Bucky O'Hare NO-DAMAGE TAS

Recorded with FCEU 0.98.16
Completed in 22:14 (80016 frames)

About the game

Bucky O'Hare is my favourite NES platformer. The game is action-packed, has cool music/gfx and clever gameplay similar to Megaman games.
Five playable characters of the game are very different from each other. Not only their weapons and special powers strongly differ, but even their collision boxes aren't always the same.
Characters can be switched any time by pressing Select. This doesn't slow you down, but can be used in many various ways, so in the run I pressed SELECT more than 500 times.
The game is longer than most of NES games, and what's important, it's much more variable than any of NES platformers. It features dozens of different gameplay schemes - from fast-paced action to puzzle-like rooms. Finally, there are 7 levels of shmup fun.
KONAMI has made real masterpiece.

TAS features

Essentials

This is 10123 frames (2 minutes 48.7 seconds) improvement for currently published movie. Genisto did good work with polishing the game, and when I started the project I hoped to improve his run by 5-6 seconds, not more. But after month of studying the game I found so much timesavers that at the end only few levels weren't improved.
Maybe it would be good to have damage-run, but only as second version alongside no-damage movie. I beleive such amazing game as Bucky O'Hare deserves two runs.
The run suits all of the following definitions:
  • Aims for fastest time
  • Contains speed/entertainment tradeoffs
  • Takes no damage
  • Uses password
  • Plays at hardest level
  • Abuses programm errors
  • Uses death as shortcut
  • Manipulates luck
  • Genre: Platform
  • Genre: Shooter

About HARD mode

In my childhood I first met the game on some pirate cartridge. This game seemed to be world's difficult platformer because your character immediately died from any hit or wrong collision. Even though it was extremely hard, the gameplay still was awesome, so I kept conquering it, frequently asking myself why there's "LIFE gauge" at the bottom of screen, and what are those heart power-ups made for. Only after several years the truth has been revealled.
During NES era KONAMI was frequently adding tricky anti-piracy protection into their games. In all four TMNT, TinyToon and some other games there's special procedure which verifies if there is copyright text on title screen. BTW, KONAMI has chosen rather unusual way to do it - they read VRAM contents (it's like watching what's on the screen).
And when checksum don't match, this cruel procedure doesn't simply freeze the game (it would be too obvious for pirates to fix). Instead it sets one bit somewhere (in Bucky O'Hare it's x3B in RAM). Then, at some place the game's gonna be ruined. For example, in TMNT3 first Shredder restores his energy too fast, so it's impossible for player to defeat him - thus the game becomes unbeatable. In TMNT-Tournament Fighters final battle loops infinitely. And in Bucky O'Hare the game kills your character after any hit.
What's more funny, today I find that pirate cartridge mentioned at many discussion forums on different languages. So I guess it's kinda worldwide case. I've heard that some hardcore players still managed to beat the game without touching anything. That sounds simply amazing, and I'd definitely want to look at such speedrun.
Meanwhile I made my tool-assisted speedrun where the situation is simulated by entering special password on title screen. After entering "HARD!", x3B is set to 01 manually, and the run begins.

Making the run

The game's long and varying, it has tons of little tricks here and there. Most of these tricks are hard to repeat by simply copying button presses - you'll need to sync these with several in-game timers, and sometimes it's just impossible to copy a trick perfectly.
Here's an example. When you hold B button for long time, current character will begin charging his special movement. In fact the charging can start only when GlobalTimer is dividable by 4. Depending on a situation this can make you lose 0-3 frames where previous movie didn't lose - even if you copied its input precisely.
Plus, this game isn't hexedit-friendly because subpixel Y coordinate doesn't reset anywhere, and if you change it by remaking half of a level, chances are that all coming levels will desync. Still I managed to make several hexedits, because I don't feel like redoing everything. At least for now.
This project is my largest TAS by far. It took about 6 months of work (alongside with other stuff).

Improvement summary

Not taking old tricks into account, here are timesavers used in the movie:
  • warp glitch (see Skipping Acts section below)
  • using Memory Watch to monitor 20+ values (see Memory addresses)
  • new strategies with some bosses
  • some degree of subpixel optimization
  • abusing Select feature
  • zipping thru walls (almost unnoticeable though)
  • reducing lag (although not much of it was present)
  • double damage (used in two last battles only)
  • various context-sensitive tricks (see Level by level section)

Route planning

In no-warps run you can play Yellow Planet before Red Planet without any time difference, but for "warps" movie it's necessary to have full Jenny power for the boss of Yellow planet, so there's only one way.
As for other characters, Blinky has to acquire Flying Lv2 before using warp glitch on Red planet, Deadeye and Willy and Bucky can wait for powerups until Salvage chute.

Skipping Acts

This glitch was known long before as "Yellow planet skip", because on that stage it was possible to perform in real time. Legend says, if you die in Act 4 of Yellow Planet, you may magically appear on different level or even in boss room.
Haha, well, the trick is to make some platform-like object carry your dead body to finish line before screen goes black. On Yellow planet it was one of those flying toadships. But this would work in any act - dead character can exit level by touching finish line as well as alive characted can do. It's just that dead character can't walk himself.
But what's more funny, dead character can exit level several times (which is impossible in normal condition - when you leave a level, you immediately appear in next level). Although it's invisible on screen, dead characted (carried by an object) keeps bumping finish line!
What's really important here, each level has its coordinates of "exit". For example, if you're supposed to exit level at the bottom of screen, you won't exit it if your Y coordinate is higher than some hardcoded value. Thus, only if a sequence of levels have similar coordinates of finish line, you can zoom trough all of them until level counter comes to a level with different finish line or without exit at all (bosses room). Or until your dead character stops bumping finish line...

Useful memory addresses

AddressMeaning
x1AGlobalTimer
x23LAG indicator
x660Shooting timer
x66Act counter
10FPlanets progress map
x520zeroBG player X coordinate
x5F0zeroBG player DX velocity, low byte
x5E0zeroBG player DX velocity, high byte
xFDbackground X - add to x520
x2Dbg DX - low byte
x2Cbg DX - high byte
x510zeroBG player Y
x610subpixel Y - very important thing
x52FOBJECTS: Energy Ball X
x51FOBJECTS: Energy Ball Y
x5EFOBJECTS: Energy Ball DX
x62FOBJECTS: Energy Ball DY
x5A1OBJECTS: Boss Life
x6A1OBJECTS: Boss Invulnerability
x5A2OBJECTS: Cannon 1 Life
x5A6OBJECTS: Cannon 2 Life
x5A7OBJECTS: Cannon 3 Life
x5A8OBJECTS: Cannon 4 Life
x5A9OBJECTS: Enemy 1 Life
x5AAOBJECTS: Enemy 2 Life
x5ABOBJECTS: Enemy 3 Life
Note: Boss Invulnerability Timer works in unusual way: when 2nd bit is cleared (i.e. x6A1 AND 2 = 0), boss object doesn't collide with anything.

SELECT features

When you change playable character, all associated objects disappear right away, even if you have only one character to choose from.
For Bucky this means that all bullets will disappear the frame you press SELECT, so you can erase your own bullets and then shoot new much earlier.
For Blinky it's even more useful: you can erase dust from destroyed blocks in 1 frame (this saved a lot of time at Blue Planet and Cell). Pressing SELECT at the frame when bomb hits an ice block will even cancel enemy drop (if there was enemy hidden inside the block).
I also used this trick (glitch?) to erase slowly flying projectiles after thay completed their purpose. Unfortunately, this doesn't work with Jenny's energy ball, because you can't change charged character.

Possible improvements

Taking damage would save about 1 minute, but currently I'm satisfied with no-damage run.
As for this TAS, there's still dozen of frames to squeeze (see level by level explanations), but nothing really significant, I presume.

Level by level

WARNING: The game contains 69 acts!
WARNING 2: Spoilers ahead!

Title screen

Saved 7 frames by entering password rather than hitting START button.
When you begin the game by choosing GAME START, you must wait some time before screen actually goes black and then intro appears. But password "HARD!" can be entered faster, and it throws you right to intro movie.

Green Planet

Act 1 - Contra rip-off
Saved 1 frame by shooting turrets rather than avoiding bullets. In Genisto's movie there were insvisible slowdowns before each ground turret.
Act 2 - Great Tree
Saved 1 frame by having better Y subpixels and thus landing on one branch frame earlier. BTW, while I was recording this level, I didn't know much about subpixels, but relied strongly on rerecords.
Act 3 - Thick jungle
Saved 190 frames by fixing obvious mistakes which were mentioned in old movie topic.
Namely these are: not wasting time for powerup (Bucky doesn't need it until, maybe, Cell stage) and jumping normally instead of charging.
Act 4 - Waterfall
No time difference, because it's mostly autoscroller. Pretty repetitive also. Just fastforwart through it.
Act 5 - Stream of toadships
Saved 1 frame by better precision with jumps. I'm not sure this level is played perfectly.
Act 6 - Boss: Toadborg
Saved 4 frames by more agressive shooting. The boss is invulnerable most of the time, but if you're standing far, you can start shooting little bit earlier.
Heh, this guy seemed almost invincible in BOH TV series, but here he has only 40 HP and stupid set of attacks. For example, next boss - Al Negator - has 160 HP, which is inadequate in terms of BOH show.
Total time saved on Green planet - 197 frames

Blue planet

Act 1 - Ice blocks
Saved 99 frames by using Select feature. Some necessary-to-destroy blocks contain hidden enemies inside them. When hidden enemy appears, it has pretty long period of invulnerability, which slowed Genisto alot.
Act 2 - Snakes1
Saved 11 frames by better tactics. These snakes are different from Battletoads' ones!
Act 3 - Snakes2
Saved 26 frames by manipulating last snake to appear later. Not taking powerup could save couple of frames, but I need Lv2 Flight for Act 6.
Act 4 - Snakes3
Saved 12 frames by jumping rather than flying.
Act 5 - Snow battle
Nothing changed.
Act 6 - Iceberg
Saved 69 frames by leaving room earlier. Yeah, I'm surprised as well.
Act 7 - Ice mines
Saved 10 frames by reducing lag with Select trick and by zipping trough ice block at the end of level (watch in Frame Advance).
Act 8 - Hydraulics
0 frames gained, but at least here I've begun to sync actions to music.
Act 9 - Ice cave
Saved 57 frames: actually 59 frames were saved by Select Feature, but 2 frames were lost in the process of hexediting (that was damn hard).
Act 10 - Boss: Al Negator
Saved 15 frames by attacking boss earlier and more agressively. This battle still may be improvable by 1-2 frames.
Total time saved on Blue planet - 299 frames

Red planet

Act 1 - Volcanoes
No time difference here. Sometimes I find it funny to make halfassed shooting with SELECT glitch.
Act 2 - Lava cave
Saved 56 frames by not wasting time for powerup. Jenny doesn't need full power for killing the boss of this planet in less than 1 second.
Don't ask me how the glitch with boulder teleporting works (at the end of this act).
Act 3 - Running from lava
Saved 1 frame by better precision with jumps. With further subpixel optimizations this level may be improved by couple of frames more.
Act 4 - Salamander rip-off
Saved 4 frames by better luck with firebows' timing. Taking 1st powerup doesn't cost anything, because you still need to wait for 1st firebow to fade.
Act 5 - Climbing up
Saved 57 frames by manipulating platforms to scroll in more convinient manner. I wonder why Genisto didn't find this method.
Act 6 - Toad base
Lost 202 frames by trading 1 life for warp glitch.
Act 7 - Green pacman race
I'd definitely use free powerups in the level, but alas.
Saved 1491 frame by skipping this level. Total time saved from the warp - 1289 frame.
Act 8 - Boss: Green pacman
Saved 27 frames by walking closer to enemy, so that Jenny's energy ball receives "reflected" status before actual release. Once reflected, the ball can freely travel trough any reflective surfaces, so it can touch vulnerable center earlier - 1st frame possible.
Pretty nice glith, I think.
Total time saved on Red planet - 1434 frames

Yellow planet

Act 1 - Mechanical worms
Saved 12 frames (6 frames per each worm) by avoiding bullets rather than killing wormhead.
Act 2 - Plain battle
Nothing can be improved.
Act 3 - Toadships again
Saved 2 frames - there was unnoticeable mistake in Genisto's run.
Act 4 - Riding toadships
Lost 137 frames by trading 1 life for warp glitch, but saved 386 frames by skipping vertical part of this level.
Act 5 - Asteroids
Saved 1054 frames by skipping this level
Act 6 - Minecarts
Saved 2816 frames by skipping this level! Total time saved from the warp - 4119 frames.
Act 7 - Boss: some kind of tank
Saved 4 frames by polishing old strategy with Memory Watch.
Total time saved on Yellow planet - 4137 frames
SUDDENLY! Saved another 3 frames during dialogs. Note that there are places where you don't have to scroll text as fast as possible.

Cell

Act 1 - Cells1-1
Saved 7 frames by zipping trough solid blocks (near the end of level).
Act 2 - Cells1-2
Lost 7 frames because of 32-frames rule (electricity switch), but then saved 2 frames by using conveyor belts better.
Act 3 - Boss: Jenny
Saved 81 frame by attacking boss earlier (shooting down with Bucky) and better precision all the way.
Act 4 - Cells2-1
Saved 53 frames: 4 frames by using Select feature to destroy obstacles faster; 49 frames because of lucky timing with disappearing platforms.
Act 5 - Cells2-2
Saved 12 frames by better jumps and Select feature.
Act 6 - Boss: Willy
Saved 4 frames by starting battle earlier (guess what helped to crush blocks faster).
Act 7 - Cells3
Lost 25 frames because of worse timing with disappearing platforms. Also, if Bucky had JumpPower Lv2, this room could be done several frames faster. BTW, in no-warp run there are several places to take powerups without losing time.
Act 8 - Lift
Autoscrolling level - nothing to improve. I tried to destroy all the bombs at the beginning, but seems it's really impossible even with Select features.
Act 9 - Boss: Deadeye
Traded 2 frames for pause sound - I find it hilarious how KONAMI jingle corresponds to one sound effect in the game.
Total time saved on Cell stage - 125 frames
SUDDENLY: Saved 4 frames out of nowhere during character dialogs.

Salvage chute

Act 1 - Triplebots room
Saved 7 frames by taking powerup for Blinky instead of Willy. Actually, Willy needs Lv2 Focus only for Magma core boss.
Act 2 - Horisontal Presses
Saved 16 frames by manipulating presses.
Act 3 - Bugs
Saved 22 frames by precisive dancing among bugs.
Act 4 - Slimes
Lost 1 frame during levels transition. I guess that's first payment for switching characters too much - which resulted in 1 frame of lag.
Act 5 - Machine presses
Lost 1 frame because of worse timing. To avoid this, I could lose 1 frame in Act 3 or 2, but final result would be the same because of 8 frames rule.
Act 6 - Dark room 1
Saved 3 frames by doublejump instead of single jump.
Act 7 - Dark room 2
Saved 3 frames by better precision with jumps.
Act 8 - Dark room 3
Saved 1 frame by doublejump instead of single jump.
Act 9 - Creepy swill
Saved 19 frames by taking additional momentum from floating cans.
Act 10 - Boss
Saved 46 frames by using more effective strategy when Jenny stands closer to target and makes 2 calculated charges.
Total time saved on Salvage chute - 115 frames
SUDDENLY::: Saved 4 frames someow

Center of magma tanker

Act 1 - Engines1
Everything remains the same.
Act 2 - Engines2
Saved 6 frames by starting charge earlier (because of better subpixels).
Act 3 - Engines3
Saved 9 frames with more accurate walljumping.
Act 4 - Engines4
Saved 3 frames because of better subpixels.
Act 5 - Electricity hall
This level is very annoying. In no-damage run you have to wait long time before each lighting. And what's worse, lightings depend on GlobalTimer, thus all the frames I saved in previous 4 acts are lost as well as it was with Genisto run. Oh well, at least I recovered 5 frames at the end of the level by one accurate jump backwards. Lost 13 frames.
Act 6 - Zombie toads
Saved 9 frames by better precision with jumps.
Act 7 - Conveyor belts
Saved 27 frames by verious optimizations (loseless jumps on belts, walljumps, better subpixels for 1-frame collisions).
Act 8 - Rotator1
Lost 7 frames because of worst timing ever (stupid 8 frames rule!)
Act 9 - Rotator2
Saved 1 frame by killing 2nd toad faster and thus avoiding lag.
Act 10 - Rotator3
Saved 1 frame by avoiding lag.
Act 11 - Rotator4
No improvements here.
Act 12 - Snakes4
Saved 12 frames by sticking closer to 1st snake's head and then jumping forward 14 frames earlier, but 2 frames were lost on second snake.
Act 13 - Snakes5
Saved 14 frames by sticking closer to 1st snake's head. I guess this is frame perfect strategy.
Act 14 - Snakes6
Saved 19 frames by sticking closer to 1st snake's head and by daring tactic with 1st snake.
Act 15 - Boss: Core
Saved 87 frames by cool strategy with switching Jenny and Willy. While some parts of this battle may seem unoptimized (if watched in frame advance), there's no space to improve it more, because laser cannons have long invulnerability period when they shoot.
Total time saved on Center of magma tanker - 168 frames

Escape

Act 1 - Shortest level
Nothing to improve there.
Act 2 - Slow shoot-em-up
Saved 1 frame by avoiding lag. At first I wanted to play all the level in "broken aircraft" mode, but there are long spikerooms, so I realized it would look dumb.
Act 3 - Glass Gates
Nothing improved.
Act 4 - Fast shoot-em-up
Look, this is autoscroller! No improvements for you.
Act 5 - BOSS: Guardian
Saved 7 frames by reducing lag. In fact, it's possible to finish flying head 73 frames faster, but there's kind of 256 frames rule coming from BG scrolling rule. So I goofed a little bit before finishing the boss (right before 256 frames chunk ended).
Act 6 - BOSS: Giant battleship
Yay for shmup cliches! Saved 3328 frames by destroying battleship in the first round.
At first I thought that's gonna be long (almost 2 minutes) and boring battle, but accidentally I've found a way to deliver double damage (2x2HP per each 11 frames) with Willy's one-shot-does-it-all blaster. The trick is to find good place and time to shoot. Unlike previous bosses, the battleship vulnerable spot is large enough for Willy's projectiles to deliver damage twice.
That 256 frames rule still remains here, so I didn't aim on perfection.
Act 7 - BOSS: Air Marshall
Quick and tightly optimized battle. The boss' object is just little bit less than needed to deliver double damage! So when it moves to the right, Willy's blaster can make double damage, but not when it moves to the left. A couple of times I managed to deliver double damage when Air Marshall stops, but it required a lot of calculations involving x6A1 timer management. This battle took a lot of planning.
Saved 294 frames by more agressive strategy.
Total time saved on "Escape" stage - 3630 frames
Total time saved during the game - 10123 frames

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Here goes! Feel free to clean up the list.

adelikat: Nice improvement, accepting for publication. Also, very nice submission text :)


TASVideoAgent
They/Them
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This topic is for the purpose of discussing #1738: AnS's NES Bucky O'Hare in 22:13.60
Skilled player (1826)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Great run, buddy. :) Nice use of tricks/glitches, you really showed what this game has to offer. Yes vote. Oh, and I had no idea you worked with this alongside Darkwing Duck too, it must have taken a lot of time to work on both runs back then.
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
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Hey, what's so funny with that "silent No vote" tradition?? :)
Joined: 10/3/2005
Posts: 1332
Heh. I'm sure they had their reasons. Either that or they voted by accident. I liked the "dancing." Lots of amusing stuff synced up to the music.
Experienced player (828)
Joined: 11/18/2006
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Great movie, Ans, and it looks like a great old classic. And it was really interesting to find out about how sneaky Konami used to be with their games. However, how can you call this a no damage run when you die at least twice to do the warping to the bosses? I always figured that if a character died, they must have taken damage somewhere. And if another movie used the same difficulty setting, how could they make a damage taking run if one hit kills you? Other than that, great improvement, and I'm sure whoever voted no meant to vote yes. ;) Oh, and I also really enjoyed the movement syncing to the music in the last level, that was pretty sweet.
Living Well Is The Best Revenge My Personal Page
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Excellent run, very polished, and as usual, very enjoyable stylistic choices. I think no-damage restriction is alright for this game, I also played it on the pirate cartridge, since pretty much all cartridges were pirated in Russia (there never were any official NES sales here — stupid Nintendo lost a lot of potential income thanks to that).
mmbossman wrote:
However, how can you call this a no damage run when you die at least twice to do the warping to the bosses? I always figured that if a character died, they must have taken damage somewhere.
OHKO deaths like those by crushing or falling into endless pits usually don't count in cases with no-damage runs, because the nullify the life gauge rather than decrementing it.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
It looks very good. I like your show in green planet,ice planet and stage Center of magma tanker. Great run! I think if someone vote no,he should tell us the reason instead of be silent. PS:Good luck!
work hard
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moozooh wrote:
mmbossman wrote:
However, how can you call this a no damage run when you die at least twice to do the warping to the bosses? I always figured that if a character died, they must have taken damage somewhere.
OHKO deaths like those by crushing or falling into endless pits usually don't count in cases with no-damage runs, because the nullify the life gauge rather than decrementing it.
That's understandable, but I'm still having trouble figuring out how a damage taking run can exist when one hit kills the hero (assuming, of course, that the damage taking run is played on the same difficulty setting as AnS's movie.)
Living Well Is The Best Revenge My Personal Page
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mmbossman wrote:
That's understandable, but I'm still having trouble figuring out how a damage taking run can exist when one hit kills the hero (assuming, of course, that the damage taking run is played on the same difficulty setting as AnS's movie.)
Right, in this case it's impossible, since any instance of damage taking will result in a OHKO death. A run should be done on lower difficulty in order to be able to take damage and not die.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 9/26/2007
Posts: 55
Location: Michigan
Absolute yes vote, I wasn't expecting this much of an improvement over the previous already-fantastic movie. I'm also a huge sucker for music syncing and this is probably the second best example of it I've ever seen. Pretty much every other positive comment I would say already has been. Excellent work, AnS, you made my day. =) (Exposition: The absolute best case of action-to-music syncing I've ever seen was actually in a WIP that Shinryuu released for Mega Man 2, the one that ended in Metal Man's level. The actual end of the fcm was just Nobel Peace Prize material.)
AnS
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Moozooh explained my assumptions perfectly. :) Personally, I'd like to see two Bucky O'Hare runs: "anything-goes" and "entertainment/longplay". My current run is something inbetween... 1. "Any%" run - may be done in approx. 21:20+ The run should find theoretical limit of the game. Aims for fastest time Takes damage to save time Uses death as shortcut Uses password (to skip intro movie) Abuses programm errors Manipulates luck 2. "Full" run - can be done in 23:43 The run plays all levels and tries to show viewers the game's best. Aims for fastest time BUT Contains speed/entertainment tradeoffs Takes no damage No warps [optionally] Uses password / Plays at hardest level Abuses programm errors Manipulates luck Probably next year I may be thinking about making full run. As for "any%" run, I've found some arguable timesaver. There's interesting password "KNJ7J" which doesn't contain ANYTHING in its bits. After entering it, you'll appear on STAGE SELECT screen and all four planets are untouched, you have only Bucky with initial level of power/life. Just like if you chose GAME START on title screen. So, IMO, in terms of fair play this password can be considered as playing the game normally from beginning. Am I right with the opinion? The password only skips intro movie (about 13 seconds) which could be useful for "Any%" run, but not for my current TAS.
Xipo wrote:
It looks very good. I like your show in green planet,ice planet and stage Center of magma tanker. Great run! I think if someone vote no,he should tell us the reason instead of be silent. PS:Good luck!
BTW, xipo! I'll be waiting for your run of the game. ;) Hope my descriptions would help you too.
Joined: 4/25/2004
Posts: 498
AnS wrote:
There's interesting password "KNJ7J" which doesn't contain ANYTHING in its bits. . . . So, IMO, in terms of fair play this password can be considered as playing the game normally from beginning. Am I right with the opinion? The password only skips intro movie (about 13 seconds) which could be useful for "Any%" run, but not for my current TAS.
Yeah, sounds perfectly okay to me. Precedent/example: Zoizite's old Metroid 1 run, which entered 000000 000020 000000 000020 or something like that, which did nothing except leave Samus suitless. Yours doesn't even do that (cause any graphical change), so...yeah, should be fine. ...Your run is 3240985903257208957234 flavors of awesome, btw. :p *votes yes*
Joined: 4/29/2005
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Unfortunately, this can't really be called a no damage TAS, since you use Death as a shortcut, you obviously take damage. Thus defeating the cause. I am voting yes however.
Joined: 8/3/2004
Posts: 380
Location: Finland
Easy yes, awesome improvement to a movie of an awesome game. It doesn't get better than that.
"Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home." ( Pratchett & Gaiman: Good Omens )
Experienced player (544)
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This is insanity, you did a insanely awesome work.. you totally amazed me. This run deserves a vote command called: SUPER YES :)
AnS
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Kitsune wrote:
Unfortunately, this can't really be called a no damage TAS, since you use Death as a shortcut, you obviously take damage. Thus defeating the cause. I am voting yes however.
"Death as a shortcut" isn't equal to "Takes damage". These are completely different categories, especially in the case. In Bucky O'Hare the moment works this way: when playable character collides with enemy, first the programm verifies if x3B is set, and if it is, programm kills you immediately - even if you're in invulnerable state or whatever. Then another useful subroutine nullifies LIFE gauge and makes other stuff like changing sprites and so on. But if that byte isn't set, the programm applies to another branch of code - to check if the character's invulnerability timer is > 0, then it checks how strong is that enemy and after that it decrements LIFE gauge by respective value. If this process results in LIFE energy becoming less or equal to 0, then above mentioned another subroutine will be called to make some workaround. So technically it's still no-damage run. And damage-taking will change a lot of tactics in the game.
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I really like your technical approach to TASing and the result, as Moozooh said, is a very polished movie. I found the movie itself reasonably entertaining. Yes vote.
Active player (437)
Joined: 4/21/2004
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As always, AnS provides us with a thorough and pretty entertaining run. I admire your tasing ability. Yes vote.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 12/20/2004
Posts: 226
Awesome run, AnS. Lots of entertaining style choices, such as the first boss, descending down the ice cave, and even the elevator lift. You also managed to improve a Genisto run by a large margin to boot. Voting yes.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I never thought I'd see a run that was both "Takes no damage" and "Uses death as shortcut" but you pulled it off somehow. Definite yes vote from me.
Previous Name: boct1584
Player (31)
Joined: 9/23/2006
Posts: 207
Location: Moreno Valley, California
Great fun to watch. :)
"The way to move out of judgment is to move into gratitude." — Neale Donald Walsch DannyLilithborne on IRC
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15558
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [991] NES Bucky O'Hare by AnS in 22:13.60
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
HD encode Playlist Part 1 Link to video Part 2 Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Real time record is really not that far away! http://www.twitch.tv/cyghfer/c/2182282
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
Posts: 682
feos wrote:
Real time record is really not that far away! http://www.twitch.tv/cyghfer/c/2182282
Holy shit, awesome! Actually, I was wondering where did this guy (Orange Claw Hammer) disappear in 2010. I can't believe he now manages to pull all these pixel-perfect tricks (especially Battleship double damage). This is incredible, why this run is not on SDA yet?