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

Submission #2787: Mukki's GB Trip World in 06:11.42

Console: Game Boy
Game name: Trip World
Game version: JPN
ROM filename: tripworld(J).gb
Branch:
Emulator: (unknown)
Movie length: 06:11.42
FrameCount: 22285
Re-record count: 25833
Author's real name: I. Masterson
Author's nickname: Mukki
Submitter: Mukki
Submitted at: 2010-08-05 02:49:46
Text last edited at: 2010-08-11 11:05:19
Text last edited by: Kyman
Download: Download (1775 bytes)
Status: published
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Author's comments and explanations:

(Link to video)
A few weeks ago I was approached by SDA's cyghfer (known here as Orange Claw Hammer) for advice on making a realtime run of Trip World. I was more than happy to oblige, being a huge fan of the game. However, he quickly found numerous improvements to my run, some of them quite major and interesting. I decided to look into making a v3 of this and soon started to find various aditional improvements myself. This new run is 2900 frames (48.33s) faster than my currently published movie. Most boss battles, miniboss battles and the majority of World 2 are unchanged from the old run.

World Improvement Total
1 805 805
2 90 895
3 1148 2043
4 263 2306
5 594 2900

General Improvements

  • Optimisation of Oscillating Velocity
    • When I made my first two versions last year I didn't use RAM Search despite the fact that I had been using it competently for a few years. This game's RAM is very difficult to figure out. I found the X co-ordinate quite by accident this time around. It is consigned to a single byte and increases by several pixels per frame while walking so one can only test 'greater thans' over a very short period. This was not helped by the fact that cheat search in the old vba was very difficult to use. However, when I found the positioning addresses the velocity addresses were close by. I saved several frames throughout the run after discovering that the velocity oscillates between 15, 16 and 17 when either normal, mouse or big Yacopu. When you jump the value remains constant and by pressing A on the correct frame you can get the value to go as high as 18.

  • Hopping Glitch
    • Probably reponsible for the most improvement. When in flying form Yacopu's top velocity is 24 (it is reduced to 23 on every 16th frame for a single frame). However, if A is pressed for a single frame on take-off and again when the ground is reached Yacopu gets a slight velocity boost (usually up to 25-26 on the first bounce) and if repeated the previous boost is not cleared properly and another boost is piled on top (usually 29-30) on the second bounce and so on until Yacopu is impeded. The highest velocity I was able to get with this technique was 37.

  • Big Yacopu Glitch.
    • When using the Big Yacopu boosting trick his velocity usually goes up to 47 and slowly decreases. However, in certain situations if one presses the opposite direction for 3-4 frames before B is pressed Yacopu gets a huge boost to a velocity of 65!

  • Transformation Optimisation
    • Rather than transforming on the first frame possible you can jump forward for a few frames before transforming to allow the momentum to carry you forward. Similarly, transforming before entering certain screens can save time by avoiding cool-down animations and utilising the transformation's faster Y-velocity. Discovered by cyghfer

  • General precision
    • Of course, the odd frame here and there. Mainly World 2 boss, World 4 miniboss and the final boss are improved by a few frames through slightly different strats.

Individual Level Improvements / Comments.

  • World 1
    • A couple of seconds are saved by using the momentum from the steep slopes while in flying form. Discovered by cyghfer

  • World 2
    • Using the falling leaf in screen 3 to optimise entrance into screen 4 saves about 40 frames. More time is saved later as a result because I make the slope before the transformation kicks in and so the momentum carries me during the animation avoiding the need to stop.

  • World 3
    • Flying over the water and transforming while falling instead of swimming in fish form. Discovered by cyghfer
    • In the wind screen the wind effects don't affect the top of the screen for some reason allowing for a huge improvement. Discovered by cyghfer

  • World 4
    • Because of the hopping glitch I am able to get to the mouse fruit fast enough to make the ball unneccessary in this instance.
    • It is possible to glitch out of the miniboss area, but you end up stuck in a wall only able to move upwards. If someone could figure out how to get out of the wall or how to get in the wall of a level that you travel upwards in using this method you could save some nice time (See: http://dehacked.2y.net/microstorage.php/info/459414923/tripworldglitch.vbm).

  • World 5
    • Likewise, the hopping glitch makes it faster to fly through this level.

Thanks

Huge thanks to cyghfer; firstly, for finding such numerous and awesome improvements; secondly, for sharing these improvements with me; and thirdly, for watching my WIPs and offering constructive criticism and ideas for further improvement. I await his realtime run with bated breath, it should be very awesome indeed and I hope that he enjoys this TAS.

  • Aims for Fastest Time
  • Abuses Programming Errors in the Game
  • Manipulates Luck
  • Genre: Platform

Flygon: Added YouTube module at 2x native resolution (1x was literally too small to use properly, there wasn't even a full screen option).


Baxter: Nice improvement to the published movie. Accepting.

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