JoeDamillio

Aladdin Theory TAS 3 Notes

Dec 25th, 2017
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  1. 1244: To jump over the barrel without nudging it, the jump needs to be on the 1st frame possible after landing. This sequence saves 4 frames over the easier start, so there are 3 frames of human error to work with.
  2. 1426: Jumping inbetween the two tents makes the guard infront of Aladdin aggro later. This is a necessary movement, as it's not possible to reach the bounce without this jump.
  3. 1576: When landing on this tent, Aladdin needs to move at least 4 frames forward to jump and land on the tent ahead. Any jump less than 4 frames will not make it onto the tent.
  4. 2450: Jumping over this archer and landing on the platform ahead is normally a 3 frame window, however with a trick called "late cape", it will double the frame window in this specific case. "Late cape" is when you manually press + hold the cape button as Aladdin is at the peak of his jump. This gives Aladdin an extra pixel (maybe 2? hard to test this without looking at memory addresses) of height which makes jumps/tricks later in the game possible/easier.
  5. 2553: The final archer can be despawned if, when landing from the long cape mashing descent, the first archer shoots right instead of left.
  6. 3046: Both archer shot-up and shot-down strategies evened out exactly. There is no lag difference between the two strategies.
  7. 3283: At best, bottom route is 20 frames faster than top route, mostly due to lag caused by the archer above shooting an arrow. Top route is very difficult to do optimally so it's probably more like 30 frames lost in real-time.
  8. 3430: Running down slopes increases Aladdin's speed significantly compared to flat-ground running. Jumping speed while running down slopes will keep that increased speed until landing on the ground again. Real-time cape mashing is not as fast, so downslopes are used as much as possible.
  9. 3528: This section has always been really annoying to tas, but I wanted to keep it at real-time movement (unlike theory1 and 2) and with real-time cape mashing, Aladdin needs to run up the stairs for at least a number of frames, which is a little slower.
  10. 3632: With optimal movement, this apple throw is a 5 frame window (starting from the frame Aladdin jumps) to hit without having the barrel thrown at you.
  11. 3924: This strategy is the same amount of frames as the strategy in theory2. Throwing the apple late is the only way to avoid 1-3 lag frames.
  12. 4420: Maximizing cape mashing for this short jump gained 5 frames.
  13. 4792: Collect 5 gems = 10 lag frames, 4 gems = 8 lag frames, 3 gems = 6 lag frames, 2 gems = 1 lag frame, 1/0 gems = 0 lag frames.
  14. 5523: The closer to the edge Aladdin is, the more cape mashing can be done. It's a pretty tight window to get any mashing in.
  15. 5869: Avoiding cape mashing here reduces 2 frames of lag, but a lot more frames are gained from mashing anyway so it's still faster.
  16. 6087: Let go of the run button (Y) for at least 2 frames before jumping. This avoids a short bounce which misses the ledge that's ahead.
  17. 6400: Aladdin needs at least 1 frame of forwards momentum to get an optimal bounce (press > then B 1 frame later).
  18. 6556: By completely releasing the d-pad then holding the cape button after, Aladdin will glide with the speed kept from the initial bounce. Saves 10 frames over a normal landing.
  19. 6882: Throwing an apple at this enemy as soon as possible will despawn the last archer that's on a barrel. This allows about 10 frames of faster movement at the end of the level.
  20. 7600: Throwing an apple immediately at the boss makes him attack 10 frames sooner.
  21. 10150: The normal RTA strategy seen here is exactly the same frames as Theory2. Cape mashing under the stalactite is very difficult so there's no reason to do it.
  22. 10294: To damage boost forward, Aladdin needs ~6 frames (was too hard to figure out exactly) of backwards momentum.
  23. 10455: Hold jump for 10-14 frames to get damaged by the bat and land on top of the ledge. A safe alternative that's 8 frames slower is to ledge grab immediately, so the bat hits Aladdin onto the ledge while he's pulling himself up.
  24. 10611: Jump as short as possible and turn tightly around the corners. This is at least 10 frames faster than using the downslope to jump/run down.
  25. 11171: You can drop this mash early and cape mash at a sharper angle for a more consistent way to dodge the scorpion moving right and not have to worry about reacting to the RNG.
  26. 11308: Cape mashing under this bat is tricky, but jumping as soon as possible lets you do a near-full jump so Aladdin has enough height to cape mash the entire way.
  27. 11533: Abu is in control of how fast this section is. Aladdin needs to wait at the end for Abu to catch up, or else he'll walk to Aladdin for the remainder versus running.
  28. 11721: If grabbing all 3 gems, don't grab them too late. The game will lag an inconsistent number of frames (2-6).
  29. 13580: Duck through this stalactite to make skipping the next log possible.
  30. 13794: Cape mashing all the way until Aladdin lands on the log is 1 frame faster than stopping early and running with the log's current.
  31. 13840: Take damage on the spikes so Aladdin can bypass them immediately. Do a short jump at the end of the log and cape to the next one. Land for a few frames then quickly duck under the stalactite to bypass it. A slow duck will make the final log more difficult to land and jump off of without nudging the ground ahead.
  32. 14240: Let go of the d-pad completely and neutral jump to avoid the boulder. Press > a few frames after jumping or else Aladdin will bounce off of the boulder.
  33. 14382: This ascent is 4 frames faster than the normal strategy. Cape mash the remainder of the flatground, then do full jumps with cape mashing up the big slope. Cape mashing the 2nd jump made no difference.
  34. 19500: Collect these 3 gems when the 2 far-side fire boulders go back into the lava.
  35. 22000: 00 - 05 is a good gem-count to have after this autoscroller.
  36. 27458: LeHulk's strategy is exactly the same amount of frames as this.
  37. 27607: Since apples take 60 frames to be collectable after they're visible on-screen, these 2 apple throws need to be very early so Aladdin collects them without movement interruption.
  38. 27620: Nudging the end of the genie platform above pushes Aladdin faster than normal movement. The apples won't connect with the potbird/apple jar if there's no nudge.
  39. 28130: Jumping off of this platform and landing on the next one without ledge grabbing is normally frame perfect. However, cape mashing to the platform Aladdin jumps from gives another available frame to avoid the ledge grab, making this a 2 frame window.
  40. 28934: Landing on a cloud causes it to drop a number of pixels before rising back up to it's original position. Jump off the cloud immediately upon landing to avoid missing the ledge grab afterward.
  41. 29927: Throwing an apple at this balloon is 5 frames faster than the old strategy of bouncing off of it.
  42. 31240: Don't cape mash too fast or else the final tornado will hit Aladdin.
  43. 32382: This climbing strategy gives a comfortable amount of time to get to the top fast enough for a chance to not ledge grab the final tounge jump.
  44. 32595: Regardling the turnaround to jump, it's difficult to understand precisely how it works and what frame window it is. The jump itself only had 1 available frame to work on.
  45. 33483: These boxes start falling when Aladdin makes contact by grabbing it or landing on top of it. Grabbing this box activates it sooner and is faster sincen the box needs to drop a good amount before Aladdin can proceed forward.
  46. 33621: Aladdin's jump height is strange, sometimes he jumps 1 pixel higher than normal which makes jumping onto this box and the box at 33785 "randomly" possible in real-time. The 1st box jump only saves 12-15 frames but loses 40 frames if unsuccessful. The 33785 box jump
  47. saves 40 frames, and loses 40 frames if unsuccessful.
  48. 34260: It's ~5 frames faster to avoid landing on the edge of the box.
  49. 36090: It's 1 frame faster to cape mash all the way to the ground, versus stopping mash early and taking the full sand current.
  50. 36194: Jump immediately when landing to avoid loss of speed from the sand current going the opposite direction. An alternate strategy that's 2 frames slower is to do a full-jump here, so Aladdin bounces off the sandbat with full momentum to the top. It's probably worth it in real-time if you have trouble optimizing this part with the normal strategy.
  51. 36280: Running along with the sand current is the same as running down a slope. The same mechanics for jumping on downslopes also apply still.
  52. 36715: Double hook skip (seen in Theory2) is 6 frames slower at-best, versus this normal strategy.
  53. 36722: Throwing an apple at this archer saves 2-5 frames of lag, because of avoiding the extra sprite of the arrow being shot.
  54. 36920: Running and jumping off of the last 2 sand-platforms is 4 frames faster versus doing a full jump off of the first one and cape mashing to the end.
  55. 37285: A lot of cape mashing needs to be done here to pass the 1st potbird without taking damage.
  56. 37503: This is exactly the same amount of frames as LeHulk's strategy of waiting infront of the stalactites.
  57. 37757: With optimal jumps/screen scrolling, there is a 9 frame window to apple the sandbat. The 1st sandbat spawns when Aladdin lands on the first sand-step, so the less optimized your movement is, the smaller the frame window.
  58. 37885: Aladdin needs to be on the ground for at least 7 frames to scroll the screen enough to prevent it from locking and not being able to advance forward.
  59. 38000: It's possible to skip this bounce, but it's extremely difficult and only saves 5 frames.
  60. 38217: Late-cape here makes mashing possible without bouncing or missing the platform.
  61. 38440: Bouncing an extra time is 3-6 frames faster at-best, but getting the correct momentum is very difficult and not worth the few frame gain. I went with the normal RTA strategy instead.
  62. 39177: This is LeHulk's strategy which is exactly the same amount of frames as mine, but he uses 1 less apple which I figured I'd need to manipulate final boss' RNG later-on, so I went with his strategy.
  63. 39870: Throwing an apple at this archer doesn't save any lag frames.
  64. 39975: The damage boost is precise and difficult because of the small window between landing and not bouncing on the archer. Be careful of the hook ahead, you might need to walk forward at least 2 frames depending how far left Aladdin lands on the platform.
  65. 40122: Throwing an apple at this type of enemy avoids them from throwing swords. This is used a lot to benefit more cape mashing, but in this specific case it avoids having to bounce off of the enemy to avoid damage (bouncing off enemies loses 5 frames of forward movement).
  66. 40400: Use the 7th note of this song as an audio cue to jump at Abu as soon as possible.
  67. 49200: One other strategy ties this to the frame, but is much more difficult. Otherwise this is 20 frames faster than the next best method (Theory2).
  68. 50906: Don't throw this apple. I needed to apple this lago to manipulate the final bosses patterns.
  69. 51088: Don't throw this apple. I needed to apple this lago to manipulate the final bosses patterns.
  70. 51233: Don't throw this apple too early or else it'll miss the enemy.
  71. 51540: Apple these specific lamps ahead to take full advantage of the downslope momentum throughout most of this section. It's ~30 frames faster overall than old strategies without apple throws.
  72. 51578: Jump within 5 frames to avoid grabbing onto the lamp.
  73. 51903: Short-bounce off of this enemy to maximize space for cape mashing.
  74. 52590: Every possible way I had to manipulate the final bosses RNG through appleing lagos had 1 thing that wouldn't go correctly. This lago dropping its skull early was what went wrong here. 22 frames are lost due to having to avoid by throwing a grounded apple.
  75. 52692: This isn't the proper way to execute this section, because I needed to apple this final lago very early to get the final correct values for the final bosses RNG. It's hard to calculate exactly how many frames were lost, but I estimate 15 frames at-most.
  76. 53062: Running on these platforms when they're moving to the right is the same as real-time cape mashing.
  77. 53488: Do a full jump slightly after collecting this gem as a cue to cape mash all the way until being damaged, without bouncing on the jar afterwards.
  78. 54030: Running slightly down these stairs is 1 frame faster versus jumping immediately beforehand and cape mashing to/past the moving platform.
  79. 54888: This quick kill is 40 frames faster than the other strategy. There is a 31.25% chance of getting this pattern, which is 8 seconds faster the other pattern.
  80. 55150: After the previous hit, don't hold the cape button until here (slightly after Jafar hitting the ground is the visual cue). This is using the late-cape mechanic, and it avoids being potentially damaged from the bounce not being high enough (which happens half of the time if cape button isn't manually re-held).
  81. 56510: Grabbing this health chest loses 40 frames.
  82. 57950: Throwing an apple at the first egg as soon as possible saves ~30 frames of lag (lag counter is inconsistent) *note: I haven't tested LeHulk's strategy*
  83. 58095: Bouncing off of this egg gets rid of extra lag immediately, and makes the next hit easier to execute. Sometimes the egg will appear before hitting Snake, and in that case you can get an extra damageless hit. This actually makes the eggs pattern at the end optimal versus duck + attack because you can deliver the final hit earlier, but I couldn't manipulate the Jafar RNG and eggs pattern to both happen to show it.
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