Sunset Riders is a side-scrolling run and gun video game developed and released by Konami as a coin-operated video game on the JAMMA arcade platform in 1991. The game is set in the American Old West, where the player takes control of a bounty hunter who is seeking the rewards offered for various criminals.
The coin-op version was released in two variants: a two-player version and a four-player version. Home console versions of Sunset Riders were released for the Sega Mega Drive (Genesis) in 1992 and for the Super Nintendo Entertainment System in 1993, to a positive reception. Info from Wikipedia
Game objetives
Genre: Shooter 2 Players Luck Manipulation DON'T STOP THE SCROLLING Rom MD5: 1e1b47d5e5b0d9faa5447273a52fc6ea Rom SHA1: 50f0d77323a5967aa329c72e7a2d926ed158f667 Emulator used: lsnes-r22b23_gb_w64_20180507_7d9b3e-nodbg Faster than my WIP by 13 seconds
I got some strategies from Schnretzl's run
With Steve and Billy i can shoot more frecuently than Bob or Cormano and their bullets moves faster than Bob and Cormano.
Everyone moves at the same speed, but Cormano has a more longer animation at tne fight end (consuming time).
The bullet limit is a problem with The Smith Bros, because that limit includes the impact effect (You can see this too in the second bonus stage).
Luck manipulation was neccesary in almost every boss fight
The bosses have 80 points of life, every shoot is 1 point, some structures of the boss fights have 24, 40 or 80 points. You can see it from this ram watch file
Explanation by stage
Stage 1
Here starts the main objetive before the boss: NOT LET TO STOP THE CAMERA SCROLLING, Stage 2
The only thing optimizable in this level is the boss fight, luck manipulation was used.
I tested if was more faster keep the boss up or get down from the corridor. The second was more faster Stage 3
Shorter transition of killing the boss than my last run Stage 4
If the character is off camera or in a transition of get down from a balcony is invincible during the transition Stage 5
This boss was hard to optimize Stage 6
I improved the level (before the boss) almost 4-5 frames compared to my last run Stage 7
I had to control the Y button spam to optimize the boss fight Stage 8
Only the left balcony works to make this strategy. Here i had to control the spam with the Y button to hit the boss more frecuently Bonus Stages
Every player have to get 25 kills to reduce the point counter time
Some screenshots
Pending... My english is still terrible
feos: This run feels really solid to me. Gameplay reminds me of [1041] Genesis Robocop vs. the Terminator by Cardboard in 14:06.92, just the game itself is not as neat. I didn't see anything that looked particularly sloppy or questionable, and the explanations in the thread seem to cover everything pretty well.
Now, the action is also diverse across levels, even though they all have similarities. Aggression and precision shines the best in boss fights. The audience seemed to mildly enjoy this run, so did I. Accepting to Moons.
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
I'm not real familiar with the different versions of Sunset Riders: how is the SNES one different from the Genesis run? It seems like the SNES times are much longer. I looked a bit through an old submission for this game, but it didn't give a lot of detail about the differences.
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:
Currently making a route for Super Bomberman 5 200%
TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
Joined: 11/14/2014
Posts: 927
Location: South Pole, True Land Down Under
Ok...I have to say that your abilities for TASing are getting better.
I'm still reluctant to call this TAS super optimized, since the rerecord count is still low agianst the length of your movie.
Some questions:
1. This game doesn't seem to be heavy on lag, but I'm certain that lag does exist. Was there an effort to eliminate as much lag as possible?
2. Bonus rounds: I normally see games where skipping segments for points is necessary to save time. I take it that the bonus rounds cannot be skipped by either take a death or missing a certain amount of shots?
However, I did laugh a few times in some places. The speed at which people died in the bonus rounds was particularly humorous to me. Additionally, the interaction of two players during down time was a tiny bit creative and kept me watching.
Yes vote.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence.
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SOYZA: Are you playing a game?
NYMX: I'm not playing a game, I'm TASing.
SOYZA: Oh...so its not a game...Its for real?
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Anybody got a Quantum computer I can borrow for 20 minutes?
Nevermind...eien's 64 core machine will do. :)
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BOTing will be the end of all games. --NYMX
I recommend you see this topic
Also, for example in the stage 2 there's only a cavalcade i don't need so much effort to complete the level, most of the records are concentrated in the boss fights and stage 6
1. Always there's lag, but i killed the enemies as fast as possible to reduce possible lag. You can compare this game in lsnes and snes9x, there's a very notable lag difference
2. Bonus rounds aren't skippable, but every player have to get 25 kills to reduce the point counter time
Currently making a route for Super Bomberman 5 200%
TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
A couple things come to mind from watching:
-I'm really curious if having the 2nd character is actually faster. It seems like there are very few points where it's actually beneficial to have them providing cover fire versus how much additional lag they might add.
-Also on the subject of 2P, why not mix in Bob instead of having both pistol characters? While the pistol users might be better on average throughout, having the option of shotgun for specific bosses may allow further improvement.
-I'm not sure if it's possible in the SNES version, but the arcade version has a bug on Paco Loco where you can skip the small dynamite cutscene (12:18 in the video):
Link to video
-Is there any particular reason you bother to shoot during the minigames at all? It seems like a time/entertainment tradeoff, although I'd say the entertainment of it is dubious. You can avoid the point count-up by just not shooting anything.
The cost (lag)/profit (frames saved) balance is more balanced to profit with 2 players.
With: Simon Greedwell, Hank Hatfield, The Smith Bros and El Greco.
I needed both players in Sir Richard Rose, one for shoot the boss and the other for kill the enemies. (They can kill the first player and if he only defends himself he is dislocated and can not shoot the boss, his bullets would only reach the barrier)
Avoid lag, shoot more frecuently and save 1 frame at start (selecting characters)
Nope, it's not possible
That's why i shot every enemy
And yes, I can avoid the point count-up by just not shooting anything.
Currently making a route for Super Bomberman 5 200%
TASes i'm planning: aero fighters, tg3000 (again), gradius 3, bust a move, bust a move plus, gradius rebirth, smg, smg2, mp9, gh3 (wii)
Great video looks like someone finally used the new pistol strats i found for Sir Richard that's awesome there is interesting and funny glitch actually if you down sir richard's first phase and he hits the ground before the statue is destroyed you have to down him and extra time.
I'll have to test Chief Wigwam to see if the TAS strat is viable RTA not sure if the RNG from not having auto shot changes how he reacts may also have to play around with paco loco to see if there is a better manip for a faster kill RTA based on the single player TAS that was linked. I didn't know of these TAS until today.
Also I'm not sure how it would work with 2 players but on stage 5 boss El Greco from his initial spawn point steve can do 2 jumps that will allow him to get into a position that would allow him to hit el greco from his spawn its sort of like a clip into the wall the setup is pretty easy it has steve do 2 jumps from starting from the left side and it allows you to hit him. I'm not sure if could lead to a faster kill in some way or form since only steve can hit him in this position.
Heres a highlight of what I do.
https://www.twitch.tv/videos/537268187
I do have a question about RNG manipulation. For stage 2 boss it felt as though not aiming at him would give better patterns vs aiming at him is there any way to tell if this is true or not?
I highly doubt the Wigwam strat would be viable RTA. I remember from my TAS (man that was a long time ago!) how it works. Once you get within range of his slash attack, he makes one (instead of blocking). I don't remember exactly how many frames it takes to connect, but I'd say <5. So you'd have to know the exact pixel to touch to trigger the attack and immediately get back out.