Game objective

Aim for fastest time
warpless
use glitches and damages to save time

About this game

The story of PCE Ninja Gaiden happens in a parallel world of the Nes Ninja Gaiden. In this world, it seems Ryu Hayabusa doesn't master down + b slash cancelling and deadly spin slash, however, in game history the PCE Ryu still belongs to top ninja based on lots of his new skills, these are:
Fast movement
Normally, by pressing I and II button alternately, Ryu can move 1/3 times faster than normal walk.
Continous ninpo
For throwing star, when using his ninpo, Ryu can release another ninpo in the second last frame of pulling his hand directly, then the third, the fourth ... after one frame gap. Therefore, as we have seen, the first three bosses are killed by Ryu's machine gun.
The maximum amount of throwing star able to exist in the screen is 5, if exceeding, some glitches may happen, yeah, the teleport in the third boss fight. The similar glitch is also the key to trigger the warp bug in the previous glitch run
Continuous spin-slash
When using spin-slash, if Ryu jumps again in the frame he just lands, he can keep spin-slash without cost of another 5 ninpos.
Twice-hit slash
Ryu's one slash has 6 frames window doing damage, but the invincible time of the boss can only last for another frame, by controlling the distance between sword and boss, Ryu can hit the boss twice during one slash.
Pseudo spin-slash seckill
Similar to twice-hit slash, by controlling the distance between spin-slash and boss, Ryu can keep damage the boss. Thus the deadly spin-slash looks like re-appearing in the sense of TAS.
Edge control
The position of the platform edge is decided by the way of previous movement, we can achieve some super jumps such as stage 3 - 1 by edge controlling and fast movement
Scroll control
Some enemies' appearance requires proper backward of scroll, meanwhile, the wall-jump climbing sometimes can avoid backward movement. Thus some guys are absent of fighting with Ryu to survive.
Special
Of course, the most heavy and boring task is optimization. The main trouble is due to the different kinds of moving speed, the obstacles and pits often mean that it's time to balance between usual walk and fast movement. Another trouble is the amount optimization of ninpo's picking up and using, normally only 5, 10 times throwing star (15, 30 ninpos respectively) can be used in a stage to guarantee running out of ninpo exactly after boss fight. Other considerations such as edge control, health and so on also affect the route more or less.
All the detail of these mentioned techniques are contained in the bkm movie.

About this movie

The author t1280136161 promised a improved run before. After several stages are made, Bernka joined in and he made his stage 5 and 6 contained many good ideas and insights. Then the first author optimized and remade the whole movie.
By the way, the author notices the whole movie including cut-scene is significantly shorter than the previous glitch run. It's creditable that Tecmo and Hudson bring us a game with such shorter game-play part than cut-scenes. ^_^

adelikat: Replacing the movie file with a .bk2 file that syncs with BizHawk 1.10.0 (The original submissions was a .bkm for 1.4.0). Normally I don't resync to a later version of the emulator, but I want to avoid using an outdated file format if possible.
Noxxa: Judging.
Noxxa: Truncated about 1500 frames of blank input at the end of the movie.
Noxxa: Good and consistent pace, and good audience response. Accepting for Moons.
fsvgm777: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15584
Location: 127.0.0.1
This topic is for the purpose of discussing #4744: t1280136161 & Bernka's PCE Ninja Gaiden "warpless" in 09:18.39
Spikestuff
They/Them
Editor, Publisher, Expert player (2643)
Joined: 10/12/2011
Posts: 6439
Location: The land down under.
Temping the encoding of the... of the... something. Link to video Syncs on 1.10.0
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Wow, this game is more broken than the NES version. It gets a little repetitive since you don't have to react to the enemies as much, and the music is way worse than in the NES version. The new graphics are alright, but I got a bit of a headache in 6-3 with the tower graphics in the background that scroll very awkwardly. Good job, though, with the exploits. The bosses are well-done, as was the mechanics with the spin slash. It would be better if you could save any ninja points for the last bosses after the Masked Devil, but I doubt there's anything you could do about that.
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.
Player (67)
Joined: 9/20/2013
Posts: 4
Spikestuff wrote:
Temping the encoding of the... of the... something. Syncs on 1.10.0
Nice encode with a well - said title
Player (67)
Joined: 9/20/2013
Posts: 4
mklip2001 wrote:
Wow, this game is more broken than the NES version. It gets a little repetitive since you don't have to react to the enemies as much, and the music is way worse than in the NES version. The new graphics are alright, but I got a bit of a headache in 6-3 with the tower graphics in the background that scroll very awkwardly. Good job, though, with the exploits. The bosses are well-done, as was the mechanics with the spin slash. It would be better if you could save any ninja points for the last bosses after the Masked Devil, but I doubt there's anything you could do about that.
Good comment, I am also quite annoyed with the absence of some enemies and the fast moving background. Anyway, speed is in the first place. As for the music, I personally like BGM in the farewell of Ryu and his Father and the lovely remixed theme on Ryu and Irene in the end. Yeah, with extra ninja points, you can do much more than current. With pseudo spin-slash, the last two bosses can be done in fewer jumps, but I wonder there are ways to keep the ninpos after the first boss fight 6-4.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Someone seriously dropped the ball when programming the background. Wow.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Joined: 7/2/2007
Posts: 3960
Oh, do you lose your ninpo at the end of the first stage 6 boss fight? I was going to ask why you didn't bring more ninpo so the other two bosses could be killed faster. Otherwise, this looks nicely done. Kind of weird how they copied the level designs but composed all new (and crappy) music, but oh well. Oh, and thanks for the encode, Spikestuff!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (264)
Joined: 8/14/2014
Posts: 188
Location: North Kilttown
Ferret Warlord wrote:
Someone seriously dropped the ball when programming the background. Wow.
Seriously, it looks like there's an earthquake all the time. Despite that, this was really fun to watch. Yes vote.
Somewhat damaged.
Editor, Emulator Coder, Site Developer
Joined: 5/11/2011
Posts: 1108
Location: Murka
The PCE only has one BG layer. If you want to do layer over layer type effects, you either need to limit it to horizontal split points and raster effects, or do what they did and have the back "layer" snap from the front layer in 8 pixel increments. It looks bad, but they would have had to cut a lot of their bg effects significantly otherwise.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
I don't think is as entertaining as the NES version. However, it is still quite entertaining, and has its own feel. This was an easy yes vote for me.
It's hard to look this good. My TAS projects
EgixBacon
He/Him
Player (184)
Joined: 4/15/2013
Posts: 331
Location: In the attic
Makes a nice change from the glitched run. Voting yes.
FanFiction|Youtube Still on Win7! Take that, Microsoft!
Joined: 2/25/2006
Posts: 407
Not sure how they explain the transition from a cliff to inside a mine shaft when transitioning from 4-1 to 4-2. Not sure why they dd the jittery background stuff, the background in 6-2 clearly demonstrates there is a better way to do the background. The background in 6-2 not only doesn't jitter, but it is also a billion times more diverse, varied and detailed than the jittery backgrounds and doesn't make you want to vomit too. Aside from the god awful jittery backgrounds that don't look like anything special, the visuals are a ton nicer (But less grittier) than the NES game, the frame rate is a consistent 60FPS the entire time and the console doesn't have the awful sprite limit/flicker fuckery. The music isn't terribly good, but at least it isn't obnoxious or feature painful instrumentation. It features the NES Sound FX if I'm not mistaken?
Ryzen 3700X, ASUS Crosshair VIII Hero (WiFi) Motherboard, 32GB 3600MHz RAM, MSI Geforce 1070Ti 8GB, Windows 10 Pro x64 http://tasvideos.org/Nach/FranpaAlert.html
Joined: 7/2/2007
Posts: 3960
franpa wrote:
Not sure why they dd the jittery background stuff, the background in 6-2 clearly demonstrates there is a better way to do the background. The background in 6-2 not only doesn't jitter, but it is also a billion times more diverse, varied and detailed than the jittery backgrounds and doesn't make you want to vomit too.
6-2 doesn't have any distant background; it's all in the same plane and close-in. The jittery backgrounds are from when they had both near-background and far-background elements and thus needed to simulate parallax scrolling. Unfortunately, per natt they only have one layer to work with, so proper parallax isn't possible on this console (or at least, would require a lot of extra effort to avoid the jitteriness).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 11/15/2004
Posts: 804
Location: Canada
I find the graphics a lot prettier than the NES version, but then the background jerks across the screen. That's unacceptably horrible! The run looks very good, though. Too bad your total ownage of the game moves the background faster and really draws attention to that shortcoming of the game.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15584
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. ---- [2889] PCE Ninja Gaiden "warpless" by t1280136161 & Bernka in 09:18.39
Zucca
He/Him
Joined: 8/22/2008
Posts: 118
Location: KUUSANKOSKI, Finland
Those boss fights... Super fast action. A Yes -vote.
trazz wrote:
Killing the skeletons sooner or letting the skeletons live (unlive?) won't affect that at all.