PLEASE READ THE DESCRIPTION FOR INFORMATION
This is a Tool Assisted Speedrun. Visit http://www.tasvideos.org for more information.
This was made as a result of the massive breakthroughs in new tech discovery that occured since the posting of the last TAS. For those that don't know, the developers behind Project M implemented a Debug Mode in version 3.5 that allows you to do stuff like switch characters on the fly, display hitboxes, and lock the camera in place. Sage737, a Project M RTA Speedrunner, found that he was able to use these features in The Subspace Emissary to produce effects completely unintended by Brawl's developers. I implement these in full-force here.
In normal matches in Brawl, the blastzones (Which kills the player if they're crossed) are set to be in a fixed position, and unmodifiable in a normal match. In Subspace, however, the blastzones are tied to the camera, which traditionally follows the player around wherever he/she goes. In Brawl, pausing the game while in Subspace only leaves you with a static, unmodifiable camera to take pictures with, while Project M lets you move, zoom, and rotate the camera as normal with the Unlimited Camera Code built into the mod itself. Combining the Debug Mode's Camera Lock function with the ability to zoom out the camera while paused lets you have the camera briefely in a stuck, zoomed out position when the game is resumed, which carries out the blastzones with it.
That is the main purpose of Debug Mode in this run: To modify the blastzones and allow characters to go to unintended places. This effectively removes all autoscrollers in the game, either through skipping their activation flags and moving around normally, forcibly moving through them while moving the camera again and again, or triggering their end flag by making the camera have a certain position in view in The Lake and The Ruined Zoo.
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https://www.youtube.com/watch?v=TgAe1VOThiY
Multistreaming with https://restream.io/
READ THE DESCRIPTION FOR MORE INFORMATION
I figured I could livestream this as a celebratory occasion before my college classes fully start. No commentary from me, just the entire TAS in a single go.
This was made as a result of the massive breakthroughs in new tech discovery that occured since the posting of the last TAS. For those that don't know, the developers behind Project M implemented a Debug Mode in version 3.5 that allows you to do stuff like switch characters on the fly, display hitboxes, and lock the camera in place. Sage737, a Project M RTA Speedrunner, found that he was able to use these features in The Subspace Emissary to produce effects completely unintended by Brawl's developers. I implement these in full-force here.
In normal matches in Brawl, the blastzones (Which kills the player if they're crossed) are set to be in a fixed position, and unmodifiable in a normal match. In Subspace, however, the blastzones are tied to the camera, which traditionally follows the player around wherever he/she goes. In Brawl, pausing the game while in Subspace only leaves you with a static, unmodifiable camera to take pictures with, while Project M lets you move, zoom, and rotate the camera as normal with the Unlimited Camera Code built into the game. Combining the Debug Mode's Camera Lock function with the ability to zoom out the camera while paused lets you have the camera briefely in a stuck, zoomed out position when the game is resumed, which carries out the blastzones with it.
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https://www.youtube.com/watch?v=O8LWKT0WTpc
Featuring a frightening timesave of 1 Minute, 11 Seconds, and 52 Frames, thanks to several optimizations, damage boosts, and another Fight Trigger Skip. This is by far the largest amount of time saved in the run so far, and I'm honestly kind of dumbfounded at how unoptimized the old TAS was. Let me know if you have any specific questions, and I'll do my best to answer them. Thanks for watching!
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Check out my Patreon! https://www.patreon.com/DyllonStej
Discord: https://discordapp.com/invite/T7rZqbm
Twitter: https://www.twitter.com/DStejGaming
Twitch: https://www.twitch.tv/DyllonStej
Skype: dyllon.stejakoski
Email: DyllonStejakoski@gmail.com
My Mods: https://www.dropbox.com/sh/67ce97vfa4xh9pn/AAAILWUMsqJ1I9NxHLwpsvaCa?dl=0
My Other Channel: https://www.youtube.com/channel/UCL_aWcJRBfVKqn1QnYJyt4g
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https://www.youtube.com/watch?v=-n31tW0gSPo
I know for a fact that I can get at least one more stomp in, but the question is if I can space myself to launch the Sandbag with the tip of the sword in time, as you actually need to hold the taunt button down for it to activate (When button presses are disabled once the timer is up).
Also, this is the first time I actively used the Rotobrush tool in After Effects (To isolate Ganondorf and the Sandbag) and it was pretty difficult at first, but I got the hang of it. I hope you guys like this one, and let me know if you want to see more videos like this one. Let you opinions show in the comments! Thanks for watching, and have a good day.
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https://www.youtube.com/watch?v=4qs_ZBT-f2U
Me, going to the store one nanosecond after midnight on December 7th
I pretty much made this for no apparent reason.
Download the video for your own use through a website like https://www.clipconverter.cc/
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Check out my Patreon! https://www.patreon.com/DyllonStej
Discord: https://discordapp.com/invite/T7rZqbm
Twitter: https://www.twitter.com/DStejGaming
Twitch: https://www.twitch.tv/DyllonStej
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https://www.youtube.com/watch?v=MoZWviT6ckI
I went and decided to take ProJared's Ganondorf Challenge and take it up a few notches: instead of only facing one Ganondorf, you face three of them, with your handicap at 1 instead of 3. This was also generally a survival test as well, as a user by the name of xXxhaloitupxXx suggested that I get to a very high percentage and still win. Yes, using temple is a bit unbalanced, but it still fits with Projared's original idea.
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https://www.youtube.com/watch?v=4sfE1qpqQOI