This submission improves my previous run by 1012 frames.

Game objectives

  • Emulator used: BizHawk 2.8.0 (NesHawk core)
  • Aims for fastest time
  • Takes damage to save time

Comments

Improvements are mainly a new wallzip glitch, lag management, and micro-optimizations.
The new wallzip glitch was found by Poahr (see his tweet).
This game becomes laggy in proportion to the number of objects. So, it is sometimes faster to stop and kill some enemies.
In driving stages, scrolling stops earlier if you take damage just before killing a boss. I know this from NESexpert's post.
Rail shooter stages sometimes take an extra frame to complete for some reason.
This game seems to be more slightly laggy on BizHawk than on FCEUX.
I wrote a HUD script. It displays information such as hitboxes and coordinates.
Here are improvements (by frame) of each segment:
SegmentOldNewDiffNote
1-136373569-68Driving stage.
2-1-A694692-2
2-1-B4704700
2-1-C575549-26
2-1-D329333+4RNG manipulation for 2-2.
2-25835830
3-1-A11841182-2
3-1-B664656-8
3-1-C4434430
3-2601602+1Emulator difference?
4-112661255-11
4-226372638+1Rail shooter stage.
5-1-A16821382-300
5-1-B550521-29
5-2-A13131229-84
5-2-B740725-15
5-3666660-6
6-1-A5185180
6-1-B381380-1
6-1-C770767-3
6-2-A14351425-10
6-2-B332273-59
6-3646629-17
7-116391637-2
7-2-A630616-14
7-2-B570572+2Bad RNG.
7-2-C271272+1Bad RNG.
7-2-D507491-16
7-3650630-20
8-1-A899893-6
8-1-B406404-2
8-1-C5705700
8-2-A684673-11
8-2-B413411-2
8-36196190
9-1-A11421034-108
9-1-B407404-3
9-1-C257220-37
9-218711866-5
9-3568565-3
10-132743215-59Driving stage.
11-126142613-1Rail shooter stage.
11-2-A10461021-25
11-2-B3843840
11-2-C875877+2Bad RNG.
11-35455450
11-4695627-68
Total4365242640-1012

Stage by stage comments

1-1

I used backfire to take damage just before killing the boss.
This stage can be improved 1 frame further. But I wasted a few frames in 2-1-D to manipulate the RNG, so I didn't use it this time.

5-1-A

This segment can be significantly improved with the new wallzip.
I paused the game just for a moment to manipulate the RNG. It is difficult to manipulate random movements of hopping enemies.

11-1

This stage might be improvable by 1 frame further (my WIP is faster by 1 frame until the boss, but I could not reproduce it in this run).

nymx: Claiming for judging.

nymx: Tighter optimization and the new "Wallzip" glitch have made for a great showing. Excellent work on furthering the optimization of this movie!

despoa: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15582
Location: 127.0.0.1
This topic is for the purpose of discussing #8046: TaoTao's NES Vice: Project Doom in 11:49.50
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
I don't know the previous TAS of this game, but this was very fast and entertaining, and the new zip glitch stood out. Yes vote. Great work.
Challenger
He/Him
Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
I remember watching the old TAS when you submitted it, and this game was entertaining + a lot of action. 6 years and 2 months later... The new wallzip is great! Great work optimizing the entire game again. Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15582
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. ---- [5145] NES Vice: Project Doom by TaoTao in 11:49.50