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

Submission #5994: klmz's NES Circus Charlie "Mode B" in 03:21.35

Console: Nintendo Entertainment System
Game name: Circus Charlie
Game version: JPN
ROM filename: Circus Charlie (J).nes
Branch: Mode B
Emulator: FCEUX 2.2.2
Movie length: 03:21.35
FrameCount: 12101
Re-record count: 2784
Author's real name: K.H.
Author's nickname: klmz
Submitter: klmz
Submitted at: 2018-06-14 09:02:05
Text last edited at: 2019-03-27 14:49:28
Text last edited by: ThunderAxe31
Download: Download (1572 bytes)
Status: decision: cancelled
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Author's comments and explanations:
Circus Charlie (サーカスチャーリー Sākasu Chārī) is an arcade platform game originally published by Konami in 1984 in which the player controls a clown named Charlie. It was ported to the Nintendo Famicom in 1986 by Soft Pro.

This run plays Mode B, which is noticeably more difficult than Mode A on most stages, especially on Stage 3 and Stage 4.

This run is both 230 frames faster than the currently published "Mode A" run by TheRealThingy & Randil and 88 frames faster than the "Mode B" run by Randil primarily thanks to the difference on Stage 1 between the two modes and a new strategy on Stage 5.

(Link to video)

Game objectives

  • Emulator used: FCEUX 2.2.2
  • Aims for fastest input time.
  • Uses highest difficulty.

Mode A vs Mode B

Historically, "Mode A" obsoleted "Mode B" for this game here, as "it's harder to optimize Stage 1 in a TAS in Mode A".

The author of this submission considers that reasoning rather weak as:

  • After all, the movie rules don't care about how hard it is to make a TAS to be accepted and published here.
  • It's not that really hard. One can even make an optimized Stage 1 run at zero rerecording count.
  • Many TASes nowadays feature much more complicated techniques that can be more difficult to optimize.
  • As mentioned above, Mode B has undoubtedly harder Stage 3 and Stage 4 for a TAS, which require more planning than in Mode A.
  • Mode B is faster in time than Mode A when both are equally optimized, and arguably more entertaining.


Stage 1

The same trick to slightly adjust the positioning of the fire rings. Otherwise nothing special to mention.

Stage 2

Very simple and straight stage. No comments.

Stage 3

In Mode B the rolling balls are much more annoying to optimize. Yes they can be manipulated to some degree. This seems to be the fastest solution achievable in this run.

Stage 4

In Mode A this stage is trivial, but in Mode B you have to carefully plan for the jumping patterns and even slow down once to survive.

Stage 5

The biggest improvemnt in and motivation for this run is here. Faster strategy and implementation.

Other comments

Thanks to all previous players for their amazing runs! Additionally thanks to mtvf1 for the encode!

feos: Judging...

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