(Link to video)
  • Uses FCEU 0.98.16
  • Aims for fastest time
  • Abuses programming errors
  • Takes damage to save time

When I submitted my first NG2 run I thought I was burnt out on TASing and that it would probably be my last -- of course I kept trying to improve it and NG1 (lots of minor improvements there but most refuse to fit together into a cohesive run), as well as tinkering with Power Blade 2 (even though it has a lot of auto-scrolling sections, that game needs to be done) -- but here it is, yet another Ninja Gaiden submission from me. At 33259 frames (9:14.32), it's 237 frames (3.95s) faster than the previous version.
What made me decide this game needed a new run? I was screwing around in level 1 one day, and an enemy started wobbling and fell of a platform. Fortunately I was recording. Unfortunately, instead of switching to read-only and whipping out the memory viewer, I immediately loaded a save state and tried to reproduce it. After repeating that bit of genius a few times I figured out what had happened: changing directions on the frame before an enemy turns around at the edge of a platform, then stopping will cause it to spaz out and fall off. Combining that with moving backwards to make an enemy appear earlier than it normally would allowed me to get both shadows in the first level and a new Ninja Gaiden 2 run was born. Read on for a summary of the rest of the improvements.
  • Note: when you see Ryu slash right before getting hit (or sometimes right before not getting hit) it's to delay the hit a couple frames for more optimal positioning.
  • Other note: You may notice that I grab a few unnecessary power-ups. Sometimes this is so the shadows don't knock them down behind me (visually distracting), other times it's simply unavoidable (like when the shadow hits the mini-bomberhead near the end of 7-2 so he'll knock me over the pit).

1-1: Getting the first shadow actually wastes 13 frames but that's more than made up for on the boss. I also used the sword/hit-delay to get the second shadow without slowing down (well, except for throwing the fire wheel) saving 4 frames. 1-2: 41 frames faster thanks to having both shadows. Yay.
Act I total: -32

2-2: Jumping a few frames earlier before going through the wall in 2-2a avoids pushing against an invisible barrier and saves four frames. Another frame saved by subpixel nonsense in 2-2b. 2-3: 1 frame faster due to leaving 2-2c on an odd frame (or even, whatever). I had assumed that the apparent randomness here (and in all boss fights) was with the boss' position, but it's actually the fire wheel.
Act II total: -6

3-1: 10 frames faster. No slowing down for impermeable walls this time. 3-2c: 3 frames faster. Doing all the wall climbing on one side then passing over is quicker. Duh! 3-3: 2 frames faster just like the level 2 boss. If you jump off the ladder on the last frame of input in 3-2e, the boss won't appear until you move to the right, allowing you to get another fire wheel into him before he lands. But that turned out to be slower since you can pump out the damage faster on his way up by getting into the proper position while he rests.
Act III total: -15

4-1a, b: 3 frames faster in both areas by using an invisible platform in the wall. It's too bad there aren't more walls like that. 4-1c: A much more elegant solution to the damage-boost at the exit this time. 3 frames faster. 4-2a: Unfortunately that "elegant solution" screws up the tedious subpixel optimization I had in the previous run and partially negates the time saved by not using the invincible fire wheel to get the fire wheel (the other one, the Ryu throws) here. Oh well. (Note: At the time I made the obsoleted run I had no clue what a subpixel was and probably would have found the concept ideologically offensive) 4-2b: Waiting only 6 frames for the bird instead of 36 is 52 frames faster. You do the math. 4-2c: 15 frames faster. Subpixel optimization and a bit of waterfall climbing allowed me to maximize time spent on the fast water. 4-3: Stayed low; saved 5 frames.
Act IV total: -81

5-1b, c: Using the invincible fire wheel to pass through the spikes in 5-1b saves 3 frames and using the sword/hit-delay to get the spikes to boost me over the wall rather than waiting for the invincibility from the hit in the previous screen to wear off saves 10 frames in 5-1c. 5-2a: Hit from spider = pass through bat = no wall climbing = 3 frames faster. 5-2b: The sliding is to optimize subpixel position for the next area. 5-2c: Made the ninja appear early for a higher boost saving 6 frames. Unfortunately being almost half a pixel forward was still more than half a pixel short of getting out of here one frame sooner. I kept it in anyway because, damn it, it's optimal! Also, it allowed me to knee-slide to the exit without costing time. 5-3: 1 frame faster. Whee!
Act V total: -23

6-1: Figured out why I was 1 frame slower than FunkDOC before: subpixel position. One more frame of movement in 6-1b fixed that. I also show off an interesting (but useless, though I'd love to be proved wrong) glitch in 6-1c. It happens with objects that disappear when they hit Ryu. When such a collision occurs, the object's positional data isn't reset and it's vector at the time of the hit can be passed on to, and more interestingly, maintained by an enemy that isn't on-screen yet (I think). The number of objects on screen has something to do with it too. Anyway watch out for the speedy bat. Demonstrating this glitch with an enemy that isn't supposed to fly would've been better but I wasn't able to find a way to do that without slowing down.
Act VI total: -1

7-1a: Made the red blob appear in mid-air; saved 3 frames. 7-1c: Made the exploding fireball thing appear earlier; avoiding wall climbing. 14 frames faster. 7-1d: 1 frame faster. Would've been 2 if I'd taken a hit from the flame but that would've cost time in 7-2. 7-2a: Making the snake-cannon and the giant bat appear earlier saves 8 frames total. Requesting a new bat and waiting a bit saves 35 frames at the exit. 7-2b: 3 frames slower. Have to grab the wall since I left the previous area while in the air. Oh well. 7-2c: 1 frame faster by removing a use of the fire wheel and taking a hit instead. I wasn't going to change this since it looks a little sloppy but a later 1 frame improvement needed a companion. 7-2d: Better subpixel position. 3 frames faster. 7-2e: Subpixel position again. 1 frame faster. 7-3: The twenty-one most awesome pixels in the history of video games once again bring down Jaquio without the aid of special weapons. This is 8 frames slower than with a single use of the fire wheel as in the previous run, but that's made up for later. 7-4: 4 frames faster... except I press start a frame late after the fight to get the final boss in optimal position, so -3. 7-5: Having another fire wheel to throw at the head saves 16 frames. Slightly different strategy for the belly saves 4 frames.
Act VII total: -79

Memory info:
  • 0550= x position
  • 0538= x subpixel
  • 003A= x position
  • 0039= x subpixel
  • 0580= y position
  • 0568= y subpixel
  • 05B0= x speed
  • 05E0= y speed
  • 0080= Ryu HP
  • 060F= Boss HP
  • 0563-0567= enemy x position
  • 0593-0597= enemy y position
  • 05C3-05C7= enemy x speed
  • 05F3-05F7= enemy y speed
  • 0042= frames until wind changes direction in 2-2 (not very useful but nice to know I guess)
  • 0068= invincibility timer (counts down from 60 from the time Ryu first touches a surface after getting hit, rather than from the time of the hit as in NG1)
And a big thanks to Maximus for TAS movie editor.

adelikat: Nice improvement, accepting for publication.
Bisqwit: Processing...

TASVideoAgent
They/Them
Moderator
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Location: 127.0.0.1
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Absolutely love this run... game is being totally dominated! I also love the music in this game.
Joined: 2/1/2007
Posts: 245
Location: Israel
I like how it seems that Ryu neglected his physics and stealth lessons to hone his ass-kicking skills. I might have missed the glitch you mentioned where the enemy goes insane and goes off the platform. Is it because of this other glitch you mention which causes enemies to spawn sooner than they should, so the enemy spawns off-screen and kills himself before you reach him, or perhaps something else, or maybe I'm just blind? Anywho, voting yes.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3584)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
Wow, I rated the published run a 10/9. I guess this one gets the elusive 10/10. That is saying a lot coming from a guy as picky as me :P Easy yes vote, and one of my top 5 favorite runs on the site. It is one of the runs that should be held up as an example of what TASing should be. The improvements where very nice. I actually noticed the 4 frame improvement in 2-2. You had some very creative ideas and have taken this game up yet another notch. You are also working on a ninja gaiden 1 improvement too? :O
It's hard to look this good. My TAS projects
Experienced player (822)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Were there actually bosses in that game?? I never saw the improved upon version, but this one was great. The platforming got a tiny bit old, but I think that it just seemed like there was more of it than usual since the bosses got totally crushed. Great job, this was a fun watch.
Living Well Is The Best Revenge My Personal Page
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Yes very nice run and like mmbossman said - Those boss were done pretty fast. Yes vote
Editor, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
the ninjas never stopped moving, bosses were annihilated like they weren't even there... yes vote (the first NES submission that I've voted on ever i think?)
Homepage ☣ Retired
Spacecow
He/Him
Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Good lord, I thought this run already WAS perfect! Obvious yes vote, and good show!
Player (151)
Joined: 5/1/2006
Posts: 150
Mechuyael wrote:
I might have missed the glitch you mentioned where the enemy goes insane and goes off the platform.
Ah yes, you'll have to slow it down to actually see the wobbling since I only stopped long enough for him to hit me and give the necessary boost:)
adelikat wrote:
Wow, I rated the published run a 10/9. I guess this one gets the elusive 10/10. That is saying a lot coming from a guy as picky as me :P
Awesome! :)
adelikat wrote:
You are also working on a ninja gaiden 1 improvement too? :O
Always. :p
Player (166)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
NINJAS!?!?!?
Sir_VG
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Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
I would vote YES on this video, but I was stealthily killed by ninjas.
Taking over the world, one game at a time. Currently TASing: Nothing
Joined: 4/25/2004
Posts: 498
Final score: 777000. Kinda ironic, considering the run relied more on programming error abuse instead of luck manipulation... :p Also, lol ninjas. *votes yes* EDIT: ...and I'm the 13th yes vote. Go figure. XD
Reviewer, Active player (277)
Joined: 12/14/2006
Posts: 717
Going through walls? Non-existent boss fights? 3 Ninjas controlled by one player? Yes vote.
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Great Scott D: Yes indeed. And I also say
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Active player (432)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
*Votes Yes, deletes Scumtron's previous .avi, awaits for this submission to get accepted, awaits the .avi, praises Scum Man for his glorious run, high-fives, returns to work on his difficult home assignment*
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Banned User, Skilled player (1165)
Joined: 12/26/2006
Posts: 231
Location: Lonely City
Very good run!!Very good improvment. I vote "Yes".Coincidence!!I am also make this movie too.I think it is wonderful but not perfect.I think I can redue two frame at least.
work hard
Skilled player (1885)
Joined: 4/20/2005
Posts: 2160
Location: Norrköping, Sweden
Wow, this was really impressive. Very smooth and fast run, and highly entertaining. This shows what TASes are all about, so I think this would be worthy of a star. :) One of the best TASes I've seen, I think. Big yes vote from me.
Player (151)
Joined: 5/1/2006
Posts: 150
Xipo wrote:
I think it is wonderful but not perfect.I think I can redue two frame at least.
Well, let's see it then. :)
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
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Location: Mom's
Hours and even days of work to save two frames? That would be crazy.
Skilled player (1885)
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jaysmad wrote:
Hours and even days of work to save two frames? That would be crazy.
Well, I guess I'm just a crazy guy then. ;)
jaysmad
Other
Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Oops :) Sorry Randil, i didnt mean it that way. I must admit that if i could find a way to save some frames on a game that i like, i would probably do the same.
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Scumtron wrote:
Xipo wrote:
I think it is wonderful but not perfect.I think I can redue two frame at least.
Well, let's see it then. :)
Best possible response :)
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Throwing my yes vote into the mix. That was one hell of an enjoyable run. You just SLAUGHTERED those bosses (can't call it a boss "fight" since that would imply they fought back). Great job man.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
Wonderful improvement, and I really appreciate preserving all those hilarious post-boss antics. :) Also, deep respect for optimizing the subpixel shit. ;)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (151)
Joined: 5/1/2006
Posts: 150
Baxter wrote:
Scumtron wrote:
Xipo wrote:
I think it is wonderful but not perfect.I think I can redue two frame at least.
Well, let's see it then. :)
Best possible response :)
Well, maybe a better response would have been: "If you have an idea how this run could be improved -- even by a single frame -- perhaps you could post an fcm demonstrating the improvement, or failing that briefly describe how you think it might be improved and I will test and implement it if it works out?"
moozooh wrote:
Also, deep respect for optimizing the subpixel shit. ;)
I need to edit the descrip to describe this better. Subpixel optimization in this game is pretty damned simple for the most part. Except for on the wind, water and ice, subpixel position can be only one of two values and is only reset to zero between areas when there's a cinema. Also, any suggestions for a new screen shot? :)