On the japanese version of the game you can pause after dying, letting us abuse a 1 frame window to continue to the next level. Unfortunately our health refill between planets, so we need to take damage as fast as possible to die for victory.
Game objectives
- Emulator used: FCEUX 2.2.3 (MESHUGGAH) and BizHawk 2.2.2 (Challenger)
- Aims for shortest input
Street Fighter 2010, is a side-scrolling action platform game released by Capcom for the Nintendo Entertainment System in 1990. It was marketed as a science fiction-themed spin-off to the 1987 arcade game Street Fighter. The English localization of 2010 changed the name and backstory of the main character to imply that he was Ken from the original Street Fighter, whereas the protagonist in the Japanese version is a completely unrelated character named Kevin. 2010 is of a different genre from the traditional Street Fighter games, which are competitive fighting games.
As soon as I watched the
video of "stage skip glitch" (using JP version), I immediately started a research to find other locations with pits, which has leaded me to discover that also works by dying on a enemy - both deaths requires to press "start" button on the lastest frame possible before you loses control, while on the US version, the glitch can't be performed since you can't pause while he's dying.
Some notes about this run
- Jumping at the start of most of the levels is faster because walking needs some frames to work (only when isn't moving).
- When hanging a wall, instead to simply press the "opposite direction + jump", attack button is pressed on the first frame (to initiate that "attack" - see that screenshot of the published run), then on the second frame, left (or right) + jump button. This not only enables walljump earlier but also raises height.
- Considering how this game lags so much on several stages, this run also avoids lag every stage (except planet 3 boss - which some lags are unavoidable).
- Those cutscenes (after exiting every boss), didn't shown this time because they were skipped much earlier - so an improvement to the published run.
Other
First, I'd like thanks to Kurabupengin for posted that video of the "stage skip glitch"(found by zkj), nesrocks for the published TAS (which also helped us by the portal trick - later included during our work), and jlun2 for some addresses.
Second, despite how the "stage skip glitch" saved over 10 minutes than the published TAS, it differs completely - Ken (now Kevin in japanese version) save planets by "dying" nearly every time instead of go to destroy enemies, but still beating this game even sub-7 minutes (that was unreachable until now).
Third, it's hard to tell, but I don't know if I intend to improve the published "normal" run or not. Also because I have some other projects to return and finish someday. But TASing this game was good and easy, thanks for the glitch.
My next run will be Cadash!
While we TASed the game independently, we compared and implemented each other's findings into our independent movies after each time saves. I don't have much to say apart from what we already wrote in the
forum thread.
2010 was a blast.
Noxxa: The run's idea of dying in every level as quickly as possible to speed through the game in unintended ways is a bit novel in concept, but it does not help make the run any more interesting to watch.
Regarding full completion criteria, and comparing the published movie to the current one - I don't think there really are any good definitions of full completion for this game. There are no warps in this game, and this movie does not warp past stages (it just uses a trick to clear each stage significantly faster than intended), so stage count cannot be used to divide the two movies. There are also no permanent pickups to collect throughout the game for a 100% definition (all power-ups are lost on death). In any case, as long as there is no clear consensus on what would constitute a full completion movie, I cannot count any existing movie as one, and the published movie does not have sufficient entertainment ratings to justify a separate publication entirely on the basis of "containing more gameplay". As such, accepting this submission as an improvement to the
published movie.