Submission #8246: the_ep1c_one's GC Star Wars: Bounty Hunter in 57:29.38

Nintendo GameCube
baseline
(Submitted: Star Wars - Bounty Hunter (USA).iso USA,r0)
Dolphin Emulator 5.0-18498
206963 (cycle count 1676398053331)
60
9690
! Sram
Submitted by the_ep1c_one on 4/28/2023 5:03 AM
Submission Comments
SHA1 checksum: f82fff40254867aaa549c8d5f1dbbd6cfa20aeb2
The BIOS used is the default IPL BIOS included with Dolphin 5.0-18498.
Pre-setup for the TAS: a save slot must be created in Slot A. Then, the movie can be played from power-on.
DSP HLE was used.
The aim of this TAS is to complete the game with the lowest final IGT (in-game time), which ended up being 53:00. I created this TAS because I have always been intrigued by the gameplay of SWBH and wanted to see what an optimized run would look like. The splits for each level are:
  • Pit Fight Arena: 2:02
  • Merchant's row: 2:21
  • Docking Bays: 3:16
  • Entertainment District: 1:50
  • Industrial District: 1:43
  • Upper City: 2:27
  • The Break In: 5:27
  • The Break Out: 5:18
  • The Escape: 4:41
  • Jungle Trek: 4:35
  • Sebolto's Compound: 4:36
  • The Death Stick Factory: 3:37
  • Longo Two-Guns: 3:11
  • Tusken Canyon: 1:54
  • Gardulla's Palace: 0:40
  • Moon of the Dead: 2:37
  • Vosa's Lair: 1:40
  • Final Confrontation: 1:05
Star Wars: Bounty Hunter has several gameplay aspects that allow for entertaining and optimized speedruns. These include:
  • Blaster speed is only dependent on framerate, so you can shoot up to 30 times per second! This is very helpful in levels where lots of enemies need to be killed.
  • When Jango targets an enemy and jumps towards them, he will move significantly faster than if he were to use a jetpack or just run normally.
  • Out of bounds is present in several levels and easily saves a few minutes of time, such as in Sebolto's Compound or Tusken Canyon.
  • Intentional death is useful in The Escape, as it is faster to die and respawn at the checkpoints rather than go back to them.
  • A level ends when all of the cutscenes are played, and they do not have to be in order. This means that in some levels, it is much faster to play cutscenes in a different order than was originally intended.
  • Other miscellaneous strategies that saved lots of time, such as certain ways of completing the level that were not intended by the developer. For instance, in Gardulla's Palace, Jango would normally have to get all his weapons back and fight dozens of enemies and kill the Krayt Dragon at the end. Several minutes are saved by punching the dragon at the beginning which, after passing through another checkpoint, will end the level extremely quickly.

feos: Claiming for judging.
feos: Trimmed blank input at the end and made the credits appear.
feos: This run may be improvable (most TASes are), but full 3D movement combined with epic amounts of action mean that it's definitely not easy to improve this run by a lot. It's also much quicker than RTA. I agree that it's a good work that deserves to become the first publication for this game.
fsvgm777: Processing.
Last Edited by fsvgm777 on 6/16/2023 1:47 PM
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