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"Let's get dangerous... without actually being dangerous."
The game Darkwing Duck possibly needs no introduction. Numerous TASes of it were made during the early days of TASVideos, ending with the current published run. This run, however, takes a different approach - completing the game while defeating as few enemies as possible, without using any of the Arrow, Heavy, or Thunder gas weapons.
This is an improvement of 763 frames (12.7 seconds) over my unsubmitted test run.

Goals

  • Kills as few enemies as possible
  • Uses no special weapons
  • Takes damage to save time

About this run

This TAS is mostly inspired by the pacifist runs of the Contra games. My main reasons for starting the challenge of making this run were:
a) To offer something different to complement the existing ('any%') run of this game.
b) To show a 'category' (and I use that term loosely since this isn't SotN) which would be very difficult to complete in real time.
This run defeats 8 enemies in total: Seven bosses (which obviously cannot be avoided) and one regular enemy (which can only be avoided if arrows are used).

Level comments

Quackerjack

This stage was mostly improved by using more efficient damage routes. Otherwise, there's not really much to say.

Liquidator

By avoiding a falling egg near the beginning of the level, I was able to take damage from one of the jumping enemies later on to save waiting for the moving platform. Also, dodging a murder of angry crows like a boss is much less fun than it looks.

Wolfduck

Saving the best for last for the first three stages. By taking damage one less time, I manage to avoid having to grab a health pack which would have required going out of the way to get it. Otherwise, this stage is mostly unchanged.

Megavolt

In this level, Darkwing introduces the Cape Dance, and dodges flying carpet ducks just like he dodges those crows. There's no death glitch on the boss this time, but don't worry - it comes back later on!

Moliarty

The boss fight was improved by alternating my shots between Moliarty and the flame shooter light, allowing me to save one cycle over the test run. Apart from that, there's not much else that's different.

Bushroot

This time, we save the worst for last instead. Terrible level, awful boss... there were no major improvements in this level. Moving on.

Steelbeak

Ahhh... I guess I should explain about that one regular enemy. There are three enemies in the early part of the level which are positioned underneath low ceilings - this makes it so you can't jump over them without getting hit. The only way to avoid them is to go over the top of the level - which, unfortunately, requires arrows to be used. Because no special weapons are allowed in this run, I have to take damage from these enemies.
In the next room, there is another enemy who roams inside a two-tile-high corridor. Because DW has already taken damage three times (i.e. one health left), the enemy cannot be jumped over, and the checkpoint has not been reached yet, the enemy must be killed to get past.
In the test run, I managed to get this enemy to drop a health pack - however, in this run, the RNG was in a very bad position, which meant that whichever frame he died on, he would drop either a gold bar, or nothing. Instead, I take a death at the checkpoint to get my health back, which allows two more low ceiling enemies to be passed.
I don't want to spoil too much about the final battle, but I can say that it features a shocking twist...
I'm probably not going to be making any more TASes for a long time, so that's it for now. Goodbye!

Nach: As a special category, the audience appears to be displeased with the results of it, and would prefer a modification of the rules. Also, it appears a bit more work should be put into such a run and save additional time. Rejecting.


TASVideoAgent
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Post subject: Re: #4554: EgxHB's NES Darkwing Duck "Pacifist, no special weapons" in 12:52.21
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To disallow arrows and kill poor innocent guy in the last level was a very wrong decision for pacifist category. This run is not really pacifist. I'm sorry, but I have to vote No. Link to video
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
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Either go for pacifist or don't. This run is a "pacifist as long as it looks cool", which seems a bit weird. I'm not an expert in this game, but I'm sure it's a well made TAS. I just don't like the goal.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Very good improvement to the testrun. What I like about this game is that the enemy placement makes a pacifist goal very nontrivial, and the run was very entertaining. It's unfortunate there is one enemy that can only be bypassed using special weapons. I guess the "no subweapon" goal takes precedence over pacifism there. Yes vote.
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I voted Yes for maximum difference from the any% run, and I agree that "no subweapons" should be put before "pacifist", then the goal will be really met. But I'm unsure why EgxHB didn't implement improvements we posted in the game's thread.
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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feos wrote:
But I'm unsure why EgxHB didn't implement improvements we posted in the game's thread.
This moment is also a little bit doubtful:
EgxHB wrote:
In the test run, I managed to get this enemy to drop a health pack - however, in this run, the RNG was in a very bad position. ... I take a death at the checkpoint to get my health back.
The single place in game where luck manipulation is needed - to have bad RNG. Seriously?
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
XYZ
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Great job! The final battle with the SteelBeak is beyond all praise. But I will abstain from voting because 1) It is not a true pacifist run, because you have victim, which can prevent or using in submission's name only "no special weapon" tag; 2) In the last battle to defeat the boss you don't have to kill his flying Robo-birds (another victims) for pacifism again; 3) TAS have a valid improvement, reflected in the DWD thread; 4) It's doesn't require the use of death, because you can get a medical kit from this lance duck or from the barrel.
Pokota
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I'm going to vote meh on this. On the one hand, doing this is an impressive success. No Gas is already very tough in this game, and Pacifism is also incredibly difficult. Both in a game that's around Megaman 3 levels of difficulty. On the other hand, as many have stated before, the category choice itself is flawed. Since the author seems to have preferred "No Gas" over "Pacifism", this really should have been done as a straight No Gas run. I suspect that now that this has been submitted there'll be straight No Gas and straight Pacifism runs in the future.' EDIT: Also desyncs on BizHawk to the point that he's dead at frame 4444, which looking at the input file should not be the case. What needs to change to make it sync in BizHawk? Never mind, was using the wrong core. Except now it's desyncing on stage 2.
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mklip2001
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I liked this run. It has some slight technical flaws, from what I gather (I didn't notice them as much myself when watching), but it's a convincing demonstration of how to play through a difficult game under difficult conditions and be pretty entertaining in the process. There were a lot of places where you had to take damage to proceed quickly, but there were also many places with impressive dodging. (I liked seeing the last stage's end portion, dodging the bullets from the Terminator ducks.) I agree with Scrimpeh here; the primary goal is "No subweapons", and then "pacifist" is a secondary goal. I might have called that goal "minimal kills" instead, but that's just confusing compared to "pacifist".
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.
Post subject: Re: #4554: EgxHB's NES Darkwing Duck "Pacifist, no special weapons" in 12:52.21
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Waiting for the encode.
Archanfel wrote:
Link to video
Archanfel, that was just awesome! Honorary yes vote for the Darkwing Duck Hunt!
XYZ
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Someone is working on improvement this movie?
Alyosha
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XYZ wrote:
Someone is working on improvement this movie?
I am interested in the concept of this run. Are people of the opinion that a true pacifist run is salvageable, with or without the arrow? I would be interested trying to make it happen, it sure is tempting trying to get by that last enemy...
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I'm interested in improving it. This submission's feedback however shows that the other variant should be preferred, where pacifist means no kills and 1 arrow is allowed. Would still be "pacifist, no subweapons" I guess, and is going to get approved by all of you guys, even though it wouldn't actually be "zero submweapon", but "one arrow".
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.
XYZ
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Alyosha wrote:
I am interested in the concept of this run.
You want to fix this movie or to start from the beginning and step by step to inspect possible new run? We should discuss this here or move on to the main thread?
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XYZ wrote:
step by step to inspect possible new run
Since it could very well be addressed to me, this is my goal, for one.
XYZ wrote:
We should discuss this here or move on to the main thread?
To discuss anything specific, we'd need to move there.
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.
Alyosha
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XYZ wrote:
Alyosha wrote:
I am interested in the concept of this run.
You want to fix this movie or to start from the beginning and step by step to inspect possible new run?
Basically fix the movie. I didn't follow the thread too closely,but it seems most of the run is pretty well optimized with a few noted improvements to be done. I am mainly interested in the last level where that one enemy is getting in the way. Presumably EgxHB tried many, many things to get by him, but its just too tempting to pass up...
XYZ
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I think that my questions are not so specific. For example in the first level DWD jumps over TG sign. Visually pass, taking it, is faster, but I'm not sure. Should there and in other similar situations bypass gas, if you're not going to use it, but taking them will help you go through some places faster? Feos, is it possible to fix the section in this submission with vertical spikes in the Megavolt level without a desync?
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Dunno about desync, I think not (randomness), but it anyway has quote some improvements to try out, so it's going to be a serious project, worth a few months. As for avoiding picking subweapons, I'd say it's no problem to go through it as long as it's not used.
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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om, nom, nom... minty!