Post by readysteadyyeti on Oct 26, 2017 11:20:55 GMT -5
I'm sure that a lot of you here are familiar with the Scooby-Doo video games. As such, it would be dishonorable for me not to introduce to you tool-assisted speedruns of these games that you love so much.
So, what is a tool-assisted speedrun, exactly? Well, let's start with what a speedrun is. A speedrun, in general, is a recorded playthrough of a game with the intent of beating it as quickly as possible while being timed. Most of the time, when people just say "speedrun", they're referring to a person actually playing it in one sitting, typically playing it on an original console. No cheat codes or hacks are allowed to be used to alter the game in any way, especially for the player's advantage.
A tool-assisted speedrun (TAS) has the same rules as a regular speedrun, but it is geared more towards perfection. A tool-assisted speedrun is a speedrun showing superhuman gameplay; gameplay that is so perfectly fast that no human gameplay could replicate it. TASes often show off crazy glitches and other shocking elements that help the player beat the game as quickly as possible, and can also shock viewers by the amount of time it takes for the TAS to complete the game. The primary goal of a TAS is to shock viewers with mind-blowingly perfect gameplay.
TASes are made with emulators; pieces of software or hardware that simulate another system (in this case, video game consoles). The emulators used give the TASers tools such as savestates, which are like milestones in gameplay that the player can go back to at anytime to correct mistakes, frame advance, which lets the TASer go through each frame of gameplay in order to perfect it, and RAM searching tools, which helps the TASers see what's going on behind the scenes; within the game's program. It is still not, however, permitted to alter the game in any way with for instance cheat codes or hacks.
There are currently three complete Scooby-Doo TASes. I'll start by showing you the one I was most impressed with: jlun2's Scooby-Doo! Mystery Mayhem for the Game Boy Advance in 47 minutes and 13 seconds. ( www.youtube.com/watch?v=maqsQXs47og )
Then, we have Swordless Link's Scooby-Doo! Classic Creep Capers for the Nintendo 64 in 24 minutes and 25 seconds. ( www.youtube.com/watch?v=p-wkp02_2AY )
The last TAS I want to show you is Birth's Scooby-Doo! Classic Creep Capers for the Game Boy Color in 18 minutes and 47 seconds. ( www.youtube.com/watch?v=xiWHYoEIDBU )
So, anyway, this entire topic I guess will be devoted to talking about TASes of Scooby-Doo games. I hope you enjoy the concept and the runs. Please discuss them; I want to know what hardcore Scooby-Doo fans think of the TASes.
So, what is a tool-assisted speedrun, exactly? Well, let's start with what a speedrun is. A speedrun, in general, is a recorded playthrough of a game with the intent of beating it as quickly as possible while being timed. Most of the time, when people just say "speedrun", they're referring to a person actually playing it in one sitting, typically playing it on an original console. No cheat codes or hacks are allowed to be used to alter the game in any way, especially for the player's advantage.
A tool-assisted speedrun (TAS) has the same rules as a regular speedrun, but it is geared more towards perfection. A tool-assisted speedrun is a speedrun showing superhuman gameplay; gameplay that is so perfectly fast that no human gameplay could replicate it. TASes often show off crazy glitches and other shocking elements that help the player beat the game as quickly as possible, and can also shock viewers by the amount of time it takes for the TAS to complete the game. The primary goal of a TAS is to shock viewers with mind-blowingly perfect gameplay.
TASes are made with emulators; pieces of software or hardware that simulate another system (in this case, video game consoles). The emulators used give the TASers tools such as savestates, which are like milestones in gameplay that the player can go back to at anytime to correct mistakes, frame advance, which lets the TASer go through each frame of gameplay in order to perfect it, and RAM searching tools, which helps the TASers see what's going on behind the scenes; within the game's program. It is still not, however, permitted to alter the game in any way with for instance cheat codes or hacks.
There are currently three complete Scooby-Doo TASes. I'll start by showing you the one I was most impressed with: jlun2's Scooby-Doo! Mystery Mayhem for the Game Boy Advance in 47 minutes and 13 seconds. ( www.youtube.com/watch?v=maqsQXs47og )
Then, we have Swordless Link's Scooby-Doo! Classic Creep Capers for the Nintendo 64 in 24 minutes and 25 seconds. ( www.youtube.com/watch?v=p-wkp02_2AY )
The last TAS I want to show you is Birth's Scooby-Doo! Classic Creep Capers for the Game Boy Color in 18 minutes and 47 seconds. ( www.youtube.com/watch?v=xiWHYoEIDBU )
So, anyway, this entire topic I guess will be devoted to talking about TASes of Scooby-Doo games. I hope you enjoy the concept and the runs. Please discuss them; I want to know what hardcore Scooby-Doo fans think of the TASes.