Submission Text Full Submission Page

Circus Caper

The NES platformer with a rather creepy premise.
You play as Tim, the brother of a girl who went into a circus and was kidnapped. Not only kidnapped at the circus...kidnapped BY the circus. (See, I told you it was a creepy premise.)
Anyway, your task is to run around the circus chasing after the people you think have your sister and beat them up until they relinquish her. Unfortunately, with each victory you learn that she has just been transferred to a different circus member thus extending the search.
You have various items at your disposal if you collect them from defeated enemies.
  • Weapons - One HP of damage per hit against bosses (equal to your fist).
    • Hammer - Throw horizontally across the screen.
    • Yo-Yo - Swing in circles around yourself as a weapon and pseudo-shield.
    • Soccer Ball - Rolls across the screen.
    • Bomb - Destroys all enemies on-screen. Ineffective against bosses.
  • Tools
    • Brick - Can be placed in the air for a makeshift platform.
Once you beat Mr. Magic, the ringleader of this caper, you find your sister and learn that they were using her as target practice for the knife-throwers! (And the creepy factor increases a bit more.)

TAS Notes

  • There is a major glitch in this game that is exploited in this run.
    • While you are normally supposed to run to the right of most levels and jump to the exit at the top of the screen, it is possible to simply jump out the upper left of most levels as well. When you do this, the level ends as it would if you left the right side of the level.
  • Boss battles are physical battles with one exception which is explained below.
    • With all physical boss fights, the bosses cannot move or attack during their invulnerable period following a hit.
  • While the time of this run is close to the fastest time on Speedrun.com there are reasons they appear this way.
    • This run starts timing from Power On while the other starts at the beginning of the first stage.
    • The final input of this run is at the end of the story following the death of the final boss (a few inputs after the boss are necessary to bring the game to the "The End" screen). The other run stops timing upon death of the final boss.
  • Where items are needed, luck is manipulated to get the desired item in as few frames as possible.
  • Damage is taken a couple times to save time.
  • At the end of boss battles where a key drops from the top of the screen, the character is located in the highest position directly under the key to minimize time of the key falling. (Any higher position results in a soft-lock.)

Stage Notes

Stage 1 (after a bunch of story dialogue) - The first part of this stage is skipped with the wall glitch after obtaining a brick. The second part is run. There are a couple narrow passages in this section where the character requires multiple jumps to ascend the obstacle and move forward.
  • Boss - Clown Bag - Physical fight,
Stage 2 - Left wall glitch is used to immediately skip to the boss.
  • Boss - Tightrope Dancer - Physical fight.
Stage 3 - Left wall glitch is used to immediately skip to the boss.
  • Boss - White Tiger - Teriyaki Battle (Timed challenge)
    • In this challenge, either a piece of meat or an empty bone shows up on the table. If you grab the meat, you get a point. If you grab the bone, you lose a point. In this run, the meat is grabbed so fast the Tiger just stares in awe of your cat-like reflexes. He attempts to beat you a couple times, but only accomplishes grabbing the bone.
    • This is a 1-Minute timed event and the higher score wins the battle.
Stage 4 - The left wall glitch is used after obtaining a brick.
  • Boss - Lion Tamer - Physical Battle
Stage 5 - Left wall glitch is used to immediately skip to the boss.
  • Boss - Bear on the Ball - Physical fight.
Stage 6 - The left wall glitch is used to skip the first part of this stage. The second part is a maze of doors which leads to the final string of boss fights. Just prior to these is an unavoidable 'mini-game' to replenish health before the boss marathon.
  • Mini-Game - Kangaroo Fight (1-Minute Timed Challenge)
    • You must punch to catch the falling balls. Catch more than the kangaroo does in the allotted time and you win back health. As it is impossible to catch them all, I only caught what was necessary to win. (A tie counts as not winning.)
    • The Kangaroo needs to drink less coffee.
  • Boss Marathon
    • Clown Bag - Hammers are used to kill the Clown faster than I can reach him to use fists.
    • Tightrope Dancer, Lion Tamer, Bear on the Ball - All of these are 2-hit kills. The hammer is used to get the first hit as soon as possible. While punching for the second hit takes a couple more frames than trowing a second hammer, only 5 hammers can be held. Thus throwing a second on the first couple rematches would result in longer times to the 1st hits on the latter boss rematches. Also, in my attempts, the time required to obtain a soccer ball for a second weapon would be longer than the time saved by having two weapons in the boss marathon.
    • Mr. Magic - Basic physical fight.
As mentioned above, a few inputs after the final boss fight are necessary to reach the "The End" screen.

feos: Rejecting for sub-optimality, as shown in this post. Branch looks like a legit any% though, as explained in that post too.

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14873
Location: 127.0.0.1
This topic is for the purpose of discussing #5343: DrD2k9's NES Circus Caper "Left Wall Exit Glitch" in 07:06.06
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11267
Location: RU
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 6/4/2009
Posts: 893
happy new year, and yes vote, but is it really a glitch or is a intended / left debug feature ? in the lion tamer / bear level you can clearly see the exit drawn on the screen
Spikestuff
They/Them
Editor, Publisher, Expert player (2292)
Joined: 10/12/2011
Posts: 6337
Location: The land down under.
Kinda disappointed you didn't playaround with the Kangaroo. It's fine... Meh Vote.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Post subject: On the concept of Glitches vs. Debug actions
DrD2k9
He/Him
Editor, Judge, Expert player (2057)
Joined: 8/21/2016
Posts: 1011
Location: US
Nicos wrote:
...but is it really a glitch or is a intended / left debug feature ? in the lion tamer / bear level you can clearly see the exit drawn on the screen
Fair question. In my opinion; unless we could discuss the left-side exits with a developer to confirm that they were intentional for testing purposes, we have to (at the very least) assume that any undrawn left exits were unintentional. Also, if it is an intentional/debug method, why would they not have included one for the 2nd part of Stage 1? Or why, if used a way to skip directly to bosses, wouldn't they have had the left exit of Stage 1 go directly to the Clown Boss skipping the second part entirely? To be fair and consider both sides of the coin, if we're willing to speculate that the all the left exits were debug intended, then we also have to consider the possibility that none of the left exits were intended including the drawn ones. Perhaps they were intended to be simply graphical tie-ins to previous stages. It's quite possible that it was these drawn left-side exits that prompted someone to try and leave an undrawn one in the first place. Either way, it brings up an interesting question/concept for all games: For any game, it seems to me more appropriate to consider an event like this a glitch as opposed to debug intent unless there is some sort of in-game indicator that it was debug intent--or unless a developer has (via interview or written confirmation somewhere) confirmed that the event in question was part of a debug process.
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11267
Location: RU
Google, GameFAQs and Circus Caper manual dont's seem to know about this trick, SDA forum doesn't even know the game, but RTA runs use it. I don't think we have a proof that it's a cheat, even if it is. And even if it is, the RTA crowd uses it, so it looks safe. EDIT: This run is also quite sloppy. Here's my 105 frame improvement of what looks like level 1. http://tasvideos.org/userfiles/info/36146295028709928 The jet controls are indeed shitty, but not shitty enough to lose so much time.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2738
Location: The dark corners of the TASVideos server
om, nom, nom... blech, bitter!
Post subject: A note of thanks and resubmission.
DrD2k9
He/Him
Editor, Judge, Expert player (2057)
Joined: 8/21/2016
Posts: 1011
Location: US
feos wrote:
...This run is also quite sloppy. Here's my 105 frame improvement of what looks like level 1. http://tasvideos.org/userfiles/info/36146295028709928 The jet controls are indeed shitty, but not shitty enough to lose so much time.
Thanks for pointing this out. Somehow I missed that attacking while airborne allows horizontal motion to continue while standing attacks don't. I've reworked this submission and was able to further improve on even your time through stage 1 by an additional 33 frames. Varying the frame delay between "A" button presses while using the jetpack affects lift height and I was able to more smoothly traverse a couple of the high platforms in that stage. I also discovered that there is a 1-frame window in which you can jump out of mid air after taking damage. I utilized this to speed up the final boss fight.
Spikestuff wrote:
Kinda disappointed you didn't playaround with the Kangaroo.
After rewatching the original submission, I agree; it is disappointing to see the character just stop. So this time I played along the whole time with the Aussie. New submission - http://tasvideos.org/5356S.html
Site Admin, Skilled player (1236)
Joined: 4/17/2010
Posts: 11267
Location: RU
You're not turbojumping to fly up asap anymore, right?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
DrD2k9
He/Him
Editor, Judge, Expert player (2057)
Joined: 8/21/2016
Posts: 1011
Location: US
Right. The inputs are still close together, but vary anywhere between 2-5 frames. Overall the new submission saves 131 frames over my original. RNG changes brought the overall improvement down from your 150ish frame improvement of Stage 1.