I improved the current publication by 827 frames = 13.78 seconds..Thanks to the pacifist version made by "feos", I saw that this game can be completed without hurting any enemies
The improvement mainly comes from reducing lag, optimizing details, and more skill application and luck control..More reasonable control of health
The game has quite a few glitches, but it can't be used due to the limitations of pacifism..Mobile platforms have a lot of glitches to take advantage of, but due to the limitations of pacifism, it is not so important
At first, I wanted to make a pacifist version that allowed the use of secondary weapons, but I was not sure whether it would be accepted, so I decided to follow the previous rules
There are two states of the boss action track in each level of the game, which can be controlled. You just have to wait 1-2 frames in front of the boss. But this time, I was very lucky. I got the boss action track I wanted without waiting in front of the boss door
The height of the grab hook can be controlled. You can control the height of the grab hook by falling vertically by a pixel outside the range judged by the hook, and then approaching the edge of the hook
The operation of this game is very subtle. Both X and y have their own small values, and their small values of Y are always changing, so it is meaningful to walk on the ground in some special terrain
The lag of this game is easy to optimize. Basically, you can reduce the lag by stopping moving in the first frame before the lag is increased, so it is meaningful to walk on the ground when the lag is increased

feos: Claiming for judging.

EZGames69: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #7467: DreamYao's NES Darkwing Duck "pacifist" in 12:21.89
Challenger
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Great work with this game. Yes vote. Would be nice to see an improvement for any% run too ;)
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Challenger wrote:
Great work with this game. Yes vote. Would be nice to see an improvement for any% run too ;)
Any% has a lot of work and is currently under production. It may take a long time to complete.
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This run is amazing! I made a comparison video, per floor. The script is here. Link to video You grab this platform and jump from it 1 frame sooner than me, but somehow we land on it at the same frame. I suspect subpixels aligned weirdly. Nice lag reduction by not shooting a bullet right after! Awesome! Falling off the hook so you don't have to dodge the enemy. I have no idea how you got no lag here! You start moving left later here, losing 1 frame. Looks like I spawn the first crow 1 frame sooner too? But I see you manipulate it differently and just walk under it to advance further, nice. Nice spawning! And later on too. Insane platform zipping in this whole section! Yeah I forgot the boss can also appear in the middle, only realized it after it was published, lol. I did wheel zipping for fun there but forgot to test if it would let me jump forward sooner, lol. You aligned the previous jumps not to have to release Right, nice! Wait did I just shoot the wall instead of the boss? Nice, you manipulated him to become vincible sooner! Does this jump require subpixel management? I don't know why I'm releasing Right. Maybe to manipulate the next enemy? Looks like you made a small jump so you got lower falling speed and lost 3 frames. Nice, jumping down allows you to grab the lamp hook much more optimally! The rest of the floor is just crazy. Wow it didn't damage you! Wow this whole fight. Not only do you casually walk on the rope to shoot him sooner... ...you also manipulated him to instantly jump to the top! I don't think I tried reaching that left corner right away, without having to jump on the platform first. Manipulating the drones better you shoot one and then you can shoot the wall sooner, nice.
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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. ---- [4681] NES Darkwing Duck "pacifist" by DreamYao in 12:21.89
aiqiyou
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I remembered that this TAS was added no subweapon tag. Obviously, we have to use subweapon once in the last level. Therefore, the tag "no subweapon" is now deleted from this TAS. So does it mean that we can use subweapon wantonly in this project? If so, this project needs to be re planned. How to reasonably use the limited energy value to obtain the maximum improvement. I am more interested in this and look forward to a better TAS.
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aiqiyou wrote:
I remembered that this TAS was added no subweapon tag. Obviously, we have to use subweapon once in the last level. Therefore, the tag "no subweapon" is now deleted from this TAS. So does it mean that we can use subweapon wantonly in this project? If so, this project needs to be re planned. How to reasonably use the limited energy value to obtain the maximum improvement. I am more interested in this and look forward to a better TAS.
That would make the movie mush more similar to the regular TAS, which is what we wanted to avoid when working on this category. If you freely use subweapons, then you have arrows and they can be used as platforms in the levels, and on bosses to kill them really quickly. But we've already seen all that in any%.
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.