Metal Force in 13:09.6 by adelikat, Aglar, AntyMew, Aqfaq, Cardboard, Masterjun, MESHUGGAH, MUGG, Noxxa, Scepheo, TehSeven, negative_seven & Truncated

Game objectives

  • Emulator used: FCEUX 2.2.2
  • As fast as possible
  • Takes damage to save time

Comments

After the conclusion of Dream Team Contest 5, the best routes for each rooms amongst the competitors were combined and resynced (primarily by MESHUGGAH) to create the ultimate run of this game, saving 65 frames total over the DTC5 winner's (Team AAA's Aglar, Anty-Lemon, Aqfaq) submission.
yeah idk let's crowdsource this submission text

Movement

The game does not have any subpixels. All movements are done in whole pixels. For horizontal speed, the game keeps a counter which cycles seven values: 1, 1, 2, 1, 1, 2, 2. This works out as 10 pixels over 7 frames or ~1.43 pixels per frame. (Why the designers didn't just make it alternate between 1 and 2 for a mean speed of 1.5 is anyone's guess, but everyone who participated in the DTC hated them for it.)
The speed counter advances for every frame the player walks, and every frame the player is in the air, regardless if moving horizontally or not. The speed counter also advances when pressing against a wall on the ground, even if no actual horizontal movement is made. The speed counter pauses when standing still or climbing a ladder. The speed counter resets every mission.
Small improvements are easily lost to the whims of the speed cycle god.
Other than this speed cycle the game is very hex edit friendly.

Tricks used in this run

Scrolling skip

If you pause on the frame you touch the trigger for a scrolling transition, the game will load the data associated with it (camera bounds, new transitions, etc) without actually starting the scrolling itself. This is only useful for one-way transitions, however, as two-way transitions actually consist of two transitions, and touching the last one will cause the old room exits to be loaded, preventing you from progressing any further in the game.

Speed cycle advancing

Similar to the scrolling skip, pausing when triggering a black transition has strange effects. In this case, pausing and immediately unpausing the game does not delay the next room load. It does, however, allow the game to advance one more frame before entering the next room. In the TAS, this is used to advance the speed cycle to a more favourable phase.

Corner boosting

Jumping or falling into a ceiling or floor corner whilst moving away from it allows you to slightly pass through said corner. If you let go of the direction key you were holding, the game will push you out of the block, advancing you a maximum of 4 pixels at a time. For ceiling boosts, a maximum of 8 pixels (over 2 frames) is possible, for floor boosts this is 6.

Ladder zipping

You can grab onto ladders when you're 16 pixels away from their centre. Due to this, it is often faster to grab onto a ladder and let go immediately, as this will move you forward ~16 pixels, at the cost of not moving a single frame.

Low ladder grabs

When approaching a ladder going down from the floor you are on, you can grab it a few pixels lower than you would by just walking up to it. To do this, jump before the ladder, and land on the ground on the same frame as you grab the ladder. The downward speed will be applied once before grabbing the ladder. It is better to be as close as possible (1 pixel above) the ground on the frame before grabbing. For this reason, some jump heights are better than others, and 8 and 11 are best when possible.
Jump heightPixels gained
no jump0
10
20
32
42
51
62
72
83
90
101
113
120
130
140

Wall jumps

When passing through a downward corner, instead of releasing forward to corner boost, you can press backward. Under some circumstances, depending on jump height and pixel position, you will enter the standing animation for one frame, and can jump again from this position. The possible applications are very limited. The combined movie only uses it for entertainment.

Stages detailed

For actual frame numbers, see this list or this timesheet.
  • MMM Mission 1+2 (Mission 2 contain's AAA's speed cycle, doesn't changes framecount)
  • MMM+AAA Mission 3 with all AAA improvements
  • SAC/TTT's jump @ Mission 3 Room 4 ~F21300
  • AAA Mission 4 route with MMM improvements
  • SAC Mission 5 Room 1-2 with improvements, Room 3 improvement by Exonym
  • TTT Mission 5 Room 3-4 with better speed cycles
  • AAA Mission 6 with MMM's Boss (4 frames)
  • AAA Mission 7

Other comments

<Explain here things the audience would probably like to see> <Explain also things that could be improved in your movie> <You may also suggest screenshots.>

Nach: Judging.
Noxxa: Submission file replaced with a 2 frame improvement.

Nach: So I let this run simmer a bit to see if anyone else had any more improvements, since so many people worked on this and were familiar with the game.
This run got good feedback, however, I feel that must be discounted, because so many people worked on this game, and see the quality compared to their own work. Just because people familiar with the game like it, it doesn't mean the run itself is good when compared to other TASs.
On reviewing the game itself, this game doesn't seem much different than some of the second tier NES games. The TAS of it also looks marvelous. This run contains many close calls, tricky yet precise movements, item management and more, that it's really a solid TAS on all accounts. The various teams and MESHUGGAH who put it all together did a terrific job, and I enjoyed watching it, even though my familiarity of the game is low. I wouldn't necessarily rank this run favorably against Super Mario Bros. and Mega Man, but I would against many of the lesser NES games that were well received in the past. Accepting to moons.
Guga: Processing...


Editor, Expert player (2329)
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c-square wrote:
In my last post I was joking. But in all seriousness, the Stage Comparison (Ghosts) encode was way more entertaining than the straight optimized run. There ought to be a way that one can be hosted here on TASvideos, perhaps as a playaround or citing entertainment / speed tradeoffs or something. Also, the comparison run would be one that everyone would then get their names on. I hope it can be done.
It could always be put as a youtube modul in the description like was done here http://tasvideos.org/2513M.html
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Hi, I'm the guy who didn't work on this TAS. Just wanted to say great job.
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Voted Yes. Looks well optimized and great played. Some entertaining parts. Only thing what I don't understand, what happen in the 4. Boss room? I see nothing, then it explode and Mission 4 finished? Is this a glitch or the game? Can someone explain this? Don't know this game before, but looks a bit like Mega Man. PS: Thanks for explain this glitch / trick.
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run) WIP in the moment: Tail Gator (GB) Matty
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MUGG wrote:
c-square wrote:
In my last post I was joking. But in all seriousness, the Stage Comparison (Ghosts) encode was way more entertaining than the straight optimized run. There ought to be a way that one can be hosted here on TASvideos, perhaps as a playaround or citing entertainment / speed tradeoffs or something. Also, the comparison run would be one that everyone would then get their names on. I hope it can be done.
It could always be put as a youtube modul in the description like was done here http://tasvideos.org/2513M.html
Yes, that would be great!
MESHUGGAH
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Posting in case the judge missed Exonym's (new author) improvement (M5R3 2 frames): User movie #20619056766859827 probably syncs up to end.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
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You don't have to add me as an author, I was just pointing out a small observation I saw in the movie. That being said this collaborative TAS is very well done and DTC5 was a great competition even if I was a bit busy during most of it. Voting yes to this and lookin forward to the next DTC!
Current thoughts: Hachiemon (J) for GBA.
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MESHUGGAH wrote:
Posting in case the judge missed Exonym's (new author) improvement (M5R3 2 frames): User movie #20619056766859827 probably syncs up to end.
I would note, that in this case, three of the players of the run are judges, so if they approve of the improvement, they can replace the run themselves.
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.
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Nach wrote:
three of the players of the run are judges
I know what 'em judges be thinking. "Did I reject six or only five runs made by Aqfaq?" Well to tell you the truth in all this excitement I kinda lost track myself. But being this is a .44 reject button, the most powerful reject button in the world and would blow you head clean off, you've gotta ask yourself one question: "Do I feel lucky?" Well, do ya, punks?
mklip2001
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This wasn't a spectacular game, but it moved along pretty nicely. Good job with all the work optimizing this. I'm glad to see that DTC is still going just fine!
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.
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Great to watch another exciting DTC unfold. Congratulations to all of the authors on making this solidly optimized run. Yes vote!
Masterjun
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I still don't know how Metal Force sounds like... Good job at returning from the dead meshuggah!
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
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. ---- [2795] NES Metal Force by adelikat, Aglar, AntyMew, Aqfaq, Cardboard, Masterjun, MESHUGGAH, MUGG, negative_seven, Noxxa, Scepheo, Denial140 & Truncated in 13:09.60
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MUGG wrote:
c-square wrote:
In my last post I was joking. But in all seriousness, the Stage Comparison (Ghosts) encode was way more entertaining than the straight optimized run. There ought to be a way that one can be hosted here on TASvideos, perhaps as a playaround or citing entertainment / speed tradeoffs or something. Also, the comparison run would be one that everyone would then get their names on. I hope it can be done.
It could always be put as a youtube modul in the description like was done here http://tasvideos.org/2513M.html
Any chance getting the Stage Comparison encode added to the publication description as per MUGG's suggestion above?
AntyMew
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c-square wrote:
Any chance getting the Stage Comparison encode added to the publication description as per MUGG's suggestion above?
I'm not sure. That encode was based off of the winning TAS of the competition, which is 67 frames slower than the publication. If it included all teams and also this movie, it would be obvious, but since it isn't I don't know.
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Hey, isn't this game misses the unnoficial game category or something?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Noxxa
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Kurabupengin wrote:
Hey, isn't this game misses the unnoficial game category or something?
Yeah, that was overlooked. Added it now.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Any chance getting the Stage Comparison encode added to the publication description
Can this be done? I could do it myself but I don't know if it's ok
Noxxa
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I don't think it belongs to this publication. The run that was submitted to TASVideos and published is different from the DTC5 submissions (which are in the stage comparison encodes). There's a thread link to the DTC5 topic, which holds the stage comparison encodes in the first post, which I think is enough.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.