[TAS] The End
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- čas přidán 6. 09. 2024
- Frames: 51535
Rerecords: 250066
Very unfun Pit hack by Olivebates and xKingBulletBillx. This is really not a good Pit hack honestly, the choice of glitches and tricks for most rooms make it look like a 2013 hack, but with custom ASM. To begin with, i didn't even find this hack to be the hardest one i played, ARMAGEDDON was harder for me, as it took almost 5 months to finish and i had to actually learn things in order to beat it, this though? Its just precise, there is pretty much nothing else in most of the hack, most breaks are very obvious, and i finished it in a month. Many rooms look like they were created for the creators TAS, not the TAS created for the rooms, and this point is proven by the fact that there is a ton of trash offscreen, there was a room with more than 4000 objects offscreen for example, which is obviously there for no other reason but to adjust lag frames (that also make the transitions take forever). The custom ASM is also very bad, some use RNG, isn't manipulable RNG, or it has a very bad movement pattern, or makes the game lag a lot for whatever reason. Some custom blocks (and even a few normal blocks) don't act like they should based on the graphic. Im not even going to talk about all the problems with the coins, but at least allowing the player to have a visible counter would really be too much? If i was a moderator, i would be definitely rejecting this, it is possible to make a difficult hack while being fun, and this hack mostly fails both at being fun and being difficult. I also have to really thank xHF01x for all the help, i wouldn't have gotten so far without your help. Now waiting for the 2000 Dollars i'll share with HF.
Comments bellow
00:15 This room was very annoying, but it was the first time i touched bizhawk in more than a year, so i wasn't really warmed up i guess, but i already had given up optimizing in this room, because there are things falling down, so optimizing too much would make a few things not line up, i don't like this kind of level design. I don't like how this room is basically 50 seconds of the same thing
01:10 This room was actually fun, it is an easy room indeed, and it is enjoyable, you have to keep P-Speed while doing the tricks in the room, neat stuff.
01:46 Still though, there is a problem here again, kicking the red shell on the red skull requires specific subpixel, it is actually the only annoying thing in this room, the kick itself is obviously not the annoying part, but because of the completely unnatural 1 tile gap pattern that was definitely not built over the creators TAS (source: trust), it requires the shell kick to have specific subpixel, otherwise, the shell will fall on the 1 tile gap. Thats the only problem with this room though.
02:00 This room wasn't bad at all, have to confess im very dumb and i forgot to hold B on the spring on my first attempt, so later on, the camera didn't go up... So i had to play it all again, no problem, because this room is also kinda easy. This room gives you a lot of time, you can always lure the face that chases you when you need to go slower, its actually kinda fun, and kinda boring at the same time.
02:44 This part is very fun, best part of the room for sure, its always nice to do some zip, even though you literally do the exact same thing 3 times.
03:10 This room is also not bad, but its boring, the mouths rotating act like reznors, so you can use them as ceilings, it is even easier than the previous room
03:33 I have no idea how the creators missed this break, its so obvious, you just clip there and you're fast enough to keep the cape, and the next room gives you just a lot of space to just go there and get P-Speed. Its just so convenient.
3:52 Don't really have comments to do about this room, since i didn't play it, but i guess there is no problem since its just a "tutorial room". I like how convenient it is to just fly on a room you should play as big Mario.
4:05 This block factory has no purpose anymore, when i was in this part of the hack, i thought they had added the coin check thing, so why not try to trick it? (i'd be screwed if there was an item memory checker, of course.) In The End, there was no coin checker at all because the creators really were lazy to add it.
04:15 See what i meant? There is a lot of trash offscreen, and like i said, there is RNG in this hack, luckily, we have a lot of goombas offscreen, which calls for RNG, so i can just farm RNG calls until my seed is right. Unfortunately, this wastes a lot of time.
04:50 This zip is one of the best things in this hack. Jokes aside, once again, i like how convenient these rooms are for breaks
I run out of space here, it continues on the comments...
05:15 The creators really did dodge a bullet here by adding a hand that grabs you to the next room, instead of a pipe, door or warp, because that hand forces your take off timer to go down, which makes it impossible to keep flight on the next room, in anyway, THIS is where the rabbit hole of the problems in this hack really start, what has been mentioned about the previous rooms was just the tip of the iceberg. Also, the long pause will still be explained.
05:32 This room has a custom sprite that randomly spawns balls, what could go wrong? Is that is RANDOMLY spawn balls, can you manipulate it by pausing? You actually can! But guess what? The next room ALSO IS an RNG room and its not manipulable! This means you need the right RNG seed, which is why i had to farm the goombas a few rooms earlier, but not only you need the right RNG seed (which is 6382 for those who might play it), but you also need the global timer to be D8 at the first ball that spawns. Shoutouts to HF for finding the right RNG seed. When you have the right RNG seed, this room is free, but its incredibly boring, its not bad at all, its just boring, you just jump around and thats all, the purple blocks usually line up, and by the way, the purple blocks have the coin hitbox, just mentioning this.
06:33 Once again RNG! In this case though, its not manipulable, the torpedo peds are generated on random heights, but if you get the right RNG seed for the previous room and play it just like the creators played, there wouldn't be any problem, EXCEPT THAT the previous room requires you to have a specific global timer $13 (which is D8), and this room requires a specific $14 (which should be 10 at the beginning of the room). To actually work with that, i had to do a long pause in the transition room to line it up. That all aside, the room is not actually that bad, its mostly fun aside from all the problems that happen at the beginning of the room
06:58 A nice diagonal duplication, way easier and obvious, but i prefer it like this.
07:10 Notice how the shell disappears for 1 frame, for some reason, the torpedo ped generators glitches how the sprites act on the frame the torpedos spawn.
07:27 This room is by far the WORST room to play, its horrible, the boo trail custom sprite has a very weird movement. At first, i tried to actually play this room at my own, but i dies because the boo was like 1 pixel off a bit after the second glitched block appears, despite working for the rest of the room, i had to do it all again, this time though, i actually followed the creators very closely, so my boo trail would be exactly the same as their trail. This was the only way i got it to work, the fireballs going off screen isn't really a problem, you can just throw it on the glitched block, on the boo or throw the fireball offscreen, there would always be something that goes wrong in this room, i played it like 4 or 5 times, i spent around 40k rerecords in this room.
08:09 This room is fine, the trick to get P-Speed with the keys is neat. Unfortunately, i missed a coin, and i only realized that i missed it when i was like 2 rooms ahead, its even harder to realize that you missed a coin when there isn't a cointer, or even worse, i could had missed the coin block that is literally offscreen, incredible level design!
08:20 This section is broken, you dont actually need to juggle the shells, you can just get all the coins, then you just fly under the "insta kill" blocks and capespin the coin blocks.
08:39 See that pink shell block wall at the left of the 1 tile hole? They act as munchers! Because it is really a good level design to use, and it really is very necessary to put munchers there instead of what is should act as.
08:48 I hate how these purple blocks literally only exist to make me go slower, and it really doesn't change anything, it just make you go slower, you always have a lot of space to go as slow as you need, it doesn't make it any more interesting, it doesn't change anything, its just boring. This section is free anyways, so i tried optimizing at least a bit.
09:30 This part is actually cool, i like how you need to get high Y speed twice to fly high again.
09:53 I actually like the idea in this room, and it wasn't bad to play at all, its actually very entertaining to watch. The purple blocks are incredibly annoying though.
10:04 This throw is the only part that is actually difficult in this room, the baby yoshi needs good subpixel.
10:27 This upthrow is also kinda difficult, but i like it, you need to throw the baby yoshis, the one that is about to grow up goes up, and the other one has to hit the red skull block, so you need a good subpixel for that. I got very unlucky with the subpixels tho, it would always be 1 off
10:40 First of all, these are HF's inputs. This is probably the hardest room of the hack, its not as unfun as Heresy 1, but its also horrible to play, there are many spots where you need the right spin jump framerule, right subpixel for the baby yoshi, and thats the difficulty, you need the right spin jump frame rule to destroy the skull blocks, and to drop the baby yoshi, which is the hardest thing in the room, because it does not give you enough time to adjust the subpixels without getting something else not lining up.
10:59 I actually played the room until this part, because my framerule was 2 frames off here, and i did not want to do it all again (i also cant just wait 2 frames, because of the skull blocks at the beginning of the room, which is what made my experience so much worse in this room) so here, i copied HF's inputs and made the last 5 seconds of the room.
11:28 This room actually looked cool, but there is a break. Also, the game really lags if you go right at the beginning of the room, no idea why that happens. The castle dirt tiles act like munchers that also damage mario when riding yoshi, but when i say they act like munchers, i say it quite literally, because they also become coins when you press a silver P-Switch. and the room gives you a P-Switch right at the beginning, so its very clear what this means... Also, even the death blocks act like munchers, including the pink blocks. Despite that all, i hate how pausing completely mutes the gamme for whatever reason. To break this room, you also have to dupe as many sprites as possible, because there are a bunch of shelless koopas that spawn right above the pink shell blocks. Much like HF said, the most fun part of this hack was breaking this room.
13:05 I had to think a bit for this clip, with 2 items, its very easy to do.
13:13 This room was actually good to play, special thanks to HF again for helping me on a few spots. Here, you need specific global timer, and you also have to lose speed on the right places, other than that, everything lines up for this room, and the coins don't really add that much difficulty. This room was an actual challenge and was actually very fun to play.
14:02 This last room to end the hack was so disappointing that i was honestly expecting the message box to say "It was just a dream" and then mario just appears on the vanilla overworld. Like, really? And the bonus room after is even more disappointing.
So was this the hardest hack ever? In my eyes, it is not even the hardest currently. I hate the way the creators talk about this hack as if its peak difficulty and there can't be any step ahead or anything, while also making the hack the way they did. "This is the only completed run of this hack that will ever exist." Yeah, now there are 3 completed runs.
This is not the end, this is just the beginning.
Honestly, I'm glad I'm not the only one who feels like this about the creators declaring it peak difficulty like that. Pit hacks shouldn't be about having to copy another tasers inputs or having to follow the creator. Even though i find some parts kinda cool, I'm still not a fan of this hack in the slightest.
😮
poster and others: wow this hack fucking SUCKS
random viewers that just so happen to stumble upon this: this is so cool
Why are instagram people roasting this 😭😭😭
Well, despite the laundry list of design problems you listed, I must say, that was still a very entertaining watch you guys managed to pull off.
And great job on all the breaks, too. Always satisfying to not even play a particular room.
The absolute irony of calling the hack "The End" and then putting that final message in... did draw some laughs out of me, I must say.
TASing this bust have been a living hell, gg man
You mad lads actually did it!
It takes a special kind of hack to make two of the best TASers collab for the first clear.
Mario goes into a temple, accidentally finds a portal to hell
This is the hardest pit hack ive ever seen
Huge GGs 🎉
gg
I love your break for the Yoshi room, it's great how fundamentally different our approaches are for that one.
Big GG dude!! Seriously thought it was impossible, just giving the way the hack is constructed around inputs and shit like that. Not only that, you and HF actually found some major breaks in the game :P Good shit to see.
I also like your opinion about this Hack. I always felt like things had to be more extreme, more difficult. Times of Item abuse are long gone. But seeing someone else saying its not FUN, man thats kind of relieving lol. Somehow pulled me out of a good chunk of perfectionism.
While i still think this hack is pretty cool in it's approach... dude, in all respect... fuck the hardest hack man. It shouldn't be a competition on who can make TASers suffer the most.
Well, at least the Community also experienced this kind of extreme now. And i'm glad we did it. Because now that we've seen it, we're done with it. I really hope there will be other approaches to making cool and interesting pit Hacks, which are not only cool to watch, but also somewhat nice for the TASer to create and play ^^
Also notice how low our rerecord count really is, most rooms aren't even difficult, i'd say only 2 rooms actually make this possible to be called " the hardest hack", only for now, of course, because if it was for the rest if it, many rooms are just straight forward with precision that is now easily manipulable.
In fact, the "item abuse 420, hardest hack ever" times are gone ever since ARMAGEDDON release, specially because, glitch hacks really stack difficulty and fun together. Just take the ARMAGEDDON example, its not even a hack meant to be difficult, but many glitches require so much thinking that it already pays for the difficulty. Meanwhile, "The End" is basically pure bruteforce, i think there wasn't a single moment i opened Sprite tables when i was playing this, or a single moment i turned off my background youtube to not get bored, it really is pure savescumming, forcing to play an entire section again, and so on, which doesn't respect your time at all, it feels more like its being wasted when playing it.
So in conclusion, just like HF said, it is the hardest, but not worth it's title. The way to go now are pit hacks that mix puzzle with precision, in a balanced way, just like Armageddon and Noise's "Flying High Again".
It's really a shame that this hack turned out the way it did, since from a pure viewing perspective a lot of parts do look cool
it feels like the end goal of pit is to make a stage where only one set of inputs works. theres so little room for freedom or creativity, its not interesting to TAS or watch
hardest hack ever made... doesn't look that hard now, amazing tas man congrats
very bad ending, but very amazing tas
Terribly beautiful
There's a fair criticism in the pastebin.
Building difficulty around your own gameplay as you develop the hack, specially with RNG, is not nice.
I mean, in xHF01x's pastebin, but applies here.
Man i was wondering where you had been gone since it's been a while since your last tas. Congrats on beating the """""""""""""""god""""""""""""""" hack! Can't wait to watch this
Edit: LMFAOOOOO
Where i had been gone? I guess life just is what it is, ahahaha, im using a new acc on discord now.
I hate you. You're just too good for me. If this is the 2nd full clear ever, mad respect. I can agree that relying on RNG all the time isn't really fun, though. This and the two major breaks are a valid reason te reject this hack, but the run is still wild, though. Not to mention that I had to rewind a few times to understand WTF is happening.
I'd say HF is more deserving the title of 2nd clear, since he finished his TAS a bit before i did. This is the 3rd clear.
@@stunnedbyte4585 I made that comment before I noticed HF's clear.
Damn that's a crazy accomplishment right there, great job on tasing it. Not my favorite one so far, reminds of World of dickish Moves at some points from a viewer perceptive (even if it's way older), and it looks like a pain to play aswell, insane rng manip, had to focus most of the time on one specific way and close to perfect series of inputs... Sprites, music and ambiance are pretty consistent, but even with some kinda unusual and interesting mecanics, it seems a bit repetitive in level design choices... That's not too bad tho, the level and gameplay are still very impressive ! Thanks for sharing 😄
So much Earthbound music in this hack lmao
Incredible work! I'm always impressed by your stuff, huge gg
I don't know what to say. That's terrific.
이걸 인간이 깨라고 만든건가...
충격과 공포가 가득하네
보기만 해도 소름끼치고 소화가 안된다.
GG
this lowkey fire keep cooking 💯🙏
imagine an actual human beating this without savestates.
Why would i imagine that
All of that just for an empty bonus room? Wow.
How can pass the level!!
This counts as beaten, because the creators got the same ending and say that "they beat it", that means...
I really detest the idea that making something ultra difficult for the sake of it = good game design without any thought for level design, block placement, etc. Just cause it's super difficult doesn't immediately make it good.
This isn't meant for humans to play it, it doesn't need to follow fun level design lol It's meant for humans to make a tas for it
Was it too much effort to make the kill tiles not an eyesore to look at? From an aesthetic standpoint they're gaudy and don't fit the vibe at all, and not in the ugly the way to hack is trying to present itself to be
This is not finished yet
2:00 music?
that looks easy (in my dreams i can actually beat it in 1 attempt so its easy)
Vsf kkkkkkk hack de maluco
Could any of the segments be done without TAS?
Yes, 0:07 to 0:10, 3:35 to 3:47, 5:15 to 5:30, 7:12 to 7:24, 9:38 to 9:51 and everything after 14:00
Obviously, no segments where you have to actually play is possible without TAS lol
@@stunnedbyte4585wow so whats the human record on this
@@Luis-kl6nx I think you didn't understand, the sections i mentioned are the "not do anything" sections, so this really doesn't have a single section that is humanly possible, it all has subpixels involved.
@@stunnedbyte4585 i see
Song here? 3:50