This is my first run so I apologize If I am missing some details. This is a TAS of 'The Ninja Warriors Again', a somewhat overlooked (and extremely long) beat-em-up on SNES. It was created using SNES9x 1.43 improvement 14. The Japanese version was chosen because it features some enemies not present in the U.S. version.
The main tool other than the emulator itself was Dromiceius' LUA script which he has kindly mirrored on his webpage. http://dromiceius.googlepages.com/ninjawarriors.lua This script provides Enemy HP values as well as distance from your character. This run would not be possible without him as he gave me a lot to work with instead of me having to start from scratch.

The Details

  • Aims for Fastest Time
  • Manipulates Luck
  • Takes No Damage
  • Crotch Punches anything deserving.

Game Specific Notes

The Kunoichi is the fastest character in the game. She can quickly move the length of stages using her left or right + throw, dragging along any enemies with her. She also has 2 of the game's most abusable attacks in her down + throw (major damage) and her Blaster. (High Damage and hits all enemies)
Stages are broken down into sections, and each section spawns an infinite amount of minor enemies until you first get to the end of that section and then kill any major enemies left on the stage. For this reason I avoid killing minor enemies unless it is useful (for example using one to drag along.) and try to head to the end of each section as soon as possible.
Enemy attacks are heavily manipulatable. You can manipulate the enemy into doing what you want in many fashions such as delaying swipes for a few frames, stopping before chasing them down, jumping, delaying a throw of another enemy, holding down for a couple of frames, etc. This is heavily abused for speed -- enemies are prevented from using invincible attacks whenever possible, bosses are manipulated into not using their most annoying attacks or missing me just out of range so I can easily punish them, and so on. This also explains a few moments where I slightly delay an attack or walk in place.
Here are the damage values for each of the kunoichi's attacks:
  • Swipes = 8 x 4
  • Ender (standing) = 16
  • Ender (crouching) = 16
  • Blaster Ender = 32
  • Blaster = 48
Throws
  • up + throw = 32
  • down + throw = 4 x 5 + 32 (!!!)
  • left/right + throw = 16
Jump attacks
  • neutral jump + slash = 16
  • forward jump + kick = 12
  • recoil kick = 8

Stage 1

This stage is pretty simple. The most notable part of it is manipulating the enemies to die to one of the missiles that appear in the background saving me a heap of time compared to having to go all the way back to the left side of the screen and kill them.
The Boss is nothing to write home about except his long invincibility times which I avoid wherever possible.

Stage 2

Simple much like stage 1. Near the end of the stage I once more abuse the background by making the fans damage some enemies that are off screen to the left putting them just low enough on health to be 1 hit killed with Blaster, saving me easily 300 or so frames where I don't have to make my way back through the fans to kill them. The boss gets crotch punched a lot.

Stage 3

Nothing special. The Boss is prevented from using any of his jump around nonsense and dies quickly.

Stage 4

There is an amusing section here where I drag one of the large samurai with me for a huge chunk of the stage. The stage will not continue until the helicopter has attempted to shoot you 4 times, even if all enemies are killed. The boss is prevented from using his very annoying 'jump on the roof and call a satellite to shoot lasers on you' attack, thankfully, as it wastes a chunk of time whenever he does it.

Stage 5

Nothing special here. I have to avoid fighting near some of the background items from time to time, as pressing the attack button will cause me to pick them up and throw them which takes a huge chunk of time and is only useful for invincibility. The boss is manipulated into flying towards me so I don't have to chase him. I also prevented him from using his defensive teleport except in 2 instances which were both very useful to me. Thanks!

Stage 6

Very short. Both Bosses share the same lifebar. Hitting them at the same time does not do double damage, but hitting them with the same attack on different frames will. I abuse this with the Blaster attack twice for a whopping 192 damage. I sneak in a normal attack that hits on different frames here or there as well. These guys are impossible to attack when getting up at times, so I manipulate them into using their rush attack so I can block and punish.

Stage 7

Very long stage. There are a lot of those annoying items I don't want in the background. Occasionally I have to fight using a slightly different strategy with jump attacks or more throwing so I don't lose time. This boss is actually the hardest one in the game by far, but I am able to exploit his AI and get in a lot of damage before I have to force knockdown.

Stage 8

A little anticlimactic compared to the previous stages. On the boss I occasionally have to pretend I am going to grab one enemy and then go for the other or they will run away from me. Also the guys who look like they are something out of dragonball are invincible to throws when they start glowing.

Thanks

  • Dromiceius
  • Bisqwit
  • DeHackEd

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. I'm not sure I got the right ROM though. (I'm not even sure which ROM I actually tried.) Well, here goes! Feel free to clean up the list.


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.

mmbossman: One of the more entertaining beat-em-ups I've watched, and others seem to like it too. Accepting for publication.

Chaosv1: Encoding...

TASVideoAgent
They/Them
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This topic is for the purpose of discussing #2070: Sp00ky's SNES The Ninja Warriors Again in 32:21.68
Joined: 10/3/2005
Posts: 1332
I've always been impressed by the diversity of attacks in this, compared to other games of the same genre. The run is downright sexy, showing off most of the arsenal, and it does so with the style of a Hongkong Kung-Fu movie. I'm not sure how well the performance will stand up to scrutiny, in terms of optimization. The final battle in particular seems to have a few seconds of theoretical improvement if the AI could be manipulated into cooperating a little better- it might just take a few hundred extra rerecords to squeeze all the frames out of it, or it might not. Notwithstanding, this is definitely going to be one of my favorite runs. PS: I updated the script just now to make it look moar good.
Joined: 4/30/2007
Posts: 151
this game is awesome thanks for making the tas also... this game is awesome
Player (83)
Joined: 8/18/2008
Posts: 80
Thanks for the feedback. It was one of my favorite SNES games back when I was younger so I have always wanted to see it TASed, and finding the old Dromiceius topic convinced me to do it myself. Admittedly I think the game is just a tiny bit too long, but hopefully you guys won't start to get bored near the end.
Post subject: Re: #2070: Sp00ky's SNES The Ninja Warriors Again in 32:21.6
Joined: 10/31/2004
Posts: 62
Is this the sequel to Ninja Warriors?
Player (83)
Joined: 8/18/2008
Posts: 80
It's actually a remake of the Arcade Ninja Warriors game which explains the aesthetic values and the high quality music.
Player (57)
Joined: 6/15/2005
Posts: 312
Location: Sweden
Splendid! Hard to belive that this is your first run with such quality! I like this game, and I like the TAS - I'll vote YES.
Joined: 1/14/2005
Posts: 216
Sp00ky wrote:
It's actually a remake of the Arcade Ninja Warriors game which explains the aesthetic values and the high quality music.
Ummm, have you played the arcade Ninja Warriors? silverjazz is right, this is a sequel. It's really a very similar situation to Kiki Kaikai and Pocky and Rocky, Natsume and SNES connection and 80s vs 90s and all. I like the composer too. He doesn't have very much talent or anything, but he accomplishes what he means to do, which is really more than most video game composers can say.
"I think happiness is just being able to loaf without stress." http://speeddemosarchive.com/
Player (83)
Joined: 8/18/2008
Posts: 80
Enhasa wrote:
Sp00ky wrote:
It's actually a remake of the Arcade Ninja Warriors game which explains the aesthetic values and the high quality music.
Ummm, have you played the arcade Ninja Warriors? silverjazz is right, this is a sequel.
Believe it or not it really is a remake. Note that the storyline is exactly the same as the arcade version (just expanded), as well as the main nemesis (he's been changed from a fat white guy to a fat green guy but its the same villian.) It does follow the patterns of beat-em up sequals (see: Streets of Rage and Streets of Rage 2) but the original developers intended it as a remake even though it isn't much like one overall. Edit: I don't have proof though so think of it what you will. I've just always been under the impression it is a remake because that is what it was listed as in the gaming magazines at the time of it's release.
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
omg I haven't posted here in forever Well, having just seen this at Sp00ky's house, I can confidently vote YES. I'm not entirely sure about some of the boss fights, but even there it seemed like he had to manipulate them to avoid getting knocked down. Excellent work for your first try (hell, period), Vic! Loved this game back in the day myself, didn't think it would work for a TAS but you pulled it off. NEXT TIME I DEMAND BIG BREAST GEAR DIZZY TAS TIA
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Joined: 3/7/2006
Posts: 720
Location: UK
There are a lot of random sidescrolling brawlers on this site and very little to set them apart. The animation on this game is pretty good, but I had a hard time staying interested for even the first half. Meh.
Voted NO for NO reason
Joined: 1/22/2008
Posts: 319
Location: Brasil
Yes FTW
Run..Run...Run.....
Joined: 12/20/2004
Posts: 226
Lots of chaotic action, smart enemy grouping, and low blows. Good stuff, yes vote. Would it have been faster to backflip at the beginning of the seventh stage? And is it just me, or did you pass through a laser when you were comboing at the beginning of the seventh stage.
Player (83)
Joined: 8/18/2008
Posts: 80
Backflipping at the beginning of stage 7 would have given me an undesirable result from the first enemy I meet overall losing me time (he would have punched instead of doing his crouch kick). Between me having to dodge that and the time it takes for the first backflip I would have lost 4-5 frames versus just walking over there. The laser is dodged because the sword ender to the default combo has invinciblity. To clarify the following attacks have an invincible period: Sword slash (ender to default combo) Up throw Left/Right throw Lifting an item Throwing an item Blaster ender Blaster Stage 7 has the most theoretical improvement. Better enemy placement/AI manipulation could potentially save some time here without losing any entertainment value.
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
I liked it. It had army men, mutants, robots, bad-ass biker dudes, cyborgs, midget Vega, a pimp with a white suit and purple hat, and best of all, ninjas with boobies! I am a little confused with your movements sometimes though. In the first couple of levels, you simply walk to the right when there aren't any enemies and the screen scrolls, but in level 5 (the one right after the pimp), you backflip to move to the right. Is there one that's faster than the other, or does it not matter? Also, I didn't bother to check, but is there a 2 player co-op mode? Anyway, yes vote (assuming of course that there is no 2 player option).
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Player (83)
Joined: 8/18/2008
Posts: 80
Backflipping is faster than walking, but it requires you to turn left (takes 2 frames) swing your weapon so you can block (takes 11-12 frames) and then flip, which means you don't see a net gain until the 3rd backflip. If anything could get in your way on the 3rd backflip (an enemy) and you need to waste time manipulating it to not attack you when falling from the flip, then walking to that enemy will overall be faster. The earlier levels are rather short, making it so only 2 backflips will get you to your destination (slower than walking) or so the third backflip usually meets an enemy who will hit you the moment you fall. I do find ways to sneak backflips in on occasion though (level 1 has a section where I manage it but then have to wait for my blaster to recharge anyway pretty much negating the minor gain). There are a couple of occasions where better manipulation would give me an opportunity to backflip but I was unsuccessful in getting the final result I wanted despite several rerecords. Also backflipping can sometimes put you past enemies, which I often don't want if keeping them grouped is a faster option. Unfortunately the game doesn't have a 2 player option (I'm sure it would look far cooler than single player)
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1191] SNES The Ninja Warriors by Sp00ky in 32:21.68
Post subject: This movie gets 2.5 stars
Joined: 4/30/2008
Posts: 89
Location: Northeast Kansas USA, GMT -06:00
Well, obviously, I didn't like most of the crotch hitting. I mean, look at today's fighting games where lots of other women are ... kicking that place out of anger and frustration a lot. The least that you could have done is add more variety to your attacks, rather than smack the nuts of the guy standing in your way the whole time. If only the enemies just disappeared into oblivion, like what would happen with Battletoads' enemies. Now you wonder why most fighting game don't make good choices for TASes.
Joined: 12/16/2005
Posts: 69
While watching this run it struck me that it had a couple of similarities to this old Power Rangers game I have for SNES. Turns out a fair few programmers worked on both games. Though the game looks like it's good fun, as a TAS, it's pretty bland. It kind of lacks speed in that regard; while I'm sure stuff is being manipulated into dying fast and cooperating, it might as well have been played by a skilled human player, speedwise. That's what it looks like to my untrained eye, anyway. I must admit that I skipped to the end after the second level. A meh, but A for effort :)
Player (147)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
For a run of its length, I found it to be surprisingly entertaining. Yes vote.
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I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Joined: 9/12/2007
Posts: 5
In my opinion beat em ups don't make for good tas or speed runs but I was still fairly entertained by this. However even though I think this game is one of the best beat em up's ever made I still was skipping ahead every once in awhile. Great job though sp00ky, for me it's pretty much as entertaining as it gets for a beat em up. Also I never knew those sword girls existed cause i've only played the american version, but they seem to be one of the more diverce normal enemies (saw them doing flips to dodge and blocking) sucks that they took them out of the american version. Other than that the only changes I noticed was green blood or poison on the tip of her kunai's, and that boss 2 turns black instead of invisible.
Player (83)
Joined: 8/18/2008
Posts: 80
He actually does turn invisible but the encode made him appear that way. Thanks to everyone for the comments.