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#18018040000291436 - NES ARBF WIP70

MESHUGGAH_ARBFv70-compact.fm3
In 01:36.959 (5827 frames), 33321 rerecords
1180 downloads
Uploaded 10/12/2014 10:18 AM by MESHUGGAH (see all 297)
New discoveries implemented.
  • Doing the POW boost from ground with 384 walk speed and minimal speed reduction lets you get a 672 - 1 frame of walk reduction (19) = 653 units. This only works from the ground (to use the smallest reduction that comes from walking).
So...
  • 1-1: abusing 3rd bomb to do 653 ground pow boost instead of 640, saving 4 frames
  • 1-2: nope
  • 1-3: we jump even much smaller with 653 (impossible to bypass the second rat) so, same
  • 1-4: we can't position the bomb to make a ground pow boost.
  • 1-5: doing 653 ground pow boost saved 3 frames
  • 1-6: relatively new route (compared to previous WIP), optimizations might help to squeeze out more saves. something 12 + many frames faster (653 speed + route changes)
  • 1-7: currently the bitch has the worse position she could get.

#17910653396657761 - NES ARBF WIP54

MESHUGGAH_ARBFv54-compact.fm3
In 01:36.410 (5794 frames), 30023 rerecords
1185 downloads
Uploaded 10/7/2014 2:14 PM by MESHUGGAH (see all 297)
Improved third screen with 24 frames by
  • tiny improvment at the start, squeezing few subpixels
  • jumping to the 1st stairs and throwing a bomb and boosting to 576 beforehand to maximize our position while throwing an ideal bomb (position and time wise)
Improved fourth screen with 23 frames by
  • better bomb throw timing/position, maybe improvable?
Improved fifth screen with 4 (or 24?) frames by
  • self boosting with our bomb, because explodes earlier than the first enemy's. Bullwinkle can't throw it on top of the stairs from the ground and don't forget he requires to make a "mini jump" (or continuing a normal jump with a smaller Y boost), so currently this was the best position/timing.
Movie contains my "old" test runs for the next screens, which probably improvable with more self boosting and more position optimizing.

#17840162079485036 - NES ARBF WIP46

MESHUGGAH_ARBFv46-compact.fm3
In 00:46.770 (2811 frames), 24651 rerecords
991 downloads
Uploaded 10/4/2014 10:02 AM by MESHUGGAH (see all 297)
The adventures of rocky and bullwinkle and friends first few screens of level 1. tas faq: http://tasvideos.org/NES/AdventuresOfRockyAndBullwinkleAndFriends.html (I know, I made the page missing the GameResources directory...)
After finishing the first two levels (levels takes several scenes), I've started to reimplement various tricks and about to compile best routes.
Subpixel over carries on screens: 1-2 to 1-3, 1-3 to 1-4.
Comments. First level, first screen
  • Starting with throwing a bomb for self boost is 49 position slower (considering you are going with 576 units, it would take 22 frames), so we are abusing the most optimal in both timing/position is the 2nd falling bomb.
  • Since you need to get 0 speed to bend over for the key, best strategy is throwing a bomb and boosting for the end, because the setup doesn't takes much time and as previously mentioned, it get's efficient in long distances.
Second screen
  • Climbing stairs depending on your position where you hit the stairs, usually the fastest method is A*4,U*4,A*4 because of the tinier better Y/X position trade between jumping and climbing to barely reach the next platform to continue charging to top speed.
  • Most optimal exiting is always same length. Subpixels and maybe stair orientation alters the usage of U over D
Third screen
  • Using optimal subpixels to get an additional speed gain to jump off without falling down
  • Since you can't avoid red spike, jumping when only hit once is the best and continue holded speed instead of 384
Fourth screen
  • Picking up soda can because we are thirsty
  • Throwing a bomb to boost off and jump over the huge gap which otherwise hard because of the great hitbox of the red spike above your head, you also need to time your dmg to avoid your speed getting zero (as you run out of health while charging).
Fifth screen
  • Currently optimizing best X and Y pos for first enemy's bomb to boost off and Bullwinkle's position to avoid further chainsaws. Just running to the right ends the level at 3085 with 576 units speed (goof jumps are not abusable to get 640 units speed)
Also I have no idea if there any use of bombs other than boosting off and killing enemies (especially since you can't combine this two, you either boost off and get dmg or you dmg someone else and cry in a corner for no extra speed).

#17539841775911711 - Good ABAHB route

MESHUGGAH_Zephyrz_Aglar_ABAHBv18.fm2
In 01:19.170 (4758 frames), 32762 rerecords
1188 downloads
Uploaded 9/20/2014 9:26 PM by MESHUGGAH (see all 297)
I removed the additional ketchup throwing but came up better jelly bean combinations where I could feed blob earlier without loosing time on teleporting him not far enough.
Ends in 4758 (144 frames faster than cancelled movie), there's a few other tests need to be done before finishing.
edit: note that the final submission is 2 frames faster

#17538004551377850 - Bad ABAHB route

MESHUGGAH_Zephyrz_Aglar_ABAHBv12.fm2
In 01:21.000 (4868 frames), 29117 rerecords
1201 downloads
Uploaded 9/20/2014 7:27 PM by MESHUGGAH (see all 297)
Unfortunately, using the "combine jellybeans effect" trick (teleport blob to specific place and transform to something) requires 1 additional ketchup jellybean to improve 109 frames compared to the cancelled one.
However, we only have 6, and we used all of them, so this route can't be finished in a shorter time (you need to wait blob to walk across 2~3 screen and then throw an apple).
And since only the ketchup jellybean lets you teleport the blob and you can't use the rocket "underground" nor avoid revisiting rat king instead of peek-a-booing, it looks like only the 8 frames will be implemented to previous one.

#17473282652744118 - ABAHB mesh+zephyrz+aglar

MESH_ZEPHYRZ_AGLAR_ABAHBv6.fm2
In 01:21.430 (4894 frames), 23623 rerecords
1209 downloads
Uploaded 9/17/2014 9:30 PM by MESHUGGAH (see all 297)
History:
  • Aglar PMs me his old trick from his old run that the previously TAS didn't used
  • opened up submission file, nearly rewrote full movie to see any random free improvements
  • 8 frames saved by throwing the very first jellybean as soon as possible and later change it "on the fly" by shooting another jellybean on the nearest occasion. This doesn't saves time anywhere else.
Also note that all unnecessary jellybean switching is removed.

#17425416516889109 - Boy and his Blob final TAS

MESHUGGAH_Zephyrz_blobolonia.fm2
In 01:21.569 (4902 frames), 21137 rerecords
1203 downloads
Uploaded 9/15/2014 5:46 PM by MESHUGGAH (see all 297)
Ends in 4902 frames. The end.

#17393769008978487 - Zephyrz's Blob TAS impr/opt

blob_zephyr_mesh_4932.fm2
In 01:22.069 (4932 frames), 15292 rerecords
1218 downloads
Uploaded 9/14/2014 7:33 AM by MESHUGGAH (see all 297)
86 frames faster than Blobv2 (last updated movie file in his workbench submission)
Some things you maybe interested in:
Blob OoB
Use Punch jellybean on the right side of the screen with at least 235 X pos for blob and 234 X pos for boy and hold left once the bean goes offscreen while the boy falls down to the hole (blob)
X Speed
To reach fastest speed as fast as possible, you press R*8, empty, R*7, empty, R*3, empty, R.
Trampoline Y speed
Checks U button every 3rd frame, stops when pressing B
I'm going to restart the TAS alone with new tricks like OoB without jellybean throwing.

#17069866534581522 - NES Trojan WIP70

Trojan (PC10)v71-compact.fm3
In 04:14.830 (15315 frames), 51527 rerecords
Game: Trojan ( NES, see all files )
1 comment, 1455 downloads
Uploaded 8/30/2014 5:28 PM by MESHUGGAH (see all 297)

#16887238422193023 - NG1 pacifisting WIP87v3

NG1_pacifist_WIP87v3-compact.fm3
In 11:29.780 (41455 frames), 171693 rerecords
Game: Ninja Gaiden ( NES, see all files )
1542 downloads
Uploaded 8/22/2014 12:04 PM by MESHUGGAH (see all 297)
4-1 dog doesn't hits red block so he follows us even with 1.5px sacrifice (or delayed spawn, etc).
Shoudl need to change slot 5 pos or slot 7 or time.
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