The Tower of Turmoil is a 2018 NES homebrew in which the player takes control of a swordsman called Takemaru Kurumana in a world in which hundreds of people have gone missing. He sense a large amount of dark energy within a mysterious tower that's only just risen. This TAS aims to speed its way through the tower's many levels and defeat the source of the evil in a under 5 minutes.

Game objectives

  • Emulator used: BizHawk 2.8
  • Aims for fastest completion
  • Uses damage boosting

Further comments

I'd like to thanks MrTASer and EZGames69 for offering improvements to what I now see was a very unoptimised TAS and Memory for finding the jump boost glitch. I've learned a lot from this submission and hopefully it means my future submission don't require nearly as much fuss.

Tricks and glitches

Jump boost

By taking damage while jumping on or around the same frame as taking damage, the vertical speed gained can be added and converted to the vertical speed of the jump resulting in a large jump boost. There aren't many spots where this is possible but is used as much as possible.

Minimal use of B

It turns out that pressing B to kill enemies halts the player's movement for a single frame. Therefore, all instances of a B press that can be removed have and are replaced with a down slash or whatever its called. Speaking of down slashes, the walls with swords can be jumped over using down slashes without taking damage.

Health glitch

This is more of a fun visual glitch that only adds to the entertainment value rather than speed (it doesn't lose any thankfully) and is done by taking damage on or around the same frame as dealing damage to an enemy. Doing this can produce some very strange results. What's shown in this TAS barely scratches the surface of what's possible. For example, while doing the boss fights, I managed to get the player's health to five, the boss' to zero but have three health icons randomly spawn to the left of 'BOSS'. Another, possibly even stranger result I came across, while working on the heart, I was able to get a health icon (not collectable) spawn inside the left side of the heart. Useless, I know, but entertaining nonetheless.

Boss Fights

Phase 1

The boss hovers across the screen and will drop three blue fireballs(?) before swooping down in an attempt to directly hit the player. The sword is swung just before they descend so it is hit on the first frame possible.

Phase 2

Very similar to the first phase but instead it drops slimes in between main attacks. We can get 3 hits in on the first cycle then 2 the rest.

Phase 3

The final stage sees the player destroy the monster's heart while lasers are being activated at regular intervals. It's possible to destroy the first half without being pushed off by the laser but the second half requires the player to dodge it. Thankfully, a hit is dealt just before it goes off so no time is lost there.
After beating this boss and skipping through the credits, a new mode becomes available: the Blackout. This is almost identical to the base mode except everything is dark and the stages are in reverse so it wouldn't have been any more entertaining, probably less so, to play through it. If it would be better to show this as well, I'd be more than happy to.
SIde note: here's a modified version of the movie by despoa which goes through the credits and is the file used in the official encode https://tasvideos.org/userfiles/info/637926912196653165

Memory: Claiming for judging.
Memory: Replacing file with 310 frame improvement.
The initial run had a lot of messy points to it, but after all the improvements it's actually a fairly nice and clean run with some decent movement. Accepting.

despoa: Processing...


TASVideoAgent
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MrTASer
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https://tasvideos.org/UserFiles/Info/637910357525848284 441 frames were saved till completion of the first boss. Rest two bosses can't be improved, because I have to leave for somewhere. I think, some more improvement is possible...
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Thanks for the improvement. I could tell that there was probably some room for improvement but it wasn't too clear where. I'll have a look at the boss fights when I have time
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https://tasvideos.org/UserFiles/Info/637911529805007465 I did go through it and added the boss fights and made some minor tweaks in a couple of stages (i.e removing as many B presses as possible since they seem to halt movement briefly) but I believe they ended up producing worse enemy patterns although it could be something completely different. This is now a 229 frame improvement
EZGames69
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38 frame improvement, although the boss fights I did not spend any time figuring out, as this was just me cleaning up some of the input to tighten it. https://tasvideos.org/UserFiles/Info/637914487135542133
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Memory
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Found new damage boost technique where if you jump and take damage in just the right way you get a ton of height. Shown off in this userfile at around frame 3500.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Is anyone planning to either complete ezgames69's wip or look into the trick that I discovered?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Yes, yes, I'll start working on it soonish
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https://tasvideos.org/UserFiles/Info/637922160452646886 Managed to improve some levels along the way and boss fights too. I was also able to include the weird health glitch in multiple places, even being able to get a health piece spawn inside the heart at one point (though this isn't shown since it has to be attacked a few frames after than the earliest opportunity) and that height glitch is really cool. Hopefully, this is the final version and as a final question: should I add any co-authors?
Memory
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Should probably add MrTASer and EZGames69.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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Gonna leave this modified movie file here for those in the future that want to re-encode this run. User movie #637926912196653165
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. ---- [4754] NES The Tower of Turmoil by Cephla, MrTASer & EZGames69 in 05:14.81
LoganTheTASer
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this tas is pretty underrated
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