Download stream-ready MP4 at double res for better polygons (94 MB):http://www.mediafire.com/file/x2qmw4mdrnj/bushidoblade2-tas-dammit.mp4
  • Goes for lowest in-game time
  • Plays on hard difficulty
  • Takes no damage
  • Manipulates luck
  • Abuses glitch
  • Requires memcard data to unlock the desired mode and character
Bushido Blade is a series of fighting games with a gimmick: everyone can die in one hit. This kind of gameplay lends itself well to timeattack and TASing.
Slash Mode is an unlockable feature where the challenge is to kill 100 bad guys/victims as fast as possible. BB1 is overall a better game for reasons that are irrelevant to this TAS, but BB2 has a better Slash Mode, with an on-screen timer and more variety in enemies and environments. Slash Mode is also a good choice for a TAS because there is only one loading wait.
Tony was chosenfor stylistic reasons, but he is also one of the top picks for timeattack because of his speed.
The fastest ways to take out targets are:
Running side slash (79 counts)
This is used when you can't control the position of the next opponent, which happens when there's a new room. It takes an extra frame if you can't control your initial direction (kill 1) or the opponent has front stance (kill 81).
Running overhead (71 counts)
This is faster than the side slash because it covers more distance and takes so long to come out that it can be started before the next enemy spawn. This is used when the opponent has front stance, which some of the later enemies use. It's also required for the 2nd kill, since there's not enough time to switch to high stance and set up a spinslash.
Spinslash (62-64 counts)
This is a special move that only a few characters have. Tony must be in high stance to perform it. It's the fastest kill method because there's a glitch that sometimes causes the enemy to spawn abnormally close (1000 instead of the usual 4000) while executing it. Since this is a TAS, sometimes means always. If both the distance and position are perfect, the enemy spawns right on your sword and dies immediately. This won't work against front stance because the opponent's sword gets in the way.
The performance here cannot be replicated unassisted because of the luck manipulation. For every kill except after the room changes, the attack has to be initiated before the position of the next enemy is even determined. The spawns pop up in random positions and attempting the spin-slash glitch puts them very far away half the time. Furthermore, frame precision is required to prevent the enemies, especially the later ones, from blocking or getting neutral blade contact.
On top of that, you have to manage your movement to avoid walls. Enemies will not spawn too close to walls. The spinslash moves forward and to the left, and takes so long that there's not much time to both reposition and manipulate the next spawn. The sequence can take the least amount of space by stepping to the player's right between iterations, forming a tight circle. It's most difficult in the first room (skinny hallway) and after kills 31 and 51 (facing the wall).
I made aLua script to display the position and distance of the actors and the time of each kill.
Here's aspreadsheet of the performance on each target.
When an enemy gets a fatal blow, the next always spawns after 60 counts. (1 count = 1 controllable frame = 2 frames on the framecount = 1/30 second) The total time isthis, or 6443 counts according to the internal timer at 0xA32B8. For reference, my old unassisted record isthis.
Watching an encode is recommended for better sound: The TAS was recorded with the TAS sound plugin to maintain sync, but this plugin mutilates the sound effects. The encode was prepared by dumping with Eternal SPU and merging the pieces between desyncs. I madethis Lua script to automate the process.
Thanks to mz and error1 for support.
Thanks to Aktan and BadPotato for prior research on PCSX audio.

mmbossman: Despite the large amount of luck manipulation present, the result is unfortunately very repetitive. A playaround in the same mode may be more suited for publication, but I just can't see this one making it. Rejecting.

adelikat: Unrejecting for consideration of publication to the Vault
Noxxa: Judging.
Noxxa: Accepting for the Vault.
feos: Processing...


Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
This is definitely a run fit for the Vault. No vote. So since a run completing a certain game mode has already been published in the Vault, setting the precedent as Tanooki Teabag said, what's stopping this run from being published too? It's not the encoding of the run that's been delaying it for almost three months, is it?
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
CoolKirby wrote:
This is definitely a run fit for the Vault. No vote. So since a run completing a certain game mode has already been published in the Vault, setting the precedent as Tanooki Teabag said, what's stopping this run from being published too? It's not the encoding of the run that's been delaying it for almost three months, is it?
It is. I already accepted this run back on the 6th of March, which is almost three months ago. However, feos is delaying the encode until there's a working PCSX resync workflow with Eternal SPU in order to get an optimal quality encode. (And I agree in that it's taking way too long, but I suppose it can't really be helped. PCSX-rr is just like that.)
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Cirrect, we could make some hacky dump just to get rid of this submission, but then some really long movie would cause us the same problems and it would be harder to test everything on such. And working on an already published SHORT movie isn't too motivating.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Ah, I see. I agree that you should take your time and make a resync workflow that can turn out better encodes for all of these runs. Best of luck in getting it done!
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
CoolKirby wrote:
So since a run completing a certain game mode has already been published in the Vault, setting the precedent as Tanooki Teabag said, what's stopping this run from being published too?
I think it has always been an informal policy of the site that nothing sets precedents, and the adage is "past mistakes don't justify repeating them." (I'm not saying that publishing that run was a mistake. I'm saying that precedents shouldn't affect anything.)
Joe
Joined: 6/10/2006
Posts: 152
Location: Wisconsin
I don't see anything in the rules that makes alternate game modes ineligible as long as they fit the rules for proper game goals. I also found this rather repetitive, but I found it well optimized and suitable for vault publication.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Got the dump, doing test encodes.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15577
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2415] PSX Bushido Blade 2 "Slash Mode" by Dammit in 04:20.23
Joined: 8/30/2010
Posts: 4
i vote yes. this run is hilarious even if it is repetitive.
Experienced player (704)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
wasn't there a TAS of the first game in the gruefood either?
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Noxxa
They/Them
Moderator, Expert player (4124)
Joined: 8/14/2009
Posts: 4090
Location: The Netherlands
grassini wrote:
wasn't there a TAS of the first game in the gruefood either?
No. This is the only run of the entire series so far.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
So I reencoded this run using the stable and updated techniques. There are still a few issues, like some dead sound effects, but overall it's a huge improvement over how it was done. No more black flashes, amount of missing sounds was reduced very much. Now I really don't feel like improving it further, because other games don't desync every few seconds, and artifacts aren't so frequent.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.