I have a lot of history with this game, and was also wondering how well I would be able to make a TAS. So I did the only thing I know how, jump right in and learn as I went. I am a rather big fan of speed runs and TAS's, I hope my TAS will be welcomed.
Game Objectives: Beat the game with out killing any enemy unless it hinders forward progression (bosses and such).
  • Emulator used: FCEUX 2.1.5
  • Pacifist
  • Contains speed/entertainment tradeoffs
  • One player in a multiplayer game
  • Heavy luck manipulation
The TAS took just under 2 months to make. That being between real life stuff and the game desyncing SO often. But I feel it was worth it. Please note that this was all done on TAS Edit. TAS Edit likes to crash often, reset tweak counts every time it is reloaded, and just over all is not the best thing to use. But for what ever reason my computer would not allow me to use a controller with an emulator. So I was really only given one choice.
My tweak count almost always loaded up at ~30k tweaks. I ended a bunch of sessions with that count well over ~200k tweaks, but reload and it is back to 28-30k. I don't get it but but it is not a big deal. I did stream a bit of me making this and was given live feedback or ideas when I was unable to make forward progression. But I NEVER resorted to killing anything. I did almost restart to hit and pick up weapons from weapon pods for extra points giving me extra lives for stage 7. But then it just dawned on me how to make it to the end without having to restart.
Stage 1: More or less strait forward. I chose to not manipulate most spawns as I felt it gave more entertainment over the Contra TAS. That was a general rule I used unless a section was either really tight or the spawns make it impossible to pass. First up is the first cannon. This took me a while to get past and I am glad I was able to in the fashion I did. I also went with "M" and not "F" because I was testing each for best time, but I was able to get the last turret on the boss to not spawn, making it the best choice for what my goals are.
Stage 2: I was able to put the tank skip I discovered (but AnS was able to explain to me, and also thanks to scaryice for helping out with it as well) into use and saved 1 kill. The final bridge was a real pain as I needed to manipulate more than I wanted to. But I did have to despawn the red guy standing in front of the door to prevent yet another unnecessary kill.
Stage 3: This is the stage I was most worried about. But it turned out to be rather fun and a lot less stressful than I thought it was going to be. You may notice that just before the cannon, a red guy tries to shoot at me, but nothing comes out. Forcing this to happen was really the only thing that allowed me to pass the cannon smoothly without much manipulation of the spawns. The water section up to the mini boss was all rather easy. I did have to manipulate the enemies jump height as they entered water. Besides that, it was just me trying to troll as much as I could.
Stage 4: The opening bubbles were a real issue. I ended up having to pause for a few frames right at the start and was able to get past the first set a bit slow, but the second set was very fast. Most of my efforts ended up with either both being rather slow, or one taking a very very long time. So I kept this. At the first set of falling bombs, due to so many sprites, some of the bombs despawned, allowing a faster ascend. After that I was just trying to make this stage as entertaining as I could. Hope yall enjoy it.
Stage 5: This stage is evil... I had so many desyncs on this stage that my stream viewers had a fun time laughing at me getting angry. But I was able to push on. The section with the falling rocks had special attention as I wanted to either skip the 1 falling rock (cant be done from what I can tell) or make it spawn early so i would not have to wait. But the jetpack guys had plans to make that as hard as they could. I ended up having to slow down just a bit before the rocks to allow the jetpack guys to be a bit further up, allowing me to pass smoothly, or at all.
Stage 6: Figuring out where in the stage to abuse the manipulation of the spawns was rather hard. I needed to end up on the right side to pass the third area with the red things. I also spent a lot of time on getting the position for the boss right as i was getting a lot of desyncs just at the boss. And that is why I have dead time... sorry for that.
Stage 7: I got rather test happy with this stage. Trying to get the purple pillar things to shoot at the correct angle and be in the specific location to be hit by them was really time consuming once the idea of how to properly pass everything formed in my head. After respawning, I shoot the pillars to make them move forward so i would have enough I frames to pass threw them and be able to change my direction a bit sooner as well (Thanks to TheReflexWonder for reminding me to say that). I was getting stuck at the pods before I figured it out though. By the way, the hit boxes of the pillars and the pods are WAY TOO BIG!!!!!! I had a lot of fun with the stage 7 boss as I was far away and did not have an insta kill.
Stage 8: Most of my time in this stage was spent on the start and the first set of gaps. But I was just trying to make it as entertaining as I could. Please note that the hit boxes for the homing red things are huge too. I tried to break the most boring part of this stage by getting clipped into the floor a few times. Just to give some viewers something to do a double take at.
I would like to give a huge shout out to Mayor K, as he found all of the RAM values that interested me at any times notice.
Something fun to do is watch this with the .lua script that shows the hit boxes. Pasky13 was a pal and posted it on page 4 of the Super C thread.
Improvements can be made just by simply going for pure speed. But I think that would take all the fun out of this run.
I can only think of 1 frame that would be nice, hope others can find better ones. Frame 29424
Hope you enjoy!

Nach: There were many points to consider in judging this run. What exactly is pacifist? Is it optimized enough? Is it entertaining?
The exact meaning of pacifist is debatable. Some would consider pacifist to be a run where you don't kill anything unless it prevents you from progressing, or you have no way out and would die unless you kill something (self defense). Others would argue that last point and would require pacifist to include self sacrifice if too many enemies fill the screen at points. Another point, is a pacifist run allowed to use more powerful weapons when fighting enemies that prevent progression? Or is one required to always stick with the most peaceful firepower available.
Since there is no clear definition, I don't find this run to violate its own rules of being labeled "pacifist". If a future run wants to obsolete this with a different meaning of "pacifist", we'll discuss it then.
Regarding the optimization, it was pretty good in most places. In the few places where it wasn't, more enemies swarmed the screen which led to trickier situations. These tricky situations lend well to the goal of TASing in general, act like nothing fazes you, and run between bullets and so on. So while they can be done faster, the non-optimal segments did increase entertainment.
Overall, audience response about entertainment was good. Therefore, I am accepting as first run, and welcoming a new branch which showcases what TASing is all about.

Ilari: Processing

TASVideoAgent
They/Them
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This topic is for the purpose of discussing #3755: Heidman's NES Super C "1P Pacifist" in 13:21.40
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Player (74)
Joined: 12/20/2006
Posts: 154
Very enjoyable watch, congrats on the run heid i'm sure doing this taught you a ton about the game that could be useful for improving your real time run too (ha!).
Editor, Skilled player (1405)
Joined: 3/31/2010
Posts: 2086
Watched the encode, and I must say I was fairly impressed. Granted, often, you did have to slow down, but hte sheer amount of projectiles and enemies the game throws at you was staggering. A really impressive sight to watch if I may say so myself. Voting yes for... whatever the voting still is good for these days.
Joined: 4/5/2011
Posts: 61
Well done indeed. Yes for moons! I always like pacifist runs in games like these. Especially liked how you abode the rules to the fullest extent with no killing bullets and minimum bubbles destroyed when moving down on Area 7, I think.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Is it reasonable to assume that the non-kill shots were for manipulation? They look a little tacky. I wish you would have (could have?) shot away from the purple pillars after each death, so that you didn't hurt them at all. That said, the movement was excellent, and you did a fine job of keeping it entertaining. Strong yes vote from me. :)
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Shooting them was to get them to move forward as to be able to have enough I-frames to pass threw them. I will add that to the submission text. Thanks for pointing that out.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2224
Location: Georgia, USA
Awesome. Maybe this could be a little faster, especially if you manipulate fewer enemies in the way, but I really like how this looked. Even the necessary suicides in Stage 7 didn't really detract from the movie (and that boss is much cooler in a pacifist run). The enemy soup is thick, indeed. I'm totally in favor of getting this a Moon. 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.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
I chose to not manipulate most spawns as I felt it gave more entertainment over the Contra TAS. That was a general rule I used unless a section was either really tight or the spawns make it impossible to pass. Improvements can be made just by simply going for pure speed. But I think that would take all the fun out of this run.
I made this with the intention of entertainment. Speed was a priority but I chose to have a higher quality of entertainment rather than manipulate everything to make it look like the Contra TAS.
Soig
He/Him
Skilled player (1479)
Joined: 12/4/2010
Posts: 252
Maybe there are some improvements in this run, though. Some Boss Fighting didn't use big F at the begining... And somewhere can be faster due to better randomness control. So voted meh.
Player (125)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Yes vote. But. 1st boss can be improve(What soig mention). 2nd boss as well (you can charge F for 33 frame to shot big Fireball). And other boss will too
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
I dont mean to be rude or be the guy that always needs to be right, but... Charged F shots are only good for the first shot if you are not point blank. The explosion causes extra bullets to be on screen and makes it so you can not shoot another shot. The time it takes for the extra shots to leave the screen allowing another shot is longer than a normal shot and only causes 1-2 extra points of damage causing a loss of frames in the long run. About stage 1 boss, my tas is almost on par with the current 2p tas and FAR faster then the old 1p tas that uses fire. I have already explained the manipulation of the spawns in my notes and also quoted them in the thread. I am more than willing to answer any questions that come up if any one wants clarification on any aspect of my tas.
Soig
He/Him
Skilled player (1479)
Joined: 12/4/2010
Posts: 252
I'm doing this run now. And I've improved 927 frames(~15.45 seconds) until stage 7. I'll finish it tomorrow or the day after tomorrow. Also, I think 2P record can be improved. Due to 1 frame faster at main menu. And stage 1's boss fighting's bug.
AnS
Emulator Coder, Experienced player (723)
Joined: 2/23/2006
Posts: 682
Pretty entertaining run! I'm glad the tank skip in level 2 actually proved to be useful.
Heidman wrote:
Please note that this was all done on TAS Editor. TAS Editor likes to crash often, reset tweak counts every time it is reloaded, and just over all is not the best thing to use.
Please, change the "TAS Editor" there to "TAS Edit", because right now the text is misleading. What you used in FCEUX 2.1.5 was pre-alpha version of the first experimental prototype of TAS Editor's source of inspiration. The new TAS Editor is totally different (check it), so there's no crashes or tweak counts.
Heidman wrote:
My tweak count almost always loaded up at ~30k tweaks. I ended a bunch of sessions with that count well over ~200k tweaks, but reload and it is back to 28-30k. I don't get it but but it is not a big deal.
There's no reliable way to translate tweaks to rerecords. So actual TAS Editor counts rerecords.
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Soig wrote:
I'm doing this run now. And I've improved 927 frames(~15.45 seconds) until stage 7. I'll finish it tomorrow or the day after tomorrow. Also, I think 2P record can be improved. Due to 1 frame faster at main menu. And stage 1's boss fighting's bug.
Awesome. Any chance of posting your current WIP? I would like to see it. I am sure most of your time gain is from spawn manipulation that I chose to forgo in most areas. AnS: Thanks, I will change that. I did not know. Edit: Just took a look at it. WOW it it nice. Thanks for the tip.
Player (125)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Well two player will obviously faster. Here's why *Faster boss fight *death shortcut *dual Charged F shot is pain in ass *more entertaint cons: *Cause one frame slower in main menu. *no boss glitch
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Not enough lives to get them both threw stage 7 though.
Player (125)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Heidman wrote:
Not enough lives to get them both threw stage 7 though.
let any player abuse game over and other player completes the stage. If by any chance he completes with one live left the other player can return with it at boss
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Would that look really ugly though? Then again, Battletoads did it...
Player (125)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Also. In pacifist rule, powerup are not mean to take
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Pacifist and minimalist/low% are 2 different things correct?
Player (125)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Maybe idk. This is true pacifist. #1545: Xipo's NES Ninja Gaiden 2 in 11:10.68
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Wow, that was impressive! Your avoiding certain death by a few pixels kept the run entertaining throughout. Great first TAS, Heidman. Yes vote! Publish as a Moon!
Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Marx wrote:
Maybe idk. This is true pacifist. #1545: Xipo's NES Ninja Gaiden 2 in 11:10.68
So out of the 6 "pacifist" runs on the site, only 1 is a real pacifist and it was the last one put on the site?
Player (125)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Heidman wrote:
Marx wrote:
Maybe idk. This is true pacifist. #1545: Xipo's NES Ninja Gaiden 2 in 11:10.68
So out of the 6 "pacifist" runs on the site, only 1 is a real pacifist and it was the last one put on the site?
castlevania?
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..