Gimmick.

Game objectives

  • Emulator used: FCEUX 2.2.2
  • Fastest time
  • Probably something about programming errors
  • The joke is that this submission text is free of my usual gimmicks
For those familiar with the published run, the new input begins at 2:48 in the encode, with the Stage 4 boss fight.

Comments

This is a 2817 frame improvement over the published run, due to two new glitches that save between 20-30 seconds each. The tradition of each new Gimmick! TAS being significantly faster than the last one continues.

New Tricks

Zipping Glitch

An interesting little game-breaker, triggered off of the boss of Stage 4. There's a lot of technical explanation behind the glitch, but the gist of it is that it's a permanent hitbox change, and you can push yourself into ceilings and zip through corners. Yes, it's permanent until the console is turned off.
The problem with this glitch is something you'll see a hell of a lot in Stage 6, especially when comparing the common rooms to the published run or some of the other previous runs. I'll explain that mess in the stage comments.
For a huge explanation of this glitch, Becored has a lovely writeup over here.

Stage 6 Clip

Most of Stage 6 can be skipped with a clip at the very beginning of the stage. This is actually independent of the zip glitch, and can be done on its own.

Stage by stage comments

Stage 1 through Stage 4

Exactly the same as the published run.

Stage 4 Boss

The zipping glitch is set up. A few frames are lost because of the different strategy needed, and because the power-up wouldn't drop if I killed the boss immediately.

Stage 5

A new route is used that actually zips into the hidden area, skipping a huge portion of the stage. The switch just before the zip needs to be hit, otherwise I would die the moment I jump back into the stage. I also needed specifically no more than one power-up before the zip, otherwise I would have gotten stuck on the bomb drops coming in.
The end of the stage is slightly improved due to the zip glitch as well, as I can push myself forward using the ceiling. Boss fight is redone, but visually unchanged.

Stage 6

Basically hell. The clip shaves off a significant amount of time, but over the rest of the stage I'm slowly losing time due to the zip glitch being active. I'll run through everything room by room after the clip/zip.
Since the zip glitch always pushes you to the right when you're in a ceiling, the first room after the clip is a lot slower, as I can't bounce along the lower corridor riding a star.
The second time I'm in the long room after the clip, a significant amount of time is lost partially because the zip glitch messes with my positioning over the long ride, and because I need the potion, not just for the second mini-boss fight but because I need to spend some time before the first mini-boss to get the proper RNG for the skip. Going in earlier would lock the boss in a horrible, unusable pattern. Luckily this one works just fine.
The first mini-boss is basically the same.
The second mini-boss uses a slightly different, faster strategy over the published run.
First pre-boss room is slightly faster with the zip glitch.
Second pre-boss room is slower because of the zip glitch, since I can't get onto the star when thrown in the small hallway.
The final boss is the last slower part, requiring a strategy similar to the previously published run, though the exact strategy can't be used again because of different RNG.

Other comments

My main goal was just to implement the new tricks and optimize the results to the best of my ability, without worrying too much about the rest of the run. I'd like to take another stab at this game on the next version of BizHawk, hopefully finding some improvements all throughout, maybe even doing both a new any% and best ending.
Naturally, thanks to Aglar and Hotarubi for the previous run (and because of that, roughly 5/8 of this run).
Huge thanks to Becored for finding the zip glitch and Cyghfer/Orange Claw Hammer for bringing it to the forums' attention, and a second huge thanks to guywithalightsaber for finding the Stage 6 clip and Patashu for bringing it to the forums' attention.

Tompa: Judging judging...
Tompa: Most beautiful. The new zip glitch was very surprising and neat to see. Accepting.
Spikestuff: Publishing.


TASVideoAgent
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This topic is for the purpose of discussing #5159: Aglar, Hotarubi & Samsara's NES Gimmick! in 04:24.61
Spikestuff
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Claiming this one for publication (for obvious reasons, due to me spamming TVC a few hours ago. You're welcome.)
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I'm pretty sure Samsara must be mentioned first here.
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.
Samsara
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feos wrote:
I'm pretty sure Samsara must be mentioned first here.
I explained this in IRC, but I'll repeat it here for everyone else. I generally do author credit in terms of whoever provided the most input/put in the most effort. Since only ~6000 frames of this ~16000-frame run are my input, and most of my sections were fairly trivial (apart from redoing a lot of the room strats in Stage 6), I put myself last.
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Synahel
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Amazing new zips
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Mindblowing improvements. Now I also want to see a new Best Ending run.
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Nice work! Too bad the breakage couldn't apply to more of the game. Of course, increasingly large parts of the game are getting skipped, but oh well.
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Brilliant TAS! Really enjoyed all new improvements. P.S. Hope that best ending run also will be updated soon.
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fcxiaopengyou
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Wonderful work and amazing zips. The final boss attacks different is understandable. This TAS is really great, Y vote~
Working on: [NES] Downtown Special - Kunio-kun no Jidaigeki Dayo Zenin Shuugou! (J) ''2 players 100%'' Plan: [SNES] Kenyuu Densetsu Yaiba (Japan) _________________ My English is pour. 
Pike
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Yes! I love this new movie very much. Actually it surprises me a lot since I didn't check forums before. I was wondering why you didn't make a 100% run. Couldn't these glitches be used in a 100% run? Really hoping to see a new 100% run :)
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Holy crap, so short?! A yes, obviously.
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Samsara
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I'll look into 100% routing with the zipping glitch, though I won't be doing a full run for a while.
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warmCabin wrote:
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Amazing job. Seriously though, I don't think there's a single game as suitable for TASing as Gimmick!, as always it's so entertaining to watch. Easiest yes vote ever
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Nice abuse of odd physics and glitches once again. Yes vote.
Dwedit
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Should get the "Corrupts Memory" tag due to the glitch that overwrites the main character's hitbox. (Necessary to do the go through the wall glitch)
Samsara
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Speaking of, I added a link to an explanation of said glitch to the submission text. Here it is again for convenience: http://becored.hatenablog.com/entry/2016/01/23/180603
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warmCabin wrote:
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Nice new glitch. However, it's a shame you didn't seize the opportunity to create a proper run that improved the first half of the published movie as well.
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Zeupar wrote:
Nice new glitch. However, it's a shame you didn't seize the opportunity to create a proper run that improved the first half of the published movie as well.
How many people do you know who can beat Aglar?
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.
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feos wrote:
Zeupar wrote:
Nice new glitch. However, it's a shame you didn't seize the opportunity to create a proper run that improved the first half of the published movie as well.
How many people do you know who can beat Aglar?
Plenty of people, actually: Kyman, MESHUGGAH, nEilfox, Phil, Pike, SilentSlayers, Tee-N-Tee, Tiancaiwhr and Zephyrz. There are also several WIPs on the forums by other players that beat Aglar's input. This is the important bit for me, anyway:
My main goal was just to implement the new tricks and optimize the results to the best of my ability, without worrying too much about the rest of the run. I'd like to take another stab at this game on the next version of BizHawk, hopefully finding some improvements all throughout.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
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I like the new glitch and the run looks well done, nice work! I share others enthusiasm in looking forward to a new best ending run, good luck!
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. ---- [3168] NES Gimmick! by Aglar, Hotarubi & Samsara in 04:24.61
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the current speedrun strategy uses a death warp to get to the underground part of level 3 about 4 seconds faster. if this was tased, it would save about 8 seconds. i'll try installing fceux, hopefully my shitty laptops just powerful enough to run it. if i cant run fceux, would anyone mind implementing this trick? thx. p.s. if samsaras reading this (im assuming she wont) would you mind giving me the fceux file of the any% and 100% tases? that would be greatly appreciated.
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You can just download the .fm2 input files straight from the publication pages. Find the Emulator Replay part of the publication page and that's where it'll be.
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1UPMushroom wrote:
p.s. if samsaras reading this (im assuming she wont) would you mind giving me the fceux file of the any% and 100% tases? that would be greatly appreciated.
I work here, dogg. I'm always reading. I don't have any of my old WIPs, if that's what you're asking, but the movie and submission files are very much available in the publications. I wouldn't mind getting back to doing this myself someday, but I'd greatly appreciate someone taking it on before me. It's been a long while, a lot of new things were discovered, and my any% improvement is definitely improvable even without the new finds. I'd love to help out as a co-author, I just can't see myself working completely solo on a TAS for a long while, especially for a game as complicated as Gimmick.
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warmCabin wrote:
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Samsara wrote:
1UPMushroom wrote:
p.s. if samsaras reading this (im assuming she wont) would you mind giving me the fceux file of the any% and 100% tases? that would be greatly appreciated.
I work here, dogg. I'm always reading. I don't have any of my old WIPs, if that's what you're asking, but the movie and submission files are very much available in the publications. I wouldn't mind getting back to doing this myself someday, but I'd greatly appreciate someone taking it on before me. It's been a long while, a lot of new things were discovered, and my any% improvement is definitely improvable even without the new finds. I'd love to help out as a co-author, I just can't see myself working completely solo on a TAS for a long while, especially for a game as complicated as Gimmick.
sounds exciting! i’ll probably collaborate when i get fceux to work properly.
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