Post subject: Tom and Jerry
Pike
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We have a movie of this game now. It can be improved a little. [1043] NES Tom & Jerry by HHS in 08:37.22 I prefer an "all cheeses" movie instead. But that seems impossible because of the limit of candy(the item making Jerry fly). I wonder if there is any chance we could get all cheeses with some glitches or other ways.
Luck manipulation is too difficult.
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Anyone have any idea what caused this glitch? I was playing on console with Powerpak. https://www.youtube.com/watch?v=OtlzT9TyMVU
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It's easy to recreate. I already got same thing with fceux. So it's not a Powerpak issue
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Any way the TAS could use this glitch to get to the end of 2-1 a little faster? https://www.youtube.com/watch?v=_jtQZ-Ivcwo
XTREMAL93
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help for "100% / all cheeses" tas. Location of all hidden stages with cheese. Link to video
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new useful tricks & zips in WR speedrun from WhiteHat94 Link to video
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In this run spyriel uses death to save time in last level after taking key Link to video
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Just a fact, you can throw bubbles through walls
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new speedrun by WhiteHat94 in 09:06 with new shortcuts and tricks. Somebody TAS it :) Link to video
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subpixels detected Near to fall, "fire" and "back"
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It is also possible to clip into walls. Just messing around on console I have only been able to clip into 2 right side walls in the sewer. I was unable to clip into the walls of any other stage so I am not sure if those walls are different or it's the enemies getting you stuck. I don't think it would be super useful since you need a swinging weapon to climb up the wall and not every level has one, but it's still interesting. https://www.twitch.tv/whitehat94/clip/DreamyMoralWasabiGivePLZ
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graphic glitches
Induviel
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Not sure if it was known, but just found out that if after using an item, you press select the next frame to swap to another item, it decreases the amount of uses of the item you swap to, not the one you use, so power ups like the candy can be used whenever.
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Induviel wrote:
Not sure if it was known, but just found out that if after using an item, you press select the next frame to swap to another item, it decreases the amount of uses of the item you swap to, not the one you use, so power ups like the candy can be used whenever.
Wow nice!!!
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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Wow, this is a great find. There is a lot of time that can be saved, mostly in 1-2, 2-1 and 2-2 with unlimited bubbles. The current TAS also doesn't have the RTA bubble strat in 2-1, so I wouldn't be surprised to see 20+ secs to save. There's also a wall clip in 5-1 that saves a lot, and a death warp in 5-2 that isn't in the current TAS.
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Induviel wrote:
Not sure if it was known, but just found out that if after using an item, you press select the next frame to swap to another item, it decreases the amount of uses of the item you swap to, not the one you use, so power ups like the candy can be used whenever.
I think this has more minor time savers than you might even know, the bubble is pretty strong. I looked at your WIP and I see a few tricks that can save a few frames in 1-1.
Current thoughts: Hachiemon (J) for GBA.
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Exonym wrote:
I looked at your WIP and I see a few tricks that can save a few frames in 1-1.
Elaborate?
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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Found 6 frames from using two bubbles for the clip, which was about 6 frames faster, plus 5 frames from a better climb at the end, 1 frame of those thanks to a bubble with a bubble ato cut one of the jumps on the climb short. Maybe those are the timesaves? Can't really think of anything else atm.
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Link to video 34 frames saved in 1-1 Sorry, I shouldn't have posted until I had the proof, I wanted to make sure I was able to keep most of them until the end of the level. First trick is before grabbing the bubble, throwing a projectile and then pressing A, -, A at a certain frame lowers your jump. Saved around 5 frames Secondly, you can get a micro jump after canceling a bubble allowing you to travel horizontally without losing any height. This is of course at the cost of slowdown from switching to the bubble every now and then but only a frame each time. You can also use the bubble to prevent fall damage by using it just before landing, which saves slightly more than using the projectile. Since you can also grab ladders without losing any time, I used it near the end to jump up to a corner ceiling using the bubble-jump trick, followed by rapid jumping into the ceiling to get to the next ladder at a higher up point. The only thing is I had to waste like 2 or 3 frames firing a projectile at a flying enemy somewhere in the middle of the stage because he was in an unfavorable position. Maybe better manipulation of him could save a few frames as well. [edit]: Here's the userfile User movie #638923194613380463
Current thoughts: Hachiemon (J) for GBA.
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Sorry for the double post but I was hoping someone could clarify something I've noticed. I saw in whitehat's posted run there are only 4 spiked thumb tack obstacles midway into 1-1, yet in the TAS I've experimented with there are 7. Does anyone know what determines this, as it could eliminate an extra lag frame encountered there as you have much more movement options with less tacks. Also, I've noticed several instances of enemies just not spawning. I've seen runs where the enemy right after the second spider damage boost isnt there in 1-1, and the final enemy right before the exit of 1-2 is not there. I'm not really good at figuring out what causes this but I would assume positioning of the camera might have something to do with it. It seems like it might help lag reduction at some points, but not sure how controllable it is for most enemies.
Current thoughts: Hachiemon (J) for GBA.
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Exonym wrote:
Sorry for the double post but I was hoping someone could clarify something I've noticed. I saw in whitehat's posted run there are only 4 spiked thumb tack obstacles midway into 1-1, yet in the TAS I've experimented with there are 7. Does anyone know what determines this, as it could eliminate an extra lag frame encountered there as you have much more movement options with less tacks.
whitehat's run was made in Japan version (by Altron), you are using US version (Hi Tech Expressions)
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Famicom version is used in RTA mostly because it refills your health every screen, so you can do more damage boosts. And other small things, mostly just easier in general.
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Now when there is no candy bubbles limit, can someone do "all cheeses" TAS ?

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