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#638494260860174129 - WIP Largo Winch .// Commando SAR Missions 1 and 2

Largo Winch - Commando SAR (USA).bk2
In 08:32.87 (30777 frames), 13121 rerecords
System: Sony PlayStation
1 comment, 19 downloads
Uploaded 10 days ago by Induviel (see all 9)
Finally finished Mission 2, that's the longest one in the game, and the only one that forces stealth, so the rest should be easier, depends on if just sprinting through enemies is possible without them gunning you down.
Here's a quick encode.

#638483653282398106 - WIP Largo Winch Commando SAR Mission 1

Largo Winch - Commando SAR (USA).bk2
In 02:47.02 (10023 frames), 4635 rerecords
System: Sony PlayStation
18 downloads
Uploaded 22 days ago by Induviel (see all 9)
I've wanted to TAS a 3D game for a while, this one seems simple enough. Haven't found any glitches, yet, only things I've found by now is that jumping is slightly faster than running, tho you need a lot of space, and the more you hold L/R the faster the camera turns, up to max camera speed, so you can preemtively hold L/R even when not being able to move to build up camera speed to turn faster.
Also, kind of crazy how much harder optimizing 3D is compared to 2D, even way harder than I initially thought.
Here's a quick encode.
If someone sees something that looks unoptimal please share.

#638480019125216619 - Segapede 693 frames

segaaaaaaapede (Prototype).bk2
In 00:11.57 (693 frames), 2292 rerecords
Game: Segapede ( Genesis, see all files )
19 downloads
Uploaded 26 days ago by Induviel (see all 9)
Haven't been able to find a better route, so I tried optimizing further, 7 more frames off, there's probably more frames to save somewhere. This only makes sense to submit if its actually perfect, since its so short.
The input after the gem warp is still by Spikestuff, slightly modified to make it sync.

#638476967368682103 - Segapede 724 frames

Segapede (Prototype).bk2
In 00:12.08 (724 frames), 938 rerecords
Game: Segapede ( Genesis, see all files )
1 comment, 21 downloads
Uploaded 4/2/2024 11:18 PM by Induviel (see all 9)
Looking at the level map Spikestuff linked to on the other userfile, I thought of another route that could be potentially faster, and it was. Basically, instead of descending to the first gem on the previous route, you go right and jump down to a lower track, then jump to the second gem. Main timesave here is the fact that you pick up the trail segment along the way, speeding up the section after the gem warp.
Still some frames to save, but its getting more optimal, this is probably the fastest route, unless there's some faster way of reaching the gem, maybe somehow clipping through the tracks.

#638475086856250766 - Segapede 791 frames

Segapede (Prototype).bk2
In 00:13.22 (792 frames), 334 rerecords
Game: Segapede ( Genesis, see all files )
2 comments, 21 downloads
Uploaded 3/31/2024 7:04 PM by Induviel (see all 9)
Found out that those big emerald things warp you around if you jump on them somewhat specifically, not sure if its a glitch or intended. Anyway, found a different route using this tech where you do that twice, saving a good amount of frames, this is just a rough test to check if it was actually faster, so its very unoptimal, since you are warping around you can't see what's going on, and I didn't want to try optimizing where I don't see anything.

#638469878095189946 - WIP Wild Woody First 3 Worlds

Wild Woody (USA).bk2
In 08:24.12 (30208 frames), 32711 rerecords
System: Sega CD
19 downloads
Uploaded 3/25/2024 6:23 PM by Induviel (see all 9)
Making progress.
Found a few new optimizations, meaning I had to redo World 1 a few times, then had to redo everything again on normal difficulty, the default difficulty, since hard difficulty lost a bit too much time on certain levels, and even on normal I cut it very close with the health. When jumping in water, its better to not jump whilea bit submerged, which is why it looks kind of weird. Also found that L+R kills your jump midair, which can be useful, L+R can also be done to cancel the damage animation, which is faster than jumping through or over hazards. Also found an instance where you could walk in air, on Level 1 of World 2, but haven't been able to do it nowhere else, so it might be something very specific, not sure.
Uses BIOS Sega CD Model 1 US (v1.00) fwi.
Here's a quick encode.

#638457008627897420 - WIP Wild Woody World 1

Wild Woody (USA).bk2
In 02:21.77 (8495 frames), 4301 rerecords
System: Sega CD
18 downloads
Uploaded 3/10/2024 8:54 PM by Induviel (see all 9)
This game looks crazy.
It's also so jank every time you jump Woody clips slightly into the floor, and costs a few frames each jump, tho this can be reduced by jumping at specific times. Jumping and then turning around at the next frame can make Woody clip further into the floor, but not enough to clip fully, or at least I haven't been able to yet, the levels on World 1 are so linear this wouldn't matter, tho the next level is a maze.

#638408351917248785 - WIP First 4 levels

Antz (USA) (En,Fr,Es).bk2
In 03:36.55 (12934 frames), 6188 rerecords
Game: Antz ( GBC, see all files )
33 downloads
Uploaded 1/14/2024 1:19 PM by Induviel (see all 9)
That clip glitch is very useful on level 4 specially, skips most of the level, the specific kind of ledges you need for the clip are not that common tho. Figuring out ways to clip on different geometry should be able to skip a lot more. The spikes clip mentioned on Forum/Topics/14226 could be a way, but I haven't had any luck recreating it yet.

#638388108807518433 - First 3 levels up to 3rd boss

Scorpion King, The - Sword of Osiris (USA).bk2
In 15:41.17 (56214 frames), 24285 rerecords
System: Game Boy Advance
42 downloads
Uploaded 12/22/2023 3:01 AM by Induviel (see all 9)
Can't figure out how to make a fire orb drop before the boss unfortunately. Probably won't continue this.