The folks behind the new Little Nemo reboot posted an update today about how they're considering Speedrunners while developing the game. Looks like they're open to taking feedback too. Pretty cool!
Download link on M-Tee Graphics' website for anyone who wants to start running the game:
- Bitty Kong
Link to M-Tee Graphics' download page for the game for anyone who wants to start running:
https://mteegfx.itch.io/cowlitz
- Bitty Kong
Hey there folks. I've been trying to pick up this run for the past few weeks, and I've found that there are a few things that aren't readily apparent to new runners about how the game works - especially the level routing manipulation, inventory management, and the continue mechanic - so I made a quick mechanics tutorial.
The goal isn't to give the fastest possible strats for the run (TMR's WR run is great for that), but rather to give some quick tips to ease the learning curve of what is, in my opinion, one of the most brutally difficult speedruns in the entire NES' library.
Hope it helps someone out!
Hey folks. The old link in the previous thread about this is dead, and it also has some spam in it, so I thought it'd be easier to just create a new thread with the updated link to the Speed Demos Archive post about the game:
https://forum.speeddemosarchive.com/post/adventure_island_ii_nes__discussion_thread.html
Lots of good info in there about how to manipulate routing, and now folks shouldn't have to Google around for it anymore.
I know for me it still feels like the game is eating inputs every now and again on jumps. I have to purposely slow myself down because it seems like there's a frame or two between when you hit the ground and when you can jump again.
Hopping with the frog is where it gets me most, but there are other instances as well. I think it's just one of those weird Nemo physics things, and it seems to be more prevalent on actual hardware. That's actually the reason that I never play Nemo on emulators - the response time is too fast and totally screws me up when I go back to console. Some kind of RAM buffer issue with the console perhaps?
Hey folks. I noticed that no one had uploaded any practice save states in the resources section yet, so I uploaded my personal ones for use on an Everdrive N8.
Just FYI in case anyone wants to streamline their practice sessions. :)
Hey there folks. I've updated the playlist and added a breakdown of Beco's Basement Skip technique. It's a really smart little bit of tech that he developed - and it's much easier to do once you understand what makes it work. :-)
Hope it helps!
Happy to do it. Honestly it's just nice to see more people running the game - it was pretty lonely over here for a while!
UPDATED 7/30/28
- Added breakdown of Beco's Basement Skip
ORIGINAL TEXT BELOW:
Hey there folks. I've noticed quite the uptick in activity for Nemo in the past weeks (which is awesome!), but I know there are very few resources when it comes to learning the game outside of watching others' runs. As such, I've created a level-by-level tutorial for newcomers.
It's not necessarily meant to be a fully comprehensive breakdown of every strat, but I've tried to include explanations of most the current tricks. I know I wished there was something like this when I first started grinding the run, so hopefully this helps some of you guys get started off a bit more quickly than I did.
Playlist link is here: https://bit.ly/2NwqmGX
I'll try to update as new optimizations/strats are discovered. Hope it helps, and feel free to PM me with any questions!
Hey Stormcrow!
Just to add onto what CritRocket said, I find it easier to do a double pause between jumps. It totally may be just me, but I'm way more consistent with the skips that way, and it only costs an extra second or two at most - totally worth it when such a big time save is at the very beginning of the run. :-)
Good luck with the learning!