(Link to video)
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OBJECTIVES

  • Take damage to save time.
  • Consume carrots.
  • Go fast.

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.
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.
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 bric 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 bric 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 to use in the last wolf fight. It is used to prevent the wolf from blowing down the pig's house animation... and deals damage at the same time. The reasons i use them only in the last fight are because he has the most HP, the longest animation and also because there is a floating platform right below him that will speed up the whole fight process.
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 and this is why i use all the plugs here. For the last hit, he only has 1 HP so i use the bounce attack on him.
The second half of the stage is based off Hansel and Gretel. It is a bit more focused on platforming and it is the only place i will take a hit from an enemy to reach higher ground. The rebound when taking a hit is not very far but there is one occasion where it is used and here it is!
The boss is 16 HP strong and will only be hit with the kick that deals 2 damage. 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. We 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. Your position will affect the timing and position the birds will appear. 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)
Easily the most frustrating of them all. Some enemies will use an electric fields around them making them invulnerable to BA. A-lot of health is used here simply because of them and the reverse treadmills.
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.|
IS THIS TRIP REALLY NECESSARY?
The final boss will always revive 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 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.|


Darkman425: Claiming for judging.

TASVideoAgent
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This topic is for the purpose of discussing #8063: jaysmad's SNES Bugs Bunny: Rabbit Rampage in 15:10.20
Challenger
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What a pleasant suprise for me. I wanted to do a TAS of this game a long time ago but never made any progress except finding boss hp addresses and testing some stuff. This TAS is well planned and executed, being aware the health management is the main objective of this game. Great work! Also I noticed two things: 1 - The third boss looks unreachable for a Spin Attack but surprisingly it does work if you're very close to his spear. Not sure why. 2 - At the end of level 5, you can avoid the landing animation on the teleporter exit by not letting off the left button, finishing this level a bit faster. Meanwhile, yes vote. P.S: Throwing dynamites while crouching caught me surprise. I played this game several times and I didn't know this mechanic exists until now lol
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Thank you for beating this evil game into submission, literally! Easy yes vote!
jaysmad
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Experienced player (834)
Joined: 12/1/2006
Posts: 629
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Challenger wrote:
What a pleasant suprise for me. I wanted to do a TAS of this game a long time ago but never made any progress except finding boss hp addresses and testing some stuff. This TAS is well planned and executed, being aware the health management is the main objective of this game. Great work! Also I noticed two things: 1 - The third boss looks unreachable for a Spin Attack but surprisingly it does work if you're very close to his spear. Not sure why. 2 - At the end of level 5, you can avoid the landing animation on the teleporter exit by not letting off the left button, finishing this level a bit faster. Meanwhile, yes vote. P.S: Throwing dynamites while crouching caught me surprise. I played this game several times and I didn't know this mechanic exists until now lol
Nice observation, on the teleport landing! I just tried it and it works! I'll update it in the following days. For the dragon knight fight, you said there is a way to hit him with a spin attack? Can you show me an example please? I tried and can't seem to make it work. Thanks!
Challenger
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jaysmad wrote:
Nice observation, on the teleport landing! I just tried it and it works! I'll update it in the following days. For the dragon knight fight, you said there is a way to hit him with a spin attack? Can you show me an example please? I tried and can't seem to make it work. Thanks!
Exactly. And there's an example:
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
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Sorry for double post, but I found another possible improvement for level 4 while playing this game: the last wolf fight can be finished with one less cycle if you explode a dynamite and kick him at the same time (frame perfect), resulting on 4 HP damage which is enough to kill him and avoiding a third cork plug usage. EDIT: This trick doesn't work with Spin Attacks for unknown reasons.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
jaysmad
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Experienced player (834)
Joined: 12/1/2006
Posts: 629
Location: Mom's
Challenger wrote:
Sorry for double post, but I found another possible improvement for level 4 while playing this game: the last wolf fight can be finished with one less cycle if you explode a dynamite and kick him at the same time (frame perfect), resulting on 4 HP damage which is enough to kill him and avoiding a third cork plug usage. EDIT: This trick doesn't work with Spin Attacks for unknown reasons.
That's an amazing find! Not sure if i can pick up a dynamite, at this point, without taking a huge detour. Can't check right now as i'm not home but i'll check it out for sure. As for the spin attack on the knight, i implemented it to the run, with the teleport landing, and it saves about 18 seconds, which is pretty huge. The only downside is the Tasmania level now desyncs. I'll probably have to pause or even cancel this run, at this point Edit: Just added the double hit on the Wolf bosses. Managed to save a whole cycle on Wolf2 and Wolf3. All that is left to do is the Tasmania level and hopefully the following stages will sync. I hope to be done by the end of the week. Edit2: I will need more time, after all. Was finishing the improved run and stumbled on a new glitch that will save an incredible amount of time. I don't know how much time it will take to implement to the run. Thank you for understanding. Edit3: So i started working on adding the new glitch to the run. The results are pretty impressive! If everything goes to plan, i should be completely done sometime this week.
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om, nom, nom... crunchy!