Submission #10712: Exonym's NES Batsu & Terry - Makyou no Tetsujin Race in 13:39.500

Nintendo Entertainment System
Batsu & Terry - Makyou no Tetsujin Race
BizHawk-2.9.1-win-x64
49251
60.0988138974405
27788
PowerOn
Batsu & Terry - Makyou no Tetsujin Race (Japan).nes
J
f6177c581ed0b1d4625ec478caec3aa5939dc229
TAS Timing
Submitted by Exonym on 9/4/2026 5:11 AM
Submission Comments
I find a different spelling for the title of this game everywhere I look so I'll let someone else determine the correct title.
I'm sorry for subjecting your eyes and ears to this, especially after my last submission was power blazer. I don't really feel like breaking this down stage by stage so I'll just throw the quick notes I took while working on it.
holding B runs
Using a weapon loses 3/4 pixel (192 subpixels) because its the same button as the run button
projectiles can bounce off the top of blocks from underneath
Batsu and terry have individual health bars. killing enemies restores 1 hp to the character that killed it
blocks can stop your upward momentum from the side if you clip into them slightly
You clip slightly into the floor every time you land, no known uses yet. Can clip into ground halting your momentum if your y pixels don't line up correctly
X speed carries over between screens and worlds. Y speed and subpixels do not carry over.
Blocks contain powerups - powerup goes to character selected, powerups carry over between levels. Max 2 PWR for each character. Terri - 1 pow can throw 2 projectiles, 2 pow double damage.
projectile length can be shortened by hitting a destructible block or enemy, or by swapping to batsu while the projectile is still airborn
Jump higher if you jump while running. Pressing B to give an attack animation just before jumping causes your character to be a few subpixels higher.
Swap characters in midair with select, requires B press or landing to finish transformation
Ceiling corners give small boosts (+3 pixels despite where you trigger the boost) destructible blocks do not give you a boost, even before destroying them
Taking damage deletes enemies, lag reduction
ladders auto grab, annoying. can be jumped off of but only at a certain height and you'll re-grab if you're not at the edge
ladders near the top of the screen can cause the character to wrap around to the bottom of the screen by jumping off them if high enough
Screen transitions on vertical stages depend on your y position, jumping on first frame of screen transition causes screen transition to end higher
can instantly delete a boss but you lose a character. Used on last dragon boss because that boss spawns in terrain and is hard to hit. Doesnt work on final boss
thrown projectiles can sometimes double or triple hit boss by knocking it's projectiles back into it
Just walking off a ledge lets you jump in dirt or water tiles (only water tiles on a map that also has dirt tiles, for whatever reason)
1st boss 18 hp, 2nd boss 15 hp, 3rd boss 20 hp, 4th boss 15 hp 5th boss 15 hp, 6th boss 15 hp (dragon), 7th boss (dragon) 20 hp, final boss 30 hp
killing bosses refills the characters hp fully that dealt the killing blow
That's it, this game sucks and is one of the most heavy subpixel related games I've ever seen.
If anyone wants to ever improve this, there's a dragon boss near the end that I had to resort to pause spamming to force his hitbox above ground to kill him which cost me 20 frames over the previous method. For some reason he would not spawn in the same location no matter how hard I tried.
Last Edited by Exonym 6 hours ago
Page History Latest diff List referrers Change Log