HERE COMES YOGI!!!!!

Game Summary:

One bear must go on a quest to visit a construction site... because he felt like it?
I'd guess most people have trouble making it past the first area. You'd be fooled into thinking it has ice physics because of how much Yogi slides around, but that's just the controls. This game is difficult, or even "not fun" to play, and you only get 3 lives to finish the whole thing. However the TAS does it perfectly, taking no damage.

Mechanics:

Yogi accelerates up to 4 px/frame. Pressing the opposite direction will immediately reduce his speed to 0. Most of the time it's better to simply release the direction button for a few frames until you reduce speed to avoid an obstacle, rather than actually stopping in place.
Hills change Yogi's max speed(5px for Downward or 3px Upward slopes). Because gravity is 4px/frame as well, any slope with a steep enough gradient actually causes Yogi to free-fall and reduce back to a max of 4px/frame. Jumping on the same frame you hit the ground does not decelerate.
Collectables are only worth points. (Picnic baskets, clocks, and the misc flowers/lights/clams/etc that guide your path).

Levels:

Snow:

This level has numerous downward hills I can use to squeeze out some extra frames.

Cave:

This has some hills too. The mine cart ride is dumb. You can just hold "down" to avoid all the obstacles. There aren't even extra lives or health pickups to tempt you.

Forest:

The fish enemies here are pretty annoying.

Water:

Max speed in water is reduced to 2px/frame. So it's best to hop at the surface of the water to maintain 4px speed. Riding on a beaver is 7px/frame. Since there are various walls, I do my best to begin acceleration such that I have maximum speed just as soon as I pass the obstacle.

Construction:

The barrel enemies are horrible. They spawn very fast, so if you slow down even a little too much, one will spawn on top of Yogi just as he reaches the top of the hill they roll down. And I didn't even mention the foreground layer which creates added difficulty, because you can't see half the enemies.

Timing breakdown:

Since there is no TAS for this game yet, I compared my time to the current WR real time I found on Twitch from Jeepitou.
LevelJeepitouMeerkovDiffTotal
IntroN/A1287N/AN/A
153975182215215
293998898286501
313671126195511052
417697164182271279
521711202062261505
625455236033471852
729223271931782030
83325531133922122
937941351017182840
1042525389127733613
11508534273145098122
12558534660312169338
1360525509412469584
146711355532199711581
15735636101696612547
168109966166238614933
17858997010186515798
18906397391093116729
199629777752181618545
2010348581634330621851
Total28'44.75 22'40.57 6'04.18 saved
P.S. "HEEEEEERE COMES YOGIIIIIIIII"

Noxxa: Judging.
Noxxa: This is a really generic-looking licensed game, with generic run-right-for-justice platforming action. While it doesn't really show much in the way of complicated tricks or techniques, the movie still looks executed well enough, and is paced well enough to keep it interesting to watch. Viewer response overall was quite solid. Accepting to Moons.
feos: Will publish after Boxxle, which is almost done.


TASVideoAgent
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This topic is for the purpose of discussing #5805: Meerkov's SNES Adventures of Yogi Bear in 22:41.59
EZGames69
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Posts: 2765
Just what I needed in the morning, yogi's face heading straight twoards me. The run seems decently paced and looks well optimized. Yes vote!
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
PCachu
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Joined: 10/1/2009
Posts: 166
I'm still trying to wrap my head around the collectible choices. So the main collectible is ... pocketwatches? Where are -- oh, okay, so there are picnic baskets. But they're platforms? Which only register as "collected" when you jump on them? Special note to the game developers: If you don't know who Yogi Bear is, just say so. There's no shame in it, really.
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Joined: 10/4/2015
Posts: 99
Yeah the collectibles are pocket watches because... Pocket watches are a type of clock-> and some clocks have alarms->you use alarms to wake up->you wake up from sleeping->which is like hibernation->a thing bears do? That's my best guess. And yeah, picnic baskets are temporary platforms. After jumping on them, they disappear after a second. They don't heal you, and like everything else in the game, the collision is a bit wonky. The final collectible just reacts when you touch it and changes the graphic. I don't really understand what the devs were thinking.
Joined: 10/23/2009
Posts: 545
Location: Where?
I wanted to see a TAS of this game. So glad this is made. I tried my hand at this game some times ago. If I recall correctly, if you jump, you keep the velocity? I see you gliding without jumping. Did you happen to test that jumping keep your velocity, especially if you had a higher speed? Note that it was a while ago, I may be wrong.
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@Niamek: So from the way I understand it, each movement type/state has an "target speed". Hills max at 5px, normal walk is 4px, and "freefalling/jumping" is also 4px. You maintain velocity when switching between movement types, but will start decelerating or accelerating towards the target speed. For example, when you jump off of a Beaver/Minecart, your velocity is very fast at 7px. But in the air you slow down back to 4px as the jump continues, or if you land on the ground, you'll maintain whatever velocity as you slow down to the target speed. The same is true for hills. You do have 5px for a bit, but you decelerate back to 4px pretty fast, and it's no different if you jump on the last frame of the hill, or if you just walk and decelerate on the ground instead. This is why when you jump near the top of the water, you can accelerate up to 4px/frame. If you go under the water, the target speed is 2px/frame, so you quickly lose speed (but not instantly). Hopping at the surface lets you be in the "jumping/freefalling" state instead of the "swimming/falling" state.
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I found this movie to be very boring. No vote. There are literally no tricks, nothing interesting happening on there. Also, it doesn't help that the game itself is very plain.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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ThunderAxe31 wrote:
There are literally no tricks
I can't really argue with you, but I will point out that beating the game without taking damage is already a trick by itself in this game. The hit boxes are really bad. :) heh.
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. ---- [3626] SNES Adventures of Yogi Bear by Meerkov in 22:41.59