Encode of the first submitted movie: (flowplayer module removed)
Encode of the second submitted movie: (note: has 48khz sound despite the movie was played with 32khz, read below how I created this) http://www.mediafire.com/file/81gy6k0ey7tkpz4/roadrunnersdeathvalleyrally-tasv2-partyboy1a.mp4
This run plays Road Runner in a fairly fast manner.
Rules:
  • any%
  • takes damage to save time
  • abuses programming errors
Suggested screenshots (the frame number is given in the filename of the image):
(removed)

You must use the following sound settings for the movie to playback properly:
  • Config -> SNES -> Flexible Sound Sample Mix turned off (otherwise you will encounter random desyncs, for example when fast-forwarding)
  • Config -> Sound -> Playback Rate -> 32kHz (desyncs in 5-3 if you use 48kHz)
  • Config -> Sound -> Interface -> DirectSound
  • Config -> Sound -> Interface -> Mix Interval -> 50ms (or more)
  • Sync samples with sound CPU must be turned on, or you will get very bad sound effects

Some tricks I used in this run
  • "Instant stop": while running to the right with full speed without Y, you can use (<Y)(<Y)(>Y)(<Y) for performing an instant stop.
  • "Horizontal jumps from vertical ramps": If you're running up a ramp by pressing right and want to jump from it horizonally (and not upwards and a bit sidewards), press (>Y)(>Y)(<B)(<B)

Comments for most of the levels
1-1: The jump after the elevator is almost impossible to perform, you need exactly the right speed for that.
1-2: The platform at the very top must be hit to let it start moving and at the same time, you need to land on it.
1-3: I need to wait for the elevator in that stage, so it would be useless to be faster in the beginning part.
Boss 1: There are "missed shots", and it's possible to do the last hit about 60 frames faster, but they would all go lost due to a frame rule. I tested what happens if you die while the boss is killed - the battle just starts all over again.
Boss 2: If you find a way to avoid one more damage, this one could be sped up.
3-1: Absolutely straight forward, jumping through a cactus.
3-3: The goal line must be passed as slow as possible, so i use "instant stop".
Boss 3: Exactly as fast as in a non-assisted run because of frame rules and boss design. I hope it was at least a little interesting.
4-3: I found that shortcut when I was just playing around a little. You need to be in invulnerable mode while performing it, otherwise you just fall down.
Boss 4: As far as I know, all events at this boss are timer-based.
5-2: I could use a rather large shortcut here. I'm picking up the bird seed because i do have to wait there for manipulating an enemy, and without collecting it, i would lose several seconds later on.
Final boss: Taking damage is way faster than avoiding it because you can also be hit by the explosions.

Hopefully you enjoy this run.

sgrunt: Replaced the submission file with a 16 frames faster version that also addresses a desync.
klmz: The updated submission file can only be played properly with sound frequency set to 32kHz while the original one could be played properly with 48kHz. As a result, I don't think the updated one is superior to the original one. And the author seems to prefer keeping the orignal submission file.
Flygon: The 32kHz file is unpublishable. SNES9x is incapable if producing a 32kHz AVI and it also refuses to operate correctly when attempting to capture an AVI via .kkapture.
Despite any improvements the 32kHz run brings, I believe that it should not be published simply because an AVI cannot be made without screen capture software. Screen capture software shouldn't be used, however, due to the high risks of dropped frames and the such.
Basically... I'm aware my position of Publisher doesn't exactly allow me to do a Judges work, but unless an encodeless Publication is made, SNES9x has fixed 32kHz AVI dumping, or an alternative means of capture can be made, I seriously think that the 48kHz edition should be reinstated.
partyboy1a: The game behaves different on different sound settings. I saved 6 or 7 frames of random lag and 9 or 10 frames for a jump which is impossible to do on the other movie for unknown reasons. I previously had to cut out two jumps as they suddenly became impossible too. I consider the difference as purely emulator-specific. And as no one seems to be able to encode the faster version, I think it should be reverted to the older file. In case of publication, it might be easiest to write it somewhere as a sidenote like this: "There is a slightly faster version available, see submission text for details."
Edit: I figured out a workaround for that: Play new movie in 32kHz, but create a savestate at frame 62450. Afterwards, switch to 48kHz, start AVI recording, play the movie up to this frame, load the savestate and continue. Edit: I created one myself.

klmz: Delayed due to our technical problems. Please be patient while we are looking for a solution.
klmz: Accepted as no problem was seen during my judging.


Skilled player (1325)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
That was a fairly neat run.
Joined: 1/9/2006
Posts: 22
oh god this takes me back... I remember playing this game for hours when I was 5-7. I don't think I ever beat it either
Joined: 4/14/2010
Posts: 146
Location: France
Encode of the "All Flags, Level 1-1": MediaFire - Dailymotion (Note that the quality of the DM encode is quite bad) For those who would be wondering, an encode of the (old) full submitted run can be found there.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Thanks, partyboy1a, for making a short testrun getting all flags on 1-1, and thanks to Critical five for the encode. I think this little run makes partyboy1a's point pretty well though: going for all flags generally breaks the pace. As funny as the game is, I felt it already dragged on a bit with all stages completed in an any% fashion, and it doesn't seem like the extra gameplay from flag collecting is interesting enough to warrant 10 extra minutes of movie. So, in short, this current submission rules, and an all-flags run would not be as entertaining.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Player (137)
Joined: 9/18/2007
Posts: 389
as no one claimed to encode the new submisssion, i did it myself. i hope the encode is good enough. if you watched the old submission, there is no need to watch the newer one because they are almost identical. i used the workaround stated in the submission text to produce this one. http://www.mediafire.com/file/81gy6k0ey7tkpz4/roadrunnersdeathvalleyrally-tasv2-partyboy1a.mp4
Level 1-1: 0:28
Level 1-2: 0:14
Level 1-3: 0:29
Boss No 1: 0:13
Level 2-1: 0:26
Level 2-2: 0:28
Level 2-3: 0:21
Boss No 2: 0:16
Level 3-1: 0:24
Level 3-2: 0:20
Level 3-3: 0:15
Boss No 3: 1:45
Level 4-1: 0:11
Level 4-2: 0:22
Level 4-3: 0:11
Boss No 4: 0:15
Level 5-1: 0:17
Level 5-2: 0:46
Level 5-3: 1:15
FinalBoss: 0:38
---------------
Play Time:~9:34 (somewhere between 9:14 and  9:54)
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I had a look at your encode and I would consider it publishable (the filename doesn't really need a v2, but that's something that can be changed if and when the run is accepted and uploaded to archive.org). Good work. :)
Joined: 11/2/2007
Posts: 103
mklip2001 wrote:
I think this little run makes partyboy1a's point pretty well though: going for all flags generally breaks the pace. So, in short, this current submission rules, and an all-flags run would not be as entertaining.
So you're saying it's more fun to watch a run that shows off absolutely nothing of the game. Woo, TASvideos. Arbitrary 100% run decisions sure make you look good.
Player (137)
Joined: 9/18/2007
Posts: 389
OK, let's go "near-topic". I decided to go for any% because - The goal is absolutely clear and doesn't need any discussion. - It was easier to do it, and it already took long enough. I posted the first WIPs three years ago! I stopped because of big desync problems. They got solved quite late. I had 5-1 done until i found the solution I posted here. I also chose this game because all levels are absolutely independent of each other, contrary to all the Super Mario games. - It is not clear what needs to be included in a "100%" run. Use all invisible paths? Pick up all the contents of boxes which fall down after a certain amount of time? Or even pick up everything? Or just collect all flags? This would also be a clear goal, but still not show all the secrets (for example 1-1). And last but not least You can get the "perfect seed" bonus if you finish the levels with a full bird seed bar. You need to collect at least one bird seed for it, and you must not use any after collecting the last one. For sure, I don't need to tell you that getting this bonus would be a big slowdown, but it may be necessary for a true 100% run. - It is much more difficult to plan "all flags" because there is no obvious "fastest path". I think it's a bad idea to start TASing with such a heavy task. This one is my first submission. My next submission won't happen before november. I may start going for "all flags" then, or maybe another SNES Looney Toons game. I already created a Lua script which generates the maps for this game, I posted it in the SNES forum. It's the first Lua script I ever created. It helps a lot for route planning.
Post subject: Movie published
TASVideoAgent
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Joined: 8/3/2004
Posts: 15542
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1622] SNES Road Runner's Death Valley Rally by partyboy1a in 19:59.67
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Evolution at its best. The coyote has adapted to the harsh environment with superior intelligence and regenerative ability. What I wonder about the coyote's regeneration, if he is cut into two pieces, will both regenerate into a coyote? It could possibly explain his apparent ability to follow the bird around, a seemingly impossible task, and to appear wherever the bird goes. The more he is hacked into pieces, the more the surroundings are swarming with individual coyotes. I liked the part about the fat lady singing. I did not like the nondescript music. It reminded me a bit about the Tartarus theme in Battle of Olympus. Is it automatically generated or something? The game physics are too bouncy. It needs more Mario in it.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Who needs evolution when you have anthropomorphic animals running around killing each other for no reason other than comedy.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
This somehow ended up with a screenshot of BOB for its publication.
Living Well Is The Best Revenge My Personal Page
Player (137)
Joined: 9/18/2007
Posts: 389
mmbossman wrote:
This somehow ended up with a screenshot of BOB for its publication.
strange thing, seems to be fixed now