Submission #8585: enderpal7's GB Tekkyu Fight!: The Great Battle Gaiden in 09:36.48

(Link to video)
Game Boy
(Submitted: Tekkyu Fight! - The Great Battle Gaiden)
baseline
Bizhawk 2.9
34493 (Cycle Count 1208972746)
59.833494324279826
4864
PowerOn
Submitted by enderpal7 on 9/8/2023 1:29:07 AM
Submission Comments
Tekkyu Fight! The Great Battle Gaiden was a GB game from 1993, created by Sun L and published by Banpresto. It is a side game in the Great Battle/Compati Hero series, a series which is a crossover between Gundam, Ultraman and Kamen Rider. In this TAS, you will be seeing Ultraman throwing a 30 ton weight at people and flying using a short-lived balloon until he wins!

Game objectives

  • Emulator used: Bizhawk 2.9
  • Luck Manipulation
  • Takes damage to save time

Basic Techniques

The best character is Ultraman, because he can throw a 30 ton ball at enemies which one-hits normal enemies, deals good damage to bosses AND it bounces back relatively quickly, allowing for fast damage (well, fast damage for this game anyway). He also has a balloon, which ordinarily lifts you up into the air slowly, speeding up gradually as you hold the B button down. However, if you press B to start the balloon, leave a blank frame and press the A button, you can jump out of the balloon animation as if you were standing on ground. This means you can chain them together to fly upwards very fast. But it's not that easy. To use the balloon, you need to collect P from defeated enemies and occasionally from breakable blocks. Each balloon use needs 1 P, and you can carry a maximum of 10 P at a time. This made it very hard to route what P's to collect, what jumps I can skip using the balloon on, what enemies can be killed without going out of my way to collect the P etc.
Pressing A makes you jump (I know, right? Revolutionary gameplay right here). Pressing Up + A makes you jump way higher. This means using a high jump on the balloon trick makes it much faster.
Pressing B makes you attack (groundbreaking). If grounded, it makes you stay in place like in Ghosts n' Goblins. If you jump and attack, you can move while attacking but will come to a standstill if you land before the weight comes back to you.
Turning around just before taking damage makes you take knockback in the opposite direction, meaning that turning around just before getting hit makes you damage boost through enemies/obstacles.
I really thought I'd have more to write in this section. Oh well. On to the Stage by Stage Commentary!!!

Stage by stage comments

Stage 1: The Crumbling Castle

You start the game as Gundam, but Ultraman has the 30 ton weight and the balloon, which we want, so we immediately switch to Ultraman and equip the 30 ton ball. You will notice how blocks will break and enemies will die immediately when using this weapon. The moving spikes after the enemies are the only ones of their kind, thank goodness.
The twisty things on the ceiling are meant for the heroes to cling onto so they can travel over the spike floors without taking damage. Health is so abundant and damage-boosting so easy and efficient that it isn't required.
This level shows the first use of balloon-jumping in the TAS. Every time we want to do this, we have to use the menu to equip and unequip the balloon (if we don't unequip it we can't attack enemies with the weight).
The boss of this level is a large Gundam robot (BTW I haven't seen any of these shows so I don't know the terminology, so if I call things the wrong thing please don't be too mad at me). Throwing the weight at it's visor is enough to kill it. No sweat for the first boss. Also, after bosses are killed you are invincible, so you can walk all over spikes.

Stage 2: The Forest of Rapid Growth

The P meter is full now, so collecting any more is a waste until I get another balloon-jump opportunity.
In order to beat this level, you need to walk past a sapling and break some blocks. This releases water, which turns the sapling into a humungous tree that you have to climb. This is accomplished by rapid balloon-jumping
The boss of this stage is a... guy I guess, who teleports around the stage sometimes. He only takes five hits to kill, the weakest in the game. Ultraman is so proud of his victory he dances in time to the music.

Stage 3: Two Terrible Level Ideas Combined

The first section of this stage is a minecart autoscroller, with occasional enemies, spikes that can be destroyed and... actually that's about it. Very barebones and sooooo SLOWWWWW! It does give us a good chance to refill our P meter, so that is helpful
After this, the stage turns into a water stage. Walking gives you minimal speed underwater, and jumping makes you SOAR. This means it is hard to make movement optimal, since you either move an inch a day or catapult into the ceiling, either way wasting time.
There are some tight squeezes between a box and a spike place (I was hoping this would sound less shoe-horned than it does), but as long as you shoot the ball at the right time it's not too bad.
At the end, a water channel sucks you upwards to the third boss, a big head with a smaller head coming out of it (bet they know how to get ahead in advertising). They will jump towards you, where hitting them stuns them until they hit the ground. By repeatedly hitting it on the floor, you can stunlock it until it dies

Stage 4: The ICCCCCCEEEEEE PHYSICSCSSSSSSSS

The ice physics aren't too annoying in this game, it only affects you when you start moving, which is easily avoided by jumping instead of walking. Icy slopes also slows you down, but again, jumping fixes that. I just hate ice physics in general because it usually gets in my way, but not this time!
Icicles drop from the ceiling sometimes, but they boost you forward anyway, so you don't need to turn around. I'm not entirely sure why.
I jump at the end of one screen so I land directly on the trigger. This is because the enemy gets in my way when walking. After this, you have to jump over a huge pillar, which requires a few frames of walking before high-jumping over it to actually make the jump.
BOSS TIME! This time it's a huge robot again, this time resembling Gutsdozer from Mega Man 2. His weak spot is a little hatch in his head that opens up after time. I stood still at the start of the fight because his weak spot hasn't opened yet, and I also thought it's a little more dramatic. He spawns some enemies that get in the way, but he's not a big hassle.

Stage 5: The Tower Hell

I need to save some balloon uses for later, so the first bits that don't require balloon-jumping are done as efficiently as possible. This is done by hitting ceilings to fall sooner, using both jumps at the right times and taking damage off of enemies to fall sooner.
This boss is a... thing, that jumps around. To differentiate it from Stage 3's boss, this boss moves towards you when damaged and jump much faster, so it is harder to stunlock him. However, there are pits on either side of the arena, where you can lure the boss, so hitting him will just move him into a wall, and since you stand above it, the boss is trivial now.

Stage 6: The Windy Rod Land

This is the stage I was saving the P meter for.
The two enemies after the row of spikes were the hardest enemies to manipulate for their P's. Both are erratic and hard to get in the same space, and I had to slow down for three frames, but it was the best I could do. In the original version I went past these enemies by killing just one, but I was lacking a balloon at the end, so this was the best I could do.
The electric gates will sometimes still fire after you destroy them, so you've gotta destroy them at the right time. After them, I use an enemy to damage boost onto a ledge, which was faster than killing the enemy.
The conveyors would have been useful if I didn't have to jump over spikes and into enemies. Oh well
Immediately after the conveyors is the wind, which only affects you when walking, and always pushing you to the left, so jumping constantly is the way to go
We use our last balloons to go under a ceiling conveyor section and up to the next door.
After a brief block section, we are now at the penultimate boss, a cool looking dragon. His weak point is his head, though I liked aiming for his hand. When his head charges forward at you, it cannot be damaged. By the way, the wind is STILL affecting you in this section, always blowing you to the left.
Then, FINALLY finally, is the actual final boss, another huge robot, but it looks more evil than the other ones. Would you believe it, the weakpoint is the head, so you can just jump straight up and shoot it constantly. This is where the TAS ends! After this, our heroes fly home on their balloons and I vibe to the funky credits music!

Other comments

Thanks for reading through all of this! I had fun making this TAS because I like some of the games in this series! I used Atroz's RTA speedrun of the game for routing and as a blueprint, so credit to them. Also, this game, Great Battle IV, Battle Pinball and Battle Dodge Ball are all part of the Compati Heroes series, so I reckon they should have a game group on the games groups page. The run may be improved with better manipulation and better routing of picking up P's. Once again, thanks for reading thsi, hope it wasn't too long, boring, or somehow non-descriptive, because knowing me I've messed this up somehow.

nymx: Claiming for judging.
nymx: Uploading a refreshed movie for cycle count correction.
nymx: This was a very good effort. Checked it out against the RTA that you patterned after, and it appears to be around 48 seconds faster. This is the kind of game where the human effort seems to be near the limit, yet this TAS squeezes out everything that is on the edge of being humanly possible.
Accepting!

despoa: Processing...
Last Edited by despoa on 9/15/2023 11:09 PM
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