TASVideos

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

Submission #4042: Aglar & MESHUGGAH's NES Duck Tales in 07:04.73

Console: Nintendo Entertainment System
Game name: Duck Tales
Game version: USA
ROM filename: Duck Tales (U).nes
Branch:
Emulator: FCEUX 2.2.1
Movie length: 07:04.73
FrameCount: 25526
Re-record count: 8059
Author's real name: Mikael Johansson & Oliver H.
Author's nickname: Aglar & MESHUGGAH
Submitter: Aglar
Submitted at: 2013-08-11 10:00:14
Text last edited at: 2013-08-14 20:55:49
Text last edited by: Ilari
Download: Download (4153 bytes)
Status: published
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Author's comments and explanations:

(Link to video)

With two days until the release of the remastered version of this game, you can prepare for it by watching this remastered TAS of the game!

MESHUGGAH's comments

Thanks to Pasky13's HUD lua script, feos' DT2 lua script and helping with DT1 and Aglar for being much more precise than me, we implemented more time savings into a proper "difficult" run (unlike any other published ones IIRC).

We traded lag frames, removed lag frames, made better jumps to fall down faster or reach places earlier and manipulated bosses to be fast and close to us as much as possible.

It was a pleasure to work with Aglar. He is a good TASer. That's all, see you until my next TAS =)

Aglar's comments

Got interested in joining after playing a little with the early parts of the game and found out that there might be more things to improve than I earlier thought. And even if it's not a big improvement timewise it still contains quite some different maneuvers throughout the run.

MESHUGGAH did a good job finding some stuff that I had overlooked earlier, which was what made me interested in trying this game again. I think we complmented each other really well with my old school and his modern way of TASing.

One new observation we made was that this game has enemy subpixel carryovers. This means that when an enemy in a certain memory location leaves the screen, its subpixels remains and are taken over by the next enemy that spawns in that memory location.

Also, this time around we learnt that each level can only be completed every other ingame frame. If lag had occured earlier in the level we could abuse this by waiting 1 frame at the laggy area to remove the lag frame and thus advence the ingame counter in order to always sure that the level is completed at a "good" frame.

Improvements

Level Frames saved Total frames saved
The Amazon 12 12
Transylvania 6 18
Transylvania revisit 1 19
African Mines 3 22
The Himalayas 10 32
The Moon 2 34
Transylvania revisit 2 1 35

The Amazon

Most time was saved was saved by taking the lower route under the first snake to grab the vine and grabbing one additional vine at the next vine section. The rest was saved by reducing lag and better vertical management in the room before the boss.

Transylvania

Better vertical subpixel management when jumping up the first rope. Some lag reduction and having the last ghost move in a better pattern. The boss was hit eartlier by making it start with a lower horizontal subpixel value.

Transylvania revisit

When jumping up to the mirror you can be one pixel closer to the left wall by not hold left until you've reached the height required to go past it.

African Mines

Used the same trick as in the previous level when going down the pit after the big treasure chest. The boss was manipulated to have better starting subpixels to save another frame.

The Himalayas

Better lag reduction at the first goat, then gained more vertical speed when going down the pit to cave by jumping on a goat. The rest was saved by walking on the last iceblock in the long horizontal cave room.

The Moon

Took damage on the moving platform in a different way.

Transylvania revisit 2

Same vertical subpixel management in the first room as last time.


Mothrayas: Judging.

Mothrayas: Accepting as an improvement to the published movie.

Ilari: Let's see...


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