Bionic Commando was released by Capcom in December 1988 for the NES. The unique thing about this game is that your character cannot jump. Instead, you are equipped with a grappling arm that allows you to swing around like Spider Man! Another interesting thing about this game is that it somehow slipped some language/violent content past Nintendo's "Quality Assurance" people.
Best time: 0:17:37 by Jeff Feasel on 2009-02-04.
Author's comments:
The vast majority of the route you see here was developed before i watched sdkess's video (the previous record), however i did learn a few things from it and i am grateful to him and to SDA for making it available. There are a number of TAS videos of this game which are immensely entertaining to watch due to extensive exploitation of the game mechanics, however i found these videos to be of little help since they employ tactics that are not possible for a human.
I did not keep track of how many attempts it took to make this run, but the total recording time was about 25 hours (not including planning, research, and practice) spread over the course of about 4 weeks.
Note that i played by the (somewhat stupid) Twin Galaxies rule prohibiting A+B+Start. The previous record for this game (by sdkess) also followed this convention.
(1:41) This spot is a big headache. One must stand at the very edge of this platform in order to reach the grapple point, and the range of acceptable places to stand is only 2 pixels wide. Many attempts end here because of missed grapples or walking off the platform (either of which is a resettable offense). Once connected to the barrels i choose to swing rather than hop, since this is more reliable and only a split second slower.
(2:17) I must pause here briefly to wait for the paratrooper to appear, else i'd have a much longer delay on the next platform while he dropped straight through where i needed to be. It's a matter of screen positioning.
(3:57) I like to fire a shot right before i begin the swing so that the bullet hits the boss the moment it comes on screen. Not a huge time savings, but it looks cool.
(4:45) An inconveniently-placed paratrooper hits my line, causing it to disconnect prematurely. Thus i could not execute my usual plan of grappling straight up to the tall lamppost, dropping straight down, and then hooking on to the following platform to do a swing with my line fully extended. It would have looked pretty sweet. Instead i had to improvise. Fortunately, there are other ways of getting across the gap. It did, however, cost me about 4 seconds.
(5:15) I lose another 3 seconds here by failing to pass through the platform on the first attempt. This is a very uncommon occurrence.
(8:48) For some reason i very often miss the grapple on this last block (which basically means game over). I didn't this time, though. Go me.
(9:00) Normally i'd start the battle by hitting this guy in the face at point-blank, doing 2 damage. Because i missed the shot, i'm not able to kill him before he pauses for the 3rd time, out of range of my attacks (as seen at 9:12). This costs me about 5 seconds.
(10:44) Timing the swing to pass in between laser blasts is rather difficult. Add to this the fact that you must hitch to just the right spot in order to be able to reach the right part of the platform on the other side. I succeed only about 50% of the time.
(11:02) This is a tough spot, since you must get extremely close to the spike in order to reach the box, and there is little room for error. I don't manage to pull it off, and i lose 3 seconds in the process.
(12:39--12:44) This part is the main offender. Even if you manage to make all your grapples, you may still fail to clear the flame pit because one of the swings wasn't long enough. If I miss, the backup plan is to walk into the flames, take 3 damages, and bounce to the other side (making the boss-room battle harder, but potentially saving me a reset). However, since i took a hit earlier in the level, i would not have had enough life to do this. So thank god i didn't miss.
(12:52--13:04) I don't really have a coherent strategy for the boss room; i always just run in there shooting and hope for the best. This time it got rather hairy -- i took several laser hits and made it through by the skin of my bionic teeth.
Once the albatross is dead, i have almost no chance of failure, and it is all pretty much in the bag. I take a shot at the helicopter cockpit and splatter the head of Hitl... uh... Master-D. Then i climb my way out the escape tunnel just in time to watch the base "explod".
What a great game. It was a pleasure making this speedrun. Enjoy.