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Submission #5283: xy2_'s Windows Cho Ren Sha 68K "SHOW TIME!!, no bombs" in 01:21.32

Console: Windows
Game name: Cho Ren Sha 68K
Game version: unknown
ROM filename: CH050820.zip
Branch: SHOW TIME!!, no bombs
Emulator: Hourglass r81
Movie length: 01:21.32
FrameCount: 4879
Re-record count: 2189
Author's real name: H. E.-L.
Author's nickname: xy2_
Submitter: xy2_
Submitted at: 2016-11-06 14:06:34
Text last edited at: 2016-11-06 21:45:31
Text last edited by: xy2_
Download: Download (2930 bytes)
Status: decision: cancelled
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Author's comments and explanations:
Cho Ren Sha 68K (literally Super Autofire 68000) is a shmup developped for the Sharp X68000, then later ported to Windows by its author, notable for its fast paced and incredibly refined gameplay.

Game objectives

  • Emulator used: Hourglass r81
  • Takes damage to save time

Comments

Download link for the game (freeware): http://www2.tky.3web.ne.jp/~yosshin/my_works/CH050820.ZIP

This is a rather short run of a special stage in Cho Ren Sha: the SHOW TIME!! stage. The only (and intended) way to access it is by accessing Kakusi Mode (holding Up for 5 seconds at the options menu) and setting the stage to 0x000F, which also independantly sets suicide bullets.

The stage itself is infinitely looping, and consists of three bosses: I end input upon beating the third.

The arbitrary restriction used in this run is 'no bombs', in order to make the run more entertaining. Otherwhise, since you have enough resources to bomb the three bosses, the run would consist on sitting on bosses and bombing.

As for the run itself, optimising damage is trivial. The shot pattern lasts 12 frames; to shoot at an optimal speed, shooting again is needed. It consists of three volleys:

  • the first volley is three shots that go straight, with the middle shot further off and green.
  • the second volley is the same, but the two side shots are a little angled sideways.
  • the last volley has no green shot, and the two shots are even further angled sideways.

Each green shot deals double damage and awards double points. Optimising this run was a matter of hitting all shots, and starting to deal damage as early as possible with the first volley (that deals the most damage.)

Because of this, I have a lot of room for entertainement, and made it the primary focus of this run (hence the "high" number of rerecords.)

I finish input by suiciding into the third boss: this saves a bit of time, as the ship does significant contact damage when dying. (This wasn't used on the other bosses; even if it were used at the end, leaving a bit of time as the next boss comes, the shots would hit later and I would lose more time.)

I enabled the CRT filter, which looks better in my personal opinion, by pressing F3. If it looks more annoying to viewers, I can provide another movie file with the filter off.

Suggested screenshot (frame 1798):

DxDiag and HashCheck: http://pastebin.com/jjk4vPwu


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