Submission Text Full Submission Page

Emulator:

Bizhawk 2.8.0 + TAStudio, using Gambatte-Speedrun r717+

Emulator Setting:

  • Use official Nintendo BootROM: TRUE
  • All other settings: DEFAULT

ROM CRC32:

  • 7EAF671A

BIOS:

  • dmg.bin

BIOS SHA1:

  • 4ED31EC6

BIOS Region:

  • Worldwide

BIOS Revision:

  • N/A

Brief Game Introduction:

The game revolves around Kunio and Todo (Crash and Titus) both competing for which team is the strongest at dodgeball. Unfortunate for Todo (Titus), the Dodgeball gods decided to stan the Nekketsu High School dodgeball team.

Aims for:

  • No Damages
  • Fastest Time
  • Playing on highest difficulty possible (Hard mode).

No Damages:

The whole team consists of 3 people, which has their own stamina, called "POWER" in the game. The goal in dodgeball is to knock out all of the opposing team members completely. Thus, this run aims to not get hit by the opposing team's dodgeball attacks despite the other 2 team members on the player's team are controlled by CPU.

Fastest Time:

Aims to reach the end of credits as fast as possible.

Hard Mode:

Aims to beat the game on the hardest difficulty possible. There are only 3 difficulties, Easy, Normal, and Hard.

Other Information:

  • Tried to make a "Zero re-recording count run.", but got ruined at the very last frame where I just ended my input. While saving the TASPROJ, it crashed, leaving me with a backup with 2 re-recording count. How that happen, I don't know. I guess I'll stick to having 1 or 2 re-recording counts. :(

Controls:

Up/Down/Left/Right - Move character. A - Pass the ball / Avoid ball. B - Throw the ball / Catch the ball.
Passing ball to specific team member - Watch the team member opening/closing their hands. Also, watch your player-controlled character's position. The position will tell the game which team member to pass the ball to.
Curving the thrown ball - Hit B, then use Up/Down to swerve the ball.
Catch the ball - You have to time your catch correctly to be able to catch the incoming ball. Timing gets tricky when dealing with special attacks.

Commentary:

On Hard difficulty, this game's CPU players on the opposing team all have high dodgeball catching rates, to the point any dodgeball throws will be caught guaranteed, including special attacks at point-blank ranges. The only way to effectively damage the CPU players is by using special homing attacks, or delayed attacks.
As the Nekketsu High School dodgeball team, you have 6 team members: Kunio (くにお), Yoshihiro (よしひろ), Akira (あきら), Toujirou (とうじろう), Akihito (あきひと), Tetsuya (てつや). I have no idea what their skills are called.
But, what I can tell you, is the team position I have chosen for this run:
  • Kunio - 5th position (Opposing team's bottom side)
  • Yoshihiro - 6th - (Opposing team's center side)
  • Akira - 1st - (Striker)
  • Tetsuya - 2nd - (Forward)
  • Akihito - 3rd - (Midfielder)
  • Toujirou - 4th - (Opposing team's top side)
Akira has the special homing attack that allows the ball to fly up in the sky, before striking the opponent after a delay.
Tetsuya has the special attack where the ball shrinks and flies around in an arc-shaped curved path. It's useless against CPUs.
Ahkihito has the special attack where the ball would pop in and out in 3 places, before attacking the opponent from the front. This is only useful if the CPUs tend to gather in the center of the opposing team's field.
I mainly use Akira because of its homing abilities and because of the "delay". Why is this delay so important? All CPUs will react instantly and do a "catch" when a ball is about to hit them. However, if the attack has a delay, the CPU will "miss" their "catch" timing, and the attack will always succeed.
The only times I have to wait before I execute the special homing attack, is when the CPUs are "dazed", meaning the attack will fail to pinpoint the CPU's location. You will see me wait for their dazing to end in this run a handful of times.
To trigger these special attacks, there are 2 ways to do this: Ground and Air attacks.
  • Ground Attack - From the position where the player-controlled team member starts to run, exactly on the 4th step, throw the ball.
  • Air Attack - The team member must start with a run, then jump into the air. Exactly when the player is at the highest arc of the jump, throw the ball.
When you watch the gameplay footage, you will notice the player and the opposing team are blinking. This is how the game shows "highlighted team members". The blinking player team member is the one being controlled by the player. The blinking opposing team member is the player's target.
So far, the best strategy is to use attacks with a delay, to intentionally let the CPU miss their "catch ball" timings, in order to win Hard difficulty matches.
There are 6 rounds, and 6 boss deathmatches. Each round will have 6 opposing team members (1 leader + 5 members), while deathmatches will have you fight against 1 leader from each of the 6 teams.

Samsara: Dodging Judging!
Samsara: Cancelling with permission from the author. Some improvement notes are available here.


TASVideoAgent
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Posts: 15583
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This topic is for the purpose of discussing #7558: tom_mai78101's GB Dodge Ball in 18:41.61
teoheel
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Joined: 6/26/2022
Posts: 11
Location: Prokopyevsk
It's a weird game... some matches are way too long for no reason. And it seems that some matches can be beaten quickly, But I'm 100% sure about that. Comparing this to NES counterpart is doing no good for this game.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2238)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
I did some playing around with this. First, it seems that simply delaying jumps can allow the faster special shots to hit the CPU opponents, even on Hard difficulty: Given how long it takes for the delayed shots to connect, this by itself should save a significant amount of time over the course of the run, assuming that every single shot could be made to hit, which I believe is possible. Different amounts of delaying and changed positioning should help with this. What bothers me more is that the current strategy could also be heavily improved just from playing a little more aggressively. At around 0:26 in the encode, the CPU launches a delayed shot of its own, which you let hang in the air before coming down. It's easily possible to catch the shot as it hangs in the air and counterattack immediately: In fact, across this entire first match, it doesn't seem like you move at all while the CPU is attacking, even though several seconds could be saved by doing so in order to catch their shots closer to the center. I feel this needs a lot more work. I'll put together a file of a more optimized first match that should hopefully show what I'm talking about.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
tom_mai78101
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Player (127)
Joined: 3/16/2015
Posts: 160
I'll keep working on this game a bit more, after I'm done with my current project. Before we continue, is my TAS run syncing correctly? Due to recent feedback I have received, some of my runs have desynced because I was unaware they are produced on a bad ROM. And now I'm wondering if I had used a good dump of Nekketsu Koukou Dodgeball-bu. I did not see the game listed here: https://tasvideos.org/Games/List?SearchTerms=nekketsu&SystemCode=
Samsara
She/They
Senior Judge, Site Admin, Expert player (2238)
Joined: 11/13/2006
Posts: 2822
Location: Northern California
The ROM you used is good. In the future, check the bottom left corner of the BizHawk window for a green checkmark after loading a ROM to see if it's verified good or not. I'll keep trying to work on a test file, but good lord this game loves crashing on me (and the boys). Should this submission be cancelled in the meantime?
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
tom_mai78101
He/Him
Player (127)
Joined: 3/16/2015
Posts: 160
Samsara wrote:
The ROM you used is good. In the future, check the bottom left corner of the BizHawk window for a green checkmark after loading a ROM to see if it's verified good or not. I'll keep trying to work on a test file, but good lord this game loves crashing on me (and the boys). Should this submission be cancelled in the meantime?
Thank you for letting me know what the green checkmark is for. I always thought the green checkmark is telling me Bizhawk is "ready" and the application is running smoothly now. Feel free to cancel it. If the game loves crashing for you, I wouldn't want you to suffer the same pain as I have.
TASVideosGrue
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Posts: 2785
Location: The dark corners of the TASVideos server
om, nom, nom... sweet!