This run is 25 frames, 0.42 seconds, faster than the published run. The improved time comes from a new trick involving the rocket launcher, a frame rule, and faster boss fights. More details below.
I know 25 frames isn't a substantial improvement, in particular since this run is close to 10 minutes long. In my defense, this game is quite easy to optimize, and most boss fights depend on a timer that you can't manipulate, so overall, it was very hard to save any frames at all. I play around more on boss fights, and end the game with a higher score, so hopefully this run adds a bit to the entertainment value too.

General comments

  • You only have two speeds, either you stand still or you move 1 pixel/frame. There is no subpixel acceleration or position in the X direction.
  • You automatically grab a ladder if you touch it during a jump.
  • The knife landing trick, found by Arc: By attacking with the knife 13 frames before you land, you don't stop for 1 frame after each jump, as you normally do. This is the reason for all the knife swinging in this run. It is thanks to this trick that you can pretty much constantly move at top speed through the whole level.
  • There are three additional weapons picked up in this run. The rocket launcher and the grenades come with three shots each. The gun lasts a certain amount of time, like the star in Super Mario.
  • Weapons are not carried over to the next level.

The Rocket Pixel Push (RPP) trick

This trick is present a few times in the published run, but I don't think Arc was aware that it saved time. If you fire your rocket launcher when you're falling down from a jump, you won't have to perform the knife landing trick. Instead, you get pushed an additional pixel forward when you land! So each shot with the rocket launcher corresponds to 1 frame saved. It's not much, but it's a nice trick none the less.

Boss fights

The boss fights in this game deserve some mentioning. In the first 4 boss fights, enemies charge you from the edges of the screen. The boss fight ends when all boss enemies have spawned, all enemies on the screen are dead and a certain timer reaches 0. This timer cannot be manipulated, so there is no pressure that I have to kill enemies as soon as they appear, as long as all enemies are dead once this timer reaches 0, the boss fight will end as soon as possible. Boss fights 5 and 6 are a bit special, more on those in the individual level comments.
All dancing done during boss fights were done with the RAM addresses for the music, which easily allowed me to pick out each individual instrument, and choose which one to dance to with each player.

Individual level comments

Level 1 - 8 frames saved

There are two rocket launchers to pick up on this level, so that's 6 shots. I need a rocket for the boss fight, because of the value of the timer that decides when the fight ends. Killing the last batch of enemies with the knife would be slower. 5 rockets equals 5 frames saved by the RPP trick. 1 frame saved on the boss fight too, and 2 frames saved by a frame rule that makes me start the next level sooner. This frame rule is a global timer and cannot be manipulated.

Level 2 - 4 frames saved 8 (12 in total)

One rocket launcher here, so 3 RPP tricks pulled off. However, Arc also pulls of an RPP on this level, so 2 frames saved using that trick. Just like level in 1, 2 frames saved by the between-levels frame rule.

Level 3 - 5 frames saved (17 in total)

The reason why Red climbs the ladder around frame 11870 is because of the mine underneath it - if I don't climb the ladder here, I would step on the mine and die, which is slower. Both grenades and the gun can be picked up on this level, and there are a lot of enemies, so overall, it's quite a nice level. 5 frames saved on this boss fight, and both Red and Blue dance their way through it.

Level 4 - 0 frames saved (17 in total)

The first section of the level can be quite laggy if you don't take care of the enemies as soon as possible. This is why I move back with Blue, in order to kill off enemies as soon as they appear. Because of this, it's not possible for me to climb up and take the rocket launcher around frame 17935. 3 rockets in total on this level, but Arc also pulls of an RPP here, so 2 frames saved using the RPP trick. I lose 2 frames by the between-levels frame rule, negating the 2 frames saved by the RPP.

Level 5 - 0 frames saved (17 in total)

I have to take the upper path, because if I take the lower path, I have to kill enemies with Red by laying down and attacking. This causes the screen to stop scrolling for a few frames, which wastes a lot of time. Jumping while on the lower path is not possible, because there are so many ladders that you would automatically grab. No rocket launcher on this level.
The boss fight here is a bit tricky. A paratrooper's initial Y position depends on the last Y subpixel position of the previous enemy that occupied that Y subpixel RAM address. In particular, for this boss fight, you want RAM address 0x586 to be as high as possible, in order for the last paratrooper to start as far down as possible. Unlike the previous boss fights, this boss fight ends as soon as all 3 paratroopers are dead, and both Red and Blue are on the ground.

Level 6 - 8 frames saved (25 in total)

Just like in level 3, I climb the ladder around frame 30090 because of the mine that is under it. It is faster to climb the ladder than to die on the mine. There is a risk for lag on this level, but just like Arc, I managed to avoid any lag.
The last boss takes 12 hits to kill. You can only damage him with the rocket launcher, and not the knives. I saved 8 frames on this boss by firing the last 3 shots better.

adelikat: Accepting as an improvement to the published movie.
Velitha: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #2712: Randil's NES Rush'n Attack "2 players" in 09:35.90
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Since the published movie was very well optimized, a small improvement could be considerd substantial and accptable, even though such decision might encourage frame wars. Entertainment-wise, this run is regarded as inferior to the current publication, because the affectional scenes were not as imposing as those from the published movie.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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This is a game I went glitch hunting on a while back. I searched the game in and out and I found one graphical glitch involving using a rocket launcher as you jump to climb a ladder. I mention this because I really don't think much time can be saved beyond this. I looked at the last TAS very carefully and spotted no improvement whatsoever. Anyhow, I'm curious if there are any other improvement to this run. I didn't know about the rocket thing, so that's interesting to know. Nice work finding that! yes vote.
Super Mario Bros. console speedrunner - Andrew Gardikis
J.Y
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It's surprising! A yes vote from me.
nesrocks
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sneeze sound wrote:
Entertainment-wise, this run is regarded as inferior to the current publication, because the affectional scenes were not as imposing as those from the published movie.
I haven't watched, but I would be disappointed not to find improved acting during wait scenes.
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In my opinion the waiting periods are still gayish, but that's okay. nice little improvements on one of my favorite games, Yes Vote.
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I am in agreement with klmz. The comic timing isn't there. But, an improvement is an improvement, and I wouldn't be terribly upset to see this one take its place. Meh voted.
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I think the run was great! I don't know what you guys are talking about. I still found it funny and well ran. It beats the current time, so I don't see any reason at all why it shouldn't be published. Voted yes.
"I think we can put our differences behind us... for science, you monster."
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. ---- [1556] NES Rush'n Attack "2 players" by Randil in 09:35.90
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I tried to perform antics and be more entertaining during boss fights, when possible. But since the entertainment value of this is highly subjective, it's very debatable if this runs delivers or not. And in all honesty, I don't think I'm very good at being entertaining during waiting periods in any game, but I tried my best. I had hoped that the dancing during boss fights would be appreciated (a bit surprised it hasn't been mentioned, though perhaps you have to slow down the emulator to appreciate it), and basically anything besides standing completely still is better than some of the boss fights in the published run, in my opinion. The "kiss" at the end of the boss fights in the previous run is present in this run too, but perhaps not timed as well as in Arc's run, as Priam pointed out. In that case, I apologize. Still, I hope that some of you enjoyed the antics during the boss fights in this run.
Arc
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First I shall congratulate you on your technical improvements. 25 frames is more than I would have expected. I would like to share my comments on the entertainment aspect. When I made the erstwhile movie, I felt that I was the director of a very human film. You must understand that these two are forbidden lovers, and they are very passionately fighting against this repression. They openly display their deep affection for each other as an act of rebellion. But in this movie, I see them making nonsensical, robotic movements and only 'secretly' kissing. The plot has been stripped away. They have become killing machines. I have not submitted a new movie since 2008. I have been busy with other projects, and I must admit that my last Maniac Mansion movie was a tremendous psychological burden from which I have not fully recovered. But I still have my ideas. And I would like to share one that I have for Rush'n Attack, so that it may, at least, break free from its current imprisonment in my mind. My idea is to allow Blue to lose all but one life during the boss battles (when they do not have to move rightward). The battle with the dogs is a good choice, considering the lack of entertainment in that battle. Then, on the last level, I would allow Blue to get just a little bit closer to Red. When they approached the very tall ladder that they had to climb, I would have Blue duck down and trip the mine. Blue would be Game Over, but Red would be able to continue on without having to climb the ladder. I believe that this maneuver would ultimately result in a net gain in time.
adelikat
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That sounds like a good idea. I hope it works out. Any strategy where one player makes the ultimate sacrifice for the sake of time is an A+ strat in my book.
It's hard to look this good. My TAS projects
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Arc wrote:
First I shall congratulate you on your technical improvements. 25 frames is more than I would have expected. I would like to share my comments on the entertainment aspect. When I made the erstwhile movie, I felt that I was the director of a very human film. You must understand that these two are forbidden lovers, and they are very passionately fighting against this repression. They openly display their deep affection for each other as an act of rebellion. But in this movie, I see them making nonsensical, robotic movements and only 'secretly' kissing. The plot has been stripped away. They have become killing machines. I have not submitted a new movie since 2008. I have been busy with other projects, and I must admit that my last Maniac Mansion movie was a tremendous psychological burden from which I have not fully recovered. But I still have my ideas. And I would like to share one that I have for Rush'n Attack, so that it may, at least, break free from its current imprisonment in my mind. My idea is to allow Blue to lose all but one life during the boss battles (when they do not have to move rightward). The battle with the dogs is a good choice, considering the lack of entertainment in that battle. Then, on the last level, I would allow Blue to get just a little bit closer to Red. When they approached the very tall ladder that they had to climb, I would have Blue duck down and trip the mine. Blue would be Game Over, but Red would be able to continue on without having to climb the ladder. I believe that this maneuver would ultimately result in a net gain in time.
Thank you for your input, and nice to see you here again. Your thoughts on the boss fights are fair, that perhaps avoiding the static dancing is indeed better, in particular in order to let these secret lovers show their affection to each other. Still, it would feel like copying your run quite a lot, but if you're okay with it, then perhaps I will redo the boss fights in this fashion. Regarding the possible improvement you mentioned, I think it will work (I don't see why it wouldn't). I must admit that I did not consider killing one of the players to save time. This game is quite edit friendly, so it probably won't take too long to redo this run. I'll start a thread in the NES section where everyone can discuss how they think the boss fights should look.
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