Uploaded January 2018 | Updated September 2026, 2 hours ago
Strider for the NES (Capcom 1989)
Special thanks to Darkman78, JimmyPoopins, and the rest of the GDQ Staff at #AGDQ2018 for showing this off in a pleasing to watch Live Tutorial.
After that run, even more skips were found to make this already easy game even easier. This here is not only the fastest way to beat the game, it's also by far the easiest. It's possible to learn how to speedrun this game in an hour.
To zip: Standing in front of a wall, tap left. You should see Strider's knee come up. If so, you've done it correctly so far. Now crouch while holding the opposite direction before unpausing and immediately hold left again and try to pause the game while your character is still facing the wrong direction. You will inch into the wall and eventually zip by holding the direction toward the wall.
While I don't normally advocate glitches, this game provides an argument in their favor. The Zips cut out 90% of the game, which is one big scavenger hunt for keys and macguffins.
If you get stuck, use the JUMP Ability. For example, you'll need to use it to get over the glitch mountain at 3:07 in the video if you don't manage to clear it right after the zip.
Played using BizHawk 2.2.1 with the 4xBRZ shader.
Strider for the NES (Capcom 1989)
Special thanks to Darkman78, JimmyPoopins, and the rest of the GDQ Staff at #AGDQ2018 for showing this off in a pleasing to watch Live Tutorial.
After that run, even more skips were found to make this already easy game even easier. This here is not only the fastest way to beat the game, it's also by far the easiest. It's possible to learn how to speedrun this game in an hour.
To zip: Standing in front of a wall, tap left. You should see Strider's knee come up. If so, you've done it correctly so far. Now crouch while holding the opposite direction before unpausing and immediately hold left again and try to pause the game while your character is still facing the wrong direction. You will inch into the wall and eventually zip by holding the direction toward the wall.
While I don't normally advocate glitches, this game provides an argument in their favor. The Zips cut out 90% of the game, which is one big scavenger hunt for keys and macguffins.
If you get stuck, use the JUMP Ability. For example, you'll need to use it to get over the glitch mountain at 3:07 in the video if you don't manage to clear it right after the zip.
Played using BizHawk 2.2.1 with the 4xBRZ shader.







![スイートホーム [Sweet Home] RTA Any% 1h01m08s
Sweet Home was released by Capcom for the Famicom in 1989.
It was never released in America likely for censorship reasons.
It was released to coincide with a feature film on the same day..
To see this game in English, click here: https://www.youtube.com/watch?v=EzrqjLtC66o
For more information on the translation, please visit:
http://www.gamefaqs.com/boards/563467-sweet-home
and
http://server.romhacking.net/translations/2853/
Emulator Used: BizHawk 1.9.0
Shader Used: 5xBR
Run Skill Level: Succumb to randomness.
This game has a good many chances to completely kill a single segment run. Luckily, as far as RPGs go, this game is relatively short. Clocking in at around an hour to complete.
Almost every enemy in the game has a random chance of doing a move that will cause a status effect to one of your party members. Each time they use the status causing attack, it has a chance of missing. If it lands, the run is over. The only exception is curse. Curse will slowly take away the Mind Points of a character and ends when they are depleted.
Sub hour should be possible using this strategy with better luck and execution. スイートホーム [Sweet Home] RTA Any% 1h01m08s](https://i.ytimg.com/vi/cuQSJC7cGBI/mqdefault.jpg)


