Kid Chameleon is a game with a large number of warps and teleports; with these you can either skip large portions of the game or get dragged through vast numbers of the game's difficult and frustrating levels. This run chooses the latter.

Goals

  • Enter as many levels as possible without repetition
It is impossible to enter all the levels in the game in a single play-through even with re-entering the same levels multiple times. Allowing re-entering only adds 5 relatively uninteresting "Elsewhere" levels and most of them require you to immediately replay the prior level but choosing the second of two side-by-side teleporters. I felt that this would hurt the entertainment value of the movie enough to justify leaving them out.
  • Ignore delays caused form unavoidable score tallies
"Unavoidable" in this case references Under Skull Mountain 1 where you can proceed using either a flag or a teleporter. Taking the teleporter gives a longer in level time but avoids the score tally entirely (making it faster in real time). Score tallies are minimised when it doesn't cost time to do so.
  • Aims for fastest time
I aimed for the fastest real time, i.e. including helmet transformations and lag, though there was no point where this required more than a couple of in-game frames to be sacrificed for lag reduction.

Techniques and Tricks Used

  • Ducking extends your hitbox to both sides allowing you to touch flags earlier and to displace yourself forwards off the bottom of slopes, and in one case use a slope on block past the end of a telepoter to stop myself when moving too quickly to do so otherwise. You can also use this to boost backwards off walls of disappearing blocks, allowing you to trigger then without loosing your speed Note that teleporters always use your standing hitbox so ducking at them doesn't save time generally.
  • You can walk on air (or over terrain that would otherwise slow you down) by ducking every other frame. Your speed is locked to whatever it was when you began but you only move every second frame so it is often slower than jumping.
  • Pressing the opposite direction on certain frames while jumping allows you to increase your average jumping velocity slightly.
  • Jumping as you smash blocks with berserker lets you destroy three blocks instead of two and doesn't reset your ability to smash (which you only gain after holding forwards while moving at 1px/frame or faster for 16 frames) and allows you to accelerate in the air instead of on the ground (which is faster, though you speed is capped lower in air so this isn't true generally).
  • If you land moving faster than your maximum velocity and release the forwards d-button you will gradually slow down instead of snapping instantly back to the speed cap. You also decelerate slower on slopes doing this.
Thanks to Truncated, emu, Josh the FunkDOC and nifboy, who found several of the tricks and optimisations I used while TASing this game, and also to Saxman for his level viewing/editing software.

Truncated: Well, everyone seems to agree that this submission is awesome with cream on, so I will accept it. It will be published in a new category.


TASVideoAgent
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Oh man, this game is obnoxiously large. How were people supposed to memorize all these levels? Anyway, the run is excellent. The only thing that bothered me a little was music changing — you finished the levels so quick I nearly didn't get to hear the most awesome tunes!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 3/11/2008
Posts: 583
Location: USA
Waited for it, watched it, enjoyed it, and I think I used up all my interesting quality comments in the WIP thread- or I'm just too braindead tonight. I am curious how you got the very-fast running at frame ~101000 Also liked how you teased with the fly helmet at the end and then killed Smorgasboard (...I mean Plethora, memory bubble) with your board instead. Yesvote.
mklip2001
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Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
This run delivers. I like it in a different way from Truncated's run... Truncated's run makes the game look relatively easy (with the exception of a couple levels), whereas this run makes the game look really hard but doesn't care. Part of that is because of taking more damage in this run to save time. In any case, definite yes vote. I was also thinking this might be called the "long path" run or the "sightseeing" run (like Umihara Kawase has). Also, for screenshot suggestions, there are a couple times where an enemy is about to hit you when you're on the teleporter as Sky Cutter and yet you barely avoid damage: one time, it's an ice level and the enemy is a shark-like thing, and the other time there are four big red heads falling down. A picture from there would make an awesome screenshot, particularly the one with the red heads.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Joined: 6/4/2009
Posts: 893
"This is the story of someone too tough to beat" definite yes vote, action packed hard game and it's look optimised
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
This game is naturally suited for TASing. I particularly like how choosing the right helmet can have a drastic impact on the level time. As far as the screenshot is concerned, I think the level where the berserker helmet is used to beat the level in a second would summarize the run perfectly.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
fruitbane
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Joined: 3/28/2005
Posts: 216
Holy Hannah this game is frikkin' long! Yeah, I'd say the game has been made your bitch. Yes vote all around.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Yes yes yes. This is awesome on so many levels in so many ways. Even though I had watched all your WIPs I saw that you had gone back and redone some of the earlier levels. I can only hope you also take the time to redo the short version with all the stuff you have found.
Player (121)
Joined: 2/11/2007
Posts: 1522
This is definitely one of the better games to TAS -- it almost seems like it was made to be. Great run. I too hope you tackle the any%/whatever. Here's an encode for those impatient for the inevitable official one.
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Active player (487)
Joined: 2/19/2007
Posts: 114
eternaljwh wrote:
I am curious how you got the very-fast running at frame ~101000.
The "air-walking" preserved the speed I gained from the double enemy bounce just before so when I reach the ice (which doesn't have the 3.5 px/frame speed cap that regular ground has) I can continue at that speed.
Truncated wrote:
I can only hope you also take the time to redo the short version with all the stuff you have found.
I've already started. Hopefully it should be done slightly quicker than this one was. Thanks for the encode alden.
Experienced player (961)
Joined: 12/3/2008
Posts: 939
Location: Castle Keep
I had that cartdrige back then, i remember the game been hard but forgot most of it, it was neat to watch, its a little long tought, so it went a bit boring by the end Its impossible (for me...) to tell if you did this the right way, i didnt even remembered the game been so vaste, but ill guess you did your best :p Yes vote anyway
Joined: 7/2/2007
Posts: 3960
Wonderful! I've been waiting patiently for a new Kid Chameleon TAS and this did not disappoint. Plenty of new tricks and of course lots of new levels. Nice work! And thanks for the encode, Alden!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 5/15/2006
Posts: 102
Another Yes vote here! Awesome run on an awesome game! I had it on cartidge and could never finish it without that 2nd level trick. Nice work :)
Zucca
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Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
I've never seen this fast last-boss-beat-up in this game. :o Great run!
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
Joined: 10/20/2006
Posts: 1248
The encode is 0 bytes big for me x.x
Joined: 7/2/2007
Posts: 3960
On the theory that Alden probably won't mind, I've put my download of his file up here for now. That's hosting off of my home computer, though, so my upload speed is rather limited. Alden, let me know if you want this taken down.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (121)
Joined: 2/11/2007
Posts: 1522
Thanks Derakon! Yeah, wikiupload seems to be deleting my files or something. I will try to find somewhere better...
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Joined: 10/20/2006
Posts: 1248
Thanks, alden and Derakon! ^^ I've watched the run. It looked seemingly perfectly executed and the game is really well suited for a TAS. I'm glad that so many different forms had to be used.
Zucca
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Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
alden wrote:
Thanks Derakon! Yeah, wikiupload seems to be deleting my files or something. I will try to find somewhere better...
I already did: http://omploader.org/vMjBpOA/kidchameleon-sightseeing-therandompie.zip ;)
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.
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. ---- [1334] Genesis Kid Chameleon "Maximum Levels" by TheRandomPie_IV in 29:57.70
mklip2001
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Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Now that the any% run has been updated, the published comments are outdated. Namely, this run does have all the tricks that the any% run has. (I don't think the any% had new tricks, but it did have new strategies compared to this run.)
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
sgrunt
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Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Updated. You know, you could update the descriptions yourself as an editor. :-)