TASVideos

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

Submission #6061: 01garland01's Genesis Golden Axe "The Duel" in 03:06.46

Console: Sega Genesis
Game name: Golden Axe
Game version: any
ROM filename: Golxen Axe (W) (REV00) [!].gen
Branch: The Duel
Emulator: Bizhawk 2.2.1 (x64)
Movie length: 03:06.46
FrameCount: 11173
Re-record count: 3239
Author's real name:
Author's nickname: 01garland01
Submitter: garland
Submitted at: 2018-07-29 13:52:04
Text last edited at: 2018-08-30 17:44:42
Text last edited by: garland
Download: Download (2770 bytes)
Status: decision: cancelled
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:
Golden axe The duel mode using Tyris Flare.


(Link to video)

Game objectives

  • Emulator used: Bizhawk 2.2.1 (x64)
  • Objective is to reach the end screen for the duel mode as quickly as possible

Comments

Completed over 20 seconds faster than my current non assisted speed run, using some new strategies and movement too precise to be viable by a human.

Stage by stage comments

Battle 1

Very similar to the non assisted strategy. But turning left just before landing the first down-stab means the Heninger Silver lands to the left instead of going off screen to the right where the player would have to wait a few frames longer after it's invisibility frames wear off for it to walk back on screen.

Battle 2

Ideally the first down-stab would hit both Heningers but their surround pattern AI prevents this. Two back-stab attacks each is enough to kill them but it was one frame quicker to use 3 down stabs. using two attack swings in the air before going into the down stab helps manipulate the AI and prevent the Henigers dodging up or down.

Battle 3

Same strategy as Battle 1, but this Heninger takes 3 down stabs to defeat.

Battle 4

Similar strategy to Battle 2, however the skeletons can be baited into a longer attack combo by sprinting past them which sets up the down-stab on both skeletons.

Battle 5

Same strategy as Battle 2, it's more or less a copy paste. These Heninger Reds take two down-stabs to defeat to back attacks are not optimal.

Battle 6

The Lemanaya take two down-stabs and a jump attack each to defeat. By turning left just before landing the jump attack on the second Lemanaya I can position both ready to down stabs. The un-mounted Red Dragons cause the AI to prioritize mounting, and not dodge down stabs.

Battle 7

Both the Heninger Darks and the Longmoan Dark each take either 2 down-stabs or 3 back attacks to defeat. The fastest strategy I could find was to kick the 2 lower Darks together to setup back attacks.

Battle 8

The Purple Shield Skeletons each take two down-stabs and a back attack to defeat. Because skeletons have a much longer stand up animation it is possible to setup down-stabs after positioning both on the ground together.

Battle 9

The Bad Brothers can be easily baited into their charge attack which sets up easy down-stabs on both.

Battle 10

Lt.Bitter has slow attacks so a well timed down stab can be used during this. Once downed, his stand up animation is extremely slow so down-stabs are easily landed.

Battle 11

Unlike the Bad Brothers, the Gen.Heartlands cannot both be baited into a charge attack at the top of the screen, so instead are baited individually to setup down-stabs on both.

Battle 12

The same trick in Battle 10 is used to land the first down-stabs on each Gen.Bitter and position them ontop of each other for easy down-stabs. Swapped direction every frame during the last down-stab just for style.

Other comments

This run could be improved if a way to group packs of 2 and 3 together for a down-stab is found. In most cases, the theoretically fastest way to complete any stage is to land a down-stab on all enemies on the screen together every time. However the surround pattern AI makes this very difficult to do in a way that is faster than the strategies used in this submission.


Memory: Replacing file with trimmed ending.

Memory: Replacing file again with slightly heavier Spiking of 15 frames.

Memory: Reverting to light Spiking due to desyncs

ThunderAxe31: Judging.

ThunderAxe31: Replacing file with heavier Spiking and corrected header.


Similar submissions (by title and categories where applicable):