TASVideos

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

Submission #5478: McHazard's Arcade Arm Wrestling in 08:06.47

Console: Arcade
Game name: Arm Wrestling
Game version: unknown
ROM filename: armwrest.zip
Branch:
Emulator: MAME-rr 0.139 v0.1-beta
Movie length: 08:06.47
FrameCount: 29188
Re-record count: (unknown)
Author's real name:
Author's nickname: McHazard
Submitter: McHazard
Submitted at: 2017-04-21 04:01:05
Text last edited at: 2017-04-21 04:01:05
Text last edited by: McHazard
Download: Download (131012 bytes)
Status: new
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Author's comments and explanations:
Quoting £e Nécroyeur:
Two independent parties were simultaneously creating a TAS...for this game? I love it! :)

Objectives

  • Primary goal: Fastest in-game time
  • Secondary goal: Highest score
  • Tertiary goal: Fastest real-time
  • Sync setting: Movie starts unpaused
  • Manipulates luck
  • Has less rules than the WVBA

Why is there another TAS?

At the time that £e Nécroyeur submitted his TAS, I had completed this one, but was having trouble writing the submission text. Upon viewing the run, I found that we'd had different goal priorities; £e Nécroyeur had real time then score, where I had game time, score, real time.

It's my belief that for this game, real time doesn't make sense as a goal, primarily because of the post-fight score tally. The bonus points at the end are based on the time remaining, creating a Sonic-type situation where finishing a fight slower is faster overall.

£e Nécroyeur's submission explains things well (apart from a few off-by-one errors), so I'll instead be focusing on the differences between the runs here.

DIP Switch Settings

As in the other TAS, the difficulty is set to hardest. However, the coinage has been left at its default setting of 1 credit/coin. As the other submission notes, manipulation potential for Texas Mac 1's "Ready" timer is very limited without losing frames. But there is one type of input that is read between entering the name and starting the ready timer: the coin slot, which is ignored if free play is enabled.

...Unfortunately it turns out it was actually slower. <_<

Rematches are also lowered to 3, not that it matters.

Loop 1

Texas Mac (2.12)

  • Identical to £e Nécroyeur's submission.

Kabuki (5.28)

  • Identical to £e Nécroyeur's submission. Both this fight and the later rounds gave me a lot of trouble trying to find the fastest strat, and everything else I tried failed.
  • Annoyingly, Kabuki ALSO can give power on unblocked attacks on some arm positions, just like Texas Mac, but they're too far out of the way. One of them requires taking damage, which ultimately takes too long. The other is right before Kabuki is pinned, but is completely useless because he's programmed to always counterattack at that position.
  • High score is the secondary goal, and so the moneybag is caught in this and all other rounds.
  • Any resemblance to other fighters is entirely coincidental.

Mask X (8.03)

  • Identical to £e Nécroyeur's submission.

Alice & Ape III (2.60)

  • Identical to £e Nécroyeur's submission.

Frank Jr. (7.25)

  • This is the first place where the strats differ. Since in-game time is the primary goal for this TAS, the best thing to do in this and all other rounds is to manipulate a WAIT attack. The fire breath takes less in-game time to recover from, but is only available when Frank's arm reaches its lowest position.

Loops 2-4

Texas Mac (1.33,1.60,1.60)

  • Next.

Mask X (12.20,12.24,12.24)

  • The extra frame in loops 3 and 4 comes from Mask X's headbutt, which has a tighter dodge window.
  • Also, identical to £e Nécroyeur's submission.

Alice & Ape III (11.51,11.51,4.31)

  • The only fight after loop 1 that actually has a faster time in lower rounds. The culprit here was, to my surprise, this game actually has AI changes at certain times in the fight. In this case, the damage done by a double power attack in the starting position decreases from 64 to 48 once the clock hits 3 seconds. In loops 2 and 3, even tool-assisted button mashing isn't enough to beat this time limit, but in loop 4 the clock speed actually decreases, allowing an immediate win.
  • Again, in-game time changes the strategy here. On the first set of exclamation marks I stop short of getting all 10 and instead do a single power attack. At the resulting arm level, Ape III is guaranteed to counterattack instead of being guaranteed to just sit there and do nothing, giving the fight an extra clock stop phase.

Frank Jr. (6.40, 8.00, 8.85)

  • In addition to the reliance on WAIT attack clock stops the start of the fight is different. An immediate first press is of minimal help because it gives so few exclamation marks. The resulting choice between waiting for Frank to recover or pressing immediately and taking damage costs too much time. Instead I wait until the first press gives no exclamation marks, allowing an immediate second press.

Kabuki (15.10,15.10,15.10)

  • The end of input is delayed to gain an additional 500 points before Kabuki's arm is pinned. Otherwise these fights are identical to £e Nécroyeur's submission.
  • In the final rematch the window to counter Kabuki's final press is only 1 frame.

Total winnings: $923500


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