In this game you play as the Lasagna-loving, Monday-hating title character as he spends a week searching for his co-pet Odie while their owner Jon doesn't help in the least.

Game objectives

  • Emulator used: fceux 2.1.6 with TAS Editor
  • Aims for fastest time
  • Forgoes time saving damage
  • Genre: Platformer

General Game Description

A Week of Garfield is a 1989 Famicom exclusive based on the comic strip character Garfield. In the game you play through levels which take place on each day of the week on your search to find Odie. In total this results in 9 levels with an individual level for Monday through Friday and then two a piece for Saturday and Sunday. Within each level there is between one and three room that must be moved through. In each "room" you must collect a key icon which will unlock the door at the end and allow you to move to the next room or level. In addition to the keys there are also a group of power ups that can be gathered which help upgrade your character through the surprisingly difficult levels. In this run I manage to beat the real time world record, held by biggyboy, by a little under 4 minutes.
As I said this game is surprisingly hard for the relatively slow pace and simplistic plot and graphics present. Playing the game without dying, which results in a game over since they only gave you one life, let alone not losing any health. At times the screen is nearly filled with enemies and requires frame specific movement to avoid taking damage. As such I made the stylistic choice to not lose any health throughout the course of the game. This does result in some time lost but I cannot imagine it is more than 2 seconds. I made this choice because the 1-2 seconds saved is less impressive in my mind than traversing the minefield of enemies using glitches in hit boxes to take no damage. If you want to follow along with the health management it is RAM value 0318 but it will be as exciting as looking at the number 10 continuously for 8 minutes.

Items

In this game there are nine items that can be gathered including the keys. For some reason the programmers decided that it would be the best decision to place them essentially randomly throughout the levels and make them invisible so you have no idea where they are located. In addition to that the hitboxes in this game were not programmed in the best so even if you do move over the item box there is still a solid chance that you will not cause the item to appear, leading you to believe that it is not actually there. Finally, once the item is finally made visible you have to pass over it again to collect the item resulting in a very frustrating game.
In total I gather 3 of the 9 items that are possible in the game. The key is collected on each level so that you can progress through the game. The shoes are collected many times throughout the run due to their speed boost affects. A projectile which I am told is a hamburger is also collected which has 5 ammo. This weapon looks like a ball and is thrown in a upward arc which then falls, hits the ground, splits into multiple projectiles and shoots off in many directions. This weapon is the only one collected in the game because it is the most powerful and can hit enemies located at any X or Y coordinates. The other items in the game are not collected as they would not save time.
Thankfully Acmlm wrote a lua script which displays the location and type of each item on screen at all times removing the annoying search that normally would occur. (Note if you watch the run with the lua script you must change 0xB9E0 to 0xB8E0 on the second Saturday and Sunday levels. I may try to fix this later but I wouldn't plan on it.) Additionally with TAS timing I was able to in almost all cases only have to backtrack for one or two frames to collect the items, so I was not slowed down like would occur in a realtime run.

Movement

Movement in this game is simple in theory but can become difficult in practice. Regardless of walking on two legs, walking on four legs or jumping through the air you default X-Velocity is 1 pixel per frame. Upon collecting the shoes power up all of the styles of movement double in speed to 2 pixels per frame, severely cutting down on completion time.
As stated above enemies are frequently on screen and their movement is aggressive and their path is recalculated every frame. While travelling you have a few options to deal with these enemies. The first option is simply to avoid the enemies, but in most cases this is not a viable option as they are too aggressive and frequent to be avoided. A second option is to either kick or shoot a projectile at the enemies killing them before contact. A third option is to take damage and continue the level. This option is not used at any point in the game due to the goal of not taking damage and due to its negative results. If you do not collide with an enemy frame perfect you can be knocked back upwards of 18 pixels back in one frame which certainly slows you down. The final option is to abuse the hit box glitches present in game. The first result of this is that attack an enemy as you are entering the same hitbox as the enemy you are able to travel with them without taking any damage. A second result of this is what can be best described as a non-damage damage boost. What occurs here is that if you collide with an enemy in a pixel perfect manner while attacking you can receive a damage boost, which doubles your x-velocity for a single frame, without actually losing any hp. This is very much a TAS specific trick and is used frequently throughout the run.

Bosses

The bosses in this game are what around half of my rerecords were spent on as they are extremely random and difficult. The bosses follow the same rule as the other enemies in that their movement is nearly constantly calculated based off of your position but with the added trick that they can loop around the screen to avoid attacks. They also become difficult because each projectile can entirely vary in how much damage it inflicts based on when you shot and where you and the boss are located. If you hit the boss with the projectile before it splits apart it inflicts 8 damage to the boss and disappears. On the other hand if the projectile hits the boss after it has split it can do between 8 and 16 damage and doesn't disappear so it can get many hits in from one shot. You can also damage the bosses through the kick attack.
The boss fights become much more complex when the enemies damage boosts come into play as they can either kill or make a boss fight. When hit the boss receives a damage boost that depending on the position of the projectile, position of the boss and position of Garfield can result in a 1 pixel move so that the projectile can get multiple hits to boosts of 18+ resulting in a single hit. You then have to wait for all of the projectiles to disappear from the screen before you can fire again which makes this an annoying option. The ideal strategy is to fire a projectile so that the boss will be constantly knocked in one direction and then have your character attack from the other side resulting in a loss of 8 to 16 damage on each frame.
If there are any improvements possible in this run excluding damage boosts it will be in the boss fights. I am not sure if there are and they wouldn't be more than a second a piece but as it was the most frustrating aspect of the game I am sure there is a chance. To monitor boss life the RAM value is 0079 and you must get him to below 0 for him to die.

Glitches

Present in this run are a few visual and auditory glitches. The most blatant example is when the music suddenly changes to a much slower glitched out song. A few other examples are simply garbage data slowly progressing down the screen to fill it, though this takes place over only a few frames so would most likely appear as simply a discolored period rather than glitched data.
I am not 100% sure why these glitches occur but I am fairly confident it is due to the errors in the collision detection and the resulting "damage boosts" from the collisions as that appears to be when the glitches appear. The easiest way to induce this response is to use the weapon I use in this run to attack one of the baseballs. Doing this nearly always results in the glitch screen progressing down. In fact there are a few examples where if I fired a frame earlier than I did the game would glitch and then freeze. This is obviously not shown in the run as it prevents you from doing anything until you reset but it was an interesting side affect none the less.

Other comments

I hope you enjoy. I didn’t think it would actually have a following but it had been requested in both the NES and Famicom thread so there are apparently supporters.
Thanks to biggyboy and NitroGenesis for the WIP’s that helped me along the way.
Thanks to Acmlm for the lua script. There would not be a run of this game without this script.

Noxxa: Judging.
Noxxa: The only thing that's clear in this instance is that the game is utterly terrible. Whether it makes for a good tool-assisted speedrun, however, is a different issue.
Because of the slow movement speed without the powerup shoes, a sizable amount of the gameplay is terribly slow, and the powerup itself brings the speed to halfway decent at best. The run is largely an example of "Run right for justice" as well, with the only thing that keeps it interesting being the surprisingly large range of enemies on the way, which are mostly simply bypassed. Well, and the inherent badness of the game itself. There are a number of laughs to be had out of Garfield's sprite alone. In my eyes, this doesn't change, however, that the game doesn't exactly look to be an optimal or even halfway decent game choice.
What took me by surprise, however, was the vocal support for the run. While there were some people who voted no for the lack of entertainment or TASlike aspects in the movie, which I do agree with to a certain extent, there was a significant amount of the viewer base which voted yes for the movie, exclaimed enthusiasm for the run and avidly defended the run. In fact, there is currently a vast majority of people who voted yes to the run.
If I were to reject it now, I would without a doubt have several tomatoes thrown to the face along with criticism about my judging capabilities and that I have no sense of entertainment, complaints about the site's direction of entertainment hampering publication of otherwise good movies, lengthy debates about the essence of entertainment and how it would apply to the judging process, and exclamations that the site is going downhill.
Currently, I see the best choice here is to go along with the opinion of the majority of the viewerbase. So I'll accept this run for publication.

Guga: Processing...


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Goofy, I fully support your endeavors to speedrun the bad side of videogames. It's a shame that the higher ups don't seem to support you, but this one has quite the positive response in spite of them. I'm with the positive ones here. Shine on, you crazy beast!
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.
BigBoct
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This movie was enjoyable enough. A little bit boring at times, mostly when you didn't have a speed power-up, but not enough to keep me from voting Yes.
Previous Name: boct1584
Joined: 8/1/2004
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game's music goes perfectly with this sudden Pandora play http://ifihadablog.tumblr.com/post/19480049011/fwy-subdivision (loud song). awesome.
<^>v AB X LR s
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Acheron86 wrote:
I'm not sure how or when the precedent of "publish it even though it looks boring because oh man if you played it you'd see why this is so good" was established.
I would make the argument that roughly half of the movies on this site fall into this category already. I rarely, rarely watch movies of games I haven't played, because I find them boring, no matter how fast-paced or glitchy they might be. For me, entertainment does not come from all the flashy moving colors on the screen, but from the knowledge and understanding of the game's rules and what's going on in the movie, and the surprising manipulation of these elements. But that's just me. That's why a person's vote is supposed to speak for themselves, not for everybody. You should vote no because YOU found it boring, not because you perceive other people would find it boring. That being said, I respect your vote and your opinion.
Joined: 6/18/2012
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Okay, so the game is pretty bad and a bit awkward, but it's pretty clear what's going on and just playing NES games in general with poor hit detection testifies to how frustrating the reality of this game would be. I had no urge to skip through any of the run. The game itself is a bit dull, but the avoidance, timed hits with what is obviously a frustrating close range attack, and admittedly the brevity of the game add up to make it reasonable enough to enjoy. Even if I won't watch it again like I do some runs. Had to ponder it for a few minutes, but I came down on the side of yes vote.
Guga
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feos wrote:
Here I liked bosses, but all the rest was just causing me to repeat: "WTF AM I WATCHING???"
This sums up my feelings.
Joined: 4/1/2010
Posts: 96
Watched the whole thing. Was extremely stoned. Enjoyed it. Watched (some of) it again sober. Wondered what the [coitus] I was thinking earlier. Voted: meh. It's not hard to entertain me when I'm stoned, but I'm not totally useless either...
NitroGenesis
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Who changed the game name?
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Guga
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NitroGenesis wrote:
Who changed the game name?
According to Wikipedia, the name is only "A Week of Garfield". http://en.wikipedia.org/wiki/A_Week_of_Garfield
NitroGenesis
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If we want to get technical, the box says "Garfield No Ikkushan - A Week of Garfield"
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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There's lots of text on the box: However, the part that jumps out at being a title says "A week of Garfield". With a lowercase w for week.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Nach wrote:
Well, that settles it. Clearly the name of the game is TOWA CHIKI.
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Here is a cartridge (terrible quality), and here is a beta version cartridge from Lost Levels. I don't know what either of them say but maybe someone else who can read Japanese can tell what the official name is from them.
Joined: 2/28/2009
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very happy this was published : - )
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2068] NES A Week of Garfield by goofydylan8 in 08:02.80
Joined: 11/15/2004
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I tried, but I simply could not watch the whole thing. There's only so long I can watch Garfield running straight to the right while hitting mice, frogs and spiders before it starts to become cruel and unusual punishment. Even the boss fights were boring. Clearly a very well TASed run of a very boring game.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
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hopper wrote:
I tried, but I simply could not watch the whole thing. There's only so long I can watch Garfield running straight to the right while hitting mice, frogs and spiders before it starts to become cruel and unusual punishment. Even the boss fights were boring. Clearly a very well TASed run of a very boring game.
It is in the bottom 2.5% of TASes on the site by rating so I would say most of the users agree with you. I was actually surprised by the number of people who requested the run because it did just seem frustrating and not a game that a majority has in a high regard or feelings of nostalgia. Since I have spent so much time it has grown on me, but it is definitely not a game I will be revisiting any time soon.
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Garfield is so lazy that he repels animals just by walking into them. This game did something right at least. Though, considering what kind of animals he has to put up with, I don't want to guess which day in the game is Monday.
NitroGenesis
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FractalFusion wrote:
Though, considering what kind of animals he has to put up with, I don't want to guess which day in the game is Monday.
It's the first level. The game goes in order until Saturday and Sunday, which have 2 parts each.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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This run shouldn't have been published.
No.
Spikestuff
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DrJones wrote:
This run shouldn't have been published.
You need to put more detail on why this shouldn't have been published, I for one thought it was okay, and there has been worse games on tasvideos before that has been published.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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DrJones wrote:
This run shouldn't have been published.
The majority disagree with you (25 Yes vs 9 No vs 7 Meh so 60% say Yes) so I don't want to say you are wrong and you are fully entitled to your opinion but I am beginning to be annoyed by the bashing and the exaggerated low votes that are occurring on this run. Clearly a large number of people were entertained by this run enough to vote yes and request the run so stop trying to tell people that they are wrong for liking things you do not like.
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goofydylan8 wrote:
You are open to your opinion but I thought I would address your criticisms. First is 8 minutes considered long now a days? The average movie on this site is 25:42 long which is over 3 times longer than this run. I agree that it doesn't have the most interesting visuals on earth but there is some variety and a high level of enemies to avoid which adds some interest. You say that this would only be published because it is so hard to play in real time even though it is not entertaining, yet a few moments later you comment that you are sure that is is fun to watch for some people. Also they do not allow any game to have a pass, as can be seen by my submission history, but they do allow audience response to factor in and as you can see it has been generally positive. Finally... I am sorry that you believe this run would lower the quality of the site so much.
Apologies for not responding sooner. I appreciate your reasoning and it's nice to see a thoughtful defense of the run. Seeing as the run was ultimately published, it's clear the game offers entertainment value for a considerable amount of viewers. This alone to me suggests it deserves publication, simply because it would be hypocritical of me to oppose publication of a TAS that most people enjoy when my stance has (mostly) consistently been "if the game choice is good and the TAS is well-done, publish it." I still do not entirely understand why so many people found this game entertaining. I had never heard of it before it was on the bench, so maybe this game was part an internet fad I missed, or something discussed and shared by the community here (and I do not have much time to participate as of late, as you can see by my delayed response). Whatever the case, while I do think some standards should exist, I am pleased to see the judges here recognizing popularity as a real factor in publication. (I recognize the judges often do this already, but there have been times they did not and I think such instances have been regrettable.) To answer your counterpoints... -Eight minutes is short, but quickness should not be a justification for a game. As a rule, I think of entertainment value more in "how often does something eventful happen?" This is mostly subjective and personal. For me, very little of the run is eventful, which is why I did not enjoy it. If anything, a shorter run has a harder burden to carry... I know watching a four hour run of a JRPG that most of the game will be dialogue, so it only needs entertain some of the time to justify its publication (boss fight strategies, item/stat management, and route planning are places that can impress, while dialogue and cutscenes are static and so ought not be too harshly criticized). If a game is an NES-generation sidescroller, it has a higher burden of entertainment, because the gameplay depth is flat. This is why so many "run right on every level" games are rejected, I think. -As mentioned above, viewer opinion does and should matter in publication judging. This is evident by the game's publication, and once the decision is made, debate is likely neither necessary nor pertinent. Again, objectively, if you sat a casual gamer friend in front of this run, I think odds are good they'd be bored after the first two minutes, which to me is a bad sign (not that all runs should be entertaining two minutes in, but hopefully they entertain at some point at the 25% mark!). What I did not expect in my criticism was that most voters would enjoy this run. I am not so vain as to think my opinion matters more than the majority, so I am left with only suspicions that perhaps the value of this game is tied more to the community that pushed for the TAS and publication than to the game itself. -I do not think it is the worst run on the site nor do I think it harms the site in its publication. My statement regarding standards was not meant specifically to critique this run or you; my concern was that TASvideos is too willing to accept unentertaining games for publication because of elements of gameplay that are only the result of poor programming, inadequate game testing, and design decisions (bad controls are generally caused by some combination of those and are the most common culprit here). I do think this concern is still one worth weighing in the judging process, and I do not think a game deserves publication simply because it is hard to play--entertainment should be the primary factor. That said, there may be a community value here that I overlooked, or perhaps I am simply in the minority when I say that difficult gameplay alone does not make for good game choice. These are of course merely my opinions. Everyone's post is always just that--opinions. I welcome criticism of them and do not lose sleep over the outcome nor do I mean any personal harm or negativity towards those with differing views. I speak only for myself; if I am so far off the mark that the community as a whole disagrees with me, the problem likely lies with me, not the community.
I will not use self-reference in my signature.