Good job, appears well optimized. Wasn't that entertaining because, well, "Pokemon Adventure"...
In all seriousness, watching a mangled Pikachu spin all around a platformer for 4 minutes quickly became boring. Voting meh.
xy2_, a TASer on this site, and I, will be working on a TAS for this N64 game released in 1999. The game is emulated well aside from a few minor graphical glitches (marbles showing through surfaces, no reflection in mirrors at beginning) and we expect the TAS to be around 2 hours or less in time.
To start, we have not found the optimal movement, but we know that jumping and rolls have "spike frames" where the units moved per frame is around 15,000 units, while the average speed is 7,500 units. Also, if a high enough speed was obtained some how, we could clip through doors and break the game.
If we could find a glitch that allows us to do a second jump at the maximum height of the first, we could clip out of bounds in the hub room, possibly skipping the first 3 quarters of the game, or if not, allowing for more optimal movement from world to world.
Anyone who can find a glitch that drastically increases Jim's speed, or allows him to double jump, should post how to recreate the glitch in this thread.
Addresses
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0C6840 - X Position [4 bytes]
0C6844 - Y Position [4 bytes]
0C6748 - Z Position [4 bytes]
I am working on a TAS of this game. The current level one TAS is 20 seconds faster than that of the previous TASer. However, to further improve on my TAS, does anybody have the optimal frames for full jumps / spongebob blowing up?
Wow, Kao the Kangaroo? I thought those games had faded from the public's subconscious. These games are, to be frank, quite lousy. I think there was a PSP game that tried to reinvent the titular character as a gritty, complex anti-hero... yikes.
This run was reasonably enjoyable, even if the game doesn't really stick out from the heaps of lame 2D cookie-cutter platformers on the GBA. One question: you can slide down hills by pressing R, does that save any time?
You can, but it actually loses frames: it's maximum speed is the same as the maximum running speed, and loses frames due to acceleration speed.
Note to encoder: the cutscene at the end is Kao and other kangaroos walking along with the Hunter in the cage. After a few minutes, the game will have a rainbow screen that says "End". This is probably where it's best to end the encode.
I'm probably going to re-do the end of flower fields, since it is unoptimal to kill player 2 during the saucer level. Then, I'll redo rainbow falls, and wait a while for questions about optimizations to improve the WIP.
I've never played this game before, so take this with a boulder of salt, but it looks like the water flows speed up the pink kirby SIGNIFICANTLY. It might be worth it to not let blue "die", because with him holding back at the left side of the screen the screen doesn't scroll forward as quickly as when they're both together. You also seem to have to wait for him once you get to the surfboard anyways, though there could be something I'm not understanding about that animation.
If Kirby is going too fast for the screen to catch up, he is not slowed down, but Fluff (Blue Kirby) just stays at the end of the screen. The water flow speed does not change with Fluff dead.
Encode 4
Frames: 3480 (0:58)
Level: (WIP) Rainbow Falls
Re-records: 2,345
Link to video
Comments: Needed to re-do this level. Over-all, very fun level to do, besides the surf part, which I think is unoptimal. Please tell me how to improve the surf part!
Does the game goes from 0 to max speed instantly or it accelerate? If not, you might want to back a little bit, then jump on the platform.
Otherwise, it's a beauty.
Kirby only accelerates when he starts normal and turns into car mode, so there is no time to save. Unless I turn directions, which I don't do (I only turn back a bit to slow Kirby down, and when I let go of the opposite direction it goes instantly back to normal speed) in the TAS, I won't lose any time.
Encode 3
Frames: 5061 (1:25.26)
Level: Flower Fields
Re-records: 2,110
Link to video
Comments: Same comments as last encode, besides the fact that Saucer Kirby is extremely difficult and frustrating to TAS. Hope you enjoyed the encode!
Is it possible to hit the ending bell a little later to have the spinner stop a bit faster? It seems like it takes a while to stop on that last segment.
The length of the spin is given by RNG. The "goal game" time I got was the fastest I could possibly get using RNG manipulation without losing any time.
Note that the Flower Fields TAS is finished at the RTA timing of 6:22, 30 seconds faster than the WR split of 6:52.
Encode 2
Frames: 8,127 (2:15.45)
Level: Tank Kirby and Flower Fields
Re-records: 1,960
Link to video
Comments: Tank Kirby in Fountain Gardens has been redone. Due to the fact that the tower only takes hits one at a time, autofire is fairly unoptimal. Therefore, in this tank TAS, I shoot so that the missile hits the tower the first frame the tower can take a hit. Flower Fields WIP was very fun to make. Note that I kill Fluff because it doesn't waste any time, and he isn't used for the rest of the level.
You know that Fluff can punch with the Tank's boxing glove, right? I recall it being very useful for attacking things farther away/more rapidly. You can also waggle the remote to make the punch glove spin about the tank. Could either of these help break walls faster?
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Sure, you could do this, but its generally slower because with the punch you have to be closer to hit the towers. This means a timeloss of 10 seconds-ish just for waiting for the tank to get in range. Also, the towers only accept one hit at a time, so hitting more times is useless.
The main concerns brought up in IRC were with the tank section:
* Could you shoot those walls that block your way earlier?
* There's a part where you jump for seemingly no reason and it looks like it slows you down. Can that be avoided?
* Seems like you can jump earlier to clear those walls, though looking back through the thread I can see there's a fairly long delay between shooting a missile and being able to jump, so it might be due to that.
* How often do the walls accept hits? Do they only need to be hit once before they drop or do they need to be hit multiple times? Rapid-firing might not be optimal there if they only take one hit per drop.
After re-TASing the tank level to fix these concerns, I have saved 124 frames in total. Thank you for the help.
Level: Fountain Gardens
Time: 1:45
Re-records: 1,456
Link to video
Comments: This was quite a fun level to do. However, I had to re-record the whole level 3 times. In the beginning, it is slower to save the frame because the farther away Fluff is, the slower the tank animation is, which loses 30 frames for the animation. At the 3 fountains, I kill Fluff because it's faster, as well as to avoid collecting beads. At the end as Tank Kirby, I only need to shoot the missiles, because if I shoot the waddle-dees, they will give beads, which loses some frames. At the end of Tank Kirby, I get shot at once to lose beads, and it gives me invincibility for a bit. Also, getting shot at does not waste any frames since I am not moving and can still shoot bullets.
After stressing myself over the 10 beads I collect for hours, I wonder, do the 10 frames really matter? Of course that's 0.16 seconds added to the time, which, though small, makes a difference. But, if there's no way to avoid it, is it non-TAS-like to just leave it like that and take the beads?
Please, I would like some opinions on these 10 frames.
Hi again. I am halfway finished with Fountain Gardens, the first level of World 1 (Grass Land). Here is a video which displays what I have finished, and I would love feedback or opinions. The TAS so far has 1,067 rerecords.
Link to video
In the beginning, Fluff kills the waddle-dee so that Kirby can continue without taking any of the purple beads and without losing any time. At the first fountain, Fluff must turn around for a bit to avoid taking beads, which doesn't lose any time because Player 1 still continues. However, at the end of the video, Player 1 is forced to take some beads which add up to a sum of 10 beads, losing 10 frames. Any ideas on how to avoid this? RNG manipulation, though working on the first fountain, does not work on the 3 clumped fountains.
Anyways, a couple days ago a glitch in Whispy's Forest was found. A video here displays what occurred to the person.
Link to video
Re-creating this trick might allow us to, as shown in the video, scroll along, and potentially beat the level like this. I've tried to recreate this trick to no avail. If you are going to try and reproduce it, please refer to the author's description of the video.
So I was just playing Kirby's Epic Yarn when all of a sudden this happened. No idea how. I shot out of the cannon at the ground once, automatically went back in, then the arrow hit me out. One thing I forgot to mention is that he still yells when you press the jump button.
Hi, I've decided to TAS this game. Here is my Patch Castle TAS, which is notably faster due to the use of 2-players, which allows 1 player to progress as normally, while the other stays back and clears the route for the other.
Link to video
Also, note how it's possible with a frame perfect jump to avoid the first bead of the level, which saves a frame.
Cat Ninja is a Flash-based "rage" platformer hosted on trackmill, a gaming website which has produced many games, including the well known free rider, and it's successor, free rider 2. The game requires you to navigate through many (often frustrating) levels and puzzles, with additional platformer elements such as the jetpack.
Before you post to this thread, play the game!(Suggested) Timing
I suggest the way to time the run is from when you enter the first level to when the boss starts to fade away. This is where all the gameplay elements are contained, as the ending requires you to have all crystals, meaning ending the timing before hand will make categories such as Any% possible, rather than there only be one 100% category.
Movement Options
The fastest horizontal movement is rolling, which is performed by holding Down and a direction.
The fastest upward movement is wall jumping, which is performed by holding Up and in the direction of the wall
The fastest downward movement is fast-falling, which is performed by holding Down while falling.
Glitches
The following glitches were discovered by me through extensive trial and error.
Corner Clip:
The Corner Clip (CC) glitch is a glitch were a triangular shaped corner piece can be used to clip through two blocks diagonal from eachother. Because the corner piece does not have a collider, you may fit into the corner and with the right input, clip through the wall. When you have performed the corner clip glitch, you'll see the inside consists of two blocks, grey blocks and black blocks. These gray blocks are fine to walk along, however the black blocks will kill you if you touch them. Because of this, you must walk around the gray area. This is useful for skipping time-consuming enemies and objects, such as lasers and missile-shooters.
A variation of this glitch is Jetpack Corner Clip (JCC) which involves using a jetpack to perform CC.
An example of this glitch is shown hereLaser Clip:
To perform a laser clip, you must double jump into a laser (has to be second jump) at the top part which clips you through the laser, therefore saving time as you do not have to press the button, or wait for the laser to deactivate.
An example of this glitch is shown hereAny% Route
- Roll down hallway
- Wall jump up wall, fast-fall down
- For the three platforms, Jump until you can fast fall and roll on the platform, then jump, fastfall and roll, until you clear all the platforms.
- Double Jump and on next frame you land, double jump again
- Roll and double jump over left-facing spikes
- Laser clip
- Roll over bridge
- Laser clip
- Beat direction-changing levels
- Glass ride of doom
- Roll over land mines
- Laser clip
- Laser clip any of the three lasers if necessary
- Roll and jump to jetpack
- Use jetpack to navigate into the corner piece before the first laser (If you cant move upward you're in right position
- Hold Up + Left to perform a corner clip and clip into the wall
- Fly along wall until you reach next level, for downwards movement disable jetpack and fastfall (This clip is displayed in the CC example video)
- Springs
- (unconfirmed) stay right side up and fastfall by attempting a laser clip on the direction-changing blocks?
- Navigate through upside down level until laser
- (unconfirmed) perform laser clip?
- Teleporter room: Enter portal on right, corner clip (by moving in direction of corner) and navigate to room with crystal in it, go through portal and leave room
- Crossroads: Enter right room and dodge missile shooters
- Navigate through magnetic room
- Use magic TAS skills to jump over platforms, use jump-fastfall technique you did earlier on the platforms
- Same with magnet jumps
- Hold up to move faster while in "arrow spam" room
- LSD room: Play normally, laser clip on laser "floor" if necessary
- Roll in falling spikes room
- Activate spikes in spike room by rolling under spikes and wall jumping to activate right facing spikes
- Ignore teleporters, wall has no collider
- Yellow ball rooms
- Boss fight
- ???
- Profit
CategoriesAny%:
Collect any amount of crystals and beat the final boss by any means, including the use of glitches and tricks
100%:
Collect all of the crystals and beat the final boss by any means, including the use of glitches and tricks
Glitchless:
No glitches may be used in the run. May be in conjunction with Any% or 100%
Demo Run
Here is a demo run I performed (with many mistakes) to show off the route. There are no glitches used after the point which I stopped recording, and the route is same as before, with some extra time-saving tips you'll see in the route section of this thread. Because it take's about 7:14 non-TAS with mistakes, I believe the TAS will take about sub-5:30 minutes to reach the section which I stopped timing. This means the whole game may be completed in around sub-7 minutes. Nonetheless, here is the video:
Link to videoSummary
Being an inexperienced runner / TASer, I need help on where to start.
You may speedrun / TAS this game using my route / glitches, and post a link to it on the forums, it'd be very much appreciated by me :D
Please share any glitches or alternate routes, and ill post them here or include them in my route!
Feel free to leave critisism. Ciao!