Submission Text Full Submission Page

Game objectives

  • Emulator used: FBA-RR 0.0.7
  • Genre: Fighting
  • Uses hardest difficulty = LEVEL 8
  • No damage
  • Include special moves as possible
  • Aims for in-game time instead of real-time
  • Luck manipulation

Comments

Actually all movements for opponents are not fixed especially in LEVEL-8. They will react to how players move, for example, in the same frame if I take show slash they will jump but if I do medium one they will guard, etc. So, I repeatedly tried every movements - Jumping attack, ground attack, special moves, guard, run, etc. to succeed stronger attack.
Basically if a goal is to complete the game as quickly as possible, to use the Strong slashes repeatedly is the best strategy, however, just using normal moves repeatedly is not attractive as a movie, so I also tried to include as many special moves or combos as I can. e.g. Jumping strong slash -> strong slash -> Slicing Gust
In some cases the locking sword to sword movement is happened, it can't be avoidable once the stage is started even though I push any buttons, so I adjusted the timing of pushing the buttons to skip the stage introductions, as a result I could avoid this movement - If we have it, we will lose 6-7 in-game sec.
If in-game clear time at each stage is ranked in as Top 1-3, the record screen is shown every time. Compared to normal ones, it will take more time by around 65-70 frames (depend on the stages). So in order to avoid the losses, recommendation is to take fastest time at the 1st/2nd stage and fill out all No1-3 with the fastest time. In my movies I took 88 sec and 87 at the 1st stage vs. Kyoshiro, it's not bad, however, in some stages I took faster ones so it's not perfect. At Ukyo stage I took both 88 sec, so I tried to record another movie which is begun from Ukyo, but in that case Ukyo's movement can't be optimized and it is around 86 sec. So it is tough to identify which is the best case...
This movie keeps getting perfect. I also tried to confirm it is faster if I get damaged and have more POWs. If I get slashed by opponents it will have knock-back and as Wan Fu is very slow, it will take more time to be closer again. knock-back causes 2-3 in-game sec loss and it was tough to offset this delay. Will confirm more in future when I make the one w/o perfect games.
Not sure from which timing to which I need to measure the time, but in this movie I checked the time from the power on including Dip-Switch setting, to the timing when I skipped the Amakusa stage result, not including the name input. It seems around 46,900 frames, the time is 13:01.46, but if it's not suitable I will change the descriptions.

Other comments

The Samurai Shodown is very exciting, the most attractive part is, to beat your opponents with very strong slashes. Wan Fu is very attractive for that perspective, his strong slash is very heavy, and exciting.
Possible improvement
  • As mentioned above, get faster result at the 1st / 2nd stage to fill out No.1-3 result and avoid showing the result. If it's perfectly done the time can be shorter by 4-5 sec.
  • Tried to optimize the opponent movements by adjusting the timing to skip the stage intro, but it is by 3-4 frames, so if I do it by expanding to >10 frames perhaps I can find more suitable movement?
  • The 3rd bonus stage, some of the targets are fake (very fast one) which we can't slash, however, I think I can optimize by several frames perhaps.
The result screen at each stage has bugs? The numbers - time and score - can't be shown correctly on FBA-RR 0.0.7. I'm not sure why it is happened.

Masterjun: Judging.
Masterjun: Our movies usually aim for the fastest speed as a first priority. This submission text clearly states that the movie isn't perfect in terms of speed.
We can also have movies aiming for maximum entertainment while giving up speed. However, this movie is repetitive and doesn't achieve much in terms of entertainment. Check out our most entertaining playarounds if you want advice on how to entertain the audience.
Rejected.


TASVideoAgent
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This topic is for the purpose of discussing #6558: Ninja-kun's Arcade Samurai Shodown in 17:28.33
Noxxa
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I'm not really sure what this movie is trying to achieve. If it's trying to be fast, the submission text notes it would be faster to just commit to using strong slashes all the way. If it's trying to be entertaining, it doesn't really achieve that for me because most of the movie is still just repeated single strong hits or 2-hit combos. I'm not sure how much this is limited by the game itself or by the character choice, but either way it's too slow-paced and repetitive for what I expect from a fighting game playaround on this site. I vote no for entertainment.
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.
Spikestuff
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This submission is doing things it's not, which is a weird way of saying it. - This does playaround methods but it isn't a playaround - This is a speedrun but it isn't a speedrun - It chooses slower methods rather than going for fast as possible as mentioned in the text What type of movie is this if it's not a speedrun or a playaround? This movie just reminds me of actual logic that fighting speedrunners would do by doing the backups as it's a pain to execute the fastest method, something we do. This movie is getting a Meh vote from me, speed fighters aren't entertaining most of the time. However I don't think your run should be published because of decisions that were chosen.
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TASVideosGrue
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