Black Hole plans to launch an attack on Macro Land, and almost all of the territories are under enemy control. Your mission is to stop them by moving your troops in order to complete your objective in certain missions. In the earlier missions that objective is usually to either rout the enemy or to capture their HQ, but occasionally you have to destroy Black Cannons.

This movie:

  • Was made using VBA-rerecording-v23-interim svn190
  • Goes for smallest amount of days for each mission
  • Aims for fastest real-time, if it doesn't increase number of days
  • Moves the cursor as fast as inhumanly possible
  • Manipulates luck (slightly)
There was originally a debate about whether we'd go for days or for real-time -- in practice, however, these goals are highly overlapping. I'm going for minimal days in each mission for consistency with my original goals. As someone who watches the run will probably see, the enemy turns take up most of the time in the later missions.

Game mechanics

CO Powers

Each CO in the game has a power meter, which are the stars under their portrait in the corner of the screen. Those stars fill according to damage taken and dealt. It fills based on unit cost, so if, for example, an Infantry is destroyed from full health (cost 1000), the defending CO will get 1000 more for its power bar, and the attacking CO will get a fraction of that. For that reason, in some missions (such as Great Sea Battle and Navy vs. Air), it's usually better to avoid confrontation in order to stop this power meter from rising.
The AI will usually always use the CO Power as soon as it's available, unless their Super CO Power (bigger stars) is significantly charged.

Damage calculation

Base damage for attacks is fixed depending on the type of enemies (http://www.warsworldnews.com/index.php?page=aw2/damagechart.php has the full chart). A unit which does not have full HP gets its attack power lowered proportionally to its current HP (so a unit with 9 HP does only 90% of its full damage). Units which counterattack take damage first, and then strike back, and therefore dish out less damage.
The damage calculated is displayed as a percentage, but it can occasionally be a bit higher. A unit that has its damage calculated at 63%, for example, has a 30% chance of inflicting 7 damage rather than 6. This is manipulated whenever necessary (Andy's Time and Duty & Honor are two examples of this).

Luck manipulation

The RNG for this game is at 03001fd4-03001fd7. It can only be manipulated by one of these two actions:
  • When choosing which enemy to attack, every delay advances the RNG 3 times.
  • When moving a unit, walking diagonally advances the RNG 1 time (similar to the Fire Emblem RNG).

Time table

I wrote a Python script to check the number of frames each mission takes. For simplicity, a mission is counted as "done" when saving the game is cancelled by pressing "No".
Mission nameMission time (frames)
Cleanup3630
Border Skirmish3256
Orange Dawn3717
Flak Attack4243
Lash Out4407
Andy's Time4023
Test of Time3977
Liberation4384
Sensei's Return4349
Silo Scramble7319
Duty & Honor18309
Foul Play15651
The Hunt's End12248
Reclamation4151
Toy Box5202
Nature Walk9812
Two-Week Test10737
Factory Blues8704
Sea Fortress10143
Drake's Dilemma15684
Navy Vs. Air9404
Rain of Fire10491
Great Sea Battle34382
Hot Pursuit18703
Final Front19149

Stage-specific notes

  • Orange Dawn: It's possible to capture the HQ instead, but doing so is not only slower in number of days, but also in real-time.
  • Foul Play: The rockets don't move, but they force the enemy to move more carefully and change formations, which allows me to hold the choke point for an extra day.

Ending comments and acknowledgements

I'm still an unexperienced TAS author, so I guess that even though I did my best at making this as precise as possible, there probably are some frame imprecisions I missed. I doubt a lot of the missions can be done considerably faster in terms of strategy, except perhaps for the last two factory missions (but still, I played those missions quite a lot...).
Thanks goes to:
  • Translucent Air for providing the base for many of the strategies seen in the run
  • Nitrodon, samurai goroh, Rolanmen1, atro city, Tompa, Admiral_Sif for tips/suggestions/information
  • Paused, Xaphan, hopper, nitsuja, Tailz, mattk210, Yrr, zdude255, georgexi, applepieman, ntclark, adelikat, Bag of Magic Food and anyone else I've forgotten for support/encouragement

adelikat: Accepting for publication based on positive user feedback.

TASVideoAgent
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This topic is for the purpose of discussing #2497: fetofs's GBA Advance Wars 2: Black Hole Rising in 1:08:21.25
Skilled player (1306)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
My my. What a treat. I'll watch it later, even though it looks promising.
Rolanmen1
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Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
Yes Vote for sure. I love how you beated some missions ridicously :)
sgrunt
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Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I personally believe this style of game is only a marginally acceptable style of game to TAS; the only real benefit of using tools for this genre is for luck manipulation. It's also relatively difficult to keep track of what's going on if you're unfamiliar with the game (as I am). That having been said, we do have a precedent of accepting well-constructed runs of this nature (the GBA Fire Emblem run comes to mind), and there were definitely moments where you managed to lose me completely (which is a good thing in my books; breaking the game tends to result in significantly improved times, after all). I am leaning towards a weak yes vote, for the additional reason that I know this run was developed with significant input from those more familiar with the game and therefore likely to be particularly entertaining to those people. By the way, this appears to be your first submitted TAS. So, congratulations!
arflech
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Joined: 5/3/2008
Posts: 1120
This does sync with VBA22, in case people don't like using interim svn builds, and as I said in the game's thread it lasts about 75:04 when you get through the credits.
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Joined: 5/31/2009
Posts: 22
Location: France
I liked how you managed to beat some misisons with a very few units (as Rolanmen1 said, the Two weeks mission was hilarious) and how you cheated the AI, though I would have liked to see sometimes more fights with a more complex strategy. But apparently that was not neccesary for some missions. This run seems to be well planned and executed, and pretty entertained me, so I'll give it a Yes.
Active player (276)
Joined: 4/30/2009
Posts: 791
Although I'm not as familiar with the Advance Wars series as other tactical games, this is definitely a well done TAS. Yes vote from me.
Editor, Player (53)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Cool, I had not much to do today, I'm going to watch it :) Edit: Watched it, seems like you forgot to edit the first 2 maps to change the small details I mentioned on the forum (changing settings ASAP to "no animation" & move the Artillery 1 space less to avoid the refill). Those are small errors that would only save a few frames, so is not a big deal. Ignoring that, the run looks great, I loved the maps with +2 COs where you only deploy as few units as necessary. Voting yes :D I really liked the choke-point on one of Sensei's map, so I suggest the next image:
I'm the best in the Universe! Remember that!
TRT
Former player
Joined: 5/13/2009
Posts: 132
To be honest, I was unsure how good the TAS would look on a game like Advanced Wars, being an RPG and all. Its almost like a TAS of chess or checkers. However, what kept me interested in the run was the strategies used which I was not aware of. Sneaking past an enemy onslaught always seems satisfying to me. So my vote is a borderline yes.
Player (59)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
What I'm amazed is that Advance Wars 2 is cleared in under 70 minutes :o. I really like the cheap tactic on Two Weeks Test, an overlooked exploit of clearing the mission without doing anything... A yes vote from me. It makes me wonder what will the other AW games will be like when TASed.
greenalink.blogspot.com
Joined: 5/9/2008
Posts: 35
Location: USA
Having struggled to beat this game, I really enjoyed the movie. Although I could see how someone who hadn't played the game might be bored, I still think the quality is there, thus a 'yes' from me. Nice job!
upthorn
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Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
There are a couple of places where you do something without an obvious reason, and it would be nice if you could explain it. In one of the later missions, you build one red Neo Tank, and do nothing with it except move away from the enemy once. Was it necessary to lure enemies into ignoring your main forces? In another mission "Day 9" is left on screen for a length of time for no clear reason. Was it necessary for RNG manipulation? There are a few other things, but I did not take detailed notes. It would be very helpful if instances like these were explained in the submission text. I think that given the length of the TAS, the level of play is high enough to vote yes even if these were simply mistakes, but I would still very much like to know.
How fleeting are all human passions compared with the massive continuity of ducks.
Player (59)
Joined: 9/2/2008
Posts: 289
Location: United Kingdom
In one of the later missions, you build one red Neo Tank, and do nothing with it except move away from the enemy once. Was it necessary to lure enemies into ignoring your main forces?
Once you deployed a unit you need to have at least 1 unit to surive or else that entire army is out. He built an APC and Infantry to use some silos to slow down the infantry trying to capture an Airport and some Airunits like the Black Fighter which can interupt the main objective. Later on in the mission he didn't do much to both the APC and infantry which is because they were trying to slow Hawke's units at the top of the map. Red team builds a Neo tank to make it as the 'Next Last' unit to keep the mission going. The Red Neotank goes away from Hawke mainly because to avoid triggering his Super CO power which recovers 2 HP to all of his units and deal 2HP of damage to all of the other units. This is bad for the Yellow's Rocket as it leads to 1 extra day when trying to destroy the Factory pipe --------------- This means that: The Red were trying to slow down the offense both Hawke's ground units at the top and the Air units at the sea by either using Silos and stalling. The Greens were building Airunits to destroy Black cannons and as bait for the cannon near by the Factory (it aims at the most expesnive unit which is the Green Bomber in this case) The Yellows were the main offense to destroy the pipe and abusing the AI's exploits making this mission easy but long at the same time.
greenalink.blogspot.com
Player (108)
Joined: 8/24/2006
Posts: 61
Location: Brazil
GreenaLink is pretty much on point here, just a minor correction:
GreenaLink wrote:
This is bad for the Yellow's Rocket as it leads to 1 extra day when trying to destroy the Factory pipe
In fact, even if Hawke triggers his CO Power (attacking the neotank is not enough to charge his Super CO Power) the rocket can still destroy the pipe in time. However, the animation for it is so long it's actually worth it taking the time to move the neotank back. (Indeed, that turns out to be 900 frames faster.) The Greens also protected the rockets from the chopper onslaught. --------------- As for the "day 9" thing, that is probably a symptom of failure at hex-editing. When you hex-edit something in, you have to go manually correcting everything that is out of time. I probably overlooked that day message...
AW2 v2 progress: Two-Week Test (mission 17/25)
Dwedit
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Joined: 3/24/2006
Posts: 692
Location: Chicago
Great job! I loved this run, especially all the levels that were solved quickly. Nice to see you exploit the AI at every chance you can get! For instance, the cannon's always targeting the most expensive units so as to create the most money damage, rather than targeting what would matter. Same with the missile silos, target the big mass of units at the start position and ignore the battleship that's actually taking out the important stuff. Or have the AI just chase after your APC or Lander. And of course, the neotank which just serves to distract the AI away from the air units which actually do work. The level where you don't build anything and just wait to get conquered was awesome, because the AI is too incompetent to actually capture your HQ.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Just watched the encode on a flight. Really impressive, albeit a little slow and repetitive. I was caught off guard on how simply each mission could be completed once you boiled down what was really necessary. Lots of cool strats. Yes vote.
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Joined: 10/6/2007
Posts: 86
A very enjoyable run to watch.
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. ---- [1424] GBA Advance Wars 2: Black Hole Rising by fetofs in 1:08:21.25
Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Awesome! I got stuck in this game really early on, never got very far. Here's hoping for an Advance Wars 1 TAS next. :P
EZGames69
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[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