Tool-assisted game movies
When human skills are just not enough

Submission #1622: AnS's NES Choujin Sentai Jetman in 09:23.95

Console: Nintendo Entertainment System
Game name: Choujin Sentai Jetman
Game version: JPN
ROM filename: Choujin Sentai - Jetman (J).nes
Emulator: (unknown)
Movie length: 09:23.95
FrameCount: 33837
Re-record count: 6761
Author's real name: Андрей Стребков
Author's nickname: AnS
Submitter: AnS
Submitted at: 2007-07-07 13:23:30
Text last edited at: 2007-07-15 15:37:45
Text last edited by: Deign
Download: Download (1684 bytes)
Status: published
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Author's comments and explanations:
Choujin Sentai Jetman TAS v2 Played with FCEU 0.98.16
Completed in 9:24 (33837 frames)

Now I know how it phils when someone "improves" your run by using obvious tricks you refused long ago.

Anyway, I'm not satisfied with xipo's run. Cheap tricks aside, it improves only 35-40 frames of my old work.

So I revised my old TAS and found several new tricks.

The most interesting fact is that this game doesn't reset most of semi-important timers, so by finishing previous boss bettle sooner or later you can influence how fast Robot power will achieve necessary point on next boss battle. This forced me to plan route precisely, thus current level order isn't random.

This planning helped mostly in final battle. Also I managed to create situation when finishing boss battle with eagle strike doesn't affect final result (with eagle strike you lose 9 frames but in final battle weapon power rises 9 frames faster).

Watching Memory helped to polish everything up. Unlike obvious lag in last area, there was couple of hard-to-notice lag frames in previous levels.

I noticed that sometimes it's useful to switch the order of increasing X coordinate. Let's say, when it increases like this - 1-2-1-2-1-2... - you may bump into enemy at 5th frame, but when it increases like 2-1-2-1-2-1, you'll miss it.

Of course I also had to use cheap ways (taking damage and choosing red ranger). If I wasn't, final time could be something like 9:27.

So I played whole run with red ranger, because even at the last level you can run quickly without shooting anything. Although you lose at least 7 frames with red ranger, you still save 17 frames in menu screen.

In terms of in-game timer it's ineffective (time consumed in menus wouldn't be taken into account), but acording to Adelikat's individual decision the game TAS should aim on FCEU timer. Well, I'm not arguing, although it seems the run degraded into 1-character playthrough.

Just for example I made another run where last area is played by blue ranger, it's 10 frames... mmmm.. slower. Although it's 7 frames faster.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Oh! I also replaced the ROM name.

Truncated: Even though only 2 persons voted so far, I accept this as an improvement to our current run.

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