User Files from Exonym

Upload All User Files
1 2
10 11

#638993736293864446 - First Half?

Batsu&terii_powTEST9.bk2
In 06:48.140 (24529 frames), 12053 rerecords
7 downloads
Uploaded 8 days ago by Exonym (see all 108)
First 3 worlds, of a terrible repetitive game, because I was bored.

#638959795025332582 - Whomp Em - Improved again

WhompEm_Secretcliff_spear2test5.bk2
In 03:39.790 (13209 frames), 8990 rerecords
Game: Whomp ‛Em ( NES, see all files )
51 downloads
Uploaded 10/13/2025 7:11 PM by Exonym (see all 108)
Further improvements to Secret Cliff.

#638959482552868452 - First 2 levels

WhompEm_Secretcliff_spear2test3.bk2
In 03:30.340 (12641 frames), 7875 rerecords
Game: Whomp ‛Em ( NES, see all files )
50 downloads
Uploaded 10/13/2025 10:30 AM by Exonym (see all 108)
39 frames saved in secret cliff over the last video I posted in discord. Also, avoided taking a death on the boss so I saved all 3 lanterns, both of which cost 0 frames to pick up. Slightly better cloud management but still not convinced it's 100% optimal. Lost a few frames from having less boost from the moving platform section in secret cliff, but overall gained. Couldn't pick up the spear head powerup from the robot that drops it in the first room because the rocks in the next room would fall in unfavorable patterns.

#638959206519369444 - 10 frames on final boss saved

Time Diver_FINAL3.bk2
In 12:26.940 (44890 frames), 25586 rerecords
57 downloads
Uploaded 10/13/2025 2:50 AM by Exonym (see all 108)
Saved 10 frames on final boss by using all of the wave attacks before the final punch of phase 1 rather than at the end of phase 1

#638941797170449258 - First 2 levels

Time Diver_test17.bk2
In 04:29.339 (16187 frames), 9069 rerecords
67 downloads
Uploaded 9/22/2025 11:15 PM by Exonym (see all 108)
WIP of first 2 levels. Lag management is a huge part of the game, and upon beating the second boss I realized the game has randomized levels, so will need to do some research to see if the level order matters...
Notes: each health node missing in your health bar counts up 8 frames as it refills health after beating a boss. The wave attack art costs 2 points and each shot saves 40 frames on a boss, pretty important to max that out before reaching boss, even more so than health.

#638923194613380463 - Tom and Jerry 1-1

Tom & Jerry4.bk2
In 01:15.360 (4529 frames), 2405 rerecords
Game: Tom & Jerry ( NES, see all files )
79 downloads
Uploaded 9/1/2025 10:31 AM by Exonym (see all 108)
34 frames over 1-1. Better manipulation of flying enemy could save a couple of frames too, potentially

#638455033850836010 - some more updates

Flintstones2_finish12.bk2
In 14:07.190 (50915 frames), 34525 rerecords
216 downloads
Uploaded 3/8/2024 2:03 PM by Exonym (see all 108)
various improvements over last file. Submission this weekend if nothing else is found

#638441300903334785 - Flintstones: surprise at dinosaur peak

Flintstones2_finish3.bk2
In 14:12.780 (51251 frames), 27877 rerecords
230 downloads
Uploaded 2/21/2024 4:34 PM by Exonym (see all 108)
Holding off on submitting for a few days in case something else is found, but this is the pretty much complete TAS of this game.

#638424551159417620 - Flintstones 2 improved boss

Flintstones2_bosstest.bk2
In 02:58.669 (10738 frames), 5036 rerecords
227 downloads
Uploaded 2/2/2024 7:18 AM by Exonym (see all 108)
improved boss fight by 59 frames by utilizing a turnaround trick which creates a large hitbox behind fred. The boss moves based on the direction fred is facing when taking damage, so we can abuse this and get 3 shortened i-frame animations by stopping him in the middle of the room.
Also included the initial run of the first part of the next stage, synced back up nicely which means this game is rather edit friendly at least so far.

#638424229936183767 - Test up to first boss (flintstones 2 NES)

Flintstones2_test.bk2
In 02:21.230 (8488 frames), 3789 rerecords
205 downloads
Uploaded 2/1/2024 10:23 PM by Exonym (see all 108)
I did find the basic values such as x camera position, x position relative to the camera and something related to animation cycles in the RAM. Did not do any hard digging for boss hp values or such.
Mainly for this I just used prince_leaf's fastest TAS on youtube as a reference point but without an actual input file I have no idea if I was faster or slower than what he did.
Haven't really found anything substantial, there is a slight glitch where the water death animation can slide along the moving platform and then over the crocodile and into the wall but you still die anyway.
This is just a quick test, everything seems relatively sync friendly at least up til the first boss. Only one jump height, annoyingly.
1 2
10 11