Submission #1104: AnS's NES Choujin Sentai Jetman in 09:29.33

Nintendo Entertainment System
(Submitted: Choujin Sentai - Jetman)
baseline
(Submitted: Choujin Sentai - Jetman (J).nes Japan)
FCEU 0.98.15
34160
60
7800
Unknown
AnS
Submitted by AnS on 6/21/2006 11:31 PM
Submission Comments
- Aims for fastest time
- Plays at hardest level
- Takes no damage
- Manipulates luck
- Genre: Platform
- Genre: Fighting
Played with FCEU 0.98.15
Completed in 9:29 (34160 frames)
OKAY, I lied!! THAT wasn't my final attempt on Choujin Sentai. Yeah, it's ridiculous, but I made another improvement for my first TAS. But I have an excuse. Just listen to THIS track (rare opening theme for Jetman TV series!) and if you played the game, you'll understand what powerful motivation such things can deliver.
When I was mindlessly playing ChoujinSentai (maybe for 100th time or so) I figured little trick about sticking to ceiling while holding A button. That's why I rewrote 2 levels and saved 1.5 seconds, but before submitting new FCM I tried to revise every action - to ensure 1-frame-perfectness of the movie.
For example, I decided to change first level into pacifist mode (+ playing with death), choosing red ranger - saved 17 frames on select screen. Even if you prefer action, 1st level should be interesting (and short) to watch. At 2nd level I show interesting feature that can be considered as a bug - when you precisely jump under a platform you are able to continue rising even after character bumps into ceiling. It looks and feels like double-jump, but can't be abused.
Something else was changed...... well, summing up, every stage was modified to save several frames from each. I don't know what I was going to do without hexeditor.
Thanks to nesrocks for last level's vertical shaft tactic. At first I was sure that it's impossible to use gravity there (there's not much room for jumping), but when I changed whole level strategy I managed to perform a jump down the shaft, which saved 5 frames.
2 boss battles were changed to look better (and faster by several frames), but other seem to be frame-perfect. Also, last battle was rewritten for another creative way of time-saving. In last battle player can stop recording with the last hit being initiated, so it's better to save energy shot for last action, cause it makes more damage than normal punch (but also takes more time to release). That's why movie stops when boss is still alive, but previous input guarantees that battle will be won.
As a result, speedrun time was reduced by 229 frame. This file was made about month ago, whithin this month I haven't found anything to improve in it, so I HOPE IT IS THE WORLD'S LAST TAS OF THE GAME.

adelikat: A lot of work went into this run. Good job. Accepting.
Last Edited by adelikat on 9/9/2023 8:25 PM
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