Game objectives

  • Emulator used: FCEUX 2.3.0
  • Aims for fastest possible time.
  • Manipulates luck.
  • Takes damage to save time.
  • Uses death as a shortcut.
  • Uses bug.

Comments

Hello everyone! This TAS improves the previous work by a total of 1978F. :D

Stage by stage comments

Dream 1: Mushroom Forest -- improvements:20F total:20F

When I fed candy to the first frog, I used a faster and better way, and got a 1F improvement. In the next two injury, I got a 1F improvement each. The second time I became a frog, I jumped onto the platform earlier.

Dream 2: Flower Garden -- improvements:337F total:357F

I used different routes and didn't turn Nemo into a lizard. Another improvement is that when taking the last key, the injured person is blown to the tree, saves the time to become a lizard again. This level is improved by 337F.

Dream 3: House Of Toys -- improvements:5F total:362F

I found improvements in 1F at the beginning. The method of jump acceleration is used to trigger the train to start, and a 4F promotion is obtained.

Dream 4: Night Sea -- improvements:99F total:461F

When in the water, get the acceleration effect by pressing the previous method every few frames. Another improvement is that after becoming a hermit crab for the second time, it was deliberately hit by tadpoles in the process of jumping, so that it could land earlier.

Dream 5: Nemo's House -- improvements:419F total:880F

I didn't expect to improve this level so much! I use candy to make the snail stop in the right position, and then get up to the left platform by blowing it off. Another improvement is to change the order of breaking bricks. Finally, I continue to use the mouse. Although I need to destroy two more bricks, the mouse's moving speed is faster than Nemo, and finally it was 38F faster.

Dream 6: Cloud Ruins -- improvements:116F total:996F

When I start to land down from the cloud, I use the bees to pass through the spikes and immediately become Nemo, so that I can get a faster descent speed and drag the game screen down faster.

Dream 7: Topsy-Turvy -- improvements:102F total:1098F

The route of this stage is the same as that of the previous work. It is all improved in details, such as feeding candy faster, jumping to another platform faster, etc. And I also improved the 1F lag when I took the last key.

Dream 8: Nightmare Land -- improvements:880F total:1978F

The improvement of this level will be very great, which has been confirmed after the TAS before I observed. I think Alyosha may not have dealt with some details well, but thank you very much for his submission. The work shows the accelerated movement skill of magic wand.
8-1:
  1. Lizards climb trees faster, and jump to another platform faster after climbing trees.
  2. I control luck to make the penguin boss summon three little penguins before flying away, so I get more time to attack it.
8-2:
  1. I make lizards blow to the platform after being attacked by fire (this is one of the bugs in the game).
  2. Use pause to change the action track of boss, so that Nemo can attack him earlier.
8-3:After Nemo became a bee and flew to a very high platform, I didn't change back immediately, but continued to use the bee until the end. Although the way is not as fast as the magic wand, the bee can kill nightmare faster.
Thank Randil, Alyosha, Kyrsimys and Sleepz for their works. Special thanks to mtvf1 for the improvement suggestions again and again. Enjoy it. :D

feos: Judging...
feos: Updating the movie with a 26 frame improvement.
EZGames69: Processing!


TASVideoAgent
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This topic is for the purpose of discussing #7112: J.Y's NES Little Nemo: The Dream Master in 21:20.37
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
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WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Oh this is a surprise, and a very pleasant one at that. What on earth is that new final boss? Excellent improvement, and yes vote.
XYZ
Former player
Joined: 12/9/2006
Posts: 168
Location: 2bastuz
Thank you for another improvement in nice NES platform. Some questions: 1) Second level, Gorilla. Faster avoiding another monkey or fight with it? 2) Train level. Faster take first keys or another pair in the end of level? btw, YES vote
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
Spikestuff wrote:
Previous Movie: [2830] NES Little Nemo: The Dream Master by Randil & Alyosha in 21:53.29 Link to video
Thank you for helping me edit the article format.
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
scrimpeh wrote:
Oh this is a surprise, and a very pleasant one at that. What on earth is that new final boss? Excellent improvement, and yes vote.
Enjoy it! :D
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
XYZ wrote:
Thank you for another improvement in nice NES platform. Some questions: 1) Second level, Gorilla. Faster avoiding another monkey or fight with it? 2) Train level. Faster take first keys or another pair in the end of level? btw, YES vote
1) Yes, I've had this idea before, but it didn't work. 2) The results are all the same. It won't get any improvements.
Editor, Player (69)
Joined: 6/22/2005
Posts: 1050
Nice improvements. Yes vote.
Current Projects: TAS: Wizards & Warriors III.
Zinfidel
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Joined: 11/21/2019
Posts: 247
Location: Washington
I loved this game when I was kid. It's just as weird to me now as I thought it was then. Good use of downtime in the autoscrollers, and the gameplay looks technically impressive otherwise. The improvements listed are quite impressive too. Yes vote.
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
http://tasvideos.org/userfiles/info/71126233817097899 I found an improvement that can kill boss earlier. Please change it to this wip, thank you!
mklip2001
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Wow! Nightmare Land is absolutely incredible. I also like the route changes in Dream 2, and that one damage boost in Dream 4 to dive in the sand sooner is really clever.
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.
Editor, Active player (297)
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J.Y. is not a pseudonym of mine, even though those are my initials. Felt like that’s something I should say. To the author: Good job! Aside from some wastefully thrown candies, the run looked quite optimized, although I did not understand some of the intentional deaths.
mklip2001
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Bisqwit wrote:
J.Y. is not a pseudonym of mine, even though those are my initials. Felt like that’s something I should say. To the author: Good job! Aside from some wastefully thrown candies, the run looked quite optimized, although I did not understand some of the intentional deaths.
Hi Bisqwit! Neat to see you on a post again. I might be able to address these comments. * There is a bit of extra thrown candy, but I think some of it might be for lag management. For example, the sound that you get from the candy hitting an enemy can overwrite part of the music (I heard that prominently in Dream 7). I also know the old submission said that throwing candy affects your jump height from water in Dream 4. * Wasn't there only one death in Dream 2? That's a time-saving warp since you would otherwise have to walk out of the tunnel and have the screen fade out a while.
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.
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
Bisqwit wrote:
J.Y. is not a pseudonym of mine, even though those are my initials. Felt like that’s something I should say. To the author: Good job! Aside from some wastefully thrown candies, the run looked quite optimized, although I did not understand some of the intentional deaths.
Hi Bisqwit! As mklip2001 said, throwing candy in some scenes can reduce lag. Nemo's death in the dream 2 can improved 103F, which I think must be done. Of course, I'm sorry for Nemo.
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
mklip2001 wrote:
Wow! Nightmare Land is absolutely incredible. I also like the route changes in Dream 2, and that one damage boost in Dream 4 to dive in the sand sooner is really clever.
Thank you! I'm also happy to have improved the way bricks are broken in the dream 5 ang the dream 7. :D
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
http://tasvideos.org/userfiles/info/71258788688864723 Thanks for mtvf1's suggestion again in the dream 2. I've also improved the way I turn around. It's very likely that this will be the last WIP update.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Nice improvement there! Well done! I was wondering if it is faster to break more of the bricks in Nemo's house before even heading to the right toward the monkey, as you have to backtrack a little bit further to the left before you can start to break the rest of the bricks and drop down? Could it be faster to break them all before heading right, to be able to drop down sooner, or would that loose time due to the forward momentum crawling to a halt? Section I'm referring to: https://youtu.be/dGt--P2Ffl0?t=633 Either way I think it looks neat. Yes vote from me! :)
J.Y
Skilled player (1175)
Joined: 5/24/2008
Posts: 81
Highness wrote:
Nice improvement there! Well done! I was wondering if it is faster to break more of the bricks in Nemo's house before even heading to the right toward the monkey, as you have to backtrack a little bit further to the left before you can start to break the rest of the bricks and drop down? Could it be faster to break them all before heading right, to be able to drop down sooner, or would that loose time due to the forward momentum crawling to a halt? Section I'm referring to: https://youtu.be/dGt--P2Ffl0?t=633 Either way I think it looks neat. Yes vote from me! :)
Thank you for your suggestions! If you want to destroy more bricks, you have to slow Nemo down. And there are too many damaged bricks, Nemo needs to climb over the wall, which will only make him get the key more slowly.
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. ---- [4455] NES Little Nemo: The Dream Master by J.Y in 21:20.37
Skilled player (1828)
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I realize I am late to the party, but I just wanted to say great job with this :) the run looks really nice, and 33 seconds improvement is quite a lot. I'm very happy to see all the old NES games I TASed back in the day still getting some love.
J.Y
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Joined: 5/24/2008
Posts: 81
Randil wrote:
I realize I am late to the party, but I just wanted to say great job with this :) the run looks really nice, and 33 seconds improvement is quite a lot. I'm very happy to see all the old NES games I TASed back in the day still getting some love.
Hi, randil. Nice to see your comments. I think Little Nemo is not an old game, but a great game, and I like it, just like your TAS.
Skilled player (1673)
Joined: 7/1/2013
Posts: 453
Mzscla wrote:
I think Little Nemo is not an old game, but a great game, and I like it, just like your TAS.
Hear, hear! And congratulations, Mzscla.
J.Y
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Joined: 5/24/2008
Posts: 81
£e Nécroyeur wrote:
Mzscla wrote:
I think Little Nemo is not an old game, but a great game, and I like it, just like your TAS.
Hear, hear! And congratulations, Mzscla.
Thank you!
Joined: 9/13/2021
Posts: 2
Awesome job! Can you advise how to get the 3 penguins to come out on the first nightmareland boss? I'm trying to find the memory address but I'm having no luck. Not sure if this is something that could even be used for RTA but I would at least like to understand it.
J.Y
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Joined: 5/24/2008
Posts: 81
stormcrow56k wrote:
Awesome job! Can you advise how to get the 3 penguins to come out on the first nightmareland boss? I'm trying to find the memory address but I'm having no luck. Not sure if this is something that could even be used for RTA but I would at least like to understand it.
WOW!Hi, stormcrow56k. I'm glad to discuss with you how to improve the game. First of all, I need to tell you a bad news, it can't be easily used in RTA. There are the following two reasons: First, the first action of controlling penguin has nothing to do with the game time, but with the action of Nemo, so you need to find a set of operation, which can not only ensure the rapid clearance, but also affect the penguin and call three little penguins. Second, this is more critical. The damage and power storage of the magic wand are 1HP (21-53f) or 3HP (53-84f) or 5HP (more than 84F). Penguin has 23hp. The damage caused by four perfect attacks in a row is 5 + 5 + 5 + 3 = 18, so that it can be defeated in one hit in the next attack. If you can't make four perfect attacks, the damage is 5 + 5 + 5 + 1 = 16, 23 - 16 = 7. You still need two attacks (5 + 2) to defeat it. The time consumed is the same as attacking three times. 5 + 5 + 5 = 15,23 - 15 = 8,5 + 3 = 8, the time to cause 2HP or 3HP injury is 53-84f.