(Link to video)

Movie information

  • Emulator: JPC-RR r11.8 rc2
  • Takes damage to save time
  • Uses death to save time
  • Genre: Action
  • Genre: Platform
This run uses the official v1.1 freeware release, which can be found here: http://legacy.3drealms.com/downloads.html
ID: dc66ff38ad8261e4a0293c6a8e54dcc7
Tracks: 16
Sides: 16
Sectors: 63
Total sectors: 16128
MD5: 14aaf473a588dba6c0165e86f496d712

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Bio Menace is an action movie inspired run and gun platformer released in 1993 by Apogee Software. The game follows the story of Snake Logan, a CIA operative whose job is to get to the bottom of the mysterious Master Cain's plans after his attack on Metro City. In Episode 1: Dr. Mangle's Lab, Snake must confront Cain's cohort, Dr. Mangle, and end his mutant research for good.
Also, it has one of the greatest title screens of all time. Look at it.

Difficulty

Easy difficulty was chosen for this run. The only difference between this and hard difficulty is that Snake starts the episode with 4 HP and health pickups only put you up (or down) to 2 HP. The only way to get back up to 4 HP would be to save-heal at the beginning of every level. This limitation would result in a lot of extra menu work, waiting, dodging, and chipping away at enemies with the default gun, which would significantly lengthen the run and (in my opinion) detract from the entertainment value. For these reasons, I've opted to run the game on easy difficulty.

Tricks and strategies

Bio Menace runs on a modified version of the Keen Galaxy Engine, which should be apparent if you've noticed the menu looks similar to the ones used in the second Keen trilogy. The physics are about the same, and little movement tricks such as corner boosting are still present. Death exits aren't possible in the same way as the other Keen games, since Snake's dead body actually has collision, but there are still ways to get outside the level...

Basics

Jumping and shooting both slow down Snake slightly, so these are kept to a minimum. You cannot move while shooting on the ground, so if you have to shoot and still want to move forward, you can do it mid-air while jumping.

Wrong warp

The exact workings of the wrong warp are unclear, but having perfect subpixel alignment while entering certain warp doors can result in an immediate exit. The wrong warp point is the subpixel that the game corrects Snake into when he enters a door, although Bio Menace is a very strange game and the warp point and the success rate can vary between versions and computers. Wrong warping sends Snake up to the 0,0 tile outside the visible level. The outside of the level is lined with "edge of map" tiles, which end the level when touched, so the game just considers the level finished. This trick only works on warp tiles that have a tile to the left of them with no warp location assigned to it. Most of the unlockable warp doors have warp locations assigned to the left half but only the right half works, so they aren't candidates for this.

Corner boost

Landing as close as possible to the edge of a platform results in a significant boost, worth about five in-game frames of forward movement. This also works on tree branches at about the point where the branch stops sloping.

Health management

Even on easy difficulty, staying alive is difficult thanks to the large amount of enemies and projectiles that will be in the way. Health pickups take a little extra time to get, but it can be much faster to run through enemies and grab health later rather than killing or jumping over enemies in the way. Figuring out which health packs to grab and which enemies to avoid is key to optimizing the run.

Level comments

Downtown Metro

The goal here is to go directly to the nearest door and execute a wrong warp. Some enemies are jumped over because health management is a large part of this run, and while jumping does cost a few frames, it will be much more costly to grab health later on.

High Rise

This is where the action starts. The whole level is laden with imps and frog bombs, and the fastest way to deal with some of them is to just let them hit you and abuse invincibility frames. You can be careful at the start because the second platform cycle is a bottleneck. Health is grabbed for the first time about halfway into the level.

City Park

A pretty straightforward climb up some trees to the hostage. Corner boosting still works on the ends of the tree branches, except it has to be further up the branch, where the sloping part and the straight part meet. Some of the more difficult jumps between branches have to be close to frame perfect to work.

South Side

Another wrong warp, and this one is even quicker than the first level. Optimizing this one is a little bit difficult due to the platform cycle.

Sewer

This is a really brutal level with a lot of hazards and not much on-path health. Getting the plasma bolts is well worth it - there are so many slime monsters in the way that some of them must be killed. The only hazard that can't be avoided is the flamethrowers, and rather than waiting for them to go away, all of them are run through. The health management gets pretty simple once the keycard is acquired.

Cave

You can take your time at the beginning of the level because you'd have to wait for the first platform cycle even if you get there as fast as possible, so we may as well avoid taking damage on the way there. You lose nothing except a life for dying in this game, so deathwarping after grabbing the shard saves a ton of backtracking. This is another level that requires a lot of planning around health management. The platform cycles around the end are really unfavorable - if you decide to skip the platform on the left (and the health), you just end up with similarly bad timing on the other side. You're better off just waiting around for the first platform, getting the health, and tanking your way to the exit.

Skull Man

Here's the midboss of the episode. Mercifully, you get a full heal to start the level. Because of the platform cycle, there's enough time to grab exactly one grenade. It's important to jump directly to the platform because touching parts of the ground triggers a text box that wastes 3/4 of a second, and you'd still have to wait for the platform anyway. There's more firepower to find in this level, but it's too far out of the way and we're way better off just plugging away with the default gun. Every bit of optimization is important here too, because the platform cycle after getting the blue shard is just barely reachable.

Elevator

A pretty straightforward vertical level. The level has a right half to it, but it's all optional. Not much to see here, other than the cool skull waterfall.

No Man's Land

The level's name is fitting, as it's a gauntlet of robots, fire, and explosions. This level introduces the giant tank robots, and if you're wondering why you have to stop and kill them, it's because touching them is an instant death regardless of how much HP you have. They also have a bizarre mechanic where they will only start dying when they stop moving, and the robot's movement has to be manipulated through player movement to optimize their destruction. The death animation takes forever and it's still an insta-death if you touch it while it's exploding. What a great enemy. You can use a barrel to jump over the second one if you wait for it, but we don't have time for that.

Lab Entrance

A long straightforward level. There are a ton of enemies, but most of them can be jumped over, so health management isn't too hard. On the top floor there's supposed to be a text box in front of the Mangle face, but the trigger for it can be skipped with precise jumping. The spaces around the lion statues appear to be what triggers it, because if you skip the first one then the statue on the other side triggers it instead, so that has to be jumped over too. Interestingly, the Mangle face hurts you on contact despite the developer never intending for you to touch it.

Computer Core

Most of this level is skipped thanks to the electric barriers being short enough to jump over, although it's close to a frame perfect jump. There's also another deathwarp that skips a lengthy backtrack to the exit thanks to a very conveniently placed save beacon. The tank robots make a return, and it's a little faster to grab the plasma bolts near the beginning to deal with them, rather than plug away with the default gun.

Mangle's Last Stand

Of course the villain has to have something to say before you fight him, but this is yet another text trigger that's skipped with a couple of precise jumps. Getting close enough to Mangle immediately transforms him into the final boss. There are a couple of ways to approach the boss. It's possible to plug away at it with the default gun and survive, but it's a couple seconds faster to take the elevator up, get the rapid fire gun, and then go back down and blow him away.

Fog: Judging.
Fog: This is one radical game, with cheese so strong it stinks up the whole place.
The audience reception is pretty good, and I found the run pretty entertaining.
Accepting for Moons!
thecoreyburton: Processing.

TASVideoAgent
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DrD2k9
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Well done. I was anticipating running this game at some point, but after watching this, I'm kinda glad you beat me to it. The run is borderline Meh/Yes for me. It's not as exciting as I had imagined, but still somewhat entertaining.
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Fun little run for a fun little game. However, I personally feel slight iffy about the difficulty choice. I agree that hard would make the game too tedious for many reasons - you also forgot to mention that the default weapon is nerfed - but easy is, well, easy. I think Normal would be a good compromise. Also, are you aware of the secret moves Snake has at his disposal? These include brief invulnerability, launching some small fireballs, and firing off a huge plasma bolt.I wonder if any of those could save some time.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
DrD2k9
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Would the secret moves be considered cheats?
Reviewer, Expert player (2393)
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Ferret Warlord wrote:
Fun little run for a fun little game. However, I personally feel slight iffy about the difficulty choice. I agree that hard would make the game too tedious for many reasons - you also forgot to mention that the default weapon is nerfed - but easy is, well, easy. I think Normal would be a good compromise. Also, are you aware of the secret moves Snake has at his disposal? These include brief invulnerability, launching some small fireballs, and firing off a huge plasma bolt.I wonder if any of those could save some time.
I was under the impression that we should go with either the fastest difficulty or the hardest, but I'll keep that feedback in mind. I know about the secret moves, and I talked to Mothrayas about whether they would be permissible before I started the run. We leaned towards calling them cheats because they certainly resemble them (obscure button combinations giving you an advantage), despite not being listed in the cheats section in the hint manual. I know a couple of places they would save a little time, but they wouldn't make too much of a difference.
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Neat, Bio Menace. I found the run pretty interesting to watch through to the end, so I voted yes.
DrD2k9 wrote:
Would the secret moves be considered cheats?
To me, they don't sound any different than the special moves Alucard has in Symphony of the Night, which are fair game.
Joined: 9/8/2014
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slamo wrote:
I was under the impression that we should go with either the fastest difficulty or the hardest, but I'll keep that feedback in mind.
For reference, the relevant guideline reads as follows:
site guidelines wrote:
Select your difficulty well When a game has multiple difficulty levels, it is preferred to play on the difficulty that would make the most interesting and entertaining run. Usually, this is the hardest difficulty, and as such it is the most preferred choice for a TAS. However, there are cases where harder difficulties do nothing but add repetition to runs, such as only giving enemies and bosses more HP, where the extra work required to kill them is uninteresting. In these cases, it is preferred to use an easier difficulty in the interest of reducing repetitive actions which do little to entertain upon frequent use. Good reasons to use the hardest difficulty are: More stages, such as Contra III More interesting boss fights, such as new attack patterns, and new variety of methods used to whittle down their HP More overall action without repetition, such as more enemies in a game that are interesting to kill Miniscule time differences between difficulties If you're unsure, always go with hardest Good reasons to use easier difficulties are: More health for damage boosts Less boring enemies leading to less lag Faster bossfights on repetitive bosses, especially if their lower health can lead them to be one-cycled, and they are not interesting to fight for longer periods Note that every game is judged on a case-by-case basis, so these reasons do not always apply. For example, if a bossfight only requires an extra hit or two because of higher health, that may not be repetitive enough to warrant using a lower difficulty. In cases where the difficulty does not matter at all, such as in glitched runs that skip straight to the credits, then you do not need to change the difficulty at all. Using an in-game password to unlock harder difficulties is perfectly acceptable, as long as no other passwords are used, and the password does nothing more than make the game harder or unlock extra areas which will be played.
TO summarize, the most interesting difficulty is preferred, which is generally the hardest. Note that this guideline says nothing about speed. This would imply that if hard is boring slog, but normal is more interesting than easy, than normal is the preferred difficulty. That being said, the guideline does not really specify what to do if the hardest dificulty is bad, but there are multiple other dificulties. I would think that you would discard any "bad dificultys from consideration, and use the guideline again, which would also result in normal difficulty. It is worth noting that this is a guideline, and subject to interpretation on a case-by-case basis.
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slamo wrote:
I know about the secret moves, and I talked to Mothrayas about whether they would be permissible before I started the run. We leaned towards calling them cheats because they certainly resemble them (obscure button combinations giving you an advantage), despite not being listed in the cheats section in the hint manual.
If they are outright listed in the manual, you can hardly call them secret moves. They're an incentive to buy the game (since the free first episode doesn't come with the manual) but I don't really see how they can be considered cheats. I think they're intended as the fireball/dragon punch in the first Street Fighter game. Well done on the run, but I don't find this movie very interesting to watch. To be fair, part of this is because of the bland level design (apparently the best designers worked with id, not Apogee). I'd call this prime Vault material, so I'm going to vote meh on entertainment.
Joined: 10/14/2013
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I was wondering when a Bio-Menace run would show up with slamo's name attached! I agree with the decision to omit the secret moves. They've always felt cheat-y to me, and although they're listed in the hint manual I feel like they weren't intended for general gameplay. Seeing a TAS exploit these would have felt cheap. I was entertained, voted yes.
I'm not as active as I once was, but I can be reached here if I should be needed.
Player (26)
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Ok, this game isn't popular enough to have a lot of FAQs and materials about it on the internet, but for what it's worth, one out of two walkthroughs I've found considers these special attacks to be cheat codes and the other does not. Also, speedrun.com has decided that they're not. Again, for what it's worth. More to the point, according to the manual, they are "secret moves which give Snake valuable added weapons". The plasma bolt and fireball are balanced by costing one hit point per shot. The shield and invincibility are balanced by the fact that the manual doesn't tell you how these moves work, either, and recommends that you figure it out yourself during gameplay. The shield prevents you from moving while it's active, which makes it basically useless in a TAS. The other three moves require you to stand still for about two seconds while you activate them... which would make them interesting in a TAS to see if they save you enough time. Pretty much every Apogee game has cheat codes, which are printed in the manual and described as "cheat codes". These four "added weapons" are not; however the manual on Bio Menace does contain something else which is explicitly labeled a cheat code, i.e. a keyboard combination that gives you maximum ammo and grenades. Using this code in-game also shows a message box reading "Cheat Option", whereas the four "added weapons" do not do this. So it's pretty obvious to me that the developers consider the max-ammo to be a cheat, and do NOT consider these four special moves to be cheats.
Noxxa
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It's ambiguous at best, and the fact that it is ambiguous is why I'm erring on the safe side and not accepting a potential cheat. I based this on the fact that the official Apogee website lists the secret weapons in a page titled "cheat codes". That, and the fact that the inputs are done by decidedly unusual and cheatcode-like maneuvers with little relation to their effects, such as "press left/right 6-7 times and hit jump" for a shield.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Player (26)
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Right. So the point shouldn't be whether somebody calls it a cheat mode, but what the option actually does. For instance, site precedent shows that cheat codes that unlock a higher difficulty mode are perfectly valid for a TAS. Because instantly skipping to the last level or getting permanent invincibility (both common codes in Apogee games) are a whole different cup of tea than spending two seconds and one hit point to launch an energy bolt. Anyway, I would be interested in hearing slamo's assesment on whether these codes would be a time saver in the first place (because it appears they require you to stand still for two seconds). That may make the issue moot without setting precedent against secret special moves in other games.
Noxxa
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Radiant wrote:
Right. So the point shouldn't be whether somebody calls it a cheat mode, but what the option actually does. For instance, site precedent shows that cheat codes that unlock a higher difficulty mode are perfectly valid for a TAS. Because instantly skipping to the last level or getting permanent invincibility (both common codes in Apogee games) are a whole different cup of tea than spending two seconds and one hit point to launch an energy bolt. Anyway, I would be interested in hearing slamo's assesment on whether these codes would be a time saver in the first place (because it appears they require you to stand still for two seconds). That may make the issue moot without setting precedent against secret special moves in other games.
Getting extra weapons is not a higher difficulty mode, and it's not even remotely comparable. There is no difficulty added in having the option to use extra tools. Just because it doesn't literally skip to the end of the game or make a playthrough entirely trivial doesn't mean it's not a free benefit towards the user.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Fog
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Just noting this here, but the run will sync with JPC-RR r11.7 without any issues with default settings.
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. ---- [3582] DOS Bio Menace: Episode 1 - Dr. Mangle's Lab by slamo in 09:16.68
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Here are some extra encodes of this run. Higher resolutions are based on the game's native resolution and are scaled at 2x: Direct Downloads: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p Torrents: 10bit444 MKV: 480p, 960p Compatibility MP4: 480p, 960p To download the direct download links, you may have to right click on the link and select "save link as" (this option may be named differently depending on your web browser).
I'm not as active as I once was, but I can be reached here if I should be needed.
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Judge's word on the matter,
feos wrote:
SECRET BATTLE MOVES whose input they provide are allowed as officially encouraged means of normal play. SECRET BATTLE MOVES whose input they don't provide are officially meant to be discovered first, and then used, on the same grounds as the first 2. SECRET CHEAT KEYS are explicitly and officially labeled as cheats, in both the manual and the game, and it gives unfair advantage of unlimited resources, and even those resources don't showcase any unique abilities that can't be accessed otherwise, just some regular thing, only unlimited now.All it does is making the game much simpler, and that's not what we want in TASes. I think banning those cheat keys will be reasonable: for legitimacy of the movie, complexity of execution, and impressiveness of a result. And just like we magically know all passwords and other in-game codes used for extra content like unique levels, characters, or harder mode, we can magically know those 2 combinations they want us to discover on our own. So SECRET BATTLE MOVES should be allowed.