This is a TAS of 'Keith Courage in Alpha Zones', a well known TG16/Pc-Engine platformer. It was created using Mednafen-rerecording 138. The actual rerecord count is in the 8000 range, but I messed up somehow and reset the rerecord statistics.
I'd like to give a shoutout to FuzZerd. His early WIP made this run possible, as it filled some necessary holes in my early strategies.
A Youtube version of this run is located at http://www.youtube.com/watch?v=Gq5KG9_2lgU

The Details

  • As Fast as Possible
  • Takes Damage to Save Time
  • Manipulates Luck (Coins/Heart Maxes)
  • Abuses Programming Errors

Game Specific Notes

Keith Courage is broken down into 7 Zones. Each Zone features an Overworld section, where you play as plain old Keith, and an Underworld section, where you play as Keith donning the robotic Nova Suit.
Gameplay is basic platforming with some RPG elements thrown in. There are some NPCs in the Overworld who can heal you for a price, sell you Bolt Bombs (a Sub-Weapon not used in the run) and give you general advice. There are also 5 upgrades to your initial weapon you can buy, of which we purchase only 2, the 2 which increase the length of Keith's sword in the underworld as well as add damage.
Keith in both sections can abuse damage pushback to save time. The invincibility is also useful for bypassing enemies. He gains more frames for doing so in the Underworld, but is slower and takes less damage in the Overworld. Keith's slower Overworld speed necessitates taking as much damage as we can fit in conceivably unless it will put us below a certain health threshold for the Underworld or lose us time in another way (such as killing the enemy for a coin).
Keith loses momentum if he touches the floor while being pushed, but can jump to gain his speed back quickly, meaning even small pushes are faster.
Another abusable concept are the hearts dropped in the Underworld by larger enemies. Killing these enemies on different frames or while jumping or moving can manipulate them to drop hearts. Not only this, but Life MAX ups are not gained by getting a certain amount of hearts as previously thought. They are a different item completely (even though they look exactly the same as a normal Heart!) and can be manipulated into dropping in the same manner. Manipulating a Life MAX up to drop is of course much faster than collecting coins and visiting Nurse Nancy in the overworld.

Rock Zone

Overworld: Some minor Coin collecting is done in this short level.
Underworld: Sets the tone for the rest of the run. Keith rarely attacks an enemy and heavily abuses damage pushback. One enemy is manipulated into giving me a Heart. Moving in the opposite direction while falling is normally not possible, but we find a way around the game's limitations. If Keith has to have no momentum left when he goes over the edge of a Cliff, the game will allow him to move opposite the way he was going while falling. Additionally, if he is falling one way and you graze a platform just right, you can turn directions and fall the other way. Because Keith can reach his full momentum in midair, these actions can potentially save lots of time when falling off ledges, and each action is done at least once here. It is most useful when falling into a Boss Area or when you reach one edge of the stage and need to fall and double back the other way, both common occurrences in every underworld level.
Boss: Nothing special. Keith's short sword length is the only thing making this fight an annoyance.

Reverse Zone

Overworld: Treated just like Rock Zone. Minor Coin gathering mixed in to save us a tiny bit of time later.
Underworld: Not very 'reversed.' Because Keith doesn't have much health yet, I have to be very careful with my damage choices here at first. I manipulate one Ninja Bomber enemy to drop a heart so I can continue, and later in the level manipulate a second one to drop a Life MAX up. I miss that top dissipating platform by only 1 frame, which is a big area for potential improvement. It is determined by when you jump into the area near the platform, and not anything previous.
Boss: This Boss proves to be no match for TAS style dodging and attacking.

Fire Zone

Overworld: There is a Rooftop here with a bunch of cats. These are used to gain the rest of the coins necessary for us to reach 3000 (the exact amount we need to buy both our Sword Upgrades.) This area has the most room for potential improvement. I tried various ways to get the coins as quickly as possible, but this 2144 frame solution was the best. There is also 12 frames of known improvement here, although going back to attempt to fix it ruined my coin gathering manipulation, making that slower. By jumping just before a fire pit damages you rather than after, you gain 4 frames. I use 600 of my well earned coins to buy the Thunder Sword, finally visiting my first hut, before moving on.
Underworld: They remembered to actually make this Underworld area have some fire, since you know, this is Fire Zone and all. Damage pushback is also used to traverse some wide gaps here, saving additional time. At the end a ninja bomber is convinced to drop me another life MAX up. I then take a shortcut among some spikes (definitely not intended!) and head to the boss.
Boss: Manipulated into the perfect position at the cost of a whopping 0 frames.

Toxic Zone

Overworld: Life rounding is abused in an unintended way, temporarily giving me 6 hearts when I should only have 5. This glitch only seems to work if you gain a life max up with 1 heart remaining, have that heart not be 'empty' (a hit or 2 from death) and take no more damage before you reach an Overworld area and the rounding kicks in. I abuse my newly gained 6th heart, quickly sacrificing it to take a ton of damage in this area and boost myself with anything I can find of use.
Underworld: This area doesn't look very Toxic. I'm starting to feel cheated. There aren't many enemies here, but the ones we do encounter are convinced to push us over a gap, push us through a gap normally too tiny to fall through, and other oddities. This mixed in with good platforming makes this stage a breeze.
Boss: Unfortunately this was the best method I could find for killing him quickly. Even 2 hits per wave is usually impossible for a human without taking damage or wasting a bunch of time moving far away. It is (occasionally) possible to sneak in a 3rd hit at the cost of taking damage, but it doesn't save much time because you have to move further away, and this boss takes an entire heart each time he hits you, making the trade not favorable when hearts can save us much more frames with damage pushback. We are also fighting him with an inferior weapon to save us the time of gathering more coins/stopping at a Weapons Master.

Glacier Zone

Overworld: The icy patches are meant to be an annoyance if you get hit but I safely ignore them and keep moving. I then purchase the Jewel Sword with our remaining coins, and that concludes my second and final visit to a hut.
Underworld: The only thing making this place 'Glacial' are 2 small frozen platforms, one of which I skipped completely by falling into that gap at the beginning. Long and confusing map done quickly. I manipulate a Life MAX up while having to wait for a dissipating platform to reform, and with my new found health continue on.
Boss: Manipulated into perfect placement at the cost of 1 frame.

Magic Zone

Overworld: There is a whole theme of Magic in the storyline here, but it's not seen since I don't visit any of the huts. I guess you'll have to settle for those weird grey Shrines.
Underworld: Not very magical. Notice a theme here? I wait slightly when I reach that first Ninja Bomber because I need to manipulate him while waiting for a dissipating platform below. Later in the level I take on a series of jumps/falls that would be impossible for a human, first jumping onto the edge of a spike pit, using the pit so I can change directions while falling, squeezing into a tiny gap and again changing directions while falling.
Boss: My single favorite part of the run, Keith versus the by far hardest boss in the game, and with an inferior weapon.

Robo Zone

Overworld: Conveyor Belts are used where possible to speed things up here.
Underworld: I guess since we have Conveyor Belts that's an excuse to call this place Robo Zone. The first Gunhead we meet is convinced to give us a Life MAX up, and we use the health as well as the Conveyor Belts to blow past this stage despite its' length.
Boss: I use a well known glitch here to make the boss inactive, making speedy victory a certainty.

Screenshot recommendations

  • Frame 47409 (Keith dodging among 2 shots from Boss 6 while hitting with the very tip of his sword)
  • Frame 20071 (Keith walks among spikes)

Thanks

  • FuzZerd
  • Bisqwit
  • adelikat

adelikat: Good viewer response, accepting for publication.


TASVideoAgent
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This topic is for the purpose of discussing #2271: Sp00ky's PCE Keith Courage in Alpha Zones in 16:17.30
Joined: 3/11/2008
Posts: 583
Location: USA
(watches via yt) The human sections are slow but tolerable, the nova suit sections are quite fast and enjoyable. Damage boosts are laid on very thickly. I kind of like the music. Yes. Please explain the "well-known glitch" on last boss for the rest of us, though.
Player (84)
Joined: 8/18/2008
Posts: 80
When entering into the final boss area, if you can make the top section of the boss appear before the screen has completely scrolled to the floor, his AI code does not load properly. That's really the best way I can explain it. In the terms we thought of it when I was a kid playing this game, it was just known as the 'jump into the boss room at the right angle and he can't move!' Glitch. It was really well known and posted in game magazines and such at the time.
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Is it just me, or does Keith look like Gunstar Red? Anyways, the damage boosting looks awesome. While I can't vouch for the technical quality of this run (I've never even heard of the game), the run definitely looks publishable to my untrained eye.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Player (84)
Joined: 8/18/2008
Posts: 80
Unfortunately there is not a lot to compare to. I will say that the completion time is pretty unreal considering this is a game that would take most people 2-3 hours to beat in one sitting. There is a youtube run of this game that I wouldn't exactly call a 'speedrun' though it is played by someone experienced (and he used savestates rather than recording deaths) and it clocks at over 65 minutes. Someone at SDA was working on this game a while back but has yet to complete his run. Things I am confident about: The route choice is the fastest barring a big glitch being found. The method for collecting coins is the best barring a glitch being found to spawn multiple Golden Cats in a row in stage 4 or 5. The boss strategies are inhumanly powerful. The only one that I'm even remotely concerned about is boss # 4. Things I am unsure about: If the enemies chosen to damage boost from are the best choices. Some of them are no brainers, such as enemies who are the only one in the area, or in cases of when there are multiple enemies, the one who does the least damage is chosen when possible. However in other cases it may be possible that boosting off a different enemy influences the next section in a way I could not have predicted. Heart collection methods: The stage 3, 5, and 7 Life MAXes are perfect. Stage 3 gives us the rounding glitch, 5 cost us 0 frames to get because we had to wait for the platform anyway, and 7 maxes our health before a long level and is necessary. However the stage 1 heart and the 2 hearts in stage 2 could possibly be rearranged. Time to collect coins: The area chosen to collect coins I believe is the best area. I also believe this can be done faster, although I was unable to do it. This was the best attempt out of many. Things that I believe are impossible but would be nice: In Stage 2 underworld there is potential for a HUGE shortcut if you can cross a gap at the very top of the level. Not only does it seem impossible to cross this gap with damage boosting (I missed by 4 or 5 pixels) immediately following is ANOTHER huge gap without any enemies, though this one potentially is doable with a damage boost. It reminds me of the area in the TMNT nes run where getting an enemy to follow you allows you to save a bunch of time by jumping over the rooftops rather than using ropes. Sorry to get long winded :p
Joined: 6/26/2007
Posts: 147
There are some games that make me wonder why a certain platform wasn't more successful. This isn't one of them. Anyhow the game is kinda blah for me, but the TAS showed skill and I suppose as a pack-in game it should be published.
Player (84)
Joined: 8/18/2008
Posts: 80
Definitely agree this game will not win any popularity contests, it's pretty much thought of as 'worst pack in game' for its' era. However the game looks much different TAS'd than actually played which is what convinced me to continue with it. It's a tradeoff, boring overworld sections for blazing fast entertaining underworld.
Joined: 10/3/2005
Posts: 1332
You don't often see a guy work so hard to get pegged in the head by a bird. Maybe all those concussions explain the epileptic fit Keith seems to have after defeating the last boss. The precision looks solid, considering some of the remarks in the submission text. The only thing that really looked like a mistake was the cat-grinding segment, where some of the cats don't drop anything. Is the drop RNG is deterministic, or somesuch? Either way, I definitely think this should be published. Yes vote.
Player (52)
Joined: 4/10/2009
Posts: 226
I'm not 100% sure, but from what little luck manipulation I've tried on this game you can have the number of coins change by waiting a few frames, but they tend to stay the same for the same enemy. and since the amount of time it takes for the next cat to appear is based on when you kill the last cat its some times better to not try for a coin.
Player (84)
Joined: 8/18/2008
Posts: 80
Pretty much what FuzZerd said. it IS possible to make every enemy drop a coin, but when it takes upwards of 40 frames to do so, it is better to just kill that enemy immediately to spawn another, or use that time to reposition yourself. Complicating matters is the fact that coins disappear VERY quickly, forcing you to gather dropped coins near immediately or risk losing them.
Joined: 10/3/2005
Posts: 1332
Ah. Well, I'm glad there was no oversight there. Thanks for the replies. :)
fruitbane
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Joined: 3/28/2005
Posts: 216
I think there are some minor improvements that could be made but this is easily good enough for publishing. That just means perfectionists will have some oneupsmanship with which to occupy their time.
Joined: 12/20/2004
Posts: 226
I was one of those kids who had a Turbografx, and I thought it was really cool at the time. I even thought this game was cool. Yeah, I was a stupid kid. :( Yes vote. I'm not too sure about that platform you missed by one frame, and some of the falling confused me (it looks like you land and some platforms right before the second boss for no reason), but I'm sure you had reasons and the damage boosts were really cool.
Player (84)
Joined: 8/18/2008
Posts: 80
it is 25 frames faster to land on those platforms at the end of stage 2 than to just fall, because Keith cannot continue his forward momentum while airborne if he stops himself for any reason.
Joined: 5/29/2004
Posts: 757
Outside of wishing Level 4 coulda had some more of those through the spikes goodness, this was a very entertaining run and I am grateful for it being encoded on YT as it helped my decision along nicely. The bumping was annoying, but understandable, and the cat coin co-operative was crazy! Definitely a Yes vote. Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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The overworld segments became repetitive quickly, but the Super Metroid-style damage boosting in the underworld segments was really cool. There was just enough of that action to give this a yes vote.
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. ---- [1309] PCE Keith Courage in Alpha Zones by Sp00ky in 16:17.30
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YouTube 4K 60 FPS encode: Link to video
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The rerecord count is wrong.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The author claims that the actual rerecord count is in the 8000s range. Should I use the written rerecord count of 487 or leave it be?
fsvgm777
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This is kind of interesting. NitroGenesis's YouTube encode shows 487 re-records, whilst sp00ky's downloadable encode shows 8000 re-records. Though, I believe for consistency's sake, we should go with the re-record count given by the movie file and not an author's estimate.
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With the alternative rerecord count. Link to video
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Yeah.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.