Presents superhuman solutions to all the levels in the game Puzznic. The ROM has two games built in. The other game is Gravnic, but a Gravnic TAS would be boring due to it being trivial.

Game objectives

  • Emulator used: FCEUX version 2.1.5
  • Abuses glitches
  • Heavy block-juggling

About the run

The solutions depicted to most levels are far from trivial though most are likely to be optimal (or near optimal at least). The run takes heavy advantage of the fact that the game requires for all the blocks on the field to land before groups blocks of common type are destroyed. This allows for solutions that are far faster than would be possible if the blocks didn't have to land. I refer to this strategy as "block-juggling".

Glitches

Blocking an elevator with a block that doesn't touch the ceiling or floor.

This occurs when two blocks are dropped on an elevator with one placed to rest on the other. The bottom block starts falling and if by the time it landed it fell less than a block-height, the top block stays suspended and acts as a barrier to the elevator holding the bottom block. This trick also works if done below the elevator.

Using a block that is temporarily suspended in mid air as a platform for other blocks.

There are a number of examples of this in the run, including removing some blocks from a suspended stack.

Moving a block in mid air.

If you pick up a resting block with a cursor before some blocks are to be destroyed and hold it during the destruction, then the input to move the block will succeed if tried one frame before the game starts making suspended blocks fall and resuming elevator movement. This is used to make some interesting solutions, especially near the end where the level looks like it has been lost until it gets rescued with this trick.

Destruction of lone blocks.

This occurs if two or more blocks of the same type are grouped together for destruction, but before the destruction, some of the blocks in the group are allowed to fall. Even if the group breaking results in some of it's blocks being isolated from the others of the group, they will still be destroyed as though they are still part of that former group. This probably happens because the game does not test for group breaking and thus does not remove these blocks from the list of those to be destroyed.
To save time, suspended blocks are made to fall faster when appropriate by pointing the cursor over the blocks one at a time and tapping A.

Possible improvements in the future

The solutions are not guaranteed to be optimal as many levels contain large numbers of blocks. In the future, I may find faster solutions to any of those levels that may not be optimally solved in this submission.

No ReRecords

This TAS was made by manually editing the file in the Crimson text editor after it was created with the Record Movie option in the emulator. I estimate that I made an average 50 edits per level, if the end-of-level bonus screen is included. There are 160 levels so the edit count would be about 8000. This would have been the ReRecord count if I were to have used ReRecording. If the re-record count is absolutely important, feel free to edit it by replacing 0 this figure before publishing this run.

klmz: Submission file updated with one 370 frames shorter due to changes in certain levels by the author. The re-record count was manually set to 8000+1 as the author suggested.
Mukki: Judging...
Mukki: The viewer response to this one has been broadly positive. While lengthy puzzle games don't often make for good TASes the fact that this run includes many unexpected and seemingly impossible solutions definitely puts it above the rest. I agree that games of this nature can be quite entertaining where the author can become more creative with the puzzles and avoid simply manufacturing a walkthrough. Accepting...
ledauphinbenoit: Processing...

Skilled player (1707)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Spikestuff wrote:
Cancel this as you have obsoleted your own run and it makes it easier for the encoders cause I am still planning to encode this when you post the updated version
Actually, that's a bad idea for minor improvements. =P
Editor, Emulator Coder, Expert player (2106)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
jlun2 wrote:
Spikestuff wrote:
Cancel this as you have obsoleted your own run and it makes it easier for the encoders cause I am still planning to encode this when you post the updated version
Actually, that's a bad idea for minor improvements. =P
I recommend that anyone who requests their submission files to be updated should also add the informations about their pending updates to their submission-descriptions to make things slightly easier.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
I'll make a Youtube encode for this when the final input file becomes available.
Post subject: Replacingan input file.
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
I already finished making that file. However, I posted that I need help with handing it in. I was then given a link to microstorage.php where I placed the new file so the file replacement will likely happen soon.
Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6341
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Dada wrote:
I'll make a Youtube encode for this when the final input file becomes available.
I already am encoding this tool-assisted speedrun. I was told to wait for the new version (which tasvideos should allow in edit and updated encode but obviously they haven't done that).
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Skilled player (1707)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Spikestuff wrote:
I was told to wait for the new version (which tasvideos should allow in edit and updated encode but obviously they haven't done that).
Actually, they do allow that. For encoders, which you aren't. =p
Spikestuff
They/Them
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Joined: 10/12/2011
Posts: 6341
Location: The land down under.
jlun2 wrote:
Actually, they do allow that. For encoders, which you aren't. =p
well poop, ill be on my way to get there. (+100 to not paying attention) (+10 to sleep deprived)
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Feel free to make an encode for your own purposes if you want to, but I'm making one too. :) At least, one for Youtube.
rchokler wrote:
I already finished making that file. However, I posted that I need help with handing it in. I was then given a link to microstorage.php where I placed the new file so the file replacement will likely happen soon.
Microstorage.php is just a storage site. You still need to post the download link to the input file. (We don't actually monitor what's uploaded there.)
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
I tried to post a link to the new version of the run but the link didn't work so I am trying it in this message post. C:\Users\Roman\Downloads\submission3364\rchokler-puzznic.fm2.zip
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
Here is the link. Hopefully this link works as I tried to put one in the submission text and the link was broken so i removed it. C:\Users\Roman\Downloads\submission3364\rchokler-puzznic.fm2.zip
Joined: 6/6/2004
Posts: 223
No, as paranoid as some people can be about Internet security these days, we don't have access to your local hard drive filesystem, and we can't just swipe up files from paths beginning with "C:/".
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Rchokler, you need to post the link to the movie file on Microstorage, so someone can download the new movie file and replace the current submission movie for you.
mklip2001
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Posts: 2224
Location: Georgia, USA
As much as I'm glad you guys are doing a good job at making encodes for this, is there anybody who actually wants to comment on the run itself? It's a lot easier to watch NES movies in the emulator itself, since the ROMs are small, and the emulator doesn't eat up a lot of power on weaker computers. Ultimately, I've decided to vote Meh on this. I appreciated the movie, but it felt too long for what it is, and I'm not sure I'd watch it again.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Dark_Noob
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McbobX our User submitting your corrridas because this one just waiting to be evaluated by a calm you have submitted four times Megami man for snes and psx and what is not seen so many people enjoying their submissions calmly and go to the forum and the topics of mega man and help you to make a good TAS.
Someone who still enjoy playing fighting games ;)
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
For the glitch that I mentioned on 4-10, it also occurs on level 13-10 with a 12 block combo, saving 22 frames. You can see both in this latest run. The only suspect I didn't yet rule out for this glitch is moving a block on the last frame before the clearing of the combo initiates as this is the case in both occurrences of the glitch.
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
Never mind about that hunch on the 4-10/13-10 glitch. I just tried the trick I suspected by applying it on level 1-3 where the finishing combo is 12 blocks but it failed to trigger this glitch.
Editor, Emulator Coder, Expert player (2106)
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rchokler wrote:
Never mind about that hunch on the 4-10/13-10 glitch. I just tried the trick I suspected by applying it on level 1-3 where the finishing combo is 12 blocks but it failed to trigger this glitch.
So what is improved?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
The improvements take advantage of the two rules in the ROM behavior that Nitrodon said I originally overlooked. This resulted in several levels being cleared faster by about 22 frames and level 3.5 improved by 72 frames. I also wound up busting the 47 frame rule of combo/cascade bonuses in about 3 to 4 levels where noticeable amount of frames get saved from doing so. The 4-10/13-10 glitch (as I call it after the levels I discovered it to occur in) will be analyzed for the future, but for now, the latest run will be the one judged for potential publication. If I crack the root cause for this new glitch and it results in significant improvement in the total time for this TAS, I will make another submission to obsolete this one. The current hint is in the way the blocks flash during clearances, which determines how the 22 frame rule that Nitrodon mentioned works.
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
OK, the flash patterns are not altered if you delay parts of the setup so that the combo starts clearing later. It is probably either the arrangement of the blocks that determines the pattern or else which blocks are being cleared in the combo. I used the older slower TAS for this analysis so that I don't ruin the faster TAS, but it applies to the faster TAS too. Here is an example map of a flash pattern with level 1-3 combo. A__ABAB BA_BB__ _ACC___ The period of a full flash is 6 frames for every block. In for the 11 blocks in 4-10 it is ABBBBB ACCCC_ All have a 4 frame period. In 13-10: B__ ABA _BA ___ ___ BA_ _A_ _B_ BB_ All flash with a 4 frame period.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Making HD encode now. Definitely looks publishable so far.
rchokler wrote:
I used the older slower TAS for this analysis so that I don't ruin the faster TAS, but it applies to the faster TAS too.
You realize you can just make a copy of a file, and then mess around with the copy without ruining the original, right? edit: (still processing) Link to video Yes vote from me, by the way. I think it's entertaining enough, and the play quality looks solid. I'm probably in a minority here, though. I was also strongly in favor of publishing the Solomon's Key II (Fire 'n Ice) run, and that one got canceled. This one's more exciting than that one. It's fun to see puzzles with a 3 minute time limit get solved in barely over a second.
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
Thank's for the vote. I guess a better reason for using the old TAS was that by not making a copy in another directory and using the older file, it saves memory on the hard drive, even though the copy could be recycled when the analysis was done. However, the few levels used in the analysis were not altered for the new implementation of the TAS so it didn't really matter which version of the TAS I used for it.
Joined: 4/3/2005
Posts: 575
Location: Spain
I thought this movie would be just like fast-forwarding a walkthrough of the levels, but a lot of these solutions to puzzles are just impossible to do in real time, and I kind of enjoyed many of the antics the author uses just to save frames on already solved puzzles. I agree it feels repetitive after fifteen minutes or so in the run, and I'm sure an arcade TAS would greatly alleviate this, but I also doubt it would be accepted in this site, so I vote yes for this version.
No.
Warepire
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Although the music is annoying as hell and it gets quite repetitive after a while it is great to see how quickly this game can be beaten. As already said by others some of these solutions are impossible to perform in real time. I vote yes.
Player (145)
Joined: 11/14/2011
Posts: 68
Location: Brookline, MA
Thank you. In fact none of these solutions can be executed by a normal person playing. Even in the few levels where no combos are formed, the the solutions are designed to include at least one part where a triple is cleared in a prohibitively difficult manner.