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#638173635535905586 - Power Rangers - Time Force (GBC) [Suggested optimization attempt]

fail.bk2
In 04:37.68 (16585 frames), 4789 rerecords
53 downloads
Uploaded 4/17/2023 9:25 PM by MamaLuigiMomsLotsaSpaghetti (see all 11)
So Technickle suggested a small optimization I could implement to my now finished TAS of this game. I tend to wing it when it comes to TASing games (probably going to be my downfall), with only whatever street smarts I developed for a game at that point. I had never known that, apparently, you can actually skip the last part of the level title cards. So that would be about a second improvement, which, on paper, sounds great! I've heard, well, iirc anyways, that implementing stuff like this retroactively tends to be on the simple, kinda easy, somewhat easy-medium, regular mediu--
This game is not one of those times. In fact, ignoring routing, glitches, techniques, etc, if raw execution was the end-all-be-all of TASing... this would be one of the most ANNOYING GAMES I'D EVER TAS! Compared to every other Game Boy Color game made by Natsume, this practically runs like something hackneyed together by the hacks over at Tiertex. This game doesn't seem to actually run at 59.whatever Hz like your normal GBC game, or even at a consistent 29.whatever Hz. Instead, this game is infested with dropped frames, lag frames, in uncomfortably abundant amounts, and entirely spontaneous. And with lag frames comes dropped inputs. I lost count of how many times I had to work my way around that one frame that I need to do something important... that happened to be a lag frame. And that was when I was actually recording this game. It gets worse... which brings me to why I'm not actually going to impliment Technickle's suggestion.
With how abundant and random lag frames are in this game, TASes for it become extremely sensitive to timing. I'm no TAS expert, but compared to other games, you'll hit the butterfly effect much harder with this game if you try to retroactively patch your TAS with new stuff. One small tweak could easily wreck the entire thing. I tried to put in the title card skip in Level 1, and it broke the sequence of actions I had set up. One major example was the hallway before the turret room. After trying to fix up the level so far, the energy meter required to turbo boost was now not full and ready to use when I needed it too. Apparently, the rate the special meter fills up seems to also be random/time-sensitive. Which meant one thing led to another, and, well whatever I had to improvise with to fix this ended up just being slower than if I didn't even bother with this suggestion. As for my attempt with Level 2, it actually worked a lot better, with the only major hiccup being that the boss now tried to teleport, so I had to tweak it a bit. Level 3 broke as to be expected, including the part where that boss now ended up teleporting the complete wrong way from where I needed it to be. I decided to scrap it there too. Unfortunately, I couldn't just leave it there and just have Level 2 tweaked. As you can see in the user file, Level 3 ended up broken anyways after I patched Level 2. I don't really know the case with other games regarding trying to do something like this, but I'll tell you one thing, this game will likely require a full redo of the TAS to implement such a small optimization. Maybe when I find something else major to use, I'll probably keep this in mind to do some updated TAS. But for now, I'll pass.