This is a TAS of River City Ransom I partially completed years ago, and recently decided to finish.

Suggested Description

In River City Ransom, Alex and Ryan face off against gangs of students and evil bosses to win their town back and rescue Ryan's girlfriend.
A glitch is used in this run when left and right are pressed at the same time, which can be used to make a player lose all of his power or launch his teammate through a wall. Character death is used to reduce lag during running segments. The boss battles are fought using a variety of attack methods throughout.

Suggested Screenshot

This run:

  • Aims for fastest time
  • Abuses programming errors
  • Takes damage and uses death to save time
  • Controls 2 players

Tricks Used

Mashing left+right to run causes that character to glitch out, rapidly going back and forth and falling out of the game world. If one character is holding the other, the wall warp bug makes it possible to throw the top character through the wall in Rocko's warehouse.
Letting one of the characters die reduces lag, so I kill them off a lot by jumping into pits or using the left+right bug. The main characters die a total of 30 times in this run.
Thrown or kicked trash cans do damage at the moment they stop moving. A trash can kicked by a boss can deal over 40 damage if it hits the boss normally and when it stops moving.
Beginning a flying kick just before landing lets the player bounce and use repeated flying kicks, a high-damage attack also used in unassisted speedruns.
Moose is supposed to be the first boss, but if you avoid fighting him it's still possible to beat the game normally.

The Lag Problem

This game is difficult to TAS because it is so laggy. Typically only every second or third frame accepts input, and in battles this can drop to one in four. Moving around, attacking, carrying a weapon, and being near an enemy all create lag. Thrown objects generate a lot of lag because the game makes physics calculations. The game's RNG is mostly influenced by timing, so luck manipulation is sometimes slower than generating enemy positions with the lowest lag.

Improving the Last Run

Getting boss fights as fast as possible is difficult, because the best strategy involves repeatedly retreating and running back with a flying kick or weapon attack. The best way to fight bosses quickly is to monitor the memory addresses 04C1 and 04C2, which hold enemy health. I try to knock down bosses with as much damage as possible, and keep in mind that a standing boss takes damage more quickly than a downed one. Never damage a boss on the ground if he has no health, this stops him from standing up for a while.
There are subtle ways to increase the speed of area transitions. In some cases, it is faster to stop a character from running in order to start running sooner in the next area. Bosses are considered defeated a few frames before dropping a coin; I tested the earliest frame I could leave and have the boss say "here we go again" when I returned.

Detailed breakdown

Roxy: In the first 40 seconds of this run, I saved 72 frames by simply reducing lag and slowing down before entering new areas, to start running in the new areas sooner.
Rocko: 732 frames saved in the Rocko fight, mostly by manipulating the enemy spawn positions in the warehouse. After defeating the four gangsters to make the boss spawn, I used the wall warp to reach Rocko sooner and have one character fight him alone.
Blade: 140 frames saved, no route change. A quick death warp to Blade and the fight's over in short time.
Turk: 416 frames saved fighting Turk with a better wall warp in the warehouse and enemy manipulation.
Mojo: 389 frames saved fighting Mojo by manipulating enemy positions and fighting much more efficiently.
Thor: 418 frames saved and a new strategy - one character throws the other over an obstacle to reach the boss sooner and wins the fight alone.
Ivan: 346 frames saved by picking up two garbage cans, the best weapon in the game, and fighting better. The garbage can deals as much damage as the chain or pipe, but it can be kicked along the ground to attack a boss.
Otis: 424 frames saved, with a slight strategy change. Because of the long distance between Otis's spawn point and the next area, it's worthwhile to throw him closer to the doorway and fight over there.
Dragon Twins: 296 frames saved here. Note that the twins have a long defeat dialogue unless one of them drops a coin before the other one gets knocked out. At this point it's often efficient to let the AI accidentally attack itself by kicking or throwing a garbage can against the wall. Ryan being hit by the can is not a mistake; it lets the twins stand up faster and get beaten sooner.
Simon: 130 frames saved over the last run. I decided to finish input at the moment Simon gets knocked out, whereas previous runs used the less-entertaining strategy of hiding in a corner while the boss runs into a wall and eventually dies. The new timing should make it easier to compare similar runs of this game. By this timing, the improvement is 594 frames over the last run.

Possible improvements

I'm planning a single-player TAS of this game that may be faster than the two-player version. This game is so laggy that a single player would run through the early areas faster, and Roxy's dialogue is several seconds shorter when she talks to Ryan instead of both characters. I expect a single-player run would gain time to lag reduction in the early part of the run and lose time to bosses in the later parts.
Note: It's possible to create a shorter input file that wins the game in a longer time. I've uploaded an input file that is 10 seconds shorter and defeats Simon with a time of 6:02.60 rather than 5:56.76. Link: userfiles/info/12661790280580395

Nach: Accepting as improvement to existing run.
Spikestuff: Eh. While I'm waiting on other stuff.


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This topic is for the purpose of discussing #4190: Chamale's NES River City Ransom in 05:56.76
Chamale
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I seem to have screwed up the submission - this is an NES game, not an FDS game. Is there a way to fix my mistake?
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Done.
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Thank you.
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Well color me amazed! I am totally shocked just how fast this run ended up being. A bit weird seeing them suicide all the time... but otherwise very well executed and entertaining... even if you didn't let Simon suicide. Definite Yes vote! 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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I won't able to watch this until an encode is made, but the submission notes have certainly piqued my interest. It sounds like a great technical achievement, and I'm hoping it will be a good watch too.
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Quick-encode: Link to video
All syllogisms have three parts, therefore this is not a syllogism.
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Yes vote, but I disagree with Mr Kelly R Flewin: IMO the constant stream of suicides is the most entertaining thing about this run!
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Today kids we're going to teach you how to make suicide entertaining.
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My favorite suicide was the Yoshi sacrifice over the chasm in Vacant 3rd Wheel Factory. Yes vote!
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Wow, great job! There's always going to be a lot of lag with multiple characters fighting, but you've done a good job with it. The fights now feel like half the length I was expecting. Seeing the Dragon Twins get pummeled by their own kicked can was the highlight for me. As for the ending of input, I like the idea of aiming for shortest game time, so I prefer this to the ending where Slick kills himself with objects thrown against the wall. If someone wants to see that kind of ending, they can watch the playaround by JXQ and adelikat. Great job, and I'm glad to see you're back to this game I'd also be curious about a 1p version.
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.
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Voting for the shortest possible input file, since the previous run was one of the best examples of why it's so fun.
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Fantastic run!
wxb
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So how do you trigger the teleport freak-out glitch, exactly? I remember finding it as a kid on actual hardware but I've never been able to duplicate it on an emulator.
Post subject: Re: #4190: Chamale's NES River City Ransom in 05:56.76
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Chamale wrote:
Note: It's possible to create a shorter input file that wins the game in a longer time.
I liked this one better. Seems so unreal to beat the the final boss this fast. The other is for people who solely care about when they see the input stopped message appear. I'd go with the other if it was a matter of waiting for the final hit to connect. Not when a whole series of actions needs to occur, and it looks less masterful.
scahfy wrote:
My favorite suicide was the Yoshi sacrifice over the chasm in Vacant 3rd Wheel Factory. Yes vote!
Indeed that was excellent!
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
adelikat
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Excellent run! Glad to see this movie improved. Also, after watching it, I too suspect 1 player might end up being faster. I think the main benefit of 2 players is the boss fights, but looking at those fights maybe a lot of time wouldn't be lost with creative use of weapons (throwing the trash can, hitting him, have the trash can rebound into him, etc) I hope you attempt a 1 player run :)
It's hard to look this good. My TAS projects
Chamale
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wxb wrote:
So how do you trigger the teleport freak-out glitch, exactly? I remember finding it as a kid on actual hardware but I've never been able to duplicate it on an emulator.
The glitch triggers when you tap the left and right buttons simultaneously to start running. If you found it on the hardware, your controller must have been damaged in a way that let it register left and right simultaneously.
wxb
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It was. The original controllers I had with the system had to be opened and repaired at one point so something was probably still "off" with them afterwards. I'd already figured that had an effect somehow since I could never get this trick to work at a friend's house with his controllers. Nice to know how it's actually done, though. We always got it to work by rapidly wiggling between left and right (perhaps there was minor lag in registering a different key press?), so that explains why doing that wasn't working on an emulator. Then again, the emulator itself also seems to impact it. I just got it to work on FCEUX (which was a nice nostalgia moment), but I couldn't get it to work on Nestopia earlier, nor would it work trying it again just now once I had the method right. Guess that one's not coded to register simultaneous right-left presses or something? But I digress. As for the run itself, this game has long been one of my favorites so it's amazing to see it beaten so quickly. I'm interested to see how that single-player run turns out as well if you do one.
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RGamma wrote:
Quick-encode:
Watched via encode. Yes vote. The fighting was much more interesting and superhuman in this than any other RCR TAS I've watched, and over the speedruns. Juggling weapons and foes back and forth between players looks quite intricate and nice. Making less of it by having Slick kill himself with a weapon like in the other one would reduce that, and repeat the playaround's finish. (Unfortunately, repetition reduces entertainment value of watching, but is not a factor of the movie itself.) So, also vote for "fastest kill" rather than "shortest input".
Post subject: Movie published
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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. ---- [2539] NES River City Ransom "2 players" by Chamale in 05:56.76
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I never realized that the 2nd last boss of the game features the title music from Double Dragon, neat easter egg. I've also done the warp death glitch on real hardware as well, perhaps excessive lag makes it possible for the game to register both directions briefly when waggling back and forth? Or an exclusive element of the PAL version (I had the aussie version back in the day)? Lastly, I didn't realize the game used actual physics calculations for stuff. I always figured it just makes the object travel across the screen and to stop it and trigger pre-rendered bounce pattern when condition X is reached.
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