For even the best TASers, fighting against bosses perfectly can be
very challenging. The usage of the strategies listed below can significantly
reduce a movie’s frame count.
Move near the boss.
Do not position the character at ‘sniping’ distance, because attacks
will take longer to hit the boss. Also, in many games the character can
discharge its weapon (e.g. bullets) only after the previously fired
projectile has disappeared from the screen. Thus, moving next to the
boss allows the character to attack more frequently. Sometimes the character
can go inside the boss (most likely by abusing temporary invulnerability
after being attacked) in order to attack even faster. Some projectiles
are not absorbed when they damage the boss; in this case it may be
better to move closer to and to face the edge of the screen so that
the projectiles from the character’s weapon go offscreen faster.
Find a safe zone.
Without conflicting with the ‘be adjacent’ aspect, find a safe area.
If the character must dodge the boss’ projectiles or body, then the
character may need to jump or step back. This dodging entails that
the character must stop attacking until it reestablishes its position
and the dangerous objects have cleared out. In some games, it is faster
to stand in the way and keep attacking while accepting damage than it is
to avoid the boss’ attacks; the player should use this tactic only if it
is the fastest possible method (i.e. do not be lazy).
Attack as early as possible.
Fire a long-range weapon as early into the battle as possible, if it
will damage the boss. This moment could be the first frame that the
character can use its weapon after a delay, such as text. In a side-scroller,
the moment could be just before the boss appears on the screen, because
the character, after discharging its weapon, will scroll the screen when
it continues moving toward the boss. After the first shot, make the
character continuously attack the boss on the earliest frame that it
will accept damage.
Use the fastest method of attack.
Additionally, if a certain attack is faster than another attack, it is
probably wiser to use the quicker attack, unless the quicker attack is
so weak that it ultimately entails a longer fight. Example: In Zelda II,
it is much quicker (and more impressive) to dance on top of the bosses
and use downstab than it would be to repeatedly jump and swing.
In general, the player should choose whichever attack has the highest
ratio of damage to time. If the boss has a long invulnerability period
whenever it takes damage, then the speed of each attack that the character
can perform is effectively reduced to the speed at which the boss becomes
vulnerable; in this case, stronger-but-slower attacks may kill the boss more
quickly than faster-but-weaker attacks. The player should know how much
damage
each type of attack does to the boss (e.g. how many bars of
health an attack reduces and/or how many attacks are needed to kill it).
Find the weak spot.
Sometimes particular sections of a boss may not accept damage, or may
accept damage but not be essential to the death of the boss. The player
should know where an attack on a boss will actually contribute to the
death of the boss.
Example: In Ghosts ’n Goblins, the dragon’s tail
can be destroyed, but only the attacks on its head will cause its demise.
Know for how long the boss’ invulnerability lasts.
The character should not attack the boss when it will not cause any damage,
such as (sometimes) at the start of a battle or if it has a recovery period
after the character does damage to it. Make sure that when the
invulnerability wears off, the attack
damages the boss on the
first possible frame. This timing entails that the character may need
to start charging the weapon while the boss is still invulnerable.
If there is a visual indication of when the boss becomes vulnerable again,
such as that it stops blinking, make sure to deliver the next attack(s)
on (or, possibly, before) the frame on which the indication begins, lest
it become obvious that the character did not attack the boss as soon as
possible. If there is a sound that plays whenever the character’s attack
does damage or whenever the boss accepts damage, then the player should
listen for that sound, lest it become obvious that some attacks were mistimed.
Jump with the boss.
Even if the character has a weapon that can shoot upward, the character
should probably stay as close to a boss as possible when it jumps.
In addition to being more efficient, aerial fighting can offer the
Matrix-like fighting that is sought after in TAS movies.
Affect the boss’ behavior.
In some games, bosses may react to the character’s actions.
Performing certain actions may prevent a boss from doing undesirable
things such as jumping, becoming invulnerable, or performing an attack
that takes time to avoid.
Dominate the boss.
Although a boss should look menacing, search for a method that
quickly and decisively defeats it. Example: In Metroid, Samus can
‘freeze’ the minibosses by repeatedly shooting them at close range.
Find the boss’ weakness.
The character may be able to use certain weapons that hurt a boss much
quicker than other weapons would. These weapons can be either powerups
or elemental-based. (For example, a fire-based boss may be weak against
a water-based weapon.)
Example: The Jump-and-Slash technique in
Ninja Gaiden is always better than the normal technique.
Attack before the boss appears.
Some bosses are glitchy and will accept damage before they visually
appear on the screen.
Examples: In Power Blade, many of the bosses
can accept damage before the screen loads, while they have 0 HP ― entailing
instant death. In Castlevania 2, the final boss can accept damage while it
materializes onto the screen.
Pause the game.
A boss may continue to accept damage while the game is paused, or may
accept damage repeated as the game is paused and unpaused.
Example: Continuously pausing and unpausing in Mega Man can cause
one projectile to damage the boss multiple times.
Use the character as a weapon.
In rare cases, the character itself can damage a boss, possibly by making
the character accept damage from the boss on the same frame that the
character’s weapon hits the boss.
Example: Many bosses in Castlevania can accept critical damage from
the character if they are hit on the correct frame.
Use critical hits.
Against bosses in RPGs, a fight probably will be faster if the player
manipulates randomness in order to make the character deliver critical hits
instead of normal hits. This randomness may be based on the frame that the
attack is selected.
Watch HP in memory.
In some games, bosses will take an unexpected amount of damage if hit
at a certain time or from a certain position, or it may be unclear which
weapons are strongest against a boss. If the game doesn’t display the
boss’s exact HP value onscreen (and most games don’t), watching the
value in memory while trying different techniques may yield a way to
deal more damage than normally possible (or at least convince you of
which weapon is best to use).
For example, many bosses in
Pulseman can take 10-12 damage per hit under
the right circumstances, where a normal hit only does 2.
Minimize automated demos after the fight.
Sometimes defeating a boss will cause a scene where the character must
wait. If possible, this delay should be avoided.
Example: In Super Mario Bros. (Warpless), it is faster to use fireballs
on the bosses in order to prevent the slow bridge-destruction scene.
Know what it is all about.
That is to say, sometimes the purpose of a boss fight is not to defeat
the boss. The character may need to press a button or accept a certain
amount of damage.
Example 1: In Super Metroid, the first fight against Ridley ends when Samus
accepts a certain amount of damage. Therefore, the player’s goal should be
to lower Samus’ energy level as quickly as possible, instead of trying to
fight against Ridley.
Example 2: In Final Fantasy VI, after Vargas uses his Blizzard Fist technique, simply using Blitz Pummel will start a cutscene in which Vargas resigns the fight, ending the battle much more quickly than defeating him conventionally.
Get in the best position after the fight.
If an exit appears after a fight, position the character so that it can
go through the exit as early as possible. It may be a good idea to draw
the boss toward the exit during the fight. If the boss drops an important
item after the fight, make the character grab it as early as possible.
For example, in Mega Man, the bosses release their weapon upgrade.
Megaman should be placed to grab it as soon as it appears.
If the character must accelerate from a complete stop, then have the
character already moving at its fastest speed.
Get the boss in the best position on the last hit.
Often a boss explosion will cause lag as it explodes into debris.
Having the boss at the edge of the screen can minimize this lag.
Example: In Mega Man 5 & 6, it is optimal to have the boss in one
of the far corners of the room so that some of the debris leaves
as soon as possible.
The debris of a boss may have to leave the screen entirely in order to progress.
In Mega Man 4 & 7 the debris from the boss must clear the room before Megaman can
get the power up. In this case, the boss should be in the center of the screen.
Have the correct item.
A boss may be invulnerable or impassible without a particular item.
Know which item, if any, is necessary in order to overcome the boss,
and whether or not the item is really necessary.
Double-team.
Some games have a ‘2-player simultaneous play’ option. 2 players often
can destroy a boss quicker than 1 player alone could.
Example: In Rush ’n Attack, the 2 players can cover both sides of
the screen, use teamwork, etc.
Avoid making the boss spawn or activate.
It may be possible to use a different route, or pass through a wall, or
use another method that prevents a boss from appearing where it should.
From there, the character may be able to continue onward as if it had
already defeated the boss.
Example 1: In Maniac Mansion, if a kid is in the room with Purple Tentacle
when a cutscene occurs, Purple Tentacle will become unable to move
afterward, and so the kid will be able to bypass it.
Example 2: In Mega Man, the cutman refight is avoided entirely using the
Magnet Beam glitch to zip to the next room.
Replace the end-level trigger.
Even if a boss does appear, there may be a way to end the level without
defeating it.
Example: In the Battletoads Rat Race level, killing any running rat
will cause the game to think that the boss has been defeated.
See if the character can advance to the next screen.
Sometimes it is incorrectly assumed that a boss must be defeated in
order to allow the character to advance to the next screen. If the
boss does not offer any useful item when it is defeated, see whether
or not the game’s programmers actually sealed the room’s exit.
Make the boss commit suicide.
See whether or not the character can trick a boss into falling into a
hole or spike pit. A famous example is from Double Dragon, where it is
possible to knock Abobo onto a conveyor belt that takes him into a hole.
Avoid the bosses entirely.
Some games have a final boss lair that is normally accessible only
after defeating the game’s minibosses. However, there may be a way
to enter the final boss’ lair without defeating the minibosses.
The clearest example of this evasion is in Metroid, where Samus can
access Tourian by luring a rio into the entry bridge room, freezing
the rio, and using it as a floor.
Find shortcuts into the boss’ room.
Although it may not be possible to avoid some bosses, there may be an
unorthodox way to skip part(s) of a level and quickly access a boss’ lair or enter it in a different place.
Example 1: In Mega Man 2, it is possible to zip right up next to the enemy at the beginning of the fight.
Example 2: In Super Mario Bros. 2 (USA), level 6–3, it is possible to quickly
jump over the high wall instead of slowly going underneath it.
Note: These strategies are not restricted to boss fighting;
many of them can apply to other situations in games.


BossFightingGuide last edited by
Arc on 2007-03-05 10:32:31
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