TASVideos

Tool-assisted game movies
When human skills are just not enough

keylie's movies:


#56305028996170174 - Axiom Verge any% v2 - Vision
AxiomVerge_new_kur.ltm (30.2kB ltm movie [Linux])
Uploaded 2019-07-02 16:41:55 by keylie (102 files)
For Linux Axiom Verge (1 file)
In 29:19.1 [211092 frames], 15994 rerecords)
350 views, 41 downloads

Version info:

libTAS version: 1.3.4

Annotation info:

Game: Axiom Verge, version 1.43, Steam, 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/AxiomVerge.bin.x86_64`.

libTAS must be configurated with `Runtime > Virtual Steam client` checked and `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

For encoding purpose, the resolution of the game can be changed in-game in the options, it does not affect sync. The options must be set by launching the game from libTAS with `Runtime > Backup savefiles in memory` unchecked, so that the options are saved on disk. Then, `Runtime > Backup savefiles in memory` is checked again and the TAS can be played back.

Info Download

#53573283055462513 - Minit any%
runner.ltm (3.27kB ltm movie [Linux])
Uploaded 2019-03-01 16:05:54 by keylie (102 files)
In 07:14.88 [26093 frames], 3086 rerecords)
1844 views, 110 downloads

Version info:

libTAS version: 1.3.3
Info Download

#53242999794389332 - 1001 spikes any% Ukampa
1001spikes_59fps_reseed.ltm (5.57kB ltm movie [Linux])
Uploaded 2019-02-14 19:06:45 by keylie (102 files)
In 16:42.24 [58955 frames], 3544 rerecords)
1931 views, 107 downloads

Version info:

libTAS version: 1.3.3
Half of the game, I'm currently lazy to do Antartica
Info Download

#52822833749122841 - Escape Goat 2 any%
EscapeGoat2.114_any.ltm (6.95kB ltm movie [Linux])
Uploaded 2019-01-26 20:58:38 by keylie (102 files)
In 15:52.77 [57166 frames], 102 rerecords)
2088 views, 109 downloads

Version info:

libTAS version: 1.3.2

Annotation info:

Game: Escape Goat 2, v1.1.4, Steam, 64-bit binary. This version is not the latest, this TAS was made in a previous version before some physics stuff was changed. To obtain this version, open the Steam console (by opening steam://open/console in a browser) and enter "download_depot 255340 255342 4228679490049036074". It will download the game with the correct version inside your Steam directory.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/EscapeGoat2.bin.x86_64`.

libTAS must be configurated with `Runtime > Virtual Steam client` checked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

For encoding purpose, graphical settings can be modified before playing back the movie, which does not affect sync.

I did not make this TAS, it was done by (at least) Stinger, WorseThanYou, Chunkatuff, Yagamoth, Vulajin, Ortho and Elipsys.

It was performed using a game-specific TASing framework, and I converted inputs to libTAS. Original inputs are public, so I think it is fine to store the movie here. If the authors want to submit this TAS one day, the movie file is ready.

Info Download

#52821896824952159 - Celeste any% improved with epilogue
Celeste_any_postcredit_new.ltm (39.6kB ltm movie [Linux])
Uploaded 2019-01-26 19:57:52 by keylie (102 files)
In 30:09.6 [108576 frames], 47 rerecords)
2132 views, 158 downloads

Version info:

libTAS version: 1.3.2

Annotation info:

Game: Celeste, v1.2.6.1, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

Like with SteamWorld Dig 2 movie, there is an issue in this game regarding sync and loading times. The movie must be paused for a short amount of time at specific frames to let the game load stages. This is especially true for the game startup which features a lot of thread spawning. To make the movie to sync, the beginning should be run with frame advance until the main menu appear (from frame 1 to 94). At frame 64, the game should print a bunch of "LOAD MAP DATA: XXX" on the terminal, and at frame 70 the game should print "LOADED : 1150ms". After that, the game should be paused at specific frames before and after each level. To help that, here is the code that I added in file "src/linTAS/GameLoop.cpp" in line 196 before "emit startFrameBoundary();" which contains all the frames to pause. Finally, there's another little section that must be frame advanced because we couldn't find the exact frame when loading occurs, between frame 69528 and 69590.

         int pause_frames[] = {414, 2005, 2054, 2061, 2664, 6071, 6073, 6466, 6473, 7077, 13136, 13138, 13531, 13538, 14142, 27686, 27688, 28081, 28088, 28741, 36554, 36556, 36949, 36956, 37560, 41662, 41711, 41718, 42075, 49564, 49566, 49959, 49966, 50482, 54160, 54209, 54216, 54573, 68934, 68936, 69329, 69336, 69528, 69590, 97103, 97105, 97498, 108325};
         for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames0; pp++)
             if (pause_framespp == (context->framecount
                 sleep(1);
It should be noted that because this movie aims for fastest in-game time, and all loadings occur outside levels (where the in-game time is paused), it is not critical to simulate accurate loading times.

Before launching the TAS, one specific setting must be set in the game: the speedrun clock must be set to "File". It is mandatory because, starting from v1.2.6.0, the game has shorter animations in the hub after a level has been completed (berry collection, B-side/heart unlocking) with this particular setting. For encoding purpose, there are a few other settings that can be changed in the game menu before playing back the movie, which does not affect sync. The screen size can be changed. Also, we recommend to disable the screen shake and turn on photosensitive mode, it makes the video more pleasant to watch.

Info Download

#52821885141911372 - Celeste any% improvement
Celeste_any.ltm (38.4kB ltm movie [Linux])
Uploaded 2019-01-26 19:57:07 by keylie (102 files)
In 27:04.43 [97466 frames], 47 rerecords)
2124 views, 139 downloads

Version info:

libTAS version: 1.3.2

Annotation info:

Game: Celeste, v1.2.6.1, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

Like with SteamWorld Dig 2 movie, there is an issue in this game regarding sync and loading times. The movie must be paused for a short amount of time at specific frames to let the game load stages. This is especially true for the game startup which features a lot of thread spawning. To make the movie to sync, the beginning should be run with frame advance until the main menu appear (from frame 1 to 94). At frame 64, the game should print a bunch of "LOAD MAP DATA: XXX" on the terminal, and at frame 70 the game should print "LOADED : 1150ms". After that, the game should be paused at specific frames before and after each level. To help that, here is the code that I added in file "src/linTAS/GameLoop.cpp" in line 196 before "emit startFrameBoundary();" which contains all the frames to pause. Finally, there's another little section that must be frame advanced because we couldn't find the exact frame when loading occurs, between frame 69528 and 69590.

         int pause_frames[] = {414, 2005, 2054, 2061, 2664, 6071, 6073, 6466, 6473, 7077, 13136, 13138, 13531, 13538, 14142, 27686, 27688, 28081, 28088, 28741, 36554, 36556, 36949, 36956, 37560, 41662, 41711, 41718, 42075, 49564, 49566, 49959, 49966, 50482, 54160, 54209, 54216, 54573, 68934, 68936, 69329, 69336, 69528, 69590, 97103, 97105};
         for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames0; pp++)
             if (pause_framespp == (context->framecount
                 sleep(1);
It should be noted that because this movie aims for fastest in-game time, and all loadings occur outside levels (where the in-game time is paused), it is not critical to simulate accurate loading times.

Before launching the TAS, one specific setting must be set in the game: the speedrun clock must be set to "File". It is mandatory because, starting from v1.2.6.0, the game has shorter animations in the hub after a level has been completed (berry collection, B-side/heart unlocking) with this particular setting. For encoding purpose, there are a few other settings that can be changed in the game menu before playing back the movie, which does not affect sync. The screen size can be changed. Also, we recommend to disable the screen shake and turn on photosensitive mode, it makes the video more pleasant to watch.

Added prologue skip, some frames saved here and there, and update to v1.2.6.1
Info Download

#52376912538365399 - Celeste any% with epilogue
Celeste_any_postcredits.ltm (37.0kB ltm movie [Linux])
Uploaded 2019-01-06 19:00:16 by keylie (102 files)
In 30:35.68 [110141 frames], 24 rerecords)
2308 views, 131 downloads

Version info:

libTAS version: 1.3.2

Annotation info:

Game: Celeste, v1.2.5.3, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

Like with SteamWorld Dig 2 movie, there is an issue in this game regarding sync and loading times. The movie must be paused for a short amount of time at specific frames to let the game load stages. This is especially true for the game startup which features a lot of thread spawning. To make the movie to sync, the beginning should be run with frame advance until the main menu appear (from frame 1 to 94). At frame 64, the game should print a bunch of "LOAD MAP DATA: XXX" on the terminal, and at frame 70 the game should print "LOADED : 1150ms". After that, the game should be paused at specific frames before and after each level. To help that, here is the code that I added in file "src/linTAS/GameLoop.cpp" in line 196 before "emit startFrameBoundary();" which contains all the frames to pause. Finally, there's another little section that must be frame advanced because we couldn't find the exact frame when loading occurs, between frame 71093 and 71120.

         int pause_frames[] = {414, 2857, 2859, 2908, 2915, 3518, 6925, 6927, 6951, 7320, 7327, 7930, 13989, 13991, 14384, 14391, 14994, 28539, 28541, 28934, 28941, 29623, 37441, 37443, 37836, 37843, 38446, 42556, 42606, 42612, 43199, 50688, 50690, 51083, 51090, 51709, 55391, 55439, 55446, 56033, 70394, 70396, 70789, 70796, 71092, 71093, 71120, 71121, 71155};
         for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames0; pp++)
             if (pause_framespp == (context->framecount
                 sleep(1);
It should be noted that because this movie aims for fastest in-game time, and all loadings occur outside levels (where the in-game time is paused), it is not critical to simulate accurate loading times.

For encoding purpose, there are a few settings that can be changed in the game menu before playing back the movie, which does not affect sync. The screen size can be changed, the speedrun clock can be set to "File" to show the in-game time of the entire run. Also, we recommend to disable the screen shake, it makes the video much more pleasant to watch.

Movie that does the epilogue (just entering the house and skipping the cutscene). There are loadings that must be frame advanced: before the credits and after the credits.
Info Download

#52168517062145338 - Celeste any
Celeste_any_new.ltm (34.6kB ltm movie [Linux])
Uploaded 2018-12-28 09:45:38 by keylie (102 files)
In 27:31.15 [99069 frames], 228 rerecords)
2274 views, 157 downloads

Version info:

libTAS version: 1.3.2

Annotation info:

int pause_frames[] = {413, 2856, 2858, 2907, 2914, 3517, 6924, 6926, 6950, 7319, 7326, 7929, 13988, 13990, 14383, 14390, 14993, 28538, 28540, 28933, 28940, 29622, 37440, 37442, 37835, 37842, 38445, 42555, 42605, 42611, 43198, 50687, 50689, 51082, 51089, 51708, 55390, 55438, 55445, 56032, 70393, 70395, 70788, 70795, 71092, 71120, 71152};
         for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames0; pp++)
             if (pause_framespp == (context->framecount
                 sleep(1);
Just a backup for now until the annotations and submission text are being worked on.
Info Download

#51267556986333788 - Axiom Verge any%
AxiomVerge_final.ltm (21.3kB ltm movie [Linux])
Uploaded 2018-11-17 19:57:37 by keylie (102 files)
In 27:44.38 [199726 frames], 5935 rerecords)
2495 views, 143 downloads

Version info:

libTAS version: 1.3.1
Redone the final boss to optimize TAS timing while keeping the same in-game final time.
Info Download

#50311165439367036 - Specter Knight any% to The End
ShovelKnight_Specter_any_theend.ltm (15.1kB ltm movie [Linux])
Uploaded 2018-10-05 18:14:49 by keylie (102 files)
In 39:08.37 [140902 frames], 26842 rerecords)
2813 views, 251 downloads

Version info:

libTAS version: 1.3.1

Annotation info:

Shovel Knight v3.3 DRM-free version (taken from Humble Store), 64-bit binary. Steam version is not supported by libTAS v1.3.1, sorry. The game ships with all needed libraries

Tested on Debian 10 (Buster) 64-bit and libTAS v1.3.1. Game executable is "/path/to/game/64/ShovelKnight" You must open "File > Executable Options..." and set "Library path" to directory "/path/to/game/64/lib"

The game can be launched natively first to set video resolution for encoding purpose. It does not affect sync.

Commentaries are also provided as a srt subtitle file inside the movie archive (rename with tar.gz extension and decompress it to access this file)

Movie was prolonged to get to The End screen.
Info Download

#50079635142076334 - Axiom Verge any%
AxiomVerge_end2.ltm (21.4kB ltm movie [Linux])
Uploaded 2018-09-25 07:59:53 by keylie (102 files)
In 27:47.79 [200135 frames], 5673 rerecords)
2829 views, 234 downloads

Version info:

libTAS version: 1.3.1
Info Download

#49970788659983989 - TowerFall 48 trials with cheat code
towerfall_48_trials.ltm (9.07kB ltm movie [Linux])
Uploaded 2018-09-20 10:21:06 by keylie (102 files)
In 03:26.75 [206753 frames], 6275 rerecords)
2828 views, 211 downloads

Version info:

libTAS version: 1.3.1

Annotation info:

Game: Towerfall Ascension + Dark World Expansion v1.3.2.0 DRM-free x86_64 version (taken from Humble Store: https://www.humblebundle.com/store/towerfall-ascension and https://www.humblebundle.com/store/towerfall-dark-world-expansion . Dark World Expansion DRM-free version is noted as Windows only, but works for all systems because it is just an archive of data files to be placed inside the game directory).

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.1.

Before the movie can be played, the game must be launched natively and fullscreen mode must be turned off in the options. This is needed because libTAS enforces a windowed mode, and some games like Towerfall does not display correctly if configured in fullscreen mode.

Inside libTAS, fill the Game executable to "/path/to/game/TowerFall.bin.x86_64", then open "File > Executable Options..." and set "Library path" to "/path/to/game/lib64".

There's a cheat code to unlock everything. I added it at the beginning of the movie
Info Download

#42376647177146847 - Zook Man ZX4 - s13 resynced
ZM_s12_resynced.bk2 (53.4kB bk2 movie [GBA])
Uploaded 2017-10-13 10:14:37 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 20:31.41 [73549 frames], 86657 rerecords)
4348 views, 253 downloads
Removed the ammo tank, saving 6 frames at the beginning of s14
Info Download

#42165986758199592 - Zook Man ZX4 - end at 73670
ZM_ENDin73670.bk2 (53.1kB bk2 movie [GBA])
Uploaded 2017-10-03 22:33:07 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.43 [73670 frames], 75434 rerecords)
4453 views, 264 downloads
Saved 4 frames at s15 (faster ammo drop for laser, still waiting a bit). Also saved time on s16 beginning, but did not save time in the end except for one less lag frame
Info Download

#42161070807090315 - Zook Man ZX4 - end at 73679
ZM_ENDin73679.bk2 (53.2kB bk2 movie [GBA])
Uploaded 2017-10-03 17:14:19 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.6 [73680 frames], 73899 rerecords)
4378 views, 260 downloads
At s15, I lost 1 frame to get a fire refill and ~4/5 frames to grab the ammo refill for the laser :/
Info (1 comment) Download

#42133629913507284 - Zook Man ZX4 - s13 and s15 imp
ZM_better_s13_15.bk2 (53.1kB bk2 movie [GBA])
Uploaded 2017-10-02 11:34:45 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.6 [73680 frames], 72434 rerecords)
4436 views, 237 downloads
Saved 34 frames on s13 and 18 frames on s15. There is one lag frame at s15 boss, I don't know why I'm also short on fire because of very bad luck on drops, but laser is ok.
Info Download

#41246118880161227 - Zook Man ZX4 - Stage 2 resynced again
ZM_s2resyncagain.bk2 (45.3kB bk2 movie [GBA])
Uploaded 2017-08-23 12:18:54 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.21 [64638 frames], 56635 rerecords)
4614 views, 250 downloads
Finish resyncing ThunderAxe's 10-11 frames improvement. Stage select at 62358 (-9 frames)
Info Download

#41224180679213470 - Zook Man ZX4 - Stage 2 resynced
ZM_s2resync.bk2 (45.3kB bk2 movie [GBA])
Uploaded 2017-08-22 12:36:12 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.37 [64647 frames], 52310 rerecords)
4656 views, 258 downloads
Saved 9 frames. Stage select at 62367
Info Download

#41185368409816769 - Zook Man ZX4 - Stage 3 - saved 1 lag frame
ZM_s3saved1lagframe.bk2 (45.1kB bk2 movie [GBA])
Uploaded 2017-08-20 18:39:11 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.75 [64670 frames], 48683 rerecords)
4606 views, 264 downloads
Enter stage select at 49382
Info Download

#41155605370821101 - Zook Man ZX4 - Stage 3 resynced
ZM_s3resync.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-19 10:29:02 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.77 [64671 frames], 46299 rerecords)
4639 views, 258 downloads
Stage select at 49383
Info Download

#41154074633404318 - Zook Man ZX4 - Stage 5 resynced
ZM_s5resync.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-19 08:49:46 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.8 [64673 frames], 45476 rerecords)
4613 views, 270 downloads
Saved a frame rule in s5, entering stage select at 42615
Info Download

#41095085400963153 - Zook Man ZX4 - Stage 5 to resync
ZM_s5toresync.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-16 17:04:16 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.9 [64679 frames], 43935 rerecords)
4680 views, 276 downloads
2 improvements: 2 and 5 frames, but a shot counter glitch not triggering
Info Download

#41091348461567898 - Zook Man ZX4 - Stage 4 to miniboss resync
ZM_s4minibossresync.bk2 (45.1kB bk2 movie [GBA])
Uploaded 2017-08-16 13:01:55 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.92 [64680 frames], 43255 rerecords)
4657 views, 255 downloads
The s7 8-frames improvement until s4 miniboss
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#41074209327952433 - s7 8 frames improvement
ZM_s7keylie_syncuntil26000.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-15 18:30:26 by keylie (102 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.87 [64677 frames], 41153 rerecords)
4658 views, 244 downloads
Sync until 26000. Have fun :/
Info Download

#38097119196013478 - FF6 - new 52GO - done
ff6_goglitch_v9_ok.lsmv (8.72kB lsmv movie [SNES])
Uploaded 2017-04-03 16:43:37 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 24:33.26 [88541 frames], 23592 rerecords)
6403 views, 308 downloads
lsnes rr2-β23 FF6 US version 1.0
Info Download

#37959448085146010 - FF6 - new 52GO - solo Terra dead
ff6_goglitch_v3_ded.lsmv (5.40kB lsmv movie [SNES])
Uploaded 2017-03-28 11:55:32 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 11:07.7 [40128 frames], 14858 rerecords)
6455 views, 342 downloads
Info Download

#36870464034104612 - FF6 - new ACE route - done
ff6_new_ace_v2_done_slow_v3.lsmv (13.1kB lsmv movie [SNES])
Uploaded 2017-02-07 10:54:00 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 29:23.58 [105989 frames], 12114 rerecords)
6652 views, 316 downloads
Info Download

#36656825693443173 - FF6 - new ACE route - Kefka at Narshe
ff6_new_ace_party.lsmv (7.79kB lsmv movie [SNES])
Uploaded 2017-01-28 19:59:23 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 19:43.65 [71136 frames], 19474 rerecords)
6833 views, 333 downloads
Starting a TAS of ff6 again, with a new route.
Info Download

#36365712865094234 - Rayman Origins 4p end-4
RO_end-4_as_part15_ast.dtm (16.3MB dtm movie [Wii])
Uploaded 2017-01-15 17:20:28 by keylie (102 files)
In 45:31.3 [2047939 frames], 0 rerecords)
4065 views, 339 downloads
Done with Dolphin 5.0-424


(Link to video)
Info Download

#35655560881888628 - Rayman Origins 4p end-4 part1
RO_end-4_s3_done.dtm (14.6MB dtm movie [Wii])
Uploaded 2016-12-14 17:46:30 by keylie (102 files)
In 4:06:19.2 [1879344 frames], 49374 rerecords)
4154 views, 358 downloads
Done with Dolphin 5.0-424
Info Download

#35184744316695347 - Rayman Origins 4p 5-1
RO_5-1_done.dtm (12.1MB dtm movie [Wii])
Uploaded 2016-11-23 12:53:39 by keylie (102 files)
In 35:20.2 [1572572 frames], 45284 rerecords)
4292 views, 390 downloads
Done with Dolphin 5.0-424


(Link to video)
Info Download

#34835460167636804 - Rayman Origins 4p 4-4
RO_4-4_done.dtm (10.8MB dtm movie [Wii])
Uploaded 2016-11-07 19:22:17 by keylie (102 files)
In 3:13:09.93 [1398976 frames], 40562 rerecords)
4442 views, 391 downloads
Done with Dolphin 5.0-424


(Link to video)
Info Download

#34629361670835512 - Rayman Origins 4p 3-4
RO_3-4_done_v2.dtm (9.21MB dtm movie [Wii])
Uploaded 2016-10-29 12:36:37 by keylie (102 files)
In 1:02:05.62 [1142492 frames], 35036 rerecords)
4478 views, 315 downloads
Done with Dolphin 5.0-424


(Link to video)
Info Download

#34569318684713927 - Rayman Origins 4p 3-2
RO_3-2_done_v2.dtm (8.47MB dtm movie [Wii])
Uploaded 2016-10-26 19:42:47 by keylie (102 files)
In 1:36:09.27 [1060624 frames], 33688 rerecords)
4503 views, 343 downloads
Done with Dolphin 5.0-424


(Link to video)
Info Download

#34500815615063405 - Rayman Origins 4p 3-1
RO_3-1_done.dtm (7.65MB dtm movie [Wii])
Uploaded 2016-10-23 17:40:18 by keylie (102 files)
In 4:21:30.4 [986576 frames], 31152 rerecords)
4518 views, 362 downloads
Done with Dolphin 5.0-424


(Link to video)
Info Download

#34392683307208437 - Rayman Origins 4p 2-5
RO_2-5_done.dtm (6.70MB dtm movie [Wii])
Uploaded 2016-10-18 20:47:50 by keylie (102 files)
In 1:29:01.4 [831444 frames], 27498 rerecords)
4569 views, 442 downloads
Done with Dolphin 5.0-424


(Link to video)
Info Download

#34392666668230575 - Rayman Origins 4p 2-2
RO_2-2_done.dtm (5.40MB dtm movie [Wii])
Uploaded 2016-10-18 20:46:45 by keylie (102 files)
In 3:07:29.13 [703392 frames], 25219 rerecords)
4566 views, 356 downloads
Done with Dolphin 5.0-424


(Link to video)
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#34254131344966840 - Rayman Origins 4p 2-1
RO_2-1_done_v2.dtm (5.01MB dtm movie [Wii])
Uploaded 2016-10-12 15:02:37 by keylie (102 files)
In 2:24:54.68 [627304 frames], 21674 rerecords)
4566 views, 417 downloads
Done with Dolphin 5.0-424


(Link to video)
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#33983425970778502 - Rayman Origins 4p 1-6
RO_1-6_done.dtm (3.76MB dtm movie [Wii])
Uploaded 2016-09-30 10:27:09 by keylie (102 files)
In 1:40:47.68 [482996 frames], 17802 rerecords)
4706 views, 374 downloads
Done with Dolphin 5.0-424


(Link to video)
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#33983396851754330 - Rayman Origins 4p 1-5
RO_1-5_done_v2.dtm (3.39MB dtm movie [Wii])
Uploaded 2016-09-30 10:25:16 by keylie (102 files)
In 09:49.07 [441271 frames], 16043 rerecords)
4659 views, 327 downloads
Done with Dolphin 5.0-424


(Link to video)
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#33830443821847543 - Rayman Origins 4p 1-4
RO_1-4_done.dtm (2.85MB dtm movie [Wii])
Uploaded 2016-09-23 13:06:08 by keylie (102 files)
In 08:18.53 [361513 frames], 12782 rerecords)
4657 views, 331 downloads
Done with Dolphin 5.0-424


(Link to video)
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#33673940787947016 - Rayman Origins 4p 1-3
RO_1-3_done.dtm (2.17MB dtm movie [Wii])
Uploaded 2016-09-16 11:56:46 by keylie (102 files)
In 06:36.43 [276404 frames], 10388 rerecords)
4655 views, 380 downloads
Done with Dolphin 5.0-424


(Link to video)
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#33582669709633626 - Rayman Origins 4p 1-2
RO_1-2_done_real.dtm (1.69MB dtm movie [Wii])
Uploaded 2016-09-12 09:17:46 by keylie (102 files)
In 1:59:18.48 [189744 frames], 6744 rerecords)
4792 views, 365 downloads
Done with Dolphin 5.0-424


(Link to video)
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#33478445213000020 - Rayman Origins 4p 1-1
RO_1-1_done.dtm (819kB dtm movie [Wii])
Uploaded 2016-09-07 16:38:43 by keylie (102 files)
In 1:01:22.7 [54899 frames], 2391 rerecords)
4713 views, 364 downloads
Done with Dolphin 5.0-424


(Link to video)
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#31784617158843553 - Final Fantasy VI (J) - checksum lua script
ff6_lsnes_checksum.lua (679B Lua script)
Uploaded 2016-06-23 09:52:33 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
8355 views, 483 downloads
Script to make easier the manipulation of the checksum. You must set the save slot and the last address written in the lua script. Then the two numbers printed on screen (computed and stored checksums) must match when you perform the reset.
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#31589376833395813 - Final Fantasy VI (J) - event pointer lua
ff6_lsnes_printglitch_jap.lua (222B Lua script)
Uploaded 2016-06-14 14:51:03 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
8626 views, 498 downloads
Prints the value of $630 that will be used as the returned event pointer
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#31571787807301978 - Final Fantasy VI - WIP ACE route (done)
done.lsmv (11.7kB lsmv movie [SNES])
Uploaded 2016-06-13 19:50:23 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 31:47.69 [114650 frames], 11562 rerecords)
8508 views, 372 downloads

LSMV begins from dirty SRAM

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#31501771517693755 - Final Fantasy VI - WIP ACE route (last fight)
colorcode.lsmv (123kB lsmv movie [SNES])
Uploaded 2016-06-10 16:09:46 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 31:03.15 [111973 frames], 7429 rerecords)
8405 views, 370 downloads

LSMV begins from dirty SRAM

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#31460129899284952 - Final Fantasy VI - WIP ACE route (Sealed Gate)
sealedgate.lsmv (115kB lsmv movie [SNES])
Uploaded 2016-06-08 19:09:16 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 14:43.94 [53124 frames], 2950 rerecords)
8450 views, 371 downloads

LSMV begins from dirty SRAM

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#24682228050711354 - FF6 game end glitch with full ending
ff6_goglitch_v2.lsmv (10.3kB lsmv movie [SNES])
Uploaded 2015-08-08 13:16:37 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 32:54.55 [118668 frames], 11645 rerecords)
10040 views, 409 downloads

LSMV begins from dirty SRAM

By launching the end of the world destruction script, the ending now runs until the end. This adds a few seconds to the run.
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#21824914608942764 - FF6 jap - ACE
FF6j_trigger_ending.smv (228kB smv movie [SNES])
Uploaded 2015-04-01 20:57:26 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 15:07.59 [54545 frames], 3 rerecords)
10731 views, 585 downloads

SMV file begins from a snapshot

Made with ff6 jap rom, Snes9x 1.51.ep10r1 and starts with a savestate
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#21137351128982508 - Ikaruga 2p hard all
ikaruga_2p_hard_done.dtm (1.18MB dtm movie [GC])
Uploaded 2015-03-01 21:48:22 by keylie (102 files)
For GC Ikaruga (24 files)
In 21:29.4 [154728 frames], 54996 rerecords)
6625 views, 529 downloads
Dolphin 4.0-4091 US rom


(Link to video)
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#20977843812742137 - Ikaruga 2p hard, ending
ikaruga_2p_hard_ending.dtm (1.10MB dtm movie [GC])
Uploaded 2015-02-22 17:24:11 by keylie (102 files)
For GC Ikaruga (24 files)
In 20:05.72 [144686 frames], 48240 rerecords)
6556 views, 556 downloads
Only the pacifist part to go
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#20949351965653465 - Ikaruga 2p hard, stage 5 - middle of bonus enemies
ikaruga_2p_hard_5-bonus.dtm (992kB dtm movie [GC])
Uploaded 2015-02-21 10:36:28 by keylie (102 files)
For GC Ikaruga (24 files)
In 17:37.57 [126908 frames], 45873 rerecords)
6598 views, 552 downloads
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#20870621889412246 - Ikaruga 2p hard, stage 4 done
ikaruga_2p_hard_4-done.dtm (949kB dtm movie [GC])
Uploaded 2015-02-17 21:30:45 by keylie (102 files)
For GC Ikaruga (24 files)
In 16:52.3 [121476 frames], 43287 rerecords)
6618 views, 546 downloads
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#20842800140764754 - Ikaruga 2p hard, stage 4-2 done
ikaruga_2p_hard_4-2_ok.dtm (819kB dtm movie [GC])
Uploaded 2015-02-16 15:26:29 by keylie (102 files)
For GC Ikaruga (24 files)
In 14:33.4 [104808 frames], 40808 rerecords)
6601 views, 562 downloads
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#20823084721913558 - Ikaruga 2p hard, stage 4-2 almost done
ikaruga_2p_hard_4-2_almost.dtm (797kB dtm movie [GC])
Uploaded 2015-02-15 18:07:55 by keylie (102 files)
For GC Ikaruga (24 files)
In 14:09.9 [101988 frames], 38950 rerecords)
6590 views, 516 downloads
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#20736965737484331 - Ikaruga 2p hard, stage 4-2 halfway
ikaruga_2p_hard_4-2_half.dtm (778kB dtm movie [GC])
Uploaded 2015-02-11 21:03:02 by keylie (102 files)
For GC Ikaruga (24 files)
In 13:50.0 [99600 frames], 36680 rerecords)
6677 views, 525 downloads
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#20671586675880401 - Ikaruga 2p hard, stage 4 nightmare going on
ikaruga_2p_hard_4-nightmare2.dtm (751kB dtm movie [GC])
Uploaded 2015-02-08 22:23:09 by keylie (102 files)
For GC Ikaruga (24 files)
In 13:20.93 [96112 frames], 35318 rerecords)
6593 views, 577 downloads
Still on 4-2
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#20645935963792335 - Ikaruga 2p hard, stage 4 still nightmare
ikaruga_2p_hard_4-nightmare.dtm (741kB dtm movie [GC])
Uploaded 2015-02-07 18:39:41 by keylie (102 files)
For GC Ikaruga (24 files)
In 13:10.53 [94864 frames], 33195 rerecords)
6621 views, 521 downloads
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#20582447846302153 - Ikaruga 2p hard, stage 4-2
ikaruga_2p_hard_4-2.dtm (731kB dtm movie [GC])
Uploaded 2015-02-04 22:02:25 by keylie (102 files)
For GC Ikaruga (24 files)
In 12:59.5 [93540 frames], 31742 rerecords)
6726 views, 598 downloads
Beginning of the nightmare :
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#20464254086025797 - Ikaruga 2p hard, stage 4-1
ikaruga_2p_hard_4-1.dtm (702kB dtm movie [GC])
Uploaded 2015-01-30 14:17:27 by keylie (102 files)
For GC Ikaruga (24 files)
In 12:29.0 [89880 frames], 30252 rerecords)
6726 views, 571 downloads
Info Download

#20336021837369442 - Ikaruga 2p hard, stage 4 beginning
ikaruga_2p_hard_4.dtm (672kB dtm movie [GC])
Uploaded 2015-01-24 19:41:29 by keylie (102 files)
For GC Ikaruga (24 files)
In 11:56.57 [85988 frames], 29275 rerecords)
6716 views, 532 downloads
Dolphin 4.0-4091

(Link to video)
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#20248811955861456 - Ikaruga 2p hard, stage 3 end of bonus enemies
ikaruga_2p_hard_3-bonus.dtm (625kB dtm movie [GC])
Uploaded 2015-01-20 21:25:51 by keylie (102 files)
For GC Ikaruga (24 files)
In 11:06.65 [79998 frames], 27453 rerecords)
6714 views, 563 downloads
Info Download

#20073096243375598 - Ikaruga 2p hard, stage 3 miniboss
ikaruga_2p_hard_3-miniboss.dtm (596kB dtm movie [GC])
Uploaded 2015-01-12 23:30:32 by keylie (102 files)
For GC Ikaruga (24 files)
In 10:35.77 [76292 frames], 0 rerecords)
6829 views, 478 downloads
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#19705864013590164 - Ikaruga 2p hard, stage 3 beginning
ikaruga_2p_hard_3-1.dtm (485kB dtm movie [GC])
Uploaded 2014-12-27 10:35:13 by keylie (102 files)
For GC Ikaruga (24 files)
In 08:37.27 [62072 frames], 22557 rerecords)
7018 views, 568 downloads
Dolphin 4.0 4091


(Link to video)
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#19406404697276084 - Ikaruga 2p hard, stage 2 almost boss
ikaruga_2p_hard_s2_almostboss.dtm (362kB dtm movie [GC])
Uploaded 2014-12-13 22:55:02 by keylie (102 files)
For GC Ikaruga (24 files)
In 06:25.65 [46278 frames], 18798 rerecords)
7109 views, 613 downloads
Almost the end of this nightmare. I couldn't get the extra black chain I wanted, you will find two black enemies remaining :(
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#19339081509479552 - Ikaruga 2p hard, stage 2-bonus
ikaruga_2p_hard_s2_bonus.dtm (354kB dtm movie [GC])
Uploaded 2014-12-10 22:09:04 by keylie (102 files)
For GC Ikaruga (24 files)
In 06:16.98 [45238 frames], 16791 rerecords)
7114 views, 612 downloads
No more boxes. Hard part for routing :(
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#19208308302027476 - Ikaruga 2p hard, stage 2-boxes
ikaruga_2p_hard_boxes.dtm (294kB dtm movie [GC])
Uploaded 2014-12-05 00:48:19 by keylie (102 files)
For GC Ikaruga (24 files)
In 05:13.08 [37570 frames], 13341 rerecords)
7199 views, 578 downloads
I hate boxes
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#19091009291921987 - Ikaruga 2p hard, stage 2-2
ikaruga_2p_hard_2-2.dtm (253kB dtm movie [GC])
Uploaded 2014-11-29 18:01:22 by keylie (102 files)
For GC Ikaruga (24 files)
In 04:30.02 [32402 frames], 10870 rerecords)
7212 views, 570 downloads
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#18954596001392115 - Ikaruga 2p hard, stage 1 end
ikaruga_2p_hard_s1.dtm (191kB dtm movie [GC])
Uploaded 2014-11-23 14:34:51 by keylie (102 files)
For GC Ikaruga (24 files)
In 03:23.25 [24390 frames], 9851 rerecords)
7216 views, 636 downloads
Dolphin version 4.0-4091


(Link to video)
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#18876154878762685 - Ikaruga 2p hard, stage 1 boss
ikaruga_2p_hard_1-5.dtm (144kB dtm movie [GC])
Uploaded 2014-11-20 01:47:53 by keylie (102 files)
For GC Ikaruga (24 files)
In 02:32.85 [18342 frames], 9038 rerecords)
7291 views, 489 downloads
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#18783767254184936 - Ikaruga 2p hard, stage 1-4
ikaruga_2p_hard_1-4.dtm (126kB dtm movie [GC])
Uploaded 2014-11-15 21:56:28 by keylie (102 files)
For GC Ikaruga (24 files)
In 02:14.02 [16082 frames], 4331 rerecords)
7275 views, 597 downloads
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#18737226679264221 - Ikaruga 2p hard, stage 1 halfway
ikaruga_2p_hard_1-3.dtm (89.3kB dtm movie [GC])
Uploaded 2014-11-13 19:38:16 by keylie (102 files)
For GC Ikaruga (24 files)
In 01:35.02 [11402 frames], 2634 rerecords)
7296 views, 612 downloads
Gamecube USA version. Two more chains during 1-3 bonus enemies than known! \o/
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#18484576099645314 - ff6 TAS by Catastrophe
ff6_tas_catastrophe.smv (1.76MB smv movie [SNES])
Uploaded 2014-11-02 10:33:40 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
In 4:16:09.6 [923695 frames], 24745 rerecords)
11795 views, 585 downloads
This is an old TAS in 923693 frames by Catastrophe from 2006, never submitted to TASVideos. This run uses the sketch glitch as opposed to the currently published run
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#18484027340882326 - ff6 lua script
ff6_bizhawk.lua (27.8kB Lua script)
Uploaded 2014-11-02 09:58:05 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
12124 views, 662 downloads
Lua script for ff6 displaying various information in and out of battle, for Bizhawk. Needs the helper lua script
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#18483992833778629 - ff6 lua script - helper functions
ff6_bizhawk_helper.lua (4.33kB Lua script)
Uploaded 2014-11-02 09:55:51 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
11596 views, 623 downloads
Helper functions for the ff6_bizhawk lua script
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#18358557059086853 - FF6 sketch glitch outcome generator
sketch_spells.lua (15.7kB Lua script)
Uploaded 2014-10-27 18:21:14 by keylie (102 files)
For SNES Final Fantasy VI (15 files)
11960 views, 600 downloads
For a certain formation mold, this script generates and interprets the rewriting caused by the sketch glitch. The output of the script is a csv file. Here is the description of the content of the spreadsheet. When a cell contains multiple elements separated by a dash, then the sketch glitch cause this element to be overwritten multiple times.

Spell setup = XXYY

  • XX: Aiming byte of 28th spell
   01 (Allies or enemies, single): Safe, Haste, Bserk, Rflect, Shell, Vanish, Life, Life 2
   03 (Allies, single target): Antdot, Remedy, Regen, Life 3
   04 (Allies and enemies, multi target): Quake, W Wind, Merton
   21 (Allies or enemies, single or multi target): Float, Cure, Cure 2, Cure 3
   29 (Allies or enemies, multi or single target): Haste 2
   41 (Enemies or allies, single target): Poison, Drain, Break, Doom, Pearl, Flare, Scan, Slow, Rasp, Mute, Sleep, Muddle, Stop, Imp, Osmose, Dispel
   61 (Enemies or allies, single or multi target): Fire, Ice, Bolt, Fire 2, Ice 2, Bolt 2, Bio, Fire 3, Ice 3, Bolt 3
   6A (Enemies, multi target): X-Zone
  • YY: Queue of 28th spell availability Bit 7: Is the spell currently castable?
   Bit 0-6: Past values.
   Every time the character is casting a spell, or get Imped/Deimped,
   the game checks if the spell is castable, and push bit 0 to the queue if castable, 1 if not. Inited as FF

Command slot = Name (XX/YY/ZZ)

  • XX: Command id
  • YY: Command availability -> Bit 7: Is the command useable?
  • ZZ: Command aiming -> See under

Item slot = Name * Quantity (XX/YY/ZZ)

  • XX: Item flags
   08: Is a shield
   10: Is a weapon
   20: Can be thrown
   40: Is a tool
   80: Not usable as an item in battle
  • YY: Item targeting
   01: Affects single ally or enemy
   02: Affects enemies or allies only
   04: Affects all allies and enemies
   08: Affects all allies or all enemies
   10: Auto-accept default selection
   20: Multiple selection possible
   40: Enemy selected by default
   80: Random selection among all enemies and allies
  • ZZ: Item equipability
   01: Onscreen character 0 can't equip item
   02: Onscreen character 1 can't equip item
   04: Onscreen character 2 can't equip item
   08: Onscreen character 3 can't equip item

Magic slot = Name (XX/YY/ZZ)

  • XX: Spell availability -> See above
  • YY: Spell aiming -> See above
  • ZZ: Spell cost

Engulf variables

  • $3A8A -> Characters that have been engulfed
  • $3A8D -> Active characters at the beginning of the fight
  • $3EBC -> Bit 7 is set if engulf conditions are met:
  1. At least one character engulfed ($3A8A != 0)
  2. All characters at the beginning of the battle have been engulfed ($3A8A == $3A8D)
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#14091811520508617 - Chrono Trigger overlay
chronotriggeroverlay.lua (8.05kB Lua script)
Uploaded 2014-04-18 14:39:11 by keylie (102 files)
For SNES Chrono Trigger (21 files)
11473 views, 716 downloads
Used in the submission http://tasvideos.org/4280S.html
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#13715735465747366 - Chrono Trigger elixir glitch (savestate with gameover)
death.lsmv (148kB lsmv movie [SNES])
Uploaded 2014-04-01 16:10:20 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 02:20.67 [8454 frames], 16 rerecords)
11069 views, 442 downloads

LSMV begins from dirty SRAM

See http://tasvideos.org/userfiles/info/13715645762272053 for a full description

Savestate where Crono does not have the GreenDream equiped, thus the party dies against Inner Lavos.

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#13715712519445572 - Chrono Trigger elixir glitch (savestate without glitch 2)
noglitcharmor.lsmv (153kB lsmv movie [SNES])
Uploaded 2014-04-01 16:08:51 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 02:46.97 [10035 frames], 21 rerecords)
11034 views, 450 downloads

LSMV begins from dirty SRAM

See http://tasvideos.org/userfiles/info/13715645762272053 for a full description

Savestate where the elixir glitch is not happening because I removed Ayla's armor (!)

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#13715684510794266 - Chrono Trigger elixir glitch (savestate without glitch 1)
Noglitch.lsmv (154kB lsmv movie [SNES])
Uploaded 2014-04-01 16:07:02 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 00:36.32 [2183 frames], 0 rerecords)
11052 views, 465 downloads

LSMV begins from dirty SRAM

See http://tasvideos.org/userfiles/info/13715645762272053 for a full description

Savestate where the elixir glitch does not happen due to changing the battle start RNG.

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#13715645762272053 - Chrono Trigger elixir glitch (savestate with glitch)
glitch.lsmv (155kB lsmv movie [SNES])
Uploaded 2014-04-01 16:04:31 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 01:38.5 [5920 frames], 1 rerecord)
11089 views, 449 downloads

LSMV begins from dirty SRAM

Generated by lsnes-rr2-beta18

Savestate to try to analyse/disassemble the behaviour of the elixir glitch. This glitch consists on equiping the GreenDream (auto-revive) on one character and have the entire party wiped out. Occasionally, when the character with the GreenDream is revived, the menu will be messed up and you can launch items on enemies. Launching an elixir on Lavos is an insta-kill (HP overflow probably). The problem is to make the glitch happen. It is very rare and sensible to a lot of factors: battle start RNG (for enemy attacks, ATB start, criticals, etc.), equipments, timing of commands... :(

This savestate is just before the Inner Lavos fight, and the glitch will happen. You can see it working if Crono lies down for a few frames after being revived. I also provide some savestates where the glitch does not happen by changing something.

Read also http://tasvideos.org/forum/viewtopic.php?p=371433

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#13670011904558976 - Chrono Trigger any% no corruption -> Lavos shell skip
Chrono Trigger_shell_skip.bkm (26.4MB bkm movie [SNES])
Uploaded 2014-03-30 14:45:07 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 2:14:51.27 [486276 frames], 24681 rerecords)
11133 views, 524 downloads
I managed to reproduce the Lavos shell skip. However, I didn't know which setup I need for the elixir glitch, which is faster to do before the skip :( So now, I need to determine everything for the elixir glitch and probably do the shell skip again. It's really not hexedit frendly because it's based on making the game lag to make the other characters behind.
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#13473109920628245 - Chrono Trigger any% no corruption -> Tyranno
Chrono Trigger_azala.bkm (23.3MB bkm movie [SNES])
Uploaded 2014-03-21 17:55:52 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 1:58:49.16 [428454 frames], 20899 rerecords)
11147 views, 550 downloads
The hypno strat is in fact slower than the normal strat, by about 20 seconds.
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#13451573033798666 - Chrono Trigger any% no corruption -> Tyranno (hypno strat)
Chrono Trigger (USA)_azala_hypno.bkm (22.8MB bkm movie [SNES])
Uploaded 2014-03-20 18:39:11 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 1:56:24.58 [419765 frames], 20177 rerecords)
11099 views, 908 downloads
For the fight against Tyranno, I can either kill Azala or make him sleep. I tried here to optimise the second choice, and I will do the same with the first one. I hex-edited half of the run to grab a SpeedTab before Masamune, and spent hours to sync everything again, which has the consequence of saving and loosing random frames here and there (this game : ).
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#13226432307013465 - Chrono Trigger any% no corruption -> after Magus
Chrono Trigger-after_magus.bkm (20.2MB bkm movie [SNES])
Uploaded 2014-03-10 15:18:37 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 1:43:13.98 [372251 frames], 17485 rerecords)
11217 views, 1052 downloads
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#13161454069968722 - Chrono Trigger any% no corruption -> after flea
Chrono Trigger-after_flea.bkm (16.8MB bkm movie [SNES])
Uploaded 2014-03-07 17:04:43 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 1:25:28.07 [308191 frames], 14614 rerecords)
11163 views, 519 downloads
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#13134574169328449 - Chrono Trigger any% no corruption -> after Nizbel
Chrono Trigger-after_nizbel.bkm (13.9MB bkm movie [SNES])
Uploaded 2014-03-06 12:01:32 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 1:11:09.84 [256612 frames], 13494 rerecords)
11175 views, 528 downloads
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#13055592822430070 - Chrono Trigger any% no corruption -> before Masamune
Chrono Trigger (USA)-before_masamune.bkm (10.8MB bkm movie [SNES])
Uploaded 2014-03-02 22:39:32 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 55:21.08 [199593 frames], 10591 rerecords)
11230 views, 844 downloads
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#13023680288670026 - Chrono Trigger any% no corruption -> after Zombor
Chrono Trigger-after_zombor.bkm (10.2MB bkm movie [SNES])
Uploaded 2014-03-01 12:09:58 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 51:58.53 [187420 frames], 9677 rerecords)
11200 views, 555 downloads
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#12982827917773945 - Chrono Trigger any% no corruption -> after Heckran
Chrono Trigger-after_heckran.bkm (9.61MB bkm movie [SNES])
Uploaded 2014-02-27 16:00:40 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 49:02.75 [176856 frames], 9157 rerecords)
11228 views, 583 downloads
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#12894480167278535 - Chrono Trigger any% no corruption -> End of Time
Chrono Trigger-EndOfTime.bkm (8.62MB bkm movie [SNES])
Uploaded 2014-02-23 16:31:14 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 43:57.32 [158500 frames], 8216 rerecords)
11343 views, 582 downloads
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#12808867085239684 - Chrono Trigger any% no corruption -> to 2300
Chrono Trigger-to_future.bkm (5.53MB bkm movie [SNES])
Uploaded 2014-02-19 19:59:09 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 28:13.01 [101748 frames], 5415 rerecords)
11287 views, 576 downloads
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#12673535284949127 - Chrono Trigger any% no corruption -> yakra
Chrono Trigger-after_yakra.bkm (2.69MB bkm movie [SNES])
Uploaded 2014-02-13 17:42:46 by keylie (102 files)
In 13:43.06 [49465 frames], 3762 rerecords)
6160 views, 479 downloads
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#12632009922195779 - Chrono Trigger any% no corruption -> after naguette
Chrono Trigger-after_nagette.bkm (2.24MB bkm movie [SNES])
Uploaded 2014-02-11 20:49:49 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 11:26.72 [41271 frames], 2348 rerecords)
11354 views, 586 downloads
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#12586014547232352 - Chrono Trigger any% no corruption -> after forest
Chrono Trigger-after_forest.bkm (1.91MB bkm movie [SNES])
Uploaded 2014-02-09 19:06:59 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 09:46.02 [35219 frames], 2139 rerecords)
11347 views, 635 downloads
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#12580905275191917 - Chrono Trigger any% no corruption -> after first fight
ChronoTrigger-after_first_fight.bkm (1.01MB bkm movie [SNES])
Uploaded 2014-02-09 13:35:38 by keylie (102 files)
For SNES Chrono Trigger (21 files)
In 05:08.76 [18556 frames], 1002 rerecords)
11379 views, 560 downloads
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#12319348085890271 - Super Monkey Ball Expert mode, stages 1-9
SuperMonkeyBall_Expert_1-9.dtm (48.9kB dtm movie [GC])
Uploaded 2014-01-28 18:53:26 by keylie (102 files)
In 01:39.78 [5987 frames], 1708 rerecords)
6165 views, 485 downloads
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#12268253182325664 - Super Monley Ball Expert mode, stages 1-7
SuperMonkeyBall_Expert_1-7.dtm (37.9kB dtm movie [GC])
Uploaded 2014-01-26 11:39:53 by keylie (102 files)
In 01:16.65 [4599 frames], 1377 rerecords)
6153 views, 472 downloads
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#12206136410877321 - Super Monkey Ball Expert mode, stages 1-5
SuperMonkeyBall_Extreme_1-5.dtm (24.3kB dtm movie [GC])
Uploaded 2014-01-23 16:31:34 by keylie (102 files)
In 00:47.7 [2862 frames], 491 rerecords)
6148 views, 465 downloads
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#6677048303526791 - Braid speedrun updated
braid_speedrunup.wtf (627kB wtf movie [Windows])
Uploaded 2013-05-19 16:25:32 by keylie (102 files)
For Windows Braid (1 file)
In 22:15.28 [80117 frames], 19082 rerecords)
9208 views, 593 downloads
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