Aims

  • Be as entertaining as possible
  • Play on hardest difficulty (Gamer)
  • 100% kills
  • Never take damage
  • Fast as possible
U.N. Squadron is one of the first side-scrolling shooters to come out for the Super Nintendo and also one of my favorite games as a kid. This game is also known as "Area 88" in Japan. Brief overview of the story: some ruthless group of mercenaries known as "Project 4" are out to take over the world and you're the only one who can stop them. Made in Snes9X v1.43+, this is a long-term project I started over 2 years ago. I worked on it on and off but didn't get around to completing until recently. Since this is a side-scrolling shooter, my main goal was to be *entertaining* as opposed to "fast": 100% of enemies are killed, took no damage while flirting with death many many times, abused a special weapon reload exploit to kill bosses faster than humanly possible (explained later).
Being fast was a secondary goal I strived for, particularly with the boss fights. Prior to undertaking a stage, the number of special weapons required to kill the boss as quickly as possible is pre-planned and calculated. Then the remaining special weapons have to be exhausted during the stage to get all weapon counters to 0. This saves a bunch of frames at the end of the stage when it counts up your unused weapons. There are a total of 10 stages but only the necessary 8 are completed. It's possible if someone is a master manipulator of luck and lag, they may be able to beat the total time by a couple seconds.

How the bosses are defeated quickly

Some basic game info before I explain as this is very important. All enemies in this game, including bosses, are invulnerable for 2 frames after taking damage. So essentially to kill them as quickly as possible, you need to hit them with high-damage weapons every 3 frames. Your main cannon once it hits level 3+ fires every 8 frames. Each special weapon has it's own reload time: bombs = 10 frames, falcons = 20 frames, phoenix = 40 frames, etc. The "one-hit" specials like bombs, falcons, phoenix do a lot of damage... the "multiple-hit" specials like napalm, cluster do pitiful damage so these aren't really used.
For stage 1,2 bosses, alternating timed cannon shots and bombs were used. Every shot/bomb registered a hit and none were wasted during the "invulnerable" frames.
For stage 3,4,7,8 bosses, the "reload exploit" was abused. When you use one special weapon, ordinarily you'd have to wait many frames before you can use it again. But the reload counter doesn't apply to the other specials, so you can switch to a different special and use that right away. Using frame advance, time the cannon shots with two different special weapons in between to achieve maximum damage in the shortest amount of time.
Special thanks to skamastaG for giving me ideas for making an entertaining final stage run.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Oh! I also replaced the ROM name.
  • You indicated U.N. Squadron (U).smc
  • I updated it to U.N. Squadron (U) [!].smc

Truncated: This has gotten a lot of positive votes in a short time, especially for an auto-scroller. Accepting.


Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
I think 'earliest' is probably the more relevant word in this case. After all, not so much happened in 2004 (that I can recall). I also removed reference to the word "trivia". If it is important to write something, we should make it look important. [/personalopinion] I didn't mean to sound condescending in my previous post. So if I offended anyone, I apologize.
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Not that I really care, but 'one of TASvideos earliest TASes' sounds like he was TASing right alongside Morimoto.
Former player
Joined: 4/16/2004
Posts: 1286
Location: Finland
It most certainly is not one of the earliest TAS projects, as it was started in the February of 2005. Editing..
Player (80)
Joined: 7/22/2004
Posts: 63
Location: USA
not to be a pain but is it possible to get a re-encode of this? the sound only contains the left channel data instead of both. there are no sound effects coming from the "right" side of the screen. ie: at 1:28 when i fight the first boss, you dont hear any bombs dropping when the plane is on the far right of the screen. any enemies destroyed on the right of the screen dont make a sound
Joined: 11/20/2004
Posts: 236
Location: United States
Not to also be a pain, but I'd like to back up George's request for a re-encoded AVI, if it's not a huge ordeal. D: If it is, then nevermind.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Player (80)
Joined: 2/8/2005
Posts: 130
And I'll third that request
Joined: 5/21/2008
Posts: 32
Run the original encoded video in VLC Media Player if you're having problems. And be happy.
Joined: 7/2/2007
Posts: 3960
Er? If the sound's not included in the file, then you aren't going to be able to hear it. Splitting a sound channel across two speakers doesn't add any new information.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Runs at 2x speed since some codec/player update
Joined: 3/11/2008
Posts: 583
Location: USA
At some point when I updated codecs, this started running at roughly twice normal, both sound and video. (using Zoomplayer or MPClassic Home Cinema, bundled with CCCP) Zoomplayer claims listed fps = 60.0, actual ~120 Anybody else have this problem?
Joined: 2/20/2009
Posts: 1
Location: New York City, USA
I made an account because of this video! I loved this game as a kid and remember it for being extremely difficult and frustrating (to me anyway). Watching you dance...DANCE around bullets and enemies and the way you slaughtered bosses in seconds...words couldn't describe the feeling. Great Job man.
Joined: 3/30/2008
Posts: 2
Location: McMurdo, AQ
Excuse my necroposting, but this video: 1. Is on nicovideo right now. 2. Is not joint stereo and never has been. It recorded only the left speaker. The left speaker data was then used to represent both speakers. This may also be part of the reason why some video players play it at double speed. I know this because... 3. I used to play this game extremely frequently. The unavoidable emergency base attack rescue from stealth bomber sequence used too many weapons, because it's not possible to damage the stealth fighter before a certain frame when it has already reached the far right side of the screen. This probably led to the acquisition of too many weapons, and thus delays on the bonus screen. 4. Is otherwise extremely awesome. I hope an improvement may come someday. I don't want to do it myself, because lurking is much easier. And I hope the forum name isn't too offputting, it's very old. Please don't ban me. Thanks!
Player (80)
Joined: 7/22/2004
Posts: 63
Location: USA
MeowMixTypeTwo wrote:
Excuse my necroposting, but this video: 1. Is on nicovideo right now. 2. Is not joint stereo and never has been. It recorded only the left speaker. The left speaker data was then used to represent both speakers. This may also be part of the reason why some video players play it at double speed. I know this because... 3. I used to play this game extremely frequently. The unavoidable emergency base attack rescue from stealth bomber sequence used too many weapons, because it's not possible to damage the stealth fighter before a certain frame when it has already reached the far right side of the screen. This probably led to the acquisition of too many weapons, and thus delays on the bonus screen. 4. Is otherwise extremely awesome. I hope an improvement may come someday. I don't want to do it myself, because lurking is much easier. And I hope the forum name isn't too offputting, it's very old. Please don't ban me. Thanks!
1. what's nicovideo? i did a quick google search.. is it some sort of japanese steaming video site? regardless i don't really care if someone hosts the video as long as people enjoy watching it :) 2. me and several others in this thread requested a re-encode but no luck. i've actually made an encode for my own personal use but i used generic encoding settings and the file is quite large :-/ I may attempt a re-encode myself once i figure out how to do it properly. 3. i'm not sure what you mean here...? all special weapons are exhausted during every boss fight. in fact i spent quite a lot of time calculating the exact number of special weapons needed for each boss so that i'd know how many to spend before the big fight. 4. the only way i can see a major improvement is if you reduce the lag. or maybe find a glitch to skip an entire stage (ie: skip the stealth bomber stage). my goals were 100% kills and No Damage... you can save a few seconds on the boss fights if you break one or both of those rules but that would be lame ;)
Joined: 7/2/2007
Posts: 3960
I think what he meant in point 3 was that you start attacking the stealth fighter too soon, before it becomes vulnerable. Thus maybe you picked up more weapons than you actually needed. This is the kind of thing that memory watch is very helpful for.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (80)
Joined: 7/22/2004
Posts: 63
Location: USA
if that's the case, i'd certainly consider redoing that stage. my determination for when an enemy "takes damage" is when he flashes. after his flash he's invincible for 2 frames so an optimum boss fight has him "flashing" every 3 frames. during the stealth bomber fight, it's true that he is invulnerable for 40 frames or so as he glides onto the screen. i tested this because he didn't "flash" when i attempted to bomb/shoot him. however i begin assaulting him the very first frame he's allowed to "flash". i don't know anything about memory watching but if someone determines that i am wasting ammo during this fight, i'll reconsider the boss fight. who knows maybe there's a "weak spot" too (the 1st stage boss has a weak spot).