This is an update to my cancelled run from last summer. I figured that a 2-player tas would be faster and I was right, as this run is 3511 frames faster than the cancelled run. I hope you all enjoy!
-recorded with SNES9X v1.51
-takes damage to save time
-uses death as a shortcut
-aims for fastest time
-abuses programming errors in the game
-manipulates luck
-one player controls two characters
General comments:
  • I use the Lee Twins because their jump attacks are more effective than the Toads' and I find they have more range than the Toads.
  • you may notice lag during this run; despite my best efforts, I could only reduce lag and not avoid it entirely.
  • turbo feature used at certain points
Glitches abused:
  • the enemies that hang on platform edges can be defeated with running attacks or jump kicks.
  • the finishing moves can be manipulated so that they kill enemies other than the "targets" as well as enemies that weren't knocked down to begin with.
  • if a jump to a higher platform is timed correctly, the player will "catch" the edge of the platform instead of staying in the air longer.
Level 1:
  • running attack used on most of the hanging enemies
  • laser robots aren't grabbed, because it faster just to kick each robot twice
  • after Abobo is hit by the final kick, he is immediately vulnerable to the finishing move
Level 2:
  • poles not used because then jump kicks cannot be used
  • I intentionally destroy three containers in Level 2-2; the first and third are destroyed to avoid interference in battle, and the second is destroyed for entertainment
  • In Level 2-3, ramming the front bikers is faster than waiting for them and kicking them
  • Big Blag is the only boss with no invincibility period; I clearly abuse this fact
Level 3:
  • In Level 3-2, I intentionally have player 2 wait for player 1 so that both players can safely pass under the press; this is faster than having player 1 wait for the press to rise
  • Also in Level 3-2, after the two whip girls, I move the players so that they both safely pass under the presses as early as possible
  • I had no control over the graphical glitch that occurs in the pipe section of Level 3-2
  • In Level 3-3, I intentionally kill player 2 to use his invincibility period to pass through the force fields quickly
Level 4:
  • luck manipulated so that the meteor pieces move in convenient directions and so that the UFOs shoot neither player
  • although player 1 starts off the shooting of the second UFO, player 2 finishes off the UFO so that player 1 can shoot the third UFO as early as possible
  • in the ratship battle, there are somewhat noticeable gaps in the players' streams of fire; I could not avoid these gaps, even with the turbo feature
  • damage taken in order to maintain targeting as well as steady fire
Level 5:
  • just before Level 5-2, in the section with the multiple ninjas, I take damage intentionally to kill the leftmost ninja as early as possible
  • damage during Robo-Manus fight is intentional so that player 2 can deliver the first hit as early as possible and since only one player is required to deliver the other hits as early as possible
Level 6:
  • I have player 1 use a normal punch on one enemy in order to stun it, because player 2's finishing move would have otherwise failed
Level 7:
  • I could not manipulate the two containers that appear during the Dark Queen fight, but I didn't have to. The first container contains an invincibility power-up which actually helped player 2 deliver an early hit. I was able to destroy the second container (to keep it from interfering) and avoid losing frames at the same time.
Total in-game time: 17:40
I am very pleased with how this run turned out and I hope you all enjoy this run more than my cancelled run or enjoy it in general!

mmbossman: There were some spots that I thought could have been much more entertaining, like the rappeling down the long shute, but overall it's a fairly well-done movie. Accepting for publication.

adelikat: Processing.


Joined: 4/19/2008
Posts: 31
Location: Chicago
FODA wrote:
Ok, first my comments on the run: Also, the lag produced in level 2 surely came from the buggy flames, which appeared because you went too fast (the slow flame that came from the left went all the way to the end). It's obvious that if you waited a little for it to go away and then going to the next section would avoid the glitch, and so the lag.
This, this, this 100 times. If you can prove that the flame makes no difference in lag, it would be a definite yes vote from me; I liked everything else.
Player (112)
Joined: 8/10/2008
Posts: 11
alucard wrote:
FODA wrote:
Ok, first my comments on the run: Also, the lag produced in level 2 surely came from the buggy flames, which appeared because you went too fast (the slow flame that came from the left went all the way to the end). It's obvious that if you waited a little for it to go away and then going to the next section would avoid the glitch, and so the lag.
This, this, this 100 times. If you can prove that the flame makes no difference in lag, it would be a definite yes vote from me; I liked everything else.
Personally, I am no programming expert, but I think the lag in the falling garbage section would have occurred anyway, because there are two player sprites as well as two ropes, the latter of which I believe is the bigger contributor. This kind of reminds me of Umihara Kawase, a game that normally runs fine but can lag depending on how the line in the game is used. To FODA: I knew of no other way to fight the bosses without losing time, that was more entertaining anyway. To fruitbane: I have not played the Genesis version enough to comment on any lag that occurs in it.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
My biggest complaint isn't speed, but you can try to use the trick I posted (and it explains that it doesn't work on bosses on NES battletoads, but I'm not sure about SNES BT&DD) to kill nearly every enemy in the game. Can someone test it?
Joined: 4/19/2008
Posts: 31
Location: Chicago
White Gastra wrote:
Personally, I am no programming expert, but I think the lag in the falling garbage section would have occurred anyway, because there are two player sprites as well as two ropes, the latter of which I believe is the bigger contributor. This kind of reminds me of Umihara Kawase, a game that normally runs fine but can lag depending on how the line in the game is used.
I understand that the lag would have been there either way, I just want to know if the lag would have been REDUCED if the flame wasn't present.
Player (112)
Joined: 8/10/2008
Posts: 11
alucard wrote:
I understand that the lag would have been there either way, I just want to know if the lag would have been REDUCED if the flame wasn't present.
I tried and the lag could actually have been reduced without the flame present. Unfortunately, I have big plans this month and I am returning to school in September, so I have no time the next few months to work on an improvement. For those same reasons, I don't know when I'll release any improvement or if I'll even work on one.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Is it possible to hex-edit a small delay in motion so that the glitched flames go away? This might make a redo of that section necessary, since the section will be less laggy, but I'd hope that the rest of the movie syncs just fine. Either way, I still find this a pretty impressive run, and the glitched flames actually amuse me quite a bit.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Player (112)
Joined: 8/10/2008
Posts: 11
I think if that section is redone, then the remaining portion of the run has to be redone for a lot of reasons, including RNG and the input file itself. I would not know how to hex-edit smv files, by the way.
Joined: 3/16/2006
Posts: 289
@ Foda I know for a fact that trick DOES work in the NES version of this game to at least the 1st boss. I used to do it all the time in a 1p game just by run-attacking a boss really close really fast. I almost hit both Big Blarg and the machine gun dude (Roper?) both with said attack.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Super-Duper easy yes vote! Finally one of my favorite childhood games got tased and what an excellent entertaining and excellent movie it was. I especially liked the spaceship boss fight which was really wicked and fun to watch :) Now, I wish someone could tas final fight (preferably the arcade version as Haggar) so I can rest in peace ^_^
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
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
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. ---- [1356] SNES Battletoads & Double Dragon: The Ultimate Team "2 players" by White Gastra in 17:50.27
Joined: 7/29/2009
Posts: 55
I was saying "awsome, awesome, awseome" the entire run, but it's a bit diappointing that no battletoad was used. ;/
Joined: 9/3/2009
Posts: 4
Location: Quebec, Canada
I've watched it and to me it was very good, but only one question, why use mode "A" ? Isn't there a rule on the site that says always use the hardest difficulty level ? To me it's more difficult on mode "B" since you can hurt yourself. But I also know that it won't be as fast...
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Agent248 wrote:
To me it's more difficult on mode "B" since you can hurt yourself.
If you mean that 1p can hit 2p, I wouldn't really consider that a harder game mode, since it would be trivially easy to avoid injuring your teammate in a TAS. However, it could have been used to increase the entertainment value; a la DD 2.
Living Well Is The Best Revenge My Personal Page
Joined: 4/30/2007
Posts: 150
most entertaining video in months high fives all around
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I unobsoleted this movie and sent it to the Vault tier. The NES version is preferred and has greater entertainment value (according to the voters and raters). However, this is a TAS record in its own right, and fits in with the Vault rules
It's hard to look this good. My TAS projects