About the game

The player has to make his way through 6 stages, each featuring a boss. The character can kick, punch, crouch, and do a somersault attack. There are a few interesting glitches, but only very few are usable for speedruns.

About the run

  • Aims for in-game time instead of real-time
  • Forgoes time-saving damage
  • Takes damage to save time
  • Uses hardest difficulty
  • Ignores post-level bonus effects
  • Genre: Fighting
  • Genre: Platform
  • Emulator used: VisualBoyAdvance 24-m svn391
When landing while attacking, you're stuck on the ground for some frames to recover. However, there's a frame in which there's the opportunity to jump - but you'll automatically attack again in the air, often reaching too high to hit any enemies. In order to hit enemies and bosses with such an attack, you have to optimize your Y subpixels to be 0.5 or greater. Some bosses still can't be reached even with optimized Y subpixels, so other strategies have to be relied on.
Normal enemies will always run towards you to clinch you to beat the crap out of you. You can just kick them while moving forward, but sometimes getting grabbed is unavoidable, or even better for luck-manipulation purposes. Throughout the levels are some tougher enemies that you have to hit multiple times. They can be prevented from appearing if enough sprites are onscreen (3 enemies. Apparently 2 enemies and 1 item drop doesn't do the trick).
The published run was only aiming to complete the game at a fast pace. Some time after, I made a run [dead link removed] that aimed to complete the game as fast as possible by all means i.e. realtime speedrun - the run gets grabbed and beat up to lose health to avoid the post-level bonus effects, however, there may be some tiny flaws in it. I didn't put very much effort into it back then.
This submitted run aims for best ingame time level completions. The higher the timer at the top-right corner after ending a level, the better. This means enemy drops causing lag and other lag-heavy things can be ignored, since the ingame timer doesn't run during lag frames. I think aiming for ingame time makes for the best run - the realtime run looked sloppy to a couple people. Note: Sometimes the timer will drop by 1 as the character leaves the screen, this will be noted in the level list below.

Switching to the (J) ROM

One day after submitting this run, I felt like checking out the Japanese version to check for version differences. When I noticed the final level was more than 10 seconds shorter compared to the worldwide release, I felt like this version should be used and to my surprise, this run syncs very well on the Japanese version (I only had to re-sync it 2 or 3 times). Of course I couldn't collect any bomb to throw at the boss now and I'm aware it was one of the cool parts in the run. But I want to go with the fastest possible run, and now I'm happy that I don't feel obliged to redo the run anymore.
One possible improvement now might be to kill four more of the Chinese dudes in levels 4 and 5 so you get a bomb drop for the final boss. But ingame time would need to be sacrificed/traded and things get complicated here - also those levels would need to be redone, probably. I want to leave this be for now, and focus on other things (school >_>).
Other version differences:
The character looks different
The HP bar looks different
I think a few bosses deal more damage
The credits, and title screens are different

Stuff

Enemies can drop stuff depending on how many you kill. The counts carry over to next levels.
HP Bottles (energy drinks) - every 20th enemy in the levels 1~3. every 4th in 4~6.
Hearts (replenishes full health) - every 50th enemy
1up - every 90th enemy
bomb (can be thrown, used to beat 3rd and 6th boss) - every 3th enemy in level 3, every 8th in 4~6. Only dropped by shooters and Asians.
Addressesnotes
c704xpos on screen
c703xsub
c706ypos
c705ysub
ff43can be used like x screen position
c717hp
c0e9,c0c9,...boss hp (variable)
d00a~d00fkill counters (bomb1, bottle1, heart, 1up, bottle2, bomb2)
d013is "1" if you have a bomb
c060~c0ffenemy slots
Lua script I used.

Level by level

Ingame times.
~Published runReal-time runIngame-time (this run)Comments
1811804824/823The 2nd tough enemy was not spawned.
2800807814Used barrel boosts this time. Too many enemies prevented the barrel at the end from appearing and I couldn't prevent this.
3810796820Another tough enemy was caused not to spawn.
4803788806More optimizations.
5794792794I didn't manage to improve this level.
6863862864 955The Japanese game version was used because the final boss appears right at the start without any other enemies appearing.

Closing

Hope you enjoy!

sgrunt: Replaced the submission file as noted here.

DarkKobold: Judging.

DarkKobold: Accepting with the rom change and aim change to fastest in-game time.

Brandon: Publication underway.


TASVideoAgent
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This topic is for the purpose of discussing #3280: MUGG's GB Kung-Fu Master in 03:29.08
Editor, Experienced player (570)
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Good job! I think it looks better with less damage taken. Yes vote.
Editor, Expert player (2328)
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Just noticed a possible improvement that I will implement in v3 of the run (if I make it). In the Japanese version the final boss appears right at the start of level 6 with no other enemies appearing which is about 13 seconds faster. I didn't notice any other version differences, aside from a boss attack that deals more damage if I'm not mistaken. I'm sorry I didn't find this sooner, and I'm sorry I can't redo this run as I will lack the time and especially motivation in the near future. But I may do it someday. EDIT: It turns out the run syncs on the (J) ROM up till the end of stage 3. Maybe I can get the remaining levels to sync as well, so until further notice please do not make serious encodes yet. I provided a Youtube link in the submission text.
mklip2001
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Nice work, MUGG! Honestly, I wouldn't redo the run on the (J) ROM just to have a final boss level with no other enemies. First of all, the boss fight isn't really all that interesting on its own... I think it's entertaining in this run to see you basically bounce on a little guy's head. Secondly, without little enemies to fight, you can't get a bomb, and the bomb finish is the coolest part of the final boss fight. I think it's a good idea to have this run aim for in-game time, which also makes it have comparable goals to the NES Kung Fu run. A couple places looked sort of sloppy because of it, though. For instance, you mentioned that lag doesn't affect the in-game timer, but the very end of Stage 3 looks pretty bad with the enemy cluster lagging the game. I'm ok with it if that's what keeps the big enemy from spawning, though. Anyway, I liked this, especially the health management with little energy drink powerups. Yes vote.
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.
Editor, Expert player (2328)
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I provided a new vbm in the submission text. The ROM version was changed from Kung-Fu Master (U) to Spartan X (J). Feel free to encode/publish/judge now.
mklip2001
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Alright, fair enough. It turns out I needed vba 24 to sync this movie, although the old movie on the US ROM worked with vba 21. Instead of using a bomb on the last boss, you kick him through a solid wall. That works. Now the submission needs to be updated with the new run.
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.
Editor, Experienced player (570)
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MUGG wrote:
I provided a new vbm in the submission text. The ROM version was changed from Kung-Fu Master (U) to Spartan X (J). Feel free to encode/publish/judge now.
I think you might need to directly ask someone with those privileges to change the movie file, here in the discussion forum or in a PM.
Editor, Expert player (2328)
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Actually, after seeing my new video twice now, I think the character looks a bit ugly in the Japanese version (less detailed, no throat, no knee, bad walking animation). I'd like to know what everyone else thinks. http://www.youtube.com/watch?v=QMYI-vU3HCI US version 3:40 http://www.youtube.com/watch?v=sStOmk0Su7I JP version 3:29 What do you think looks better? I don't mind switching back (keep the current vbm) if everyone agrees on one version...
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short + entertaining = YES
MUGG wrote:
What do you think looks better? I don't mind switching back (keep the current vbm) if everyone agrees on one version...
thats a tough decision. the japanese character looks like Bruce Lee and the worldwide-one like the casual American street fighting guy... the game itself should be the crucial argument.
How should I know what I think before I read what I post?
Editor, Experienced player (570)
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I have to say I like the look of the Japanese version better. The character looks more polished to me, and I like the different health bar. Not only is the final boss room obviously faster, but it looks like the "Stage Clear" comes up faster too.
Joined: 11/26/2010
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The Japanese version is very fast, it's the same mechanics. I voted no
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Master of Pigs wrote:
The Japanese version is very fast, it's the same mechanics. I voted no
Says the user who did the same thing for the WL3 TAS. >.>
Editor, Expert player (2328)
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For the record, the Japanese version is as fast as the US version. The only thing changed is the final level.
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Very nice Run, Really enjoyed it! YEs vote!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Brandon
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Is anyone encoding this? If not, I could do it.
All the best, Brandon Evans
NitroGenesis
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Brandon wrote:
Is anyone encoding this? If not, I could do it.
I was going to. But I don't know which file is preferred. The one currently submitted, or the J one?
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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This little game is full of action. Yes vote for the Japanese version.
Brandon
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I think we need the judge to rule on this.
All the best, Brandon Evans
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Brandon, didn't you see the messages I wrote to you? I was also interested in your opinion. I think we can safely go with the J version now, however, as many voted for it.
Brandon
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MUGG wrote:
Brandon, didn't you see the messages I wrote to you? I was also interested in your opinion. I think we can safely go with the J version now, however, as many voted for it.
I haven't been able to check it out. My opinion is just an opinion, however, as this is not merely an encoding option, but a decision about what movie file should be used in the publication. This is in the judge's jurisdiction, not the publisher, and as such, I think we should wait until this decision is ruled on before encoding.
All the best, Brandon Evans
Editor, Expert player (2328)
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Sorry, I forgot about the rerecord count. http://dehacked.2y.net/microstorage.php/info/1162051984/spartanx%28J%29Corrected.vbm (J run) Please update the submitted vbm with this one and feel free to encode.
NitroGenesis
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I'll do it.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Brandon
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NitroGenesis wrote:
I'll do it.
Fine by me.
All the best, Brandon Evans
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after watching the damage (U) run, versus the (mostly) no-damage (J) run, I actually prefer the (U) run. #1, the clever end to the (U) run was unexpected. #2, the damage taking felt like better planning. However, I appear to be in the minority. I'll leave this a day or two more, to see if any other opinions pop-up.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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I was waiting to comment/vote until the encode. And it looks great! Also, a very good run. I enjoy short runs because of my short attention span. Very good technical quality in this run. Just an all around great TAS.
Samus plays the SA-Xaphone