TASVideos

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

Submission #6874: DreamYao's NES Batman in 09:19.75

Console: Nintendo Entertainment System
Game name: Batman
Game version: USA
ROM filename: Batman (U) [!].nes
Branch:
Emulator: FCEUX 2.20.20
Movie length: 09:19.75
FrameCount: 33640
Re-record count: 75738
Author's real name:
Author's nickname: DreamYao
Submitter: DreamYao
Submitted at: 2020-09-07 15:48:42
Intended tier: Moons
Text last edited at: 2020-09-27 07:21:41
Text last edited by: feos
Download: Download (5313 bytes)
Status: decision: accepted
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:

(Link to video)

Aims for Fastest Time

Genre: Platform

Emulator:FCEUX 2.20.20

Improve fast-forward speed after injury, and reduce lag and faster forward route

error:

I found an error in 3-2. The first frame of the game can take off.

5-1 can pause the game without causing damage, but it will increase the time. (Found by xxnkxx)

skill:

Can pass briefly when the enemy is injured

Boomerang can attack enemies behind you

The climbing wall can jump one frame in advance, so climbing in certain places can save one frame

If you can skip, please do not skip, because skipping will increase time. (Big jump is 2 frames slow, small jump is 5 frames slow)

If you want to jump, please jump as high as possible. The big jump is 3 frames faster than the small jump. (The condition for jumping is that Batman's head cannot touch anything, otherwise the distance and time of the long jump will be shortened)

When jumping, you can hit the wall with your head and land quickly to save time

The flamethrower has a few frames gap, so it can pass

mechanism:

The Batman game has a global timer mechanism. This global timer affects the attack time, attack frequency and action path of certain enemies (this may prevent you from moving forward). If you want to change the actions of these enemies, you can only change the time you meet with them, which of course is not worth it!

So far, I found that the enemies affected by the global timer are:

2-1: The first flamethrower

2-4: Boss bottom shot

3-1: All large jumping monsters

3-2: All jumping monsters

3-3: Flame Car

4-1: All jumping monsters

4-3: All electric shock and flame cars

4-4: Boss shooting

Frame gains and losses:

Checkpoint,Get the number of frames

1-1 = 2

1-2 = 4

1-3 = 1

2-1 = 4

2-2 = 7

2-3 = 18

2-4 = -18

3-1 = 4

3-2 = 9

3-3 = 3

3-4 = 0

4-1 = 1

4-2 = 18

4-3 = 26

4-4 = -18

5-1 = 14

5-2 = 1

5-3 = 0

Total: 76 frames

Improvement details:

Level 1-1: I change a small jump into a big jump (get 2 frames)

Level 1-2: Reduce the last hop (get 2 frames)

Level 1-3: I bring the boss closer to me, then kill (get 1 frame)

Level 2-1: Reduce lag

Level 2-2: Injured can advance faster (gain 6 frames)

Checkpoint 2-3: Injured, faster forward, faster landing

Level 2-4: The shooting of the boss timer is affected by the global timer, which hinders my killing progress (lost 18 frames)

Level 3-1: Reduce one hop at the beginning (get 2 frames)

Level 3-2: Jump from the first frame at the beginning (9 frames are obtained)

Level 3-3: Reduce lag

Stage 4-1: Reduce lag

Checkpoint 4-2: Damage and acceleration

Level 4-3: Damage and landing faster, reduce lag

Level 4-4: The boss’s firing frequency is also affected by the global timer, which limits my attack and killing methods (loss of 18 frames)

Level 5-1: Reduce lag, pause the game without causing damage

Level 5-2: Enter the boss faster (get 1 frame)

The following is Chinese information:

以下为中文信息:

改进了受伤能更快的前进以及更少的Lag和更快的前进路线

BUG:

我在3-2中发现了一个BUG。游戏开始的第一帧可以跳跃,节省9帧。

5-1游戏可以暂停而不会造成伤害,但会增加时间。(由xxnkxx发现)

技巧:

打击敌人有短暂的时间通过且不受伤

回旋镖可以攻击到身后的敌人

攀岩墙可以提前一帧跳跃,因此在某些地方攀爬可以节省一帧

如果您可以不跳跃,请尽量不要跳跃,跳跃会增加时间。(大跳动作慢2帧,小跳动作慢5帧)

如果要跳跃,跳得越高越好。大跳动作比小跳动作快3帧。(跳跃的条件是蝙蝠侠的头不能碰任何东西,否则会缩短跳远的距离和时间)

跳跃时头顶墙可以快速降落以节省时间

火焰喷射器有短暂的间隙,因此有几帧时间可以通过

机制:

蝙蝠侠这款游戏有一个全局计时器的机制,部分敌人的攻击时间、攻击频率、行动路径,都会受到这个全局计时器的影响(这可能会阻挡你的前进)。如果你想要改变这些敌人的行动,你只能改变你和它相遇的时间,当然这是不值得的!

目前为止我发现受全局计时器影响的敌人有:

2-1:第一个火焰喷射器

2-4:Boss底部的射击

3-1:所有的跳跃大怪兽

3-2:所有的跳跃大怪兽

3-3:火焰车

4-1:所有的跳跃大怪兽

4-3:所有的电击、火焰车

4-4:Boss的射击

帧数得失:

关卡,获得帧数

1-1 = 2

1-2 = 4

1-3 = 1

2-1 = 4

2-2 = 7

2-3 = 18

2-4 = -18

3-1 = 4

3-2 = 9

3-3 = 3

3-4 = 0

4-1 = 1

4-2 = 18

4-3 = 26

4-4 = -18

5-1 = 14

5-2 = 1

5-3 = 0

总计:76帧

改进详情:

关卡1-1:我把其中一次小跳动作改成了大跳动作(获得2帧)

关卡1-2:我在末尾少了一次跳跃(获得2帧)

关卡1-3:我使Boss更加靠近了我然后击杀(获得1帧)

关卡2-1:更少的Lag

关卡2-2:受伤可以更快的前进(获得6帧)

关卡2-3:受伤更快的前进、快速降落

关卡2-4:Boss底部的射击受到全局计时器的影响因此阻挡了我的前进于击杀(丢失18帧)

关卡3-1:我在开始的时候少了一次跳跃(获得2帧)

关卡3-2:游戏开始的第一帧可以跳跃(获得9帧)

关卡3-3:更少的Lag

关卡4-1:更少的Lag

关卡4-2:受伤更快的前进

关卡4-3:受伤更快的降落、更少的Lag

关卡4-4:Boss的射击频率也受到全局计时器的影响因此限制了我攻击和击杀方式(丢失18帧)

关卡5-1:更少的Lag、暂停游戏而不造成伤害

关卡5-2:更快的进入Boss体内(获得1帧)


feos: As =forum/viewtopic.php?p=499939#499939shown in the thread, this movie is actually more optimal than the current publication in a lot of places, not just where damage was taken. There is a WIP that is even faster in some levels, but it's unfinished and it's also slower in some other levels than this movie. Until that WIP is completed and the possible improvements are incorporated, it makes sense to have this submission published.

There wasn't much feedback in terms of entertainment, but the current publication stands very well in Moons, and this movie's gameplay is mostly the same. Damage that Aglar's movie avoids doesn't save **too much** time either way, so I think that this difference doesn't significantly affect this movie's entertainment, not enough to move it to Vault anyway.

Accepting to Moons over [1049] NES Batman (USA) by Aglar in 09:21.93.


Similar submissions (by title and categories where applicable):