User Files for finap13

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#34197989171823025 - Brain Lord WIP up to tower

Brain Lord (Japan).bk2

Uploaded 10/10/2016 2:21 AM by finap13 (15 files)

For Super NES

In 03:01.78 (10925 frames), 6492 rerecords

11528 views, 562 downloads


as the title suggests

Download (5.93 KB) Info

#34170171404779181 - Brain Lord (J) - WIP 1

Brain Lord (Japan).bk2

Uploaded 10/8/2016 8:17 PM by finap13 (15 files)

For Super NES

In 02:16.59 (8209 frames), 1753 rerecords

11512 views, 579 downloads


Up to the overworld.

Download (4.38 KB) Info

#28949008138907431 - EJ3D TAS WIP 2

Earthworm Jim 3D (USA).bk2

Uploaded 2/16/2016 5:00 PM by finap13 (15 files)

For Nintendo 64

In 01:06.68 (4001 frames), 2348 rerecords

11671 views, 599 downloads


Up until first door

Download (4.30 KB) Info

#28930342480546407 - EJ3D TAS WIP

Earthworm Jim 3D (USA).bk2

Uploaded 2/15/2016 8:50 PM by finap13 (15 files)

For Nintendo 64

In 00:33.50 (2010 frames), 887 rerecords

11631 views, 567 downloads


nothing interesting, just menuing.

Download (3.13 KB) Info

#28824126121664330 - Gunstar Super Heroes (J) "Red" - WIP

Gunstar Super Heroes (Japan).bk2

Uploaded 2/11/2016 2:02 AM by finap13 (15 files)

For Gunstar Super Heroes (GBA)

In 00:55.83 (3335 frames), 2246 rerecords

6218 views, 802 downloads


Work in progress.

Samsara on 2/11/2016 10:47 PM
A lot of the movement tech in the published run applies to Red as well. I definitely recommend reading the submission comments: http://tasvideos.org/2442S.html
Autofiring through menus is guaranteed to lose you frames. Try to find the earliest possible frame that a menu/title screen can be cleared. It's a bit boring, yeah, but you want to make sure absolutely everything is optimized.
I'm testing on the US version (same as the published run) and it looks like starting off Earth with a slide is faster than walking into it. Fastest form of movement is to interrupt your slide with a jump, then interrupt your jump with a dive kick a couple frames later, then immediately slide again after that. It should give you the continuous, fluid movement found in the published run. You don't have to jump over enemies: If you jump just before coming into contact with them during a slide, they'll be hit and you'll continue moving, and you can dive kick > slide without losing any speed.
Apart from that, it's looking pretty good, though I'm not sure Red and Blue have enough difference to warrant two separate publications. We'll have to see where it goes, I guess. I'll upload a US version WIP later today in case you want to study that. Maybe we could collab on either this or a Blue improvement?

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#28802283498964702 - GSH TAS WIP

Gunstar Super Heroes (Japan).bk2

Uploaded 2/10/2016 2:25 AM by finap13 (15 files)

For Gunstar Super Heroes (GBA)

In 00:41.05 (2452 frames), 897 rerecords

6325 views, 814 downloads


Gunstar Super Heroes TAS WIP

Download (2.60 KB) Info

#27177229086497924 -

Kao the Kangaroo TAS.tasproj (4).bk2

Uploaded 11/28/2015 9:59 PM by finap13 (15 files)

For Game Boy Advance

In 04:25.13 (15836 frames), 30447 rerecords

11679 views, 571 downloads


Download (9.38 KB) Info

#27018500788238550 - Kao the Kangaroo TAS - Stage 4

Kao the Kangaroo TAS.tasproj (3).bk2

Uploaded 11/21/2015 6:25 PM by finap13 (15 files)

For Game Boy Advance

In 02:18.31 (8261 frames), 13849 rerecords

11678 views, 584 downloads


Download (5.23 KB) Info

#27016342353954690 - Kao the Kangaroo TAS - Stage 3

Kao the Kangaroo TAS.tasproj (2).bk2

Uploaded 11/21/2015 4:05 PM by finap13 (15 files)

For Game Boy Advance

In 01:48.39 (6474 frames), 11611 rerecords

11664 views, 589 downloads


Download (4.47 KB) Info

#27015181411071560 - Kao the Kangaroo TAS - Stage 3

Kao the Kangaroo TAS.tasproj (1).bk2

Uploaded 11/21/2015 2:50 PM by finap13 (15 files)

For Game Boy Advance

In 01:45.44 (6298 frames), 10247 rerecords

11701 views, 606 downloads


Download (4.32 KB) Info