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Perfect Credits Loop

  • 1 Loop: Frame #: 82,417
Cursed run: 66622 frames
Finally got the run under 18:30 mins

Project Duration

  • 708 Hours | 29 1/2 days

Stone Protectors "Any%"/All Levels In 18:28.54

Game Logo -

Yo, DUDES! ROCK'N SCROLLLLLLLLL!

  • SLAM INTO THE STONE ZONE FOR A WILD BATTLE OF THE BANDS. IT'S YOU AND THE REST OF THE STONE PROTECTORS AGAINST THE EVIL ZOK AND HIS WHOLE SUCKY GROUP. YOU GET TO PLAY CLIFFORD. CORNELIUS. CHESTER MAXWELL. OR ANGUS. MAKE SPECIAL MOVES AND ATTACKS IN SCROLLING 16-MEG. SOLO OR TWO AT A TIME. AND GO FOR A MONSTER HIT BEFORE THEY BLOW YOU OFF THE STAGE. YOU'VE GOT COOL WEAPONS TO FIGHT WITH, 10 LEVELS TO EXPLORE, AND A WHOLE GARAGE FULL OF POWERUPS. SO GRAB YOUR AXE AND LET'S JAM!

What are Stone Protectors?

  • Stone Protectors is a 1993 British/American/French multi-media entertainment property consisting primarily of an action figure line and animated series. The series also had a tie-in video game released for the Super NES. It served as a late attempt to market the troll doll craze of the early 1990s to young boys. While not particularly successful, nor inspired by a prior medium, Stone Protectors generally followed in the same vein as contemporaries including Toxic Crusaders, Swamp Thing, and the highly popular Teenage Mutant Ninja Turtles.

Who Are the Stone Protectors?

  • A kingdom built of crystals came under attack by the reptilian troll-like Saurians whose leader, Zok, desired the powerful crystals protected by the Empress. Zok broke into the castle and reached for the crystals only to see them explode into pieces and fly to Earth. After being thrown out the back door of a New York City club, an awful rock band known as the Rock Detectors found the five magical stones which gave them troll-like appearances and special skills (not the least of which is playing good music). This put them at odds with the music-hating Zok and his henchman Zink, collectively known as The Protectors.

Which Character Will You Be Playing As?

  • Cornelius.

Why Play As Cornelius and not any other character?

  • In short, he has the fastest moveset, both with a 5 frame window. Both of his moves have really good range and do a lot of damage fast.

Special Musical Move Names

  • Twist Me Scream
  • Mic Toss

How Special Moves are Used

  • Corneilus can input the Twist Me Scream at 5 frames: UUR^L, l/UUL^R, l
  • Cornelius can input the Mic Toss at 5 frames: DR^DDL, r/DL^DDR, r

Cornelius's Movement

  • Cornelius moves kind of jerkily, but, makes up for it in the swagger walk

Glitch - Phantom Hits

  • I can use the mic toss to hit bosses without actually hitting them physically. I refer to this as a "phantom hit". This 'Glitch' can be seen in fights such as Tackle Jackal, Predatron & Zok. This allows me to get extra hits in quicker than if I used the "Twist Me Scream" or the combo hits. Although not always as effective as the combo hits, which can be seen in such fights as Lava Boss.

Glider Skip

  • Glider Skip refers to the hang glider enemies. Typically these enemies will glide into the screen and be that entire screen in some instances. Using the Glider Skip, the glider will act as if no enemy is on the glider flying into the screen, and if there is no enemy on that glider while on that screen, the game will skip it entirely. The reason the game will skip it is that the glider is meant to fly off of the screen anyway, so in the instance that the enemy isn't there the glider will fly off the screen. The best-known examples shown of this skip can be seen in levels such as Snowy Village & Forest of Mythrandir

Why Single Player Vs. Two-Player?

  • Having 1 player is faster in this case and pretty much all cases if the goal is to use a special move. If using two players, the game will increase the boss's health, even if I purposefully have it on the easiest difficulty.

Why Easiest Difficulty Vs. Hardest Difficulty?

  • Playing on the easiest difficulty allows me to kill most enemies in my way in one hit, which doesn't include Masked Guards or Bosses. If played on Hard difficulty the enemies would have more health and take longer to kill as a result.

What does the Hardest Difficulty Result If Played?

  • Nothing much really, the essence of the game is to recover all the gems to save Mythrandir. The Hardest Difficulty is for changing the ending band music, that's about it. Seriously, that's the essence of it.

Genere

  • Side-Scrolling Beat ‘em up

Movie Goals

  • Uses Bizhawk 2.6.2
  • Plays Easiest Difficulty
  • Uses 1 Character in a 2 player game
  • Goes for Any% completion
  • Goes for Fastest Completion
  • Final Input is on Final button press for the Final Boss
  • Manipulates RNG

All 10 Levels

  • Snowy Village - Zink
  • Crystal Mine - Zink's Gem Extractor
  • Volcano/Downward - Lava Boss
  • Beach Party - Tackle Jackal
  • Forest of Mythrandir - Wraith
  • Bizarre Bazaar - Frank
  • Approaching the Castle - Zink With More Health
  • In the Castle - Sucker Puncher
  • The Laboratory - Predatron
  • Throne Hall - Zok

All Bosses & Picture References

  • Zink -
  • Zink's Gem Extractor -
  • Lava Boss -
  • Tackle Jackal -
  • Wraith -
  • Frank -
  • Zink Again -
  • Sucker Puncher -
  • Predatron -
  • Zok -

Per Level Frames

  • Level 1: 4583 Vs. 4563 | Saved: 0
  • Level 2: 4060 Vs. 4060 | Saved: 0
  • Level 3: 4813 Vs. 4813 | Saved 0
  • Level 4: 3806 Vs. 3806 | Saved: 0
  • Level 5: 4730 Vs. 4730 | Saved: 0
  • Level 6: 5867 Vs. 5867 | Saved: 0
  • Level 7: 6918 Vs. 6918 | Saved: 0
  • Level 8: 10038 Vs. 9942 | Saved: 96
  • Level 9: 6703 Vs. 6703 | Saved: 0
  • Level 10: 7126 Vs. 6951 | Saved: 175

Per Level Notes

  • Level 1: Still amazed I was able to even save time here, albeit 5 frames, but, still faster.
  • Level 2: Found out that stalling for a little bit saves time, which doesn't really make any sense. Had a better boss fight, which was optimized just right.
  • Level 3: 20 frames saved game time, 0 frames saved TAS time.
  • Level 4: Managed to get the Phantom Hits in on Tackle Jackal, which gives me the quickest kill
  • Level 5: Killed Wraith quicker and when Wraith was 98% invisible.
  • Level 6: Played this little back and forth game with Frank called: Miss Me With that Stab
  • Level 7: Changed up the Zink fight, got in some phantom hits which saved some time.
  • Level 8: Got some phantom hits in and saved even more time as a result.
  • Level 9: Kept the same, the boss pattern from Predatron was unlike any other, and changing anything about the stage being played results in different patterns from the boss. I tried to make it better, but, couldn't and I was the one that did it.
  • Level 10: Zok's pattern was also really nice, and I got the phantom hits in that I needed.

The 18:28.54 Beats these movies:

  • 28:23 (This is so old, feels like 20 years ago)
  • 27 (pretty sure exists I thought)
  • 22:01 (Old submission that I still regret submitting to this day and still haunts me)
  • 20:13.98 (what I thought was the limit)
  • 19:54.02 (really thought it was done)
  • 19:20 (didn't think it would come to this)
  • 19:08 (really thought I was pushing it here & the first 'recent' submission that was bad)
  • 19:00 (of course I was salty that it didn't sub 19 here at that point)
  • 18:58.22 (Spike with the Co-authorship file)
  • 18:54.22 (Me beating that time, by another 4 seconds?!)
  • 18:48 (NOW it's sub 18:50?!)
  • 18:46.16 (This is getting out of control)
  • 18:46.08 (Like seriously? 8 frames????!)
  • 18:45.51 (thought it was over? Guess again)
  • 18:40.32 (really pushing it here)
  • 18:37.88 (wasn't good enough)
  • 18.30.12 (almost good enough but not quite)
~ Different WIP Versions:
  • like 6 (guesstimate)

Total = 24 versions With WIPS | 18 Versions Without WIPS

Stone Protectors JPN SHA1

  • F408B6132E88BB9CDCB6FBB7DCB41723F88FE76D

Overall Thoughts

  • I think I really did a good job improving as I went, which albeit 24 different instances of the same game over and over again.
  • I want to personally thank Spikestuff for giving me the drive to keep pushing onward towards a goal I never thought was even possible, to begin with. I also want to thank Spike for taking time out of the day to show me where I can improve, which did help a lot.
  • I want to thank the Judges who have had to put up with my earlier submissions of this game.
  • I want to thank the readers, the downloaders, and all the comments I got over the course of all this.
  • Thanks for looking over this submission & yes I do promise this is quite possibly the last Stone Protectors TAS submission you will see from me personally, but, not the last submission on the site, as I've got more TAS'es in the works. :)

Memory: Judging
Memory: Unclaiming to focus on other work.
Samsara: Claiming so I don't have to focus on other work.
Samsara: Rejecting for the reasons outlined in this post. To summarize: The "phantom hit" glitch can be used to easily save a significant amount of time on bosses, easily upwards of 30 seconds or more. Given that this is a known trick used in several boss fights already, just not to its full potential, and given that the known time save is quite high, this is still sadly a little outside our standards of optimization. I don't expect a new run to come any time soon either, and if one does, I expect it to be different enough all throughout to warrant a new submission anyway.

TASVideoAgent
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This topic is for the purpose of discussing #7178: Technickle's SNES Stone Protectors in 18:28.54
Samsara
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I finally had a chance to look into this and... I hate to say it, but a problem immediately jumped out at me. Namely, the boss battles: You bring up the phantom hit glitch in the submission text, but it seems you didn't use it to its full potential in every applicable boss fight. It appears to always be the fastest way to deal damage to bosses. I did some light testing on several bosses with this glitch and was able to save almost 15 seconds across 5 different boss fights (1, 3, 6, 7 and 8), meaning there is still quite a lot more time to be saved over this submission, much more so when factoring in the final two bosses. Given the amount of health they have, it is possible this run could go sub-18. Since syncing is difficult and my tests were everywhere, I've opted to upload a userfile of just my attempt at Sucker Puncher. It's the best example of how effective the phantom hit can be at saving huge amounts of time on bosses, as just this boss alone is nearly 7 seconds faster than in the submission. My input begins around frame 50000: User movie #74102476863902801 410 frames saved. This guy's kind of a pain, he doesn't particularly like to be phantom hit, but it is always possible to do so, it just requires some good positioning and some pattern manipulation. I use normal punches to change what he's going to do next for the most part: Mixing in some normal punches might also help for damage routing on every boss, not just in terms of influencing their pattern, but also helping to get them below 140 health to use a final scream without wasting time on slower attacks. There's also a glitch(?) I found involving grabbing and instantly releasing enemies by pressing X a few frames after initiating a grab. This can help with positioning and pattern manipulation on presumably any boss that can be grabbed. Definitely play around more with this. I'll also include a list of my other improved bosses and some improvement times to (at least) match or (hopefully) beat, along with some notes on what I did or what could be done better in general. These are NOT in the above userfile, but I can provide individual userfiles of these fights if wanted - Boss 1 (Zink): 45 frames saved This avoids using the scream at the beginning of the fight and mostly focuses on phantom hits. There's almost certainly a better strategy than what I did, though. Boss 3 (Lava Boss): 160 frames saved Honestly one of the easiest patterns to deal with in regards to chaining phantom hits. The scream I used to finish the boss is heavily delayed for some reason, I imagine this can be avoided with some fine-tuning to save even more time, but even with the delay there's still a significant improvement. Boss 6 (Frank): 85 frames saved This is honestly something that should have been avoided altogether: You use an extra phantom hit before the scream when the scream alone was enough to kill him. Memory address $13D4 (2 byte, unsigned) is, I believe, the value for the first spawned enemy on-screen, which means it's always the health value for bosses. I'd highly recommend adding this to your RAM watch and keeping track of it for boss fights. Boss 7 (Zink 2): 190 frames saved Same thing as the first stage, just with more health and thus more phantom hits, and thus more time saved. Keep in mind these are all first passes at these bosses: There is absolutely more time that can be saved with better damage routing. The intention here is that all of these times are improved upon further, or at the very least matched. As for the actual stages... The game's pretty janky so it's hard to tell for sure, but they honestly look fine to me. Good enough on their own for a first publication of this game, I'd say. Assuming the game is sync stable, a final pass over each boss with updated strategies should definitely be worthy of publication. As I said, this could possibly be sub-18, perhaps even a low 17:5X with every boss being heavily optimized in damage routing. I do mean each boss as well. I skipped over 2, 4 and 5 because they all looked passable, and the only thing I changed in 6 was the final hit, so it's entirely possible that all of these fights have further improvements of their own. I'm sorry I couldn't get to this earlier (the huge changes to TASvideos have been keeping me either too busy to work on judgements or in dire need of some time to myself), I know it's rough to have put so much time and effort into this run only to be told that once again there's still a lot more time to come off of it, but boss optimization should HOPEFULLY be the final thing that gets this game through.
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