Hello everyone. Although this is my first TAS submission, it is my third attempt at TASing this game. This time, I managed to improve the record time by four minutes by optimizing various parts of the run.

This run was completed under the following conditions:

Player Speed: "Very Fast" (Speed = 8)
This is the fastest speed in the game and determines how quickly the Vaus (paddle) moves. Technically, this setting limits precise control over the ball’s angle. Using "Very Slow" Player Speed (Speed = 1) actually allows more angle variation and may result in faster clears for certain rounds. However, watching the game at such a slow speed may be considered boring for some viewers, even in a TAS.
Game Level: "Very Hard"
This is the hardest difficulty setting and controls how fast the ball moves. While this speed is effectively impossible for human play, it poses no problem for a TAS.
Warpless
This TAS blasts through all 100 rounds of Arcade Mode without skipping any. The only way to skip rounds in the game is by collecting the B (Break Out) power-up, which is not used at all.
Minimum Power-Ups
Each round is cleared using only the necessary power-ups: D (Disperse), G (Giga), L (Laser), and M (Meteor). In most cases, only a single Disperse is used, without duplicates. Occasionally, it is combined with other power-ups to clear a round faster. At no point are more than three power-ups collected in a single round. In fact, only one round in the entire run (Round 65) uses three power-ups; all other rounds are cleared with two, one, or even zero power-ups.
Disperse splits the ball into eight. While managing all eight balls on screen is feasible for a TAS, in several situations I intentionally sacrifice some balls to achieve better overall results.

Technical Information:

  • This TAS is comparatively easier to produce than many other games because it mainly uses three buttons: the Left and Right D-pad to control the Vaus, and the Circle button to launch the ball and fire lasers when the Laser power-up is active. Holding the X (or Square) button while moving left or right slightly increases movement speed, which is useful for catching two balls that are relatively far apart. The X button also subtly shifts the Vaus’s position, allowing for more variation in ball angles.
  • Aside from a few visible power-up bricks that appear in certain rounds, each round has a hidden power-up stack. When a normal brick containing a power-up is destroyed, the first power-up in the stack appears. Destroying another power-up brick anywhere on the screen releases the second power-up, and so on until the stack is exhausted. For example, if D (Disperse) is the third power-up in the stack, three power-up bricks must be destroyed. I usually target the most easily accessible bricks to spawn power-ups faster. However, only two power-ups can be visible on screen at once. Destroying additional power-up bricks while two power-ups are already visible wastes the opportunity to spawn the next one in the stack.
  • At this point, I have completed this TAS three times across two different systems and two different versions of BizHawk. For some reason, the locations of bricks containing power-ups are always fixed. As a result, I optimize this TAS by reviewing recordings of previous runs, noting where power-up bricks appear, and destroying them as quickly as possible. In fact, the aforementioned 'hidden power-up stack' is also fixed for almost all rounds. If at Round 9, the first two destroyed power-up bricks spawned M and D, then it would still spawn M and D in any other runs. I only notice two rounds where the power-ups are generated randomly: Round 33 and 40.
  • The game appears to contain frequent "lag frames," occurring every few frames and lasting either one or four frames. In TAStudio, these frames are marked by red lines instead of green, and no inputs can be registered during them. There are many instances where input would ideally occur on these frames, but must instead be delayed until the lag ends. Technically, some rounds could be cleared one or two frames faster if no lag were present.
  • Although rare, there are situations where I intentionally delay firing the first ball. Destroying enemies that appear at the top of the screen causes the ball to bounce randomly, and delaying the initial input can sometimes result in a more favorable angle that leads to a faster clear.
  • As mentioned earlier, the D (Disperse) power-up splits the ball into eight. I usually manipulate the ball so that it is positioned at the far edge of the Vaus or about to strike a large cluster of bricks—especially silver bricks—so they can be destroyed more efficiently after the split. The G (Giga) power-up functions as a larger version of M (Meteor), and when both appear, I prioritize Giga whenever possible. The L (Laser) power-up allows only two pair of lasers on screen at a time; another laser can be fired only after the previous one hits a brick or enemy. Lasers can be fired even during the Vaus henshin animation, starting from the very first frame after the power-up is collected.
  • Although this TAS improves the overall time by four minutes, there are individual rounds that finish slower than in previous runs. Because a different speed setting is used (Speed = 6 instead of 8), some of the fastest strategies from earlier TAS attempts cannot be replicated exactly.

Round Summary

  • Frame Start is pointed at the very first frame where the ball can be launched.
  • Round Length is calculated between the Frame Start of this round and the next round.
  • Power Up displays the necessary power-up(s) to beat the round.
  • Improvement measures the frames saved if compared with the previous TAS. Negative number means the time is lost instead.
RoundFrame StartRound LengthPower UpImprovement
R12,497546D318
R23,043620D205
R33,663585D74
R44,248920D477
R55,168555D27
R65,723717D162
R76,440609D63
R87,049939G, L124
R97,9881,013M, D497
R109,0011,021D, L121
R1110,0221,027D70
R1211,049712D188
R1311,761746L509
R1412,507909D, M174
R1513,4161,406L500
R1614,822745D-81
R1715,5671,024M139
R1816,591766L-35
R1917,3571,021G262
R2018,378939M, D276
R2119,317494D53
R2219,811578D72
R2320,389739G179
R2421,1281,011M, L652
R2522,1391,610--201
R2623,749939D65
R2724,688839D120
R2825,527793D29
R2926,3201,069D535
R3027,389681D374
R3128,070882D97
R3228,9521,004D160
R3329,956752D409
R3430,7081,347D165
R3532,0551,087D86
R3633,1421,788L430
R3734,930664D193
R3835,594824-189
R3936,4181,625-432
R4038,043676D142
R4138,719899-47
R4239,6181,372D768
R4340,990807D79
R4441,7971,488D673
R4543,285608-85
R4643,8931,201L, M208
R4745,094942D318
R4846,036643--14
R4946,679835M149
R5047,514795D29
R5148,3091,809L218
R5250,118545D117
R5350,663914D119
R5451,5771,169G221
R5552,7461,166M365
R5653,9121,122L, D201
R5755,034621G, D308
R5855,655861D151
R5956,516706L, D308
R6057,222913-110
R6158,135787D284
R6258,9221,028D133
R6359,9501,069L, M, D228
R6461,0191,275G362
R6562,294745D303
R6663,039585D158
R6763,6241,213D666
R6864,8371,071L130
R6965,9081,403D892
R7067,3111,062D-154
R7168,3731,273M, D777
R7269,646848D353
R7370,4941,247M194
R7471,741863G128
R7572,604641D41
R7673,245842M, D233
R7774,087488D5
R7874,575842D115
R7975,4171,035D-17
R8076,452768L416
R8177,2201,438--501
R8278,658754L, D385
R8379,412513D2
R8479,9251,044D371
R8580,9691,172M505
R8682,1411,024D113
R8783,165645D61
R8883,810694D51
R8984,504667D58
R9085,171989D-14
R9186,160893M, D283
R9287,053869M101
R9387,922735D247
R9488,6571,228D280
R9589,885780M, D373
R9690,665869M, L200
R9791,5341,188D367
R9892,722966D261
R9993,688955D79
R10094,6431,828D32
Ending96,471---
---Total Frames
Improved
21,212

Commentary of Noteworthy Rounds:

(One second is approximately 60 Frames.)
Round 13 (509 Frames Saved)
In the previous run, it takes nine bounces to spawn the L (Laser) power-up. In this run, improved manipulation reduces that to just four bounces.
Round 15 - R (500 Frames Saved)
Although no additional power-ups are used, improved angle manipulation allows many bricks to be cleared without the ball returning to the Vaus (paddle).
Round 16 (81 Frames Lost)
The frame loss is not noticeable during playback and only becomes apparent during data collection. There is nothing fundamentally wrong with the strategy; it is simply not fast enough.
Round 18 (35 Frames Lost)
Same as above.
Round 24 - Christmas Tree (652 Frames Saved)
There is no time difference in collecting the M (Meteor) power-up, but the previous run wastes significant time on side bounces due to poor angle control. This run eliminates that issue and also makes use of a second power-up, L (Laser).
Round 25 - Xylphone (201 Frames Lost)
Without D (Disperse), G (Giga), or M (Meteor), this round relies heavily on triangle-shaped enemies that split into three balls when destroyed. These balls bounce randomly, and keeping them alive as long as possible helps clear bricks faster. As a result, luck manipulation is required. Technically, the L (Laser) power-up could be used to destroy the bottom brick of each column, unless those bricks are already destroyed by other means. Overall, the previous run benefits from better luck than this one.
Round 29 (535 Frames Saved)
The previous run takes longer to spawn the D (Disperse) power-up, requiring roughly eight bounces along with side bounces. This run optimizes the angle so the power-up appears after only five straight bounces, with no side bounces.
Round 33 - Hollow A (409 Frames Saved)
This is one of the two rounds where power-ups are generated randomly. The previous run uses M (Meteor), while this run manipulates the first power-up to spawn D (Disperse) instead.
Round 36 (430 Frames Saved)
This round focuses on destroying three full columns of silver bricks using lasers. The previous run attempts to balance destruction across columns, while this run concentrates on clearing one column at a time. By aligning the Vaus directly beneath a column, two pairs of lasers generate four hits which are enough to destroy a single brick. Focusing on fresh bricks also shortens the animation delay between laser shots.
Round 42 - Crab (768 Frames Saved)
This is the third-largest time save in the run. The previous run takes longer to spawn D (Disperse) and to clean up the final few bricks. Both issues are optimized here.
Round 44 (673 Frames Saved)
Destroying silver bricks with D (Disperse) is labor-intensive: there are 32 silver bricks, each requiring four hits. The previous run fails to optimize ball management and loses several balls, leaving only four in play. The current run maintains better angles and preserves most of the balls for much longer, resulting in a significant time save.
Round 48 (14 Frames Lost)
Although the ball enters the narrow gap more quickly in this run, excessive bouncing wastes time. Manipulating the first shot more carefully may have produced better luck after the ball destroys an enemy.
Round 67 (666 Frames Saved)
The intended power-ups are located in a single column of bricks near the center of the field. The previous run lacks an efficient way to clear this column quickly. With improved angle manipulation, this run spawns the power-ups much faster and also uses both M (Meteor) and D (Disperse), instead of relying solely on Meteor as in the previous run.
Round 69 (892 Frames Saved)
This is the best time save in the run. The intended power-ups are located in the column immediately to the left of the rightmost column with gold bricks. This column contains ten bricks: two silver bricks at the top and bottom, with normal white bricks in between. The D (Disperse) power-up is located on the third layer from the top, which requires destroying eight bricks in that column to spawn it. This poses a major problem in the previous run, but improved angle and luck manipulation allows the round to be cleared much faster here.
Round 70 (154 Frames Lost)
This is a case where the optimal strategy from the previous run cannot be replicated. In that run, the first shot reaches the top layer at the perfect angle and never returns to the Vaus; even after splitting into eight balls, none of them leave the curve. In the current run, the ball reaches the top only after two bounces and returns to the Vaus once. Further manipulation can reduce the loss slightly, but the best achievable result remains 154 frames slower.
Round 71 (777 Frames Saved)
This is the second-largest time save in the run. The placement of visible power-up bricks is particularly tricky: both M (Meteor) and D (Disperse) are required, but neither should appear while two other power-ups are still falling down. This behavior cannot be manipulated in the previous run, resulting in significant delays. Proper manipulation here removes that issue and saves a large amount of time.
Round 79 (14 Frames Lost)
The main challenge in this round is four silver bricks located in hard-to-reach positions, each requiring five hits to destroy. Despite multiple attempts to prioritize these bricks, a small amount of time is ultimately lost.
Round 81 (501 Frames Lost)
This is the largest time loss in the run. Upon review, there is no obvious strategic mistake; the loss comes primarily from excessive side bouncing. The previous run also benefits from favorable luck when a split enemy’s three balls hit the final three bricks simultaneously.
Round 85 (505 Frames Saved)
Similar to Round 67, the intended power-ups are located deep within a column where effective angle manipulation is difficult. The M (Meteor) power-up is positioned in the center column on the second layer from the top, with silver bricks on the top and bottom layers that each require five hits to destroy. Improved manipulation allows for a faster clear.
Round 90 (14 Frames Lost)
In the previous run, the opening bounce enters the narrow central gap, spawning the power-up more quickly. This behavior cannot be reproduced here, so the tiny gap is ignored entirely in favor of a different clearing strategy. Although this improves overall flow, the round still finishes slightly slower.
Round 97 - Ptera (367 Frames Saved)
The previous run focuses on spawning D (Disperse) quickly but does not account for the optimal split location, causing the ball to divide near the normal bricks at the center and slowing the remaining cleanup. In this run, entry to the upper layers is prepared first, then D (Disperse) is spawned and activated while the ball is already at the top, resulting in a faster clear.

Total Frames Saved: 22,229 Frames
Total Frames Lost: 1,017 Frames
Net Improvement: 21,212 Frames

Future Improvements

  • As mentioned earlier, playing at a lower speed—especially "Very Slow" (Speed = 1)—allows for more precise angle manipulation and may lead to better results. However, gameplay at the slowest speed may be less entertaining to watch compared to runs at maximum speed.
  • With additional experimentation, it may be possible to completely avoid inputs during lag frames. This would likely reduce clear times by several frames across multiple rounds.
  • I still do not fully understand how the in-game time is calculated, but the full recording—from the PlayStation logo to the name screen after the ending—runs for approximately 28 minutes. By splicing the previous best rounds where I lost time in this run, they itself would save 1,017 frames - about 17 seconds. With further optimization, I believe at least one more minute could be shaved off the total time.

nymx: Claiming for judging.
nymx: Replacing with the improvements provided by Dimon12321.
nymx: First off, welcome to the community. This submission is a great start, as it is very good work. Your methodology sounds a lot like my approach and is appreciated. After looking at your run, I see many interesting details, with specific strategies used. I wish it were easy to just go and test every situation that I see, to discover the outcomes of how it could be done differently. With this game, that is just too complex and would take tons of time. When I see different power-ups being used to accomplish each screen's goal, it tells me that you are making the best of what's dealt. As you have stated, block locations holding a specific power up is very interesting....leaving you to fighting with what comes first. Yes, other power-ups could have done the job faster...but they would come too late to make up the difference. I am impressed with this work and I look forward to future submissions.
Accepting to "Standard".
fsvgm777: Processing. r3gamerz is handling the encodes for this one.


TASVideoAgent
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Dimon12321
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The submission text looks detailed and impressive, but... I don't see any submission, userfile or video this submission text provides comparison to. You mean, this video? 05:53.533 of improvement seems to match it if we compare the lengthes. Then why didn't you refer to it in the text? Uh, whatever. Temp Encode, uses the original provided input file of the submission: (UPD: the encode has done its job. Deleted) I noticed there were plenty of blank input which stops after the beginning of intro section (after Game Over green screen). So I removed it and improved the last round by about 0.5 seconds by dodging the head's projectile as soon as it shoots them. User movie #639027795714399251 No co-authorship needed. I don't care about it, and I'm not sure if it can be improved even further. Maybe the head's behaviour can be manipulated, so it doesn't shoot. Who knows Here is the publication version: User movie #639027801470493360 Basically, this is the input file I provided earlier, but it goes through the credits roll and enters the name "ZEO" at the end. It finishes after the "Game Over" green screen fades out to make the life for publishers easier, because then the game's intro cutscene is shown. Overall, the TAS is fun to watch, but this fun doesn't last long, because there are 100 rounds. Yes vote, nevertheless
TASing is like making a film: only the best takes are shown in the premier. https://xkcd.com/3246/
ZeoKnight
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Happy new year, everyone! And thank you Dimon for the input.
Dimon12321 wrote:
The submission text looks detailed and impressive, but... I don't see any submission, userfile or video this submission text provides comparison to.
I never submit the previous TAS because it didn't follow the guideline. I'm sure the submission of that run will be rejected right away. Here is the recording of the previous TAS. However, I have a plan to delete that video after my current TAS submission is accepted. I see no reason to keep obsoleted run, especially since it was not optimized.
Dimon12321 wrote:
I noticed there were plenty of blank input which stops after the beginning of intro section (after Game Over green screen). So I removed it and improved the last round by about 0.5 seconds by dodging the head's projectile as soon as it shoots them. User movie #639027795714399251 No co-authorship needed. I don't care about it, and I'm not sure if it can be improved even further. Maybe the head's behaviour can be manipulated, so it doesn't shoot. Who knows
Thank you for improving the final inputs. I don't know the exact rule here, but I'm fine if other people co-author this run. Let the judge decide.
Dimon12321 wrote:
Here is the publication version: User movie #639027801470493360 Basically, this is the input file I provided earlier, but it goes through the credits roll and enters the name "ZEO" at the end. It finishes after the "Game Over" green screen fades out to make the life for publishers easier, because then the game's intro cutscene is shown.
I don't know the guidelines to end the TAS inputs, whether it ends after the ending/credits or after the name screen. The encoders can remove the name screen inputs if it's deemed unnecessary.
nymx
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I wanted to make sure that I mention Dimon12321's effort. Because you have asked not to be a co-authorship, I have respected that and let ZeoKnight be the sole owner.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6940] PSX Arkanoid Returns "Arcade, warpless" by ZeoKnight in 26:41.931