(Link to video)
Yes, it's only November but this 2011 SNES homebrew has been on my to-do list for a good while and when better to do it than now when Christmas adverts are finally being bombarded at everyone. The aim of the game is to collect all the Christmas gifts a bunch of aliens stole from the city and hid in the park. This TAS uses the 2 player game mode which differs from the 1 player mode because it's a PvP mode rather than following the main story for reasons that will be explained later.

Game objectives

  • Emulator used: BizHawk 2.8
  • Aims for fastest completion
  • Uses two players

Comments

Use of two players

When first looking at the game, the only category on the src boards is any% using 1 player and I found this hardly entertaining, both to watch and to actually play. I messed around trying to TAS something not quite as dull without success, likely because of the annoying ice-rink physics. Because of this, I turned my attention to the 2 player mode which, unfortunately, doesn't really include any story but I hoped the second player could add the entertainment value that the game was missing.

Acceleration

Frustratingly, it takes a long time for the player to reach max speed which is why a 1 player run wouldn't be quite as entertaining. However, when the two players bump into each other, their speed is instantly set to max as long as they start facing the opposite direction some time close to the bump. This is utilised throughout the movie to quickly gain speed instead of turning around and slowing building it up.
The only other bit worth mentioning on the topic of acceleration is that the player accelerates fastest while grounded which can be seen in round 2.

Potential Improvements

I think the majority of the TAS is as good as it will get, after all, there is only a limited amount of screen space and bumping the players together to achieve max speed instantly is used in every case possible. Round 2 is the main stage I think has some space for improvement. I wasn't able to get anything better than it and it seems like one player has to be sacrificed because the lower platform is so small, the player needs to jump off the edge to get to the upper platforms; jumping from the centre is barely too far. p2 can't seem to go much faster than they already do and they are forced to turn around to get the last present and they are grounded as soon as possible after each jump for the fastest acceleration. It'd be nice if this is improved because it does feel quite sluggish to watch but I found no way to do better.

Samsara: Claiming for judging.
Samsara: It's like Christmas Bugz! Though it's presented competitively, there is still a definitive endpoint and optimizable levels, looks perfectly fine for publication.
Signing off on yep2yel's review and accepting!

despoa: Processing...

TASVideoAgent
They/Them
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Posts: 14897
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This topic is for the purpose of discussing #7782: Cephla's SNES Christmas Craze "2 players" in 00:45.71
Reviewer, Player (181)
Joined: 3/2/2014
Posts: 71
Location: Colorado, USA
Reviewing Syncs on 2.8 and 2.7. Is frame perfect in what it sets out to do; I wasn't able to find any improvements. The category feels a little weird as you're just getting a draw, not some kind of win, but I think it can be viewed as getting the game to a finished state with the use of 2 players, and we can always make separate categories. Overall, while the category gives me personally a slight pause, it seems perfectly acceptable for publication.
No game is perfect, Everything can be broken. - Whoever was on the couch with dwangoAC and Weatherton at AGDQ 2014.
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
Why does Player 1 start moving later than Player 2 in level 2?
Current Projects: TAS: Wizards & Warriors III.
Skilled player (1083)
Joined: 8/7/2021
Posts: 92
Location: Southern England
Dacicus wrote:
Why does Player 1 start moving later than Player 2 in level 2?
This is so that p1 is close enough to the edge of the platform to make the jump to the upper levels. The upper platforms aren't long enough to allow for both players to reach them from the centre of the lower platform
Editor, Player (67)
Joined: 6/22/2005
Posts: 1041
OK, thanks. Another thing I noticed: Did you experiment with holding down the jump button for fewer frames for Player 2 after they bump into each other at the beginning of that level? That should allow P2 to land on the middle platform more quickly. Since the magnitude of deceleration is larger on the ground, P2 might reach that second gift more quickly. RAM addresses 40A5 and 40A7 are some type of counters for P1 and P2, respectively, that you can use for precise jumping, in case you didn't find them already. I've worked on a 1-player TAS and have notes about several other addresses.
Current Projects: TAS: Wizards & Warriors III.
Skilled player (1083)
Joined: 8/7/2021
Posts: 92
Location: Southern England
Annoyingly, that's the shortest amount of time A can be held there. Any less and it's barely too short of the platform. That's good you've found some useful addresses, I was having great trouble finding anything of any use. Just had an idea I can't remember if I tried so I'll try it tomorrow and see if it saves any time (it likely won't though)
Post subject: Movie published
TASVideoAgent
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Joined: 8/3/2004
Posts: 14897
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4926] SNES Christmas Craze "2 players" by Cephla in 00:45.71