[TAS] Wii Sports Boxing: Beat The Champion in

Описание к видео [TAS] Wii Sports Boxing: Beat The Champion in

This is a Tool Assisted Speedrun. Visit http://tasvideos.org/ for more information.

"Beat The Champion" (Otherwise known as "From Zero to Champion") is a speedrunning category in Wii Sports that gives the simple goal of, well, beating the champion in a specific sport starting from the beginning of the game. In the case of Wii Boxing, you are tasked with defeating a series of opponents before you face off against Champion Matt. RTA Timing starts on the first frame the lightning disappears after A is pressed to fight Ryan, and ends on the first frame the KO text fades in after beating Matt.

While using the Wii Remote and Nunchuck to fight your opponents, you can use several different types of punches (Straight jabs, hooks, and uppercuts) to attack. Hitting a fighter's head area does more damage than hitting their body, but attacks can be completely blocked if they connect with a fighter's gloves in a guarding position.

This TAS is a 5034 frame (1 minute, 23.9 second) improvement to the first one I made over five and a half years ago through a combination of using a different version of the game and actual optimizations in the fights themselves. The complete timesave breakdown follows as:

- 1914 frames (31.9 seconds) saved by using version 1.00 of the game instead of 1.1, this completely skips the replay section that follows after the bell rings when you win the fight. In total, 87 frames for each replay, multiplied by the 22 fights that happen before you fight Matt, after which it doesn't matter because timing is finished.

- 1128 frames (18.8 seconds) saved by not having to deal with Anna getting up seven seconds into the countdown like the first TAS, which I mentioned to be the primary improvement for another attempt.

- 1992 frames (33.2 seconds) saved through general optimization, mostly due to utilizing straight jabs to the face instead of almost entirely relying on hooks, which can be slow and inconsistent in dealing damage at times. Specific to the end fights, I also utilized counter-hits to deal even more damage in a single blow, at the expense of the game slowing down for roughly half a second, but my testing suggested that it was worth it in rare circumstances.

Unfortunately, despite these improvements, I'm still left with frustrations involving exactly how damage is dealt and how hits connect, both being potential improvements for a third revision. Sometimes, straight jabs in a combo deal two chunks of HP, while other times they deal one, even if both are face shots, the same numbered hit in a combo, have the same general speed, etc. Likewise, face-hooks deal varying damage (2, 2.5, 3 chunks for a strong hit, 1-2 for weak ones) for reasons I can't understand, though I at least tried to optimize them this time in comparison to the last TAS.

Similarly, it appears that after hitting the opponent's head enough, its hitbox seemingly disappears for an unspecified amount of time before you can hit it again, which was a complete and utter pain to work through while making this TAS. Additionally, there's also the factor of the opponent simply moving around to avoid attacks, which is another layer on top of trying to hit at the right time.
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