Submission #8093: jaysmad's SNES Bugs Bunny: Rabbit Rampage in 13:49.37

(Link to video)
Super Nintendo Entertainment System
baseline
BizHawk 2.8
49844
60.0988138974405
23851
PowerOn
Bugs Bunny - Rabbit Rampage (USA)
Submitted by jaysmad on 3/7/2023 6:37:31 AM
Submission Comments
This is a 4 858 frame improvement over the last submitted TAS, thanks to newly discovered techniques and a glitch that skips a few sections.

FEATURES


  • As soon as it is activated, the SA starts to drain 1 HP every ~1 second.
  • The fastest way to travel through the game is with Spin attacks. The SA will allow you to reach speeds of 4 sub pixels per frame as for regular walking only reaches 2.
  • Speed can be carried out, trough falling off ledges and bouncing off enemies. While in the air, HP will not decrease. This is why, you need to choose the best time to use it.
  • While spinning, you deal 3 damage and can pass through enemies without taking damage.
  • Bouncing deals 1 damage to enemies and is mostly used to avoid the jumping animation.
  • It is also important to try to bounce as much as possible when at high speed to carry the momentum as long as possible.
  • Allows to zip through walls and travel at very high speeds. It is done by using a spin attack one frame before falling off a moving platform. It can be done on any platform that either moves or disappears from under your feet. It will also work on the birds and bouncy couches. The downside is that 90% of the time you will travel too far and get softlocked.
CARROTS/HP
  • Carrots are the life source of Bugs Bunny. One chunk equals 1 HP and he has 16 in total.
  • Some carrots you pick up along the way are really worth the detour as they can go from 1 to 6 HP
DYNAMITES
  • Used only once in the run, on the first boss fight.
  • Deals 2 damage plus 2 more, when used properly. If thrown to far, it will only deal 2 damage.
  • Like most usable items, the dynamite can either be thrown far away by standing up, not so far when crouching or simply dropped in front of you.
CORK PLUGS
  • Used against wolf #3, in level 1.3 only.
  • Deals 2 damage but most importantly cancels a whole attack animation from the wolf.
BELLS
  • Used while fighting the wrestler to cancel his running sequence and make him vulnerable to attacks. Only 3 are available in the stage.

LEVELS


1.1
Very short stage with different routes that lead to dead ends and items that are not needed for this run. The fastest route is the top of the level, and luckily every item we need is on this route. For the boss battle i use the 4 dynamites i picked up along the way. They deal 4 damage each and can be thrown from afar. Boss has 15 HP.
2.1
This is where the HP management starts to get critical. Many small detours are taken here, in order to grab as much carrots/HP as possible. Some, in particular, are worth 6 HP. The main reasons i grab so much in this stage is for the boss and also for the following level. This is also the first time you will get to see the platform glitch.
The best way to finish the boss is with a spin attack to the head. No item/weapon will damage him... Only bouncing on his head (1 HP), and the spin attack (3 HP). He has 20 HP and will go down after 7 hits. I will also be taking 7 hits. The damage taken from the "SA" takes the exact same time as the bosses invincibility. Every hit you deal is dealt right back at you, on the exact same frame.
400
This stage consists of leading a bull all the way to the left to break a brick wall. Behind the wall is a switch that will raise a metal wall all the way back to the right of the stage. After flipping the switch, you will lure him back to run into the metal wall. It is the only way to deal with this boss.
The bull will need to destroy every bullseye in it's way, to reach the brick wall. The coast will be clear on the way back. Here is why i farmed so much HP on the last level. I use spin attack all the way back to the start of the stage where only 2 bullseyes are left before the metal wall.
1.3
The first half of the level is based off the story of the 3 little pigs. For each house there will be a mini boss (The big bad wolf) blocking your way. After defeating him, The path opens up and he then comes back stronger at the next house. For the first fight, he will have 5 HP, the second time he will have 9 and finally on the third fight he will have 14 HP.
Along the way, i pick up 3 cork plugs that are used to prevent the wolf from blowing down the pig's house animation and deals damage at the same time. I use it on the second and third wolf. You will also witness, on these fights, a new trick found that consists of dealing a double hit on the enemy. By using a dynamite and a kick on the exact same frame, more damage is dealt and and it avoids a whole attack animation from the wolfs.
When the wolf inhales the plug, he will blow up and start floating away. The lower you are while he floats off, the faster the animation will be. This is why i use the platform on the 3rd wolf.
The second half of the stage is based off Hansel and Gretel. It is a bit more focused on platforming The boss is 16 HP strong and is defeated using spin attacks. His hitbox is only his nose and can be hard to miss. His sequences can be manipulated by ~10 frames. He will always end up stopping at the same place but depending on your position, you can make him stop a bit faster.
2001
Probably the fastest and simplest level of the whole game not much to say about this section. I have plenty HP to do the whole level using SA. Very little HP is needed in the next stage so i basically use every inch of carrot i have.
9.1
Stage consists of reaching the end by riding toucans and avoiding damage from the boss. I take a death at the beginning as it does not affect the time when the bird will appear and it will fill up the life bar. No time is gained or lost with this death. Once you reach the end, the boss will spin through the trees until he reaches the unbreakable petrified tree. When he hits the tree, a coconut will fall on his head and this is the only way to damage him. After 5 hits, Bugs then decides to dress as a female Tasmanian devil. At this point, the boss loses all sense of loyalty and starts flirting without realizing that his old lady is right behind him. She catches him red handed and deals the final blow. No one ever heard of him again.
³√x÷(y/c-Z-10)
This used to be the longest and most frustrating section of the run until the new glitch was found. Now by using the elevator platforms, we can skip about 80% of the level and reach the end in no time.
When you reach the boss, he is hiding inside his cockpit, throwing robots after you. To get to him you need to open the locks on both side by hitting them. After this he will be lowered to the bottom where you will be able to damage him... right after you destroy the remaining robots. He will then start going back up. This is the only chance you get to damage him. I tried to one cycle him but i only managed to take away 29 HP out of 30.
42,759 3/8
The wrestler will charge at you as soon as the fight begins. Similar to the bull fight, he will turn around as soon as you get behind him. After turning so many times, he will get confused and become vulnerable. Early, he will only turn around twice before you can hit him but as his HP goes down, it will take more turns.
On the ring, there are 3 bell items that can help during the fight. When used, the wrestler will think the round is over and that gives a chance to land a hit. This will skip a whole sequence of turning around and waiting for an opening.
On each side, you can use the ropes to launch yourself at the boss using SA without losing HP. When his HP reaches 0, a black hole item suddenly appears in the middle of the ring. As soon as you use it, the boss runs straight for it and falls to his doom.
13
Basically a haunted house with many paths to get lost in. There are some couches you need to bounce on to reach certain areas. Some of these areas are much higher. This is why i jump twice on the last couch before the end of the level. The higher you land from on the couch, the higher you will bounce off of it. Many moving platforms can be used to do the glitch here but sadly none of them are useful. There are a few the will lead straight inside the exit door but you are so far out of the level that it takes forever to reach.
IS THIS TRIP REALLY NECESSARY?
The final boss has 4 HP and will stay at 1 HP until all the paint is pouring out of the tubes and cans. To do so, you need to hit the containers until they break open. Some cans hit boxes are lower and we need to crouch or SA to hit them. Some are high and they need to be kicked. Once every last drop is out, the boss takes 1 single hit to take out.

Suggested screenshot

 Special shoutout and big thanks to Challenger for finding the double hit trick and noticing that you can use spin attack on the dragon knight boss. Thanks to his finds i went back to the run and, by chance, stumbled on the new platform glitch.

ThunderAxe31: Judging.
ThunderAxe31: Wow, this movie looks very optimized! Accepting.

EZGames69: Processing...
Last Edited by EZGames69 on 3/23/2023 9:39 PM
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