Submission Text Full Submission Page
Fighter's Destiny is what I can only describe as "basically N64 Tekken".
<Spikestuff> No it isn't
<Spikestuff> and you know it.

Proof It's Basically N64 Tekken

[dead link removed]

Game objectives

  • Emulator used: BizHawk 1.11.5
  • Aims for fastest in-game time
  • Uses hardest difficulty
  • NICE PLAN
  • GOOD THROWING
  • TWO POINTS WON

Comments

Hi, welcome to Fighter's Destiny. I'm Samsara, AKA the only person in history who's ever heard of this game. Fighter's Destiny is a sort-of innovative kind-of fighting game that doesn't use a typical round system. Rounds are determined by the number of "points" you get from finishing off your opponent in various ways. The default number of points is 7.
If you knock your opponent off the ring, you get 1 point. If you throw your opponent to the ground, you get 2 points. If you knock down your opponent, you get 3 points. If you knock down your opponent with a counterattack, you get 3 points. If you beat your opponent down and then finish them off with a Special attack, you get 4 points. Finally, if you and your opponent suck too much to do the aforementioned 5 things, the judges award 1 point to whoever did more damage or something. Of course, all of these values can be changed in the Rule Config option. Even the size of the arena can be changed. Lots of configurability! However, all we're concerned about is setting the number of points needed to 1. Why 1? Because it's faster than 2.
I guess I have to explain the full game here, don't I? Ain't none of y'all gonna know the first damn thing 'bout it.
Apart from judging, every single method of getting points has some sort of counter to it:
  • Ring Outs are generally hard to get as characters don't usually get knocked back
  • Throws can be reversed or broken out of easily, making them close to impossible on higher difficulties
  • Knockdowns have a huge charge time and can be blocked for the most part
  • Counters don't always knock down the opponent
  • Specials also have a huge charge time, allowing a beaten down opponent to step out of the way
But this is a speed-oriented fighting game run, so which one's the fastest? Turns out that the fastest option is... Throws!
Well, kind of.
Four characters in the game (Ryuji, Meiling, Leon, and Valerie) have a hilariously abusable move that the game calls a "Body Attack Throw", which really doesn't make any sense but what are ya gonna do about it? It works kinda like a parry attack from a better fighting game, where you have to input it at the right time to have an effect. And boy, what an effect it has.
If you successfully use the Body Attack Throw, then you catch the opponent in a completely unescapable throw move. Basically, it's a free 2 points for you if you manage to do it. The problems with doing it in realtime are the timing (it's nearly frame-precise) and the limited number of moves it can counter. Namely, it can only counter punches, and good luck trying to consistently get the AI to punch you. Yes, I know, it's a fighting game, punches are supposed to happen, but it's not always a guarantee. There's more to it, however: Each of these 4 characters has two different Body Attack Throws based on whether the opponent punches with their left hand or right hand. This comes into play precisely once in the run. More on that later.
So Ryuji is chosen because his BAT that counters a right-handed punch is extremely fast. It's either tied for the fastest, or it's a tiny bit slower than Valerie's left-handed punch BAT. Since right-handed punches are both faster and more common, this makes him the best choice for the run.
Last two things: Much like the Tekken repeated suicide runs, this run has a lot of pausing in it to manipulate enemy attacks. Also, the in-game timer is super wonky and doesn't increment by the same exact amount in each fight. You'll notice values within .004 of each other, and they're functionally all the same time. It's just weird, yo. That's it. Okay. Bye.

Stage Notes (Whenever Relevant)

Since most of the stages are just "pause until the AI decides to throw a right-handed punch", I'll talk about some of the quirks of each character/stage in this section.

Leon

Gotta admit, Leon ended up being my favorite character when playing as a kid. Leon tends to start most matches with a kick to the stomach, but obviously he can be manipulated out of it. He's one of the BAT characters, but both of his counters are pretty slow. His faster one is the same armbar move that Ryuji has. If you're following along, you'll see that armbar very shortly!
Leon does not return for the sequel.

Ninja

Ninja is the one character in the entire game who does not have a right-handed punch. He doesn't have any BAT-counterable moves that result in the faster throwdown, so I'm forced to resort to the 3/10 of a second slower armbar throw. Ninja does return for the sequel. His name is also 100% original.

Bob

Bob exists. He does not return for the sequel.

Tomahawk

Like Bob, Tomahawk also exists. He would probably offend someone nowadays if anyone aside from me knew that this game existed. He does not return for the sequel.

Valerie

Valerie is the second fastest character for a TAS, and during my initial testing phase I had actually determined her to be the fastest. One of her Counter moves is ridiculously quick, the fastest in the game actually, and she also has a quick Knockdown and fast throws. She's also a BAT character, which would have made her perfect if more opponents had left-handed punches. She's faster on Ninja for obvious reasons, but most characters lack a quick left-handed punch, making her sadly slower in the end.
Oh, and she does not return for the sequel.

Abdul

Abdul does not punch. He is a master of the forbidden art of four-fingered poking and usage of the word "Hell". Thankfully, his limp-wristed poking counts as a punch move. He ends up being the fastest fight in the run, as he has a tiny bit more range than the others and thus hits into the BAT earlier.
He returns for the sequel. Hooray!

Meiling

The third of four BAT characters we're fighting, she looks to be the "speedy" character that I usually play in fighting games, except both of her BAT counters are slow so she gets passed over. Except for the sequel, because she returns for it.

Pierre

Ryuji

Mirror match! Ryuji's the poster boy of the game, the default character, the Mario to the Fighter's Destiny duology. Except he doesn't return for the sequel. Ha ha!

Boro

The secret character boss-type that ends most, if not all, fighting games of this caliber. That's about it. They don't usually return for sequels, either, and Boro's no exception. I think.

Other comments

So this wasn't the hardest run in the world to do, though it required several re-runs with different characters and different strategies. There were beautiful moments where opponents started with an immediate right-handed punch, and horrible moments where they just would not cooperate under any circumstances, but overall everything went fairly well.
I haven't had a Vaulted run in a while, so that's nice too I guess.

Special Thanks

  • Thanks to Spikestuff for reminding me that pausing works wonders for an IGT-focused run, which allowed me to cut down the IGT from my original 16 second Valerie attempt to an easy sub-10 with Ryuji
  • The usual IRC suspects for the usual IRC stuff: arandomgameTASer, scrimpy, xy2_, Noxxa, Masterjun, Invariel, and other people what talk things at me
  • I rambled about this run to my girlfriend and she's still with me for some reason so thanks to her infinite patience <3

Samsara: Finally, my first Spiking. File replaced with a 10 frame shorter file.
Samsara: If another Judge could set this to Delayed for me, that would be much appreciated. Spikestuff and I are investigating improvements.
Noxxa: Judging.
Noxxa: The run appears to be optimal enough. Accepting for the Vault.
feos: Pub.
Noxxa: As it turns out, this run is bested.

TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 14776
Location: 127.0.0.1
This topic is for the purpose of discussing #5027: Samsara's N64 Fighters Destiny in 01:44.43
fcxiaopengyou
He/Him
Experienced player (545)
Joined: 7/25/2015
Posts: 123
Location: Republic of China
Like a good fright, and this joker is cute…I think. In any case, yes~
Working on: [NES] Downtown Special - Kunio-kun no Jidaigeki Dayo Zenin Shuugou! (J) ''2 players 100%'' Plan: [SNES] Kenyuu Densetsu Yaiba (Japan) _________________ My English is pour. 
Joined: 2/19/2010
Posts: 248
I remember this game! I thought the star-scoring system was interesting though I can see why it didn't catch on. I'd be interested in what the fastest strategy for a 7-star match would be -- are Specials too slow to justify winning in two rounds (special + knockdown/counter)? This run was pretty meh though. Good for vault, but I didn't feel entertained by basically the same strategy (with some small variation) in each match.
Joined: 6/6/2004
Posts: 223
Technical rating: 2 points won Entertainment rating: 2 points won
Samsara
She/They
Expert player, Senior Judge, Site Admin (2121)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Mr. Pwnage wrote:
Technical rating: 2 points won Entertainment rating: 2 points won
Shade: GOOD THROWING!
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Editor, Skilled player (1998)
Joined: 8/25/2013
Posts: 1198
Mr. Pwnage wrote:
Technical rating: 2 points won Entertainment rating: 2 points won
What does that even mean. I thought it was decent enough. Yes vote.
effort on the first draft means less effort on any draft thereafter - some loser
Spikestuff
They/Them
Editor, Expert player, Publisher (2254)
Joined: 10/12/2011
Posts: 6324
Location: The land down under.
Cleaned up the input especially at the options menu, still gets the same IGT. Lovely, lovely, Spiked input. Don't switch it, just found out something else. I'll do a v2 Spike in a sec. And here's the second version Spike.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
Joined: 10/23/2009
Posts: 545
Location: Where?
Reminds me of that movie of Tekken(?) where the player does a suicide attack, planting his sword on his stomach. But honestly, I did not really like it since it's not as funny as Tekken. But it got it strong points.
Active player (405)
Joined: 2/5/2012
Posts: 1677
Location: Brasil
i love u,yes its tekken
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Active player (405)
Joined: 3/22/2006
Posts: 708
I'm voting yes. I think it's a little bit cheap to alter the rules to only require 1 point (it's kind of like playing a TAS on the easiest mode), but having the default number or more would serve only to make each round longer and more repetitive. The fact that you beat an entire fighting game in less than 2 minutes more than makes up for any of these little nitpicks. P.S. GOOD THROWING
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Needs more cow booty bumps. Yes vote.
hi nitrodon streamline: cyn-chine
Samsara
She/They
Expert player, Senior Judge, Site Admin (2121)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Zurreco wrote:
Needs more cow booty bumps.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Post subject: Re: #5027: Samsara's N64 Fighter's Destiny in 01:44.43
Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
TASVideoAgent wrote:
I'm Samsara, AKA the only person in history who's ever heard of this game.
I beg to differ! Post #369529 Nice to see there's two of us, though. I vote yes. A 7-point version could be interesting too. Probably a bit more variety.
Post subject: Re: #5027: Samsara's N64 Fighter's Destiny in 01:44.43
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
I was expecting a long run with lots of identical repetitive combos. Instead we get one guy one-shotting everything in a second. I thought that was pretty funny, so yes vote.
Spikestuff
They/Them
Editor, Expert player, Publisher (2254)
Joined: 10/12/2011
Posts: 6324
Location: The land down under.
An explanation. Unless an updated file by either myself or Samsara is not provided Accept the run regardless at what I state. This game, and the timer is just complete and utter bull. So, explanation. I was investigating to Heavy Spike this with much cleaner input and actually an improvement I found, then I got curious about something: After completing your input for the throw you can get into a pause buffer. The pause buff will actually screw with something, I don't know what it is yet. An example I can straight up give, in the first fight you can drop the first round time from a 0.940 to a 0.925. (Samsara was able to get it down to this number, once I told Sam about it) This is an annoyance to get it to the lowest possible time.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
Samsara
She/They
Expert player, Senior Judge, Site Admin (2121)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Spikestuff wrote:
An example I can straight up give, in the first fight you can drop the first round time from a 0.940 to a 0.925. (Samsara was able to get it down to this number, once I told Sam about it) This is an annoyance to get it to the lowest possible time.
The weirdest part of this is that due to the way the in-game timer actually increments, this isn't actually an improvement in terms of gameplay frames. Obviously, there needs to be more pausing and it pushes up the real time in doing so, but technically the actual length of the first fight in in-game frames is exactly the same. It would need to be somewhere around 0.900 to be an improvement of an in-game frame, but this is still improving the in-game timer... So, yeah, it's weird as hell. If you don't understand what I just wrote, I don't either. It's an in-game time improvement regardless of the weird circumstances behind the timer.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Active player (405)
Joined: 2/5/2012
Posts: 1677
Location: Brasil
what game comes after this?
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
Uh, that way of implementing timers is perfectly normal. The smallest digits are probably determined by RNG, and the pausing is changing the RNG. It’s a way to fake accurate timing, when the timer isn’t accurate at all.
Editor, Skilled player (1998)
Joined: 8/25/2013
Posts: 1198
grassini wrote:
what game comes after this?
???
effort on the first draft means less effort on any draft thereafter - some loser
Samsara
She/They
Expert player, Senior Judge, Site Admin (2121)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
grassini wrote:
what game comes after this?
Fighter Destiny 2
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
creaothceann
He/Him
Editor
Joined: 4/7/2005
Posts: 1874
Location: Germany
I would've liked it more if the fights require the default 7 points, and show off different moves. The non-gameplay parts feel disruptive. Voting meh.
Samsara
She/They
Expert player, Senior Judge, Site Admin (2121)
Joined: 11/13/2006
Posts: 2792
Location: Northern California
Oh, right, forgot to post here. After a discussion on IRC, I decided not to go for the awful BS of optimizing in-game time with that pausing/timer RNG manipulation or whatever. Real time was a secondary goal of mine, and strangely enough after some testing from both me and Spikestuff, the submission is still the fastest real time run either of us could come up with. This is primarily due to the Body Attack Throw being ridiculously fast and guaranteed, with all other instant knockdown moves both being slower (about 20-40 frames slower, usually) and still requiring manipulation to be able to pull off properly, if you're even able to pull them off at all on Crazy difficulty: Throws will almost always get reversed or broken out of, Counters never seem to actually knock the opponent down, and Knockdown moves are easily dodged and have too long of a windup time to be viable. So yeah, feel free to judge this. EDIT:
creaothceann wrote:
I would've liked it more if the fights require the default 7 points, and show off different moves. The non-gameplay parts feel disruptive.
The game is way too clunky for a playaround, and there's not enough variety to really make it any more entertaining than just <1 second throwdowns over and over again.
TASvideos Admin and acting Senior Judge 💙 | Cohost
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Spikestuff
They/Them
Editor, Expert player, Publisher (2254)
Joined: 10/12/2011
Posts: 6324
Location: The land down under.
Um.... Sorry Samsara. As this is focusing on TAStime and not ingame time, I did this today. User movie #29610409951553860 First Pause End of Round 3. Samsara - 2498 Me - 2438 Edit: Completed / Encode End of Final Round, First Pause. Samsara - 5672 (01:34.53) Me - 5604 (01:33.40)
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. These colours are pretty neato, and also these.
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2728
Location: The dark corners of the TASVideos server
om, nom, nom... blech, bitter!