(Link to video)
Chicken of the Farm is a homebrew NES game created by link_7777 and Mitch3a for the 2018 NESDev competition. In this platformer, the player (a frog) collects keys to progress through a series of levels before fighting a final boss.
The TAS takes advantage of the fact that the frog can jump a little higher with precise timing of jumps.
I saw this game in the recent Big20 speedrunning event. It looked like it would be a fun, quick TAS project -- so here it is.
Big thanks to juef and Alyosha for finding some extra time saves!

nymx: Claiming for judging.

nymx: Replacing movie file with updated version that is 15738 frames long. https://tasvideos.org/userfiles/info/638155597503281974

nymx: Replacing movie file with a newer update that is 15676 frames long. https://tasvideos.org/UserFiles/Info/638160865224113248

nymx: Even though this is a homebrew, it certainly brings back those great memories I had when the NES was first released. This was a fun movie to judge...very classic in its style. As for the run, I was more focused on routing and couldn't improve anything. Great job!
Movie qualifies for "No Major Skips".
Accepting to "Standard" for publication.

despoa: Processing...

TASVideoAgent
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This topic is for the purpose of discussing #8113: ninespaces's NES Chicken of the Farm in 04:20.84
MrTASer
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YES Vote The screen warps were good.
My TASing channel ; My MUSIC channel ; My SoundCloud ; My HomePage ; Music Composer ; Mr.TASer#5922 VCop 2 TAS completed, but in a completely different way ; And SMB - GAGOTO (WL) TAS COMPLETED TILL W-4 ; Some more...
LoganTheTASer
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a tas of a game created by a taser!
juef
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Nice TAS! Some of those jumps must have been a pain to optimize. If you remove your A press on frame 13383, you can complete that stage 3 frames faster. The rest of the movie can then be resynced quite easily. Also, in the long ice stage, I have found one (or two?) improvements. See this userfile to see them. There is a difference at the beginning which seems to save a little under 10 frames, but it ended up making the rest desync, so you'd have to redo the rest of that stage properly. I also went for a different strategy at the top of the stage, but I'm not sure if it actually saves time or not.
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juef wrote:
Nice TAS! Some of those jumps must have been a pain to optimize. If you remove your A press on frame 13383, you can complete that stage 3 frames faster. The rest of the movie can then be resynced quite easily. Also, in the long ice stage, I have found one (or two?) improvements. See this userfile to see them. There is a difference at the beginning which seems to save a little under 10 frames, but it ended up making the rest desync, so you'd have to redo the rest of that stage properly. I also went for a different strategy at the top of the stage, but I'm not sure if it actually saves time or not.
Thanks for the finds! I went back and edited at a few points. Stage 2-3 is now 1142 frames (down from 1159). I started with your strat, but then found it's faster to just take the damage. Weirdly though, that made some desync happen in 2-4, leading to +4 frames (1069, up from 1065 originally). But with the 4-4 saving of 3 frames (618, down from 621 originally), it's still a net gain of 16 frames overall. I also discovered in re-syncing the boss fight that you can manipulate the boss movement pattern (i.e., make it not move at all; might prove helpful for RTA runners?). Here's the updated file: User movie #638146669278793350
Alyosha
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Pretty cool homebrew. At frame 5955 (in the updated movie file) it's faster to go to the right rather then wrap around the screen to the left. For the level starting on frame 9213, you can save a lot of time by controlling jumps better to always line up with the holes in the floor you need to jump through.
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Alyosha wrote:
Pretty cool homebrew. At frame 5955 (in the updated movie file) it's faster to go to the right rather then wrap around the screen to the left. For the level starting on frame 9213, you can save a lot of time by controlling jumps better to always line up with the holes in the floor you need to jump through.
Nice! With your findings I've shaved off another 44 frames -- although I may not be understanding the World 3-3 jump precision exactly. Here's the updated file: User movie #638155597503281974
nymx
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This homebrew is very classic. Also...I'm impressed to see a game from a member of this community. Yes vote.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Alyosha
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https://tasvideos.org/UserFiles/Info/638156248767474820 Here is an example of what i mean for controlling jumps in that level. This is about 5 frames ahead just on the second jump, and this applies to both going up and coming back down, I would guess at least a second can be saved in that level.
nymx
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Alyosha wrote:
https://tasvideos.org/UserFiles/Info/638156248767474820 Here is an example of what i mean for controlling jumps in that level. This is about 5 frames ahead just on the second jump, and this applies to both going up and coming back down, I would guess at least a second can be saved in that level.
I've been waiting for a follow up on the finding that Alyosha made. Are you planning on revising your movie, or can I continue judging with the latest inputs?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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nymx wrote:
Alyosha wrote:
https://tasvideos.org/UserFiles/Info/638156248767474820 Here is an example of what i mean for controlling jumps in that level. This is about 5 frames ahead just on the second jump, and this applies to both going up and coming back down, I would guess at least a second can be saved in that level.
I've been waiting for a follow up on the finding that Alyosha made. Are you planning on revising your movie, or can I continue judging with the latest inputs?
Apologies, it's been a busy week. Here's the revision, which results in another 62 frames saved on World 3-3: User movie #638160865224113248 My thanks again to Alyosha!
nymx
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ninespaces wrote:
Apologies, it's been a busy week. Here's the revision, which results in another 62 frames saved on World 3-3: User movie #638160865224113248
Thanks. I completely understand. Work consumes me throughout the week as well. I'll go ahead and run with this latest user file.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Alyosha
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Nice, looks much better now.
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. ---- [5209] NES Chicken of the Farm by ninespaces in 04:20.84