Shockman (known in Japan as Kaizou Choujin Schbibinman 2: Arata Naru Teki) is the only Schbibinman run to reach American shores, however, this is the second Schibibinman submitted to the site. Like other PCE titles, it suffers from bad translation. This game is often unfairly compared to Mega Man, as it shares very little in the form of game play, other than a weapon that shoots small and charged shots.
About the run
  • Uses 2 players
  • Takes Damage to save time
  • Uses L+R glitch
  • Does not use L+R+D glitch (memory corruption)
  • Used Lua
I should note that the creation of this run crashed PCE a documented 142 times (noted by the number of .bak movies created), but in reality the number is probably closer to 200. After the first few crashes, I set up a batch file to quickly reload the rom, movie, and lua script. Additionally, some time during the last level, I had to completely restore the movie from a savestate (due to a crash, of course), so the rerecord count was reset. It should be somewhere near 5000, and not the low number it is.
Techniques used:

Charge Pass

This is built into the game, for 2 players. If a player shoots another player while that player is charging, the player has about 30 frames to release the shot, causing a tidal wave for Arnold or a bubble shot for Sonya. The Tidal Wave causes more damage, at the expense of a longer time on screen. The Bubbles do less damage, but disappear faster. However, if a charged burst is shot at a non-charging player, that player goes ricocheting across the screen in a burned animation, which leads to...

Burn Shot Movement

If both players release the charge at the same time, while walking together, they will both bounce about the screen in a crazy fashion. However, seeing as this a TAS, it can be directed. This bouncing is a very fast method of movement (especially vertically), so the non-autoscrolling levels are dominated by executing this move. Note that the charged shot always releases right, so they players must bounce off of a wall to go left. Additionally, later levels have ceilings which cancel the bounce motion, which means repeated bounces are triggered.
Also, if the burnshot hits a moving platform, the movement will go in the perpendicular direction of the movement. I use this to speed through the prison level.

Ship Exit

It is possible to 'exit' the ships in the 3 autoscrolling shooter levels. This is an execution of the L+R glitch. Simply hitting L+R will cause the player to turn from a ship into the normal player, and walk around the 'ground.' The majority of this glitch is used to increase the entertainment value of the run. Also note, that the ship will be facing the opposite direction of the player's direction when the game forces the character back into ship mode.

About the L+R+D glitch

The game instantly corrupts when hitting L+R+D. It can cause the game to reset, game over, change resolution, print garbage to the screen, etc. Aqfaq has demonstrated that this technique can very very rarely lead to warping. It may be possible to warp from the beginning to the end of the game, using this glitch. However, that wasn't my goal with this movie, hence the 'warpless' branch name.

Level 1

I can't use the Burnshot movement until I turn into Shockman, so I'm forced to walk the first part of the level. The first boss fight is uneventful, I can deal a max of 16 damage with the Tidal wave, so I start by taking off 2 of the 18 boss health. (All bosses have 18 health, and vary the amount of damage they from a weapon.) Inside the first building, I use the burnshot to get high, but I'm forced to bounce about while it depletes. This was the best movement I could get, and I tried a ton of different starting spots. The boss goes down quickly, and I speed up the transition by being at the far right of the screen.

Level 2 - Submarine

There isn't much to do inside the submarine to entertain, until the later part of the level. I waited until I couldn't get any further without dying to exit the submarines. It is impossible to avoid some floors while outside of the submarine, and thus I get to the lowest health in the level. Also, the boss of this level is much faster outside the submarine, as you can totally avoid its attacks.

Level 3 - Sewer

Another autoscrolling level. I try to alternate burnshots to entertain, while still killing everything in the level.

Level 4 - Prison

There are a ton of moving platforms in the prison level, which allows me to force my characters to move extremely fast. I think this is my favorite level for burnshot coordination.

Level 5 - Planes

I aim and achieve 100% kills in this level. Uh, not much else to say, another autoscroller. Sorry. Also, I can't kill the boss outside the plane, so I wait and exit afterwards, for no other reason than it looks cool.

Level 6 - Save Doc

I fight Jetta to half health, which requires only a single attack. Next, I fight some kind of weird Inca monster, and then a ninja. Also, some fun bypassing the climbing levels with burnshot.

Level 7 - Spaceship

Quick! After the emperor, he is in the universe. Great directions doc. I exit the spaceships in the first part of the level, which activates a great glitch, and my spaceships fly backwards for the entire second half. Also, I take damage to get the bird ships to crash as fast as possible.

Level 8

Another level where the ceiling causes burnshot cancel. Also, for the strange blue statues in lava, I can't use burnshot, as there is nothing to reflect off of. I take damage in the fight against the flying heads, so I can hit all of them with the tidal wave from standing in the lava.
I use Sonya in the battle against Jetta, so he positions himself to take the most damage from the tidal wave. Also,once Jetta joins me, I leave him in the dust.
The final boss was irritating, as it took me forever to get the burnshot to end where I could reach the second turret gun, without having to wait for the boss to move across the screen.

Suggested Screenshot

Actual Suggested Screenshot


adelikat: Claimed.

DarkKobold Replaced submission file.
Flygon: Replaced the YouTube module.
adelikat: Good enough viewer response, accepting for publication.
sgrunt: Processing... PROCESSING...!

TASVideoAgent
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This topic is for the purpose of discussing #2924: DarkKobold's PCE Shockman "Warpless" in 21:50.11
Post subject: Fixed an issue that causes a desync in the script
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Luckily, dumping an encode won't crash PCEjin at all. I am making a specialized HD encode due to the random times this game uses 60Hz flicker (It'll be a good time to learn how to do this without creating 10+ AVI files). Don't expect it to be done for a while, however. Also, Yes voted. The game is a bit dry on entertainment, but it's good enough to pass as an optimized TAS. I got no qualms against it. Also, I vote for a warped movie! For the curious, the below script is what will be used for encoding:
ainit = AVISource("movie.avi")
a = ainit.PointResize(ainit.width * 3, ainit.height * 3)
a1 = a.Trim(0,28813).ChangeFPS(30)
a2 = a.Trim(28814,29468).AssumeFieldBased.Weave.VerticalReduceBy2.ChangeFPS(30)
a3 = a.Trim(29469,34611).ChangeFPS(30)
a4 = a.Trim(34612,34743).AssumeFieldBased.Weave.VerticalReduceBy2.ChangeFPS(30)
a5 = a.Trim(34744,35634).ChangeFPS(30)
a6 = a.Trim(35635,35764).AssumeFieldBased.Weave.VerticalReduceBy2.ChangeFPS(30)
a7 = a.Trim(35765,93456).ChangeFPS(30)
b= a1 + a2 + a3 + a4 + a5 + a6 + a7
c = b.PointResize(928, 696)
g = c.PointResize(c.width * 2, c.height * 2)
d = ImageSource(file="logo1080psmd.png", start=0, end=119, fps=b.FrameRate).ConvertToRGB24()
e = BlankClip(d, audio_rate=44100, channels=2)
f = AudioDub(d, e).Lanczos4Resize(g.width, g.height).AssumeFPS(b.FrameRateNumerator, b.FrameRateDenominator)
last = f + g
ConvertToYV24(chromaresample="point")
ConvertToYV12(chromaresample="point")
return last
You could encode from this if you wanted to, but, well... lets face it, I've already run encode.bat. :p
GabCM
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I'm against this use of AssumeFieldBased.Weave.VerticalReduceBy2. I think it will make the movie sharp, then blurry, then sharp... and in my opinion, it will look disgusting. I'd rather use AssumeFieldBased.Weave.VerticalReduceBy2 on the whole movie. I hope I'm thinking wrong, that's why I'll wait and watch your encode Flygon. If I'm thinking right and if people will agree with me, I think I'll do it, because I wouldn't want you to waste your time reencoding. And I'm also thinking of sgrunt's famous quote: "Annoy the viewer the least".
NitroGenesis
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Did I see missed shots?
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
Mister Epic wrote:
I'm against this use of AssumeFieldBased.Weave.VerticalReduceBy2. I think it will make the movie sharp, then blurry, then sharp... and in my opinion, it will look disgusting. I'd rather use AssumeFieldBased.Weave.VerticalReduceBy2 on the whole movie. I hope I'm thinking wrong, that's why I'll wait and watch your encode Flygon. If I'm thinking right and if people will agree with me, I think I'll do it, because I wouldn't want you to waste your time reencoding. And I'm also thinking of sgrunt's famous quote: "Annoy the viewer the least".
Unfortunately, the pixel shifting colour shifting is still there. Luckily, the effect is minimized due to the method of processing. Part 1 is already uploaded, if you want to see Edit: Never mind, it is out of sync, and honestly, it's either it is blended, or parts of the video are unrenderable. I do plan to use more advanced methods of video blending in the future, but that relies on me getting more Hard Drive space. In that, SatoshiLyish and I were discussing this just last night! I basically plan to have a more transparent blend to, indeed, annoy they audience the least (As well has slightly less jitter if anyone ever notices it with the current blend segments, but I can't notice it personally). 50% transparency looks bad with moving objects, 20% is more appropriate, depending on the action on the screen. I do think that situational blending is a good thing to use, but AviSynth doesn't lend itself to blending being used well, and the external applications I will be using to achieve this with the highest quality possible will also require a reasonable amount of Hard Drive space.
<DarkKobold> someone comment on my run, please!
Yes voted.
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Joined: 8/30/2010
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This will also be codified in SD by you or me
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Banned User, Player (142)
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Posts: 500
Location: Argentina Bs. As.
Flygon wrote:
Yes voted.
I will not be quejon or anything, but you said it in the first post
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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GabCM
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Posts: 901
Location: QC, Canada
Flygon wrote:
Never mind, it is out of sync, and honestly, it's either it is blended, or parts of the video are unrenderable
I'll try to render then. I could render DarkKobold's last movie by dumping each frame in a PNG file, and them put them together again. I can do this if the normal method doesn't work.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Mister Epic wrote:
Flygon wrote:
Never mind, it is out of sync, and honestly, it's either it is blended, or parts of the video are unrenderable
I'll try to render then. I could render DarkKobold's last movie by dumping each frame in a PNG file, and them put them together again. I can do this if the normal method doesn't work.
This was due to a mistake in the script, the desync has now been fixed and awaiting upload!
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Joined: 11/15/2004
Posts: 2202
Location: Killjoy
NitroGenesis wrote:
Did I see missed shots?
I cleaned these up in the new file. There was some crappy play in the sewer level that got saved due to a crash. My bad. Also, made some slight improvements to level 1, and the weird statue boss when Mue dies. As a result of hexing, the blue ship takes damage in the asteroid field, but this didn't affect the rest of the movie.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
This'll prove a pretty good chance to use some more advanced stitching and blending, let's hope this doesn't take too long, eh? More AviSynth scripts for the curious:
a1 = AVISource("part1.avi")
a2 = AVISource("part2.avi")
a3 = AVISource("part3.avi")
a4 = AVISource("part4.avi")
a5 = AVISource("part5.avi")
a6 = AVISource("part6.avi")
a7 = AVISource("part7.avi")
a8 = AVISource("part8.avi")
a9 = AVISource("part9.avi")
a10 = AVISource("part10.avi")
comb = a1 + a2 + a3 + a4 + a5 + a6 + a7 + a8 + a9 + a10
b = comb.PointResize(comb.width * 3, comb.height * 3)
c = comb.PointResize(928, 696)
g = c.PointResize(c.width * 2, c.height * 2)
d = ImageSource(file="logo1080psmd.png", start=0, end=119, fps=comb.FrameRate).ConvertToRGB24()
e = BlankClip(d, audio_rate=44100, channels=2)
f = AudioDub(d, e).Lanczos4Resize(g.width, g.height).AssumeFPS(comb.FrameRateNumerator, comb.FrameRateDenominator)
last = f + g
ChangeFPS(last.FrameRateNumerator, last.FrameRateDenominator)
ConvertToYV24(chromaresample="point")
ConvertToYV12(chromaresample="point")
return last
The blended videos have been externally processed, this time.
mklip2001
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Thanks for the encodes! I don't know what to vote on this game yet, though. There's a lot of autoscrollers without a whole bunch of gameplay variety in them (the asteroid dodging is a notable exception). The burn shot thing is cool, though it keeps looking like it should be more controllable than it is. It does make the non-autoscrolling parts pretty cool. I'm a little concerned about the boss fighting too. In a number of the fights, you keep waiting to charge shots and fire them, even when the boss has little health left. For instance, I think there was some boss near the end of the first video where you charged a shot to take off two bars rather than firing a few simple shots. There are some boss fights where you just use those super charged attacks, whatever they are, over and over. It may be the fastest way, but it doesn't really look good. I was sort of hoping there'd be more in-your-face fighting like there is with the other Shubibinman game. In short, this is a decent game, but the scrolling parts and boss fights make me unsure of what to vote right now. Some more comments on the bosses would probably be useful.
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.
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
mklip2001 wrote:
I don't know what to vote on this game yet, though. There's a lot of autoscrollers without a whole bunch of gameplay variety in them (the asteroid dodging is a notable exception). The burn shot thing is cool, though it keeps looking like it should be more controllable than it is. It does make the non-autoscrolling parts pretty cool.
Yeah, the burnshot is only controllable at two places - where you start it, and (if) after you hit a moving platform in the prison level. So, I have very little control beyond 'start at this point.' Thus, some of the technicality of this run was finding the right spot to start the burnshot.
mklip2001 wrote:
I'm a little concerned about the boss fighting too. In a number of the fights, you keep waiting to charge shots and fire them, even when the boss has little health left. For instance, I think there was some boss near the end of the first video where you charged a shot to take off two bars rather than firing a few simple shots. There are some boss fights where you just use those super charged attacks, whatever they are, over and over. It may be the fastest way, but it doesn't really look good. I was sort of hoping there'd be more in-your-face fighting like there is with the other Shubibinman game.
Unfortunately, the charge attacks for two players does too much damage too fast to be ignored. However, the caveat is that you can't fire normal bullets or charge shots until the attack has completely cleared the screen. Also, 1 health bar can take anywhere from 3-8 normal bullets to take down, and the charge shot only takes ~10 frames to charge (once you are allowed to fire again.)
mklip2001 wrote:
In short, this is a decent game, but the scrolling parts and boss fights make me unsure of what to vote right now. Some more comments on the bosses would probably be useful.
Yeah, I tried to entertain as much as I could during the autoscrollers, but I couldn't find much beyond 'look, I exited the ship! Glitchy!' or 'look, I'm flying backwards, and shooting from my butt!' Also, I improved the inca monster in the updated submission.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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Thanks for the responses. I did like the butt-shooting. The info about charged shots was useful too. I'd say that given the solid technical play and the amusing plot, this is good enough for a Yes vote.
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.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
sgrunt
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I found this dull. There wasn't enough variety in the run-of-the-mill jumping and shooting action (with the exception of the "turn into an orange ball" mechanic, but even that got old quickly) and there were too many auto-scrolling sections. I vote meh.
adelikat
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I voted a solid yes. Probably because I'm a sucker for 2-player action.
It's hard to look this good. My TAS projects
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. ---- [1690] PCE Shockman "2 players" by DarkKobold in 21:50.11