Evel Knievel rides a crazy motocross bike in a game strongly reminiscent of Elasto Mania, Action Supercross etc.

Movie attributes

  • Aims for fastest time
  • Takes damage to save time
  • Uses death to save time
  • Genre: Sport
  • Recorded with VBA rerecording v22

Comments

First I visit options to change game mode from "5 bikes, passwords allowed" into "10 bikes, no passwords". It saves time between levels by skipping password screens.
Before each level, the bike statistics can be modified according to circumstances. Too fast bike is hard to control in narrow tunnels and too powerful brakes easily turn the bike upside down. Anyway, I went with maximum stats... for everything... for every level.
The game has 25 levels + 5 bonus levels. The goal of each level is to reach the goal. The goal of each bonus level is to perform a jump over various objects. Four of the bonus levels are identical. I failed to do anything entertaining there, so I just went with fast completion. I even copy-pasted the input for the bonus levels. Sorry about that.
The final bonus level is a jump over a canyon. I ended input early, so it takes some time for the game to end, but at least it looks a bit different than all the other bonus levels. Hopefully the next player manages to pull off something more interesting there.
Health does not refill between levels, but going fast requires taking damage, so the brown repair bags need to be collected, most of which lay directly on the route. My health management went nicely, I guess. At least I was able to die about half-way through the game just while touching a checkpoint in the middle of a level to refill all health with little time lost. Also, I have very little health left when the game ends, which would be expected for a well-planned run.
Individual level times are not recorded by the game and they would make little sense in a full TAS anyway, because health management is a global issue. For any full-game run it is necessary to either waste time to collect health or use death. It is hard to tell whether collecting more repair bags would be faster than dying. I went with my intuition and used the death sequence.
The movements are very hard to optimize, because tiny changes make huge difference on how the bike behaves. Due to the chaotic nature of the bouncing bike, I recorded most of the run in 25-100% emulation speed, just trying to keep the bike speed to the max with random input variations (and mostly succeeding flawlessly!), then frame-advancing through the hard spots (mostly not succeeding flawlessly). I hope somebody polishes the run in the future. One second per level would make a 30-second difference! Also, optimizing score screens with lower digits would save time, as dunnius pointed out.

Level by level comments

The level design is not as interesting as in other games of this genre, but it allows fast-paced gameplay and I was happy to find some unexpected routes, especially in the more non-linear levels. Please ask for more explanations, if you need any!

Las Vegas:

1Casino CashpotHard track, because it requires going back and forth. Can be improved easily, but very difficult to get optimal.
2Las Vegas StripStraightforward level. Should be close to optimal.
3Easy RiderThere are lots of obstacles, but otherwise the same as above.
4Dam TroubleIt is hard to go back and forth here, but I found satisfactory ways to turn the bike around quickly.
5Heart Break HotelIt was hard to fit into the narrow space with high speed and right after that perform a big jump. It is a very lucky bounce made possible by the tiny slope, the "V" of the heart, which the rear tire touches causing enough lift to grab a ledge and fly away. This is impossible to do consistently in real-time. The rest of the level requires some precise jumps over obstacles, but nothing too hard.
6Bonus levelJump over portable toilets.

Los Angeles:

7L.A. Shake DownStraightforward.
8Sunset BoulevardStraightforward level, but there are some difficulties in avoiding slowdown while hitting the obstacles.
9Venice BeachStraightforward level, but there are mild difficulties with the ascensions.
10Hollywood HeightsStraightforward level, but there is one hard part with big stair steps.
11Beverly HillsThis level has two layers, the top-one being on the roofs of the houses allowing good speed almost throughout the level. The goal is located in an awkward place and getting there faster will probably look very cool in the next player's TAS.
12Bonus levelJump over portable toilets.

London:

13Going UndergroundThe largest shortcut in the whole run is seen here. Basically the whole level is skipped with a very hard wall jump. Setting up the jump could be done faster, but it is very difficult to fully optimize.
14The ThamesIn this level, I destroy the bike just when touching a checkpoint flag. I then respawn on that same spot with full health. Soon after that I get stuck on some stairs and maybe lose some time, but it looks funny and I couldn't find a better way to reach the goal.
15Oxford StreetBoring street.
16Heathrow Fly-byBoring fly-by.
17Tower of LondonShort level. Probably one of the closest to being perfect. Well, accelerating in this game is kinda difficult, so just studying it in more detail would result in little improvements in all levels.
18Bonus levelJump over portable toilets.

San Francisco:

19Union Square DareStraight.
20Fisherman's WharfStraight.
21Escape From AlcatrazThis is the longest level, when played normally. It rises slowly and loops from right to left multiple times. Luckily, there are some gaps on the upper parts of the level from which you would normally fall back to the lower parts of the level. With some very hard bounces, I was able to use those gaps as shortcuts.
22China TownStraight.
23Golden Gate BridgeStraight.
24Bonus levelJump over portable toilets.

Snake River Canyon:

25Rapid RiverHigh bounce for a nice shortcut. It can probably be done more smoothly, if you get a stronger upward bounce. It seems that I also needed to slow down to avoid bumping into the ceiling of the narrow tunnel, so that part looks improvable too.
26Crazy CanyonShort, but hard to optimize. Requires precise maneuvering.
27Rust in the DustOne of the hardest levels to optimize due to lots of steep rising slopes and an unconventional bounce to the goal.
28Cave MazeFast driving in narrow tunnels. Also, riding in the ceiling. Hard, but funny.
29Rocky RideLarge level with many pathways. It went OK, I guess. The ending is similar to the previous level.
30Bonus levelJump over a canyon. Ends input early. Maybe a bit sloppy for an ending. Sorry about that.
I hope you enjoy this crazy ride as much as I did!
Also, thanks to Sonikkustar for encouragement.

Screenshots (optimized)

[dead links removed]

Flygon: Added YouTube module.

GabCM: Optimized screenshots. Corrected Flygon's YouTube module.

DarkKobold: Evel must have a real big headache after this run. Good audience feedback, good TASing tricks, fun little quirky movie. Accepting.

GabCM: Using Flygon's stuff for publication.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
This topic is for the purpose of discussing #2977: Aqfaq's GBC Evel Knievel in 15:03.12
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Like I said on IM, Voting Yes for faced paced awesomeness. Some of the finishes were especially surprising!
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Editor, Experienced player (885)
Joined: 1/23/2008
Posts: 529
Location: Finland
It was hilarious at places. As the run passed, the tracks became more complicated and the tricks outrageous, helping the run stay interesting. ...and this evaluation was before I even noticed to keep track of the pretty neat health manipulation. Good game choice, voted yes.
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
Does this look tool assisted? Yes. Is there any obvious mistakes? No. Yup, the checklist is satisfied. It's a yes vote.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Yes vote for totally reckless driving and insane stunts.
Player (146)
Joined: 7/16/2009
Posts: 686
Hah, Cave Maze was awesome. But one question, why do you give yourself 10 bikes in the beginning?
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Yes vote. It reminds me of that "Adrenaline Challenge" game".
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
Reminds me of Action Supercross. Yes vote.
Skilled player (1417)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Dirt bikes can wall jump. Who knew?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Scepheo wrote:
...why do you give yourself 10 bikes in the beginning?
Thank you for asking. It is done to disable passwords. The developers knew that somebody who has ten bikes couldn't care less about passwords. In my chopper gang's secret hideout, it always goes like this: - Password? - WTF? I have ten bikes! - Uh, sorry sir, I didn't... Come on in, please.
Banned User
Joined: 6/18/2010
Posts: 183
It started slow but got progressively more interesting, especially past the ~halfway point. Is that because you got better at tassing the game, or because the level design became complicated enough to allow crazier stunts?
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Pointless Boy wrote:
Is that because you got better at tassing the game, or because the level design became complicated enough to allow crazier stunts?
Thank you for asking. I think the levels got more interesting as the game progressed. The quality of play is more or less the same throughout the run. (Well, the last few levels may actually have the most frames to improve, because they are the hardest levels to optimize and I also recorded them pretty fast in order to finish the TAS without too much pain.)
Player (121)
Joined: 2/11/2007
Posts: 1522
Mr. Aqfaq, You have proved yet again your impeccable taste in tasable games and your profound ability to tas them. Voted So Awesome. Star this shit. Regards, Alden
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Player (146)
Joined: 7/16/2009
Posts: 686
Aqfaq wrote:
Scepheo wrote:
...why do you give yourself 10 bikes in the beginning?
Thank you for asking. It is done to disable passwords. The developers knew that somebody who has ten bikes couldn't care less about passwords.
That is by far the silliest way ever to disable passwords. I probably wouldn't even have found it, so props to you.
Former player
Joined: 11/6/2010
Posts: 88
Location: Argentina
You are under arrest for killing the rider, hide It, and using a dummy instead of the real one. yes vote.
Active player (429)
Joined: 9/7/2007
Posts: 329
This was an interesting run. It was a little bit redundant but it had a number of great moments especially on the last levels. Voted yes in memory of Evel Knievel. I noticed on the score tally screens that each digit of the numbers count up from 0. Therefore a future improvement would be score optimization by keeping the digits as small as possible to save frames. By the way, was the "death" used to warp ahead in the level?
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
dunnius wrote:
I noticed on the score tally screens that each digit of the numbers count up from 0. Therefore a future improvement would be score optimization by keeping the digits as small as possible to save frames.
That is correct. I didn't pay any attention to score during the making of this TAS. It gets pretty difficult, because the total score accumulates throughout the game and is displayed between each level, so it is not enough to just get individual level score digits as low as possible, but the total score count too. Unless there's some large frame-rule between levels, optimizing the score counts will be the final frame war for this game in year 2033.
dunnius wrote:
By the way, was the "death" used to warp ahead in the level?
Thank you for asking. I collect a checkpoint flag just before dying and the bike respawns on the location of the flag, so no warping forward. Just refilling health there. Sorry for not explaining it more carefully in the submission message.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
This looks like a good game for TASing, so I voted yes.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
I thought it got a little repetitive, but it was a pretty fun run. Yes vote. Kids, always ride motorcycles with your head down (bouncing on the ground)!
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
Good enough. Yes.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
This game got a very low score on review sites like IGN at the time of its release. Play control is difficult when you try the game out for the first time. But when TASed, it looks amazing.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
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. ---- [1722] GBC Evel Knievel by Aqfaq in 15:03.12
Joined: 11/20/2004
Posts: 236
Location: United States
Gotta be honest. I really would have liked to see some of the different "Finale Jumps" available, instead of the same Port-a-Potty jump after every set of levels. Otherwise? A bit repetitive, but nice.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-