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

Submission #4470: Archanfel's Genesis Pinocchio in 10:09.13

Console: Sega Genesis
Game name: Pinocchio
Game version: USA
ROM filename: Pinocchio (USA).bin
Emulator: Gens Rerecording v11c
Movie length: 10:09.13
FrameCount: 36501
Re-record count: (unknown)
Author's real name: Alexey
Author's nickname: Archanfel
Submitter: Archanfel
Submitted at: 2014-10-26 12:55:14
Text last edited at: 2014-11-01 00:17:12
Text last edited by: sheela901
Download: Download (2308 bytes)
Status: published
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Author's comments and explanations:

(Link to video)

Game objectives

  • Emulator: Gens Rerecording v11c
  • Aims for fastest time
  • Uses easiest difficulty
  • Heavy luck manipulation
  • Takes damage to save time
  • Abuses programming errors

About the Game

The game is based on the 1940 Walt Disney's animated musical fantasy film, based on the children's novel The Adventures of Pinocchio by Carlo Collodi. It is story about anthropomorphic piece of wood which dreamed to become a real boy.

About graphics

Graphics is so beautiful.

About the Run

I never played this game earlier, but when i saw it in workbench two weeks ago i immediately loved it. After few days of research/testing i found that many things can be improved and soon decided do my own TAS instead of helping to previous author.

This movie is 1 minute and 33 seconds (5598 frames) faster over last (rejected) submission by gamerretro2. Improvements come thanks to better routes planning, sequence breaks, small shortcuts, usage of damage boots and heavy luck manipulation (a lot of luck manipulation), besides many time was saved just thanks to more precise optimization.

Unfortunately in this game still there are two long sections - dancing sequence, and auto scroller level at the end, these two sections nearly identical unassisted gameplay. But despite of these disadvantages, i hope this run still can be entertaining enough, because all others levels are quite interesting for speed run (particularly for tas), at least i enjoyed optimise them.

Stage by stage

Road to school

Jiminy Cricket

All butterflies have random generated starting position. I focused on the first butterfly. (How soon you be able to do first hit). Between best and worst first butterfly pattern about 40 frames difference. I used input of first level to set up the best pattern.

After getting damage butterfly become invulnerable for some time and fly fast in opposite direction. Butterflies choose fly to right/left (depend from which side you strike them) usually with negligibly small vertical component ~+/-15 degrees. However possible to manipulate and force butterfly to fly up/down, it allowed to kill the first 2HP butterfly faster.

Second butterfly 3HP is enough straightforward. Level have fixed end point, no matter where you finish level, shortly after you kill last butterfly you lost control and game will auto-walking to this point. So at fight with the last 4HP butterfly is significant to finish as close to end point to minimise time of traveling to it.

The Puppet Theatre

Pleasure Island 1

Balloons are a bit random, so it is possible to manipulate them and get (a bit) more lucky sequence for jumping. Also color of first ball can be different. I choosed red.

Pleasure Island 2

At railway i found two time saving shortcuts one big = 13 seconds and one small about 2 seconds. Small shortcut is easy to execute, but big one is enough tricky. Problem is that if Pinocchio is fall down during some, soon time dark screen will kill him even if he reach another wagon. But if while falling Pinocchio will collide with obstacle Deadline of "dark screen of death" will be extended and it this extended time is enough to reach another wagon before dark screen and to do sequence break. At firework i saved a lot of time (even more than on railway). Goal of battle at firework is to collect 6 items as soon as possible. After each fireworks exploded item can appear or not appear. Obviously with luck manipulation 100% result with 6/6 success can be done, it not hard for TAS; Real problems start when you try to choose WHICH 6/6 pattern is the best? Between ultra-super-mega-lucky 6/6 pattern and average 6/6 pattern a few hundreds of frames difference. It was real nightmare to choose best one. Besides guy below also can't be ignored, his behavior is random as well and this bastard can extend end of level up to 100 frames if he decide to start new animation cycle when all 6 items was collected (do not be worry, he not did it).

Pride Rock

New route to reach the top faster. Last hit to boss should be done while standing not while jump ~10 frames to decrease auto walk distance to the precipice. (During rotation while standing on the ground Pinocchio is moving forward without input when control on him is lost.)

Underwater 1

Quite interesting level. When Pinocchio will collect 5 seashells he will fall to the bottom. Seashells are random so tas-player can choose where strategically best to do it (or not do it at all). Upper route is the fastest almost to the very end of level.

Underwater 2

Inside sea monster


Pinocchio paradox

Pinocchio says: "My nose grows now".

Suggested screenshots

  • 2641
  • 22706

Honorable mention

  • Thanks to gamerretro2 for discovering this beautiful game.
  • Thanks to feos and Tompa for trying optimise first level.
  • Thanks to emu for creating http://tasvideos.org/952M.html

feos: There is a guideline about selecting the hardest difficulty, and for this run, it is indeed applicable, but it can be bended in a positive way, just like the cheat restriction guideline can be. So, while the Ninja Gaiden 3 run done on an easier (Japanese) version got bad feedback and was rejected, Gunstar Heroes was done on easy and then obsoleted by a hard difficulty version. This is what I'm doing here, since the audience didn't have a real problem with using easy, but the next run for this game (if it's done) should be on the hardest difficulty, and would obsolete this one.

Accepting to Vault.

sheela901: Processing...

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