TASVideos

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

Submission #2751: Acmlm's SNES Bubsy in Claws Encounters of the Furred Kind in 13:47.57

Console: Super NES
Game name: Bubsy in Claws Encounters of the Furred Kind
Game version: USA
ROM filename: Bubsy in Claws Encounters of the Furred Kind (U) [!].smc
Branch:
Emulator: (unknown)
Movie length: 13:47.57
FrameCount: 49654
Re-record count: 14296
Author's real name: Jean-François Lapointe
Author's nickname: Acmlm
Submitter: Acmlm
Submitted at: 2010-07-18 16:30:08
Text last edited at: 2010-07-23 06:45:13
Text last edited by: Velitha
Download: Download (2651 bytes)
Status: published
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Author's comments and explanations:

The bobcat who wishes he could be Sonic is back, with better success this time.

This is 5360 frames (1:29.33) faster than Cpadolf's run, but the actual improvement is at least 10 seconds more (1:40.50 for game time + yarn), due to differences between Snes9x 1.43 and 1.51 causing a longer delay before each level.

New tricks

Glide boost: Whenever Bubsy starts gliding, he's pushed forward by 2 pixels, so I can glide every 2 frames for a speed boost when falling. It's not always faster or useful (averaged gravity, landing too far, etc.), but still helped gaining some frames pretty much everywhere.

Victory death: It's sometimes possible to die while clearing a level. If the bonus countdown starts during the fade out (from the death), it skips the "Press any button" and saves about 40 frames! (and no life is lost) This was done in 3 levels (1, 2 and 10), and there's at least a few more where it'd be possible but cost too much time.

Delayed spawns: This was already used before, just not as much. Pressing L/R to scroll the screen can cause enemies, yarn, etc. to spawn a few frames sooner or later, changing their position or timing to my advantage. This also works on bosses, by scrolling to where they are.

The delay between each level also seems to vary depending on player input, so I tried getting it as low as possible.

Gains per level

(without counting lag or level delays)
Game time Yarn
1 23.40 (-1.95) 12 (-2) The second half completely changed, now I fly fast and high before falling to my death playing some accordion to celebrate victory
2 21.70 (-3.03) 37 (-10) Now I bounce over the whole last part, and play more accordion
3 37.22 (-3.20) 19 (-29) New path in the first half, faster than using the door
4 21.10 (-2.50) 26 (-8) More fun with boots for extreme speed
5 24.12 (-0.98) 58 (+5) Same path as before, I did try a few others (and one with another crashing finish) but they were slower
6 40.95 (-28.13) 8 (-44) Door maze? What door maze? You mean that thing I saw passing below me?
7 44.88 (-8.23) 18 (+8) Hitting a dynamite box from the side pushes forwards (at high speed) instead of upwards, so I took advantage of that
8 43.88 (-13.33) 57 (+35) How did we both miss that door before?
9 56.25 (-7.07) 14 (-7) Dynamite from the side, again
10 26.07 (-1.68) 15 (+1) Bubsy touches an egg, breaks into little pieces ... then gets up for his victory pose
11 26.15 (-1.98) 23 (+2) Nothing much here, but skipping the first door saved some time
12 29.62 (-10.17) 12 (+6) Water bouncing and boots for extreme speed again! Scrolling down, right and up at the boss saved many seconds too. I also drown after finishing ... it doesn't affect anything, but doing it any sooner would actually cost a life and restart the level.
13 22.58 (-0.37) 0 There really wasn't much to improve here ...
14 19.28 (-1.62) 2 (-9) Slightly different path, but otherwise nothing much
15 35.45 (-2.95) 16 (-5) I died just a little too late after beating the boss (to gain the 40 frames), but I tried and it really doesn't seem to be possible
16 80.93 (-11.73) 61 (-39) For some unknown reason, the last radioactive liquid thing (or whatever) was replaced by an activated restart point, allowing me to skip the last switch and save 5 seconds!

RAM addresses

I had those shown on screen (with a lua script), as well as the X/Y delta (actual speed), to make things easier:

  • Base X speed: 7E0016-7E0017 (256 = 1 pixel/frame)
  • Base Y speed: 7E0018-7E0019
  • X position: 7E0000-7E0002 (256 per pixel)
  • Y position: 7E0003-7E0005 (oddly enough, the Y subpixel isn't reset between levels, while X is)
  • Sub-second timer ticks: 7E00D4 (not reset between levels either)


FractalFusion: Accepting as an improvement to the published run.

Remember to add "Uses death to save time" category.

Velitha: Acknowledged Fractal. Processing...


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