Submission #1730: ElectroSpecter's Genesis Disney's Aladdin in 13:15.17

Sega Genesis
baseline
(Submitted: Disney's Aladdin (U) [!].bin USA)
GENS
47710
60
1306
Unknown
Submitted by ElectroSpecter on 10/11/2007 3:04 AM
Submission Comments

About This Run

Disney's Aladdin is a semi-faithful adaptation of the movie, featuring most of the characters and the movie's original music. The story of Aladdin's adventure unfolds in between each level, usually with large colorful portraits of the characters as they speak.
  • Aims for fastest possible time.
  • Takes no damage.
  • Plays on highest difficulty.
  • Abuses programming errors in the game.
  • Genre: Platform.
This run is a 3874 frame improvement over the previous run (1 minute and 4.57 seconds).
The one main thing I tried to accomplish during this run was to not take damage. The only time in the game that I positively had to waste frames to avoid damage was during the last level when I'm falling down the long shaft with the rope. I cling to the rope momentarily to jump to the left to avoid the one fat dude below. It seemed like a shame to forgo the whole "Takes no damage" thing just because of one inconveniently placed enemy, so I decided to suck up the (negligible) frame loss. Other than that, if you're wondering about stray sword swings, they are simply there to avoid damage, as Aladdin is invincible for a short period of time while swinging. You'll notice this mostly when I'm running past swinging ball and chains.
Oh also, I had fun with Aladdin by pressing A and B alternately to make him look like an idiot while running.

The Run

Most time between levels was saved due to either faster bonus game canceling or skipping the entire bonus game entirely by not collecting any Genie tokens during a level. In-level time saved was mostly due to more optimized movement with the following exceptions:

Level 2

You need to chase down the Scarab to complete the level. The second time you are required to touch it, you usually have to go up and over the cliff and head back to the left to the cave it's in. Aladdin's Up+B sword swing goes through the wall, however, allowing me to "touch" the Scarab while on the other side of the cave and negate the need to double back.

Level 3

I save time here primarily due to the Long Jump (see Glitches). I use it to successfully save time twice, jumping over poles that you are normally required to slide down. The second time I use it, I skip an entire section (it's the long drop with the pole).

Level 4

Earlier jumping from moving bricks is what saves time here.

Level 8

As with any other springy thing in this game, dropping onto a Genie head while holding C as opposed to jumping on one will bounce you higher. I chose some completely different routes through this level.

Improvements

Frames saved
Level 149
Level 2239
Level 3739
Level 4273
Level 5406
Level 622
Level 70
Level 8915
Level 9218
Level 10652
Misc.361
Total3874

Glitches

The "Long Jump": While running, don't press anything for one frame, and then jump in the direction you want to go. I think this adds the X velocity of Aladdin's skidding-to-a-stop motion to the running motion, extending the jump. However, I could be completely wrong, as the trick doesn't always work in some areas.

Possible Improvements

  • The Long Jump glitch might be usable other places (though it doesn't seem to work when I need it in level 8, Inside the Lamp).
  • Supposedly, killing yourself enough times in Level 7 (the automated carpet level) allows you to skip the level. I'm not willing to include this trick, regardless of whether it saves time or not. The level skip code (usable any time during the level) wasn't used in this run, and dying on this level to skip it seems to defeat the purpose of not using that code. Sorry if you wanted to see me die ;)
Last Edited by ElectroSpecter on 10/11/2007 2:36 PM
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