Post subject: Quattro Adventure
Active player (277)
Joined: 5/29/2004
Posts: 5712
This compilation has already been discussed in topics like this one and this one, but I feel if interest picks up it'll need its own topic rather than cluttering up a wishlist topic. This was one of the most notorious of the Quattro series, as Camerica had started publishing CodeMasters' games for the NES late in its lifespan without a license from Nintendo, and I read that they actually sold Quattro Adventure on a home shopping channel! (I'd like to see video of that if anyone ever recorded it. A 30-second spot for a crummy game is easy enough to do, just throw together some soundbites, but can you imagine home-shopping hosts talking about this thing for several minutes trying to make it sound like a great deal?) So for this first post I'll note some things I've learned recently about each of the 4 games on the cartridge at the time of creating this topic. Do you think any of them will be worthy of a submission to TASVideos?
Boco wrote:
I don't think you can change games without a hard reset (even soft reset just returns to title of the game you're playing, not the game select menu) so it'd need to be 4 movies.
Linus Spacehead I'm getting really sick of websites like this and this not doing their research and conflating the two Linus Spacehead games. They are not the same at all! One game is a sequel to the other! They have nothing in common but the protagonist and his need for candy! Quattro Adventure did not compile a game that would be first released a year later! (It reminds me of the problem of trying to discuss the original Legend of Zelda: The Four Swords with someone who's only familiar with Four Swords Adventures. "Four Swords? Yeah, Four Swords Adventures, I played that game on GameCube before!" So you say "No, the Four Swords on Game Boy Advance," and they say "Oh, yeah, you used Game Boy Advances to play Four Swords Adventures with multiple players!" So you show them screenshots, and they'll be like "Oh, yeah, Minish Cap!" So then you finally show them the Link to the Past GBA cart's other game in action, and they'll go "Oh, looks like you need exactly 4 players to play this game, and I don't know that many people who have this. Too bad!" No, you can play it with just 2 or 3 players; what's really too bad is not keeping the name "Four Swords+" for the GameCube game, to imply that there had been a non-plus one before.) I've gotten pretty good at playing this one in real time. There's one TAS I know of that I just found on YouTube (http://www.youtube.com/watch?v=HwZFgJbwc4o). It would be nice if they uploaded the input file somewhere though. We know it has some room for improvement: As I mentioned in the other topic, as least the last 3 radio pieces can be skipped without ruining the ending, and I just tested the shortcut in level 4 and found it to save a bit of time. Additionally, I discovered a trick in the part at about 7:04 in that video, where instead of jumping to the middle cloud on the right first, I was able to stand on the middle of the first cloud on the bottom of that stack and jump directly up to the cloud directly above it, as the gravity had just gotten low enough to do so. (The gravity gradually decreasing as you get higher in level 8 is a pretty cool gimmick, I have to say.) Super Robin Hood I haven't played very far into this one, but people have tended to respond to it pretty positively. What's interesting is I did some research on this game and realized that the "Super Robin Hood" on Quattro Adventure should really be considered the sequel to the game known as Super Robin Hood on such systems as Amstrad CPC, ZX Spectrum, and Commodore 64. On most other consoles this sequel was called "Robin Hood: Legend Quest", but for this first NES release they decided to keep the title of their previous Robin Hood game just to confuse us. And now you know!
klmz wrote:
I happend to have made a super-sloppy run of it, which was 20 minutes long. The game has some jump-through-walls glitches, but not very interesting.
Hmm, care to elaborate, klmz? Boomerang Kid Yeah, it's that game where you collect lots of boomerangs but never get to throw them at anything, and you die from a measly 41-pixel drop. So likely more of the challenge is figuring out how to safely jump down from high places than avoiding the enemies. It's also got that "partial 'bouncing' fix" I noted in Cosmic Spacehead, where if you let go of A but start holding it again during a jump, Boomerang Kid will automatically jump one more time when he hits the ground. This actually comes in handy sometimes, though, when you want to jump off the rapidly crumbling platforms after the first instant you land on them so you save them for as long as possible. My real gripe about the controls is how hard it is to control the forward distance of your jumps. You can start moving forward in the middle of a jump, but you can't stop or turn back after you start, but Boomerang Kid will automatically stop moving forward before he hits an obstacle after some distance--I think it's after he reaches a certain downward velocity. So there'll be times when you need to jump only a little bit forward, and you'll want to try to jump as low as possible to minimize it, but you also have to start pushing forward before Boomerang Kid starts descending or it won't register, but if you're too early you'll go too far... It's annoying. Also there are inconsistencies in the fall death detection, but I may get into that more later if I ever get some hard data. I just finished playing the game cheesing through it with savestates and learned some cool stuff. If you're going for time, I have found there are 6 warps in the game which make you finish a level without having to do anything else. But if you're going for score, then you want to reach the regular exit with as much time remaining as possible. If your two choices of levels are close in minimum completion time, then the difference in their numbers of boomerangs may make the difference in the maximum possible scores instead. So some level choices will be different for score-attack versus time-attack because of the existence of warps or because the amount of starting time of number of boomerangs differs. Here's how it breaks down: 1 boomerang = 15 points 1 second left on completing any Outback level = 10 points 1 second left on completing any Castle level = 20 points 1 second left on completing any Cave level = 30 points With major savestate abuse, I found that the maximum score is upwards of fourteen thousand points! So you can definitely get the #1 spot in a TAS. The only issue with an entertaining score attack I can think of is that you keep your points for collected boomerangs even after you die or take a warp, and after you die, the boomerangs all come back for you to collect again. So to maximize your score, you would want to suicide 4 times after grabbing all the boomerangs in whichever level has the most--that would be the last level, The Cave of Ultimate Evil, with a total of 8--to add the points for all those boomerangs an additional 4 times before you finish the level on your last life. That would make for a pretty boring finale, collecting 8 boomerangs 5 times, especially as there are only 4 unique spots for them to appear that you visit twice each time. But then in a time attack you would want to not only take warps but also use the Select button to lower your remaining time. The Select button feature for speeding up the timer was intended to suicide in case you got trapped and couldn't finish the level, but a speedrun could use it to run the clock out just before reaching the exit in order to avoid the tally of time into score. This would result in a very low final score, but that could be entertaining in itself, finishing the game but still not having nearly enough points to break #5 on the list! Now if anyone asks about specific level strategies, I could discuss one, but for now I just want to ask: What's the deal with Hopping Mad Halt? Why doesn't the level exit open after collecting the four boomerangs? Sure there's an easy-to-find warp, but shouldn't the regular exit work too if you earned it? I can only guess... 1. Programming oversight, and this level wasn't completely tested because everybody kept hitting the warp. If this is true, then it makes me want to check out the European version, "Super Adventure Quests", to see if they fixed it. Unfortunately I still haven't found anyone who's dumped that version of the game. 2. There's some arcane trick to make the level exit open that no one's discovered yet. This would just be annoying, and unlikely in my opinion because the rest of the game doesn't have any real "rule-breaking" segments like this. I already tried collecting the 4 boomerangs in every possible order and running around touching every other spot to try to find an invisible boomerang or something, so I really doubt it. But hey, a lot of players thought Backstab Alley was impossible without warping because they couldn't figure out how to make the final jump, so I don't want to be one to completely dismiss this. 3. The level designers locked the exit on purpose so you would be forced to find the warp. You know, to work in with the title, because you would be "hopping mad" to find you were "halted" by this nonsensical locked exit, until you "hopped" "madly" to find the real "halt" to this level. I don't like this idea either though, since it means it instantly disqualifies this level from the chance to rack up more points than in The Corrosive Cavern because you can never collect the time bonus, making the competition for best score attack route a little less fun. Also, the frog at the top of that level has its hitbox displaced to the right when it sits facing to the right, and... Did you ever notice how huge these frogs are? Think of them compared to the kangaroos from earlier in the game. It's kinda scary. Anyway, I don't know if this game is great for a TAS since it tends to look a lot easier than it really is, but in some places it's cool to see Boomerang Kid make a move earlier when you would normally wait for the situation to look safe, so... yeah? Treasure Island Dizzy This game already has its own topic, so you could post about it there if you want. http://tasvideos.org/forum/viewtopic.php?t=2933 I'll admit, I'm not a big fan of Dizzy at this time. I find the games a little hard to get into. And with this game's "1 hit, 1 life, no checkpoints, no continues, no saves" policy, how did this series ever take off in Britain the way it did? Sheesh. Well, I found the Dizzy the Adventurer TAS kinda fun to watch, so maybe this one will be nice too. Does there need to be a separate category for "Collects all 30 coins" though? And I know some of these games like Dizzy and Robin Hood were ported to systems like Atari ST and Amiga with souped-up graphics and sound, but those don't have rerecording emulators yet, do they?
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
Oh, hey, if you want to see the original packaging for this game, check out NintendoAge.com or DigitPress.com. I see that the Aladdin Deck Enhancer version came with just a big fold-out page for its instructions, while the gold cartridge has a full-length booklet. I also notice that the stories of the games were slightly revised from one manual to the other--except with Boomerang Kid, the story is COMPLETELY DIFFERENT! Check this out:
It's a little known fact but boomerangs don't actually return when you chuck them. They were invented by the Aborigines to train kangaroo's to jump on their back legs. The concept of using the boomerang as an aeronautic yo-yo is a confidence trick invented by Bob Smith. "I bet that I can lob this bent stick and it will return to my hand," goads Bob to his victim, in the queue to the dunny outside the pub. I should mention that the victim is usually in such a far state of inebriation, that he doesn't see the elastic string attached to the stick. He just marvels at the sight cries "blimin' Emma" and stumps up his forfeit. Poor Boomerang Kid, so taken in by the ruse, he spent the entire day chucking New South Wales' entire boomerang collection every where trying to copy Bob. Now the Aborigines need them all back!
Now compare it to:
Boomerang Kid was lost by his parents on a camping trip to the outback. Luckily an Aboriginees tribe found him and saved him from being a Dingo's dinner. The Aboriginees raised him as one of their own and taught him the ways of survival in the outback. Snapping Alligators, hungry Dingos and cute Koalas, Boomerang Kid learned about all the animals in the outback and studied their movements. He also learned to find his way around the treacherous terrain that was now his home. Now that Boomerang Kid is older he wants to repay the Aboriginees, so when their boomerang store is raided he sets out to find them, vowing not to return until he has every single one!
So which story is the TRUE story? Well, I don't think I care for games where you're just cleaning up your own messes, and I don't get why they wanted to start a myth about returning boomerangs being a myth when that's already contradicted by the title and high score screens. So the Mighty Whitey story must be the correct one, right? But then who stole the boomerangs and dropped them everywhere? Was it Lord Grimdown? Doctor Jekyll? What was Dr. Jekyll doing in Australia? They moved the Tower of London there? How did Boomerang Kid's parents lose him, anyway? Does Boomerang Kid have a real name? Where are Toby the dog and Howard the dingo supposed to be? Why is the sad cebu sad? I want answers! And then I will overthink those answers as well! YOU'LL PAY FOR THIS, BOB SMITH!
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
Another timesaver in Linus Spacehead I forgot to mention is to jump at the start of every level. If you're holding Left or Right when you hit A, Linus jumps forward at full speed no matter what his previous speed was, so a jump at every level entrance skips the time you spend accelerating on the ground.
put yourself in my rocketpack if that poochie is one outrageous dude
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Fun fact: Super Robin Hood has been released as a single game pirate cartridge, weighing in at 64k.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Ah, interesting. I'm somewhat aware that the Quattro series started on some earlier systems, and some Quattro games were mixed 'n' matched to make pirate cartridges on NES clones in some countries, and I've found ROM hacks that only let you play Super Robin Hood, or make you start the wrong game when you make your choice... usually Treasure Island Dizzy with the weird "paint the screen in inverse colors" mode, because they're hacking it for a translation or something... But I still can't find the Super Adventure Quests ROM!
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
I love this cartridge. I think all of these games have potencial for TASing.
Active player (277)
Joined: 5/29/2004
Posts: 5712
I haven't done much more speedrunning of this lately, but today I decided to investigate the music of Linus Spacehead a little more. There are 10 segments of music the levels choose from randomly, but I think I've discovered the "official" order of them. I'm not leet enough to decipher the actual music code, but I did find that address 0788 contains/controls the current music track, with 00 being silence, 01 the title theme, 02 through 0B the random segments, and 0C through 11 the various non-looping incidental jingles. So the numbers give away what order the segments are "supposed" to go in, and it's further supported by what the levels choose, where levels 1 through 8 favor segments 1 through 8 respectively: They seem most likely to choose the segment of their number, and you should also always hear that segment first in that level if you don't clear the level title card early with Start and move before its music ends (as the random number choices seem to be seeded by positions of Linus or the camera). It's also hinted at by how most levels seem to be able to play only some of the 10 segments. I know level 1 is capable of playing segments 1, 2, 3, and 4; level 2 can play segments 2, 4, 5, 6, and 7; and level 3 plays segments 3, 7, 8, 9, and 10. So the way the segments are all introduced roughly follows that same order as well. Using a cheat to change the music, I made a recording of all 10 segments in that order, one time each: http://www.box.net/shared/ulrqzxe5po Of note is that segment 2 is just segment 3 minus the triangle wave, and segment 1 is that minus square wave 2, and segment 10 is half as long as all the others. (I think I would have placed #4 between #6 and #7 if it were up to me, but now I've gotten used to thinking of #5 as "that tree level" or "We're over halfway through the game!") Be careful when using the cheat. If you swap looping songs with non-looping songs, or choose an invalid track number, the sound will probably turn into a horrible mess. What's more interesting is that if you play the title music during the levels, it will be raised in pitch by a minor third, and if you play any other music on the title screens, it will be lowered in pitch by a minor third. That makes me wonder if the theme music was composed in a different key first, then it needed to be transposed later in development, and it was easier to include a routine to change the pitch of all music at that point. When cheating, music other than the title theme will also restart whenever the main title is shown, so the code to show that screen must also contain the code to set the music track number.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
This weekend I dedicated to (Super) Robin Hood (Legend Quest)! One thing I did was find out how little treasure I could collect before seeing Maid Marion! KISS MY BUTT, RUBIES The only problem is the ladder won't appear if I don't have all the treasures. There's a sort of Metroid gateway-to-Tourian check going on here. I found that each of the first 6 segments of the ladder is activated by collecting all 8 of a certain kind of treasure. Then I believe the final segment, the one that takes you on top, only appears if the other 6 did. So you could collect 42 treasures, leaving behind only 1 of each kind, and still see no ladder at all. Or you could collect just the 8 goblets and see a couple of rungs floating in mid-air. Seeing how it's usually harder to avoid the treasure than to collect it, I like to think that it's mainly a way to railroad the player, you know, to make you feel good and secure for progressing along the intended path, while making any huge sequence break worthless. ...Unless that sequence break includes a trick jump from the 8 rubies piece of the ladder! It is cool how you can run all the way from the end of the game back to the beginning of the game if you missed something, though. So I did some research by watching every Super Robin Hood video on YouTube, and I learned that it's a popular game for a Famiclone called the Pegasus. Also, there's already a partial TAS, but unfortunately TheSwordUser must not have known of any of the "invisible keys", because they would have saved a lot of time. "Invisible keys" are certain spots you can touch to open a secret passage, extend a ladder, or block an enemy--so they're like the regular keys, only you can't see them and there's no indication that you've grabbed them but your own recognition that something in the level's changed. They usually involve touching a corner of the ceiling, sneaking behind where a guard stood, or hanging from the bottom of a chain over lava. I think only one invisible key is required to beat the game. But I bet most of them will make great shortcuts for any speedrun. (And how did TheSwordUser get sent to the wrong room? That could be helpful too!) I was first introduced to the invisible keys in this walkthrough, which is a nice guide for beginners who are starting to get stumped. (Took me a while to notice that not only do the guards differ in starting HP and firing pattern, but also whether they fire from the waist or from the shoulder, affecting whether you can duck or jump their arrows shot. They have differing sprites for this, sheesh!) Then I found a few more invisible keys on my own by chance, and I started to feel proud of myself, ready to take pictures for you all... until I noticed that more than one player on YouTube has found even more! They even found a way to make the impossible jump! There are ways to avoid collecting a few keys that will make it so some of the shortcuts aren't necessary, though. The thing that makes it difficult for route planning is just remembering which key does what, since most times you don't see what a key does while grabbing it. Maybe I should deface another map with labels for all the visible and invisible keys and what they correspond to. But first we have to make sure we've found every invisible key, so I suppose that calls for a "touch every tile" crusade! Life heart/damage management will be another tricky part of planning the game. One thing to bear in mind about the guards with the crossbows is that if you crash into one directly while you're not experiencing prior damage invulnerability, you'll kill him instantly, but you'll lose 3 hearts in the process, which is fatal unless you happen to have the maximum of 4 hearts. (It's 5 hearts that makes you trade in 3 for an extra life, not 6 like the manual says.) So it's probably not economical to do that unless it's something where you have to pass through the guard again with no room to shoot. If you were willing to die doing that, you would waste the fewest hearts by doing it with just 1 heart remaining. But I think in most situations it'll be better to just get hit by an arrow or something first before running through, or jump over, or try a little rapid-fire action... All those other enemies you can't destroy are the ones we should be giving thought to taking damage from first. If you do plan on dying, I have found that continue points are based on the last treasure you grabbed, the last heart you grabbed, or the ladder you last climbed to enter the current area--whichever came last. Not keys though. In case anyone cares how to get a high score, here's a breakdown of the scoring system: 10 points for destroying a bat (not necessarily by Robin!) 20 points for delivering a non-fatal hit to a guard (so ones with higher HP are worth more) 50 points for destroying a guard 80 points for collecting an extra heart 150 points for collecting a visible key 200 points for collecting stolen treasure of any kind 10000 points for reaching Maid Marion, thereby ending the game Since bats respawn infinitely, you can farm them for unlimited points... 10 at a time. Or you can take advantage of the fact that guards regain all their life when you leave the floor they're on, and farm one with multiple hit points near an exit ladder for 20 points per hit as long as you're careful not to shoot when he's red. One more dumb mystery: Does anyone know why the lives counter on the totals screen maxes out at 6, even though you can actually have up to 11? I can understand if they can't have that many icons on the head-up display, and I can understand if they don't want to bother programming double digits (Linus Spacehead is the same way), but I know the digits up through 9 exist, so why doesn't it use them?! Whoever finishes a run should remember to do a bunch of extra jumps during the ending to be funny. Robin can keep jumping anytime he's not kneeling until the message screen pops up, and if he's in the middle of a jump when that happens, he'll be stuck up there, blocking the second E in "The End", leaving Marion to stare at his feet! You can also jump from the top of the ladder in order to perform a higher jump once during the ending or even to shoot Marion, but that would delay the ending: It starts when Robin stands on the top platform, resetting his position to above the ladder. Oh and hey, if anyone does finish a TAS of Super Robin Hood, it would be a great candidate for one of those "game in a map" things that AndyDick makes.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
All right, this "jump into a wall" glitch is turning out to be useful. At least, when it's a thin wall, and there's room to run and jump and fall through, and it's on your left. For some reason it never works for me on walls to the right; I imagine they did the collision detection on left edges better, since most of the locked doors have to block you from the right. And don't jump through the wall shown in the picture before grabbing the treasure, because you won't be able to get back to it afterwards! Oh, but I found an even bigger secret while labeling the map that's starting to drive me crazy. See, I was trying to find out the purpose of that one key that's directly in your path so you can't avoid collecting it. It seems silly to me if it activates something up ahead, since there would be no way not to activate it and you would never see the thing unactivated and never know what the key did. So I backtracked all the way back to the beginning, looking for any new open doors, since the key made the door opening noise. And at the very beginning, I found this! It's a flippin' WARP ZONE! You walk through the passage there, but you suddenly end up on the ladder here! What's more, you are automatically given all the treasures up to that point, so you can continue on and still finish the game! You don't gain any score, though, and in fact, all the previous treasures and barriers are still in place. They really should have put a wall or something to keep you from backtracking from the warp destination, because if you fall down, you can't get back up, the door you haven't opened prevents you from going further back, and if you collect the heart or the diamond, you set your respawn point in that same trap, and the diamond gives you a glitched negative total of diamonds. However, there IS a way back up, just barely by using the glitch jump to get into the wall and jump through it back on top, and then you can use the platform the key starts to get back some more. So I kept going from there, passing through more doors from the wrong side by glitch-jumping, and seeing the tiles the negative diamonds gave me. In-game, they first show a blank space, then the letters of PAUSE in reverse, then an arrow, then a piece of Robin's boot. On the totals screen, they go from a blank space to some punctuation to the last couple of letters of the alphabet. But when I got to my first negative crown, I ran into a problem. I cannot get Robin to pass through this wall. When he gets far enough in that he would normally be able to exit on the left side, he gets stuck with no way out. If I make him duck, he never stops ducking, no matter which way he's facing. So the crazy fun ended there. Oh, but did I mention? It wasn't actually that mystery key that triggered the secret passage. See, I tried loading some earlier savestates, and it turns out that I had somehow opened that passage much sooner. Savestate 3 was the earliest one where I had already opened the passage, while savestate 2 was the latest one where it wasn't open, so I uploaded both for anyone to play with. http://www.box.net/shared/uuaq6z8252 http://www.box.net/shared/y1vecvczvk Savestate 2 must have been when I first climbed the first ladder down, and savestate 3 must have been when I was about to test how far down the chain I had to climb to activate the next regular secret passage. At that point I had collected the previous treasure chests, defeated the guard, and blocked the mace ball with the secret spot from the other chain, but I hadn't yet grabbed the key underneath. This was when I was jumping all over the place to try to find more secret spots, so that must have been how I accidentally activated the warp-zone secret passage, but I tried doing all that stuff from savestate 2, and I haven't been able to open the passage again! So now I'm thinking I must have hit something REALLY secret that's almost impossible to find, maybe just a way for testers to skip half the game. Could it require touching a secret spot I forgot to try agin? Getting wedged in a certain wall? Shooting something with an arrow? Riding a ball somewhere or messing with its entrance area? Waiting some amount of time in some spot? Revisiting certain areas? Collecting certain items in a certain order or timeframe? Taking damage from a certain enemy, or not taking any damage for a certain amount of time? Doing any of those actions a certain number of times in a row? A secret button code? Oh good grief I hope I didn't enter a button code by accident... That's why I call on all NES experts to help with this! I did some RAM searching, and I think 064A corresponds to the state of the secret passage. In states where it wasn't open, 064A was -1 (FF); in states where it was open, 064A was -65 (BF); and when I loaded a state from very late into the game, 064A was 127 (7F), which probably means "Keep the passage sealed, you won't need it anymore." (On another version of the ROM, I had savestates where 064A was -33 (DF), though that was when I was going for least treasure possible.) When I cheated to set 064A to BF, however, the passage didn't open, and it went back to FF as soon as I turned the cheat off, so it may be an expression of the secret being unlocked rather than what decides whether it is. But if it works right, it may save you the trouble of having to run all the way back to the beginning whenever you want to check to see if you've done it!
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
Well, I don't think I'm much closer to finding the trigger for that super-shortcut, but I've come up with a few more ideas. First off, I noticed a few more memory addresses that may be useful to watch. While 0648, 0649, and 064A show the status of a bunch of secret passages by which bit flags are cleared, when I managed to get a cheat on one to stick, it actually made me unable to open the secret passage anymore. But then I remembered that the same secret passage that was linked to 0649 was also linked to 0661, and I found some more success with modifying 0660 and up, where setting bit flags is how the game keeps track of which secret passages or treasures or whatever you've already gotten. Cheating them doesn't do anything right away; you have to reload the area with the cheat already on, by leaving by ladder or dying, and then you'll see a change! So by setting 02 in address 0662 on the totals screen, I can make the super-shortcut open at the very beginning of the game! That's a nice way to skip to the last 3 sets of treasures. But I hadn't been messing with cheats at all when I first opened that big secret. I was just testing things with savestates in order to fill in a map. So unless there was some rare minor savestate corruption going on, then I think there has to be a legitimate way to open that thing, and it's simply very obscure. I just wish I could pinpoint it. I've been messing around with FCEUX's debugger all evening, in hopes of working backwards from where the game calls for 064x and 066x to be rewritten and seeing what it might be checking for, but this code gets so confusing so fast! I only hope someone with more experience with this stuff happens to see this topic and will lend me a hand... By the way, a couple more observations about the general gameplay: I only recently noticed that while you can't seem to do anything about Robin Hood's speed during a jump, if you simply step off a ledge rather than jumping off, you can steer Robin left or right throughout his descent. So you can do a hooked drop from a higher alcove to a lower alcove in the same wall. Additionally, when you fall off a ledge and hold A as you pass a ladder, Robin will jump from the ladder and keep his current speed. Could be useful somewhere, I dunno. Finally... The glitch-jump isn't just useful for getting through walls and ceilings; by snagging the corner of a raised floor, you can walk around a little bit inside it!
put yourself in my rocketpack if that poochie is one outrageous dude
Patashu
He/Him
Joined: 10/2/2005
Posts: 4014
As for the 'lives up to 11, displays 6' thing - maybe it was a maximum of 6 at one point, and it got changed to 11 but without changing the code for how many lives it displays?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Active player (277)
Joined: 5/29/2004
Posts: 5712
That could be, maybe they were going to give out fewer hearts or have extra lives cost more too. But I'm posting now because the mystery is solved! I may still not understand 6502 assembly very well, but using a debugger checkpoint while playing around turned out to be a great idea. What you have to do is jam Robin's face squarely into this gargoyle's. That's all it takes to skip the first three sets of treasures! I must have tested jumping off that chain very thoroughly the first time I explored there. I was able to run straight over there and open that passage from a fresh new game, too. So now I can stop worrying about that, and I'm now over halfway through labeling the map, and then it will be easier to plan routes. After that I should find out what the effects of negative treasure counts are on the ladder to Maid Marion, just for fun! Oh and that "unavoidable mystery key" did turn out to open just one door, which was placed after the key, but I was able to confirm which door thanks to the big shortcut. So that was pretty pointless since you won't run into the door closed unless you know about that shortcut, but it is mapped closed on the vgmaps.com map, so I wonder if the mapper was cheating to skip ahead or just said "Oops, I must have forgotten to record this door closed; I'll just grab tiles from the other closed doors to fix it!" Also, before I forget, I want to mention another technique: When there's a ladder in the floor, you should jump on it, and you'll fall straight through instead of having to climb down some first. I think Robin will grab on automatically if it's to go down to the next screen, though.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
Here's the map with labels! Numbers are next to keys, while letters are the approximate locations of "secret" keys. Black-on-white is for causes, while white-on-black is placed on effects. I also added a few objects that De Vol left out, but I didn't change the really minor stuff. Please let me know if you have heard of any secrets that I haven't found, because I know they can be hard to come across sometimes and I don't want to miss anything! Like in this room: I thought I remembered I once made that top ladder reach down into the room somehow, but maybe I remember wrong and I'm actually remembering wanting to climb that ladder the first time I visited, or I'm remembering using a savestate to get back up when I fell off it later. I played a little Treasure Island Dizzy today, and I found a warp that I didn't see mentioned on the old topic or the online guides I checked! Just press B here... ...and you'll be sent over here! If you take the magic pebble with you, this will allow you to bring items over to either side of the island without ever stepping in the water. Could be useful!
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
Here's a map of Treasure Island Dizzy too. Right now I've just got everything mapped in its initial state, but later I'll want to add the hidden coins and label everything. What annoys me about the map is how it makes possible jumps look impossible, due to the way screen transitions work. Like here: Or here: hello broken trees Or heck, remember the beginning of the game? Would you have guessed it's the FIRST jump where you need a boost? It also annoys me that it looks like you should be able to squeeze through this gap but you can't. Couldn't they have just closed it up?
put yourself in my rocketpack if that poochie is one outrageous dude
Dwedit
He/Him
Joined: 3/24/2006
Posts: 692
Location: Chicago
Is there any place in the game where you can take advantage of backwards movement? Because in the middle of a jump, it can revert to forwards movement. Any possible shortcuts from that?
Active player (277)
Joined: 5/29/2004
Posts: 5712
Oh, I didn't think about that, I was just thinking about how you might lose time hitting the bee in the first place because you'd just ricochet back. But maybe if you can time it so you collide right at the edge of the platform, that might not waste time at all, or you could hit it when it was going to be in your way for a second anyway. Yeah, I'll look out for any places where a ledge is directly over another ledge, or where there wouldn't be enough room for Dizzy to reach the peak of his jump before hitting the underside of a ledge, so Dizzy could do a "hooked jump" exactly when the backwards fever wears off like you're imagining, though I can't think of any now. I did start to think about all the places where the ground doesn't line up across screens. When Dizzy enters a screen with lower ground, he'll fall for a moment first. When he enters one with higher ground, he'll float up through the ground. So I'll want to look out for any exploits involving walking inside the ground for a moment, or involving jumping off the air when Dizzy enters the screen, the way I found those blank screens by jumping off the air from the pebble warp.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
Well, I tried that "hook jump" idea, and it didn't really work. Even if I started jumping the frame before the backwards walking would have worn off, the backward jumping wouldn't wear off until halfway through the jump, so Dizzy only boomerangs back to where he started. Could have been useful in a game with a collectible floating just over the edge of a cliff... I think there's a little more application in places where you need to fall from a great height, but you don't want to fall in the same direction for quite so long. With that idea, I was able to maneuver Dizzy onto a normally unreachable platform! Hey, shopkeep, where's your empty bucket this time? Unfortunately I didn't find any more secret warps there, or anywhere else in the game even after I mashed B on every single spot. You could argue that I should try dropping every item on every spot, in case there's an alternate use (thinking of how trying to use the grave-digger's spade on Hookjaw's grave pops up a message telling you he safeguarded against that), but I'm not up for B-mashing every piece of ground another ten times, or A-mashing with the pogo or whatever, and I doubt anything will come of it. Now I'm not surprised that the secret warp from over the blasting area to the area past the other grave wasn't found by that guide writer, since there's only one spot you can stand on to trigger it, while the other two warps have a range of eight steps that will work. It's not hard to position yourself though, since it's on the edge, so you can just tap right on the screen to the left. I did find a spot where Dizzy perpetually snaps between two screens until you move him to one side! Yeah... The flippers could be a valuable item for sequence breaks. The only thing you actually need the flippers for is escaping with the coin at the very bottom of the ocean. You can get to the dynamite from the left, and into the whole smugglers' cave without digging up the grave, if you float over the killer fish. (As far as I can tell a regular jump won't work.) You can get up onto the right beach without the help of the bubble-fish, which means you can leave that whole crowbar business behind unless you're going for the coins underneath the rock or you want to leave your flippers behind at some point. The flippers are also one way to get the coin on the mast of the sunken ship, the other way being to jump off the island in the sky to the left. Flippers also generally save you from time-consuming underwater jumps and waits for other sea creatures. But I think you still need to pogo to the island in the sky anyway, since I haven't found a way to squeeze past the last torch in the smugglers' cave unprotected. And warps and flippers don't change the fact that there are three things you need to take out of the smugglers' cave through water, the second requiring you to bring in a brass key and the third requiring you to bring in a fireproof suit, and the only way to save a trip by bringing out two items at once is to leave your flippers behind, sadly. Flippers also won't help in the mission to retrieve Hookjaw's treasure because you need to save a slot for the bible. So their value to a no-coins run is especially limited. I noticed that when you blow up the big rock, only the lower piece of shrapnel can kill Dizzy, not the higher one. You can stand on top of the block and stay safe, or you can even stand just far enough away to jump that lower piece. I was playing around with the boat that takes you to the end of the game, and I noticed a few funny things. First, while you probably already know you'll get the same boat parts from the merchant in the same order no matter which order you hand him the treasures, it also doesn't matter in what order you drop the boat parts into the water; you'll still assemble the boat correctly. So you could drop an ignition key into the water and see it turn into a boat, drop a gallon of petrol on there to turn it into a motor, drop another outboard motor onto it to weigh the boat down with gas, and drop another boat onto the boat to start it up. (And no, I'm pretty sure you can't rehydrate the boat anywhere else.) And I noticed that the boat doesn't really travel across screens. It's more like there's a second boat that's generated on the next screen as soon as you start up the first boat. Their positions are independent of each other, but a cautious player would wait until each boat reaches the edge of the screen, maintaining the illusion that a single boat crosses over the edge. But you don't need to wait for either boat to move to make the final jump. I also played in the "sound effects only" mode for a while. Music mode has almost all of the sound effects anyway, though; sound-effects-only only adds a "fut fut" noise when Dizzy walks or jumps. The walking noise is different inside the big fish. There you're actually forced into sound-effects mode for that one screen if you were already in music mode. If you switch back to music mode inside the fish, it doesn't disable the special walking noise, and the music restarts when you exit the fish. Speaking of music, why does the NSF file for this game contain 6 songs that are never heard in the game? Did the composer get ambitious and start programming music for events that were never added? And why is it so easy to glitch up the music in Super Robin Hood? Oh yeah, I played a little Super Robin Hood on one of the compilation ROMs for Pegasus I found. Pegasus 4-in-1 is a mix of the Quattro cartridges for NES, containing Soccer Simulator from Quattro Sports, Go Dizzy Go from Quattro Arcade, and Boomerang Kid and Super Robin Hood from Quattro Adventure. These ROMs don't seem to have great emulator compatibility, as I had to try Nestopia to get them to start at all, and even that wouldn't load Go Dizzy Go or Boomerang Kid. Super Robin Hood worked just fine, though, and I even opened the supersecret passage again! Pegasus 5-in-1 is quite amazing, as it contains BigNose Freaks Out, MicroMachines, The Fantastic Adventures of Dizzy, Ultimate Stuntman, and BigNose the Caveman--which had all been released as stand-alone NES cartridges! But why is the second BigNose game first and the first BigNose game last?
put yourself in my rocketpack if that poochie is one outrageous dude
hx9
Joined: 9/26/2010
Posts: 3
Location: USA
I registered for the forum only to say that I was one of those people that got this game from the home shopping network... the gold cart. It has a weird switch on the back that changes the game from "Mode A" to "Mode B" which you're only supposed to use if the game doesn't work. It's been fun reading your posts and I wish you luck. I wish I could be helpfull but I'm really bad at this sort of thing. :P
Active player (277)
Joined: 5/29/2004
Posts: 5712
Somebody told me that was an NTSC/PAL compatibility switch... Did you ever try the other position and see if the game acted any differently? Anyway thanks for commenting! Oh, I should upload that Treasure Island Dizzy map I finished, shouldn't I? Here: http://www.box.net/shared/l6hybysq20 I revealed all the hidden traps and labeled everything, but box.net's online viewer makes it too blurry to read, so you'll want to just download it. Will spelling everything out help anyone plan the fastest solution? I'm not sure if I mentioned this yet, but I discovered you can't finish Super Robin Hood with negative treasure counts; apparently the ladder generator does an "equals zero" check on the treasures. Fortunately you can remedy this by simply entering the secret warp passage again. Sometime I need to analyze which parts of that game you can skip exactly, but I've been too busy making Dizzy maps...
put yourself in my rocketpack if that poochie is one outrageous dude
hx9
Joined: 9/26/2010
Posts: 3
Location: USA
Well, I have two regular, side loader nintendos that work, so I can see if it changed anything. If memory serves, it was exactly the same no matter what switch I used. And I forgot to mention... that warp you found on top of the thing was the only way I could beat the game normally. Then again, I was 10 at the time... to beat it only to discover that I needed 30 coints too! Ugg!! The last one I found was just east of the magic pebble's starting ground. I'll dust off the old NES and see what I can find.
Active player (277)
Joined: 5/29/2004
Posts: 5712
Hah, so I wasn't the first to discover it! Yes, that warp is handy, as you can get the flippers before you even set foot in the water. If your game still works, maybe you can try some of the secrets I found, and see if you can find any more. I recall so far I've found 4 secret candy caches in Linus Spacehead (and a total of 55 candies in the whole game), 15 secret passages in Super Robin Hood (though one is required to finish the game, and another is more of a trap door you want to avoid), 6 level warps in Boomerang Kid, and 3 secret warps in Treasure Island Dizzy in addition to the "warp" you get with the magic pebble.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (277)
Joined: 5/29/2004
Posts: 5712
Oh, this is a little embarrassing... I didn't think to look for this soon enough, and forgot to tell everyone about this earlier, but somebody already made a map of Treasure Island Dizzy on NES! But they didn't make my cool labeled version, so there. Their secrets page did remind me that we need to figure out those screens where there's some kind of limit on how many times you can press B. Some kind of item limit due to the number of sprites there, maybe? And before I sent my maps off to vgmaps.com, I did a little hex-editing on Dizzy's next-screen values to see if there were any secret screens I had missed. It was mostly a lot of falling through black voids, because the programmers didn't put graphics in screens they never expected the player to reach. They did paint sky on a screen I don't think you can reach normally, above the two huts between the pier and the boat shop, so either they overestimated the ability to jump from that cloud to the left, or they removed another cloud there later on. I was able to explore the message-less ending area and the three demo screens, which all worked normally, although the red fish in the demo doesn't kill Dizzy, even though the crab does. Maybe they had problems with the fish ending up in Dizzy's way in early tests of the demo. Between those places is an empty message box background. Screen FF basically freezes the game, as Dizzy fails to appear there. But there was one cool place I found, directly over the warp exit above the pogo stick. Some kind of testing area? Dumping ground? We have here a jellyfish, a dehydrated boat, a dozen random background tiles, and a group of six little fish that I don't remember seeing anywhere else in the NES game. Those little fish kill you if you touch them. What do you think is up with that?
put yourself in my rocketpack if that poochie is one outrageous dude
Patashu
He/Him
Joined: 10/2/2005
Posts: 4014
So, are you including those rooms in your map? ;)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Editor, Emulator Coder, Expert player (2104)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
A WIP of Super Robin Hood! EDIT: It might be worth ducking in front of the crossbow man to avoid taking damage from his bolt.
<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
Active player (277)
Joined: 5/29/2004
Posts: 5712
Hey, that's really nice! You did some things I never figured out, like jumping through walls under a low ceiling, or some kind of ladder-jump? I guess you won't need much more help from me to analyze the game. But you're right, deciding when it's really worth taking a hit may be one of the trickier parts.
put yourself in my rocketpack if that poochie is one outrageous dude