This movie improves the japanese version of the currently published [369] NES Street Fighter 2010: The Final Fight by nesrocks in 17:39.98 using a recently discovered trick. Frame perfect btw.
On the japanese version of the game you can pause after dying, letting us abuse a 1 frame window to continue to the next level. Unfortunately our health refill between planets, so we need to take damage as fast as possible to die for victory.

Game objectives

  • Emulator used: FCEUX 2.2.3 (MESHUGGAH) and BizHawk 2.2.2 (Challenger)
  • Aims for shortest input

Challenger's comments

Street Fighter 2010, is a side-scrolling action platform game released by Capcom for the Nintendo Entertainment System in 1990. It was marketed as a science fiction-themed spin-off to the 1987 arcade game Street Fighter. The English localization of 2010 changed the name and backstory of the main character to imply that he was Ken from the original Street Fighter, whereas the protagonist in the Japanese version is a completely unrelated character named Kevin. 2010 is of a different genre from the traditional Street Fighter games, which are competitive fighting games.
As soon as I watched the video of "stage skip glitch" (using JP version), I immediately started a research to find other locations with pits, which has leaded me to discover that also works by dying on a enemy - both deaths requires to press "start" button on the lastest frame possible before you loses control, while on the US version, the glitch can't be performed since you can't pause while he's dying.
Some notes about this run
  • Jumping at the start of most of the levels is faster because walking needs some frames to work (only when isn't moving).
  • When hanging a wall, instead to simply press the "opposite direction + jump", attack button is pressed on the first frame (to initiate that "attack" - see that screenshot of the published run), then on the second frame, left (or right) + jump button. This not only enables walljump earlier but also raises height.
  • Considering how this game lags so much on several stages, this run also avoids lag every stage (except planet 3 boss - which some lags are unavoidable).
  • Those cutscenes (after exiting every boss), didn't shown this time because they were skipped much earlier - so an improvement to the published run.
Other
First, I'd like thanks to Kurabupengin for posted that video of the "stage skip glitch"(found by zkj), nesrocks for the published TAS (which also helped us by the portal trick - later included during our work), and jlun2 for some addresses.
Second, despite how the "stage skip glitch" saved over 10 minutes than the published TAS, it differs completely - Ken (now Kevin in japanese version) save planets by "dying" nearly every time instead of go to destroy enemies, but still beating this game even sub-7 minutes (that was unreachable until now).
Third, it's hard to tell, but I don't know if I intend to improve the published "normal" run or not. Also because I have some other projects to return and finish someday. But TASing this game was good and easy, thanks for the glitch.
My next run will be Cadash!

MESHUGGAH's comments

While we TASed the game independently, we compared and implemented each other's findings into our independent movies after each time saves. I don't have much to say apart from what we already wrote in the forum thread.
2010 was a blast.

Noxxa: Judging.
Noxxa: The run's idea of dying in every level as quickly as possible to speed through the game in unintended ways is a bit novel in concept, but it does not help make the run any more interesting to watch.
Regarding full completion criteria, and comparing the published movie to the current one - I don't think there really are any good definitions of full completion for this game. There are no warps in this game, and this movie does not warp past stages (it just uses a trick to clear each stage significantly faster than intended), so stage count cannot be used to divide the two movies. There are also no permanent pickups to collect throughout the game for a 100% definition (all power-ups are lost on death). In any case, as long as there is no clear consensus on what would constitute a full completion movie, I cannot count any existing movie as one, and the published movie does not have sufficient entertainment ratings to justify a separate publication entirely on the basis of "containing more gameplay". As such, accepting this submission as an improvement to the published movie.

feos: Pub.

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Nice work! Glad the new run has such a major glitch, you really just never know what you'll find out there. Yes vote.
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Might be interesting fact about the two versions according to The Room Cutting Floor: "the English version of Street Fighter 2010 was actually developed before the Japanese version despite its allegedly later release. Evidence for this can be found on the internal data from the Japanese ROM, which contains leftover text string from the English opening at offset 0x158EE, as well as the graphic for the game's subtitle, which went unused in the Japanese version." Just saying cause I also added initially as "2010 Street Fighter" name because many websites referred like this. edit: And I voted yes.
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I voted No on this. I'm well aware that the current run has terrible rating, and I don't know why I moved it to Moons in 2012, therefore they can hardly co-exist. But this run defeats the entire purpose of playing the game, it doesn't beat a single level, doesn't even try to beat the final boss. This run's goal is literally "fastest death" in every room. I consider it vaultable, but would be really sad if the current run got obsoleted by this.
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In terms of death abusing like a maniac vs not death abusing like a maniac the charm is murdered, and this is coming from a guy who used Suicide and Pause Buffs to advance through Tekken 3 for IGT. My vote in honesty for this Death Abusing hell is a straight No Vote.
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It's pretty amazing that this glitch exists, but I think it outstays its welcome pretty fast. In every stage, there's hardly any meaningful gameplay other than to die as fast as possible, without any interesting tricks or surprises to be seen. The novelty wears off pretty fast, and most of the run ends up being comprised of death animations and stage transitions. I hadn't seen a full playthrough of the game before, so after a while, I found myself being more interested in what the next stage looks like rather than what actually happens in it. Even for just 7 minutes, it drags on. I'd like to see this run published just for novelty's sake, but I wouldn't want to see it replace the full TAS of the game, because that run shows off far more gameplay. I'm honestly not sure what to vote on this run. I wanna vote Yes, because I think the glitch is extremely cool, but I also wanna vote No, because of how dull it makes the game overall. I'll be abstaining from voting for this reason.
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I'll be honest, as much as I want this to obsolete the published run to help on The First 500 project, I don't think that will be the case here. This is probably going to be published as a separate branch simply because of how little gameplay there is now compared to a regular run. It doesn't help that the run itself is pretty boring, so I'm voting meh.
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Yeah, this is definitely a separate branch.
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Post subject: No please no!
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While I appreciate the efforts for optimizing, I have to give a No vote for entertaining. I really hope this gets accepted as a separate branch because seriously, this is such a magnificent game and it deserves an active branch that lets show off more contents than this.
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For the people talking about branching, is the current run worth keeping as moons, given its rating? Would a more optimal version not doing this glitch change the rating in any way to make it "not vault"? Edit: And yes, this is an actual concern, since it would be rather annoying if someone decided to make a less glitched run, just to find out its not vaultable, nor moon-able.
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I'd claim a rather recent and rather similar case happened not too long ago: [2833] SNES Brandish by FatRatKnight in 38:42.41 [3657] SNES Brandish "map glitch" by Osse101 in 11:12.19 The fact my run got obsoleted probably helped me recall this case. In essence, in this JPN submission, very little is seen of each stage, and its challenges are bypassed entirely. The old USA run, which has no access to the glitch, is in question to obsolete. In the Brandish case, the JPN run sees very little of each floor, and most of their challenges are bypassed entirely. My USA run, which has no access to the glitch, is obsoleted. The only real difference to this parallel are the different games, I'm attempting to tie the floor of one game to the stage of another, and the fact the JPN Brandish TAS still has to deal with the final boss normally. The parallel is scary-similar to me. Brandish did not get much of a publicity, but this run did. Of course, my Brandish TAS had a rather poor rating, so having it published alongside the glitched run made it less advisable. The currently published TAS of this game has a rather poor rating. If the example with Brandish and Street Fighter 2010 differs, I will have questions, as the two cases look extremely similar to me.
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The Brandish case was indeed an unfortunate one, and I myself was surpised to see the decision of obsoletion, but after looking closer I understand the reasons behind it. I think there are still vital differences between the two cases. Street Fighter 2010 features much more diversity in background graphics, music, and gameplay, especially for a NES game. Brandish instead, although the good game it is, has a pretty repetitive and slow gameplay, which was also mentioned in the judgment note:
feos wrote:
If you're looking at this game for the first time, you can understand why it doesn't excite many people: repetitive gameplay, repetitive music, flipping level layout that makes everything hard to follow. And that's true to both this movie and the currently published run.
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A friend and I discovered this game in the late 90s or early 2000s and had a blast playing through it. We're experienced gamers, but we couldn't got stuck on a boss level where we couldn't hit the boss without power-ups, but there were no power-ups in the level. Eventually we had to give up and use a Game Genie. A pretty good game and a hidden gem. After all the work we put into it, it's both amusing and kind of disappointing to see a run where you beat the game by dying as quickly as possible. I give it a Yes vote, but it should be a separate category (glitched) to the run that actually beats the game.
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Regarding entertainment, the game has lag frames which we also abused at one point for a 1 frame save. This means we had very few opportunities to increase entertainment.
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Post subject: Re: #5933: MESHUGGAH & Challenger's NES Street Fighter 2010: The Final Fight in 06:50.22
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SF2010 is just not a very interesting game to watch (and according to reviews I've seen, not a very good game in general). Therefore I find this movie, which breaks the game in half in an unexpected way, more entertaining than the older movie, which tediously shows some 15 minutes of mostly-repetitive gameplay. Based on that movie's ratings, I'm probably not the only one who feels that way. So yes vote, and I'm in favor of obsolescence (although you could make a case for re-tagging the older movie as "100%").
Post subject: Re: #5933: MESHUGGAH & Challenger's NES Street Fighter 2010: The Final Fight in 06:50.22
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Radiant wrote:
So yes vote, and I'm in favor of obsolescence (although you could make a case for re-tagging the older movie as "100%").
That's a very good point. Even if the current movie can't be considered full completion due to some probable minor incompatibility (worst case scenario), it can still theoretically be changed to be true full completion, hunting down another entry in the 500 list (the right way).
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Post subject: Re: #5933: MESHUGGAH & Challenger's NES Street Fighter 2010: The Final Fight in 06:50.22
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feos wrote:
Radiant wrote:
So yes vote, and I'm in favor of obsolescence (although you could make a case for re-tagging the older movie as "100%").
That's a very good point. Even if the current movie can't be considered full completion due to some probable minor incompatibility (worst case scenario), it can still theoretically be changed to be true full completion, hunting down another entry in the 500 list (the right way).
I don't see anything that would qualify for full completion in this game. Seems to me that fastest completion and full completion are identical. Voted meh on this TAS and honestly, the current TAS isn't exactly much better. It was kind of cool at first but overstayed its welcome. I might be missing something though and if I am... you should rate the TAS (and others you like/don't like). And there is always the possibility that even if this obsoletes the currently published TAS due to it having Vault ratings, that a new TAS without the glitch will be seen as more entertaining and get back out of Vault.
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FatRatKnight wrote:
I'd claim a rather recent and rather similar case happened not too long ago: [2833] SNES Brandish by FatRatKnight in 38:42.41 [3657] SNES Brandish "map glitch" by Osse101 in 11:12.19 The fact my run got obsoleted probably helped me recall this case. In essence, in this JPN submission, very little is seen of each stage, and its challenges are bypassed entirely. The old USA run, which has no access to the glitch, is in question to obsolete. In the Brandish case, the JPN run sees very little of each floor, and most of their challenges are bypassed entirely. My USA run, which has no access to the glitch, is obsoleted. The only real difference to this parallel are the different games, I'm attempting to tie the floor of one game to the stage of another, and the fact the JPN Brandish TAS still has to deal with the final boss normally. The parallel is scary-similar to me. Brandish did not get much of a publicity, but this run did. Of course, my Brandish TAS had a rather poor rating, so having it published alongside the glitched run made it less advisable. The currently published TAS of this game has a rather poor rating. If the example with Brandish and Street Fighter 2010 differs, I will have questions, as the two cases look extremely similar to me.
And we just have got this: [1696] GBC Survival Kids by klmz in 05:37.50 #5924: MUGG's GBC Survival Kids "game end glitch" in 02:45.70 The fact my run is getting obsoleted probably helped me recall this case.
klmz wrote:
In the Survival Kids case, the JPN run sees very little of gameplay, and most of their the challenges are bypassed entirely. My USA run, which has no access to the game end glitch, is getting obsoleted.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Movie published
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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. ---- [3685] NES Street Fighter 2010: The Final Fight "warp glitch" by MESHUGGAH & Challenger in 06:50.22
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hopper wrote:
a boss level where we couldn't hit the boss without power-ups, but there were no power-ups in the level.
You're talking about the ceiling boss with falling red goo. You just need to wait for the goo to stack and then you jump on the goo pile and now you can reach him. I agree with you, this is a really good game! And I'm not saying "for an obscure title", I think it's one the best NES games. Excellent graphics, music, controls, gameplay, programming. Its curse is its name. Some backfired marketing decision, that. About the run, I may not be qualified to speak about it, but I may be on board with a lot of the comments here. I know it has already been published, but I would really like to see an improved run of the US version of the game. My TAS was very unoptimized.
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I want to note that it's not rare for feedback to change diametrically just due to the fact that something is improved. Like, 30% support for some submission, and then 80% support for a 5 frame improvement.
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This is one of the games where the review by the AVGN has shaped a lot of peoples opinions. "The AVGN reviewed it, so it must suck!" is what they think, even though the review wasn't even supposed to be negative, it just made fun of the ridiculous idea of this being a Street Fighter game, as well as the difficulty. Silver Surfer suffered a similar fate, people think the game sucks, even though the AVGN just wanted to make fun of its extreme difficulty. I'd definitely like to see an improvement to the regular run.
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I agree with the positive comments regarding this game. It is of superior quality. The presentation is excellent and the gameplay is unique and fun. It is challenging, but not prohibitively so. The duration of the game is also genre-appropriate. As for the title Street Fighter 2010: The Final Fight, this game's a rose regardless of its name. Also, Final Fight was originally titled Street Fighter '89. And wouldn't that have jibbered up the works! In some parallel universe, Haggar and Cody are pursuing Belger across the galaxy.