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Quattro Adventure is a cartridge released by Camerica in 1991 packed with 4 games - one of them being Super Robin Hood, the very game present in the run. The game is a platformer that requires the player to find keys to advance further into the Nottingham Castle, all while collecting treasures that allow the player to complete the entire game.
Game details:
  • The goal is to complete the game as fast as possible (any%)
  • The run abuses warps, and several glitches
  • Emulator + Version used: FCEUX 2.2.3

The game is now officially broken

Thought the game was already pretty broken? Well, things just got even crazier. Let's unpack all the things in this run that beat the game by almost 1 and a half minutes...

Beginning level up until the warp

The beginning level may seem pretty standard for the first few seconds until... oh. What happened? This might be the first time a technique is used that is impossible to do in an RTA run without some sort of specialized setup. I found this glitch in an old YouTube video called "Super Robin Hood - Moje Sposoby" which translates from Polish to "Super Robin Hood - My Methods".
I immediately started looking at what causes this glitch, and it turns out is it heavily reliant on:
  • The velocity of the player, if it is even one unit off the whole glitch fails to work
  • The subpixel position of the player - that's right, you can actually break the game on a molecular level now.
... But that's just for the actual clip into the block, what about the teleport? Uh, to be quite frank, I have no clue. The teleport ONLY seems to work in the first level, and nowhere else. Is it some arbitrary code execution, is it reliant on the current screen scroll? No clue. What I did realize, however, is that during the teleport Robin's X position jumps to an insanely far value and that the actual clip itself only happens on half blocks. Apart from that, got no clue what causes it.

Treasureless

As you can see, several important parts of levels are skipped throughout the run, simply thanks to a discovery that I made at the end of my previous TAS - by performing a hyperjump at the last level, we can trigger the end animation without needing to collect all the treasures to climb the ladder. Neat!

Things I missed

In the last TAS, I realized that I didn't talk about wall clips, despite them being pretty well known by now. If you let go of left a frame or two before you jump, Robin will be able to clip through a one-wide gap. Also, getting hit by an entity (e.g an arrow) and collecting a treasure on the same frame cancels out the hearts animation, which greatly reduces lag.

The rest of the run

There's honestly not too much to say. Now that we don't need to collect treasures, I tried taking the most efficient route that I could find, all whilst causing the least amount of lag.

What's next?

Since we're so close to a sub 3 minute time, we need to find a couple of extra microoptimizations to shave off just those extra 6 seconds. My bets are the final guard kill in the last level. Since his shot frequency is so high, it's impossible to squeeze in a hyperjump between his arrows which means I have to kill him first. If maybe I can enter the level with two hearts instead of one, we could potentially use up that last heart there without killing the guard.
Another thing we could do is find a way to clip through two rows of blocks at once. Right now it is only possible to clip through one row, even with a hyperjump straight into the blocks and even with extremely specific subpixel positions, none of them allow us to get through two.
Apart from all that, there you have it - the game absolutely smashed in 3 minutes and 6 seconds. I will gladly continue my search for more bugs and glitches, and I hope to spark the interest of maybe at least a few individuals to come and research with me! Also, the All Treasures run is coming out soon, so stay tuned!

Memory: Claiming for judging


TASVideoAgent
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This topic is for the purpose of discussing #6960: Vhyrro's NES Quattro Adventure: Super Robin Hood in 03:06.91
xxezrabxxx
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Cool improvement, make sure to set the previous submission to cancelled
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions. Also, I never forget to greet Tompa wherever I find him! "when resyncing stuff sucks it's called Resuccing" - EZGames69 “If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69 "oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun "just had to give therapy to a taxi with daddy issues" - psx Current Projects: Mother 3 (75% complete)
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Wow, that was fast! That teleport at the beginning is quite fascinating as well! Yes vote! By the way, you should add a link to your previous TAS submission with all the tricks you described there, as there doesn't seem to be a way to find it now that it has been cancelled.
Samsara
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Since we're so close to a sub 3 minute time, we need to find a couple of extra microoptimizations to shave off just those extra 6 seconds. My bets are the final guard kill in the last level. Since his shot frequency is so high, it's impossible to squeeze in a hyperjump between his arrows which means I have to kill him first. If maybe I can enter the level with two hearts instead of one, we could potentially use up that last heart there without killing the guard.
I looked into this, and as it turns out, you can hyperjump from the top of a ladder too! You still have to ignore damage earlier on since otherwise the crouch will send you into the guard and you'll die before you can jump, but it works if you take damage on the bat right before the final screen and squeeze by with invulnerability frames. I did a quick test of that here, still not sub-3:00 but much closer now: 68041630727897821 User movie #68042279538169436 Vhyrro, feel free to optimize that file and upload it to Userfiles. We can replace the file on this submission so you don't need to resubmit.
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Vhyrro
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I looked into this, and as it turns out, you can hyperjump from the top of a ladder too! You still have to ignore damage earlier on since otherwise the crouch will send you into the guard and you'll die before you can jump, but it works if you take damage on the bat right before the final screen and squeeze by with invulnerability frames.
Woah! Despite trying that, I never got it to work, awesome stuff! I'll definitely go see what I can do with that. And thanks for the idea SmashManiac, the link is now there and you should (hopefully) see it.
We break those records baby :)
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... But that's just for the actual clip into the block, what about the teleport? Uh, to be quite frank, I have no clue. The teleport ONLY seems to work in the first level, and nowhere else. Is it some arbitrary code execution, is it reliant on the current screen scroll? No clue. What I did realize, however, is that during the teleport Robin's X position jumps to an insanely far value and that the actual clip itself only happens on half blocks. Apart from that, got no clue what causes it.
Could you make a list of the other places where it could hypothetically be used? I want to try myself. Oh also, I don't think that "half block" exist in this game, they just appear like that due to tile graphics, but it's actually always 16x16 wall blocks.
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xxezrabxxx
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Vhyrro, you should get into the discord (https://discord.gg/GySG2b6) and it will be easier to discuss optimizations in there. If you don't have a account, don't worry, you won't need to verify your email to chat.
I like to comment on submissions and look around the site. You have probably seen me before (if you have been around for a while) either on the site, Discord, or any other social media. I recently took up making temporary encodes for new submissions. Also, I never forget to greet Tompa wherever I find him! "when resyncing stuff sucks it's called Resuccing" - EZGames69 “If an emulator stops being accepted to the site it should be called an emuLAMEr” - EZGames69 "oh no discord, everything I say will now be logged forever, sdfsdf, time to hide" - Masterjun "just had to give therapy to a taxi with daddy issues" - psx Current Projects: Mother 3 (75% complete)
Vhyrro
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Sure thing!
We break those records baby :)
Really_Tall
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I really liked this movie! The glitches are all very interesting. However, the optimisation has a lot of problems. I didn't spend long looking over the movie and found several fairly obvious improvements, such as: -18f jumping up to the very first key from the right, instead of using the ladder -58f taking a better path to dodge the cannonball at 0:59 and grab the key much sooner -57f by simply turning back after getting the key at 1:28, and also dropping through the next platform -22f by dropping through the platform at 2:15 instead of walking to the end of it to fall off it These improvements total 155 frames, and I didn't use RAM watch or have any knowledge of the game to find them (so properly optimised they'd save even more). You can see them in the different branches of this file: User movie #68061606686780231 There is also at least one notable regression compared to [2755] NES Quattro Adventure: Super Robin Hood by Alyosha in 04:52.87: the moving platform at 0:21 can be jumped from sooner just by jumping onto it earlier. I didn't compare the full movies closely, but if there's one, I wonder if there are more. So, this is a neat movie, but I think it needs another pass from Vhyrro (or anyone else interested) to be publication-worthy. Excited to see the sub 3 minutes!
Vhyrro
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You're totally right - there's a lot to do! However, the pace at which new strategies are advancing means that I try to focus on the big things first before looking at microoptimizations. I'll definitely look into them, though, so thanks for the tips!
We break those records baby :)
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