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#638025792880184229 - All Ace Coins

Super Mario Advance (USA, Europe) All Ace Coins 2652.bk2
In 26:52.61 (96318 frames), 21183 rerecords
116 downloads
Uploaded 10/28/2022 6:41 PM by Technickle (see all 209)
Super Mario Advance All Ace Coins In 26:52.62
Decided to make this All Ace Coins TAS since there was no movie for the category. I had fun with this project, but, it most likely could be improved if I had to guess, however, not sure by how much.

Level Notes

  • 1-1 uses Luigi. Luigi has the highest jump out of any character. Mostly used for getting up to the vine when exiting for the 3rd coin grab. In the first frame, I am able to super jump using SMB2's higher high jump when holding Down. [Coin Total = 5]
  • 1-2 uses Toad. Toad has the fastest movement out of any of the other characters. Toad is used here for the Carpet Turnback which is a common trick in SMB2. Using the momentum of Toad's speed helps with this. This level requires a Key for a door and when holding objects, like Keys, Bombs, or Turnips, holding B will toss the items, in order to run I have to hold down the shoulder R button to keep speed. (I disrespected the blue snifit). A lot of the route will go back for Ace Coins as it's faster to collect only some on the first trip, rather than all in one go. [Coin Total = 3]
  • 1-3 uses Toad. A lot of this level is rather flat until inside which Toad has the fastest travel speed so it makes the most sense. Inside introduces climbable objects like chains, but, was also seen in 1-1 as well with the vines. When climbing an object, I can press the left or right directional pad, depending on where I grabbed the chain/vine from, and let go. Once I let go, I have a couple of frames where I am physically not standing on anything, although the game registers me standing on the ground somehow. By doing this I can skip the animation of climbing the normal way and jump my way to the top section more quicker. A lot of this game has screen transitions, and when approaching a screen transition it either has to scroll upwards or downwards depending on where you are traveling to. In 1-3, I can barely skip this screen transition by manipulating the way I jump to the door at the top of the room, which saves a lot of time. [Coin Total = 2]
  • 1-3-backtrack uses Mario. Mario has a lot of power, and with this power picking up in-ground objects will be faster overall, in overalls. The first coin is behind me, so I have to make a turnaround as soon as I am able to and jump up top on my far left side. I will need a potion to make the door appear on top of the 'pipe' which will send me to World 4. [Coin Total = 2 + 1 phantom coin]
  • 4-1 uses Luigi. A lot of 4-1 has coins placed in higher-up sections, so using Luigi's high jump is a must. In 4-1, it introduces the orb gotten from Birdo, although there is no Birdo fight, so it's a straightforward level by collecting coins and getting to the end as quickly as possible. [Coin Total = 5]
  • 4-2 uses Luigi. At the beginning of the first room, I utilize Luigi's high jump to reach a higher portion of the vine quicker. I also use the vine trick mentioned earlier. 4-2 has enemies coming from right to left, which makes getting around them a little more difficult, but, of course not in a TAS. Some coins are placed in semi-decent spots, but, some are placed in higher-up positions. I use enemies to jump from one to another just for fun and to be quicker. I grab 4 out of the 5 coins as the extra coin at the bottom with the whales, will be collected later. [Coin Total = 4]
  • 2-1 uses Toad. Yet another flat ground level so using Toad is best. Some coins are placed slightly higher up, but, don't require a super jump to reach. Other coins are placed so you can jump off of enemies' heads to reach them. Once inside, digging will commence. I will need to avoid all enemies here due to the fact that I am still in a small state which will insta-kill if I let enemies touch me from the side or from a falling above state. Creating zig-zag dig patterns will make the enemies take a different route, so I'll be to dig freely. [Coin Total = 5]
  • 2-2 uses Peach. Peach has her float, which makes it easier to get through levels. Some coins are placed higher, so I'll to min-max the Super Jump duration. The coin in the middle with the 2 enemies, I turn back left and face back right, this makes it so I barely hit the coin's hitbox and continue moving forward quicker. At the end of the first room, there is a vine that goes downward. By doing the same thing for vines going upward, I can fall off and grab at the bottom so that I am in a falling state thus falling quicker to the bottom to enter the transition. More digging here and the coins are near the bottom, so manipulating the red shy guys to follow a different pattern is required otherwise I die here. [Coin Total = 5]
  • 2-3 uses Peach. The first room has a ladder, so I do the same for the ladder as I do for the chain and vine. More digging here as well. At the bottom of the digging, I need a key for the door at the top of the pit. I make it so quickly up top that I wait for the big red shy guy to go past and the frame I can squeeze past I do so. The last coin is on top of a sand pit with an enemy, so I have to go beneath to go past this and grab the last coin. [Coin Total = 5]
  • 3-1 uses Mario. Mario will fall to his death while collecting the last remaining images of an Ace Coin. I do this because Mario is the first character to show up on the selection screen thus making him faster to choose over any other character. After this death, which is faster by the way, and S+Q'ing is not (tested it), I just Peach, since she has her float. This level has a magic carpet ride that will show me the world of Ace Coins. Once off Mr. Bones' wild ride, I'll be greeted by another vine, rinse repeat the jumping. At the top, I go left and have to blow up the wall with a bomb I yeet the bomb from downtown, hoping for a game-winning shot, which I get. I grab the coin GG EZ. [Coin Toal = 5]
  • 3-2 uses Mario. Faster grabs, with the big POW Block. On the way to the POW block I'll collect 2 coins and once below the POW block I'll collect another coin. In order to get out, I'll Super Jump min-max to land up top. I yeet another bomb while collecting another coin. Once down under, I'll utilize the top of the room to go across which lets me skip rooms, which will also come up later. I grab the last coin and end. [Coin Toal = 5]
  • 3-3 uses Mario. One coin was grabbed on the outside and one coin was grabbed on the inside. I grab a heart that acts like a mushroom to become bigger. I utilize a blue shy guy so I can stand on it and Super Jump. Super Jumping past the Sparks, which is faster than running and jumping since that makes the rotation of the Sparks worse in time. I'll need to collect a coin that is far left which will make the downward screen transition happen. I climb the ladder slightly here, since the screen transition to get to the door was off-screen, so I had manually move the camera upwards first. The last two coins are above the walls so I'll jump up towards the first one, and I'll Super Jump on the last one and S+Q. [Coin Total = 5]
  • 4-2-Backtrack uses Luigi. Coming back to 4-2 I'll collect the last remaining coin and pick a potion to warp me. This Warp leads me to world 6.
  • 6-1 uses Luigi. In 6-1 Coins are placed higher, so using a Super Jump is required. I'll need to make use of the green pokey in order to reach the 2nd coin in the level, otherwise, I wouldn't be able to. the 3rd Coin is right before the door. The last two are inside. [Coin Total = 5]
  • 4-3 uses Peach. I'll her float to reach the other side of the platform to get into the door. In here is a coin., Exiting back to the first door. I'll grab a heart, since Peach doesn't have the highest jump, I'll utilize the grown Peach in order to reach the higher-up platforms with a Super Jump. One coin is placed on the left side of the room so I'll use the float to do a turnback and continue to the platform adjacent to it. The next room has spikes on the floor, so taking advantage of not only a taller Peach but also taking advantage of an extra hit from the spikes helps and is the only real way to get down there quickly without using the enemies' guidance. The last coin is way below, once collected, I'll S+Q. [Coin Total = 5]
  • 5-1 uses Luigi. In 5-1, there is a waterfall. This waterfall has logs going across it, and the intentional way would be to slowly wait for the logs to fall so the coin at the bottom could be collected. However, instead of that, I'll intentionally hit the log and fall off so that I'll time a fish at the bottom to stand on and collect the coin that way. [Coin Total = 5]
  • 5-2 uses Luigi. For the higher jump. Interweaving into the enemies was tricky here, but, it was done. The first three coins are near the vine enemies, and the last two are above me and below me at the same time with which I'll use the climbing trick once again and fall downward. [Coin Total = 5]
  • 5-3 uses Luigi. 5-3 uses Albatross that will drop Bomb'ombs and insta-kill the player so avoiding these is crucial. Once inside, I'll duck jump past the Red Shy Guy spawn point, this makes it so I don't have to go down around, and up. Once outside, I'll pick up a turnip which will be thrown, caught, and thrown again at two enemies. The last two coins are collected once on the carpet and jumping off the carpet. [Coin Total = 4]
  • 5-3-Backtrack-ish uses Luigi. The last coin is above me once out of the ladder-climbing section. I'll a potion to warp to world 7. [Coin Total = 1]
  • 7-1 uses Luigi. For his Super Jump. One coin is on the far right, and so I'll travel over there, once collected I'll head back left to catch a ride on an Albatross, to pick up the rocket ship. Once out the next coin is right above me, so I'll turn left and jump right to barely touch the coin. The next room is interesting because the screen transition doesn't quite work for some reason. I had to manually pan the camera up by climbing the ladder normally here, otherwise, the coin and the following ladder are off-screen and unreachable. In the next room is a green birdo fight where birdo says, and I quote: "I'm ready for yo-aaah" real btw. Defeat Birdo and win a prize.
  • 7-2 uses Peach. I grab a heart so I can become big and strong, but, also to reach higher up platforms like before. Some coins are in various rooms that need to be climbed into to get to. The bigger Peach will also be needed to take a hit from a Spark, which allows me to circumvent going down and around. [Coin Total = 5]
  • 6-2 uses Luigi. 6-2 is a bird, about birds, has birds, and the only way to beat this level is via birds. [Coin Toal = 5]
  • 6-3 uses Luigi. I'll jump climb the ladder and make my way to the right to pick up and coin, head back left, and pick up a blue shy guy. This blue shy guy is the center of this entire level, using it is crucial. Once done, I'll head through the door on the other side. Once inside, I'll head left and collect a coin via a vine jump. I'll travel down the vine and just miss every vine afterward to collect the coins faster. [Coin Total = 5]
  • 7-2 uses Toad. 7-2 is a boss rush of sorts. First is Red Birdo which says and I quote: "I'll finish you off". Next is the Hawkmouth boss. I grab the orb and re-grab the item to jump up high so the item will land twice in the hitbox causing double damage, the last hit again with the same item. I get transported to the final Boss Wart, which he says and I quote: "I'm the great Wart hahaha" real btw. I throw the turnips in Wart's mouth on the first frame possible at very close range. He dies and says and I quote: "Noooo Ribbit Nooooooooo-aaaaaaa" real btw.

Q&A

Why Save and Quit after collecting the last coin in a level?

  • It's overall faster, as it saves the most amount of time, rather than having to beat the level entirely.

Why Play Some Characters over other Characters on different levels?

  • Jump Height, Strength, or Speed. Levels are planned for these characters for those reasons.

#637989596496207695 - All Tracks Improvement by 33 seconds

Top Gear 2 (USA) All Tracks 20606.bk2
In 2:06:06.67 (454748 frames), 137648 rerecords
Game: Top Gear 2 ( SNES, see all files )
98 downloads
Uploaded 9/16/2022 9:14 PM by Technickle (see all 209)

What's New

  • Cologne Track Skip 3/3 laps
  • Delhi Track Skip 3/3 laps
  • Seville Wall Glitch Improvement 3/3 laps
  • Improved Downshift Boosting | 180 and below 2nd Gear 210 -> 4th Gear 228 -> 6th Gear

Tracks Skipped

  • London
  • Sheffield
  • Banff
  • Hugh Sitton
  • Bordeaux
  • Cologne
  • Meteora (Yes the bump is faster)
  • Santorini
  • Bombay
  • Delhi
  • Taj Mahall
  • Dublin
  • Galway
  • Pisa
  • Hiroshima
  • Mexico
  • Peru
  • Seville
  • Geneva
  • Grunwald
  • Los Angeles
Totals = 21/64 | 21-64 = 43

Tracks Yet to be Skipped

  • Toronto (yet to be found)
  • Aswan (Impossible?)
  • Nice (yet to be found)
  • Mykonos (yet to be found)
  • Limerick (Impossible?)
  • Florence (yet to be found)
  • Tokyo (yet to be found)
  • Copenhagen (yet to be found)
  • Chile (yet to be found)
Total = 9 | Sub 2 hours? (1:56:xx?)

Project Details

  • Started from a new state from the 113K rerecord movie file
  • Had some hiatus for about 5 months or so

Movie Details

  • Uses Bizhawk 2.6.2
  • Plays Hardest Difficulty
  • Manipulates RNG
  • Heavy Glitch Abuse
  • Improves the Previous Movie -> 2:06:39.41

Improvements?

  • Skip the 9 Tracks Listed
  • Maybe better RNG

#637948209520502829 - 35 frame improvement

Stone Protectors (Japan) 2 Players Improvement 1701 35 frames faster.bk2
In 17:01.80 (61409 frames), 21548 rerecords
100 downloads
Uploaded 7/30/2022 11:35 PM by Technickle (see all 209)
Better Zok fight.

#637947264584187275 - 37 frame improvement

Stone Protectors (Japan) 2 Players Improvement 1702 37 frames faster.bk2
In 17:02.38 (61444 frames), 20446 rerecords
91 downloads
Uploaded 7/29/2022 9:20 PM by Technickle (see all 209)
slowly improving. Sub 17 eventually.

#637944775598218944 - 2 Player Improvement

Stone Protectors (Japan) 2 Players Improvement 1702.bk2
In 17:02.97 (61479 frames), 15924 rerecords
80 downloads
Uploaded 7/27/2022 12:12 AM by Technickle (see all 209)
494 frame improvement | 8.13-seconds
  1. Level Improvements
  • Level 2: Punching with Chester and Katana Knife with Cornelius saves more time over mic tossing and punching the boss
  • Level 3: Katana Knife on boss
  • Level 4: Earlier Enemy Kills
  • Level 6: Kanata Knife the Masked Guards = Faster
  • Level 7: Kanata Knife some of the Masked Guards = Faster
  • Level 10: Faster Enemy Kills + Final Boss 18 frames saved = better positioning

#637915138516762691 - Turtles! - Floor 1

Turtles (1983)(Philips)(US) Floor 1.bk2
In 00:51.93 (3119 frames), 483 rerecords
Game: Turtles ( O2, see all files )
92 downloads
Uploaded 6/22/2022 4:57 PM by Technickle (see all 209)
Rough Concept version, & the game is difficult. The enemies are practically aggressive all the time with no breaks, so it would require some sort of Heavy RNG Manip for a true version.
Ends at Floor 2 Start.

#637911845804512457 - Stone Protectors 2 Players In 17:11.10

Stone Protectors (Japan) 2 Players Improvement.bk2
In 17:11.10 (61968 frames), 41255 rerecords
99 downloads
Uploaded 6/18/2022 9:29 PM by Technickle (see all 209)
388 frame improvement (6.45 seconds), over the previous 2P version.

#637911052131801660 - Tetris Attack - How to Improve

Tetris Attack (USA) (En,Ja) How to Improve.bk2
In 03:30.19 (12632 frames), 1916 rerecords
Game: Tetris Attack ( SNES, see all files )
96 downloads
Uploaded 6/17/2022 11:26 PM by Technickle (see all 209)

What's How to Improve

How to Improve, which covers Combos, Chains & Skill Chains. The game will automatically play for you demonstrating how it's done, however, I can take control of the cursor by holding both shoulder buttons.

How It's Played

Each section of the How to Improve has 4 levels of 'difficulty', Combos have 1-4, Chains have 1-4 & Skill Chains have 1-4. Each one will get more problematic as it gets further along.

No Ending

How to Improve doesn't have any official ending, by the game's standards, so the movie's input ends on the first possible input on the last 'puzzle'.

Confirmation Cancels

I can perfectly time a block to create a combo, chain, or skill chain and cancel the animation playing out using Confirmation Cancels. Confirmation Cancels are hearing the sound of "successfully complete" usually by the character making a noise, IE: Poochy Bark. Once I do, I'll be able to move on to the next one without having to wait.

Movie Goals

  • Uses Bizhawk 2.8
  • Plays How to Improve
  • No Official Ending
  • Acts as a demonstration for TAS's
  • Improves previous user file

#637907623105409166 - Tetris Attack - Puzzle Mode No Extras

Tetris Attack (USA) (En,Ja) Puzzle Mode No Extras.bk2
In 16:22.45 (59044 frames), 2348 rerecords
Game: Tetris Attack ( SNES, see all files )
108 downloads
Uploaded 6/14/2022 12:11 AM by Technickle (see all 209)
This Puzzle Mode cuts out the extra levels for fluff, so it's a little less than half the length of the movie that does do extras.
Also, not sure what happens sometimes with IGT, although I do everything, in the same manner, I see in the movie for extras. It could probably be improved if it's not an emulator bug, even if it's by 1 or 2 seconds.

Movie Goals

  • Uses Bizhawk 2.8
  • Aims for the Fastest Time
  • Provides Entertainment Value (with game cursor) - Spells TAS (secretly, requires extra slow motion to view), Messes Around Etc.
  • Genre - Puzzle

What is Puzzle Mode

  • Puzzle Mode is a mode in Tetris Attack, that has a set sequence of blocks, and a set sequence of chains and combos. Puzzle Mode serves not only as a challenge to the player to find the solution, but, to teach the player how the game works.

Stage by Stage Puzzle Solutions (written in a cryptic language to confuse the solver)

  • Yoshi: 1-01 ~ Move the Red block to the right to match 3
  • Yoshi: 1-02 ~ Move Teal block from bottom block to the right to match 4
  • Yoshi: 1-03 ~ Switch Green and Red blocks on the top to match 6
  • Yoshi: 1-04 ~ Switch Yellow and Dark Blue in the middle to match 10
  • Yoshi: 1-05 ~ Move Teal block from the far right to the left. Let it connect and the Green block will chain for 3x3
  • Yoshi: 1-06 ~ Bottom middle Purple and Red block swap to match 6
  • Yoshi: 1-07 ~ Teal block from the middle of the Red blocks, move that to the left for to fall to the bottom Teal blocks. The Red blocks will follow for a 4 match
  • Yoshi: 1-08 ~ Yellow block and Purple block swap on the right edge for a 6 match
  • Yoshi: 1-09 ~ Green block on the stairs, move to the left for a 3, and a chain x2 for the Teal blocks
  • Yoshi: 1-10 ~ Move Red and Yellow blocks at the bottom, and do the same for the top. Match the middle for a 10
[*Yoshi - 0'19]
  • Lakitu: 1-01 ~ Move red block out to the left, thus yellow will fall for chain & a match 4 with x2/4
  • Lakitu: 1-02 ~ Move Dark Blue block to the left, and thou shall fall with green. Dark Blue will fall from the top and match for 3 via x2
    • will update with more soon TM**

#637905716842865667 - 2 Players Levels 1-4 Improvement

Stone Protectors (Japan) 2 Players Levels 1-4.bk2
In 05:49.92 (21030 frames), 30321 rerecords
98 downloads
Uploaded 6/11/2022 7:14 PM by Technickle (see all 209)
Levels 1-4 in 5:49 Input Stops after pressing Start on the gem count screen for level 4
  • Level Notes have a very slight chance to change, depending on if I can figure out improvements*
  • This is 1-4 and counts more for a reference, not only for me to decide what to fix, but, also for the reader to know what's happening*

Level Notes

  • Level 1: Frostbite ~ Same as usual throughout just like it's shown in the 1 Player version. Chester is the 2nd player I control, so the boss fight is 155-ish frames faster.
  • Level 2: Crystal Mine ~ Using 2 players as an advantage, I can defeat each enemy much quicker by utilizing Cornelius's Mic Toss and Chester's 'Missile Dropkick'. Defeating every other enemy is practically the same as player 1. The boss which is the Stone Extractor/Gem Extractor turns from a movable object to an immovable. Having Chester punch and having Cornelius use Mic Toss does massive damage in a very quick and short time, one other factor Chester has is his punches which is his special weapon.
  • Level 3: Downward ~ Straightforward level, in which enemies drop down from above. TBF I didn't test if the Missle Dropkick works more effectively here, but, for now, I use Closeline Thunder Crush throughout. While the player 1 version has to manage 3 enemies at once by using a 'slower' move, 2 players can utilize the difference by splitting up the cost of defeating each individual enemy, faster. Lava Boss was quicker this time around, I found that I can do the Mic Toss glitch like in player 1, and now I can use Chester's Closeline to also make the Lava Boss take damage, which will cause double damage in 1 go. I do take intentional damage from the boss to get in a mic toss glitch and thunder crush to do the rest of the damage, and a Missle Dropkick to finish off.
  • Level 4: Beach Party ~ Level 4 starts out just like the player 1 version, however, I change up the killing of the 1st screen enemy to advance the screen while the enemy is blinking out of existence. Most of the level is practically the same. Tackle Jackle *not Tackle Jackal* is stuck in such a way that I can utilize both characters' heavy-hitting moves, without actually hitting the boss, thus for a super quick fight.
  • Level 2 Info: Timing each hit with Cornelius's Mic Toss and Chester's Missle Dropkick is important since killing each enemy in unison is extremely important. You don't want one enemy down while waiting for the other to be done. It's not only faster but, also looks somewhat cooler.*

#637897971811110089 - Stone Protectors 2 Players In 17:17.55

Stone Protectors (Japan) 2 Players Mode Finish.bk2
In 17:17.56 (62356 frames), 22953 rerecords
98 downloads
Uploaded 6/2/2022 8:06 PM by Technickle (see all 209)
There is still room for improvement, but I was certain that this couldn't be faster than the 1 player version, but somehow it still is regardless of the double gem count screen totals. I am not deterred by it being faster, but, still amazing that it can be. Let this be its own separate thing from its 1P counterpart, as I still want to make this as good if not better than the 1P TAS by about 15 seconds or so since now it's known to be faster.
This is a "Let's work from here, and see what's improvable" which is what I did for a long while with 1P

Character Choices

  • Cornelius ~ Seen in the 1 Player Version, Cornelius has a wide range of weaponry that helps quite a lot in terms of going fast, the only drawback to Cornelius is that his fists/Feet don't hit quite as hard as his Mic Toss or Ultra Sonic Reverb
  • Chester ~ While slow-moving, Chester has a move called Thunderin' Closeline Crush, which will primarily be used in this 2 player version. Chester Shares this move with Maxwell, but, unlike Maxwell, Chester's variation hits way harder. This move only requires 4 frames to activate and lasts a very short time, which is why I can spam it like crazy. This move requires RR/LL + RR to activate, and reverse with rr to do it the opposite way.

#637887625414606032 - Unfabulous In 45:52.98

Unfabulous (USA) Improvement ~ 30 Seconds.bk2
In 45:52.98 (164429 frames), 10325 rerecords
Game: Unfabulous ( GBA, see all files )
103 downloads
Uploaded 5/21/2022 8:42 PM by Technickle (see all 209)

Corrected Time

  • This is the correct after-credits version since there are 2 extra dialogue boxes to go through, therefore, it makes sense to end it after that.

Improved by

  • 1,795 frames or 30 seconds

Goals

  • Improves the previous movie
  • goes for fastest completion (still more room to improve if, I can somehow manipulate items gotten via NPCs).
  • Abuses Programming Errors
  • Glitch Abuse
  • Some Entertainment Value

Textbox Abuse

  • Textboxes, instead of having to wait out 22 frames before a textbox can advance, I can advance very early by abusing the pause function. This works by pressing start right before a textbox will appear (not right on the frame where it shows up), and it will end the textbox quicker, by pressing start and A, and then A again to continue the string.

Textbox Boundaries

  • Some textboxes have a way to start a conversation, run away, and sometimes jump in order to go the opposite direction, this is useful for things like phone calls or getting the red dress from the dress shop.

Loading Zone Zip Jumping

  • This is done by pressing Up on a loading zone area, like 'Exit' in School, and pressing A on the same frame, which will cancel, leaving, and make Addie zip a little bit further down the hallway/house/mall. This saves 15 to 30 frames. 15 frames if ='d to 1 30 frames if ='d to 2 or more, ETC.

Item Receive Cancel

  • By starting a conversation with an NPC who gives an important item for story purposes, I can leave as soon as the textbox appears, and head to the next area, or closer to the next area. This works, since it's waiting for the player to press A to confirm that's what they wanted from the NPC. This can trick the game by leaving a certain area and pressing A right as the screen is nearly done fading, and it will cancel the animation of Addie getting the item, and giving me the item anyway in return.

#637886168282370057 - Unfabulous In 44:23.21

Unfabulous (USA) Improvement ~ No After Credits Version 1.bk2
In 44:23.21 (159067 frames), 11925 rerecords
Game: Unfabulous ( GBA, see all files )
100 downloads
Uploaded 5/20/2022 4:13 AM by Technickle (see all 209)

Story

  • Unfabulous is an American teen sitcom that aired on Nickelodeon. The series is about an "unfabulous" middle schooler named Addie Singer. The show, which premiered on September 12, 2004, was one of the most-watched programs in the U.S.

Improved By

  • 8,875 frame improvement - 2 minutes, 28 seconds.

Movie Goals

  • Uses Bizhawk 2.8
  • plays (whichever difficulty is automatically applied since there isn't a difficulty menu to choose from)
  • aims for fastest completion (probably can be improved somehow, but, unsure at this current time)
  • Abuses Programming Errors
  • Small Glitch Abuse (running with head backward during a conversation)

Textbox Abuse

  • Textboxes, instead of having to wait out 22 frames before a textbox can advance, I can advance very early by abusing the pause function. This works by pressing start right before a textbox will appear (not right on the frame where it shows up), and it will end the textbox quicker, by pressing start and A, and then A again to continue the string.

Textbox Boundaries

  • Some textboxes have a way to start a conversation, run away, and sometimes jump in order to go the opposite direction, this is useful for things like phone calls or getting the red dress from the dress shop.

Screenshots

#637885728025159229 - Unfabulous - After Credits Version

Unfabulous (USA) After Credits Version.bk2
In 48:51.75 (175106 frames), 16472 rerecords
Game: Unfabulous ( GBA, see all files )
92 downloads
Uploaded 5/19/2022 4:00 PM by Technickle (see all 209)
Fabulous.

#637885703412430214 - Unfabulous In 46:51.80

Unfabulous (USA) done.bk2
In 46:51.80 (167942 frames), 16428 rerecords
Game: Unfabulous ( GBA, see all files )
99 downloads
Uploaded 5/19/2022 3:19 PM by Technickle (see all 209)

Question it?

  • Don't Question It.

Faster than Normal?

  • 10 minutes, 23 seconds faster than RTA, there is probably some improvement somewhere, IE: running with textboxes active more, if possible.

Why There?

RTA also ends after the password is shown after the credits, but, this ends on the last meaningful input.

Why Did You Put Yourself Through This?

Shrug Emoji/Bored

Is This a Fabulous TAS?

  • Unfabulous + Fabulous = Good Game? = Good TAS?

Why is that Hallway So Long?

  • Unsure, but, it feels like it never ends.

Major New Strat Being Implemented In a New Movie

  • Note: This Movie is being improved, found a major strat improvement.

#637883330965039938 - 2 Player Mode - Rough Draft Level 1 through 7

Stone Protectors (Japan) 2 Players Mode Up to Level 8 Rough Draft Version 1.bk2
In 11:29.10 (41414 frames), 7023 rerecords
94 downloads
Uploaded 5/16/2022 9:24 PM by Technickle (see all 209)
Rough Concept of a 2 Player version that does 7 levels. This is by no means 'optimal' yet, but, maybe it will be eventually.

#637882531662064145 - 2 Player Mode - Rough Draft, Levels 1 & 2

Stone Protectors (Japan) 2 Players Mode Up to Level 3.bk2
In 03:15.55 (11752 frames), 1329 rerecords
90 downloads
Uploaded 5/15/2022 11:12 PM by Technickle (see all 209)
Completely Different from the 1 player movie, but, the gem count screen is slower, so it should be its own thing.
2 Players is a lot flashier I'll give it that.

#637879953148032680 - little time save

Stone Protectors (Japan) Improvement ~ 17 22 16.bk2
In 17:22.17 (62633 frames), 91646 rerecords
89 downloads
Uploaded 5/12/2022 11:35 PM by Technickle (see all 209)
  • 48 frames were saved
  • Any more time save?
  • Unsure at this current time, but, probably not, at least with the current strats. If there is somehow a screen wrap, that would be a big-time save
  • Level 1: 5770 (29 frames can be saved, but, worsens the boss fight, which causes it to be slower by about 50 frames)
  • Level 2: 10608 (none here)
  • Level 3: 15735 (2 or 3 frames can be saved before the boss, but, makes the boss fight worse)
  • Level 4: 20257 (more frames can be saved here, but, takes longer to walk to the right before Tackle Jackle and worsens the fight).
  • Level 5: 25480 (none here)
  • Level 6: 31526 (none here)
  • Level 7: 38671 (21 frames can be saved, but, the boss fight is slower by 36 frames afterward)
  • Level 8: 48435 (none here)
  • Level 9: 55406 (Punches are timed for specific attacks from Predatron in order to use the mic toss glitch)
  • Level 10: 62633 (none here)

#637879215803145095 - 2.27 second improvement

Stone Protectors (Japan) Improvement ~ 17 22.bk2
In 17:22.97 (62681 frames), 89579 rerecords
94 downloads
Uploaded 5/12/2022 3:06 AM by Technickle (see all 209)
136 frames faster.

#637878133131711289 - Improvement by 3.43 seconds

Stone Protectors (Japan) Improvement ~ 17 25.bk2
In 17:25.23 (62817 frames), 74003 rerecords
88 downloads
Uploaded 5/10/2022 9:01 PM by Technickle (see all 209)
there are 214 frames to save still, however, the problem is with the level 9 boss. The RNG to the initial fight was fine, but, saving those frames changes the fight for the worse it seems, might still be faster if I somehow figure out a good enough pattern, but still more testing needs to be done with that. Probably if figured out, the time would be closer to 17:22
This could be sooner rather than a later thing.

#637876624661690603 - Stone Protectors In 17:28.15

Stone Protectors (Japan) Improvement ~ 17 28.bk2
In 17:28.16 (62993 frames), 71194 rerecords
85 downloads
Uploaded 5/9/2022 3:07 AM by Technickle (see all 209)
16 frames were saved on level 1, and 73 frames were saved on level 7, with a total of 89 frames saved. Everything else stayed the same since it was still fast.

Movie Goals:

  • Uses Bizhawk 2.8
  • Uses Easiest Difficulty
  • Goes for Fastest Completion
  • Manipulates RNG
  • Takes Damage to Save Time
~
  • Genre: Side-Scrolling Beat 'em Up
Story:
A group of rock band members gets turned into superhuman troll-like people, known only as of the Stone Protectors, formally Rock Detectors. The premise is that the evil leader Zok stole all the crystals from the castle and wants to use them for himself. The premise is to defeat Zok and his army of predators to take back the crystals and bring them to the castle.
Levels:
  • Snowy Village: Enemies are the weakest here and are basically an introductory level to the player. Zink is defeated differently, in the older movies from before. I ghost Zink’s health bar by standing next to him and getting inside the hitbox. I have to utilize punches to barely do enough damage. The punches are used to change the way Zink will interact with me, the most favorable RNG is the ax swing either overhead or in a circular motion. The final result is ending on frame 5782 saving 16 frames.
  • Crystal Mine: Crystal Mine is a weird stage, for starters, after a screen transition it’s oddly faster to sometimes wait a certain number of frames before moving onto the next screen. I can only assume it is a loading issue. Zink is yet again the boss, but, this time on the gem extractor machine, which it’s purpose is to extract the gem from the stone protector at play. However, the mic toss move makes fine work of the machine in a short amount of time.
  • Downward: One of the first 'stationary' stages, where enemies fall down from above. The neat thing about this stage is that utilizing the mic toss move is a lot easier than waiting out to use the sing move, plus it’s a lot slower at least in some instances to use the sing move. The only useful way sing is used, is if 3 enemies are together. Lava Boss basically gets no chance at moving at all, with a small mixture of jumping, but, it actually helps the situation out.
  • Beach Party: The majority of level 4 has stayed the same, however, a small change is at the second glider enemy. Swinging the mic right under the landing spot depletes the health of the enemy a little bit, and swinging again defeats them. It’s a lot faster than waiting to swing to the right and use the sing move. Tackle Jackle doesn’t really do much, I basically make him immobile and I defeat him with ease.
  • Forest of Mythrandir: stage 5 is different from most of the stages. Enemies will fall out of trees and act like glider enemies in a way. RNG changes depending on how close or how fast the sing move is used and how close it’s used. Some enemies are tougher than others and changing RNG in my favor helps. Wraith is fought when it’s practically invisible, so it looks like I’m swinging at air. Wraith travels in a line that’s close enough to swing, so it works out perfectly.
  • Bizarre Bazaar: Stage 6 just like stage 5 has a lot of tougher enemies that have enough health that a normal mic toss once won’t finish them off. The strategy of mic toss and swinging inside of the hitbox of the masked guards and then letting a sing move come out, which will kill them. Hitting them normally front-facing is slower because you would have to wait for them to finish the fall animation. Frank basically goes AFK the entire fight, so defeating him is the easiest thing.
  • Approaching the Castle: A lot of the mic toss move hitbox jank is used here as seen in previous stages. A neat little sprite glitch happens with the plane enemy, it's to sing and have the animation of the plane fly overhead. Zink is yet again the boss, but, he’s back and meaner than ever. An improvement was made here to save 73 frames.
  • In the Castle: In the Castle is basically stage 3, but, instead of going down, it’s traveling upwards. The enemies still will fall down from above, but, from little alcoves in the walls. Sucker Puncher is basically AFK just like Frank, except he’ll throw some punches that’ll be dodged from time to time, to manipulate RNG in my favor.
  • The Laboratory: The Laboratory has seen significant changes over the past movies compared to this movie. This level has gone through a lot and for the better. A lot of the strategies are the same, with a few exceptions like using the mic toss on the solo guard near the food and changing the RNG pattern of Predatron to kill him a lot faster.
  • Zok’s Lair: Some minor changes were implemented here. Some mic toss interactions are used instead of sing. Moving the screen transition more so that the next screen can be done with an extra enemy *although not always faster*. Zok was the most interesting of the boss fights, due, to a couple of factors. For starters, getting Zok to not vanish with his disappear move had me make some different changes to the fight compared to the other movies. Secondly, Zok has a 'gun' and a staff that of which both have lingering hitboxes, so utilizing getting around those is the most difficult. In the end, Zok was defeated quicker by 50 frames, and thus I got the 17:29 time.

SHA1: F408B6132E88BB9CDCB6FBB7DCB41723F88FE76D

Screenshots

#637875408176500865 - Stone Protectors In 17:29.65

Stone Protectors (Japan) Improvement ~ 17 29.bk2
In 17:29.66 (63083 frames), 67968 rerecords
93 downloads
Uploaded 5/7/2022 5:20 PM by Technickle (see all 209)
finally sub 17:30

Movie Goals:

  • Uses Bizhawk 2.8
  • Uses Easiest Difficulty
  • Goes for Fastest Completion
  • Manipulates RNG
  • Takes Damage to Save Time
~
  • Genre: Side-Scrolling Beat 'em Up
Story:
A group of rock band members gets turned into superhuman troll-like people, known only as of the Stone Protectors, formally Rock Detectors. The premise is that the evil leader Zok stole all the crystals from the castle and wants to use them for himself. The premise is to defeat Zok and his army of predators to take back the crystals and bring them to the castle.
Levels:
  • Snowy Village: Enemies are the weakest here and are basically an introductory level to the player. Zink is defeated differently, in the older movies from before. I ghost Zink’s health bar by standing next to him and getting inside the hitbox. I have to utilize punches to barely do enough damage. The punches are used to change the way Zink will interact with me, the most favorable RNG is the ax swing either overhead or in a circular motion. The final result is ending on frame 5798
  • Crystal Mine: Crystal Mine is a weird stage, for starters, after a screen transition it’s oddly faster to sometimes wait a certain number of frames before moving onto the next screen. I can only assume it is a loading issue. Zink is yet again the boss, but, this time on the gem extractor machine, which it’s purpose is to extract the gem from the stone protector at play. However, the mic toss move makes fine work of the machine in a short amount of time.
  • Downward: One of the first 'stationary' stages, where enemies fall down from above. The neat thing about this stage is that utilizing the mic toss move is a lot easier than waiting out to use the sing move, plus it’s a lot slower at least in some instances to use the sing move. The only useful way sing is used, is if 3 enemies are together. Lava Boss basically gets no chance at moving at all, with a small mixture of jumping, but, it actually helps the situation out.
  • Beach Party: The majority of level 4 has stayed the same, however, a small change is at the second glider enemy. Swinging the mic right under the landing spot depletes the health of the enemy a little bit, and swinging again defeats them. It’s a lot faster than waiting to swing to the right and use the sing move. Tackle Jackle doesn’t really do much, I basically make him immobile and I defeat him with ease.
  • Forest of Mythrandir: stage 5 is different from most of the stages. Enemies will fall out of trees and act like glider enemies in a way. RNG changes depending on how close or how fast the sing move is used and how close it’s used. Some enemies are tougher than others and changing RNG in my favor helps. Wraith is fought when it’s practically invisible, so it looks like I’m swinging at air. Wraith travels in a line that’s close enough to swing, so it works out perfectly.
  • Bizarre Bazaar: Stage 6 just like stage 5 has a lot of tougher enemies that have enough health that a normal mic toss once won’t finish them off. The strategy of mic toss and swinging inside of the hitbox of the masked guards and then letting a sing move come out, which will kill them. Hitting them normally front-facing is slower because you would have to wait for them to finish the fall animation. Frank basically goes AFK the entire fight, so defeating him is the easiest thing.
  • Approaching the Castle: A lot of the mic toss move hitbox jank is used here as seen in previous stages. A neat little sprite glitch happens with the plane enemy, it's to sing and have the animation of the plane fly overhead. Zink is yet again the boss, but, he’s back and meaner than ever. He has more health than stage 1, but, defeating him is basically the same.
  • In the Castle: In the Castle is basically stage 3, but, instead of going down, it’s traveling upwards. The enemies still will fall down from above, but, from little alcoves in the walls. Sucker Puncher is basically AFK just like Frank, except he’ll throw some punches that’ll be dodged from time to time, to manipulate RNG in my favor.
  • The Laboratory: The Laboratory has seen significant changes over the past movies compared to this movie. This level has gone through a lot and for the better. A lot of the strategies are the same, with a few exceptions like using the mic toss on the solo guard near the food and changing the RNG pattern of Predatron to kill him a lot faster.
  • Zok’s Lair: Some minor changes were implemented here. Some mic toss interactions are used instead of sing. Moving the screen transition more so that the next screen can be done with an extra enemy *although not always faster*. Zok was the most interesting of the boss fights, due, to a couple of factors. For starters, getting Zok to not vanish with his disappear move had me make some different changes to the fight compared to the other movies. Secondly, Zok has a 'gun' and a staff that of which both have lingering hitboxes, so utilizing getting around those is the most difficult. In the end, Zok was defeated quicker by 50 frames, and thus I got the 17:29 time.

SHA1: F408B6132E88BB9CDCB6FBB7DCB41723F88FE76D

Screenshots

#637874841851794041 - Stone Protectors In 17:30.48

Stone Protectors (Japan) Improvement ~ 17 30.bk2
In 17:30.49 (63133 frames), 63927 rerecords
91 downloads
Uploaded 5/7/2022 1:36 AM by Technickle (see all 209)
saved 165 frames on level 5 and 4 frames on level 6.
Should be close to done with this soon.

#637874623345093916 - Stone Protectors In 17:33.29

Stone Protectors (Japan) Improvement ~ 17 33.bk2
In 17:33.30 (63302 frames), 60222 rerecords
85 downloads
Uploaded 5/6/2022 7:32 PM by Technickle (see all 209)
saved 235 frames on level 8

#637873812730250129 - Stone Protectors In 17:37.20

Stone Protectors (Japan) Improvement ~ 17 37.bk2
In 17:37.21 (63537 frames), 57404 rerecords
87 downloads
Uploaded 5/5/2022 9:01 PM by Technickle (see all 209)
10 frames were saved on level 7 & 156 frames were saved on level 9 for a total of 166 frame improvement
1 2
5 6 7 8 9