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Side Pocket was a pool franchise by Data East. The NES, SNES, and Genesis versions were all notable leaders in Video Pool Physics at the time of their release. Eventually the series was killed off in favor of the Cheesy 'Minnesota Fats' FMV pool games. The Gameboy entry is a little different with a simplified 'Newton's Cradle' style physics engine.
In this run I complete the 'Pocket' mode in just under 5 minutes. There are four rounds. Each round continues until you score over a certain threshold. City, State, and World require you to complete a trick shot as well. I meet the score on the first game in all four rounds.
In game scores:
  • Club: 6100/3000
  • City: 9900/4000
  • State: 6100/5000
  • World: 7600/7000
Why this game? Because it frustrated me as a child. It was the second game I ever owned (I think my grandma got it somewhere), so it was the only choice If i didn't want to play Pokemon anymore. I'm still not very good at pool, but that desire to finally see the end of a game I put hours into as a child still lingered. So here we are. I understand pool is not the ideal subject for a TAS, but again I hope the shortness of the game combined with the goofy shots I pull off make up for it.
Physics Engine: What do I mean by 'Newtons Cradle?' In contrast to other pool games, the balls behave like they are on rails, hit cleanly, and stop dead after a hit. This means it's a lot easier to get things moving straight than it should be, but limits the number of angles available.
Strategy: The cursor always starts aiming at the lowest ball on the table. Swinging the cursor around takes a long time and generates a lot of lag frames due to the number of sprites moving around. As such I search first with a couple different powers of shots, then try with a cursor swing of 1 then 2 frames in either direction. After that english takes 2-4 frames to put on, and affects ball movement a good deal more than swinging the cursor, so that's a good search area, after english +1,+2 frames of cursor swing, and double english + 1,2 frames of cursor swing, I generally gave up and lined up my next shot more conventionally. After I had a working shot I would cut down power lower if I could do so to save the frames of the meter charging up, and lag frames caused by stuff moving fast.
There is a Bonus shot after each round, I intentionally whiff it to save time.
Club: Annoyingly Bad Break. It gets a Pocket and sets me up to knock down everything quickly though.
City: Good Round. No cursor swinging.
State: A Fun Break. Not quite as clean as City though.
World: I love this Break, this shot made the run for me. After that I have to play a bit for score. I fully admit I had to look up the solution to the trick shot on this one.
Notes: With such a large search space for possibilities I am under no illusion that this is the limit of the game. There are lots of places to look for faster strategies, but due to the large amount of RNG involved there's not really any possibility of changing things without redoing everything after that.
If it does get encoded, Is it possible for it to use its Gameboy Color Pallet? I couldn't figure out how to get Bizhawk to do it. The game looks much better with Red/Orange Sprites on a Green Background.


TASVideoAgent
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This topic is for the purpose of discussing #6284: Eltrion's GB Side Pocket in 04:56.43
Pepper-Color
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Wow, really doing genius. (ว้าว, ทำอัจฉริยะ จริงๆ.)
GJTASer2018
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With such a large search space for possibilities I am under no illusion that this is the limit of the game.
Pool games are REALLY tough to optimize - just ask Bisqwit how much work it took for his two runs of NES Lunar Pool! That said, I have a concern with the fact you score much higher than the minimum requirement at the Club and City rounds. That extra score costs time for the game to count up, so you really should be aiming for the lowest possible score that can clear the round in one game. Even if it takes longer to set up the shots, you might be able to save more frames than you spend as a result of the lower score at the end of the round.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Spikestuff
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I do agree with GJTASer2018's point about going the faster route of wasting a shot. Personally I would actually prefer a max score, with all the shots being shot in sequentially. To demonstrate here's your input from Club with an extra shot. 3240 vs 2852 Also I need to ask a question. What's with the mashing input during non game segments?
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+fsvgm777 never censoring anything.
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Wouldn't it be faster if you could shoot more than 1 ball at a time?
Eltrion
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Yeah. The more I look at this the more I'm not satisfied with it. It didn't even occur to me to whiff to prevent the higher score. I guess I'll cancel this for now and take another crack at it next weekend.
TASVideosGrue
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om, nom, nom... blech, salty!