• Uses FCEU 0.98.15
  • Aims for fastest time
  • Abuses programming errors to save time
  • Takes damage to save time

This is a 703 frame (11.7 seconds) improvement on Josh the FunkDOC's run. Contrary to what I anticipated when I started work on this, faster boss battles account for 58% of the time saved. With the exception of a few shortcuts in 3-2 most of the levels won't look significantly changed, partly because this game requires much more precise timing than its predecessor to kill stuff without slowing down.
Like I already said, more than half of the time saved was in boss fights and the majority of that in the final trifecta. This was done by using less power in the first two fights so I could throw fire in the third (special attacks really tear through the head since they don't get absorbed and I actually get off two fire wheels into the body of thefinal boss before it's possible to damage it with the sword) and super-fast attack animation cancelling in the first fight (which I abuse in every boss fight with ledges, most effectively in Act VI).

Summary of where time was saved
Title Screen: 6 frames
Act I: 17 frames; Boss: 18 frames
Act II: 13 frames; Boss: 0 frames
Act III: 110 frames; Boss: 7 frames
Act IV: 50 frames; Boss: 11 frames
Act V: 37 frames; Boss: 4 frames
Act VI: 23 frames; Boss: 36 frames
Act VII: 43 frames; Boss 1: 20 frames; Boss 2: 2 frames slower; Boss 3: 314 frames



JXQ
Experienced player (762)
Joined: 5/6/2005
Posts: 3132
DK64_Master (I think, I can't find the post right now) pointed out the idea to me of pressing left, then right so fast that the hardware recognizes both as being pressed. Whatever interval the system uses as a window of checking which buttons are pressed, use the "godlike reflexes" to press left for half that time, and then right for the other half. Dilemma averted!
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 11/15/2004
Posts: 804
Location: Canada
I was hoping we wouldn't transfer the discussion to this thread. Simply put, I don't like left+right or up+down in any run, but as I stated in the other thread, I'm generally (reluctantly) willing to ignore it since it's going to be used whether I like it or not. I am consistent on that point. Also consistent is that my votes are based on entertainment. I found this movie entertaining, but I did not find the constant teleportation in TMNT2 to be entertaining. I hope that clarifies my position, and I apologize that my comment caused further discussion in this thread. As for the question about why a game should be allowed on this site if it looks like it could be achieved by skill alone... well, I think almost every run on the site would have to be disallowed if that was the case. Short of showing off a glitch that can only be achieved by doing something impossible like left+right, anything that can be done in a TAS run could theoretically be done in real life, if only it were humanly possible to play that well. In the vast majority of runs on this site, I could show it to a random friend and they would say "OMG, that guy is amazing. It must have taken years to get that good!" You can't be certain that it's not a speed-run unless something happens that simply couldn't be done in a speed-run, no matter how skilled the speedrunner was. I don't personally know anyone who could jump every second frame to climb walls as fast as the ninja in this run, but I bet Data could do it, so most of this run passes the WWDD test. And JXQ.... brilliant. You're right, it's probably possible to press left and right so quickly that they would be registered on the same frame. Data could probably do it. I still don't like the idea of it, but I can use that excuse to sleep better at night now. lol Once again, my sincere apologies for bringing this up. I hope Pandora's box is empty now.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Player (154)
Joined: 5/1/2006
Posts: 150
TheAxeMan wrote:
About NG3, I would speculate that your ninja powers may exceed mine enough to shave a few frames on some levels and boss fights. But as you mentioned, it will take more (like a new glitch) to get more than a second or two overall. I didn't do much luck manipulation, though it doesn't seem to be possible in many cases. If you can get moving platforms to line up at the right time it would be a pretty big deal, but good luck.
I played with NG3 a bit last night and found a couple of relatively significant improvements; going up the left wall in 7-2a saves 46 frames and it looks like the last two bosses could be done at least 20 frames faster. Still, nothing terribly exciting. Also, L+A,__,R+A... is a slightly faster pattern for wall climbing. As for the moving platforms, did you have any ideas about that? because my admittedly limited testing showed that there was nothing at all random about them.
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Joined: 3/13/2004
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Location: Elyria/Oberlin, OH
Excellent work, congratulations! Wouldn't have thought of this stuff...too good.
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Joined: 1/23/2006
Posts: 352
Location: Germany
JXQ wrote:
DK64_Master (I think, I can't find the post right now) pointed out the idea to me of pressing left, then right so fast that the hardware recognizes both as being pressed. Whatever interval the system uses as a window of checking which buttons are pressed, use the "godlike reflexes" to press left for half that time, and then right for the other half. Dilemma averted!
I don't think it keeps track of what gets pressed during that timeframe, it checks all directions at once. OTOH data could just push the two directions hard enough to break the control pad into independently pushable buttons and go from there.
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KDR_11k wrote:
OTOH data could just push the two directions hard enough to break the control pad into independently pushable buttons and go from there.
He doesn't even need to do that to the original PS controller. Let's pretend this is his controller of choice.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
moozooh wrote:
He doesn't even need to do that to the original PS controller. Let's pretend this is his controller of choice.
Well, all the original PS controllers I've played only LOOK like they have a splitted d-pad. Actually, it's a normal cross-shaped thing, but you can't see the center.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
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Bastards. I knew there was something wrong with them. Then the answer to the WWDD question would be: "He'd split the d-pad".
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 11/15/2004
Posts: 804
Location: Canada
KDR_11k wrote:
I don't think it keeps track of what gets pressed during that timeframe, it checks all directions at once.
Think about how a controller works. You press left, closing the circuit and sending an electrical pulse to the console. You press right, sending another signal. If they both show up within the same x clock cycles, they both would be calculated in the same frame. x might have to be 1, I'm not sure. In theory, it doesn't matter how long the circuit is closed as long as enough electrons make it to the console to register the input. It's a longshot solution, but theoretically it should be possible without breaking the D-pad. I have to give JXQ credit for a very clever argument.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.
Post subject: Movie published
TASVideoAgent
They/Them
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Joined: 8/3/2004
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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. ---- [569] NES Ninja Gaiden II: The Dark Sword of Chaos by Scumtron in 09:18.27
Active player (253)
Joined: 7/30/2006
Posts: 208
Location: Alefgard, USA
How about a star for this movie? It'd be great for first-timers to watch... It's not completely glitched and the viewer knows what is going on during the whole movie. It's very short and fast paced. It's a game that's fairly popular. It's incredibly entertaining!! (moonwalk dance) I can't vote yet, so instead, I will plea to the powers that be and say "consider a star for Scumtron's Ninja Gaiden II TAS".
JXQ
Experienced player (762)
Joined: 5/6/2005
Posts: 3132
It was actually not my argument, but I thought it was very convincing. (I have no clue where it came from, if someone finds it feel free to point it out)
KDR_11k wrote:
I don't think it keeps track of what gets pressed during that timeframe, it checks all directions at once.
Well, whatever way the controller checks a button press takes a finite non-zero amount of time, even if it's as small as 4 nanoseconds. If this is the case, just press "left" for 2 nanoseconds and "right" for the next 2 nanoseconds.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Player (87)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
I really enjoyed this movie. Nice work.
Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
Hello!. I am "xipo", comes from the Chinese Shanghai.I am a game fans,I started NES game from 5 years old , until nowalready 16 years. Since having the emulator, I start making game video. But my ability is limited. I also have completed this video by FCEU, what is different with Mr.Josh Ballard.I have not pursued the speed, but seeking stimulates.I do not kill any enemy from beginning to end except BOSS,and I move without walk but slip. PS:I comes from the Chinese Shanghai,so I can not speak English well.Please forgive me.Thank you.[/quote]
work hard
Player (58)
Joined: 6/15/2005
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Location: Sweden
Welcome to the community! ;) Always fun with new people on this site! ;)
Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
Thank you. Sorry,I want to know how to upload my video,it is fcm.
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Former player
Joined: 11/13/2005
Posts: 1587
You can upload it here.
Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
Thank you.I have upload my video. http://dehacked.2y.net/microstorage.php/info/3234/Ninjaga2%28J%29.fcm you can appreciation it in you rom.
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Banned User
Joined: 12/26/2006
Posts: 231
Location: Lonely City
I find it should be made by computer.I try almost all the way,but I can not do faster than him.I think it is the fastest movie in the world.Is it possible do faster?even one frame?
work hard
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Joined: 8/4/2005
Posts: 5777
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Well, as long as a run is already made with great precision and full understanding of game timing, the most common sources for improvement may be: • trying to discover new glitches; • trying to get better precision by monitoring subpixel position; • trying to reduce lag; • trying to manipulate luck as good as it theoretically can be.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Posts: 231
Location: Lonely City
http://dehacked.2y.net/microstorage.php/info/3380/pacifist%20Ninja%20Gaiden%202%20%28JPN%29.fcm This is my new movie which I had improved yesterday. NES "pacifist" Ninja Gaiden 2 (JPN) I finish game without killing any enemy and walking.
work hard