In which Guest B, in his Sisyphusian task of total Mii eradication, hops in a tank he found on the side of the road and wreaks havoc. Saves more than six minutes in comparison to the TAS MKgumba made over four years ago (17 minutes faster than the current RTA WR at the time of video upload) through a combination of sheer optimization and setting the aspect ratio to 4:3 (Which actually changes the physical size of the field instead of just stretching or squishing the final image). There’s a surprising amount of nuance in TASing this, due to how the tank controls, the different behavior and AI of enemy tanks, and good ol' physics. The player's tank can only move while rotating if the intended angle is close enough to the current one; it completely halts in place waiting for the rotation to “catch up” otherwise. The Nunchuk’s joystick can, at most, move six units in a given direction per frame while still allowing the tank to move. Thanks to ERGCXander's custom build of Dolphin to allow Lua Scripting with Wii Remotes, I was able to automate this process of Nunchuk joystick movement so that corners could be turned as smoothly as possible. This alone probably saves entire seconds over the course of the run from not being stalled in place. The player’s tank can have up to five bullets on-screen at once, after which the tank is unable to fire again until one of them despawns. The player’s bullets can bounce off of walls one time, in contrast to Teal and Black tanks (No bounces) and Green tanks (Two bounces). Bullets despawn when they hit other tanks (Obviously), walls after they’ve reached their bounce limit, mines and their explosions, and - crucially - other bullets, which allows a last second defensive option if you’re unable to move out of the way. Due to the fundamental paths of bullets here (Straight lines, reflection angles equal to incident angles), Wii Play Tanks is actually a light ray simulator in disguise (Ignoring the landmine aspect), to the point where I booted up an ACTUAL SIMULATOR to fact check my thought process and see if certain shots were possible, instead of slowly firing individual photons (bullets) in the game itself. The player’s tank can have up to two landmines on-screen at once. A mine is primed and shortly explodes if it detects a nearby enemy, or automatically explodes when a bullet hits it. The explosion destroys tanks, pink destructible blocks, and other bullets for roughly a half second window after the initial explosion. The explosion hitbox even extends through solid walls, which allows for one specific instance of a sequence break in the endgame when combined with cooperative tank AI. Naturally, you need to get far enough away from your own landmine’s explosion so you don’t blow up with it - with TAS precision, I’m able to perch right at the boundary until the hitbox expires to cut down on time spent waiting. You face several different enemy tanks throughout the game, each with their own quirks and differences in relation to firing speed, movement speed, decision making, and so on. Brown and Gray tanks are the easiest to fight with their incredibly slow firing speed and reaction time, with Brown tanks not even being able to move. Teal tanks are similarly slow to fire, but have much faster reaction speed and faster bullets. Green tanks are immobile like Brown tanks, but fire fast bullets like Teal tanks that uniquely bounce twice before despawning. Yellow tanks are able to set landmines in addition to firing bullets, and opt to gain a defensive advantage by keeping distance in contrast to charging at you like the others. White tanks turn invisible after the round starts, but leave denser tread tracks in comparison as an identifier. Red tanks can fire faster and have more aggression; Purple tanks are similar, but are even smarter. Finally, Black tanks move extremely quickly, as smart as Purple tanks, with the same fast bullets as Teal tanks - the movement speed in particular makes them irritating to take down at a distance. With the exception of levels that are a multiple of 5, all the levels beyond the first 20 are randomized, including the layout and enemy tank types. This means a good deal of timesave is still on the table by manipulating only the fastest layouts and tanks to appear, but I don't know how that works in detail. I still think this is a solid first attempt, and I’m happy with how it turned out.
Well about the multiple of 5 missions Mission 75 will be either be mission 30, 40, 60 or 70 map layout Mission 85 will be either mission 30, 40, 60, 70, or 80 map layout. And mission 95 can be any map layout except mission 1, 4, 5 and 20 map layout.
Regarding the timesave for randomized maps, it's all RNG dependent (as I'm sure you're acutely aware). But it goes a bit further than that. Wii tanks actually specifies certain ranges for all map layouts and tanks that appear on said layout. This ensures that (while randomized for each subsequent playthrough) each game should provide a somewhat similarly structured playthrough. More importantly, it appears that the game actively tries to avoid giving the player the same map layout 2 times in a row (at least when it is specified to be a random layout). This means that you're best bet would be to alternate between the 2 fastest maps in the range whenever the random missions come up. I'm not an expert in how Wii Play's RNG system works, but I assume like most RNG systems it uses the previous output as its input and 'crucially' only updates RNG when it is called. RNG manipulation here would likely involve particles of some kind (firing a bullet to spawn particles that call on RNG sort of thing). But AI tanks do call RNG as well - specifically when to fire, turn, and even lay mines. And each individual tank can call it somewhat frequently (can be as often as 5 frames after the previous one) I have an AI document sheet that goes over this and other AI tank parameters in more detail. If you're interested in checking it out, let me know and I'll provide a link :)
@SPAZMAANDRETENAZE If we look closely, we can see that when the tank is destroyed, it releases green bits everywhere. If it is a green tank, that means that its missiles would have bounced against the wall for a total of 2 times. Meaning that Guest B, is really just That Guy™️
I could never get beyond mission 30 as a kid, and I thought that was the last one. Good to know I was, uh, very wrong. Lots of good memories playing this with my brothers, though.
Sometime or another someone is going to use the cursor trail to draw a Rick Roll or Bad Apple or a trollface Boiled One or something. I liked the human trails in this TAS. Guest B is just having fun in between spats of ruthless efficiency.
in all my years of playing wii tanks, i never made it past the first pink tank stage (which i BELIEVE is mission 10) and seeing that there's even MORE tanks that somehow exist beyond the veil is actually taking me out LMAO
@@ReddFiveOhOh Well, I think I know some of the details. There are three types of map: regular, special, and super-special. The maps introduced in missions 1, 4, 5, and 20 are super-special; the maps introduced in missions 30, 40, 60, 70, and 80 are special; and the maps introduced in missions 2, 3, 6-19, 25, 35, 45, 55, and 65 are regular. Altogether, there are 30 maps in the game. Missions 1-20 and all multiples of 10 are preset. In particular, mission 50 reuses the mission 5 map, mission 90 reuses the mission 4 map, and mission 100 reuses the mission 1 map. Missions 25, 35, 45, 55, and 65 each introduce a new regular map; 75 and 85 reuse a random previous special map; missions 91-99 reuse a random previous regular or special map; and all remaining missions reuse a random previous regular map. Each randomized mission always has a certain number of enemy tanks, which are always positioned in the same places for a given mission, but vary in color: - Missions 21-29, 31-33: 4 - Missions 34-39, 41-49, 51-59: 5 - Missions 61-69, 71-79: 6 - Missions 81-89: 7 - Missions 91-99: 8 I'm not exactly sure how the tank color randomization works. Sorry. One more thing: for some reason, on mission 35, the top left tank is always a brown tank. Don't ask me why.
you know those scenes of like. cowboys shooting a bunch of shit and all of the bullets ricoshet and hit all the bad guys or whatever. i know I've seen scenes like that in a few movies. this is like a the gameplay equivalent of that
It's called a TAS (Tool Assisted Speedrun). The inputs are programmed into a computer, so it can do frame perfect tricks, manipulate the AI and random number generation (with timing) and such. TASes aren't meant to be compared with human speedruns, but rather as demonstrations of what's theoretically possible in the game.
In which Guest B, in his Sisyphusian task of total Mii eradication, hops in a tank he found on the side of the road and wreaks havoc.
Saves more than six minutes in comparison to the TAS MKgumba made over four years ago (17 minutes faster than the current RTA WR at the time of video upload) through a combination of sheer optimization and setting the aspect ratio to 4:3 (Which actually changes the physical size of the field instead of just stretching or squishing the final image). There’s a surprising amount of nuance in TASing this, due to how the tank controls, the different behavior and AI of enemy tanks, and good ol' physics.
The player's tank can only move while rotating if the intended angle is close enough to the current one; it completely halts in place waiting for the rotation to “catch up” otherwise. The Nunchuk’s joystick can, at most, move six units in a given direction per frame while still allowing the tank to move. Thanks to ERGCXander's custom build of Dolphin to allow Lua Scripting with Wii Remotes, I was able to automate this process of Nunchuk joystick movement so that corners could be turned as smoothly as possible. This alone probably saves entire seconds over the course of the run from not being stalled in place.
The player’s tank can have up to five bullets on-screen at once, after which the tank is unable to fire again until one of them despawns. The player’s bullets can bounce off of walls one time, in contrast to Teal and Black tanks (No bounces) and Green tanks (Two bounces). Bullets despawn when they hit other tanks (Obviously), walls after they’ve reached their bounce limit, mines and their explosions, and - crucially - other bullets, which allows a last second defensive option if you’re unable to move out of the way. Due to the fundamental paths of bullets here (Straight lines, reflection angles equal to incident angles), Wii Play Tanks is actually a light ray simulator in disguise (Ignoring the landmine aspect), to the point where I booted up an ACTUAL SIMULATOR to fact check my thought process and see if certain shots were possible, instead of slowly firing individual photons (bullets) in the game itself.
The player’s tank can have up to two landmines on-screen at once. A mine is primed and shortly explodes if it detects a nearby enemy, or automatically explodes when a bullet hits it. The explosion destroys tanks, pink destructible blocks, and other bullets for roughly a half second window after the initial explosion. The explosion hitbox even extends through solid walls, which allows for one specific instance of a sequence break in the endgame when combined with cooperative tank AI. Naturally, you need to get far enough away from your own landmine’s explosion so you don’t blow up with it - with TAS precision, I’m able to perch right at the boundary until the hitbox expires to cut down on time spent waiting.
You face several different enemy tanks throughout the game, each with their own quirks and differences in relation to firing speed, movement speed, decision making, and so on. Brown and Gray tanks are the easiest to fight with their incredibly slow firing speed and reaction time, with Brown tanks not even being able to move. Teal tanks are similarly slow to fire, but have much faster reaction speed and faster bullets. Green tanks are immobile like Brown tanks, but fire fast bullets like Teal tanks that uniquely bounce twice before despawning. Yellow tanks are able to set landmines in addition to firing bullets, and opt to gain a defensive advantage by keeping distance in contrast to charging at you like the others. White tanks turn invisible after the round starts, but leave denser tread tracks in comparison as an identifier. Red tanks can fire faster and have more aggression; Purple tanks are similar, but are even smarter. Finally, Black tanks move extremely quickly, as smart as Purple tanks, with the same fast bullets as Teal tanks - the movement speed in particular makes them irritating to take down at a distance.
With the exception of levels that are a multiple of 5, all the levels beyond the first 20 are randomized, including the layout and enemy tank types. This means a good deal of timesave is still on the table by manipulating only the fastest layouts and tanks to appear, but I don't know how that works in detail. I still think this is a solid first attempt, and I’m happy with how it turned out.
Seeing the tank take those smooth curves thanks to the lua script was awesome, great work!
Well about the multiple of 5 missions
Mission 75 will be either be mission 30, 40, 60 or 70 map layout
Mission 85 will be either mission 30, 40, 60, 70, or 80 map layout.
And mission 95 can be any map layout except mission 1, 4, 5 and 20 map layout.
Regarding the timesave for randomized maps, it's all RNG dependent (as I'm sure you're acutely aware). But it goes a bit further than that. Wii tanks actually specifies certain ranges for all map layouts and tanks that appear on said layout. This ensures that (while randomized for each subsequent playthrough) each game should provide a somewhat similarly structured playthrough. More importantly, it appears that the game actively tries to avoid giving the player the same map layout 2 times in a row (at least when it is specified to be a random layout). This means that you're best bet would be to alternate between the 2 fastest maps in the range whenever the random missions come up.
I'm not an expert in how Wii Play's RNG system works, but I assume like most RNG systems it uses the previous output as its input and 'crucially' only updates RNG when it is called. RNG manipulation here would likely involve particles of some kind (firing a bullet to spawn particles that call on RNG sort of thing). But AI tanks do call RNG as well - specifically when to fire, turn, and even lay mines. And each individual tank can call it somewhat frequently (can be as often as 5 frames after the previous one) I have an AI document sheet that goes over this and other AI tank parameters in more detail. If you're interested in checking it out, let me know and I'll provide a link :)
I didnt know the levels are randomized
Desperately trying to hear all the adaptive music that Scruffy talked about before Guest B annihilates the fabric of the universe
lmao same
lmao same
Same
Yep
Guest B Decides To _GIVE WAR A CHANCE_
“WAR” - heaven pierce her
is that an undertale yellow reference?
Red Sun starts playing
Wii... Wii never changes...
After Guest B's eradication of every pugilist and swordfighter, his campaign of carnage takes a more military turn
Guest B saw "Wii Play" as a challenge and decided to make sure that none of the other tanks got to play ever again
540 Miis killed in Guest B's ruthless slaughter, and the worst part is...
Guest B still had 22 tanks in reserve.
Nobody:
Guest B: *casually deflects bullet to the face* 8:13
Guest B: who shot this toothpick at me?!
I think the hit box of the rocket hit the wall
My assumption.
@SPAZMAANDRETENAZE
If we look closely, we can see that when the tank is destroyed, it releases green bits everywhere. If it is a green tank, that means that its missiles would have bounced against the wall for a total of 2 times. Meaning that Guest B, is really just That Guy™️
By my calculations, transitions are about 16 minutes of this run, so that's only about 10 minutes spent on 100 missions, or 6 seconds per mission
NERD!!! ALERT 🤓
(Edit)
You are very smart
Jesus fuck.
the return of guest b was not what i was expecting today but here we are
Best/Satisfying rounds:
2:56 Mission 13
3:58 Mission 17
4:47 Mission 20
8:13 Mission 34
13:25 Mission 54
13:57 Mission 56
14:11 Mission 57
16:04 Mission 65
17:02 Mission 69 (nice)
17:49 Mission 71
19:42 Mission 77
20:44 Mission 81
22:57 Mission 90
25:46 Final Mission
only fitting that one of the best wii games gets TASed by one of the best TASers
good stuff as always 🤘
That's right! We all cheer Guest B for being the best TASer in the galaxy! :D
The little joyful cursor wiggling at the end that immediately locks in the moment the next level appears is sending me
3:52 the balls of going into the 6 Greens' range, dodge all shots, and destroy them with bounce shots. Guest B is savage.
Guest B: The Mad General
The Guest B cinematic universe just keeps getting better
I could never get beyond mission 30 as a kid, and I thought that was the last one. Good to know I was, uh, very wrong.
Lots of good memories playing this with my brothers, though.
After defeating Matt in every sport ever invented, Guest B decided to defeat his training regimens too.
bro is the only dude I've seen rush down green tanks lmao. W run
4:35 that was PERFECTLY on beat
Guest B won't be taking any prisoners in this war...
something about firing these pellets and watching them click clack around the walls felt so satisfying
One of the best games on the Wii
Impressive as always
I think it’s hilarious when he spits like 5 bullets instantly and just sits back while the enemy tanks try to dodge them and fail
Sometime or another someone is going to use the cursor trail to draw a Rick Roll or Bad Apple or a trollface Boiled One or something. I liked the human trails in this TAS. Guest B is just having fun in between spats of ruthless efficiency.
in all my years of playing wii tanks, i never made it past the first pink tank stage (which i BELIEVE is mission 10) and seeing that there's even MORE tanks that somehow exist beyond the veil is actually taking me out LMAO
Swear I'm just sat here like shaking my head after each round completed like HOW MAN
john wick tank
world war III, guest b vs literally EVERYONE
Guest B will be trialed for his war crimes
If they can ever catch him
He'll TAS the trial next
the fact the devs made 100 missions for this game feels like sadism
Well, they made 28. The rest are randomly generated.
@@isavenewspapers8890 oh neat, i wanna know how it randomizes now
@@ReddFiveOhOh Well, I think I know some of the details.
There are three types of map: regular, special, and super-special. The maps introduced in missions 1, 4, 5, and 20 are super-special; the maps introduced in missions 30, 40, 60, 70, and 80 are special; and the maps introduced in missions 2, 3, 6-19, 25, 35, 45, 55, and 65 are regular. Altogether, there are 30 maps in the game.
Missions 1-20 and all multiples of 10 are preset. In particular, mission 50 reuses the mission 5 map, mission 90 reuses the mission 4 map, and mission 100 reuses the mission 1 map. Missions 25, 35, 45, 55, and 65 each introduce a new regular map; 75 and 85 reuse a random previous special map; missions 91-99 reuse a random previous regular or special map; and all remaining missions reuse a random previous regular map.
Each randomized mission always has a certain number of enemy tanks, which are always positioned in the same places for a given mission, but vary in color:
- Missions 21-29, 31-33: 4
- Missions 34-39, 41-49, 51-59: 5
- Missions 61-69, 71-79: 6
- Missions 81-89: 7
- Missions 91-99: 8
I'm not exactly sure how the tank color randomization works. Sorry.
One more thing: for some reason, on mission 35, the top left tank is always a brown tank. Don't ask me why.
@@isavenewspapers8890 gotdamn
the fact the devs made such a sophisticated system to make 100 missions feels like sadism
LETS FUCKING GO Wii TANKS TAS WOOOOOOOOOOOOOOOOOOO
this is so impressive, great work
I see even the useless tech of wasting your single bounce got use.
Very rarely used to get a hit in one frame earlier than usual, yes.
you know those scenes of like. cowboys shooting a bunch of shit and all of the bullets ricoshet and hit all the bad guys or whatever. i know I've seen scenes like that in a few movies. this is like a the gameplay equivalent of that
This is lately impressive
Incredible
Tank Assisted Speedrun
This is what it'd like if John Wick played with little wooden tanks
i wanna see what it looks like if you remove the player bullet limit and become a touhou boss
These are some of the best comments I’ve seen on a video in a while lol
Guest B became so bored of demolishing miis face to face that he resorted to committing mass amounts of war crimes
Any prospects of a two player TAS in the future?
I’m also interested in seeing a two player tas for any game in general
It could be interesting since there is now a patch that allows a 2 player game to go to mission 100 instead of ending at mission 20
guest b going on a RAMPAGE
nice work!
Nice quality
Guest B beat the axis, allies, and comintern, with just a single tank
That was so cool~ ^.^
Guest B is like a mix of Neo, Max Payne, and Arthur Morgen.
OMG is Awesome ! Next find mii ?
4:3 STRATS LOL
ah yes, the Ghost Division
22:32 they just giving it to guest B
Guest B decides to become green tank huh?
4:3 aspect ratio jumpscare
nice
Man those black tanks were the worst!!
Wait.. The farthest I’ve ever gotten was round 15…?
Why is the map smaller than it is normally?
High level osu cursor movement
Saving records with Guest B is impossible though
With no tas the game could be long an hour and half minutes
would this now be the formative WR TAS to beat?
Wii win these
I knew there had to be a better tas put there, the mkgumba one just looked really unoptimal
6:20 ☠️
Nintendo's Mini World War
YOOOOO
i think i played it before not gonna lie though
How is this even possible 😂
He is using an AI bot. Look at mission 4 (0:48). All those shots were perfect shots. No way an actual human can do that, that quickly
It's called a TAS (Tool Assisted Speedrun). The inputs are programmed into a computer, so it can do frame perfect tricks, manipulate the AI and random number generation (with timing) and such. TASes aren't meant to be compared with human speedruns, but rather as demonstrations of what's theoretically possible in the game.
@@Anonymous-dy5hb
Did you not read the title of the video?
th-cam.com/video/kp_EhEL_ltU/w-d-xo.html
Can you do a TAS of Luigi killing everyone with his taunt lol
Looks like you use AI to be that good
Do you know what "TAS" means?
Something tells me this isn't Guest B's true job.