Once again, Gargamel kidnapped 10 smurfs for no explanable reason, and once again, Hefty Smurf is going to kick his ass. But this time, he discovered that his enemies can give him a big favor by punching him. This movie improves my previous movie by 2451 frames, mainly by using new strats and better movements.
The temp encode seems to have some frames dropped at some points. I left it here anyway as the input file is what really matters
Game objectives
- Emulator used: Bizhawk 1.11.7
- Bios used : SCPH7003
- Uses death to save time
- Uses damage to save time
The maximum running speed intended is 560. You can push it at values greater than 1300 by taking advantages of damage boosts in some places. To keep the most speed possible, you have to jump as soon as you touch the ground, making some areas a real puzzle to optimize. In order to save his friends as soon as possible, the Hefty Smurf (also known as Masochistic Smurf) will take damage in almost every level. Stage by stage improvement is detailled below.
Start of the Adventure
I used to go trough this level using a small damge boost by the first enemy. When the TAS was almost done, Turbofa found a greater damage boost, which openned a frame war to reach the platform at the end of the level without having to wait. This single level required more rerecord than the whole currently published movie
Night Ride
It is hard to understand why, but taking damage by the ladybug then hurt its body during the damage boost will give you a big speed boost to the right. I am still unable to jump over the fly at the end of the level
Underground Exploration
Two small optimisations are used in this level : turning back before the cutscene triggers push you slightly to the right, and a better lava strat by avoiding being slowed down by hurting the stairs
Snowbound
I found a way to keep more speed than the previous movie at the snow man section, and some more when bouncing on the mushroom, so I can keep a good speed during the whole level
On the Mountain Top
This level is actually harder to optimise than what I though : the flowers can sometimes give you more speed if you wait before entering them. Besides that the boss is few frames faster due to a new strat
Alone in the dark
At first you needed a present, then we found a way to use just the helmet, and now it is possible to pass the breakable wall by a simple damage boost. I also use the potion to grab the ropes a bit sooner, and a new start in the final rope section, to get a better boost than in the previous movie
The Ice Cave
Nothing notable here. Killing the enemy by walking on it is exactly as fast as jumping. I kept what I found the most entertaining
The Diamond Mine
Thanks to a bigger boost on the yellow enemy, it is possible to keep the present to use an immaterial glitch later on the level instead of taking the magnificent glass
Splish Splash
A better use of the second fan allow me to save enough time not to get hurt by the sea urchin, and so, saving some more time
Gargamel Castle
Some frames are saved in the first section of the level du to better movements. The damage boosts in the second part are faster as well
Potential improvements
- The 4th level, if someone finds a way to keep some more speed somewhere
- The 6th level, if we could find a way to reach the final platform using the bats without having to wait for the rope
- The 9th level, if we found a OoB, as it would allow us to reach the end of the level almost immediately
- A magic way to remove cutscenes and loading screens
Suggested screenshot : 36042
Thanks to Turbofa for some findings
Samsara: Accepting as an improvement to the
published run. The new optimizations and blue blur level of speed seem to have swayed the audience toward a Moon upgrade as well. Well done!