Tales98WARNING: This video contains fast flashing images. It may cause discomfort and trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised.
This video is a tool-assisted speedrun (TAS). This means that tools such as slowdown, savestates, and scripts were used to achieve a theoretically perfect run for entertainment purpose, that is not supposed to compete with regular real time speedruns (RTS). For more information on tool-assisted runs, please visit http://tasvideos.org.
This run aims to complete the Team Sonic story and reach the credits as fast as possible. Following TASVideos's standards, the TAS timing begins on game startup and ends on last input. We also provide a final time using the In-Game Timer (IGT) as that's the standard timing method of this game in regular RTS speedruns.
Time based on TAS timing: 36:01.23 Time based on IGT: 30:39.56
This video provides commentary explaining most of the tricks during the run. If you want further information on tricks and mechanics used throughout the TAS, please view our TASVideos submission here: http://tasvideos.org/6646S.html
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-- The encodes --
This video was encoded in 8K quality by Sewer56. To get higher quality textures, he ported an HD textures pack (made by iChris4) from the PC version to the GC version. This is mostly noticeable when the video is played back in higher quality.
It's also important to note that Youtube limits bitrate by video resolution, so there will be a quality difference if the video is played back in HD, 4K or 8K qualities, even in a 1080p screen.
The overlay on the left side of the screen was created using Yoshifan's Lua script framework for RAM watch using Cheat Engine. I have modified parts of the source code to use images instead of simple text to display information and to render an image based input display using the Nintendospy's GC Tron Style.
The memory viewer overlay displays the current active character by highlighting its corresponding icon in the background. It's important to note that the activated character value doesn't always match with the selected character on screen. For example, while Tails is selected, the game uses Knuckles's variables for movement.
For each character, there are 3 sections of variables, which were selected based on their relevance. In Speed section, "F" stands for "Forward" and "V" stands for "Vertical", which are stored as relative X and Y speed by the game, respectively. In Rotation, the only value that is displayed is the rotation around the Y axis (also known as Yaw), because the X and Z rotations are rarely changed during this TAS. In Position, the character's position is displayed using global X, Y, Z coordinates. And finally, you can see the character's action number in Action. The character's action number defines if the character is running, jumping, etc. A full list of each character's action can be found below.
I also added some extra information. There is an in-game timer clock at the top of the screen, which uses the game's internal frame counter that is stored in the game's save file. For reference, this is the timer used for RTA ranking. Aside from that, I have created an arbitrary kick counter, which counts how many times Sonic activated action number 84, and a section that shows what is the RTA record for the current stage. Note that a few bosses' RTA record are lower than this TAS because of in-game time optimizations using death abuse and Team Blast, which are not useful in a full game run.
Sonic Heroes (TAS) - Team Sonic in 36:01.23 by Malleo and THC98 (4:3 Commentated w/ Memory Viewer)Tales982020-03-07 | WARNING: This video contains fast flashing images. It may cause discomfort and trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised.
This video is a tool-assisted speedrun (TAS). This means that tools such as slowdown, savestates, and scripts were used to achieve a theoretically perfect run for entertainment purpose, that is not supposed to compete with regular real time speedruns (RTS). For more information on tool-assisted runs, please visit http://tasvideos.org.
This run aims to complete the Team Sonic story and reach the credits as fast as possible. Following TASVideos's standards, the TAS timing begins on game startup and ends on last input. We also provide a final time using the In-Game Timer (IGT) as that's the standard timing method of this game in regular RTS speedruns.
Time based on TAS timing: 36:01.23 Time based on IGT: 30:39.56
This video provides commentary explaining most of the tricks during the run. If you want further information on tricks and mechanics used throughout the TAS, please view our TASVideos submission here: http://tasvideos.org/6646S.html
-----
-- The encodes --
This video was encoded in 8K quality by Sewer56. To get higher quality textures, he ported an HD textures pack (made by iChris4) from the PC version to the GC version. This is mostly noticeable when the video is played back in higher quality.
It's also important to note that Youtube limits bitrate by video resolution, so there will be a quality difference if the video is played back in HD, 4K or 8K qualities, even in a 1080p screen.
The overlay on the left side of the screen was created using Yoshifan's Lua script framework for RAM watch using Cheat Engine. I have modified parts of the source code to use images instead of simple text to display information and to render an image based input display using the Nintendospy's GC Tron Style.
The memory viewer overlay displays the current active character by highlighting its corresponding icon in the background. It's important to note that the activated character value doesn't always match with the selected character on screen. For example, while Tails is selected, the game uses Knuckles's variables for movement.
For each character, there are 3 sections of variables, which were selected based on their relevance. In Speed section, "F" stands for "Forward" and "V" stands for "Vertical", which are stored as relative X and Y speed by the game, respectively. In Rotation, the only value that is displayed is the rotation around the Y axis (also known as Yaw), because the X and Z rotations are rarely changed during this TAS. In Position, the character's position is displayed using global X, Y, Z coordinates. And finally, you can see the character's action number in Action. The character's action number defines if the character is running, jumping, etc. A full list of each character's action can be found below.
I also added some extra information. There is an in-game timer clock at the top of the screen, which uses the game's internal frame counter that is stored in the game's save file. For reference, this is the timer used for RTA ranking. Aside from that, I have created an arbitrary kick counter, which counts how many times Sonic activated action number 84, and a section that shows what is the RTA record for the current stage. Note that a few bosses' RTA record are lower than this TAS because of in-game time optimizations using death abuse and Team Blast, which are not useful in a full game run.
Thank you for reading and I hope you enjoy the video![SGDQ 2021] Sonic Heroes Team Sonic TAS ShowcaseTales982021-07-11 | This video is a tool-assisted speedrun (TAS). This means that tools such as slowdown, savestates, and scripts were used to achieve a theoretically perfect run for entertainment purpose, that is not supposed to compete with regular real time speedruns (RTS). For more information on tool-assisted runs, please visit http://tasvideos.org.
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Hello everyone!
This is a video recording of the Sonic Heroes TAS showcase presented at SGDQ 2021 Online. It was presented by me, Malleo (co-author of the TAS), CriticalCyd and JustLemres.
I hope you enjoy! :)Sonic Adventure 2: Battle (TAS) - Lost Colony Strats ComparisonTales982020-10-10 | Hello everyone! I guess this is time for a Dark Story TAS update!
HUGE thanks to Brianpso for planning the speed shoe stacking strat and TASing it. His Youtube channel: youtube.com/user/brianpso
The new strat (on the right) takes advantage of a glitch known as speedshoe stacking, which is done by collecting a new power up before the effect of the previous one has ended.
Speedshoes work by doubling a value called "base speed" (a multiplier the game uses to make changes to your acceleration dynamically) and the glitch works by making the game store your previous value while you already have it doubled by the first power up, so when the timer that defines how long the effect lasts reaches 0, your "base speed" value goes back to the doubled one since that's the last one that was stored.
That's the reason why its value goes from 4 to 1 and then back to 2, because for a brief moment Eggman had 2 power ups doubling his "base speed", but then the first one ended, restoring the value back to what it was prior to getting it, and after that when the second one ended it restored the value back to 2 since that was the value that was there at the moment the effect started.
Story TASes are optimized for real-time, meaning that even though this new strat finishes with a higher in-game time, it's still superior. The reason why the standard strat has a faster in-game time is because it delays skipping the upgrade cutscene, in order to have optimal platform movement prior to checkpoint 2. Because this platform is on a cycle, approaching it any sooner would require having to slow down and wait before you can clear the jump, so that downtime is spent with the timer paused within the upgrade cutscene.
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Enjoy!Sonic Heroes (TAS) - Team Sonic in 36:01.23 by Malleo and THC98 (4:3 Encode w/ Memory Viewer)Tales982020-03-07 | WARNING: This video contains fast flashing images. It may cause discomfort and trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised.
This video is a tool-assisted speedrun (TAS). This means that tools such as slowdown, savestates, and scripts were used to achieve a theoretically perfect run for entertainment purpose, that is not supposed to compete with regular real time speedruns (RTS). For more information on tool-assisted runs, please visit http://tasvideos.org.
This run aims to complete the Team Sonic story and reach the credits as fast as possible. Following TASVideos's standards, the TAS timing begins on game startup and ends on last input. We also provide a final time using the In-Game Timer (IGT) as that's the standard timing method of this game in regular RTS speedruns.
Time based on TAS timing: 36:01.23 Time based on IGT: 30:39.56
We provided a version of this video where Malleo and I explain how most of the tricks work. You can find a link for it in the encodes section. For more details on tricks and mechanics used throughout the TAS, please view our TASVideos submission here: http://tasvideos.org/6646S.html
-----
-- The encodes --
This video was encoded in 8K quality by Sewer56. To get higher quality textures, he ported an HD textures pack (made by iChris4) from the PC version to the GC version. This is mostly noticeable when the video is played back in higher quality.
It's also important to note that Youtube limits bitrate by video resolution, so there will be a quality difference if the video is played back in HD, 4K or 8K qualities, even in a 1080p screen.
The overlay on the left side of the screen was created using Yoshifan's Lua script framework for RAM watch using Cheat Engine. I have modified parts of the source code to use images instead of simple text to display information and to render an image based input display using the Nintendospy's GC Tron Style.
The memory viewer overlay displays the current active character by highlighting its corresponding icon in the background. It's important to note that the activated character value doesn't always match with the selected character on screen. For example, while Tails is selected, the game uses Knuckles's variables for movement.
For each character, there are 3 sections of variables, which were selected based on their relevance. In Speed section, "F" stands for "Forward" and "V" stands for "Vertical", which are stored as relative X and Y speed by the game, respectively. In Rotation, the only value that is displayed is the rotation around the Y axis (also known as Yaw), because the X and Z rotations are rarely changed during this TAS. In Position, the character's position is displayed using global X, Y, Z coordinates. And finally, you can see the character's action number in Action. The character's action number defines if the character is running, jumping, etc. A full list of each character's action can be found below.
I also added some extra information. There is an in-game timer clock at the top of the screen, which uses the game's internal frame counter that is stored in the game's save file. For reference, this is the timer used for RTA ranking. Aside from that, I have created an arbitrary kick counter, which counts how many times Sonic activated action number 84, and a section that shows what is the RTA record for the current stage. Note that a few bosses' RTA record are lower than this TAS because of in-game time optimizations using death abuse and Team Blast, which are not useful in a full game run.
Thank you for reading and I hope you enjoy the video!Sonic Heroes - Team Sonic TAS PreviewTales982020-02-20 | It's finally finished! After 343 days of work, Malleo 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 Malleo's and my YouTube channels. In addition, we will be livestreaming the premiere of this TAS on Malleo's Twitch channel on Friday, March 6th, 2020 at 11pm GMT (6pm EST).
Song Used: xi - Happy End of the WorldSonic Adventure DX (TAS) - Knuckless Lost World in 0:09.38 {WR}Tales982019-06-12 | Tool Assisted Speedrun
I've made this one a while ago, but I didn't publish it until today, whoops! :P
The reason why I waited so long for that is that I recorded the whole TASing session and I wanted to make a video showing how the whole progress was like. But in the end I didn't really like the result of the video so I've never finished it... I might upload it soon if you guys are curious, though.
Anyway, there isn't a lot to say about this run. This takes the same strat as the real time run. It was done in story mode to make sure there's no capsule in the last room.
I had to restart the stage after collecting one of the ring capsules so it's not in my way when I'm going through the door. And finally, the door clip works by simply pausing with frame perfect inputs, so the game lags and doesn't check collision with that door (this only works in specific doors).
Enjoy! :)[4K 16:9] Sonic Adventure 2: Battle (TAS) - Dark Story WIPTales982019-05-09 | This is a Tool-Assisted Speedrun (TAS). This was made with savestates, frame advance, RAM watching and Lua scripting to create a theoretically perfect run for entertainment purpose. Visit http://tasvideos.org for more info.
The 4K encode was made by FusionVaria. Thanks a lot!
Even though the progress is really slow... this is being done! Over an year after releasing the Iron Gate IL, here's a Work in Progress video that also shows Hot Shot, Dry Lagoon, Sand Ocean, Radical Highway and Egg Quarters. The main reasons for the really long time we took to get this part done were Sand Ocean and Radical Highway, which I'll detail further below.
I hope you enjoy the video! :)Sonic Heroes (TAS) - Robot Carnival (Team Sonic) in 1:17.98 {WR} [4:3 + Memory Viewer]Tales982019-05-04 | 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! (Thanks Malleo 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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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.
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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:
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} [4:3 + Memory viewer]Tales982019-04-08 | 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.
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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: 31355 (As we branched out from multiple .dtm files, this count is likely not very accurate.)
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/81506734[April Fools] SONIC HEROES - TEAM SONIC SPEEDRUN IN 5:51 BY TODD ROGERS ?! (#1 IN WORLD)Tales982019-04-01 | 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!
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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
Parody of: youtube.com/watch?v=z_9bvkaMI7kSonic Heroes (TAS) - Seaside Hill (Team Sonic) in 1:23.44 {WR} [4:3 + Memory viewer]Tales982019-03-25 | 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!)
If you prefer to watch a 16:9 encode (widescreen hack), it's available in Malleo's channel: youtu.be/zzI2q_JelrM
A while ago Malleo told me he was interested in TASing this game, and that motivated me to start the TAS over with him! 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! :)SA2B (LOTAD) - Metal Harbor (Story Style) in 0 A pressesTales982019-02-04 | This is a Low Optimized Tool Assisted Demonstration (LOTAD).
So it turns out that SA2B A Button Challenge is quite interesting! Metal Harbor was pretty close to being possible in 0 A presses, all it needed was a very precise mock super bounce to clear the big gap of enemies.
The soft reset in the upgrade cutscene was done to avoid pressing A to skip it.
Shoutouts to phantoms83, who recorded a full Hero Story ABC run, in RTA: youtu.be/MEe-r5NX0SU
If you are interested in ABC/TASes of this game, feel free to join our Discord server: discord.gg/mbKnwAT
Enjoy!SA2B (LOTAD) - Big Foot in 0 A pressesTales982019-02-03 | Just a random thing I wanted to try and found out it was surprisingly possible lol. So I thought it was worth uploadingSonic Adventure 2: Battle (LOTAD) - City Escape m1 - MAX RingsTales982018-12-06 | Brianpso's channel: youtube.com/user/brianpso
This is a low optimized tool assisted demonstration (LOTAD). For more information, visit TASVideos.org. Watch in HD if you can, it looks much better!
Oh man. Brianpso came at my place in the start of this week and since then we manage to find a really cool trick. Watch the video first so you don't get spoiled!
Alright, by this point you should have watched it. That wallrun right after the trick pole happened because of a new tech called Pole Cancel. By pressing A in the very first frame of touching the trick pole, you can maintain all your forward and vertical speed towards the angle you'd have in the first frame of the pole spin.
That wallrun that backtracks the building allowed us to abuse an extra checkpoint in the ring attack of City Escape mission 1, which added 10 rings to the total possible rings. That's because you need to have a certain amount of rings (less than 80) to get extra rings in the checkpoints, so the optimal strat is to leave a few rings behind while you go through the stage to get those checkpoint rings. After that, we need to backtrack through the stage and get the rest of the rings, which was impossible due to the building.
That means that now it's possible to get 480 rings in GC version and 492 rings in DC version, considering that this trick works in DC version. And that's the theoretical max amount of rings possible in this stage now, as you can't abouse any extra checkpoint or get any other rings.
Authors: THC98 & Brianpso
Real time WR: 470 rings by several people (GC version) 482 rings by several people (DC version)
Enjoy! :)SA2B (TAS) - Lua scripts showcaseTales982018-11-25 | SA2B TASing Discord server: discord.gg/fMZCAgh Any skill level is welcome!
Getting scripts for TASing to work like this is something I wanted for quite a while, and got motivated to do it after seeing it in action in Super Mario 64 (shoutouts to MKDasher and the rest of the community for that!). So after some programming work, I can finally present you this!
In comparision to dragonbane0's build, I was unable to implement the following functions: SaveState, LoadState (and their callbacks), ReadString and WriteString. If you're experienced with C++ and would like to help me to solve these issues, here are some important additional links:
You can simply save your Lua scripts in Scripts folder and Dolphin will recognize them!
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Anyway, hopefully this will bring more and more attention to SA2B TASing. Recently I've seen a lot of new people interested in learning and doing TASes in SA2B, so this is already pretty exciting!
And yeah don't worry, we didn't forget about Dark Story.
Enjoy!SA2B (TAS) - Speed Cap ExploitTales982018-11-23 | In this video, I show an exploit that Hazel and I theorized about. This uses how the game handles speed cap to get more forward speed, which saves a significant amount of time depending on your speed.
If you're interested in SA2B TASing, feel free to join my Discord: discord.gg/fMZCAgh
PS: I editted my forward speed to the highest possible value for proof of concept. In a real TAS, the difference wouldn't be so huge but it'd be considerable.
This is a tool assisted speedrun (TAS). For more info, visit TASVideos.org Watch in HD if you can, it looks much better!
Oh man, so many new things on this one!
First of all, a few months ago we learned how dismounting walls works and how it keeps the wall's sideways gravity. If we drill dive towards the ground after a dismount, we can get a big boost of speed (like we did in EQ3: youtube.com/watch?v=PzgtzoEMhcM). We can also trigger wallruns if we drill dive towards walls. And that's what we did at the start of this run!
After that, we built speed by constantly jumping and drill diving back to the wall. That builds speed because Rouge's gravity starts to reset after we jump, so the angle which she lands gets converted to forward.
Now things start to get weird. Before landing on the second wall, we did a drill dive, into a glide, into another drill dive. That gave us a small boost of speed but it also triggered a glitch where the gravity angle isn't completely right on the wall. That means that the facing angle (Y rotation) we see in the memory isn't the angle we see in the game. But this glitch has a very good side effect: when we touch an object that resets our gravity, we go directly towards the facing angle that's in the memory. And in this case, this angle makes us go through the wall and we clip the platform for the next trick!
All that mess was to trigger the spring glitch. It's done by hitting the spring in the same frame as we trigger the "climbing up" animation. The wall we did the glitch from is the side of one of the boxes that form the platform (this platform is formed by 2 boxes side-by-side). When this glitch is triggered, he spring effects (which in this case is an 11 Y speed boost) are extended until the animation is finished. That means that we can use that spring to reach the treasure scope platform!
And finally, doing the treasure scope part was pretty straight forward. We just pause buffered the Y inputs to select the tresure scope action earlier.
Enjoy! :)SA2B - Speed storage through restartTales982018-09-13 | So... Last night Brianpso and I wanted to understand a little better how rising start/restart repositions work, mostly because we wanted to understand the first Wild Canyon reposition clip shown in this video. We found a group of 3 variables that cause that, which we called XAccel, YAccel and ZAccel (they are in the 12 bytes right after XSpeed, YSpeed and ZSpeed in the game memory). They are activated mostly by things that either push or pull you, like winds, water currents and the gravity tube, and they KEEP their value when the stage is restarted. So it means that if you're getting accelerated by the wind in the frame you restart the stage, the game will push you when you reset.
This is exactly what you can see in the Security Hall and Crazy Gadget clips in the video. In Security Hall, we keep the 0.4 YAccel value through the restart, so when the timer starts we're a bit higher than we normally would be. In Crazy Gadget, we use the gravity tube pull to keep a value of -0.8 in YAccel while restarting, so we can hit the ground earlier than normally (this would save time in an IL!!).
Now for Wild Canyon, while we're climbing that wind tunnel wall, we are under the wind's vertical effects, although we don't move. But when we restart that gets converted to forward speed. We believe that this happens because of Knuckles's gravity angle while he's climbing a wall, which points towards the wall itself. So when the restart happens, that gravity angle gets reset and the result speed points forward.
This also explains how Pumpkin Hill's rising start works. Below the kill plane, the wind gives us 25 in YAccel, which can only be triggered when you die. The thing is, as you already hit the kill plane, you can't pause and restart. So that has to be done with a well timed death. The 25 YAccel gets converted to 16 YSpeed when the game restarts, as it hits the speed cap.
There are a few other places where this trick can be applied: Dry Lagoon's water current; Dry Lagoon's underwater wind (bottom of turtle lake in first area); White Jungle's slingshot vines (they activate acceleration for only 1 frame though, right after the slingshot animation); Knuckles's Cannons Core's water current; Radical Highway's wind near the loops (has to be tested yet).
Enjoy!Sonic Adventure DX (TAS) - Chaos 0 in 0:14.75 {WR}Tales982018-04-22 | This is a tool assisted speedrun (TAS). For more info, visit TASVideos.org Watch in HD if you can, it looks much better!
Enjoy! :)Super Mario 64 (TAS) - 2018 Competition Task 4 - My EntryTales982018-03-04 | Tool Assisted Speedrun
Really cool task, it showed how small optimizations matter in this competition. Even though I got 5th, I'm really happy to be in the top with the SM64 legends! :)
In Rainbow Ride, warp from the big house to the area above the red coins and collect the red coin star.
- Time starts when stage is visible after warping and ends when Mario celebrates after collecting star - Start recording just before warping. Do NOT record too late - No grabbing objects prior to warping - No collecting red coins prior to warping - No interacting (killing, receiving knockback, etc.) with any killable enemy at all - Activating bob-ombs fuse timer accidentally is fine if they don't affect you in any way (No pushing Mario or taking its coin)
In Bob-Omb Battlefield, begin your run inside any cannon. You must break all 3 wing cap boxes and finish your run by entering any cannon.
- Begin recording just before going in the 1st cannon, do not take longer than 5 seconds to fire once firing is possible - Timing begins when you shoot the 1st cannon and ends when you see an X on the camera while entering the cannon after you've broken the final wing cap box - No equipping wing cap before timing begins - No breaking wing cap boxes before timing begins - No cloning or HOLP manipulation before timing starts - No BLJing - No warping - No koopa shell usage - No grabbing anything before time starts
Enjoy!Super Mario 64 (TAS) - 2018 Competition Task 2 - My EntryTales982018-02-04 | Tool Assisted Speedrun
Really nice task, a lot of cool routes at the end. My route was entirely based on getting the other coins while waiting for the plants' blue coins to spawn, so it turned out being solid at the end. Congrats to Nis for destroying everyone else with his submission!
Enter Whomp's Fortress and collect 4 yellow coins, 3 red coins and 2 blue coins without collecting multiples of the same color coin in succession. Then collect any star.
- You may not BLJ - Collecting the same color coin twice in a row will result in disqualification - Collecting more coins than required will result in disqualification
Time starts on first visible frame of the level and ends on star celebration animation.
Enjoy!Super Mario 64 (TAS) - 2018 Competition Task 1 - My EntryTales982018-01-21 | Tool Assisted Speedrun
This is the first task for 2018 SM64 TAS Competition. I spent quite a good time optimizing this, but I really didn't expect to get 1st place! So happy about that :D
Enter Tiny-Huge Island from the small island painting and collect 4 secrets, then kill Mario. You must wall kick at least once after activating each secret.
- You may not wall kick before first secret - You must start with Max HP - If you wall kick and activate a secret on the same frame, the wall kick counts for after the secret - Before blackness starts to fill the screen from Mario dying, Mario must have wall kicked for at least one frame
Time starts on first visible frame of the level and ends at the first black frame of Mario dying.
Enjoy!Sonic Adventure 2 Battle (TAS) - Iron Gate m1 0:59.35 (Dark Story)Tales982018-01-06 | This is a tool assisted speedrun of Iron Gate under Dark Story restrictions, completed in a time of 0:59.35. Watch in HD if you can, it looks much better!
So, finally Hazel and I decided to start TASing Dark Story, and here's our progress so far. As this stage is part of Dark Story, it has the restriction of not having upgrades yet, so we can't hover.
We're still not really sure how to get that weird wall hover in both elevators... Apparently if you jump to the wall in a certain angle you get that, it's really weird lol. And extending the wall hover to a wallrun in the next corridor is the reason of the good time save over the last TAS.
Through the run I also found a way to optimize shooting as Eggman, reducing the delay between shots in a combo. It's a really weird way to do it that requires shooting a target before the important stuff... I guess I'll explain this method in a video later lol
The first elevator door clip is only possible because that door is slightly wrongly placed, so you can slide through the left part of it. That doesn't happen in the second elevator door.
Played on Dolphin version 4.0-4222 using the NTSC-U version of Sonic Adventure 2 Battle.
This is a tool assisted speedrun (TAS). For more info, visit TASVideos.org Watch in HD if you can, it looks much better!
We finally made this sub 1 minute possible! The last one for Sonic!! All these inputs were made by me and Hazel. HUGE thanks to her for finding the faster method of getting the skip, by doing an inverted superbounce in the wall right next to the rail. The sub wouldn't be possible without that!
This video also features a memory viewer made by yoshifan. It's a LUA script run in Cheat Engine to get a nice framework like that. You can see how to make it work in this page: http://tasvideos.org/forum/viewtopic.php?t=18685
So yeah, when I got to the last section of Windy Valley, I figured out there could be other strats that would be faster (and easier to optimize) than the loop glitch. Turns out every strat I tested didn't make by just a tiny distance. So much frustation! lol
But those strats were so cool that I couldn't let them just die in my TAS folders, I had to share with the world! And hopefully, we can someday make one of them work? Good luck to us I guess :)
Enjoy!Sonic Adventure DX (TAS) - Windy Valley 0:59.85 {WR}Tales982017-07-07 | Tool Assisted Speedrun Watch in HD if you can, it looks much better!
Hello guys, surprise! The last Sonic's sub 1 we needed is done :D
It was great how I found a few tiny time savers during the whole run, and all of them combined gave me a barely sub 1. Getting that loop glitch in a such fast pace was really hard, I'm glad I got it in a pretty decent way.
I could have done the Chaos Emerald glitch (removing the ending capsule by making the game think I haven't completed level A yet) to save a few frames, but as I got sub 1 with the capsule (it looks much cooler than landing on an emerald :P) I decided to keep it. Also, setting up the Chaos Emerald glitch would probably mean I'd have to redo the TAS, so I'm fine with it lol.
Enjoy!Hearthstone - Conceal + Herald Volazj bugged interactionTales982017-03-02 | TL;DR: if you play Herald Volazj to copy minions that have been under Conceal effects earlier in the game, the new minions get permanent stealth.
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Hey guys, it's been a while! I've been a little away from speedrunning lately but I'm playing some other games for fun, without making videos of them, like Hearthstone (this card game from Blizzard). But yesterday I went through a bug that was worth recording.
I was playing a ranked game at around rank 12 as Miracle Questing Rogue against a Priest. I played a Swashburglar that stole a Herald Volazj from my opponent. In a mid part of the match, I played a Questing Adventurer with Conceal. In the next turn (my Questing didn't have stealth anymore), I played the Herald Volazj I got from Swashburglar, and I noticed that the new Questing had stealth. At first, I thought that was a visual bug, but I noticed it actually had stealth properties. And it still had stealth in the next turns, even though Conceal makes a minion stealthed for one turn!
So I decided to test this strange behavior with a friend. We built decks that helped us get that same scenario to confirm this interaction. And we noticed that if you copy stealthed minions when they're under Conceal effect (even though they've already attacked), the interaction works fine. The copied minion gets stealth effect for only one turn. But if you copy minions that have been under Conceal effect anytime in the past, it'll keep the stealth property PERMANENTLY. As that's not what Conceal describes, that's an interaction bug.
In the last clip of the video, you can see both interactions from Herald Volazj: when you copy a minion in the turn you play Conceal and when you do it in a turn after.
Even though Conceal is getting out of the meta in the next rotation, this is a bug that's worth fixing in the game, as it's a card that will surely be played in Wild format. Also, there's still a month until the rotation!
This video has been done after the last patch from 02/28. I don't know if this interaction was already bugged before this patch or if it was somehow included when Blizzard was changing a few mechanics of the game to prepare for the next expansion. But it's still a thing in the game at the date of the upload of this video!
Feel free to ask any question! Enjoy!Sonic Adventure DX - Red Mountain 0:49.56Tales982016-08-28 | Real Time Speedrun (segmented)
So... I decided to try a few stages with a controller and this one was a good one. So I joined the sub 50 club!
I don't think I can significantly improve this run, unless I try some of the insanely hard time savers.
Also, I don't think I'll be able to continue working on big projects for now (such as Knuckles's Story TAS), as my life is very busy. I'll just upload short videos like this from time to time. Sorry about that :(
Enjoy!Sonic Adventure DX (TAS) - Knuckless Story WIPTales982016-07-17 | Tool Assisted Speedrun, for more info visit TASVideos.org. Watch in HD if you can, it looks much better!
Hey, it's been a long time! Time to start a new project and show the world I'm still alive :P
Itspersonnal and I started working on this one year ago (EXACTLY one year ago, btw lol) but we stopped in Speed Highway because we thought it was annoying to optimize it, and we weren't feeling like it. But now, as I wanted to TAS something, I decided to continue it. And it's going very well so far! I didn't expect Speed Highway to go as low as it did, but I got it mostly because of I got to abuse a capsule's gravity near the start of the stage.
For the next section, I'll try to clip out of bounds and hit the Train Station loading zone to skip going through the hotel. It should be faster in GC, as there are significant loading times (they're just skipped in the video). So yeah, I really hope I'm able to get a consistent progress through this TAS and get it done soon! :)
Enjoy!Sonic Adventure DX (TAS) - Tailss Windy Valley in 0:17.33Tales982016-02-09 | Tool Assisted Speedrun Watch in HD if you can, it looks much better!
Dang, it's been a long time since I don't upload a TAS of an individual level in this game lol
Anyway, since this new strat was found by Sonicspeedruner, I knew I should TAS this and see what I could get. Somehow I couldn't beat the real time run, I think it has to do with a different strat DashJump took, I don't know... I'll test more though.
Emulator: Dolphin x64 3.0-735-dirty
Enjoy!SADX - Clip into Sonics CasinopolisTales982016-01-23 | yay, I found that randomly while playing around in the game lol
Not sure if we can make it consistent enough for a RTA, but it's definitely worth in a TASSonic Adventure DX - Knuckless Story in 11:13.57 {Former WR}Tales982015-12-20 | Real time speedrun, played using a 360 Wireless Controller. World Record obtained at 12/20/2015.
Such a great run, I'm so happy about this! The execution was nearly perfect and I good a really good RNG in pretty much everywhere except Speed Highway. It'll be really hard to get a better run with the loading times of this current PC!
Also, sorry about not having a timer in the screen. I had to move to another computer for slightly better loading times and in this computer, OBS likes to crash a lot, so I used Fraps to record this video. Due to that, I could only record the game screen.
On another note, I'm in summer break now. So expect more content from me in the next weeks! There are already some TASes in progress :)
Enjoy!Knuckless Chaos 2 record and... game crashesTales982015-12-19 | Yes, I'm still alive :D
Sorry about the bad quality of this video, I'm still messing with the OBS settings for a quality that looks nice enough and that my internet can handle for a stream.
So, about this video... this shows how hard I'm trying to get the Knuckles's Story record... which I really need a good luck for XDSonic Adventure DX (Steam) - Tailss Ice Cap 1:21.71Tales982015-02-11 | Non-TAS, played on Steam version with a keyboard.
I was going to make a video about how the setup is done on Steam and... new PB! lol
The setup is almost the same as PC Disc, but you have to hold right until 21.53 and start holding left at 25.31. Also, it seems that Steam version is very inconsistent and this setup doesn't work everytime. It might be just my PC though, I don't know...
And yes, Gamepro011 and I are competing for this WR... again XD
Enjoy!(OLD) Sonic Adventure DX - Tailss Ice Cap 1:24.26 {Former WR} + consistent setupTales982015-02-10 | Non-TAS, played on the PC (Disc) version with a keyboard. World Record at the date of upload (2/9/15)
This run was actually pretty bad (I can get something like 1:21 for sure) but I uploaded it to show a very consistent setup I found for the clip.
-When the level starts, you have to hold straight down and keep holding it until the camera turns around. -When it turns around, start holding straight right until you see 21.56 in the timer. -At that time, release all the inputs in your stick until you see 25.38 in the timer. -Now just hold left until you clip through the wall. Once you clip, you're free to move towards anywhere!
Enjoy!Sonic Adventure DX (TAS) - Tailss Ice Cap new stratTales982015-02-09 | Tool Assisted Speedrun
Yeeeah, in an unoptimized run I got almost 6 seconds faster than the run I got in my Tails's Story TAS. These clips are quite simple, you just have to run through those specific spots. But those specific spots are quite precise, so it can be quite hard to get it in a real time speedrun.
Thanks cjbqulix for showing it was possible to clip in a few spots over the stage and thanks Gpro for showing me the first clip spot. The second spot was found by me :P
Enjoy!SADX Tails Train Station clipTales982015-01-29 | I found this accidentaly lol Probably not useful, but it's really cool and really easy to do!Sonic Adventure DX (TAS) - Windy Valley loop speed WORKSTales982015-01-21 | YEAH IT WORKS!!!! It's not optimized yet, I'll try to improve a few things on it. Maybe avoiding that dash panel so I can spindash earlier, I don't know.Sonic Adventure DX (TAS) - Windy Valley loop speed ideaTales982015-01-19 | EDIT: It works!! youtube.com/watch?v=Y10vaGzy_CI
If you think SADX is broken enough, think about it again before watching this video ;)
So when Sonic gets in the loop scripted part, some weird things start to happen, unlike SA2B and Heroes. Sonic starts to go towards where the camera is facing to, and the control stick simply doesn't work. This is a really bad thing, because I can't move my camera far enough to unlock my gravity after it gets locked. So the idea is to get passed all the kill plane before the gravity gets locked.
I'm still gonna test this a lot, I just wanted to show you guys that I'm back to testing things on SADX :)[TAS Tutorial] SA2B Sonics Bouncing TrickTales982015-01-09 | In this video I show how I optimize the bouncing trick in a SA2B TAS as Sonic. TAS means Tool Assisted Speedrun, which means that I use tools such as save states, frame advance (slow down) and accurate inputs to make a theoretically perfect speedrun. For more info, visit http://tasvideos.org
If you want to see some videos with this trick in action, I recommend watching the Hero Story TAS that was released a few weeks ago: youtube.com/watch?v=bB3L1-C2Rrw
Useful addresses for SA2B: 80C5D5B4 = X Position 80C5D5B8 = Y Position 80C5D5BC = Z Position 80C5D724 = Forward Speed 80C5D728 = Vertical Speed 80C5D5AC = Facing Angle
Some important additional information for the Bouncing trick: -When you do a turn, you have to keep the bouncing tilt facing to inside the turn, which means that if the turn is counter-clockwise, you have to keep the bouncing tilt to the left (and therefore, hold a right angle in the bounce frames). -The trick doesn't work very well in most of the ascending and descending slopes (it works well in some though!). You get forced to do a sharp turn everytime you try it. So the best option when you try to bounce a slope is to bounce while touching a wall. To do that, just bounce in an angle that slightly touches the wall, so you can keep most of the speed you had before (just test a lot of angles until you find the fastest one). -Usually the speed while bouncing caps at 16.6 (as you can see in the video), but there are some places that the speed can get much higher than that, it depends on the ground. There are also some ground types that allows you to go straight very easily (like the Green Hill ground).
If you want to know some other tricks useful for TASing this game, take a look at this link (still under construction, but there are some text there already): sites.google.com/site/sa2btas/techniques
If you have any other question, just leave a comment in this video!
Good luck! ^_^[HD 16:9] Sonic Adventure 2: Battle (TAS) - Hero Story in 25:11.87Tales982014-12-28 | If you enjoy this video, make sure to check the new Sonic Heroes TAS, made by me and Malleo: youtu.be/YxWzMaGuTHg
This is a Tool-Assisted Speedrun (TAS), which means that this video was made in an emulator with save states and slow downs for a theoretically perfect run, for entertainment purpose. Visit http://tasvideos.org for more info.
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This TAS was made by me and Hazel Cogan. Subscribe to her channel if you haven't yet!
According to the VI count (without loading times): 25:11.87 According to the frames count (with loading times): 27:12.38 According to the in-game time (sum of all levels and bosses): 18:02.28
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If you want to know more about the tricks used in this run or if you want to download the movie file and run it in Dolphin emulator, check this link:
Enjoy! ^_^Sonic Adventure DX - Knuckless Lost World 0:09.95 {Former WR}Tales982014-10-28 | Non-TAS. Played on PC version with a keyboard.
I found a better strategy to clip the wall without losing speed and it allowed me to get this SUB 10!! I'm really happy with this run!! :D
This new strat is done by pause buffering while touching the door so the collision doesn't work properly because of the lag frames and you can go through it.
Enjoy!Sonic Adventure DX - Knuckless Lost World runs comparisionTales982014-10-26 | Non-TAS
The left video was made by me, played in PC version with a keyboard. And the right video was made by Gamepro011, played on XBLA version.
I'm uploading this to show how seriously we are on optimizing this level with the new strat. This strat works by pausing while running against that wall, so it allows you to clip through.
Times: Gamepro011 - 0:10.06 THC98 - 0:10.11
Pause buffers were taken off in video editing for a better comparision.
So far, Gamepro011 is winning the war, but I haven't given up yet!!!
Enjoy!Sonic Adventure DX - Sonics Adventure Field tricksTales982014-10-22 | All of these clips were done in PC (Disc) version of Sonic Adventure DX.
I recorded this many weeks ago to help some SADX newcomers but I forgot to edit it, lol. So here it is.
This video includes early Casinopolis, early Twinkle Park, early Speed Highway, early Light Speed Shoes, early Ice Cap, early Ancient Light, early Red Mountain and early Sky Deck.
These clips can turn into actually useful if new glitches get found, like something about Trial Mode or anything like that.
Enjoy and good luck, if you have any question go ahead and ask it! :)Sonic Adventure 2 Battle (TAS) - Mission Street m1 2:00.69 (Hero Story)Tales982014-08-14 | This is a tool assisted speedrun of Mission Street under Hero Story restrictions, completed with a time of 2:00.69. Watch in HD if you can, it looks much better!
The progress on Hero Story is going really nice! In less than 3 months we're already almost half done :)
About this level, it was amazing to be able to reach the early cycle in the first rising platforms. If we got there like 2 frames later, we wouldn't reach the platforms!
Because of this was done for the Hero Story TAS, we didn't die in the first checkpoint to reset the cycles and get to the single rising platform before the last checkpoint. If we did it, we'd save 2 seconds in game time, but we'd lose around 6 seconds real time.
Played on Dolphin version 3.0-735 using the NTSC-U version of Sonic Adventure 2 Battle. Played by: itsPersonnal & THC98
Enjoy!Sonic Adventure DX (Mod) - Beta Windy Valley 0:58.25Tales982014-08-07 | This is a very fun mod made by CorvidDude! You can download it here: youtube.com/watch?v=rAEgLe6PfaU Make sure to watch his other videos and subscribe to him, he's amazing!
About this run, it is pretty good but I can see like 0:55 being possible with a better ending. It's hard to pull out that act 3 strat though...
I'd also like to tell you guys about a new SADX speedrunning Youtube channel that I'm part of. We're uploading tutorials, speedrunning examples and other useful things for speedrunning. Make sure to check it out and subscribe: youtube.com/channel/UCvZSSVOerGGldNLnSR2bRoQ
Enjoy!Sonic Adventure DX - Tailss Story in 19:50.5 {Former WR}Tales982014-07-27 | Non-TAS, played on PC version with a keyboard. World Record set on 7/27/2014
Finally got the sub! And finally got the first super jump of Ice Cap in a run :P
There are a few mistakes in the run though, and I could have taken the gravity glitch strat in Speed Highway, but I was scared to try it and lose the run. I see 19:30 being possible with this strat, and 19:10 if I manage to 1 cycle Egg Hornet. But I think I'm done with Tails for now, I'll just go back to it if someone gets really close to me or beat me.
Enjoy!Sonic Adventure 2 Battle (TAS) - Prison Lane m1 1:21.70 (Hero Story)Tales982014-07-10 | This is a tool assisted speedrun of Prison Lane under Hero Story restrictions (no upgrades), completed with a time of 1:21:70. Watch in HD if you can, it looks much better!
So yeah, Hero Story TAS is back! And this time we'll seriously working on it and uploading WIPs to both my channel and itsPersonnal's channel.
About Prison Lane, I didn't think so much time could be saved from the old TAS, we expected around 1:24 when we started this haha. So this turned out amazingly good :D
Played on Dolphin version 3.0-735 using the NTSC-U version of Sonic Adventure 2 Battle. Re-records: ~40000 (including City Escape/Wild Canyon) Played by: itsPersonnal & THC98
Check out the City Escape TAS under Hero Story restrictions over on itsPersonnal's channel! (Not all level's will be publicly shared before the completion of the TAS, Wild Canyon is one of those levels): youtube.com/watch?v=wPoVC4HoOVM
Enjoy!Sonic Adventure DX - Emerald Coast 1:03.80Tales982014-07-04 | Non-TAS, played on keyboard.
Hey, not bad run at all, just lost nearly a second in the mountain wall run.