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Played using Famtasia, No warps or passwords used Played on Difficulty Level 2 (the default, of 4)
I am not sure if this is a glitch or a feature, but you can jump immediately after leaving ball form, whether you're on the ground or not. After the first boss, there is a graphical glitch that I'm not sure how to reproduce, but it in no way affects the time.
There is a glitch that warps you to the top of platforms in level 3-1 when you are close enough to the bottom of them.
This is a basic speed run. Damage is taken to save time, no deaths.
Super Turrican was definately an interesting find for me. It plays very similarly to Metroid, but uses a weapon system similar to that of the older Contra games, and you have infinite ammo. Also, the exploration element is limited to the majority of the levels consisting of one or two paths that continue through the game, while the rest simply are dead ends, with no way of knowing which way is correct other than to memorize it.
This mazelike design made this game horribly frustrating my first few times through, until I got the levels mapped out. Even with the levels memorized, the jumps require to complete the game are very repetitive and frustrating. The run is not perfect, but Super Turrican is very difficult to do speed runs on.


TASVideoAgent
They/Them
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Posts: 15577
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This topic is for the purpose of discussing #473: Zerstorung's NES Super Turrican in 12:01.65
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Why didn't you play at hardest difficulty? It's in the guidelines: http://tasvideos.org/Guidelines.html The previous submission of this game was 15:10, so this is 3 minutes faster. I don't know what difficulty the previous submission played at.
Former player
Joined: 12/16/2004
Posts: 7
The previous video used the same, default difficulty setting. The only difference between difficulty settings is the amount of damage enemies take before dying, and I felt the (already boring IMO) boss fights would take that much longer.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
In that case it's proably ok, we'll see what the people in charge says. What did you do better compared to the previous version? Where did the 3 minutes come from?
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
i agree with the chosen difficulty setting, avoiding repetitiveness is a good thing. as long as you dont go to options and choose "easy mode" it's just fine (this way the watcher might not even know there's a difficulty setting)
Former player
Joined: 3/19/2004
Posts: 710
Location: USA
Though I'm not sure what official policy is, I think that if the only think that hard mode does is gives enemies more life, it's acceptable to use it if previous versions don't. If hard mode makes the game noticibly more interesting, then it should always be used (e.g. more enemies, smarter enemies, less power ups, less life, etc...)
Former player
Joined: 12/16/2004
Posts: 7
The previous version just was not played very well. The player on more than one occasion completely stopped to attack an enemy that did not affect the gameplay, as well as hesitating at quite a few of the jumping sections. I just did everything much faster with pauses that are far from noticable (at least I haven't seen any). I think the final boss battle may be done faster, with some luck manipulation, and I am going to try it out to see if I can shave some time off of it yet.
Former player
Joined: 12/16/2004
Posts: 7
Update: Just finished the new version. The final boss is *much* more interesting now, and 41 seconds faster to boot. Cancelling this one.