Background:

NFL Street 2 is a game made by EA Sports and released on the GameCube, Xbox, and PS2. The game has many move options to style and taunt your opponent, and there are also options to juke, dive, spin, and stiff-arm opposing players. The game also contains other features not found in real NFL play, such as being allowed to shove opposing players into a brick wall! (in case you’re wondering, you’re still in-bounds after slamming into the brick wall, provided you don’t fall down). All told, these changes make the game noticeably different from its main competitor, the Madden series. While all of the above features are present in NFL Street 1, NFL Street 2 adds in new features, such as the ability to climb up walls to make passes, the ability to make catches off of walls, and the ability to dive into the endzone off walls. Additionally, there are posters known as hotspots on walls in each stadium in the game, where if you make a wall-play off of the hotspot, you get an additional 20,000 style points! In this TAS, I complete the NFL Challenge mode of NFL Street 2, which is the main singleplayer mode of the game. This TAS uses the GameCube version of the game, since there are no emulators accepted for this site which can play PS2 or Xbox games (and Dolphin is the 3D emulator I’m most familiar with anyways, so it all works out well).

The Plot:

This TAS is an inspirational story about a team of scrappy players from the street(s?). Through sheer luck, this team of nobodies is able to beat the Cincinnati Bengals (which in this game are one of the worst teams in the league). In fact, this team is eventually able to beat the Bengals so many times that they literally become the Bengals – absorbing all of the players on the team into their team.
With newfound skill and a quest to prove the power of random chance, the Adders (as the game oddly names them by default) beat 5 other NFL teams and the Gridiron Legends by calling the same set of plays on every down. Once again, random chance always wins. Think about it like this: If you throw a ball at a wall enough times, there is some non-zero probability that the ball will go through the wall (even if it takes more than Graham’s Number total millenia to happen). Likewise, there is some non-zero probability that by chance a team of nobodies will beat a professional NFL team. Watch and marvel, as random chance becomes reality, and the nearly impossible is proven completely possible! Watch and be amazed!

…The Actual Plot:

In the NFL Challenge mode of NFL Street 2, you are given a team of weak players to start off with. By random chance, your team has been chosen to replace one of the 32 NFL teams in an upcoming tournament of all NFL teams that is happening in 150 days. Whoever wins this tournament gets to play a championship game against the Gridiron Legends, which is a team of all-time great NFL players.
While you wait for the tournament to start, you can improve your team by doing challenges. However, each challenge takes up a certain number of days to do. Once you have 5 or less days left, you can start the tournament. As such, the fastest strategy in the TAS is to choose the combination of challenges that gets you to 5 or less days left as fast as possible, and then win the tournament as fast as possible.

Timesaves:

The currently-published TAS of this category played on the normal difficulty mode. On this mode, there is a challenge which takes up 17 days, where you have to get 3 wall-passes and 3 wall-diving touchdowns in a game to 24. On hard mode, this challenge is replaced by a challenge which takes 17 days where you have to get 2 wall-passes and 2 wall-diving touchdowns in a game to 24. These games end when you get the right number of wall-passes and wall-diving touchdowns done, even if you don’t have 24 points. As such, I’m able to save about 3 minutes over the currently-published TAS by playing through singleplayer on hard mode. Another side effect of playing on hard mode is that the CPU makes much fewer mistakes, is much faster, and a couple of challenges that involve reaching a specific number of style points have lower requirements for how many style points you need to get.

The Route:

Each challenge in the game takes place in a certain neighborhood, and each neighborhood is located in a certain district. Below, I will write which challenges I did in the format District – Neighborhood – Challenge_Name – Description – Days. Note that the challenge named Player Challenge takes 17 days, and is played 8 times in a row for a grand total of 136 days, which explains the syntax below.
  1. Eagle Heights – The Back Lot – Highlight Reel – Score 24,500 style points in a single play – 2 Days
  2. Eagle Heights – The Back Lot – Highlight Reel 2 – Score 35,000 style points in a single play. Complete Highlight Reel or That’s Mine to unlock this challenge. – 4 Days.
  3. Eagle Heights – The Back Lot – Player Challenge – Complete 2 wall passes and have 2 wall touchdowns in a game to 24. Choose the team from which you would like to choose a player. – 17 Days X 8 = 136 Total Days
  4. Eagle Heights – Sportsplex – Outstyle 3 – Be ahead in style points after 1 defensive stand – 3 Days.
After all of these challenges, I have stolen most of the players from the Bengals, and have only 5 days left. As such, I can go and start the tournament from here. Using RNG manipulation (moving in different directions, styling, diving, selecting different players, scoring on a different frame, etc.), I make each play the CPU calls in the tournament be one that I can easily create a turnover from, which allows me to quickly score (this is done by re-doing 2 point conversions many times until the next play that the CPU calls is a play that I like). Additionally, RNG manipulation is also used to ensure that none of the post-touchdown celebration cutscenes play, which each take about 2 seconds, and have a random chance of playing after you score a touchdown.
In order, the teams that I play in the tournament are the Patriots, the Broncos, the Browns, the Bills, the Rams, and the Gridiron Legends.
Before every play, the CPU will randomly decide to wait either 5, 6, or 7 seconds before hiking the ball. For most of the TAS, I just manipulated the CPU to call a quick option play at the start of each play. However, at a certain point in the Bills game in the tournament, I spent an hour and a half not being able to get a quick option to occur. Eventually, out of boredom I decided to try getting a turnover after a 5-second hike, and I then realized to my surprise that this was noticeably faster than just trying to get the quick option. By this point, the TAS was almost done, so I didn’t go back to add this strategy throughout the TAS. However, In the game against the Rams (which starts at 18:43 in the encode provided below), I manipulated each play with the CPU on offense to wait only 5 seconds. Additionally, I forced turnovers and scored as fast as possible. As a result of this, this game pretty much represents the fastest possible way that an NFL Street game to 36 points could be completed, which finished with a final in-game time of 1:18. A future TAS of this game could manipulate all games to take about 1:18 to win, although most of this timesave isn’t noticeable to the viewer, since it occurs as a delay in the cpu hiking the ball rather than through slow or sloppy movement. As an aside, the currently published NFL Street 1 TAS could probably be improved by 2-3 minutes as well using this strategy.
After a bit of effort, the tournament is won, and the Adders are crowned NFL champions. And to think – some people say that miracles don’t happen! Ha!

Closing Remarks:

I don’t like to leave TASes published on TASVideos which were submitted by me and can be easily obsoleted by several minutes just by using a harder difficulty setting. As such, this TAS aims to ensure that the TAS of NFL Street 2 on TASVideos is up to my optimization standards. Maybe someday in the future I'll go back and make a new version of this TAS where the computer always hikes the ball after 5 seconds, but for now, I feel content with the level of optimization seen here. I hope you enjoy watching this TAS!

Emulator Settings:

  • This TAS was made on Dolphin Version 5.0.
  • SHA1 Checksum: d8603281a9a84a525ac7ae3dddbc30ea4f6bb190
  • Uses JIT Recompiler for CPU Emulator Engine
  • Uses DSP LLE interpreter (if this TAS desyncs when played back, check to make sure you have this option checked off under the audio settings in Dolphin).

slamo: The optimization was pretty good again, despite the new strategy discovered later in the run. We prefer that the hardest difficulty is used, and it's a nice bonus that this actually makes the run faster.
The movie got some good feedback, but the ratings on the current publication are inconclusive, and it's still too repetitive for me to upgrade the tier. Accepting to Vault as an improvement to the previous movie.
feos: Pub.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15627
Location: 127.0.0.1
This topic is for the purpose of discussing #6768: Lobsterzelda's GC NFL Street 2 "NFL Challenge" in 22:07.10
Joined: 1/27/2014
Posts: 181
Great movie Lobsterzelda! :)
CoolHandMike
He/Him
Editor, Judge, Experienced player (897)
Joined: 3/9/2019
Posts: 729
So I have a couple concerns. Like at 5:40 was there really no better play then to go straight left and wall jump to throw? At times like 13:24, 15:30 I notice that your unit is already far inside the touchdown zone when he receives the ball. I would think the ideal setup would be to get tackled or land as soon as he touches the touchdown zone. Instead of waiting until they are inside.
discord: CoolHandMike#0352
Lobsterzelda
He/Him
Skilled player (1259)
Joined: 3/17/2019
Posts: 284
CoolHandMike wrote:
So I have a couple concerns. Like at 5:40 was there really no better play then to go straight left and wall jump to throw? At times like 13:24, 15:30 I notice that your unit is already far inside the touchdown zone when he receives the ball. I would think the ideal setup would be to get tackled or land as soon as he touches the touchdown zone. Instead of waiting until they are inside.
With regards to the wall-jump plays, the reason why I had to do that play there is that I was doing a challenge which required getting 2 wall-passes and 2 wall-diving touchdowns to win. As such, running to the wall, passing, and then diving into the endzone is the fastest kind of play I could have done there. As far as the 2-point conversion plays go, the delay was probably there to manipulate the next play to be more favorable for me. A lot of times, a delay of a frame or two can make a big difference in how far into the endzone you throw the ball. However, this doesn't make very much of a difference in how soon the player can catch the ball. How favorable of a play the computer calls on defense there is also based on the results of the last play, which in turn has to also be manipulated a lot to prevent a cutscene from playing after scoring a touchdown.
CoolHandMike
He/Him
Editor, Judge, Experienced player (897)
Joined: 3/9/2019
Posts: 729
Lobsterzelda wrote:
CoolHandMike wrote:
So I have a couple concerns. Like at 5:40 was there really no better play then to go straight left and wall jump to throw? At times like 13:24, 15:30 I notice that your unit is already far inside the touchdown zone when he receives the ball. I would think the ideal setup would be to get tackled or land as soon as he touches the touchdown zone. Instead of waiting until they are inside.
With regards to the wall-jump plays, the reason why I had to do that play there is that I was doing a challenge which required getting 2 wall-passes and 2 wall-diving touchdowns to win. As such, running to the wall, passing, and then diving into the endzone is the fastest kind of play I could have done there. As far as the 2-point conversion plays go, the delay was probably there to manipulate the next play to be more favorable for me. A lot of times, a delay of a frame or two can make a big difference in how far into the endzone you throw the ball. However, this doesn't make very much of a difference in how soon the player can catch the ball. How favorable of a play the computer calls on defense there is also based on the results of the last play, which in turn has to also be manipulated a lot to prevent a cutscene from playing after scoring a touchdown.
Ok I was not realizing the wall jumps were necessery. Also I do realize also that some of these sports games really cheat too. Seems to be rampant in the football games I have tried over the years. Guess you have to wait until those passes would work out. What about diving into the touchdown zone though? Is that faster than just running in?
discord: CoolHandMike#0352
Lobsterzelda
He/Him
Skilled player (1259)
Joined: 3/17/2019
Posts: 284
CoolHandMike wrote:
What about diving into the touchdown zone though? Is that faster than just running in?
Diving is generally faster than running into the endzone. Having said that, if the play starts close enough to the endzone, then it's faster to throw the ball to the player when they're already in the endzone than to have them dive for the ball. For some plays, I move slightly slower when I'm crossing the goal-line for a touchdown in order to manipulate the post-touchdown cutscene not to play. The difference between doing a regular dive and running into the endzone is generally about 3-6 frames. However, certain style dives can be faster or slower than this by a few frames, so this number may vary.
CoolHandMike
He/Him
Editor, Judge, Experienced player (897)
Joined: 3/9/2019
Posts: 729
Sounds well done then. Yes vote.
discord: CoolHandMike#0352
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15627
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [4249] GC NFL Street 2 "NFL Challenge" by Lobsterzelda in 22:07.10