Starting life as a Manga in 1988, Shounen Ashibe is a long running series about a boy (Ashibe) and his pet Harp Seal (Goma-chan) and their adventures.
In this game, we set out to Dive, Jump and Swim our way to victory - rounding up all the collectables and besting all the foes in our way.
Game objectives
Emulator used: Bizhawk 2.4
Beat the game as fast as possible in real-time
Take damage to save time
Routing:
For each level we must obtain 8 collectables in order to activate the goal at the end. There are no additional collectables outside of those 8 and the locations they appear in are fixed
There are 4 particular NPCs in this game that challenge us and when we beat them we receive a coloured gem. Once we have collected all 4 of these gems, we gain access to the final stage, The Castle
With branching paths and obstacles blocking our way sometimes, it is important we collect items in the perfect order. This took some trial and error, testing alternate movement and routing options
There are switches that must be used in some stages in order to open up a new area or activate hidden platforms. This needed to be carefully factored into the overall route
Cycles and enemy behaviour are proximity based. In light of this, I had to keep a watchful eye on how I related to those cycles and possible means of keeping that cycle in play whilst I routed in additional item collections around it
In the Underwater Stages, there are invisible currents of water that push us back. They must be navigated expertly to keep up our momentum!
Movement:
Regular Land Stages:
Diving with Y is the fastest form of movement and is utilised wherever possible. It is important that we keep in the diving animation as long as possible too, so that we capitalise on the full speed increase before having to re-initialise another action
Jumping is the same speed as walking and we can leap to whatever height we wish without incurring any frame loss, which is handy
Ledge Diving - If we dive into the very corner pixel of most platforms it allows us to instantly shift our momentum in the opposite direction, which is crucial for getting speedy turnarounds
An important thing to avoid at all costs is falling from too great a height. If we do, Goma-chan becomes stunlocked for multiple seconds before being allowed to move again
Underwater Swimming Stages:
Similarly to on land, diving with Y is the fastest form of movement here
30hz mashing Y when pushed against a wall is the fastest means of gaining height
Maintaining our momentum during these sections is vital, so it is best to avoid clipping as many corners as possible
Overhead Swimming Stages:
30hz mashing the Swimming Action is the fastest means of movement for these stages
Collectables spawn when we are within range of the NPC, so aside from the brief moments where we have to leave their far-spanning range of vision to collect the furthest thrown collectables, these stages otherwise play like autoscrollers
Final Thoughts:
This game was a blast to optimise!
I really enjoyed learning to TAS a platformer and this game has a nice movement set to play around with. Coming up with different ways to fill the downtime was an interesting exercise too, seeing all the wacky ways I could get Goma-chan to move.
Samsara: What an adorable little game! Run looks optimized and well-planned, and the downtime was made interesting even in the slower portions, what with the throwing things and the water. Very nicely done all around! Accepting to Moons!
Game title translates to Boy Ashibe: Goma-chan's Big Amusement Park Adventure
(Japanese title: 少年アシベ:ゴマちゃんの遊園地大冒険)
Movie syncs in 2.6.1 by the way
Found it quite cute and humorous , so I will vote yes.
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Joined: 11/13/2006
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Queen of Feedback Asking here, asking for feedback once again. This is a pretty cute and nicely paced run that I could see getting Moons, but there hasn't been much audience feedback on it at all, so I'd love to have a fair chunk more before I'm confident deciding the tier.
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I also thought it was very cute, and I was kinda surprised to see a couple of neat tricks here and there, like using a skateboard from a tree to get some extra speed.
Yes vote.
[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
My initial impression was that it looked like [4260] GBC Hamtaro: Ham-Hams Unite! by illayaya in 43:02.29. Both are cute animal protagonists in games based on anime/manga, but there appears to be no direct connection between the development of the two games. Hamtaro is a Vault movie, so "he cute" is not a good reason by itself for Moons.
However, this movie is more entertaining than Hamtaro because most of the gameplay in Hamtaro is just talking to one hamster and then running to another hamster somewhere else. Although the overworld and whirlpool parts are not very interesting, most of Shounen Ashibe is spent platforming. It's the non-linear platforming style with the objective of collecting items before reaching the exit, which is significantly superior to pure left-to-right platforming and a strong argument toward Moons.
Still, half of the published movies on the site are platformers, and so I feel like I've seen this type of thing a lot, especially in SNES and Genesis games. But, those movies usually are Moons. Even [3704] Genesis Chester Cheetah: Wild Wild Quest by Jigwally in 09:45.69, which is a fairly good gameplay comparison to this movie off the top of my head, is Moons.
The current overall site distribution of tiers is
5.0% Stars
57.7% Moons
37.3% Vault
But 71.7% of Platform games are Moons or Stars, so as a group they are seen a bit more favorably.
Furthermore, 81.3% of SNES Platform games are Moons or Stars. The ones that end up in Vault tend to be slower paced and/or pure left-to-right movement.
The gameplay here is pretty quick and sharp with a few little boosts here and there. The fact that it's a seal rather than a human is interesting. The music and sound is suitable for the game—not too noticeable, but appropriate for the tone, and standard SNES style. Overall it's probably in the 55th to 60th percentile of entertainment, maybe higher for people who like this kind of thing. I would be surprised if it did not make Moons.
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The game looks and sounds good, gameplay is not stupidly simple, so the movie wasn't boring. But it still gradually gets old because gameplay is mostly identical to what we see in the first level, and there's no a lot going on there. Voting Meh.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.