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.
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
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.
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.
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.
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.
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.
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.
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
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.
Joined: 1/6/2012
Posts: 597
Location: Azerbaijan, Baku
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)
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.