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Wow, there's so much more optimization that can be made with this game than what I tried checking. I wasn't sure if anyone knew anything more about Dual Shot than me at the time, so I really just tried giving it the best shot with the knowledge I had, which was frankly pretty limited. I'd really love to see this game get cut down to sub-hour if a time like that could be possible.
When I was in the process of making this TAS that felt like the standard to me, frequently I felt pretty stumped on levels though and I knew they probably weren't the best shots that could be made. I didn't use any external tools, simply just testing combinations myself over and over again until for each shot I got what seemed was as optimal as it could be, but with a brute forcer there's definitely way more that could be done, which would totally make it faster and more entertaining as you said.
I really wish I knew you could subpixel-adjust shots beforehand, that probably would've helped out with so many levels. I figured at the start that the d-pad control scheme would just get you the same angles, about 1 pixel per left or right press on the d-pad, but having access to even more possible angles per shot is pretty huge and probably way more efficient for getting good combo strings.
Being able to manipulate luck at your will honestly wasn't something I was sure existed for this game. The fact that you can change it on the fever screen is pretty great, I figured myself that the only way you'd be able to advance RNG would be by just stalling for longer periods of time during/in between levels but your idea makes a lot of sense thinking about it. It also felt to me like no matter what you'd still have to deal with semi-random luck with where the orange pegs show up, making luck manip mostly arbitrary, but I clearly see now that's not the case.
Also, that TAS of 1-1 and Lua scripting you made look absolutely incredible, it really looks like you can get way crazier shots than what I thought was doable. I had no idea that someone tried reverse engineering Dual Shot like this already, looks like it'd be super useful for lining up the exact shots you want.
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Sorry for the late response but thank you so much for the verification movie you made, that's gonna be super convenient to hold onto
To be honest I hadn't gotten my own SRAM in order to make the 12:19 All Puzzles TAS, I just used an already completed save I got from the page below and converted it from .duc to .SaveRAM in order to save time (there's no way to be able to use cheats). I'll definitely make sure to create my own verification movies for TASes I create later on if they need them.
https://gamefaqs.gamespot.com/ds/605448-plants-vs-zombies/saves
Looking forward to working on All Puzzles again in the future, hopefully I'm able to improve it somewhat as well
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The video below is a pretty basic demo of what luck manip could be used for in longer categories like Any%
The number of times/specific frames that you do stuff like grabbing the shovel and collecting sun at affects the game's RNG, meaning near perfect manip for the plants you get from conveyor belts, the rows zombies spawn in, etc. is probably possible, which would allow way riskier but faster strategies.
The main thing that makes speedrunning this game possible to begin with is that every time you kill between 35% and 50% (luck-based as well) of the current wave's HP, the next wave spawns immediately, meaning way less time you have to spend to clear levels.
Link to video
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Finished a huge improvement to quest mode 100% today bringing it down to sub 20, was able to optimize a bunch with the main things being level routing and gemswap luck manip. Hope everyone enjoys
Link to video
Experienced Forum User, Published Author, Player
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Oh, that's kind of rough then. Unlocking puzzle mode in PvZ to begin with requires beating adventure mode first which is more than 3 hours long, making a TAS of Any% might be something I'll be up to do someday but for now it's just way too much work.
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Ohhh thanks for the info, I retimed the original TAS project myself and it comes out to 8:41.026. Doing other stuff with Bejeweled 3 eventually would be pretty neat too, I kinda wanna cover a lot of the PopCap games on DS tbh (or at least however many have interesting TAS possibilities)
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I finished making a TAS today for beating 50% of the quests in Bejeweled 3. I'm not sure how known it is but I think it's possible to manipulate the game's luck a bit farther by purposefully making invalid matches at precise moments, causing the gem colors the game is about to drop to be rerolled (this manip doesn't seem to work all the time such as sometimes during ongoing combos, but otherwise it's pretty helpful). It's also possible to manipulate the luck of the starting gem board on each quest depending on the order you select levels in, which is especially helpful for levels that you want certain beneficial starting boards on (Balance quests starting with a lot of reds/blues, Stratamax quests starting out with more 4+ gem combos, etc). Still a pretty luck-based game overall, but with this manip and fast level routing overall I managed to get this run under 9 minutes.
File link:
User movie #638269707232963338