This uses unlocked boss character to speed up the run, i will still try 2 more characters, but i don't have any hope they're better than lillymon or duskmon EDIT: Gabumon became faster than lillymon lol
For character exclusive mechanics, you can short hop and teleport repeatedly with duskmon to cause damage and reposition yourself the only problem it's actually RANDOM where he spawns, he usually tracks enemies or items, but the more enemies you have the less consistent you can repeated teleport. You also need to touch the floor again to reuse your moves and that includes the teleport.

CoolHandMike: Claiming for judging.
CoolHandMike: Replacing file with new file that Kusoge provided that ends file more clearly than on a score screen. Also had to truncate the new movie file further since the movie file ended about 70 frames after what should have been the last input.
CoolHandMike: Optimization looks ok and verification movie works correctly.
This game has an unusual branching system that is reminiscent of Darius Gaiden. 1. Player can jump to different paths to reach different endings except for the top-most and bottom-most paths. 2. Enemies are not exclusive to paths except the end boss. 3. Stages are not exclusive to each path.
A single differing fight should not make a whole different branch. Furthermore these branches do not have exclusive bosses with the exception of the top and bottom paths. An argument was made that these branches are similar to Megaman Powerfighters but in that game each route has different bonuses and different exclusive bosses giving different powerups except for Wily's castle's bosses. The stages themselves and the enemies in them appear in other branches in this game. There are no different endings upon defeating a different ending boss here. Beating them only unlocks them. Having six different branches for each boss both for each Hard and Easy difficulties alongside whether it is a savegame or not along with other potential branches like 100% is an excessive number of potential branches. For these reasons having boss specific branches for this not suitable for Standard.
With the current rule change accepting both Hard and Easy this means Hard is acceptable to Standard. This Hard setting is chosen on the character select screen. While the word "Hard" appears on the branching paths it is to hint to the player the overall difficulty of the path. This means that this game was selected to be Hard, but easier and faster "tree" route selections exist. Accepting this as "Hard, savegame" for Standard is not possible since this chooses a longer path while faster paths are known to exist.
Because of these points this submission is acceptable only for Alternative. After looking at some votes there are several Meh, but without any "No"s. Not having negative feedback should satisfy the entertainment requirement.
If this game had credits that played just getting to them would be sufficient, but this game does not have credits. Killer Instinct needed to get to the credits, but here a point has to be decided for when a viewer would know that the game was truly complete. For cases like this without credits generally judges discuss it and decide what would be a clear ending. In this case that getting to that ending point of the cutscene point was decided.
Accepting to Alternative "Longest Path".
Congratulations!
Note: This tas should have the added tags: Starts from a saved state or SRAM Uses hardest difficulty
Note: Letting the game save again after the final cutscene for Duskmon will cause desyncs. If that happens then must run the verification movie through again, and then the submission movie.
fsvgm777: Just a quick note, the verification movie relies on a clean save file that's already present (i.e. you have to run the game once to generate it).
Anyways, processing.


TASVideoAgent
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CoolHandMike
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So around 3:45 noticed that Duskmon is teleporting away from the other opponent sometimes then going back. Wouldn't it be faster to keep attacking without teleporting away?
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CoolHandMike wrote:
So around 3:45 noticed that Duskmon is teleporting away from the other opponent sometimes then going back. Wouldn't it be faster to keep attacking without teleporting away?
enemy was invencible for a while after the digivolving and i don't have full control of the teleport, it's kinda random, this is also why i dont immediately teleport back
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
CoolHandMike
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KusogeMan wrote:
CoolHandMike wrote:
So around 3:45 noticed that Duskmon is teleporting away from the other opponent sometimes then going back. Wouldn't it be faster to keep attacking without teleporting away?
enemy was invencible for a while after the digivolving and i don't have full control of the teleport, it's kinda random, this is also why i dont immediately teleport back
Ok, is the Malomyotismon route the fastest route? If so, thinking we could remove the branch name for now until we get another submission from a different branch.
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That's the thing, you could consider each run towards an individual boss a category for this game, since in order to reach a boss you have to fight more or less enemies. Malomyotismon is supposed to be the hardest because of the sheer number of enemies you have to fight and it almost certainlt is the longest. You can't really know which is the longest per se since I didn't try TASing every single boss route. Neemons is supposed to be the fastest, but the fastest could very well be the icestage under neemon in the path selection. Neemon route is more predictable so the speedrun takes that as the fastest route. Similar game which has the same problem when choosing categories is Shadow the hedgehog, another game that is very similar is the megaman power fighters or power battle games, I tried to pick the most distinct routes to showcase completely different strats for this game since Veemon destroys 1vs1 fights, Duskmon is an insane unlockable and Gabumon with the ohko glitch is better for longer fights even though he's no Duskmon
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
CoolHandMike
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Kusoge the tas needs to reach and play the final ending cutscene. Right now the final input only ends on the final hit on the last boss. Please provide a movie that is complete by reaching that ending optimally. Thanks.
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i dont understand that this is the rule, i thought ending cutscenes weren't necessary to be part of the movie but ok: https://tasvideos.org/UserFiles/Info/638577427390422588
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Post subject: Requesting Feedback!
CoolHandMike
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This game has an unusual branching system that is reminiscent of Darius Gaiden. 1. Player can jump to different paths to reach different endings except for the top-most and bottom-most paths. 2. Enemies are not exclusive to paths except the end boss. 3. Stages are not exclusive to each path. A single differing fight should not make a whole different branch. Furthermore these branches do not have exclusive bosses with the exception of the top and bottom paths. An argument was made that these branches are similar to Megaman Powerfighters but in that game each route has different bonuses and different exclusive bosses giving different powerups except for Wily's castle's bosses. The stages themselves and the enemies in them appear in other branches in this game. There are no different endings upon defeating a different ending boss here. Beating them only unlocks them. Having six different branches for each boss both for each Hard and Easy difficulties alongside whether it is a savegame or not along with other potential branches like 100% is an excessive number of potential branches. For these reasons having boss specific branches for this not suitable for Standard. With the current rule change accepting both Hard and Easy this means Hard is acceptable to Standard. This Hard setting is chosen on the character select screen. While the word "Hard" appears on the branching paths it is to hint to the player the overall difficulty of the path. This means that this game was selected to be Hard, but easier and faster "tree" route selections exist. Accepting this as "Hard, savegame" for Standard is not possible since this chooses a longer path while faster paths are known to exist. Because of these points this submission is acceptable only for Alternative. Alternative goal submissions have an entertainment requirement so this submission needs feedback to determine the entertainment part of its Alternative suitability. Right now this submission has no feedback. Please submit feedback for this submission in this thread.
discord: CoolHandMike#0352
InputEvelution
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I voted Meh. This was a bit more interesting to watch for me than most fighting game TASes, but this also came with some confusion. It was difficult to track what was going on sometimes, and also why certain choices were being made. Why wait here and not there? How exactly does the teleportation mechanic work, is there a good reason it wasn't being used in certain places? It just didn't quite come together for me as a viewer.
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In speed-oriented movies of fighting games, I naturally expect one move (or combo) being repeated infinitely with zero variety (barring manipulation). This run doesn't look like the same move repeated in the same way indefinitely, even if there are only a few movies here. Indeed it's hard to understand what's going on, but that's better than unbearable repetition. I didn't enjoy it so I can't vote Yes, but it wasn't painful to watch either so I can't vote no. Meh then.
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.
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InputEvelution wrote:
I voted Meh. This was a bit more interesting to watch for me than most fighting game TASes, but this also came with some confusion. It was difficult to track what was going on sometimes, and also why certain choices were being made. Why wait here and not there? How exactly does the teleportation mechanic work, is there a good reason it wasn't being used in certain places? It just didn't quite come together for me as a viewer.
i said this on the other post, the teleport tracks enemy targets randomly, but if already tracked one enemy it will teleport away if there are no targets, in some stages it literally teleports into dangerous places for no good reason and it could kill me in casual play lol the stages at 2:55 and 6:00 are the better examples of the risk. and you have a clearer example of the teleport behavior in general in the first fight because there's only 1 target
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
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. ---- [6077] GC Digimon Rumble Arena 2 "longest path" by KusogeMan in 08:03.97