Submission Comments


Introduction

Driar is a game in which you need to collect all the stars in each of the 38 levels.
This submission aims at fastest completion. As we finished our work, we noticed the speed run record of this game has been refreshed recently in Submission #7450. Fortunately, our work performs better in 32 levels as is listed in the following table, while there is a draw in the other 6 levels. Thanks to MESHUGGAH’s former Submission #3893, which gives us much enlightment.

Game objectives

  • Emulator: FCEUX 2.5.0
  • Aims at fastest completion
  • Uses death abuse

List of new techniques and details

Totally this is a game about route planning. Different route choices may lead to differences in time cost by seconds. However, there are still some details that we are willing to share and discuss.

1. Jumping at the platform edge

This technique has occurred in former submissions, but not been systematically researched and utilized.
When the character is located at the edge of a platform and is ready to jump, it leads to different results whether or not pressing Left or Right button at the first frame where Jump button (“A”) is pressed. Of course, the horizontal direction should be away from the platform. If so, a one-pixel-downward-movement is applied to the character, which enables the character to collect a star that is lower than it by one grid without jumping off the step. Meanwhile, the whole trace of the jump would be lower by one pixel.
The following are some applications of this technique.
(1) As is mentioned above, to collect a star that is lower than it by one grid without jumping off the step;
(2) To jump intentionally at the platform edge for a quicker fall;
(3) On the contrary, when you need to jump up to another platform at the edge, avoid pressing Left or Right button at first, and you may jump higher and reach the upper platform faster.

2. Discontinuously pressing Jump button

Similarly, this technique has not been systematically researched.
When you press Jump button for several continuous frames, the jump trace is like a parabolic curve. Compared to continuously pressing Jump button, pressing discontinuously for the same number of frames might make the character get a lower jump height but also fall slower, which is quite useful to save frames when jumping over enemies and obstacles.
Moreover, when you try to fall down the platform faster, this technique may help you adjust pixel by pixel and finally get the perfect solution.

3. Landing judgement

As the character is falling down to a platform, it lands at the frame where the height should have been lower without the platform. Therefore, if the character falls to a height which is equal to the platform, it would not land at this frame but the next, which may delay your next jump by one frame.

List of other techniques

The following are the other techniques that we have used, which has been discussed in former submissions.
1. Earlier jump to fall down faster
2. Position tricks
3. Death abuse

Comparison with the former record

The following table is the number of frames saved, compared to Submission #7450. We played Submission #7450 in BizHawk 2.8, which is the same emulator used by its authors. The frame cost of a certain level in both works is calculated from the frame where the Start button is pressed, to the frame where the Start button is pressed for the next level, or where delayed frame appears at the last level.
Due to different environment and different methods, the frame cost might be calculated differently, but the numbers of frames saved are always accurate.
# of LevelsSubmission #7450aiqiyou & zstFrames SavedTotal
149649511
243743701
356456401
460360301
542342034
644143748
761861808
84824523038
95194853472
1056250260132
115055032134
125115056140
1347446014154
1445341934188
1544343112200
164094045205
174354350205
1851250012217
1959457717234
2067563441275
2147044723298
2251846949347
233033012349
2449948019368
2545942237405
2640337825430
2746142932462
286856805467
2955452826493
303863860493
314634621494
3258756720514
3349344746560
3447644036596
354384362598
3661858830628
3743942910638
3840439410648
  • Out of all 38 levels, there are different routes in 22 levels, which include level #6, 8, 9, 10, 13, 14, 15, 18, 19, 20, 21, 22, 24, 25, 26, 27, 29, 32, 33, 34, 36 and 38. Although it takes a lot of time and effort to try as many routes as possible, some routes seem to bring numerable improvement. We are delighted that these trials have paid.
  • In level 27, once more death is abused to save frames. As the game ends, there are 8 remaining lives.

Memory: Claiming for judging.
Memory: Looks like a good improvement over the previous run. Routing seemed solid.

despoa: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #7483: aiqiyou & zst's NES Driar in 05:02.40
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"Notable Imporvement"!
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aiqiyou wrote:
feos wrote:
The difference is you can't go left here until 1 frame later, like there's an invisible block or a collision with the block at the bottom of the screen. In the NROM version you can go to the left so you can turn right faster, gaining speed and falling to the lower platform earlier. Also in the NROM version you resurrect after death faster. The rest is level loading time difference.
Fine. Our TAS can be well synchronized on the new Rom. in the next step, we only need to carefully check the details.
Ah, I thought this TAS would be resynced on the NROM version, but that doesn't appear to be the case.
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. ---- [4702] NES Driar by aiqiyou & zst in 05:02.40