[TAS] TMNT 2003 GC - Stage 1 + Dojo 1: Donatello New Game
Playlist with all stages: https://www.youtube.com/playlist?list=PL3V0eG1j-1vKfkxneY3XydESL0dxPb2JT
8 years ago, I made an attempt to beat this game. Dolphin TASing wasn't that stable, I didn't know much about the game despite playing it hard in my childhood, my PC wasn't strong enough and I wasn't experienced in TASing. I beat Stage 1 Area 1 and dropped it.
Now, the problems are fixed, emulators are improved and I'm ready to do a serious attempt to complete the whole game.
Donatello is selected as the easiest turtle. Nano Giant and Stockman are difficult, but this is gonna be paid off by countless timesavers on regular enemies.
Difficulty: Easy.
It will look fast and easy on Stage 1, but the pace of Stage 2 and beyond will be slower.
- TAS vs RTA rules -
RTA's NG% is not actually a New Game. It completes the whole game beforehand and has all the power-ups since Stage 1, making about 50% of fights trivial because each crowd is killed with a single strong attack.
TAS starts a new game for no progress at all, and turtles' attacks are weak. Stage 1 Area 4 is already more difficult because Foot Ninjas don't die from a single strong attack, unlike in RTA.
- Comments -
Area 1 - 0:30
This area is trivial. Each mouser has 12(?) hp, which means, if one gets pushed back by another falling enemy, it dies, unless a mouser falls back at a barely crossing trajectory. That's why the whole squad of mousers gets destroyed of a single attack. Mousers hit each other like snooker balls.
Squad 1. When a single mouser dies, one extra mouser fall down from the ceiling when the framerule happens, so it's not necessary to kill all the squad in one hit.
The hit area of Donatello's swing is like 2 metres high.
Squad 2. Matched the timing to make the rocks fall down just in time when the animation of mousers coming out is over. Hitting them with the bo doesn't save time.
Squad 8 (last one). Hitting is faster than matching the timing for rocks to fall down.
Area 2 - 1:49 (vs 2:29 RTA NG+)
The two Purple Dragons variations both have 18 hp. They die of a single strong attack or an electric shuriken.
Some squads where difficult to kill as soon as they become vulnerable because of the mechanic of falling enemies knocking down the enemies standing close to each other or behind them.
Regular shurikens are used to detonate barrels.
Stage 1 has 3 sets of electric shurikens while a turtle can store only 2 of them, which means I have spend 10 shurikens on enemies. I tried to select separated targets, so I wouldn't spend time on movement and attacks.
Area 3 - 1:36
The area features a case near the blue car where destroying mousers as fast as possible leads to a spawn bug described above.
On this area I also discovered that you can start doing an action 1 frame earlier if you don't use movement. I wouldn't say I have lost any time because of this, but I decided to use this tactic from there on for more reliability.
Some manipulations were done in the boss fight, because Dragon Face sometimes retaliates after being pushed away or taking 3 hits.
Possible improvements:
- I should have waited for a little from the running green dragon and used a strong attack to kill all 3 dragons instead of using an electric shuriken.
Area 4 - 1:45
This is where RTA NG+ kicks in. Foot Ninjas have 30 hp and without passing all Dojo stages, you cannot kill one with a single strong attack. In most cases, "A, dash, B" was used to kill small groups.
The spawn placements also made this area difficult. The icing on the cake is that ninjas love doing backflips, which restricted me in time in doing finishing moves. A lot of luck manipulation was used to make them not do a backflip, but it's still not perfect.
Area 5 - 0:34
The beginning features the biggest continues spawn group in the game, which is a big set of mouser spawn points. It's known how many mousers from which hole in which order will come out. Maybe it's not completed in the fastest time, but I tried hard.
The Giant Mouser has 540 hp. Each electric shuriken deals 25 damage, so that's 20 shurikens and a single strong attack. When the game locks your aiming on a target, you can throw them much faster. This method saves a lot of time.
Dojo 1 - 0:02
The initial start moment contained the most appropriate makimono placement for TAS. I don't think a better placement exists.
Emulator used: Bizhawk 2.8 with Dolphin 5.0-16426 core
https://tasvideos.org/Forum/Topics/23347?CurrentPage=1&PageSize=25&Sort=CreateTimestamp
No graphical extensions were used while recording this video, so it may look a little messy.
0:00 Intro, Menu, Character Select
0:48 Stage 1 Area 1 (0;30)
1:32 Stage 1 Area 2 (1;49)
3:36 Stage 1 Area 3 (1;36)
5:29 Stage 1 Area 4 (1;45)
7:31 Stage 1 Area 5 (0;35)
8:34 Dojo 1 (0;02)
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