Chamale
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Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
Just a random project, inspired by Movie Body Counts. Basically, looking at TASes and determining how many enemies were killed (or the nearest equivalent), then figuring out the kills/minute. Enemies have to be as dead as possible by the standards of the game, i.e, not coming back until you return to that screen or fight. If they are merely stunned, it doesn't count. If, like Pokemon, they can only be knocked out, count it anyway. As eternaljwh put it, the measure is "defeats", not necessarily kills. Don't count player death if the player can come back quickly. Bullet Bills and Bobombs count as kills, cannonball and grenades do not. For example, the Super Mario Bros. TAS by klmz has 36 kills (counting Bowser) in just under 5 minutes, for a kill rate of 7.24 per minute. That, incidentally, is a higher rate than any of the Rambo films, and more kills than any of the Terminator films. Anyone is free to send in their counts as long as they're accurate, and based on published movies (obsolete or rejected movies can be posted, but won't make the main list). Remember the basic outlines above, and use your judgement for things not covered. If there was a serious issue, post it and I can make a rule to acommodate it. The counts so far (ordered by kills/minute): 1164 - Jackal (JPN/USA) in 07:25.98 by Klmz - 390 kills in 07:25.98 - 52.47 kills/minute 828 - Ninja Gaiden 2 by Scumtron - 335 kills in 9:14.32 - 36.26 kills/minute 997 - Ninja Gaiden 3 by Scumtron - 391 kills in 11:11.93 - 34.914 kills/minute 812 - Gods by Aqfaq - 236 kills in 07:31.93 - 31.3 kills/minute 571 - Teenage Mutant Ninja Turtles 2 by Baxter - 727 kills in 27:03.42 - 26.88 kills/minute 562 - Ninja Gaiden by Scumtron - 282 kills in 10:52.68 - 25.82 kills/minute 1064 - Genesis Streets of Rage (any) by AKA & Mukki - 437 kills in 19:45.45 - 22.17 kills/minute Super Mario All-Stars by MiezaruMono - 712 kills in 34:45.67 - 20.48 kills/minute 393 - Pugsley's Scavenger Hunt by Blublu - 271 kills in 13:58.63 - 19.39 kills/minute 1100 - Mr. Nuts by DaTeL237 - 441 kills in 29:27.27 - 14.97 kills/minute 797 - Contra (J) by Adelikat - 115 kills in 8:57.98 - 12.83 kills.minute 1053 - Super Mario Bros. 3 by Adelikat, Deign, Cardboard and JXQ - 114 kills in 10:29.05 - 10.87 kills/minute 471 - Elevator Action by Guybrush - 83 kills in 7:59.37 - 10.38 kills / minute 811 - Mickey Mouse in Castle of Illusion by FODA - 179 kills in 18:23.45 - 9.73 kills/minute 1080 - Super Mario Bros. by Klmz - 36 kills in 4:58.18 - 7.24 kills/minute 944 - River City Ransom by Chamale - 35 kills in 6:53.42 - 6.08 kills/minute 1115 - Super Mario World by Mister - 51 kills in 10:26.65 - 4.89 kills/minute 1066 - Sonic the Hedgehog by Upthorn, JXQ and Carretero - 75 kills in 16:18.2 - 4.6 kills/minute 994 - Super Mario World 2: Yoshi's Island by Deign - 16 kills in 6:11.45 - 2.59 kills/minute 1056 - "Maxim Version" Castlevania: Harmony of Dissonance by Deign - 1 kill in 0:23.97 - 2.5 kills/minute 790 - Dark Castle by Aqfaq & stanski - 2 kills in 00:56.55 - 2.12 kills/minute 570 - Wonderboy in Monster World by Aqfaq - 73 kills in 42:10.45 - 1.73 kills/minute 1002 - Super Mario Bros. 2 by Adelikat and Cardboard - 13 kills in 7:52.67 - 1.65 kills/minute 950 - Pokemon Blue by Primo - 121 kills in 1:18:58.78 - 1.53 kills/minute 1078 - Donkey Kong Jr. by Aqfaq & Ferret Warlord - 1 kill in 01:12.95 - 0.82 kills/minute 883 - A Boy and His Blob by Aqfaq - 1 kill in 01:57.95 - 0.51 kills/minute
adelikat
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Emulator Coder, Site Developer, Site Owner, Expert player (3573)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
Awesome, so our smb3 movie is more violent than Rambo. /me slaps a parental warning on it :)
It's hard to look this good. My TAS projects
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
My guess is that SNES Super Smash TV will have the highest body count. :)
Skilled player (1605)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Lol adelikat, we are badass killers you and me. Also I wonder how Robocop Vs The Terminator would do here. Most blood per minute!
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
I counted 115 bodies in adelikat's Contra (J) in 08:57.98. That gives a ratio of about 12,8 kills per minute. EDIT: Note that I did not count turrets, robotic bosses, spiky walls etc, only normal enemies. I did count the aliens in the end.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
For reference, the movie with the highest body count is Lord of the Rings: Return of the King at 836, while the highest kill rate is 300, at 5.13 kills/minute.
Mitjitsu
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Banned User
Joined: 4/24/2006
Posts: 2997
I calculated the Streets of Rage movie I did with Mukki and it comes out to 22.17 kills per minute. EDIT: 1064 - Genesis Streets of Rage (any) by AKA & Mukki - 437 kills in 19:45:45 - 22.17 kills per minute
Player (201)
Joined: 7/6/2004
Posts: 511
Space Invaders would probably have over 100 kpm. (I'm thinking of bonus game from MK3, but there are probably other versions that would be similar)
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Senior Moderator
Joined: 8/4/2005
Posts: 5777
Location: Away
How about Recca?
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 (392)
Joined: 3/24/2006
Posts: 1802
Sonic the Hedgehog is disappointingly non-violent. only 75 kills over the course of all 16m 18 seconds, for 4.6 kills per minute.
How fleeting are all human passions compared with the massive continuity of ducks.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
The gradius3 movie would have a humongous kill count and kills/minute count. Of course it's a matter of definition what counts as a "kill" and what doesn't. For example, how many kills do the bubbles in the second level count as? I counted the two first levels (it's really laborious and tiresome to count all the kills in this movie), and I counted every *explosion* as a kill (which I think is a fairly unambiguous way of counting), and I got (approximately) 553 kills in the first two levels. They take 5 minutes and 10 seconds, making it 107 kills per minute. Some of the later levels might be *really* hard to count (eg. the fire level), so I'll just leave it at that. I wonder if it would be possible to write a lua script which automatically counts the number of kills (as the number of explosions). That would make things enormously easier.
Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Warp wrote:
I wonder if it would be possible to write a lua script which automatically counts the number of kills (as the number of explosions). That would make things enormously easier.
I think it is, because in the submission thread nitsujrehtona mentoinded that the movie had a little over 3300 kills, and he even knew some enemies that survived by spawning ofscreen.
Agare Bagare Kopparslagare
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Cpadolf wrote:
Warp wrote:
I wonder if it would be possible to write a lua script which automatically counts the number of kills (as the number of explosions). That would make things enormously easier.
I think it is, because in the submission thread nitsujrehtona mentoinded that the movie had a little over 3300 kills, and he even knew some enemies that survived by spawning ofscreen.
It is indeed possible, and probably not very hard if you have the necessary RAM-addresses. If you have the RAM-addresses for the current state of all enemies, and you know the value these addresses get when an enemy is killed, you can make a counter that increases by 1 when this happens. This means that the RAM-addresses for the states of the enemies have to have a unique value for when an enemy is killed, so it doesn't mistake an enemy going off-screen for getting killed. This can be used for almost every game, it's just the RAM-addresses that would differ. I hope this made some sense.
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Joined: 3/10/2004
Posts: 7698
Location: Finland
Randil wrote:
It is indeed possible, and probably not very hard if you have the necessary RAM-addresses. If you have the RAM-addresses for the current state of all enemies, and you know the value these addresses get when an enemy is killed, you can make a counter that increases by 1 when this happens. This means that the RAM-addresses for the states of the enemies have to have a unique value for when an enemy is killed, so it doesn't mistake an enemy going off-screen for getting killed. This can be used for almost every game, it's just the RAM-addresses that would differ. I hope this made some sense.
That assumes that the enemy statuses are always created at fixed RAM positions. It's perfectly possible that they are created dynamically wherever there's free memory (I don't really know how the memory allocator in SNES programs works). If that is the case, then being able to automatically follow those values would require some serious disassembling and reverse-engineering of the code.
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Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Warp wrote:
Randil wrote:
It is indeed possible, and probably not very hard if you have the necessary RAM-addresses. If you have the RAM-addresses for the current state of all enemies, and you know the value these addresses get when an enemy is killed, you can make a counter that increases by 1 when this happens. This means that the RAM-addresses for the states of the enemies have to have a unique value for when an enemy is killed, so it doesn't mistake an enemy going off-screen for getting killed. This can be used for almost every game, it's just the RAM-addresses that would differ. I hope this made some sense.
That assumes that the enemy statuses are always created at fixed RAM positions. It's perfectly possible that they are created dynamically wherever there's free memory (I don't really know how the memory allocator in SNES programs works). If that is the case, then being able to automatically follow those values would require some serious disassembling and reverse-engineering of the code.
From my experience, most (well, at least most of the ones I've tried) NES games have fixed RAM positions for this. Since SNES is more complex it might be created dynamically for some games. Though I think, and hope, it's possible to write a script like this for some (perhaps most) of the NES and GB TASes. Another approach would be to check the number of kills by checking when your score increases. If the score increases only when you kill an enemy, it might be possible to count deaths this way. Just throwing out ideas.
Experienced player (590)
Joined: 1/11/2007
Posts: 103
Body counter for Snake's Revenge. http://lua.pastey.net/94524 Cleaned and unified with the other script: http://lua.pastey.net/94686 Thanks for the tip alden.
Player (121)
Joined: 2/11/2007
Posts: 1522
Dammit wrote:
Body counter for Snake's Revenge. http://lua.pastey.net/94524
lol "local corpse = memory.readbyte(0x40c+0x1*i)" Also, you don't need to call gui.register in the main loop, you can just call it once after you declare the function... not that speed matters in this case :) So what's the grand total?
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Teenage Mutant Ninja Turtles 2 has actually a body counter on screen the entire time! Guess I killed 727 bad guys in my TAS.
Joined: 3/11/2008
Posts: 583
Location: USA
So do 3 and 4, but in 4 at least you have to subtract bonus points from health remaining at end of level and from bonus stages.
Former player
Joined: 11/13/2005
Posts: 1587
471 - Elevator Action by Guybrush - 83 kills in 7:59.37 - 10.38 kills / minute
Experienced player (590)
Joined: 1/11/2007
Posts: 103
Here is one for Metal Gear NES. http://lua.pastey.net/94532 Here is one for Super Smash TV SNES. http://lua.pastey.net/94707 http://lua.pastey.net/94927
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
Randil wrote:
My guess is that SNES Super Smash TV will have the highest body count. :)
I tried to think of another game that has more kills than that, and I couldn't. A run of Diablo II probably wouldn't have as many kills.
Chamale
He/Him
Player (182)
Joined: 10/20/2006
Posts: 1355
Location: Canada
I'll about to do a count for Spezzaffer's Yoshi's Island run, the full one, which will probably have more kills than any film ever, simply because it is the length of a typical film, unlike most of the other TASes I've looked at.
Joined: 3/11/2008
Posts: 583
Location: USA
Not a TAS, anyway. ...now my mind's mouth's watering at the thought of a DIIX TAS...though the loot tables aren't unlimited-random, you could still get insanely useful loot if you find where to diddle the RNG...
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
Not to reference the first post, but I disagree with the Pokemon Blue run score. The pokemon faint, not die. Also, does it include cut trees as kills?
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?