Hello! Classic Kong Complete is a SNES homebrew version of the Donkey Kong game. Unlike the versions for NES and Atari, it includes all 4 original levels.
This submission is an improvement of 953 frames (15.86 seconds) to the previous TAS, being 940 frames faster than my previous movie. The improvement is detailed in the comments.

Game objectives

  • Emulator used: Bizhawk 1.11.1
  • Aims for fastest speed
  • Manipulates luck
  • Abuses of glitches
Since I found new tricks, this is my second submission of this game, saving much more time on this time. The entirety of this TAS was made with TAStudio, which thankfully didn't crash that frequently.

Tricks used in this run

Stair boost

If Jumpman is next to a stair and you press up or down to climb it, he will be warped a few pixels to the center of the stair. So, by start climbing it and then immediately leaving it, he will be boosted a bit. Fortranm forgot to use this trick in the stairs that were below Jumpman (ah, forget it, I'll just call him Mario), so I could save some time by doing that. Also, the game has a priority order:
First it checks if Mario is moving left or right;
Then it checks if he is starting climbing a stair
Then it checks if he is leaving a stair
Then it checks if he is jumping.
So, by pressing Right+Up+Down+B, you can walk to a stair, start climbing it, leave it and jump, for example, everything in the same frame. I saved at least one frame in every stair boost, since I pressed up + down instead of pressing up in a frame and down in the other frame, or vice versa.

Running faster

When you hold left or right, Mario moves a pixel to the said direction per frame, except in 1 out of 3 frames. So, his position will be something like 0, 1, 2, 2, 3, 4, 4, 5, 6, 6, 7, 8, 8.... Holding right + left, by the other hand, makes Mario to oscillate in 2 pixels, like 1, 2, 1, 2, 1, 2, 1, 2. However, if you hold right, or left, and press Right + Left in the frame Mario would not move a pixel, he will move the pixel! In 2 frames, he would be enable to move again, but them you can press right + left another time! So, if you press something like L, LR, L, LR, L, LR.. or R, RL, R, RL, R, RL..., Mario will move a pixel every frame, which means, he will be 50% faster! That's what I used to save a lot of time.
Doing this trick while moving left makes Mario to face right every other frame.

Climbing faster

When Mario is climbing up or down a stair, he moves 1 pixel every 3 frames. So, his positioning will be 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3... If, however, you press Up + Down in one of the frames Mario can't move, he will be able to move in the next frame (0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5...)! So, with a similar input to the one used in the Running faster glitch, it's also possible to climb faster! The input will be U, UD, U, UD, U, UD... or D, UD, D, UD, D, UD...
When climbing a stair with this glitch, it is facultative to press down (if you are climbing up) or up (if you are climbing down)in both the first and the last frames of the climbing. This can be used to address manipulation since pressing this buttons changes some addresses that determinate when Mario starts moving after climbing it, and at which Y position Mario will start climbing the next stair.

RNG manipulation

The game has one stage in which RNG manipulation is essential: the second one, 50m. The best way to manipulate RNG in this game seems to be jumping. It depends of the frame Mario jumped, the direction Mario jumped to, and it can also be affected by the jumps done in the previous stages.

Stage by stage comments

25m

I delayed in 1 frame the entrance of this level, because only that allows the background to load, for some reason. I don't lose any time here, since delaying this frame saves one frame of lag while the level is loading. The Running Faster and Climbing faster glitches allowed me to reach the top of the level sooner, and I didn't need to wait for the barrel. Some frames were also saved with better star boosts. Overall, 385 frames were saved in this stage.

50m

I entered this level with a terrible RNG because of the changes in the previous level. The running and climbing faster glitches allowed me to reach the top of the level sooner, though, and I had more time to jump and manipulate RNG. So, I could make the stair to move up 6 frames sooner, and extra frames were saved by climbing faster its last pixels. Overall, 28 frames were saved here.

75m

Again, running and climbing faster makes the difference. My previous strat, of jumping in order to reach the ground in a frame multiple of 3 but not multiple of 2, become useless. Since I reached the moving platform much sooner, I didn't wait it to move up and used a different route. Star boosts were also improved here. 52 frames were saved.

100m

In this stage I just used the moving faster tricks, improved the stair boosts and performed them in the stairs that were below Mario, saving 488 frames.

Thanks

I'd like to thank Kaizoman and Kaizoboy, for some help to not have 166 MB as the size of the movie file... Thanks also to Fortranm, for the previous movie!

ars4326: Judging!
ars4326: Hi again, BrunoVisnadi. I've gotta say, the running and ladder speed tricks you implemented here was fantastic! These improvements were especially noticeable in the first and last stages. All in all, another well done Donkey Kong obsoletion.
Accepting as an improvement to the published run!
fsvgm777: Processing.

TASVideoAgent
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This topic is for the purpose of discussing #4872: BrunoVisnadi's SNES Classic Kong Complete in 01:56.91
Fortranm
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Now the run looks much smoother. Easy YES vote.
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Sheesh. This version coded movement incorrectly too?
Pokota
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Voting yes. This is what I think TASing is all about - breaking the game into itty bitty bits and just charging to the ending with the bits.
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Samsara
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Watching both this run and the cancelled run back to back was proof enough that cancelling and resubmitting was the right thing to do. This run is quite a bit more entertaining due to how much faster the overall movement is, making it look much more like a TAS. Voting Yes this time around.
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I smell a NES port improvement soon. Really sick improvements dude, yes vote.
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Kurabupengin wrote:
I smell a NES port improvement soon.
You should probably actually watch the NES run, because whatever you're smelling, I extremely doubt it's that. The movement is coded differently and it has a different set of glitches associated with it. Edit: Actually, it looks like the NES version already does a similar kind of wobble for the fastest movement, which makes me wonder why it was overlooked before. That also leads me to wonder if the ladder glitch also works here. Has anybody actually checked that?
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Tangent wrote:
Kurabupengin wrote:
I smell a NES port improvement soon.
You should probably actually watch the NES run, because whatever you're smelling, I extremely doubt it's that. The movement is coded differently and it has a different set of glitches associated with it. Edit: Actually, it looks like the NES version already does a similar kind of wobble for the fastest movement, which makes me wonder why it was overlooked before. That also leads me to wonder if the ladder glitch also works here. Has anybody actually checked that?
No, none of these tricks apply to the NES version. The current published movie presses > > < so that Mario turns around every 3 frames, but that doesn't save any time. Edit: Forgot to mention, the ladder glitch doesn't work in the SNES port. The reason why the speed glitches work here is because pressing LR or UD cause different effects than in the NES version. Pressing just one direction, though, is pretty much the same thing in both ports.
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Much more entertaining with these improvements than the previous version.
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. ---- [2981] SNES Classic Kong Complete by BrunoVisnadi in 01:56.91