Submission #588: nitsuja's SNES Sparkster in 19:36.22

Console Super NES Emulator Snes9x 1.43
Game Version USA Frame Count 70573
ROM Filename Sparkster (U).smc Frame Rate 60
Branch Rerecord Count 27300
Unknown Authors nitsuja
Game Sparkster
Submitted by nitsuja on 3/14/2005 10:18:37 AM

Submission Comments
This run is over 5 minutes faster than valagard's previously published run, and is still at the highest difficulty ("crazy hard"). The biggest difference is in the now-"kamikaze" boss fights, but everything else is faster too (even the auto-scrolling sections, apparently).
Sparkster is an extremely fast-paced, high-action game. I think the main character is a possum/rocketeer/knight. He can swing his sword, spin-slash quickly left or right, and get a high-speed rocket boost in any direction after a short charge-up time, among other things.
In addition to watching the charge-up meter and trying to use the rocket boosts at optimal times, I also have to watch out for the hidden "dizziness" meter the game keeps track of for the character, which makes the character become immobile and helpless for quite a while if I use the ever-useful spin-slash move too much. If you notice me walking sometimes when spinning would be faster, it's because I can't spin anymore without dropping like a rock and waiting 5-10 seconds to recover. Taking damage resets the dizziness to zero, however, so I take advantage of this a lot (especially in boss fights) to be able to spin more. (The spin move is the only thing that can prematurely end a boost or cancel the "freaking out" animation after a boost, and it cancels the "getting hit" animation, does decent damage, is faster than walking, and keeps me in the air, so you can see why that's always useful.) Also, a trick I use to go faster in horizontal sections is to rocket-boost along on the ground immediately into a jump, which maintains the rocket-boosting speed for longer than normally possible.
For boss fights: Rocket boosting / in-place-spinning into an enemy is the strongest attack, followed by spin-slashes and direct sword hits which are almost as strong, and weakest are indirect sword hits. So, I alternate between the former two attacks, keeping their respective meters in balance, and avoid using indirect attacks. The in-place rocket boost (twirling) does the same damage as a directional rocket boost, but it also makes me invincible for its duration. The spin-slash on the other hand is almost impossible to use as an attack without taking damage in the process, but that's OK because I need to take damage to use it as frequently as necessary and it even cancels out the damage animation.
Oh, and someone will probably ask this, so: The end-of-level bonus displays for some minimum amount of time, so ending each level with only 1/2 life is not faster than still having a few hearts extra, although having 100% health seems to slow it down as the points go over 10000.
This run:
  • Aims for fastest time
  • Manipulates luck
  • Plays at highest difficulty
  • Takes (a lot of) damage to save time
Emulator used is the v6 available at:
Can also be viewed with Snes9x 1.43 WIP. These sound settings must be set: Volume Envelope Height Reading OFF, Sync samples with sound CPU ON.

DeHackEd: I'll take this challenge...

Last Edited by on 1/1/2022 6:13 PM
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