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Game Summary

Quite different from the arcade game in many ways, the NES version of Strider introduces a completely different storyline, new characters and a new style of play, switching from the side-scrolling action of the arcade game to more of an adventure style. Hiryu learns quite a few new tricks in this new quest: the wall-bouncing Triangular Jump, the long distance Acceleration Jump, and a slew of new Power Tricks up his sleeve.
The story starts out with Hiryu being called out of retirement by the acting Vice President of the Striders, Matic, to hunt down a captured Strider and kill him. Hiryu learns that the captured Strider is none other that his best friend Kain, and sets off to rescue him, unknowing of Matic's future plans...

Run Summary

Through the use of some creative glitching, this run beats architorture's wip (http://dehacked.2y.net/microstorage.php/info/2972/strider.fcm) by a staggering (nearly) 20 minutes. Though the game allows you to go to locations (more or less) in any order you want, you're generally stuck to a linear progression due to the need for certain items, spells or keys. This run only collects one disk, one key and skips all boots.
Throughout this run, I use two glitches (which are essentially variations of the same thing). I don't believe these can be replicated in a non TAS run since it requires frame precision to accomplish. Whenever you walk towards a wall, if you get too close, the game "bounces" you back the way you came. However, if you're doing this using frame advance, at the point where the game "bounces" you, if you change direction, the "bounce" will still occur, but you'll be pushed towards the wall (since the game thinks the way you're facing is the way you were coming when the bounds check occurred). By repeating this a few time, you'll get stuck in the wall and start cycling through it vertically.
This same glitch is used on locked doors. If you don't have access to get through (be it a game sequence or a particular key), the game treats the door as a wall. However, since the door isn't actually a wall (it doesn't continue vertically), you can progress through it by alternating your left and right movement on alternating frames.
This is used in Australia and the Red Dragon to get through doors that normally require a key or an event sequence to be acquired/completed.
Analyzing Disk 2 opens Australia and Egypt on the map. I go to Australia and use the above glitch to get through the Door 5. Note that I'm only at level 2 here with 20 HP. After fighting the boss at the end of Australia, the game levels me up to the highest point (150HP). It seems Strider doesn't check your levels prior to leveling up so it increases you to the point it assumes you "should" be at after each mission.
After Australia, it's straight to the Red Dragon. This means that 2 (possibly 3) additional trips to Kazakh, 2 trips to China, Japan, San Francisco and Africa are all skipped. In the Red Dragon, I choose the left route after the lasers to avoid a message interruption and also to set up another wall glitch. Glitching the right wall down to the door allows me to skip the fight with the spinning purple guy (anyone who's played this game knows this guy's irritating and time consuming). Another door glitch, another wall glitch and I'm at the Matic fight, whom I can beat without the plasma shot since a spark knocks the cipher out of his hand (props to architorture for figuring this out).
This final submission is now 1:08 faster than the first canceled submission. Using the method I employ in the Red Dragon to skip ALL the boss (re)fights doesn't allow me to skip the final NPC interuption, so I lose a few seconds there that could possibly be improved (not sure how to skip him, seems it was a fluke in the v2 run).

Specifics

  • Recorded with FCEU 0.98.16
  • Uses death as a shortcut
  • Takes damage to save time
  • Abuses programming errors
  • Aims for fastest completion

adelikat: Nice use of glitches/warps/shortcuts. Accepting for publication.
Bisqwit: Submission file updated from author's providisition.
Maximus: Updated submission text to describe updated movie
adelikat: Processing...
adelikat: Rejecting in favor of the 20sec faster version posted in the discussion. With such a large improvement, please submit a new version rather than replace the submission file.


TASVideoAgent
They/Them
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This topic is for the purpose of discussing #1412: Maximus's NES Strider in 05:51.10
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
A very fast and terribly confusing improvement. Yes vote.
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Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Sorry to do this again, but I think I can save EVEN more time :P Zurreco, confusing how? Is it because the run is that glitched or do I need to beef up the submission text?
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
It's nothing that you did/didn't do; it's because of that boss fight in Kazakh after disc 2. I know what's going on, but the visual glitching makes the room look atrocious.
hi nitrodon streamline: cyn-chine
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Nevermind. I found another shortcut, but I can't skip an NPC dialogue (like I currently do) so that eats up any time that could have been improved :( EDIT. If someone wants to try improving this eventually (I think I've done as much as I'm capable of ... for now), if you die after getting disk 2 and go analyze it, Australia opens up. You can bypass the glitched fight, but you'll only have 20 HP for Australia (glitch through the door, but you may not have enough energy to take damage in an efficient way).
Former player
Joined: 12/22/2006
Posts: 193
Location: Flowood, MS
I had no idea what was going on, which is a wonderful quality to have in a movie. Yes.
<adelikat> tony hawk is porn for me <Comicalflop>my mom is hot
Player (31)
Joined: 9/23/2006
Posts: 207
Location: Moreno Valley, California
Yesness.
"The way to move out of judgment is to move into gratitude." — Neale Donald Walsch DannyLilithborne on IRC
Joined: 3/23/2006
Posts: 15
Ha! I always knew the warps would be found, but not so much in one run. Loved it. Yes! Anyone who has played this game will be baffled. When I can vote, I'll vote yes.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
architorture wrote:
Ha! I always knew the warps would be found, but not so much in one run. Loved it. Yes! Anyone who has played this game will be baffled. When I can vote, I'll vote yes.
:) You motivated me man. Got a feeling up to another minute can be shaved off ... but it'll take some serious testing.
Experienced player (614)
Joined: 4/24/2005
Posts: 612
Good use of glitches and exploitations of gameplay and not a bad game title either. I found it interesting and it's a really well done movie so you get my yes vote.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
Well, I decided that I'm not done with this run yet. As opposed to cancelling the current submission, I'm just going to see if Bisqwit can replace the fcm for me. I went back through this and, surprise surprise, it can be improved quite a bit more. This time around, I skip the glitch fight completely and opt for using death-as-a-shortcut. This kicks me back to the blue dragon, where I analyze disk 2 to open up Australia on the map. This accomplishes three things: 1) Save time on the getting to the glitched tree and fighting 2) Extra text interruptions due to Level up and disk 5 aquisition 3) Disk 2 is quicker to analyze than disk 5 I glitch past ALL the boss (re)fights this time around and go straight to Matic. By glitching through the walls to him, I can get him stuck in the door and just slash away till he dies. This puts me closer to my goal (less time spent navigating horizontally), however, I get stuck with an extra NPC conversation (GRRRRRRRRRRRRRRR). All in all, 34 second improvement over the current (un-accepted) run. I think this is pretty much as good as it's going to get. If I could skip the last NPC, I'd save about 5-8 seconds, but I think that's about all I can think up. I also exit out of the walls a lot sooner, since falling vertically is actually a lot faster than cycling through the wall until it spits you out. Enjoy :) EDIT: I'll update the submission text when the movie's replaced. EDIT2: Removed link to FCM since the submission's been updated.
Joined: 3/23/2006
Posts: 15
And now a serious yes to the improvement. Although, couldn't you get hit one more time along the way in Kazakh to make the walking robot thingie kill you in one hit instead of two? I noticed I did the same thing in my WIP, leaving myself at 6 HP instead of 5 or less and I always wanted to keep that in mind if I ever attempted a run. It might just save a couple of frames. Then again, you obviously skip so many enemies along the way you might not be able to get yourseslf down that far. Also, it seems with that dynamic wall glitch of yours, you might be able to skip Matic too and go straight to the tree. I'm sure you looked into this already, but just a thought. But I'm just speculating here - an incredible run for a game that takes almost an hour on the console and over 20 minutes playing by the rules. You certainly have set the bar here.
Emulator Coder, Former player
Joined: 10/2/2005
Posts: 563
Location: Toronto, Ontario
architorture wrote:
Also, it seems with that dynamic wall glitch of yours, you might be able to skip Matic too and go straight to the tree. I'm sure you looked into this already, but just a thought.
I can glitch to Matic in the first corridor in the Red Dragon. I tested this, but the problem is, if you glitch through the left side of the wall instead of the right side, even though you fight matic, the spark won't knock the cypher out of his hand, so it's impossible to beat him. The final tree is a couple screens below the initial position you start at in the Red Dragon, and there's no left wall to abuse :( As for the additional hit in Kazakh, i couldn't take enough damage :P If I wait around to take more by the guys prior to getting Disk 2, it's actually slower than taking an additional hit. I think i can get the shooting guy to hit me after the second wall glitch, but it didn't happen this time around :(
Joined: 4/3/2005
Posts: 575
Location: Spain
It gets out of synch here in both movies (one later than in the other, but always on the same spot), I have tried different configurations of FCEU with no luck (the ROM is the correct one). The first one looked impressively, the second one desynchs on the first wall glitch.
No.
Emulator Coder, Former player
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DrJones wrote:
It gets out of synch here in both movies (one later than in the other, but always on the same spot), I have tried different configurations of FCEU with no luck (the ROM is the correct one). The first one looked impressively, the second one desynchs on the first wall glitch.
Are you playing it in FCEU 0.98.16?
Joined: 4/3/2005
Posts: 575
Location: Spain
Maximus wrote:
DrJones wrote:
It gets out of synch here in both movies (one later than in the other, but always on the same spot), I have tried different configurations of FCEU with no luck (the ROM is the correct one). The first one looked impressively, the second one desynchs on the first wall glitch.
Are you playing it in FCEU 0.98.16?
No, I revised the numbers yesterday, as I thought that could be the reason. But now I realize I have been using v0.98.12. I must have read it wrong. Sorry for the problems. I'll watch it tomorrow!
No.
adelikat
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Best TAS moment I have seen in a long time: A guys says: "Matic is in the room over there. However, we can't open this unless we destroy the two systems somewhere" Afterwards, you proceed to glitch right through the door! Holy awesomeness :D Anyway, Good TASes do something unexpected. This run certainly qualifies as such. I will be accepting this for publication.
It's hard to look this good. My TAS projects
Player (62)
Joined: 9/4/2004
Posts: 107
Location: Brazil
I love STRIDER! YES YES and YES!
Joined: 4/3/2005
Posts: 575
Location: Spain
I finally watched it. It's wonderful and full of surprises. Very entertaining. :)
No.
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
I don't know much about this game but you certainly broke it. I also liked the music and most of the talking was goofy enough to keep me smiling like this :)
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Joined: 6/5/2005
Posts: 139
wow!!!! all i can say is WOW!!!!!!
I like stuff...
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Glad to be entertaining :) Need to find a new game to run now (or go back to Shadowrun ...)
Player (71)
Joined: 8/13/2004
Posts: 205
Well, after getting the ROM (i've never played the nes version of strider before) I conclude that I don't know enough about this game to know what the heck is going on, and judging by the other posts here, I wouldn't know what's going on even if I knew the game. This kind of run isn't my cup of tea anyway. So, abstaining
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
The character movement was a bit slow, but the glitching kept me interested. Yes.
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Joined: 3/23/2006
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A thought on how to speed it up even more: In my WIP, I managed to skip several enemies by sliding or tweaking the physics and jumping in the air. Alas, there didn't seem to be a rhyme or reason for it. But there might be a way to skip the samuri in Australia. With the power level you're at, it does take some time. I'll play around with it (in the WIP, he was one of the few I couldn't skip) and post if I get it somehow.