TASVideos

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

Game Information

NES Metal Force

  • Platform: NES (Nintendo Entertainment System)
  • Abbreviation: metalfrc
  • Display name: Metal Force
  • Goodtools name: Metal Force
  • Game resources: GameResources/NES/MetalForce
Metal Force (메탈 포스) is a Famicom game made by Open Corp. in 1994.

[Tier: Moons][Fastest Completion]NES Metal Force (Korea) in 13:09.6 by adelikat, Aglar, AntyMew, Aqfaq, Cardboard, Masterjun, MESHUGGAH, Mothrayas, MUGG, negative seven, Scepheo, thelegendarymudkip & Truncated.
FCEUX movie (.fm2) (date: 2015-02-23)
MKV file via BitTorrent (Modern HQ) (size: 32.44 MB, length: 16:48)
MP4 file via BitTorrent (Compatibility) (size: 53.84 MB, length: 16:48)
Mirror www.archive.org (MKV Modern HQ)
Mirror www.archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #4582 — Author's comments
Discuss this movie
Rating: 7.4 (10 votes)
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- Takes damage to save time
- Unofficial game
- Genre: Action
- Genre: Platform
Metal Force is an unlicensed game developed by Open Corp. (who also made Buzz and Waldog) and released in 1994 in South Korea. It is of surprisingly solid quality for an unlicensed title. It controls similarly to classic Mega Man games, except you have two different weapons which you can switch between and upgrade by collecting powerups from enemies. Aside from that, it is a linear adventure comprised of 7 missions, with a boss battle at the end of each. The stages of each mission are quite expansive and packed with enemies and obstacles.

This game was run as part of TASVideos' Dream Team Contest 5, and this TAS was built on a combination of multiple submissions of said contest - hence the high number of authors.

In this TAS, the authors make expansive use of the weapons and the various boosts in order to beat the game in 13 minutes and 9.6 seconds.

#20619882612631784 - Metal Force - All in One HUD
Metal Force - All In One HUD.lua (11.8kB Lua script)
Uploaded 2015-02-06 14:30:06 by Scepheo (11 files)
For NES Metal Force (22 files)
5755 views, 588 downloads
An extensive Lua HUD script for Metal Force. Mostly intended for use with glitchy behavior.
Info Download

#20619104287161994 - Metal Force - Level Corruption
Metal Force - Level Corruption.bk2 (3.85kB bk2 movie [NES])
Uploaded 2015-02-06 13:39:37 by Scepheo (11 files)
For NES Metal Force (22 files)
In 03:46.43 [13608 frames], 12037 rerecords)
5734 views, 427 downloads
Uses a black transition cancel followed by a scrolling transition to load corrupted exit data. Then triggers it to demonstrate game brokenness.

For best results (or basically any understanding at all), use with this Lua script.

Info Download

#20619056766859827 - DTC5 CompV7 + Exonym's improvement
MetalForce-DTC5CompV8.fm2 (695kB fm2 movie [NES])
Uploaded 2015-02-06 13:36:32 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:09.6 [47454 frames], 89603 rerecords)
8269 views, 1091 downloads
2 frames saved at mission 5 room 3 by not touching next clip corner right at the entrance and changed speed cycles to sync up.
Info Download

#20597948781701404 - DTC5 Compilation V7
MetalForce-DTC5CompV7-compact.fm3 (701kB fm3 movie [NES])
Uploaded 2015-02-05 14:47:40 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:09.63 [47456 frames], 89528 rerecords)
8312 views, 627 downloads
Notes for all compilations: http://tasvideos.org/forum/viewtopic.php?p=400447#400447

65 frames faster than AAA.

Comparing to previous (AAA, CompV6) route:

  • Mission 4 Room 4 edited to be 2 frames faster with current cycles (if this route would have (but can't get) the same cycle as AAA's, this would be 2~3 frames slower)
  • Mission 6 is same but Boss added from MMM, 4 frames faster
  • Mission 7 is same
Info Download

#20597643436324895 -
boss6_compact.fm3 (728kB fm3 movie [NES])
Uploaded 2015-02-05 14:27:52 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:09.7 [47460 frames], 89493 rerecords)
8306 views, 665 downloads
1st hit 13 frames earlier than AAA, only 4 frames faster.
Info Download

#20554752230643976 - DTC5 Compilation V6
MetalForce-DTC5CompV6-compact.fm3 (701kB fm3 movie [NES])
Uploaded 2015-02-03 16:06:20 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:09.73 [47462 frames], 89030 rerecords)
8328 views, 652 downloads
Notes for all compilations: http://tasvideos.org/forum/viewtopic.php?p=400447#400447

59 frames faster than AAA submission so far.

Added TTT (Team 7)'s route of Mission 5 Room 3 and Room 4 (speed cycles were changed from start).

Comparing to previous (V5, AAA) route (3 frames saved total):

  • 1 frame saved by the M5R3 corner boost (which other teams also did)
  • 1 frame saved by the M5R3 different speed cycle
  • 2 frames saved at M5R4 but 1 lost in nextscreen compared to AAA TTT because of better speed cycle from M5R1 start (meshuggah)
Info Download

#20551259081411075 - DTC5 Compilation v5
MetalForce-DTC5CompV5-compact.fm3 (701kB fm3 movie [NES])
Uploaded 2015-02-03 12:19:48 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:09.78 [47465 frames], 88034 rerecords)
8308 views, 634 downloads
Notes for all compilations: http://tasvideos.org/forum/viewtopic.php?p=400447#400447

Synced up to mission6 start, 56 frames faster compared to AAA.

Comparing to CompV4

  • Added SAC (Team 2)'s route of Mission 5 Room 1 and Room 2. Somewhat changed input parts because they used boomerang so I had to resync to avoid getting lag frames, different shooting etc. Saved 4 frames compared to AAA (1-1 frames compared to SAC)
  • Added 1 frame delay at M5R2 final ladder to match with AAA's Mission 5 Room 3 speed cycle. M5R3 is 1 frame faster than SAC, 1 frame slower than AAA (need more tests to see if it's possible without this additional 1 frame delay).
Info Download

#20539447403495593 - DTC5 Compilation v4
MetalForce-DTC5CompV4-compact.fm3 (701kB fm3 movie [NES])
Uploaded 2015-02-02 23:33:48 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:09.83 [47468 frames], 87388 rerecords)
8415 views, 679 downloads
Notes for all compilations: http://tasvideos.org/forum/viewtopic.php?p=400447#400447

Comparing to CompV3

  • 3 frames improvement added on Mission 4 Room 1 from MMM's ending of the top part
  • 1 frame saved at the end of Mission 4 Room 3

Comparing to AAA after Mission 4 Room 4 (CompV3 only synced up to M4R4 start)

  • Loses 5 frames because of very unfortunate speed cycles at the start of Mission 4 Room 4.

Movie continues with AAA's M4R4 to the end input part. Should sync up to the end.

Info Download

#20515682161543102 - DTC5 Compilation v3
MetalForce-DTC5CompV3-compact.fm3 (740kB fm3 movie [NES])
Uploaded 2015-02-01 21:52:37 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:53.71 [50105 frames], 86307 rerecords)
8285 views, 691 downloads
Synced up to Mission 4 Room 3 start, 54 frames faster than AAA's submission.

  • Improved 2 frames of AAA's Mission 4 Room 1 route (1 on top part, 1 on bottom part)
  • Improved 1 frame of AAA's Mission 4 Room 2 route (probably because of speed cycle)
  • Added MMM's cam Y / firetrap manipulation Mission 4 Room 3 (which continues with AAA's cornerboosts)
  • Probably 1 frame saved at the end of Mission 4 Room 3

Currently desyncs because of different speed cycle.

Info Download

#20513288744457209 - DTC5 Compilation v2
MetalForce-DTC5CompV2-compact.fm3 (750kB fm3 movie [NES])
Uploaded 2015-02-01 19:17:24 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:53.98 [50121 frames], 84318 rerecords)
8315 views, 643 downloads
Added Team 6's jump at F21300. 11 frames saved, 22 frames saved total up to Mission 4 start compared to AAA's submission.
Info Download

#20511612708416611 - DTC5 MMM Mission1+2 + AAA Mission3
MetalForce_MMM_and_AAA_Mission4-compact.fm3 (740kB fm3 movie [NES])
Uploaded 2015-02-01 17:28:42 by MESHUGGAH (344 files)
For NES Metal Force (22 files)
In 13:54.16 [50132 frames], 84205 rerecords)
8243 views, 587 downloads
11 frames faster @ F23357 compared to MMM vs AAA.

Don't misunderstand title, all frame differences were succesfully synced up to Mission 4 start. Not whole mission parts were just added.

List of tricks that wasn't tested on every possible place (possible improvements)

  • Team AAA delay jump with X pos sacrifice from a platform
  • Dmg boost from left to left and use invincibility to go right, I saw it on mission6 room2 at some team
  • Cornerclipping to bypass 1 level of a FLOOR row
Info Download

#20502835493839544 - Metal Force Ladder Glitch by Anty-Lemon
Metal Force ladder glitch by Anty-Lemon.bk2 (17.3kB bk2 movie [NES])
Uploaded 2015-02-01 07:59:30 by Aqfaq (8 files)
For NES Metal Force (22 files)
In 00:11.7 [703 frames], 144 rerecords)
5919 views, 437 downloads

BK2 begins from savestate

Anty-Lemon's game breaking glitch is demonstrated here. It allows OOB in almost every room, so it could have some potential to trigger a game ending glitch...?
Info Download

#20495629126224642 - DTC5 #1: Team 1 "AAA" in 13:16.62
DTC5 Metal Force - Team 1.fm2 (696kB fm2 movie [NES])
Uploaded 2015-02-01 00:12:09 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:10.71 [47521 frames], 7763 rerecords)
7837 views, 1362 downloads
Submission by Team 1 "AAA", consisting of Aqfaq, Anty-Lemon and Aglar

First frame of ending is at frame 47876

Info Download

#20495627965012291 - DTC5 #2: Team 2 "SAC" in 13:20.54
DTC5 Metal Force - Team 2.bk2 (11.1kB bk2 movie [NES])
Uploaded 2015-02-01 00:12:05 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:20.1 [48085 frames], 11918 rerecords)
7805 views, 428 downloads
Submission by Team 2 "SAC", consisting of Scepheo, adelikat and Cardboard

First frame of ending is at frame 48112

Info Download

#20495598109893345 - DTC5 #3: Team 10 "Mission: InTASible™" in 13:22.49
DTC5 Metal Force - Team 10.fm2 (702kB fm2 movie [NES])
Uploaded 2015-02-01 00:10:08 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:16.65 [47878 frames], 21729 rerecords)
7944 views, 566 downloads
Submission by Team 10 "Mission: InTASible™", consisting of ars4326, Alyosha and Samsara

First frame of ending is at frame 48229

Info Download

#20495571309906617 - DTC5 #4: Team 7 "TTT" in 13:24.27
DTC5 Metal Force - Team 7.fm2 (708kB fm2 movie [NES])
Uploaded 2015-02-01 00:08:24 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:23.84 [48310 frames], 48024 rerecords)
7765 views, 581 downloads
Submission by Team 7 "TTT", consisting of TehSeven, thelegendarymudkip and Truncated

First frame of ending is at frame 48336

Info Download

#20495556786213136 - DTC5 #5: Team 6 in 13:24.50
DTC5 Metal Force - Team 6.bk2 (11.0kB bk2 movie [NES])
Uploaded 2015-02-01 00:07:28 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:18.62 [47996 frames], 32438 rerecords)
7706 views, 434 downloads
Submission by Team 6, consisting of fsvgm777, lapogne36 and jaysmad

First frame of ending is at frame 48350

Info Download

#20495526713145595 - DTC5 #6: Team 4 "Nordic Gentlemen" in 13:28.03
DTC5 Metal Force - Team 4.bk2 (11.9kB bk2 movie [NES])
Uploaded 2015-02-01 00:05:31 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:27.59 [48535 frames], 32085 rerecords)
7764 views, 429 downloads
Submission by Team 4 "The Sophisticated League of Nordic Gentlemen", consisting of Brushy, Tompa and Warepire

First frame of ending is at frame 48562

Info Download

#20495507791599496 - DTC5 #7: Team 11 in 13:31.13
DTC5 Metal Force - Team 11.fm2 (709kB fm2 movie [NES])
Uploaded 2015-02-01 00:04:17 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:25.24 [48394 frames], 53908 rerecords)
7695 views, 1123 downloads
Submission by Team 11, consisting of Bobo the King, Personman and Eszik

First frame of ending is at frame 48748

Info Download

#20495493653152097 - DTC5 #8: Team 5 "ZETAS" in 13:34.95
DTC5 Metal Force - Team 5.fm2 (713kB fm2 movie [NES])
Uploaded 2015-02-01 00:03:22 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:29.03 [48622 frames], 83768 rerecords)
7768 views, 665 downloads
Submission by Team 5 "ZETAS", consisting of Zeupar, Exonym and TASeditor

First frame of ending is at frame 48978

Info Download

#20495467726973849 - DTC5 #9: Team 3 "MMM" in 14:00.51
DTC5 Metal Force - Team 3.fm2 (735kB fm2 movie [NES])
Uploaded 2015-02-01 00:01:41 by Mothrayas (113 files)
For NES Metal Force (22 files)
In 13:54.91 [50177 frames], 81222 rerecords)
7772 views, 1165 downloads
Submission by Team 3 "MMM", consisting of Masterjun, MESHUGGAH and MUGG

First frame of ending is at frame 50514

Info Download

#19049240371276916 - Metal Force WIP 1
Metal Force WIP 1.fm2 (102kB fm2 movie [NES])
Uploaded 2014-11-27 20:52:37 by thelegendarymudkip (6 files)
For NES Metal Force (22 files)
In 01:55.94 [6968 frames], 42069 rerecords)
5984 views, 603 downloads
Info (2 comments) Download

Movement

The game does not have any subpixels. All movements are done in whole pixels. For horizontal speed, the game keeps a counter which cycles seven values: 1, 1, 2, 1, 1, 2, 2. This works out as 10 pixels over 7 frames or ~1.43 pixels per frame. (Why the designers didn't just make it alternate between 1 and 2 for a mean speed of 1.5 is anyone's guess, but everyone who participated in the DTC hated them for it.)

The speed counter advances for every frame the player walks, and every frame the player is in the air, regardless if moving horizontally or not. The speed counter also advances when pressing against a wall on the ground, even if no actual horizontal movement is made. The speed counter pauses when standing still or climbing a ladder. The speed counter resets every mission.

Small improvements are easily lost to the whims of the speed cycle god.

Other than this speed cycle the game is very hex edit friendly.

Basically the movement works like this:

Main Counter 4 3 2 1 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1 8 7 6 5 4 3 2 1
Move Flag 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2nd Counter 7 7 7 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4
3rd Counter 3 3 3 3 3 2 1 3 2 1 3 3 2 1 3 2 1 3 3 2 1 3 2 1 3 3 2 1 3 2 1 3 3 2 1 3
Speed 2 2 2 2 2 1 1 2 1 1 2 2 1 1 2 1 1 2 2 1 1 2 1 1 2 2 1 1 2 1 1 2 2 1 1 2
Displacement 0 0 0 0 2 1 1 2 1 1 2 2 1 1 2 1 1 2 2 1 1 2 1 1 2 2 1 1 2 1 1 2 2 1 1 2

Tricks

Scrolling skip

If you pause on the frame you touch the trigger for a scrolling transition, the game will load the data associated with it (camera bounds, new transitions, etc) without actually starting the scrolling itself. This is only useful for one-way transitions, however, as two-way transitions actually consist of two transitions, and touching the last one will cause the old room exits to be loaded, preventing you from progressing any further in the game.

Speed cycle advancing

Similar to the scrolling skip, pausing when triggering a black transition has strange effects. In this case, pausing and immediately unpausing the game does not delay the next room load. It does, however, allow the game to advance one more frame before entering the next room. In the TAS, this is used to advance the speed cycle to a more favourable phase.

Corner boosting

Jumping or falling into a ceiling or floor corner whilst moving away from it allows you to slightly pass through said corner. If you let go of the direction key you were holding, the game will push you out of the block, advancing you a maximum of 4 pixels at a time. For ceiling boosts, a maximum of 8 pixels (over 2 frames) is possible, for floor boosts this is 6.

Ladder zipping

You can grab onto ladders when you're 16 pixels away from their centre. Due to this, it is often faster to grab onto a ladder and let go immediately, as this will move you forward ~16 pixels, at the cost of not moving a single frame.

Low ladder grabs

When approaching a ladder going down from the floor you are on, you can grab it a few pixels lower than you would by just walking up to it. To do this, jump before the ladder, and land on the ground on the same frame as you grab the ladder. The downward speed will be applied once before grabbing the ladder. It is better to be as close as possible (1 pixel above) the ground on the frame before grabbing. For this reason, some jump heights are better than others, and 8 and 11 are best when possible.
Jump height Pixels gained
no jump 0
1 0
2 0
3 2
4 2
5 1
6 2
7 2
8 3
9 0
10 1
11 3
12 0
13 0
14 0

Wall jumps

When passing through a downward corner, instead of releasing forward to corner boost, you can press backward. Under some circumstances, depending on jump height and pixel position, you will enter the standing animation for one frame, and can jump again from this position. The possible applications are very limited.


See also