Aladdin on Master system is a platform game released in 1994.
Most Aladdin's adaptations are considered as good games, and, if this one is not especially famous, it's a very decent Master System game, with great graphics and good musics. Unfortunately, controls are quite bad, and it's part of the difficulty of the game. They are kind of stiff, and it can become a real nightmare with a Master System controller. The game gives you unlimited continues, but even if the game is short, reaching the final boss is not that easy.
This is a Tool-Assisted Speedrun aiming for the fastest completion while taking no damage (that was not a goal at first, but there was no way to gain speed via damage). Last input is entered at 9:46,77, at frame 35160. After that the video keeps playing for 9min of story and credits.
/!\Spoiler alert: The story of the game is EXACTLY the same as the movie, even some dialogs. So if you, somehow, didn't see this awesome 20-years old Disney's movie, the second half of the video might be a spoiler./!\
This is a very classic speedrun, and there is no major glitch or warp trick that can be useful for a speedrun. The only glitch I found is the one in second level. I use it for entertainment, but it can only be used to gain something like 10-15frames. Not a very impressive glitch... So this is mostly path optimization and lag reduction technics, while using frame-per-frame precision.
(By the way, like my Asterix's TAS, I didn't keep track of rerecords count, sorry. I should really think of this for the next time).
Level 1: The market: This is a classic scrolling level, and there is not much to do to gain speed here. Bonuses are collected as soon as possible, as they can reduce the framerate if too much objects are displayed on the screen. The game is well programmed, this does not happen very often. In some levels picking bonuses is not necessary. The only way to save some frames here is for Aladdin to be as close as possible of the trigger that end the level, on the right of the screen.
Level 2: The rooftops: Again, a scrolling level. This is the only level of the game that has a "useful" glitch. It is mostly used as entertainment, but it does save some frames at the end of the level (as previous level, Aladdin need to activate the trigger on the right as soon as possible). The glitch is self-explanatory and can be done with some practice on a real Master System, even I don't recommend you to do so. It only save between 10 and 15 frames on the whole level. This level can has some lag, so bonuses are picked up as soon as possible.
Level 3: The cavern: Finally, the first "real" level of the game. And since there is no glitch here, time to show some frame-per-frame skills! Aladdin can walk, run, crouch, jump while walking and running, hang to platforms, slide... Most of the time, the player has to wait the end of an animation before he can start a new move. Also, jump have fixed height and length. That's why I consider the controls as "stiff". Aladdin can run and jump at the same speed, while sliding is slightly slower (very slightly). There are not many differents paths availables for this level, so optimizations have been made mostly on moves and timings. About the 2nd spikes encountered in this level. Aladdin can jump over it in one way, but no matter how I try, this can't be done in the other direction. On second floor, avoiding the bat by completly stop and crouch can not seems very optimized, but it's actually the fastest solution I found (by 2 frames, exactly). The thing is, in this case the animation is delayed by 2 frames. When Aladdin seems to be crouching, he had in fact started both running and jumping, while his hitbox is still small. On last screen of the level, Aladdin stop for a few moments (5 frames exactly). This is due to the only falling rock in the game that can't be avoided with another move.
Level 4: The road to the lamp: This level seems very short on a TAS, but is really difficult on a real console. Just imagine: you are completly stopped if you take damage while half of enemies in this level are encountered while jumping over a pit. Basically, Aladdin don't stop running. If jump don't seems as precise as the others levels, it's mostly to avoid bats. While I said sliding is slightly slower than running, it also reduce lag. And, this is the most laggy level of the game (can't collect items). In this case only, sliding as much as possible is the fastest way out.
Level 5: The cavern escape: A scrolling level on our friend the flying carpet! Here, collecting objects does not reduce lag (there is not at all), and all my attempts to reach the end faster have failed. No matter what I do, I still have the exact same frame count for this level.
Level 6: The palace: A new platform level, and again, no glitch or warp here. Just path optimizations and good timings. The path chosen is not very different from the one attended by the developpers. It only skips one key and one stone. This allow to save about 6 seconds for the key part, and about 10 seconds for the stone part (compared to a normal speedrun I've made with normal path). The last guard is not knocked out the same way as the others, for two reasons: 1-after climbing, it takes 6 frames to start running, 8 frames to completly stop from running, 8 frames to throw a stone and recover, then again 6 frames to start running. So launching at first available moment save about 14 frames minimum. 2-the trigger on the ground activate a door, and this make the game slow down. The guard need to be knocked out before jumping over the trigger. Not much to say about the end of the level, it's mostly done frame-per-frame.
Level 7: A whole new world: ♫♪A whole new world♫♪ ♫♪A new fantastic point of view♫♪ ♫♪No one to tell us no or where to go♫♪ ...Ahem... not much to say about this scrolling level. There is no lag so collecting bonuses is not necessary (but it's done anyway).
Level 8: Chasing Jafar: A scrolling level, but way more technical than the others. A real nightmare with an original controller. It doesn't look like it, but Aladdin is supposed to be chasing Jafar, not racing him. But, as I tried to make this level more entertaining, I figured out jumping around cause lag somehow. This is the simplest segment I've recorded, yet the fastest.
Level 9: Fighting Jafar: The final fight! First: get the sword, hit Jafar (one hit is enough), react like a man fighting a giant fire-spitting snake, then hit him some more! The pattern is fixed and cannot be manipulated. Whatever you do, once you've hit the snake once, you WILL be ejected back (without taking damage, and the hitbox is very permissive). When Jafar throw fire, he aim at your feet, jumping over it require some adjustments. The fire bouncy thing is slow enough and allow to hit a few times, then make the last fireball close enough to hit Jafar again. The final hit is the final input required to see the end of the game. After that, it's 9 minutes of cinematics.
All cutscenes are skipped by pressing B1+B2 as soon as possible.
I apologize for every grammatical mistake I could have made in this submission. I hope it's still understandable. Feel free to correct if necessary.
And, of course, to leave a comment.
Thanks for watching!

feos: Accepting to Moons.

TASVideoAgent
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This topic is for the purpose of discussing #4208: Johnnypoiro's SMS Disney's Aladdin in 09:46.77
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Never played the game before and am somewhat impressed at how well it sticks to the movies story (Though you did skip every skippable cutscene so maybe there are some awful parts in the game). The gameplay in the video looked very solid and well done, good job! Anyways, I give it a yes vote.
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This was interesting, I always thought the SMS Alladin game was just a port of Mega Drive version. The run seemed to be of good technical quality, but the game looks very dull. Still, it's a Yes from me.
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I think it's a bit silly that the game goes out of its way to do a ten-minute slow rendition of the ending of the movie. It was a little painful. The game was okay enough, though. Kept me entertained, though it wasn't the most exciting run. I'll put in my Yes vote.
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Too bad chasing Jaffar the proper way causes lag, as I think it would be more entertaining if you were avoiding his traps instead of just running in front of him. I vote yes because I really enjoyed the first two levels. It looked like the guard was player-2.
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Enjoyed the movie, am pleasantly surprised that this was on SMS, though starting with two autoscrollers was a bit of a drag. At least "A Whole New World" wasn't just a bonus stage. Interesting that there was a little Prince-of-Persia-style gameplay at the palace. The first level reminded me of Dr. Jekyll and Mr. Hyde (NES) but faster. I presume the Path to the Lamp kills you if you grab any treasure? Oh, and "racing Jafar" was amusing, as were the screenwraps.
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Thanks for voting and for your feedbacks! @franpa: The quality of cutscenes is quite good for a Master System, all characters can be easily recognized, and all important scenes from the movie have been recreated. The only video I found on Youtube showing those cutscenes ( https://www.youtube.com/watch?v=S5DIGsUXq5g ) has unfortunately some commentaries in French, but you can take a look at them at 0:00 (intro), 2:23 (meeting Jasmine), 3:55 (Aladdin is sent in jail), 11:07 (Aladdin meet the flying carpet), 14:28 (Aladdin find the Lamp), 16:15 (Aladdin escape from the cavern), 25:39 (Prince Ali meet Jafar), 28:38 (Prince Ali and his girlfriend enjoying the new fantastic point of view), 33:17 (Prince Ali lose the Lamp), and the end of the movie at 41:07. Of course, some things from the movie are missing, but there's at least one cutscene between each level. @eternaljwh: The gameplay is very similar to the first Prince of persia, with slightly less delayed animations (Aladdin stops running way faster than the Prince of Persia, for example). But jumps have fixed height and length, so Prince of persia is the closest comparison for gameplay. Like in the movie, Aladdin can't touch anything in the treasure room. Barely touching an item results in an instant GameOver. Most treasure in there are differents, and imply lots of differents sprites to be loaded in memory, instead of just being repeated all over the level. This is why the level is so laggy. I'm not very sure about it, but I think some background elements are displayed as sprites as well (to create a more realistic depth illusion), as the Master System only consider background as a single "layer". Lag is present when tiles are loaded in the display memory, and is worst when the level has a large variety of sprites.
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I'm impressed by the pseudo-3D in the first stage, complete with showing the sides of buildings when they're near the edges of the screen. The actual gameplay is pretty bland, but seemed to be well-executed; at least, I didn't see anything obviously out-of-place. Nice work, Johnnypoiro!
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Really good work, I remember finishing this game the afternoon we got it with friends :p we played it a lot as it was one of the easiest games we had, very nicely done run, I don't see how that can be done in a better way. :)
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Not bad! I wasn't as impressed, it seems, as some other people in the thread were. It's pretty good technically for an SMS game, but the stages were either autoscrollers or they felt like a bad version of Prince of Persia. I don't think it helped that there was only one fight at the end, and it was repetitive. I think you played well, but I feel the game only deserves a Meh for entertainment leaning towards No.
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.
Post subject: Movie published
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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. ---- [2549] SMS Disney's Aladdin by Johnnypoiro in 09:46.77
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Woops, encodes broke, will redo later.
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Derakon wrote:
I'm impressed by the pseudo-3D in the first stage, complete with showing the sides of buildings when they're near the edges of the screen. The actual gameplay is pretty bland, but seemed to be well-executed; at least, I didn't see anything obviously out-of-place. Nice work, Johnnypoiro!
I didn't even notice it during my first viewing, that is indeed quite impressive. The 2nd level seems to treat the clouds and the first background layer as sprites? As they move at different speeds to the "actual" background and the sun appears behind the clouds. It would've been tons easier to have the sun as a sprite and the clouds not, but less impressive. Anyways, there's a bunch of interesting technical feats in the game that can be easily overlooked.
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This is the 1337th published movie on the site.
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This is the kind of gameplay Cheetahmen always aspired to be
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This movie might be improvable, however the rules haven't changed IIRC since the discovery of this potential. The potential improvement would come from using NTSC region. More details: http://tasvideos.org/forum/viewtopic.php?p=464686#464686
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