Do you like SMB3? Well, then here’s a rip-off of that game TASed for you.

Game objectives

  • Doesn't takes damage
  • Abuses programming errors
  • Aims for fastest/shortest input
  • Entertains without losing frames

Game version choice

There’s 3 different version of this game. Probably the chronological order of development is...
  • Ninja Jajamaru - Ginga Daisakusen (J) (this ROM was used for this TAS) - this was released in Japan, 2-3 years after SMB3. This is the 5th game of the Ninja-kun series and the final for the Famicom. However it contains "new ideas" that were not polished like unusable exits. More information: [dead link removed]
  • Ninja Jajamaru - Ginga Daisakusen (Japan) (Beta) - this was developed after the released version and it contains a few “USA” stuff like changing the title screen, translating a few things, and numerous bugs (as it was a prototype, probably never released).
  • Squashed (USA) (Prototype) - this was never released, probably because of 2 reasons: high similarity to SMB3 and absolutely not funny veggie puns.

TAS detailed

The main character JaJaMaru used because his charging is 2 times faster than Princess Sakura’s (32 unit per frame instead of 16).
Most of the enemies and obstacles are skipped (sometimes the game couldn't even spawn them) using infinite speed and holding charge to blaze through the game. And bosses are humiliated of course.
I also suggest you to watch the run with my lua script to understand how speed holding works: [dead link removed] For more tricks/glitches/basic informations, look at GameResources/NES/NinjaJajamaruGingaDaisakusen.

Note to my favourite encoders

60 FPS + blending, numerous blinks through out the run.

Miscellaneous

Thanks for…
  • NitroGenesis for his Squashed level 1 WIP (infinite speed)
  • Inzult for his Ninja JaJamaru Ginga Daisakusen WIP (jump to avoid death)
  • Someone who mentioned this game to me... maybe feos?
  • Those who casted their votes on me / my TAS to give me 2 new shiny awards =)
See you until my next TAS =)

feos: Judgemaru.
feos: Added deblinked encode.
feos: Fixed movie platform.
feos: Accepting for Moons.
Ilari: Processing (uploading underway)

TASVideoAgent
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This topic is for the purpose of discussing #4203: MESHUGGAH's NES Ninja Jajamaru: Ginga Daisakusen in 15:16.06
MESHUGGAH
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This TAS also syncs on the english translation rom hack.
b270656f360b8a4ef23719d36bfdf269
*Ninja Jajamaru - Ginga Daisakusen (Japan) [En by HTI v1.0] (~Ninja Jajamaru - Galactic Battle).nes
In case if anyone wants to read the texts.
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NitroGenesis
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I don't think this is an FDS game.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
MESHUGGAH
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NitroGenesis wrote:
I don't think this is an FDS game.
I guess you are right, it's probably a "Famicom Cart". Movie syncs with FDS 0 too.
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The thing is, there doesn't seem to be an fds ROM of this game.
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MESHUGGAH
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feos wrote:
The thing is, there doesn't seem to be an fds ROM of this game.
http://bootgod.dyndns.org:7777/profile.php?id=2289 This is a Family Computer game, not a Family Computer Disk System one. Just change FDS 1 to 0 in the header so TASVideoAgent probably switches it back to NES.
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Oh hey, somebody finally made this. And I like how it turned out. The full run looks nice and fast. Yes vote
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Wow, there really are a lot of similarities between this game and SMB3. The run looked good though, fast and entertaining, even during autoscrolling sections. Yes vote!
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That was not nearly as exciting as the phrase "infinite speed" in the submission notes implied.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
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. ---- [2545] NES Ninja Jajamaru: Ginga Daisakusen by MESHUGGAH in 15:16.06
Joined: 6/20/2008
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I actually missed the interesting parts of this run the first two times I sat down to watch it, in trying to skip past all the RRFJ. I can only assume it's not so easy to bounce harmlessly off every floor-mounted hazard in realtime? Seems like a bit of an oversight, like the game wasn't designed with that mechanic in mind like Ducktales was.
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As I recall, there's a one-frame window when you land where you can jump again without taking damage.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.