We have decided to use the Gameboy Color version because of the better graphics, but we also believe that the bonus stages aren't that boring to watch.
This is an improvement of about 6 minutes due to several optimizations and a severe glitch.
Mechanics:
You can keep your horizontal speed when you jump.
The game exits levels only every 4th frame. So some improvements could be lost during transitions.
The top speed in Looney Tunes is 48 to our current knowledge.
Aqfaq's Comments:
It was fun. Big thanks to Sonikkustar and pekopon! Also, I wish a happy summer to everyone!
After years of making the run, here are some quick comments off the top of my head:
1
Daffy Duck
Many speed boosts were found in this level. The boosts helped us get out of bounds and glitch into another level. In addition to skipping the latter half of the first level, we skip 3 regular levels and 3 bonus stages + the first half of the level that we arrive at after the glitch.
2
Daffy Duck Bonus stage
SKIPPED!
3
Tweety
SKIPPED!
4
Tweety Bonus Stage
SKIPPED!
5
Porky Pig
SKIPPED!
6
Porky Pig Bonus Stage
SKIPPED!
7
Tasmanian Devil
SKIPPED!
8
Speedy Gonzalez
The large skip glitch brings us in the middle of this level, but we are still physically Daffy Duck. We must die to respawn as Speedy Gonzales, because Daffy Duck would not fit into the small hole.
9
Speedy Gonzalez Bonus Stage
The amount of score collected can have an effect on some very rare random lag frames. The game sometimes lags for one frame, but it can usually be avoided by having a different score value or making some other minor adjustment. Sometimes the creepy lag frame will just change its location in time, but no matter what we do, it happens. The creepy ghost lag frame can even switch its timing so that it occurs during a score countdown, which is totally strange, creepy and stupid. A couple of times I was like... Wait a minute, it didn't lag here last time! What did we change? Uh, nothing much. Okay, lets try to change some "nothing" in the beginning of the game. Oh yes, the lag frame disappeared! No, wait, it is here, it just moved five seconds forward in time. The single lag frame is stalking us. Tool-Assisted Stalker!
10
Road Runner
Stangely, there is "temporary solid ground" on top of the screen which allows jumping on air. This allows us to jump out of bounds and hit the boss at the first possible frame.
11
Road Runner Bonus Stage
Death is used to exit the bonus stage early.
12
Bugs Bunny
Hardest level to optimize and a good place to look for future improvements. Maintaining speed at the boss rush can be tricky. One vertically scrolling screen is skipped by jumping out of bounds and getting a glitchy Y-coordinate on entering the screen. I would be interested to know whether there exists a faster strategy for defeating the final boss... If I recall correctly, there is a spooky creepy single stalker lag frame somewhere after the input has ended. Luckily the stalker didn't affect input lenght.
Sonikkustar's Comments:
When I made my other Looney Tunes TAS, I was still very new to the concept of TASing. So RAM Watch wasnt utilized in the making of it. So now its been a while, and Aqfaq has now done a full TAS of this. I later contacted him about it and he asked if I could make it more entertaining. I didnt want to be cruel, so I agreed. So most of my input was actually just the bonus stage! I also did one part of Daffys Stage too.
This was actually an unexpected project for me to be in!
Recommended Screenshots:
(removed)
Encode:
The kind sgrunt has provided an encode before hand. So here is a streaming link to the movie for your enjoyment.
(flowplayer module removed)
Thats all folks!
FractalFusion: A strange glitch indeed. Accepting, and will obsolete the published non-glitched run due to author request. A non-glitched run on the GBC ROM may be accepted in the future.
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Luckily, no. The death is needed, because we glitched to the Speedy Gonzales level, but we still have Daffy Duck's physics. Daffy won't fit into a small hole, so we need to die to respawn as Speedy.
I think the crash happens, when you are stuck in the wall and get ejected into a room that does not exist.
A small, fast paced, glitchy run. This is my type. :P
One question though, in the road runner stage, could you not glitch off the screen like you did with Daffy Duck? Or is that not how the glitch works?
Anyways, yes vote. Great job from the two of you.
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Thanks for asking. The warp glitch seems to work only on screen transitions before entering a vertically scrolling screen. Daffy managed to get TOO high Y-position for the next screen, which happened to be a vertically scrolling one, so when he entered the screen, he was inside a wall and got zipped in another screen and then into another level. In a similar manner, Bugs Bunny used the big rock of the blue-blob-boss as a platform to jump TOO high and skip the next vertical room in a few frames. The Road Runner level, however, has no exit trigger or screen transitions, because it is just a single screen that scrolls horizontally until time runs out. So, no warp glitch is possible for Road Runner, but luckily the rolling stones can be used as platforms to jump TOO high and land on glitched solid floor floating in the air. (Landing on the hidden magic floor also summons spike trap graphics for some reason.) This allows Road Runner to jump over the boundary on the left side of the screen, so that he can hit the Coyote at the first possible frame. Coyote is damaged so early that when he spawns and his hit points are loaded into the memory, he has already taken damage.
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Umm... wow. Leave it to Aqfaq to go and break another game!
Out of curiosity, do only the sword-swinging guys give you that much momentum when they damage you?
Anyway, well done. The glitching managed to cut out pretty much all the parts that were boring in the previous run. Also, we have yet another run with more rerecords than frames.
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:
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Let's see. The spike traps in water (in the second half of level 1) give a similar boost, so they could be used in a non-glitched run. The singing mummy boss can kick hard, which gives a good boost, but it seemed useless. I think that's all I'm aware of.
Here is an ugly Lua script (sorry for being lazy), if somebody wants to observe the speed boosts in detail:
This script saves eye muscles by displaying the RAM values on the position of the player sprite, so you don't need to switch your focus between a separate RAM list and the game.
I enjoyed it, but the submission text could include that info about the glitch, how many levels were skipped, etc, for those who haven't seen the full game.
Also, the best screen shot would be glitched-daffy interacting with the frog/dying, so a few seconds after that suggested ss.
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.