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Intro :

A multiple objective, perfect run.

Objectives:

  • Achieve the highest score possible
  • Receive no damage while saving time
  • Eliminate all enemies/objects with point value

Movie information :

  • Number frames : - 127786
  • Actual movie length : - 35:29.76
  • Number of rerecords : - 7611

Game information :

  • Exact completion time from last button pressed : - 32:52.37
  • Overall Score : 10403600

Notes :

This run was aimed at achieving the highest possible score, eliminating all enemies with point value, while receiving no damage, all whilst conserving time and killing bosses as fast as possible.
Using frame advance and minimal speeds, i try to stick as close to bosses as possible to make use of the bombing attacks to maximize damage output.
Lightning bombs were utilized in a way to destroy any target worth any point value and to damage the final boss a bit faster, some targets can't be destroyed by normal means, power-ups also award points.
Points aren't awarded for individual boss targets, however enemy spawns are farmed without affecting overall time, so i concentrated for the majority on weak spots as soon as possible, ignoring targets with no value.

Other notes :

Stage 2 was a nightmare to get right, getting all of the rocks was very hard to pull off. The boss is also peculiar in the sense that his hitbox changes, normal bombs have no effect until he decends to the bottom of the screen.
Stage 1 and 7a's train boss has a similar issue, when the main gun is destroyed, the object remains there until the cannon that pops off gets to the bottom of the screen, this is why i go upwards and then forwards straights after destroying the gun.
Something also notable for TASing this title is the issue of lag the game experiences, after killing bosses, stop firing, it reduces the frame lag considerably

feos: Nice game, and good approach, but since it's an autoscroller game, the main thing to do is optimizing everything that's not hardcoded: menu navigation, destroying enemies that prevent your progression as fast as possible, item management. Ending input ASAP is also necessary.
As for entertainment, it doesn't matter too much as long as we have Vault, but this game seems to have some potential, especially when applying the suggestions like these.
Rejecting for sub-optimality and looking forward to a new iteration of this TAS. Just always use frame advance and rerecord everything that can potentially save more frames.


TASVideoAgent
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This topic is for the purpose of discussing #4301: martandelus's Genesis Steel Empire in 35:32.51
Joined: 4/19/2013
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keeps desyncing :C
Player (69)
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Solution found : - My .cfg file is needed. Inside of this archive is my gens.cfg and the original unmodified version to revert back to normal after playback. http://www26.zippyshare.com/v/58950389/file.html ____________________________ Cause : - My .cfg file was altered in the sense that the xbox 360's start button was set as frame advance, the default .cfg file is what made the movie desync, i thought the key was actually mapped to keyboard input using xpadder, however that's a definite nope this time around. Hopefully this issues been set straight -_- complete oversight on my part. Much appology.
Nothing to fear but fear itself - Franklin D. Roosevelt
Spikestuff
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martandelus wrote:
Exact completion time from last button pressed : - 32:52.37
Right, last frame is actually 35:52.51 as TASVideos shows. I looked at your input and the last input I saw pressed (start) was at 32:55.13 I also saw the entertaining thing that I love... button mashing. Note: I could be more strict as you had your actual final input (X) is at frame 121575 (~33:49.12) So basically this means that TAS isn't properly completed as it does not have a distinct end point in the input. Like andrew207 I'm getting desync too at the first train cart thing.... Did you do anything to the emulator? Due to desync I cannot valid a correct time or be able to tell martandelus off for the button mashing at the start. Also Game Title is actually just Steel Empire no need for "The" to be part of it. I see why now. I'm also not reading/viewing anything about this having a "100%" thing to it, is the "100%" branch meant to be your accuracy? If so it really isn't necessary. Refraining from voting until I get this to sync.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Figured it out, see above *facepalm Its the .cfg file changes that messed it up, first i thought it was the wrong rom.
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Spikestuff
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martandelus wrote:
Figured it out, see above *facepalm
You edited your post at the time I posted my comment. So that kind of comment really isn't needed. Edit: But at least it now syncs.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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PCachu
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Gonna have to lay down the meh on this one, due entirely to game choice. Steel Empire is a cool little steampunk-themed shmup with a sepia-tinted wartime newsreel aesthetic, but it's not particularly fast-paced and watching it without playing it can be a bit of a drag. Having owned the game back in the day, I did appreciate the nothing-escapes-alive approach to playing -- I can't imagine the sheer boredom of a pacifist run against a game this determined to not shoot at you for long periods of time, even on Hard -- but as a shmup, this game really does little to distinguish itself apart from the previously-noted old-timey newsreel motif.
Post subject: *sighs* This is Duke Nukem all over again.
Spikestuff
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Yup pretty sure that was button mashing input than actually putting in the correct input: No bias on the frame exact same frame to screenshot right after a fadeout screen. Vegas was being a butt when I wanted to compare so that's why it's an image. Top of that it's a similar issue that was also rejected a undefined end point in your input. Edit: Since this is meant to be a superhuman TAS get the starting input correct. Edit 2: Sony Vegas woke up. Link to video
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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I agree with you, very valid points guys. Firstly i'm agreed with spikestuff, 41 frames that could have been improved is rather small in terms of how long the game/movie is, but still leaves a place to be improved upon, evidence is right there. Secondly i'm agreed with PCachu, this game isn't exactly a blue ribbon title, so it was always bound to cause that ambiguous response, i thought that this game was presented very poorly. Moving on. Frankly, i didn't think the menu parts were all that huge in TASing, more the gameplay elements i figured, so it wasn't really prioritized, was my understanding of the rules initially. I don't know about anyone else, but i couldn't fathom getting through this whole game normally without getting hit and with that finishing time, still counts i would have said when it comes down to the crunch. There it is anyway and with room for improvements, thanks for the feedback.
Nothing to fear but fear itself - Franklin D. Roosevelt
Spikestuff
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I'm surprised* you're only agreeing to only 1 of my points. Because that point is the bigger one than the 41 frames of being slow.
* sarcasm on surprised. I'm not surprised at all
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Autoscrolling TASes generally aren't that entertaining to watch unless there's enough complexity in the game's systems to take advantage of for lots of entertaining tricks, which this game really doesn't have. (Now, an Armed Police Batrider or Raiden Fighters Jet TAS...) The play is impressive enough but it doesn't look "superhuman." In STG superplays the player is generally very proactive, positioning for enemy waves and bullet patterns before they appear. This play looks much more reactive, with lots of unnecessarily large blind dodges and enemies given plenty of time to get into the playfield. Good effort, but no vote for entertainment.
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I didn't what to choose as regarding the 100% bit, i clicked it since i was trying to wipe everything out, now i give it some proper thought, theres wasn't any point at all, nail on the head tbh, total white flag there. I'm willing to call a fail, considering a few things, think i'll pass up on this kind of shooting game, i'm just reviewing the playthrough and for all its a whopper score, it's a bit too straight forward, is it just me or would battle squadron be the same kind of result? Ahh well, was worth a bash, not like its the end of the world, i'm gonna stick to my current project and just work on that, I might revisit this one some time, and try and make it look better in general, but that's off the radar for now.
Nothing to fear but fear itself - Franklin D. Roosevelt
MarbleousDave
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I remember seeing this game being reviewed on the short-lived web video series called Game Flop. (The episode was titled "Koopon Kard")
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Thanks for bringing an excellent Genesis soundtrack that I've never heard before to my attention. As for the superplay itself, I abstain from voting due to my lack of familiarity with the game and genre in general.
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There's something, it does have quite a soundtrack, i never thought about it like that, interesting fact. Actually, i'm more curious if this got the nodd, even though its a kinda dumpy game, even just for now, a current record on a title would be awesome, since i've never done this stuff before. i can re-do it getting shot of those dead frames during my impatient mashing for sure, but i'm gonna have to knock it down a notch or 7 in priority, balancing work and projects is a tough call, i'd rather plough on with some better titles.
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I think a couple of changes could make this much more entertaining: - Do not waste any shots - Play with the enemies. Keep the screen entirely free of enemies for a long period of time by shooting them before they have a chance to appear; wait for the screen to be filled with enemies before shooting all of them - Get and move extremely close to projectiles and enemies (if possible, get close enough that shots hit them before they are even visible) - Get rid of the upgrades. If you do need to pick them up to reach your maximum score goal, try to get rid of them again as soon as possible without losing time - Find other entertaining maneuvers, glitches, AI oddities or tricks Autoscrollers can be entertaining. I don't know this game so I don't know if this applies here, but in general, they can. The autoscrolling levels in the Yoshi's Island TAS are absolutely hilarious. I'd say experiment with one map and see if you can get more entertaining results while still keeping your goals, and if it still doesn't work, then leave it. But if it does, post that level as a WIP and see if people like it. You may be given another chance.
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om, nom, nom... sweet!
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Good news for you guys, i've started working on this again, and it looks like every idea i've been given is really paying off, i've improved the entire 1st stage by 700 frames at least (think it was 741 or something). Anyhow, it's looking a lot better than it did, much less missed shots, overall, it just looks less sloppy, the menu navigation is better optimized also, when i get to about 50% through, i'll post the W.I.P. Sound advice guys 8)
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^ Looks like the WIP isn't happening? Just found this by observing my judgments.
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.