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#638330862461264757 - GBA Donkey Kong Country "Warps" in 43:46.53

Super Donkey Kong (Japan) v2 complete.bk2
In 43:46.53 (156876 frames), 65410 rerecords
45 downloads
Uploaded 10/16/2023 8:50 PM by Technickle (see all 158)
This beats the previous time by 00:13.12
Satisfied with this improvement. Might consider submitting.
Total TAS making time = 28 days
35:20 IGT
43:46.53 TAS Timing (includes credits for final input)
43:22 RTA (includes credits)
37:00.79 RTA (Not including credits)

Movie Goals:

  • Bizhawk 2.9.1 (mGBA) Profile = Tool-Assisted Speedrun
  • Aims for Current Fastest Completion
  • Playaround (Autoscrollers)
  • Takes Intentional Death to Save Time (Fake Kredits Skip)

Movie Branches Tested:

  • 100 Branches was tested in the making of this TAS
EG: Short Shot vs. Long Shot while in barrels
EG: Poke here? Wait? *While on Engaurd*
EG: Roll Here? Jump Here? *Using DK or Diddy*
EG: Move between barrels? Don't move?

GBA DKC Controls:

  • A = Jump
  • B = rolling
  • L = Left (moves left)
  • R = Right (moves right)
  • U = Up (map movement)
  • D = Down (map movement, Ducking)
  • S = Start
  • s = Select (to swap kongs)
  • l = (to swap kongs)
  • r = rolling
Credited Info goes to DKCSpeedruns Website

How Rolling Works:

  • Rolling is faster than running, so try to roll as much as you can. Rolling through 1 enemy only gives you a speed boost sometimes. Rolling through 2 or more enemies always gives you a speed boost though (similar to SNES).

How Ledge Rolling Works:

(video credit goes to SilentWolf444)
  • If you roll from the very edge of a platform, you will get a roll with significantly low trajectory. The window for getting these rolls is fairly tight, but it can be useful for reaching certain enemies from below, such as the Krem at the end of Barrel Cannon Canyon while rolling off the tree. It's also good to be aware of so you don't kill yourself doing it accidentally!

How Unrestricted Rolls Work:

(video credit goes to SilentWolf444)
  • While being shot out of a barrel onto regular terrain, if you initiate a roll upon landing without running prior to the roll, you can continue running after the roll rather than needing to jump before the roll ends. This can be used to chain 2 rolls in a row without needing to jump and can be used in various places in the run, such as the end of Barrel Cannon Canyon and in Tree Top Town.

How Jump Momentum Conservation Works:

(video credit goes to SilentWolf444)
  • When you jump out of a roll, your speed immediately gets snapped to regular running speed. However, if you have B released prior to jumping, your speed will more gradually decrease from whatever it was during your roll down to walking speed. With this in mind, you can conserve some of your momentum out of rolls while you jump. Ideally you will begin holding B again right before or at the time your speed drops down to around the value for regular running speed, which takes some getting used to. This can be used all throughout the run to save frames everywhere. The effects of this are more dramatic when you have more speed built up before jumping, but even doing this optimally out of a standard roll can save ~1-2 frames, which could add up over the course of the run. In scenarios where doing this would compromise your platforming in any way (e.g. make your rolls/jumps slightly less optimized) it's not worth it to go for.

How Roll Momentum Conservation Works:

(video credit goes to SilentWolf444)
  • While rolling through multiple enemies, if you release forward on the dpad during the final enemy you will conserve your momentum for a longer period of time, causing you to slide forward. This seems to primarily work while rolling through enemies while in the air but it can also be done while grounded at times (needs more testing). This can be seen done at the end of Forest Frenzy (notice how Diddy slides into the exit while standing still briefly). This is rarely used, as Jump Momentum Conservation is more practical in most situations

How Fast Shots Work:

(video credit goes to SilentWolf444)
  • When you shoot out of barrels, if you hold forward while holding B (run button, not jump!) you will actually slow down in most cases. To avoid slowing down, you will typically want to avoid holding B until near the end of being shot out of a barrel aka when you start slowing down (or when you land depending on how high you are after your momentum ends from the barrel shot). However, holding A is completely fine and can even extend Fast Shots quite a bit while bouncing off of enemies. This is used extensively in Vulture Culture but has applications pretty much everywhere there are barrels that shoot you horizontally. Note that there are other fast shots where it is alright to hold B, as long as you're not holding forward. This usually is only the case for certain blast barrels, like the one leading up to halfway in Snow Barrel Blast.
Previous TAS of 37:43 by Avanor_ (Labeled as 37:43 as it uses RTA timing)
While it's difficult to column the differences between the TAS I made and the previous TAS the barebones difference is 43 seconds.
SHA1: FCA4288A99046DFD7DD193EE9F4F8114E3758FCD

#638329339920788856 - GBA DKC W3 303f improvement

Super Donkey Kong (Japan) v2 Vine Valley 303f faster.bk2
In 13:28.20 (48272 frames), 54371 rerecords
40 downloads
Uploaded 10/15/2023 2:33 AM by Technickle (see all 158)
00:05.05 improvement for vine valley
00:07.18 overall

#638328199835204290 - GBA DKC W2 12f faster

Super Donkey Kong (Japan) v2 Monkey Mines 12f faster.bk2
In 06:50.90 (24542 frames), 45313 rerecords
37 downloads
Uploaded 10/13/2023 6:53 PM by Technickle (see all 158)
W2 (Monkey Mines) improved by 12 frames. Not a lot, but, I'll take it | 00:00.20
Overall total= 128 frames (Kongo Jungle + Monkey Mines) 00:02.13

#638327519217812612 - GBA DKC W1 improvement 114f

Super Donkey Kong (Japan) v2 Kongo Jungle 114f faster.bk2
In 03:47.72 (13601 frames), 42512 rerecords
44 downloads
Uploaded 10/12/2023 11:58 PM by Technickle (see all 158)
I went back and fixed up adding faster intro movement alongside cleaning up world 1. Total saved is 00:01.90
Might as well improve, currently enjoying this game. (Uses previous finished BK2 file hence the rerecord count is closer to the previous amount only slightly more).

#638325174228976857 - GBA DKC ''Warps'' in 43:59.71

Super Donkey Kong (Japan) v1 complete.bk2
In 43:59.71 (157663 frames), 39315 rerecords
44 downloads
Uploaded 10/10/2023 6:50 AM by Technickle (see all 158)
Finished this version of the TAS and I am happy with it. Now back to hibernating for another 5 months.
  1. Movie Goals:
•Bizhawk 2.9.1
•Aims for Current Fastest Completion (This version of the TAS doesn't use the fast intro movement)
•Entertainment Value
  1. Info:
•35:32 IGT
•43:59.71 TAS Timing (includes credits for final input)
•43:35 RTA (includes credits)
•37:13 RTA (Not including credits)

#638323037004350199 - GBA DKC 'Warps' Kongo Jungle + Monkey Mines

Super Donkey Kong (Japan) Kongo Jungle + Monkey Mines improvement.bk2
In 06:53.04 (24670 frames), 18032 rerecords
43 downloads
Uploaded 10/7/2023 7:28 PM by Technickle (see all 158)
rolling deep as they say. Decided to try this out. (This is labeled as an improvement as I went back and redid levels).
•RTA timing = 6:29
•TAS timing = 6:53 (TAS timing loses 24 seconds from intro or 1,454 frames)
by my count this is faster by 5 seconds over RTA.
  1. Overall Goals I'm Aiming for
•Bizhawk 2.9.1 (mGBA)
•Fastest Completion
(yes I even add the intro info because it's informative)

#638273894904276546 - SPP up to 4-4 entry

Super Princess Peach (USA) 4-4.bk2
In 30:37.13 (109908 frames), 14570 rerecords
32 downloads
Uploaded 8/11/2023 10:24 PM by Technickle (see all 158)
this file is from 5/3/23 and not the current date, I haven't opened it in quite some time.

#638244333351198012 - Top Gear 2 "All Tracks" in 2:05:44

Top Gear 2 (USA) All Tracks 1864 frames faster.bk2
In 2:05:44.01 (453386 frames), 68860 rerecords
Game: Top Gear 2 ( SNES, see all files )
41 downloads
Uploaded 7/8/2023 5:15 PM by Technickle (see all 158)
NOTE: File indicates 1864 frames but the calculations are wrong at the time of upload and reflect the actual number of: 1362
Final input is at the last A press where you aquire money before the credits, this overall loses 8 seconds to waiting for the screen to be skipped, so if you calculate ONLY the finish at the last moment X is held then the final time is 2:05:36
I've been holding off on this project for a while, due to finding a way to get past Taj Mahal and finally I did, since this is now being finished. This version for All Tracks beats the 2:06:06.67 movie by 22 seconds thanks to better boosting patterns, faster wall glitches and overall better RNG *except Andalusia looking at you ... that was unfathomably questionable*
Not sure if this can become any lower since the tracks with potential either have something like roadblocks on near the walls or the turn becomes too sharp to increase speed quickly, or the speed just isn't there like in the beginning of Auckland.
Happy I finally accomplished this version of "All Tracks".
  • might try and mess around with more walls to see if time save is possible*

#638185847348498696 - SPP Any% Area 3

Super Princess Peach (USA) Area 3.bk2
In 26:20.75 (94570 frames), 13558 rerecords
46 downloads
Uploaded 5/2/2023 12:38 AM by Technickle (see all 158)
Boo

#638184089873230726 - SPP Any% Area 2

Super Princess Peach (USA) Area 2.bk2
In 16:28.58 (59143 frames), 10824 rerecords
51 downloads
Uploaded 4/29/2023 11:49 PM by Technickle (see all 158)
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