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Game Summary

Quite different from the arcade game in many ways, the NES version of Strider introduces a completely different storyline, new characters and a new style of play, switching from the side-scrolling action of the arcade game to more of an adventure style. Hiryu learns quite a few new tricks in this new quest: the wall-bouncing Triangular Jump, the long distance Acceleration Jump, and a slew of new Power Tricks up his sleeve.
The story starts out with Hiryu being called out of retirement by the acting Vice President of the Striders, Matic, to hunt down a captured Strider and kill him. Hiryu learns that the captured Strider is none other that his best friend Kain, and sets off to rescue him, unknowing of Matic's future plans...

Run Summary

Through the use of some creative glitching, this run beats architorture's wip (http://dehacked.2y.net/microstorage.php/info/2972/strider.fcm) by a staggering (nearly) 20 minutes. Though the game allows you to go to locations (more or less) in any order you want, you're generally stuck to a linear progression due to the need for certain items, spells or keys. This run only collects one disk, one key and skips all boots.
Throughout this run, I use two glitches (which are essentially variations of the same thing). I don't believe these can be replicated in a non TAS run since it requires frame precision to accomplish. Whenever you walk towards a wall, if you get too close, the game "bounces" you back the way you came. However, if you're doing this using frame advance, at the point where the game "bounces" you, if you change direction, the "bounce" will still occur, but you'll be pushed towards the wall (since the game thinks the way you're facing is the way you were coming when the bounds check occurred). By repeating this a few time, you'll get stuck in the wall and start cycling through it vertically.
This same glitch is used on locked doors. If you don't have access to get through (be it a game sequence or a particular key), the game treats the door as a wall. However, since the door isn't actually a wall (it doesn't continue vertically), you can progress through it by alternating your left and right movement on alternating frames.
This is used in Australia and the Red Dragon to get through doors that normally require a key or an event sequence to be acquired/completed.
Analyzing Disk 2 opens Australia and Egypt on the map. I go to Australia and use the above glitch to get through the Door 5. Note that I'm only at level 2 here with 20 HP. After fighting the boss at the end of Australia, the game levels me up to the highest point (150HP). It seems Strider doesn't check your levels prior to leveling up so it increases you to the point it assumes you "should" be at after each mission.
After Australia, it's straight to the Red Dragon. This means that 2 (possibly 3) additional trips to Kazakh, 2 trips to China, Japan, San Francisco and Africa are all skipped. In the Red Dragon, I choose the left route after the lasers to avoid a message interruption and also to set up another wall glitch. Glitching the right wall down to the door allows me to skip the fight with the spinning purple guy (anyone who's played this game knows this guy's irritating and time consuming). Another door glitch, another wall glitch and I'm at the Matic fight, whom I can beat without the plasma shot since a spark knocks the cipher out of his hand (props to architorture for figuring this out).
This final submission is now 1:08 faster than the first canceled submission. Using the method I employ in the Red Dragon to skip ALL the boss (re)fights doesn't allow me to skip the final NPC interuption, so I lose a few seconds there that could possibly be improved (not sure how to skip him, seems it was a fluke in the v2 run).

Specifics

  • Recorded with FCEU 0.98.16
  • Uses death as a shortcut
  • Takes damage to save time
  • Abuses programming errors
  • Aims for fastest completion

adelikat: Nice use of glitches/warps/shortcuts. Accepting for publication.
Bisqwit: Submission file updated from author's providisition.
Maximus: Updated submission text to describe updated movie
adelikat: Processing...
adelikat: Rejecting in favor of the 20sec faster version posted in the discussion. With such a large improvement, please submit a new version rather than replace the submission file.

Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
architorture wrote:
A thought on how to speed it up even more: In my WIP, I managed to skip several enemies by sliding or tweaking the physics and jumping in the air. Alas, there didn't seem to be a rhyme or reason for it. But there might be a way to skip the samuri in Australia. With the power level you're at, it does take some time. I'll play around with it (in the WIP, he was one of the few I couldn't skip) and post if I get it somehow.
I managed to skip the unnecessary fights in Australia, but alas, it only saved about 300 frames. Regardless, I'm going to try to tweak this a bit more, so if the publishers could hold off for a bit more, i think i wanna do just a little more work on this.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Ok, I think THIS time, i've got it 99% perfect(ish). Final time is 5:30, so 21 seconds have been shaved off the current (third unpublished) attempt. http://dehacked.2y.net/microstorage.php/info/3554/maximus-strider-v4-0-0.fcm Found a couple more glitches this time around, so I can skip the samurai fight in australia, and a major shortcut in the red dragon. Unless there's some way to figure out how to glitch the last NPC into not showing up, I think this is as good as it's going to get :)
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Lol, Maximus, you just don't know when to stop, do you? :D The poor game is already broken beyond any recognition.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3599)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
are you going to cancel this submission and submit this new version?
It's hard to look this good. My TAS projects
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
adelikat wrote:
are you going to cancel this submission and submit this new version?
Sorry, forgot to mention what i was doing :P I sent the updated FCM to Bisqwit to replace the current one. This is the last time ... I swear :)
Joined: 3/23/2006
Posts: 15
Ha - was just coming to see if you had figured out how to skip that fight and you did (albeit in a different way than I expected). I'd say "perfect," but I'm sure you'd make me eat those words in a couple of days :) Very nice use of glitches and manipulation. You certainly have absolutely mutilated this game (which keep in mind takes about an hour on the console). Glad to see a Strider run finally not be boring - great job!
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Holy guacamoly! Though i never seen the game, i can obviously see that the playthrough was excellent if not perfect. Wall glitch are just too awesome... And time saving. I didnt notice every glitch since i dont know the game but it sure is fast. I vote yes fo sho :P
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
architorture wrote:
Ha - was just coming to see if you had figured out how to skip that fight and you did (albeit in a different way than I expected). I'd say "perfect," but I'm sure you'd make me eat those words in a couple of days :) Very nice use of glitches and manipulation. You certainly have absolutely mutilated this game (which keep in mind takes about an hour on the console). Glad to see a Strider run finally not be boring - great job!
I think I've got the route pretty optimized, so it's safe to say I can stop obsoleting these and give people a break to just sit back and enjoy :) I know of a few possible optimizations, though they wouldn't be as large improvements as each subsequent one i've found to date (bold statement I know, but I don't think this can be broken much further :P) Basically, if someone can figure out a way to keep NPC's from appearing, there's prolly another 15-20 seconds overall to shave off here. The guard in Kazakh that gives you the second disk is unavoidable. The new route i take in Australia I actually manage to skip, but the pause in action while he appears can (hopefully) be eliminated. The scientist in the red dragon i can't seem to get by (using that route anyways) since the ceiling is too low to jump over him. Matic can't be skipped, cause unless that door opens, the screen won't scroll and you get stuck. The last scientist before the final tree is skippable. I did this once, but have no idea what caused it. This means it's perhaps possible to skip ALL NPCs, but it would require A LOT of testing. If, however, someone figures it out, this could possibly be a sub 5 minute run :)
Skilled player (1886)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Great job on this. I liked the part where you "had" to destroy two systems to continue, but instead just glitched through the door - screw the rules, I have glitches! :) This kept me entertained, and it was well done, so I'll be voting yes on this.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Is this a subtle hint that I should have cancelled the run and resubmitted the improvement instead? :P
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
I guess so, since the previous version still hasn't been replaced by the most recent one.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
ah, i didn't see adelikat's note in the submission text.