emulator: snes9xw improvement 7 with WIP timing
TMNT 4 is a pretty fun beat-em-up game starring the infamous Ninja Turtles. Played with Raphael, with a totally different strategy for the most part (than Mazzaneko's previous runs). Still only 1-player, though.
  • plays in hard mode
  • aims for fastest time
  • doesn't get hit
  • manipulates luck
I set dash to manual in the options, which saved huge amounts of time by letting me start running anywhere in only a few frames, especially because the strongest attacks require running. I also change the control scheme so I get a separate button for the special attack, and turn off automatic back attacks so I can have better control over which way I'm facing when I perform an attack. And of course I set the difficulty to Hard.
Raphael has shorter attack range than Donatello, but the difference is not as much as it seems like it should be and wasn't a major problem. Raphael also walks much faster, which was fairly useful for up/down maneuvering even though all the turtles can run horizontally at the same speed.
Raphael's special does slightly more damage than Donatello's (16 instead of 14, which is just barely enough to kill purple clan guys in 1 hit). That includes run+special (the flying ground kick move), which is the same damage but doesn't eat away health to use. Raphel's peak air slash move only does 8 damage compared to Donatello's 14, so I lose several seconds on the Baxter battle when he's in the air. Donatello's specials are long enough that they can hit twice in a row. As Raphel, I use run+special for the same purpose, but since there's no running in surfboard levels I also lose a few seconds on the Super Krang battle because of having less special attacks available. (It might be faster to get killed to refill my life meter there, but I decided not to do that.)
Raphael's most damaging attack is his somersault-charge, which does 20 damage per hit and is how I beat Super-Shredder so fast (because I got it to hit him twice in a row each dash). Donatello's somersault charge only does 16 damage. For a frame of reference, each bar of boss life is 32 hit points. (I used the cheat finder feature of Snes9x to search for a value in the game's RAM that decreased when I hit the boss, and monitored that value to determine the damage of each attack and the remaining health of the boss (because the life bars aren't accurate enough), in case you're wondering.)
Raphael's regular attacks do damage in the sequence of 5, 4, 3, 8, so his combos start strong and get weaker until the final hit, whereas Donatello's attacks do damage in the sequence of 3, 4, 6, 8, starting out weak and getting stronger. (EDIT: Apparently it can also be 5, 4, 5, 8 depending on the timing, but this is not enough to make a difference in the overall strategy.) Super-Krang was by far the hardest part of this run, because to prevent him from doing his majorly time-wasting attack, it's necessary to bring him to a certain amount of health in a number of hits that's exactly a multiple of 6, which is why I used a normally-suboptimal sequence of attacks on him. (The hard part was figuring out what triggered him to do that attack based on trial and error and what Mazzaneko managed to do. It was easy once I figured out the rule (that he'll perform the attack if he has less than about 1/3 of his health at the end of every 6th time you hit him) and knew all the damage values.)
Luck was manipulated in several places:
  • In the first battle with Shredder, the blocking guys appear at totally random locations nearby. It was a little difficult to get right because by the time I moved where a guy was going to appear, he'd already decided to spawn somewhere else instead.
  • In the ship scene, I jump to manipulate that cannonball to fall exactly on the rock warrior to kill him.
  • In the battle with Bebop and Rocksteady, they have many annoying time-wasting moves that are randomly triggered, which I avoided.
  • In the final battle with Super-Shredder, he has 3 different attacks which are chosen very randomly. I had to manipulate him to do his ice attack each time, which required delaying the end of the previous level by 1 frame for his initial attack, and repeatedly redoing the running start toward him with slightly different timings for the two subsequent attacks.

Phil: Analyzing ...
nitsuja: Did you finish analyzing it yet? I guess so since you published it...


Joined: 3/11/2004
Posts: 191
im not quite sure how to vote on this. yeah i liked it and thought it was well done, but it wasn't exactly exciting to watch. games like this just aren't IMO.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
>Only the first level he didnt finish with as little health as possible, but he probably only realized it later and didnt want to remake everything. He knows the mistakes on the run. I figured it was because the first boss is airborne, and cannot be hit with the special, and the rest are not. You could probably use up the life in the level somehow if you wanted. But perhaps you're right, I'm just guessing.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Baxter can't be hit with a special in the air (and it doesn't seem to be possible to manipulate him to stop flying sooner), but I could have used up another special on an enemy during that long period of waiting for Super Krang to get off the screen. Would have saved 15 frames, but my attempts to hex that in later failed pretty miserably, and since I'm ignoring huge score bonuses in some stages anyway it didn't seem too bad to leave it so I get a few extra points there.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15655
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [419] SNES Teenage Mutant Ninja Turtles IV: Turtles in Time "1 player" by nitsuja in 18:55.00
Post subject: Not Playable in MPlayer
Former player
Joined: 7/6/2004
Posts: 155
The published movie (in AVI) does not play in mplayer. I am using MPlayer 1.0pre7try2-3.3.5-20050130 . What is the version that I need to play the movie? I tried it in Totem as well. That played the audio, but didn't show any video at all. (It went to using audio visualizations.)
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Did you read the FAQ? Specifically, http://tasvideos.org/CodecProblems.html I've given up on the AVIs myself, so that's all the help I can offer.
Former player
Joined: 7/6/2004
Posts: 155
Yes, I am aware of the FAQ. When this site first switched to H264, they seemed to have used weird encoding options that made it incompatible between versions of MPlayer. After that, they encoded them properly and I have had (almost) no problems watching the movies until this one. This one won't play using FFmpeg H.264. I guess that I can try using other h264 implementations.
Active player (438)
Joined: 4/21/2004
Posts: 3518
Location: Stockholm, Sweden
Here: http://www.afterdawn.com/software/video_software/codecs_and_filters/ffdshow.cfm Uninstall any codec you had earlier and use only this one. Works like a charm.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 2/16/2005
Posts: 462
Nice run. Out of curiosity how does the boss life meter lie? I'm assuming it puts more life into the lower bars to make it more 'exciting'?
This signature is much better than its previous version.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
asteron wrote:
Out of curiosity how does the boss life meter lie? I'm assuming it puts more life into the lower bars to make it more 'exciting'?
That's what I meant, but actually upon checking it more carefully, the only way it "lies" is to round up the health to the next bar. The bars are 32 hit points each, so for example a boss with 33 hit points shows 2 bars full even though he has much nearer to only 1 bar. That must be why it seemed to skew the health display upward. But it makes sense when you think about it that you wouldn't want a boss with 1 hit point to show as having 0 life bars. So I guess the only problem with the bars is that they don't show the health with much precision.
Former player
Joined: 7/6/2004
Posts: 155
I downloaded the latest CVS version of ffmpeg and it plays just fine with that. Thanks for the advice.
Joined: 7/5/2004
Posts: 551
Location: Karlstad, Sweden
G R E A T!!
Joined: 12/29/2005
Posts: 119
Great run! The only possible improvement I saw was when you were in an elevator fighting off various foot soldiers. There was a part with two orange foot soldier's on the right hand side. You punch one of them before throwing him off, then throw the other one off. Couldn't you have killed both simultaneously? It just seems you could save another second or two there.
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
EscapePlan9 wrote:
The only possible improvement I saw was when you were in an elevator fighting off various foot soldiers. There was a part with two orange foot soldier's on the right hand side. You punch one of them before throwing him off, then throw the other one off. Couldn't you have killed both simultaneously? It just seems you could save another second or two there.
No, it would actually take longer to kill them both at the same time, because the game would wait for them to fall to the ground and explode before counting them as dead. Throwing them into the screen skips that waiting time, which more than makes up for the extra time it takes to kill them individually, at least in that case. There are at least a few seconds of improvement to be made throughout the run, though (such as from killing Slash much faster, choosing when/how to kill enemies better, and manipulating luck better in the first Shredder battle).
nesrocks
He/Him
Player (247)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
The movie text says this: "The strategy was changed radically, changing from Donatello to Raphael" But the screenshot shows donatello in action, this is confusing.
Player (206)
Joined: 5/29/2004
Posts: 5712
I guess there was another TOTALLY RADICAL change back!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 5/1/2007
Posts: 294
Location: MD
I loved your run! But my only Improvement you could have done was with the fight against Slash. I've compared Mike Uyama's Run of the Slash Battle to yours. There was a chance you could hit him before he jumps, though you'd have to get real lucky for it to happen. I'm sorry I had to say it though. EDIT: I still vote Yes.
I like Doraemon
Player (82)
Joined: 9/16/2006
Posts: 63
Lorenzo_The_Comic wrote:
though you'd have to get real lucky
Luck? There is no "luck" in a TAS. That's just one more thing to be manipulated!
End of Line
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Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
HD encode And what were you expecting? http://www.youtube.com/watch?v=tcHbnouZIeg
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.