Movie for NES Shinobi

#18134112835667135 - NES Shinobi WIP6

MESHUGGAH_Shinobi (U)v6.fm2

Uploaded 10/17/2014 3:45 PM by MESHUGGAH (3 files)

For Shinobi (NES)

In 01:13.39 (4411 frames), 3546 rerecords

10387 views, 987 downloads


  • you don't need to rescue hostages. They are called "power-ups".
  • Power-ups: 10k points, bonus level, max life, weapon power (doesn't effects boss dmg-s, they count hits not dmg)
  • after damage boosting, you stop after a while, so it's only useful when you land before that happens
  • landing (from a jump, from a platform) costs 1 frame
So, my route is simply win to right.
Completes 1-1 and 1-2 and boss. 203 frames faster than latest rejected submission because not picking unuseful power up and properly controlling the game (menu, character, jumping timing, reducing jump counts etc).
Boss fight probably improvable, but notice that every hit spawns a fireball which hard to manipulate greatly while still in a good position.

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#18136606278777935 - NES Shinobi WIP11

MESHUGGAH_Shinobi (U)v11.fm2

Uploaded 10/17/2014 6:27 PM by MESHUGGAH (3 files)

For Shinobi (NES)

In 02:47.47 (10065 frames), 7434 rerecords

10334 views, 1035 downloads


Improved 1-3 (boss fight) and completed level 2 screens and boss (helicopter). Currently ~260 frames faster than latest rejected submission.
Note to myself: add that random UD,UD glitch for boss 2. That's the only place where it doesn't takes time to pull off a graphic glitch
Other useless information is that Wrath of the Black Manta's (Ninja Cop Saizou) engine is updated from this one. But there's no pause glitch and it seems the air direction change also missing, but I guess I will recheck those tricks on this one.

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#18283745307423457 - NES Shinobi TAS improvements

MESHUGGAH_Shinobi.fm2

Uploaded 10/24/2014 9:29 AM by MESHUGGAH (3 files)

For Shinobi (NES)

In 07:36.41 (27430 frames), 27552 rerecords

10336 views, 968 downloads


Input changes starts around 15000th frame MANDARA boss (the level that starts with statue shoot out) spawns after player reaches specific X position, so...
84 frames saved by
  • abusing special first frame to jump and shoot so we don't wait for the generic "wait until falling down to take control"
  • abusing the "falling down" mechanic which clears the "firing" bit from action state. However we can only shoot 1 bullet at a time (only 1 slot for that), so this only saves time (and it saved a lot here) if we can: fire in air, touch the ground and the bullet previously fired collide with enemy within 9 frames to fire again opposed to a simple 9 frame delay between each firing.
Checked all jumps from the beginning, so...
  • 1 frame saved by different route to the end before final boss
  • 8 frame saved by removed 1 unneccessary "horizontally slow" jump right before the final boss level
The final boss input is the same, as I already abused the "state changer" falling mechanic there, just didn't documented it.

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