It probably shouldn't come as a big surprise by now that I've TASed yet another NES platformer. This run improves the published run (which is also a 2005 movie) by 50 seconds by new strategies, using the machine gun, and more. See below for details.
  • Emulator used: FCEU 0.98.28 (the submitted movie file is an .fm2 that synchs with FCEUX.) If you want to watch the original .fcm you can find it here.
  • Takes damage to save time
  • Uses hardest difficulty
  • Second quest/Post game-completion
  • Genre: Platform

About the game

Rolling Thunder is a pretty basic platformer. There are 10 levels in the game, and the goal on each level is simply to reach the end of the stage. The last stage also has a boss fight at the end.
You can fire your weapon both high and low. Shooting high won't hit enemies who are crouching. There is only one jump height, and if you jump forward, you can't turn around in mid-air. This will make some parts of the run look a bit sloppy, but there's no helping it.
You can only take 2 hits before dying, and you regain all your health after each level. This means that you can take at most 1 hit per level. Still, damage boosting saves quite some time in this run, just like in the published movie. You also stop for a few frames after each jump, so that needs to be taken into account too.
You can enter ammo rooms to pick up ammo for your machine gun. I found a trick that allows me to fire the machine a lot faster than the gun. More on this below.

Improvements

Many new routes are used throughout the run. I will not go into detail, but all levels have new strategies, saving quite a few frames.
A lot of time was saved thanks to a trick that allows me to fire the machine gun really fast. Normally, firing you gun when standing wastes 12 frames, and firing while crouching wastes 14 frames. When using the machine gun, if you press down+B to fire, you only stop for 2 frames, and by pressing down, down+B you can fire a crouching shot, wasting only 9 frames. This only works with the machine gun. Although using the machine gun saves a lot of time, you also need to pick up ammo for it in the ammo rooms. This itself wastes some time, but overall this saves a lot of time in the end. I carefully planned which ammo rooms to visit and which to avoid. The amount of ammo in the rooms vary too.
When you reach the door at the end of the level you automatically start walking towards it very slowly, as you can see in the published run. By making a jump towards it as late as possible you can avoid some of this walking animation, which saves quite a few frames. I realize that this is a cheap way to save time, but most of the time saved in this run come from in-level improvements.
There is quite a lot of luck manipulation going on in this run, to some extent, enemies behaviour can be manipulated. I'm not 100% sure how manipulating luck works in this game, but I tried to get good luck when I found it to be manipulatable.
I also reduced lag some, compared to the published run. This game doesn't lag horribly, but the run does have a few seconds of lag in total.
I also need to address the final boss, as this will probably raise some questions. When you enter the boss room, you will be attacked by enemies, and a timer starts. When this timer hits 0, AND you have no machine gun rounds left, the boss will come down. That's why I don't save up on machine gun ammo for the boss. In theory, the best way would be to enter the boss room with 0 machine gun ammo left, but I got really bad randomness with this, so I stuck with 3 shots left.
The reason why I don't kill many enemies before the boss is because I need 33 bullets to kill the boss as fast as possible. The best stragegy is to stand as far away as possible and fire at him under or over his bolts. He won't shoot another bolt until the one in air right now is destroyed, so by keeping that one on screen, I can take my sweet time and fire at him.
Big thanks to nesrocks for his published run. I hope you enjoy watching this TAS!

Truncated: I liked it. The user feedback has also been OK. (The proportions of Yes/Meh votes are almost exactly the same as for the previous movie, heh.) I will go ahead and accept this.
I also tried to play the game a little, but that led to death within seconds.

TASVideoAgent
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This topic is for the purpose of discussing #2608: Randil's NES Rolling Thunder in 10:59.55
NitroGenesis
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Watching, but can you explain why you jump at the end of each level? It seems unnecessary. Also, unlicensed games for the win!
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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NitroGenesis wrote:
Watching, but can you explain why you jump at the end of each level? It seems unnecessary. Also, unlicensed games for the win!
This is explained in the comments: "When you reach the door at the end of the level you automatically start walking towards it very slowly, as you can see in the published run. By making a jump towards it as late as possible you can avoid some of this walking animation, which saves quite a few frames. I realize that this is a cheap way to save time, but most of the time saved in this run come from in-level improvements. "
Post subject: Accepting as an improvement to the published movie.
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Voting weak yes. This movie showed some inhuman precision that was almost as entertaining to watch as the recent Myst DS run. A little repetitive game, though.
mklip2001
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Nice, the game with the alien dancing and S&M is back! I totally was not expecting to see this game again. Also, great job with the run! The game does seem a lot more fluid with the faster machine gun firing. Good strategy as well with the last boss. One question, though: Why are your routes for Areas 1 and 6 so different when going down those green block-things?
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Post subject: Re: Accepting as an improvement to the published movie.
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Aqfaq wrote:
almost as entertaining to watch as the recent Myst DS run
Ah, but this game snuck in the door in 2005! So it's ok! Randil knows I'm not disrespecting him since he knows I'm a fanboy from way back :)
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Kicked lots of ass, made James Bond look like a wuss, wasted no ammo and was damn entertaining. No Vote. There is only 1 Bo... um.. excuse me.. why are you pointing that gun at me... and cocking the... er... ah... umm.... er YEAH! TOTAL YES VOTE! [Sweats furiously] Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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mklip2001 wrote:
One question, though: Why are your routes for Areas 1 and 6 so different when going down those green block-things?
This is because If I had used the strategy from level 1 on level 6, I would get hit by a bullet by the red enemy there as soon as I landed to the left of him.
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I am going to wait for the encoding
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Warepire
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Yes vote. It's an improvement and I love how the run makes it seem like you spit your enemies to death.
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Well, it did look optimal, but the game really doesn't look like it is giving you a lot of options. It is just walk to the right, shot guy in the way, repeat a few times, stock up on ammo, repeat from the beginning.
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henke37 wrote:
Well, it did look optimal, but the game really doesn't look like it is giving you a lot of options. It is just walk to the right, shot guy in the way, repeat a few times, stock up on ammo, repeat from the beginning.
I see your point, but there really is more to it than this - luck manipulation, lag reduction, frame precise shooting, route planning etc. (although I understand that these are all things that probably only the one who TASes the game notices). About the game not giving me a lot of options, it's interesting to point out though that I saved several seconds from new routes, so even though a lot of this game is just walking straight forward, there are places where the fastest route isn't a trivial choise. This game isn't trivial to TAS, and was actually quite challenging.
Twisted_Eye
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Most of the last few levels were the same as the first just a little tougher, so that made it harder to watch, but the boss fight was neat enough. The game sure looked like it was tricky to TAS, though, so I'll give it more of a Yes than a Meh. Tough to make it exciting, but you made a good run.
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Mild yes vote. I like the game and I liked the improvement. Kind of repetitive to watch, but nicely optimized.
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Wow, this game really sucks. I'm glad you made the TAS a lot shorter, Randil! Couldn't find anything to complain about, except it looked like you could've jumped to the boss bit from the higher platform instead of climbing the "stairs" there, but I'm not sure at all. Anyways, voting yes because this is a great improvement over the published run.
Post subject: My Yes vote became a Meh vote
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It's a boring game, but it obsoletes an older submission. Meh voted and HD encoding.
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Thanks for the encode, Randil! I used to play this game on the Commodore 64k. Of course, it was way too bloody hard for me, but fortunately the version I had included cheats for full ammo and automatic revive-on-the-spot when you die. The only problem was if you died by falling into the lava in stage 4/8 -- you'd get stuck in a die/revive loop and couldn't break free except by resetting the computer. Anyway, as an improvement to an existing run, I vote yes. Hey, I just noticed that the Love Interest is carrying a gun in the first image. She was fighting back! Good for her. I suggest this frame for a screenshot (taken from the YouTube encode's second part at 5:08):
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Close enough. Also, preoptimized.
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You just had to go for the implied-fellatio shot, didn't you? *ducks*
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Fixed a teeny tiny error
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You told me to go to 10:20 and I went to 10:20, I'm not responsible for the 60.1 frame margin of error you gave me.
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It was alright. I have never played the game, or the first one for that fact, but it kept me entertained. Yes vote.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
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Single part Dailymotion YouTube playlist YouTube Part 1 YouTube Part 2 I suggest watching the Dailymotion upload. Also, encoding in Standard Definition for publication purposes. I need to publish more.
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. ---- [1494] NES Rolling Thunder by Randil in 10:59.55
Joined: 7/2/2007
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I left the torrent to run overnight, and I still have 0% of the encode. Same goes for 44 other people.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.