Little Nemo done about 52 seconds than previously. Aims for fastest time and takes damage to save time.
Emulator used: fceu 0.98.15
What inspired me to do this run was a new trick brought to my attention by Dammit. The trick involves avoiding the Mouse entirely in the last stage and instead using the Bee. Without the trick I probably wouldn't have gotten the motivation to finish the run.
In my previous Little Nemo submission I only improved level 6 by using a new trick. This time around all other levels have been redone as well. The improvements in the first 7 levels are mostly due to more precise moves and better strategies, but level 8 has been improved more drastically.
List of improvements in comparison to the published movie:
Level 1: 160 frames due to some better strategies and optimization
Level 2: 78 frames due to optimizing the Bee's flights
Level 3: 9 frames from lag reduction
Level 4: 139 frames from some optimization and better strategies
Level 5: 359 frames from using the Bee and the Mouse more efficiently
Level 6: 0 frames, copied straight from the published movie
Level 7: 198 frames from optimizing the Bee and the Mouse
Level 8 part 1: 2 frames from optimization
Level 8 part 2: a lot of frames from a new shortcut (frame # coming later)
Level 8 part 3: a lot of frames from Dammit's shortcut and a LOT better final boss fight
Probably going to add some more information and formatting later, this will do for now. Again my biggest thanks to Dammit for discovering a great trick in the final stage.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Here goes! Feel free to clean up the list.

Truncated: Accepted!


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15586
Location: 127.0.0.1
This topic is for the purpose of discussing #1750: Kyrsimys's NES Little Nemo: The Dream Master in 23:39.20
Joined: 12/28/2004
Posts: 210
Nice to see the first game I ever watched an NES run of on this site get improved.
Experienced player (590)
Joined: 1/11/2007
Posts: 103
I wasn't expecting so much improvement in the other levels. I noticed a lot of damage boosts, especially the two nice ones near this point: one of which I think is new. I guess stinging the final boss to death was no faster? Anyway, good run. If I were the voting type I'd vote yes.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Yeah, using the bee on the final boss was extremely slow, the beam is very powerful. As a side note, I have been told that there is a major improvement in level 5. I don't know what to do with it yet, but I don't like the idea of having yet another easily improvable version of this game published...
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Kyrsimys wrote:
As a side note, I have been told that there is a major improvement in level 5. I don't know what to do with it yet, but I don't like the idea of having yet another easily improvable version of this game published...
Have you tried editing in this improvement using TAS movie editor? Or will that cause desyncs later?
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Individual levels can easily be pasted together without causing desyncs, I just don't feel like redoing half of level 5. I have an idea that would make everything very simple, but I haven't had a chance to try it out yet.
Joined: 11/1/2007
Posts: 100
Encoding...
Player (31)
Joined: 9/23/2006
Posts: 207
Location: Moreno Valley, California
I liked the new shortcut at 8-2 more than anything. Nemo doing his best "TAS-mode Simon Belmont" imitation. ^_^ Yes vote.
"The way to move out of judgment is to move into gratitude." — Neale Donald Walsch DannyLilithborne on IRC
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15586
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. ---- [1000] NES Little Nemo: The Dream Master by Kyrsimys in 23:39.20
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Hooray for #1000:)
Living Well Is The Best Revenge My Personal Page
Joined: 11/13/2005
Posts: 37
Location: 4123
Added [1000] NES Little Nemo Grats ) .. And a SUPERB run.. longing for an improvment of this game
1233
Joined: 5/17/2007
Posts: 393
Location: Sweden
1000, wow this is almost legendary
"No love for the game gear"
Player (68)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
This run is very nice. I hate to be a critic, but here are some things I noticed. All of them are minor, though some less minor than others. At 00:57, did you bump into the side of the platform and lose a frame or two? I'm sure it's unavoidable, but thought I'd mention it anyway. I assume the jumping at the beginning of most levels is to skip some dialogue, good job. At 9:35, could you save a few frames by landing the bee slightly earlier, therefore cutting the corner more closely? At 10:55, could you have jumped into the bar thing instead of waiting for it to come down, saving a few frames? At 11:10 and 11:15, could enemy spawning/movement be manipulated better? At 15:10, when jumping down, wouldn't it be faster to go to the right of the lower platform instead of turning left, and then back again? At 22:54, I had the thought that it might be faster to not fly up at the start and rather go under the first purple platform instead of over it, then you could go down the left side of the platform with the snail on it instead of on the right. Could potentially save maybe a dozen frames of backtracking if it would work. But maybe not. Anyway, I like this run and vote yes. Nicely done.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
Let's see... 00:57 - Yeah, no way around this one. 09:35 - I need the bee to start flying from the highest point. 10:55 - If I jump at the bar thing in front of me right away, I'll get knocked back and lose all the frames gained from the jump. By waiting for the bar thing on my back side to come down and knock me, I get a boost forwards instead of backwards. 11:10 - Nope, they always spawn exactly like that. It's identical to the previous run. The enemies can't be manipulated without massive time loss. 15:10 - I don't know about this one, I never tested it. Could potentially be an oversight on my part. I was probably too hung up on that first jump since it looks cool. 22:54 - This one I did test. With the route I use, I get the most efficient forward movement. If I go under the first platform, it will end up being slower because you cannot be holding right as much as with my route because of platforms getting in the way and stopping your flight. Thanks for watching the run and caring enough to nitpick :)