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#638563381308625822 - Bombliss Contest Mode 1-19

Bombliss 1-19 V2.bk2
In 04:49.82 (17418 frames), 1927 rerecords
31 downloads
Uploaded 7/11/2024 11:42 PM by PoochyEXE (see all 27)
Started making a TAS for Contest Mode. Currently done through level 19.

#638158507754880066 - Wario's Woods Time Race V2.1

Wario's Woods (USA) Time Race V2.bk2
In 14:30.30 (52304 frames), 28471 rerecords
Game: Wario's Woods ( SNES, see all files )
96 downloads
Uploaded 3/31/2023 9:12 AM by PoochyEXE (see all 27)
I'm up to 309 frames and 7 seconds in-game time saved over the published version now.
I found 2 more optimizations in Normal 1/4 and Hard 1/3, but they desync the RNG state and go into the next round with a worse state that would likely result in a net time loss. If I can't figure out a way to avoid those time losses, I might submit this as-is.

#638156873418382580 - Wario's Woods Time Race V2.0

Wario's Woods (USA) Time Race V2.bk2
In 14:31.35 (52367 frames), 27893 rerecords
Game: Wario's Woods ( SNES, see all files )
95 downloads
Uploaded 3/29/2023 11:49 AM by PoochyEXE (see all 27)
Working on a V2 of my Time Race TAS. This saves 246 frames and 5 seconds IGT over the published TAS.

#638150762261006917 - Pokemon Puzzle Challenge Max Score WIP2

Pokemon Puzzle Challenge Max Score WIP2.bk2
In 02:51.53 (10245 frames), 3443 rerecords
95 downloads
Uploaded 3/22/2023 10:03 AM by PoochyEXE (see all 27)
Almost there! Just a little more!

#638148164417070639 - Pokemon Puzzle Challenge Max Score WIP

Pokemon Puzzle Challenge Max Score WIP.bk2
In 00:54.75 (3270 frames), 1224 rerecords
89 downloads
Uploaded 3/19/2023 9:54 AM by PoochyEXE (see all 27)
A new twist on a classic: Maxing out a 6-digit score counter, with Scroll (a.k.a. Exploding Lift) on to allow for unlimited-length chains.

#637925956436445889 - Wario's Woods Round Game V2 WIP: Round 82

Wario's Woods (USA) R99 V2 R82.bk2
In 23:57.83 (86412 frames), 53724 rerecords
Game: Wario's Woods ( SNES, see all files )
104 downloads
Uploaded 7/5/2022 5:27 AM by PoochyEXE (see all 27)
Making a more optimized version of my Round Game TAS. Movie currently ends at the end of R82, about 2 1/2 minutes faster than the published version.

#637854389021868426 - Wario's Woods Time Race - Hard 4R

Wario's Woods (USA) Time Race Hard 4R.bk2
In 12:34.04 (45317 frames), 22735 rerecords
Game: Wario's Woods ( SNES, see all files )
116 downloads
Uploaded 4/13/2022 9:28 AM by PoochyEXE (see all 27)
Almost there! Everything but Hard 5R is done, and I'm currently 81 seconds ahead of the published TAS. Unfortunately next I have to do Hard 1/5, which has to be the worst designed level in the entire game.

#637831951652887259 - Wario's Woods Time Race - Hard 1/2

Wario's Woods (USA) Time Race H2-1.bk2
In 09:02.92 (32629 frames), 19847 rerecords
Game: Wario's Woods ( SNES, see all files )
117 downloads
Uploaded 3/18/2022 10:12 AM by PoochyEXE (see all 27)
Currently 51 seconds ahead of the published run going into Hard 2/2.

#637811121948338188 - Wario's Woods Round Game V4

Wario's Woods (USA) R99 v4.bk2
In 34:18.00 (123682 frames), 33114 rerecords
Game: Wario's Woods ( SNES, see all files )
115 downloads
Uploaded 2/22/2022 7:36 AM by PoochyEXE (see all 27)
Round 24~26 (frames 18177~19978): On R24 I optimized the times I'm holding Down and luck-manipulate so that the red bomb lands on the middle column before clearing the white diamond. Then near the end of R25, I press Up to directly drop the stack of cyan monsters. Finally I sync up the RNG state partway through R26. Net time save: 31 frames
Round 27 (frames 20611~21555): Rerouted the setup and optimized when I hold Down. Net time save: 114 frames
Round 36~37 (frames 30278~32409): Optimized movement and when I hold Down during the setup in R36, then some minor changes in pause durations in R37 to resync the RNG state. Net time save: 80 frames
Round 38 (frames 33315~34493): More setup movement optimizations. Net time save: 48 frames
Round 41 (frames 37861~38492): More optimizations to get more bomb falling speedup from holding Down. Net time save: 31 frames
Round 45~46 (frames 42826~44283): On Round 45, I press Up to drop the white bomb faster, which saves 9 frames, then Round 46 has more fairy manipulation optimization to save another 7 frames.
Total time save over V3: 320 frames

#637806096666496015 - Wario's Woods Round Game V3

Wario's Woods (USA) v3.bk2
In 34:23.00 (124002 frames), 31435 rerecords
Game: Wario's Woods ( SNES, see all files )
135 downloads
Uploaded 2/16/2022 12:01 PM by PoochyEXE (see all 27)
Spotted a few optimizations, next thing I know I've spent the rest of my night (and staying up way too late) going through the entire TAS to looking for optimizations and resync RNG states after each one.
Round 16: Start holding Right slightly later (frame 11088) at the end while waiting for the yellows to clear, so that Toad doesn't start climbing the yellow stack before the hitboxes clear. No time save, just looks cleaner.
Round 26: Optimized movement starting at frame 19904. I move Toad right then hold Down to let the white bomb fall before I set off the chain, thus saving some time after the chain resolves. Unfortunately I can't simply drop the white bomb ahead of time, as it would match prematurely. Time save: 16 frames.
Round 34~36 (frames 29041~31922): I originally forgot the victory animation skip in round 34 and 35, but when I added them back in, the RNG state desynced. I originally thought this was unrecoverable, but I came back to this and managed to find a way to sync it back up. Time save: 113 frames.
Round 59~61 (frames 60676~64345): In R59, I figured out how to adjust my movements in a way that allows me to manipulate the green bomb to spawn in the middle column. Unfortunately this also advanced the bomb color seed one time less, which desynced the RNG state in R60, but some movement optimization and I was able to add enough frames of holding Down to make the RNG state catch back up. Then R61 changes were mostly getting the fairy position RNG state to sync back up, plus one movement optimization prior to spawning the red diamond. Total time save: 100 frames.
Round 66 (frames 71036~71356): Small movement optimization by picking up the cyan and blue and pressing Up to get on top of them instead of climbing up by holding Right. This saves 3 frames and looks cleaner, but I lose the 3 frames at the end of the round to manipulate bomb spawn positions in R67. So no net time save, but it still looks cleaner.
Round 69~70 (frames 75155~756329): Another movement optimization by letting the top yellow monster fall instead of walking underneath it. This saves 11 frames in Round 69, but forces me to lose 10 frames to manipulate luck in Round 70, so in the end this was a lot of effort to save a whole 1 frame.
Total time saved: 230 frames