Ankou
DoReMi Fantasy: Milons DokiDoki Adventure TAS - World 6
updated
source code here: bin.smwcentral.net/u/7012/Mode%2B7%2Blevel.zip
From Grand Poo World 2, by Barb: smwcentral.net/?p=section&a=details&id=19541
The second of two bosses I did for Barb's hack, Grand Poo World 2, and probably my most ambitious boss so far. This is both a sequel to the one I did for the first GPW, as well as an homage to the Bowser boss from Kaizo 3.
The battle is split into three phases, indicated by the color of Bowser's shell. In the first phase, he has five attacks available. With phase 2, that is upped to a pool of ELEVEN different attacks. Phase 3 doesn't add any more, though it does add falling fire from the sky to make the fight even more hectic. The average clear time for blind streams was around 3 hours, by the way.
...Actually, there was a planned twelth attack which would get used at the start of phase 3 as well, but it got scrapped due to jankiness with the concept (it was a magic attack that would temporarily turn Mario into a flopping fish). Perhaps that was for the better.
The first of two bosses I did for Barb's hack, Grand Poo World 2. The theme for this one was, unsurprisingly, Chucks; every kind of Chuck (except clapping) was incorporated into the fight, plus one extra surprise at the end. Also, it may not surprise you to hear that getting this boss to run with minimal lag was a challenge. There were a hundred corners cut in the background to optimize it, ahaha.
...Though, unfortunately (or perhaps fortunately), the version of the boss in the current v1.1 release of GPW2 has a bug in it that prevents the split-into-three attack. Not that it makes the fight much less hectic, though.
Figured I may as well upload videos of some more bosses I've done, especially since both this hack and the other one (Grand Poo World 2) are being run at SGDQ next month.
This one was done as the final boss of Juz's kaizo hack Invictus, and is based on the Kamek sprite from YI. The fight itself is basically just a challenge of survival; Kamek himself actually just dies in a single hit from a shell at the end of the fight (he needs to exercise a bit more).
Also! Worth noting that the version of the hack on SMWC is currently v1.0, whereas this version of the fight is on v1.1. This version is mostly the same though, with some small tweaks here and there and a harder attack pattern at the start.
This game is a homebrew NES game, which you can download here: forums.nesdev.com/viewtopic.php?f=22&t=17157
Was introduced to this small little homebrew game at AGDQ by authorblues and Smartball, and figured it'd be fun for a short little TAS. To sum up the game: it is the best dinner ever.
Also, originally I intended on going back to add some more playing around in-between stages after I'd finished, but as it turns out, the game does not play very kindly with changing your inputs; even a single extra jump can affect later levels! I didn't feel like redoing the whole TAS just to play around a bit, so oh well. Something to keep in mind if anyone else runs this game.
-- TAS details ------------------------
Frames: 19227 (5:19.923)
Rerecords: 32175
Emulator: Bizhawk
No SA-1 used, and because the level makes use of Layer 2, it's actually even only half as big as it could be!
For reference, here's a map of the level as seen within Lunar Magic: https://i.imgur.com/R245l3A.png
You can download the new version of Lunar Magic here: fusoya.eludevisibility.org/lm/program.html
Actually this wasn't even the original solution, it's just been so long that I can't actually remember what it was, haha. It is mostly identical to what I recall though. The goal was that it was supposed to be doable without tools, even with the whole "you can see the dang Yoshis" issue.
Some background: This was actually a boss I myself coded for Barb, who basically wanted to turn Bowser's fight into something as crazy as possible (as it turns out, it ended up TOO hard and they added a mushroom to give people a little more time to figure it out). These are my personal strategies I came up with for each phase, which a lot of people asked to see since I was the one who designed it to begin with. Since the fight is so long, it's hard to come up with consistent strategies (especially phase 4, which is wild), so maybe this will help some people.
I have some more detailed notes about the strategies in the closed captions, so turn those on if you want to see them.
Also, in case you noticed the lack of freezes compared to the final fight, this is because this particular fight was done from my test ROM rather than the actual GPW. It's completely identical to the final result aside from that, however.
Update: An improved TAS can be found here: youtube.com/watch?v=e6XEaqsuA14
Frames: 80938
Rerecords: 53116
SMV: http://dehacked.2y.net/microstorage.php/info/1214451076/Super%20Dram%20World%202.smv
Been a while since I've done a serious TAS. Definitely improvable; there's some things I forgot about in a few levels that by the time I realized I forgot to do them, I was too lazy to actually go back and fix it (re: the water level). Well, maybe someone else will take the time.
(also, maybe I'll start actually using Bizhawk some day. Today is not that day. Tomorrow is probably also not that day)
and yes, that one message box is absolutely required
(it's not the right one)
Turn on closed captions for some explanations about the glitches used.
sidenote: it's actually not that hard, rta might be possible. the most difficult part would just be the L+R.
This was made a few months back for an ASM contest on SMWC (that unfortunately lived a very short life), where it got first place for the round with a score of 93.65%. You can download the source files for it here: http://bin.smwcentral.net/u/7012/Entry.zip
Originally, I actually planned to have the level randomly generate too, since I'd played around with procedural generation a fair bit. I ran out of time to implement that though, so it ended up with a hastily thrown together level instead. Still, it evidently went over well.
(also if you're wondering what that other level is, it was just for testing powerups)
And in case anyone was wondering, the BG is combined from several backgrounds from Sutte Hakkun (specifically stage 8, the title screen, and the holiday event version stage 1). The rest of the graphics were drawn by me.
Rerecords: 1179992907
Frames: 7335
(I hope this was an obvious april fools joke)
Alternatively download the hack here to try it yourself: http://bin.smwcentral.net/u/7012/Sleigh%2BRide.bps
So, SMWC brought back their classic Secret Santa level design event (you might recall the Deserted Temple one I did last time they had it), but they added an interesting twist. As with last time, users sent a request for a very basic level design idea and received one they had to make in return. This year, however, some users (including myself) received the request from "Satan" rather than Santa, and instead of making the level as normal, they had to "misinterpret" the request by twisting it out of expectations.
And, well, the request I received was "a night ice level with Christmas decorations and snow". So, here's a night level with snow and (sparse) Christmas decorations.
(also, yes, that title was the only holiday-themed mortality pun I could think of, I'm a disappointment to everyone)
Overall, I feel like this came out pretty decent. Originally I had more plans for secrets and easter eggs (involving e.g. the locked stairwell, the lights, getting the goal point without returning to normal, etc.) but I spent way too long on this level already and was running out of time. Ah well, at least I have a video in time for Christmas. It's a dumb one, but I had fun doing it.
Credits for assets I didn't make:
Graphics: StanTheMackiar, Gloomier, Luigi-San, DragonFire6780
Music: ThinkOneMoreTime, Wyatt Croucher, Atma, Pinci, Moose, Izuna
Sprites: Ladida, Dispari Scuro, Nesquik Bunny, mikeyk, GreenHammerBro
Patches: p4plus2, RPG Hacker, Alcaro, edit1754
Tools: Fusoya, Romi, Alcaro, JackTheSpades, Kipernal
Backstory: GreenDeathFlavor (an SMW speedrunner) had some design challenges a few months ago and I submitted a couple entries to them.
The two challenges I participated in were creating a new boo boss and creating a level that didn't require the left or right d-pad buttons. They're shown in reverse order in the video above though, since the boo boss one actually has credits.
Some timestamps, if you want to skip around:
00:00 - Intro
00:52 - 4-Way Stop normal exit
01:42 - 4-Way Stop skull rafts exit
03:00 - 4-Way Stop layer 2 exit
06:49 - 4-Way Stop chuck exit
09:00 - Big Boo boss entry
09:50 - 1, 2, 3, Flip
11:18 - Best credits
You can download either of them from here:
Big Boo: http://bin.smwcentral.net/u/7012/FlipBoo.ips
No L/R: http://bin.smwcentral.net/u/7012/FLeftFightRight.ips
Frames: 18597
Rerecords: 3495
BK2: http://dehacked.2y.net/microstorage.php/info/286717870/Streemerz.bk2
Apparently this contest was a lot better received than I expected, with over 200 entries being submitted! I was pretty surprised to have won, and to be honest, I shouldn't have. A run by Mothrayas is actually faster by about a second (go check out his run!), but a glitch with the TASVideos autojudger caused his to get skipped over. Still, this means I ended up unexpectedly going to my first GDQ in spirit, so it was pretty satisfying. Congrats to all the other runners who participated as well, even if they didn't make it onto the stream, and I hope something like this happens at future GDQs as well.
Of course, this is definitely improvable. Apparently there was an invisible door in one of the rooms that would save somewhere around 100 frames. Thankfully only like three people knew of it during the race, though.
Here's a link to the actual results of the SGDQ competition: http://tasvideos.org/forum/viewtopic.php?p=414183#414183
You can download it here: http://www.smwcentral.net/?p=section&a=details&id=11374
Emulator used: snes9x v1.51
Frames: 85869 (23;51.15)
Rerecords: 48046
SMV: http://dehacked.2y.net/microstorage.php/info/1845327352/Dram.smv
Feels nice to have finished my first legitimate TAS in a while. If you haven't heard of the hack yet, it's a Kaizo hack made by Panga for the SMW Twitch streamer dram55 (hence the title). It's meant to be in line with the original Kaizo series, which it does pretty well, so I recommend trying it out.
EDIT: Definitely. Here's authorblues doing it live: youtube.com/watch?v=srRfdOCkyyw
(happy april first :3)
(also here's my annual upload, everyone)
Emulator: snes9x v1.51 v7 svn147
Frame count: 8090 (2;14.33)
Rerecord count: 5367
Bit of information on this: a bunch of TASers (myself included, obviously) are doing freeruns using levels suggested by various RTA speedrunners. Each of us got a different level, and had to make the most of the level as we could. At some point I may try compiling these all into a single video with links to each runner's channels, but it's not guaranteed. For now, you can find some of the other runs here: http://tasvideos.org/forum/viewtopic.php?p=403594#403594
For more information about this run and TASes in general, see http://tasvideos.org.
Level by anonymous bl00dlust (aka jesus).
Downloads can be found here: http://youtu.be/SgesyE8hfCw
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So, this level... To put it simply, it's both really well designed and terribly designed at the same time. It's a cool level, it looks nice, it flows well, and while it's not particularly gimmicky aside from the scrolling, it still manages to have some good ideas. But the problem is, it's basically a Kaizo level, in what is meant to be a normal hack. Judged on it's own as such, it's an amazing level, but as part of what is supposed to be a savestateless hack, it's just too difficult and annoying. Maybe if checkpoints were more common it'd be tolerable, but as it stands, it's nigh impossible for your average player to do it tool-less, especially without knowing what's coming.
You can download it... uh... I'm not sure where, since atpages is dead.
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So hey, I still do SMW! Hacks, anyway. Could have sworn I said I was quitting it or something.
If you're unfamiliar with the Hyper series, it's a line of fairly long hacks that are known for having some of the hardest level designs outside of Kaizo hacks. It's a bit hard to judge difficulty through a TAS, but you can at least see how difficult the hack's author thinks each level is via the blue coins at the start; the more coins, the more difficult. It goes all the way up to 9, with the exception of *one level* in particular.
Which brings me to my next point, why 100%? Well, the hack itself is fairly linear. Sure, there are secret exits, but most of them lead backwards and don't really go anywhere. Plus, once you get the cape, the hack would become a good deal less interesting. So I made it a 100%, which requires not only beating every level but also collecting every dragon coin, because that "one level in particular" I mentioned makes it necessary to have every one. Also, there's no Yoshis in this hack as far as I can tell, so there's not any particularly large breaks from him anyway.
So here's hoping this goes well enough, and hopefully I don't give up on it after a few weeks~
http://tasvideos.org/4254S.html
(this is a really dumb April Fools joke in case you couldn't tell)
Download: http://smwc.me/1098237
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Frames: 43181 (11;59.683)
Rerecords: 34883
SMV: http://goo.gl/8qhQSR
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It's about time I got a TAS done. The run can actually be improved a good amount (10+ seconds) because of a break in it that wasn't pointed out to me until after I'd gotten halfway through the boo bosses; at that point, I didn't feel like going back to redo everything, so if someone wants to improve this, it should be pretty easy to do.
Also, I need a good project to do now that this one is done. Maybe at some point I'll go back to Sutte Hakkun, but the later levels just kill my motivation.
This was Alex, zraffleticket01, and my's level for A2MT, made as a tribute to the platformer-puzzle design of Desunoya in their game "Fantasy Explorer Nitroid!". It ended up rushed due to the initial deadlines and the amount of work that had to go into it, however, and ended up basically just being a switch-fest with a ton of cement blocks; a lot of the ideas, such as save points, shatter blocks, and additional powerups never managed to come out of it. Maybe I'll reuse the idea in the future and expand on it for a better level, who knows?
If you're confused about the level title, by the way, it's an anagram of "Fantasy Explorer Nitroid!".
(Also I am actually working on a TAS)
You can download it here: http://smwc.me/798297
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I guess this is finished or something? The last level never ends, but there is a short bonus world immediately after. It's mainly remakes of previous levels, though, so it shouldn't be a big deal.
(also if you're wondering why uploads are so much more infrequent than normal, you can blame college, work, and other projects)
You can download it here: http://smwc.me/798297
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Unfortunately, didn't finish enough stuff for C3 to bother showing anything off. Oh well, my projects should be finished by next time.
Also, SGDQ is going on right now. If you're not watching it, you'd better get over there for the best speedrunning stream ever.
EDIT: Just realized this run accidentally skips over a level; whoops! (the level below Apollo) I did actually have that level done, but must have mis-loaded a savestate while running Apollo a second time and didn't realize it. Sorry!
You can download it here: http://smwc.me/798297
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Just a bit of a time-passer I've had in progress for some time. The hack is pretty good, though for some reason there's pretty much no videos of it outside of Patgangster's TAS.
Current any% situation is in a bit of confusion right now, with bahamete leaving the project, so that's still going to be a while before anything happens with that. This and some C3 work will probably fill in the gaps.
In other news, my quest for HD still fails.
You can download the hack here: http://goo.gl/Nvgbi
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Frames: 44540 (12;22.33)
Rerecords: 16607
SMV: http://goo.gl/dnkPx
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Sorry, it's not the PC game, if that's what you were hoping for! Instead, it's a hack that's actually pretty amazing, though unfortunately it was only available for download from SMWC for two and a half months; if you missed it, you can download it from the above link (permission granted by the hack's creator).
Also, if you're wondering, you had to get every one of the cat statue coins in order to get the good ending in the version I have, or you get a game over screen right before fighting Cthulhu. This was changed in the current version of the hack to give a let of five coins, because there's a glitch where one of the coins in the fourth segment disappears for good if you collect a certain coin in the previous room. I didn't download that version initially, though, so this run collects all of them as a result.
It's at this point that they game starts getting a lot more confusing. A couple of these levels actually took me a while to figure out, even with the hint (in particular, 7-9).
UPDATE: I've pretty much given up on finishing this TAS, due to a lack of motivation to do so as well as the deprecation of the emulator originally used for it by TASVideos (Snes9x 1.43). If anyone wants to use the SMV (which includes part of world 8), you can download that here: http://dehacked.2y.net/microstorage.php/info/417369901/Sutte%20Hakkun%20%28JP%29.smv
Also, the second (and probably last) 0 point level. The third island increases the starting points to 3000, so the chances of taking that all the way down are pretty low, at least until the last couple of worlds.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
This is going to be a completly savestateless run of both Kaizo and Kaizo 2, so I'll be putting the (estimated) death count down here (I didn't keep exact tract, this is just based on how badly it went). This level had about 300 deaths in it.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
I can't read Japanese, so I actually have no idea what any of the message boxes or level names mean. -_-,
About a hundred deaths in this level.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 20, 2009. Sorry, everyone.
I hate you Lakitu. Thats why I keep bouncing on your head. Now why won't you die?... Oh yeah, he's a ghost. -_-
Only about a hundred deaths on this, as the level isn't very hard.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
Bowser's Castle was way too easy. Or maybe I'm just getting too good at this.
About 200 deaths on this. Surprisingly easy level, though I kept getting killed by jumping into Bowser.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
Well, that was easy. Only about 50 or so deaths.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 20, 2009. Sorry, everyone.
This recording kind of sucked... I messed up the correct thing for the fish part at the beginning, and later one of the football men dissapeared because I kept the shell. Although there was no point...
Around 300 deaths here.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 21, 2009. Sorry, everyone.
More Kaizo. ^.^
As before, this is going to be a purely savestateless run. Death count will be here. About 300 deaths in this level.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 21, 2009. Sorry, everyone.
Wow, hard level. The part where you had to hang onto the rope and avoid the black chompers was annoying, and so was the part where you had to jump from the floating ropes. THERE WERE ******** INVISIBLE COIN BLOCKS.
About 400 deaths in this level.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
Yeah, I cheated a little to get through things easier, but hey, you have to cheat to get to the secret.
Just about a hundred deaths here. Cheating makes the game a lot easier.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 20, 2009. Sorry, everyone.
That wasn't too bad. Hardly any time, but it wasn't too bad.
Only 200 deaths on it. The level is short, so it wasn't like there was too much to kill me.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
D: ...That was insanity...
600 freaking deaths here. I hate this level.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
This level wasn't very hard. At all. Except maybe for the boss...
About a hundred deaths here. Not a very hard level at all.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
Wow, that level was hard. I'm wondering: Is the creator of Kaizo World a genius, or Satan?...
Also, did anyone else notice that when Yoshi swallowed the shell, his throught became part of an apple?
Approximately 300 deaths on this one. Second room was very annoying.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
This level was actually pretty easy. Only that one part near the end with the dolphins and fishing ghost was hard. Mainly because some of the dolphins were INVISIBLE...
About 200 deaths here.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 17, 2009. Sorry, everyone.
Man, I hate water levels...
About 300 deaths here, some of them just from carelessness. God, I hate having to redo this every time I screw up.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 21, 2009. Sorry, everyone.
Icy level. I screwed up the intended way to beat the level, but I played it my own way.
Over 500 freaking deaths on this one. First room was insanely annoying, but everything after that wasn't so bad.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 21, 2009. Sorry, everyone.
That wasn't hard at all. Jumping under the pokey was kind of annoying, but...
Only a hundred deaths in this level. Way too dang slow.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 20, 2009. Sorry, everyone.
I spent a lot of time on the last room because timing is really important on that one. You have to wait a while or the bullet bill will kill you. I also included the top-secret area. Wow, what a great secret.
Also, yes! We finally finished Kaizo 1! Of course, you know what that means...
KAIZO 2!!!! MUAHAHAHAHA*COUGH*COUGH*... Whatever.
About 600 deaths here because of that last room. Seriously, screw that.
EDIT: For some reason YouTube thinks unlisting is the same as reuploading. Original upload date was February 21, 2009. Sorry, everyone.
Wow, hard level. And awsome boss. Where does the creator of Kaizo get these ideas?...
About 300 deaths here. Swimming levels usually aren't that hard, but the ghost circle and boss were annoyingly hard to get through.
So, since both DoReMi Fantasy and the SMW 96-exit runs
(see http://tasvideos.org/2307M.html if you still haven't seen it) have been finished, I figured I may as well go back and finish this project, since it's already about halfway through.
Unfortunately, this isn't going to be submitted to TASVideos (nor DoReMi), due to the obsoletion of Snes9x there, until I can figure out how to convert Snes9x to Bizhawk. Or if they're willing to accept the runs still, since they were started before the change, but probably not.
EDIT: Oh whoops, missed an obvious improvement in 5-6. Fixed it now, it's a lot faster.


