Samsara's movies:
#69484968390313208 - Star Ocean 2 WIP 1
so2e-clearzone.bk2 (98.4kB
bk2 movie
[PSX])
Uploaded 2021-02-15 06:12:06 by
Samsara
(
64 files)
In 39:12.62 [141016 frames], 8902 rerecords)
251 views, 15 downloads
Backing up. Rerecord count is low but will likely spike hard once I start actually getting to the battles.
#67537728712307959 - Shin Megami Tensei TAStest WIP2
smtrngtestbranch.bk2 (9.35kB
bk2 movie
[SNES])
Uploaded 2020-11-19 13:31:58 by
Samsara
(
64 files)
In 09:55.22 [35772 frames], 6202 rerecords)
1137 views, 31 downloads
Reaches the room where David is fought for the Stradivarius without any RNG manipulation... i.e, David ain't there.
#67439898577548166 - Marble Sadness
#67427646048235121 - Shin Megami Tensei TAStest WIP
smtcreditwarptest.bk2 (5.98kB
bk2 movie
[SNES])
Uploaded 2020-11-14 14:33:01 by
Samsara
(
64 files)
In 06:09.94 [22233 frames], 2632 rerecords)
1189 views, 39 downloads
stress TASed up to getting jailed. not really optimized. figured out how to manip away overworld encounters though. attempting stradivarius route.
#67353555113938561 - Felix any% TAStest
felix.bk2 (4.87kB
bk2 movie
[Genesis])
Uploaded 2020-11-11 06:28:09 by
Samsara
(
64 files)
In 05:43.21 [20566 frames], 721 rerecords)
1288 views, 40 downloads
Using superjump, in-level warps, and stage clear glitches.
#66899166595263967 - Splatterhouse in 12:12.61 by EZGames69 - TurboNyma resync
Splatterhouse_J_new.bk2 (17.6kB
bk2 movie
[PCE])
Uploaded 2020-10-21 19:20:41 by
Samsara
(
64 files)
For
PCE Splatterhouse
(
4 files)
In 12:12.69 [43834 frames], 11 rerecords)
517 views, 62 downloads
Uploading for comparison purposes. Also, uh, spoilers, new Splatterhouse run coming soon. Five frames needed to be added.
#66784147849212248 - NG2 possible failure
Stage 2 boss. Can't seem to use fire wheels the frame after jumping and I have no idea why.
EDIT: This actually isn't the final branch (it enters the boss 1 frame later than optimal) but it doesn't matter since a 1 frame delay is needed to get the boss kill to work (and another 1 frame delay is needed on top of that). I'll just be moving on with a two frame loss to what I can only assume is emulation differences.
#66486052768391750 - Bugz - Consolidated Fastest File
1356 synced.bk2 (12.9kB
bk2 movie
[Uzebox])
Uploaded 2020-10-03 04:49:54 by
Samsara
(
64 files)
In 02:43.77 [9829 frames], 30358 rerecords)
1593 views, 71 downloads
Team 3 (Bear and Bird): 1, 5, 6, 8, 12, 15, 17, 20
Team 5: 2, 3, 4, 9, 10, 11, 13, 14, 16, 18, 19
Team 6 (Team 5): 7
Team 1 (Sisterhood of the Travelling Frames): 21
#65227914692814936 - a miserable little pile of inputs
stp.bk2 (1.27kB
bk2 movie
[SNES])
Uploaded 2020-08-07 12:58:35 by
Samsara
(
64 files)
In 00:07.3 [439 frames], 92 rerecords)
2104 views, 79 downloads
i'm beginning to think there might be a problem with how to classify ess enn ee ess test program dot ess eff cee
#64645590279403669 - Four whole players!
Hot damn!
46 frames faster than goofydylan8's abandoned(?) WIP up to the end of Stage 1. Boss playaround probably not final.
#36284572159038560 - Mischief Makers 100% - Comicalflop's 1-01 resync/optimization
That's a long, useless title!
#34554351600061670 - Super Baseball Simulator - No Editing
sbsnoedit.bk2 (2.05kB
bk2 movie
[SNES])
Uploaded 2016-10-26 03:32:09 by
Samsara
(
64 files)
In 00:41.1 [2470 frames], 832 rerecords)
9426 views, 425 downloads
Same exact strategy (with faster outs), no player editing, can still be improved.
#34355589980336298 - Gunstar Heroes - Orange
Still absolutely destroying bosses. 3621 frames ahead.
#34265382097253167 - Gunstar Heroes - Green
Thank Christ. 2541 frames ahead of the published run (42.35 seconds).
#34217486415666546 - Better Gunstar Heroes
Gamegear Heroes got nothin' on this.
#34071095023700796 - Progress is slow
Backup. Partway through form 2 of 7.
#33844134806722113 - i think i've got a minute left
Backing up Green again.
#33740961685111679 - Third trypha's the charm
Another 9 frames saved. Why haven't I just taken the Block 1 from the Grant submission and tried to improve that?
#33707289833548179 - Another trypha
Not much better though. 5 frames saved.
#33670740015423056 - Sypha Filter
42 frames faster than Random's cancelled submission at the end of Block 1.
#33533386527565130 - Scrollstar Heroes
Backing up first minute-ish of Green's stage because I'd really rather not lose everything and have to redo it.
#33430219096898592 - Gunstar Heroes - Pink
718 frames (12 seconds) ahead of the published run. Most of the improvement comes from better boss/miniboss strategies.
#33372555150178562 - still the best theme
boy howdy gosh and golly i love me some weapon management
#33353116652920969 - Dragster - still 5.57
dragsterfailsagain.bk2 (1.19kB
bk2 movie
[A2600])
Uploaded 2016-09-02 01:11:04 by
Samsara
(
64 files)
In 00:08.06 [483 frames], 236 rerecords)
9816 views, 516 downloads
dragster is the ultimate stress test because it tests how stressed i can get over a video game older than i am
#30571635771739591 - Harmony of Dissonance: Maxim Any% Failure
This movie tries to recreate the currently published run in BizHawk, but loses frames everywhere due to needing to do different things to get the same results. Not sure if it's more accurate emulation or just my general incompetence. Note that the file is automatically 5 seconds longer due to the GBA BIOS, actual time lost compared to the published run is ~10 frames.
Stops before Drac fight.
#30029762613802913 - SHOOOOOWTIME
Old Axe Armor "hard, level 1", resynced.
#29891664882382926 - OAA Hard Level 1
16 frames faster. Everything up to Behemoth chase is arandomgameTASer's input.
#29512988504990262 - strategies
nintendoentertainmentsystempack.tasproj.bk2 (1.27kB
bk2 movie
[NES])
Uploaded 2016-03-13 02:35:31 by
Samsara
(
64 files)
For
NES NES-Pack
(
7 files)
In 00:09.09 [546 frames], 510 rerecords)
6271 views, 564 downloads
.15 seconds faster than TASeditor in level 2
#28903289443097871 - Gunstar...
Global timers are the bane of my existence.
6 frames faster than published run by direct comparison: Actually about 19 frames faster but 7 are lost due to the emulator and 6 are lost due to enemy spawning being on a global timer. Because ugh.
#28848621944006843 - YYYYYYYYYEAH
Red's shouting is basically how I react whenever anyone asks me "Hey Samsara, do you like Gunstar Heroes?"
No comparison to the published run, this is only a test anyway.
#28761844779977989 - wah wah waaaah wah wah waaaaah waaaaaaaaaaah
man why you even got to do a thing.bk2 (1.51kB
bk2 movie
[GB])
Uploaded 2016-02-08 06:43:12 by
Samsara
(
64 files)
In 00:48.17 [2877 frames], 50 rerecords)
9721 views, 415 downloads
speaking of garbage you can't understand, SNOOPY MAGIC SHOW
#27827501887050042 - King of Demons backup
majyuunew2-redfirst1.tasproj.bk2 (10.5kB
bk2 movie
[SNES])
Uploaded 2015-12-28 04:50:17 by
Samsara
(
64 files)
In 05:47.63 [20892 frames], 494 rerecords)
9595 views, 401 downloads
Had to copy-paste my original input to a new blank file to properly switch the core from Performance to Compatibility, which wiped the re-record count. Actual count is ~5000.
#26539679099132664 - Castlevania: Aria of Sorrow RAM Watch (for BizHawk)
Updated watch file using the addresses listed on the Game Resources page.
#25631122298990476 - Pocket Monsters 2 Fix
pocketmonsterv2-fixed.bk2 (3.63kB
bk2 movie
[Genesis])
Uploaded 2015-09-20 06:53:13 by
Samsara
(
64 files)
In 03:55.75 [14127 frames], 2863 rerecords)
9897 views, 452 downloads
shouldn't crash bizhawk anymore
#25081685088367091 - Umihara Kawase Shun WIP1
Currently 155 in-game frames faster than the published run: 129 in Field 0, 24 in Field 11, and 2 in Field 23. Still working on Field 23.
#24664140395257224 - eureka samsarAAAAAAAAAAAAAAAAAAAAAGH!!!
I think I'm done now. Please no more improvements.
#24592874817851446 - Streemerz of Consciousness
shoutouts to Tompa for 1 frame improvement
#24577673766739189 - streemerz ain't working
Not synced past frame 11623, coming back to this after a long rest
#24566371468387760 - gently down the streemerz
it's like 31 frames faster or something
#24543583458375795 - Streemerz - U Frame Warrin' AWFUL
thank you atma
#24407023798665362 - Run Saber V3
RunSaberv3.bk2 (15.0kB
bk2 movie
[SNES])
Uploaded 2015-07-27 03:49:24 by
Samsara
(
64 files)
For
SNES Run Saber
(
2 files)
In 06:58.38 [25144 frames], 33998 rerecords)
6359 views, 516 downloads
Backup. Through JodValley.
#24197549441528817 - Wanpaku Graffiti fixed
Removed an extra frame of lag that slipped in by mistake. One frame improvement.
#23466553175470218 - Splatterhouse: Wanpaku Graffiti
This is a couple years old at least.
#20343166755079523 - WizWar2 again
Another cheap 1 frame improvement, though this one required a tiny bit more modifying to make work.
#20320707903080519 - WizWar2
Tried a few alternate strategies, then gave up and improved rchokler's improvement.
#17951974419192999 - TG16 Splatterhouse - Incomplete run
Splatterhouse.bk2 (5.17kB
bk2 movie
[PCE])
Uploaded 2014-10-09 10:54:00 by
Samsara
(
64 files)
In 09:29.97 [34099 frames], 8032 rerecords)
9726 views, 455 downloads
Posting this here since it's been a while and I haven't wanted to do any work on it. I've been working on this on Bizhawk 1.8.1 so if it doesn't sync on later version then use that. It should sync just fine on both the (U) and (J) versions, though it was specifically made on the (U) version ROM.
Feel free to take a crack at completing the run: The thread in the TG-16 forum has my reasons for wanting to take a break from the project.
#17263986223054304 - Splatterhouse (TG-16) Full Test Run
SplatterhouseURedux.bk2 (7.38kB
bk2 movie
[PCE])
Uploaded 2014-09-08 11:17:23 by
Samsara
(
64 files)
In 12:21.78 [44378 frames], 4348 rerecords)
9811 views, 461 downloads
#16719461653126596 - Dragster 5.67
Dragster (1980) (Activision) [!].bk2 (1015B
bk2 movie
[A2600])
Uploaded 2014-08-14 22:44:31 by
Samsara
(
64 files)
In 00:08.51 [510 frames], 1313 rerecords)
9938 views, 517 downloads
I'm starting to figure it out.
#16101113982230901 - Treasure Master - No Health Underflow WIP2
I implemented a further route improvement found after collecting the bomb, saving about 10 frames. The rest of the stage is almost exactly the same as the published run. All the difference will come from Stage 2 and beyond.
#16056749041711739 - Treasure Master - No Health Underflow WIP1
This won't be completed for a while, but it was highly requested so I figured I'd at least start it. This is only a second slower than the published run up to this point, even though the boots are collected. There are two more rope boosts that I missed in the published run, so there may be an improvement to the health underflow run in the future, depending on how easily I can implement these two rope boosts and whether or not some of the other ideas I have will work.
The rerecord count is, again, carried over from previous files. I'll edit it away as soon as I remember to.
#15878954632230765 - Treasure Master - Final improvement
3237 frames faster due to a new skip in the Prize World. This is the last time I'm touching the run.
#15854276760212782 - Treasure Master improvement
30 frames faster.
#15821523096605510 - Treasure Master - Complete Test Run
Emulator: FCEUX 2.2.2 (with TASeditor)
Had a lovely July 4th and didn't really have much else to do so I, uh, spent the last 8 hours working through the rest of the game.
It's decently optimized, though there's still a lot of work left to do: The prize world code could very well end up different in the final run, fadeout lag needs to be optimized further, I still have to do some testing with some of the tricks I found, and some of the playaround sections could be more entertaining. Thankfully, the game behaves nicely and it shouldn't take more than a day or two to finish up. I'm expecting a final time of around 20:15 after full optimization unless I find something big.
This run gets up through Stage 3 976 frames (00:
16.26) faster than micro500's WIP, and finishes the game 29,712 frames (
8:15.19) faster than
CeSaR74's rejected submission. The prize world code entry is all micro500's input since I started working off of his WIP, so if it remains intact by the time I submit the finished run (which is highly likely), then he will be listed as co-author.
#15769420923926888 - Treasure Master - Stage One
203 frames ahead. Most of the time saved is from skipping the boots, but there are small movement optimizations all throughout. The invincibility glitch is activated near the end of the stage.
#15704559200517787 - Treasure Master - Skipping the boots
This is probably the most boring item skip.
The boots apparently aren't necessary to beat the game, so it seems, and in a TAS using the invincibility glitch it ends up being around 80 frames faster to skip them. However, it could be possible to save more with a different damage route and more optimization (this was only a quick test), and the enemy/platform patterns later on in the stage could be better or worse.
#15601063153038125 - Treasure Master failure
Treasure Master-compact.fm3 (24.0kB
fm3 movie
[NES])
Uploaded 2014-06-25 13:55:25 by
Samsara
(
64 files)
For
NES Treasure Master
(
8 files)
In 01:48.67 [6531 frames], 13324 rerecords)
7500 views, 741 downloads
TAS ADHD is a serious disease. Serious cases can lead to never finishing a run, letting people down, and claiming that everything in Super Mario World is memory corruption. Made in FCEUX 2.2.2 using TAS Editor.
I used the passcode entry from
micro500's last posted WIP, which is why the rerecord count is that high. I only used about 723 rerecords from the looks of it. Stage 1 of that WIP syncs in FCEUX 2.2.2 but desyncs in Stage 2. Like everything I've been doing lately, if this run were finished it would not be submitted.
Compared to that WIP, I save 5 frames (I climb the rope 2 frames faster, kick one time less, and something around getting the controller gives me the other two frames), but I lose 3-4 of them (1 frame of lag and a couple frames delaying before that bastard caterpillar). I'm trying to find a way to manipulate that thing into shooting twice like it does in the other WIP. There's a way to manipulate it to shoot later and a way to manipulate it to not shoot at all, but I still have yet to figure out shooting twice.
Either way, I don't have enough health for later, so when I come back to this after the several other projects I have going, I'll start from the beginning.
#14727909881144784 - Superman (GB) WIP
Superman.bkm (107kB
bkm movie
[GB])
Uploaded 2014-05-17 06:10:42 by
Samsara
(
64 files)
In 02:10.31 [7783 frames], 2787 rerecords)
10269 views, 627 downloads
Through Stage 4. 153 frames faster than my test run so far.
- Stage 1 faster through better control of Superman and lag reduction.
- Stage 2 faster through lag reduction.
- Stage 3 faster through optimizing clipping through the laser beams and a different key route.
- Stage 4 faster through lag reduction.
#14652230668919737 - Superman (GB) Test Run
Superman (USA, Europe)2.bkm (298kB
bkm movie
[GB])
Uploaded 2014-05-13 20:22:50 by
Samsara
(
64 files)
In 06:04.59 [21776 frames], 2995 rerecords)
10292 views, 636 downloads
Optimized will definitely be sub-6.
#14639344134878627 - Superman (GB) Test WIP
Superman (USA, Europe)2.bkm (166kB
bkm movie
[GB])
Uploaded 2014-05-13 06:27:08 by
Samsara
(
64 files)
In 03:22.82 [12114 frames], 2240 rerecords)
10139 views, 618 downloads
#11798099509608219 - Megaman (GG) Star Man v2
mmgg2.bkm (93.5kB
bkm movie
[GG])
Uploaded 2014-01-05 07:30:01 by
Samsara
(
64 files)
In 01:19.7 [4776 frames], 1816 rerecords)
10258 views, 626 downloads
I did say I had a few frames left to save in the stage itself... 89 frames is a few, right? New strategies, tighter movement optimization and pixel positioning, and reducing 41 lag frames (meaning less charged buster shots and less damage taken).
Stops right before the Star Man fight.
#11704058719620843 - Megaman (GG) Star Man
mmgg.bkm (115kB
bkm movie
[GG])
Uploaded 2014-01-01 01:51:24 by
Samsara
(
64 files)
In 01:37.98 [5871 frames], 1035 rerecords)
10351 views, 654 downloads
343 frames faster than HTWT's rejected submission, 148 frames saved in the stage itself and the rest on the Star Man fight. The Star Man fight is actually 16 frames faster than Mothrayas' when timed from the first hit to the last hit. However, the faster Star Man fight actually wastes far more frames, likely due to Star Man's lower positioning and the fact that it seems to take far longer for the boss explosion to despawn, so I'll need to redo the entire fight and manipulate him better. There are probably some frames to be saved in the stage itself, too, so I might just redo the entire thing.
Okay, bye.
#3335707676084585 - Moon Crystal - Stages 1-5 Complete WIP
Moon Crystal WIP2.fm2 (343kB
fm2 movie
[NES])
Uploaded 2012-12-20 04:56:47 by
Samsara
(
64 files)
For
NES Moon Crystal
(
2 files)
In 06:29.51 [23409 frames], 6680 rerecords)
8663 views, 890 downloads
Completes the first five levels and goes up to the first boss(es) of the 6th. 162 frames ahead of the currently published run, again due to reducing lag and optimizing movement as much as possible. I'm estimating a total of 200-220 frames saved by the end of the run. Made entirely with TASEditor in FCEUX 2.2.0
#3130828309087343 - Moon Crystal - Stages 1-4 Complete WIP
Moon Crystal WIP.fm2 (255kB
fm2 movie
[NES])
Uploaded 2012-12-10 23:30:11 by
Samsara
(
64 files)
For
NES Moon Crystal
(
2 files)
In 04:49.29 [17386 frames], 4752 rerecords)
8719 views, 1431 downloads
Completes the first 4 levels and goes through a few screens of the 5th. 125 frames ahead of the currently published run due to lag management and pressing Start to end levels faster. Made entirely with TASEditor in FCEUX 2.2.0
#945331061823418 - Run Saber V2 WIP
Run Saber (U) [!].smv (64.7kB
smv movie
[SNES])
Uploaded 2012-09-03 13:18:50 by
Samsara
(
64 files)
For
SNES Run Saber
(
2 files)
In 09:05.88 [32753 frames], 5147 rerecords)
8514 views, 950 downloads
Improvement WIP, abandoned in favour of a much cleaner and improved version that I'll probably never start.
Back to user movie storage