TASVideos

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

Submission #3253: t3h Icy's NES Urban Champion in 00:26.97

Console: Nintendo Entertainment System
Game name: Urban Champion
Game version: unknown
ROM filename: Urban Champion (JU).nes
Branch:
Emulator: (unknown)
Movie length: 00:26.97
FrameCount: 1621
Re-record count: 608
Author's real name:
Author's nickname: t3h Icy
Submitter: t3h Icy
Submitted at: 2011-08-11 02:35:26
Text last edited at: 2012-10-11 01:44:11
Text last edited by: t3h Icy
Download: Download (620 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:
Encodes:


(Link to video)

Downloadable Encode | 512kb

Goals:

      * Completes the first set of Rounds (Rounds 1, 2 and 3)
      * Completed in the fastest time possible
      * Manipulates luck
      * Uses glitches
This is now my third TAS of this game, obsoleting my previous submission by 51 frames.

Two techniques were used to save frames. The first is an extension of the backstepping glitch. When a player backsteps and then defeats the opponent, they go tumbling across the screen, but if you hit them so they land on the street instead of the sidewalk, they disappear instead and instantly goes to the next round. This glitch saves a lot of frames, but some of those were lost as I have to be a step further back to perform the glitch. This means taking more time backing up in Round 1 and more time moving forward in Round 2, but ultimately saving frames.

The second technique is combining heavy punches with the sliding glitch, and just some polishing in general. Generally, heavy punches are slower than series of light punches, but by using the sliding glitch to move further ahead than normal, I'm able to save frames. I did a lot of testing with all the different punch combinations, and in most cases, heavy punches are best. Light punches are best only for finishing stages. It's also helpful to use heavy punches, even if light punches will defeat the opponent in the same amount, because you can start a round in several different locations, the time lost from doing more than necessary will be gained in the following round. In other words, if my character is further right than necessary to finish a round, I'll be starting further right in the following round. Of course though, I did the bare minimum in Round 3, since any extra distance won't help.

I spent a lot of time testing punches, the glitches, and different combinations of things, so once again, this is completely optimal unless there's still more glitches I haven't discovered. With the speed of the rounds, I would imagine any time-saving glitches would involve cutting down on the between round cutscenes.

And for those that prefer watching videos on Youtube, I uploaded this TAS on my account. You can view it here: http://www.youtube.com/watch?v=X3kcSjiKgOA


Nach: I thought the other ending was more entertaining, but for the length of the video this wasn't bad. Accepting as improvement to existing run.
Brandon: Publication underway.

Similar submissions (by title and categories where applicable):