TASVideos

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

Submission #5323: Tee-N-Tee's SMS Castle of Illusion: Starring Mickey Mouse in 11:46.53

Console: Sega MasterSystem
Game name: Castle of Illusion: Starring Mickey Mouse
Game version: USA v1.1
ROM filename: Castle of Illusion Starring Mickey Mouse (U) (V1.1) [!].sms
Branch:
Emulator: BizHawk 1.11.4
Movie length: 11:46.53
FrameCount: 42337
Re-record count: 61782
Author's real name:
Author's nickname: Tee-N-Tee
Submitter: Tee-N-Tee
Submitted at: 2016-12-15 02:29:32
Text last edited at: 2016-12-24 13:03:48
Text last edited by: Spikestuff
Download: Download (15004 bytes)
Status: published
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Author's comments and explanations:

Game objectives

  • Emulator used: BizHawk 1.11.4
  • Aims for fastest time
  • Takes damage to save time
  • Plays at hardest difficulty
  • Contains speed/entertainment tradeoff

Plot

Mickey and Minnie are dancing happily as all of a sudden the evil witch Mizrabel, jealous of Minnie's beauty, plunges out of the sky and abducts Minnie. Mickey chases after Mizrabel all the way to the Castle of Illusion... He has to collect the 7 rainbow gems to turn into Super Mickey build a bridge to the final level, beat the witch and rescue Minnie.

General Comments

In the following, I will describe several tricks that are used.

New movement technique

Usually Mickey's running speed is capped at 1.5 pixels per frame (px/f) and sliding down a slope is capped at 3 px/f, that means if you were to hold the direction you're going after a slide you would fall back to max running speed but pressing left, right or down every 4 frames, allows you to keep your sliding speed, as long as you're on the ground. Moving objects can also be used for a speed boost, for objects moving in the same direction as Mickey, you have to jump at the last possible moment before running off of it, for objects moving in the opposite direction, you have to jump off right after landing on it. In both cases the object's speed gets added to Mickey's speed.

Ladderjumping

Partly used in earlier TASes but with precise y-positioning this can be done on every ladder. Basically, you let go and regrab the ladder just before a screen transition, this puts Mickey in his standing state for a split second, allowing you to jump.

Corner boosting

By partially clipping a ceiling, Mickey can jump up to 9 pixels higher, which allows you sometimes to skip a platform or ladder and even bypassing some part of the level. Additionally, Mickey's x-position gets shifted up to 4 pixels.

Walljumping

Mickey must meet the following conditions: downward momentum, x-velocity over 2 px/f, proper x-positioning to skip the wall's two outmost pixels.

Door glitch aka "Ray Manzarek"

Mickey can get wedged between an item and a door. You can then pick up the door, resulting in Mickey zipping around.

Detailed list

This run improves the currently published movie by 3716 frames (62.01sec). It breaks down as follows.

Level Frames Saved Total Frames Saved
Overworld 1 2 2
Overworld 2 6 8
Enchanted Forest 1 13 21
Enchanted Forest 2 4 25
Enchanted Forest 3 13 38
Enchanted Forest 4 118 156
Enchanted Forest 5 3 159
Overworld 3 6 165
Toyland 1 12 177
Toyland 2 6 183
Toyland 3 89 272
Toyland 4 56 328
Toyland 5 78 406
Toyland 6 2 408
Toyland 7 9 417
Overworld 4 6 423
Dessert Factory 1 7 430
Dessert Factory 2 34 464
Dessert Factory 3 22 486
Dessert Factory 4 56 542
Dessert Factory 5 -106 436
Dessert Factory 6 1105 1541
Overworld 5 0 1541
Overworld 6 40 1581
Library 1 0 1581
Library 2 266 1847
Library 3 0 1847
Library 4 40 1887
Library 5 16 1903
Library 6 40 1943
Library 7 42 1985
Library 8 0 1985
Library 9 0 1985
Library 10 0 1985
Library 11 99 2084
Overworld 7 6 2090
Clock Tower 1 65 2155
Clock Tower 2 845 3000
Clock Tower 3 124 3124
Clock Tower 4 0 3124
Clock Tower 5 79 3203
Overworld 8 0 3203
Overworld 9 0 3203
Overworld 10 6 3209
Castle 1 8 3217
Castle 2 29 3246
Castle 3 40 3286
Castle 4 0 3286
Castle 5 50 3336
Castle 6 99 3435
Castle 7 0 3435
Castle 8 0 3435
Castle 9 31 3466
Castle 10 30 3496
Castle 11 0 3496
Castle 12 230 3726
Castle 13 -10 3716

I divided the levels into sections. Every time a screen transition or fade-out occurs, a new segment starts. The number of lag frames was reduced from 94 to 40.

Level Comments

Enchanted Forest

The first "leaf boost" is actually a special case of the aforementioned speed tech. Mickey interacts with the leaf in such a way that he gets the left- and rightward momentum, resulting in a speed of 3.5 px/f.

Toyland

Slightly faster boss strat, I got the boss to land twice on his box and jumped off of the box to grab the gem.

Dessert Factory

New strat, involving getting the barrel into the bossroom. Some time is lost getting it, but it's more than made up by utterly destroying the "Chocolate Devil". The way he disintegrates into pieces is RNG and can take between 12 and 26 frames per piece. By doing seemingly random movements, he can be manipulated into dropping a piece every 12 frames.

Library

The bounce you can get off of the book boss, is strong enough to get on top of the wall, this allows you to get the subsequent hits as fast as possible.

Clock Tower

Walljumping ftw! Getting to the gem early, skips a decent amount of backtracking. Damageboosting made it possible to get to the nut before it even moved and beating the boss in one less bob.

Castle

At the end of the rainbow cutscene, it's possible to jump (the jump sound effect can be heard), this is known as "rainbow jump" and is mainly for shits 'n' giggles, but it wastes 1 frame, so consider it a speed/entertainment tradeoff. The dragonfight seems a bit glitchy, especially the first hit. I think, as long as you traverse the hitbox with the barrel, it registers the hit as soon as you throw it. This oddity and the fact that the barrel falls straight down when Mickey's horizontal speed is 0, allowed for sneaking in an extra hit (2nd hit). For the next 3 hits, I manipulated the boss into shooting the lightning balls straight down in the fastest pattern and for the last hit, I was able to use a faster strategy, since I had one extra health and didn't have to regrab the barrel. Even before the final level transpired, I wanted to change the Mizrabel fight a bit (fastest to final hit instead of shortest input that still beats the game) and having no extra health left, narrowed it down to option 1 anyway. That's why the input is 10 frames longer in the final fight.

Concluding Comments

I'd like to thank Katzman 79 for the barrel strat against the "Chocolate Devil" and btrim for the door glitch.

I hope y'all enjoy this run :)


Masterjun: Judging.

Masterjun: Entertaining game and really nice improvements. (My tip: Try to do more different things in the autoscrollers to make it even more entertaining! Copying input is not bad in itself, but when you have the chance to increase the entertainment of your movie, you should take it!)

Accepting for Moons as an improvements to the previous movie.

Spikestuff: Publishing.


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