Post subject: Mr. Tuff (prototype)
SoapAgent
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Joined: 4/2/2017
Posts: 13
Location: TASVideos.org, of course...
Mr. Tuff is a game that was developed by SCi, but was never finished (?) or released. Despite this, the last known prototype (from 5 Dec 1994) is fully beatable and looks quite polished. The game has a speedrun.com board, which is how I initially discovered it, and I wanted to see what a TAS of the game could look like. I have started work on an any% TAS, and I got through the first world. It probably isn't ultra-optimized, but it's a start. First world WIP HD50 encode: Link to video[/userfile]
Zinfidel
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Joined: 11/21/2019
Posts: 247
Location: Washington
Let me be the first to encourage you to keep TASing this game! It's got entertaining combat and I think a lot could be done with it in a TAS. Finding optimized ways to get through hazards looks like it will be annoying though. The boss fight at the end was good and i frames give you a bit of leeway to get creative I would bet.
SoapAgent
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Joined: 4/2/2017
Posts: 13
Location: TASVideos.org, of course...
So far I've completed the first 3 worlds. Some information I've gathered throughout this project:
    Punching and using the special weapon both make Mr. Tuff decelerate on the ground. This can be bypassed by attacking in midair. The weapon that I collected at the beginning of the 1st level (technically the second, but you can play the levels in any order) is the strongest, and therefore the fastest, weapon. In-level lag frames can rarely be reduced by disabling the HUD (L button). Even if this isn't possible, the game only ever lags one frame at a time in most cases so it's no big deal. If Mr. Tuff falls from a high place, he will crash down and be stuck crouching for a second or so. This can be bypassed by timing an attack to expire the frame after he lands.
Movie #72724853710699089 HD50 encode with input: Link to video
Darkman425
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Editor, Judge, Skilled player (1292)
Joined: 9/19/2021
Posts: 263
Location: Texas
I only learned about this recently but apparently you can spend some of the stars to roll for a random bonus any time during a stage, and one of these bonuses is granting invincibility and the spinning bolas for a bit. How useful could this be in terms of bypassing obstacles? You might be able to keep the red punch fist in the stage where you swap to the fire swing fist if the spinning bolas could also break that floor.
Switch friend code: SW-2632-3851-3712