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

Submission #4869: BrunoVisnadi's SNES Classic Kong Complete in 02:12.55

Console: Super NES
Game name: Classic Kong Complete
Game version: USA
ROM filename: Classic Kong Complete (U).smc
Emulator: Bizhawk 1.11.1
Movie length: 02:12.55
FrameCount: 7966
Re-record count: 3152
Author's real name: Bruno Visnadi
Author's nickname: BrunoVisnadi
Submitter: BrunoVisnadi
Submitted at: 2015-10-04 04:09:43
Text last edited at: 2015-10-07 16:51:34
Text last edited by: BrunoVisnadi
Download: Download (4579 bytes)
Status: decision: cancelled
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Author's comments and explanations:
EDIT: I'm cancelling it since I found new tricks that made it much faster. See the new submission: http://tasvideos.org/4872S.html

Hello! Classic Kong Complete is a SNES homebrew version of the Donkey Kong game. Unlike the versions for NES and Atari, it includes all 4 original levels. This TAS is an improvement of 13 frames (0.22 second) to the current movie, which will be detailed in the comments.

(Link to video)

Game objectives

  • Emulator used: Bizhawk 1.11.1
  • Aims for fastest speed
  • Manipulates luck

Stage by stage comments


I delayed in 1 frame the entrance of this level, because only that allows the background to load, for some reason. I don't lose any time here, since delaying this frame saves one frame of lag while the level is loading. Jumpman's movement is kinda limited here, since jumping one more time, for example, would make me to enter the next level with a bad RNG.


In this stage, I have to wait to a stair to move up. The stair's movement depends of RNG, which is pretty annoying. Almost every single different pattern of movement would make me to lose time here, because it would take more time to the stairs to reach the ceiling.


Here, I jumped out of the second moving platform in a better frame. Since Jumpman is slower when he is in the air, I jumped when the platform was in a lower position (so that he reaches the ground faster), and in a way that he reaches the ground in a 'good' frame. Divisibility by 3 and by 2 of the frame matters here, since Jumpman can't advance a pixel in 1 out of 3 frames when he is in the ground, and in 1 out of 2 frames when he is in the air. In the next platform, I boosted in the stairs that were below Jumpman, by pressing down to warp to it and then pressing up immediately to keep walking, and the jump to the last platform was also improved. Overall, 4 frames were saved in this stage.


In this stage I performed stair boosts in the stairs that were below Jumpman, which, luckily, made me to reach some of the stairs in better frames. The initial Y position of Jumpman, when he starts climbing a stair, depends of the value of an address that changes every frame he walks or jumps. 9 frames were saved in this stage.


I'd like to thank Kaizoman and Kaizoboy, for some help to not have 166 MB as the size of the movie file... Thanks also to Fortranm, for the previous movie!

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