Happy New Year 2010!
  • Emulator used: VBA Rerecording v19.3
  • Completes Small World
  • Skips secret levels
  • Aims for fastest time
  • Contains small speed/entertainment trade-offs
  • Abuses programming errors in the game
  • Uses no warps (unavailable)
  • Slightly manipulates luck
  • Genre: Action Puzzle

General comments

This game isn't a port of older Lode Runner games. It has new levels (most of them), a new enemy (the buried guy) and a new type of objects (boulders, though they may have been introduced in some other games).
The gameplay resembles other 2D Lode Runners, but it has something unique: when all gold piles are obtained, a portal must be taken in order to complete the level.

So why this game for a TAS?

  • The graphics and sounds are not bad for an action-puzzle game, and to some degree they can be considered "good".
  • The game itself is very hard compared to many other Lode Runners.
  • The game speed can be set to FAST, resulting in a faster-paced Lode Runner than others.
  • There are quite a few time-saving glitches and exploits as well, meaning quite a few unexpected solutions can be discovered.
  • A legitimate ending can be achieved in less than 20 minutes before it becomes too long.
In conclusion, this game is good for TASing being an action puzzle.

Worlds and levels

There are 4 worlds playable in the game, each composed of 24 distinct levels.[1] At first, the only available world is Small World, which is played in this movie. Completing Small World will unlock Middle World, completing Middle World will unlock Hidden World, and completing Hidden World will unlock High World.
Both of Small World and Hidden World have level size of 15*10. Both of Middle World and High World have level size of 24*15. Hidden World and High World have more difficult levels than Small World and Middle World have, respectively.
[1] There are also one secret level unlockable each world if you acquire all teddy bears in that world. This movie skip all secret levels by collecting no teddy bears.

Portals

In older games in the series, you complete a level by climbing up to the highest row in the level after collecting/destroying all gold piles. In this game, however, you have to complete a level by taking a portal that only appears after collecting/destroying all gold piles.

The buried guy and his teddy

The buried guy is an unrespawning enemy hidden in one of certain brick blocks in every level. He carries a teddy bear with him, which is worth quite some bonus points. Otherwise, he is just a different-looking baddy as the others. He is unnecessary for completing a level. However, I featured the bear once on Round 19 at the cost of 16 frames, which would cost much more time if done in other rounds.

Boulders

Boulders are acting like plain boxes in other games. They can be pushed, used as platforms and baddy-crushers, or buried to vanish permanently. Baddies cannot move Rocks.

Game settings

I changed two settings at the beginning of the movie. One is to set the game speed to Fast (saves time, I believe), the other is to enable marking out trap blocks with flashy colours (costs time to set up).
Other settings are of no interest.

Style bonuses

TODO.

Medals

No interests.

Two-player mode

Not emulated at all.

Noticeable things about normal baddies

  • Baddies will try their best to stay at the same altitude as your are before they try to get close to you, except...
  • Baddies will try their best to stay away from you if you are at particular altitudes.
  • Baddies love climbing ropes that are not enclosed with walls and they hate dropping down as long as they are higher than you, except when them are right above you or when you drop down right before them.
  • Baddies can each steal one gold pile laying when they walk or fall through the piles, and will drop the piles if they are trapped in your drilled pits, or whenever they are willing and able to.
  • Baddies can climb into a "pitfall" block from below on a ladder, while Lode Runner cannot.
  • "Non-violent bonuses" cost time and must be avoided whenever possible.

Resawning rules

  • A baddy will first try to respawn in Block #1 on the 1st row on the screen right over where it is killed.
  • If Block #1 is (either partly or fully) occupied, then it will try in the 4 blocks listed below in order:
    • Block #2 on the right side of Block #1 (1st row).
    • Block #3 on the bottom side of Block #1 (2nd row).
    • Block #4 on the right side of Block #3 (2nd row).
    • Block #5 where the baddy was originally spawned in this round.
  • If none of the blocks mentioned above is empty, the baddy will resort to enumerating all blocks from left to right in all rows from top to bottom on screen, and respawn in the first empty one found.
  • If all blocks on screen are occupied, then the baddy will forcibly respawn in Block #5 overlapped with whatever object there.

Glitches and exploits

Manoeuvring baddies on top of their heads

For some reason, you can "climb down" a baddy's head for one frame and stay at that height without getting killed. When you have done this, the enemy AI thinks you are overlapping with the baddy, and the baddy will try to keep staying in your position.
This is abused in many levels in the movie.

Drilling while moving

when you are falling off ropes, grabbing onto ladders or walking off falling boulders (and maybe baddies as well), you'll move in uninterruptable animations for several frames. If you start to drill a block at the beginnings of such animations, you can keep drilling while moving.
This is abused several times in this movie.

Walking off/climbing down a boulder/baddy

For some reason, boulders and baddies have wider tops than other solid blocks. You can barely walk off their tops and drill bricks one-block away before falling down. However, you can't acquire gold piles hanging diagonally up in the air this way.
You can climb down their tops and fall down faster when you are on their rims.
This is abused quite often in the movie, too.

Nullifying a brick block

If you push a boulder out of a brick block that is just about to finish materialization, that brick will be nullified for the rest of the gameplay. The boulder is unaffected by this glitch if it is pushed to the left side, while it will visually vanish but stay immobile next to the nullified block if it is pushed to the right side.
Similarly, if a boulder falls almost through a rematerializing brick block but gets stuck at the last moment, the brick block will also be nullified and the boulder will visually vanish but stay immobile on the bottom of the glitched brick block.
This glitch is only abused once in this movie.

Destroying a gold pile

In this game, there are three known ways to destroy a pile of gold, all requiring a baddy to steal it first.
  • You can crush the baddy with a boulder as shown on Round 05 in the movie.
  • You can bury the baddy when it enters a rematerializing block from the left, right or bottom side. This is abused on Round 21 in the movie.
  • You can trap and bury the baddy at a place where it is unable to drop the pile, as shown on Round 24 in the movie.
  • You can trap the baddy and let it drop the pile where a block will rematerialize and bury that pile. This is shown on Round 14 in the movie.
TODO: more comments.

Baxter: A well received TAS of this puzzlegame. As mentioned in the thread, games like these are well suited for competition, but this TAS looks well-planned. The hardest difficulty wasn't picked for a valid reason, as it can only be played after completing easier difficulties, and a way longer movie probably wouldn't be received nearly as well. Accepting for publication.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15558
Location: 127.0.0.1
This topic is for the purpose of discussing #2520: klmz's GBA Lode Runner in 16:53.60
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
SUCCESS! Rock 'n' Roll! (I am impressed that they got the spelling of rock 'n' roll right in the game, with the two apostrophes.) This looked like a pretty action-packed puzzle game, and I enjoyed it. Yes vote.
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
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Ah yes... I've played some of the other earlier ports of this game. Just out of curiosity, is there any reason you picked this one in particular? (Most of the ports would have different levels, so...) The thing is, I'm not sure how well suited for TASing the series as a whole is. There's not much that happens differently from level to level, so the interest would largely be restricted to route planning, and even then for people who know the games; watching more than a few levels for anyone else is going to get boring fast. Personally, I'm just on the side of a yes vote, and I'll be interested in seeing how this is received by everybody else. EDIT: Encode: http://www.archive.org/download/GbaLodeRunnerIn1653.6ByKlmz/loderunner-tas-klmz.mkv DM: http://www.dailymotion.com/video/xbp8nl_gba-lode-runner-in-16536-by-klmz_videogames
Experienced player (960)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Hmm i never played this game before, i cant tell if its enought optimized, yet, i enjoyed watching this, made me think to one of ryuto recent submision on snes, but this one is graphically more appealing and the end stages music just kick ass, ending is not interesting tought and the video is a bit long, but that was minor issue. Yes vote
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
It's really hard to tell if all the routes and planning were spot on, but as a first time viewer of this build of the game, it looks like there was a lot of planning and forethought either way. I was able to sit through the whole thing without any complaints. Consider this a weak Yes vote, I guess.
hi nitrodon streamline: cyn-chine
Joined: 7/2/2007
Posts: 3960
Well, I enjoyed it, and there were plenty of points with timing sufficiently tight to make it evident that this couldn't have been done by an ordinary human. In particular, there were several times when you made the enemies move gold around for you so that it'd be closer to your route; those were quite nice to see. Yes vote, but boo for wobbling. :p Thanks for the encode, sgrunt!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
J.Y
Skilled player (1173)
Joined: 5/24/2008
Posts: 81
Happy New Year 2010! A yes vote from me.
Joined: 4/29/2005
Posts: 1212
Meh, the video is a little boring to watch, but I guess it's good enough to earn a yes vote.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3571)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Close enough to the NES version to evoke nostalgia. As such, you get a yes from me.
It's hard to look this good. My TAS projects
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Wow, I did not enjoy this. Sorry, too boring.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
Meh from me. Watched it on Youtube and it was kinda repetitive, but short enough to avoid being too repetitive. Well I guess I'm the repetitive one, I used the word repetitive 4 times in this post. :)
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Player (121)
Joined: 2/11/2007
Posts: 1522
I've been looking forward to this hitting the workbench! I vote yes. Lots of great strategies and glitches, though admittedly they are probably not obvious to those unfamiliar with how frustrating this game is.
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: 6/4/2009
Posts: 893
didn't sgrunt already gave an encode ?
Publisher
Joined: 4/23/2009
Posts: 1283
Nicos wrote:
didn't sgrunt already gave an encode ?
Yep, and?
Joined: 6/4/2009
Posts: 893
nothing, thanks to both of you for the encode :)
Publisher
Joined: 4/23/2009
Posts: 1283
Nicos wrote:
nothing, thanks to both of you for the encode :)
No problem =). Thanks Grunt also!
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
There are no codes or passwords to start at the hardest world? I assume you stopped input after the small world because an ending was triggered and it would be too repetitive/long if all worlds were included?
Editor, Emulator Coder, Expert player (2155)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I almost forgot this thread...
sgrunt wrote:
Ah yes... I've played some of the other earlier ports of this game. Just out of curiosity, is there any reason you picked this one in particular? (Most of the ports would have different levels, so...) The thing is, I'm not sure how well suited for TASing the series as a whole is. There's not much that happens differently from level to level, so the interest would largely be restricted to route planning, and even then for people who know the games; watching more than a few levels for anyone else is going to get boring fast.
As I've stated in the description and you've probably seen, due to new levels and gameplay elements, this game is not merely a "port", but rather a "sequel" that shares (most of) the basical gameplay mechanisms with other Lode Runner titles. With somewhat good graphics/sounds, fast paces, glitches/exploits and many unexpected solutions that many other TASable games in this series are unrich of, this game is a quick choice. There are other "not bad" choices from this series, but they suffer from all kinds of drawbacks.
Baxter wrote:
There are no codes or passwords to start at the hardest world? I assume you stopped input after the small world because an ending was triggered and it would be too repetitive/long if all worlds were included?
As I've described, the hardest worlds require beating all easy worlds beforehand to play. All worlds would take over an hour to finish which could be boring (especially for Middle World which is significantly easier than other worlds, and High World which consists of many large enemy-less/solo levels).
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
I thought this was nice. Voted yes. I hope there is some competition on this, it looks like a good game for that.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15558
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. ---- [1445] GBA Lode Runner "Small world" by klmz in 16:53.60
Editor, Expert player (2328)
Joined: 5/15/2007
Posts: 3931
Location: Germany
While I think this movie was okay to be published, I find the GBA version of Lode Runner a bit boring. I'm not familiar with it and the level design, colors, and all doesn't make it more entertaining for me. I only played the GB version (ironically, you may find that version boring). It features some glitches, most notably the one where you go through the floor, as well as some skips (using bad guys as platforms). I have a newer WIP of this game, starting from level 15 but I stopped because I didn't figure out what determines the probability bad guys drop their gold piles. I actually think there is a timer rather than a RNG involved. Maybe I'll continue the WIP some day and post it.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Where are teh bombermen???
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.