Here is my first submission using FCEU, played on the game Ninja Gaiden. This game is the first in a series of three games about a ninja named Ryu. The game follows Ryu's adventure as he sets out to avenge his father, who was killed by an unknown ninja. My main goal with this movie was to make this difficult game seem as easy as possible. I planned to acheive this by making my way though the game as quickly as possible, without ever slowing down. This however, is more difficult than it sounds; the developers of the game put enemies in locations where under normal circumstances would get in your way, and likely knock you down a pit. Infact, the developers went through such lengths to make this happen that some monsters in the later levels have been programmed to wait for you to get close enough before moving in to hit you down a hole!
Some things that you may notice about the run:
Abuses programming errors to save time
Manipulates luck
Takes damage to save time
Gets only the necessary items, and kills only the necessary enemies
Abuses programming errors to save time:
The first bug which I exploit in the game can be found in stage 2-1, where I jump inside of a wall and use an invisible platform to boost me ontop of it. I use this exploit again later in 2-2 to jump to the top of the screen instead of climbing up the ladder. There is s similar trick where you jump through the corner of a wall and grab a ladder coming from the wrong direction, but I don't really see this as a glitch, but more of a feature.
A second major error in the game is the way the hitboxes are handled. This works both for me and against me. The hitboxes on the birds are higher than the sprite themselves, which creates some instances where I seem to jump threw, or even stand inside of a bird without getting hit. Most other enemies however have a hitbox which is much bigger than the sprite, which sometimes only leaves a window of one or two frames where I can jump over them without being hit. I get screwed again by the craziness of the hitboxes at some of the bosses; the best two examples being the boss of act 3, and the second last boss. The boss of act 3 can only be hit in the lower portion of the sprite, and the second last boss can only be hit in the upper part, which explains why I am not always hitting them.
In alot of places you can climb up and over the top of a wall. I use this to my advantage in 5-2, but most walls you can do this type of thing with. Some of the time you end up grabbing onto something in the inside of the wall, landed on an invisible platform, or even falling down a pit. Give it a try, it's easy enough to do on a console! Of course, there are other walls which you can't climb high enough to get over/ontop of. These are usually the ones that I need to get on top of. An example of this can be seen in such places as 2-1 where instead of climbing all the way up a wall I must jump off of it onto another platform to get enough height to get ontop of what I was climbing
Another glitch can be heard if listen carefully in 2-2. Take note where I kill football player and three bullets as I drop off screen, and again when I kill the next enemy. While this doesn't help me at all in my run, it's still kinda cool.
Manipulates Luck:
Well only kinda. In 3-1 I pause a frame while i'm in the ghoul to make it throw a dagger which wouldn't hit me out of the air. Also in 5-3 I jump to make a jetpack ninja spawn higher so it wouldn't fly right into me.
Takes damage to save time:
I do this only very rarely, as in MOST cases it will acually slow you down because of the stun peroid where you cannot control Ryu and move extra slowly. The times where I do get hit are to boost myself up to a ledge I cannot normally reach with a normal jump.
Gets only the necessary items, and kills only the necessary enemies:
Some might think this isn't as entertaining as collecting/killing everything, but I beleive this is the type of game where this is not the case. If you have played the game you know that you can't just run through it, you must sometimes pause for enemies. Dodging these enemies can be extremely hard to do, such asthe birds, oh how annoying the birds can be. With this in mind, dodging and weaving through enemies without ever slowing down is quite a feat, especially in the later levels. Plus, killing an enemy takes a frame anyways, so technically dodging is faster, heh.
Other notes:
No enemies don't just die when they touch me! I'm using the button combination of down+b! Pushing these two buttons at the same time midair causes your sword to extend for a frame, which is how I kill some of the bosses so quickly. This also lets me save my jump-and-slash move, the sumersault move which I use to kill most bosses, for later instead of it being automatically used when I slash.
When running you have to stop to slash, when jumping you keep movie. Another example of crazy ninja logic.
It seems ninjas can just hover up the sides of walls, who knew?
Sometimes between jumps Ryu never touches the ground with his feet, and seems to bounce back upwards without touching the ground. Watch for this when I go from one jump directly into another.
It's acually a stranger game than you think; how many games do you know has football players, jetpack ninjas, and the undead as enemies? Not that many!
This movie was made stepping through the game frame by frame to get the best possible precision. Although at time it got pretty tedious.
Jumping off the top of the screen instead of using a ladder works, falling off the bottom of the screen instead of using a ladder kills you
It's possible to grab the ladder falling off the screen at just the right time so when the next screen loads, you appear dead. Well atleast you update your continue point!
There are two places where you need to move right to unlock the camera so you can move left, one in 2-2 right after I jump into the wall, and the other is in 6-2. So yes, i'm making that extra movement for a reason.
I pick up a hourglass in 3-1, which freeze all the enemies on the screen, and stops any more from spawning for a short peroid. I grab another in 6-3.
In 3-2 you can jump above the exit door onto a pixel of ground, and then make your way over the top of the wall and fall behind it. Every other exit door touching the wall triggers a map change.
The tactic that I used against the boss of act 3 makes it really easy. If your playing on a console you can use it, just stand in the middle and shoot your fire as he passes over you! Although, unless you have unhuman reaction time, only attempt to hit him once per jump.
Getting hit by that axe in 4-3 while i'm climbing the wall acually warps me up the wall a fair amount, lets try to see you explain that!
The boss of act 4 is beaten under 40 frames, shame on the developers for putting it right beside the entrance point.
Strangely enough, in the final levels the developers decided have the easy guys from the first levels. Kinda nice, as after the jetpack ninjas things couldn't get much more difficult (Ninja wearing Jetpacks!? INSANITY!)
In 6-1 that one bird seems to just give up and fly away. I was getting tired of jumping over it anyway.
6-3 features the magical waterfall of enemies! Watch as those crazy jumping things rain from the sky! Just to be killed almost instantly of course.
Against the final boss not only do I not get hit, but I manage to kill him in one jump. How many of you can say you have done either?
That small wait against the last boss, sadly, was necissary. I could have jumped to attack a few frames earlier, but I could only do enough damage to leave it with one bar of health.
There are two screens of only climbing, I would call them a breather but the clock is ticking!
You go from a green forest type area with a large lake in 3-1 to a snow covered mountain in 3-2. Maybe those cutscenes I skipped would explain just a bit...
In 6-2 I stand in a bird for a whole 2 frames! Joy!
Jumping down a ledge instead of letting the game do the little hop for you isn't faster in this game, in one test it was acually slower!
Fantastic! The entertainment value was awesome! Thanks for clarifying the few things I was curious on. This is defintely one for the books.. especially the suicidal slash at the end of 5-4! Could ya get it any closer to death? ;)
Mr. Kelly R. Flewin
Mr. Kelly R. Flewin
Just another random gamer
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<OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
This was simply bad as hell!! You've done a nice job balancing out all the factors in addition to making great use of some glitches. Definitely a fitting complement to my NG3 run. Now we just have to wait for Josh to finish his NG2 run and we'll have the full trilogy.
I love this, great job! Definitely the hardest game in the series, even with jump & slash, and you make it look like nothing. Fun seeing the last boss die in no time at all. =)
However, there are a couple issues I am wondering about...
1. When walljumping you go over the wall facing backwards at least once. This isn't good for speed as you move backwards slowly; it is always better to face forward for your last jump. Is this just unavoidable in NG1?
2. Now that FCEU has been patched to enable left+right, couldn't this movie be easily beaten?
Still, I greatly enjoyed watching this!
-Josh
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
1. This is unavoidable, you can't turn around mid air, and jumping backwards is slow compaired to jumping forwards. This can easily be seen in 3-1 after I get the firewheel when i'm falling back to the ground.
2. Yes technically you could, but it wouldn't be very much faster. Unlike NG2 left+right doesn't help you very much, as you can't use it to clip through walls. Infact try getting hit while your doing it and see how fast you keep moving.
The main point of this run was to try to make it seem as easy as possible, and using it wouldn't make things seem easier, in some cases it would just look funny. I wasn't going for some sort of oddity like in SMB where your running backwards and wall-jumping so I decided to take the ~2 second penalty. Again I stress, even if I DID use left+right the run would be ALMOST identical. Plus, this way I get to stay away from the whole left+right can of worms.
Thanks a lot for the explanation, this is an easy yes vote from me now.
-Josh
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
Thanks for the support, but that run looks like ass now. :)
edit: and that's a solid yes vote as well. Very well executed and presented (explanations and such).
Joined: 8/25/2004
Posts: 44
Location: St. Louis, Missouri, USA
I don't know (tee hee) about the software question, but personally I think anyone who votes "no" without explaining why or even admitting to the vote makes their vote somewhat invalid.
Voting "no" without a reasonable and constructive explaination makes it seem like the vote is made out of spite, which is ridiculous. I cannot think of an example where something good came out of voting "no" without an explaination. Every little bit of advice helps make these movies entertaining.
I mean, if you're afraid of saying something on the INTERNET, then there's something wrong there.
Sorry for getting off topic. As for the movie, I found it to be entertaining. Not knowing much about the game, I can't really find anything horribly wrong, so it's a yes vote from me.
Great job! I thought you'd put the project on hiatus but I look in submissions yesterday and there it is, all finished.
The only problem I have with the movie is that you don't kill as many enemies as you could. The one I was working on slices up all kinds of crap and looks great. Unfortunately, it's not as fast as yours (I assume most people here prefer pure speed, so I'd get voted down) and I don't know enough about some of the glitches, so I probably won't ever finish it.
I voted yes, by the way. Good show.
I'm not sure, but at some of the other forums I visit, polls keep a tally of which people vote for which option, so that could be a start. It would also require that only registered users can vote, but that might already be the case (and should be, IMO).
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
man or machine? the wobbling was perfect, how did you walk and wobble at the same time? you played at slowest speed, 2 frames holding RIGHt, 1 frame holding left, and so on? 20 times in a row? crazy! very well done, congrats, great movie!
Well, for a while I had more or less put it on hiatus, but the recent submission of this game done on the SNES got movitated again. Consiquently, I finished it all off over last weekend. Also, before i'm asked about why I didn't do it on snes: I do have a few reasons. Mostly being the sound/music is worse to me, and the graphics are really no better Infact in some cases they are ugly, such as the hitpoint bar.
The reason I didn't kill all the enemies is because it tends to slow you down by a frame, and in my opinion the later levels are more impressive when your dodging enemies rather then plowing right through them. My reason behind this is enemies have a habit of coming out of nowhere and knocking you down a pit if your playing it real time. In my mind when I made the movie this was a win-win situation, but I guess some people might not see it as the case.
That is exactly how I did it acually, I played with frame advance and did exactly what you said, but was it only 20 times? It seemed like much longer when I did it, heh. In addition quite a few of the rerecords were spent during the time after the bosses were killed because of doing this type of thing. It was easy to get into rythm of hitting right twice then left once, I often managed to screw things up, and had to redo a small portion of the wobbling.
This is even more true in the case when i'm bouncing around and slashing after defeating the boss of act 2. I had to alternate down+b and the direction I wanted to move, and THEN before I hit the ground I had to stop doing this at the exact frame to hit the jump button so I would "bounce" and never acually touch the ground before jumping again. This is why I managed to keep the extremely slow jump speed of jumping backwards; jumping again before you hit the ground doens't let the sprite turn around. It was a mini-nightmate in itself heh.
And finally about you people calling it a great movie, thank you! I spent quite a bit of time working on the small frame-by-frame details of this movie, and i'm glad it paid off!
Thanks for explaining the reason for that decision. I personally prefer that, if it doesn't cost any time, everything that can be killed gets killed. Watching someone run through a level wasting everyone without slowing down improves the "wow" factor and goes a long way towards "making it look easy", which was one of the stated intentions of the movie. In other words, if you're going to do a pacifist run that's great, but if you're doing a speedrun, kill anything that doesn't cost you any time. Since avoiding some of the bad guys saved you some time, I have no complaints about that decision.
Great job!
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Well.. i'm not an expert, but i seen the movie and is REALLY cool, for that reasn i vote it (and for the reason i'm a ninja gaiden Fan too :P), this movie It deserves to be published ;)
This movie has been published.
The posts before this message apply to the submission, and posts after this message apply to the published movie.
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[255] NES Ninja Gaiden by BoltR in 11:20.28