Tool-assisted game movies
When human skills are just not enough

Submission #1390: Gunty's SNES Daffy Duck - The Marvin Missions in 12:56.5

Console: Super NES
Game name: Daffy Duck - The Marvin Missions
Game version: USA
ROM filename: Daffy Duck - The Marvin Missions (U) [!].smc
Emulator: (unknown)
Movie length: 12:56.5
FrameCount: 46590
Re-record count: 10257
Author's real name: S. Jacobs
Author's nickname: Gunty
Submitter: Gunty
Submitted at: 2006-12-15 20:52:48
Text last edited at: 2007-02-07 18:57:19
Text last edited by: adelikat
Download: Download (3422 bytes)
Status: published
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Author's comments and explanations:
My first TAS ever! The reason I chose this game was because it was one of the few games I own myself that didn't have a TAS submitted yet. This game's difficulty lies mostly in it's clumsy controls, for example the insane recoil whenever you shoot, which are easiliy abused in a TAS. The movie is played on Normal Mode, where the other option would've been Hard Mode. Hard Mode significantly decreases your weapon damage and therefore, in my opinion, eliminates one of the best aspects of this movie; the incredibly short boss fights.

Recorded using Snes9x 1.43+ improvement9.

Emulator Sync Settings:

Note: Not using Volume Envelope Height Reading makes some of the sound effects sound aweful. However, I had some desync problems while using it so I had to do without.

Tricks Used:

Rapid Fire:

Every weapon has a certain amount of cooldown time between shots that depends of the position of Daffy. When switching weapons after having shot, the projectile you fired disappears, and the weapon cooldown is (partly) reset. This allows Daffy to fire more rapidly, but only in short range since the projectile would otherwise disappear without having reached it's target.


When pressing 'up' and 'down' every other frame, Daffy Ducks gets stuck either crouching or looking up, while mainting full movement speed. This is often used to dodge falling objects and enemies.

Dodging Enemies:

When Daffy jumps into an enemy and shoots at the exact frame he would've hit the ceiling, the animation that is played when Daffy gets hit (where our hero jumps up and cries for his mother) is skipped and full movement speed is maintained.

Recoil Abuse:

What in normal play is horribly frustrating can be wonderfully abused in a TAS; the weapon recoil. When Daffy fires his weapon right after a jump, an otherwise impossible vertical acceleration is achieved. This combined with Rapid Fire allows for some nice jumps.

Movie Goals:

  • Aims for fastest time.
  • Takes damage to save time.
  • Abuses programming errors in the game.
  • Genre: Platform

adelikat: Accepting for pulication.

adelikat: Processing.

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