Submission #2062: mmbossman's GBA Spider-Man 3 in 15:38.73

Game Boy Advance
baseline
(Submitted: Spider-Man 3 (U).gba USA)
VBA-rr
56324
60
42296
Unknown
Submitted by mmbossman on 8/16/2008 11:01 PM
Submission Comments

Introduction

WARNING! THIS VIDEO CONTAINS ADULT CONTENT NOT SUITABLE FOR CHILDREN!
Now that I have your attention, this is my run of the GBA game Spider-man 3, completed in 15 minutes and 39 seconds. It is a game that loosely follows the plot of the hit 2007 movie, and I play through it really, really fast.
This is part 1 of 3 of my Spider-man three-peat, ménage à trois, triple play, etc. The other two parts can be found here and here
Uses VBA 19.3, because last I heard, 20 still has sync problems.

Goals

  • Aims for fastest time
  • Entertainment added to boss battles at the expense of some lag

Game objectives

This game has a pretty simple plot. Save people from danger, disable bombs, collect keys to go through doors, and throw some beatdown on bosses. Since the movie ‘’only’’ had three villains (Green Goblin, Sandman, and Venom), two new bosses are added into the game. Electro makes an appearance, as does some Ted Kazinski wannabe named the Mad Bomber.

Game Mechanics

Spider-man is able to achieve very quick speed using his web like a grappling hook. When spider-man gets launched to the left or right, he is in midair for a short amount of time. If an attack (arm swipe or leg sweep) is used during that time, he slides just above the ground, with the same velocity as before. He is then able to jump again, maintaining his momentum. Repeat this ‘bunny hop’ as needed. This is the main technique used to give this run its speed. Other movements, such as dashing, are available when there isn’t a wall (or enemy) regularly available to grapple off of, but all other movements are much slower, so they are used less often.
Another trick I discovered is a rather spastic way of maintaining high vertical velocity even when there isn’t a ceiling handy. By pressing ‘away’ and ‘jump’ one frame after latching onto a wall, Spider-man will jump upwards at a speed that is even greater than grappling. However, this speed quickly diminishes (within 3 or 4 frames it is slower than grappling). This loss of velocity is avoided by shooting a diagonal web almost immediately after losing contact with the wall.

Plot

A lot of the plot of the game is left out of this TAS, due to the ability to skip the cutscenes (thank you programmers!). However, I decided to do something never before seen here at TASvideos.org, and recreate the cutscenes in a manner very similar to a comic book. Since the submission form does not support thumbnails, I have provided a list of levels, with a link to each comic book "page" where the corresponding cut scenes occurred. I recommend watching the run through once without pausing, and then again if you want to see why so many people seem to get trapped in burning buildings, and why bombs seem to be more prevalent than ATMs.

Special Thanks

  • Comicalflop, for working on a WIP up to level 6, which provided me a great framework.
  • PJBoy, for velocity RAM addresses for each level
  • Stickyman05, adelikat, and the above two mentioned for being WIP watchers.

The comics!

  • Not embedded in consideration of those with slow connections

  1. Search and Rescue http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/1SeachandRescue.png
  2. Goblin Hunt http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/2GoblinHunt.png
  3. Spidey Saves http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/3SpideySaves.png
  4. Sandstorm http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/4Sandstorm.png
  5. The Dark Side http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/5TheDarkSide.png
  6. Court Disorder http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/6CourtDisorder1.png
  7. Follow That Limo http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/7FollowThatLimo.png
  8. Kingpin’s Mansion http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/8KingpinsMansion.png
  9. Totally Amped
  10. Subway Rumble http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/10SubwayRumble.png
  11. Toxic Shock http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/11ToxicShock.png
  12. Bombs Away
  13. Copter Chase http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/13CopterChase.png
  14. Sand Hassles http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/14SandHassles.png
  15. Quicksand http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/15QuickSand.png
  16. Final Fight http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/16FinalFight.png
  17. The End? http://i148.photobucket.com/albums/s29/mmbossman/Spiderman/17TheEnd.png
To see what a run looks like when it’s played normally, check out these links:

Enjoy!

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. I'm not sure I got the right ROM though. (I tried Spider-Man 2 (U).gba, which was the closest match to what you wrote.) Well, here goes! Feel free to clean up the list.

mmbossman: Sorry, NVA, but you chose Spider-Man 2, and this is Spider-Man 3. We learned in school that 3 is one more than 2 (or, more constructively, it's time to upgrade to GoodGBA 3.12).

Truncated: Everyone seems to agree with me that this is a cool run. Accepting.
Last Edited by Truncated on 8/21/2008 9:37 PM
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