(Link to video)
Hetfield90 and StarvinStruther's GB Kid Dracula TAS in 18:43.6. It is 2981 frames(~49.9s) faster than the published run in terms of comparable gameplay improvements, and 1942 frames(~27.3s) faster outright due to version and emulation differences. Emulator used was BizHawk 1.11.0.

Goals

  • Aims for fastest time
  • Takes damage to save time

US vs JP Gameplay Differences

  • Most enemies and bosses have double HP in US version
  • Some enemies have different patterns(namely the fish in stage 2: area 3)
  • Ceiling speed in Stage 7-Area 2 increased in US version

Stage Info

Table of time saved per stage

Here is a simplified version of the stage by stage comparison table which omits areas that have gameplay differences between the US and JP versions. The detailed version can be found here.
Current Run FramesPublished FramesFrames SavedTime Saved(approx.)
Stage 1499752182213.5s
Stage 21984289290815.0s
Stage 39774100973235.5s
Stage 465666658921.5s
Stage 50000s
Stage 6298535575729.5s
Stage 7459349223295.5s
Stage 811285118215369.0s
Total4218445165298150.0s

Stage 1(221 frames saved)

  • (Room 1)Lag was reduced by jumping/shooting at different times
  • Jumping has slower horizontal speed than walking, so it is best to minimize the number and height of jumps as much as possible
  • (Room 2)Killing enemies at different times is better if it allows you to grab ladders higher up
  • Bat transformation takes a long time, so most of the time it was avoided unless absolutely necessary
  • The KKK ghosts, like most bosses in this game, have double hp in the US version, so their room was omitted from comparable gameplay differences
  • Damage done to bosses never carries over across phases, and bosses that jump tend to not transition into subsequent phases until they are on the ground

Stage 2(908 frames saved)

  • (Room 1) Again, avoid bat transformations like the plague
  • Jumping for each shot in the sunflower room allowed Kid Dracula to keep moving forward at all times instead of stopping for each shot
  • The fish at the end of the long waterfall room behave differently in the US version than the JP version; the JP version can ignore them completely and go underneath them whereas the US version has to kill them, causing a lot of lag in the process
  • Jason's second phase does not start until he picks up the axe

Stage 3(323 frames saved)

  • (Room 1) Avoiding using homing missiles reduced lag
  • Being airborne reduces lag at most points during the roller coaster ride
  • The Batarangs can hit the chicken twice per use because of his short i-frames
  • The chicken's egg was barely able to be one cycled by using a combination of 3 different attacks

Stage 4(92 frames saved)

  • Minimizing airborne time during upside down transitions and cleaner boss fights were the only real improvements in this stage

Stage 5(0 frames saved)

  • This stage was only one room that had tremendous amounts of lag not emulated properly by VBA in the published run, so it couldn't really be compared
  • Crouching during the autoscroller helped to reduce lag
  • Standing in a specific position allows Kid Dracula to fire at the boss while standing inside his blade beam, but this does not save time since it does not reduce the number of jump cycles
  • Damage boosting into the boss after phase 1 gets him to jump and pop his head out sooner than letting him walk across the room first
  • The alien cannot take damage for a while after coming out of the armor

Stage 6(572 frames saved)

  • Again, bat form should be avoided at all costs
  • A certain damage boost helped to navigate through the lava geysers more quickly

Stage 7(329 frames saved)

  • It is faster to not wake up the miner sleeping next to the double block barrier in room 1
  • Since some blocks have to be broken from inside a narrow passage way, horizontal movement can be initiated sooner afterwards by jumping repeatedly
  • (Room 2) The ceiling moves at a rate of 3px/f in the JP version and 4px/f in the US version, making it so you have to wait in 2 different safe areas for the ceiling to go back up where you would be able to keep moving to the next part in the JP version
  • You are not able to fire another bomb until the explosion from the previous has completely dissipated, so it is faster to hit the blocks from point blank range on phase 1 of the boss fight(so that you don't have to wait for travel time+explosion time)

Stage 8(536 frames saved)

  • (Room 1)The vertical descent is an autoscroller that continues indefinitely until you reach a certain horizontal position, so it is best to move right as quickly as possible. Bat was able to pass underneath the spikes, and downward movement was able to be retained during the transformations because of the camera scrolling
  • (Room 2)Same as the camera scrolling in room 1, you always want to be in front of a gravity strip during a bat transformation to retain vertical movement
  • (Room 3)Not taking damage on the spikes in room 1 allowed for 2 time-saving damage boosts against the drills
  • The final boss is one of the only bosses in this game which does not have increased health in the US version. He can only take damage when his mouth is open. It was just barely impossible to 1cycle him in phase 1, and damage boosting in phase 2 allowed for 3hit and 2hit cycles respectively. In phase 2, he will not open his mouth unless he jumps from the edge of the screen, so manipulating him to jump twice in the same direction allows for the fastest pattern(2 closed mouth jumps in between each open mouth jump).

Possible Improvements

  • This game has so much lag everywhere, even in places where nothing is going on, so I don't doubt that lag can be further reduced as a whole with even more trial and error.
  • The bat transformation in Stage 1-Room 2 that Weegeechan15 suggested in the submission thread; at least 20 frames can be saved from it
  • Killing the Frankenstein in the mandatory bat room of Stage 1 with a jumping charged shot before morphing to bat; 36 frames can be saved

Screenshot Suggestion(frame 45325)


ars4326: Judging!
ars4326: Hello, Hetfield90 and StarvinStruthers. Nice job on improving this 2007 run! Lag reduction was especially noticeable in parts (e.g. Stages 1 and 3) when comparing side-by-side. There were smart gameplay refinements featured, as well; including the use of jump shots in Stage 2, the vertical descent in Stage 8, and the final boss strategy on Garamoth. All in all, this was a very solid improvement.
Accepting as an improvement to the published run and, due to positive feedback/voter count, upgrading a tier to Moons!
fsvgm777: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #4798: Hetfield90 & StarvinStruthers's GB Kid Dracula in 18:43.57
Spikestuff
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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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Sorry if you have covered this topic in your submission comment and I completely skipped it but why didn't you use the japanese version when like you stated enemies/bosses have less hp than in the US/EU version?
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From Movie Rules: The US ((U)) versions are generally preferred over the Japanese ((J)) version due to the use of English language, which is easier to understand for the general audience. Keep in mind that time gained solely through basic ROM differences will be discounted for the purpose of comparison. I also figured using the US Version in Kid Dracula, where bosses/enemies have extra hp, was comparable to "selecting the hardest difficulty", which is preferred by TASvideos as well. However, rereading it, it says, "unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed," so I suppose this doesn't necessarily apply.
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Ah I see, I was not aware of that rule, my bad. Great job though :)
ALAKTORN
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Version rules honestly don’t matter shit. Just pick whichever you feel like will create a better movie. That’s all you need to keep in mind.
mklip2001
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I don't have a chance to view this yet, but let me just say right away that I am thrilled to see this run on the Workbench. As my signature has said, this is one of the few games that I actually was interested in TASing myself (though I never got off my ass about learning TAS skills). Sorry I wasn't on the forum thread to discuss improvements, but I will check this over in detail later today. Just from the submission comments, though, I'm wondering why bat was used in Stage 8 by the gravity strips. Is it not possible to rely solely on the upside-down magic? That would save you transformation time if you could just use upside-down.
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.
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The game actually restricts you from using specific mobility upgrades in rooms the developers thought would be trivialized by them, like bat/upside-down in the floating platform room of stage 5, or upside-down in the gravity strip room of stage 8. The transformation time of the bat is almost completely negated when used in front of the gravity strips though(aside from a few lag frames).
mklip2001
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Alright, I'm going to need a separate post for stage-by-stage comments. STAGE 1 At 1:30ish in the encode, is it possible to jump, shoot the baddie with a charged Normal shot, then switch and charge to Bat, and start flying to the platform? I think you'd have enough time to change to a bat before you fall too far, but I don't know if the lag from the Normal shot and coin makes it slower. STAGE 2 Badass job with the sunflower room. The jumping makes that room a lot smoother. The damage when fighting Jason looked unnecessary, since you beat his first phase easily before he reaches the axe. But if that damage reduces lag, then awesome. STAGE 3 Amazing job with the boss. The batarangs looked great, and I never would've suspected you could keep the chicken egg from bouncing. STAGE 4 Nothing to say here, really. Nice job jumping in the robot fight to get his arm to misdirect. STAGE 5 I always used to kill the astronaut dudes in the vertical shaft. Nice job realizing that it saves lag to keep them alive. Nice use of the damage boost for the boss. It looks ugly, but the explanation helps. STAGE 6 Nice use of the damage boost in the geyser area. I'd forgotten that the geysers were not insta-kill. Great job with the damage boost after the boss fight to minimize the lag from the little lions. STAGE 7 I never would've thought of that first use of upside-down you used. That was smart. It's a shame that you have to wait out the ceiling in the US version. Good trick with the boss to fire at point-blank range. He seems to have a very weird delay before he starts his second phase. Is there any way you can manipulate him to stay low on the ladder so that you stay point-blank and fight the second phase like the first? STAGE 8 The use of the bat in the first autoscroller is great. I never figured that out as a kid, and I'm kicking myself for it. It works perfectly with the smaller hitbox to avoid the spikes! (I died way too often in that section by hitting too many spikes on a badly-chosen route.) I see now that by transforming into a bat in the vertical strips, you lost less time than I thought. But I still think some uses of upside-down would've been better there. At least it would look cooler, and I think you may rise up quicker using upside-down instead of bat.Answered already. Nice strategies with Garamoth second phase. SUMMARY This run kicks ass. Very nice improvements! It seems like Stage 1 only has one idea left in my list, concerning that one platform with the enemy requiring bat form.[/s]
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.
Skilled player (1219)
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mklip2001 wrote:
At 1:30ish in the encode, is it possible to jump, shoot the baddie with a charged Normal shot, then switch and charge to Bat, and start flying to the platform? I think you'd have enough time to change to a bat before you fall too far, but I don't know if the lag from the Normal shot and coin makes it slower.
Oh I forgot to mention this room in the submission text, but I will add it now because it is rather strange. The trigger that ends that room behaves a bit oddly: you have to reach a certain point(which is somewhere in the middle of the Frankenstein) and then Kid Dracula will pull his cape some number of frames later(close to a second I think) regardless of what you do afterwards. If you do anything to get rid of the Frankenstein or reverse damage boost off of him or something, you are just wasting time because it delays reaching the trigger(at which point you would still have to wait that second or so afterwards), so it was fastest to just fly past the trigger and then take damage to remove bat form while waiting for the transition to actually activate.
mklip2001 wrote:
STAGE 7 Good trick with the boss to fire at point-blank range. He seems to have a very weird delay before he starts his second phase. Is there any way you can manipulate him to stay low on the ladder so that you stay point-blank and fight the second phase like the first?
Not while still being able to damage him. If you aren't on the ladder he will immediately climb all the way to the top and wait there indefinitely for you to follow him. I tried a lot of ways to get the first couple of shots a little bit closer then climb the ladder but nothing seemed to work out. You can't change directions mid-air while in shooting animation, so any attempts to fire more shots from a closer range just made me land too low on the ladder to have any kind of timely follow up shots. Thanks for all the questions and comments. Now that you mention it I remember reading your signature sometime ago but did not realize this was the same game in it; I only actually heard of this game for the first time a few weeks ago when StarvinStruthers mentioned to me he wanted to make a TAS of it. I am glad to hear there are people with nostalgia for it who enjoyed the run.
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Wow, it's really nice to see an older TAS get destroyed! :D This was actually a game I was interested in months ago. Back when I was testing the game, I found what I think is a timesaver. I forgot to post it in the game thread. You can turn into the bat and fly through the hole as long as you wait until the knight gets some distance away. Keep in mind that I did this in real-time and is by no means optimized. I also don't know 100% if it saves time but I definitely feel like it should. I hope it can improve your submission, even a little bit!
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Nice strat. I was able to save at least 20 frames with it. I just tried hex editing it into the run, but as I feared, the game's massive amounts of lag cause desyncs at every turn, so I don't think it would be worth pursuing a change this early on in the run.
mklip2001
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Thanks for the responses! With that Stage 1 room, I was hoping that you could shoot Frank while still jumping towards the platform... it would save you the time for the damage animation if it worked. Not a big savings in any case.
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.
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Hetfield90 wrote:
Nice strat. I was able to save at least 20 frames with it. I just tried hex editing it into the run, but as I feared, the game's massive amounts of lag cause desyncs at every turn, so I don't think it would be worth pursuing a change this early on in the run.
Dang that sucks :P Well, the TAS is still really good anyways! The less runs we have from 2007 the better!
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mklip2001 wrote:
With that Stage 1 room, I was hoping that you could shoot Frank while still jumping towards the platform... it would save you the time for the damage animation if it worked. Not a big savings in any case.
So apparently the transition at the end of the room works properly if you do not take damage from the Frankenstein; I was able to save 36 frames with the strat you mentioned. My initial idea for the room was to reverse damage boost off the Frankenstein so that I wouldn't have to waste time doing two jumps in order to kill him, but I guess the i-frames from the damage may have been what was delaying the transition(which is strange because i-frames last way longer than the amount of time that the transition was being delayed). Thank you for pointing this out. I will include this in possible improvements as well.
XYZ
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In some levels there are references to Bucky o'Hare, or so I thought) Arcs of lava, volcanoes with the falling stones and the destruction of the walls, as in the levels of ice in this game. Yes vote.
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This is a really charming, if also a bit slow-paced game. But even at almost 19 minutes it stays surprisingly varied and fun for a GB game, so it gets a yes vote from me. Nice improvement as well.
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. ---- [2928] GB Kid Dracula by Hetfield90, StarvinStruthers in 18:43.57
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