Submission #1143: JXQ's NES Shatterhand in 18:07.58

Nintendo Entertainment System
baseline
FCEU 0.98.12
65255
60
15725
Unknown
JXQ
Shatterhand (U).nes
Submitted by JXQ on 8/1/2006 11:49:02 PM
Submission Comments

Shatterhand TAS by JXQ

Essentials:
This run satisfies the following criteria:
  • Aims for fastest time
  • Takes damage to save time
  • Manipulates luck
  • Emulator Used: FCEU 0.98.16

Overview

My first improvement of a Famtasia run. Hopefully not my last!
About the game:
Some guy who wears a green vest and has metal fists punches his way to victory. He can also purchase a snazzy brown vest. Obviously, this brown vest doubles his punching power.
The majority of the strategy in this game comes from two factors:
  1. Maximizing time saved by taking damage in the right places.
  2. Determining whether or not to upgrade to the brown vest.
The main life bar is large enough to allow plenty of damage taking opportunities; however, the brown vest will be lost if more than two hits are taken after getting it. This means it's necessary to figure out whether to use the punching power on enemies and bosses, or skip the power and cruise through the level by taking a lot of damage. Usually, the vest wins.

Run Analysis

Compared to the previous published run. Times listed are very approximate because Famtasia can bite me.
Area A
The introductory level. Time gained here was mostly from deciding to take the vest. This sped up punching through barriers and the boss, but a couple places were slowed down slightly to avoid getting hit. 13 seconds faster.
Area F
Selected next because the vest left over from Area A helps out the beginning. The helper robot is used on the boss because it allows the damage to begin earlier, although I didn't thoroughly test the fight without the bot. 8 seconds faster.
Area D
Hits to be taken were selected very carefully in this level, because Shatterhand water physics don't allow for a jump less than seven stories high. The vest speeds up the boss considerably since he spends all his time flying above. 23 seconds faster.
Area C
Who designed this level? The lag here is ridiculous and mostly unavoidable. 21 seconds faster.
Area B
The only level where the autumn shaded vest does not win over taking massive damage all over the place. The boss is actually slower than the previous run, but altogether the level is 4 seconds faster.
Area E
Chosen last because the Old Navy fleece powerup is at the very end of the level, allowing it to be carried into the final level. Extra health is also taken to allow more hits later, and there is a lot of fun with ceiling gravity. 6 seconds faster.
Final Level
Revisiting a few bosses, keeping the powerup for them, and wacky gravity make this a pretty fun level to watch. The final boss's vulnerability is pretty odd, so it sometimes looks like time is wasted not punching, when in actuality, the boss will not receive damage. 26 seconds faster.
In total, the run is 108 seconds faster. You'll notice that the individual improvements add up to 101 seconds. This is why it's good to have an accurate comparison.

Suggested Description & Screenshot:

It's time to throw on your green or brown vests and punch your way to victory!
This 108 second improvement of ShatterLag was the result of more strategic play with taking damage and using the vest powerup, as well as significant lag reduction.
Good screenshots: Frames 17140, 36789, or 46227.
Thanks to...
Adelikat for his Famtasia improvement thread in the forums. If we work together, we can clean this place up! Give a hoot! :)

adelikat: Good improvement. Accepting.
Last Edited by on 1/1/2022 6:13 PM
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