(Link to video)
Redwin Gardner is an average man. He hears opportunity knock on every door, so he opens every door, and thus several opportunities strike at the same time, killing him and several hundred other people. This movie teaches that there is only ever swift justice for door perverts.

Game objectives

  • Emulator used: BizHawk 2.6.2
  • Aims for fastest time
  • that's it y'all

Comments

Okay, uh, I'm gonna be honest here, y'all. I don't really know what to say here. Sometimes I get made aware of things that happened while I was gone and it sparks my interest, and that's exactly what happened here, but also pretend I said something about wanting to test the new BSNES core too. It should be easy to pretend since I literally just said it.
This is a 481 frame improvement over the published run, a 401 frame improvement over this rejected submission, and a 228 frame improvement over this "sloppy RTA input". Most of the improvement comes from a character change (and thus a route change), with some better RNG and movement optimization mixed in throughout.

Time Table

RTA timings for the TASes and TAS timing for the RTA are approximates. The rejected submission isn't included because I don't need another Snes9x. I have standards, man!
This Run Userfile RTA WR Published Run
TAS Timing 4:34.08 4:37.88 4:41.66 4:42.08
RTA Timing 4:21.84 4:25.61 4:29.40 4:29.82
In-Game Time 2:52 2:55 3:00 3:02

Route Change

Not only is Redwin faster to select as a character, but his starting location is a few seconds better, ending up further along in the infamous pipe room than Jeffery. That's why this run exists. Hoo boy, real... Real excitement. Real big excitement on this one.

Ship Rotation

The rotation of the ship is a mixture of RNG and a global timer, influenced by movement and actions in the opening section of the game (prior to the cutscene where the ship begins to sink). I'd initially thought this was checking the door, but further testing revealed that movement can also affect it. This rotation is forced in order to proceed, so it needs to be minimized in order to save time. Once your character wakes up after that cutscene, the game will write a number to $34E (2 byte). This appears to be a 15 second range of values from ~45 seconds to ~60 seconds... Actually about a second and a half under in both cases: The range I found was 2617 - 3510 frames. Once the global timer ($344, 2 byte) reaches the value in $34E, the screen will begin to shake as long as you're in a rotate-able room, and the ship will rotate a set number of frames later. The direction of rotation is influenced by your movement shortly before the rotation begins. Outside of this, movement between waking up and the ship rotating does not need to be optimized for speed apart from getting in position to meet the rotation, but I do so anyway since there isn't too much wiggle room anyway.

Movement Optimization

Mostly through jumping better and/or not jumping. Much like the route change, it's incredibly exciting. Top tier excitement. We're gonna have to make a new tier above Stars for this one, y'all.

Differences from Original Submission File

Originally I'd stuck to BSNESv115, managing to brute force manipulate my way down to a 2617 frame wait for the rotation. CasualPokePlayer mentioned that he was unable to get my run to sync, though (EDIT: this turned out to be user error and not an issue with the core), so I decided it was probably better to just cancel and remake on standard BSNES. I figured I could start with the v115 input and resync where necessary, but it turned out to be a nearly instant process, and by sheer luck it managed to match the 2617 frame wait I had gotten in the original improvement file without any changes to the base input, only some frame removals/additions for resyncing. The only other changes are very small changes to movement prior to the rotation. No time was saved or lost with them.

Differences from Second Submission File

Knowing how to manipulate the ship rotation and exactly what to look out for, I went through and changed up some of the entertainment stuff, but I also saved 7 frames from some movement optimizations. Hooray! Video games!

Shoutouts...

...to Spikestuff, for making me aware that not only did we now have a TAS of this game, but that it was outdated compared to RTA, and for doing all of the hard work and providing the userfile of the new route + resync of the published run for easy comparison.
...and to CasualPokePlayer, for looking into the game's RNG and confirming that the pipe room manipulation can't be any faster.

Screenshot Suggestion

Frame 6225:
This should still be the exact same even on the new file.

arkiandruski: Judging..
Samsara: Cancelling since the new BSNES core might be causing sync issues for other people. Will uncancel if it gets worked out, but most likely I'll have to remake the run on the standard core. Uncancelling since I was able to easily resync the run to standard BSNES with only a 37 frame improvement in better ship rotation manipulation. I've replaced the file with the improvement and updated the submission text accordingly. The rest of the run is virtually unchanged from the encode.
Memory: Responding to an SOS: save our submission (judging).
Memory: Oops just noticed arkiandruski claimed it first but then didn't reclaim when it was uncancelled. Resetting to new.
Samsara: Self-replacing once again with a 7 frame improvement and some slightly less-Vault entertainment.
arkiandruski: Reclaiming.
arkiandruski: Looks good. Accepting as an improvement to [3408] SNES SOS by ruadath & DwainiumB in 04:42.09
Spikestuff: Publishing.

TASVideoAgent
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This topic is for the purpose of discussing #7152: Samsara's SNES SOS in 04:34.08
Exostum
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Here, it is exostum / final serafin. I watched it and my vote is yes. Congratulations, Samsara
May the moon and the sun of arkantothia protect you.
Samsara
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I'd like to request a delay while I look further into pipe room manipulation. EDIT: Scratch that, there might be a sync problem with the choice of core. Cancelling for now while I remake the run on the standard core, unless this is a false alarm, in which case I'll uncancel this once I have the improvement and confirm that it syncs for someone other than me.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
TASVideosGrue
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om, nom, nom... blech!
Samsara
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Uh, false alarm, I was able to resync the run near perfectly to standard BSNES while also improving the pipe room. I've updated the submission file and text to account for this. Judgement may continue.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Alyosha
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Samsara wrote:
Uh, false alarm, I was able to resync the run near perfectly to standard BSNES while also improving the pipe room. I've updated the submission file and text to account for this. Judgement may continue.
Is there a desync in the v115 core? If so please report the details here: https://github.com/TASVideos/BizHawk/issues/2754
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Alyosha wrote:
Samsara wrote:
Uh, false alarm, I was able to resync the run near perfectly to standard BSNES while also improving the pipe room. I've updated the submission file and text to account for this. Judgement may continue.
Is there a desync in the v115 core? If so please report the details here: https://github.com/TASVideos/BizHawk/issues/2754
To be clear, I was the one who reported sync issues to Samsara. I tried to play back the movie myself, but it did not sync at first. Replaying the movie did result in sync. Doing the save state integrity checker ended up with failure with fairly different states dumped. Seems like anyways the movie sometimes syncs, but there's some nondeterminism in there that can result in a desync sometimes. EDIT: Just realized I used the English ROM on my first attempt and not the Japanese ROM, and I used the JPN ROM on later attempts. Did not realize that until now.
Samsara
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User movie #72499143076221818 I re-uploaded the original BSNESv115 file. It'd be awesome if other people can look at it and see whether or not the issues CPP's having are universal or if it was just some weird fluke. I've always been able to get the run to sync on my end, even on a fresh BizHawk 2.6.2, so at least it seems to be deterministic for the creator of the file.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
EZGames69
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It syncs on my end
[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
Samsara
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EZGames69 wrote:
It syncs on my end
CasualPokePlayer wrote:
EDIT: Just realized I used the English ROM on my first attempt and not the Japanese ROM, and I used the JPN ROM on later attempts. Did not realize that until now.
Thanks for the info! I'll keep the current submission as-is for now, as it would be completely identical on v115 save for some extra manipulation needed (which would just be some wigglin' after checking the door several times, no time saved or lost outside of accuracy differences).
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Exostum
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Samsara wrote:
Uh, false alarm, I was able to resync the run near perfectly to standard BSNES while also improving the pipe room. I've updated the submission file and text to account for this. Judgement may continue.
I almost had a heart attack when i have seen TASVideos Grue
Samsara wrote:
EZGames69 wrote: It syncs on my end CasualPokePlayer wrote: EDIT: Just realized I used the English ROM on my first attempt and not the Japanese ROM, and I used the JPN ROM on later attempts. Did not realize that until now. Thanks for the info! I'll keep the current submission as-is for now, as it would be completely identical on v115 save for some extra manipulation needed (which would just be some wigglin' after checking the door several times, no time saved or lost outside of accuracy differences).
Now we just have to wait for the judgement to continue and hopefully getting it accepted[/quote]
May the moon and the sun of arkantothia protect you.
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Exostum wrote:
I almost had a heart attack when i have seen TASVideos Grue
Ha! Moi aussi! :)
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I did some work studying the RNG of this game and how it affected the pipe room wait. The length of the wait isn't directly taken from RNG, but rather there is some math behind it. The math is rather complicated, although it can be simplified to a very simple equivalent. The game takes 2 bytes from the RNG, and modulos that by 512. This is the RNG value used from now on. The wait starts at 3000. If RNG is odd, then the 3000 is subtracted by RNG. If the RNG is even, then the 3000 is added by RNG. So, this simply means that optimally we want the resulting RNG to be 511. However, there is another issue. The RNG this game uses is 8 bytes from 0x1CE-0x1D5. It uses a fairly simple LFSR to cycle through the RNG. However, this particular RNG ends up only having 32767 possible seeds before it ends up looping back around. Within these 32767 seeds, 511 is nowhere to be found. Nor 509, 507... etc etc. The best ends up being 383, which this TAS happens to get. This results in a wait of 2617. tl;dr the shortest wait possible is 2617, which this TAS happens to get. It is not possible to my knowledge to shorten the wait. Anyways, as for actual feedback. The game isn't too notable, although that doesn't make this movie really boring either. I liked it. A nice mix of decent music and interesting platforming. I would of personally liked it better if the English version was used, but ¯\_(ツ)_/¯. The movie is acceptable as is (proper optimization, beats existing records, vaultable goal), although I am curious on the audience reaction. The current votes are 60% positive at 3/5/2, although the feedback on the thread so far has been positive. I am curious if anyone else feels positive towards this movie, or the reasons otherwise, and if it should belong in the Vault like the currently published movie.
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This is Dragon's Lair, except the lair is Titanic and the dragon is Mode 7. Otherwise just as glacially paced. I definitely would've preferred the English version as well just for more readable cutscenes, though. What happens to the character after he bangs the roof with the pipe?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Spikestuff
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moozooh wrote:
What happens to the character after he bangs the roof with the pipe?
Redwin Gardner dies. This is his bad ending. English Version's Translation: Whoo! At last, we have reached it. But we can't get out of here. Banging on the ship with a pipe Hey, please help! Is the rescue party coming yet? Help! Fades to black Shipwreck is shown with additional information.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
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CasualPokePlayer wrote:
I did some work studying the RNG of this game and how it affected the pipe room wait. [...] tl;dr the shortest wait possible is 2617, which this TAS happens to get. It is not possible to my knowledge to shorten the wait.
Awesome job!
CasualPokePlayer wrote:
I am curious if anyone else feels positive towards this movie, or the reasons otherwise, and if it should belong in the Vault like the currently published movie.
I wasn't entertained, because platforming is slow paced and feels basic. There's nothing surprising in it if you just watch. Voted No.
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.
Post subject: あかない あかない あかない
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Why is the Japanese version used? What are the regional difference(s) that make it preferred? I like the way the protagonist climbs, but the entertainment isn't there with this game, so I will refrain from voting.
I like Doraemon
Post subject: Re: あかない あかない あかない
Samsara
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Yoni Arousement wrote:
Why is the Japanese version used? What are the regional difference(s) that make it preferred?
Published run uses it. From the very first submission of this game:
ruadath wrote:
From what I'm aware, the version differences only account for a <3 second time save due to the title screen being shorter (actual gameplay is unaffected since the only dialogue occurs during the waiting period).
Apparently, there's a gameplay change between both versions that would further lose time on the US version in a best ending run (it relates to managing other survivors), but that obviously isn't the case in this run, so it's just the title screen difference.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Samsara
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Went back through and did some fun updates, saving 7 frames and changing up some of the playaround stuff. I've replaced the file and updated the submission text with a new encode and a bit of changed info.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Exostum
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Congratulations on the 7 frames, hope to see your tas published Samsara
May the moon and the sun of arkantothia protect you.
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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. ---- [4500] SNES SOS by Samsara in 04:34.08
J.Y
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This is a good game. I prefer to see its best ending.
Samsara
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I started a test run for best ending, actually. I've just been so sidetracked by other projects that I haven't worked on it too much lately, but once I have more spare time I'll try to pick it back up.
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warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
J.Y
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Joined: 5/24/2008
Posts: 81
Samsara wrote:
I started a test run for best ending, actually. I've just been so sidetracked by other projects that I haven't worked on it too much lately, but once I have more spare time I'll try to pick it back up.
I look forward to your submission. :D