Spider-Man/X-Men: Arcade's Revenge is an action platformer made by the infamous LJN. Although it might be a better game than others from that label, it still has serious gameplay flaws that make it frustrating, let alone incredibly difficult. However, it works great for a TAS. Using careful precision and many exploits, the team of jaysmad and Brandon make it through this "Juggernaut" in 23:28.18.

Encodes

Introduction

Arcade's Revenge is a very difficult game starring five of Marvel's most famous heroes: Spider-Man, Wolverine, Cyclops, Storm, and Gambit. Not surprisingly, this LJN creation has a bizarre and barely coherent story line. The result of this is a clown killing Wolverine, a chess piece slaughtering card dealer, and a weather changing mermaid Storm. Each character has three segments, except for Spider-Man who has four.

Game Objectives

  • Emulator used: Snes9x rerecording 1.51 v7 svn147
  • Attempts to complete the game in the fastest time possible
  • Aims to maximize score / kills without losing time
  • Exploits glitches

The Team

jaysmad ran the Spider-Man and Wolverine levels before deciding not to continue. Later on, Brandon ran the first level of Spider-Man, which caught jaysmad's attention. He showed Brandon his old version, which beat Brandon's original version, which then triggered a frame war. Eventually, they decided to team up and create the best run possible.
As the game has five characters with drastically different controls and abilities, both TASers were assigned specific sections to run. jaysmad handled Spider-Man, Cyclops, and Storm in her underwater levels, while Brandon handled Wolverine, Gambit, and Storm in her land level. Each would try to improve the other's sections, but the majority of the input would be divided this way. In addition, Brandon maintained the Mercurial repository and did all of the hexing, adding some extra kills as well as merging different versions of the run.

The Run

Movie length:
Last Frame Necessary to Complete Game83898 frames = 23:18.30
Arcade's Death 83943 frames = 23:19.05
Input Ends 84491 frames = 23:28.18
We ran the game one time through, implementing various edits throughout, and then once again completely. The original rerecord count was lost due to hasty editing, but the current count should definitely be greater than or equal to the number of rerecords used for the second recording. We ended the game with REPLACE points. You can browse through all of our revisions via Brandon's TAS repository.

Spider-Man

Intro

The always begins with Spider-Man. In this level, you need to deactivate bombs in a specific order and enter the abandoned building holding our other heroes. We used a lot of hit deflection to bypass various sections, and carefully placed web-swings to gain even more speed.

Level 1

This level uses even more of the tricks used in the previous level. Apparently, you can skip the Shocker mini-bosses by simply passing them, so we do. While battling the boss (N'astirh), we introduce a new trick called the backward web-shot trick. In it, we step off and on a ledge to make the game think that Spider-Man is in the air. By doing this, instead of being able to shoot one web-shot every eight frames, we can shoot one every two frames. Considering that N'astirh has 30 HP and each web-shot does 1 point of damage, this leads to him dying nearly instantly.

Level 2

Again, the same basic tricks are used. In addition, we have discovered that you can swing underneath one of the walls, allowing for a major improvement. The boss fight is perhaps the least trivial of the entire game, as we have to handle two bosses at once while simultaneously dealing with the wind. Rhino has 24HP and cannot be damaged by web-shots. Carnage has 25HP and receives 1 damage point from web-shots. A swing hit deals 2 points of damage, but this can be doubled if you position yourself correctly and stay in the swinging animation for long enough. When hit, he gets knocked back and becomes temporarily invincible. We start the fight by barraging Carnage while Rhino runs to the left, primarily because Carnage is harder to manipulate and has more HP. We then switch to hitting both, having Carnage follow us. At one point in the fight, we take damage to be propelled to the best place to attack Carnage while simultaneously canceling a web swing, allowing us to shoot another web as soon as we land.

Wolverine

Level 1

Much of the gameplay for these levels were carried over from the NES game Wolverine, also by LJN. Most of this level has a fairly straightforward strategy: just run and jump at the right times. Past that, we punch at arbitrary times to manipulate the positions of certain enemies, namely the soldiers. This might work because this changes what addresses enemies are loaded into, as punching is perhaps handled like an enemy. This trick increases our score, but also saves 1 frame in a certain area. Also, there's one area in which we are able to detonate a block while simultaneously jumping on it, saving some time. The boss, Apocalypse, has 48HP. Claws will hit a variable number of times per slash, doing 2 damage for each hit. We have tried multiple times and can't seem to do any better on this fight.

Level 2

WARNING: These notes contain spoilers. We recommend you watch this level without them first.
This level is merely a fight with Juggernaut, who runs right for great justice. Juggernaut begins with 32HP. Hitting him on the head with an anvil does 4 damage, while the 1 ton weights do 2 damage. Claws do 1 damage, but contrary to common belief, it will only do so at the end of the level. Worse yet, his health can't go below 2HP until you can use your claws. The game's failure to explain this has haunted non-assisted players! As such, we reduce his health to 2HP while leading him to the end of the level as fast as possible. When Juggernaut collides with an anvil / weight, it does 1 damage, but this is useless and slows him down. As Juggernaut gets pushed back whenever he collides with a block, we detonate the blocks in his way. Once we get to the end, we merely need to perform two slashes, and the level is over. We then jump off the ledge and die on the last frame that makes Wolverine yell. Although we're told that this can't be done on a console, this ending amuses us.

Cyclops

Level 1

Cyclops can hit enemies as well as shoot them with his optic blast. The rate at which you can shoot the optic blast is related to the amount of health you have. This level is fairly straightforward, going from cart to cart as fast as possible and doing various tricks, such as detonating mines and running in carts. The most vital thing we do is collect the big ruby, which yields a lot of HP, but more importantly, it doubles the power of the optic blasts. The boost wears off after shooting a couple of times, so we save some shots for the boss, the sentinel, who has 127HP. The first shot at him deals 24 damage and 54 when boosted. After that, it will only deal 2 damage. The following shots must be done right after the sentinel lifts his arm.

Level 2

This level is similar to the previous one with less waiting around. There are two places in the level in which have to stall for 2 frames, as it is more optimal to stop and shoot than to jump punch in those cases. Also, there's a part in which we trade the 300 points gained by a ruby for the 600 points gained by killing a bot. Here is another example of where stalling 2 frames to shoot is faster than jumping and punching. Lastly, this time around, the Sentinel can fly up in the air. While he does this, shooting only deals 2 damage until he lifts his arm.

Boss

The boss, Master Mold is defeated in 3 parts: the arm, then the head, and then the body. Shooting deals 6 damage while hitting deals 16. The arm has 72HP. When he lifts his arm, it becomes out of reach so that it can only be shot. The head has 80HP and is out of reach, so you can only defeat it with shots. The body has 112HP and is out of range unless Master Mold is hovering on the left side of the screen.

Storm

Level 1

Storm's levels consist of blowing up water reactors to raise the water level in order to reach the end of the stage. It is impossible to reach the next reactor before the water stops raising, so there's no rush to blow them up. There are two power-ups you can get: a whirlwind that deflects enemy projectiles, and 8-Way Lightning, which allows Storm to do a shot going in every direction as well as destroy doors in 1 shot. You can get the whirlwind from killing shells, which also yields a lot of points; you merely have to collect the 8-Way Lightning. Other things to note are that passing through the exploding doors is faster than waiting, bubbles recover your air, staying away from the exploding reactor and the fish reduces lag, and you can stand in the electric current without taking damage. The goal of this level is merely to get to the end.

Level 2

This level is very similar to its predecessor, but with a boss that consists of 10 globes. They can only be hit one after the other. Each globe needs to be hit twice. After 24 frames, the next globe can be hit. The trick is that as soon as the next globe becomes vulnerable, there is a small amount of time in which 3 globes can be hit. After defeating the boss, it is impossible to take damage. There is 1 last reactor that raises the water level to the boss, but with the 8-Way Lightning, it becomes unnecessary. Still, we blow it up after the battle for extra points.

Gambit

Level 1

Gambit can throw cards forward, upward, and downward if he's in the air. The cards you throw forward go farther the longer you hold down the throwing button, and each frame its held for changes the trajectory greatly. As it is a move that requires much precision, this is perfect for TAS! It's a trick primarily used for stylistic purposes, but it has an important role with the boss for the next level, which will be explained later. In addition to using cards, Gambit also has a special fireball move, but it often creates lag. Also, every time Gambit leaves the ground (Jumps or falls), he stops moving horizontally for one frame, so we avoid doing so whenever possible. The first level is fairly straightforward except for a wall of destructible blocks. The big debate was whether or not to use the fireball move to get past the wall; on one hand, the fireballs would melt the wall, allowing us to pass through faster, but they also might melt the block we have to jump off of, not to mention create lag. We ended up finding a time to use the move that doesn't create any lag and melts the block below Gambit early enough that he can jump off of the block below it. The result is a run 2 frames faster than our best run of this section without the move. We use the fireball move once more in the level to absorb an unavoidable bullet. Also note that there are a few sections where it is beneficial to hit Gambit's head on the ceiling to descend faster and a couple places where it is necessary to hug the wall in order to proceed quicker. The rest of the level is just us showing off Gambit's card throwing abilities until we get to the boss, the King of Spades. He has 56 HP and can be attacked with 8 cards, each dealing 1 HP, per phase. After hit 8 times, he becomes invincible and starts circling you. Gambit's positioning when he starts and finishes moving greatly impacts how long it takes for him to stop; the manipulation of this saved nearly 3 seconds from our original attempt! When he stops, he spawns enemies and eventually becomes vulnerable again. This cycle repeats until the end. In the final phase, we throw extra cards to occupy many of the addresses that the boss uses to spawn enemies, forcing him to generate much less than he normally does. If we don't do this, there will be too many objects on the screen to throw all 8 cards. After we beat him, we confuse the audience further by once again killing the player while proceeding to the next level.

Level 2

Although this level is an autoscroller, it proved to be very entertaining thanks to Gambit's highly exploitable abilities. The most common gimmick used is using Gambit's cards to make drum noises. Cards hitting the walls and floors sound like snare drum hits, and exploding blocks sound like bass drum hits. In addition, we often had Gambit headbang, dance, slide, and of course, go left-right-left-right over and over again. Less commonly used tricks include jumping on invisible platforms, walking in the middle of the air, failing to collect seemingly fake power-ups, walking through walls, corrupting tiles, exploding blocks on the other side of the screen, wedging Gambit through blocks that would normally crush him, hitting three cards against multiple surfaces on the same frame, and overlapping enemies without taking damage by stunning them. Once the level scrolls to a certain point, speed finally matters again. Thanks to the blocks located before the end of the level, we can reach the boss, the Black Queen, sooner than the scrolling platform would allow. The fastest route found includes using the fireball move to melt the blocks to the left, using cards to blow up the upper right block, and jumping on the lower right block to the boss' lair. From there, we attack both of the boss' arms until they come off (18 hits each). The cards hit them as soon as they become vulnerable. After that, we attack the head 44 times and the battle is over. Instead of the usual victory dance, we have Gambit hold his arm out without throwing any cards by exploiting the explosions that overload the screen.
As most of the battle takes place outside of the normally visible view, we have provided a camera-hacked version of the battle which can be seen below:

Final Levels

Cyclops

This level is fairly trivial. The only thing stopping us from moving at any point are these two barrels in the middle of the stage, which we need to fall in between in order to pass. If we try to hit our head on the ceiling to descend faster, we'll just jump through it and hit it like a wall.

Wolverine

Like the first Wolverine stage, the most difficult part is trying to get past those annoying clowns that go back and forth. For the first two, we have to stall in order to get behind and kill them. For the third and final one, we can easily jump over it, but the platform it runs on is very small, so we have to wait a while to land on the edge and continue forward. At the end of the level, we jump on the canister before the exit because, for some reason, we do not stop moving for a frame like we would if we just walked off the ledge and fell on it.

Gambit

This level is very straightforward, and we are able to get through the level without taking any damage thanks to the fireball move. The one interesting thing, oddly enough, is that jumping at the end of the level instead of walking off the ledge makes Gambit stop for two frames instead of the usual one. Still, even with this limitation, we are able to kill every enemy in the level without wasting any time.

Storm

Storm plays like Gambit in her final level; She stalls when she jumps and has a special whirlwind move that operates like Gambit's fireball move. For some odd reason, the last projectile she fires at an enemy will go through it even though it hits. It's very hard to avoid taking damage in this level without wasting time. We just have to run left as fast as possible, jumping only when necessary, hitting her head on the ceiling once to fall faster, and reducing lag as well as we can. The level ends when Storm lands, no matter how soon she reaches the goal. We jump past the goal to illustrate this, and the result is that she gets pushed back when she lands. You have to watch the movie very slowly to see this.

Spider-Man

We have to do a pixel skip damage boost like we did in the intro stage to get past one of the throwers. In another part, we need to jump instead of swing as it would take longer if we had to wait for the web to retract in order to make the next swing. Near the end, we encounter a thrower that, because of the low ceiling, is impossible to kill as well as swing through. As such, we have to take damage and run through it. This section ends when Spider-Man's feet touch the bottom of the screen. Damage boosting with the thrower and jumping takes the same amount of time as swinging through it, so we pick the latter so we don't have to take damage.

Arcade

The final boss, Arcade, starts off in a large robot that operates like Russian nesting dolls with 24, 16, and 12HP respectively. This phase is similar to N'astirh in that swinging is useless and webshots deal 1 damage. After the smallest robot is destroyed, Arcade robots appear 1 by 1 until 3 appear at once. There are 10 total. Swinging kills them instantly, while web-shots and the X-Men's projectiles need 2 hits. Gambit kills the second bot. Input can be cut off after starting this swing. Instead, we dance and press start on the next screen to reach the ending quicker.

Unused Glitches

Boss Vanish Glitch

This glitch makes a defeated boss disappear if you backtrack after beating either Apocalypse in Wolverine's first level or the Sentinel in Cyclops' first level. As there's no way to finish the level after performing this glitch, this is useless.

Cyclops Crush Glitch

This allows you to avoid dying when getting crushed by jumping into the collapsing section. As you can't escape this section, using this glitch would force a stalemate, making it useless.

Cyclops Rail Glitch

This allows you to modify the appearance and physics of Cyclops. The exact details of how this glitch works are unknown, so we couldn't use it, though it seems to have a lot of potential if we could figure it out.

Gambit King Glitch

This glitch scares the boss in Gambit's first level, the King of Spades, off of the screen, where he will remain forever. It can be triggered by attacking him with the fireball move, as shown in the provided video, or by having him circle around you while you're on one of the top platforms. As there's no way to finish the level after performing this glitch, this is useless.

Memory Addresses

Lua Script

Brandon wrote a fairly detailed Lua script for this game. Its primary use is to label the characters and enemies, showing their name, health, x / y position, and x / y speed. When the health for a labeled object changes, it is noted like many RPGs would. In addition, the script displays the position / speed of the water in Storm 1 and 2, the rolling ball in Gambit 1, and the platform in Gambit 2. Lastly, it hacks the camera once Gambit reaches the Black Queen in his second level as shown above.
There are 4 modes to run the script in. Mode 1 is for Spider-Man's levels. Mode 2 is for Wolverine, Cyclops, and underwater Storm. Mode 3 is for Gambit and walking storm. Mode 4 is for the final fight against Arcade (It operates exactly the same as Mode 1 except the camera changes). The name labeling for modes 1 and 4 work seemingly perfectly, and we only display information on objects with the IDs we want. We were able to find a somewhat sane IDs for objects in Mode 2, allowing us to label mainly what we want, but several objects would share the same ID for some reason, so the names are often absurd. We had a lot of difficulty finding a working IDs for Mode 3, which is unfortunate because there are so many slots for objects in memory that labeling all of them would be insane. As a result, the best we could do is whitelist 4 slots that will at some point contain the character and all of the components of the two bosses. The latter three slots might be occupied by other objects at some point.
To cycle through the modes, press [ while the script is running. Additionally, ] toggles the "Juggernaut" setting on and off, which makes it so that the labels for the object in the slot that will at some point contain Juggernaut will always be shown, even if the object is off of the screen. This becomes incredibly useful in Wolverine 2. Finding additional memory addresses could make these hotkeys unnecessary as well as solve the problems mentioned in the previous paragraph.

Possible Improvements

While making this run, we would often notice that the transitions in between levels are often prolonged or shortened for an unknown reason. One might suggest that this game has an x-frame rule, but it seems fairly inconsistent and dependent on other factors. A better understanding of this might help future runners of this game save a few frames easily, but we were too focused on working on our levels for speed and entertainment to seek out a minor optimization of the menu navigation that could be dependent on chaotic variables.
In addition, there might be some improvements of the final score. It seems that the scoring system for this game is very inconsistent and fluctuates for reasons we don't fully understand. As such, we have focused more energy on collecting as many items / killing as many enemies as we can than the points that result from doing so.
Lastly, lag reduction might be a factor for a future run. In some places, primarily the final levels, it is very hard to figure out what causes lag and reduce it. We did our best, but it would not be surprising if we missed some.

Future Runs

This game was made for more than just the SNES; it was also made for the Genesis, Game Boy, and Game Gear. The Genesis version has a glitch that would radically change how the Spider-Man levels are played, and jaysmad has already begun experimenting with it. Hopefully, we will find more unique glitches in the other levels as well. The handheld versions don't seem particularly interesting. Another idea would be to do a no-damage run of the SNES version.

Personal Comments

jaysmad

At first, I had my doubts about this game. People who have played this know how frustrating it really is, so I really felt the need to beat the life out of it. Aside from that, It has pretty groovy music and five of Marvel's greatest heroes. I believe Brandon and I gave the best the game had to offer and hope you all enjoy it.

Brandon

I'm relieved to see this run finally over after 10 months. This was the first major project I worked on, although not the first submitted. I'm very proud of my sections, especially Gambit's. I'd like to give a shout-out to klmz and his Journey to Silius run as well as sparky and his Mega Man & Bass "Forte" run for inspiring Gambit's second level. This dance / drum sequence has taken over a month alone, and I really hope people like it. I'm very proud of all of the work jaysmad has put into it, and without him, this run wouldn't be possible. Thanks for watching!

Special Thanks

Thanks to marcolaranja for providing several improvements, Dacicus and Randil for helping us find addresses, and Sonikkustar for watching our progress and giving feedback.

Suggested Screenshots


Nach: This game is a nightmare to play, horrible play control, fake difficulty and all that. This TAS makes it look almost easy! Despite emulation errors in the background for the Spiderman levels, they were played very well. I didn't think Spiderman could move like that in this game. The Gambit levels were also highly entertaining. Accepting.

Brandon: Publication underway!


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
Former player
Joined: 4/17/2009
Posts: 88
looks really will optimized, 'x-cellent' work
Player (64)
Joined: 11/2/2007
Posts: 100
Location: Toronto, Canada
"Obviously that wasn't me— more of my robots." Great job here, guys. The game has a strong LJN vibe, but the character changes keep things from getting too stale. The run itself looks good and the competitive-style TASing payed off I think. Highlights for me were the Spider-Man levels, boss fights, and the musical talents of Gambit. Really appreciate the preemptive encode and detailed notes too. Yes vote for sure!
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Superbly entertaining. The wolverine level is a bit freaky with the jack in the boxes. Yes Vote!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 7/2/2007
Posts: 3960
Man, what the heck is Spidey hanging off of in the endgame cutscene? Is he contractually obligated to be upside-down when delivering dialog or something? The Gambit levels are the highlight of this run; the rest is pretty standard run-and-jump fare. I have to admit the game does a good job of making these characters look pretty unheroic. Someone needed to spend more time especially on the running animations.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
I'm trying to watch this in the emulator, but the background in the first stage is all garbled with a bunch of 5's. I figure I've probably got a bad ROM... would you guys mind posting the checksum of your ROM file here, so I can see if that's the problem?
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
That's a problem with the emulator. Turn off layer 3.
Previous Name: boct1584
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Just saw the run, and It was amazing! The constant switching of characters adds a lot of variety that most movies dont seem to have. Spider-Man was my favorite part. Yes Vote. Congratulations for getting this done you two! If 2011 was the year of Metal Slug, 2012 is gonna be the year of X-Men.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
mklip2001 wrote:
I'm trying to watch this in the emulator, but the background in the first stage is all garbled with a bunch of 5's.
I said this on the forum a while back, but looks like no one heard; I've tested it on Snes9x 1.52 and it plays your movie perfectly, with no graphical error! edit; oh, yes, I'm following this for some time and now that it's done, it really deserves my Yes vote.
I am old enough to know better, but not enough to do it.
Player (184)
Joined: 12/24/2010
Posts: 144
Location: Brazil
Heyaie Brandon, jays, just watched the run, it was lovely to see such an awful game known from its dificult being so delicious to watch, the optmization was cleary superb, only small improviments left as you said as lag manipulation but of course it seems a pretty hard one to optmize, also the entertaiment was very good, Gambit part was the best due to drum cards and the headbang, plus the best music in the game congratz for that you two guys.
My main objective here is to TAS the most obscure games titles!
Experienced player (878)
Joined: 11/15/2010
Posts: 267
I recall playing this game a couple of times, may have been the genesis version. I remember the web swinging part was fun, but the game was way too difficult. Very nice run, voting yes of course. I also enjoyed seeing Gambit rock out.
BigBoct
He/Him
Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Dooty wrote:
I said this on the forum a while back, but looks like no one heard; I've tested it on Snes9x 1.52 and it plays your movie perfectly, with no graphical error!
When I tried v1.52 (SVN184) it desynced in Cyclops 1. What version do you have?
Previous Name: boct1584
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
boct1584 wrote:
Dooty wrote:
I said this on the forum a while back, but looks like no one heard; I've tested it on Snes9x 1.52 and it plays your movie perfectly, with no graphical error!
When I tried v1.52 (SVN184) it desynced in Cyclops 1. What version do you have?
Yeah, I'm not sure why my copy of the emulator doesn't have this bug (jaysmad experienced it for some time), but I'm more confused as to how this game would sync in v1.52.
All the best, Brandon Evans
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
boct1584 wrote:
Dooty wrote:
I said this on the forum a while back, but looks like no one heard; I've tested it on Snes9x 1.52 and it plays your movie perfectly, with no graphical error!
When I tried v1.52 (SVN184) it desynced in Cyclops 1. What version do you have?
I watched the final run only on YouTube, I tested v1.52 on an early wip when it was still under development and you're right, it desync on Cyclops 1, beats me why it sync up to this point though. edit: I'll try to make it sync from this point on v1.52 and will post the results here tomorrow, it may not be too difficult since it sync so well in the first stages.
I am old enough to know better, but not enough to do it.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Dooty wrote:
boct1584 wrote:
Dooty wrote:
I said this on the forum a while back, but looks like no one heard; I've tested it on Snes9x 1.52 and it plays your movie perfectly, with no graphical error!
When I tried v1.52 (SVN184) it desynced in Cyclops 1. What version do you have?
I watched the final run only on YouTube, I tested v1.52 on an early wip when it was still under development and you're right, it desync on Cyclops 1, beats me why it sync up to this point though. edit: I'll try to make it sync from this point on v1.52 and will post the results here tomorrow, it may not be too difficult since it sync so well in the first stages.
Which file would be preferred for the submission, then, if you succeeded? Even if you manage to get it to sync on a newer version of Snes9x, it might for some reason emulate something that I did for style differently. For example, my auto-scroller might be ruined somehow...nothing would surprise me with this game. Fun fact: when I found an improvement in Gambit 1 and merged it, everything synced perfectly fine, but the music that plays in Gambit 2 was delayed by one frame, ruining my auto-scroller. I had to adjust everything. :( Edit: What's the best screenshot out of the ones we posted? Are there any better ones that people can think of?
All the best, Brandon Evans
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
One hour with TAS Movie Editor, four frames added on and here's the result: http://www.mediafire.com/?22eo6esvehawsdl It messed a little with the author's names; a few spaces solved the problem, also, the ROM crc32 is wrong, but it sync from start to finish on v1.52 now. (it's just for fun and is not intended to replace your movie file)
I am old enough to know better, but not enough to do it.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Dooty wrote:
the ROM crc32 is wrong
What are you using? I used this:
---------------------Internal ROM Info----------------------
       Name: X-MEN                    Company: Acclaim
     Header: None                        Bank: LoROM
Interleaved: None                         ROM: 8 Mb
       Type: Normal                      SRAM: 0 Kb
  Expansion: None                     Battery: None
    Country: USA                        Video: NTSC
  ROM Speed: 200ns (SlowROM)         Revision: 1.0
   Checksum: Good 0xC5F0            Game Code: None
---------------------------Hashes---------------------------
      CRC32: AE878CCB
        MD5: 9D59F3DEF2B1A8D87F7E97CEF41A04C0
     RIPEMD: AB711F9AE7B0AE08DD6400C54D3A857A35C58BC0
      SHA-1: 1365A9DC47E8150F171098691478D557BE740C1A
    SHA-256: 63210A91573FA8E19592F2E6C746A400831D804C00453739447D2DF32E731DF7
    SHA-512: B02D34AEBC7FCD6E758FC93C6672A9C1F5CA82CF5C00692FE141E24A2EA8F526
             27233BE031AA125353CDF06D1586F70F5F0272F0F76CFAC4F0253C7129B092F3
      Tiger: 9A5F0140693CDD3267023BB91889C9FF07D2E2D21C0FD6E6
  Whirlpool: ECBE6EFAB980439CC817A72BEFF2AFFF3E864A5C3064090A686A9BA7ACCD4266
             B5D27C4A8420E0A812C39117C456497407D835498D0127AE6A22286B34DFE6CB
--------------------------Database--------------------------
       Name: Spider-Man and the X-Men
    Country: USA                     Revision: 1.0
     Port 1: Gamepad                   Port 2: Gamepad
    Genre 1: Unknown                  Genre 2: None
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
TAS Movie Editor only, but it's not compatible with Snes9x 1.52, is there a way to fix the CRC32? (I mean in the movie file)
I am old enough to know better, but not enough to do it.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4038
Great job on the run! The autoscroller was exemplary. Yes vote!
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
The plan is to publish on Saturday (Hopefully as publication 1969M for my own personal enjoyment). Any ideas on the screenshot? jaysmad thinks we should go with the N'astirh one, and I think it's a good one too, but I'm not sure if there's a better one. There might be a better screenshot during the Arcade battle, which would show both Spider-Man and two of the X-Men, but most people don't think it's a good idea to use final boss battles for screenshots. What do you all think?
All the best, Brandon Evans
Joined: 6/26/2011
Posts: 167
I probably got into viewing this run a little late, but I still found it very interesting. Though each stage-set somehow managed to be more bizarre than the one before. o.o;
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
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. ---- [1969] SNES Spider-Man/X-Men: Arcade's Revenge by jaysmad & Brandon in 23:28.18
Joined: 2/26/2007
Posts: 1365
Location: Minnesota
To think I was suckered in to wasting money renting this game -- multiple times. Nice rape, guys. I can't think of a game that deserves it more.
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 2/12/2012
Posts: 2
Very nice. I would love to see a genesis version of this run as well.
Brandon
He/Him
Editor, Player (191)
Joined: 11/21/2010
Posts: 914
Location: Tennessee
Sticky wrote:
To think I was suckered in to wasting money renting this game -- multiple times. Nice rape, guys. I can't think of a game that deserves it more.
You think that's bad? I own this game. I actually have learned to love it. "Love your suffering" and whatnot.
All the best, Brandon Evans