Uploaded November 2025 | Updated September 2026, 3 weeks ago
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to "TAS") where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit tasvideos.org for more information.
Because getting a sparkly Psyduck is fairly uncommon, I created this setup to manipulate RNG into always getting one. This obsoletes a previous setup I made as this one is far easier and consistent.
Instructions:
1) Reset the console, select River, and skip the cutscene.
2) As you approach the first Psyduck aim upwards a bit over the mountain to the right, and throw an apple just as it appears. The timing on this is lenient so long as you hit it. If the apple hits the water too late, a sparkly Magikarp will appear, acting as a visual cue that you mistimed the setup.
3) When the brown corner disappears, press C-left.
4) When the second Psyduck appears, throw an apple at it.
5) Press C-left and C-right 19 times each, wait a moment, then press C-right again.
6) After the Psyduck lands in the water, wait a moment, throw an apple, and make the shot.
Tips:
-All timings are lenient, and the only one that is a bit tricky is the first throw, which has a visual cue if it doesn't work. Make sure not to aim too high or throw too late.
-You can adjust your stall timings depending on how you want to approach the sparkly Psyduck for the shot.
-If you hit the second Psyduck quickly, you'll have to wait slightly more for the apple throw for the sparkly Psyduck after. Adjust your timings accordingly.
-Be cautious not to throw the apple for the sparkly Psyduck to close to the edge of the river's turn, and don't press R until the apple lands.
The second video shows an alternative throw that can also get 5,400 points, but I found it to be more difficult. The inputs are the same except you press C-left and C-right an additional time. It aims to the left of the other Psyduck, which can make it easier to get a bigger sparkly Psyduck, but aiming is more difficult and the other Psyduck is likely going to be smaller.
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to "TAS") where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit tasvideos.org for more information.
Because getting a sparkly Psyduck is fairly uncommon, I created this setup to manipulate RNG into always getting one. This obsoletes a previous setup I made as this one is far easier and consistent.
Instructions:
1) Reset the console, select River, and skip the cutscene.
2) As you approach the first Psyduck aim upwards a bit over the mountain to the right, and throw an apple just as it appears. The timing on this is lenient so long as you hit it. If the apple hits the water too late, a sparkly Magikarp will appear, acting as a visual cue that you mistimed the setup.
3) When the brown corner disappears, press C-left.
4) When the second Psyduck appears, throw an apple at it.
5) Press C-left and C-right 19 times each, wait a moment, then press C-right again.
6) After the Psyduck lands in the water, wait a moment, throw an apple, and make the shot.
Tips:
-All timings are lenient, and the only one that is a bit tricky is the first throw, which has a visual cue if it doesn't work. Make sure not to aim too high or throw too late.
-You can adjust your stall timings depending on how you want to approach the sparkly Psyduck for the shot.
-If you hit the second Psyduck quickly, you'll have to wait slightly more for the apple throw for the sparkly Psyduck after. Adjust your timings accordingly.
-Be cautious not to throw the apple for the sparkly Psyduck to close to the edge of the river's turn, and don't press R until the apple lands.
The second video shows an alternative throw that can also get 5,400 points, but I found it to be more difficult. The inputs are the same except you press C-left and C-right an additional time. It aims to the left of the other Psyduck, which can make it easier to get a bigger sparkly Psyduck, but aiming is more difficult and the other Psyduck is likely going to be smaller.


![[TAS] Wario Ware - Guy Scraper - 33
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to TAS) where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit http://tasvideos.org/ for more information.
Guy Scraper is pretty simple and is just a matter of aiming correctly, but after fast enough speeds, the game becomes impossible since there is not enough time to actually land. Because of this, 33 is the highest score possible. [TAS] Wario Ware - Guy Scraper - 33](https://i.ytimg.com/vi/FM55KvZ1OSg/mqdefault.jpg)


![[TAS] Pokemon Snap - Starmie Setup - 5,000
This is a Tool-Assisted Superplay/Speedrun (often abbreviated to TAS) where a player can edit, rerecord, and manipulate a game into doing whatever that person desires. Visit http://tasvideos.org/ for more information.
For high scores of Starmie, there is a trick used that spawns two Starmie together, allowing for them to be larger in the picture. By letting the third Staryu enter the vortex alone, stalling, and then having the other two enter, they spawn as Starmies in a more favorable way.
The issue is that the timing and execution of the strategy can be quite difficult, so with this new setup, Ive greatly reduced the inputs so that its much easier.
Instructions:
1) Cut the opening cutscene just as the pink sphere of Zero-One appears. You only want it on-screen for 1-2 frames ideally, so retry if you didnt see it, or it was visible for too long. This sets up the third Staryu timing.
2) Drift along the water until your cursor gets to the waterfall and then hold Z.
3) Take pictures of the three Staryu.
4) After the third Staryu, press C-up, release Z, and press C-up again.
5) Just as the edge of the waterfall is about to disappear off-screen, pause. Try not to do this too early or too late.
6) Wait in the pause briefly and then press A. The window for this is about a third of a second and this TAS does it close to as fast as you can. The purpose of this is the Staryus continue orbiting you while in a pause, so this positions them correctly.
7) When the two Staryu start heading to the vortex, wait a moment, press C-right, and then hold R. You may want to delay a little more than shown in this video.
If you performed this correctly, the first Starmie will come out like normal, there will be a long delay, and then the second and third Starmie will come out almost simultaneously.
8) Continue holding R until the cursor reaches the dark spot on the wall, release R, hold Z, and then press C-up.
9) Adjust your aim horizontally using the Mankey as a visual cue, and aim all the way up. Release Z while holding up, then press it again so that you aim higher than normally. You might need to aim a bit lower after so youre not too high up.
10) Make the shot!
Note that each of the three Starmie are random with which way they face, so you will need good luck so the main one gives the full pose bonus, the two other Starmie are large, and that they dont overlap too much.
You may also need to slightly adjust your timings of pressing C-right, how long you hold R, and your timing of releasing Z in order to adjust your positioning so that youre not too far ahead or too far back for the shot.
Starmie is still a very hard Pokemon to get high scores of, but this setup should help significantly reduce some of the difficulty. [TAS] Pokemon Snap - Starmie Setup - 5,000](https://i.ytimg.com/vi/G3SaIDly76Y/mqdefault.jpg)




