TASVideos

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

Submission #6864: EZGames69's PCE Fushigi no Yume no Alice in 10:48.18

Console: TurboGrafx 16
Game name: Fushigi no Yume no Alice
Game version: unknown
ROM filename: Fushigi no Yume no Alice (Japan).pce
Branch:
Emulator: BizHawk 2.5
Movie length: 10:48.18
FrameCount: 38778
Re-record count: 21748
Author's real name:
Author's nickname: EZGames69
Submitter: EZGames69
Submitted at: 2020-09-01 03:11:21
Text last edited at: 2020-09-14 13:57:19
Text last edited by: fsvgm777
Download: Download (14503 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:

(Link to video)

Fushigi no Yume no Alice (or Alice in Wonderdream) is a platformer based in the world of Wonderland. You take control of a girl named Alice, who can shoot words from her mouth (I mean cant everyone?)

Game objectives

  • Emulator used: BizHawk 2.5
  • Takes Damage to save time

Comments

This is the very first submission to use the brand new PCE core in BizHawk known as TurboNyma. It is slightly more accurate than PCEHawk and the audio emulation is much more accurate to the console. I originally started this project on 2.4.2 on the PCEHawk core, but as soon as TurboNyma became TASable in dev builds of bizhawk, I decided to switch over there. Of course I waited until the core was officially released before submitting, I'm not a monster.

Stage by stage comments

The Forest

Very straight forward level, we travel through some land, climb up some ladders made out of fish bones, and go to the ginger bread house to fight a boss. For bosses, you can shoot words at it, and the boss wont have any I-Frames for it, however it doesnt do nearly as much damage as bouncing, which does cause I-Frames. For the Ghost, I do as much damage as I can do it before it goes upwards, as soon as it's about to go up, I do my bounce attack on it so the I-Frames can happen at a time I don't have to confront it.

This game has 2 known warps in it, and it is not exactly known how you consistently get them or which levels have them. I just happened to get lucky and found a way to spawn the warp faster than in RTA.

When jumping off a ladder, you want to press the jump button one frame later than when you start moving, as that's how you get up to speed. Otherwise you will slowly accelerate off of the ladder.

The Falls

After every world you beat, you gain a new magic powerup, this is accessed from pausing the game, the blue book is the most useful powerup for this TAS as it allows us to jump higher. This makes the vertical sections you see in this world faster.

Bouncing on enemies would normally waste 3-4 frames, however if you press the jump button as soon as you land on an enemy, you do not loose any time.

For the allegator boss, I was able to bounce on the balls he spits out in order to get enough height to do the last hit earlier. Bounces are on a set height, and are not adjustable, which is why you might see me overshooting my jumps.

The Vegetables

This is the other warp in the game, all it seems I have to do is shoot the gnome in a very specific way to trigger the warp.

This stage also has inclines, and can slow Alice down. It's best to jump as much as possible up these inclines, or use an enemy bounce to limit how long you'd be on these inclines.

Some Gnomes will stack on top of each other, you can knock some down if you do a full yell.

The Palace

RTA uses the invincibility powerup here alot, however this is a TAS, we dont need fancy toys like that. We have the power of bounce.

The boss seemes to have one glitched hit on him from simply bouncing on a ball near his head, I am not sure if this saved time at all but it makes for a funny sprite glitch.

The Nightmare

This is a collection of enemies from the previous worlds in each room.

For the final boss, on her first phase I do a combination of yelling attack and bouncing, this saves having to do a 2nd bounce later on.

For the 2nd phase, you are supposed to jump on her Little Shop of Horrors looking hand to bounce up to her head, however she also can shoot eyes at you, and you can bounce off of these eyes. This is much more convenient to use than her piranha plant hand

Other comments

Shoutouts to the BizHawk team for getting this new PCE core into bizhawk, it sounds and looks great.

Also a shoutout to the two RTA runners of this game: EpicNeonNinjaMonkey and LattMackey. I promised you guys I would eventually do this game, and glad to say I've finally done it. Now stop bugging me! <3


arkiandruski: Claimed.

arkiandruski: Alright, everything looks good here. Optimization seems fine.

While there isn't much in the gameplay itself that's obviously interesting, (the character mostly just runs through the levels and enemies don't seem to be able to inconvenience the player that much. There also aren't any obvious glitches being used) the game itself is colorful and fun to watch. I did not feel bored or fatigued watching this. Also, audience reaction is strong.

Accepting to Moons.

fsvgm777: Processing.


Similar submissions (by title and categories where applicable):