Submission Text Full Submission Page
  • Emulator used: fceux-2.1.5-win32
  • Tool-Assisted Movie in real time run
  • Heavy Warp Glitch Abuse
  • Boss-Fight Skipping
Comments:
This is probably the first tool-assisted run of Cross Fire for the NES, where it shows a heavy glitch abuse and the wall thru glitch for skip the stages.
Stage by stage comments
Stage 1
A mid pacifist run, enemy evasion and more of the half stage omitted
Stage 2
Same as above, with the floating bug (using turbo shooting)
Note: Only works in screens without too much graphic & enemies
Stage 3
Same as stage 1
Stage 4
Same as above, and boss fight skipping
Stage 5
Same as Stage 4, with boss fight skipping
Walk thru walls: Can be done with a 30fps turbo shooting + right pad, in some platforms. Some holes an be "walked" without falling, and the dead-end walls can be used for the warp glitch
This was recorded in a real time run, so default speed is used in the whole run

FractalFusion: Hello, ColorAndPSK, and welcome to the forums.
Unfortunately, we've had a faster run submitted. Please read the discussion thread for more details. I'm cancelling the run for now. If you would like to discuss the matter, please post in the discussion.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15629
Location: 127.0.0.1
This topic is for the purpose of discussing #3353: ColorAndPSK's NES Cross Fire in 06:39.69
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Sorry, but [submission 1732]you're too slow[/submission]. You may want to read up on the [wiki MovieRules]Movie Rules[/wiki] and [wiki Guidelines]Guidelines[/wiki] before trying again.
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
This was recorded in a real time run, so default speed is used in the whole run
Use frame advance.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Tool-Assisted Movie in real time run
What does this even supposed to mean? A TAS can't be done in real time. Like what NitroGenesis said, use frame advance.
Post subject: Re: #3353: ColorAndPSK's NES Cross Fire in 06:39.69
Editor, Expert player (2080)
Joined: 6/15/2005
Posts: 3284
Hello, ColorAndPSK, and welcome to the forums. Unfortunately, Yunshui's movie is faster than yours. Even though the movie end is not the same, Yunshui ends at frame 21675, while at the same spot, your movie is at about 21920. So it is about 250 frames (about 4 seconds) slower. Please watch the jumps carefully. In the last level, some jumps are partially blocked by the boxes, so it slows you down. Note that Yunshui's movie had been rejected for entertainment reasons, so another movie of this game will likely be rejected unless the new run is very much better.
Tool-Assisted Movie in real time run
This was recorded in a real time run, so default speed is used in the whole run
These are not valid goals or methods for making good TASes. We expect that, when making a TAS, one uses all the tools available to produce a TAS for the purpose of watching the movie. Most TASes use many rerecords, depending on the game (Yunshui used over 3000 for his submission). Also, to control the input precisely, use frame advance. Default speed cannot do this.
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2792
Location: The dark corners of the TASVideos server
om, nom, nom... crunchy!