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#638183141071774167 - SPP Any% Area 1 Improvement

Super Princess Peach (USA) 231 frame improvement Area 1.bk2
In 07:41.61 (27616 frames), 7997 rerecords
49 downloads
Uploaded 4/28/2023 9:28 PM by Technickle (see all 158)
Area 1 seems fine to me, so I'll move on to Area 2 now.

#638181588938785065 - Stone Protectors (Japan) "Hard Crash"

Stone Protectors (Japan) Hard Crash.bk2
In 00:29.22 (1756 frames), 1482 rerecords
48 downloads
Uploaded 4/27/2023 2:21 AM by Technickle (see all 158)
By manipulating the first enemy to rush me while use Cornelius's Sing move, I can inherently crash the game using a method of chaos, which in turn will boot me back to the title screen via a non-possible button combination in a real time setting.

Movie Goals?

•Bizhawk 2.9
•Goes for "Playaround" (Hard Crash with very specific button combinations)
•Uses 1 Player
•Uses Easy Mode
•Manipulates Enemy Pattern RNG

This run broken down.

•The movement will start on frame 1444 up until frame 1457 with this string of input: RRRRRRRRRRRRRR
•After this the string of input is: LLLLLLLLLLLLLLLLLLLLLLLLLLLLLUUU from frame 1458 to 1485
•I will continue to hold L for 14 frames.
•On frame 1500 I press R+B this will initiate a kick move which knock down the guard enemy. The guard enemy has to be a certain distance away in order to start the rush attack.
•On frame 1501 I press L
•On frame 1513 I press A
•I wait for 83 frames and press and hold L for 11 frames
•I press and hold R for 29 frames
•On frame 1636 I press LLL
•On frame 1639 I press RRR
•On frame 1642 I press LLL
•On frame 1645 I press RRRRRRR
•On frame 1651 I press LLLLL
•On frame 1656 I press R
•On frame 1657 I press LL+RLRLLR
•On frame 1661 I press RRRRRRRR
•On frame 1669 I press LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
•On frame 1729 I press LLLLLLLLLLLLLLLLLL
•On frame 1748 I press UUU+R+LLLLLL+l to sing
this will boot me back to the title screen with messed up Copyright messages.
repurposing this same input action will just cause another hard crash except this time NOT to the title screen.

Possible Improvements

yes? This is the first go, so anything could happen to end being faster.

#638168698133407848 - TMNT2: Battle Nexus

TMNT2 - Battle Nexus.bk2
In 26:49.81 (96150 frames), 45667 rerecords
3 comments, 72 downloads
Uploaded 4/12/2023 4:16 AM by Technickle (see all 158)

Movie Quote: (obviously the most important detail to put in this text)

"Wise men say, 'Forgiveness is divine, but never pay full price for late pizza."

Movie Goals:

•Uses Bizhawk 2.9
•Plays Easy Mode
•Goes for Fastest Completion with current knowledge.
•Uses Playaround: Spells TAS, Circles Objects, gets close to objects etc.

What this game is about:

Teenage Mutant Ninja Turtles 2: Battle Nexus is a Stealth Action Platformer for the Gameboy Advance released in Autumn of 2004. It differs significantly in many respects from its console and PC ports. The player collects the Turtles' weapons on each stage and features massively different levels, enemies, and bosses. Occasional hoverboarding and 'Shump' stages break up the action. The video game has the Turtle(s) going through 3 worlds across 6 levels each, totaling 18 levels.

Playable Characters:

•Don used twice
•Leo used once
Mike not used
•Raph used quite frequently

GBA Button Layout for TMNT2: Battle Nexus:

•A = Slide/Jump (Slide requires Down to be held for 2 frames)
•B = Attack/Weapon Attack
•U = Upwards (for Alcove)
•D = Downwards (for Water/Alcoves/Ducking)
•L = Left to move Left
•R = Right to move Right
•Shoulder r = Special (Hoverboarding/Shump levels/Heavy Weapon Attack)
•Shoulder l = Look Around (not used)

Other Button Combos:

•LL_LL = Run left quicker
•RR_RR - Run right quicker
•LL_LL+B = Sideways Attack
•RR_RR+B = Sideways Attack
•D+B = Doward Attack (drill like attack)
•U+A = Ledge Grab Jumping
•B+Falling = Swipe (to get to the ground faster)
•L+A = Walls on the left with Raph can be held onto (to get off the wall press A again on the next possible frame)
•R+A = Walls on the right with Raph can be held onto (to get off the wall press A again on the next possible frame)

How to Slide:

In order to be in a sliding state one of the Turtles needs to be in a ducking position that is not located under a small ceiling already. Once in the ducking state you are able to slide for 18 frames before exhausting the small delay of waiting again. The slide state can be used for up to 20 frames but ends up being slower and less convenient at times. Not all slides are 18 frames, some are shorter for door entries, and some are longer for ledge sliding.

How to Ledge Grab Jump:

by hanging onto the ledge, you can press Up & A which start the Turtles in a jump state. In this state you can move to the right or left to land on the platform that you were previously hanging onto.

How to Wall Cling:

Wall clinging is only possible with Raph, as his weapon is a pitchfork esk shape, which stabs. Once Raph is attached to a wall, you can either climb up/down or jump off the wall pressing A which sends you in the opposite direction to which you are facing.

Swiping with B:

When falling off a ledge OR jumping, Raph can start a downward stab by pressing B mid-air, which is useful due to being a fast-falling move. I use this quite often as it speeds up the falling state either from a ledge or from jumping.

Special Move with Shoulder R:

The Shoulder R button provides the turtles with a heavy hitting special attack. I use the move in conjunction with a sideways swipe in order to start attacks faster.

Don Vs. Raph Vs. Leo Differences:

•Don: has a higher jump than Raph and Leo but can't hold onto walls like Raph. •Leo: has two swords, doesn't have a high jump and can't hold onto walls like Raph. •Raph: has the wall cling, a fast swipe, but can't jump high like Don and doesn't have two swords.
•Mike? Not used, although can float through the air with his nun-chucks, but ultimately ends up being useless due ground movement being faster.

Gem Collecting:

•The Gems are interesting part of the run. I found out that only on some stages and some bosses does the gem total matter when the level ends. Why would this matter? Well, I tested both grabbing and not grabbing gems, and the outcome is that grabbing the gems on the levels that are not hoverboarding levels turned out to be quicker because the game expects you to at least collect the reward it drops for defeating the bosses. The total amount of time takes forever to finish IF you don't collect the gems this way, but sometimes it's not faster, so I had to manually test each of the outcomes to get a better result.

Area - Base:

•Raph: Base 1-1: Sliding to the door ended up being faster in the first room. The second room requires me to get Raph's Twin Sai's from an alcove, and defeat one of the guards holding a keycard. The last room requires me to wall cling up past a grabbable pole and defeat the last enemy for the ending card to finish the level.
Leo: Base 1-2: The first room is a stealth •section, and I do mean a stealth section, defeating the enemy here would take way longer than needed in order to go fast, so I have to avoid being seen and seek into the door on first possible frame. I grab Leo's Katana Swords in this room, which are located up in the corner on the right side. I have to avoid the laser beams coming through the floor, so I have been extra quick. Luckily by being in a ducked state which happens when you are in a small space, I can avoid knock-back from the laser beams, and take damage. When exiting the room, I'll need to kill the guard that's holding a keycard after a small space slide. The last room I can rush while being seen.
Raph: Base 1-3: Hoverboarding level. I tested •whether or not special B charge is faster, and it ended up being slower than doing the Shoulder R attack. I'll collect the gems here as it seemed to be faster. Nothing else to mention.
Raph: Base 1-4: •Stealth is the name of the game, but I'll need to wait out the cycle for the motion sensor moving back and forth so I just stand in place (no the movie didn't desync I am literally just standing there). The first room requires stealth, so I'll have to hide in the little door alcoves and exit on the first frame possible. In the second room I climb the pole while also getting "caught" by the sensor, I need to jump over the guard since sliding past won't work. Once above, I'll grab the Twin Sai's and head right. I use the wall cling ability in order to skip having to climb the pole which ended up being much faster. I'll make my way across and up to the door on the far left. In here I'll get a keycard from a guard and exit. This keycard goes to the red door seen earlier. When backtracking to get the keycard door I get caught once again, and I have to kill the guards here otherwise the door does not and will not allow me to go through. I tested if it was faster to kill them or to wait and killing them was faster, and this same thing applies in the next room.
Raph: Base 1-5: •Unlike 1-3 with the same mechanics, I have to defeat enemies behind me and in front of me. I tested that it was faster to use a charging B special for the enemies behind me rather than do the heavy Shoulder R button attack, as seen previously on 1-3. 1-5 introduces the first boss and I'll keep the combo going on the boss with fully charged B special and Shoulder R button to drain the health as quickly as possible.
Raph Base: 1-6: Area 1 Final Boss. I'll collect the gems while waiting for the boss to become targetable by heavy attacking with Shoulder R. I let the boss hit me, since I want to be on the same side at all times because I found out that by moving in certain directions only after the 1st cycle is finished does the spot change, so I had to test where the boss would be, and turned out that standing and getting hit was the play. I'll finish off the boss and I'll have to avoid the grab move it does and attack again on the next possible frame. I'll collect 20/20 gems here as it's faster.

Area 2: Prison:

Don: Prison 1-1: •By selecting Don, I can utilize the higher jump here. The first room has a bigger enemy that would take longer to defeat, and getting the path of it would make it so I'd get grabbed, however I'll avoid this by jumping at a precise time so that the enemy will use the wipe as priority first to which I'll barely avoid. I'll go into some alcoves, climb up some poles and eventually end up getting Don's Bo-Staff. In the next room I'll need to wait for a platform cycle to go from left to right back to left, so in the meantime I'll play with my food and teabag the enemy on the ground while waiting, a nice little treat. I'll have to wait so the outcome of the platform cycle is barely close enough to ledge grab. Ledges are different in that, the one seen on 1-1 and here are ones that won't make sense to quick jump with since the ceiling is lower. By using Don's Bo-Staff I can pogo high jump to a ledge to avoid any unrequired rooms. In the next room there are sphere-like bounce pads that will spring you upwards. I can mitigate the time it takes to bounce high up and fall back down to the bounce pad by swinging the Bo-Staff with B, I'll use this method for future platforms of the like. I'll make my way up to the door and defeat the bigger enemy here holding the keycard so the platform can lower.
Raph: Prison? 2-1: • While the area is called prison I'll end up in outer space for some reason. This is one of those Shmup levels mentioned earlier. I'll end up messing around here waiting for the targets to become available to hit. I'll even spell TAS (although invisibly) for fun. Nothing else to mention here.
Raph: Prison 2-3: •I can ditch Don for 2-3 and go back to Raph here. I'll attack the bigger enemy here and make my way down. Once down, I'll need to avoid the spike ceiling otherwise I'll take knockback damage which would be slower. I'll slide/jump over the gaps and to the other side collecting the Twin Sai's and wall clinging upwards. In the next room I'll also wall cling upwards. More of the bounce pads, so I'll take advantage of the sideways bounce which tosses me further to the side decreasing the distance between me and the ledge grab. Another spike room, except this time I'll play with the spikes and make it to the lower part right before I would have taken damage. This room can be done in 1 cycle despite having two little floor alcoves. I'll defeat the enemy for the keycard to lower the platform.
Raph Prison?? 2-4: •So back in outer space for some reason. Another Shmup level just like 2-2 and nothing oddly different from this and that. There is a boss that needs to be defeated so I'll take advantage of the special explosives the game gives me to defeat the boss quicker.
Raph: Prison 2-5: •Escape is the name of the game, well at least for this part. Can I make it out in time? Yes. Nothing to write home about just escape before the timer in the middle reaches 0 to win.
Raph: Prison 2-6: •2-6 is Area 2's final boss. I found that by collecting NO gems (okay 1 gem) here it was faster to wait it out, so I did just that. I'll also avoid getting attacked by the boss, so I'll need to time the attacking pattern in order to make the boss take damage asap.
Raph: Jungle: 3-1: • I'll avoid grabbing the sideways pole which will spin you and toss you in the direction you were previously distanced from. In the 2nd room I'll grab a hold of them to avoid an oncoming enemy stampede. In the 3rd room I'll need to hide in the alcove in order for the enemy to be like: "?" before I can even think about going inside the door in the middle of the room. I'll attack the bigger enemy in the next room otherwise I won't be able to go inside of the alcove, I tested whether or not I could sneak my way past, but it turned out to not be possible. I'll have to deactivate the glowing green buttons in order to bypass the blockade, I'll do the same all the while ducking in the electrical flooring (as mentioned before I can be in a ducking state which won't put me in knock-back. I'll grab the Twin Sai's after climbing the alcove and make my way to the enemy on the far left of the room on ground level for a keycard. These enemies require 3 hits instead of the usual 2 as seen previously as they are much stronger. I'll had back and defeat the enemy seen previously after getting the Twin Sai's. I'll need to defeat the enemy here in order to make it past otherwise I'll grabbed. Once outside on the other side, I'll head right and through a stampede room, although the stampede won't reach me in time thankfully, due to timing the slides correctly. I'll defeat the enemy on this next screen here otherwise the door will not open. Once in, I'll do a sideways swipe with RR_RR+B to put the bigger enemy in a stun position to go into the alcove. I'll end the level by putting the keycard into the keycard slot.
Raph: Jungle: 3-2: •Yet another Shmup level, but I felt like if I can make it "entertaining" I should do so while I have the chance. I'll mess around Gradius style on some of the spike balls and spell TAS (again for the sake of it). Nothing else to mention.
Raph: Jungle: 3-3: •I'll take advantage of the sideways poles here in the first room. The second room requires the alcove just like 3-1 did since I don't have a weapon to defeat the enemy quick. Once in the room I'll need to deactivate the glowing green buttons again to access a different part of this room. I'll attack the bigger enemies here and grab the Twin Sais. I'll head up and defeat the enemy that's holding a keycard, and I'll travel back to the entry door. In this room, I'll take the momentum gotten from swinging and carry myself into a body of water. I'll swim and eventually get to the keycard slot. I'll cling to the walls in this next room so I can avoid climbing the pole for extra height and speed. I'll jump over the enemy shooting the gun at me and I'll attack the block behind. I'll take damage on the spike floor and enter the door. I'll attack the final enemy that holds the keycard and end the level.
Raph: Jungle 3-4: •More Shmup level action. I'll defeat the boss at the end with the fastest combo attack with the bomb special move. Nothing else to mention.
Raph: Jungle 3-5: •Escape yet again in the time limit before the timer reaches 0.
Raph: Jungle: 3-6: •Final Final Boss level. I'll be as close as I can to the final boss to minimize the travel distance of the special B move shot, while also incorporating the bomb move to deal more damage, after the boss is defeated its GG.

Possible Improvements:

•If there happens to be any improvements that can be added feel free to add yourself or be asked to be a co-author on this movie.
Hope you enjoyed!

#638168266037285088 - TMNT2: Battle Nexus - Area 2

TMNT2 - Battle Nexus area 2.bk2
In 15:02.53 (53906 frames), 38532 rerecords
47 downloads
Uploaded 4/11/2023 4:16 PM by Technickle (see all 158)
Area 2 - Frames 26,653 = 7:26

#638167533069081890 - Super Sprint NES

Super Sprint One Loop 7 Track Glitched.bk2
In 00:34.88 (2096 frames), 520 rerecords
System: Nintendo Entertainment System
53 downloads
Uploaded 4/10/2023 7:55 PM by Technickle (see all 158)

The Glitch:

•Every 18 frames I can press Start and repress Start to advance the lap counter by 1, totaling to 5 laps.

Why One Loop 7 Tracks?

•It's the quickest category on the main boards and I wanted to follow the correct category instead of making one up. There is a "max out" but it's 1 hr long and that's boring.

#638167314683520412 - Area 1 without using the save function

TMNT 2 Area 1 with Force None Save Type.bk2
In 06:42.86 (24062 frames), 194 rerecords
46 downloads
Uploaded 4/10/2023 1:51 PM by Technickle (see all 158)
I was trying to decide what I could do with the save function which will take 217 frames each time. So, I was tinkering with Force None Save Type on the GBA options with Bizhawk which decreases the 217 frames down to 2 frames.
Time Save = 1,191 frames (without having to wait for 217 frames)
This is more so a placeholder IF this wouldn't be allowed.
I was looking through the movie rules, and if the BIOS isn't changed it's fine, and it's a good ROM it's fine.
The main leaderboard for this game doesn't state anything that isn't allowed, so it's a loose idea if anything.

#638167309224068537 - Area 1 improved by 122 frames

TMNT2 - Battle Nexus area 1.bk2
In 07:02.80 (25253 frames), 32136 rerecords
48 downloads
Uploaded 4/10/2023 1:42 PM by Technickle (see all 158)
Wanna see me run through these 6 levels?
Wanna see me do it again?

#638165845254230732 - 133 frame improvement

TMNT2 - Battle Nexus area 1 133 frame improvement.bk2
In 07:04.85 (25375 frames), 26651 rerecords
42 downloads
Uploaded 4/8/2023 9:02 PM by Technickle (see all 158)
nice. (Current Project was Opened with bizhawk 2.9 and uses bizhawk 2.9).

#638162633505395480 - 144 frames faster

TMNT2 - Battle Nexus 144 Frames Faster.bk2
In 07:07.07 (25508 frames), 17019 rerecords
41 downloads
Uploaded 4/5/2023 3:49 AM by Technickle (see all 158)
turns out, rushing the alert room was faster than I thought lol.

#638162543112386583 - TMT2: Battle Nexus Improvement

Teenage Mutant Ninja Turtles 2 - Battle Nexus (USA) Level 1 - 6 improvement.bk2
In 07:09.48 (25652 frames), 15292 rerecords
41 downloads
Uploaded 4/5/2023 1:18 AM by Technickle (see all 158)
Teenage Mutant Ninja Turtles 2: Battle Nexus is a Stealth Action Platformer game released in 2004.

Splash Screens

•As far as I know, these screens can't be skipped. Despite my best efforts of mashing each frame for each button, it seems like these screens are meant to be looked at.

Turtle Choice

•I choose Raph, as each Turtle besides Don has a slide of 21 frames, where Don has 25. I also chose Raph because of the SNES Turtle game, although they play nothing alike, I still want to have that "quickness feel".

Sliding

•To start sliding, I need to hold Down for 2 frames and on the 2nd frame I can press A to start a slide. A slide can last for 18 frames before it becomes un-useable. In order to keep sliding quickly, I have to start the next possible slide right after the A button was held for 18 frames.

Buttons

•A = Jump (higher jumps to poles/walls = faster) •B = Special (if held = more power) •A+B = spin kick (without Twin Sai's) •A+B = Twin Sai's downward stab •D = Duck (avoiding attacks) •U = Climbing (poles/walls) •D+A = Slide (up to 18 frames) (can last for 20, but overall slower)

Weaponry

•Each Turtle has their assigned weapon. Raph has his Twin Sai (The double pitchfork esk weapon). However, before any attacking can be done, I need to go and get the Twin Sai's located in an alcove.

Attacking Regular Enemies

•The current best way to defeat enemies is to initiate by pressing LL_LL+B or RR_RR+B which will do a forward attack, which I can combo into by doing a spin attack by pressing shoulder R.

Attacking Bosses

•Bosses are different than regular enemies, in that they will most certainly have more health than their regular enemy types. Each Turtle is equipped with a B special move, and the longer I hold down B the more powerful the B move will be. For the 1st boss on 1-4 I do a combo hit with holding B and then starting a hoverboard spin by pressing shoulder R. This will do a lot of damage in a short amount of time, and I found it be the best way to get rid of bosses like this quickly.

Levels 1-6 (Base)

•1-1: The tutorial level, it teaches all the basics for the upcoming levels. I'll need to go and get Raph's Twin Sai's from an Alcove and defeat an enemy for a key card for a door. The next room is the same, except it's not for a door, but the end portal.
•1-2: The first Stealth level. I need to avoid being caught by the enemy behind the metal looking blocks, and I can't run past him since the game disallows the door to be opened when being in a caught state. I can barely sneak by right before he'll see me and into the door on the first possible frame.
The next room will have beams of electricity that will shock the Turtles back or forward depending on the direction they last were facing. By being extremely fast, I can just barely make it up into the little alcove and grab the Twin Sais, I'll still get hit, but I'm in the duck/crawling state, so I can't get flung backwards or forwards. After this, I'll need to climb up into the alcove on the right and defeat the enemy located right beneath it for a keycard.
The last room can be rushed through without the need to wait. I'll need to break a block on the top path using the Twin Sais downward stab and a shoulder R press to break the block. I'll finish the level by doing another Twin Sais downward stab as it's faster than falling by a couple frames.
• 1-3: Basically, an Autoscroller level. I'll need to defeat all of the enemies to progress to the end. The enemies behind and in front of Raph can be killed quickly by pressing Shoulder R. This level has a weird set of patterns that save time but end up losing time in the end. For instance, if you do a set pattern of a full charge shot then follow up the next enemy with a spin it'll save 1 or 3 frames, however, for some reason this testing was slower.
• 1-4: Has the most of amount of stealth so far. Getting caught in the red beams will send out enemies from the left and right of the screen. Stealth is actually required, so with that, I'll mess around as much as I possibly can before I'll need to either hide in the alcove or move forward. The next screen for whatever reason can be rushed through although there is a sensor for getting caught (I think they gave up on this part). I'll climb the pole to the next room.
In this room I'll grab the Twin Sais and avoid the robot enemies. Luckily the hitbox of the top of them allows for a slide so I'll do that to go a little bit faster. The upper part of this room has a jump that can be reached using a perfectly timed downward stab and grab the ledge. The wall climb is significantly faster here than climbing the pole for whatever reason. After going into the door, I'll need to defeat the enemy on the right for a keycard. This keycard is used for a door that was seen near the start of this level. The final section is avoiding an enemy that is awkward to get past, so I'll need to slide -> run -> slide to get past otherwise I get hit. I fall beneath to end the level.
• 1-5: basically, a clone of 1-3, except it has a boss. This boss can be defeated quickly by charging B Special and doing a Shoulder R press soon after.
• 1-6: I'll need to collect 20/20 crystals here otherwise I need to wait for the crystals to fade out to make the level end slower, so while I wait for the boss to appear I collect the first 10 crystals and then when the boss appears I'll do a running cyclone Twin Sai Thrust, followed up by multiple Shoulder R presses. Grab the remaining 10 crystals from the boss, then win.

Possible Improvements?

•Door Return after grabbing keycard. Not sure if getting caught locks the door, if not, I'll make another adjustment.
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