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Community discussion

Speedrun?

Started by JT! on 12 January 2009 • 19,735 views

52 posts
#54336

Had a quick search round the site and found links but they were all inactive. Any speed runs out there? There is on youtube but it's nearly 2 hours long.

  {dizzy}:cool:

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#62729

I'm afraid for now, the only Fantastic Dizzy walkthrough I know is the Amiga 2-hour longplay one which I'm guessing that was the one you've found on Yolkfolk.

There was a 6 part Speed run by Mervin1337 and a 3 part Hints and tips videos by Dentolux. But for unknown reasons, they both closed their YouTube channels long ago and their videos vanished. {dizzy}:frown:

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#62747

That's a shame, anyway, just finished the game using a infinite lives cheat.

What was the big gold coin for? And the 2nd bag of cold coins? {dizzy}:huh:

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#62750
Well the 2nd bag of gold coins was also for the Palace guard, only if you managed to start at the other side of Keldor, possibly from the Mine cart ride.

And I think the Coin could also be used to give to Shopkeep instead of the Pigmy cow. :smile:
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#65376
Hi, I'm back!

I did not personally close my youtube channel, it got deleted because I had som *cough* copyrighted material on there. Anyway the vids got removed along with all the others, which was just as good since they were edited improperly (missing segments all over the place).

The reason I am back is because I was thinking of re-doing it and try to get a better speed. The only thing is, I have no idea on which order I did things :sad: . I should've written them down. I now have started playing this game a few times again and I can't seem to get close to the original time. Does anybody remember in which order I did all the stuff (I don't expect you to but still it would be great if you did). Chances of that happening are pretty low but I'll play the game over and over again until I beat my old time.
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#65421
I have successfully completed the game in 55 minutes now which was my old record, still I had a bunch of stupid mistakes so I will be re-doing and video tape it...

Look forward seeing it on youtube within a month account name is: Ununoctium1337. I will also be posting them here when I get them done.
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#65531
I DID IT! I successfully beat me old time (by quite a lot). I got a final time of (I think) 52 minutes something and my old speed was 55. The only part that bugged me was that I died once and as usual I messed up the part with the butterflies in the clouds.

I was just about to rip from my DVD recorder to a disc but I did not have any discs so I'm gonna do it tomorrow.
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#69002

Hell yes! I found my FIRST (from 07) speedrun on a disc. around 52:30 was my final time :surprise:

Gonna split them up now and post them onto youtube later today or tomorrow :teethy:

EDIT: UPLOADED

Part 1: http://www.youtube.com/watch?v=IshgDSr44hc
Part 2: http://www.youtube.com/watch?v=ctGhESE8lKE
Part 3: http://www.youtube.com/watch?v=o1i7LQ3dC-k
Part 4: http://www.youtube.com/watch?v=Rifx8-hVuWY
Part 5: http://www.youtube.com/watch?v=xwNwEsUfRes
Part 6: http://www.youtube.com/watch?v=bjmXtqLJVpU

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#87615

Had a quick search round the site and found links but they were all inactive.

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#87617

[quote data-userid="1911" data-postid="87615"]

Had a quick search round the site and found links but they were all inactive.

[/quote]

Where are you looking exactly? {yolkfolk}:scratch:  

All links are always checked on a regular basis.
I've looked through the videos listed on our site and they still work.

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#88456
Huh, and that includes watching the intro for a minute and stopping to show off the extra-life game and all the character interactions, yet it's apparently faster than Project's latest speedrun this year. Could there be a PAL/NTSC console speed difference? One of these days I'll have to compare the routes, and request the game be added to speedrun.com already if it's still getting this much attention!
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#89215
I tried speedrunning this game just for fun, and after a few days of training it's done - NES Red/Aladdin version beaten in 43:25: https://www.speedrun.com/the_fantastic_adventures_of_dizzy/run/z06vkr9z

No cheats, no deaths, played on a console. Partial invincibility glitch heavily abused, for better or worse. I went for the early aqualung with the intention to clear the Yolkfolk Village as soon as possible. Is it the fastest route? I dunno. Maybe rushing the pirate ship to get the aqualung that way could be faster, and that would work in the third revision too.

It sucks so much that a butterfly ruined this run :/ Got hit before entering Zaks' castle and it didn't want to wear off. It'd have easily been a sub-43 minute run, maybe even sub-42. Overall, I think sub-40 is definitely possible in this game, but I'm done with it for now.

//edit: yeah, the pirate ship rush route is definitely faster, I was able to get the time down to around 39 minutes on emulator thanks to reduced backtracking. So, I might do another attempt at the record I guess :tongue:
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#89223
Does the sequence break in Zaks' castle help by saving you from carrying the cymbals to Dozy? And is visiting the info screen while healing ever a timesaver to getting the immunity glitch over waiting for the next enemy? Now I'm wondering if I should try using the butterfly's effect in the mine to avoid making Grand Dizzy's medicine. :vhappy:
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#89224
Does the sequence break in Zaks' castle help by saving you from carrying the cymbals to Dozy? Hmmm... maybe? That's quite interesting actually, since that way I might be able to clear the Yolkfolk Village in one go. Sounds a bit too risky, but interesting nonetheless. Although I think that wouldn't work with the faster pirate ship rush route, since It'd increase backtracking (I'd need rope - which I carried to the ship - right away, thus I'd need to bring 4 items to the town somehow - Grand Dizzy's lift key, match, mushroom, rope). Unless there's a way to get Dylan's door key without a rope. But maybe it could work with another route.
//edit: although... I'm making two trips to the ship anyway, so maybe I don't have to bring the rope the first time around? But with that said again, when skipping Dozy and doing the Yolkfolk Village in one go I'd be stuck with 4 items - Dora, egg, flippers and rope. Seems like some backtracking will be required either way.And is visiting the info screen while healing ever a timesaver to getting the immunity glitch over waiting for the next enemy? Definitely, but I keep forgetting I can do that. :tongue:

I did a couple attempts yesterday with the pirate ship route, and the best one ended at the Zaks' magic gate with one star missing (as usual!), and it was 40-41 pace anyway. Good, but still no 39. :tongue: I might get back to that next week.
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#89242
Finally, I've done it... I was aiming just for a sub-40 run, yet I almost came under 39! Well, darn. I think that given my rather limited skills (I've never really done any speedruns before) this was as good as it gets, and I'm not going to grind it any further. Although I still need to take a shot at the European revision now, I wonder how much slower it'll be.

And the time is 39:08 (4m17s faster): https://www.speedrun.com/the_fantastic_adventures_of_dizzy/run/zggn88nz
Just as before, this is the NES Red/Aladdin version.

The main improvement came from the better route - going for the rapids and pirate ship first cut down on backtracking a lot. Also I think it the execution was smoother overall, with better item management. And the butterflies didn't screw me over that much this time, thankfully. Could that be the definite, optimal speedrun route?

I was playing around with this route on emulator with savestates (not a TAS, but a hypothetical very good run, not flawless), and it seems that a very skilled and lucky player could take the time below 37:30! It's not very likely and it'd require a lot of grinding for sure, but it's definitely possible. I wonder how fast could a proper TAS be? Judging from what you say, skipping Dozy and Grand Dizzy quests is possible, and that would allow clearing all quests in Yolkfolk Village with one pass. I'm sure that would save a ton of time alone, but when coupled with improved gameplay and butterfly RNG, maybe some death warps... I'd hazard a guess that'd easily be sub-35 at the very least!
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#89244
Really good job!!
I'd say we shouldn't worry about trying to moonwalk under the dragon for now. Earlier this week I tried doing that in a run, and in about half a dozen attempts I only once got to the blasting area before the butterfly effect wore off; usually it wore off much earlier. You may also have to wait a long time for the butterfly to descend low enough to be able to hit it sometimes, so I'm thinking this sequence break may not be viable for real-time runs.
It should definitely be considered for tool-assisted runs, though in save-state testing I've run into the opposite problem: I wanted to try a "hook drop" in places where I'd have Dizzy un-reverse just after stepping off a ledge so that he might drop onto a lower floor that doesn't stick out from that point, but the time to the backwardness wearing off gets recalculated so often, just the one extra step can change it so that it doesn't wear off when it was going to. It may take some serious code analysis to find a way to manipulate the length of backwards walking time to anywhere near what you want.
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#89245

Yeah, skipping Grand Dizzy is definitely too far inconsistent for a real time speedrun, not to mention there's no backup strat for that - if it fails, it's over. I think that skipping Dozy in itself saves barely any time, and it's not worth it either (at least with my route) - so that leaves these two sequence skips for a TAS.

It's interesting to read that the reversed controls timeout logic is more complicated than I thought. It's like it was deliberately designed to maximise frustration. :tongue:

Just for curiousity I tried playing the Genesis version of Fantastic Dizzy (in NTSC/60Hz mode) using the same route as above, aaand I've accidentally softlocked myself in the abandoned mine. Turns out that if you leave an item by the plunger and then blow up the rocks, you can't pick up the item anymore. Great! Anyway, I thought that this version should be faster (since it skips Dizzy Down the Rapids minigame), but for some reason I was already 3 minutes behind my NES Red/Aladdin version speedrun at this point  {yolkfolk}:scratch: I know this was far from my best attempt (haven't played this version in ages), but still strange. Especially compared to that Russian speedrun of the Genesis version, this looks painfully slow. So, maybe my route might not be the best after all? That remains to be seen.

//edit: now that I've actually seen how to skip the spikes in the Zaks' castle in the Red versions (I'll admit, I didn't look it up before), I think this can be used for a slightly faster and safer route inside the castle, which I might incorporate into the European version speedrun. I'm still not going to skip the actual quest, but that should cut out a few seconds, which is nice. Thanks for pointing that out!
It's a shame that there's a star behind these spikes - that's why I intend to keep doing the quest. If it wasn't there I wouldn't need to carry the rug nor the rope to the castle, thus saving me one trip from the ground (I'd only need the castle key, the lift key and the bucket). Since I still need either of those, I suppose it makes the most sense to carry them both. I might be wrong though, but I don't think it really matters that much.

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#89249
Okay, so I tried the "better" route I wrote about above without thinking it fully through, and lost some time because I forgot I'd need to carry the rope. Excellent preparation, as always. :tongue:

Anyway, here's the European version speedrun - 48:50: https://www.speedrun.com/the_fantastic_adventures_of_dizzy/run/mr18q08z

Amazingly, this was literally my first try, no resets. Other than the aforementioned screwup, it was a really solid run. I've even managed to take no hits in the Zaks' Tower minigame somehow. With that said... I've expected this version to play out about 1/6 slower than the Aladdin run (since I played on an European console in 50Hz), but it managed to be even slower than that. Seems strange - I'm pretty sure that would be a sub-39 run on the Aladdin version.

One observation I had... I think that the game takes the console region into account when calculating the day/night cycle duration? Kinda seemed like it, but not sure.

I'll leave the Genesis version speedrun for some other time, I think I might have egg overdose at this point. :tongue:

Also - sorry for the offtopic, but I wanted to thank you for your continued contribution, research and general oversight on The Fantastic Adventures of Dizzy (and other NES Codemasters games) pages on TCRF. As someone who grew up playing these and can be considered a Codemasters fanboy to an extent, it's really great to see. Especially since I'm just a gamer and my technical knowledge is very limited. These games never really got the attention they deserved, but that's kinda understandable since they lacked Nintendo licence.
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