Emulator Settings

Recorded on fceu-0.98.15-rerecording.
  • Aims for fastest time
  • Abuses programming errors
  • Takes no damage
  • Genre: Puzzle

Game information

Moai-Kun is a fun, fast-paced puzzle-platformer where the goal is to rescue all your pink friends and then reach the door - to continue to the next stage. Appearatly you play as an Easter Island statue, however I do not know the reason for this >_>... The stages are filled with enemies, pits and spikes to make life miserable for you. Also scattered throughout the stages are bombs which can be used to blow up blocks, and rocks which can be pushed and stood on. Every four levels you are given a password which can be used to continue your progress, none which are used here.
  • Jumping is faster than normal walking, as long as you don't bump into something, so I try to keep him jumping at all times.
  • When I at any time stop movement and there is no reason for it (ie. bombing something), it's because I have to stop breaking blocks for a while, else the character will get a buckled head. This lasts for about 10 seconds, where he cannot break anything, so it is best to just wait a moment.
  • Two blocks cannot move at the same time, so at some times I have to wait for the currently pushed block to stop moving before I hit the next one.
  • A bug for zipping through blocks is used in numerous stages, first one seen in stage 4. When there are two blocks on eachother, and you break the bottom block in mid-air, you'll go inside the now falling above block and zip up it when it lands. This doesn't work on all blocks/all stages, and I don't really know why.
  • Another strange glitch that occours in stage 51 where the character goes right through a block after jumping on the trampoline. He then travels all the way through and ends up on the trampoline to bounce up.

NOTE: I am aware of that there is a mistake in Stage 29 (I think) where I lay a bomb, drop down, jump up again and then break a block in mid-air. ~10 frames could've been saved from destroying the block while waiting for the bomb to explode.

Stage times

I put this here as the run never shows what stage is being played - a glitch is used to remove this screen before every level. However, the game features an in-game timer, such as the one in Super Mario Bros. By putting all the times in here, you can still refer to a specific stage as long as you know the time for it.
Stage #Time
Stage 1889
Stage 2884
Stage 3867
Stage 4841
Stage 5879
Stage 6865
Stage 7860
Stage 8875
Stage 9827
Stage 10837
Stage 11824
Stage 12806
Stage 13879
Stage 14848
Stage 15879
Stage 16862
Stage 17838
Stage 18835
Stage 19826
Stage 20778
Stage 21836
Stage 22869
Stage 23869
Stage 24858
Stage 25860
Stage 26864
Stage 27847
Stage 28840
Stage 29849
Stage 30827
Stage 31836
Stage 32806
Stage 33851
Stage 34782
Stage 35819
Stage 36662
Stage 37865
Stage 38832
Stage 39845
Stage 40851
Stage 41794
Stage 42789
Stage 43845
Stage 44821
Stage 45869
Stage 46814
Stage 47825
Stage 48736
Stage 49862
Stage 50787
Stage 51825
Stage 52743
Stage 53863
Stage 54829
Stage 55768
Stage 56722

Thanks to...

DJ FozzBozz - For springing the idea to make a run of this game.

Fear the long credits... Enjoy!

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Here goes!

adelikat: Good game, good TAS, good voter response. Accepting for publication.

adelikat: Processing.

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14776
Location: 127.0.0.1
This topic is for the purpose of discussing #1578: Soulrivers's NES Moai-Kun in 21:29.57
Joined: 9/2/2004
Posts: 109
Location: Québec
Wow, when you think the next level will be boring, it atually becomes 10 times better! For a puzzle game, there's so much action in later levels... I've never seen the game past the ice world, and damn, it gets a lot harder and really fun to watch. Really intense. Awesome job! That's a Yes.
Joined: 12/28/2004
Posts: 210
I loved this run. Not too surprising considering how much of a sucker I am for puzzle platformers. The last few stages were the best and I loved that final headbutt you did before the movie ended. Yes vote.
Tompa
Any
Editor, Expert player (2139)
Joined: 8/15/2005
Posts: 1932
Location: Mullsjö, Sweden
Hmm, I did find a few improvements in the run, more than what I mentioned to you earlier. Like: Earlier bomb drops. Sometimes you pass a place where you will have to lay a bomb later on during the lvl (36 for example), which you didn't do for some reasons. At this place: Why couldn't you just jump up there instead of laying a bomb and walk around everything? :O You lose some time at a few places by taking more bombs that you need for the lvl, also a miss. Here's just an example where you could have laid a bomb earlier. I think those things I've pointed out was quite obvious to notice. So in case you aren't able to hex edit some of the lvls, I suggest you to remake most of the run (As it didn't take too long to do for you anyway...). Sorry.
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
Romper Stomper here I come! Funny run. The guy has has only a head and two supermini legs (or Im blind) and smashes bricks with his head. Awesome concept :) Voted Yes.
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
adelikat
He/Him
Emulator Coder, Expert player, Site Developer, Site Owner (3581)
Joined: 11/3/2004
Posts: 4736
Location: Tennessee
I really enjoyed watching this movie. It has a lot of action for a puzzle game. It displays some bugs and other suprising solutions. Route planning and optimizing movements is not straightfoward or obvious. Looks like there are many things to consider when optimizing movements. I think this game is good for TASing. The run looks nice as well. I am voting yes and accepting it for publication.
It's hard to look this good. My TAS projects
Editor, Expert player (2310)
Joined: 5/15/2007
Posts: 3854
Location: Germany
Like others already said, for a puzzle game it surprisingly doesn't get boring. I liked it and vote yes!
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14776
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [909] NES Moai-kun by Soulrivers in 21:29.57
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
At 11:05 (in the avi) why can't you jump from the platform to the right, warping from the right edge of the screen to the left and thus to the door? Has this been disabled somehow in the game?
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Warp wrote:
At 11:05 (in the avi) why can't you jump from the platform to the right, warping from the right edge of the screen to the left and thus to the door? Has this been disabled somehow in the game?
To be honest, that is plain stupidity from me. I guess not figuring the levels out yourself leaves its marks.
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
Indeed, I tested that it works. Would save 127 frames if used.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Btw, what's the reason for the pauses eg. at 3:05, 3:08, 15:13 and 15:16? I can't visually see any reason for them.
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
Warp wrote:
Btw, what's the reason for the pauses eg. at 3:05, 3:08, 15:13 and 15:16? I can't visually see any reason for them.
To quote myself: "When I at any time stop movement and there is no reason for it (ie. bombing something), it's because I have to stop breaking blocks for a while, else the character will get a buckled head. This lasts for about 10 seconds, where he cannot break anything, so it is best to just wait a moment."
My published movies [03:45:05] <Naohiro19> Soulrivers: ... [03:45:19] <Soulrivers> ? [03:46:35] <Naohiro19> <Soulrivers> No! <Naohiro19> So? <Soulrivers> Yes! [03:46:48] <Naohiro19> joke