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User movie #32913943235010818

#32913943235010818 -
NG1_pacifist_WIP136v4.scum-compact.fm3 (624kB fm3 movie [NES])
Uploaded 2016-08-13 06:30:18 by Scumtron (10 files)
For NES Ninja Gaiden (127 files)
In 11:21.41 [40952 frames], 183975 rerecords)
6155 views, 413 downloads
Not sure how much of this can be kept since it's hard to jump into a run like this without knowing the reasons for every decision.

  • 22230-23350: Wasn't sure if some subpixel management was going on here, but I tried something different and it worked.
  • 23412: First guy banished with 3 L-presses.
  • 23670: Climbed the right wall to go over backwards and give up a pixel (R @ 23719) to set up the next two dudes for optimal removal.
  • 24091: Bird spawning late had me worried, but a one frame delay before it gets right of Ryu and another during the boost jump kept things moving.
  • 24346: LR on the first frame of regaining control to trade a half-pixel for one more spawn prevention. Bird ends up being super cooperative too!

Also tossed in a blank frame before the slot 5 guy near the end is scrolled off to fix xsub for 5-2A, but more desyncs are right around the corner.

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5 comments


#303:
By MESHUGGAH On 2016-08-13 07:40:14
First of all, nice job! The most important thing is the 5-2 knife bitch. Prematurely adding a blank frame to 5-2 3rd screen to check final screen knife bitch:

http://imgur.com/B6nDpWd

As long as it's possible to jump over knife bitch, Ryu need to avoid the knife and jump a few frames later to avoid bird. This situation is much better than the one I've tried with only 5 frames (my RTA boost movie) but I'm not sure if this is OK.

Going to check 5-1 possible improvements (for this input) and resync it up to knife bitch and see what happens.

#304:
By MESHUGGAH On 2016-08-13 11:22:34 In response to #303
Quoting MESHUGGAH:
Going to check 5-1 possible improvements (for this input) and resync it up to knife bitch and see what happens.
Subpixels (and number of "L"s to vanish enemies) looks optimized, only the ending improvable by jumping further the last platform's edge to avoid 0.0 speed and removing the last empty frame.

  • Previous WIP136v4: 24779
  • Previous WIP136v4 with comment improvement: 24772 (-7)
  • This movie: 24765 with spending the 1HP. (-14)
  • This movie with better ending: 24763 (-16)
#305:
By feos On 2016-08-13 13:59:23
Guys you are above sanity.

Hey Scum, you're using taseditor too?

#306:
By MESHUGGAH On 2016-08-13 14:03:24 In response to #305
Quoting feos:
Hey Scum, you're using taseditor too?
Nope, he is hardcore oldschooler.
#307:
By Scumtron On 2016-08-13 19:02:17 In response to #304
Quoting MESHUGGAH:
Subpixels (and number of "L"s to vanish enemies) looks optimized, only the ending improvable by jumping further the last platform's edge to avoid 0.0 speed and removing the last empty frame.
Ah, amusing. I changed that jump specifically to avoid the sticky floor and didn't even notice that I didn't delay it enough. My excuse: it was late! So, 2 frames better than I thought. Pretty cool. But now not only is the 5-2D tosser in a really inconvenient range, the 5-3E stick-bump is likely to be ruined too.

Quoting feos:
Guys you are above sanity.

Hey Scum, you're using taseditor too?

Not really. I just figured I'd be consistent with the other pacifist uploads, and it has the handy feature of starting at the relevant part.

I could give some bitchy-sounding excuses as to why I still don't use it, but it really just comes down to not having taken the time to adapt.


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