About the game

When Alisia Dragoon was just a little girl, she watched her father being tortured and killed in front of her. For some reason, she was allowed to leave, grow up and somehow swallow a Tesla coil in order to seek her revenge through electrical zappy death. Or at least that's the amount of plot that is needed to understand this game.

TAS categories

  • Plays at Hardest difficulty
  • Aims for fastest time
  • Takes damage to save time
  • Slight physics exploits
  • Slight luck manipulation
  • Emulator used: Gens 11a
The physics exploit refers to the damage boost I make use of in Stage 1-2, and the luck manipulation was used in a few places to achieve favourable boss patterns and to jump over one of the grabbing platforms in Stage 2.

Alisia's Controls

Alisia functions like most platform characters. She can move left and right, and jump, and attack. Her attack of choice is a magical bolt of electrical power, which can recharge over time or charge up to generate a full screen rolling attack called the Rolling Thunder.
In game terms, there are 10 bars representing the Thunder charge. The first 7 recharge at a rate of 1 every 8 frames, and when attacking Alisia sustains her attack, with the bar dropping every 32 frames. However, there is an exploit, if you release B 3 frames before the attack would drop, and continue firing, the attack does not drop, and at a low charge actually recovers one bar.
The final three bars represent the Rolling Thunder charge and recharge much slower - once every 60 frames. At full charge, Alisia can unleash the Rolling Thunder attack, that performs a double sweep of the screen starting from a horizontal axis and moving both clockwise and counter-clockwise. This attack is much more powerful than her regular attack, and can attack up to 33 frames. At a close enough range, is is possible to hit with many or even all of the attack frames of Rolling Thunder, and this is used to beat many bosses and enemies quickly.
Both the normal Thunder attack and Rolling Thunder have limited homing capability - it is not possible to precisely aim at everything, but you can usually hit anything if it is within a few degrees of the angles of attack. Still, it is possible to completely miss, and this is demonstrated quite a few times throughout this movie.

Summons

I make use of three summons through this run, and each helps in various ways to speed up the boss kills and in other places. Each Summon can be increased in power by two levels, adding to damage and health. Once a summon is killed, it can be revived by using a white Revive item.
At the end of a stage, or before cutscenes, a summon has to be dismissed before the game can continue. Either the game automatically dismisses the summon, or you have to select it manually. I do this manually in almost all occasions except one where it saves time to let it happen automatically.
A single movement in the summon menu costs 50 frames, and 2 movements is 62 frames. You never need more than 2 movements in the summon window to reach every summon. However, if the game automatically dismisses the summon, often it resummons it at the start of the next stage or section, and this will often cost more time than it would save to do manually (since it always moves down).
Dragon Frye
This is a small dragon that follows behind, and fires small fireballs in front of it. Each fireball does 500 damage, and it can be manipulated against certain enemies and bosses to hit on several frames, making it the most damaging of the summons. However, it needs to be positioned extremely carefully to use its damage to maximum effectiveness. Additionally, by levelling up this summon it adds an additional fireball, at Level 3 it fires 3 fireballs, one straight and the other two at a slight angle away from its mouth.
Dragon Frye also is the most active of the summons, and will often maneuver itself in surprising ways in respond to enemies. It always tries to face whatever enemy is onscreen, and has seemingly strange priorities for determining what to face, especially if there are multiple targets.
Ball-Of-Fire
This summon is basically what it says - a ball of fire that constantly moves around. This guy only follows you and rarely makes a move to attack, which it only does if the attack gauge is full and the enemy is relatively close. It damages by using its own body as a weapon, causing 100 damage per frame. While not the most damaging summon, it can be used constantly unlike other summons which have to recharge to attack. The price of this ability is that it constantly takes damage from the enemy, but additional levels can reduce the damage it takes.
Boomerang Lizard
Perhaps the most versatile of the summons, this flying salamander can launch up to 3 boomerangs from its back, moving in erratic paths towards its enemies. Each boomerang causes 50 damage per frame, and they can stack damage; in addition as long as they contact an enemy they continue to do damage, much like Ball-of-Fire. This summon is useful for hitting hard-to-reach enemies, and its attacks can penetrate armour that other summons cannot damage (the Stage 7 boss for example).
Blue Fairy
This appears in an item container, and once active gives you infinite Rolling Thunder ability for a total of 15 seconds. I use a Blue Fairy in two places during this run - in Stage 3 to reduce lag and stop myself from being hit, and in Stage 4 to beat the boss as fast as possible.
There are two other fairies that can be used in this game, the platform generating fairies are often forced and I have to activate those to reach places in Stages 2 and 5. There is an invincibility fairy in two places on Hard mode, but getting either of them would waste more time than it would save.

Stage Summary

Stage 1-1
The most straightforward stage,almost nothing to comment on here. The enemies at the end of the stage cause a fair bit of lag, so by jumping into them and killing as many as I can with Rolling Thunder I can reduce the lag to a single frame.
Stage 1-2
Here's where I start to power up. Ball-of-Fire is maximised, and I grab a health and Thunder power up for Alisia. There is an enemy I manage to damage boost from on one of the staircases, this saves approximately 6 frames. Forces me to dismiss Ball-of-Fire at the end of the stage because of a cutscene which I skip anyway.
Stage 1-3
I grab another Thunder power for Alisia. I waited a frame just before the boss to manipulate the left enemy into a more favourable pattern, he would take longer to kill otherwise. BOF is used to kill the right boss, and the left falls to Rolling Thunder
Stage 2
This stage is very laggy, mostly caused by the active background, so I have to avoid attacking at certain times. The mini-boss always goes through an extra phase after dying before falling completely, I haven't found a way to speed that up. I was lucky I didn't need to waste frames to get past the lily platform that grabs immediately on landing (unlike the others which wait a few frames before attacking). First power-up for Boomerang Lizard, and I get L4 Thunder here.
The boss can be killed with a single L4 Rolling Thunder, but since Boomerang Lizard was active I left her out to add extra damage and killed her sooner. This proved to be beneficial since the game's love of dismissing a summon at the end of a stage saved me 3 frames over doing it manually.
Stage 3
I don't necessarily need to kill the platform riding enemies here as fast as possible, since often I am waiting around for the platforms to reposition themselves before I can ride of them. The enemies on the long corridor in the middle of the stage cause a lot of lag, so I eliminate as many as I can with the combined help of a blue fairy summon and Boomerang Lizard.
The boss requires me to kill just the three brain-like parts that appear at set places, but only for a short time before disappearing and reappearing in and out of view. In order to kill each of them on their first phase, I had to get creative with the summon use, as well as carefully timing my Rolling Thunders (since there is a 180 frame wait between each use, plus the 33 frames of the attack itself). The parts appear from right to left, so I had to kill them in that order.
Stage 4
Getting the Blue Fairy saves me a lot of time against the boss, and the summons would not save me time here, so I grab it and make my way to the boss, ignoring everything else. The boss is killed with careful Rolling Thunder positioning. Afterwards, I only have to ascent to the end and avoid the boulders falling down.
Stage 5-1
The longest stage, and the most annoying to do besides the final boss. I level Dragon Frye up first and get another health power up for Alisia. DF helps get through part of the first corridor before it becomes useless, so I dismiss it since I'll be taking a lot of damage from this point on and I need to save it for the boss (there are no beef powerups in easy reach either, which recover a summon's health). I'm forced to go left at the top here to activate the fairy platform, and grab L6 Thunder Power and a potion. At the top of the fairy platform, I wait for a potion to appear.
Stage 5-2
Here's where my health management requires the most planning. The flame jets do a full health bar of damage, so I jump over as many as I can so I'm not waiting around and save as much health as I can for rushing through other places. I activate another fairy platform to reach the top of the stage, and get L7 Thunder. On the way down I get three potions to help with the final portion of the stage and the boss.
The boss has the second highest HP besides the final boss, and its vunerable point is off the ground and within the boss somewhat, making damaging effectively tricky. Dragon Frye is resummoned since I can manipulate its position to deal a lot of damage. I have to be within the boss to do enough damage with Rolling Thunder attacks, so I take damage for that purpose. With L8 Thunder power I can beat this boss 3 frames quicker, but I waste a lot more time getting it in the long run.
Stage 6-1
This is the 'maze' of a ship that was seen at the end of the last stage. I say 'maze' because there is a very fast path through the stage. Not much to say here, just blaze through to the next part.
Stage 6-2
Another short area, this leads to the boss. The boss is beaten in two quick Rolling Thunder attacks. Its positioning responds to where you are, so I have to be very precise about where I move during this fight.
The short section after the boss is nothing to write home about either. Normally when the screen says 'DEMO' in the bottom right corner you cannot move, however since I am falling I can still move until I hit the ground, then the game takes over. This means I can move closer to the final platform before the game removes control from me. I can kill the boss 7 frames faster with L8 Thunder, but again it is not worth the detour here.
Stage 7
Dragon Frye's attack can more or less rip through the slime enemies on the walls. I switch out to Boomerang Lizard since it is helpful for the rest of the stage up to the boss, and since Dragon Frye causes some of the slimes to fall early and damage me. I take the time to get maximum Thunder level before the boss, since I will need it to beat the boss within 2 phases and it immensely speeds up the final battles. Attacking in the final section of the level again causes lag so I dismiss Boomerang Lizard and ascent to the final platform. The one Rolling Thunder I did use was carefully timed to avoid lag.
Stage 8
Nothing here but us bosses.
Ornah is a piece of cake when you know his pattern. I don't use a summon here since it changes his pattern and makes the fight longer - he would summon an energy snake that follows you around for several seconds and damage you, then bursts away to cause more. Each of the three kills requires only 2 Rolling Thunders, and the time waiting between one kill and the next allows me to charge up for the next attack.
Balder is the final boss, and with good reason - he's not as easy as all the other bosses have been. He has several parts which need to be destroyed.
In the first part of the fight, only three parts are vunerable - a cannon mounted on his right side, his body and his head. However, damage to the body is irrelevant since it constantly regenerates, and even bringing it below 0 will not kill him, so it only serves as a distraction for your attack and makes aiming tricky. I bring out Dragon Frye since that can do the most damage to the head, which is the real problem of this part, and I jump carefully to hit it with as many frames of regular Thunder as possible. Using Rolling Thunder will be much slower here since I only get 3-4 frames with it, and I can do much more damage over time with a regular attack.
The second phase of the fight is where things become interesting. The goal here is to kill the heart, as many times as possible. 27 times. Yes, you read that right. The heart has a mere 256 health, but you have to wait for 32 frames after it dies before it regenerates and you can kill it again. I also need to get rid of the remaining parts, the left arm and left and right legs. Removing both legs stops a very annoying homing shot, and adds an extra target to my regular attack against the heart even if only one leg is destroyed (the cannon also remains until both legs are gone).
I use Dragon Frye again here to help destroy the remaining parts and then bring out Boomerang Lizard since it has a faster attack and can be aimed easier. In many places I can use Boomerang Lizard to hit the heart and kill it twice with just careful positioning of the summon when it fires, and when the boomerangs return. Once the heart is finally killed the 27th time, the boss gives up the ghost and succumbs like the rest. Vengance is so very sweet.
Thunder Damage/Frame
LvDmg
14
26
38
410
512
614
716
818
Rolling Thunder Damage/Frame
LvDmg
1129
2193
3257
4321
5385
6449
7513
8577
Rolling Thunder maximum damage
LvDmg
14257
26369
38481
410593
512705
614817
716929
819041

Special thanks

I'd like to give thanks to everyone who supported me in making my first TAS speedrun. Special mention goes to:
  • ElectroSpecter, for doing a lot of the early ground work and finding damage figures, RAM addresses and boss health
  • Dammit, for providing a helpful Lua script to help me maximise enemy health
  • satan, for pointing out some obvious improvements :-)
  • you, for watching
Suggested screenshot: frame 17611

Truncated: Accepting this movie because it's cool and nice.
Flygon: -snip-
Lets just say that Aktan's encode had to suffice.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15644
Location: 127.0.0.1
This topic is for the purpose of discussing #2537: Toothache's Genesis Alisia Dragoon in 13:33.72
NitroGenesis
He/Him
Editor, Experienced player (557)
Joined: 12/24/2009
Posts: 1873
I liked the boss fights. pretty nice, I'll vote yes
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Awesome game for a speedrun. It really helped that you had the exploit to avoid draining the charge meter for thunder attacks. I'd be interested to see in the future if people find improvements based on taking less time out of the way grabbing powerups, but overall this is very good. Nice job with your first run!
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 (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Awwww yeah, it's done! I haven't been keeping up with the thread recently, so I am excited to watch.
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I'm sorry, but this just was not interesting to watch. Gameplay consisted largely of walking, jumping occasionally, and figuring out when best to release attacks. Although there's obviously a lot of thought that needs to go into the planning for that, a game generally needs to do more than that to hold my attention. Voting meh.
Joined: 6/20/2008
Posts: 150
I get a desync around frame 16500 or so. I can definitely see what sgrunt's talking about, though, and unless there's something pretty sweet in the other 2/3 of the movie, I'll probably go Meh as well.
fruitbane
He/Him
Joined: 3/28/2005
Posts: 216
I shall await an encode. Many thanks to whoever throws one up on YT or DM.
upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
I have a couple of questions before I decide how to vote: 1) Is it really faster to get the levels for all of your summons? The bosses all go down pretty quickly, but the levels seem pretty out of the way. How much longer would each boss take if your summons were only at level 2 or 1? 2) What other summons (if any) are there in this game, and why don't you use them? 3) On the final boss, why don't you use the ball-of-fire summon at all? I'd think it'd be fastest to use that one until it dies, and then switch to ranged.
How fleeting are all human passions compared with the massive continuity of ducks.
Active player (279)
Joined: 4/30/2009
Posts: 791
upthorn wrote:
I have a couple of questions before I decide how to vote: 1) Is it really faster to get the levels for all of your summons? The bosses all go down pretty quickly, but the levels seem pretty out of the way. How much longer would each boss take if your summons were only at level 2 or 1? 2) What other summons (if any) are there in this game, and why don't you use them? 3) On the final boss, why don't you use the ball-of-fire summon at all? I'd think it'd be fastest to use that one until it dies, and then switch to ranged.
1) The levels up are annoyingly placed, but getting a level up for each of the summons I use is necessary. In Dragon Frye's case, it triples its damage potential, and without it I would never be able to beat the Stage 5 boss in the first phase in particular. DF's angle's shot from L2 onwards also allows me to hit the awkward head against Balder. For Ball-of-Fire, it greatly increases its durability to level it up. L1 BOF can't survive much at all. For Boomerang Lizard, again the damage is increased, and without it I could never beat the Stage 7 boss on phase 2, or kill Balder's heart faster, since the way the boomerangs attack allow for two kills on the heart in quick succession. 2) There is only one other summon, the Thunder Raven. Its attack is a full-screen blast that damages all enemies on screen, for 300 damage per level. The reason I don't use it is that it has the longest charge time between attacks, and its attack causes quite a bit of lag. 3) I did test BOF's effectiveness on the boss, but the fact that I have to be constantly facing away from the boss to use it makes it slower overall, since I can't add Alisia's attack to the mix. The exception is Rolling Thunder, which takes a while to charge up and means I miss several chances to kill the heart. (15 frames to kill with normal attacks, 32 for regeneration vs 213 frames between Rolling Thunder attacks) Also, even at L3, Ball-Of-Fire does take a lot of damage from Balder, and can die pretty quickly if used too much. Bear in mind BOF only does 100 damage per frame, which is helpful but if you consider Dragon Frye's 1500 damage/frame it pales in comparison
Joined: 7/2/2007
Posts: 3960
I haven't gotten a chance to watch all of the levels of this TAS (I've just seen a couple of the individual-level encodes that Toothache posted to the game thread), but: 1) IIRC most of the summon levelups are en route to thunder power level ups. Alisia needs to increase her firepower at least a little to be able to kill things quickly. Much of the improvement in this run compared to the first attempt Toothache made was in changing which detours were made to get powerups. Beyond that, several of the bosses have lengthy periods in which they can't be hurt at all; for those bosses, it's desirable to be able to kill them on the first pass if possible. I don't know offhand how much of a delay waiting incurs, though. 2) There are only four summons in the game: Boomerang Lizard, Ball o Fire, Dragon Frye, and Thunder Raven. Thunder Raven isn't used because its attack (which hits every enemy onscreen) has a massive recharge time and doesn't deal enough damage. Edit: took too long to answer. Oh, well!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
upthorn
He/Him
Emulator Coder, Active player (392)
Joined: 3/24/2006
Posts: 1802
Alright, you seem to have all your bases covered. To be honest I can see why other people are finding it boring, but having played through the game myself a few years ago, I'm well impressed. Voting yes.
How fleeting are all human passions compared with the massive continuity of ducks.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Priam wrote:
I get a desync around frame 16500 or so.
This desync will happen if your Sound Rate in Gens is set to 22050 instead of 44100.
Joined: 1/2/2010
Posts: 29
Location: China
Well with my current tools I can't provide a video that conforms to the publisher guidelines, but at least I can provide YouTube uploads until I have more appropriate tools. Part 1: http://www.youtube.com/watch?v=jqoMHGgQTEo Part 2: http://www.youtube.com/watch?v=McbG9z8n2Fo
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
RadioKJ, I am encoding a most probably publish worthy encode right this minute. Also, the game gets a very weak Yes vote from me, it's incredibly slow but... we've had worse games published.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
This was great. Voting yes.
NitroGenesis
He/Him
Editor, Experienced player (557)
Joined: 12/24/2009
Posts: 1873
This is toothache's suggested screenie, for all you people that wanna know.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Somehow, I think we managed to get two completely different screenshots. This one is already pre-optimized.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
I never beated the game back then when i was a kid playing to MD, i rented it so i didnt got time to finish it. The game is pretty much as cool as i remember it, and you did realy a good job at running it. The ending tought does intriguate me, arent the big ship was suppose to have crash into the earth, how come it goes back into the sky thereafter in ending :/ Anyway, yes vote from me, and good luck for more ;)
fruitbane
He/Him
Joined: 3/28/2005
Posts: 216
Thanks, Toothache, for a great TAS, and RadioKJ, for the initial YouTube encode that allowed me to watch it. I vote yes. The game's a little slow and there doesn't appear to be much room for abuse, but it's still a solid TAS.
Joined: 10/3/2005
Posts: 1332
I gave it a weak Yes. I was impressed because the player character appears to have many degrees of freedom with that lightning attack, and it's used with precision. That, and the sidekick mechanics kept it out of Meh territory, if only because there was more stuff happening on the screen.
Joined: 7/2/2007
Posts: 3960
Thanks for the encode, RadioKJ! Anyone who's played this game will realize just how quickly the game is run here. The bosses in particular fall amazingly quickly; most human players will spend several minutes fighting the later ones. As for the levels, well, it just goes to show what you can accomplish if you have a plan for your hitpoints. Voting yes, and very nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: My avatar > Nach's avatar
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
I just tried to encode it at a bitrate of 350 with the toughest script I can use. It looks like garbage. This game is going to have to go over the 4 to 1 ratio, a warning to other encoders out there. I am going to try with a bitrate of 600 now.
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
I pretty much enjoyed watching this run. Nice going Toothache, voting yes.
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
NitroGenesis
He/Him
Editor, Experienced player (557)
Joined: 12/24/2009
Posts: 1873
Flygon wrote:
Somehow, I think we managed to get two completely different screenshots.
What did you do? I used frame seek, as you can see in the bottom left corner of my image.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
I got the screenshot from my completely lossless AVI dump, just raw RGB. The AVI dump must have different timings.