Submission #9579: dragonxyk's NES Shadow of the Ninja (Japan) "2 players" in 08:18.03

Nintendo Entertainment System
2 players
(Submitted: Kage (J) [!].nes )
FCEUX 2.6.6
29931
60.0988138974405
46730
PowerOn
7eb6aafa78fab6dcdfffda23dead1ddf
Submitted by dragonxyk on 3/15/2025 8:46 AM
Submission Comments

Game objectives

  • Emulator used: FCEUX 2.6.6
  • Uses glitches to save time
  • Takes damage to save time
  • Super-Attack in final BOSS

Comments

Stagedragonxyk(old)dragonxyk(new)Improvement
stageXX3036829931+437
  • Personal best reclaimed — forgive the lazy strat call on skipping stage-by-stage breakdowns. Total gains: 437 frames casually flexed.
  • Regarding the more in-depth mechanics of this game, my previous single-player works have already provided detailed explanations. Due to my limited English proficiency, I can't fully articulate them. However, just because I don't mention them doesn't mean I don't understand. Moreover, some superficial mechanics that appear flashy don't actually contribute to improving the game's speed. I believe that aside from speed, there's no other criterion to measure a SpeedRun—isn't that right?

Stage by stage comments

<STAGE1-1>

Waste half of 2p'health through a Ultimate.Allocating time to charge the ultimate added a 4-frame delay.

<STAGE1-2>

Losing half HP in 1-1 and performing two ledge suicides to kill off Player 1 (1P) resulted in significantly reduced lag

<STAGE 2>

No route changes — just cleaner movement tech to shave off lag.

<STAGE 3>

While climbing to the rooftop, I delayed killing off 1P and escorted 2P to the long staircase to accelerate horizontal screen scrolling to the edge.

<STAGE 4-1>

<By manipulating enemy positions, we enabled 2P to effortlessly take out four enemies on the rooftop; optimized inputs also slashed latency significantly.>

<STAGE 4-2>

No route changes — just cleaner movement tech to shave off lag

<STAGE 5-1>

This stage's optimization is significant: By redirecting enemy aggro, the final two mech crabs were forced to attack via jumps instead of projectile sprays, drastically cutting animation delays and refining the speedrun route.

<STAGE 5-2>

Another stage with massive upgrades: During the final boss fight, both players opted for chain whips. By stacking the whip hitboxes with blade slashes, we achieved double damage output at max attack speed. Additionally, I preserved 1P's super for the finishing blow to trigger the replay timer cutoff early.

Other comments

  • Thanks to Xipo and Klmz the two biggest contributors to this game's speedrun records.
  • Shoutout to DeepSeek — the ultimate language crutch that bridges my broken English into precisely coded intent.
Last Edited by dragonxyk 12 minutes ago
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