(Link to video)

Krusty's Super Funhouse

To start off, further investigation in some troubled places (of my original attempt) finally showed new ideas, strategies, and concepts that led to big and unexpected cuts. This game has turned out to be like chess, in the approach of strategies that led to better efficiency of completion. My original thought that 5 to 15 seconds could have been cut, but it led to around 50 seconds. As I further invested more ideas...I cut 1 minute. Eventually it lead to an unbelievable 2 minutes cut...which I never would have believed. But it never stopped there and cuts continued on past 3 minutes. In fact, this is roughly 3:14 cut...what worsel started calling the time cut PI. So we ended up cutting a Krusty Pi. :)

TAS Recording and Commentary

The link below is a Twitch Stream of the TAS with Commentary from Binary Dragon, Worsel (who did the stream but his mic wasn't captured), Iceplug (WR Holder), EZGames, and myself.

Game Description

Krusty's Super Funhouse is a puzzle based game that is often related to Lemmings. The object is for a player to redirect small rats to an extermination area through complicated maze-like levels. The player controls Krusty the Clown, who must navigate through his Krusty Brand Fun House. Each level is a puzzle in which a number of rats must be exterminated. Using different objects and obstacles, Krusty must create a path for the rats to follow and guide them towards an extermination device. Other creatures such as snakes and flying pigs attempt to hinder Krusty's progress by injuring him; he must throw pies in order to defeat them.
In each stage the extermination devices are run by a different character, including Bart, Homer, Corporal Punishment and Sideshow Mel.

Goals

  • Any%
  • Abuses Death to save time
  • Takes damage to save time

Tools Used

  • lsnes rr2-B23 Emulator
  • Ram Watch
  • Lua Scripting

Addresses discovered

  • Active: 7e00d2 (To determine when the activity of a room starts)
  • Bonus Timer: 7e002e
  • Health: 7e11a4
  • Lives: 7e11a3
  • Area: 7e0033
  • Room: 7e0032
  • Remaining Rats: 7e0048
  • Speed (X Direction): 7e030d
  • Speed (X Acceleration): 7e030c
  • Speed (Y Direction): 7e030f
  • Speed (Y Acceleration): 7e030e
  • Krusty's X Position: 7e0056
  • Krusty's Y Position: 7e005A

Tricks and Techniques

Block Jumping: The ability to use obstacles to help boost your jump by 16 pixel in one frame. Additionally, if you were to press down while jumping (frame perfect), you will also take the block with you.
Turn-Around Glitch: If you were to place a block at the correct frame, you can force a rat to turn around. Unfortunately, it seems to only work when the rats are moving right.
Bridge Building: By taking the block with you on every jump, you can use two blocks to build a stair way. This was extremely useful for directing the rats much more quickly to the death chamber.
Clipping: Used 5 times, but clipping was performed to gain a huge advantage. Basically, clipping requires the release of a block so that you can get pushed off to the right or left of your position...where you will notice that you are now in the area of where a block can be placed. This can be viewed on one particular level where I lock myself into the door area for entertainment.
Death: By killing Krusty at the beginning of a room, the game takes away the advantage of getting bonus time on reentry. Due to large amounts of bonuses (for a number of rooms), this death time is much shorter and prevents the tallying time...often saving anywhere from 5 to 17 seconds (depending on the remaining bonus)
Elbow Manipulation: This piece has turned out to be one of the most robust pieces to obtain. There are a number of ways to use this piece:
    *The trivial use of connecting pipes 
    *Redirecting rats towards an opposite direction. (Especially useful for when rats are moving left where the "Turn-Around" cannot affect direction change.) 
    *Slowing rats down.
In essence...this piece can be used to slow down rats so that some tight situations can become possible. This will be evident in "The Long Room" for Area 3, where I have reduced the amount of pieces used and was able to accomplish a task that I couldn't before. In this case, slowing down the rat included blocking the opposite end so that I can prepare my next move without the lack of time to pull of a stairway climb.
    *Speeding up rats. 
When a rat enters a pipe or elbow, they immediately are captured for quick forward movement. With correct timing, you can speed up horizontal movement of rats. Additionally, this step can be repeating multiple times to keep up the fast forward movement of the rats. One draw back...you cannot do it more than twice in a row, without resetting your position ahead by one block.
    *Turn around glitch. 
As with any piece. the elbow can also be used to perform the "Turn-Around" glitch...which is still only possible for right moving rats.
    *Building Acceleration: 
An important part of optimizing Krusty's movement was to fully understand how the acceleration value can be played with in order to make Krusty perform optimized tricks and be able to change directions quickly. There are too many places to describe how this was used, but the important thing to note is that you can bring down the acceleration to a point where one frame can change your speed instantly so that tricks can be performed faster.

Room Details

  • The rooms are listed in order as they are played through this TAS.
Area-Room Frames cut from original TAS
1-1 0
1-2 0
1-3 -8
1-8 -1
1-4 0
1-7 -237
1-6 -335
1-5 -35
2-10 2
2-9 -24
2-8 -944
2-6 0
2-3 -25
2-4 -125
2-5 -112
2-2 -148
2-1 -155
2-7 -40
3-3 -414
3-10 21
3-14 -256
3-8 -8
3-1 0
3-2 0
3-4 -8
3-11 -64
3-12 2
3-6 -2157
3-5 -104
3-13 -208
3-9 -233
3-7 10
4-1 -167
4-8 -53
4-7 -296
4-12 -12
4-13 2
4-14 0
4-3 -252
4-4 -84
4-5 -1870
4-11 -186
4-10 4
4-9 0
4-2 -168
4-6 149
5-3 -14
5-10 -53
5-7 -56
5-12 -13
5-2 23
5-6 -933
5-1 -314
5-11 -30
5-13 -80
5-4 -56
5-5 -284
5-8 -1019
5-14 -97
5-9 -192
5-9 -17
  • RTA Conversion of the 1:10:47.617 TAS time can be achieved by subtracting 908 frames, which it where humans start their speedrun. To get a rough idea, just subtract 15 seconds (1:10:47) and this TAS is over 29 minutes faster than the WR (1:39:55.00).

Nach: Judging.

nymx: Found an error in this run. I've made the correction and testing from beginning to end for synchronization.

nymx: Here is the new input file. Please replace: Userfiles/Info/51777390615113172

Nach: Replacing with new file from author.

Nach: This run is a very nice improvement over the previous publication. My initial thought is that this run probably belongs in the Vault. However, seeing that the previous publication seems to be rated slightly better than typical Vault runs, and that this run is better with considerable better feedback, accepting to Moons.
Stovent: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #6173: nymx's SNES Krusty's Super Fun House in 1:11:00.70
EZGames69
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Posts: 2707
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This is an amazing improvement over the last TAS. everything seems much faster and of course much more entertaining. awesome job nymx. yes vote
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Joined: 1/27/2014
Posts: 181
watching! thanks again Nymx! :)
Joined: 1/27/2014
Posts: 181
yes, it looks like he's just randomly kicking blocks every which way but they just happen to land precisely when they need to. :) Yes vote from me. This is very well done, but I hope that it is appreciated as much of the 'action' necessarily happens off screen so as to time the exit to match the clear screen. And, because you have to set up everything so you're not going to stick around to see the results.
nymx
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electricslide wrote:
Yes vote from me. This is very well done, but I hope that it is appreciated as much of the 'action' necessarily happens off screen so as to time the exit to match the clear screen. And, because you have to set up everything so you're not going to stick around to see the results.
Thanks electricslide. This was so much fun that I hate that its over. I'm glad that you noticed the lack of waiting this time. The old TAS certainly had enough of it that needed to be removed, although I never knew it at the time.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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EZGames69 wrote:
This is an amazing improvement over the last TAS. everything seems much faster and of course much more entertaining. awesome job nymx. yes vote
Thanks. Also, I appreciate you showing up for the stream. Too bad that Worsel's voice didn't show up in the stream. :(
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
EZGames69
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Joined: 5/29/2017
Posts: 2707
Location: Michigan
nymx wrote:
EZGames69 wrote:
This is an amazing improvement over the last TAS. everything seems much faster and of course much more entertaining. awesome job nymx. yes vote
Thanks. Also, I appreciate you showing up for the stream. Too bad that Worsel's voice didn't show up in the stream. :(
No problem man, I had a blast.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Challenger
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Posts: 1035
Haven't mentioned before when the previous run was submitted: Having played this game for years, I previously voted Meh because despite how I liked your technical work (a bunch of strategies close to impossible when playing in real-time, and the last 2 areas are harder to complete), this game is too long that after a while, it gets a bit boring, and some of Area 5 for some reason (for me). Now, my commentary about the new run: Nice work again with this game! Seeing the new mechanics, including the "Elbow manipulation", as well as everything improved (principally the "long room" of area 3 and area 4), this was entertaining enough for me to vote Yes this time.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
nymx
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Challenger wrote:
Nice work again with this game! Seeing the new mechanics, including the "Elbow manipulation", as well as everything improved (principally the "long room" of area 3 and area 4), this was entertaining enough for me to vote Yes this time.
Thank you Challenger. That means a lot...especially coming from a very established and good runner as yourself. I can now see that the extra 8 months on this game certainly paid off.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Posts: 299
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Yes vote, although I feel at ~55:20 it'd be faster to deliberately release some rats on the roof, so they can start marching towards the left hand area and simply retrap/release them later. I feel this would be faster than making 5 full trips there and back to do each trapped rat. Edit: I was overlooking how releasing a rat destroys the jar, and so it cannot be reused.
nymx
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Flip wrote:
Yes vote, although I feel at ~55:20 it'd be faster to deliberately release some rats on the roof, so they can start marching towards the left hand area and simply retrap/release them later. I feel this would be faster than making 5 full trips there and back to do each trapped rat.
Hi Flip. I went back and took a look at what you were referring to. I thought originally that you were referring to the area that exists in the time of 59:00. If you were intending that...it was absolute chaos to organize the rats for left movement towards a pipe (which sent them direction to the chamber) and I eventually gave up after succeeding, but with a slower time. However!, you are referring to the room where 5 jars are sitting on top of the death chamber section. You and I think alike. There are a number of problems I can think of...so hopefully one of them addresses your concern: 1. Re-trapping rats can't be done, since breaking a jar ends the life of a jar and it can't be recreated. 2. Building a stairway of jars can't be done close to the chamber, because the fence prohibits the laying down of a jar 3 blocks up. 3. Building a stairway to the right of the fence takes too long to build and the rats will have to cycle around again. 4. Building either stairway mentioned in 2 or 3, takes 5 jars and the same situation occurs as normal play where the rats have to be taken all the way to the fan. My idea for this room, was to make sure I'm moving constantly without delay of picking up a jar. This is the reason for the odd position of laying jars. This also allowed them to walk over as close to the jars so that I didn't have to chase them down. Do any of the scenarios cover your question?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Nach, I noticed a mistake, after reviewing the WR run by Iceplug. I thought that I had cleared this problem away, but I'm fixing it now. It should shave off about 1 1/2 seconds. I'll have an updated input file soon.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Posts: 808
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An update regarding a faster input file provided: The improvement I found is 123 frames faster. The improvement came from finding another "Free Krusty" at the end of Area 3. Reorganizing the use of them, I found that an extra death can be applied to the 3rd visited room of Area 3. I discovered this mistake after reviewing Iceplug's WR again and saw the extra Krusty...which I thought that I had ruled out. His version is 1.0, while mine is 1.1...so i thought that i didn't have one there.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Post subject: Movie published
TASVideoAgent
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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. ---- [3889] SNES Krusty's Super Fun House by nymx in 1:11:00.70
Ford
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Only just watching this now, and what took me off-guard was the music. Areas 2 and 4 have completely different songs to the ones I heard in this game as a kid. So there are different versions of this game with different songs?
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Ford wrote:
Only just watching this now, and what took me off-guard was the music. Areas 2 and 4 have completely different songs to the ones I heard in this game as a kid. So there are different versions of this game with different songs?
From TCRF.net: "In the US 1.0 and European versions, the music for Stage 2 is a metal tune and fitting for the level theme. For some reason, the US 1.1 and Japanese versions changed it to circus music to fit with the "clown" theme."
Ford
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£e Nécroyeur wrote:
Ford wrote:
Only just watching this now, and what took me off-guard was the music. Areas 2 and 4 have completely different songs to the ones I heard in this game as a kid. So there are different versions of this game with different songs?
From TCRF.net: "In the US 1.0 and European versions, the music for Stage 2 is a metal tune and fitting for the level theme. For some reason, the US 1.1 and Japanese versions changed it to circus music to fit with the "clown" theme."
Neat! Also of interest to me: the original zone 4 music is also different, but this is not noted on tcrf, from what I can see. The original song was ALSO not clown-themed.