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Post subject: Treasure Master
Joined: 1/1/2022
Posts: 1716
Anyone ever heard of this game? There was a contest with a 10,000 dollar prize if you could find and pass the secret "Prize World". I think this would be a really fun movie to see a time attack on, because of the rarity and history behind the game, and the fact that almost no one ever saw the secret "prize world". The URL below has the history and more on the game. http://64.53.95.207/treasure/treasure.html
Joined: 6/13/2004
Posts: 37
good luck... that game is tough, you'd need the prize world password as wellm I never could get past the first few areas..it might make a very interesting run considering the dificulty. as a side note I picked up a hong kong pirate copy of it a few months ago, I never did check if the prize world was in it;-)
Joined: 1/10/2005
Posts: 63
Its there, just press select at the start up screen, type in any serial # then this code: 3HDJL9DNQV2WYTV4S91RXR86 and play through the game and you'll hit the prize world.
Post subject: Quick look
Former player
Joined: 7/6/2004
Posts: 155
I played through the game twice really quickly. It had a whole bunch of weirdness, but only a little looked abusable. For area 1, you can skip the bow and arrow. For area 2, you can skip the glasses, key, and ID card. The gates can be walked through by ducking. So, you can skip the whole space vehicle part by using the teleport. You might want the ray gun for getting the 2 spondolacks in area and other stray monsters. However, the amount of time wasted by shuffling through items might make it worth waiting until area 6 to get the ray gun. In area 3 that space ship after the machine blocking the exit looks like it should be possible to get past if done right, but I tried a whole lot of jumping and was not able to do it. Area 4 seems completely linear. Is it me or are the mutation credits in area 5 useless? The robot isn't very different from your normal form, but you can't duck or anything. In area 6, I think to trigger events from the minigame, you need to get 2 5000 point dolls. I'm not sure. Since they give you more time, you want to get as few of them as possible. Also, the bouncing craft in the first area also appears to be a waste of time since you can walk right under the bouncing creatures. The boots look useful and if used with small jumps can be used without pausing. They seem to make all of you do damage, not just near your feet. For selecting items quickly, press select, then press the direction and immediately quit, that way the next item will be selected. Also, this means that getting unnecessary items will waste a lot of time as you have to scroll through them slowly. In many places, especially area 2, you can walk to the edge of the screen and interact with stuff that is not visible (that is probably 1 screen over). You can use it to climb up walls. Usually it just ends up getting you stuck. This might be possible to abuse, but I haven't found a good way yet. (Sort of like falling through the conveyor belt on Mr. Gimmick!, interesting, but usually just kills you) Those are my first thoughts for having just played the game for the first time. Note that since I have just played it twice now, some of it may not be accurate.
Post subject: Treasure Master
Emulator Coder, Player (68)
Joined: 10/4/2005
Posts: 197
After i first read about this game, i felt like i should do a TAS on it. I made a very rough draft of the first area (out of 6). Tell me what you think. If you like it, i will clean it up and continue the run. Movie: www.geocities.com/pjgat09/treasmas.fcm.zip (note: there is a part before the submarine where i am standing on a block and i kick an enemy, then i just stand there for a little while. I am waiting for the bomb to blow up. Any ideas on how to make the wait more interesting?)
Active player (277)
Joined: 5/29/2004
Posts: 5712
Oh yeah, the game with the contest to beat the secret world...
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Player (68)
Joined: 10/4/2005
Posts: 197
Bag of Magic Food wrote:
Oh yeah, the game with the contest to beat the secret world...
Yes, that game. Do you (and others) think my video is a good start? (remember, my current video is a VERY rough draft. So many errors in it that i could fix.)
Active player (277)
Joined: 5/29/2004
Posts: 5712
Are you still working on the run in this file? www.geocities.com/pjgat09/treasmasv2.zip
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 11/13/2005
Posts: 1587
I started working on this one. Here's my WIP. I might need to redo it though, if you think it's necessary to get to the Prize World. Some comments would be nice. :)
Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
(3:51:31 AM) Brushy: Gaahh... (3:51:44 AM) Brushy: I don't feel like redoing the Treasure Master run (3:52:12 AM) Brushy: And I won't continue until someone posts something about it (3:52:35 AM) jimsfriend: link?
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JXQ
Experienced player (749)
Joined: 5/6/2005
Posts: 3132
This guy has the coolest walk ever. Who can't walk like that when listening to this game's music? I was wondering if the submarine can be optimized better when going around corners, since it doesn't have the instant acceleration that you do when swimming alone.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Former player
Joined: 11/13/2005
Posts: 1587
So, after 3.5 years I have another WIP here. It's 21 frames faster than my old WIP and 531 frames faster than CeSaR74's submission after the submarine part of the first level. What do you guys think? I'll post more info about the game and the WIP later.
mklip2001
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Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
Looks pretty good to me, Brushy! I'm impressed with how quickly that part of the game goes without kicking more enemies. That's also a lot of health to lose for that early in the game though... Also, I might be seeing things, but could the start of your submarine movement be more optimized? It seems like you wait longer than you should before you start rising when you dodge the first obstacle (whereas once you've cleared the obstacle, you hug the ceiling immediately afterward). I could be wrong though.
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.
Former player
Joined: 11/13/2005
Posts: 1587
mklip2001 wrote:
Looks pretty good to me, Brushy! I'm impressed with how quickly that part of the game goes without kicking more enemies. That's also a lot of health to lose for that early in the game though...
I plan to die at least once in that level and IIRC there's no need for more health at this point.
mklip2001 wrote:
Also, I might be seeing things, but could the start of your submarine movement be more optimized? It seems like you wait longer than you should before you start rising when you dodge the first obstacle (whereas once you've cleared the obstacle, you hug the ceiling immediately afterward). I could be wrong though.
What you are seeing is a huge hitbox of the submarine. I know it looks bad, but I can't help it.
mklip2001
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Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
Alright, that makes sense. I do remember the submarine being very clunky when I played the game, but I didn't know its hitbox was THAT bad. Also, I get what you're saying about taking damage. Where are you going to die to save time? After picking up the hard hat in the snorkeling area? Hopefully that actually respawns you at the beginning of the water section... I don't know how the game decides where to respawn you. Just as an FYI, in case you didn't already know, life doesn't refill between levels. That's really unfortunate.
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.
Former player
Joined: 11/13/2005
Posts: 1587
mklip2001 wrote:
Also, I get what you're saying about taking damage. Where are you going to die to save time? After picking up the hard hat in the snorkeling area? Hopefully that actually respawns you at the beginning of the water section... I don't know how the game decides where to respawn you.
Yeah, I'm planning on dying there, because it respawns me right at the beginning of that section.
Just as an FYI, in case you didn't already know, life doesn't refill between levels. That's really unfortunate.
Thanks, I wasn't aware of that. I doubt I have time to continue TASing this week, but I'll continue whenever I can.
Post subject: Treasure Master
Emulator Coder, Player (68)
Joined: 10/4/2005
Posts: 197
I've been working on this on and off (mostly off) for the past several years, but seeing a submission for this movie gave me the kick in the pants I needed to get back to work and get it done (finally). I had a problem with the prize world not showing up which set me back a while. After making my first video of this game, I immediately started working on a better version. I skipped as much as I could, but in the end I got no prize world. After many, many, many, (many) tests, I found skipping the car chase scene and not collecting the ID card after it broke everything. I found this after trying ~10 different ways of entering the code, and then playing through the game each time (major pain). My final run will include that car chase scene unless some way is found to avoid it. But that's ok, the car chase can be pretty entertaining. I have a WIP which is ~15 minutes so far for the first 4 levels. Right now microstorage is down, but when it's back up I'll post it there. For now, here is a temporary filebin post: WIP. As a note, it only syncs for me with FCEUX 2.0.4, which will give you an idea of how long I've been working on this. Sorry for the inconvenience. From the looks of this, my final run will be around 21 minutes, most likely less. This WIP won't be my last. I keep finding things I could improve, and I think I can take care of it all in one more run. And of course I'll be using the most recent emulator version for that. For now I'd like to finish my current WIP, and I'll keep updating that here. Also, if anyone has any tips of things to improve, things I've missed in my run so far, let me know. It will be greatly appreciated. I saw there was another WIP in the discussion thread for the submission, but without microstorage I can't download it. I'll take a look at that when its back up.
Former player
Joined: 11/13/2005
Posts: 1587
There's already a topic for this game here (curiously, it was made by you), so no need for a new one. Locking this one (admins can merge it later). As for the WIP, I'll take a look at it and you can find mine in the link I gave you. EDIT: It seems that you can use select to be able to input the password a lot faster. After the password screen you were 297 frames ahead of me, but the difference at the black screen after the submarine part is only 223 frames, so my gameplay is 74 frames faster at that point. Tips for optimizing: * Kicking costs a frame. If you can avoid the enemy by any other means, do so *Jumping off a ledge is a frame faster than just walking off of it *The menus accept input very early That's all I can think of now. Good luck on your run, I'm really looking forward to hearing more about this! EDIT2: Also, your WIP desyncs after cutting the rope for the weight. EDIT3: Oh, that's explained. My bad. EDIT4: Here's my WIP, if Microstorage is really down (didn't check). Just copy&paste that to a text editor and save it as a fm2-file and it should work just fine.
Emulator Coder, Player (68)
Joined: 10/4/2005
Posts: 197
Thanks for all the feedback Brushy. What do you mean by using select? I didn't seem to see you doing it in your WIP, but I also didn't watch it frame by frame, yet. As for the reason my video loses its edge over yours, half I know why, the rest I'm not sure. I know you jumped to get the boots differently (and apparently faster) than I did, but you also apparently managed to get to the area to drop off the bomb faster. You also got underwater faster and steered the submarine differently. I'm going to study it more when I start the game over. I re-watched my own WIP as well (since it's been a while) and I saw some places to improve, and remembered a glitch I may try to abuse. I call it the infinite bomb glitch. If you stand where the bombs are given out, drop one, then in the next frame set it off, you pick up another bomb while the first is exploding, resulting in you holding a bomb without a ticking timer. You can hold it for as long as desired it seems, but you do "lose" an item in your inventory until you get rid of the bomb. Another glitch I plan to use is for the prize world. Your character's hit detection goes to crap when you're riding the roller coasters. Standing on the edge of the car pushes you through walls, which allows me to skip much of the level, including the second game room. Other glitches I found include the character being able to move a bit when crouching if you press left+right, which becomes handy on the machine level. Under the plungers you can move slightly after crouching, sometimes letting me escape a few in one duck. I should look at how that works, since the character seems to be in a loop when you do it and after so many frames he will stand up (killing himself). I'm wondering if you can restart that loop somehow to prevent him from doing that.
Brushy wrote:
* Kicking costs a frame. If you can avoid the enemy by any other means, do so
I realized that around the middle of the WIP I posted. If I want to go for full out speed I can try to avoid the enemies, but I think it's also entertaining to see them flip off screen. I'll see how the final run goes to decide how I'll handle that.
*Jumping off a ledge is a frame faster than just walking off of it
I also saw this at some point in my run. You freeze for a second between the walking and falling animation, which is one cause for the slow down. You also fall slower for a little while. This also comes into play if you run over 1 square thick pits. You cross them, but you lose a frame in the process from "falling" into the pit.
*The menus accept input very early
I abuse that a bit in the password entry screen, and the select menu. But not only can you enter buttons early, in some cases you can close the menu and still do things. I'm not sure if I did it in that WIP, but you can press start/a at specific times where the menu is closing while the last letter shows up on screen. Playing through the game after shows the code was accepted. Too bad my run desyncs. If you still can't get it to work I can encode a version. Any ideas how randomness works in this game? It seems to be generated before an area is loaded, and based off of what enemies were around before, which you kill, and when. It doesn't seem to be too controllable. I think that's about it for now. I'll try to get another WIP up soon, assuming anyone can get these to play.
Emulator Coder, Player (68)
Joined: 10/4/2005
Posts: 197
Brushy, I went over your WIP, and found the parts where my video lost frames. Here's a breakdown of how far apart we were: After the code screen: 297 Same spot on the catwalk: 285 After collecting the bomb, same spot on catwalk: 280 Before collecting the magnet control box: 277 Magnet box disappears: 265 Submarine drops off screen: 267 Black screen after magnet scene is over: 255 Getting in the sub: 253 Sub is at the first wall: 252 Sub is at second wall: 239 Sub is at third wall, until end of your video: 223 The first drop in frames came from the rope climb before the boots, but I've known that's a weak spot in my video. The next interesting thing, it is quite a bit faster to hold down when falling into water. You can see that when you get the magnet box, and when you go to get in the sub. The other major time loss came from my sloppy handling of the submarine. The rest of the frames lost are from kicking. All of these seem pretty easy to add to my strategy, and will definitely save some times, so thanks!
Former player
Joined: 11/13/2005
Posts: 1587
Nice to be helpful! Be sure to post your WIPs so I can nitpick about them! Good luck with your run.
mklip2001
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Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
Glad to see you at this topic, micro500! I tried watching your WIP, but it also desynced for me. Scooter died at the bouncing springs in the first level and then kept walking into a wall. I don't have TASing experience, but I'm happy to review runs and suggest possible shortcuts / route changes, or just be general encouragement! I'd love to see a good run of this seriously underrated game. Out of curiosity, though, you mention the infinite bomb glitch. Will that actually save time? It doesn't seem like there are any areas where it will really help to have a long-lasting bomb. What would help is if you could have more than one bomb in your inventory, though.
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.
Emulator Coder, Player (68)
Joined: 10/4/2005
Posts: 197
It seems the newer versions of the emulators make the character in my WIP lose a point of health on the catwalk. He is supposed to have 1 point left after going back through the springs, but instead he dies. I tried hex editing the section that is different, with no luck. If you really want to see my current WIP, it seems you'll have to use an old emulator. Or you could wait a few days when I start working with the newest emulator. Speaking of a WIP, here is my progress for today. The video ends soon after I collect the first key card.
mklip2001 wrote:
I don't have TASing experience, but I'm happy to review runs and suggest possible shortcuts / route changes, or just be general encouragement!
Thanks, any help is handy. My route will be mostly what I'm doing in my WIP, but I do have some ideas for possible improvements that I plan to test. Since you can't see the WIP I'll get a description of my route up soon.
Out of curiosity, though, you mention the infinite bomb glitch. Will that actually save time? It doesn't seem like there are any areas where it will really help to have a long-lasting bomb. What would help is if you could have more than one bomb in your inventory, though.
I'm wondering if after you drop the submarine, if you go back across the catwalk and get an infinite bomb, if that is faster than getting the bomb after the sub/shark area. I'm guessing it won't be, but I want to be sure. I was also wondering if getting an infinite bomb before getting the key in level 5 would save any time. Again, I don't think it will, but it's worth a shot. I'm also pretty sure its impossible to have 2 bombs in your inventory. If I remember correctly from my exploration of the game memory, the bomb has its own special place in your inventory, and there is only one space. You can however have 2 bombs on screen at a time, but they have to be right next to where you get the bombs (not very useful).
Former player
Joined: 11/13/2005
Posts: 1587
To me the WIP looked good, if disregarding the known improvements. I did wonder about one thing though, because the menu manipulation seemed odd to me. What's the deal with that?
mklip2001
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Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
I figured out the desync: I didn't read the earlier posts enough and used FCEUX 2.1.3 earlier. Your WIP syncs with 2.0.3. I'm going to go through this run and nitpick. A bunch of my comments can probably be answered by "The game's detection just sucks", but even then, I figured I'd try and catch whatever I can. STAGE 1 * It's too bad kicking is a little slower... it's really impressive to see radium-plated goodness on the way to the first bomb use. * Your underwater movement seems a little off after coming out of the sub. You come up far to the right for the platforms up to the bomb, and then when you leave the bomb's area, you swing far to the right before jumping out of the water. This may be necessary though. * You take three hits on the springs in the area with the red ball. Couldn't you only take two and still get the red ball to start following you at the same time? If you do this, you can take another point of damage on the mosquitoes at the very end of the level rather than kicking them. Never mind, you need the boots at the start of Stage 2 and you want to be able to deathwarp from the goggles. Still, it might be worth considering to see if you can take another hit somewhere else... STAGE 2 * Nice door and elevator glitches! * Do the UFO's in the tank-driving area cause lag? You let one or two pass you up to drop bombs. * You seem like you get out of the donut-bouncy thing a little late and slow down at the end. (I always was amused by calling it the condom ride, personally.) STAGE 3 * I'm pretty confused by the beginning of this stage. You have a Juice meter up, which should mean you can fire the ray gun, but then you switch items to the card and then to the boots?! In fact, I don't see a single instance this stage where you use the ray gun. * You have to wait a while for the screw things to move up before you walk under them. Is there enough health in the budget for you to take damage here to save time? It might even be the case that you save more time taking damage here than you do dying after the goggles in Stage 2. * What happens if you try to jump through the ship before putting down the machine parts? Does it instakill you? It's been too long since I played the game to remember. * You seem to slow down a bit more right after getting the key in the bottom-left corner. STAGE 4 * More weirdness with the gun meter, especially when you use the potion. * How can you walk through most of the worms but yet you have to kick the one on the way to the springboard? * After the springboard, you somehow flew through a bee unharmed. Nice! STAGE 5 * Your first damage on the crawler looks really odd, especially since you seem like you wait longer to dodge the monitor's bullet when getting the key shortly afterward. Maybe take damage from the bullet instead? * In the next hallway with the shooting monitors, it also looks like you could take one less hit and instead take a hit from a bouncing spring later. So far so good, though! This WIP looks pretty impressive!
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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