This is a game based on Japanese manga Ghost Sweeper Mikami, featuring Reiko Mikami and her crews who're paid by solving the problems caused by homeless spirits. I never read the manga nor did I watch the animated series, so I can't talk much about the comic ifself. Check Wikipedia or elsewhere for further information.

Game objectives

  • Emulator used: BizHawk 1.6.1

Basic strategy

The protagonist Mikami has a powerful bo (I can't really tell what she's holding, so I might be wrong) that sweeps the enemy in one hit. While her horizontal speed is fixed, you can take a little boost by sweeping it on the hanger and releasing it instantly. This is especially abused in Report 7 where the player can creat hanger for himself.
Taking damage is of no use because although the player looks like taking boost from it, it's slower than normal running. It also has a side effect that it takes away the control about 20 frames, so I didn't find any place to use it.
Two subweapons are also presented in the game, which I never used on this run. The amulet consumes all enemies so it's useless in speedrun. The necklace stops the enemies for some time, while it has bizarre effect on the boss; some bosses stop stunning after one hit. This wasn't helpful on the boss fight where I needed it, so I didn't use it as well.

Stage by stage comments

Most of stages are basically straight running-right platformer, so there aren't really much to explain on details except boss fights. I'll try hard, though.

Report 1

The stage is very straight forward. Picked up electric bo for crushing doors in later part.
The boss on this stage is super easy. I hit him on either side alternatively for entertainment.

Report 2

Earlier part of stage features stream which holds the player a little slower. I carefully jumped constantly, reducing unnecessary hops. Picked up ice bo to use at boss fight.
The boss fight here is where I originally suspended for a while with frustration. You need to attack each hand to beat the boss, but the hands always slightly floats way when getting hit, so attacking them effectively requires careful plan. The strategy presented in the movie was the best way I came up with, but I believe this can be improved more.

Report 3

An autoscroller. Nothing special except the cat lifting glitch at the end which saves ~9 frames.
Picking up electric bo again to attack the boss earlier.

Report 4

Another straight forward stage. I picked up ice bo again and utilized it on the aggresively moving boss battle. With a lot of saves & loads, I got the best luck, optimizing the boss fight very well.

Report 5

Autoscroller again. Striking the enemies amusingly till the boss.
Beating the boss speedly is really hard, but I finally manipulated boss movement in best way and made it in one cycle. Also, blowing him in lower screen causes him to disappear faster, saving significant frames.

Report 6

Optimizing this stage was a bit harder than before because of belt conveyor and blocking enemies.
On the boss fight, getting ice bo works well here too. First phase of the boss requires me 3 cycle to beat, because this clown disappears too quickly. Using necklace sub-item made it possible in 2 cycle, but it was still slower than 3 cycle without it for some reason. Second phase of the boss was simple.

Report 7

Probably staged in her dream, Mikami acquires the unique that can create the hanger. Gravity also periodically changes in this stage. I used hanger boost as many as possible avoiding the slowdowns.
Except that the doppelganger moves pretty aggressively, the boss fight was easy as Report 1.

Final Battle

This boss moves annoyingly a lot in real-time play, but by luck manipulation I could make her summon the thunders, which delays her a bunch of time. So it wasn't really difficult fight.

Other comments

I extend a big Thank You to Bizhawk devs for making such a convenient emulator. Virtual Pad feature was especially helpful.

Suggested Screenshot

29031

feos: Accepting to Vault, with possible movement to Moons, if the ratings are better. And publishing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15594
Location: 127.0.0.1
This topic is for the purpose of discussing #4377: Odongdong's SNES GS Mikami: Joreishi wa Nice Body in 18:03.62
Active player (477)
Joined: 2/1/2014
Posts: 928
Link to video Processing atm. Will be up soon.
Joined: 4/3/2005
Posts: 575
Location: Spain
Saw a gameplay of this game a few months back, and your TAS looks much more fluid. Yes vote!
No.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Not bad! For a run-right-for-justice platformer, the weapon variety makes it a little more interesting. The boss fights seemed pretty good. The music reminds me of the Carranger game that FractalFusion ran. This falls between Meh and Yes territory for me, since it does get sort of repetitive.
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.
Joined: 1/8/2014
Posts: 55
Some of the comments in the submission text are phrased in a way that makes them sound like the run can still be optimized, e.g. "with a lot of saves & loads, I managed to attack the boss every second I can" sounds like the hits are not usually frame-perfect, and frame advance was neglected in favor of many retries with savestates, and "beating this boss in one cycle is really hard, but somehow I made it" sounds like the author did not focus on finding the fastest way possible, but rather the fastest way they managed to pull off. I'm not competent enough to claim that the runs needs improvement, I'm just saying that the comments sound like the runner took a more classic approach on running it rather than working out the exact input sequence to reach the goal as fast as technically possible. Maybe that's not even true, but that's what the comments sound like to me. Apparently I still don't have enough comments to vote or something, but I would vote I voted meh not because of what I wrote above, but more because the same thing just repeats over and over in different environments. I was somewhat entertained (especially with that thing that kept following the player at a constant speed in the first level), but not thoroughly.
LOAD TO SUNRISE
Player (213)
Joined: 9/14/2011
Posts: 349
I admit I should have written more for the viewers who's not aware of this game. My bad. Added more texts just a while ago.
derula wrote:
Some of the comments in the submission text are phrased in a way that makes them sound like the run can still be optimized, e.g. "with a lot of saves & loads, I managed to attack the boss every second I can" sounds like the hits are not usually frame-perfect, and frame advance was neglected in favor of many retries with savestates, and "beating this boss in one cycle is really hard, but somehow I made it" sounds like the author did not focus on finding the fastest way possible, but rather the fastest way they managed to pull off. I'm not competent enough to claim that the runs needs improvement, I'm just saying that the comments sound like the runner took a more classic approach on running it rather than working out the exact input sequence to reach the goal as fast as technically possible. Maybe that's not even true, but that's what the comments sound like to me..
I used pretty obscure words to explain it (mostly due to my bad English skill). That was supposed to mean "I tested every way I can do after that, but I couldn't beat the record so I'm sure this is optimized." To be more specific, the stage 4 and 5 boss fight took me several days to try all the things. And I can say the current result is what I can do my best. But then again, it was me who made confusion. Sorry about that.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I liked this. It looks optimized and the movements are pretty fun. The character's big, so avoiding things in the smallest spots, which happens often, looks pretty funny.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
You keep finding odd games Odongdong. Quite amusing but gets a bit repetitive. Voting meh.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15594
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. ---- [2654] SNES GS Mikami: Joreishi wa Nice Body by Odongdong in 18:03.62