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#17473282652744118 - ABAHB mesh+zephyrz+aglar

MESH_ZEPHYRZ_AGLAR_ABAHBv6.fm2
In 01:21.43 (4894 frames), 23623 rerecords
1064 downloads
Uploaded 9/17/2014 9:30 PM by MESHUGGAH (see all 292)
History:
  • Aglar PMs me his old trick from his old run that the previously TAS didn't used
  • opened up submission file, nearly rewrote full movie to see any random free improvements
  • 8 frames saved by throwing the very first jellybean as soon as possible and later change it "on the fly" by shooting another jellybean on the nearest occasion. This doesn't saves time anywhere else.
Also note that all unnecessary jellybean switching is removed.

#17425416516889109 - Boy and his Blob final TAS

MESHUGGAH_Zephyrz_blobolonia.fm2
In 01:21.56 (4902 frames), 21137 rerecords
1075 downloads
Uploaded 9/15/2014 5:46 PM by MESHUGGAH (see all 292)
Ends in 4902 frames. The end.

#17393769008978487 - Zephyrz's Blob TAS impr/opt

blob_zephyr_mesh_4932.fm2
In 01:22.06 (4932 frames), 15292 rerecords
1084 downloads
Uploaded 9/14/2014 7:33 AM by MESHUGGAH (see all 292)
86 frames faster than Blobv2 (last updated movie file in his workbench submission)
Some things you maybe interested in:
Blob OoB
Use Punch jellybean on the right side of the screen with at least 235 X pos for blob and 234 X pos for boy and hold left once the bean goes offscreen while the boy falls down to the hole (blob)
X Speed
To reach fastest speed as fast as possible, you press R*8, empty, R*7, empty, R*3, empty, R.
Trampoline Y speed
Checks U button every 3rd frame, stops when pressing B
I'm going to restart the TAS alone with new tricks like OoB without jellybean throwing.

#17069866534581522 - NES Trojan WIP70

Trojan (PC10)v71-compact.fm3
In 04:14.83 (15315 frames), 51527 rerecords
Game: Trojan ( NES, see all files )
1 comment, 1270 downloads
Uploaded 8/30/2014 5:28 PM by MESHUGGAH (see all 292)

#16887238422193023 - NG1 pacifisting WIP87v3

NG1_pacifist_WIP87v3-compact.fm3
In 11:29.78 (41455 frames), 171693 rerecords
Game: Ninja Gaiden ( NES, see all files )
1343 downloads
Uploaded 8/22/2014 12:04 PM by MESHUGGAH (see all 292)
4-1 dog doesn't hits red block so he follows us even with 1.5px sacrifice (or delayed spawn, etc).
Shoudl need to change slot 5 pos or slot 7 or time.

#16883891278959572 - NG1 pacifisting WIP87v2

NG1_pacifist_WIP87v2-compact.fm3
In 11:29.78 (41455 frames), 170884 rerecords
Game: Ninja Gaiden ( NES, see all files )
1308 downloads
Uploaded 8/22/2014 8:27 AM by MESHUGGAH (see all 292)

#16866159371745158 - NES Trojan WIPv51

Trojan (PC10)v51-compact.fm3
In 02:46.79 (10024 frames), 40546 rerecords
Game: Trojan ( NES, see all files )
1 comment, 1292 downloads
Uploaded 8/21/2014 1:17 PM by MESHUGGAH (see all 292)
36 frames faster than adelikat up to 3-1 end (there's 7*2 stages (2 part each stage).
Spammed various patterns throughout to movie to decrease the monotonity of jumping and slashing. No complaints allowed.
Delay route is same and fastest currently (possibilities is 16 subpos * time value (maximum delay which could save time is something like 5 frames, this mostly depends on level architecture and the possibilities of spawning sides for enemies) * number of enemies need to be manipulated (usually 1, sometimes 2 edit: and don't forget to add yourself in the calculation, as your position also manipulates and carries over stages as well as from the map screens).

#16826687425410129 - NG1 pacifisting WIP86 scumtron improvement

NG1_pacifist_WIP86b-compact.fm3
In 11:29.78 (41455 frames), 170393 rerecords
Game: Ninja Gaiden ( NES, see all files )
1285 downloads
Uploaded 8/19/2014 6:38 PM by MESHUGGAH (see all 292)

#16804763959560275 - NES Trojan WIPv40

Trojan (PC10)v41-compact.fm3
In 01:29.27 (5365 frames), 34942 rerecords
Game: Trojan ( NES, see all files )
1265 downloads
Uploaded 8/18/2014 6:56 PM by MESHUGGAH (see all 292)
28 frames faster than master adelikat, up to the armadillo boss death/end (Stage 2-2 perhaps?).
Randomness depends on time (not in-game time) and player X subposition. Therefore I
- Delay 1 frame starting the game to spawn first enemy on left side
- Delay 1 frame at the end to manipulate next level first enemy position
- Delay 2 frame after 2-1 boss and before 2-2 boss.

Player subpos ranges from 0,16,32,48...240 (16 values)
Timer I believe is only a byte, I should write down more values.

Level by level comparison: http://docs.google.com/spreadsheets/d/1qW7_UFKPhVVKdtoNhUTDTOdic0MqA9Zo0AlquZMZfH8/edit?usp=sharing
Have no idea if I posted my lua script already, here's a totally not newbie friendly one: http://pastebin.com/hrJDu5VV

#16186028725317946 - NG1 pacifisting WIP84v4

NG1_pacifist_WIP84v4-compact.fm3
In 11:29.80 (41456 frames), 169819 rerecords
Game: Ninja Gaiden ( NES, see all files )
1177 downloads
Uploaded 7/21/2014 10:10 PM by MESHUGGAH (see all 292)
Removed the 1 frame delay on 1-2 boss which was required to manipulate 2-1 enemies.
This changed a few things, especially 3-2, and now I'm 1 subtimer (in-game time) behind on 3-3, which makes me lose 3 frames (timer rule).
Regarding previous "required 1 frame delay":
The last part of 1-1 consists important slots in this TAS.
  • Slot 7 tyson for recovery walljump and 2-1 starting tyson and dog and guardian of ladder on 2-1 2nd screen
  • Slot 6 (dog) for 2-1 second tyson and 2-1 2nd screen tyson
  • Slot 4 (tyson)
I've tested all the possible sacrifices BEFORE the 1-1 ending part (last tyson recovery walljump) but either slot 7 (rwj) or slot 4 (last tyson hitting) became worse because of the improvement beforehand, however only losing 0.5px on RWJ deemed to be the best and fewest sacrifice to manipulate everything miraculously.
So, I need to remove 1 interrupt again from the route, not sure if it's possible.
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