(Link to video)

Emulator Version: FCEUX 2.2.3

Goals: Beat the game as fast as possible on the game's hardest difficulty setting.

General Description:

Hello everyone, and welcome to my first TAS of an NES game! I decided to TAS The Lion King for the NES since it looked like an interesting game to TAS, and as of yet nobody had made one before (despite the fact that a few people have speedrun the game rta).
The Lion King for the NES was a Europe only release, which came out in 1995, although the game's title screen says it was published in 1994. It was the last official game to be released for the NES, and was supposed to allow for kids without an SNES to still have a way to play a Lion King videogame. Unfortunately, due to the game's extremely late release (it was made only 3 years before Ocarina of Time was released), its graphics that looked like a colecovision game, its unresponsive controls, and its missing levels (the box says there are 10 levels, but there are only 6 levels and you never play as adult Simba), it sold very few copies.
Nevertheless, with the ability to move frame by frame controlling what input you would like to do, the game becomes much more playable and interesting, as many of its confusing problems for RTA players can be overcome. Part of the reason why many people may find this game so difficult is because of two features of the game: Your button presses are only read once every 3 frames, and the collision for walls often extends far outside where the wall appears to be, and Simba needs to be very far above the top of the wall to actually make it over it.
While testing out the route before TASing the game, I discovered a sequence break in level 3 of the game, which I have named "Double Vulture Boost." Essentially, you bounce off of two vultures, one slightly above the other, and you can use that to get just barely enough height to make it to a ledge you aren't supposed to be able to reach, which saves about 25 seconds and lets you skip half the level. To my knowledge, I am the first person to discover this trick in the game, so this TAS will be the first video of the trick.
As a quick note, all the RTA runs of this category play on normal mode, which saves some time over hard mode. Specifically, the 3 hyenas in the game that act as bosses take one less hit to kill, which saves about 15 seconds. Additionally, the one autoscroller level of the game lasts for 1 minute and 30 seconds in normal mode and 2 minutes in hard mode. As such, since this TAS was made for hard mode, it loses 45 seconds compared to the RTA world record of 6:13. However, due to better movement and the Double Vulture Boost sequence break, this run finished in 6:10 RTA time, beating out the normal mode RTA WR!

Damage Taken

At three parts in the run, I intentionally take damage (once in level 1 and twice in level 5). In all cases, this is done to get past a porcupine enemy. Despite their small, nonthreatening appearance, the developers did a bad job drawing the hitbox around them, and even if you jump so that you are two porcupine's worth of height off the ground, you can still get hit by them. As such, I could only get around the porcupines if I waited 2 seconds each time doing nothing while they slowly moved out of the way. Since this is boring to watch and not very fast, I decided to just take damage and run right through them.

Descriptions of the 6 Levels:

1. The first level is pretty straightforward. You keep running and jumping over platforms and enemies until you reach a hyena boss. One cool thing I did in this level was that in the first jump to a higher platform, I landed on the platform without grabbing onto the edge of the ledge, which saved a bit of time. The hyena fights are pretty easy. Once you hit the Hyena, it is invulnerable for a few seconds, and then you can hit it again. After doing this 4 times, the Hyena dies and you can move on to level 2.
2. This level is mostly just Simba getting thrown and carried around by other animals, so there's not much that you can do to save time here. I did however, make sure to duck every other frame while riding on the Ostrich's back just to keep things interesting
3. To start off this level, you have to fight a hyena to unlock a door to continue with the level. This fight is slower than the first one because the hyena starts the level already in the middle of doing a slow attack against Simba, but it's overall pretty similar to the first one. After you beat the hyena, you do a few seconds of platforming and then arrive at the double vulture boost. After you get the skip, you run left and in a few seconds are at the end of the level, which is another hyena fight. Once you beat this hyena, you run left and the level ends.
4. This level is a pretty boring autoscroller, which is 2 minutes long in the hard mode of the game. To make things more interesting, I dodged each animal frame perfectly throughout the level.
5. This is the shortest level in the game. At one point I intentionally take damage to get past a porcupine, which is blocking a spot that I need to stand on to jump (otherwise, I would have to wait about 5 seconds). I also take damage on another porcupine which is blocking my path later on.
6. Finally, the last level of the game! This one takes place along a waterfall. Navigating up the green tree trunks up the waterfall was kind of a pain, but once you get up top, its a clear path to the final boss of the game, which for some reason is a monkey who appears to be throwing either rocks or coconuts at you. Regardless, you hit the rocks back at him 4 times, he dies, and then you are treated to some of the ugliest looking credits ever made in a videogame :) (may I remind you once again that this was released only 3 years before Ocarina of Time came out).

Difficult Parts to TAS:

The double vulture boost was excruciating to line up correctly. Basically, Simba only bounces up a few inches in the air when he jumps on an enemy, and then immediately falls back down. To make matters worse, the second vulture that you use for this will initially start off being too high up for you to reach him (even after bouncing off the first vulture). In order to lure him down, you have to fall to the right off the platform after you trigger him to move, and you have to do this at the right moment in the other vulture's cycle so that they are in sync (in about the same part of the screen), since the vultures move back and forth from one end of the screen to the other. This is why in the TAS I had to delay about a second before triggering the second vulture. After all this, you need to do a frame perfect jump landing between the two vultures, bouncing off the first one, then getting boosted up by the second one, and finally just barely making it onto the ledge. This ledge is just out of the reach of a normal jump, and can't be grabbed onto by Simba, making it seem deceptively easy to reach but extremely difficult to climb up in reality. Of course, for the timesave this allows, it's definitely worth the hassle!
The waterfall section in level 6 was also somewhat annoying to TAS since it requires a lot of attempts to find the quickest path up the waterfall, but with some patience, it really wasn't too bad to TAS
Overall, I think the little movement optimizations to save time throughout the run and the difficult sequence break in the middle of this run make it interesting enough that it deserves a spot in the vault.

Verification Note:

Since this game is PAL only, you must run FCEUX in PAL mode when playing back the movie file for it to sync correctly.

Improvements:

I believe this run is very optimized, and don't see anywhere in it where I could save frames. However, it's certainly possible that I could have overlooked something. Additionally, the rushed nature of the game's release and the fact that there's already at least one big sequence break in it means that there could be other sequence breaks or glitches in the game that I've not yet discovered, though for now, this is what I believe the best run through of The Lion King on the NES would look like.
Below is a link to a video for the TAS. For some reason, FCEUX doesn't quite work correctly on my computer (possibly because I have a Mac and am running Wine), so it would only let me dump 2 seconds worth of video before it stopped. However, it would let me record audio normally. As such, I recorded the audio and video separately and then combined them together, which is why it may seem slightly sloppy. I am hoping that somebody with FCEUX downloaded can make a better quality video for me to replace this one with. If anyone could, I would greatly appreciate it!

Memory: claiming for judging
Memory: Replacing with normal mode run that is also faster by execution. Hard mode simply makes bosses take more hits and the generic autoscroller take longer so it is perfectly acceptable to use normal instead, regardless of potential tier.
Memory: Optimization appears fine upon adding Tompa's optimizations.
Usage of normal is fine in this TAS as hard has the issues stated above and easy mode does not allow one to complete the whole game.
The TAS had rather mixed audience reception. There's a good amount of yes votes but also plenty of meh votes and the replies reflected this as well. I personally feel that while the TAS had some decent moments here and there (the damage boost skip was cool) the majority of the game just wasn't all that interesting.
Accepting to Vault.
Spikestuff Oh I just can't wait—

TASVideoAgent
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This topic is for the purpose of discussing #6317: Lobsterzelda's NES The Lion King in 05:30.51
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Thanks for the run. It looked pretty optimized to my untrained eye, however the horrible graphics, music, and that long, long stampede level make it so I can't say it's entertaining. A good addition to the vault, IMO.
EZGames69
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I had actually tried doing this game awhile ago but absolutely hated it due to how poor of a port it was. I really do like the skip you did in be prepared with the vultures, that is something i would never have thought to do. Unfortunately im giving this a meh vote for obvious reasons, but I applaud you for pulling through this awful game.
[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
nymx
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Well, I can understand what EZ is talking about...but I tend to vote on the merits of optimization. Like c-square said, it does seem to be highly optimized. I thought it was clever on how you lure some enemies over to an exit to get out faster. Also, you tend to make moves that are close to death and make it appear to be on the edge. Some of the moves are very slow making this game kinda less attractive than other ports,...but! Yes vote from me.
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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good run of a bad port, yes vote from me
Doomsday31415
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Wow, I had no idea Europe got such a garbage port of the SNES game. They really got shafted on this thing. Graphics and controls aside, you don't even get the second half of the game! I did have two concerns with the TAS itself though:
    - In the SNES version, you can roar next to those porcupines to flip them over. You can also roll through them if they're facing you. Does neither work here? - I can't say I agree with doing hard mode here. All it seems to do is make fights take more hits and that stampede take even longer.
Just for the novelty of seeing such a bad port, I voted Yes.
Lobsterzelda
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Doomsday31415 wrote:
Wow, I had no idea Europe got such a garbage port of the SNES game. They really got shafted on this thing. Graphics and controls aside, you don't even get the second half of the game! I did have two concerns with the TAS itself though:
    - In the SNES version, you can roar next to those porcupines to flip them over. You can also roll through them if they're facing you. Does neither work here? - I can't say I agree with doing hard mode here. All it seems to do is make fights take more hits and that stampede take even longer.
Just for the novelty of seeing such a bad port, I voted Yes.
Hi Doomsday. In this version of the game, you can't roll through porcupines no matter which direction they're facing. However, you are correct that you can roar to flip the porcupines over. However, it takes a minimum of 30 frames to do one roar, and after you flip the porcupine over you still have to jump onto it or over it to avoid taking damage. Getting hit by the porcupine causes you to be in a state of taking damage for only 20 frames before you can start running again, making this faster than roaring. As far as doing the game on a different difficult setting, I am open to the idea. I could basically transfer the input file to a new TAS, and there's very little I would have to change to make it sync (mainly, the hyena fights, the waterfall section in level 6 and the stampede level). Although before I do that, I would like to get a consensus as to what people would prefer to see for this game. In particular, would people be more interested in seeing the game run on easy mode, on normal mode, or on hard mode?
Tompa
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I did some work on this a couple of years ago, though only finishing the first level. My WIP is is 111 frames faster up to the Hyena http://tasvideos.org/userfiles/info/18420659661250028
Lobsterzelda
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Sorry, I just wanted to make a quick update. I re-tested roaring at the porcupines, and I was mistaken. You can run under them if you roar at them and then immediately run. However, this is one frame slower than taking damage and running through them.
Lobsterzelda
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Tompa wrote:
I did some work on this a couple of years ago, though only finishing the first level. My WIP is is 111 frames faster up to the Hyena http://tasvideos.org/userfiles/info/18420659661250028
I'm curious to see what you did. Unfortunately, I can't install BizHawk on my computer, so I can't play that video. If you or somebody else could make an MP4 recording of the user movie, an fm2 version of the file, or show me a way to view the movie without BizHawk, I would greatly appreciate it.
Tompa
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Here's a quick encode: https://youtu.be/6tXD68q7pNo As it was almost five years ago, I don't remember too many details on what I did and why... Ignore the hyena fight, unless it wasn't obvious =)
Lobsterzelda
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@Tompa Ah ok. So I see where I lost time. Instead of just trying to move as fast as possible, I could have landed on the edge of the platform two times and rolled through the cactus-looking things, which would save about a half-second each time (since I wouldn't go into the slow bouncing off of an enemy animation). The other big difference is that you delay climbing up the platform with the porcupine to avoid getting hit, then jump over it and then past it. I'll have to test this out to see if its faster than my strategy for that section, although the other 2 parts definitely represent improvements over my run. I think the reason why I didn't think to do that was that I tried rolling through the first catctus enemy in the game and took damage, so I just assumed at that point that I had to jump on them to kill them, when in reality that's not the case. As an aside, do you know how to combine input files in FCEUX (to take parts from multiple movies and combine them into one movie)?
Tompa
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You can open up the .fm2 file in a text editor and simply copy and paste inputs from one movie to another. It won't display frame numbers however, so you'll need line numbers to keep track of where you are. It's also possible to open up the input file from a .bk2 file as well. They are zip files, so you can open it with Winrar or whatever and then open the input log.txt. As the two are in a slightly different format, you can't directly copy inputs this way from .bk2 to .fm2, but at least you can view the input presses if you are unable to open up the run in Bizhawk.
Lobsterzelda
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Tompa wrote:
You can open up the .fm2 file in a text editor and simply copy and paste inputs from one movie to another. It won't display frame numbers however, so you'll need line numbers to keep track of where you are. It's also possible to open up the input file from a .bk2 file as well. They are zip files, so you can open it with Winrar or whatever and then open the input log.txt. As the two are in a slightly different format, you can't directly copy inputs this way from .bk2 to .fm2, but at least you can view the input presses if you are unable to open up the run in Bizhawk.
Is the movie file you made the encoding for from the input movie file you linked above? I got the movie to run in FCEUX, but it doesn't sync. More specifically, at frame 401 in the movie you posted on youtube, simba jumps up to manipulate the position of the cactus enemy. However, in the user file you listed Simba wouldn't jump for the first time until frame 499. Consequently, when I play the movie back, simba just runs into the cactus enemy and the movie desyncs. I tried manually changing the input, but I can't seem to get it to line up.
Lobsterzelda
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Hey everyone. So I have a quick update on the TAS. I made a new version of this TAS that plays the game on regular difficulty, which finished the game in 5:28. I made an encode of it so that people could watch it, but the sound is extremely out of sync with the video, so I recommend watching it with the sound off (if someone could make a better encode out of the movie, I would greatly appreciate it). The link to the encode of the movie is here: https://www.youtube.com/watch?v=78vWX83a6_A I also uploaded the fm2 of the run to the user movie section, which can be found here: http://tasvideos.org/userfiles/info/54399221857418348
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Since this is likely to be a vault run anyway, I don't see a reason to violate the general site guideline of playing on the hardest difficulty. I hope you can figure out, or someone can help you figure out, how to incorporate Tompa's improvements. This is a very impressive first TAS, and I'd like to see it published soon! Unlike some others, I actually kind of loved its ridiculously awful graphical style. It's just.. so garish and strange, it's sort of amazing that it's associated with such a high-profile franchise. Thanks for your hard work!
A warb degombs the brangy. Your gitch zanks and leils the warb.
Lobsterzelda
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Personman wrote:
Since this is likely to be a vault run anyway, I don't see a reason to violate the general site guideline of playing on the hardest difficulty. I hope you can figure out, or someone can help you figure out, how to incorporate Tompa's improvements. This is a very impressive first TAS, and I'd like to see it published soon!
I'm glad you enjoyed it. In the second version of the TAS I made, I incorporated all of Tompa's optimizations (that was the video link I posted to the normal-mode version of the TAS). Realistically, the main spot where time could probably still be saved would be the waterfall section in level 6. The time when the blocks spawn seems to be based on what frame the game is at in its frame counter (the frame counter is a 2 byte number stored in memory addresses 0560-0561 in hex). Additionally, if Simba is in a spot on the screen when a block is going to load, the block always loads from the top of the screen. The fastest strategy would then be to delay moving for a few frames to get a good frame before entering the waterfall section, and then jump so that Simba scrolls the top of the screen at just the right height to spawn the block so he can reach the next platform without any delay. With regards to what difficulty this TAS should be played on, I'm waiting to hear what Memory and the other judges decide, since I haven't heard much overall feedback on the preferred difficulty for this run.
Memory
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If the difference in difficulty is just number of hits on bosses and length of the autoscroller, I see very little reason to use hardest. EDIT: So additional input is required to actually reach credits from the normal mode movie. Typically we prefer the input given to reach credits however we do also allow for a separate movie file to be given to assist the publisher in creating an encode that shows them, but only if strongly preferred. Please upload a movie to userfiles and indicate your preference and I'll update the original submission accordingly.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Personman wrote:
Since this is likely to be a vault run anyway, I don't see a reason to violate the general site guideline of playing on the hardest difficulty.
Agreed.
Lobsterzelda
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I just posted an updated movie to the userfiles which reaches the credits (from normal mode). I would prefer that this movie replace any earlier versions of the movie that I have put out. Link: http://tasvideos.org/userfiles/info/54821801656656910
Memory
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Apparently there is an easy mode. What exactly is the differences between that and normal?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Doomsday31415
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If I were to guess based on my experience with the SNES version, the bosses would take fewer hits. I'd also hazard a guess that the stampede is even shorter. That's just me guessing though. It's worth looking into.
Memory
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I would like somebody who actually knows what the differences are to answer, speculation is not helpful. I could play through the game and check myself but the game is awful to control so I'd like to avoid it.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Lobsterzelda
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So I just played through the game on easy mode. There are two important differences between easy mode and the other 2 modes of the game: First, the hyenas in easy mode die in only one hit (which is one less hit than it takes to kill them in normal mode). The second difference (which is more important) is that when you beat the third level of the game, A message pops up with Scar's picture in the background which says "Very good little cub, but that was easy!" The game then proceeds to the credits, which ends the game. As such, you can't play the last three levels of the game if you play on easy mode.
Memory
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One site I checked implied that cub had less levels but the others I checked mentioned no such thing, thanks for the confirmation.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero