Timecop is a Super Nintendo Entertainment System video game that is based on the movie of the same name. Intending to be a semi-sequel, this game offers many stages not shown in the major motion picture.

Game Objectives

  • As fast as possible by any means

Dooty's Comments

Looks like my real time playing skills are getting worse by the minute, that's why this TAS was done; I was playing some first person shooter games with my nephews, but I suck big time playing in real time, so, before I get my ass kicked again by one of my ten year old nephews, I think it's better to do another TAS :)

Tricks

Buffer Bug

The full amount of time that a story cutscene is being played directional inputs and other persistent inputs (gun) can be buffered just by holding them. You can also buffer non-persistent inputs (jumping) by pressing them on the last frame before the game stops accepting inputs.

Enemy/Corner Boost

Landing on enemies/objects will shift you one direction or the other. This is important because the effect is instant, and the camera scrolls at a constant rate. Overscrolling past the screen boundaries preserves the stage layout, but most enemies and platforms/elevators do not spawn.

Useful Addresses

All addresses used in this run can be found in this unfinished but functional Lua script; Userfiles/Info/2502329683870168

FBI GET ON IT

The amount of unavoidable lag in this stage made me think that it would be the most difficult thing to worry about in this run, the incoming stages proved it wrong.

Floormaster

A really short stage, it's possible to fall trough the elevator's floor by jumping as soon as you can get below the uper platform. That bomb used was not meant to reduce lag, but to kill a turret that was on my way.

Roundabout

Man, this stage is kinda long... other than that it's not a difficult stage to TAS; run right for justice, run left for great justice and right again for even greater justice!

TIMECAR

After a gigantic stage comes this somewhat small one. The objective here is to reach the Timecar, avoiding some lag along the way of course.

Octopi Parade

The first stage with a boss. I don't know why this boss have so much health points since it's the first one, but it's not a difficult boss to dispatch.

Reverse Touhou

No, it's not a bonus stage, but there's nothing wrong to use it to increase my score a little bit.

Gangsta Paradise

I almost made this stage lag-free, if I have just one more bomb... anyway, this stage is kinda complex to TAS, I hope you enjoy watching it the way I came up with.

Low Rider

The first stage that is possible to stay ahead of the camera. There's lots of lag at the end that may be reduced using a bomb, but using the bomb where I used is faster overall.

ATM

Another short stage, with another boss! Um... boss, what boss? by the by, this is the only boss that can be hurt by the use of a bomb.

GERMAN

Time to face some "modern weaponly" and another boss! Okay, I said that the previous boss is the only one that can be hurt by the bomb, but this time I used it just for show.

Brainblast

Nothing really special about this stage, run right, use some thugs to give me a small boost and destroy some flying robots, thats' all.

Timecar's Revenge

Oh, oh... I thought the timecar was mine. In any case, a really straightforward stage; run right and kill a boss!

Super Scroll

If it's not for the first conveyor belt, I would say that my luck here was perfect!

Super Scroll (New Run)

Conveyor belts in this stage switch every time a 0 occurs in the RNG sequence. I don't know how to manipulate the RGN other than wait a few frames for it to change by itself. So, this stage is now 200 frames slower.

Corner Trap

The boss on this stage have one strange energy bar, I don't even know if the memory address that I found is the right one... sometimes he goes down with 120 HP, sometimes with 90. The fastest I got is 89.

Sky High

Wow, you can create huge amounts of lag in this stage with a single bullet, but it's now lag-free! Yeah, not even a single frame of lag.

Jetpack Hug

The final boss! The physics of the jetpack is weird; hit the boss and he goes up no matter where you hit him. oh, and it creates a lot of unavoidable lag... Well, that's it. I hope you enjoy the run.

Special Thanks

Omnigamer, if it was not for his interest in this game, tricks and memory addresses I would probably be playing (and losing...) Call of Duty with my nephews. Eye Of The Beholder, he always have something kind to say about my runs, thank you for your support.

Possible Improvements

I was estimating to save ~300 frames restarting the run, but as explained on Super Scroll stage, I lost ~200 frames there. The run is still faster than the old one, 92 frames, but if you can find a way to manipulate the RNG, or if you are luckier than me, there's some frames to be saved in this stage.

Dooty: The file was replaced with a 92 frame improvement.
FractalFusion: Accepting for publication.

Ilari: Converted to lsmv and dumped...
Ilari: Encodes done&uploaded. Holding for tier to be decided...
FractalFusion: Decided for movie to be published in Moon tier.

TASVideoAgent
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This topic is for the purpose of discussing #3747: Dooty's SNES Timecop in 19:08.46
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Jesus, you work fast. It seems like I was just reading you starting this run yesterday. I'll check it out when I get home.
Current thoughts: Hachiemon (J) for GBA.
Cooljay
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This was very well done Dooty. Game looks totally unfair, but you manage to make due with it. Breaking an autoscroll segment by going ahead haha, and some other exploits. Yes vote for this. What bad sprite animations and anticlimactic ending this game has too lol
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Waiting on either an encode, or for Bizhawk to support Nach's JMA compression for SNES ROMs.
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Cooljay
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Link to video Encode
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Nice run. Harken back to an era when they thought digitized sprites didn't look terrible. Well, they did.
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I don't understand what's going on this game. Why did cop have to kill some explosive octopus? Can someone explain me? P.S. Nice work, Dooty. I voted yes.
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I also do not understand why, but in the 16-bit era it was common for enemies to explode to show that they were dead or blink to show that they were receiving damage.
I am old enough to know better, but not enough to do it.
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Dooty wrote:
I also do not understand why, but in the 16-bit era it was common for enemies to explode to show that they were dead or blink to show that they were receiving damage.
Did you ever play any of the 3D-Zeldas since Wind Waker?
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This game looks amazingly bad. Obviously, this mean "yes vote" Ok, it's fast paced enough, and funny
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Dooty wrote:
I also do not understand why, but in the 16-bit era it was common for enemies to explode to show that they were dead or blink to show that they were receiving damage.
It saves the developers from having to create more complicated death animations. It's reasonable to not expect to see an enemy any more if they explode (the remaining pieces would be too small to be worth drawing), but otherwise you end up having to either show the corpse, using up memory and processor cycles, or have the corpse mysteriously vanish, which feels odd to the player. Oddly, making every enemy out of explosives feels less odd... One of the big things I was impressed by when I first played Symphony of the Night was how all the enemies had customized death animations. Which, granted, still often included explosions, but hey, explosions are cool. :)
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Just watched it Dooty, great job! A couple things I noticed though, is there any reason you didn't try to use the cutscene buffer bug? In my testing it seemed like it didn't add any additional time (you can still hit start at any time before the cutscene actually plays and trigger it). It should be useable in 3-1, 4-1, 5-1, 6-1 and 7-1 to gain some extra distance before you can normally gain control.
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Derakon wrote:
Dooty wrote:
I also do not understand why, but in the 16-bit era it was common for enemies to explode to show that they were dead or blink to show that they were receiving damage.
It saves the developers from having to create more complicated death animations. It's reasonable to not expect to see an enemy any more if they explode (the remaining pieces would be too small to be worth drawing), but otherwise you end up having to either show the corpse, using up memory and processor cycles, or have the corpse mysteriously vanish, which feels odd to the player. Oddly, making every enemy out of explosives feels less odd..
it's just what they wanted you to think, the real truth is that michael bay directed the game yes vote
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This was oddly entertaining. I'm giving it a yes.
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Omnigamer wrote:
is there any reason you didn't try to use the cutscene buffer bug?
Gosh, I completely forgot this trick! I'll do some testing tonight and see if it is possible to edit the run, thanks for reminding me.
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Volcanon wrote:
Nice run. Harken back to an era when they thought digitized sprites didn't look terrible. Well, they did.
Takes me back. Just not in a good way... I never liked the look of characters like that.
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Most of the music is actually pretty cool, the run seems optimized, and the animations are all way too hilarious. Especially that ending. Seriously, that ending?
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That ending makes me perplexed, too. Lots of questions remain at the very end. Who the heck is that mad scientist, and why does TEC even exist? Anyway, this game assured me how great DKC series were.
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Thank you, all of you, but the "buffer trick" (that I regretably forgot all about...) can save time even in the first stage! I guesstimate the savings to be about 300 frames in the long run. Unfortunately, it's impossible to edit this game without causing a massive desync, so I'm working on an improved version and setting this one as delayed until then, sorry.
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Go! Go! Go!
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The run is done, the conveyor belt took some of the improvements alway, but it's still faster.
Exxonym wrote:
Jesus, you work fast.
Now I must second that... 2 days and it's up and running again, thanks everyone.
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Congrats, Dooty! Yes vote. It's a shame that the new trick only saved one second, but it's cool you redid the run to include it. What will be next? Congo capers?
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I was thinking to do Super Back to the Future, as suggested by goldfish, but there's too much lag in that game and I lost my interest :( There's a lot of new tricks at the Congo's Caper thread, I'm downloading all of them now and will take a look tonight, thanks for the suggestion :)
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This run is weird in a good way. I've accepted this run but I think the tier needs deciding. Which tier should this run be published in?
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Hard to decide it. The game itself was bad, but the author got through it with fine techniques.