(Link to video)
This run beats the existing one by 270 frames.

Game objectives

  • Emulator used: FCEUX 2.2.2
  • Takes damage to save time

Comments

This is a nice and simple top-down platformer. For more info about the game and its speed strats I recommend reading the previous submission #2333: Randil's NES Gremlins 2: The New Batch in 07:00.07; my run really doesn't contain any new tricks. The main improvements come from better damageboosts and a different strat in stage 4-2.

Other comments

If you enjoy the shop music you get a chance to hear a good chunk of it in 2-2 :) No ballons were hurt during the making of this run.
Suggested screenshot - frame 8009.
Thanks to Randil for the previous run.

Samsara: Claimed for judging.
Samsara: Accepting as an improvement to the published run.
Hey Spikestuff, are you going to keep encoding SMB or Publish something?
Spikestuff: You should know if you see what this run is changed to.

TASVideoAgent
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This topic is for the purpose of discussing #4903: Aglar's NES Gremlins 2: The New Batch in 06:55.58
Editor, Skilled player (1998)
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This run was really cool. Yes vote.
effort on the first draft means less effort on any draft thereafter - some loser
mklip2001
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Nice! I liked playing this game when I was younger. The electric boss in Stage 3 was always so hard for me, but TAS runs just jump in his face and own him hard. The shop music glitch in 2-2 was pretty surprising and was a welcome change to the run. It seems like you found a way to regain control quicker after damage sometimes? You especially used this on little flying brown gremlins. The new approaches in 4-2 and 5-1 were also pretty cool, after having seen people use a balloon in 4-2 for years now. I only have a couple optimization questions. Randil's run said that you gain a little bit of time if you face the direction you want to go in the next stage when the previous stage ends. It doesn't look like you take advantage of this between 2-1 and 2-2, for instance. Also, you have an extra hit left at the end of 3-2; was there nowhere else that damage would save time in that stage? Yes vote!
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.
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Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
mklip2001 wrote:
Nice! I liked playing this game when I was younger. The electric boss in Stage 3 was always so hard for me, but TAS runs just jump in his face and own him hard. The shop music glitch in 2-2 was pretty surprising and was a welcome change to the run. It seems like you found a way to regain control quicker after damage sometimes? You especially used this on little flying brown gremlins. The new approaches in 4-2 and 5-1 were also pretty cool, after having seen people use a balloon in 4-2 for years now. I only have a couple optimization questions. Randil's run said that you gain a little bit of time if you face the direction you want to go in the next stage when the previous stage ends. It doesn't look like you take advantage of this between 2-1 and 2-2, for instance. Also, you have an extra hit left at the end of 3-2; was there nowhere else that damage would save time in that stage? Yes vote!
Getting hit while on ground makes you regain control faster. I do make the start boost trick at those levels but at the last frame; and since the animation lags one frame behind the controller input, it's not viable. As getting hit slows you down it's only worth it if you can cut a significant amount of distance with it, and in world 3 I couldn't find another such spot. The shop music was a surprise to me too as didn't notice it until I played back the run because I had frame advance muted :)
feos wrote:
Only Aglar can improve this now.
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Woooohooooooooooo!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Skilled player (1882)
Joined: 4/20/2005
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Location: Norrköping, Sweden
Very nice indeed! This brought by some fond memories for me. You made very good use of damage boosting, I think. Yes vote! :)
Editor, Experienced player (607)
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This was a fun little run with nice use of damage boosting in many places. Yes vote!
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At 2:02 , did you just jump on spikes unharmed?? Also at 2:40, and a few other locations too. At 2:11, cool shortcut! Also at 3:20. And several later locations, too. At 2:18, jumped on spikes again, this time not unharmed. Occurred many other times as well. Overall, I really, really like the fact that you didn't drown the music in constant jumping. Nice alternative path at 3:38.
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Bisqwit wrote:
At 2:02 , did you just jump on spikes unharmed?? Also at 2:40, and a few other locations too.
Well, it's due to the invulnerability you get from taking damage just before. This makes you blink every 4 frames but that effect is sometimes not viable if you watch the run via the youtube video (you lazy ol' fella :D)
feos wrote:
Only Aglar can improve this now.
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Joined: 3/8/2004
Posts: 7468
Location: Arzareth
Aglar wrote:
blink every 4 frames but that effect is sometimes not viable if you watch the run via the youtube video (you lazy ol' fella :D)
Ah, so I did. Didn't consider that, since for long TASVideos youtube encodes have either used 60fps or some kind of blending for those rapid-flashes.
Joined: 4/18/2015
Posts: 168
Location: Canada
Wow, this game looks really cool! It has some sick music and fun looking gameplay. The TAS itself had a lot of great movement optimization and cool little skips. Yes vote!
Mecha_Richter
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Joined: 10/11/2011
Posts: 53
Those improvements were amazing! I'm actually surprised it's faster to not use balloon in stage 4-2, and the end of 3-1 was really cool. Definitely a lot of improvements I never would have thought of. Yes vote from me for sure!
WST
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Like a boss. Yes vote.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Aglar wrote:
that effect is sometimes not viable if you watch the run via the youtube video
Aglar wrote:
since the animation lags one frame behind the controller input, it's not viable.
I think you mean visible (synlig), not viable (möjlig, gångbar). Or perhaps you're on your phone and it's just autocorrect. Anyway, yes vote!
Joined: 12/19/2010
Posts: 126
yes vote from me, I'd really loved this game in my early days but never beat it
live life
Jules
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I find it interesting how Blublu's 2004 run still hasn't been beaten by over 10 seconds. Must be a tight game! Good improvement. I never did like how the previous TAS was just on the cusp of being under 7 minutes : P
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3002] NES Gremlins 2: The New Batch by Aglar in 06:55.58