All right! Finally done with my time attack of GBA Wario Land 4. For a platformer it is surprisingly long. It wasn't long after I started that I realized this was going to be an hour+ time attack. As it is, I got it done in just over an hour.
  • Aims for the fastest possible time
  • Uses no warps (not that there are any)
  • Takes damage in two levels to save time
  • Plays on Normal difficulty
  • Lag reduction is turned off, but I'm not sure that matters as VBA seems to adjust settings on playback
For those who haven't played this game, it's a little different than the last two Wario Land games. Wario is no longer invincible, but that doesn't really matter here :) The game has 18 levels and 6 bosses, divided amongst 6 areas. The goal of each level is to gather the four jewel fragments from all and the Keyzer (a ghost/bird thing that has a key for a beak), set the level's self destruct mechanism, and escape from the level before time runs out. The Keyzer unlocks the door to the next level. The jewels unlock the door to the boss. There is no way to skip any level or boss. All jewels and all Keyzers must be collected.
The reason the game is played on Normal rather than Hard came down to a matter of length. Hard does what you would expect hard to do: it has more enemies, tougher enemies, and lower time limits. However, it also drastically alters the position of the four jewel fragments in each level. The jewel fragments are placed in hard to reach areas and areas that were "secret" on Normal. I estimate that playing on Hard would have added 10+ minutes to the length of the movie, and I figured the movie was already long enough.
The movie was more challenging to make than it might appear. Some difficulties I faced were with regards to controls. For example when Wario is running at full speed (which I try and keep him doing as much as possible), you cannot control the length or the height of his jumps. This means I must stop running if I need to make a controlled jump. If it's a small jump Wario can start running full speed again as soon as he hits the ground, otherwise you must build up to full speed. Also when running full speed you can't come to a sudden stop without skidding, but if you let go of run and walk for a few steps you can stop with no skid.
Controls while swimming were especially frustrating. Wario is very disobedient to my input whilst in the water.
It took a little bit of planning in some levels to figure out the best route to collect the jewel fragments, but most of it was pretty straightforward.
The hardest level to complete was definitely Pinball Zone. Looks like a breeze when you watch it, but getting those balls in the holes as fast as possible was exceedingly difficult. The Aerodent boss was also particularly frustrating until I figured out how to do it right. At first I didn't think it was possible to hit him more than three times without him flipping back up, but if you hit him just right he wont flip back up. It almost has to be pixel perfect to get a good hit.
Anyway, I hope you like it.

Nach: Processing.


Editor, Reviewer, Experienced player (979)
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I have the same problem as JXQ. I'd like to watch this since a lot of people have complained that it haven't been published yet even though it's good enough to be.
Player (102)
Joined: 3/25/2004
Posts: 189
Location: Austin
I have to say I am kind of baffled at how defiantly ignored this submission has been. Wario's not even a particularly obscure series. And GBA games really should take priority since they're recent and harder to find. I tried to figure the encoding thing out, so I could help contribute instead of just raising a stink about it, but I just can't. Everything I try results in files that aren't compressed enough, and the filesize never seems to change no matter how many passes I do or what settings I use. I just don't "get" encoding. =( So I made a post in General about this, 'cause I can't think of anything else to do.
http://girlyyy.com/ The El Viento TAS is the only decent thing I submitted here.
Editor, Reviewer, Experienced player (979)
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>I just don't "get" encoding. =( The people on IRC can probably help you. A post in General would work too, only slower responses. I would like to judge this, but I obviously can't when I can't even view the movie file. So, could someone help me out? For example by encoding a low-quality AVI. I'm open to other ideas too.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
JuanValdez wrote:
The MD5 of the ROM I used is 5FE47355A33E3FABEC2A1607AF88A404.
Thank g-d. that's what I have. I'll be looking over your movie now, I may encode it tonight or tommorow, but I don't think I'll be able to share the AVI till Sunday.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Just a heads up, I'm almost done encoding, however I will not be able to publish until Sunday (or late Saturday night).
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [506] GBA Wario Land 4 "Normal" by JuanValdez in 1:02:21.45
Joined: 12/13/2004
Posts: 103
YEAH! Finally! :)
Post subject: Finally...
Joined: 11/11/2005
Posts: 43
It's about damn time. Great job!
Joined: 1/22/2006
Posts: 31
Now that I just saw the movie... I think I've found an optimization for the final boss. I remember that when you use the hammer to turn yourself into Pogo Wario, you don't have to charge throw it up. Just throw it up, charge to its spot, and there you go. See if it goes faster. Still, very good job.
Player (36)
Joined: 9/11/2004
Posts: 2630
Actually there seems to be numerous movement optimizations throughout the run. I wouldn't be surprised if this could get under an hour.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Just chiming in. I watched about half of this run yesterday and spotted several obvious mistakes. The second boss comes to mind, as does getting momentum before the 0-blocks disappear (the level where you throw bombs or whatever). Several places would benefit from cutting corners better. Also I wasn't very convinced that this run should be done on normal instead of hard, even though I don't know how far off the pieces are then. But 10 minutes is not that long for a more impressive run.
Former player
Joined: 9/5/2004
Posts: 19
Truncated wrote:
Just chiming in. I watched about half of this run yesterday and spotted several obvious mistakes. The second boss comes to mind, as does getting momentum before the 0-blocks disappear (the level where you throw bombs or whatever). Several places would benefit from cutting corners better. Also I wasn't very convinced that this run should be done on normal instead of hard, even though I don't know how far off the pieces are then. But 10 minutes is not that long for a more impressive run.
Thanks for your comments. I wish I had gotten this kind of feedback back a year ago when I posted a WIP. Even after nearly a year in the submission queue, I received no criticism like this. When you say second boss, do you mean the plant? I don't think I could save more than a few frames on this guy. Probably not even a whole second. I hit him as soon as he stops blinking every time. As for the Vulture/Clock boss, I hit the pendulum as soon as descends. The second half egg throwing might be able to be improved a tad, but again probably not by more than a second or two. I think the boss that needs the most work is the Cat/Ghost. I'm sure there's a way to score successive hits, but I couldn't figure it out. Regarding throwing the hammer during the last boss, I'll have to go back and try that. I thought if I just did a normal throw I wouldn't have time to move underneath it. Upon rewatching it I see there are quite a few places where movement could have been optimized and done a little bit better, especially in the lava level where I noticed a few major screwups. The pinball level, which you mentioned, was done near optimal as far as I can tell. Any specific places you noticed possible improvements? I also realized avoiding hearts where I would save something like ~15 frames each at the end of each level. I'm not sure if I could get it under an hour however. 3 minutes is a long time in terms of a TAS. As for playing on hard, I'm not sure it would be more interesting. I couldn't zoom through the levels like I did as the gems are placed in more obscure places. Maybe though. I'm not even sure I want to tackle this game again because, as I said, there seemed to be no interest in it and it took almost a year before a decision was made regarding publication.
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JuanValdez wrote:
Thanks for your comments. I wish I had gotten this kind of feedback back a year ago when I posted a WIP. Even after nearly a year in the submission queue, I received no criticism like this.
More people see your video if there's an AVI for it, and when the site approves it.
JuanValdez wrote:
The pinball level, which you mentioned, was done near optimal as far as I can tell. Any specific places you noticed possible improvements?
There's one spot where you're standing on a block waiting for it to disappear instead of running at it so you'll be moving full speed when it does.
JuanValdez wrote:
I also realized avoiding hearts where I would save something like ~15 frames each at the end of each level.
I noticed that myself, however Bisqwit in his old Castlevania movies made similar errors, so I figured it wasn't bad enough to negate the rest of a pretty good run.
JuanValdez wrote:
I'm not even sure I want to tackle this game again because, as I said, there seemed to be no interest in it and it took almost a year before a decision was made regarding publication.
The other publishers don't seem to be that interested in Game Boy games. I however only encode Game Boy game, so if you do another run, I will certainly look at it. Notice that I encoded 5 of the last 7 Game Boy videos and the submission queue for Game Boy games is quite smaller now (in fact smaller than the others).
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
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>I wish I had gotten this kind of feedback back a year ago when I posted a WIP. Even after nearly a year in the submission queue, I received no criticism like this. I agree that this is poor, but I simply couldn't watch it until now because of ROM mismatch, even though I wanted to. The AVI was my first chance. >When you say second boss, do you mean the plant? ... I hit him as soon as he stops blinking every time. 1) Yes, and 2) I'm pretty sure you don't. Check the two first hits specifically. >The pinball level, which you mentioned, was done near optimal as far as I can tell. Any specific places you noticed possible improvements? Almost every place where you wait for one of those blocks that say "0" to disappear. You stand on top of it when you should have jumped to go down faster, or push from the side when you should have ran towards it and arrived just when it disappeared. >Any specific places you noticed possible improvements? Many, but I think most will be obvious to someone making a new version. For example, the very first level, and the very first thing you do, you run to the right instead of jumping straight away. And going up you stay on the right side when you should have placed yourself a little to the left/middle to have more speed when you pass the passage.
Former player
Joined: 9/5/2004
Posts: 19
Truncated wrote:
> >Any specific places you noticed possible improvements? Many, but I think most will be obvious to someone making a new version. For example, the very first level, and the very first thing you do, you run to the right instead of jumping straight away. And going up you stay on the right side when you should have placed yourself a little to the left/middle to have more speed when you pass the passage.
Thanks for the pointers. I really do appreciate feedback. Hmm.. I see what you mean. I guess if I decide to make an improved version I'll have to go over the existing movie and scrutinize for things like that. I'm still not sure I can cut it down to under an hour, as that would be 8520 frames of improvement. But I guess little things like you mentioned can add up after a while :)
Editor, Reviewer, Experienced player (979)
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If you do decide to make an improved version, let me know and I can perhaps give you some more thorough feedback. I think the normal/hard issue should at least be looked into, too. For example doing one level in both normal and hard and see how much more clumsy/impressive/longer it is.