Categories

  • 1 player in a multiplayer game
  • Avoids warps
  • Uses death to save time
  • Heavy luck manipulation
  • Heavy glitch abuse
  • Avoids major skip glitch
  • Action
  • Platform

feos' comments

I didn't want to interrupt the people mentioned in the title (+arandomgameTASer) when they decided to co-op and kill another unit from The First 500 list. Then I saw a wip of the 3rd level, with a sketchy bike skip and I decided to finally put my effort into it now that I have all the knowledge. It was hard as fuck, but I saved some second(s?).
Then I planned to take a rest and just watch, but the guys started dropping the project, only Alyosha remained the active author. I was checking random ideas on the forum, then I started trying checkpoint skips. The Resource page says that you can't spawn level end checkpoint unless you activate all the previous ones. I dared to disbelieve that and so I started testing.
I skipped the last checkpoint, then I found out there was an invisible wall right before the next platform that I couldn't pass. I thought it's because the snowman hasn't destroyed the wall, so I did the left+right thing to show the wall on the screen. He crashed it and I was going to try passing the invisible wall once again, and it didn't disappear, and I occasionally started falling down while my sprite remained shifted way to the right.
The screen went from high to low in a certain way, and suddenly EVERYTHING SPAWNED! But when I went down to activate the end checkpoint, it couldn't spawn because the screen was too high, and I couldn't move it lower since my sprite was shifted up. When I manipulated my position to make checkpoint spawn, I finally found out it indeed fails to end the level, it just increases the checkpoint value to tell the game where to respawn you if you die. So yeah, you must activate them all.
And to spoil the hopes more, you also have to move the camera through certain places because it spawns objects reading ROM configs one by one. If you don't spawn enemy #5, you won't spawn enemy #6 either. There are some exceptions, but they are very limited.
So I activated the last checkpoint and performed the upward shift to move the camera up and then jumped down there to make it scroll down, and skipped 6 seconds of the Ice Level.
I wanted to rest again, then I saw Alyosha miss some of known tricks in Big Blag and snakes, so I also fixed them. When he finished his wip of the rocket level, I was quite sure time could be saved if less laggy hits are used. So I started applying this idea and... another new trick was found.
In 3D levels, if you add U or D to the running pattern initialization (tap and hold L or R), you magically start running faster. That lead me to even greater improvement in that level (2 seconds I think), and I decided to redo the entire run with this new find. It turned out you can't do it in 2D levels.
So I used it in Level 1, saved 144 frames, and lost it all to the fucking global timer. Bah.
Level 2 was mainly autoscrolling, but there was a place when suboptimal movement caused losing of some frames when the screen stops scrolling, and it can't be stopped due to how enemies spawn, and your need to travel across the screen. So I fixed it and also probably saved time by ending the level at different hight.
Level 3 was nice, global timer that spawns falling rats tried to kill my 30 (?) frame improvement, but I saved a few more and it gave up. Resynced bike skip and Level 4. Saved some time with the new trick on Surfs. It's worth mentioning that Surf City can be skipped altogether with 2 players by going below the wooden floor while being on the surf board, but with 1 player, the screen starts immediately scrolling. You can only go lower if you also are going to the left map-wise, but the screen will push you, so maximum I could get was 10 pixels OOB. Added some manipulation to the mines.
Snakes synced, rat beat-em-up part resynced, added some entertaining movement and projectile manipulation. Walking up in the next level wasn't touched, redid the RoboAnus fight, figured out how he behaves, made the laggy cutscene somewhat shorter by adjusting my position in the end.
In the Tubes level, I applied the Sonikkustar's found to go below the tubes right to the checkpoint, then DylaX's trick to pass through the gear checkpoint that stands on the corner (not letting you jump near it and squeeze in). You need to be jumping along that wall, then you will be standing on that corner for a few frames. This allowed to activate the next gear sooner. Skipped hitting the fish.
Then I tried out different OOB strats, this was the most bizarre one:
It was a few frames faster than the published run, but I tried the normal strat too, and after getting optimized, it appeared to be even faster. I used a trick found by Icthus to gain the dash speed while seemingly being in the water. The point it, under those huge rings that go around the tube, there's no water inside. But if you keep walking, it won't know that the water ended and your speed will remain the same. But you you jump out of that water (up and forward at the right time), you won't fall back into it, but will fall on the normal ground. You can charge dash attacks, I used the dash jump obviously.
The Rat Race wasn't touched because nothing seemed to save time, you can't stun the rat and then boot him out until the bomb is crashed, you can't jump to land the hits sooner, you can't even fart.
Saved something on the HypnoBall fight.
In the final level, some real fun started. I found a trick where if you press D when you start holding direction in order to run, you will instantly turn around if you are going to run to a different direction. Normally there's an arc the character is drawing, while the speed goes slowly down and then up again.
I was 31 frames ahead when I arrived to the first disappearing platform. It reappeared 30 frames after that. They are tied to global timer too, and have a 256 frame behavior loop. The global timer doesn't tick during lag, so I used different hits against enemies and spawned the platform 9 frames faster. Only to come to the next one that despawns the frame before I land on it. Making me wait 256 frames.
I redid the entire level, saved 3 frames by adding less lag to the first enemy fight, then I saved some more time when I got to the first aforementioned platform. It went smoothly, but I had to resync the cloud, I spend an evening on it, and in the end I arrived to the second aforementioned platform again... 1 frame before it disappears!!! I saved 107 frames over the original movie that way. I ended up winning so hard on later global timers as well that got savings none of the team was ever expecting in that level.
Watch those upward shifts near the huge red blowing monsters, the game doesn't give a shit about how far your sprite is shifted, it just makes you catch the stick and forces your depth coordinate back to perfectly legit. So you can scroll the screen higher and spawn things sooner and get no consequences.
The hardest part was probably that freaking cloud that you have to hit 7 times while bouncing off the shitty spring that changes your pattern in a way that you can't reach the cloud anymore.
I used some new approach on the Dark Queen. The strat is to stop running around the screen and just make her fall down more consistently.

Alyosha's Comments

Wow it's done! Big thanks to feos for putting in some serious work optimizing this run. I kind of feel like I annoyed him into action with my un-optimized WIPs, but hey the run got finished so I'm happy. 8D I'd also like to thank Samsara and ArandomgameTASer for originally agreeing to team up with me on this. The formal team didn't last very long, but if they hadn't originally agreed to help me I probably would never have even started.
While feos found most of the new tricks and did most of the optimization, I did find some things that helped. Level 2 features some new lag reductions on the venus fly trap enemies. In the ice level some frames were saved with a new strategy of clipping starting the L+R way earlier in the level. In level 5 running off of the surf board is a bit faster then jumping. But probably the most significant new things I found is actually in the snake level. I noticed that you can shorten the snakes by scrolling the screen at particular times. This strange behavior might need some more research, it does same some frames though. After that it's pretty much all feos. I think my biggest contribution was just giving the development of this run a head start. Sometimes just starting can seem the most daunting, but I'm surprised how quickly it came together in the end.
Ultimately I'm really happy to have worked on this run even though I couldn't match feos' expertise. Battletoads is one the games where I consider having modern runs to be pretty important, and things have come a long way in 10+ years. I hope everyone enjoys the run!

Samsara's Comments

Honestly I feel a little weird being part of the final product, since all of my contributions to this run were in the first level and then Things Got Crazy for me after that so I had to formally drop, but like Alyosha said I'm glad that the run still got finished and that I had a tiny bit to do with it... Even if, yeah, my main contribution to the run was agreeing to start it in the first place. Huge props to feos for picking up, deeply optimizing, and finishing the run, as well as being a constant source of critique and advice even from the very beginning.
This was probably mentioned before, but this was actually supposed to be a "secondary" run for the original team: Our initial plan was to improve 2player warpless, but we figured we could use the knowledge from doing that run and improve 1player as well, so we were technically working on both at the same time. We have a WIP for 2player, maybe that'll be next... and perhaps my personal life has slowed down enough to allow me to actually work on that run a little more if someone else is up for it.
But I wouldn't trust me if I were you.

Screenshot

Note to publisher

I want to have an HD encode hosted on my youtube channel. Don't want to pay to the thieves.

Nach: Judging.
feos: random appeared to never have touched this branch.
Samsara: File replaced with a 2 frame improvement.

Nach: It's been a while since we had one of these, and I can say it did not disappoint, very nice improvement (it skipped part of my favorite level though ☹). Great feedback too, accepting as improvement to existing run.
Fog: Processing...


TASVideoAgent
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Yes vote. It's amazing.
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Alyosha
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Great work finishing this up feos! The last level and final boss were both really impressive. I've added in my comments as well.
mklip2001
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This is great. Finally, this run has an up-to-date Turbo Tunnel skip in level 3. There are some amazing changes elsewhere too. Of course, this raises the question of how many runs Battletoads should have. The any% and the 2-player warpless, I think, are pretty agreed-upon categories. Is this run valuable enough to be published separately from those other two? (This may just be a case of a legacy category that was more historically interesting, like the Princess SMB2 run.) One strategy question: why don't you recover your walker stick to fight Big Blag in stage 5? Each time you headbutt him, he pauses the game with his landing. If you took one of his small jumps as time to get the stick back, you can juggle him with the stick and keep him from landing.
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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Because every time you hit him with a stick, he bounces up by a lot, so you wait him to fall back down after every hit. So the hit intervals last longer, and it takes time to grab the stick. I honestly never tried, probably Phil or FODA did. Their fights are rather well optimized. Which is interesting, because in the last level it's obvious the most: you can't use better hits on enemies than they did, or you will end up getting worse real-time. However, they take more lag by their faster actions, so global timer dependent platforms act unimprovably and can't be manipulated if you rely on their strats in fights, because global timer will equalize your chances (not in your favor). So I ended up making some of those platforms appear later, and some - faster, so not only I optimized actions, but also got ideal global timers, hence such a huge improvement in that level. It was kinda cheap, if we take better optimization for granted. As for categories, I don't think 1p warped needs recovery, since it has copypaste from a warpless run in half of the levels, and it uses some strats from 2p warped, so it's obsolete in both aspects, even if it's faster than the latter due to absence of game over glitch. I think I need to address the skip glitch as well. It's used to its Moon maximum which is "fastest, but not skipping to the game end". I'll add the proper categories.
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.
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This was fantastic. Yes vote.
Alyosha
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mklip2001 wrote:
This is great. Finally, this run has an up-to-date Turbo Tunnel skip in level 3. There are some amazing changes elsewhere too. Of course, this raises the question of how many runs Battletoads should have. The any% and the 2-player warpless, I think, are pretty agreed-upon categories. Is this run valuable enough to be published separately from those other two? (This may just be a case of a legacy category that was more historically interesting, like the Princess SMB2 run.) One strategy question: why don't you recover your walker stick to fight Big Blag in stage 5? Each time you headbutt him, he pauses the game with his landing. If you took one of his small jumps as time to get the stick back, you can juggle him with the stick and keep him from landing.
This is also something I thought about when working on this. My feeling is that if there is going to be a one player run of this game it should be this one, but as to whether or not 2 player warpless is preferred and obsoletes this one, I guess it depends on how interesting people find it. 2 player warpless also provides a level 5 skip, so the amount of overlap with 2 player warps will be pretty big. There might not really be enough unique content to have 1 player warpless, 2 player warpless, and 2 player warps. My personal opinion is that if one of them has to go it should be 2 player warpless, but that's just me. I did some testing with the stick, but yeah Blarg just bounces too high. I also tried to give him a kick with the walker head on the ground, but it seems he is not susceptible to that.
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There's no overlap if we only reduce the list down to the current 4. If we try harder, we start losing unique content. 1p shows unique strats, 2p shows warped shortcuts, 2p warpless shows everything those 2 skip.
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.
PJ
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This TAS is amazing! Really great work, everybody! It's so nice to see an updated TAS of this game with current knowledge. Very, very impressive. :D I just have one quick correction: the "maintain dash speed in water" trick was not found by me, but rather a runner named Icthus. While I do appreciate the shoutout, he is the one that deserves it. ^_^
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http://tasvideos.org/userfiles/info/30176761817516794 Please replace the movie file with this one. I found a 2 frame improvement at the end of the Robo Manus fight while testing 1 player warps, so might as well add it here. 1 player warps is now 85 frames ahead of 2 player warps (even after improving the 20 frame entertainment trade off in Robo Manus in that run), not sure what will happen with branches if 2 player cannot be that much improved, but for now still testing.
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This video https://www.youtube.com/watch?v=qeQGEWtuezQ now belongs to Indmusic and Stones Throw Records. Yes, they own a shitty remix of David Wise's tune for level 2, so they automatically own everything that dares to use the original as well. They insisted on their claim after I refuted it saying that they have zero rights on the original tune, that belongs to Rare's David Wise and Nintendo, and that even by having that tune in my video, I meet the Fair Use requirements, and they don't.
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.
fcxiaopengyou
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I didn't have much play with this game, but it is really wonderful and amazing.
Working on: [NES] Downtown Special - Kunio-kun no Jidaigeki Dayo Zenin Shuugou! (J) ''2 players 100%'' Plan: [SNES] Kenyuu Densetsu Yaiba (Japan) _________________ My English is pour. 
Post subject: Movie published
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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. ---- [3124] NES Battletoads "warpless, 1 player" by feos, Alyosha & Samsara in 21:38.38