[TAS] Wii Play Tanks! - All 100 Missions in

  Рет қаралды 9,329

DyllonStej Gaming

DyllonStej Gaming

Күн бұрын

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 ‪@EpicRandomGamingChannel‬'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.
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Пікірлер: 73
@DyllonStejGaming
@DyllonStejGaming 2 ай бұрын
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.
@Pokehero
@Pokehero 2 ай бұрын
Seeing the tank take those smooth curves thanks to the lua script was awesome, great work!
@tomking2284
@tomking2284 2 ай бұрын
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.
@clairebennett9104
@clairebennett9104 2 ай бұрын
Guest B Decides To _GIVE WAR A CHANCE_
@Zwyrx_Hgqfyggz
@Zwyrx_Hgqfyggz 2 ай бұрын
After Guest B's eradication of every pugilist and swordfighter, his campaign of carnage takes a more military turn
@ceadeus2084
@ceadeus2084 2 ай бұрын
Desperately trying to hear all the adaptive music that Scruffy talked about before Guest B annihilates the fabric of the universe
@Ah.meldeulz
@Ah.meldeulz 12 сағат бұрын
lmao same
@Ah.meldeulz
@Ah.meldeulz 12 сағат бұрын
lmao same
@PlayrR3D156
@PlayrR3D156 2 ай бұрын
Wii... Wii never changes...
@JBRedux
@JBRedux 2 ай бұрын
Guest B saw "Wii Play" as a challenge and decided to make sure that none of the other tanks got to play ever again
@stack72
@stack72 2 ай бұрын
Nobody: Guest B: *casually deflects bullet to the face* 8:13
@alexw0310
@alexw0310 2 ай бұрын
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
@Chinshellbuford
@Chinshellbuford Ай бұрын
NERD!!! ALERT 🤓 (Edit) You are very smart
@blitzen8876
@blitzen8876 2 ай бұрын
the return of guest b was not what i was expecting today but here we are
@dnkestptt
@dnkestptt 2 ай бұрын
only fitting that one of the best wii games gets TASed by one of the best TASers good stuff as always 🤘
@zorquil
@zorquil 2 ай бұрын
That's right! We all cheer Guest B for being the best TASer in the galaxy! :D
@dannyrom288
@dannyrom288 2 ай бұрын
Guest B: The Mad General
@dubstepdishwasher977
@dubstepdishwasher977 2 ай бұрын
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.
@anonymousthekiller5199
@anonymousthekiller5199 Ай бұрын
After defeating Matt in every sport ever invented, Guest B decided to defeat his training regimens too.
@jennasloan396
@jennasloan396 2 ай бұрын
One of the best games on the Wii
@EclipseZer0
@EclipseZer0 2 ай бұрын
3:52 the balls of going into the 6 Greens' range, dodge all shots, and destroy them with bounce shots. Guest B is savage.
@numbug1234
@numbug1234 2 ай бұрын
540 Miis killed in Guest B's ruthless slaughter, and the worst part is... Guest B still had 22 tanks in reserve.
@khgaming_kai
@khgaming_kai 2 ай бұрын
The Guest B cinematic universe just keeps getting better
@Twisted_Rose96
@Twisted_Rose96 3 күн бұрын
Swear I'm just sat here like shaking my head after each round completed like HOW MAN
@destroyerofworlds9860
@destroyerofworlds9860 2 ай бұрын
Impressive as always
@BALDANDMAD
@BALDANDMAD 2 ай бұрын
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
@midhere
@midhere 2 ай бұрын
bro is the only dude I've seen rush down green tanks lmao. W run
@Monunga
@Monunga 2 ай бұрын
I see even the useless tech of wasting your single bounce got use.
@DyllonStejGaming
@DyllonStejGaming 2 ай бұрын
Very rarely used to get a hit in one frame earlier than usual, yes.
@Maximus_was_here
@Maximus_was_here 2 ай бұрын
john wick tank
@ingothasnolife8040
@ingothasnolife8040 2 ай бұрын
LETS FUCKING GO Wii TANKS TAS WOOOOOOOOOOOOOOOOOOO
@kenshiro8984
@kenshiro8984 Ай бұрын
something about firing these pellets and watching them click clack around the walls felt so satisfying
@squirtle0528
@squirtle0528 2 ай бұрын
Guest B won't be taking any prisoners in this war...
@larrydupp3988
@larrydupp3988 2 ай бұрын
This is what it'd like if John Wick played with little wooden tanks
@Ursi_
@Ursi_ 2 ай бұрын
this is so impressive, great work
@leonfire99
@leonfire99 2 ай бұрын
Any prospects of a two player TAS in the future?
@competitively3315
@competitively3315 2 ай бұрын
I’m also interested in seeing a two player tas for any game in general
@tomking2284
@tomking2284 2 ай бұрын
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
@cosmicdunsparce
@cosmicdunsparce 2 ай бұрын
Guest B will be trialed for his war crimes If they can ever catch him
@alonk1060
@alonk1060 15 күн бұрын
He'll TAS the trial next
@sansthefunnyskeleton8606
@sansthefunnyskeleton8606 2 ай бұрын
world war III, guest b vs literally EVERYONE
@alonk1060
@alonk1060 15 күн бұрын
Guest B beat the axis, allies, and comintern, with just a single tank
@ThunderToast97
@ThunderToast97 2 ай бұрын
That was so cool~ ^.^
@heinrichdubloon3139
@heinrichdubloon3139 2 ай бұрын
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.
@SMMidi
@SMMidi 2 ай бұрын
nice work!
@andrewvanhellstring6672
@andrewvanhellstring6672 25 күн бұрын
Man those black tanks were the worst!! Wait.. The farthest I’ve ever gotten was round 15…?
@ClydeMystik325
@ClydeMystik325 2 ай бұрын
Guest B became so bored of demolishing miis face to face that he resorted to committing mass amounts of war crimes
@luckytyphlosion9910
@luckytyphlosion9910 27 күн бұрын
4:3 STRATS LOL
@mekafinchi
@mekafinchi 2 ай бұрын
i wanna see what it looks like if you remove the player bullet limit and become a touhou boss
@smr1518
@smr1518 2 ай бұрын
Something tells me this isn't Guest B's true job.
@teaoftraffic
@teaoftraffic 2 ай бұрын
guest b going on a RAMPAGE
@AzurikPerathia
@AzurikPerathia 2 ай бұрын
OMG is Awesome ! Next find mii ?
@ReddFiveOhOh
@ReddFiveOhOh 2 ай бұрын
the fact the devs made 100 missions for this game feels like sadism
@isavenewspapers8890
@isavenewspapers8890 Ай бұрын
Well, they made 28. The rest are randomly generated.
@ReddFiveOhOh
@ReddFiveOhOh Ай бұрын
@@isavenewspapers8890 oh neat, i wanna know how it randomizes now
@isavenewspapers8890
@isavenewspapers8890 Ай бұрын
@@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.
@ReddFiveOhOh
@ReddFiveOhOh Ай бұрын
@@isavenewspapers8890 gotdamn the fact the devs made such a sophisticated system to make 100 missions feels like sadism
@firstnamelastname8684
@firstnamelastname8684 2 ай бұрын
High level osu cursor movement
@kataryn
@kataryn 2 ай бұрын
nice
@Micha-Hil
@Micha-Hil 2 ай бұрын
4:3 aspect ratio jumpscare
@HXSKlmfao
@HXSKlmfao 2 ай бұрын
Wii win these
@Gloryzuki
@Gloryzuki Ай бұрын
Nintendo's Mini World War
@Enigmaticmuffin27
@Enigmaticmuffin27 2 ай бұрын
would this now be the formative WR TAS to beat?
@leopoldkid
@leopoldkid Ай бұрын
i think i played it before not gonna lie though
@oxk_gaming
@oxk_gaming Ай бұрын
kzbin.info/www/bejne/oaHCdpt7gcSfqrc Can you do a TAS of Luigi killing everyone with his taunt lol
@PrettyKoolCrocodile
@PrettyKoolCrocodile 2 ай бұрын
YOOOOO
@julianop.4241
@julianop.4241 Ай бұрын
How is this even possible 😂
@Anonymous-dy5hb
@Anonymous-dy5hb Ай бұрын
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
@sethb3090
@sethb3090 18 күн бұрын
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
@Anonymous-dy5hb Ай бұрын
Looks like you use AI to be that good
@isavenewspapers8890
@isavenewspapers8890 Ай бұрын
Do you know what "TAS" means?
@Bricktor
@Bricktor 2 ай бұрын
Love this game, love these videos.
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