Submission #5227: TASeditor's NES Kirby's Adventure in 34:22.22

Nintendo Entertainment System
baseline
(Submitted: Kirby's Adventure (U) (PRG0) [!].nes USA PRG0)
FCEUX 2.2.2
123937
60.0988138974405
1226400
Unknown
Submitted by TASeditor on 9/18/2016 8:46 AM
Submission Comments
Here's a new TAS of Kirby's Adventure with an improvement of 8393 frames (2 minutes and 19.88 seconds) over JXQ's old TAS. This new TAS is horribly unoptimized, due to the rerecord counter being less than ten times the frame count by a lot, so don't make any attempt to accept it.

Game objectives

  • Emulator used: FCEUX 2.2.2 (started with 2.2.1)
  • Uses glitches to save time
  • Takes damage to save time
  • Manipulates luck

Comments

It looks like this TAS took 3 years to make. Wow so long! You don't believe that yourself, don't you? There's no way a simple game as that needs that long. The reason it took such long time to make is because I'm a lazy fuck and never do anything and I'm proudly admit to it, because I'm not like the people who set their projects paused for 2+ years and then say it took them 2+ years to make. What you're still not convinced that no effort was put into this movie? JXQ did his run in 3 astonishing days, while I needed a lot longer due to being lazy. Also there're a lot of known improvements which where even known when making the run, instead of throwing away years of work and implement these I continued the TAS and ignored these improvements, also a trick (delayed exits) which would force me to ultra optimize every room with different entrance frame was ignored as well. See this run is definetely not optimized.

Improvement table

Here's a link [dead link removed] to the improvement table.

Tricks and Glitches

And here's the game resource page for Kirby's Adventure.

Stage by stage comments

Oh well, now I need to rewatch my movie and remember what I did where. You guessed it I never make any notes while making my movies.

Level 1-1

Starts off just like in the glitched run, three jumps to manipulate luck then inhale the three enemies and get UFO. Before exiting the first room UFO glitch is activated. Then in the second room the ledges are used to boost upwards, lot's of half interupts to remove lag. The last room has slopes which are used to efficiently kill enemies.

Level 1-2

In the Warp Star section there sometimes is third enemy which causes lag, luckily not in this run. Quickly killing a mini boss.
Well, why would I write detailed notes for a submission that gets rejected anyway? And you can see what's happening in the run by looking at the encode. And who would read the notes in the first place? I give up on writing things down.
If you really want more information you could read through the userfile or forum notes. Althought these don't contain any details.

Other comments

Known improvements

As you already know there're a lot of known improvments.
  • MUGG has a post which include several improvment.
  • Try taking damage to kill enemies in earlier levels as well.
  • Try to despawn more enemies. Does it work horizontally as well?
  • Delay exits. Have fun redoing the run.

Special Thanks

  • CoolKirby: For continous feedback throughout making the run.
  • MESHUGGAH:For the idea in 1-1 to inhale three enemies.
  • was0x: For improvements in 2-3's Meta Knight Battle and 2-4's mid boss battle.
  • MUGG: For improvements in 5-2 and 5-5.
  • feos: For lag displaying lua script.
  • Masterjun: For RNG debugging and putting it into the lua script.
  • Spikestuff: For making the encode.
  • Everyone else who gave feedback.
Please vote no.

Samsara: What is this garbage? Vault this piece of crap.
Samsara: I'm rejecting this obviously terrible TAS for obvious reasons. On second thought, I think you might have saved a frame over JXQ, so I guess you get a pass this time. Accepting, begrudgingly, as an improvement to the published run.
feos: Pub.
Last Edited by adelikat on 10/19/2023 12:45 AM
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