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

Movies for NES Kyōryū Sentai Zyuranger

#18601285338626761 - NES Kyouryuu Sentai Juuranger WIP30 (full)
MESHUGGAH_Kyouryuu Sentai Juuranger_WIP30.fm2 (344kB fm2 movie [NES])
Uploaded 2014-11-07 16:42:22 by MESHUGGAH (344 files)
For NES Kyōryū Sentai Zyuranger (2 files)
In 06:30.17 [23449 frames], 17307 rerecords)
8519 views, 815 downloads
Input ends around ~ 6:30.51 (23449 frames).

~33 seconds faster than */~'s cancelled tas.

Total rerecords is the one in this file + 9998 (reseted while comparing very first cutscene manipulation while resetting)

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#18575992990380423 - NES Kyouryuu Sentai Juuranger WIP17
Kyouryuu Sentai Juuranger (J)_WIP17.fm2 (85.8kB fm2 movie [NES])
Uploaded 2014-11-06 13:22:08 by MESHUGGAH (344 files)
For NES Kyōryū Sentai Zyuranger (2 files)
In 01:37.14 [5838 frames], 1788 rerecords)
8450 views, 742 downloads
Finishes level 1 and boss faster than http://tasvideos.org/938S.html already.

Ignore the rerecord numbers, will be updated later.

For newbies:

  • Jump height is fixed.
  • You can ignore "being hit" standing animation by pressing A (jump), going forward without wasting a single frame.
  • You can cancel your fire to avoid being slowdown by ducking for 1 frame after shooting, or firing before falling down.

Comparison with resynced version of that run:

  • 13 frames faster start by resetting 7-8 frames after power on to press start earlier.
  • The game sucks, so you need to manipulate the timing of pressing select (for selecting hard difficulty) and starting the game/cutscenes to decrease the loading time for resources. Something 12 frames can be achieved with this.
  • ~31 frames faster by optimal movement and maximizing speed to reach cam X positions to load next platform objects.
  • ~1100 frames faster boss fight by hitting the boss once his invulnerability wears off. Since we visited that random guy in that door, we deal 2 dmg with bigger hitbox. Without this power, we could only dmg him (1 per hit!) down to 6 health, costing more time to wait for it to also reappear and kill the remaning (6) hits.
  • Cutscene loading time manipulations in progress.

Other tricks not mentioned:

  • Jump has fixed height, however jumping at specific frames can change the cam Y speed, letting you hit a platform earlier.
  • It's better to jump over the edge of a platform to avoid nullifying your X speed. Obviously scenario dependent, when you want to jump earlier or just move forward to win.
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