This is my first PSX-TAS.
I cannot write so many sentences, because I'm very weak in English.

Game objectives

  • Emulator used: PCSX-RR v0.1.2+ svn216
  • CD ID: SCUS-94154
  • Abuses programming errors
  • Aims for fastest time / Any%
  • Genre: Platform

The problems about the sound plugin.

Some sounds are lost in TAS Sound Plugin of Move sync mode. MIDAS PSX SPU does not desync, it may be good. But, they may freeze by a Cortex's voice because reading of the sound is out of condition. It may be necessary you do not use the mode or to change it into other SPU so that you watch the end.

Movement Tricks

Zigzag boost

Crash's speed is boosted, if you continue pressing D-pad diagonally while sliding or jumping.

Slide and Spin of neutral

Sliding speed is kept when Crash spin. But, it becomes low speed if you press D-pad when Crash spin.

About the ice

When you jump from ice, slippery ground is carried over to the moment of the next landing, and it is continued if you jump again. In addition, you can slide at fast speed only once.

About the Crash's speed

Velocity(32bit)45 deg Velocity Maximum Velocity
walk 700,000 632,184 632,184
jump 700,000 632,184 894,140
slide 1,200,0001,083,745 1,532,812
sliding spin1,200,0001,083,745 1,200,000
third mask walk 819,200 739,937 739,937
third mask jump 700,000 632,184 894,140
third mask slide 819,200 739,9371,038,255
walk on ice 1,000,0001,000,000 1,000,000
slide on ice 1,800,0001,303,200-
sliding spin on ice1,800,0001,303,200-
Average Velocity ratio
walk 700,000 100%
continually sliding 771,428 110%
zig zag jump 885,408 126%
walk on ice 1,000,000 142%
zig zag slide + spin 1,340,353 191%
slide on ice 1,800,000 257%

Extra Item Glitch

When Crash stamped a box, the counts that stamped an enemy consecutively increase in the same way. And you can get a extra item when this counts exceed 200 times.
0 Nothing
1 One Apple
2 Two Apples
3 Three Apples
4 One Up Panel
5-199 Nothing
200-299Crystals
300-517Gems
518-522Color Gems

Keep the counter

When Crash lands, this counter is initialized, but it is continued if Crash land while spin. And it is continued while Crash slide and squat down.

Spinning stamp

I was able to cancel the bounce of Crash by spinning at the same time to stamp the bounds limit of the box. And it is applied to an enemy.

Sliding stamp

You would stamp it when you jumped as soon as slide attack the enemy.

Detailed commentary

At first 197 times bound. It saves 30 frames about once to hit a head on an object. And, I stamped 17 enemies after having stamped three boxes while letting the counter continue. I was able to continue the counter to the next scene by stepping on the pedestal with spin. However, unfortunately it was not able to continue when a scene was replaced by a fall. Therefore I stamped 8 enemies more in second scene.
I hope you enjoy the run!

Baxter: Accepting for a misspelling "Glitched" category publication.
Aktan: processing...


Warepire
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henke37 wrote:
I'd love to hear how the heck they managed to screw up like this. What exactly is happening? Full details please!
There is a counter on how many times Crash has stomped an enemy or how many boxes Crash has broken in a row by jumping on them. This is mistakenly incremented on unbreakable boxes as well. All levels are designed so you shall not be able to stomp 199 enemies/boxes in a row. But due to the fact that it is incremented on unbreakable boxes you can stomp on these for a suitable number of times. Now if Crash does something special while he hits and is on the ground the counter will not reset (explained in the submission text). So even if unbreakable boxes do not give a reward the enemies and breakable boxes will. So all the runner has to do is hit 24 enemies and/or breakable boxes while maintaining the counter and he has received 24 crystals. (The 25th is the Snow Go level crystal). Naughty Dog is known for dodgy programming. The current all levels TASes of Crash 1 and 2 and the SDA speedruns of Crash 2 and 3 shows this rather well. (That the games are broken, not this glitch that this TAS used).
Bezman wrote:
So it sounds like by bouncing for longer, you'd get all the gems and colored gems necessary for a 'best ending' run. I understand the only difference may be in extending the bouncing at the start, the delay in recieving the items and in the ending but it seems worth doing.
The problem with this is that he will either have to hit 246 enemies and/or boxes to gain all the crystals or do 2 or 3 different or the same level(s) abusing the same glitch in order to get the gems... Where 2 or 3 depends on wither he wants to collect the gems and colored gems together or not. Either way it would be quite boring to watch all that bouncing. =========== I'm sorry if it seems that I hijacked the thread... I just love Crash Bandicoot games.
Patashu
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henke37 wrote:
I'd love to hear how the heck they managed to screw up like this. What exactly is happening? Full details please!
I recall a similar glitch in Super Mario World where grouping three wrigglers in a way such that you can keep respawning them and bouncing on them pushed the 'reward you get for a jump' counter to ridiculous heights, reading random locations of memory and popping up absurd graphics/absurd coin/score rewards. Perhaps this is similar?
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I understand it better now, but I still don't get why the high numbers give the results they do. Do they overflow and read random data? It is a little too predictable for that to be likely.
Warepire
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henke37 wrote:
I understand it better now, but I still don't get why the high numbers give the results they do. Do they overflow and read random data? It is a little too predictable for that to be likely.
If I understand it correctly the counter starts overwriting the flags for collected crystals.
Joined: 2/7/2008
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Thanks again Warepire - I get it now. So the counter is advanced whilst on the box but items are only actually recieved when an enemy is destroyed or a box is broken! I think I understand! See, this is the thing about TASs - for me, watching is only a fraction of the enjoyment, the remainder coming from reading the discussion or commentary until I at least have a tenuous grasp of what's going on.
I'm just some random guy. Don't let my words get you riled - I have my opinions but they're only mine.
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Warepire wrote:
If I understand it correctly the counter starts overwriting the flags for collected crystals.
But how? It's just a number, it's not like it's a string that is too long for a string buffer.
Warepire
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Location: A little to the left of nowhere (Sweden)
henke37 wrote:
Warepire wrote:
If I understand it correctly the counter starts overwriting the flags for collected crystals.
But how? It's just a number, it's not like it's a string that is too long for a string buffer.
I have never disassembled the game so I am not 100% sure of the program design but from what I can tell from the video and descriptions by pirohiko the jump counter is also an offset. This offset is then used to decide the reward for picking something up or serial-stomping enemies/breakable boxes. And as I said in a previous post the levels are not designed for it to be possible to serial-stomp over 200 enemies / breakable boxes. But as the counter is incremented on unbreakable boxes as well...
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Bezman wrote:
This is practically up there with M64 as one of the astounding sequence breaks on this site. Congratulations on being able to lead the charge on this new entry!
Hmm I don't see the resemblance M64 just glitches past the requirements. This manipulates memory to get the requirements, which really reminds me of the OoT any%. This run is really awesome. I think it should just replace the old run and don't get it's own category. This game just doesn't have that much variety. If you have seen one level you've seen them all. so I quite like the fact that we only have to see one level here and get the awesome bossfight after that.
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Slowking wrote:
Bezman wrote:
This is practically up there with M64 as one of the astounding sequence breaks on this site. Congratulations on being able to lead the charge on this new entry!
Hmm I don't see the resemblance M64 just glitches past the requirements. This manipulates memory to get the requirements, which really reminds me of the OoT any%.
I'll admit not having seen the OoT run yet. But to me, the totally extreme sequence breaking places this in a similar category to M64, even if the backward long jump 'requirement skipping' technique is completely different to the 'requirement getting' technique used here. I've just not seen any other runs (that I can think of) that break the intended sequence of events so utterly. That was my main reaction. Also, I suppose they're similar in that both still play all the boss stages, skipping most else.
I'm just some random guy. Don't let my words get you riled - I have my opinions but they're only mine.
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Bezman: you may find this list Alden put together interesting; it's a bunch of TASes that, one way or another, skip a significant portion of the game content in unintended fashions (i.e. no in-game warps).
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1506] PSX Crash Bandicoot 2: Cortex Strikes Back "item glitch" by pirohiko in 11:34.85
Reviewer, Active player (288)
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I wish I didn't have to sit through the beginning to get to the actual content. The boss fights were quite entertaining.