Post subject: Is This Game BAD Enough For a TAS?
Joined: 11/20/2004
Posts: 236
Location: United States
Yeah. . .you know what I'm talking about. The one, the only. . .Hammerin' Harry! . . .no. Bad Dudes. Yes, Bad Dudes. Why doesn't this game have a Superplay yet? There's more than enough free-scrolling in the game, I'd think. Plus there's probably a buttload of glitches to exploit in the Famicom version. So c'mon! Are you bad enough to save the president? I mean. . .do this Superplay?
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I'M BAD!!! http://home.comcast.net/~f_amoroso/BadDudes-TheAxeManv0.1.fcm I messed around with this game a little, but put it off to work on some...not so BAD games. Boss 2 could be much faster if you could keep him from jumping across the screen. A big problem that has to be considered is that some enemies will prevent the boss from appearing if you don't kill them, as you'll see in level 3.
Joined: 7/13/2005
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Hmm, I have one question Axeman. How'd you skip the breifing screen? (The president has been kidnapped etc... one)? Other than that well done.
Attempting:Snoopy - Magic Show (GB)
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I forget, one of the buttons skips the screen, but only after a certain time. Select, maybe? Yeah, this actually ended up more interesting than I thought it would be, so I'll come back to it in a bit. Unless someone else thinks they're bad enough...
Joined: 11/20/2004
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You seem to be doing a fine-enough job of it. ^_^
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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Joined: 10/27/2004
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Aw, no 2 player? :( Oh 'twell... Say, did you do a soft reset at the beginning or something?
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There's a glitch which allows you to do a midair jump if you do a bicycle kick in the middle of your jump. You can use this to hit the girl ninja, the one you stopped to kick, in Level 1. That's about all I know. I know a "faster" way of killing the level 1 boss, but it requires waiting for him to walk onto the screen so I'm not entirely sure if it's faster.
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The NES version is boring. Maybe on Arcade but not NES one.
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I think you might be right.
put yourself in my rocketpack if that poochie is one outrageous dude
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This is one of the funniest NES games I've ever seen. The run looks great so far Axe so keep it up. I love how the main character looks like a gorilla when he jumps. Also, in level 2 you are riding on the top of what looks to be a giant 18-wheeler. Ninjas run alongside the truck and jump on top to fight you. Does anyone else besides me realize that those ninjas would have to be running like 45 mph to do that? Gotta love old NES games. Is there an arcade emu with working sound record that could be used for the arcade version of this?
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Wow, there seems to be a lot more interest in this than I thought. The 2-player mode is alternating, so it's very bad. I agree that the arcade version of this game is much better. The TAS makes this game look much better than it actually is though. I'll have to check out that double jump bug, it sounds interesting. In addition to hitting enemies in midair, it could also be useful for jumping over pits. In fact, because jumping is much faster than walking, it may be good for constant use. I also think it's funny to see the ninjas run up and get mowed down. In a way though, it breaks my heart because ninjas are so frickin cool. The 8-bit speech on beating each level is priceless. Finally, the ending of this game alone would make a timeattack worthwhile. It makes me very proud to be an American...
Joined: 7/13/2005
Posts: 19
Yeah, the double jump glitch is a bit after the girl ninja, I jumped, then it allowed me to a spinning kick in midair. To be more specific, the opening after the building your in front of. Other than that, the glitch won't work as far as I've tested in level 1, I'd like to know what causes it..
Attempting:Snoopy - Magic Show (GB)
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Two player is alternating? Huh, I didn't know. Silly me! :D Keep it up.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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ZeroSeven wrote:
Yeah, the double jump glitch is a bit after the girl ninja, I jumped, then it allowed me to a spinning kick in midair. To be more specific, the opening after the building your in front of. Other than that, the glitch won't work as far as I've tested in level 1, I'd like to know what causes it..
I could do it just about anywhere. I don't know what causes it, but you can do one out of a regular jump or a kick jump. Here, I'll make a video as an example... http://www.samus.co.uk/cad/baddudes.fcm This shows the potential of a beginning of a TAS, and how the double jump can be used to kill the girl ninja.
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http://home.comcast.net/~f_amoroso/BadDudes-TheAxeManv0.1.fcm (same link as before) Ok, it's a full bad test run on this bad game, but there's plenty of room for improvement. I used rapid fire for jumping and forgot about flaming punches until near the end. There are also more double jumps. The flaming punch does 1.5 damage compared to 1 for a weapon or jumping attack, so it might be useful in some of the boss fights. This ended up more interesting than I thought, this game is probably worth timeattacking after all.
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Someone mentioned on a "Top games that haven't been done yet" that they'd like to see Bad Dudes. I tried it out since I like beat-em-ups, but the game is not really speedrun material: two forced scroll levels and several parts where the game just stops entirely to scroll down at a ridiculously slow rate. See for yourself. If you still want a Bad Dudes speedrun, I'll give it a shot, but I don't think people will really think it interesting.
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Did you look through this topic already? http://tasvideos.org/forum/viewtopic.php?t=2855
put yourself in my rocketpack if that poochie is one outrageous dude
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Aw crud... why don't I use the search function? Can this be erased ^_^
"The way to move out of judgment is to move into gratitude." — Neale Donald Walsch DannyLilithborne on IRC
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Thanks Bag. I'll take the liberty and lock this thread.
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Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
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I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
Resurrecting an old thread. I thought I'd have a go at this game since it appears to have been dropped for quite some time now. I used TheAxeMan's test run and the comments in this thread to produce a test run of the first couple levels myself. Level 1: I beat the test run to the boss by 25-30 frames, and the boss fight is about 2-2.5 seconds faster with a new strategy, and this strategy allows for far more entertainment. EDIT: Level 2 Complete Level 2: I show off a lot during the sidescrolling. About half a second was gained from killing the last blue ninja optimally to make the boss spawn faster. The boss fight is about 1.5 seconds faster with a new method. I actually improved this boss by ANOTHER 1.5 seconds on top of that, but I'll update that once I'm finished with level 3. Other Stuff: The run starts with a soft reset, as was previously suspected. It is really hard to tell the fastest method of movement in this game. Double jumping may or may not always be fastest when applicable, but it seems you can only do it when an enemy is on screen and some other criteria I don't yet understand. You can also high jump at any time, this seems to be a little slower. When you land from a high jump, you have to walk/stop for 6 or 8 frames before you can do another high jump. Sometimes you can instantly high jump after landing from certain jumps and other hits though, it's really hard to tell, but there's probably a few frame difference in some cases. EDIT: I found a trick, I'm not sure how useful it is yet. If you high jump, land, and do another high jump as soon as possible, you have to hold up to keep the second high jump in effect. If you hold up for a bit and let go, you jump again in midair, I did this in the train level numerous times to demonstrate. I'm not yet sure how useful it is. It does not speed up time for normal horizontal movement. I'll probably continue to work on this run.
Player (210)
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In any non scrolling/slow scrolling area (trains, bosses, etc.) the fastest method of movement is crouching followed by walking on alternating frames. I remade the second boss fight, but there seems to be some set frame rule as to how fast I can complete this fight. I'm not sure if it's his vulnerability or his jump. I'm getting tired of the fight so I'll redo it if I make a publishable run, which I intend to do at this point. This also shows off my new movement tactic at the end. ^_^ http://dehacked.2y.net/microstorage.php/info/926274445/Bad%20Dudes%20Stage%202%20New%20Kirkq.fcm I'm currently at the third boss (not updating the WIP for a while). I will be able to kill him in three phases as opposed to 4 hitting him with dagger-dagger-flaming punch. Another thing I found on GameFAQs: A charged punch charges while the game is paused, so I can pause with the boss in a better position while still charging my punch.
Post subject: Test Run Completed.
Player (210)
Joined: 7/7/2006
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Location: US
I have finally completed a full test run of this game. It has been my project on and off for the last month or so. http://dehacked.2y.net/microstorage.php/info/1135708483/Kirkq%20Bad%20Dudes%20Complete%20Test%20Run.fcm Bad Dudes completed in 13:49, 37 seconds faster than TheAxeMan's test run from quite a long time ago. I believe this is a submission quality TAS, but I know I can find more timesavers if I redo the run. I will start working on another run soon, and I plan to submit the upcoming run. Comments appreciated.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
After 3 months of no progress on this run I decided I am going to finally crack down and finish it over this next month or two. Here is my WIP through stage two. http://dehacked.2y.net/microstorage.php/info/571931247/Bad%20Dudes%20WIP%20Semi.fm2 Stage 1: The pattern of jump - jump - glitch rejump spin kick gains about 1 distance unit each time it is used. I confirmed this with memory watch. This stage is nearly frame perfect to my knowledge. Stage 2: Entertainment up to par? I tried to demonstrate as many glitches and precise hits as possible. I lost 17 frames throughout the level compared to my previous run, but I think the entertainment factor will be higher if I ignore lag and focus on entertainment. I'm not really willing to put in the effort to minimize 17+ frames of lag over a minute and a half. The boss fight was just thrown in as a demonstration, it is not frame perfect at all. I just didn't feel like doing it tonight. Any feedback for Stage 2, or things I should focus on in the other sidescrolling level? (Stage 5) If you are interested in viewing my entire test run it is in the above post. I saved about 2 seconds in the first level and lost about 17 frames in the second level as compared to the previous run.
Joined: 10/3/2005
Posts: 1332
Ha! That was surprisingly cool. Bravo. The only thing I can suggest is to try and be less random in the autoscroller. IMO, the entertainment value that doesn't come from beating the game quickly, comes from the author communicating something to the viewer. Letting the enemy almost hit you (as you did) and moving in time with the music are things that focus the viewer's attention, because it shows that there's a human intelligence behind the sprite, rather than a robot just going through the motions. Good luck with the rest of the TAS.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
Stage 4 Completed: http://dehacked.2y.net/microstorage.php/info/505973828/Bad%20Dudes%20WIP%20Stage%204%20Complete.fm2 I told myself I'd finish this over break. I'm now 656 frames ahead of my test run. About 6 seconds of that came from slaughtering the third boss. Next time I post my progress will be in the submission queue. Hopefully it will be up within a week or two. ^_^ I'll be sure to document all the glitch jump variants I've come across.