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

Submission #6021: ktwo's NES Beetlejuice in 07:21.26

Console: Nintendo Entertainment System
Game name: Beetlejuice
Game version: USA
ROM filename: Beetlejuice (U) [!].nes
Emulator: Bizhawk 1.13.1
Movie length: 07:21.26
FrameCount: 26519
Re-record count: 7970
Author's real name: DC
Author's nickname: ktwo
Submitter: ktwo
Submitted at: 2018-06-30 14:22:19
Text last edited at: 2018-07-12 11:59:47
Text last edited by: Stovent
Download: Download (10071 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:

Game objectives

  • Emulator used: Bizhawk 1.13.1
  • Primary objective: speed
  • Takes damage and deaths to save time


This movie is a minor improvement/clean-up of my previous TAS for this game, #5988: ktwo's NES Beetlejuice in 07:23.17. The comments in that submission are still valid, so here I'm just quickly going to go through what has changed.

After having completed my previous submission, I worked on a console speedrun and then found a new trick. It turns out that the entrance to the tower in the graveyard stage is activated even when off-screen, which saves time both in a TAS and on console. In a TAS, the time save is 30 frames to be more precise. With the possibility of finding more time savers while doing console attempts, I decided to hold off submitting a new TAS until I was done with the game on console.

When updating the TAS with the new trick, the movie de-synched by not providing the invincibility flower inside the tower. The options for manipulating the flower were basically

  1. delaying screen transitions
  2. going even further back in the movie and start re-doing some of the fights in the overhead section

With 1. not giving any acceptable results, I went back to the stool fight. Having a second look at that fight made wonders. I managed to squeeze out all waiting frames and it's now a "perfect" fight with all frames being used for forward movement (60 frames saved). This changed the RNG for the upcoming rooms and they had to be re-done. Luck was on my side and the new set of RNG was possible to be turned into a perfect mouse catch (2-frame improvement) and getting through Lydia's set of rooms without taking damage (2-frame improvement).

Once back in the graveyard stage, I did some further testing and found minor improvements in the platforming. Basically whether you should jump one or several platforms at a time (24 frames improvement). Fortunately, it all synched up in the end with the flower inside the tower (2-frame improvement).

For reasons unknown to me, 4 frames were then lost on the graveyard boss fight and another frame in the transition to the final stage.

All in all, it's an improvement of 60 + 2 + 2 + 2 + 30 + 24 - 4 - 1 = 115 frames.

ThunderAxe31: Judging.

ThunderAxe31: Accepting as improvement over the current publication.

Stovent: Processing...

Similar submissions (by title and categories where applicable):