5 and 7.

Stage 19, Reminds me of the union jack

Shot 1 RATE=08 Positioning only.
Shot 2 RATE=01 Pocket balls 2, 4, 5 and 6. Ball 2 used as a projectile.
Shot 3 RATE=11 Pocket ball 3 without hesitation.
Shot 4 RATE=12 Pocket ball 2. Score += 240, (2*12)*10.

Stage 20, Obstacle course

Shot 1 RATE=13 Positioning only. Push ball 3.
Shot 2 RATE=01 Pocket balls 1, 2, 3, 4, 5 and 6. Score += 910, (1*1+2*2+3*3+4*4+5*5+6*6)*10.

Stage 21, Walls and corridors

Shot 1 RATE=17 Positioning only. Push ball 3.
Shot 2 RATE=01 Pocket balls 1, 3, 4, 6 and 7. Ball 2 used as a projectile.
Shot 3 RATE=14 Pocket balls 2 and 5. Score += 1030, (2*14 + 5*15)*10.

Stage 22, Walls point towards a drain

Shot 1 RATE=18 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 5 and 6.
Shot 3 RATE=08 Pocket balls 2, 3, 4 and 7.

Stage 23, Forward slash

Shot 1 RATE=19 Positioning only.
Shot 2 RATE=01 Pocket balls 3, 4 and 5.
Shot 3 RATE=08 Positioning only. Push ball 2.
Shot 4 RATE=01 Pocket balls 2, 6 and 7. Ball 6 used as a projectile.
Shot 5 RATE=08 Pocket ball 1 without hesitation.

Stage 24, North diagonals revisited

Shot 1 RATE=09 Positioning only. Push ball 1.
Shot 2 RATE=01 Pocket balls 1, 2, 3 and 5.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 4, 6 and 7.

Stage 25, Circular with wall in the middle revisited

Shot 1 RATE=08 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2, 4 and 5.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 3 and 6.

Stage 26, Left-pointing arrow

Shot 1 RATE=05 Positioning only. Push ball 1.
Shot 2 RATE=01 Pocket balls 4, 6 and 7.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 2, 3 and 5.
Shot 5 RATE=08 Pocket ball 1 without hesitation.

Stage 27, Plus sign with eight pockets revisited

Shot 1 RATE=09 Positioning only. Push ball 1.
Shot 2 RATE=01 Pocket balls 1, 2 and 7, using ball 1 as the projectile.
Shot 3 RATE=08 Positioning only. Push ball 4. Some cursor movement detected.
Shot 4 RATE=01 Pocket balls 3, 4, 5 and 6. Some cursor movement detected.

Stage 28, As board 01, but with shark tooth edges

Shot 1 RATE=11 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2, 3 and 6.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 4 and 5.

Stage 29, Obstacle course revisited

Shot 1 RATE=05 Pocket ball 7. PERFECT!

This is the only "PERFECT!" in this movie.

Stage 30, Diagonal compartments

Shot 1 RATE=09 Pocket balls 1 and 2. Push ball 3.
Shot 2 RATE=13 Pocket ball 3 without hesitation. Score += 3*13*10.
Shot 3 RATE=14 Positioning only.
Shot 4 RATE=01 Pocket balls 4, 5 and 6.

Stage 31, Walled halves revisited

Shot 1 RATE=08 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 5 and 6.
Shot 3 RATE=08 Pocket balls 2 and 3.
Shot 4 RATE=12 Pocket ball 7 without hesitation.
Shot 5 RATE=13 Positioning only.
Shot 6 RATE=01 Pocket ball 4. Maximum velocity.

Stage 32, LB

Shot 1 RATE=02 Pocket balls 1, 2, 3 and 6.
Shot 2 RATE=01 Positioning only.
Shot 3 RATE=01 Pocket balls 4, 5 and 7.

Stage 33, Ziggurat

Shot 1 RATE=08 Positioning only
Shot 2 RATE=01 Pocket balls 1 and 4. Using a maneuver that makes perfectly sense but is not likely to succeed.
Shot 3 RATE=05 Pocket ball 6 without hesitation.
Shot 4 RATE=06 Positioning only
Shot 5 RATE=01 Pocket balls 2, 3 and 5.

Stage 34, Diagonal oval revisited

Shot 1 RATE=08 Pocket balls 1 and 2. Maximum velocity.
Shot 2 RATE=12 Positioning only.
Shot 3 RATE=01 Pocket balls 3, 4 and 5.
Shot 4 RATE=08 Positioning only.
Shot 5 RATE=01 Pocket balls 6 and 7.

Ball 2 was pocketed before ball 1.

Stage 35, Circular with a giant pocket in the middle revisited

Shot 1 RATE=05 Positioning only. Push balls 1 and 3.
Shot 2 RATE=01 Pocket balls 1, 2, 3, 5, 6 and 7.
Shot 3 RATE=17 Pocket ball 4.

Stage 36, Horizontal walls

Shot 1 RATE=18 Positioning only. Push ball 6.
Shot 2 RATE=01 Pocket balls 2, 4, 5 and 7.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 1 and 3.
Shot 5 RATE=05 Pocket ball 6.

I almost didn't believe it can get ball 6 without a positioning shot.

Stage 37, Circular with smaller wall in the middle

Shot 1 RATE=06 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 3, 5 and 6.
Shot 3 RATE=11 Positioning only. Some cursor movement detected. Push ball 4.
Shot 4 RATE=01 Pocket balls 2 and 4. Some cursor movement detected.

Stage 38, Standard board revisited

Shot 1 RATE=05 Positioning only.
Shot 2 RATE=01 Pocket balls 3, 5 and 6.
Shot 3 RATE=08 Pocket balls 1 and 2 without hesitation.
Shot 4 RATE=12 Pocket balls 4.

Stage 39, Little teeth here and there revisited

Shot 1 RATE=13 Pocket balls 1 and 2.
Shot 2 RATE=17 Positioning only.
Shot 3 RATE=01 Pocket balls 5, 6 and 7. Uses ball 6 as projectile.
Shot 4 RATE=08 Pocket balls 3 without hesitation.
Shot 5 RATE=09 Positioning only.
Shot 6 RATE=01 Pocket ball 4. Slow, slow cursor.

Stage 40, Dot dot dot

Shot 1 RATE=02 Positioning only. Pushes ball 1.
Shot 2 RATE=01 VANQUISH balls 3, 4, 5 and 6. Music stops.
Shot 3 RATE=11 VANQUISH balls 1 and 2.
Shot 4 RATE=15 Positioning only.
Shot 5 RATE=01 Pocket ball 7.

The glitch used in this stage took me completely by surprise.

Stage 41, Octagon with many adjacent pockets revisited

Shot 1 RATE=02 Pocket balls 4, 6 and 7. Ball 2 used as projectile.
Shot 2 RATE=09 Positioning only.
Shot 3 RATE=01 Pocket balls 1, 2, 3 and 5.

Stage 42, Clamp the middle revisited

Shot 1 RATE=11 Positioning only. Push ball 3, 4, 5 and 6.
Shot 2 RATE=01 Pocket balls 2, 3 and 4.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 1, 5 and 6.

Stage 43, Walls and corridors revisited

Shot 1 RATE=08 Positioning only. Touch ball 1.
Shot 2 RATE=01 Pocket balls 1, 2 and 3.
Shot 3 RATE=08 Pocket balls 4 and 5 without hesitation.
Shot 4 RATE=12 Pocket balls 6 and 7 without hesitation.

Pocketing ball 7 is what they would call a "lucky shot".

Stage 44, Superposition of two stage 02s revisited

Shot 1 RATE=16 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 2 and 3.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 4, 5 and 6.

Stage 45, Greater-than sign revisited

Shot 1 RATE=08 Positioning only. A chain reaction affecting balls 1, 2, 3 and 4.
Shot 2 RATE=01 Pocket balls 1, 2 and 4.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 3, 5, 6 and 7.

Stage 46, Ziggurat revisited

Shot 1 RATE=11 Positioning only. Push ball 1.
Shot 2 RATE=01 Pocket balls 2, 5 and 6.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 3, 4 and 7.
Shot 5 RATE=08 Pocket ball 1.

Stage 47, Corner oriented revisited

Shot 1 RATE=09 Pocket balls 1 and 4. Disturb the position in general.
Shot 2 RATE=13 Pocket ball 2. Score += 260, (2*13)*10.
Shot 3 RATE=14 Positioning only.
Shot 4 RATE=01 Pocket balls 3, 5 and 7. Push ball 6.
Shot 5 RATE=08 Pocket ball 6. And almost the cue ball, too.

Stage 48, Reminds me of the union jack revisited

Shot 1 RATE=09 Positioning only. Push ball 6.
Shot 2 RATE=01 Pocket balls 3, 4, 5 and 6.
Shot 3 RATE=11 Positioning only. Push ball 7.
Shot 4 RATE=01 Pocket balls 1, 2 and 7.

Stage 49, Four corner compartments revisited

Shot 1 RATE=08 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 5 and 6.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 2, 3 and 4.

Stage 50, Left-pointing arrow revisited

Shot 1 RATE=08 Positioning only.
Shot 2 RATE=01 Pocket balls 2 and 6. Disturb the position in general.
Shot 3 RATE=05 Pocket balls 4 and 5 without hesitation.
Shot 4 RATE=09 Pocket ball 3 without hesitation.
Shot 5 RATE=10 Pocket balls 1 and 7 without hesitation. Score += 870, (1*10 + 7*11)*10

Stage 51, Diagonal compartments revisited

Shot 1 RATE=14 Positioning only. Push ball 1.
Shot 2 RATE=01 Pocket balls 2 and 4. Balls 1 and 5 used as projectiles.
Shot 3 RATE=05 Pocket balls 1 and 5 without hesitation.
Shot 4 RATE=09 Positioning only.
Shot 5 RATE=01 Pocket balls 3 and 6.

Stage 52, As board 01, but with shark tooth edges revisited

Shot 1 RATE=05 Positioning only.
Shot 2 RATE=01 Pocket balls 2, 4 and 5.
Shot 3 RATE=08 Positioning only.
Shot 4 RATE=01 Pocket balls 1, 3, 6 and 7. Ball 6 used as a projectile.

Stage 53, Forward slash revisited

Shot 1 RATE=11 Positioning only.
Shot 2 RATE=01 Pocket balls 2, 3, 4 and 5. Ball 1 used as a projectile.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 1, 6 and 7.

Stage 54, Circular with smaller wall in the middle revisited

Shot 1 RATE=08 Positioning only. Push ball 7.
Shot 2 RATE=01 Pocket balls 4, 5, 6 and 7.
Shot 3 RATE=11 Pocket balls 1, 2 and 3.

Stage 55, Choice of five revisited

Shot 1 RATE=18 Positioning only.
Shot 2 RATE=01 Pocket balls 1, 3, 4 and 5.
Shot 3 RATE=11 Pocket ball 2 without hesitation.
Shot 4 RATE=12 Positioning only.
Shot 5 RATE=01 Pocket balls 6 and 7.

Stage 56, Walls point towards a drain revisited

Shot 1 RATE=05 Positioning only. Push balls 1 and 2.
Shot 2 RATE=01 Pocket balls 2, 3 and 4.
Shot 3 RATE=08 Positioning only. Push ball 1.
Shot 4 RATE=01 Pocket balls 1, 5 and 6.
Shot 5 RATE=08 Pocket ball 7.

Stage 57, X shape with sixteen pockets revisited

Shot 1 RATE=09 Positioning only.
Shot 2 RATE=01 Pocket balls 2, 3, 4 and 5. Uses ball 3 as a projectile.
Shot 3 RATE=11 Positioning only.
Shot 4 RATE=01 Pocket balls 1, 6 and 7. Trades motion energy twice with ball 1.

Stage 58, Horizontal walls revisited

Shot 1 RATE=08 Pocket balls 1 and 2.
Shot 2 RATE=12 Positioning only.
Shot 3 RATE=01 Pocket balls 4, 5 and 7.
Shot 4 RATE=08 Positioning only.
Shot 5 RATE=01 Pocket balls 3 and 6.

Stage 59, Dot dot dot revisited

Shot 1 RATE=05 Positioning only. Pushes ball 7.
Shot 2 RATE=01 Pocket balls 1, 2, 3 and 4.
Shot 3 RATE=11 Pocket ball 5 without hesitation.
Shot 4 RATE=12 Positioning only. Touch ball 6.
Shot 5 RATE=01 Pocket balls 6 and 7.

Stage 60, LB revisited

Shot 1 RATE=05 Positioning only. A chain reaction affecting balls 1, 2 and 3.
Shot 2 RATE=01 VANQUISH balls 1 and 2. Disturb the position in general. Music stops.
Shot 3 RATE=05 Positioning only. Push balls 4 and 5.
Shot 4 RATE=01 VANQUISH ball 3 and pocket balls 5 and 7.
Shot 5 RATE=08 Positioning only. Touch ball 4.
Shot 6 RATE=05 VANQUISH ball 4 and pocket ball 6. MOVIE END

After shooting the last shot, the input is terminated. The triumphal ending is seen after the board is completed.

Other comments

Thanks to:
  • Comicalflop
  • qFox
  • Derakon
  • Xkeeper
  • Adelikat
  • Nach
  • Bisqwit
  • Jemini, Teramoto, Miyamoto, Yunoki and Niitani -- the Compile crew credited in the game


FractalFusion: Set to delayed while the author works out improvements.


Bisqwit: Framecount goes from 85834 to 85792 in this update. Submission is "new" again. And I think, unfortunately, it will probably still fail for some emulators. At least the stage 60 has now been exhaustively tested.

FractalFusion: Accepting for publication on technical merit alone.


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