(Link to video)
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very short run, not really much for me to say. I get past 990 points where the game's difficulty is at its max,saving donkey kong one last time.
sound quality of the encode is bad, you will occasionally hear clicks. so be weary of that.
also this encode isn't in 60fps so some movements wont be seen.
Cancelling due to the gallery game having unlockable credits.

ThunderAxe31: Judging.

adelikat: Replacing movie file with one that saves DK after a score of 990 (finishing cycle it is on after getting the "max" score)

TASVideoAgent
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Spikestuff
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>Single Game in a massive collection Oh boi. Someone correct me if I'm wrong since I'm using the GBC version as a base on this question. (Yes. There's a 4th on GBC, which many sites don't know about mainly cause it was Australia only iirc, and was basically G&W3 or something.) Isn't there an "Ultra" difficulty that also applies to Retro? Regards to the TAS I'm just voting a straight Meh.
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EZGames69
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Spikestuff wrote:
Isn't there an "Ultra" difficulty that also applies to Retro?
yes there is, however IIRC to unlock it in this gallery, you need to beat both easy and hard.
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Fortranm
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Spikestuff wrote:
Someone correct me if I'm wrong since I'm using the GBC version as a base on this question. (Yes. There's a 4th on GBC, which many sites don't know about mainly cause it was Australia only iirc, and was basically G&W3 or something.) Isn't there an "Ultra" difficulty that also applies to Retro?
First of all, that PAL region only game(https://www.mariowiki.com/Game_Boy_Gallery) was released before all GWG games, so it's technically GWG0. https://www.gamefaqs.com/gba/561568-game-and-watch-gallery-4/faqs/39797 According to this guide, Very Hard Mode/Star Mode is exclusive for the modern version of the games. While the on-screen score count overflows at 999, the high score record can go up to 9999. If you wanna make a run that only plays one game in this collection, you probably should go for 9999 score.
adelikat
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Fortranm wrote:
While the on-screen score count overflows at 999, the high score record can go up to 9999. If you wanna make a run that only plays one game in this collection, you probably should go for 9999 score.
Ugh, that is 10x more unwatchable content! Personally I think the end point is well before 999 if we wanted to really be scientific about this. The game stops getting more difficult well before then.
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Noxxa
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adelikat wrote:
Fortranm wrote:
While the on-screen score count overflows at 999, the high score record can go up to 9999. If you wanna make a run that only plays one game in this collection, you probably should go for 9999 score.
Ugh, that is 10x more unwatchable content! Personally I think the end point is well before 999 if we wanted to really be scientific about this. The game stops getting more difficult well before then.
Score capping is not a vaultable goal choice, either way.
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Fortranm
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Mothrayas wrote:
Score capping is not a vaultable goal choice, either way.
So the rule regarding score capping has changed since the publication of [2759] C64 C64anabalt by dwangoAC in 21:25.22?
Noxxa
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Fortranm wrote:
Mothrayas wrote:
Score capping is not a vaultable goal choice, either way.
So the rule regarding score capping has changed since the publication of [2759] C64 C64anabalt by dwangoAC in 21:25.22?
The rule was not yet defined at that time, but basically, yes.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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So, I've researched for a value that indicates the game difficulty. I'm not sure if there is a single value that controls it, but at least I've found the values that affect 4 distinct difficulty aspects:
SystemID GBA
03A3A0	w	u	0	EWRAM	score
03C121	b	u	0	EWRAM	max enemies
03C122	b	u	0	EWRAM	everyone speed
03C123	b	u	0	EWRAM	spawning rate
03C124	b	u	0	EWRAM	currently unknown
These values increase when the score increases. If you poke the score address to a bigger value, the following 4 values will change according to it. If you lower the score again, they won't change, suggesting that there could still be a master value somewhere. Also note that these 4 values sometimes get temporarly lower... Edit: getting the score to 990 or any higher number gets the same values. I suppose this could be considered the score required for triggering the maximum difficulty.
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Fortranm
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ThunderAxe31 wrote:
Also note that these 4 values sometimes get temporarly lower...
In G&W Donkey Kong, the speed of barrels is set to a certain value at the beginning of each loop according to the difficulty level, and they increase as the time goes on until the end of the loop. Therefore, they will get lower at the beginning of next loop if the difficulty is not increasing anymore. Maybe the case for this game is similar.
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Turns out there is a major problem with this run. While there is already a similar run already published, this case is different. DS Game & Watch Collection doesn't feature any credits sequence, so there is no definite game end point and thus was possible to come up with a custom solution. But for the game of this submission run, GBA Game & Watch Gallery 4, there is an actual credits sequence that can be triggered after getting 170 stars. Link to video More details here: Thread #16824: Game & Watch Gallery 4
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om, nom, nom... juicy!
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Hey, another person is interested in this game! One of the main problems of getting a run of this is that some of the games have luck, and they can't be easily botted (or at least I don't know how to approach). This affects mainly the DK ones (when do crocs spawn, when do DK Jr shoot bubbles, when do barrels spawn), etc. I do know that pausing and unpausing affects luck, but I can't seem to find the RNG address(es) yet. If you want to make a run of the entire game, then it's probably better to find out approximately how fast each minigame takes to get 1000 points, then only do the fastest, while taking account the time to switch between different games. There's a partial list in that thread linked above, which you can also contribute if you like.