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This run is 962 frames (16.03 seconds) faster than Michael Fried's run. This is due to optimized movement, better luck manipulation, and not killing the witch boss in the first level.
  • Emulator used: FCE Ultra 0.98.16
  • Aims for fastest time.
  • Manipulates luck.
  • Genre: Platform.

Game description:

Mickey Mousecapade is a platformer that looks easy, but is actually both hard to play, and to TAS. You play as Mickey, and Minnie is your companion, always following you, throughout the game. You can shoot stars with your wand too, and later on Minnie can shoot stars too. In short, this game is pretty trivial, and doesn't need any extensive description. You'll understand the game when watching the run.
Comments on movement: Optimizing movement in the stages with ladders (first level and the boat level) is a whole science in itself. The main thing to consider is that Minnie has to stay close to you all the time, since you can only proceed to the next room when Both you and Minnie reach the exit.
Getting on and off ladders as fast as possible is quite a challenge in itself too. I've tried hard to optimize these parts.
Luck manipulation: To sum up this game's randomness: This is the most pseudorandom game I've ever TASed. Really. Enemies placement differ a lot depending on when you enter a room. Other things such as how many points you have can also effect randomness. Almost every factor in this game can affect the outcome of something. Because of this high dose of randomness I sometimes need to wait for a few frames before entering a room, in order to get the enemies in that room into better positions. There are two places in this run where I have to wait about 17 frames before entering the room, due to misfortune in luck manipulation. I tried hard to avoid these waiting times, but with no luck. So these waiting times you see before I enter a new room sometimes are purely for luck manipulaton, and not sloppiness.
Lag: This game lags when there are two many moving objects on the screen. If I enter a room that lags, I manipulate luck to get the enemies in better positions so I can finish them off quickly, and get rid of the lag.
Some small comments:
  • I manage to walk under the witch in the first level, thus not killing her. This trick saved about 2.5 seconds.
  • The reason for the wait before the boss on the boat level is because I want the third dagger to move upwards. This required luck-manipulation, therefor the wait.

The making of this run:

As always, I did most of this run in frame advance. Memory Viewer was used at times, to check my position and other relevant things. The rerecord count is quite high as you'll see. This is both because I tried hard to optimize this run, but also due to this game's randomness and the difficulty to optimize movements.
I can't think of much else to mention in these comments now. If I think of anything else, I'll just add it in later on. Enjoy the run, and once again, a merry christmas to all of you!
PS: This game has one of the worst and most boring endings of all NES games, I think.

Bisqwit: Accepting. Congratulations, timewise this improvement is greater than I suspected there's room by visually inspecting Michael Fried's movie... It would have on my own todo list if it weren't improved for another 4 years ;)
Bisqwit: Reverting acception because of found improvements.
Randil: I'm cancelling this run because of known improvements. I will start working on a faster run.

TASVideoAgent
They/Them
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Posts: 14873
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This topic is for the purpose of discussing #1401: Randil's NES Mickey Mousecapade in 07:16.20
Morrison
He/Him
Former player
Joined: 8/2/2006
Posts: 195
Location: USA
I enjoy this game, and your run looks solid. Well played.
twitch.tv/Retrogaming2084
Active player (324)
Joined: 2/23/2005
Posts: 786
Fun. I was running this game once, but quit at one point. - Did you try using the reset button or pressing start on the title screen a few frames later to get the snakes in the first room into a better position? It's really not necessary to wait that long in the first room. - Did you try manipulating fairies at all? I know that you can manipulate one to help you kill the final boss faster. What about crystals that make all the enemies in the room vanish to reduce lag? Good improvement, but still far from perfect. Yes vote.
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
CtrlAltDestroy wrote:
Fun. I was running this game once, but quit at one point. - Did you try using the reset button or pressing start on the title screen a few frames later to get the snakes in the first room into a better position? It's really not necessary to wait that long in the first room. - Did you try manipulating fairies at all? I know that you can manipulate one to help you kill the final boss faster. What about crystals that make all the enemies in the room vanish to reduce lag? Good improvement, but still far from perfect. Yes vote.
Allright, I tried getting them into better positions by waiting a few frames, and I managed to do the first room 17 frames faster. That's one possible improvement. I also did the third room 11 frames faster... That'a two reasons to improve this run. About using a fairy (also known as Guardian Angel) on the last boss, I didn't think of that. I should look into it. About using diamonds to kill enemies faster, I sometimes tried to get those, but it was really hard to manipulate luck to get one, and i often lost time manipulating luck. If I make a new version, and post WIPs along the way, will you give feedback on it then? Maybe you have a .fcm of your old run, can I use it as comparison? If so, I should probably cancel this and redo this run.
Skilled player (1090)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
It's good to see that Michael Fried's run has been beaten as it is one of the most primitive and dated runs on the site. I planned to take a look at this myself because it was so obviously improvable, but I'm glad to see such a good obsoletion. I look forward to watching this, but I think i'll wait until you submit your improved version. You really are a busy man these days Randil.
Active player (324)
Joined: 2/23/2005
Posts: 786
In my old run, I stopped at the Witch room. I'll see if I can dig it up off my external drive sometime this week. Edit: looks like all that remains of my old Mickey run is a scrap from the first three rooms. Still, it's about 1.33 seconds faster than yours at that point. http://www.rphaven.org/cad/1mickey.fcm The first room manipulates the snakes into a more desirable position. I'm sure you could do a better job with the ladders, though. The third room shows how you can keep Minnie in front of you so that she exits the room before Mickey gets to the door. You can use this trick in all the chest rooms. There is actually a trick for making Minnie and Mickey walk in opposite directions, using L+R. However, it's a slow process and I never found a use for it. Edit 2: And here's a rough demonstration of killing the final boss with fairy. I'd imagine you'd be able to manipulate the window in which the fairy appears to be farther away from the entrance so that you won't have to wait as long to shoot it open. http://www.rphaven.org/cad/honey_girl.fcm
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Thanks for the movies, CtrlAltDestroy. You were 46 frames faster than me after just the first room. :) Since it's now obvious that my run can be greatly improved, I've decided to cancel this run and make a new one. Suspect an update in the Mickey Mousecapade thread in the NES section shortly. I'll see if I can improve the first three rooms some more. I might as well ask this now: If anyone here knows the memory address that determines where enemies spaws and/or the address for what items you get when destroying a lamp/window, please let me know. That would ease things up a lot for me.
Skilled player (1090)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
I find it odd that there is nowhere in the FAQ that details how to use the RAM watch function in emulators. I tried using it with the Gens 9z but didn't gain much from it. I imagine that it would differ between games, but perhaps if there was a page that gave ideas of what to look for when trying to locate the correct address for whatever purpose it would be easier.
Former player
Joined: 11/13/2005
Posts: 1587
Mukki wrote:
I find it odd that there is nowhere in the FAQ that details how to use the RAM watch function in emulators.
It's relatively new function for masses, that's why it's not in the FAQ yet. But Adelikat and some other people are working on to write a section about it (if I recall correctly), just be patient.