Jo is your average American teenager with a love for kendo. How lucky she is to be sent to Japan for the summer to attend Honest Osaki's Kendo School and Used Car Sales!
It's the first day of school, and it's a five hour commute (or would be, anyway; I managed it in a little over an hour). Osaki (AKA Bob) appears and tells her the situation. The path to school will take her under a lake, over a snow covered field, and through what can only be assumed to be the local terrorist group's toy factory, bringing her face to face with a giant robot, a chibi doppleganger, and a feathery regeneration of the Doctor. To help her, Bob hands Jo a small golden elephant that will turn Jo into a Magical Girl(tm)! Her first lesson? Don't be late to school!
Really, how this game got outside of Japan is a mystery that will die with the ones who let it.
The reason I picked this game was because I thought it was an obvious shoe-in for a movie, and was getting irritated that no one else did one. So, I took matters into my own hands, and here's the results:
  • I pick the green orb for my weapon because at a full charge it's four times as strong. This can save me up to 75 frames on bosses (except for those where I have to wait for the charge, grrr...).
  • There's a bit of bunny hopping to maintain the speeds I get from downhills.
  • Going through the level intermissions too fast will result in a screwed up pallette for the next level. Usually the change looks so natural that only those familiar with the levels will notice, and even then. It's easily noticeable in levels 3 and 5 where it looks like I have a slightly bad dump. You can witness the pallette correct itself in levels: 4, as I'm entering the building; 5, after I beat the boss; 6, as I'm leaving the subway. It fixes itself in level 7, but the transition is smoother.
Glitches
  • First level ;P
  • Bypasses some points that forces Jo to stop, allowing me to attack bosses early and maintain momentum after a scene change
  • Jumps higher than usual
  • Found a way around the fact that touching the ground in level three will slow your swimming down
  • Does some left+right stuff for a couple of instant turn-arounds
Damage
A little different here. I take one hit from an enemy to help propel me through a current, but I had a yellow orb so no damage was taken; yet, I end each level in the critical zone because the rush attack eats health. I guess "Takes no direct damage" would be a good description.
Played at hardest difficulty; no luck manipulation.
Cliffhanger
  • Sometimes if you strike an enemy soon enough, they will die but their sprite will persist. That explains the loose ghost I pass right through.
Snow Queen
  • Even though the snow slows me down, I walk through it to help build momentum.
The Pond
  • The very beginning here is automated, preventing me from moving until Jo reaches solid ground.
  • There's a loose attack to regain control after bumping my head.
Technodyne
  • Jumping off the ledge after the teleporter instead of walking is faster by some frames, but it messes up my positioning, thus being slower by a few frames.
The Commute
  • I would have jumped off the cable car to reach the stairs faster, but there's some invisible ground outside of it; see my glitch pack at the bottom for details.
Triathalon
  • Ducking is the only way to dodge that group of enemies without attacking.
  • Initially it looks like a desynch, but I backtrack on the stairs to get a "chibi run".
  • There's a couple of false attacks to dodge a rogue soccerball.
School Daze
  • I realized in the final battle that I could have died to get full health for more rushes and save some time, but I thought, "I made it this far without getting hit, why start now?" ;P
  • That pause in the third part of the final boss was there because he would have blocked my hit anyway.
Note: Bob has a short message after the credits that you can speed up like ordinary dialogue, but I ignored it because it would have tacked on an additional 4-5 minutes without adding much of anything.
Additional Glitches
Download here.
  • The first demonstrates the invisible ground outside the cable car. You can stand on it for one frame, enough time not only to break your fall (and negate any attempt at jumping out), but also to jump in mid-air. :D
  • The second demonstrates a game breaking glitch related to one I used in level 5.
  • Unfortunately, my file host died, so these are no longer available.
Thanks be to Bisqwit for handling a small issue with the movie file.

Truncated: Because of good feedback and because I think it looks interesting, accepting for publication.
To whoever is encoding: the (U) rom gives a checksum mismatch, but plays the movie fine, so I put USA in Game version instead of unknown.


TASVideoAgent
They/Them
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Posts: 15537
Location: 127.0.0.1
This topic is for the purpose of discussing #810: Ferret Warlord's SNES Kendo Rage in 10:19.80
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
gj^^ couldnt u end movie sooner?
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Skilled player (1415)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Indeed I could have, but I decided to speed through the ending.
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.
nesrocks
He/Him
Player (246)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
i liked it :) even though i loaded the rom once to try the game out and i didnt want to play more than 10 seconds of that! i had no idea she could gain so much speed, i think it looks very optimized. yes
Former player
Joined: 3/24/2004
Posts: 248
Location: West 81st Street
I really enjoyed a speedrun of this cute and hilarious game. The animations are great xD! Great work!!
Joined: 8/13/2005
Posts: 356
Location: Canada
I'm not very familiar with this game, but it was very fun to watch and very, very fast at some parts. I voted yes.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
great run, and a very weird & entertaining game :) I like the huge amounts of foward momentum you were able to build up in places. Also the boss fights looked very expertly done. Definate yes vote.
It's hard to look this good. My TAS projects
Player (206)
Joined: 5/29/2004
Posts: 5712
Oh good. I was afraid Ferret Warlord was going to get back and go, "What the heck? They STILL haven't decided on it?"
put yourself in my rocketpack if that poochie is one outrageous dude
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Nice run. Another yes-vote, allthough it's allready accepted. :D This run desynched for me at level 5. Right after you get out of the cable car. I have tried many diffrent roms to be sure. Any ideas on how to fix this?
Joined: 3/16/2006
Posts: 289
Yeah! Little bro's hard work finally being recognized! (little tears)
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
I still don't have any luck with this. Can someone please encode this movie soon so I can watch it til the end?
Post subject: Movie published
TASVideoAgent
They/Them
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Posts: 15537
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [554] SNES Kendo Rage by Ferret Warlord in 10:19.80
Player (71)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Awesome! Thanks for the AVI. Finaly managed to watch the entire movie. :)
Joined: 3/16/2006
Posts: 289
What'd cha think?
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Joined: 6/7/2006
Posts: 53
I got the time to watch this and I must say, if I get an SNES anytime soon, this game is definitely on my 'to get' list. (On a side note, my mother watched this TAS over my shoulder and found it very funny.) I do have to ask one thing - glancing at the TAS, this doesn't look like the kind of game that would take 18,000+ rerecords to pull off. What part of the game caused that figure to develop? Getting boss fights just right? Getting the chibi-dash to work when you wanted it to? Or just plain constant refinement?
Joined: 11/26/2005
Posts: 16
Location: Storrs, CT
FrostyTheDragon wrote:
I do have to ask one thing - glancing at the TAS, this doesn't look like the kind of game that would take 18,000+ rerecords to pull off. What part of the game caused that figure to develop? Getting boss fights just right? Getting the chibi-dash to work when you wanted it to? Or just plain constant refinement?
You wouldn't really believe it from the video, but the game itself is really quite hard. I don't know what really caused the high number of re-records, but I'm willing to bet that it's mostly because of the general difficulty, and stiffness of the controls.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
I remember doing screenshots of this game some time ago for some other forum and found this game to be totally whack. Great run. And you're right, the controls are stiff as a board. ...forum, board. lol.
Taking over the world, one game at a time. Currently TASing: Nothing
Former player
Joined: 11/13/2005
Posts: 1587
Sir VG wrote:
And you're right, the controls are stiff as a board. ...forum, board. lol.
Oh my, sheer bursts of laughter are going through me, this joke is as funny as a dressed up monkey in a picture taken by awesomely drunk clown. Haha...
Joined: 3/16/2006
Posts: 289
....I don't think it's funny.... The re-records are Ferret Warlord's perfectionist coming through. Keeping the chibi run up was part of it, and doing boss fights just *perfectly* was the other part of it. There's actually quite a few of his runs that he got started and then never finished, because if a level wasn't frame perfect, then it wasn't good enough, so he'd never finish because of getting frustrated!
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Former player
Joined: 11/13/2005
Posts: 1587
Shadow Byrn wrote:
....I don't think it's funny....
And obivously you don't notice the sarcasm...
Joined: 3/16/2006
Posts: 289
Sar what? Who is Sar and why is he in a casm? Shouldn't we throw Sar a rope and get him out of the casm?
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.