SNES adventure game completed 5203 frames faster then nitsuja's run.
Out of This World TAS by nitrogenesis
Snes9x rerecording 1.43 v17
Abuses glitches
Genre: Adventure
Does sequences breaks
I started this run a bit ago when I saw the current TAS. I just did a longplay of the GBA port, and since the original is a 2005 run, I figured why not try to improve it.
Tricks and Glitches
In the level where you get the gun, you can pass through walls if you turn around and then quickly jump to the right. It's used to skip through a few walls that normally you have to wait for the friendly alien to open.
Sometimes if you skip killing a guard, other guards that would appear won't. This allows me to skip by one part of the game where you drop a green ball on one guard's head.
Improvements
Discovered by Archanflel. Skipping the underwater section! nitsuja heads underwater to disable a laser alarm, but not me! I skip it completely. This saved a lot of time.
When you get pulled out of the pit by the friendly alien, he gets caught by some guards and you have to kill one off. nitsuja did this, but he forgot to get rid of the corpse. The friendy alien doesn't move until you get rid of the corpse, so I shoot it too.
Some lag is reduced by killing off guards. This game is very laggy so you can't get rid of it all.
The movement is better optimized.
Some shots are fired not as close to walls to avoid getting pushed back a bit.
Some packs of guards are killed faster.
After you fall down a pit near the end of the run, you can pull a lever to let a beast lose to kill the guards. nitsuja does but I don't. I make a quick shield and knock out the guards. It is faster to do this then pull the lever.
Possible Improvements
Finding a new glitch to avoid dying from heights would allow you to skip a good chunk of the run.
Thanks to nitsuja for his run and Archanfel for some shortcuts and help. Some stuff he said saved time, some didn't.
Enjoy the movie pals.
klmz: Good quality and audience feedback. Accepted as an improvement to the published movie.
Nice, another 2005 movie bites the dust.
Will watch and vote later.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
I feel like this run was a little harder to follow than nitsuja's version, but it's a nice improvement. Good job!
Speaking of Delphine Studios games, any interest in improving the Flashback run?
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:
I wonder if the Sega CD version would have some advantages to the SNES version... maybe it wouldn't lag for example, so it could be faster and more enjoyable to watch.
A run of that game without the walk-through-walls glitch would be interesting too, I've thought about doing that sometimes. The glitch really takes away a lot from the game.
Joined: 2/20/2010
Posts: 209
Location: I'm in space
I've always loved this game, and have played through it many times (mostly whilst home from school sick). Would love to see a walkathon branch... HA, no. Yes vote of course.
Oh, play it cool. Play it cool. Here come the space cops.
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
nfq, the only time I noticed the glitch was during the prison escape. That skipped the hold out scene. After that, the game does not have the walk through wall glitch.
When TAS does Quake 1, SDA will declare war.
The Prince doth arrive he doth please.
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Actually, that glitch is used a lot in the published run. A number of keys in the second stage are not obtained, because the player instead walks through walls. There's some lighter usage of the glitch in the next few stages.
But most importantly, a huge section of the last stage is skipped. I would say that a run of the last stage without the walk-through-walls glitch would easily be twice as long, if not longer. The issue is that with the glitch, the player can just go right to the escape ship. Without the glitch, the door to the ship doesn't open until you go back a ways, get the atomic charge, drop the atomic charge at the end of a cliff, and then run all the way back.
I know I'd like to see Flashback without that glitch, but that last stage could get very boring without it... I don't know.
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:
I remember checking out nitsuja's published run recently, just to see why this game is being compared to Sierra games.
Anyway, nice that you glitched the game out even further. Yes vote.
You mean the pit where you shoot out the door on the bottom so that it fills with water? There's no reason for the game to do anything other than kill your character when you fall in the pit, so I believe it is impossible. But maybe if you were able to cross the pit entirely...
Fractal: I didn't really elaborate, sorry. Notice how at 10:00 in the temp encode, buddy the alien throws me accross a pit. At the bottom of that pit is the room I pass by at 11:17.
The protagonist of this game reminds me of the boy from A Boy and His Blob. I guess they have similar sprites.
Voting Yes to this impressive improvement!
I remember this game fondly.
The guard that you are supposed to drop the green ball on it's head CAN in fact be killed in real time.
It requires very clever shield and blast use, but he CAN be defeated. you also have to jump the grenade he will roll when you shield yourself, and land behind the shield, but close enough to blast through it.
I never realized that you were supposed to drop the ball, so i killed him the hard way. :)
Go try it someday.
you can see it done in this speedrun http://www.youtube.com/watch?v=oLHxf4wt1Ro
To get some more Amiga feeling to it. Or maybe because it's made of polygons, so it's too advanced for SNES to handle. You can notice it slows down at times, and only runs at an average of 20 FPS maybe. It could also be because the original Amiga version had loading screens, so they were too lazy to edit them out, or they didn't know how to do it.
A TAS of the original Amiga version could be better, it has better sound, resolution (maybe), and it doesn't have slow-downs, so it would be faster. But maybe there still isn't a good Amiga emulator for TASing? Strange, considering that it's older than SNES. Some things are better in this version though (music).
That doesn't explain the loading screens. What does it need them for?
That's absolutely nonsensical. You talk like if the SNES was running an Amiga emulator and running the original game binary under it. Which is ridiculous.
Loading screens can cover for more than just loading data off of media. If that data is compressed, for example, then CPU time needs to be spent on uncompressing it, which could take long enough for a loading screen to be needed.
Granted that e.g. Star Ocean for the SNES used gobs of compression without noticeable delays, so who knows.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.