Snake Rattle 'n' Roll is a unique isometric platformer for the NES. Your goal is to guide the snakes up a tower to defeat a giant foot at the top. Most levels require you to eat a certain amount of food (called nibbly pibblies) in order to gain enough weight to open the door. The current two player run is a 35 second improvement over Nitsuja's run from 2006, using better lag management, platforming, and routing.

Game objectives

  • Emulator used: FCEUX 2.2.2
  • 2 player Warpless
  • Beats the game as fast as possible
  • Manipulates Luck

Comments

This run has been under development since MESHUGGAH started it in 2012. He stopped after doing level 2. I subsequently picked it up early in 2015 and promptly shelved it for most of the year, as it looked too complicated to me at the time. But like most projects I found that the most difficult part was just getting started. Once I started working on it and got a handle on the controls it came together pretty quickly. The overall platforming route uses the path from Aglar's one player run. My original contributions are the food route in level 3 and 8. This run also uses the correct ROM, as Nitsuja's run used a bad dump that desyncs in level 8.

Stage by stage comments

Levels 1 and 2, ~1.5 seconds saved

These levels were played by MESHUGGAH and saved time in slightly better platforming and reducing a lot of lag.

Level 3 ~1.5 seconds saved.

I found a new nibbly collection route that reduced the down time at the start of the level.

Level 4 ~3 seconds saved

This level uses a shortcut available by bouncing off an enemy early in the level. Nitsuja knew about this shortcut but realized it too late in his run's development to implement it.

Level 5 ~3 seconds saved.

This level uses a edge clip at just the right height up the flying carpet to save a cycle on the carpet ride to the exit.

Level 6 ~0.5 seconds saved.

This level is basically timed so there was little room for improvement. The scuba upgrade to climb the waterfall appears every eight shots from the cannon.

Level 7 ~ 2.5 seconds saved.

Here I take Aglar's route up the geysers which is faster and also looks much smoother.

Level 8 ~11 seconds saved.

This is where the biggest savings come from. Aglar had mentioned in the thread that you can gain an extra segment to take over to the next pool if you eat it right at the end of the current pool. This opens up many possibilities. There are a huge number of possible combinations of nibbly fish to get. I found one that looked smooth and saved a good chunk of time, but it can probably be improved.

Level 9-END ~12 seconds saved

These last levels are mostly platforming and lag improvements, generally following Aglar's route. Lag is especially troubling in level 10, I tried what I could to reduce it, but it can probably still be done a little better.
I should mention that input can be ended several (7) seconds earlier by just standing next to the spot where the spaceship lands. However convention has been to add entertainment during this down time and I think it is a good idea, so input ends on the last frame input is accepted.

Other comments

Well I am very happy at both having this run done and in crossing it off my list. At first I was a bit intimidated by this game, but once I got going it wasn't so bad. While there is still room for improvement particularly in levels 8 and 10, I'm happy with the results and in having a more optimized two player run. But I do wonder how much more level 8 can be improved with truly amazing luck and routing, however I leave this to someone who REALLY likes luck manipulation.

ars4326: Judging!
ars4326: Hi again, Alyosha (& MESHUGGAH). This is quite an improvement over Nitsuja's '06 run! The Level 5 and (especially) Level 8 savings you found significantly improved the pace of the run, in addition to the shortcuts and further optimizations made, overall. Another well done effort here in obsoleting another older site record :)
Accepting as an improvement to the published run!
Spikestuff: Publishing.


TASVideoAgent
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Spikestuff
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Oh, now I can finally ask something. When are we reviving the warps category to this game, as it was obsoleted by a warpless one? Anyways, that Jazz of the providing a temp: Link to video Talked behind the scenes with the author about the YT, I got the go ahead, so the go ahead. Also, I wanna Claim this one for Publication, 'cause I've wanted to batch the previous TASes for a while.
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Alyosha
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^ well my understanding was that warpless was deemed more interesting. But a lot of those runs were done years ago with bad roms and emulators, so maybe now there is room for it? Personally I'm not all that interested in warps, but if someone wants to modify this TAS into a warps one maybe I could help along the way. It's basically just level 1,8,9,10 I also have a temp processing but it might not be ready for a while so thanks ahead of time for that Spikestuff. VVV oops, I always forget about that bug, when I make submissions. Can an editor please change it to NES? EDIT: thank you!
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FDS? There is a diskette version? I would guess its timings are not comparable to the cartridge version because of load times and all.
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. ---- [3026] NES Snake Rattle 'n' Roll "warpless, 2 players" by Alyosha & MESHUGGAH in 06:52.65
Alyosha
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I noticed that MESHUGGAH isn't added in the publication entry as co-author, and also that neither of us have the game added to our list of published runs, some kind of glitch in the publication process? Seems to be a stray entry in the player's page list too associated with this movie: http://tasvideos.org/Players-List.html EDIT: oh, that was fast, thanks for fixing that Spikestuff
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[20 Dec 01:47] <TASVideoAgent>	New reply by Alyosha (PubMov: #4935: Alyosha & MESHUGGAH's NES Snake Rattle 'n' Roll "2 players"  in 06:52.65): http://tasvideos.org/forum/p/424408#424408 [a:1]
[20 Dec 01:47] <SpikeyMuffin>	oh right
[20 Dec 01:47] <SpikeyMuffin>	I'm lazy
Yea, that's my fault.
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I believe this may still be improvable. both players must have bonus scores as close together as possible and number of nibbly pibblys eaten as close to the same as possible. There's a noticeable difference in level 5, for example.