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Goals
  • Aims for Fastest time
  • Uses Damage to Save Time
  • Luck Manipulation
  • Uses programmer errors/glitches
  • Plays on hardest difficulty
  • Emulator Used: SNES9X v 1.51
Suggested Description: Lethal Weapon for the Super Nintendo is one of many ports Ocean Software has done. Among an NES/DOS version. This game certainly seems to be based of Duke Nukem and Commander Keen Style Platformers. Overall the main plot of this game follows just taking down major criminals and arresting Jack Travis.
Suggested Screenshot: 42089
Making this overall was challenging for just finding the shortest routes that I could. Exploiting glitches helped a bit with that factor on making enemies seems weak. Not to mention just trying to find ways to take less time waiting and more time moving.
This improved version reduces the run to 30 minutes rather than suspected 40 minutes
Special Thanks to Fractal Fusion for helping out and giving tips.
Keep a note of 11975-12015 Where I exploit a clipping issue to skip a part of the level.
Another glitch I use often is I fire standing than in a few frames jump to shoot two bullets while only losing 1.
I switch to Murtaugh after the 1st mission to save time on the later missions, because he can jump higher. Not to mention he has full health.
Cancelled for More polishing

feos: youtubed.

TASVideoAgent
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This topic is for the purpose of discussing #3595: Cooljay's SNES Lethal Weapon in 30:08.40
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I watched it all. All 30 minutes! This is the second time I do that at all, the first was that glitched out SNES MegaMan movie. This means the game is really fantastic. Divine graphical style, cool music, dynamical gameplay. But the movie really looks sub-optimal. First thing to mention is that strange physics when you stop after each jump - but sometimes not. Then you go back or forward for no obvious reason in some places, like at entering the doors or turning the switches, or on the ladders. Also, if you are about to fall into a whole, you shall jump into it to get the most speed and reach the floor sooner (avoiding hitting corners, surely). Or these electric charges on the floor. When you go back a bit before it turns off, you can start moving right earlier and already have some acceleration right at the moment of it switching off, being just near it at this moment. Why did you kill so many enemies you could just jump over and ignore? So, this needs just some basic movement optimisation I believe. The rerecord count shows that too (if it's real). To make this optimisation you just need to run each level or just room several times in a row, trying to speed up everything you could miss at the first time. That method always ends up improving the things you didn't expect to improve. http://tasvideos.org/Guidelines.html http://tasvideos.org/GameResources/CommonTricks.html http://tasvideos.org/GenericTips.html EDIT: making a fast encode. No HD this time.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Cooljay
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Posts: 468
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Thanks for the tips feos. I certainly could've polished it better. If I need to make another run I will try one more go to get that final touches. Regarding killing enemies. It was mainly I wasn't sure when they might shoot back and some were in the way. Mission 3 at the shopping mall screen you have to kill all the terrorists in it to progress.
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It's always better to post WIPs in a Games section, where you shall create a thread for this game, if there's no one yet.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Cooljay
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Joined: 5/1/2012
Posts: 468
Location: Canada
feos wrote:
It's always better to post WIPs in a Games section, where you shall create a thread for this game, if there's no one yet.
Yeah I should've still posted one beforehand during the making of it.
mklip2001
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Hmm, I'm fairly happy with the game choice. The graphics are simple and generally clean, the music is awesome, and there's a fair bit of length and stage variety. The controls seem clunky, but that's not necessarily a run-killer. However, this run isn't precise enough at this point. The main offender is Mission 4. There are a number of places when it looks like you jump off a rising lift too late, so you overjump the ledge you want to reach. You walk past switches that need to be turned on or off. There are missed shots over enemies' heads. And I'm pretty sure that some of the damage you took in Mission 4 would be much better spent in Mission 5, so that you don't have to wait and duck under the machinegun streams. Good attempt, but this really could use more touch-up. I do think that it'll be publishable once it's cleaner, though.
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.
Cooljay
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mklip2001 wrote:
Hmm, I'm fairly happy with the game choice. The graphics are simple and generally clean, the music is awesome, and there's a fair bit of length and stage variety. The controls seem clunky, but that's not necessarily a run-killer. However, this run isn't precise enough at this point. The main offender is Mission 4. There are a number of places when it looks like you jump off a rising lift too late, so you overjump the ledge you want to reach. You walk past switches that need to be turned on or off. There are missed shots over enemies' heads. And I'm pretty sure that some of the damage you took in Mission 4 would be much better spent in Mission 5, so that you don't have to wait and duck under the machinegun streams. Good attempt, but this really could use more touch-up. I do think that it'll be publishable once it's cleaner, though.
Thanks for feedback. I can see if I clean that Mission 4 and 5 up for an improved version Also other touches will do as well
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