MalleoNote: This is a Tool-Assisted Speedrun. For more information, visit: http://tasvideos.org Please read the full description! Intro Image by: @forever_anonFA This is encode #3~ No Overlay w/ Audio Commentary For an encode with an Overlay with Audio Commentary: youtu.be/MEGIemb_lOA For an encode with an Overlay without Audio Commentary: youtu.be/keoHOhecbcI For an encode without an Overlay with Audio Commentary: youtu.be/Q_tpOkmDPDw
(TAS) Paper Mario: The Thousand-Year Door in 3:35:16.35 by Malleo (No Overlay w/ Audio Commentary)Malleo2015-07-22 | Note: This is a Tool-Assisted Speedrun. For more information, visit: http://tasvideos.org Please read the full description! Intro Image by: @forever_anonFA This is encode #3~ No Overlay w/ Audio Commentary For an encode with an Overlay with Audio Commentary: youtu.be/MEGIemb_lOA For an encode with an Overlay without Audio Commentary: youtu.be/keoHOhecbcI For an encode without an Overlay with Audio Commentary: youtu.be/Q_tpOkmDPDw
Please read my pastebin regarding the TAS: http://pastebin.com/NSFG8ArHUsing Security Vulnerabilities to Get Every World Record in Mario Kart WiiMalleo2023-11-18 | In this video, I explore the use of security vulnerabilities in Mario Kart Wii and the Wii's embedded operating system to alter the game's code on an unmodified console.
On April Fools' Day 2023, Epik95 posted a video showing off a new way to get out-of-bounds and reach the parking lot. I remember myself waking up that day and automatically assuming that every video posted was just an April fools video. However, Epik95 proceeded to post the ghost file for this time in the Discord, after which we quickly realized this was a legitimate record: https://i.gyazo.com/83c9166f54e71b18523e8652414bc236.png
This, like the previous OOB entry method, utilizes what's known as the "Horizontal Wall Glitch". Most wall collision is placed vertically (duh) but sometimes it is placed horizontally. Under certain circumstances, colliding with these horizontal walls will temporarily allow you to bypass vertical wall collision. We are able to bypass collision for just enough frames to fall past the side railing and into the parking lot section.
This TAS opts for Daisy + Mach Bike as opposed to Baby Daisy + Bullet Bike. With Daisy, we were able to obtain a clip around 5 frames earlier than we were able to with Baby Daisy. In addition, The Mach Bike's relatively faster speed allowed us to save time by charging a MT after the second shroom, whereas the Bullet Bike could not save time with this. We are uncertain about laps 2 and 3 in terms of which vehicle outperforms the other, as it has been shown that Bullet Bike can take tighter turns. Overall, it may be necessary to produce a second TAS which uses Baby Daisy + Bullet Bike in order to determine which character+vehicle combo is superior.
If you're curious about the mechanics behind meeting lap count requirements in the parking lot, please take a look at my 95% video: youtube.com/watch?v=2y5M_K0ah5Q
Personal Note: This is the first track I ever created a TAS for. The oldest documented TAS I have on this track dates back to January 2011. After more than 12 years, I'm glad to have helped cut off 16 seconds.
Fun Fact: The exact finish time of this TAS is 22.7139921. Since the game rounds times up, we managed to get .714 instead of .715 by only 8 millionths of a second! _____________________________ Twitter: twitter.com/tasmalleo Twitch: twitch.tv/tasmalleo Join the MKWii TAS Discord: discord.com/invite/EPD9yCu Check out Mario Kart Wii TASes: mkwtas.com[MKWii TAS] Rainbow Road (Ultra) - 38.695Malleo2023-03-12 | Authors: Malleo, @Monster3rum , @mkwLuke , @justin3055 , @Kierio04 , @EjayB , @cesar_mk, @citrinitas7815
This is a Tool-Assisted Speedrun (TAS). For more information, please visit tasvideos.org
Over 2 years since I proved that Rainbow Road ultra could be done 3 times in a time trial, we have finally put together a 3lap Rainbow Road TAS. Attempts were made to start a TAS using the Quacker, but due to the sheer difficulty of the 1 mushroom ultra, we ultimately abandoned the project.
Fast forward to a month ago and Justin has discovered the RR ultra can be done with 1 mushroom using the Shooting Star. Not only is this strategy RTA viable, it's objectively faster than the Quacker method. Since this method is faster, easier, and more fun to work on, motivations were high to tackle this track once and for all.
For the start of each lap, our goal is to start charging a standstill mini-turbo as early as possible, while still landing in an optimal position to set up for the wallclip. We can bonk the wall pretty early and use our airtime and momentum to keep moving away from the finish line while charging the SSMT. The clip itself just involves drifting, shrooming, and wheeling in just the right way such that we get a few frames of airtime before bonking the wall. The drift helps us rotate Funky to the right, so that he'll take a more direct path towards the last ramp. Upon landing, we can exploit outward-drifting bike mechanics; we start a right drift but then hold left. This actually shoots us considerably far to the left, allowing us to avoid bonking the ramp wall and carry a considerable amount of momentum off the trick ramp.
At the end of each lap, we perform a superhop. This outward-drifting bike exploit allows us to build what we call "External Velocity", ultimately allowing us to reach the speed cap. While this primarily saves time when entering a new lap, this is set up fast enough such that we actually save time before crossing into a new lap versus not doing the superhop. On the last lap, we perform the superhop in the opposite direction. This ultimately allows us to take a much more direct line towards the finish line.
On a personal note: it really warms my heart to see so many authors coming together to help make this possible. 15 years after the game's release and the TAS scene is still going strong. I'm excited for what's to come!
Want to make your own Mario Kart Wii TASes or chat with other TAS enthusiasts? Join our Discord over at discordapp.com/invite/EPD9yCu
Check out the history of all Mario Kart Wii TASes at mkwtas.com
For more info on my burnout and why I stepped away for a while: youtube.com/watch?v=iP5h0rPu6ZoHow We Trained a Genetic Algorithm to Fly in Paper Mario: TTYDMalleo2021-11-10 | This video discusses how we reverse-engineered the flight physics to run frame-by-frame simulations, as well as how we made use of a genetic algorithm to achieve optimal plane flight input sequences.
The relevant game addresses use multi-level pointers. The parent pointer is 0x809B8F70 on NTSC-U or 0x809BD730 on PAL. Level 1: 0xC Level 2: 0x0 The following addresses are available at the specified Level 3 offset: Race Completion (4 Byte Float): 0xC Lap Completion (4 Byte Float): 0x1C currentLap (2 Byte): 0x24 maxLap (1 Byte): 0x26 _____________________________ Twitter: twitter.com/tasmalleo Twitch: twitch.tv/tasmalleo Join my Discord! discord.gg/VRk59mY Intro/Outro by TheSneakySpy: twitter.com/TheSneakySpy and youtube.com/TheSneakySpy Check out Mario Kart Wii TASes: mkwtas.comRainbow Road Ultra Shortcut with 1 Mushroom - Mario Kart WiiMalleo2020-12-29 | This will never be done humanly. This is a Tool-Assisted recording. Stream reaction is at 8:38 Beginning music: Super Smash Bros Brawl - Tournament Grid
Years ago, it was discovered that this ultra shortcut could be performed using two shrooms. To this day, humans have gotten close to making it. A human has actually manage to cross the gap, but they did not touch the first key checkpoint of the map before crossing over, thus the lap did not count.
Meanwhile, our community was theorizing the possibility of performing the Rainbow Road ultra with only one mushroom. Doing so would mean that we can perform the ultra three times in a single race. cf actually crossed the gap with one mushroom, however it didn't count the lap because he didn't cross into the first key checkpoint region which is closer to the finish line than he touches: youtube.com/watch?v=SldCDRfNlqk
As it turns out, this is just barely possible. After months of attempts, I succeeded in pulling this off. A new TAS time will now complete the course in under 50 seconds.
FAQ: Q: Why is Funky Kong driving backwards on rGV2 next to your facecam? A: That's a good question! It's for a new video. Stay tuned!
Q: Why Quacker? A: It gives the best airtime bounces to make crossing the gap possible with one shroom.
Q: Why Baby Daisy? A: There's no advantage to using any other character over her. They're all the same for making this glitch. In terms of the actual 3lap, Baby Daisy will be best due to her Mini-Turbo stat.
Q: Okay but like isn't this *technically* possible humanly? A: It's also technically possible I can simultaneously win the lottery and get struck by lightning.
I decided to make this video in order to give a more up-to-date explanation as to some of the practices used for developing Tool-Assisted Speedruns with the Dolphin Emulator. In addition, I really wanted to show some examples of getting started with the emulator build's Lua scripting support.
Room footage was made possible thanks to https://noclip.website
This was an incredibly fun video to make. Having thought of this idea alongside TASPlasma almost a year ago, it's been long overdue for a video of its own.
You can check TASPlasma out over at: youtube.com/TASPlasma _____________________________ Twitter: twitter.com/tasmalleo Twitch: twitch.tv/tasmalleo Join my Discord! discord.gg/VRk59mY Check out Mario Kart Wii TASes: mkwtas.comInfinite Items in Paper Mario: The Thousand-Year Door - Inventory OverloadMalleo2020-04-11 | This video discusses two glitches that can be used to allow the player to consume and hand over items infinitely many times. Inventory Overload will be used in a future 100% TAS to avoid significant amounts of backtracking for additional ingredients.
_____________________________ Twitter: twitter.com/tasmalleo Twitch: twitch.tv/tasmalleo Join my Discord! discord.gg/VRk59mY Check out Mario Kart Wii TASes: mkwtas.comThe EFF Overflow - A New Palace Skip TheoryMalleo2020-03-30 | This theory has been developed by PistonMiner, Zephiles, and SolidifiedGaming. Thanks to them, we may be very close to a much faster version of Palace Skip.
This is my first time using Adobe Premiere, so I hope everything turned out okay!The Unspin Clip - Teleporter Room Early without FlurrieMalleo2020-03-25 | Discovered by: Really_Tall - youtube.com/channel/UC0K4CSDupzyxMDtbTxHrjMQ
This method was discovered in October of last year, but I never got around to making a video on it. This method only requires paper mode; however, we still need to complete all of Chapter 1 in order to be able to access the Chapter 2 pipe. This will FINALLY allow for a sub 2 hour TAS. It's also worth noting that this is possible in RTA, though it can be pretty difficult to time the jump while having a correct position and angle.Sonic Heroes (TAS) - Team Sonic in 36:01.23 by Malleo and THC98 (16:9 Commentary)Malleo2020-03-07 | WARNING: This video contains fast flashing images. It may cause discomfort and trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised.
This tool-assisted speedrun aims to complete the Team Sonic story and reach the credits as fast as possible through the use of slowdown, savestates, and external scripts. Timing begins on game startup and ends on last input. For more information on tool-assisted runs, please visit http://tasvideos.org. For more details on tricks and mechanics used throughout the TAS, please view our TASVideos submission here: http://tasvideos.org/6646S.html
This encode uses a 16:9 widescreen hack, as opposed to the native 4:3 aspect ratio, as well as upscaled textures and audio commentary for entertainment purposes.
This TAS was made by Malleo and THC98, and our channels can be found here: Malleo: http://youtube.com/ShwaMalleoMK THC98: http://youtube.com/THC98Sonic Heroes (TAS) - Team Sonic in 36:01.23 by Malleo and THC98 (16:9, No Commentary)Malleo2020-03-07 | WARNING: This video contains fast flashing images. It may cause discomfort and trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised.
This tool-assisted speedrun aims to complete the Team Sonic story and reach the credits as fast as possible through the use of slowdown, savestates, and external scripts. Timing begins on game startup and ends on last input. For more information on tool-assisted runs, please visit http://tasvideos.org. For more details on tricks and mechanics used throughout the TAS, please view our TASVideos submission here: http://tasvideos.org/6646S.html
This encode uses a 16:9 widescreen hack, as opposed to the native 4:3 aspect ratio, as well as upscaled textures for entertainment purposes.
This TAS was made by Malleo and THC98, and our channels can be found here: Malleo: http://youtube.com/ShwaMalleoMK THC98: http://youtube.com/THC98Sonic Heroes - Team Sonic TAS PreviewMalleo2020-02-20 | After 343 days of work, THC98 and I have finished our Team Sonic TAS. The TAS will be released on Friday, March 6th, 2020. You will be able to find the encodes on both THC98's and my YouTube channels. In addition, we will be livestreaming the premiere of this TAS on my Twitch channel on Friday, March 6th, 2020 at 11pm GMT (6pm EST).
Song Used: xi - Happy End of the WorldSoftdrifting and Controller Inputs in Mario Kart WiiMalleo2019-10-19 | In this video, I cover the basics of softdrifting, as well as touch on the quirkiness of various controllers' range of diagonal inputs.
Music Used: Super Smash Bros. Brawl - Online Practice Stage Chrono Trigger - Corridors of Time Donkey Kong Country 2 - Stickerbrush Symphony Mario Kart: Double Dash!! - Bowser Castle Lemonectric - Fog Factory: youtube.com/watch?v=R8O6Ze7Lf1c Sonic the Hedgehog - Scrap Brain Zone
Sites Referenced: mkwrs.com chadsoft.co.uk wiki.tockdom.comGloomtail Warp - Skip Straight to the Shadow Queen!Malleo2019-09-18 | This is a new method of performing the Gloomtail Warp. It requires fewer abilities than other known methods of this trick, meaning I was able to use it in the brand new any% TAS! You can watch that TAS over here: youtube.com/watch?v=7pnYZXsHCZU
Music: Riverside Station Shadow Queen Phase 1 Pit of 100 Trials Merlee's Mansion - Super Paper Mario Riddle Tower Doopliss
Twitch: http://twitch.tv/tasmalleo(TAS) Paper Mario: The Thousand-Year Door in 2:00:58.23Malleo2019-09-07 | This is the seventh installation of the Paper Mario: TTYD any% TAS, improving upon the previous TAS by 15 minutes and 54 seconds.
It was an absolute pleasure to come back to this game. I had a lot of fun integrating the newly found skips, including Prologue Fence Skip, Blimp Ticket Skip, Chapter 7 Elevator Skip, and the Gloomtail Warp.
Thanks to MuzYoshi for the intro image - twitter.com/MuzYoshiThe Seventh TTYD TAS - This Friday!Malleo2019-09-04 | Watch the live premiere on Friday, September 6th at 5:30pm EDT: http://twitch.tv/tasmalleo The TAS will be made public on Youtube shortly after.TASBot plays Mario Kart Wii at SGDQ2019Malleo2019-06-30 | Hosted by: dwangoAC
Hi everyone! i was given the privilege of being able to commentate alongside TASPlasma, and Luke for a Mario Kart Wii TASBot segment. This was very fun to help put together and I'm incredibly happy with the outcome.
For Mario Kart Wii TAS records, visit mkwtas.comManipulating a 1 in 46,000 Chance - When Luck Just Isnt EnoughMalleo2019-06-24 | In this video, I cover the process behind reverse-engineering the Random Number Generator algorithm and guaranteeing a 1 in 50,000 event to occur by only wasting 0.2 SECONDS.
Music Used: Super Mario Galaxy - Honeyhive Galaxy New Super Mario Bros Wii - Final Bowser Phase 2 Paper Mario: TTYD - Rogueport Sewers Paper Mario: TTYD - Pirate's Grotto Paper Mario: TTYD - Riddle Tower Donkey Kong Country 2 - Crocodile Isle Super Metroid - Brinstar Red Soil Area LoZ Majora's Mask - Final Hours Super Mario Galaxy - Bowser's Galaxy Generator Paper Mario: TTYD - Farewell Rogueport
_____ Watch me live at http://twitch.tv/tasmalleo weekdays at 8pm EDT Follow me on twitter: twitter.com/tasmalleoPrologue Fence Skip - Skip Talking to Frankly in the PrologueMalleo2019-05-14 | We thought this would never be done optimally in a Tool-Assisted Speedrun, but, alas, we've finally pulled it off!
Music Used: Paper Mario: TTYD - Rogueport, Town of Thieves Super Mario RPG - Fight Against Kajioh Donkey Kong Country 2 - Fear Factory Super Paper Mario - Ready, Go [O'Chunks Battle] Super Paper Mario - Champion of Destruction Super Paper Mario - Memory 3 (What can I say? I love the SPM soundtrack)
Watch me live at http://twitch.tv/tasmalleo weekdays at 8pm EDTA Faster Blimp Ticket Skip Has Finally Been FoundMalleo2019-05-05 | SolidifiedGaming strikes again! He managed to find a faster Blimp Ticket Skip method that saves approximately 15 minutes in runs, which means I can now probably get the TAS down to under 2 hours.
Music: Final Battle - Mario and Luigi: Partners in Time Riddle Tower - Paper Mario: TTYD Siege on Bowser's Castle - Paper Mario 64 We're Counting on You, Mario! - Paper Mario: TTYDSonic Heroes (TAS) - Robot Carnival (Team Sonic) in 1:17.98{WR} [16:9]Malleo2019-05-04 | This is a Tool Assisted Speedrun (TAS). For more info, please visit http://tasvideos.org Watch in HD if you can, it looks a lot better!
If you prefer to watch a 4:3 encode (with input display), it's available in Tales's channel: youtube.com/watch?v=kXdmDUlyCFM
Special thanks to Gamepro011, CriticalCyd, Deku, JustLemres, FusionVaria, and Sewer56 for all their help during the creation of this TAS.
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We decided to release this as an IL because we weren't aware of any previous TAS of this boss fight. We're both pretty happy with the result.
Right at the start of the cutscene before the boss, there is one frame that the controller inputs are registered by the game and you can actually do any action. If you kick in that frame, you actually can control the characters for the rest of the cutscene and everything gets messed up. As that doesn't cost any frame and looks hillarious, we decided to leave that in the TAS! :P
Now for a more useful version of that exploit, in the cutscene where the boss text shows up, there's another frame that controller inputs are registered. We used that frame to switch to Knuckles and punch to the right. That put us in a very good position for the start of the boss, so getting the first homing attack was a lot easier.
For the first two wave, the fastest method of killing enemies was to homing attack with Sonic and have Tails and Knuckles hit each enemy after Sonic does in order to kill it.
By this point, we manipulated 2 Tails powerups in order to get Tails to level 2, which allows his thundershoot to do enough damage to one-shot flying enemies. Thundershoots are used on waves three, four and five.
For the fifth wave that contains the four flying enemies in a circle, we shot Sonic out before the enemies spawn. Right as the enemies spawn, we shot out Knuckles. In doing so, Sonic was able to eliminate the farthest enemy and kill the enemy to the left while Knuckles killed the closest enemy and the enemy to the right. This saved a decent amount of time over having just Sonic or Knuckles travel in a full circle to kill all the enemies.
By the sixth wave, we manipulated level 3 Knuckles. Knuckles's triple punch allows him to shoot out fireballs, and damages enemies within a certain radius. On the sixth wave, we performed the triple punch to kill the ground robots, then switched to Tails and thundershot the purple flappers.
Waves seven, eight, and nine can be killed immediately upon spawning by using a triple punch.
On wave ten, we used the same tactic as wave five. We shot Sonic out way before the enemies spawn and Knuckles right as they spawn, such that Sonic kills the farthest enemy and all enemies to the left while Knuckles kills the closest enemy and all enemies to the right.
Wave eleven can be taken out instantly with a triple punch. There are three robots that spawn later than the rest of the enemies, so we had to time out fire punch so that the enemies that spawn later would die instantly.
For the last wave, we start with a triple punch, however since the enemies are falling, they don't get hit until a certain time. However, by having Sonic or Tails kill the lowest robot earlier, all the other robots blow up from the triple punch much faster than they normally would.
We have decided that this will be the last individual level that we will be releasing until the entire Team Sonic TAS is finished. For updates, be sure to follow us on twitter: http://twitter.com/tasmalleo http://twitter.com/thc_98
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Game version: NTSC-U in Gamecube Emulator: Dolphin 5.0 stable Total Rerecords: 67664 (As we branched out from multiple .dtm files, this count is likely not very accurate)
Real time WR: 1:20.00 by Sonicspeedruner youtube.com/watch?v=tScDjo39RsISonic Heroes (TAS) - Grand Metropolis (Team Sonic) in 1:09.74 {WR} [16:9]Malleo2019-04-08 | This is a Tool Assisted Speedrun (TAS). For more info, please visit http://tasvideos.org Watch in HD if you can, it looks a lot better! (Thanks Sewer56 for the encode!)
Special thanks to Gamepro011, CriticalCyd, Deku, JustLemres, FusionVaria, and Sewer56 for all their help during the creation of this TAS.
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The main improvement for this level comes from bop boosting, a trick that essentially allows you to warp across a section of the stage. See the below explanation for more information. Bop boosting alone helped shave off around 9.4 seconds from Tales's previous best time here.
We also saw small improvements overall through better optimization of strategies, such as landing earlier after the first loop and getting downward momentum when going into the inside area after skipping the double loop section.
For the first bop boost, we intentionally take damage as Tails to get out of a glitched state that occurs after using a bop boost. Even if you land on the ground with Tails, the game will continue to treat you as if you're flying. Getting hit by an enemy takes you out of this state.
For the second bop boost, we got Sonic hit first frame and got Knuckles hit on a later frame. In doing so, we can activate a flight with Tails, teleport to Knuckles location, and we somehow instantly jump to 8 forward speed. This allows us to reach the edge faster so that we can fall and get the wall in between the direct line between Sonic and Tails. For the landing of the second bop boost, we found that by thundershooting with Tails on a certain frame, you can conserve a lot of your forward speed from the bop boost and use that to instantly reach the speed cap as Sonic. This saves a bit of time as we make our way to the spring right after the bop boost.
For the final bop boost, we got both Sonic and Knuckles hit on the same frame. We call this a Sonic & Knuckles bop boost, as opposed to a Sonic-only bop boost which we used in the previous two bop boosts. We still aren't 100% sure about the difference between these two bop boost versions, but the Sonic & Knuckles version allows us to cover more distance, with the downside being that we don't have much speed with Tails when getting Sonic and Knuckles hit by the enemy. At the end of the bop boost, we timed it so that Sonic and Knuckles stopped their getting hit animation right as we reached the wall above the goal ring. In doing so, all of our forward speed is converted into downward speed, allowing us to fall faster than normally intended in the game. -----
Tricks used in this level:
Bop boosting: By getting Sonic hit by an enemy on the same frame that we touch the ground from flying with Tails, the game reacts oddly when we try to fly with Tails again. Knuckles thinks he's attached to Sonic, and Sonic thinks he's attached to Tails. So when we fly again, Knuckles tries to teleport to Sonic while Sonic tries to move towards Tails. If we put a wall in between the direct path between Sonic and Tails, the game will allow us to shoot forward approximately 180 units per frame in the direction of the wall towards Tails. This is used 3 times throughout the level to shave off time.
Kick acceleration: You can press and release B to kick with Sonic, which is normally followed by a cooldown that prevents you from kicking again for a certain time. This cooldown can be circumvented by switching to Tails and then back to Sonic, allowing us to repeatedly kick over and over again. This allows us to build up speed a lot faster than normal.
Triangle dive: Going into a triangle dive with Knuckles while in high speed allows us to maintain our speed longer than just jumping with a character. This allows us to clear wide gaps.
Light dash cancel: By switching formations right after doing a light dash (when you press B with Sonic to lock onto a set of rings), you will instantly jump to a speed value of 15.9. In situations where we have a lower speed value, this can be used to instantly increase in speed.
Object clipping: With a high enough speed value, you can switch to Tails right before coming into contact with a door or obstacle, allowing you to go through it. This is used right before we reach the cannon to avoid having to break the two blocks that are in our way.
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Game version: NTSC-U in Game Cube Emulator: Dolphin 5.0 stable Total Rerecords: 13558 (As we branched out from multiple .dtm files, this count is likely not very accurate. I'd estimate around 10k for this stage alone.)
Former TAS WR: 1:24.44 by THC98 youtube.com/watch?v=WStO-H6dBKs Real time WR: 2:16.03 by Deku twitch.tv/videos/81506734SONIC HEROES - TEAM SONIC SPEEDRUN IN 5:51 BY TODD ROGERS !? (#1 IN THE WORLD)Malleo2019-04-01 | The man, the legend does it again!
God Gamer Todd Rogers manages to unlock the secrets of starting the race in second gear by tapping a very precise series of inputs on his SNES controller!
Validated by referee, Billy Mitchell, he immediately becomes the fastest Sonic Heroes player in the world, locking forward his speed at an astonishing rate of 32 units per frame (the game's maximum!). In collaboration with Malleo, Tales and Sewer56 as the technical assistant, we were able to complete a full Team Sonic story TAS using this exploit!
In addition, we found that through the power of psychokinesis, by using the human element, you can warp from Grand Metropolis to Final Fortress instantly, and you can play as Eggman!
------------- If you would like to learn more about the world of Sonic Heroes speedruns, including TAS videos, please refer to the following link: goo.gl/oKG7Ud -------------Sonic Heroes (TAS) - Seaside Hill (Team Sonic) in 1:23.44 {WR} [16:9]Malleo2019-03-25 | This is a Tool Assisted Speedrun (TAS). For more info, please visit http://tasvideos.org Watch in HD if you can, it looks a lot better! (Thanks Sewer56 for the encode!)
A while ago I told Tales that I was interested in TASing this game, and that motivated Tales to start the TAS over with me! So this is where we are right now. So many improvements!
Special thanks to Gamepro011, CriticalCyd, Deku, JustLemres, FusionVaria, and Sewer56 for all their help during the creation of this TAS.
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Most of improvements came from abusing level geometry while doing triangle dives to skip several sections of the stage. That also allowed us to also skip the trigger of the first bobsled section by going over it, which saved us quite a lot of time.
Aside from that, we also implemented an object clip in the last pair of blocks before the cannon, which means that we didn’t need to switch to Knuckles and break those blocks.
Another cool trick we found while making this TAS is skipping the “entering the cannon” animation by doing a thundershoot + flight accel as Tails in a very precise position below the cannon. This alone saves a whole second over entering the cannon normally!
And finally, there were improvements due to minor movement changes. One example of this is the ascending pillars section, where we landed on the left higher part of the first pillar as Tails, and thus we could land on the second pillar by doing a triangle dive as Knuckles, avoiding the extra Tails flight.
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Tricks used in this level:
Kick acceleration: You can press and release B to kick with Sonic, which is normally followed by a cooldown that prevents you from kicking again for a certain time. This cooldown can be circumvented by switching to Tails and then back to Sonic, allowing us to repeatedly kick over and over again. This allows us to build up speed a lot faster than normal.
Triangle dive: Going into a triangle dive with Knuckles while in high speed allows us to maintain our speed longer than just jumping with a character. This allows us to clear wide gaps.
Abusing level geometry: Throughout Seaside Hill, many vertical walls aren’t actually flat. By jumping against these walls at a certain angle, we can redirect a lot of our forward momentum into vertical momentum, allowing to scale walls a lot faster than normal.
Light dash cancel: By switching formations right after doing a light dash (when you press B with Sonic to lock onto a set of rings), you will instantly jump to a speed value of 15.9. In situations where we have a lower speed value, this can be used to instantly increase in speed.
Loop speed: By doing a homing attack while Sonic is above a scripted section (such as a loop), the game pulls Sonic down back to the loop with increasing speed. If this is activated while not directly above the loop section (by running off the loop while still maintaining its scripted effect), the game will indefinitely increase Sonic’s downward speed, until the homing attack is over. Furthermore, it’s possible to manipulate Sonic’s gravity direction (X and Z rotations) so his “downward vector” is pointed towards an arbitrary direction, which will also be the speed gain direction.
Object clipping: With a high enough speed value, you can switch to Tails right before coming into contact with a door or obstacle, allowing you to go through it. This is used right before we reach the cannon to avoid having to break the two blocks that are in our way.
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Game version: NTSC-U in Game Cube Emulator: Dolphin 5.0 stable Rerecords: 5958 (As we branched out from multiple .dtm files, this count is likely not very accurate. I'd estimate around 10k for this stage alone.)
Enjoy! :)The 95% Rule - Mario Kart Wiis Hidden Fail-SafeMalleo2019-02-21 | In this video, I explain one recently conceived theory on how the checkpoint system works in its entirety.
Music used in this video: Sonic Heroes - Ocean Palace Donkey Kong Country 2 - Flight of the Zinger Super Mario 64 - File Select Frogger's Adventures: The Rescue - Molten Island Boss Frogger's Adventures: The Rescue - Metro Mayhem Level 1 Paper Mario: TTYD - Pennington's Mystery Sonic Mania - Studiopolis Zone Act 1 Super Paper Mario - Castle Bleck Sonic Mania - Lava Reef Zone Act 1 Paper Mario: TTYD - Goodbye, Rogueport(TAS) Luigi Circuit (Supergrinding) - 1:06.059 by Malleo, Monster, Rocky, and ThomasMalleo2019-02-09 | TAS BKT Cut: [-0.291s] NOTE: This is a Tool-Assisted Speedrun. This time will not count on any real rankings. For more info, please visit http://tasvideos.org
Please read full description for complete info about this run as well as links to the channels of everyone that helped make this TAS possible.
Music: Escala - Children (This song is copyrighted, but it brings back a lot of nostalgia for me and others, so I thought it was worth using)
Because Thomas's previous Best Known Time was not console-verifiable (due to an older Dolphin version), a few of us set out to improve this track some more on a newer Dolphin version. Monster improved his no-glitch BKT several weeks prior to the start of this run, so we copied his ghost's inputs for the first three turns of lap 1.
We use a slightly different shroomstrat than Thomas did. Thomas went for the shroomless ramp lap 1, whereas we performed the shroomless ramp lap 3. Essentially, using the mushroom before the ramp when we need to approach the boost panels allows us to cut off more of the turn than if we were to go from the ramp towards the sand cut at the end of the lap. Therefore, we saved a small bit of time based off of this shroomstrat alone.
Our main improvement from this run comes from better understanding of the supergrind. It turns out that spamming the analog stick back to neutral every other frame is an integral part of maintaining speed as we make our way around the last turn of the lap and first turn of the following lap. Without returning the analog stick to neutral every other frame, we end up drastically changing the angle we are facing as we complete a turn. This will end our prolonged speed increase prematurely.
You may notice that I take the last turn of lap 1 and 2 tighter than Thomas does. Yes, we need to alternate the analog stick back to neutral every other frame, but we can hold right without going neutral for a decent amount of time before it will cause us to end up with a bad angle for the straightaway.
As a result of taking this turn tighter, I am actually not able to take the first turn of lap 2 and 3 as tight as Thomas does. Basically because he went wider, by the time he gets to the first turn, his bike is doing more of a nosedive than we are, meaning his back tire is popped out of the ground. This prevents him from hitting the grass and slowing down, whereas we would still get slowed down by the grass. All in all, taking the last turn of the laps tighter saved more time than we lost during the first turn of the following laps.
In addition, we saved a small bit of time by getting a slightly better shroomless ramp trick (we didn't slow down as much as Thomas did in his previous BKT).
Thank you Monster, Rocky, and Thomas for all your hard work in this collaboration. It's unfortunate we couldn't sub 1:06, but I am really happy with how optimized this track has become.
Want to discuss TASing Mario Kart Wii? Come join our TASing Discord: discord.gg/EPD9yCu
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Watch me live at twitch.tv/tasmalleoThe Supergrind - Mario Kart Wiis Strangest Glitch to DateMalleo2019-02-07 | In this video, I cover the basics of Rapid Fire Hop Abuse as well as tell the story about the history of the supergrind.
Music: Super Paper Mario - The Ultimate Show Donkey Kong Country 2 - Forest Interlude Mario Kart 8 - Big Blue Super Mario Galaxy 2 - Sky Station Galaxy Sonic Mania - Flying Battery Zone Act 2 Paper Mario: TTYD - Mystery of the Glitz Pit Frogger's Adventure - The Rescue - Sunken Temple 3 ____________________________________ Here's a list of the current TAS BKTs: docs.google.com/spreadsheets/d/1USwHHYSL1pRMSWbZI78DlJqgywY6dus2zApg8YkyrR8
Want to discuss TASing Mario Kart Wii? Come join our TASing Discord: discord.gg/EPD9yCu
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Watch me live at twitch.tv/tasmalleo(TAS) Maple Treeway - 1:15.170 by Luke, Malleo, RS, Rocky, Sware, and ThomasMalleo2019-01-19 | TAS BKT Cut: [-5.234s] Please read full description for complete info about this run as well as links to the channels of everyone that helped make this TAS possible.
I set out to improve my previous Maple Treeway TAS (1:20.404) by around 2 seconds, but holy crap did we knock that goal out of the park. I aimed to work on this TAS by myself, but many others in the TASing community began taking interest in this track. By the end, there were six of us working on it, and I think that this type of collaboration helped make the creation of this TAS a lot faster and made the TAS itself more optimal.
Huge thank you to Sware for recording the run as well as editing the overlay display. On the left you can see an input display as well as our six names. Any time someone helped out with optimizing a certain section of the track, their name is shown, and when they were not able to help with a certain section, their name is grayed out. I forget who came up with this idea, but it makes it a lot easier to view the contributions of each collaborator. On the right you can see a SPEED display, which is a measure of our X and Z-axis speed, which is a more accurate display than the simple speedometer code. The XZ speed is calculated by sqrt((xpos-xprev)^2 + (zpos-zprev)^2).
Again, thanks to everyone who helped make this happen. I'm very glad to have helped create this run. I really enjoy how it turned out.
Want to discuss TASing Mario Kart Wii? Come join our TASing Discord: discord.gg/EPD9yCu
Want more updates on whatever TAS I'm working on? Follow me at twitter.com/tasmalleo
Watch me live at twitch.tv/tasmalleo (I rarely stream but I plan to get back into it)Malleo Live StreamMalleo2019-01-06 | ...(TAS) Maple Treeway - Lap 1 in 28.396 by Malleo, RS, Thomas, and LukeMalleo2018-12-28 | Read full description for info about the run as well as links to the channels of everyone that helped out! Music: The Stanley Parable - Control? (Countdown Ending)
I set out to improve my previous record by about 2 seconds, but holy crap did we knock that goal out of the park. With the help of several people in the Mario Kart Wii TASing community, we were able to shave off a tremendous amount of time by introducing a handful of new strats.
I first started the run with a new faster way to turn around. I was able to slide more to the left than my previous record, got air while wheeling for a few frames, allowing me to bounce off the tree parallel to the ground. This allowed for a much faster standstill Mini Turbo charge so I could get out of bounds quicker.
Luke showed a way to limit the amount of time we have to turn while in standstill before using a mushroom. As opposed to my last run, Thomas and I were able to get the same rail clip to the shortcut path by performing a low glitch instead of a high one (going underneath the tree rather than above it). This lower glitch saves a significant amount of time due to airtime reduction.
After landing from the cannon with reduced speed, we found out that it IS possible to wheelie through the gap jump. The angle at which you can wheelie throughout the jump is pretty strict and we usually end up with an angle pretty far to the right when landing. Luke found that we can drop our wheelie for a few frames, drift to the left, and wheelie again throughout the jump while angled more to the left.
Upon landing after the jump, I found out we could get a quick Mini Turbo from a drift, which set us up for the strat at the last turn. I accidentally found this strategy and it allows us to have a much better position for the net. Basically we wheelie off the side of the turn and hop on a certain frame, causing us to gain a lot of air and sends us farther to the left towards the net.
Optimizing the net is time consuming, and we spent several days trying to beat each other to a faster net. Ultimately Luke had the best net so far, and I was able to improve the ending of the net ever so slightly.
Right now we aren't sure what the best strat for the ramp is. We can either get a wall trick like I was able to get in the video, or alternatively we can use rapid fire hops to get a low trick. For now I think the wall trick is faster as it severely reduces your overall airtime.
The ending of the lap will definitely be changed as we explore what the fastest approach to the out of bounds area is.
I'd really like to thank everyone that helped make this lap possible. I'm excited to see what the rest of the run will yield. We will probably end up with a 1:15, which would be upwards of a 5 second improvement to my previous record.(TAS) Mario Kart Wii - Rainbow Road Fast Lap - 15.537Malleo2018-12-15 | The goal of this TAS was to complete a single lap as fast as possible. See description for more info:
Wow, this was fun to work on! I have been trying this glitch on and off for a few years, and I can finally say I am the third person to ever pull this glitch off in an emulator.
I can't really emphasize how incredibly precise this glitch is. This is harder than any other glitch in the game by far. You need to start your spindrift at the right angle, you need the right amount of height when spindrifting to pass behind the first key checkpoint, and you need the right mix of drifting right and holding down on the analog stick to maintain enough height to reach the end of the track.
I came up with the boost panel strat at the beginning on my own. Bouncing off the wall and charging a Mini Turbo was significantly slower. I didn't test this, but using a mushroom instead of hitting the boost panel would probably lose time because I would slow down on the last turn of the track since I can't use my mushroom there.
I'm on winter break now, so I'll try to spend some time working on a new MKWii TAS. Previously, balancing TASing and schoolwork has been a challenge, so I've abandoned TASing altogether, but going into this next semester I will try to balance it better.
Thanks for reading and watching!World Record History of Paper Mario: TTYD any%Malleo2018-06-27 | Thanks to Gyianas for the overlay design, title graphic, and thumbnail: twitter.com/Gyianas
I've wanted to make this video for a while now, and I feel like now is a better time than ever since the English version of the game has been brought down so much recently. This video probably required the most editing I've ever done. Through countless Sony Vegas crashes, I finally present the WR History of Paper Mario: The Thousand-Year Door any%.
Music used: ExileLord - Soulless 4 TTYD - Rogueport Sewers SPM - Castle Bleck Hylian Lemon - Mare Undarum SSBB - Bramble Blast TTYD - Rawk Hawk Fight Nex - Bobble Head Inspiration SPM - O'Chunks Fight SPM - Champion of Destruction SPM - Outer Space SPM - Battle Time! PM64 - Final Bowser TTYD - Macho Grubba PM64 - Crystal King SPM - Birth of the Chaos Heart Sonic 3 & Knuckles - Zone Boss SPM - Promise SPM - Truck GO SPM - End of the World SPM - Count Bleck Fight PM64 - Seige on Bowser's Castle TTYD - Riddle Tower SPM - The Ultimate Show SPM - Proof of ExistenceNew Super Jump Glitch and Blimp Ticket Skip MethodMalleo2018-05-28 | SolidifiedGaming (http://youtube.com/solidifiedgaming) found a new glitch that we're calling the Super Jump, which allows you to gain infinite height under the right conditions. The first part of this glitch involves obtaining a glitched jump state. This can occur when a cutscene interrupts Koops' or Yoshi's partner animation or when using Text Storage in conjunction with an email cutscene and one of those two partners' animation.
For the sake of a speedrun-practical Blimp Ticket Skip, I'll only be mentioning Koops for this glitch, since we wouldn't have Yoshi at this point. Using Koops 3 frames before entering a cutscene causes Mario's 2 jumps within Koops' animation to be cancelled. This causes the game to incorrectly forget to reset a value pertaining to whether or not Mario is currently in a jump. If you just try to jump afterwards, Mario begins to jump, and the game instantly cancels Mario's jump. However, if you walk up a sloped surface, such as the stairs in the Rogueport dock or the flower garden in West Rogueport, the game reads that you have a positive Y-axis (in the air) velocity. If you have a positive Y-velocity and you jump while in this glitched state, the game completely skips over setting the normal parameters for a jump. As a result, Mario is able to infinitely gain air until you let go of A. AND this state persists through save files. This is great for us because this means that you can easily do Ultra Hammer Early on English now.
This has brought us a lot closer to Blimp Ticket Skip. Really_Tall (http://youtube.com/really_tall) found a way to perform Blimp Ticket Skip. This is a pretty long process as you can tell in the video, and it's not even close to being faster, mostly due to the fact that you have to wait 2 HOURS for an email to occur in North Rogueport. Tall has a better explanation of the procedure for his BTS method in the description of his video on his channel.
For a speedrun-practical Blimp Ticket Skip, we've still come up a bit short. We can use the sloped surface of the out-of-bound train tracks to obtain a positive Y-velocity and use that to Super Jump to the blimp. However, we have no way of getting onto the train tracks without jumping at least once. We need to find a way to get on the train tracks without jumping so that we don't lose the glitched state.
If you guys want to help out, try to find a way onto the train tracks from either the higher up floor or lower floor without jumping, and we have ourselves a faster Blimp Ticket Skip! Who knows, the bounty ($450 now) could be yours ;)(TAS) Maple Treeway - 1:20.404 by MalleoMalleo2018-02-24 | Music: Ruby Illusions - Sonic Mania BKT Cut: [-2.943s]
The major improvements mainly come from the faster lap 1 turnaround at the beginning, the clip up to the SC path, and taking the left branch route instead of going down the middle at the end of each lap.
I thought for a while that I could maybe do the flap strat using only one shroom. After giving up on that after a while, I found out I could use the fence to clip up to the SC ramp, which saves a bit of time each lap. Since I'm by the left side of the cannon, that also makes crossing the gap a little bit faster since I'm closer to it.
Lap 3 could be improved a bit more by getting a double trick at the end of the lap, but that requires a lot of "Quantum Mechanics" manipulation to get a suitable low trick.
I'm probably going to revisit the flap TAS. I think I could probably do the flap strat while still clipping underneath the tree branch like in my old 3lap TAS. We'll see!