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Ninja gaiden was the hardest game in nes known for its frustating enemies. But author manage to make it easier. Movie obsolete nothing but still good to watch.
I used shortcuts , glitch, abuses programming errors.
With up+down+left or right+left you can move backward
if you press the forward button screen in ladder you can zip inside the wall.

FractalFusion: Judging.
NitroGenesis: Removed useless branch and corrected game name.
FractalFusion: It seems the author is planning to make a new version, so I will cancel this submission.

adelikat: This movie was made on Ninja Gaiden (U) [b1] but syncs on the good dump, so I catalogged it with the good one.


Player (154)
Joined: 5/1/2006
Posts: 150
Marx wrote:
I think windmill star will faster in 3rd boss since you use start dealing damage to him by using it at the end of level in 3-2 (xipo's idea)
I should not have dismissed this thought so quickly! Improved on the 39119 WIP by five frames (13 frames faster than published run). No time is lost throwing the star at the end of 3-2 since landing on certain tiles stops Ryu for a frame, which is a perfect time to use a special attack. Yay.
Player (127)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
What about using firewheel
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Player (127)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Of course it will cost 3 frames but it will hit him 4 stake of his health
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Player (154)
Joined: 5/1/2006
Posts: 150
Well, here's a rundown of the fastest strategies I've come up with for each different weapon: windmill star: 89 frames small star: 92* sword only: 93 fire wheel: 96** spin-slash: 55*** *89 frame boss fight, plus 1 frame to turn around and 2 frames to throw stars before leaving 3-2. **89 frame boss fight, plus 5 frames to knock down the power-up and expend the extra ninpo before picking up the firewheel so it doesn't waste 6 frames tallying into the score, then 1 frame to turn around and 1 frame to throw a fire wheel before leaving 3-2. ***just some fun with the hex-editor. :p And this is also ignoring any manipulation necessary to get the knife-boost in 3-2, and getting the firewheel totally screws that up. EDIT: The quickest firewheel strategy also necessitates taking a hit on the same frame the boss dies (also the case with sword-only), which glitches out the music and the boss's dying/exploding animations — both of which would be mildly neat to include in a TAS, but don't appear to influence anything on their own — and sets $75 (normally always 00) to 04. This somehow effects a machine-gunner in 4-1A, resulting in the bullet that boosts Ryu to the exit being a couple pixels back and costing one frame. I've experimented a little with this address and have not found any other instance where it can cause a desync by being non-zero. In short, it really needs more in-depth investigation, and possibly debugging expertise that I currently lack.
Player (127)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Thanks for reply. I think i will back to TAS.
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Player (127)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
Hey i'm making a new run. It is similar to your WIP but i hope u don't mind
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2785
Location: The dark corners of the TASVideos server
om, nom, nom... *burp*!