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

Submission #6133: maTO's Genesis Alien 3 in 27:50.2

Console: Sega Genesis
Game name: Alien 3
Game version: any
ROM filename: Alien 3 (JUE) [!].bin
Emulator: Gens 11a
Movie length: 27:50.2
FrameCount: 100083
Re-record count: 9289
Author's real name:
Author's nickname: maTO
Submitter: maTO
Submitted at: 2018-10-27 13:47:23
Text last edited at: 2018-11-05 21:43:24
Text last edited by: Stovent
Download: Download (5963 bytes)
Status: published
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Author's comments and explanations:
Based on a movie Alien 3.
Ripley has to rescue prisoners and defeat several alien mid-bosses.

Movie features:


-Machine gun
Only weapon that can be used while running.
Normal damage 4 - critical hit 10-20

-Flame thrower
normal damage 8 - critical hit 16-32

-Grenade launcher
normal damage 32 - critical hit 50-79

-Hand grenade
Similar damage to launcher. A little slower. Reaches troublesome places (in air shafts).

Critical hits: I didn't look how often these happen. I just used the first available frames.

Turning takes time.
Falling from high places makes Ripley lay in ground for quite a while.
Also sliding too long in a slope makes you tumble and lay in ground.

Rising glitch
When you fall down into a wall you start rising up. You can jump to rise faster.
There are actually not many places where you can do this.
It can be done in the very first map but it doesn't actually help because of elevators. Instead you would have to take damage from alien and lose time in the point counting screen.

Falling glitch
In stage 13 at (23:47) pressing down on conveyor belt makes Ripley slowly hover downwards.
It allows to pass through platforms so a prisoner can be reached earlier.
Glitch can also let you hover to the highest point you can safely fall from.

Point counting screen at the end of stages
The more ammo you have left the more time it takes to count your points. You would save only one frame per weapon if your ammo is in certain range, so excess using of ammo is not used in this run.
If you have taken damage in the level you will lose some amount of frames here.

Mostly aliens. Mostly
Aliens get tougher as the game progresses. No more one-shotting and have to rely on better weapons at times.

In 10th mission you have to dodge falling water drops too. It could be acid too.

Enemy hp memory addresses:

00FF1FD7 - boss hp / random alien 1
00FF1FD6 - counter
00FF2067 - boss 2 hp / random alien 2
00FF2066 - counter 2
00FF20F7 - random alien 3
00FF2187 - random alien 4

02:16 - Rising glitch saves almost 30 seconds.
04:00 - Rising glitch saves about 2,5 seconds.
06:20 - I have time to go kill an alien before elevator comes down
25:31 - Fall through glitch helps reach a prisoner
26:15 - Use falling glitch to prevent falling damage
26:50 - Use falling glitch to prevent falling damage

This run was made a year ago and is the last one I made using GENS.
I just forgot to write a submission because I was starting another TAS on BizHawk.
Also, not taking damage to save time *smh*

Feos posted a video of this run here.

feos: Finally this is done! Judging...

feos: Although I've been waiting for this submission for 8 years, and I loved the game back then, today I see that it's quite repetitive in general. But its still a nice game with awesome music and non-trivial level design. Probably for that reason the audience feedback was quite positive, no negative votes or posts. The run itself is also nicely done. I enjoyed the boss battles the most. Accepting to Moons.

Stovent: Processing...

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