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[TAS] SNES Spider-Man/X-Men: Arcade's Revenge by jaysmad & Brandon in 23:28.18

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    This is a tool-assisted speedrun. For more information, see https://tasvideos.org/1969M
    TAS originally published on 2012-02-11

    Spider-Man/X-Men: Arcade's Revenge is an action platformer starring the iconic Marvel characters Spider-Man, Wolverine, Cyclops, Storm, and Gambit. After the X-Men get kidnapped by Arcade, Spider-Man must deactivate bombs, infiltrate the abandoned building where they were taken, and confront Arcade. From there, Arcade puts each hero to the test as they navigate through his bizarre "Murderworld" until Spider-Man can finally confront the madman head-on.

    This infamous game was made by LJN, and although it might be better than many others from that label, it still has serious gameplay flaws that make it frustrating, let alone incredibly difficult. However, it works great for a TAS. Using careful precision and many exploits, the team of jaysmad ( https://tasvideos.org/Users/Profile/jaysmad ) and Brandon ( https://tasvideos.org/Users/Profile/Brandon ) make it through this "Juggernaut" in less than 24 minutes. Please see the authors' notes ( https://tasvideos.org/3448S ) for a detailed breakdown of the levels, a couple of glitches that were unused in the run, and a video of a camera hack for the Black Queen fight that mostly happened off-screen.

    Please also check out the run for Wolverine ( https://tasvideos.org/1953M ), which is a NES game, also made by LJN, where most of Wolverine's gameplay came from.

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    YouTube stream and downloadable encodes have subtitles.

    #tas #tasvideos #toolassisted #toolassistedspeedrun #speedrun

    Transcript

    WEBVTT
    Kind: captions
    Language: en

    00:00:02.000 --> 00:00:05.000
    Thanks for watching this TAS of Spider-Man/X-Men: Arcade's Revenge by jaysmad and Brandon Evans.

    00:00:10.136 --> 00:00:13.136
    jaysmad primarily authored the Spider-Man sections.

    00:00:15.760 --> 00:00:18.760
    Taking damage here is necessary to save time.

    00:00:21.234 --> 00:00:24.234
    For those who've never played this game, you need to deactivate the bombs in a specific order.

    00:00:33.864 --> 00:00:36.864
    When hit, we are propelled in the opposite direction. This allows us to take many shortcuts.

    00:00:48.107 --> 00:00:51.107
    Web-swinging and web-cancel are much faster than walking or jumping.

    00:00:56.643 --> 00:00:59.643
    As web-swinging makes you skip a pixel, we are able to damage boost here.

    00:01:14.330 --> 00:01:17.330
    Turning around is very slow after web-canceling, so swinging is unnecessary here.

    00:01:56.727 --> 00:01:59.727
    We must wait until the web is totally gone until we can swing again.

    00:02:13.649 --> 00:02:16.649
    We skip the Shockers as killing them is useless.

    00:02:38.991 --> 00:02:41.991
    While standing, we can only shoot once every 8 frames.

    00:02:42.319 --> 00:02:45.319
    We use the backward web-shot trick, which consists of dropping down a ledge for 1 frame while shooting in the opposite direction.

    00:02:45.647 --> 00:02:48.647
    This technique allows us to shoot every 2 frames. Swinging does not hurt this boss and web-shots deal 1 damage.

    00:02:48.975 --> 00:02:51.975
    Considering that N'astirh has 30HP and each web-shot does 1 point of damage, this leads to him dying nearly instantly.

    00:03:04.649 --> 00:03:07.649
    We backtrack to reach the lower ledge for a big swing.

    00:03:15.215 --> 00:03:18.215
    We skip the higher section by swinging under the wall. This is the only known time where this is possible.

    00:03:25.997 --> 00:03:28.997
    Jumping against the wind will slow us down, so the best thing to do is either swing or take damage.

    00:03:30.506 --> 00:03:33.506
    Rhino has 24HP and can't be damaged by web-shots.

    00:03:33.834 --> 00:03:36.834
    Carnage has 25HP. When hit, he gets knocked back and becomes temporarily invincible.

    00:03:37.162 --> 00:03:40.162
    He receives 1 damage point from web-shots; he also takes 2 from a swing hit, but this can be doubled if positioned correctly.

    00:03:49.475 --> 00:03:52.475
    Brandon primarily authored the Wolverine sections.

    00:03:57.545 --> 00:04:00.545
    If properly timed, you can pass through a stunned Jack-in-the-Box unharmed.

    00:04:01.239 --> 00:04:04.239
    We punch at arbitrary times to manipulate the positions of certain enemies, namely the soldiers.

    00:04:04.567 --> 00:04:07.567
    This might work because this changes what addresses enemies are loaded into, as punching is perhaps handled like an enemy.

    00:04:08.277 --> 00:04:11.277
    If you withdraw your claws at exactly the right time, you can do the same damage as claws while dropping a heart.

    00:04:12.188 --> 00:04:15.188
    The Jack-in-the-Box normally drops hearts when you kill them with your fists. Collecting hearts is just for style.

    00:04:15.382 --> 00:04:18.382
    You can "kill" the water gun shots by hitting them. This becomes useful later.

    00:04:19.892 --> 00:04:22.892
    Most of this level has a fairly straightforward strategy. Just run and jump at the right times.

    00:04:24.667 --> 00:04:27.667
    You can slash in mid-air to take off 1 layer of the destructible wall.

    00:04:28.977 --> 00:04:31.977
    The punching manipulation allows us to hit these soldiers without stopping.

    00:04:32.304 --> 00:04:35.304
    We're not sure if the water gun objects can be manipulated, but doing so probably wouldn't help.

    00:04:36.714 --> 00:04:39.714
    This is the only known case in which we can detonate a block while simultaneously jumping on it.

    00:04:41.772 --> 00:04:44.772
    The punching manipulation also pays off here.

    00:04:49.559 --> 00:04:52.559
    Sadly, it doesn't seem like we can manipulate the clown.

    00:05:16.166 --> 00:05:18.478
    Jumping from here is fastest.

    00:05:18.495 --> 00:05:21.495
    Apocalypse has 48HP.

    00:05:21.823 --> 00:05:24.823
    Claws will hit a variable number of times per slash, doing 2 damage for each hit.

    00:05:25.151 --> 00:05:28.151
    We have tried multiple times and can't seem to do any better on this fight.

    00:05:31.174 --> 00:05:34.174
    WARNING: These subtitles contain spoilers. We recommend you watch this level without them first.

    00:05:37.164 --> 00:05:40.164
    Juggernaut begins with 32HP.

    00:05:42.822 --> 00:05:45.822
    Hitting him on the head with an anvil does 4 damage, while the 1 ton weights do 2 damage.

    00:05:47.813 --> 00:05:50.813
    Claws do 1 damage, but contrary to common belief, they will only do so at the end of the level.

    00:05:52.805 --> 00:05:55.805
    Worse yet, his health can't go below 2HP until you can use your claws.

    00:05:57.797 --> 00:06:00.797
    The game's failure to explain this has haunted non-assisted players!

    00:06:01.824 --> 00:06:04.824
    As Juggernaut gets pushed back whenever he collides with a block, we detonate the blocks in his way.

    00:06:06.516 --> 00:06:09.516
    From this point on, we try to get to the end as fast as we can purely for stylistic reasons.

    00:06:09.844 --> 00:06:12.844
    When Juggernaut collides with an anvil / weight, it does 1 damage, but this is useless and slows him down.

    00:06:44.054 --> 00:06:47.054
    ...Does anything seem wrong with this picture?

    00:06:54.454 --> 00:06:57.454
    As we got Juggernaut down to 2HP, we merely need to perform 2 slashes, which are now both allowed.

    00:06:59.545 --> 00:07:02.545
    Although we're told that this can't be done on a console, this ending amuses us.

    00:07:02.757 --> 00:07:05.757
    jaysmad primarily authored the Cyclops sections.

    00:07:15.586 --> 00:07:18.586
    Rubies give life and points. When your HP is low, you lose the chance to shoot rapidly.

    00:07:48.481 --> 00:07:51.481
    The lower route is much slower than the higher route here.

    00:08:15.470 --> 00:08:18.470
    We take damage for entertainment purposes and to show that detonating a mine while in a cart doesn't automatically kill you.

    00:08:25.354 --> 00:08:28.354
    Jumping from this platform helps us avoid invisible blocks in the ceilling.

    00:08:29.664 --> 00:08:32.664
    Carts filled with rubies give large amounts of life and points.

    00:08:47.185 --> 00:08:50.185
    Running in a cart is not possible unless you enter the cart while running.

    00:08:53.757 --> 00:08:56.757
    The yellow enemies are immune to optic blasts, but the rocks that they throw at you aren't.

    00:08:57.085 --> 00:09:00.085
    Luckily, we can shoot the rock and punch the yellow enemy in a single jump.

    00:09:32.627 --> 00:09:35.627
    Big rubies yield a lot of HP, but more importantly, they double the power of Cyclops' beam.

    00:09:35.954 --> 00:09:38.954
    The boost wears off after shooting a couple of times, so it is best to save some shots for the boss.

    00:09:44.524 --> 00:09:47.524
    The sentinel has 127HP. The first shot deals 24 damage and 54 when boosted. After that, it will only deal 2 damage.

    00:09:47.851 --> 00:09:50.851
    The following shots must be done right after the sentinel lifts his arm.

    00:10:05.572 --> 00:10:08.572
    We stun the bot so he can't shoot, then stall for 2 frames to shoot the rock. This is much faster than jumping into the ceiling.

    00:10:08.900 --> 00:10:11.900
    As we can't get both the ruby and kill the bot, we choose the bot has it gives 600 points as opposed to 300.

    00:10:27.270 --> 00:10:30.270
    Here is another example of where stalling 2 frames to shoot is faster than jumping and punching.

    00:10:37.869 --> 00:10:40.869
    When the sentinel is up in the air, shooting only deals 2 damage until he lifts his arm.

    00:11:00.449 --> 00:11:03.449
    Master Mold is defeated in 3 parts: the arm, then the head, and then the body. Shooting deals 6 damage while hitting deals 16.

    00:11:03.776 --> 00:11:06.776
    The arm has 72HP. When he lifts his arm, it becomes out of reach so that it can only be shot.

    00:11:07.104 --> 00:11:10.104
    The head has 80HP and is out of reach, so you can only defeat it with shots.

    00:11:11.963 --> 00:11:14.963
    The body has 112HP and is out of range unless Master Mold is hovering on the left side of the screen.

    00:11:30.482 --> 00:11:33.482
    jaysmad primarily authored the Storm sections, which he blasted through despite being one of the slowest parts of the game.

    00:11:35.474 --> 00:11:38.474
    Storm's levels consist of blowing up water reactors to raise the water level in order to reach the end of the stage.

    00:11:38.802 --> 00:11:40.865
    It is impossible to reach the next reactor before the water stops raising, so there's no rush to blow them up.

    00:11:40.882 --> 00:11:43.882
    Shells give a lot of points and contain a pearl giving the ability to shoot a whirlwind that deflects enemy projectiles.

    00:11:44.210 --> 00:11:47.210
    Passing through the exploding doors is faster than waiting.

    00:11:48.619 --> 00:11:51.619
    8-Way Lightning allows Storm to do a shot going in every direction as well as destroy doors in 1 shot.

    00:11:55.491 --> 00:11:58.491
    Bubbles recover your air.

    00:13:42.798 --> 00:13:45.798
    Staying away from the exploding reactor and the fish reduces lag.

    00:13:53.996 --> 00:13:56.996
    You can stand in the electric current without taking damage.

    00:14:51.069 --> 00:14:54.069
    The boss is 10 glass globes that can only be hit 1 after the other.

    00:14:54.397 --> 00:14:57.397
    Each globe needs to be hit twice. After 24 frames, the next globe can be hit.

    00:14:57.725 --> 00:15:00.725
    The trick is that as soon as the next globe becomes vulnerable, there is a small amount of time in which 3 globes can be hit.

    00:15:04.247 --> 00:15:07.247
    After defeating the boss, it is impossible to take damage.

    00:15:07.575 --> 00:15:10.575
    There is 1 last reactor that raises the water level to the boss, but with the 8-Way Lightning, it becomes unnecessary.

    00:15:10.903 --> 00:15:13.903
    Still, we blow it up after the battle for extra points.

    00:15:16.693 --> 00:15:19.693
    Brandon primarily authored the Gambit sections.

    00:15:20.021 --> 00:15:23.021
    Gambit can throw cards forward, upward, and downward if he's in the air.

    00:15:23.349 --> 00:15:26.349
    The cards you throw forward go farther the longer you hold down the throwing button, and it's very precise. Perfect for TAS!

    00:15:27.010 --> 00:15:30.010
    Notice how we make the knight piece run into the death dealing card.

    00:15:31.153 --> 00:15:34.153
    You stop traveling horizontally for 1 frame when leaving the ground, so we avoid doing so whenever possible.
    92
    00:15:47,892 --> 00:15:34,564
    The big debate for the next section, which involves a wall of blocks, is whether or not to use the fireball move.

    00:15:34.581 --> 00:15:37.581
    Early tests of it created lag and melted the block we need to jump off of, but we thought it might destroy the wall faster.

    00:15:37.908 --> 00:15:40.908
    We managed to make it not lag and melt the block below Gambit early enough to allow him to jump off of the block below it.

    00:15:41.236 --> 00:15:44.236
    This maneuver allowed us to get past the wall 2 frames faster than our best attempt without the move.

    00:15:48.757 --> 00:15:51.757
    Gambit hits his head to fall faster, then hugs the wall on the next jump. We'd lose time getting the item.

    00:16:01.619 --> 00:16:04.619
    Jumping here is faster than walking off. We absorb a bullet with the fireball move to avoid getting hurt.

    00:16:14.648 --> 00:16:17.648
    The King of Spades has 56HP and can be attacked with 8 cards, each dealing 1HP, per phase.

    00:16:17.976 --> 00:16:20.976
    After hit 8 times, he becomes invincible and starts circling you.

    00:16:21.304 --> 00:16:24.304
    Gambit's positioning when he starts and finishes moving greatly impacts how long it takes for him to stop.

    00:16:24.631 --> 00:16:27.631
    When he stops, he spawns enemies and eventually becomes vulnerable again. This cycle repeats until the end.

    00:17:00.223 --> 00:17:03.223
    In the final phase, we throw extra cards to occupy many of the addresses that the boss uses to spawn enemies.

    00:17:03.551 --> 00:17:06.551
    If we don't do this, there will be too many objects on the screen to throw all 8 cards.

    00:17:06.879 --> 00:17:09.879
    Another suicidal victory!

    00:17:10.290 --> 00:17:13.290
    Although this level is an autoscroller, it proved to be very entertaining thanks to Gambit's highly exploitable abilities.

    00:17:21.271 --> 00:17:24.271
    That's right! Gambit's cards can be used to make drum noises (Brandon plays the drum kit, by the way)!

    00:17:25.664 --> 00:17:28.664
    Some headbanging of sorts.

    00:17:40.789 --> 00:17:43.789
    You have to appreciate how well the explosion sound effect complements the bass drum hits.

    00:17:50.240 --> 00:17:53.240
    Headbanging in the air, which looks a little more realistic.

    00:18:07.246 --> 00:18:10.246
    Here's an example of one of the many invisible platforms found in this level.

    00:18:11.023 --> 00:18:14.023
    Jumping and starting to move after starting to throw a card up makes Gambit's running animation play in the air.

    00:18:16.314 --> 00:18:19.314
    More sliding like we had in the previous level's boss fight.

    00:18:29.925 --> 00:18:32.925
    It wouldn't be an autoscroller if we didn't have to resort to doing left-right-left-right a lot. Notice the headbanging?

    00:18:52.604 --> 00:18:55.604
    In order to collect the maximum number of items in this section, we have to move faster than the camera.

    00:19:01.107 --> 00:19:04.107
    The column of items farthest towards the right doesn't seem to be collectible for some reason.

    00:19:07.730 --> 00:19:10.730
    If you collide with the wall at a certain angle, you can pass through it, though we cannot go far enough to collect the stars inside.

    00:19:11.057 --> 00:19:14.057
    Doing so traps us inside the wall, and the only way out is by blowing up the block next to you, and it's too late to do that.

    00:19:16.232 --> 00:19:19.232
    Hooray for explosions!

    00:19:21.207 --> 00:19:24.207
    When Gambit throws cards off to the right side of the screen, pay attention to the left.

    00:19:26.249 --> 00:19:29.249
    Somehow, we managed to corrupt that tile repeatedly...

    00:19:29.577 --> 00:19:32.577
    The cards manage to blow up blocks on the other side of the screen.

    00:19:46.665 --> 00:19:49.665
    Managed to wedge Gambit in between these bricks unscathed.

    00:19:54.968 --> 00:19:57.968
    Multiple cards can hit walls at the same time if done correctly.

    00:20:04.436 --> 00:20:07.436
    Dance Gambit, dance!

    00:20:18.064 --> 00:20:21.064
    Gambit can overlap an enemy so long as it's stunned and not take damage.

    00:20:21.708 --> 00:20:24.708
    Thanks to the blocks, we can reach the boss, the Black Queen, sooner than normal. This is the fastest route we could find.

    00:20:25.036 --> 00:20:28.036
    From there, we attack both of the boss' arms until they come off (18 hits each). The cards hit them as soon as they become vulnerable.

    00:20:28.363 --> 00:20:31.363
    After that, we attack the head 44 times and the battle is over.

    00:20:31.691 --> 00:20:34.691
    To see the full battle using a camera hack, see the submission page for a video.

    00:20:41.642 --> 00:20:44.642
    We can have Gambit hold his arm out without throwing cards because the explosions overload the screen with objects.

    00:20:47.765 --> 00:20:50.765
    Here are the final levels. Here, each character has a small segment to complete.

    00:20:51.093 --> 00:20:54.093
    These levels mostly employ a simple strategy: run right / left for great justice.

    00:21:02.341 --> 00:21:05.341
    We need to fall in between these barrels in order to pass.

    00:21:05.669 --> 00:21:08.669
    If we try to hit our head on the ceiling to descend faster, we'll just jump through it and hit it like a wall.

    00:21:21.626 --> 00:21:24.626
    We have to stall in order to get behind the first 2 clowns and kill them.

    00:21:26.218 --> 00:21:29.218
    We must jump over this clown to avoid getting hit, forcing us to stall at the ledge to continue.

    00:21:32.541 --> 00:21:35.541
    For some reason, jumping on the canister instead of falling onto it allows Wolverine to continue without stopping.

    00:21:44.738 --> 00:21:47.738
    Again, we use the fireball move to avoid unavoidable bullets.

    00:22:01.211 --> 00:22:04.211
    For some bizarre reason, jumping here is slower than falling. Oh well, we can still kill all of the enemies.

    00:22:09.963 --> 00:22:12.963
    As Storm plays like Gambit in her final level, Brandon primarily authors this section.

    00:22:13.291 --> 00:22:16.291
    She stalls when she jumps and has a special whirlwind move that operates like Gambit's fireball move.

    00:22:16.618 --> 00:22:19.618
    For some odd reason, the last projectile she fires at an enemy will go through it even though it hits.

    00:22:19.946 --> 00:22:22.946
    It's very hard to avoid taking damage in this level without wasting time.

    00:22:23.274 --> 00:22:26.274
    A lot of the optimization for this level is reducing lag. We did our best, but it could be improvable.

    00:22:27.584 --> 00:22:30.584
    We have Storm hit her head here to fall faster.

    00:22:30.912 --> 00:22:33.912
    The level ends when Storm lands, no matter how soon she reaches the goal. She gets pushed back for going beyond it.

    00:22:50.013 --> 00:22:53.013
    Here, we do a pixel skip damage boost like we did in the intro stage.

    00:22:53.791 --> 00:22:56.791
    We jump here instead of swinging so that we don't have to wait for the web to retract to make the next swing.

    00:22:57.118 --> 00:23:00.118
    Because of the low ceiling, it's impossible to do a web-swing as well as kill the thrower without wasting time.

    00:23:00.446 --> 00:23:03.446
    This section ends when Spider-Man's feet touch the bottom of the screen. Damage boosting and jumping takes the same amount of time.

    00:23:03.758 --> 00:23:06.758
    The final boss, Arcade, starts off in a large robot that operates like Russian nesting dolls with 24, 16, and 12HP respectively.

    00:23:07.085 --> 00:23:10.085
    This phase is similar to N'astirh in that swinging is useless and webshots deal 1 damage.

    00:23:10.413 --> 00:23:13.413
    After the smallest robot is destroyed, Arcade robots appear 1 by 1 until 3 appear at once. There are 10 total.

    00:23:13.741 --> 00:23:16.741
    Swinging kills them instantly, while web-shots and the X-Men need 2 hits. Gambit kills the second bot.

    00:23:18.001 --> 00:23:21.001
    Input can be cut off after starting this swing. Instead, we dance and press start on the next screen to reach the ending quicker.

    00:23:21.162 --> 00:23:24.162
    Thanks for watching this TAS of Spider-Man/X-Men: Arcade's Revenge by jaysmad and Brandon Evans!

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