• Aims for fastest time
  • Plays at hardest difficulty
  • Takes no damage (hehe)
  • Manipulates luck
  • 100% completion
This is the newest (by 15 years or so) NES game released in 2010. It's mainly inspired by the freeware computer game "I Wanna Be the Guy" in how you're walking from screen to screen trying kill or dodge a large number of enemies and obstacles, and one hit always kills you. It's not nearly as unfair, though, because in most rooms you can pretty much see what will happen there as opposed to IWBtG.
I decided to make a 100% run of the game. By my own definition that means collecting every item and key before going to the last area, recollecting all items when they get lost, and getting the best ending by taking the right path at the end. I did this since the any% and 100% runs wouldn't really be different enough to warrant a publication of both, and chosed the 100% because the game doesn't have to much extra stuff to do, so I could as well just show them. This means a little more backtracking but when going through those areas the second time I had a better upgraded character and could thus use different strategies compared to the first time.
Due to the simple controls I had a hard time trying to exploit the physics in order do things I wasn't supposed to. One thing I found though was that under water, using the feather, I could float downwards 50% slower than it's meant to (the normal speed is 1 pixel / frame). This is because when you hold up to use the feather and then releases it, the character's y-speed goes back to the initial falling speed you get when walking of a platform and under water this results in falling 1 pixel the first frame followed by falling 0 pixels the next. Thus by pushing up 1 frame, not pushing it for 2, pushing it for 1 frame and so on - You'll float downwards in that slow speed.
There was only one sequence break I could think about, namely taking the second key without the infinit oxygen. This failed by around 100 frames. In the last underwater area, though, I had enough time to pull of a rather dangerous underwater journey - even though I wouldn't call a sequence break.
I'm not really sure what more to write conserning the run itself, more than just saying that I've spent a good amount of time on it and never left a room before making sure that it's as fast (as far as my knowledge about the game goes). I'll gladly answer questions about it if you have any.
Also I didn't really know what to fill in regarding the game version so I just guessed it's USA v1.1 since the creator of the game lives in USA and it says version 1.1 on the title screen. If anyone have a better suggestion, let me know.
I thank caitsith2 for his testrun and other efforts about the game, Randil for making me aware of the game demo a year ago and the creator, Sivak, for the game itself plus, via some playthroughs on youtube, explaining how certain bosses fully works.
Enjoy!

DarkKobold: Replacing submission with one that is 21 frames faster, by author request.
sgrunt: Replacing submission file with one that is an additional seven frames faster at the request of the author.

GabCM: Added YouTube module and native frame rate streaming link.

Mukki: Aglar seems to be content with the improvements. Judging...
Mukki: I'm genuinely impressed at how entertaining you managed to make those spiked-ball sections. Very tense, great work! Accepting.
GabCM: It's been a long time I didn't publish something.


TASVideoAgent
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This topic is for the purpose of discussing #3115: Aglar's NES Battle Kid: Fortress of Peril in 34:49.59
NitroGenesis
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Claimed for encoding! (SD)
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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I'm iffy on this because this game JUST came out not that long ago.... Usually the games here came out years ago so it doesn't really affect sales of a game but this game only came out a few months ago.
Brandon
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NitroGenesis wrote:
Claimed for encoding! (SD)
You know how to do both 512kb and HD. Not sure why you wouldn't encode all of it; you're definitely capable.
All the best, Brandon Evans
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Brandon wrote:
NitroGenesis wrote:
Claimed for encoding! (SD)
You know how to do both 512kb and HD. Not sure why you wouldn't encode all of it; you're definitely capable.
I agree with Brandon. When you're claiming an encode, please, do all of it (HD, SD, 512kb). That way, we won't need to have 3 different encoders dumping the exact same movie. (This post is also for you, feos. ;))
Post subject: Re: #3115: Aglar's NES Battle Kid: Fortress of Peril "100%" in 34:50.06
KennyMan666
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TASVideoAgent wrote:
Also I didn't really know what to fill in regarding the game version so I just guessed it's USA v1.1 since the creator of the game lives in USA and it says version 1.1 on the title screen. If anyone have a better suggestion, let me know.
The actual cartridge is playable on both PAL and NTSC machines, so I'd probably go with "World". Pretty great run, boss fights were hilarious. And the trek for the infinite oxygen supply the second time around was awesome. Clear yes vote.
Det man inte har i begåvning får man ta ut i energi. "I think I need to get to Snoop Dogg's level of high to be able to research this post." -Samsara Read my fanfic, One Piece: Pure Corruption
NitroGenesis
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But when I say SD, I usually mean I'll do 512 kb. I'll do an HD too.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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I have been looking forward to a TAS of this game since I first heard about it... definitely a fun watch, even at over 30 minutes despite my being totally unfamiliar with it! It almost seems to have been made with TASing in mind -- the gameplay itself is impressive as a TAS but there is no major glitching or sequence breaking. Out of curiosity, what items could be skipped and still get the "good ending"?
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
KennyMan666
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The damage amplifier, some teleport rooms (if those even count) and the infinite oxygen the second time around. Key 4 isn't necessary to beat the game, but required for the good ending.
Det man inte har i begåvning får man ta ut i energi. "I think I need to get to Snoop Dogg's level of high to be able to research this post." -Samsara Read my fanfic, One Piece: Pure Corruption
Joined: 12/11/2010
Posts: 60
It's too bad they didn't get scrolling in this game. Especially since enemies respawn when you leave a "room" and that includes going into "sky" rooms by jumping just a bit too high. Quite the nintendo-hard game. But the run is cool nonetheless.
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Joined: 11/9/2007
Posts: 375
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I've found minor improvents here and there, 21 frames in total. The ones encoding it are to use this new file instead. I couldn't upload to Microstorage so see if this works: http://www.megaupload.com/?d=JDQUKKM3 I'd like to ask an editor to replace the current input file with this one.
feos wrote:
Only Aglar can improve this now.
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Aglar wrote:
I've found minor improvents here and there, 21 frames in total. The ones encoding it are to use this new file instead. I couldn't upload to Microstorage so see if this works: http://www.megaupload.com/?d=JDQUKKM3 I'd like to ask an editor to replace the current input file with this one.
GZp your file, it will redice the size much. Microstorage eats GZs.
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.
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Posts: 375
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feos wrote:
Aglar wrote:
I've found minor improvents here and there, 21 frames in total. The ones encoding it are to use this new file instead. I couldn't upload to Microstorage so see if this works: http://www.megaupload.com/?d=JDQUKKM3 I'd like to ask an editor to replace the current input file with this one.
GZp your file, it will redice the size much. Microstorage eats GZs.
Microstorage can't take zipped files. The problem seems to be, though, that the fm2 is to big. Uploading the run as an fcm worked fine: http://dehacked.2y.net/microstorage.php/info/14266159/Battle%20Kid%20-%20Fortress%20of%20Peril_TAS344971Aglar.fcm (rerecord count not correct)
feos wrote:
Only Aglar can improve this now.
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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.
Joined: 5/29/2004
Posts: 757
When a game is coded so good, even the pros can't find glitches, you KNOW it's got the makings of excellence! And this TAS shows that clearly! Even if some parts in the game were made annoying on purpose.. to watch someone speed through with such reckless abandon is amazing! Especially knowing a single hit screws you right there on that difficulty. Definitely a Yes vote! :) Now make a damn encode so more people can see this game, and possibly include a link to where the game can be still PURCHASED, because I honestly think it's the least you could do to motivate the author even more while he makes the sequel. [Currently being made right now] [Kinda like something on the lines of; http://www.retrousb.com/product_info.php?cPath=30&products_id=86 Which is the direct link to the product, and I may add, something I have already purchased last year with 0 regrets! Including virtually everything there on RetroUSB actually!] 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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feos wrote:
Aglar: GZip is advised by DeHackEd for this. http://dehacked.2y.net/microstorage.php/info/1426088475/Battle%20Kid%20-%20Fortress%20of%20Peril_TAS344971Aglar.fm2.gz
Ok, thanks:) Encoders can then use this file for best comfort.
feos wrote:
Only Aglar can improve this now.
caitsith2
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Encoded SD MP4, Youtube Also did a version with hit boxes and extended HUD info. MP4, Youtube, Lua Script
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Totally forgot to post. The game is pretty well made for a TAS, even though, aside from bosses, there is no manipulation or randomness. Granted, getting Key 2 is a bit boring, but aside from that, the run was very well executed, and the boss battles were great. Bit of a shame some rooms can't be done any faster. Still, it's an easy yes vote for a game well TASed.
Warepire
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scrimpeh wrote:
The game is pretty well made for a TAS, even though, aside from bosses, there is no manipulation or randomness. Granted, getting Key 2 is a bit boring, but aside from that, the run was very well executed, and the boss battles were great. Bit of a shame some rooms can't be done any faster. Still, it's an easy yes vote for a game well TASed.
Pretty much what I was thinking. Yes vote.
Dwedit
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Mr. Kelly R. Flewin wrote:
When a game is coded so good, even the pros can't find glitches
This is the second revision of the game being TASed here, I'm sure the invulnerability glitch from older versions of the game would have made the run a bit faster. Also, I noticed some wall contact glitches when I played through the game, it just seemed to reset your Y veolcity when you hit a wall sometimes. I wonder if that could become a wallkick?
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it's Metroidvaniaman!
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Dwedit wrote:
Also, I noticed some wall contact glitches when I played through the game, it just seemed to reset your Y veolcity when you hit a wall sometimes. I wonder if that could become a wallkick?
Interesting... During my run I didn't encounter such a behavior any time and I hit many walls:) I now tried to have the character's y-position to be the same as a block inside a wall when jumping into it, but it didn't do the trick. Do you remember more about how it was done, like if you hit the wall while falling down or jumping up?
feos wrote:
Only Aglar can improve this now.
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Posts: 375
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I found yet another super small timesaver. This time though, I'll carefully go thorugh each room one more time to make sure I don't need to do this again. Encoders can thus still wait a bit.
feos wrote:
Only Aglar can improve this now.
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Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I basically searched through the whole run for improvements and ended up being 7 frames faster. Hopefully for the last time, I now ask for someone to replace the input file with the one below. Enjoy:) http://dehacked.2y.net/microstorage.php/info/845103502/Battle%20Kid%20-%20Fortress%20of%20Peril_TAS344959Aglar.fm2.gz
feos wrote:
Only Aglar can improve this now.
sgrunt
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Aglar wrote:
I now ask for someone to replace the input file with the one below.
Done.