Submission #7710: ShesChardcore's NES Yie Ar Kung-Fu in 01:39.99

(Link to video)
Nintendo Entertainment System
baseline
BizHawk 2.8.0
6009
60.0988138974405
4158
PowerOn
Submitted by ShesChardcore on 9/25/2022 1:31:13 PM
Submission Comments
This submission is for the Japanese NES game Yie Ar Kung-Fu, one of the earliest ever fighting games, and is meant to obsolete the current publication: #2138: Selene's NES Yie Ar Kung-Fu in 01:49.12 by optimizing the fights and skipping the bonus stage.

Game objectives

  • Emulator used: Bizhawk 2.8
  • Aims for fastest time
  • Skips bonus stage
  • Get it on, bang a gong, get it on

Comments

The previous publication shared the relevant info about the game mechanics, with the most important aspect being the 65 i-frames in between hits. By digging in and reworking the fights, I was able to save 31 frames (comparison based on frame of last hit)
Stage 1 - 2 frames saved
Stage 2 - 5 frames saved
Stage 3 - 18 frames saved
Stage 4 - No frames available
Stage 5 - 8 frames saved/earlier input ending
With a frame perfect jump to start the bonus stage you can end it ASAP.
Besides the bonus stage, the bulk of the time save was in the Chen fight, as it is now "perfect" (each hit is 65 frames after the last.)
Lang (Stage 4) was already a perfect 65 frames per hit. Like Selene mentioned,there are some occasions throughout the TAS where it makes more sense to delay a couple frames to open up a faster overall pattern; the "first available" hit frame isn't always the best choice to take down the line due to the knockback and movement patterns which can create situations where you can't get optimal hits.
There is also a pseudo-global timer that changes the AI patterns a little bit. Even though you can hit on the same frame from multiple strikes/distance/etc. it actually matters what attack you throw to get the proper hit on the proper frame.

feos: Claiming for judging.

EZGames69: Processing...
Last Edited by EZGames69 on 10/18/2022 4:26 PM
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