User Files from MESHUGGAH

Upload All User Files
1 2
14 15 16
29 30

#20515682161543102 - DTC5 Compilation v3

MetalForce-DTC5CompV3-compact.fm3
In 13:53.71 (50105 frames), 86307 rerecords
Game: Metal Force ( NES, see all files )
1251 downloads
Uploaded 2/1/2015 9:52 PM by MESHUGGAH (see all 292)
Synced up to Mission 4 Room 3 start, 54 frames faster than AAA's submission.
  • Improved 2 frames of AAA's Mission 4 Room 1 route (1 on top part, 1 on bottom part)
  • Improved 1 frame of AAA's Mission 4 Room 2 route (probably because of speed cycle)
  • Added MMM's cam Y / firetrap manipulation Mission 4 Room 3 (which continues with AAA's cornerboosts)
  • Probably 1 frame saved at the end of Mission 4 Room 3
Currently desyncs because of different speed cycle.

#20513288744457209 - DTC5 Compilation v2

MetalForce-DTC5CompV2-compact.fm3
In 13:53.98 (50121 frames), 84318 rerecords
Game: Metal Force ( NES, see all files )
1198 downloads
Uploaded 2/1/2015 7:17 PM by MESHUGGAH (see all 292)
Added Team 6's jump at F21300. 11 frames saved, 22 frames saved total up to Mission 4 start compared to AAA's submission.

#20511612708416611 - DTC5 MMM Mission1+2 + AAA Mission3

MetalForce_MMM_and_AAA_Mission4-compact.fm3
In 13:54.16 (50132 frames), 84205 rerecords
Game: Metal Force ( NES, see all files )
1149 downloads
Uploaded 2/1/2015 5:28 PM by MESHUGGAH (see all 292)
11 frames faster @ F23357 compared to MMM vs AAA.
Don't misunderstand title, all frame differences were succesfully synced up to Mission 4 start. Not whole mission parts were just added.
List of tricks that wasn't tested on every possible place (possible improvements)
  • Team AAA delay jump with X pos sacrifice from a platform
  • Dmg boost from left to left and use invincibility to go right, I saw it on mission6 room2 at some team
  • Cornerclipping to bypass 1 level of a FLOOR row

#18951804747011284 - NES Strider WIP4

stridertasopt_wip4.fm2
In 03:15.48 (11748 frames), 10387 rerecords
Game: Strider ( NES, see all files )
1317 downloads
Uploaded 11/23/2014 11:33 AM by MESHUGGAH (see all 292)
Uploaded movie file if anyone interested. Synced up to 3370th frame. Ignore the framecount.
Route changes:
  • slashing air to remove double 0 speed frames
  • different zipping (10 frames instead of 14 frames), looks still improvable for both positioning and zipping input length
  • minimally different post zip test

#18893004804986561 - NES Adventures in the Magic Kingdom WIP 19

MESHUGGAH-Adventures in the Magic Kingdom_WIP18.fm2
In 05:09.17 (18581 frames), 16881 rerecords
3 comments, 1090 downloads
Uploaded 11/20/2014 8:00 PM by MESHUGGAH (see all 292)
WIP up to the 3rd attraction. Same route as the SDA run and Aglar's cancelled run.
The autopia section went extremly well, I only got 2 lag frames (and a few X speed sacrifice to let this happen) and general optimization makes my run much faster.
Currently investigating various strategies to reduce lag frames for " Pirates of the Carribbean".
Remaining levels after (using the gamefaq's names):
Pirates of the Carribbean, Haunted Mansion, girl (6th), Big Thunder, guy (7th), Mickey's Castle (cutscenes and ending).

#18772852431133706 - NES Silent Assault WIP18 (full)

MESHUGGAH_SilentAssault_WIP18.fm2
In 05:27.11 (19659 frames), 23511 rerecords
Game: Silent Assault ( NES, see all files )
814 downloads
Uploaded 11/15/2014 10:08 AM by MESHUGGAH (see all 292)
Full run.
Since you go 1px/f and boss levels ends as soon as you leave the level, this TAS doesn't lose a single frame up to the final boss start.
Final boss...
Since upgrades are taken off when leaving a boss screen, we can't use the aimbot machine gun only the machine gun with 1 bullet... so spread gun is better (since we still get 3 bullets in 1 fire) All blue orbs can be manipulated. I need to sacrifice 1 frame to avoid touching the sphinx's or wtf mouth while destroying it to avoid losing life to still use spread gun to punish the other one too.
I believe I could somehow go past the orbs and finish the first sphinx later and the second one much earlier.

#18751889229722860 - NES Silent Assault WIP9

MESHUGGAH_SilentAssault_WIP10.fm2
In 01:11.45 (4294 frames), 8806 rerecords
Game: Silent Assault ( NES, see all files )
870 downloads
Uploaded 11/14/2014 11:29 AM by MESHUGGAH (see all 292)
Crappy game as usual (color dreams). First two levels+boss done.
  • avoids bomb usage (literally kills everyone on the screen and it has infinite ammo... seriously. doesn't works on bosses however)
  • (controlling the randomly) spawning enemies as long as it's possible to get through them without firing them (entertainment).
Some newbie infos:
  • Hitting a wall (even vertically) nullifies your horizontal movement speed.
  • You can randomly collide with a wall while moving forward and falling down. This is probably because how the game handles the walls while scrolling the camera forward. Worst scenario is 6 frames of hitting the last displayed tile on the right edge of the screen. Obviously we need to avoid this everytime.
  • basic/rocket weapon fires 1 bullet max and 1 dmg for boss.
  • shotgun/spread weapon fires 3 bullets max and 1 dmg for boss.
  • machine gun/rifle weapon fires (starting from 2 to) 3 bullet max and 1 dmg for boss.
  • Upgrades taken away after boss fights.
  • Power ups can be lost by taking damage / dying.
Tricks
Upgraded aimbot machine gun
as long as one of your bullets hit the boss, the previous two will be removed from the screen and added as dmg (3) or if you shoot the remaining two bullets as long as the "hit" bullet is on the screen. So theoritically, you can do 5 dmg with 3 bullets where you only need to hit once.
And finally the route (so far): Level 1 > get machine gun + upgrade > Level 2 boss warp. Going to level 3 warp (from level 2) is much slower because I decimate bosses.

#18601285338626761 - NES Kyouryuu Sentai Juuranger WIP30 (full)

MESHUGGAH_Kyouryuu Sentai Juuranger_WIP30.fm2
In 06:30.17 (23449 frames), 17307 rerecords
1153 downloads
Uploaded 11/7/2014 4:42 PM by MESHUGGAH (see all 292)
Input ends around ~ 6:30.51 (23449 frames).
~33 seconds faster than */~'s cancelled tas.
Total rerecords is the one in this file + 9998 (reseted while comparing very first cutscene manipulation while resetting)

#18575992990380423 - NES Kyouryuu Sentai Juuranger WIP17

Kyouryuu Sentai Juuranger (J)_WIP17.fm2
In 01:37.14 (5838 frames), 1788 rerecords
1066 downloads
Uploaded 11/6/2014 1:22 PM by MESHUGGAH (see all 292)
Finishes level 1 and boss faster than http://tasvideos.org/938S.html already.
Ignore the rerecord numbers, will be updated later.
For newbies:
  • Jump height is fixed.
  • You can ignore "being hit" standing animation by pressing A (jump), going forward without wasting a single frame.
  • You can cancel your fire to avoid being slowdown by ducking for 1 frame after shooting, or firing before falling down.
Comparison with resynced version of that run:
  • 13 frames faster start by resetting 7-8 frames after power on to press start earlier.
  • The game sucks, so you need to manipulate the timing of pressing select (for selecting hard difficulty) and starting the game/cutscenes to decrease the loading time for resources. Something 12 frames can be achieved with this.
  • ~31 frames faster by optimal movement and maximizing speed to reach cam X positions to load next platform objects.
  • ~1100 frames faster boss fight by hitting the boss once his invulnerability wears off. Since we visited that random guy in that door, we deal 2 dmg with bigger hitbox. Without this power, we could only dmg him (1 per hit!) down to 6 health, costing more time to wait for it to also reappear and kill the remaning (6) hits.
  • Cutscene loading time manipulations in progress.
Other tricks not mentioned:
  • Jump has fixed height, however jumping at specific frames can change the cam Y speed, letting you hit a platform earlier.
  • It's better to jump over the edge of a platform to avoid nullifying your X speed. Obviously scenario dependent, when you want to jump earlier or just move forward to win.

#18440420488725507 - NES Parasol Henbee WIP24

MESHUGGAH_Parasol Henbee_WIP24.fm2
In 01:30.48 (5438 frames), 29409 rerecords
Game: Parasol Henbee ( NES, see all files )
773 downloads
Uploaded 10/31/2014 10:50 AM by MESHUGGAH (see all 292)
This movie aims for shortest input and kills as much as possible enemies (and picking up parasols) as long as they don't cost (lag) time.
  • Level 1 - same length but different route. 0 lag frames.
  • Boss 1 - 2 frames saved by parasol bumping as last hitting.
  • Level 2 - many frames saved compared to my test runs, there's might be 1-2 lag frame.
I pulled a -12 Y pos wall boost at frame 5396... both the player and cam Y would be 0.0 at that time at normal occurance. So, I guess this should work on all small jumps as long as both Y speeds hit 0.0 at the same time?
1 2
14 15 16
29 30