Choujin Sentai Jetman TAS v2
  • Aims for fastest time no matter what
  • Plays at hardest level
  • Takes damage to save time
  • Manipulates luck
  • Genre: Platform
  • Genre: Fighting
Played with FCEU 0.98.16
Completed in 9:24 (33837 frames)
Now I know how it phils when someone "improves" your run by using obvious tricks you refused long ago.
Anyway, I'm not satisfied with xipo's run. Cheap tricks aside, it improves only 35-40 frames of my old work.
So I revised my old TAS and found several new tricks.
The most interesting fact is that this game doesn't reset most of semi-important timers, so by finishing previous boss bettle sooner or later you can influence how fast Robot power will achieve necessary point on next boss battle. This forced me to plan route precisely, thus current level order isn't random.
This planning helped mostly in final battle. Also I managed to create situation when finishing boss battle with eagle strike doesn't affect final result (with eagle strike you lose 9 frames but in final battle weapon power rises 9 frames faster).
Watching Memory helped to polish everything up. Unlike obvious lag in last area, there was couple of hard-to-notice lag frames in previous levels.
I noticed that sometimes it's useful to switch the order of increasing X coordinate. Let's say, when it increases like this - 1-2-1-2-1-2... - you may bump into enemy at 5th frame, but when it increases like 2-1-2-1-2-1, you'll miss it.
Of course I also had to use cheap ways (taking damage and choosing red ranger). If I wasn't, final time could be something like 9:27.
So I played whole run with red ranger, because even at the last level you can run quickly without shooting anything. Although you lose at least 7 frames with red ranger, you still save 17 frames in menu screen.
In terms of in-game timer it's ineffective (time consumed in menus wouldn't be taken into account), but acording to Adelikat's individual decision the game TAS should aim on FCEU timer. Well, I'm not arguing, although it seems the run degraded into 1-character playthrough.
Just for example I made another run where last area is played by blue ranger, it's 10 frames... mmmm.. slower. Although it's 7 frames faster.

NesVideoAgent: Hi! I am a robot. I took a few screenshots of this movie and placed them here. Oh! I also replaced the ROM name.
  • You indicated Choujin_Sentai_-_Jetman_(J).nes
  • I updated it to Choujin Sentai - Jetman (J).nes

Truncated: Even though only 2 persons voted so far, I accept this as an improvement to our current run.


TASVideoAgent
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This topic is for the purpose of discussing #1622: AnS's NES Choujin Sentai Jetman in 09:23.95
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AnS wrote:
I noticed that sometimes it's useful to switch the order of increasing X coordinate. Let's say, when it increases like this - 1-2-1-2-1-2... - you may bump into enemy at 5th frame, but when it increases like 2-1-2-1-2-1, you'll miss it.
What you did was subpixel optimization. The character moves at 1.5 px/f which causes the 1-2-1-2 pattern. By offsetting his position by 0.5 px, you cause the pattern to change (how did you do it, btw?). I didn't think it would be useful for a game as simple in terms of movement as this, but thanks for proving me wrong. :) And of course, voting yes.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
AnS
Emulator Coder, Experienced player (728)
Joined: 2/23/2006
Posts: 682
moozooh wrote:
By offsetting his position by 0.5 px, you cause the pattern to change (how did you do it, btw?).
First I noticed it at level E, there are water surfaces which slow your down from 1.5px/frame to 1 px/frame. But then I reralized it's possible to reser subpixel coordinate to 0 by precisely bumping ledge corners (because any wall has integer coordinates), so I change pattern by losing 0.5px, which fortunately doesn't affect time needed to finish a level.
Post subject: Movie published
TASVideoAgent
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Posts: 15619
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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. ---- [922] NES Choujin Sentai Jetman by AnS in 09:23.95
SideofClouds
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Joined: 1/20/2012
Posts: 20
Location: Romania
It was entertaining to see you go through enemies, bullets and walls without taking damage. Boss fights were very well done. Yes vote from me!
WST
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Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
SideofClouds
He/Him
Joined: 1/20/2012
Posts: 20
Location: Romania
^ :) ... but i wanted to post this 6 years after publication