(Link to video)
Bonkers is SNES platformer for the SNES from Capcom based on the Disney cartoon featuring a Bobcat cop named Bonkers.
Comparisons: Stage #/Total Cuts/Stage Cuts
NYMX: I have to say, that the collaboration between myself and EZGames69 was one of high synergy. I didn't know this game as much as he did, so routing and use of various items was a big help from him.
Optimization was what I performed mostly, but the back and forward passing of our input files was challenged by each of us and pushed this TAS to being much faster than we expected it to be.

General Information

Every 10 cop badges you collect, your bomb count goes up by one, we need to get them up to 11 bombs because we use 4 of them in 6-1 and the final boss takes 7 bombs to beat.
Jumping after one frame of running causes you to move faster than just walking.
After jumping on an enemy, roughly 5 to 10 frames later...you can jump and get an extra boost that you normally wouldn't get.
One frame jumps (on landing) can be used to keep your speed moving forward.
RAM Watch was used to determine what movement strategies worked to advance Bonkers the most.

Stage By Stage Information

1-1

RNG manipulation on enemies to reduce lag. Jump timing and height to reduce lag.

1-2

Biggest time save was at frame 4248 where a one frame opportunity existed to jump and still maintain forward speed off of the food cart. This did two things, it got Bonkers on the table faster and allowed for us to throw a bomb without having to wait for the throwing animation to complete.

1-3 (boss)

As with all bosses in this game, there are similarities to Super Metroid's Phantoon RNG, where stepping into the room sets either good RNG to cause the boss cycles to go in our favor. This first boss was also further manipulated on each cycle by attacking at the right frame to cause the next cycle to occur as fast as possible. Lag reduction was also applied.

2-1

EZ had a slightly better route over Partyboy. At frame 10681, routing veered dramatically to avoid lag from animations up in the top of the room. This is where most of the cuts occur for this stage.

2-2

EZ was able to come up with an early grab of the "red potion" in the air. This kept Bonkers from having to wait on the ground to grab it. A frame rule was discovered on this level that manipulated an enemy at frame 12522. The RNG at this point cause the character to shoot left, where it normally shoots right. Previous TAS (due to not grabbing "red potion" in mid-air), wasn't able to manipulate this.

2-3 (boss)

A slight delay in 2-2 was used before entering the boss area to affect the starting RNG. This is the only room we lost time, since the proper RNG would have required more delay and loosing more frames than we lost at this attempt.

3-1

Aside from lag reduction, the biggest savings came from the discovery of jumping off of the van and barely missing the back of the vehicle. This kept Bonkers moving at full speed and avoided extra lag from a second van, which appears in the previous TAS.

3-2

This stage was a struggle to get ahead. I ended up using a bomb to destroy one character that caused the most lag.

3-3 (boss)

Saving time on this boss was due to allowing the flying caper to stay alive as long as possible. This caused the helicopter to start its next cycle early (discovery by EZ). The other time savers was trying to get the last bomb to destroy the Helicopter and the flying caper at the same time on the last bomb throw.

4-1

Mainly just lag reduction.

4-2

Manipulated the first elevator entrance to activate the cut-scenes early. This gave us the ability to affect the frame rule so that the penguin that was appearing at frame 29285, would spawn in another place. We had to figure this out, since the previous TAS was doing this. Second elevator was also manipulated to activate the cut scene early as well.

4-3 (boss)

Nothing special...just more lag reduction.

5-1

Lag reduction from start of the stage to frame 34860. Found the right jumping pattern to land on the "Green fountains" to avoid being shifted up in the air longer. At frame 35914, special positioning was discovered to be able to edge out a jump at the bottom. I was able to start my jump a number of frames later, which allowed for me to skip the "goo" with two jumps rather than 3...which was much slower. The next step was to land on the edge (closest to the goo) so that I can avoid sliding down and also be able to jump after starting my dash. This allowed for me to clear the slippery goo going up...which causes Bonkers to slow down.

5-2

Staring at frame 37934, a new approach to optimizing the jumping pattern was researched. I did this in order to figure out how to skip the piston, which was the issue in the previous TAS and for RTA runners. By not jumping onto the characters, you can avoid the delay time in bouncing off them. This gave me enough time to squeeze by the piston at 38421. This made the biggest cut of the stage.

5-3 (boss)

Affected RNG by entering in the room at the right frame...which caused the best pattern for us to deal with.

6-1

Tighter optimizations from the early part of this level, forced me to figure out how to catch the floating platform...since I was getting there too early to make use of my cuts in the beginning part of the stage. I ended up not using the "blue spring" and edged out a landing on the platform at 43900. This helped to maintain the early cuts up to that point.

6-2 (boss)

We got the best pattern and EZ's discovery of ducking was used to eliminate most of the lag.

ThunderAxe31: Judging.
ThunderAxe31: Nothing much to say, this is a straight-forward improvement. Accepting for obsoleting the current publication.
feos: Pub.
feos: I found out we're not being consistent in naming Disney's games. Various approaches are being used semi-randomly, it looks like game cover art has been the main source most of the time, but the guidelines for game names have been detalized, and now we prefer the manual. And in the manual text, the game is called just Bonkers. So setting that for the time being.
feos: LOL sorry, I was looking at the Genesis manual. The SNES one has Disney's. Oh well.

TASVideoAgent
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This topic is for the purpose of discussing #6357: EZGames69 & nymx's SNES Disney's Bonkers in 13:56.61
EZGames69
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here's a file that syncs on lsnes: http://tasvideos.org/userfiles/info/54356594116060646
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Challenger
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I noticed that the published run could be improved a bit, but never expected to see the whole game improved, even more than 20 seconds! Great work guys and Yes vote!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
CoolHandMike
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Well played! I take it you cannot stay on the truck as it continues moving?
discord: CoolHandMike#0352
EZGames69
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Correct, the tunnels get tight and we couldn’t ride on them even if we wanted to.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Mittenz
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Nice Improvements! Yes from me.
nymx
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theripper999 wrote:
I take it you cannot stay on the truck as it continues moving?
Actually, you could have stayed on the truck/van, but there were a number of things that had to be considered: 1. At the beginning part (where the vehicle first appears), you would have either had to start your dash or jump on the vehicle. 2. Starting your dash at the beginning part would have been futile, since the vehicle would have eventually caught up and you would have had to jump on top. Jumping while running would not have worked either, because bonkers would have landed on the front of the car and get take out of dashing speed. 3. Taking advantage of riding the vehicle to an open space, after the first tunnel, gave Bonkers just enough space to run forward and barely miss the back of the vehicle. This was not done in the previous TAS. 4. After accomplishing #3, following the van kept a second vehiclefrom re-spawning and causing massive lag in the second tunnel...where the previous TAS was trying to stay ahead of. 5. Staying on the vehicle at the very beginning...you would have gotten pushed off by a sign anyway. So you loose your advantage. I was able to find an opportunity to keep my dash speed up longer because of the points made above.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
CoolHandMike
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thanks nymx
discord: CoolHandMike#0352
Cyorter
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Also a file that syncs in Snes9X: http://tasvideos.org/userfiles/info/54412578197261976 (weird)
EZGames69
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I aasume this is on 1.51?
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Cyorter
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Is at least on 1.58 (I forgot to update), I had to write the version in the description to avoid that aasume XD
Doomsday31415
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Well done! This must have been quite the adventure to manipulate the RNG, reduce lag, and find better routes. Always fun to see a game I had as a kid beaten like it's nothing. Just before the final boss, there's a blue bouncing thing. Is there no way to use it to get up (either left or right)? The other thing I noticed is the lack of glitches. The closest thing was using the momentum from the slide in the first level to go faster, but obviously that's intended. I have to wonder if there's some way to get more dashing or something. At any rate, good work team!
nymx
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Doomsday31415 wrote:
Well done! This must have been quite the adventure to manipulate the RNG, reduce lag, and find better routes. Always fun to see a game I had as a kid beaten like it's nothing.
Thanks. It took us roughly 5 months to figure this all out.
Doomsday31415 wrote:
Just before the final boss, there's a blue bouncing thing. Is there no way to use it to get up (either left or right)?
Well, the original TAS was that way. The problem came from me finding enough cuts that using it caused Bonkers to have to wait for the floating platform to cycle around. So, the alternative was discovered. The part that you are referring to is 6-1, which we managed to cut 46 frames off of PartyBoy's version
Doomsday31415 wrote:
The other thing I noticed is the lack of glitches. The closest thing was using the momentum from the slide in the first level to go faster, but obviously that's intended. I have to wonder if there's some way to get more dashing or something.
Well, not any game breaking glitches. BUT! there were one frame opportunities that allowed us to break the physics slightly. For example...early on, I believe 1-2...bonkers lands on a food cart. Well, the game intends for you to loose your forward momentum when you jump again. I discovered that jumping off of the cart the frame you land...you can hold your forward momentum. This helped out with landing on the table faster. If you don't execute the one frame jump at the right time...you would have to stay on the car long enough to make a jump reach that far. Staying on too long would cause Bonkers to crash and thus waste even more time recovering...due to his animation.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Doomsday31415
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nymx wrote:
Well, the original TAS was that way. The problem came from me finding enough cuts that using it caused Bonkers to have to wait for the floating platform to cycle around.
I see... you don't go quite high enough to reach either the platform on the left or right, so the only choice is the moving platform... which resets and is in a bad position if you go that route. Can the camera not be manipulated to prevent this?
nymx wrote:
Well, the game intends for you to loose your forward momentum when you jump again. I discovered that jumping off of the cart the frame you land...you can hold your forward momentum.
Out of curiosity, did you try that with the vans in the later level?
nymx
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Doomsday31415 wrote:
Out of curiosity, did you try that with the vans in the later level?
Well, the problem is completely different...you have to wait for 5 seconds before obtaining "Dash" capabilities again. So, once I'm the van I have to make my move quickly to miss the back of the van. So, this means I have to stay on the van until that time comes. Besides...the tunnels keep you from doing anything, plus the 2 signs will knock you off. So you have very limited space to do anything while on top. This was the reason why I tried so hard to figure out how to get off the van while keep my dash status. Good Question! This was an area that I put a lot of thought into.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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To clarify, the thought I had was at 4:38. Instead of going to the back and then dashing once you're past the tunnel, stay on the front through the tunnel. Then at 4:40, jump as soon as you're out of the tunnel and then do the frame-perfect jump to make it over the red sign with enough speed to still land on the van for the next tunnel. If memory serves, the yellow signs can be ignored, or is that just when standing on the van?
nymx
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Doomsday31415 wrote:
To clarify, the thought I had was at 4:38. Instead of going to the back and then dashing once you're past the tunnel, stay on the front through the tunnel. Then at 4:40, jump as soon as you're out of the tunnel and then do the frame-perfect jump to make it over the red sign with enough speed to still land on the van for the next tunnel. If memory serves, the yellow signs can be ignored, or is that just when standing on the van?
Well, I may not have explained it well enough. That area is very touch. Going back to make sure that I didn't make a mistake...I discovered the following: 1. Executing Dash, right before the Van shows up, is barely possible; however, Bonkers can't keep up before getting hit. 2. Dashing, while on the Van, can yield two results. Landing on the ground, as we have done in this TAS, and landing back on the Van. The problem with Landing on the Van is you have to have 5 seconds to recharge again for the next dash. By that point, you get knocked off by the sign. Plus, you can jump and stay on the van at non-dash speeds.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Can you not jump over the sign to ride the van through the second tunnel?
nymx
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Doomsday31415 wrote:
Can you not jump over the sign to ride the van through the second tunnel?
You can, but once out of the tunnel...you have to start your dash again, which isn't fully ready yet. The trip through the tunnel is less than 5 seconds...so I am still waiting for the full recharge. That is the reason I had to figure out the current method...which is missing the edge of the van. Now looking back on that, it isn't so hard to reproduce.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Doomsday31415
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I mean without using your dash.
EZGames69
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Not using dash wouldn’t make sense since we need it to go through the level fast.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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The idea is you'd ride the van until after the second tunnel, at which point you could dash over things and maybe even ride it to the end of the level.
EZGames69
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Except the tunnels after the first one literally dont allow you to, they are too low.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Doomsday31415
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Ah, I see.
Post subject: Movie published
TASVideoAgent
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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. ---- [3947] SNES Disney's Bonkers by EZGames69 & nymx in 13:56.61