• Emulator used: BizHawk 1.8.4
  • Unofficial game
  • Genre: Platform
Jumpman is out to save Pauline from younger Cranky Kong, who is still whisking off maidens and throwing barrels around the place seven days a week, again. This homebrew remake of the first Mario game has Factory as the second level(50m), which is removed from NES Donkey Kong.

feos: There is a movie rule about hacks/homebrews. It says: "We don't allow hacks that only serve to change the looks of the original game. Hacks must provide unique gameplay." This homebrew is a good one, it adds a nice SNES touch to the old classics, but it's the only thing it does. Had it been an official port, we'd likely accept it. But this one I have to reject.
If you're looking for a DK version to TAS, the NES one already having a run, you might try out how MAME-rr works, it must be possible to make such a run on it.
feos: Unrejecting, in order to apply the specific Vault rule.
feos: Updated the movie file.
feos: This is a Vault game, so it needs to be a quality homebrew with reasonable notability. While notability is not easy to define, and this game has some level of it, the most important thing is the spirit of the law: we have the rule so that bad or meaningless homebrew games aren't accepted. This one is neither bad, nor meaningless, it's a nice port imitating the SNES style. It also is technically optimized. Accepting to Vault.
Spikestuff: HA~! I knew this was an acceptable game. Publishing.

TASVideoAgent
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This topic is for the purpose of discussing #4494: Fortranm's SNES Classic Kong Complete in 02:12.76
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a little confused,are we accepting unofficial homebrew games and other weird things all the time?what's the policy?just asking,really.
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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They should be fine... I think. checks input . . . Not going to say a word about the final input. Instead, I shall nitpick one part of your TAS. An Input when walking pass broken ladders should be ^>,v> (or <^,<v) This saves a few frames, you do not do that. Total of what I think is 11 ladders should have that done to it. Level 1: 2 Level 3: 1 Level 4: 8 Oh, and for those playing at home. These are the (original) fields: Take note that the sprites are different to what you see. Edit: My Entertainment vote goes to Meh. It would be No, in-fact the vote might as well be No due to me only being interested for less than the total run time. This TAS is unoptimal as all hell and a certain part which I really don't want to go into should've been checked before submitting it. Mr. 1158 frames of unnecessary blank input.
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I like how they got tired of redoing the sprites and apparently just stopped at a random point, and then decided that the game was too hard so massively toned down the difficulty. It really makes you ponder existence. Specifically, this game's.
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What's the purpose of playing a homebrew port of a game that appears on a console that can be TASed? Specifically:
Another port named Donkey Kong – Original Edition was included and preinstalled on 25th Anniversary PAL region red Wii systems in 2010[45] and was awarded to the Nintendo 3DS users who registered the select 3DS titles on the Nintendo eShop until January 6, 2013. This version is based on the NES version and reinstates the cement factory stage, as well as some intermission animations that were not included in the original NES version. It was later available for purchase in Europe on September 18, 2014.
It's a wiiware game, but hey, still a published, licensed one.
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jlun2 wrote:
What's the purpose of playing a homebrew port of a game that appears on a console that can be TASed?
Greatly lowered difficulty?
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Given that it's a homebrew game, whats the rule for it? Can any port of some existing game be accepted here? If someone made a unofficial port of Super Mario Bros on the Snes as well, can I go TAS it, get it published, and say "I hold the record for fastest SMB TAS"?
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For homebrews/bootlegs, we determine the game's notability. And yeah, there's not rule for "copies" of existing games made by fans, but I'd rather say the original should be TASed.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Spikestuff
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feos wrote:
but I'd rather say the original should be TASed.
So the arcade version should be TASed and not this bootleg. Refresher: NES has 3 areas, Arcade has 4, this has 4.
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Spikestuff wrote:
feos wrote:
but I'd rather say the original should be TASed.
So the arcade version should be TASed and not this bootleg. Refresher: NES has 3 areas, Arcade has 4, this has 4.
The original (and NES version) is also not laughably easy. Here's a non-TAS: https://www.youtube.com/watch?v=7uceEnwfcMw Notice how few barrels there are on stage 1 and the long delay between them. Also notice how far he gets on stage 4 before the first fireball spawns. The arcade version starts with one spawned and has spawned 3 by the time you get to that point. He nearly beats the stage before the third one has spawned. On the second loop, the fireballs take even longer to spawn.
Fortranm
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Thanks Spikestuff for pointing out possible improvements. You guys really made a point about the existence of this game, but I'll upload an improvement anyway. http://tasvideos.org/userfiles/info/19006217821218009 EDIT:The blank inputs are removed. There are now 7979 frames. Sorry for inexperience. I thought the system can automatically remove blank inputs in the end.
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This seems to be a case where it's still a work in progress and should have been posted to the game thread instead of to the Workbench. If we can figure out how to manipulate the 5th barrel so that it rolls down the broken ladder, then stage 1 can be further improved. I had gotten bonus 3300 once, but I can't replicate it from a clean start (I had died at least once, probably twice) Also: Movie file should end as soon as you break the last block in stage 4 (frame 8052 of the submission file, 7980 of the corrected file); check your bizhawk settings to make sure you're not skipping over lag frames during frame advance. Temp Encodes (first is submission, second is the post immediately above me) Link to video Link to video EDIT: Again, if we can manipulate the 5th barrel (the one that we have to wait on) to go down the broken ladder instead of going all the way across the top, the 1st stage can be improved. The good news? The game is open-source.
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Spikestuff wrote:
So the arcade version should be TASed and not this bootleg.
Of course the arcade version should be TASed! Unfortunately, Final Burn Alpha does not support Donkey Kong, and MAME TASes are not accepted at TASVideos.org just yet. Too bad. MAME supports 4 official sets of Donkey Kong, plus 3 hacks. The closest thing Final Burn Alpha supports is a bootleg version of Donkey Kong Junior on Moon Cresta hardware with incorrect colors. Yeesh. :/
Patashu
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Yeah, I'm not sure why tasvideos doesn't accept MAME-RR TASes...
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Patashu wrote:
Yeah, I'm not sure why tasvideos doesn't accept MAME-RR TASes...
Because right now, there's no proof it can be successfully TASed on. If someone finishes a high quality run, it's obviously such a proof, and as long as it can be used, there must appear a new movie parser. The only question towards MAME is how complete its savestates are, and how deterministic they are. But actual testing automatically resolves that. Exact % of games with officially complete savestates is yet to be found out (not hard at all), but I'm damn sure it's high enough for us. BTW, MAME-rr can be compiled with UI (in future).
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Patashu wrote:
Yeah, I'm not sure why tasvideos doesn't accept MAME-RR TASes...
Because right now, there's no proof it can be successfully TASed on. If someone finishes a high quality run, it's obviously such a proof, and as long as it can be used, there must appear a new movie parser. The only question towards MAME is how complete its savestates are, and how deterministic they are. But actual testing automatically resolves that. Exact % of games with officially complete savestates is yet to be found out (not hard at all), but I'm damn sure it's high enough for us. BTW, MAME-rr can be compiled with UI (in future).
So you are saying if, for example, £e Nécroyeur submits a MAME-RR TAS of Donkey Kong and one of the editors can get it to sync and make an encode, then tasvideos now accepts MAME-RR TASes?
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
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Yes, if it happens (though I hope he tries it out with something more complex and telling in terms of TASability), the only thing left would be to add a parser. We must start somewhere after all!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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That's actually a great homebrew remake, thanks for the temp encodes.
Mitjitsu
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This doesn't offer anything over the current NES version.
Spikestuff
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Mitjitsu wrote:
This doesn't offer anything over the current NES version.
I'm going to refer you back to my post. Can you see what doesn't exist in the NES version? No? Well I'll point it out for you. It's the second level.
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Pokota
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It's a great homebrew remake, sure, but we really should get a run of this on the arcade version as opposed to an unofficial game on a home console. If for no other reason, then because the unofficial game has lag frames out the wazoo.
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Pokota wrote:
It's a great homebrew remake
Bamahut wrote:
That's actually a great homebrew remake, thanks for the temp encodes.
A remake that doesn't even come close to replicating the challenge and spirit of the original is not what I'd call great.
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Tangent wrote:
A remake that doesn't even come close to replicating the challenge and spirit of the original is not what I'd call great.
It's open-source, so we could rebuild it so that it's properly challenging.
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Post subject: Re: #4494: Fortranm's SNES Classic Kong Complete in 02:33.23
Noxxa
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TASVideoAgent wrote:
feos: There is a movie rule about hacks/homebrews. It says: "We don't allow hacks that only serve to change the looks of the original game. Hacks must provide unique gameplay."
Why are you applying a rule about hacks to a homebrew game? A homebrew game is not a hack.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.