Saturday Night Slam Masters is a 2d wrestling game by Capcom that offers a repertoire of throws, special moves and finishers for all wrestlers. It also features the Mayor of Metro City Mike "Macho" Haggar from the Final Fight series as a guest character.

Game objectives

  • Emulator used: Bizhawk 1.7.0
  • Aims for fastest time
  • Heavy Luck Manipulation
  • Uses Hardest Difficulty

Comments

  • This game seemed to desync a lot, so there was quite a bit of strategies I had to do to avoid it
  • In some of the matches I believe the timer is going a bit slower for some reason, because I have been getting in as possible on all fights.
  • For stages 9 and 18. I have to punch the guy to manipulate luck and twice in 18 along with waiting a few frames.

Other comments

  • All I have to say is that I hope you enjoy watching this.

Solarplex: Added Temp Encode
feos: Accepting to Vault and publishing...

TASVideoAgent
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This topic is for the purpose of discussing #4341: Cooljay's SNES Saturday Night Slam Masters in 18:22.23
Spikestuff
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Cooljay wrote:
This game seemed to desync a lot, so there was quite a bit of strategies I had to do to avoid it.
So it didn't scream out "use FCEUX lsnes"? Sorry, I know how higher up you are compared to me Cooljay but I'm just being very skeptical right now on your decision not to use FCEUX lsnes if you were having issues with Bizhawk. Unless FCEUX lsnes also had the same issues then it's understandable but right now questionable. Edit: Well apparently the Console part was wrong so I was mentioning the other NES emulator instead of the other SNES one.
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EgixBacon
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This is actually an SNES game, so you can't use FCEUX anyway. Someone should fix the console name.
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Spikestuff
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EgxHB wrote:
This is actually an SNES game, so you can't use FCEUX anyway.
Okay that explains a lot. (I didn't actually look at the rom filename either) heh So I'll change the question around. Why didn't you use lsnes in the case of checking if that emulator also had desyncs like BizHawk. Unless lsnes also get some desyncs while TASing this game.
WebNations/Sabih wrote:
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It's a shame that an otherwise entertaining game gets such a boring demonstration.
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Patashu
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Voted no. Fighter TASes should go for entertainment over speed. It's amusing how you basically play chicken with the ring out timer, but only a few times.
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Spikestuff
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I'm going to vote Meh (towards Vault) It's unfair to reject a speed/entertainment Fighter TAS especially when they're something "new" but even so everyone is still skeptical about it. A nice playround can go along side with this any day.
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This is one of my favorite SNES games, but I'm disappointed in this TAS. I'm with Patashu that fighting (or wrestling) game TASes should go for entertainment over speed. If it's about speed, then it devolves into repetitive combos and/or tactics. Getting nothing but count-outs might be faster than a pin, but it's boring. I'd love to see a playaround in both Single and Battle Royal modes showing off glitches and stuff like that. There's gotta be glitches to be found in the game.
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Any thoughts about optimization?
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Voting no: not entertaining. Why didn't you use the arcade version of this game? It is significantly better looking.
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Pretty boring watching ring time out's over and over.
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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. ---- [2625] SNES Saturday Night Slam Masters by Cooljay in 18:22.23
Joined: 4/24/2012
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A no-ringout version of the game would probably just involve manipulating positioning to get a bunch of fast fist attacks (Biff, Gunloc, Grater and Rasta have specials involving a rapid Attack press a la Hundred Hand Slap) to hit in quick succession for massive damage. I could see that potentially being faster than a ring-out version, though I can't imagine it's that much more interesting to watch. A 2P Battle Royale (the name is misleading--It's 2v2 fighting) run not aiming for speed might be kind of interesting. I have fond memories of this game from my childhood.
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feos wrote:
Any thoughts about optimization?
Well, for starters, rapidly pressing face buttons (maybe shoulder buttons / D-pad too, haven't ever tested) throughout the end-of-match score countdown makes it tick down much, much faster - practically instantaneously. I don't see that done here. Could shave at least thirty seconds off this in real-time :) Also agreeing with the sentiment that this game would be much better suited for a MKII-style "playaround" than a straight-up speedrun.
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LarmaRatPatter wrote:
Could shave at least thirty seconds off this in real-time :)
Oh! Even though it is already published, maybe the author takes time and adds this improvement.
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.
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I thought this was kinda hilarious. I think it may fare better to playaround a bit during the waiting times, but oh well.