TASVideos

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

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NES DuckTales


[Tier: Moons][Console-verified]NES Disney's DuckTales (USA) in 07:04.73 by Aglar & MESHUGGAH.
FCEUX movie (.fm2) (date: 2013-08-15)
MKV file via BitTorrent (size: 12.35 MB, length: 08:56)
MKV file via BitTorrent (Modern HQ) (size: 13.18 MB, length: 08:56)
Mirror archive.org
Mirror archive.org (MKV Modern HQ)
Watch on (www.youtube.com)
Submission #4042 — Author's comments
Discuss this movie
Obsoletes movie #1267 (07:06.02)
Rating: 8.0 (18 votes)
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- Takes damage to save time
- Genre: Platform
Duck Tales is a classic game in which Scrooge has to collect treasures from all over the world. Some of the levels are not completely straightforward, and collecting items is sometimes necessary before proceeding. His cane also doubles as an almighty pogo stick that can be used in various ways, which makes jumping a lot more fun.

This is the sixth TAS of Duck Tales. Minor improvements and refined strategies here and there contributed around an additional half second of improvement.

This is a 0.58 second improvement over the previous movie due to general optimizations including lag reduction and subpixel optimization.

You can watch this run played back on a real NES console.

Total movies: 6


[Tier: Moons]NES Disney's DuckTales (USA) in 07:14.48 by Aglar.
FCEU movie (.fcm) (date: 2008-11-08)
MKV file via BitTorrent (Modern HQ) (size: 12.3 MB, length: 09:05)
MP4 file via BitTorrent (Compatibility) (size: 16.98 MB, length: 09:05)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #2134 — Author's comments
Discuss this movie
Obsoletes movie #699 (07:18.9)
Rating: 8.1 (27.5 votes)
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- Takes damage to save time
- Heavy glitch abuse
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Duck Tales is a classic game in which Scrooge has to collect treasures from all over the world. Some of the levels are not completely straightforward, and collecting items is sometimes necessary before proceeding. His cane also doubles as an almighty pogo stick that can be used in various ways, which makes jumping a lot more fun.

This is the fourth TAS of Duck Tales, improved about four and a half seconds over the previous movie by utilizing new boss strategies and other minor optimizations.


[Tier: Moons]NES Disney's DuckTales (USA) in 08:25.1 by Blublu.
Famtasia movie (.fmv) (date: 2004-03-05)
MKV file via BitTorrent (Modern HQ) (size: 13.31 MB, length: 09:11)
MP4 file via BitTorrent (Compatibility) (size: 18.72 MB, length: 09:11)
Mirror archive.org (MKV Modern HQ)
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Submission #1252 — Author's comments
Discuss this movie
Not rated
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- Uses hardest difficulty
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
This is a historic movie, submitted and obsoleted before the creation of the database-based (and wiki-based) site engine, before July 2004.

It was inserted to the database in a history revival project by Bisqwit in autumn 2006.

As for the movie itself... The earliest Duck Tales publication on record (but Blublu's 4th attempt). This movie features the route used in subsequent publications.


[Tier: Moons]NES Disney's DuckTales (USA) in 08:11.38 by OmnipotentEntity.
FCEU movie (.fcm) (date: 2005-08-19)
MP4 file via BitTorrent (size: 7.1 MB, length: 05:02)
Mirror www.archive.org
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Submission #770 — Author's comments
Discuss this movie
Obsoletes movie #24 (08:14.2)
Rating: 7.7 (18 votes)
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- Takes damage to save time
- Uses hardest difficulty
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Duck Tales is a classic game in which Scrooge has to collect treasures from all over the world. Some of the levels are not completely straightforward, and collecting items is sometimes necessary before proceeding. He also has an almighty pogo stick with him that can be used in various ways, which makes jumping a lot more fun.

This is the third TAS of Duck Tales at difficult level, merely 3 seconds faster than the previous version by Genisto.


[Tier: Moons]NES Disney's DuckTales (USA) in 07:18.9 by adelikat.
FCEU movie (.fcm) (date: 2006-10-18)
MKV file via BitTorrent (Modern HQ) (size: 12.55 MB, length: 09:10)
MP4 file via BitTorrent (Compatibility) (size: 17.14 MB, length: 09:10)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.dailymotion.com)
Watch on (www.youtube.com)
Submission #1310 — Author's comments
Discuss this movie
Obsoletes movie #394 (08:11.38)
Rating: 7.6 (34 votes)
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- Takes damage to save time
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Duck Tales is a classic game in which Scrooge has to collect treasures from all over the world. Some of the levels are not completely straightforward, and collecting items is sometimes necessary before proceeding. His cane also doubles as an almighty pogo stick that can be used in various ways, which makes jumping a lot more fun.

This is the fourth TAS of Duck Tales. This time, due to a bug in the Moon level found by HHS, it is almost a minute shorter! Other minor tricks here and there contributed an additional few seconds of improvement.


[Tier: Moons]NES Disney's DuckTales (USA) in 07:06.02 by Aglar.
FCEU movie (.fcm) (date: 2009-03-26)
MKV file via BitTorrent (Modern HQ) (size: 11.93 MB, length: 08:56)
MP4 file via BitTorrent (Compatibility) (size: 17.04 MB, length: 08:56)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #2199 — Author's comments
Discuss this movie
Obsoletes movie #1223 (07:14.48)
Rating: 7.7 (38.5 votes)
View Publication
- Takes damage to save time
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
Duck Tales is a classic game in which Scrooge has to collect treasures from all over the world. Some of the levels are not completely straightforward, and collecting items is sometimes necessary before proceeding. His cane also doubles as an almighty pogo stick that can be used in various ways, which makes jumping a lot more fun.

This is the fifth TAS of Duck Tales. Minor improvements and refined strategies here and there contributed an additional few seconds of improvement.

This is a 8½ second improvement over the previous movie due to a new glitch being abused.


[Tier: Moons]NES Disney's DuckTales (USA) in 08:14.2 by Genisto.
Famtasia movie (.fmv) (date: 2004-03-13)
MP4 file via BitTorrent (size: 11.34 MB, length: 10:10)
MP4 file via BitTorrent (Modern HQ) (size: 10.6 MB, length: 10:10)
Mirror www.archive.org
Mirror www.archive.org (MP4 Modern HQ)
Watch on (www.dailymotion.com)
Watch on (www.youtube.com)
Submission #154 — Author's comments
Discuss this movie
Obsoletes movie #650 (08:25.1)
Rating: Too few votes (1) to display
View Publication
- Uses hardest difficulty
- Genre: Platform

This movie has been obsoleted!

Click here to see the movie that obsoleted it.
The second timeattack video on Duck Tales at difficult level, 11 seconds faster than the previous version by Blublu.
#57726682502846583 - Slightly Better DuckTales TAS
ducktales_1p2c_tas13_final-compact.fm2 (545kB fm2 movie [NES])
Uploaded 2019-09-04 17:17:21 by Riyan (5 files)
For NES DuckTales (19 files)
In 06:43.49 [24249 frames], 9947 rerecords)
2004 views, 224 downloads
Saved 27 frames
Info Download

#57660064114727642 - Improved DuckTales TAS in 6:42 - 01/09/19
aglar,meshuggahv1,riyan-version2-ducktales-nodesync.fm2 (545kB fm2 movie [NES])
Uploaded 2019-09-01 17:17:06 by Riyan (5 files)
For NES DuckTales (19 files)
In 06:43.94 [24276 frames], 9 rerecords)
1935 views, 228 downloads
I saved a few frames and I added two new skips (African Mines and The Moon).
Info Download

#8525434972321840 - Duck Tales TAS
Aglar_MESHUGGAH_Duck_Tales.fm2 (374kB fm2 movie [NES])
Uploaded 2013-08-10 22:14:58 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 07:04.73 [25526 frames], 3059 rerecords)
12873 views, 949 downloads
probably final version. 35 frames faster than published movie.
Info Download

#8523030252445335 - DT hard (finishes but WIP)
Aglar_MESHUGGAH_Duck_Tales_difficult_WIPv5.fm2 (374kB fm2 movie [NES])
Uploaded 2013-08-10 19:39:01 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 07:04.73 [25526 frames], 2597 rerecords)
12795 views, 897 downloads
Info Download

#8521602180144674 - DT hard (finishes but WIP)
Aglar_MESHUGGAH_Duck_Tales_difficult_WIP4.fm2 (374kB fm2 movie [NES])
Uploaded 2013-08-10 18:06:25 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 07:04.75 [25527 frames], 2583 rerecords)
12855 views, 1251 downloads
Info Download

#8518416233661206 - DT hard (finishes but WIP)
Aglar_MESHUGGAH_Duck_Tales_difficult_WIPv2.fm2 (374kB fm2 movie [NES])
Uploaded 2013-08-10 14:39:48 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 07:04.77 [25528 frames], 3189 rerecords)
12833 views, 847 downloads
25528 frames. Since 2nd ghost spawns earlier, 1 left direction sacrificed and got a bad bat RNG.
Info Download

#8445923043895551 - DT1 hard wip
Duck Tales (U) HARD final level.fm2 (376kB fm2 movie [NES])
Uploaded 2013-08-07 08:18:33 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 07:07.11 [25669 frames], 1939 rerecords)
12871 views, 877 downloads
Desync at 2nd ghost pre-boss final level.
Info Download

#8433562066541258 - DT1 hard wip
Duck Tales HARD Base v2.fm2 (256kB fm2 movie [NES])
Uploaded 2013-08-06 18:56:56 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:50.62 [17466 frames], 1315 rerecords)
12862 views, 854 downloads
moving platform has different x subpos (compared to normal run). lag frame at level 4 boss "rock falls".
Info Download

#8405707311763051 - DT hard test
Duck Tales (U) HARD.fm2 (374kB fm2 movie [NES])
Uploaded 2013-08-05 12:50:32 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 07:04.8 [25530 frames], 1091 rerecords)
12870 views, 895 downloads
Slower.
Info Download

#8341949051872274 - DT WIP resync test
MESHUGGAH_Aglar_DT1_WIPv23.fm2 (281kB fm2 movie [NES])
Uploaded 2013-08-02 15:55:45 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 05:19.26 [19187 frames], 2628 rerecords)
12931 views, 886 downloads
Trying to figure out that goat. Level 5 is unchanged just resynced from previous published movie file to check goat behaviour at level 4.
Info Download

#8339529299150699 - DT WIP v19
MESHUGGAH_Aglar_DT1_WIPv19.fm2 (231kB fm2 movie [NES])
Uploaded 2013-08-02 13:18:50 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:22.19 [15757 frames], 2114 rerecords)
12908 views, 843 downloads
Aglar's improved more frames at boss 3. At level 4 I can't manipulate away the goat so I get an additional lag frame. Trying to debug it. (should desync around the icy platforms after falling down from goat)
Info Download

#8326393981956761 - DT WIP v15
MESHUGGAH_AGLAR_DT1_WIPv15.fm2 (231kB fm2 movie [NES])
Uploaded 2013-08-01 23:07:00 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:22.35 [15767 frames], 1968 rerecords)
12851 views, 829 downloads
Faster boss 3 fight, but still not enough if I'm correct. As far as I know, boss rolling to the right is faster than left, but I coudln't resync that RNG so far.
Info Download

#8326065758645172 - DT WIP v14
MESHUGGAH_AGLAR_DT1_WIPv14.fm2 (231kB fm2 movie [NES])
Uploaded 2013-08-01 22:45:43 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:22.32 [15765 frames], 1737 rerecords)
12903 views, 816 downloads
Aglar's lag frame trade (removing a lag frame by sacrificing position) saves Aglar's improvement on 1st/2nd vine. Boss 2 rng resynced. Boss 3 RNG need to be resynced.
Info Download

#8325055843505704 - DT WIP v13
MESHUGGAH_DT1_WIPv13.fm2 (231kB fm2 movie [NES])
Uploaded 2013-08-01 21:40:13 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:22.38 [15769 frames], 19489 rerecords)
12850 views, 832 downloads
WIP v12 resynced until 3rd boss fight. I got an extra lag frame before boss. Not sure if it's removable.
Info Download

#8324521481483750 - DT WIP v12
MESHUGGAH_DT1_WIPv12.fm2 (231kB fm2 movie [NES])
Uploaded 2013-08-01 21:05:34 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:22.35 [15767 frames], 18956 rerecords)
12841 views, 854 downloads
I pick up the key after boss 1 frame earlier, but still got an extra "delay" frame so it finishes in the same time as the earlier movie without Aglar's improvement. RNG is different of course.

How different? The best one!! Bird goes low and right! Abused with taking away a lag frame after launching a bomb to an enemy on the way.

Will resync boss fight and other levels later.

Info Download

#8323754017246597 - DT WIP v10
MESHUGGAH_DT1_WIPv10.fm2 (231kB fm2 movie [NES])
Uploaded 2013-08-01 20:15:47 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:22.33 [15766 frames], 18577 rerecords)
12871 views, 840 downloads
Added Aglar's 1 frame save at level 1 1st and 2nd vine. Currently I get 2 additional lag frames at falling bridge scene (so desyncs there).
Info Download

#8301437967633311 - DT WIP v8
MESHUGGAH_DT1_WIPv8.fm2 (231kB fm2 movie [NES])
Uploaded 2013-07-31 20:08:35 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:22.35 [15767 frames], 18197 rerecords)
12949 views, 850 downloads
just started to implement better X and Y positions. boss fight should have 4 delays to get same best RNG.
Info Download

#8276427459843689 - Duck Tales 1 Y sub demonstration
DuckTales_Press_A_at_7327.fm2 (110kB fm2 movie [NES])
Uploaded 2013-07-30 17:06:37 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 02:04.63 [7490 frames], 17024 rerecords)
12913 views, 838 downloads
Pressing A for 1 frame at 7327th frame in TASEditor will make the hit desync because the next jump will have different vertical boost since Y sub 1 (0x660) will take account Y sub 2 too after jumping for an extra time.
Info Download

#8228204947072282 - Duck Tales 1 WIP
MESHUGGAH_DT1_WIPv2.fm2 (225kB fm2 movie [NES])
Uploaded 2013-07-28 12:59:21 by MESHUGGAH (344 files)
For NES DuckTales (19 files)
In 04:14.83 [15315 frames], 15551 rerecords)
12957 views, 803 downloads
  • Level 1 - Amazonas
    • 1 frame gained by taking the bottom route to use rope boost (under the snake)
    • 5 frames gained by manipulating the bee spawn to take more rope boost (right after the earlier improvement)
    • 1 frame gained by reducing the lag frame (after the ropes)
    • 2 frames gained by reducing the lag frame after going through the falling laggy bridge

--> 9 frames

  • Level 2 - Transylvania
    • 1 frame gained by hitting the boss 1 frame earlier

--> 10 frames

  • Level 3 - Couldn't improve this stage.

  • Level 4 -
    • 5 frames gained by manipulating away the goat.
    • 3 frames gained by manipulating the goat to fall as fast as possible to the next scenes

--> 18 frames - amount of frames need to "despawn" the hockey enemies

Currently I got a bad spawns (x2) of hockey enemies at level 4 after goats, so I'm trying to understand how to manipulate away them without sacrificing too much speed in the icy stage.

I had some crazy ideas that turned out to be much slower like changing the internal timers (timer1 (level timer) and timer2 (special timer (boss, transformation, level end, etc, grabbing all ropes and taking damage at level 1, making bigger vertical boosts, using different route for level 2.

Info Download

Lua script made by Pasky13, feos and MESHUGGAH: http://pastebin.com/m94xecjR

Y sub pixels

Works the same way as in Chip 'n Dale Rescue Rangers but [current value + 51] mod 256 instead of [current value + 85] mod 256.

RNG roll

On every in-game frame when user has control (so transitions and lag frames don't roll RNG). One could remove a lag frame by removing the direction frame to get a different RNG.
A:00 X:06 Y:01 S:BF P:nvUBdIZc $DC23:20 E6 C2  JSR $C2E6 
A:00 X:06 Y:01 S:BD P:nvUBdIZc   $C2E6:A2 00     LDX #$00 
A:00 X:00 Y:01 S:BD P:nvUBdIZc   $C2E8:A0 04     LDY #$04 
A:00 X:00 Y:04 S:BD P:nvUBdIzc   $C2EA:B5 C0     LDA $C0,X @ $00C0 = #$85 -- RNG 1
A:85 X:00 Y:04 S:BD P:NvUBdIzc   $C2EC:29 02     AND #$02 
A:00 X:00 Y:04 S:BD P:nvUBdIZc   $C2EE:85 00     STA $0000 = #$8D 
A:00 X:00 Y:04 S:BD P:nvUBdIZc   $C2F0:B5 C1     LDA $C1,X @ $00C1 = #$1E -- RNG 2
A:1E X:00 Y:04 S:BD P:nvUBdIzc   $C2F2:29 02     AND #$02 
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F4:45 00     EOR $0000 = #$00 
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F6:18        CLC 
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F7:F0 01     BEQ $C2FA 
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F9:38        SEC 
A:02 X:00 Y:04 S:BD P:nvUBdIzC   $C2FA:76 C0     ROR $C0,X @ $00C0 = #$85 
A:02 X:00 Y:04 S:BD P:NvUBdIzC   $C2FC:E8        INX 
A:02 X:01 Y:04 S:BD P:nvUBdIzC   $C2FD:88        DEY 
A:02 X:01 Y:03 S:BD P:nvUBdIzC   $C2FE:D0 FA     BNE $C2FA 
A:02 X:01 Y:03 S:BD P:nvUBdIzC   $C2FA:76 C0     ROR $C0,X @ $00C1 = #$1E 
A:02 X:01 Y:03 S:BD P:NvUBdIzc   $C2FC:E8        INX 
A:02 X:02 Y:03 S:BD P:nvUBdIzc   $C2FD:88        DEY 
A:02 X:02 Y:02 S:BD P:nvUBdIzc   $C2FE:D0 FA     BNE $C2FA 
A:02 X:02 Y:02 S:BD P:nvUBdIzc   $C2FA:76 C0     ROR $C0,X @ $00C2 = #$14 -- RNG 3
A:02 X:02 Y:02 S:BD P:nvUBdIzc   $C2FC:E8        INX 
A:02 X:03 Y:02 S:BD P:nvUBdIzc   $C2FD:88        DEY 
A:02 X:03 Y:01 S:BD P:nvUBdIzc   $C2FE:D0 FA     BNE $C2FA 
A:02 X:03 Y:01 S:BD P:nvUBdIzc   $C2FA:76 C0     ROR $C0,X @ $00C3 = #$28 -- RNG 4
A:02 X:03 Y:01 S:BD P:nvUBdIzc   $C2FC:E8        INX 
A:02 X:04 Y:01 S:BD P:nvUBdIzc   $C2FD:88        DEY 
A:02 X:04 Y:00 S:BD P:nvUBdIZc   $C2FE:D0 FA     BNE $C2FA 
A:02 X:04 Y:00 S:BD P:nvUBdIZc   $C300:60        RTS (from $C2E6) -----------------

RNG on kill

Only tested on gorilla so far
$8945:20 DA 89  JSR $89DA
 $89DA:86 00     STX $0000 = #$09
 $89DC:A5 C0     LDA $00C0 = #$83 -- RNG 1
 $89DE:65 C1     ADC $00C1 = #$BA
 $89E0:85 C1     STA $00C1 = #$BA -- RNG 2
 $89E2:29 03     AND #$03
 $89E4:D0 28     BNE $8A0E
 $8A0E:A6 00     LDX $0000 = #$09

Boss 2 RNG

1st action depends on the last frame of the smoke puff before she transforms into a bird. Her "pattern" can be seen at 0x6BF (state if I'm correct). 1st action list:
  • 0x48 - flying to top
  • 0x68 - flying to middle
  • 0x88 - flying low
A:00 X:0F Y:01 S:BB P:nvUbdIZC     $A3A6:A5 C0     LDA $00C0 = #$5E -- RNG 1
A:5E X:0F Y:01 S:BB P:nvUbdIzC     $A3A8:65 C2     ADC $00C2 = #$03 -- RNG 3
A:62 X:0F Y:01 S:BB P:nvUbdIzc     $A3AA:85 C1     STA $00C1 = #$BE -- RNG 2
A:62 X:0F Y:01 S:BB P:nvUbdIzc     $A3AC:29 03     AND #$03
A:02 X:0F Y:01 S:BB P:nvUbdIzc     $A3AE:A8        TAY
A:02 X:0F Y:02 S:BB P:nvUbdIzc     $A3AF:B9 8F A5  LDA $A58F,Y @ $A591 = #$88
A:88 X:0F Y:02 S:BB P:NvUbdIzc     $A3B2:9D B0 06  STA $06B0,X @ $06BF = #$3C
A:88 X:0F Y:02 S:BB P:NvUbdIzc     $A3B5:60        RTS ------------------------------

Boss 3 weirdness

For whatever reason, the boss can have a different Y speed before each transforming to the rock. The best situation is the 159.000 peak jump on every iteration. Player's x subpos can manipulate it, something should be too. Boss 3 also has "inconsistent" X speed, so sometimes a rolling can be 1 frame longer.