@@josephgallardo1450 Yeah, I really hope to see a TAS of SM63. Somebody in our discord mentioned a pretty good idea that is like a perfect method of TASing Flash Games. Just use Cheat Engine to slow down, and do them Segmented and there you have a way to TAS Flash games on windows.
A tool-assisted speedrun or tool-assisted superplay (TAS) is a set sequence of controller inputs used to perform a task in a video game. The input sequence is usually created by emulating the game and using tools such as slow motion, frame-by-frame advance, memory watch, and save states to create an extremely precise series of inputs. The idea is not to make gameplay easier for players, but rather to produce a demonstration of gameplay that would be practically impossible for a human. Tool-assisted speedruns often feature gameplay that would otherwise be impossible or prohibitively difficult to perform in real time. Producers of tool-assisted speedruns do not compete with "unassisted" speedrunners of video games; on the contrary, collaborative efforts between the two groups often take place. The opposite of "TAS" is "RTA", which refers to regular speedruns performed by humans. RTA stands for "Real Time Attack", a portmanteau of "real-time" and "time attack". History 1999-2001 The term was originally coined during the early days of Doom speedrunning, during which the first of these runs were made (although they were sometimes also referred to as "built demos"). When Andy "Aurican" Kempling released a modified version of the Doom source code that made it possible to record demos in slow motion and in several sessions, it was possible for the first players to start recording tool-assisted demos. A couple of months afterwards, in June 1999, Esko Koskimaa, Peo Sjoblom and Joonatan Donner opened the first site to share these demos, "Tools-Assisted Speedruns".[1] Like many other tool-assisted speedrun communities, the maintainers of the site stressed the fact that their demos were for entertainment purposes rather than skill competitions, although the attempt to attain the fastest time possible with tools itself became a competition as well.[2] The site became a success, updating usually several times a week with demos recorded by its maintainers and submitted by its readers. After a short while, when version 2.03 of Lee Killough's Marine's Best Friend Doom source port was released (based on the Boom source port), it became even easier for people to record these demos, adding the functionality of re-recording without having to replay the demo until it reached the point where the player wanted to continue. The site was active until August 10, 2001, at which point Jonathan Donner posted a news message stating that their site would be an archive from now on, and pointing towards The Doomed Speed Demos Archive, a site mainly for non-assisted speedruns, of which the author agreed to take over the posting of tool-assisted speedruns. Although popularity had dwindled since then, built demos have still been submitted until as late as November 2005, and are currently usually being made with PrBoom.[3] 2003-present In 2003, a video of a Japanese player named Morimoto beating the NES game Super Mario Bros. 3 in 11 minutes and performing some other incredible stunts as well started floating around the Internet.[4] It was a very controversial video because not many people knew about tool-assisted speedruns at the time, especially for the NES. As the video was not clearly labeled as such, many people felt like they had been cheated when they found out it was done using an emulator. The video, however, gave the inspiration to Joel "Bisqwit" Yliluoma to start a website called NESvideos, which was dedicated to tool-assisted speedruns for the NES. At first it hosted videos only for the NES, but as the community grew, members of the community managed to add the features required for tool-assisted speedrunning into emulators for other systems. Later the name of the site was changed to TASVideos. As of January 2014, TASVideos is the largest English-language web community that produces and hosts tool-assisted speedruns; the site holds 2512 complete speedruns, of which 1319 are the fastest of their kind.[5] Tool-assisted speedruns have been made for some notable ROM hacks as well as for published games.[6] A joke personification of tool-assisted speedruns, called TAS-san (Mr. TAS), has become popular among Japanese Internet users. Tool-assisted speedruns uploaded to video sites like Nico Nico Douga, TH-cam or TASVideos may be described as a new world record by TAS-san, who is said to have the superhuman memory and reflexes needed to execute such a speedrun in real time. Method Creating a tool-assisted speedrun is the process of finding the optimal set of inputs to fulfill a given criterion - usually completing a game as fast as possible. No limits are imposed on the tools used for this search, but the result has to be a set of timed key-presses that, when played back on the actual console, achieves the target criterion. The basic method used to construct such a set of inputs is to record one's input while playing the game on an emulator, all the while saving and loading the emulator's state repeatedly to test out various possibilities and only keep the best result. To make this more precise, the game is slowed down. Initially, it was common to slow down to some low fraction (e.g. 5%) of normal speed. However, due to advances in the field, it is now expected that frame-advance, manually stepping through emulation one frame at a time, is used. A tool-assisted speedrun done without this technique will most likely be criticised for sloppy play. The use of savestates also facilitates another common technique, luck manipulation, which is the practice of exploiting the game's use of player input in its pseudo-random number generation to make favorable outcomes happen. Using a savestate from before some event, it is possible to experiment with small input variations until the event has the desired outcome. Depending on the game and event, this can be a very time consuming process, at times requiring much backtracking, and can as such take up a large portion of the total time spent making a tool-assisted speedrun. Making the ideal piece drop next in Tetris, or getting a rare drop the first time one kills an enemy, are examples of luck manipulation. A rarely used tool is brute-force searching for ideal inputs by making a computer play the game, trying all possible inputs. In theory, this process could find the ideal set of inputs for any game, but since the space of all possible inputs grows exponentially with the length of the sequence, this is only viable for optimizing very small portions of the speed run. Instead, a heuristic algorithm can be used. Although such approach does not warrant a perfect solution, it can prove very effective for solving simple puzzle games.[7] Another rarely used technique is disassembling the game executable. By exposing the game logic, this enables the player to manipulate luck without trial and error, or reveal obscure bugs in the game engine. A more common, related technique, is to monitor the memory addresses responsible for certain effects to learn why and when they change. Memory watching is supported by most emulators used on TASVideos.org. All these techniques involve direct interaction with the game state in ways not possible without emulation, but the final result, the set of inputs that makes up the speedrun, does not depend on such manipulation of the state of the emulated machine. The tool use in tool-assisted speedrunning is therefore different from the sort of state manipulation tools like Gameshark provide, since such manipulation would not be expressible as a sequence of timed inputs. Re-recording emulators Tool-assisted speedrunning relies on the same series of inputs being played back at different times always giving the same results. In a manner of speaking, the emulation must be deterministic with regard to the saved inputs (e.g. random seeds must not change from run to run). Otherwise, a speedrun that was optimal on one playback might not even complete it on a second playback. This loss of synchronization, or "desync", occurs when the state of the emulated machine at a particular time index no longer corresponds with that which existed at the same point in the movie's production. Desyncs can also be caused by incomplete savestates, which cause the emulated machine to be restored in a state different from that which existed when it was saved. Problems with emulation, such as nondeterminism and incomplete savestates, are often only discovered under the precise frame-by-frame conditions of tool-assisted speedrunning. Emulator developers often do not give speedrunning issues high priority because they have little effect on regular gameplay; consequentially the community has forked several emulators to make them suitable for the task. These include Snes9X improvement, Gens rerecording, VBA rerecording and Mupen rerecording. If a forked emulator is used to produce a TAS, playback on the normal, unmodified version of the emulator will usually result in a desync. Emulators that currently feature the tools necessary to create tool-assisted speedruns include the Arcade emulator MAME (MAMEUI's option to record an uncompressed AVI slows down a game), the NES emulator FCEUX, the Super NES emulator Snes9x, the Genesis emulator Gens, the Game Boy Advance emulator VisualBoyAdvance, the Nintendo 64 emulators Mupen64 and Project64, the GameCube and Wii emulator Dolphin, the Nintendo DS emulator DeSmuME, the Sega Saturn emulator Yabause, the PlayStation emulator PCSX, and several others for these and other platforms.[8] In 2012, there was a release by TASVideos.org which is an all-in-one emulator called Bizhawk. Due to the success of some of the core
I love all of the tom-foolery that takes place while you're waiting for a shine to be accessible or a cutscene to finish. All of the crazy stuff going on kept me laughing
8:15 Mario: You may know everything I'm Going to Do! But That's Not Gonna Help You! *Mario Dives Into the level before Shadow Mario* Mario: Since I Know Everything You're Going To Do! STRANGE ISN'T IT?!
I've already watched the full TAS on nico. Amazing speedrun zelpikukirby!! 30:32 Hardest level in the game. This was my favourite part of the TAS. Cheers!
I'm fucking stopping this video every godamn 5th minute because this legend don't just do a great speedrun, but he manage to entertain the viewers and himself in the most proffesional and comical ways in his "dead time" waiting periods. This guy is fucking amazing
And sms runners say theirs no more room for improvement in any% And I know most crazy things that you see are not humanly possible but some are. I would say a sub 1:11 would be possible for a human but every thing would have to be almost FramePerfect.
As soon as I saw you spelling out "TAS" during the Airstrip fight, I strapped myself in.
Same 😂😂😂😂
That was fucking brilliant.
Yeah, that was probably the coolest thing
That was pure skill!
@@josephgallardo1450 Yeah, I really hope to see a TAS of SM63. Somebody in our discord mentioned a pretty good idea that is like a perfect method of TASing Flash Games. Just use Cheat Engine to slow down, and do them Segmented and there you have a way to TAS Flash games on windows.
Judge: I sentence you to clean up the entire island.
Mario: K. Be back in an hour.
Judge: uhhhhhhhhh
Mario: *smears "TAS" on the ground"
I kinda hope the judge will accept how 76 Shine Sprites remained lost... 😬🤞
I like how he messes around when waiting
MajorJordan I think it’s meant to be funny to the viewer but also so it can’t be stolen by people trying to cheat in legitimate speedruns.
the best part about TAS’s for me, especially on things like auto scrolling levels too
Swag strats
@@iP0STcomments I've heard that there's rules meaning u have to but idk how true it is
Mario decided to do a line of coke and flex on the entire population of Isle Delfino
The second I saw Mario spelled out TAS on 3:13, I paused the video and made some chocolate milk.
That’s funny, I made strawberry before watching this XD
When Mom says you gotta clean your room before you go to your homie's house 54:53
Sawwny Salvador When you’re a bucko who needs to clean his room to restore order
One of the most entertaining TASes I've ever seen. Incredible job
Huh. My Prima strategy guide must be outdated.
Underrated comment
Lmaooo
One of the most impressive TASes I've ever seen. I figured this was gonna be good, but I was not expecting it to be as crazy as it was.
just wait for 120 tas. its on its way
Peach: come over and save me from Bowser
Mario: I can't
Peach: my parents aren't home
Mario:
3:05 did he just write TAS on the floor? This'll be a fun one :D
pasu2k yes
very amazing start
yeah, he did. very clever
He actually did!
I've never seen OoT broken this much
You are right
2020
@Sans The skeleton no, OoT stands for ocean of tingles
Amazing TAS, thank you zelpiku!!! Rocket storage during Bowser fight was amazing.
The rising cube in Bianco 6 Secret was just a constant anxiety fest, lol.
i love the pinna 4 durian to collect shine faster, that was truly impressive
A tool-assisted speedrun or tool-assisted superplay (TAS) is a set sequence of controller inputs used to perform a task in a video game. The input sequence is usually created by emulating the game and using tools such as slow motion, frame-by-frame advance, memory watch, and save states to create an extremely precise series of inputs. The idea is not to make gameplay easier for players, but rather to produce a demonstration of gameplay that would be practically impossible for a human. Tool-assisted speedruns often feature gameplay that would otherwise be impossible or prohibitively difficult to perform in real time. Producers of tool-assisted speedruns do not compete with "unassisted" speedrunners of video games; on the contrary, collaborative efforts between the two groups often take place.
The opposite of "TAS" is "RTA", which refers to regular speedruns performed by humans. RTA stands for "Real Time Attack", a portmanteau of "real-time" and "time attack".
History
1999-2001
The term was originally coined during the early days of Doom speedrunning, during which the first of these runs were made (although they were sometimes also referred to as "built demos"). When Andy "Aurican" Kempling released a modified version of the Doom source code that made it possible to record demos in slow motion and in several sessions, it was possible for the first players to start recording tool-assisted demos. A couple of months afterwards, in June 1999, Esko Koskimaa, Peo Sjoblom and Joonatan Donner opened the first site to share these demos, "Tools-Assisted Speedruns".[1]
Like many other tool-assisted speedrun communities, the maintainers of the site stressed the fact that their demos were for entertainment purposes rather than skill competitions, although the attempt to attain the fastest time possible with tools itself became a competition as well.[2] The site became a success, updating usually several times a week with demos recorded by its maintainers and submitted by its readers. After a short while, when version 2.03 of Lee Killough's Marine's Best Friend Doom source port was released (based on the Boom source port), it became even easier for people to record these demos, adding the functionality of re-recording without having to replay the demo until it reached the point where the player wanted to continue.
The site was active until August 10, 2001, at which point Jonathan Donner posted a news message stating that their site would be an archive from now on, and pointing towards The Doomed Speed Demos Archive, a site mainly for non-assisted speedruns, of which the author agreed to take over the posting of tool-assisted speedruns. Although popularity had dwindled since then, built demos have still been submitted until as late as November 2005, and are currently usually being made with PrBoom.[3]
2003-present
In 2003, a video of a Japanese player named Morimoto beating the NES game Super Mario Bros. 3 in 11 minutes and performing some other incredible stunts as well started floating around the Internet.[4] It was a very controversial video because not many people knew about tool-assisted speedruns at the time, especially for the NES. As the video was not clearly labeled as such, many people felt like they had been cheated when they found out it was done using an emulator. The video, however, gave the inspiration to Joel "Bisqwit" Yliluoma to start a website called NESvideos, which was dedicated to tool-assisted speedruns for the NES. At first it hosted videos only for the NES, but as the community grew, members of the community managed to add the features required for tool-assisted speedrunning into emulators for other systems. Later the name of the site was changed to TASVideos. As of January 2014, TASVideos is the largest English-language web community that produces and hosts tool-assisted speedruns; the site holds 2512 complete speedruns, of which 1319 are the fastest of their kind.[5]
Tool-assisted speedruns have been made for some notable ROM hacks as well as for published games.[6]
A joke personification of tool-assisted speedruns, called TAS-san (Mr. TAS), has become popular among Japanese Internet users. Tool-assisted speedruns uploaded to video sites like Nico Nico Douga, TH-cam or TASVideos may be described as a new world record by TAS-san, who is said to have the superhuman memory and reflexes needed to execute such a speedrun in real time.
Method
Creating a tool-assisted speedrun is the process of finding the optimal set of inputs to fulfill a given criterion - usually completing a game as fast as possible. No limits are imposed on the tools used for this search, but the result has to be a set of timed key-presses that, when played back on the actual console, achieves the target criterion. The basic method used to construct such a set of inputs is to record one's input while playing the game on an emulator, all the while saving and loading the emulator's state repeatedly to test out various possibilities and only keep the best result. To make this more precise, the game is slowed down. Initially, it was common to slow down to some low fraction (e.g. 5%) of normal speed. However, due to advances in the field, it is now expected that frame-advance, manually stepping through emulation one frame at a time, is used. A tool-assisted speedrun done without this technique will most likely be criticised for sloppy play.
The use of savestates also facilitates another common technique, luck manipulation, which is the practice of exploiting the game's use of player input in its pseudo-random number generation to make favorable outcomes happen. Using a savestate from before some event, it is possible to experiment with small input variations until the event has the desired outcome. Depending on the game and event, this can be a very time consuming process, at times requiring much backtracking, and can as such take up a large portion of the total time spent making a tool-assisted speedrun. Making the ideal piece drop next in Tetris, or getting a rare drop the first time one kills an enemy, are examples of luck manipulation.
A rarely used tool is brute-force searching for ideal inputs by making a computer play the game, trying all possible inputs. In theory, this process could find the ideal set of inputs for any game, but since the space of all possible inputs grows exponentially with the length of the sequence, this is only viable for optimizing very small portions of the speed run. Instead, a heuristic algorithm can be used. Although such approach does not warrant a perfect solution, it can prove very effective for solving simple puzzle games.[7]
Another rarely used technique is disassembling the game executable. By exposing the game logic, this enables the player to manipulate luck without trial and error, or reveal obscure bugs in the game engine. A more common, related technique, is to monitor the memory addresses responsible for certain effects to learn why and when they change. Memory watching is supported by most emulators used on TASVideos.org.
All these techniques involve direct interaction with the game state in ways not possible without emulation, but the final result, the set of inputs that makes up the speedrun, does not depend on such manipulation of the state of the emulated machine. The tool use in tool-assisted speedrunning is therefore different from the sort of state manipulation tools like Gameshark provide, since such manipulation would not be expressible as a sequence of timed inputs.
Re-recording emulators
Tool-assisted speedrunning relies on the same series of inputs being played back at different times always giving the same results. In a manner of speaking, the emulation must be deterministic with regard to the saved inputs (e.g. random seeds must not change from run to run). Otherwise, a speedrun that was optimal on one playback might not even complete it on a second playback. This loss of synchronization, or "desync", occurs when the state of the emulated machine at a particular time index no longer corresponds with that which existed at the same point in the movie's production. Desyncs can also be caused by incomplete savestates, which cause the emulated machine to be restored in a state different from that which existed when it was saved.
Problems with emulation, such as nondeterminism and incomplete savestates, are often only discovered under the precise frame-by-frame conditions of tool-assisted speedrunning. Emulator developers often do not give speedrunning issues high priority because they have little effect on regular gameplay; consequentially the community has forked several emulators to make them suitable for the task. These include Snes9X improvement, Gens rerecording, VBA rerecording and Mupen rerecording. If a forked emulator is used to produce a TAS, playback on the normal, unmodified version of the emulator will usually result in a desync.
Emulators that currently feature the tools necessary to create tool-assisted speedruns include the Arcade emulator MAME (MAMEUI's option to record an uncompressed AVI slows down a game), the NES emulator FCEUX, the Super NES emulator Snes9x, the Genesis emulator Gens, the Game Boy Advance emulator VisualBoyAdvance, the Nintendo 64 emulators Mupen64 and Project64, the GameCube and Wii emulator Dolphin, the Nintendo DS emulator DeSmuME, the Sega Saturn emulator Yabause, the PlayStation emulator PCSX, and several others for these and other platforms.[8]
In 2012, there was a release by TASVideos.org which is an all-in-one emulator called Bizhawk. Due to the success of some of the core
Is this a copypasta?
ok
...why did i read this?
I never knew TH-cam had a character limit for comments before I read this one.
*God Joined*
14:21 Dude, you’re not allowed to show that on TH-cam
or 35:04 D:
**demonetized**
What?
Bantha Clause Profile pic checks out
Miguel GC Gamer I think you are to young to understand
16:50 I didn't know that was there lol
I laughed out loud when I realized you wrote TAS on the airstrip. That is a brilliant way to use time
it's always relaxing to watch a TAS because you know that it can't make any mistakes and lose the run
わかります。ヒヤヒヤするのが好きな人もいるかもしれないけど。ゲームを見る時はヒヤヒヤしなくてもいい。
I loved the out of bounds land in Noki Bay, never seen that before. Great work!
AMAZING JOB really entertained by all the random movement Great TAS!
great job time travelling lol
watched it on nico first
I love all of the tom-foolery that takes place while you're waiting for a shine to be accessible or a cutscene to finish. All of the crazy stuff going on kept me laughing
1:02:59 RUNNIN AROUND AT THE SPEED OF SOUND
GOT PLACES TO GO GOTTA FOLLOW MY RAINBOW
(Happy holidays btw)
Her: Come over
Him: I’m playing sunshine
Her: My parents aren’t home
Him: 1:04:23
Annex when he finish this is what they did 14:22
8:15
Mario: You may know everything I'm Going to Do! But That's Not Gonna Help You!
*Mario Dives Into the level before Shadow Mario*
Mario: Since I Know Everything You're Going To Do! STRANGE ISN'T IT?!
zelpikukirby: exists
Non tas players: Am I a joke to you?
1:02:58 Mario doing the Naruto run
Mario REALLY didn’t want to stay at Isle Delfino.
The legend himself is back. Awesome TAS :)
I swear this boy spends more time in the air than on the ground
Sirena 1 was amazing! Imagine getting this kind of RNG in RTA. Great TAS!
You: *starts a new game of Mario sunshine*
Gf: come over I’m home alone
You: I’ll be there in a hour
I've already watched the full TAS on nico. Amazing speedrun zelpikukirby!!
30:32 Hardest level in the game. This was my favourite part of the TAS. Cheers!
KalarMar That's not the hardest level in the game lol
Kevin Coffer it's one of the hardest in a speedrun for sure
Congrats on finishing this and good job :D
this is really amazing, thank you very much for making it
54:49 insert when parents coming home joke
This seems to be a new category of porn. I just don't have a name for it.
GoldCobra A tool assisted NUT
GoldCobra Hitbox porn
14:22
And 14:37
He spelled tas with the paint that’s amazing 3:14
kaffelon is impressed
"Something About Super Mario Sunshine"
59:09 Alléléblo (ALLEZ LES BLEUS)
Dude, who ever created TAS, thank you so much, we don't deserve u or ur creation...
That screaming italian man sure is quick on his feet
YAH WAHOO YAH HUH MUH WAHAAA
(Also, merry Christmas 🎄)
Alright, you've now convinced me SMS has the sickest movement of all time
ok but hear me out... super mario Odyssey tas
@@UndercoverOrange3317 mmmm yes I'd watch the hell outa that
Oh my sweet Jesus. That GBS was pure insanity. Great TAS Zelpiku, keep up the great work!
This is actually the greatest video ive ever seen
Great job! Loved this TAS!
1:05:56 look at this dude on the left. He disappears.
The most extra (and entertaining) speedrun of sms I’ve ever seen
I'm fucking stopping this video every godamn 5th minute because this legend don't just do a great speedrun, but he manage to entertain the viewers and himself in the most proffesional and comical ways in his "dead time" waiting periods. This guy is fucking amazing
this is how chuck norris plays the game XD
Incredible showmanship when you were waiting for things!
It honestly pisses me off how good he is at this game. This game I grew up playing with not even a fraction of the same ability at.
Tony Lupsa you think a human did this in real time? LMAOOO
4:30 the witness says shrine sprites instead of shine.
There’s a couple weird voice acting errors in Jp
at the shrine gates... omg.. it keeps on going.
@@allyspeedruns shine means something else in Japanese
8:15 when the cool kid cuts the line and budges right in front of you
I don’t usually watch full runs, but this one was worth it.
in the middle of watching i thought to myself "how is this humanly possible?"
then I remembered i was watching a TAS
Holy shit. This TAS is insane.
And sms runners say theirs no more room for improvement in any%
And I know most crazy things that you see are not humanly possible but some are. I would say a sub 1:11 would be possible for a human but every thing would have to be almost FramePerfect.
nindiddeh will beat that someday
love him
he's still WR though
@@itsksanna not anymore;)
@@cubersanonymous5180 not anymore not anymore
I died from heart attack in Ricco 4… and again in Bianco 6, Sirena 2, Sirena 4 and Noki 6. Mind-blowing
37:34 lol
i love how he wrote out tas with all the time he had in the beginning
スーパーマリオサンシャインは、スーパーマリオ64と比べて難しかった記憶…
あー難しいね
理不尽なシャインと青コインに何度悩まされたかw
i wish there was a download for this. i want to show it to my friends who know nothing about speedrunning and say this is me lmao
holy shit how did you make bianco 5 so fucking entertaining to watch. Most entertaining TAS i've ever seen
47:31 48:00 he cleaned one giant stingray in 12 seconds my god.
最初のTASすごw
I didn't even know TAS could be so damn stylish before today :o
10:15 My favorite part.
1:06:58 - 1:08:00 when your really good minecraft world gets griefed by trolls
This is a TAS I didn't know I wanted.
I've never even heard of those Sirena 5 phase skip methods holy shit
invisible goop: "I hid- *gets sprayed"
AverageTreyVG should see this! ;3
BTW, I do know Tool-Assisted Speedruns don't really count as technical world records, but...! 😅
Wanna see me clean isle delfino?
Wanna see me do it again?
Wahoo is a terrifying, unnatural force.
とっても上手!
ぼく尊敬する!
I didn't know God played Super Mario Sunshine
XDaniel 510X Made me laugh so hard for some reason
I love how this run is so impossible because that means that somebody else can’t claim it or parts of it as their own
Dude, fucking sirenna 1 was amazing. Imagine something like that RTA
I was wondering how the ghost manta ray boss was gonna go down, cant say i was dissapointed
GG!!!
Damn, I am beyond impressed!
damn this dude even made the petey fights interesting
haven’t watched it yet but i’m sure i’ll be in for something good
Terminalmontage needs to make a video on this
ありがとうございます!
Gohgo Speedruns lmao japonais
Gohgo Speedruns weeb
wow real creative
you guys couldn’t have said anything smarter at all
thanks
Gohgo Speedruns DansGame
34:58 xD I liked it
I hate this TAS for that Manta Ray boss fight XD
Yo, this is the most flexes I have seen a Tas do
wow
good job
This entire run is just a meme
54:54 when your mom asks you to clean your room before playing some games
Amazing TAS! Nice one!
45:20 I've never seen this glitch before, really cool time save!
FishamanP do you know why the paths appear? (The white dots)
Skip intro cutscene
6:54
14:50 ここヤバい