Submission #8878: Induviel's SNES The Pagemaster in 19:01.77

(Link to video)
Super Nintendo Entertainment System
baseline
BizHawk 2.9.1
68619
60.0988138974405
23830
PowerOn
Submitted by Induviel on 2/4/2024 9:16:44 PM
Submission Comments

Game objectives

  • Emulator used: BizHawk 2.9.1
  • Aims for fastest time
  • Takes intentional damage

Game mechanics

  • L/R to move
  • B to jump, and to walljump if near a wall while falling
  • X to attack, there's three weapons, the sack of eyes, the cutlass and the fairy powder, each one drop in their respective world
  • D to crouch, or climb down ropes, or slide down slopes
  • U to climb up ropes
  • D + B to drop off horizontal ropes

Tech

Jumping

The main tech is jumping, as much as possible, since it pushes the character forward a very small ammount each jump, looking at the x position memory adress, it increases by about 2 per jump, over not jumping.
The jump at the start of each level is specially important, since the character accelerates faster in midair.

Bouncing off enemies

Bouncing off enemies also has the same effect as jumping, but it gives a slightly higher boost, tho it depends on the specific state of the enemy, if the enemy is in the wind up animation before attacking, or attacking, bouncing off it will give a boost on the opposite direction.

Sliding

Sliding on slopes also pushes the character sligthly forward, not as much as jumping.

Autoscroller

When travelling between worlds, there's an autoscroller, the fastest way through it is to avoid the fairy powder, since the autoscroller ends when you are out of it. If you hold U to fly closer to the ground it will end slightly sooner.

Possible improvements

I wasn't able to bounce off some enemies because they were in an attack animation, which is dependant on RNG, so better RNG would save a few frames here and there from bouncing off more enemies.

nymx: Claiming for judging.
nymx: This game is really neat. Your optimization is very solid. The only places that I thought were issues, weren't anything that I could find improvements on. One of the techniques was jumping from platform to plaform, when ascending. I found it odd how the detection on landing works. Needless to say, I wasn't able to improve. The other was corning around some ledges, during a fall. Again wasn't able to figure out anything. My guess is, there is something there, but it would take digging into the mechanics to see what can be found. Still, nothing to worry about.
I compared your run side-by-side with the human WR from joeymittens. There are a number of levels that you are able to include the risks and advance yourself ahead to make this run look perfect. Aside from the constant jumping (which helps your optimization), I didn't notice any "TAS" only tricks....only the inclusion of risky maneuvers that make all the difference in beating all known times.
Accepting as "Fastest Completion".

EZGames69: Processing...
Last Edited by EZGames69 on 2/16/2024 4:59 PM
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