If Sonic the Hedgehog had a love affair with a golf ball, then the result would be Action Pachio. Giant evil robots have kidnapped Pachio's family and friends and now he must roll and jump his way through six different worlds in the solar system to save them all and defeat the ne'er-do-wells.

Game objectives

  • Emulator used: BizHawk 1.11.4
  • Aims for fastest real time
  • Takes damage to save time
  • Plays on easiest difficulty
  • Speed vs. Entertainment trade-off

Comments

Action Pachio is a platformer with very basic controls. There's Up, Down, Left, Right, and Jump. As you hold left or right while on the ground you start accelerating. You can freely switch running left and right while accelerating, but once you hit top speed you will skid to a halt if you try and turn around. Pressing Down will turn you into a ball. You accelerate fastest while in ball form and can only hurt enemies while in this form, so it's used throughout most of the run. You immediately lose all of your momentum once you jump or go off an edge or land, but if you release the direction button the frame before you jump or roll of a ledge then you retain your momentum. You can freely change direction in mid-air while maintaining a high speed, but only if you press the arrow key for one frame.
Easy difficulty was chosen because it allows for more damage boosts and because bosses take fewer hits. There are 16 boss fights (and 2 mini-boss fights), so the time saved is exceptional. There is no change to the game otherwise.

Stage by stage comments

Stage 1

Jumping on an enemy will cause you bounce to a certain height regardless of how fast you are jumping into them or even if you're holding the Jump button when you hit them. This is true for all enemies and bosses. At the end of each boss fight in the first six stages Pachio needs to be in a certain spot in order to do his victory jump, and he will take to time roll there if you're not standing on it.

Stage 2

Hitting the switches in this stage causes the platforms to move in different directions, but I often have to wait for them to do their thing.

Stage 3

Hooray for obligatory water levels, where everything moves slower. The air bubbles and blowfish are a large source of lag in this level.

Stage 4

This level probably accounts for over half of the lag frames in the game.

Stage 5

Every hanging spike ball has the worst timing possible. You can't really change it, either, because they all start descending based on how close you are to them. I love this game's sound effects. The boss of this stage (whom I dub the Origami Hand Jive monster) was frustrating to figure out. The hitbox is only active when he stops to shoot the bullets. You can bounce off the orange ones, but the green ones will hurt you no matter what. Moving around also causes a lot of lag on this boss, so I can't really put any entertainment in here.

Stage 6

Robot Chicken factory. You can bounce off each of the arms of the boss 1 time, but then they just hurt you after that.

Boss Rush

7 Boss Fights in a row and then both forms of the final boss. 5 of the 7 fights are just copy/pasted from earlier, but with some entertainment added in. Pachio also no longer needs to be in a specific spot after the fight, so I try and get him as far to the right as possible. The squid fight is completely different since the invincibility time lasts way longer for some reason. The two alarm bots act as the boss of the boss rush stage. You can only hit them from underneath, and the hitbox on their fists is about 3 times larger than what's shown.

Final Boss

Big machine. Lots of weaving to make sure I hit the center of it's head as soon as possible each time. The boss's speech box cannot be sped up, unfortunately. His final form is a joke. The speed vs. entertainment trade-off is at the very end. If you jump the frame before the final cutscene begins, then he will continue to jump but at the cost of 1 frame of lag after every jump. (30 frames of lag here)

Other Comments

Inputs made at the end of a boss fight can affect the starting position of one or two enemies in the next level.

Possible Improvements

Better lag management. Most levels have two different routes you can take, and each route has different secret rooms you can access that exit to different parts of the stage. It's likely that I didn't find all of the secret rooms, so some routing changes could possibly be made. There is also a trick to be able to jump off of spikes; if you roll off an edge without jumping, then you can jump off the spikes the frame you land on them. While this trick wasn't used in this run it could be helpful if any routing changes are made.

Samsara: File replaced with a 310-frame improvement. Also, judging.
Samsara: I have to admit I still feel a little weird not seeing your name attached to everyone's favorite Eek The Cat, but it's a kind of weird that I like. I like seeing all these underappreciated games getting great runs, and having never even heard of this game before, this run was no exception. The difficulty choice was understandable, and it looks like a lot of good work went into this.
I'll just HIT THE LEVER over here to accept it to Moons.
feos: Pub.


TASVideoAgent
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This topic is for the purpose of discussing #5189: WarHippy's SNES Action Pachio in 19:06.16
Experienced player (690)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
what is the speed vs entertainment tradeoff?
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Skilled player (1022)
Joined: 1/9/2011
Posts: 231
It's in the description of the final boss. I sacrifice 30 frames for a silly reason. That's the only section I did that .
Experienced player (941)
Joined: 9/18/2008
Posts: 153
Location: Japan
In this game, Pachio deceletes so often that he looks slower than the Hedgehog. But I think this run manages to keep speed, and it is well thought out. Yes vote. FYI: There is a hard-mode run on nicovideo. As you may know, it is possible to jump on a spike once when you fall without jumping. But I don't know whether it helps to improve this run. The bit2 of $7E0798 seems to affect it. And the bit seems to be cleared when you hit an enemy in the air.
Skilled player (1022)
Joined: 1/9/2011
Posts: 231
Awesome. I tried searching Nico Video a little ways into my run, but I don't know how to type Japanese characters. There was also only one search result when I tried 'Pachio', and it happens to be a pachinko game TAS by yourself, TaoTao. The video of the hard mode run is only 15 minutes long even though the title says the TAS is 25 minutes long, and there's no part 2 to click on. -Edit- Nvm, found part 2. That spike glitch is neat, and I think there are some spots where it would save time. I also can't believe I missed the fact that I could jump off the arms of the boss of stage 2; that will certainly save a handful of frames. The thought of getting all of this added and re-synced hurts my head. I'll see if I can get a new submission file in the next day or so, but I'll just add it to the Possible Improvements section otherwise.
Site Admin, Skilled player (1254)
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Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Are youtube modules broken just for me?
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 (1022)
Joined: 1/9/2011
Posts: 231
feos wrote:
Are youtube modules broken just for me?
Nope, they are all wonky to me, too.
Skilled player (1022)
Joined: 1/9/2011
Posts: 231
Just uploaded an improved submission to the WIP section as hidden. http://tasvideos.org/userfiles/info/32908222746509546 This is a several second improvement due to a better strategy on the second boss (and the repeat of the boss later on). This did cause some poor RNG over the next couple of levels. A temp encode is on the way. Done. I wasn't able to save any time with the spike glitch, but I'll still add it to the submission text.
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. ---- [3206] SNES Action Pachio by WarHippy in 19:06.16