This is already my third submission of this game, you can check my very first and second submissions. New movie is 13018 frames improvement (3 minutes 37 seconds) over my previous TAS, mainly due to abuse of the new glitches which lead to dramaticly changes of routes in many levels.

Game objectives

  • Emulator: snes9x-1.51-rerecording-v7-win32
  • Heavy glitch abuse
  • Takes damage to save time
  • Uses death to save time
  • Genre: Action
  • Genre: Platform

Comparison table

StageOLD V2NEW V3Δ(frames)OLD V2NEW V3Δ(seconds)
1-117891789029.8229.820.00
1-22171201116036.1836.182.66
2-14137370143668.9568.957.26
2-253533992136189.2266.5322.69
2-34048313591367.4752.2515.22
3-118221817530.3730.280.09
3-215531553025.8825.880.00
4-117201720028.6728.670.00
4-2970970016.1716.170.00
5-13564278178359.446.3513.05
5-241302148198268.8335.8033.03
5-3783783013.0513.050.00
6-17667432312.7712.380.39
6-229932994-149.8849.9-0.02
7-14392340299073.256.716.50
7-211361136018.9318.930.00
8-130811013206851.3516.8834.46
8-22354193243339.2332.207.03
9-12603215345043.3835.887.50
9-22236204019637.2734.003.27
10-1290528901548.4248.160.25
10-2145214292324.223.810.38
11-159973657234099.9560.9539.00
11-23425295247357.0849.207.88
11-32624232330143.7338.715.01
12-116131613026.8826.880.00
12-210991099018.3218.320.00
Full game8981276794130181496.871496.871279.9

NEW Tricks and glitches

Extended terminals glitch

When Dredd is entering terminal there is centripetal force - 1 pixel/frame aimed at the center of terminal. Exactly in the middle of terminal force is absent, and and he stop there, at least that's how it should be. However Dredd is able glitchly enter into terminals without animation in any point far from middle (execute regular terminals glitch) and the force will not disappear so if keep hold "Up" after exiting terminal this force will continue to slowly move Dredd in this direction further and further... even through the walls.

Ground Zero glitch

Whith uisng this glitch is possible fall through the floor, second application is get bogged down a little to the ground and obtain ability to clip through the wall. This glitch require very complicated preparation. Game keep specific valuve about where is a ground in RAM adresses (0x1A8D) - it is our Ground Zero valuve. At first you need to make a jump from a lower possition to set up Ground Zero valuve we need. No matter what circumstances, but do not jump after (or new valuve will be witten) until reach right place. When you are in in place you need to make jump make a leg kick in the air and hit a celling at the top by head. And then you will fall down to Ground Zero.

OLD Tricks and glitches

Grenades glitches

Normally after getting damage bosses have period of invulnerability before they can be damaged again. But simultaneous explosion of two grenades is causes of double damage (200%). At dark judges simultaneous explosion of two grenades in specific frame have additional effect - it cause damage is whole 600% = instant kill.

Terminals glitch

Dredd able to enter in terminal without animation by pressing "up" after kick in the air after jump. Also by using this method, he can enter in terminal in any point of it, not only in middle; Almost always after visiting terminal go in opposite direction, so glitchy entering on the very edge of terminal have double benefit; Well, now terminals glitch have not a double benefit but triple!

Falling ABC robot glitch

Happened in 6-2. It save 3 armor-piercing bullets.

Ladders

Jumping ladders up is faster than climbing and also jump on top of the ladders to not trigger the animation for climbing up a ladder. Climbing ladder down animation took 21 frames before control gain back. In some places at top of ladder have obstacles and faster to not jump down immediately after end of animation, but climbing down for 4 frames and only then jump down, in result Dredd pass horizontal distance while falling.

ZZ-climbing

At climbing up long ladders (which require 2 or more interceptions) zigzag-like jumping from one side to another is faster than simple jumps up at the middle.

Ladder glitch

During climbing animation Dredd able penetrate inside solid walls. Used only once - at stage fight against Rico.

Temporary invulnerability

After damage Dredd have short period of invulnerability. Very often is useful to specially get damage earlier and later avoid some new attacks which you can't avoid without slow down without invulnerability. In apogee of this idea you even can hit yourself by ricochet of your own rubber bullet.

Cancel the landing animation

Kick leg in the air at the right distance before hitting the ground. It was used only in old movie but no used in new one. I discovered another method shooting immediately after hitting the ground have the same effect. It is 2 frames faster than kick before landing. Such cancels are used hundreds times, so in total it allowed to save significant amount of time. One minor interesting moment about ghostbuster gun. New method of cancel landing animation require to shooting after landing, but in one place bring problem because man in the blue cloak with shotgun fire in response. I can't jump here and get this hit without time wasting because i need it to climb down ladder. But if i shoot him from ghostbuster gun he not react. Besides ghosts from dark judges it was only one place in run where use this weapon was useful.

Armor-piercing bullets

This weapon able to shoot thru the walls, it open opportunities to skipping whole parts of stage. Used in many stages.

Flying

Used after boss fight in 1-2. Zed shield's attack leads to flying until Dredd will hit barrel or wall. (No more used.)

Diagonal shooting glitch

While diagonal shooting pistol while falling, sometimes enemy get damage while real bullet was not touched them. It almost have no application. I used it only once in 7-1 to hit flamethrower operator. Also it accidently happened in 9-2 while i shoot in barrels and hit ladder-man behind me.

Cancel falling from corner animation

When Dredd run to end of platform and fall from precipice, before falling he spending a few frames in air very short animation and have less vertical speed when he start falling. So jump into precipice is faster than falling. Beside some rare cases when jump is obstructed it save 10 frames per hole.

Leg kick in the air

In game there are also exist horizontal ladders. Dredd's survival reflexes says to grab hold it when he jump near such ladders. Leg kick in the air suppress this reflex and allow continue traveling at full speed. Also leg kick in air allowed to extend body and get items which unreachable normally. It was used once in 9-2 to get armor-piercing bullet. Well, as we know now leg kick in the air is also absolutely necessary part of set up to keep ground zero value in memory.

Stage by stage

1-1

No changes. (0)

1-2

The first application of Ground Zero glitch to skip boss. But there is a serious problem - the only way to climb down the ladder without rewriting Ground Zero valuve - is death. So be it. Dredd execute assisted suicide by shotgun guy. To do it properly need to lose all health earlier, fortunately painful electricity stikes at barrier help to do it fastly. (160)

2-1

Route improvements by using extended terminals glitche at third terminal. (436)

2-2

Radical route changes by using extended terminals glitches. (1361)

2-3

Using extended terminals glitches to skip boss. (913)

3-1

Minor changes. (5)

3-2

No changes. (0)

4-1

No changes. (0)

4-2

No changes. (0)

5-1

Exit at this level is open from very beginning (usually need to complete some quest) so the only one thing we need to do is reach it. Skip notable part of maze by extended terminals glitch. (783)

5-2

Skip big section of maze by Ground Zero glitch and of course like cherry on the cake add extended terminals glitch at end. (0)

5-3

No changes. (0)

6-1

Improved killing last robot + some lag reduction. (23)

6-2

Small route shortcut by Ground Zero Glitch. However to reach upper area of map need to wait platforms, and unfortunately even with new shortcut is not possble to catch previous cycle. And besides, in new route got some extra lags. You can ask what a hell you you doing, why not keep old route? But there is benefit it is possible to kill another (previusly unreachible) robot by rockets and save 3 armor-piercing bullets. And also enough time to get yet 3 bullets, so in total saved whole 6(!) armor-piercing bullets which is priceless. (-1)

7-1

New route with extended terminals glitch. (990)

7-2

I know that i am lazy bastard because not tried to improve this hard fight agains Rico. No changes. (0)

8-1

Nearly 80% of map skipped by Ground Zero glitch. (2068)

8-2

In new route ignored killing regular ninjas and move directly to their leader. Pass through the walls by using combination of both new glitches to reach Boss chamber. The only sad side effect of new route is need to longly wait while boss will loaded. (422)

9-1

Two small shortcut with using Ground Zero Glitch. (450)

9-2

Unlike most other levels this one was improved purely by old good technics - used armor-piercing bullets to destoy more barrels diagonally. In my previous TAS this shortcut was not possible becouse of lack of armor-piercing bullets. With new weapon management (remember level 6-2) it became possible. (196)

10-1

Lags reduction. (15)

10-2

Slightly improved blindfold battle against Ch☺pper. Well, this time i used RAM address for his HP, so it was not really blindfolded. (23)

11-1

This level completely was destroyd! By using Ground Zero Glitch twice skipped two HUGE sections of the map including hated elevator with extreemely long cycle. (2340)

11-2

In new route used Extended Terminals Glitch at all three terminals. (473)

11-3

Two small shortcut with using Ground Zero Glitch. Skiped boss fight. (301)

12-1

No changes. (0)

12-2

No changes. (0)

Special thanks

Thanks to Traviktox for his persistent work on this game in last few years, discovery and research of new glitches and routes planning.

Suggested screenshot

If possible i would like to see frame #36255 as screenshot for publication.

-Who Watches The Watchmen?- Who will Judge the Judge?

feos: Dredding improvements, amazing run, the new glitches are so silly! Accepting as a notable improvement over the existing publication.
Fog: Processing.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
Location: 127.0.0.1
This topic is for the purpose of discussing #5462: Archanfel's SNES Judge Dredd in 21:17.80
Active player (261)
Joined: 12/13/2016
Posts: 352
Uh what, isn't snes1.51 deprecated?
Editor, Experienced player (885)
Joined: 1/23/2008
Posts: 529
Location: Finland
Beware criminals of Mega-City One! You're in for a rude ignoring as super busy Judge Dredd will just brush past you in a hurry. I thought the run was fairly enjoyable due to the fast action and occasional glitches, so here's a nondescript 'yes' vote.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
ruadath wrote:
Uh what, isn't snes1.51 deprecated?
http://tasvideos.org/EmulatorResources.html says that it is deprecated, but it ISN'T on the 'not accepted at all' list. As long as no emulator issues are exploited, it should be ok.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
xRavenXP
He/Him
Joined: 4/15/2012
Posts: 116
Location: Brazil
Very good improvements. Voted YES!
I love games and love to record videos (longplays). Visit my Youtube channel https://www.youtube.com/user/xRavenXP
Player (138)
Joined: 9/18/2007
Posts: 389
The out-of-sync sound is a bug in Snes9x, recording in 32000Hz is broken. Just using 48000 Hz should fix that. 470 rerecords? Seems very low, but it doesn't fit into the picture with that detailed submission text.
Skilled player (1459)
Joined: 11/26/2011
Posts: 656
Location: RU
partyboy1a wrote:
The out-of-sync sound is a bug in Snes9x, recording in 32000Hz is broken. Just using 48000 Hz should fix that.
Thanks for tip! I will try to re-encode with 48000 Hz sound tomorrow. Udp: Well, i tried at 48kHz but in result audio is out-of-sync even worse...
partyboy1a wrote:
470 rerecords? Seems very low, but it doesn't fit into the picture with that detailed submission text.
Usually i use some non traditional techniques that not affected on records count. So not take this number too seriously, it have no correlation with optimisation quality.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11492
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
The voters weren't too active, but I see a Star potential in this run. It's super fast paced, and though the run isn't very short, its gameplay is complex enough to feel fresh throughout the whole movie. But the main feature is these new glitches that look extremely silly and are in fact so powerful. I'll wait for some reasonable amount of ratings when it's published, but I'd appreciate it if others tell their opinions right away.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (26)
Joined: 8/29/2011
Posts: 1206
Location: Amsterdam
feos wrote:
The voters weren't too active, but I see a Star potential in this run.
Many times in the middle of levels, it fades to this black computer screen and back. These constant interruptions basically kill the pacing of the run. I don't think that's star material.
Zakem66
He/Him
Player (176)
Joined: 4/25/2014
Posts: 25
Location: Finland
Radiant wrote:
Many times in the middle of levels, it fades to this black computer screen and back. These constant interruptions basically kill the pacing of the run. I don't think that's star material.
I'd have to agree with Radiant. Also I find the level design/game design and the artistic style in this game uninteresting and the music is very bad. On the other hand, the execution of the run seems to be top notch and the various glitches along with fast and nice movement makes watching the run tolerable. I'm torn between meh and yes, but based on the skill that the TASer shows in this run I'm gonna throw in a yes vote.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3382] SNES Judge Dredd by Archanfel in 21:17.80
Spikestuff
They/Them
Editor, Publisher, Expert player (2655)
Joined: 10/12/2011
Posts: 6446
Location: The land down under.
Fog, you published it with a/v desync ya gonna have to go over all of it again. snes9x 1.51 has a/v desync when playing back as a video.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Skilled player (1459)
Joined: 11/26/2011
Posts: 656
Location: RU
Spikestuff wrote:
Fog, you published it with a/v desync ya gonna have to go over all of it again.
A/V desync is just tip of the iceberg, for some reasons he also replaced all Ariel sprites with strange guy with a gun... Fog, what the hell are you doing with my Little Mermaid TAS? Link to video P.S. Also tag "Uses death to save time" was missed.
I show you how deep the rabbit hole goes. Current projects: NES: Tetris "fastest 999999" (improvement, with r57shell) Genesis: Adventures of Batman & Robin (with Truncated); Pocahontas; Comix Zone (improvement); Mickey Mania (improvement); RoboCop versus The Terminator (improvement); Gargoyles (with feos)
Fog
Emulator Coder, Experienced player (641)
Joined: 4/5/2014
Posts: 459
pls
Skilled player (1673)
Joined: 7/1/2013
Posts: 452
I'm a bit disappointed that this was not done on balalaika.