TASVideos

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

Submission #5872: tom_mai78101's GBA River City Ransom EX "Wussy" in 08:39.02

Console: Game Boy Advance
Game name: River City Ransom EX
Game version: USA
ROM filename: River City - Ransom EX (U)(Venom).gba
Branch: Wussy
Emulator: Bizhawk 2.2.2
Movie length: 08:39.02
FrameCount: 31000
Re-record count: 128
Author's real name: Thompson Lee
Author's nickname: tom_mai78101
Submitter: tom_mai78101
Submitted at: 2018-03-24 00:55:05
Text last edited at: 2018-03-29 22:03:00
Text last edited by: Mothrayas
Download: Download (20891 bytes)
Status: decision: rejected
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Author's comments and explanations:
This is a River City Ransom EX "Wussy" TAS, an improvement over my previously submission.

This is played on Wussy Difficulty (Very Easy), with Alex as the player, and Ryan as the AI ally.

It has the following:


Same rules apply from previous submission. I still don't have a lot of knowledge on the randomness in the game, so there isn't any information I can give or explain at the moment.


Mothrayas: Judging.

Mothrayas: There has been some arguing in the thread about the difficulty choice for this run. It seems like the hardest difficulty mode is preferred over the easiest for this game, as this current movie on easiest mode plows its way through the enemies with a bit too much ease and with relatively little strategy involved. As such, rejecting for using the easiest difficulty when per the guidelines and public opinion the hardest difficulty is preferable.

That aside, I'm also not getting the impression that this movie is sufficiently optimal. Besides the lack of knowledge on randomness and luck manipulation so far, I'm also not seeing much of a consistent battle strategy, or the run does not appear to finish off enemies as fast as possible, which makes the run look suboptimal. For instance, in the Moose fight, Moose is defeated by knocking him down, grabbing him, and jump-throwing him into the ally so he bounces into the pit - but it looks like it would work just as well to grab him and just throw him down directly, which would save a few seconds. I can't tell if there is any reason for doing this, but I'm not convinced that there are no better ways of going throughout the run either. In general, for a future run of this game, I'd like to see some more insight on exactly what the strategy is behind the move choices that the player character makes.

In conclusion, rejecting for poor difficulty choice. Better luck next time!


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