Crash Bash is the fifth installment in the Crash PSX series, the first Crash game not made by Naughty Dog, the original creators. It is a Party game following a storyline with a variety of minigames, including 4 bosses from the Crash franchise with gameplay based off of these minigames.
Acquiring 200% involves collecting all 140 collectibles, 5 collectibles from each of the 28 unique minigames, alongside defeating the 4 bosses.
This is a no memory manipulation run. Memory manipulation is done by pressing down left at the letter V in the save file name screen. This takes you out of bounds, and gives you access to the changing memory values, but only from 0 to 2 and back again. There is currently some known effects that can come from this, including reducing timers and auto-win characteristics, but there is still a vastly unknown amount of knowledge of what every memory value change does to the game.
At the start, there is an option to choose between 8 different characters. These are the Bandicoots (Crash and Coco), Scientists (Cortex and Brio), Strongs (Tiny and Kong) and Hybrids (Dingodile and Rilla Roo). Tiny or Kong are objectively the fastest characters due to their strengths being overall best in the 3 minigames where the characters have differences. We discovered around halfway through the TAS process that Tiny has small frame advantages over Kong in 2 different minigame types, which considering I originally picked Kong thinking there was no difference is frustrating. However, due to being given more manageable AI in the harder challenges, this would overall even out.
There are 4 main warp rooms, each filled with an increasing number of minigames to complete, with a 5th bonus warp room after defeating the final boss. Each boss has a collectible count requirement to proceed. In any%, the fastest or safest collectibles are completed to meet these requirements.
The 5 different collectibles are:
Trophy - Win 3 rounds before any other AI does in the minigame. Easiest AI difficulty.
Gem - Win a round with a point, time, lap disadvantage. More difficult AI.
Crystal - Win a round with a stage disadvantage (e.g items that instakill you but not the AI). Harder difficulty AI.
Gold/Plat relic - Win twice/three times in a row. Hardest AI. Hidden disadvantages (AI are heavier/healthier/faster etc).
Gold relics are not unlocked until entering Warp 4, and are not necessary to complete the game to any%.
Platinum relics are not unlocked until completing Mallet Mash Trophy in warp 5.
The 7 different minigames (and any important information) are as follows:
Ballistix: Win in a game of Pong against 3 other AI. Every AI has the same statistics. Plenty of opportunities for AI manipulation from changing my position/taunting/kicking on certain frames. Ideally I want to get as many corner shots as possible by kicking the ball as it comes out from my bottom two corners. There is a ball limit that increases overtime, up to a maximum of 5. It's best to score each ball ASAP so a new one can spawn in.
- Crash Ball is the basic structure. Kick or deflect balls away from your goal.
- Beach Ball has very slow moving balls, but using the magnet powerup speeds up the balls tremendously.
- N.Ballism has N.Gin spawning in the centre. His section is an autoscoller, so you want to score balls fast outside of this.
- Sky Balls just has play area tilt, which causes the balls to curve.
- Oxide, the 4th and final boss, uses this minigame type in a 1v1 situation, including a unique flying section before this ballistix second phase. Oxide is incredibly difficult to beat in his ballistix phase as he has incredible AI, which becomes easier from death abuses. However, sending 2 balls his way on perfect opposite sides forces him to let a ball in.
Polar Push: Win by being the last man standing by pushing the other AI off the arena. Here, every character type has a unique push style and weight. Kong and Tiny has a strong push without taking too long to recharge. This minigame is can be considered very unfair as the AI are usually heavier and harder to push. Counterpushing, by pushing an AI just as they start to push you, is an effective way to counteract this, and is used plenty later into the TAS.
- Polar Panic is slower due to breaking ice walls.
- Tilt Panic tilts based on the distribution of mass, and makes movement harder in areas.
- Melt Panic introduces harsher powerups, such as freezing or snowballs which cause a player to become near immobile.
- Manic Panic has bombs, which if hit by, players lose their strong push power on the polar bear.
- Bearminator, the 2nd boss, uses this minigame type.
Pogo Pandemonium: Have the highest score at the end of the round. Shoes are a common must to getting points fast, by increasing your hop speed from a hop every 18 frames to every 10. Every character hops the same speed, except for Rilla Roo, who takes 17 and 9 frames respectively, which makes the later collectibles rather hard, trying to keep up with him.
- Pogo Painter is basic, with rocket weapons and arrow paints, scoring by boxes.
- Pogo a Gogo has the ability to score by completing open shapes.
- El Pogo Loco has the ability to fill squares by completing open shapes, but scoring by boxes. Ripper Roo places hazards on the field.
- Pogo Padlock has rockets that allow you to steal players squares, but landing on your own square takes away all your colour.
Crate Crush: Be the last man standing by killing all the other players with damage. Here, every character type has a unique throw and kick style. Kong and Tiny have a weaker crate kick, but have a fast and long throw, which is far more imporant in crucial situations. Players who have taken melee damage can still take damage by crates, despite having I-frames, so kicking an AI with a crate in hand makes them take damage from melee and the falling crate, which is utilised plenty in the TAS. TNT and Nitros deal the most damage, and relying on spawns of these crates is important. Changing throw direction mid throw causes the box to come out on strange angles, which allows precise throws. Going for double and triple hits on AI does the most dps.
- Jungle Bash is a plain field introducing you to the game.
- Space Bash has a destructible floor, where explosions remove squares and falling in a hole instakills a player.
- Snow Bash has a slippery floor, and a Penguin who, once woken, spins around dealing melee damage.
- Drain Bash has powerups in boxes that deal similar damage as TNT, with unique characteristics.
- Papu Pummel, the 1st boss, uses this minigame type.
Tank wars: Be the last man standing by killing all the other players using tank weaponry; mines and projectiles. Kong and Tiny have the strongest projectile out of everyone - despite it being slow and not lasting long, the extra damage saves plenty of time. This is manipulation hell as almost everything you do changes the AI, so getting the AI to behave is tricky. Manipulating item spawns is also important, but getting both AI and item spawns to work with you takes trial and error.
- Desert Fox is a gridlock map where mine explosion travels.
- Metal Fox is a grid constantly changing map, with a new projectile bomb that shoots slow but deals high damage.
- Jungle Fox is an open plan area, with a new rocket projectile that can hit multiple people.
- Swamp Fox is a water map with drift physics, floating mines that deal great damage, and a shield that protects you from getting hit.
- Big Bad Fox, the 3rd boss, uses this minigame type. The Komodo Bros projectile does much more damage than you after only 1 death abuse. Mine placement also manipulates their movement. Further death abuses increases your damage output, which is used RTA.
Crash Dash: Be the first person to complete all 10 laps, or be the furthest ahead when the time runs out. Every character has the same stats here, except in the relics where the AI get a considerable speed increase. This introduces a TAS only strategy called Lap Skips. A lap skip occurs when respawning or AI put you behind the finish line after already having driven over it. Physically driving back over the finish does not count. This is achieved in 4 different ways: shooting or ramming an AI into the sky to land on your kart and proxying you back; having an AI drive into the front of your kart against a wall or another AI, proxying you back; having an AI respawn near the finish, with their respawn animation proxying you back; or driving off the edge just after the finish line, which respawns you before the finish line.
- Dot Dash showcases the rocket/ramming lap skips, no way to drive off after finish.
- Toxic Dash allows the driving off lap skip, collecting wumpa fruit for faster deaths, with occasional AI proxys.
- Splash Dash is small enough that its faster to drive around. The jumping mechanic can cause lap skips by the AI. Landing on poles also pushes you forward slightly.
- Dante's Dash is a large map which utilises both of the Dot and Toxic Dash lap skip styles.
Medieval Mayhem: A variety of minigames where the highest score wins.
- Ring Ding is where you pop balloons of your colour. Black balloons has 3 different powers, but ideally we just want the one that makes all balloons our colour. Boxes provide vacuums which bring all of our colour to us. You can choose what item or power you get by jumping or kicking on the right frame.
- Dragon Drop is where you ride a dragon, and shoot gems at a target to score points. The AI are rather aggressive towards you if you're holding a gem, so firing it ASAP almost negates this. Charging a player makes them lose their gem they are holding.
- Mallet Mash is where you squash mushrooms for points. The longer they stay on the field, the more they are worth. Golden mushrooms are special and are worth more.
- Keg Kaboom is where you leave a trail of gunpowder that catches fire to blow up barrels to score points. The longer you chain barrels, the more they are worth, with 10 maximum points per barrel. Golden barrels give 20 points automatically however. Losing your chain means starting back at 2 points.
Moments to look out for:
Splash Dash Trophy Round 3, Dragon Drop Gem, Big Bad Fox Boss, Keg Kaboom Plat Relic Round 2, Dante's Dash Plat Relic Round 3, and Oxide (especially for those who have played this boss before).
The worst levels to TAS were Metal Fox, as getting the best AI alongside the best Bomb spawn RNG was awful. Also the Medieval Mayhem levels, aside from Dragon Drop, became incredibly boring walking simulators to TAS, but I tried my best to make them work.
My favourite levels to TAS were by far the Crash Dash levels, with Splash Dash and Dante's Dash being so much fun. Getting the lap skips, and the Splash glitches, were extremely satisfying. Otherwise, doing the El Pogo Loco and Pogo Padlock gems were an interesting challenge to mix RNG manipulation and interesting pathing to find the fastest way to score in commonly unoptimised gems.
I hope you enjoy watching! Feel free to ask questions if you're curious.
Final Encode coming soon
File to be replaced with: userfiles/info/72436959368468540

Samsara: Judging.
Noxxa: Replaced movie file with a fixed and spiked version.
CasualPokePlayer: Judging...
CasualPokePlayer: Optimization seems fine. There are some minor mistakes noted in the submission, along with potential missed optimization noted by redhotbr, but given how long this submission is, this is understandable, and doesn't make this submission overall sloppy.
The goal choice seems to be "aim for 1 player full completion, but avoid memory manipulation glitches." Whether this kind of goal can be accepted into Moons disregarding entertainment factors, I'm not going to go over, since this submission has had very mixed feedback (53% 7/1/6 votes, 3/3 positive/negative feedback posts), and this is understandable given how much of the run is simply waiting around.
So, if this goal choice is out of Moons just from entertainment factors, can it go into the Vault? Well, full completion is allowed in the Vault, but only the fastest full completion is. Avoiding memory manipulation glitches makes this run slower than the RTA record using memory manipulation glitches (even after accounting for the RTA record using a PS2), so it cannot be Vaulted given it does not set a record.
There is also another factor to consider for Vault. 200% is the maximum completion possible for 1 player. However, this not the case for 2 players. 2 players can gain an extra trophy, which brings the percent counter to 201%. This could maybe be argued to be okay since it is full completion when choosing 1 player, but it would very likely be obsoleted by a 2 player 201% run.
A future full completion submission aiming for the Vault should aim for 201% instead, and should use memory manipulation glitches to the fullest known extent (within the bounds of full completion rules, of course). With that said...
Rejecting for not qualifying for either Vault or Moons.

DrD2k9: Re-evaluating rejection due to rule changes.
DrD2k9: Rules now allow for all of the following in our Standard Class publications:
  • Avoiding a major skip glitch (actually it was the FIRST new standard goal that we added to any% and 100%)
  • Fewest players/max players
  • Full completion just needs to not use mem corruption to increment completion counter directly
So...this run plays with 1 player (fewest) and performs full completion without using memory corruption to artificially increment the completion %. The question becomes whether or not foregoing the memory corruption glitch qualifies as avoiding a major skip glitch. One use of the memory corruption glitch alone may not save a massive amount of time (while it does eliminate some gameplay); but given how much time could be saved by using the glitch consistently throughout a run, foregoing the use of it avoids skipping a massive amount of gameplay. I think, in this case, that it makes sense to consider the avoidance of that glitch to qualify as avoiding skipping a major portion of gameplay over the course of the run.
Accepting.
Publisher note: Spikestuff will be claiming publication.
Koala Kong: Where did that bring you? Back to me.


TASVideoAgent
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Samsara
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For anyone wondering about the single frame time: This submission breaks the file size limit and needed a dummy file. The actual run is at User movie #72436959368468540 and is over 5 hours long, also known to me and Spike as "exactly what we signed up for".
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
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Spikestuff
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Samsara wrote:
Also known to me and Spike as "exactly what we signed up for".
Look, long, Crash, and PlayStation. Like this is just another Monday for me.
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Patashu
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Oh no. It finally happened. Run.
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GJTASer2018
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I'm curious how this managed to break the file size limit when there's been PSX submissions longer in length than this before that didn't have that problem...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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GJTASer2018 wrote:
I'm curious how this managed to break the file size limit when there's been PSX submissions longer in length than this before that didn't have that problem...
Except all the ones in BizHawk did. Blame BizHawk poorly compressing files (speed/size tradeoff, pun unintended). With proper compression the movie does fit into file size limitations, although this movie is in need of spiking anyways (blank input), so that needs to be handled regardless.
Noxxa
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CasualPokePlayer wrote:
Except all the ones in BizHawk did. Blame BizHawk poorly compressing files (speed/size tradeoff, pun unintended).
Not really - .pjm files are noticably bigger than .bk2 files, although they can be better compressed by zipping (because bk2 files are already zipped to begin with). This is also not the largest submission, either zipped or unzipped. Some comparisons: FF VIII (8 hours, .pjm binary format) - 87KB zipped, 15458KB unzipped FF IX (7.5 hours, .pjm text format) - 205KB zipped, 54651KB unzipped TOCA (10.5 hours, .bk2 analog) - 1329KB zipped, 1581KB unzipped This movie (5.5 hours, .bk2 no analog*) - 535KB zipped, 898KB unzipped Same movie but spiked and better compression - 143KB zipped, 275KB unzipped *(there are analog values stored in the file, but it's all the same numbers every time so bk2/zip should be able to compress it to negligible size) I'm actually not sure what makes this submission have issues with size. I'll see if I can resolve it. EDIT: Movie file has been replaced with the spiked version. Not sure what the issue was (besides apparent poor compression of the original file) - it should have been able to pass the server-side filesize checks even before the recompression.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Mothrayas wrote:
(besides apparent poor compression of the original file)
That was my point, BizHawk's compression is extremely poor since it does not optimize for size, but rather speed. Manually recompressing the bk2 with 7zip with the highest compression settings (which was done for the spiked file) is needed before zipping it drops it down below the limit. Also does not help that Deflate has to be used since that's the only thing the site can parse, which is not the best compression method. BZip2 (another compression method supported for zip) notably compresses text much better, being able to drop this submission to ~50KB, and even can drop TOCA to ~181KB, nearly below the file size limit. (of course a lot of this is somewhat moot, it would be a better solution in the end to just raise the limit to a couple of megabytes, although I imagine site code might not make that so simple)
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Just wow. I didn't expect this TAS to happen anytime soon. And it looks so well made! I really enjoyed watching it. Sure, it's quite long and has some repetitive parts, but it looks superhuman from start to end, which makes it really satisfying to watch. I'll surely watch it again sometime! Yes vote from me.
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Patashu
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This is probably not a TAS you should watch sequentially at 1x speed unless you have a LOT of time to kill - but jumping around and watching the shenanigans TAS uses to quick kill opponents in each game mode and do lap skips and in general bully and style on its foes is great. This game is hard as hell and full of RNG in casual play, and it's cathartic seeing it get completely stomped over. Yes vote. I loved the Dragon Drop shenanigans.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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well that was quite a (5h) journey some surprinsgly entertaining moments and a lot of loading screens, yes vote at least for the vault. also, if the encoder can cut the loading screens (and maybe fast forward some of the repetitives trophies) it would shorten by a LOT the viewing time.
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I think this run accomplishes what it was supposed to. It's a good base run, the TASer does some cool tricks to keep the movie entertaining through levels that are auto-scrollers, and it beats each level with a good amount of optimization for a first TAS. My vote is a yes. However, I believe that TASing goes way beyond trial and error with save states and frame advance. This run lacks researching the technicals of the game in order to exploit better some glitches, manipulate the A.I in better ways and even find more exploits if there are any left. I do understand that researching a game is a time sink, and for a complex project like this it could exponentially increase the development time (which was already a lot), so I understand why the TASer opted to go for a less optimization route. Here are some points that I'd like to make about improvements that could be done for a next run: 1) You can manipulate the ball in ballistic levels to always spawn in a side that you can shoot, and you can manipulate A.Is to get out of the way of the ball, so they wouldn't fight for the ball. 2) Dash lap skips. In Dash levels, you get a lap to count every time your old Y value is greater than the finish line Y value, and your current Y value is less than it. In a frame, the game first calculates A.I collision, then it processes the lap count logic, and then it updates your position using your velocity. This 2 step calculation can cause the game to update your Y value of a frame earlier to a value before the finish line, and if your current Y value is after the finish line, then the lap will count (since it will only correct your old Y value after the finish line evaluation function completes). I have done a script where I inject ASM in order to read what is the mismatched Y value, and see if you can make a lap skip. You can find it here. While lap skips were exploited in his run, he mainly opted for doing so by using missiles or hitting A.Is with juiced wumpa speed. It's possible to make lap skips happen without it, therefore he could've abused it more in the run. 3) General lack of optimized A.I manipulation, some rounds of the same minigame are a few seconds apart and I suspect they could be better if the A.I movement was researched. I haven't done further research in this game to look for more tricks that could be used in a TAS, that's all the input I can provide for now.
Spikestuff
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I'm personally more glad that a NMM TAS was submitted first before a MM is submitted as there's so much more that could be potentially found and maybe an even better geg/ace that what's currently known. My vote on entertainment should probably be that understandable No. No matter what, the downtimes that Bash has just kills it no matter the category. As redhotbr points out there's some spots that need polishing but overall it's still a good enough TAS with what can be accomplished for now, when will an improvement come that irons out the wrinkles? Probably in quite a ways away.
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CoolHandMike
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The tons of little minigames just did not hold my attention past 5-10 minutes. A lot of these also seem to be games where after you get some points you essentially have won and are just waiting for the clock. Maybe if this was MUCH shorter I would have voted Meh instead, but going to have to vote No.
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So this is a rather interesting case. While it might seem like this submission can be Vaulted due to trying to aim for full completion, it ends up falling flat on that for two reasons: 1. Memory manipulation is not used in this TAS. Going off RTA leaderboards, memory manipulation appears to save over 2 hours of time. It saves so much time that the RTA record using memory manipulation is around 1.5 hours faster than this TAS, which even if you account for RTA using a PS2, that's still much faster than this TAS. Thus, this TAS does not set a record for full completion. 2. This TAS aims for 200%. This is full completion if only 1 player is used. However, if 2 players are used, this isn't actually the case. An extra trophy can be obtained with 2 players, making the maximum percentage actually 201%. For the purposes of the Vault, 201% should be the aim for full completion, not 200%. So, since this run is ineligible for the Vault, it could only potentially go into Moons. And so far, feedback has been very mixed. So I need more feedback on this submission, as so far I'm not seeing Moons level feedback. Also personally, I don't think this is Moons either. Huge chunks of this run are just boring load screens and general waiting around, along with this just being 5 hours of minigames the gametm. It gets boring real fast.
Bigbass
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This movie was honestly really boring to watch, especially once I realized it's just the same minigames being played repeatedly, with slightly different themes/difficulty. It's clear to me, by the detailed submission notes and gameplay, that the author put a lot of work into this movie. Ignoring the possibility of memory manipulation for a moment, it does appear to be fairly optimal (though I'll admit I'm not a good authority on that aspect). I also checked the speedrun.com leaderboards, after reading what CasualPokePlayer said about memory manip. For this 1 player 200% category, the time difference between the NoMM and MM world records, is 3 hours, 37 minutes. So it seems to me that this TAS could have been at least that much shorter, if MM was used. Entertainment-wise, using MM would have also made this far more entertaining to watch. I read through a forum thread that gave some examples of different MMs that are possible. And who knows what more could be done in the TASing environment.. There were also some periods where the player was waiting, motionless, for the level to end (e.g. waiting for the timer to count down). During these moments, it would've been more enjoyable if the player was doing something, such as moving to the beat of the music, or doing something with frame-perfect accuracy just to show off. While the submission was made under the "NoMM" RTA category, I'd have to ask: What benefit does not using MM have in regards to a TAS? Are there different strats/tricks that are unique and interesting to NoMM?
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Topics of Note: 1. If you're asking why I did not use Memory Manipulation, it is due to the fact that firstly it would be terribly boring (except for the timer sections) as every ball, polar, bash, and tank round would just be auto win. It would be even more of an autoscroller than this already is. Secondly, there has not been enough research into all the possible values that can be manipulated and what they do, hence I didn't want to do a TAS that also could be invalidated the next day. 2. As Redhot said, this is very beatable, I will not deny this. There is much research to be done that can improve this TAS. But since we don't have this information, I did not have the time or energy to trial and error for hours and hours, that just wasn't what this TAS aimed to do. This TAS aimed to show a little rough but optimal estimate of how low 200% can actually go, for the Bash communities sake, and also discover new glitches and show proof of concepts for the community. I submitted the TAS to TASvideos because Spike recommended it, I don't mind the result. I believe that this TAS would actually be more boring to watch if it was optimal anyway, as it would be the same RNG and AI over and over, no variety. I entered the level first frame, which means I just took whatever RNG I got and rolled with it. 3. Yes this run is incredibly boring, but keep in mind it was also incredibly boring to TAS the autoscroller sections, so it goes both ways. I could say over 50% of it is load screens/autoscoller/down time, so I do not blame you. As explained above, the purpose was to show off the main timesave levels (polar, bash, tank, dash) in a TAS format. The timer levels were just areas I had to grind through to get to the good stuff. That's why this run is on Youtube, so you can skip to the good bits. 4. 2 player would of course be faster. This however requires double the inputs and I purely just did not want to go through that. It does not phase me if people think that this should've been done with 2 player as again this was a passion project and to show the Bash community what the game is made of. My TAS has done what I intended. If it does not meet the requirements for being on this website then so be it. But it is at least a LOTAD and it is the only completed full completion TAS of Bash as of now, which again is a positive for the Bash community. The downtime is intended to be skipped. Thanks for watching, especially to anyone who is crazy enough to watch the entire movie.
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om, nom, nom... blech, bitter!
hndfhng
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Question. If there was an existing publication for a 200% Memory Manipulation TAS on tasvideos before this 200% No MM TAS was submitted, would it have been accepted as a separate branch? Also, I don't agree with the statement that "it cannot be Vaulted given it does not set a record". It does set a record, but in the "No MM" category. RTA speedrunners have 2 separate categories for 200%.
EZGames69
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hndfhng wrote:
Question. If there was an existing publication for a 200% Memory Manipulation TAS on tasvideos before this 200% No MM TAS was submitted, would it have been accepted as a separate branch? Also, I don't agree with the statement that "it cannot be Vaulted given it does not set a record". It does set a record, but in the "No MM" category. RTA speedrunners have 2 separate categories for 200%.
There is no requirement for a specific branch to be published before another branch for the game can be submitted, that’s not part of the rules and would make no sense to have such a rule. The rules back when this was submitted were different than they are now, so I don’t think it makes any difference to criticize the rejection rule back then.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
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Location: California
You're arguing about a judgement which is obsolete due to various rule changes. A separate branch would be unlikely at the time given it didn't have the entertainment for Moons in the first place. And while I too don't agree with the statement with Vault, it is accurate to how Vault operated. The newer rules are probably flexible enough to give it a separate branch and at least allow publication.
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
There's a thread dedicated to revisiting rejected TASes cause of rule changes. There is already a post asking about Bash. Judges are swarmed at the moment. Especially with one bright genius submitting two triviality TASes which forces more rule revisions. So how's about we let them get through everything that they can do at the current time, and let it be a "to get to"?
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
adelikat
He/Him
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I watched this while doing the sync verification and wow. I would have lost my sanity well before completing this TAS. Kudos.
It's hard to look this good. My TAS projects
Post subject: Movie published
TASVideoAgent
They/Them
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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. ---- [6180] PSX Crash Bash "200%, no memory manipulation" by Craigelbagel001 in 5:21:19.83