Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2108
You're a bubble. Later you're still a bubble, but with powerups. A small Metroidvania by morphcat for NESdev compo 2019. More info and download here here. Link to video Any% Speedrun in 3:25 by Skunky48. There's also 100% speedruns which collect all ducks in the world. The speedrun utilizes some OOB glitches to get the Double Jump faster. I would like to see a TAS of the game, although I don't know if the developers are going to continue on the project. I certainly think it'd be entertaining. Opinions?
Active player (458)
Joined: 1/28/2008
Posts: 143
Location: Germany
in for the win - wanna duo it?
2-do: Smurfs Nightmare, The (EU) GBC 10% fin : Mega Man: Dr. Wily's Revenge improvement: submitted Mega Man II Improvement: submitted Mega Man IV Improvement: submitted Mega Man V Improvement: submitted future plan: -n-
Editor, Player (175)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
This game is great! I started a TAS right after i saw the speedrun, which uses a few good techniques. Here's my lua script, for BizHawk. I guess my run is halfway done, right after taking the iron ball. My route is the same of the speedrun.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Player (175)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
Also, paraphrasing my post on NESDev, I was wondering what else could you get out of bounds. I cheated to avoid death (address $040A is the bubble state apparently) and have infinite double jumps ($003D is the flag for it), being able to explore a lot of glitched rooms. These are the rooms I could reach, the missing ones crash the game, probably the resulting tile data pointer points to something that break the game or loop indefinitely. An interesting result is that the whole map loops, there on the right you can see a copy of the normal area but 1 screen up. Another cool thing is that blue room in the bottom to the right, for some reason there's a copy of the Bubble, you end up controlling both. My whole idea was to reach the credits room earlier by abusing these rooms, but as you can see you can't get there unfortunately. Also i could move only with cheats, so many random solid tiles it's hard to maneuver there.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Editor, Skilled player (1440)
Joined: 3/31/2010
Posts: 2108
brunovalads wrote:
This game is great! I started a TAS right after i saw the speedrun, which uses a few good techniques. Here's my lua script, for BizHawk. I guess my run is halfway done, right after taking the iron ball. My route is the same of the speedrun.
Awesome to hear that! I'm excited to see the final result.
Editor, Player (175)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
I paused the development of this TAS when I heard that a new version was being made. Today version 1.1 released! Changelog from their post on NESDev:
miau (Morphcat Games) wrote:
Apart from bug fixes, we revamped the level design in some places, making some of the beginning challenges fairer and hopefully making it less likely for the player to get lost.
scrimpeh wrote:
The speedrun utilizes some OOB glitches to get the Double Jump faster.
Yea, my TAS would use that, but I just tested and in the new version you can get out of bounds (at least not there in those wall blocks in the deep water). I didn't okay enough to see all the differences, i'll eventually make a new map and a comparison. Ok so my question is: can i continue making this TAS on version 1.0 to abuse that OOB clip glitch or i should change it to the new one?
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Samsara
She/They
Senior Judge, Site Admin, Expert player (2239)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
brunovalads wrote:
Ok so my question is: can i continue making this TAS on version 1.0 to abuse that OOB clip glitch or i should change it to the new one?
You can keep using 1.0 for the glitch, yes.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Editor, Player (175)
Joined: 4/7/2015
Posts: 331
Location: Porto Alegre, RS, Brazil
Samsara wrote:
You can keep using 1.0 for the glitch, yes.
Yes!! I'll stick to 1.0 then. Once finished and submited, i might try a 1.1 run to make a comparison, i hope i can re-use most of the input, segments between pipes are easier to sync and i guess the main fastest route isn't changed.
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter