Surprise!
This was a project 13 years in the making. I was a teenager back then in 2010 when I first said I was going to do this. But now being an adult, graduated from a university, and now being married, I finally decided to finish this TAS. I hope you all enjoy it.

Specifics

  • Emulator: BizHawk 2.8
  • Core Type: Pure Interpreter
  • Active Video Plugin: GLideN64

Description

This is a 100% TAS of Bomberman Hero. What consists of 100%? The goal is to get a score of 5 in every level while unlocking the true final level and boss by collecting purple orbs called Adok Bombs. Typically you would need to collect all items and defeat all enemies in a level in order to get a 5, but there are some levels where that is not necessary as they can give you more than what is needed. One final thing to note is the version of the game. The North American and Japanese version of Bomberman Hero are very different. I chose the USA version because it is considered harder than the Japanese version. The USA version has more items, enemies, and bosses have more HP. Some levels require explanation, so below is a description of each level in the game:

Battle Room:

I use the technique where if you drop a bomb on a corner, the bomb will explode on impact. This saves time by not having to either wait for the bomb to explode, or throw the bomb directly at it. In this case, it’s used on the hole where the chicks pop out.

Hyper Room:

Here’s the first level where you had to do it twice. There are two exits, which unlocks two different areas. Choosing which exit to go through first saves a couple of frames because of where the cursor is when you go through a certain exit. Some levels require doing it twice due to unlocking other levels.

Secret Room:

Very straight-forward here. There are some levels where you have to collect 4 shards to open the door to progress through the level. Also, here is demonstrated that while I was waiting on the moving platform, defeat all the enemies down below. This saves significant amount of time.

Heavy Room:

Here is the first level where defeating all the enemies and collecting all the items will overshoot your goal of getting a 5/5. If you do everything, you get 50 more points than you need. Since killing enemies gives you 100 points, you need to skip an item. There were two items at the beginning that I could’ve skipped. Choosing between the crystal on the static field, or the bomb upgrade next to an enemy, I tested both routes and decided getting the crystal was VERY slightly faster.

Sky Room:

Pretty straightforward. One crystal can be skipped here, and the decision knowing which one was very easy. Near the end though, I had to defeat all the spiked enemies using the minimum amount of bombs I could. The first throw I did can take out 3 out of 4, but I had to move in a little closer to the enemies so that one of them walks into the blast radius. That saved some frames.

Blue Cave:

Straight-forward to the finish line. I try planting bombs instead of throwing them wherever I could to save time. For some enemies, I move into specific places so that when I lay a bomb, the enemy moves right toward it, like the flying cyclops at the beginning of the level.

Hole Lake:

These are the most boring levels to do. With too many items to collect to go way over the 5 point limit and with limited movement, there’s very little entertainment value here. You just kind of have to go with it.

Red Cave:

Bit of bad luck here. I wasn’t able to reach the spiked platform in time before it went up near the end. Fortunately, you don’t have to wait for the skull bombs to explode to get points, you just have to hit them.

Big Cannon:

The Bomber Jet levels are much more fun than the Bomber Marine levels. Much like that one, not everything has to be collected or defeated. Still, I hold down the A button and try to get as much done as possible.

Dark Wood:

Pretty straightforward. The tornadoes make for good shortcuts.

Dragon Road:

Here’s the first level where the amount of enemies and items far surpasses the amount needed to get 5 points. It’s impossible to get 5 points without going to the lower part of the level. Then the level finishes when you defeat the giant rock enemy.

Vs. Nitros:

The bosses are pretty easy to get the fastest time. Get them the very moment they can be damaged, and when their invulnerability ends, get them again. Neat trick with Nitros is that if you deal the final blow while he’s in the air, you cancel a defeat animation he does. This saves several seconds.

Clown Valley:

This one was a little tricky. From here, we’re starting to see more enemies that require more than one hit to kill. I had to use a lot of heavy enemy movement manipulation to kill them at the right times. The reason is because if I hit an enemy once and go far enough away from them, their health will regenerate. So I had to make sure I kill them at the right time at the right position.

Great Rock:

Big climb up. I really had to lay my bombs wisely for those tree stump enemies alone.

Fog Route:

For the cloud enemies in particular, if you “activate” them, and then go far enough away from them, they rise back up. So the fastest way to take care of them is to blow them up once you get close enough to them. You can’t go far away and throw a bomb from a distance unfortunately.

Vs. Endol:

There’s a neat little trick here that makes this battle faster. If you hit Endol and then take damage (not by your own bombs), Endol does a laughing animation that’s much faster than, and cancels, his invulnerability state.

Groog Hills:

Here, I use a trick that acquires me to jump into the water and grab a diamond from the air. That same diamond returns once snow covers the level. I can skip items and enemies this way, and therefore, saves time.

Bubble Hole:

Enemies galore here. I had quite a bit of fun tossing bombs everywhere near the end due to 6 jellyfish enemies all in the same place that take two hits to kill. I aim some of my shots to get two with one blast wherever possible and fastest.

Erars Lake:

Another Bomber Marine level. The worst part about this one was I had to do it twice for two separate pathways. Groan.

Waterway:

Pretty straightforward. Not a single enemy or item missed.

Water Slider:

At the end of this level, it’s not possible to grab the ledge without dropping a bomb beforehand. Avoiding the lift to the left, this saved quite a bit of time.

Rock’n Road:

That door at the end is a pest. It’s only possible to first damage it when you’re close enough, and after it does a little animation. Great use of time to collect other stuff though.

Water Pool:

Some heavy enemy movement manipulation, in particular for the bomb rat near the end of the level. As soon as I stand on top of the highest pipe, I stay on longer than usual so that the bomb rat walks into a bomb I laid. It saves a throw for me once I hop onto the platform, and therefore, saves time.

Millian Road:

Standard Bomber Jet level.

Warp Room:

A couple of things can be skipped. The biggest ones are the bomb enemies at the beginning. It takes two hits to kill them, and leaving their area will regenerate their health, so the option to skip them was an easy one.

Dark Prison:

Standard level where you have to collect 4 gold crystals to open the door.

Killer Gate:

First Bomber Copter level. In this one, it is required to defeat all the submarines. Only then will the door at the end open. I will also say that the Bomber Copter levels are absolutely the hardest levels to optimize.

Spiral Tower:

A tad tricky to kill the enemies here considering not only when they rise they go high up the ground, but also since I’m going up a ramp most of the time, I can’t just jump over them and drop a bomb. Still, I managed to make it work.

Snake Route:

In this level, you can go 300 points over the needed goal. The obvious things to skip were the wheeled enemies because they take two hits to kill. Also, you will notice that the last winged-enemy I threw a bomb instead of dropping one on the way. This is because the enemy is so high up the ramp, not only will I miss the opportunity to defeat it by dropping a bomb, but if I wait until later to do so, it will drop to the lower level, which will waste a big amount of time.

Vs. Baruda:

A couple of things to note for this battle. The first is me taking damage at the beginning. I did this because Baruda starts out higher than me, and getting in as close as possible allowed me to take the first hit earlier, which saved quite a bit of frames. The second thing to mention is that he is a chore to manipulate his movements. I had to do some big maneuvering to drop bombs at the exact moment he loses his invulnerability state, but I managed to make that work.

Hades Crater:

Not much to mention here. The slow descent is good for defeating enemies as it doesn’t waste too much time.

Magma Lake:

The next couple of levels decrease your HP the more you stay in it. You can refill it by entering one of those light panels, but obviously that wastes too much time.

Magma Dam:

There’s an item in a transparent box that usually requires opening the “lava-fall” to break open. But while carrying a bomb and going at it at the right direction, you can grab the item without breaking it open. This isn’t possible with the other items in the other transparent boxes because they are not wide enough.

Crysta Hole:

Unfortunately for this one, no matter how fast I get, I am unable to reach the spiked-platform on time before it raises. Because of that, I took some time to jump for it as you’ll see.

Emerald Tube:

First Bomber Slider level of the game. The idea is simple, but precise. It’s fastest if you move as straight as possible, especially when making swift turns which I don’t do. It’s also fastest to not attack enemies, as that will slow you down by only a couple of frames. So I go towards the items that reward the biggest amount of points.

Death Temple:

I can’t believe Bomberman got himself caught twice, making me do the level twice. Oh well…

Death Road:

There’s so many items and enemies here, the amount for collecting and defeating all of them FAR surpasses the amount for 5 points. I tried the best possible route I can manage.

Death Garden:

The plant enemies here are very annoying to deal with. Not only do I have to get very close to them just to spawn them, but the moment that I walk away, they disappear. So if you see me lay bombs right next to them so that it explodes sooner, that’s why.

Float Zone:

Three things to note here. The first is the total amount you can get here is 550 points more than needed. So, skipping the bomb enemies once more was an easy choice for the same reason as in Warp Room. The second thing is the bubbles you can go in eventually disappear allowing you to drop, but obviously it is much faster to have an enemy damage you to get rid of it earlier. Thirdly, you might want to turn down the volume for the first half of this level.

Aqua Tank:

More bad luck here, as I wasn’t able to make either lifts on time. A tad bit of waiting had to be done, which thankfully doesn’t take long. As you can see, the level ends when the water tank gets destroyed.

Aqua Way:

This one is interesting because not only is the needed score insanely high, but it requires you to go through the skeleton enemy. Normally you can kill the enemy for a whopping 2000 points, but it takes way too long to do that. So I settle for going inside the enemy twice. Luckily the items and enemies respawn.

Hard Coaster:

Without a doubt, the longest level in the whole game. It mostly consists of waiting on platforms.

Dark Maze:

Couple of things to note. The first is that in order to kill the slugs, you HAVE to get the salt bombs. This makes the routing complicated, because not only are regular bombs necessary to kill other enemies as well as boxes, but this also requires some going back and forth of the level. The second is you see me kick a bomb somewhere. This is for a lone crate not possible to destroy because of the salt bombs. I also stay in place for just a bit to be in range for the box to get destroyed.

Mad Coaster:

Near the end of the level, the slugs I killed on the right side regenerated due to a glitch where you can respawn them by killing them at the right moment you leave their range. Killing them twice wouldn’t be faster simply because when I’m riding on the platform, I don’t have the right bombs to kill them anyway.

Move Stone:

As the name implies, you need to move 4 blocks into the slots to open the way.

Vs. Bolban:

Very straight forward fight. Two weaknesses with the head and the tail.

Hopper Land:

One of two levels where you ride on Louie. One of the downsides of this is that there’s no controlling how high you can jump here, so once you jump, you have to commit to the high jump.

Junfalls:

Pretty standard here. Those flower enemies are annoying to deal with because once you get the first hit on them, they go back into their bud, leaving them invincible for some seconds. Therefore, I had to stay a little bit to make sure I get the second hit before that happens.

Freeze Lake:

Third Bomber Marine level. One thing to note here are the giant ice rocks that fall. They’re very difficult to dodge and can only be dodged by swerving extremely far right or left, move back, or stay at or near the floor.

Cool Cave:

Freeze bombs required to turn enemies into ice cubes to jump on. For some of them, there’s a slight delay to make them rise up and get a taller ice cube.

SnowLand:

Fairly generic. Most of the enemies here take two hits to kill, which makes laying bombs to kill them a tad difficult.

Storm Valley:

The other level where you ride on Louie. There’s a neat trick where you can bounce off the edge below a wall that essentially makes it so you can bounce off the same wall twice. This was done at the end of the level.

Snow Circuit:

The other Bomber Slider level. Same concept as before, minimal movement plus absolute zero use of attacking, which is slower than anything else (except getting hit of course).

Heaven Sky:

I avoid a path where if you go in between two pillars, it will transport you to an area with more items and enemies. This is used in 100% speedruns, but luckily I was able to get enough points to save over a full minute by avoiding the area.

Eye Snake:

This one was tricky purely because of the snake enemies. They take three hits to kill, and my original idea was to keep hitting them as I ran around the level. However, when I get too far away from them, their models disappear and their health regenerates. The best thing to do was to get them when I first have them in my sight.

Air Room:

Probably the hardest level to plan out. There are several ways to go about this, and I just went with my best judgement for the best route.

Zero G Room:

With zero gravity in motion, movement is a little harder. You can’t control how high you jump unless you drop a bomb at just the right time.

Mirror Room:

Pretty straight forward. This was always one of my favorite levels as a kid.

Vs. Natia:

There’s a very hard trick to use in this battle, probably the hardest in the game. For the robot, Cronus, if you hit it with multiple bombs at the exact same time, you can do double the damage where it would normally be one damage, making the battle much faster. I’ve been unable to replicate this trick with any other boss except this one, and from what I understand, others have been unable to either.

Garaden Bosses:

This planet speaks for itself. Fighting again the bosses you’ve fought before plus the “final” boss. A couple of things to note. The first is that the animation of Endol laughing is not here this time around, so I wasn’t able to cut the battle shorter. The second is I received bad luck with Cronus. There’s a chance that Cronus appears out of the lava faster the second time around, but no matter what I did, I found no way to manipulate it so that it appears faster. And finally, the manipulation of the first part of the “final” boss, Bagular, is a little nuts. There’s an ability where he teleports from one place to another, so if you see some delay in attacking him, it was to avoid wasting seconds waiting for him to teleport back.

Outer Road:

Final Bomber Jet level. I wanted to boost through the entire level, but wasn’t able to score enough points to get a 5. I had to slow down to destroy one of the UFOs at the end, which gives a whopping 500 points.

Inner Road:

A bit of a tricky route to plan out. There’s some crystals that had to be collected on ground before I can make the platform that rises to the upper level to collect other items and just wipe out enemies on ground level from above.

Vs. ????:

For the true final boss, this fight is actually very simplistic. The tricky part is that he can dodge your attacks pretty easily. Obviously luck manipulation had to be used here to avoid that.

Possible Improvements

Besides just possible better optimizations, there are potential better routes to take per level, but I wasn't able to find them. I also have to mention the multiple-hit glitch with Cronus. As mentioned before, I was only able to use this glitch with Cronus, but it might be possible to use it on other bosses as well. But alas, my attempts have been futile.
That's about it. Enjoy!
EDIT: Upon uploading the movie, I made the mistake of uploading the wrong one, one that I had backed up prior. Whoever is the judge assigned for this, please replace the movie in this submission with this from my user file:

CasualPokePlayer: Replaced movie file with the above movie file.

nymx: Claiming for judging.
nymx: It was nice to have the WR holder to drop in for the discussion. Since I am not as familiar with this game, i think I'll yield to Yashichi's comments...since running the game for 10 years says a lot more than I can dig up out of this run. The only thing that I can say is that it looks like a really good run to showcase to the speed-running community. Being around 20 minutes faster is always an impressive feat of work and demonstrates a deep understanding and a great amount of work.
Accepting.

EZGames69: Processing...


TASVideoAgent
They/Them
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Posts: 15537
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This topic is for the purpose of discussing #8700: Captain_Forehead's N64 Bomberman Hero "100%" in 1:25:18.50
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Guess it's been a long time since I submitted something. Somehow the wrong movie was uploaded, even though I was sure it was the right one. I'm trying to edit the submission, but I'm not able to find a way on how.
EZGames69
He/They
Publisher, Reviewer, Expert player (4454)
Joined: 5/29/2017
Posts: 2761
I fixed the youtube embed at least.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Never mind. I just confirmed the movie I uploaded to the submission is correct. The information that was gathered from it shows as incorrect for some reason. The TAS is almost an hour and a half long, and definitely has more re-records to it. Not sure why it's showing differently.
Experienced player (674)
Joined: 2/5/2012
Posts: 1777
Location: Brasil
i hope somebody does any% and hidden stages as well! this is fantastic! CONGRATS ON STICKING TO THE TAS AFTER ALL THESE YEARS!!!
TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Emulator Coder, Judge, Experienced player (694)
Joined: 2/26/2020
Posts: 772
Location: California
Captain_Forehead wrote:
Never mind. I just confirmed the movie I uploaded to the submission is correct. The information that was gathered from it shows as incorrect for some reason. The TAS is almost an hour and a half long, and definitely has more re-records to it. Not sure why it's showing differently.
The movie file can be downloaded, extracted (it's just a zip), and manually examined to verify the site is looking at it correctly. Doing so will show that the movie file does in fact have a frame count of 44712, and the re-record count in the header is in fact 24279. 44712 frames at 60 FPS is 12:25.20. The site is not parsing the movie it has wrong. So, it would be a fact that this movie seems to be wrong. Why it's wrong could be a few possible reasons: 1. The server mangled the movie file, somehow (this would be seriously concerning, but this is frankly extremely unlikely). 2. You uploaded the wrong movie and the correct movie is elsewhere on your PC and you just did a mistake when re-checking to see if the movie submitted was the correct movie. 3. You uploaded the correct movie. The correct movie is wrong, and you don't have the correct movie on your PC. For 3... well assuming you didn't do a mistake then that seems to be the most likely possibility. By "the correct movie is wrong" I mean while it is the movie you have on your PC and what you intended to upload, it's not complete, due to some event making you lose your progress (granted, since you have an encode, this is also just unlikely). I would hope then that you just made a mistake in re-checking that movie :|
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
The movie file can be downloaded, extracted (it's just a zip), and manually examined to verify the site is looking at it correctly. Doing so will show that the movie file does in fact have a frame count of 44712, and the re-record count in the header is in fact 24279. 44712 frames at 60 FPS is 12:25.20. The site is not parsing the movie it has wrong. So, it would be a fact that this movie seems to be wrong. Why it's wrong could be a few possible reasons: 1. The server mangled the movie file, somehow (this would be seriously concerning, but this is frankly extremely unlikely). 2. You uploaded the wrong movie and the correct movie is elsewhere on your PC and you just did a mistake when re-checking to see if the movie submitted was the correct movie. 3. You uploaded the correct movie. The correct movie is wrong, and you don't have the correct movie on your PC. For 3... well assuming you didn't do a mistake then that seems to be the most likely possibility. By "the correct movie is wrong" I mean while it is the movie you have on your PC and what you intended to upload, it's not complete, due to some event making you lose your progress (granted, since you have an encode, this is also just unlikely). I would hope then that you just made a mistake in re-checking that movie :|
I verified that too, and see that you're right, it is the 12 minute one. I might have read the instructions wrong and sent my movie into a zipped folder instead of just uploading it "raw". I still definitely have the entire movie on my PC, but I probably messed up in not uploading that on its own. I wish I can go back and send in the right one, but the interesting thing is I never saved a version where it was only 12 minutes.
Emulator Coder, Judge, Experienced player (694)
Joined: 2/26/2020
Posts: 772
Location: California
Uploading the movie file placed in a zip is the correct thing to do, you didn't do a mistake in that.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
I figured out what happened. I uploaded a backup of the movie from my One Drive instead of my actual PC. This was my mistake. I'm thinking the right move to do is to cancel this submission, make another one, and upload the right movie. What do you think?
Emulator Coder, Judge, Experienced player (694)
Joined: 2/26/2020
Posts: 772
Location: California
You can simply upload your movie to a userfile, link the userfile, and a judge can replace the movie file.
EZGames69
He/They
Publisher, Reviewer, Expert player (4454)
Joined: 5/29/2017
Posts: 2761
I was able to confirm sync using the AngryLion video plugin.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Joined: 7/26/2014
Posts: 14
Wow, huge congrats on finishing this TAS. I've been running the game real time for about 10 years and currently hold the record for this category too, so to see this be 20 minutes faster than my time was a big surprise. Unfortunate that a few bits of movement come out looking slow, but I know they really aren't. The strict score requirements combined with Bomberman's awkward jump rigidity, only two jump heights and essentially two air speeds, having to wait for some jumps to finish and a little backtracking is inevitable sometimes. I want to take my perspective as a real time runner and comment on a few stages. There's been a lot of times I've thought "man it'd be cool to consistently do this" and your TAS humors every one of those thoughts and more.
  • Seeing the attacks from above in Secret Room was super cool, I've never manged it myself so to see it actualized was fun
  • Dropping down at the end of Dragon Road was cool, always been too scared to do it. Very stylish
  • I appreciate the optimization of Killer Gate, the rising and falling for the bombs and spacing them such that their expanding radius hits the subs just right seems like it took a ton of work to optimize. Seriously, this stage owned
  • Appreciate Baruda for the same reasons as Killer Gate. Real time we tend to sit still at the start and drop a bomb while rising once the score timer hits a certain point. Everything after that is always a mess so it was dope seeing this bird be put in his place
  • I popped off a little when you did the clip off of the generator thing to grab the safety vest in Magma Dam; I think real time runners had only discovered that one 2 years ago so I wasn't expecting to see it. How long ago was Magma Dam TASed? Don't mean to imply you like hid the trick or anything, mind, the only reason it wasn't known real time is because US 100% had gotten nearly 0 attention until just before I came across that clip. It's a little obvious even, so I'm just curious to know how long you had known about it
  • Death Garden was satisfying to watch, you made the cycles like perfectly. Did that just end up being the case with the fastest movement, or did you prevent having to watch Bomberman wait by discreetly moving a little bit slow at some parts?
  • Float Zone 🙉🙉🙉 real time I always made sure to destroy the car alarm guy even though I knew it was slow lol
  • Hard Coaster in general is such a snoozefest, and the long throw powerup makes dealing with the enemies even worse at the end. There's not even much you can do to make the downtime here entertaining. Like you can run around the platform or like move the camera around and that's it. I'm sorry you had to TAS that.
  • I spent a lot of time routing Dark Maze for my runs, maybe more than any other stage, and seeing your TAS come up with more or less the same route was super validating. There's a lot of interesting routing decisions to make swapping between the normal and salt bombs. I really love the bomb kick to hit the box in this stage
  • In your notes for Mad Coaster you mention the slugs regenerate when they die right as you leave their range. Do you happen to know how far this range is? And do other enemies share the same range? There have been a couple real time runs of 100% where the bomb rat in Warp Room respawns and we weren't sure how to replicate it well. There's also the tree beneath the Adok Bomb in Great Rock that you can duplicate too, though that's done by dropping the killing blow bomb from all the way above on those small floating platforms and waiting a second before dropping down, but that one doesn't seem to be timing based
  • Move Stone was hype as hell, you moved those stones like no other..
  • Eye Snake seemed tough, were you manipulating the movement of the snakes at all or are they actually just random? Never been able to tell
  • The wait in the Cronus refight was super unfortunate, but as I understand it the RNG value only advances on certain events and isn't tied to any global timer or anything, and I don't think your actions as Bomberman can ever affect it directly. Really, really unfortunate that you got stuck with Cronus not playing nice
  • Your Natia refight was beautiful. Seeing them just stand there was almost cathartic
Overall, you put together a great TAS and its release was such a cool surprise. Bomberman Hero is a very simple game in some ways, but in knowing the ways in which it's not I can tell you put a ton of effort into this. Seriously, good job. I had a ton of fun watching it and I'm sure I'll be watching it again in the future
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Thanks for all the comments guys! It makes me happy knowing that many of you enjoy watching this run. To address some of the questions:
I popped off a little when you did the clip off of the generator thing to grab the safety vest in Magma Dam; I think real time runners had only discovered that one 2 years ago so I wasn't expecting to see it. How long ago was Magma Dam TASed? Don't mean to imply you like hid the trick or anything, mind, the only reason it wasn't known real time is because US 100% had gotten nearly 0 attention until just before I came across that clip. It's a little obvious even, so I'm just curious to know how long you had known about it
This one wasn't discovered by me. Over a decade ago when some of us were passionate about this, this trick was brought to my attention by the group I was working with in the Bomberman Hero thread. There's a couple of ways to go about that, including self-destructing before hitting the magma. But I was happy knowing I just had to make a precise jump to get over the dam. EDIT: I’m sorry, I completely misread your comment there! That trick was inspired by your speedrun actually. Your run was where I first discovered it.
Death Garden was satisfying to watch, you made the cycles like perfectly. Did that just end up being the case with the fastest movement, or did you prevent having to watch Bomberman wait by discreetly moving a little bit slow at some parts?
Thankfully this was a result of just moving fast. In a lot of these levels, moving slow was a means of waiting for certain platforms or lifts to come by, but I got lucky with Death Garden.
Hard Coaster in general is such a snoozefest, and the long throw powerup makes dealing with the enemies even worse at the end. There's not even much you can do to make the downtime here entertaining. Like you can run around the platform or like move the camera around and that's it. I'm sorry you had to TAS that.
Me too. I didn't think I was going to find a level I dreaded TASing more than the Bomber Marine levels, but that one certainly took the cake.
I spent a lot of time routing Dark Maze for my runs, maybe more than any other stage, and seeing your TAS come up with more or less the same route was super validating. There's a lot of interesting routing decisions to make swapping between the normal and salt bombs. I really love the bomb kick to hit the box in this stage
I remember spending a lot of time trying to plot out my route with this. Definitely one of the hardest to do. The idea to kick the bomb to the box came from real time speedruns (including yours) where they would do the same. With the slugs appearing all over the level and other enemies (and boxes) spread all over, there was no easy way to do this without having to backtrack.
In your notes for Mad Coaster you mention the slugs regenerate when they die right as you leave their range. Do you happen to know how far this range is? And do other enemies share the same range? There have been a couple real time runs of 100% where the bomb rat in Warp Room respawns and we weren't sure how to replicate it well. There's also the tree beneath the Adok Bomb in Great Rock that you can duplicate too, though that's done by dropping the killing blow bomb from all the way above on those small floating platforms and waiting a second before dropping down, but that one doesn't seem to be timing based
I never did look into how far the range is because I didn't think it would be useful in any given situation (I could be wrong though). The Great Rock strat I know has been used, but were moving so fast when TASing that I would end up wasting time waiting for the bombs to drop. I can see it's useful for realtime speedruns though.
Eye Snake seemed tough, were you manipulating the movement of the snakes at all or are they actually just random? Never been able to tell
The snakes actually follow you throughout the level. They do however move in a weird way where they shoot up vertically, shoot towards you, and then after a little bit go down, and repeat. As I said before, I wanted to defeat them as I progressed throughout the level, but they don't move fast enough that by the time I'm out of their range, their health returns. A little frustrating, but it can't be helped.
The wait in the Cronus refight was super unfortunate, but as I understand it the RNG value only advances on certain events and isn't tied to any global timer or anything, and I don't think your actions as Bomberman can ever affect it directly. Really, really unfortunate that you got stuck with Cronus not playing nice
I am still baffled by how to manipulate that one. No matter where I move, what my actions are, or even when I entered the level, I was not able to manipulate it where it would rise up earlier. Might be worth looking into. If this were the Japanese version, you can easily defeat Cronus before it even goes back into the lava. Kirkq made a video about that some time ago.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5673] N64 Bomberman Hero "100%" by Captain_Forehead in 1:25:18.50