Aims

  • Be as entertaining as possible
  • Play on hardest difficulty (Gamer)
  • 100% kills
  • Never take damage
  • Fast as possible
U.N. Squadron is one of the first side-scrolling shooters to come out for the Super Nintendo and also one of my favorite games as a kid. This game is also known as "Area 88" in Japan. Brief overview of the story: some ruthless group of mercenaries known as "Project 4" are out to take over the world and you're the only one who can stop them. Made in Snes9X v1.43+, this is a long-term project I started over 2 years ago. I worked on it on and off but didn't get around to completing until recently. Since this is a side-scrolling shooter, my main goal was to be *entertaining* as opposed to "fast": 100% of enemies are killed, took no damage while flirting with death many many times, abused a special weapon reload exploit to kill bosses faster than humanly possible (explained later).
Being fast was a secondary goal I strived for, particularly with the boss fights. Prior to undertaking a stage, the number of special weapons required to kill the boss as quickly as possible is pre-planned and calculated. Then the remaining special weapons have to be exhausted during the stage to get all weapon counters to 0. This saves a bunch of frames at the end of the stage when it counts up your unused weapons. There are a total of 10 stages but only the necessary 8 are completed. It's possible if someone is a master manipulator of luck and lag, they may be able to beat the total time by a couple seconds.

How the bosses are defeated quickly

Some basic game info before I explain as this is very important. All enemies in this game, including bosses, are invulnerable for 2 frames after taking damage. So essentially to kill them as quickly as possible, you need to hit them with high-damage weapons every 3 frames. Your main cannon once it hits level 3+ fires every 8 frames. Each special weapon has it's own reload time: bombs = 10 frames, falcons = 20 frames, phoenix = 40 frames, etc. The "one-hit" specials like bombs, falcons, phoenix do a lot of damage... the "multiple-hit" specials like napalm, cluster do pitiful damage so these aren't really used.
For stage 1,2 bosses, alternating timed cannon shots and bombs were used. Every shot/bomb registered a hit and none were wasted during the "invulnerable" frames.
For stage 3,4,7,8 bosses, the "reload exploit" was abused. When you use one special weapon, ordinarily you'd have to wait many frames before you can use it again. But the reload counter doesn't apply to the other specials, so you can switch to a different special and use that right away. Using frame advance, time the cannon shots with two different special weapons in between to achieve maximum damage in the shortest amount of time.
Special thanks to skamastaG for giving me ideas for making an entertaining final stage run.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Oh! I also replaced the ROM name.
  • You indicated U.N. Squadron (U).smc
  • I updated it to U.N. Squadron (U) [!].smc

Truncated: This has gotten a lot of positive votes in a short time, especially for an auto-scroller. Accepting.

Player (74)
Joined: 12/20/2006
Posts: 154
I am glad that people have realized how entertaining shmup TAS' can be. Hopefully we see more in the future, especially if arcade TAS'ing was ever allowed on the site. This gets a yes!
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Joined: 8/4/2005
Posts: 5770
Location: Away
mikwuyma wrote:
NOOOOOOOOOOOOOOOOOOOOOOOOO, shmups.com has gotten to you moozooh.
Haha. :D I'm not saying euroshmups are anything bad, though, they are often very fun to play casually. But in truth, I'd just rather see something like Psyvariar or DDP or anything Touhou been TASed, just because there is so much more detail to the actual gameplay process than in a game like UN Squadron; as in: getting 100% kills and not getting hit is something not really impossible for a human to achieve, while perfect chaining, powergrazing in ridiculous spots and weaving through really thick bullet patterns usually is.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Active player (433)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
stanski wrote:
Hopefully we see more in the future, especially if arcade TAS'ing was ever allowed on the site.
The future is basicallly here now :) If someone could just address these issues by Bisqwit, then we are more or less ready to go!
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
Player (80)
Joined: 7/22/2004
Posts: 63
Location: USA
I would love to do an arcade shmup TAS. Those games typically have tons more action with no lag along with gobs of eye-candy. If the Final Burn Alpha emulator bugs get ironed out, I'd like to tackle one. What are some of you guys favorite arcade shmups? The ones I'm familiar with are the Gradius and Raiden series. moozooh, I took a look on youtube of Psyvariar and Touhou.. games look pretty cool :)
BigBoct
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Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
There are some that'd make for fantastic TAS's. The ones that come to mind quickest are Ikaruga, Radiant Silvergun, any of the Strikers 1945 games, and any of the Raiden Fighters games. As for Touhou...though they'd be great TAS's, I have no idea how you'd implement input recording/playback and all that good stuff into a Windows game.
Previous Name: boct1584
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Solon wrote:
As for Touhou...though they'd be great TAS's, I have no idea how you'd implement input recording/playback and all that good stuff into a Windows game.
In fact, there is both a way to slow it down to frame-by-frame advance and a way to take/load a snapshot of the entire memory space occupied by the game, possible to script the actions and read the memory values, and provided the recording engine is built into the games themselves, it IS possible to create a full-fledged TAS of them — but the amount of effort needed to do it certainly isn't going to be worth it. As such, there won't be any real TASing for them in the foreseeable future, although I'd die to see perfect bullet stream grazing in stages like this.
georgexi wrote:
What are some of you guys favorite arcade shmups?
Well, I assume not everything counted as "favorite" would make a TAS entertaining to someone other than a fan of the game, or at least the genre… In fact most games likely wouldn't due to their well-known inherent features. It must allow: 1) to clearly differentiate between realtime and tool-assisted play (meaning it should have risk/reward-oriented score scaling, and inherent impossibility of a "perfect" result), 2) to show something relevant for this game in particular (as in, the TAS should probably obliterate the unassisted high score standards instead of being just a playaround or an as fast as possible run). I've been thinking of that recently, and I'm looking out for the games that would fit well. Out of the titles I've played personally, DoDonPachi and GigaWing are well-emulated and have good entertainment potential (there already are some sub-par TASes available for them actually, which you might want to check), several SDA residents I've asked also name Raiden Fighters Jet (I guess I need to consult with Twiddle on this matter) and some of the other titles developed by Cave (Dangun Feveron, Progear, etc.). The exact goals for each of them are yet to be discussed, and probably belong to a separate topic.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (74)
Joined: 12/20/2006
Posts: 154
The coolest parts of arcade TAS' would be putting restrictions or just aiming for entertainment. Obviously, one option you'd need to consider is to shoot for high score if you did an arcade TAS as well. This could get VERY challenging VERY quickly. Some options for good looking TAS': Donpachi - one of the original and most famous manic shmups of all time, only problem is there are two loops, but second loop does include suicide bullets and more enemies. Dodonpachi - 2 loops, but its one of the greatest (if not the greatest) shmups of all time. People might complain about repetativeness of the loops, but this game is popular enough that it is worth it. Battle Garegga - Max out the rank (look up what rank is if you don't know) and it would be ridiculous. Also one of the greatest (if not the greatest) shmups of all time according to people (not me). Mars Matrix: Well emulated, would be very tough to TAS for score Dragon Blaze: Lots of insanity in this game Some options that I think would be nearly impossible to TAS would be things like progear, dangun feveron, or giga wing. I just cannot imagine how difficult it could become trying to maximize the score and still be entertaining, or not overabuse the reflect shield in giga wing.
BigBoct
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Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
I think Radiant Silvergun would be a good TAS because of the challenge which would arise from trying to chain through the whole game. (Explanation: RS has three colors of enemy; red, blue, and yellow. Killing enemies of the same color consecutively rewards you with score bonuses, which get progressively larger the longer you hold the chain.)
Previous Name: boct1584
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Radiant Silvergun should definitely aim for speed, though, since max score would imply long sequences of milking, which isn't fun at all to watch. I'd go with max chain, max boss break rate, and fastest speed as priority hierarchy for such a run. Boss break isn't going to take long with a nicely upgraded radiant sword. However, it's worth noting that RSG has one of the slowest moving crafts in history, which doesn't contribute well to entertainment in a TAS.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 11/1/2007
Posts: 100
Encoding...
Post subject: Movie published
TASVideoAgent
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Posts: 14905
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. ---- [1003] SNES U.N. Squadron by georgexi in 18:33.27
Joined: 12/15/2005
Posts: 38
Encoding seems to have been a bit muddled again. Worked perfectly in VLC...but anything else---not at all. (MPC, GOMPlayer, etc) Video was pretty cool though, congrats!
Joined: 3/3/2007
Posts: 41
It refused to play when I tried to play it in WinAmp 5. When I checked it out in a hex editor, my suspicions were confirmed: This movie suffers from exactly the same error as ccfreak2k's .AVI for xipo's Adventures of Bayou Billy TAS (encoded with joint stereo instead of mono.) To fix it, open it in a hex editor and change entry 0x12a from 02 to 01.
- The Green Herring
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I thought SNES runs were supposed to be encoded with stereo sound, unless it's the same problem that once was experienced by Maza (mono stream with stereo header, or something along those lines).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
upthorn
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Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
Well the thing is, what joint stereo does is make the left and right channels have the same data. If you're encoding in joint stereo you might as well be encoding in mono.
How fleeting are all human passions compared with the massive continuity of ducks.
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Joined: 8/4/2005
Posts: 5770
Location: Away
Eh, no, joint stereo doesn't change the amount of sound channels, it changes their content (from dual mono to mid+side), increasing the compressibility. It's a losslessly reversible process.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 11/1/2007
Posts: 100
Unless someone higher-up protests, I will make available a fixed AVI via HTTP. Note, however, that this will prevent you from seeding the AVI as the torrent will try to "correct" the byte.
upthorn
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Emulator Coder, Active player (388)
Joined: 3/24/2006
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Oh wait nevermind, it seems the M/S version is, indeed, the most common type.
How fleeting are all human passions compared with the massive continuity of ducks.
Player (80)
Joined: 7/22/2004
Posts: 63
Location: USA
Is there anyway to lookup who voted no? I know the movie has been published but I'm just curious :/ I know you can't please everyone but if someone didn't like the movie, the least they could do is man up and tell me why. And thanks ccfreak2k for doing the encoding.
Joined: 11/20/2004
Posts: 236
Location: United States
The Green Herring wrote:
It refused to play when I tried to play it in WinAmp 5. When I checked it out in a hex editor, my suspicions were confirmed: This movie suffers from exactly the same error as ccfreak2k's .AVI for xipo's Adventures of Bayou Billy TAS (encoded with joint stereo instead of mono.) To fix it, open it in a hex editor and change entry 0x12a from 02 to 01.
Yeah. That made it play perfectly, Green. Thanks much! (I use Media Player Classic, myself, so I was a bit surprised when it refused to play, but I could slide to anywhere in the movie anyway.) Edit: No, it didn't make it play perfectly. It made it play the left side of the audio alone, but in mono. :(
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Player (80)
Joined: 7/22/2004
Posts: 63
Location: USA
Has a fixed AVI been posted? The sound doesnt work on mine either :/ I'm thinking about posting a copy on YouTube too.
Editor, Skilled player (1941)
Joined: 6/15/2005
Posts: 3247
AKA from an editor summary wrote:
I still object to the second paragraph. Why do we need to know or care? How do we even know its true? Why is it a good thing? The time taken to create a movie does not equal effort or a better run in general. We should avoid trying to promote authors over movies
---- On the 2.5-years-working-on-TAS issue, how do we know that most of those 2.5 years were well-spent? How do we know that the author didn't just TAS for one month, abandon it for >2 years, and come back and finish it? In the author's own words, georgexi "worked on it on and off but didn't get around to completing until recently". In any case, rerecord count is yet more important than TAS project time. Also, the phrase "longest-term projects to date" seems to imply that these projects were planned for the long term, which is never the case.
Joined: 12/8/2006
Posts: 3
Location: Orlando, FL
Wow, I really loved this video. Maybe UN Squadron isn't the most frantic shmup ever made, but the use of resources and creativity to show off really made up for it. I wish there were more runs like this, because after a while, some of the cut and dry speed runs that don't really put entertainment value as the top priority aren't as fun to watch. This was fun to watch. Kudos, George. And I logged in for the first time in like six months just to tell you that. :3
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
It's a piece of trivial information. No one NEEDS trivia, but it's fun to know. We know it is true from his early WIPs. No one is "promoting the author over the movie". What the hell is it with you AKA that the 5-year old inside you needs to constantly make sure that no one is needlessly praised, at least if it's not you? About the 2,5 years: who cares how he spent it? Who cares if he did the first level in one day in 2004 and then finished the rest in a week in 2007? What the HELL does it matter? It's still a project that took 2,5 years to finish: a 2,5 year project. I changed the word long-term to long, so I hope you're happy now.
Mitjitsu
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Kyrsimys wrote:
It's a piece of trivial information. No one NEEDS trivia, but it's fun to know. We know it is true from his early WIPs. No one is "promoting the author over the movie". What the hell is it with you AKA that the 5-year old inside you needs to constantly make sure that no one is needlessly praised, at least if it's not you? About the 2,5 years: who cares how he spent it? Who cares if he did the first level in one day in 2004 and then finished the rest in a week in 2007? What the HELL does it matter? It's still a project that took 2,5 years to finish: a 2,5 year project. I changed the word long-term to long, so I hope you're happy now.
Talk about self destruction...