(Link to video)
Why, it's Aladdin! This is by far one of the more interesting Disney games, due to it utilizing the twelve steps of animation in its character design. Too bad it doesn't really follow the movie...at all. I mean, the heck, why does Aladdin have a sword in this one. But still, it's fun!!!
This run is an improvement of 2804 frames over Electrospecter's old TAS of this game, thanks to a new glitch and optimanation.

Tricks and Glitches


Skidding

Originally discovered by Aqfaq, this is one of the most important tricks in the run. Skidding is where you stop Aladdin's run after a certain period of time (40 frames from standstill, 41 frames after) to add the speed of his stopping animation to his run. Skidding is only possible from a completely uninterrupted >39 frame run cycle, so attacking, jumping, and taking damage is planned accordingly.

Long Jump

A variation of skidding, doing a jump after initiating it transfers the speed to Aladdin's jump as well. Handy in some places.

Hitbox Sword Extension (New)

A trick I discovered that saves quite a bit of time. If you swing Aladdin's sword when he is exactly horizontal to an interactive surface (IE, an object that moves or does something besides sit there), the game gets confused and thinks Aladdin interacted with it, even though he didn't! This leads to a variety of useful tricks, which I'll detail below.

The run


Agrabah Market

-I managed to skip the Genie token from the camel bounce by attacking before landing on the camel. For some reason, this makes Aladdin bounce slightly higher. Yeah, I don't know why.
-Minor saves reducing lag.

The Desert

-A few minor differences here. First off, I took a lower route before the palm trees to get an extra skid in. I saved time doing the palm trees by jumping from a lower point instead of off the skeleton like Electrospecter did.
-Did a long jump right before the first scarab piece to reach a higher platform.
-Finally, minor lag reduction was done throughout the level. Most noticeably, that stray apple throw I did saved a whopping 1 frame of lag.

Agrabah Rooftops

-The big one! Thanks to Hitbox Sword Extension, I'm able to use a boost from a clothesline to skip a large chunk of the level.
-Additionally, I did some more HSEs on other clotheslines to get some major boosts in speed. Fun stuff.
-The little thief miniboss is improved by crouching and throwing apples at him.
-Another major difference, since I skipped so much of the level I never picked up the 'bonus' flute that Electrospecter got, skipping a very long bonus ride on the last rope.

Sultan's Dungeon

-Nothing majorly different timewise, just a bit of lag reduction here and there. The most notable difference is doing a HSE on the final platform to get to the exit a little faster.

Cave of Wonders

-More like Cave of LAG, ha. No, but seriously most of this level was just lag reduction. How 'fun'.

The Escape

-Gee whiz, more lag reduction. How new. I also managed to fit in about 4-5 more skids then Electrospecter did, so that saved some time.

Rug Ride

-Nothing that different. I think I maybe reduced lag by 2-3 frames, but that's about all.

Inside the Lamp

-Lots of minor differences here, too many to list. The most notable improvements is doing HSEs on the balloons, and doing one on the finger at the end to skip some bouncing around.

Sultan's Palace

-For some reason, both this and Jafar's Palace are exponentially more laggy then the other levels. Sad face. Biggest improvements were lag reduction, grabbing the rope after the first carpet ride, and an extra skid on route to the boss.
-Speaking of the boss, very minor time saved attacking it from the left instead of the right. Neat.

Jafar's Palace

-I hate this level, I hate lag, and I love you. Some extra skids were fitted in, but besides that it's the same deal. It's worth noting that whenever you run out of apples in a boss battle, the game will always spawn more if you move a section of the level offscreen and come back. Nothing major, but it's a fun bit of trivia.

Screenshots


Three screenshots this time, oy vey! I think they all nicely show off some of the differences between this run and Electrospecter's run.

Q and A


Q: Any other Aladdin I need the drug man.
A: Well, from what I can gather the DOS version is the same as this but with a more annoying hud, remixed music, and minor gameplay differences. I'd love to TAS it, but I have no bloody idea how to use jpc-rr.
Q: Do this again on Hard?
A: It is on Hard ya dingus.
Q: So what's next?
A: yes.

Special Thanks


-Samsara because
-Electrospecter for his rather good (for the time) run of this game.
-and you!

Truncated: Judging!

Truncated: Accepting as an improvement to the current run.
Spikestuff: I can show you a publication. Shining, shimmering, splendid. Tell me, TASer, now when did you last let your heart decide?

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14858
Location: 127.0.0.1
This topic is for the purpose of discussing #5344: arandomgameTASer's Genesis Disney's Aladdin in 10:19.46
The8bitbeast
He/Him
Expert player (2523)
Joined: 11/26/2015
Posts: 183
Location: Australia
Voted yes. This was a great improvement and looked really well optimised. My favourite part of the old TAS was the playaround in the carpet level moving in time with the music. It would be really good to see that make a return in this TAS if it's possible to add it in without desyncing.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2120)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Voting Yes because
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
I've been hoping for an Aladdin improvement for years now. Great work.
Skilled player (1533)
Joined: 7/25/2007
Posts: 299
Location: UK
Yes vote, glad to see all the wrinkles ironed out, and good job in creating it in such a short time.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
Good start of the year! Having extensively played the DOS port, I can tell you that it's pretty much identical to the Genesis original. I don't see how this is worth a separate run unless of course there are substantial glitches that work on one platform but not the other. The only gameplay difference I've seen so far is that DOS gives the player more points for various actions, so that on an ordinary playthrough the score counter will max out at 99990 before the end of the game. Weird.
Experienced player (543)
Joined: 11/18/2011
Posts: 245
Location: Morocco
Yes vote from me. I just woke up and vote Yes on 1/1/2017
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
Editor, Skilled player (1404)
Joined: 3/31/2010
Posts: 2086
Radiant wrote:
Good start of the year! Having extensively played the DOS port, I can tell you that it's pretty much identical to the Genesis original. I don't see how this is worth a separate run unless of course there are substantial glitches that work on one platform but not the other. The only gameplay difference I've seen so far is that DOS gives the player more points for various actions, so that on an ordinary playthrough the score counter will max out at 99990 before the end of the game. Weird.
There is one glitch that I remember from playing the game back in the day. In this spot in the Cave of Wonders, it is possible to clip through the wall, effectively skipping the entire stage. It is simple to perform in real time, but I've never been able to reproduce it on Genesis.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2174
Location: A little to the left of nowhere (Sweden)
Well done! Neat improvements, and entertaining. Voted yes.
Challenger
He/Him
Skilled player (1637)
Joined: 2/23/2016
Posts: 1035
Good improvement of this game! And congratulations for this first TAS of 2017! And voting yes!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
When watching it, I couldn't see any use of the Hold Jump Button while falling before triggering a spring technique, it gives you a bigger boost.
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
Dwedit wrote:
When watching it, I couldn't see any use of the Hold Jump Button while falling before triggering a spring technique, it gives you a bigger boost.
...huh?
effort on the first draft means less effort on any draft thereafter - some loser
Player (55)
Joined: 11/28/2013
Posts: 118
I almost voted no because you missed the 15th apple at frame 24036. Here is a fixed movie that includes the 15th apple: http://tasvideos.org/userfiles/download/36055273675469083 No coauth necessary.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
Since you have to lose all your lives in the carpet ride stage, would it be faster to die in earlier stages by falling into pits? I feel like you'd be able to respawn faster by losing your lives in earlier stages.
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 (1533)
Joined: 7/25/2007
Posts: 299
Location: UK
It's nothing to do with losing all your lives, it's about failing that level 3 times so it passes you out of pity. Losing lives in earlier stages doesn't help, plus it would mean you would actually get down to 0 and have to sit through a Continue screen.
Player (96)
Joined: 12/12/2013
Posts: 376
Location: Russia
Yes vote. Fix typo: "optimanation."
Editor, Reviewer, Experienced player (968)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
arandomgameTASer wrote:
Dwedit wrote:
When watching it, I couldn't see any use of the Hold Jump Button while falling before triggering a spring technique, it gives you a bigger boost.
...huh?
Dwedit seems to say that you should hold the jump button before bouncing off objects, like poles and camels, to go higher. And also that you do not seem to use this technique. I don't know if it is true but it sounds like something worth looking into.
Editor, Expert player (2001)
Joined: 8/25/2013
Posts: 1199
That's what I did. It's the sole reason I bounce so high in the first place.
effort on the first draft means less effort on any draft thereafter - some loser
Skilled player (1650)
Joined: 7/1/2013
Posts: 433
You may also want to correct "Aqfag" to read "Aqfaq".
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14858
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3311] Genesis Disney's Aladdin by arandomgameTASer in 10:19.46
Joined: 1/13/2007
Posts: 335
The only thing the DOS version has going for it is the seriously AWESOME music. Arab Rock, for example, really ROCKS with the guitar and drum samples. https://www.youtube.com/watch?v=joSSOJe-tow It probably doesn't have the same useful glitches either.