This is a 1730 frames (28.8 sec) improvement to zer0's cancelled submission and a 3342 frames (55.7 sec) improvement to the currently published run of the game Mickey Mania for the genesis.
The movie file is 4637 frames (77.3 sec) longer than the published run, since it includes input, which is required during the credits to watch the full ending.
The movie file is 4637 frames (77.3 sec) longer than the published run, since it includes input, which is required during the credits to watch the full ending.
Emulator used: gens_9.5b
Emulator settings:
Controller 1: 6 button
Controller 2: 3 button
Allow Up+Down: Yes
Sound: Enabled, 44100KhZ Stereo, YM2612 High Quality enabled
Controller 2: 3 button
Allow Up+Down: Yes
Sound: Enabled, 44100KhZ Stereo, YM2612 High Quality enabled
Categories
Does not use warps or passwords
Takes damage to save time
Played on hardest difficulty (hard)
Takes damage to save time
Played on hardest difficulty (hard)
TAS history of the game
zer0 made two runs of this game. His first run is the currently published one. He made a new faster version in april 2006, but he realized that there were parts, that could be improved. Unfortunately he cancelled the submission, due to shortage of time. So after his long marathon, I picked it up again and finished the last meters. Thus, he put probably more work into this project than me, work from which I could benefit. I want to give him full credit for that.
game info and techniques
- velocity addresses:
- horizontal: 00FF067B
- vertical: 00FF067D
- throwing marbles can be used to:
- hurt enemies, to be able to walk through them
- reset Mickey's fall, so he won't slow down, when falling a long time
- changing Mickey's hitbox (mostly up and backwards)
- HP is display by the fingers of the Mickey's hand, and can be refilled by collecting stars. HP is not regenerated between levels
- not moving on slopes makes Mickey slide them down, which is 1.5 times faster than walking
- jumping height can be controlled (even after jumping on enemies)
- despite the many animations and 3D effects, the game (nearly) never lags
- object positions (enemies, ropes, etc.) are usually set several screens, before Mickey reaches them
Improvements (compared to cancelled submission)
level | frames gained |
---|---|
1-1 | 16 |
1-2 | 254 |
2-1 | 0 |
2-2 | 2 |
2-3 | 2 |
2-4 | 17 |
2-5 | 6 |
2-6 | 4 |
2-7 | 194 |
3-1 | 0 |
3-2 | 0 |
4-1 | 10 |
4-2 | 312 |
4-3 | 79 |
5-1 | 85 |
5-2 | 131 |
5-3 | 212 |
5-4 | 49 |
6-1 | 55 |
6-2 | 16 |
6-3 | 210 |
6-4 | 27 |
6-5 | 14 |
boss | 35 |
total | 1730 |
Time was saved by more precise movement, different health management, different boss tactics, avoiding more damage and refilling HP in 5-2
Credits
- zer0 for his previous two runs, techniques, routes and bringing this nice game to my attention
- truncated, he suggested several route changes to zer0, that I could use to save much time
- upthorn, for including very useful tools in gens, which made the run much easier and precise
- truncated, he suggested several route changes to zer0, that I could use to save much time
- upthorn, for including very useful tools in gens, which made the run much easier and precise
adelikat: Accepting and processing.