This movie is 2310 frames (35.5 seconds) faster than the the currently published movie by Michael Fried. Mickey Mousecapade is a simple, but hard, platformer. Since it only has 5 levels, it makes a short TAS.
Level 1, 2, 4 and 5 were played by Randil. Level 3 (except the last area) was played by CtrlAltDestroy.
CtrlAltDestroy also contributed with many tricks and ideas, as well as feedback during the making of this movie.
  • Emulator used: mostly FCEU 0.98.16, also FCEU 0.98.15
  • Genre: Platformer.
  • Aims for fastest possible time.
  • Manipulates luck.
Important note about playback: If this movie desyncs for you with FCEU 0.98.16, try playing it in FCEU 0.98.15 instead. The desync is probably because we used a soft reset to manipulate the enemies in the first room.
About comparison between this movie and the published movie: I used the .avi of the published movie when comparing times. This is because I don't like playing movies in Famtasia, and I have some trouble with desyncs in it. This is why the improvement times aren't very accurate, but I tried my best.

Luck Manipulation:

The is a lot of luck manipulation involved in this movie. By entering a room on different frames, you can manipulate where the enemies spawn. You can also manipulate boss movement by entering the bossroom on different frames.
So, sometimes you may notice that we wait a frame or two before entering a new room. This is to get the enemies where we want them to be.
Also, because manipulating luck takes time, it's sometimes faster to go with "bad luck", I.E. having enemies spawn on bad places. For example, if it takes 15 frames to manipulate luck in order to get the enemies where you want them, but it only wastes 10 frames by having them in bad places, we go with having "bad luck". I hope that wasn't too confusing.

Lag reduction:

This game suffers from heavy lag. Some examples are the bear-fights on level 3 and the boss on level 4.
The game lags when there are too many moving objects on the screen. This includes shots that travel through the air. We tried hard to reduce lag by, for example, killing enemies as soon as possible.
It's because of the lag that we don't fire as many shots as Micheal Fried did. This is especially noticable on level 1.

Level 1: Fun House - gained ~28 seconds.

In the room that you start in there is a locked door on the right wall. The key is found in a chest behind a witch. The goal in this level is to get this key, and then unlock the door and enter it.
  • Around frame 1400 we pick up Mickey's weapon. When exiting this room, we used a technique that CtrAltDestroy found, called the "leave-early trick". Basically, the trick is that we keep Minnie to the left of Mickey by jumping in a certain pattern. By doing this, we can exit the room about 10 frames faster.
  • Around frame 2500 we pick up a key. This key opens the door behind the cat. Without this key, you can't open up that door. That's why we pick it up.
  • We kill the cat in this run. This is to avoid getting hit by him on the way back. This saves about 30 frames.
  • Around frame 4000, you'll see that we go down instead of left, this skipping Minnie's weapon. This obviously saves a lot of time, about 18 seconds. Later on however, we will lose some time because bosses take a little longer to kill with only Mickey's weapon.
  • Around frame 4800 we reach the witch-boss. You don't have to kill the witch, you just need to grab the key. That's why we don't kill her in this run, which saves about 2 seconds. We just walk right under her after picking up the key. :) The "leave-early" trick was pulled off here too, keeping Minnie on the first floor the whole time, allowing us to leave a little earlier.

Level 2: The Ocean - gained ~0 seconds.

This is a straight-forward level. Just get to the end of the level and kill the boss. That's it. We gain a few frames by reducing lag on this level, but we also lose some frames on the boss fight because we don't have Minnie's weapon.

Level 3: The Woods - gained ~2 seconds.

The Woods is quite a maze actually. We take the same path as Michal Fried did, since it's the fastest.
  • You can find hidden fairy's on a few places in this level. They're invisible at first, but if you fire 8 shots on them they will appear. Fairies turn you invulnerable for a few seconds before flying away. If you touch an enemy while having a fairy the enemy will die. We used fairies a lot on this level to kill the bears faster. We also manipulated luck to make the bears throw less stones.
  • We also used a fairy to instant-kill the boss on this level. By touching the boss while having a fairy, he dies instantly.

Level 4: The Pirate Ship - gained ~3 seconds.

This is pretty much the same as level 2 - a straight-forward level, just run through it and kill the boss. Just like level 2, we gain quite a few frames by reducing lag, but we also lose some frames on the boss fight because we don't have Minnie's weapon.

Level 5: The Castle - gained ~1.5 seconds.

There isn't much to comment on here. By optimizing movements, manipulating luck and reducing lag we manage to improve this level by about 100 frames. Just like level 2 and 4 we lose some frames on the boss.
  • The "leave-early" trick is pulled off here too, when getting the key. The key goes to the final boss room.
  • There is a fairy in the room before the last boss, but it took way too much time to manipulate luck to make it appear. Also, even if we could make it appear without wasting too many frames, it would still waste some time to get it. So, in conclusion, if that fairy could appear without us having to waste several seconds, it would save time to get it to instant-kill the last boss. Both me (Randil) and CtrAltDestroy tried hard to get this fairy, but without luck.

Useful Memory addresses:

007D: Mickey's X-position
007E: Minnie's X-position
007F: Mickey's Y-position
0080: Minnie's Y-position
00C2: Your HP
006F: Screen's position - useful on sidescrolling levels.
00F0: How many times a secret has been hit. 8 will reveal it.
003E: How many times a door has been hit. 8 will open it.
0792: Boss HP. Each time you hit the boss with a shot, this value will decrease by 16.

Bisqwit: Replaced movie file. Randil wrote: It was informed to me in the submission thread that I forgot to press start at the end of the movie to get to the The End screen, and this update supposedly fixes it.

adelikat: Accepting for publication as an improvement to the published run.

adelikat: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #1519: Randil & CtrlAltDestroy's NES Mickey Mousecapade in 07:23.68
Joined: 2/1/2007
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You appear to have forgotten the final button input to get from the Minnie-Micky-Alice pose screen to the 'The End' screen, if it even matters. Voting 'yes'.
jaysmad
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Killing the snake with the fairy!?! Voting yes for a big 35 seconds.
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You appear to have forgotten the final button input to get from the Minnie-Micky-Alice pose screen to the 'The End' screen, if it even matters.
Ack, I noticed this earlier (In Fried's run), but forgot to mention it. I think this run can still be improved by anywhere from 30 frames to 2 seconds. I'm not sure where exactly, but that's just my gut feeling. I still can't believe we couldn't get that fairy to kill the final boss with. Anyway, I'm happy to see the old movie finally obsoleted and some real justice done to this game. Thumbs up to Randil, as he did most of the work here. Awesome job!
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I suppose it wasn't possible to somehow make minnie leave the witch boss room without going downstairs?
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What do you mean by that?
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Wow, this game must be really a pain to TAS with so much luck (and lag) involved. The programmers were clearly underfed, with so much lag present in a game whose graphics are even more simplistic than SMB's. I guess most of the CPU time got wasted on processing Minnie's AI. It was short and nice enough to warrant a yes vote, though I can't say I was really entertained.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
adelikat
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Wow, big improvement over the previous movie. Good job. It looks nice too. Yes vote.
It's hard to look this good. My TAS projects
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Thanks for all the input, guys.
Mechuyael wrote:
You appear to have forgotten the final button input to get from the Minnie-Micky-Alice pose screen to the 'The End' screen, if it even matters. Voting 'yes'.
Damn, you're right. Should I replace the .fcm-file with a new one that includes this perhaps? Or does this thing matter? Can a judge give his feedback on this please?
KDR_11k wrote:
I suppose it wasn't possible to somehow make minnie leave the witch boss room without going downstairs?
If you mean that we should leave the witch-room while Mickey is still upstairs, then no, it's not possible. I too don't understand exactly what you mean here though. :P
CtrlAltDestroy wrote:
I think this run can still be improved by anywhere from 30 frames to 2 seconds. I'm not sure where exactly, but that's just my gut feeling. I still can't believe we couldn't get that fairy to kill the final boss with.
I agree. To answer this I'll just quote moozooh: "this game must be really a pain to TAS with so much luck (and lag) involved." That pretty much covers it. :) This game is so extremely random that you can never ever be sure you've completed a level as fast as theoretically possible. If you save 1 frame in one room, you might loose 15 frames in the next room. The same goes for loosing frames. In any case, both me and CtrlAltDestroy did our best on this. Can it be improved? Absolutely. But you would probably need a bot or some in-depth knowledge on the game's memory addresses to improve this much further. I too would estimate the time that can possibly be saved here to about 1-2 seconds or so.
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Wow, I remember renting this game as a kid and HATING it. Good job beating it mercilessly, as I now feel properly avenged :) Yes vote here.
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>Damn, you're right. Should I replace the .fcm-file with a new one that includes this perhaps? Or does this thing matter? Can a judge give his feedback on this please? Yes, you should fix the movie file and submit the updated version to Bisqwit so he can replace it. I would also like to take the opportunity while I have your attention to point out that loose means to make something looser. When you are slower you lose frames (single o). :)
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A silly game :) Giving this a weak yes vote. It wasnt totally entertaining but it was enough to vote yes. Good job improving the former run.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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Bisqwit has now replaced the movie-file with one that includes this extra input. This makes the movie almost 30 seconds longer, though. :)
Truncated wrote:
I would also like to take the opportunity while I have your attention to point out that loose means to make something looser. When you are slower you lose frames (single o). :)
Noted. I replaced all the "loose" with "lose" in the author's comments. :)
Joined: 4/29/2005
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I am voting yes, even though the "Takes no Damage" information is false. You clearly do take a hit from the big pirate in the castle, losing a single point of health. I am using the correct Rom Version though, so I don't think that can be held accountable for me seeing that. All in all, I gave it a yes, because I really love this game, one of my favorites from my Childhood, and the TAS is well made. ^.^ EDIT: It's more like 2-3 points of Damage now that I look at it closely. :3
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Kitsune wrote:
I am voting yes, even though the "Takes no Damage" information is false. You clearly do take a hit from the big pirate in the castle, losing a single point of health.
It's funny that nobody noticed that because nobody reads those submission tags anymore. When I saw the run before it was done, and I saw Randil jump into the pirate's knife on level 5, I said to myself, "oops, there goes our 'takes no damage' tag. Oh well." Apparently he didn't notice it too. Oops.
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Hehe. Guess I really am the only person who reads the tags anymore. :3
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I love these high time(improvement)-to-time(total) ratio movies.
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Kitsune wrote:
the "Takes no Damage" information is false.
Ooops. :P You're right, sorry. I was tired after a long day of TASing when I wrote that. I'll remove the "takes no damage" tag from the comments. Thanks for the yes-vote. :)
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Not the most entertaining game, but the run was solid. I actually thought about doing an obsoleting run a while ago since this was one of the older games published, but you did much better than I would have been able to. Good improvement is a yes from me. Oh, and pink and green flashing pants are awesome!
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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. ---- [842] NES Mickey Mousecapade by Randil & CtrlAltDestroy in 07:23.68
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I hate to necrobump this, but I was curious about one trick that doesn't seem to have been taken into account or addressed anywhere that I'm pretty certain would shave off quite a bit of time. On some stages, one of the 'hidden' things activated by shooting at them is a bird which takes Minnie and flies away. She must then be retrieved before the level can be finished by finding another hidden thingie (always a key once Minnie's gone) that takes Mickey to a room, yada yada. The thing is, no matter where in the room you pick up the key, it deposits you back in the same room in the lower left corner. The main use for this is that if Minnie is kidnapped on stage 1, after getting the stage exit key, Mickey can go to the room with the star weapons, pick up the key there to retrieve Minnie, and he'll be dumped out in the bottom corner, skipping about half the walk back (~4 screens total... 3 really since rescuing Minnie is about as long as one screen). This also results in a few other potential time savers. Since you're taking a path that doesn't involve the cat on the way back, it can be skipped again instead of killed, and you don't need to have Minnie present when you pick up her weapon so time can be saved later by grabbing that while you're in the room anyway, although it may still be faster to manipulate the key to appear in the upper right corner and still skipping it instead of the upper left next to the chest. In other words, the new path would look like this (excuse the MSPaint drawing) Apologies if this was known and doesn't work because of the manipulation needed, but I'm pretty sure that skipping around a quarter of the first stage more than offsets the time. You wouldn't even need a bot or knowledge of the game's memory addresses for it either. ^^
adelikat
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Nice idea :)
It's hard to look this good. My TAS projects
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Agreed. Why not try to improve the run yourself, tangent-o-theta? :)
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
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Very nice find indeed, this should save quite a lot of time. You are welcome to try and improve the run yourself, I have no plans on redoing it anytime soon. If you decide to give it a shot, I'll help out in any way I can. :) I dug up quite a few RAM addresses recently, and did some research on how randomness works in this game, so just throw me a PM if you want to look at what I got.
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Eh. I have too many other projects on my plate right now (not TAS related, sorry). I just remembered the error from my misspent youth and was kind of surprised that it wasn't used. It's REALLY irritating in the last stage, where almost any screen forces a huge backtrack.