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#32031918747743813 - NG1 39110 WIP5 (stage 4-2 end)

scumtron-39110-wip5-compact.fm3
In 10:50.70 (39106 frames), 81636 rerecords
Game: Ninja Gaiden ( NES, see all files )
1150 downloads
Uploaded 7/4/2016 1:10 PM by MESHUGGAH (see all 292)
Another frame squeezed out at final bird of stage 4-2.
Same problems as previous (wip3) movie.

#32030448143010457 - NG1 39110 WIP3 (stage 4-2 end)

scumtron-39101-wip3-compact.fm3
In 10:50.71 (39107 frames), 80749 rerecords
Game: Ninja Gaiden ( NES, see all files )
1146 downloads
Uploaded 7/4/2016 11:34 AM by MESHUGGAH (see all 292)
After enough pacifistiNG, I checked scumtrons unpublished fastest 39110 TAS.
Unfortunately, a 4 frames improvement from the pacifist TAS at Stage 4-2 final bird boost fucks up a few thigs most importantly
  • the slot7-6 tysons (resyncable by slashing 3-4frames later)
  • the slot7 machine gun position (resyncable by slashing 1-2 frames earlier)
  • the slot7 jumping girl (resyncable by jumping and slashing her)
  • the slot5 turret gun which is magically killed in the previous ("Ninja Gaiden--Scumtron-39110f.fm2") TAS.
The same improvement could be applied to the published TAS probably with the same unfortunate future events.
Final note: no other pacifist trick can be applied to the run (Scumtron already uses the respawn trick cleverly where applied and delaying enemies seems to be "useless"/time loser)

#31939922328839534 - NG1 pacifisting WIP100v2

NG1_pacifist_WIP102v2.fm2
In 11:29.96 (41466 frames), 170549 rerecords
Game: Ninja Gaiden ( NES, see all files )
1125 downloads
Uploaded 6/30/2016 9:44 AM by MESHUGGAH (see all 292)
  • Implemented Scumtron's half pixel save successfully (2 frames)
  • Stage 4-1 improved by 8 frames thanks to a 2 in 1 manipulation of a bullet guy and the dog and a good knife bitch
  • Stage 4-2 loses 7 frames (from 10 frames improvement) because of bad knife bitch and birdy
Unfortunately it's also desyncs at 4-3 first knife bitch. Not sure if it's possible to sacrfice some frames to get a better knife bitch and/or birdy.

#30603005636628328 - improved battletoads 2p ace

Battletoads2016_RC25.fm2
In 00:56.51 (3396 frames), 158643 rerecords
Game: Battletoads ( NES, see all files )
3 comments, 932 downloads
Uploaded 5/1/2016 4:44 AM by MESHUGGAH (see all 292)
15 frames improved by dashing later at 1st rat to avoid bumping in to the camera borders. Uploaded to show some false hope about me returning to tasing.

#23222244137625620 - Doom e1m1

e1m1-mesh.lmp
In 00:13.77 (482 frames), 0 rerecords
2 comments, 970 downloads
Uploaded 6/3/2015 7:15 PM by MESHUGGAH (see all 292)
Last use at tick 304 (305th, counter starts from 0), made for demonstration purposes and later uses to write down technical stuffs (probably beats all WRs even SR50+TLx/TRx ones and improvable).
- SR50 only when no turning (TL,TR)

#22249387297679426 - TasingBeforeDarkv4

TASingBeforeDarkv4.fm2
In 02:20.32 (8433 frames), 1064 rerecords
1114 downloads
Uploaded 4/20/2015 11:44 PM by MESHUGGAH (see all 292)
Removed lag frame before the final level. No other possible improvements known. Probably 2 frames saved.

#21217732616941215 - Snake_N_Roll_2P_Stage2_MESHUGGAH

Snake_N_Roll_2P_Stage2_MESHUGGAH.fm2
In 01:00.12 (3613 frames), 24981 rerecords
1038 downloads
Uploaded 3/5/2015 12:41 PM by MESHUGGAH (see all 292)
for alyosha.
Differences to published one: http://pastebin.com/uduBYZmm
edit: for luck manipulating the pebbles on later levels, read my post in the game's thread

#20904505276933996 - Battletoads NewPPU 1 resync

Battletoads_tas_PPU1_finish.fm2
In 00:56.76 (3411 frames), 123610 rerecords
Game: Battletoads ( NES, see all files )
1117 downloads
Uploaded 2/19/2015 10:08 AM by MESHUGGAH (see all 292)
A simple resync of the published TAS.
Because of NewPPU 1,
  • intro edited to manipulate cutscene
  • space invader manipulated on level 3
  • for whatever arbitrary reason, I'm required to press a button near the death of P1 with jet to start the credits ("instant game end" isn't manipulated, point of this movie is to show PPU differences)
Probably doesn't syncs on console

#20904461455700724 - Battletoads NewPPU 1 console replica

Battletoads_tas_PPU1_edited.fm2
In 00:56.76 (3411 frames), 123440 rerecords
Game: Battletoads ( NES, see all files )
1140 downloads
Uploaded 2/19/2015 10:05 AM by MESHUGGAH (see all 292)
Tries to replicate the events what true wrote in the ConsoleVerificationTests (2nd tab, bottom part)
Because of NewPPU 1,
  • intro edited to manipulate cutscene
  • space invader manipulated on level 3
  • changed input near end to replicate the visuals
Probably doesn't syncs on console.

#20619056766859827 - DTC5 CompV7 + Exonym's improvement

MetalForce-DTC5CompV8.fm2
In 13:09.60 (47454 frames), 89603 rerecords
Game: Metal Force ( NES, see all files )
1679 downloads
Uploaded 2/6/2015 1:36 PM by MESHUGGAH (see all 292)
2 frames saved at mission 5 room 3 by not touching next clip corner right at the entrance and changed speed cycles to sync up.

#20597948781701404 - DTC5 Compilation V7

MetalForce-DTC5CompV7-compact.fm3
In 13:09.63 (47456 frames), 89528 rerecords
Game: Metal Force ( NES, see all files )
1228 downloads
Uploaded 2/5/2015 2:47 PM by MESHUGGAH (see all 292)
65 frames faster than AAA.
Comparing to previous (AAA, CompV6) route:
  • Mission 4 Room 4 edited to be 2 frames faster with current cycles (if this route would have (but can't get) the same cycle as AAA's, this would be 2~3 frames slower)
  • Mission 6 is same but Boss added from MMM, 4 frames faster
  • Mission 7 is same

#20597643436324895 -

boss6_compact.fm3
In 13:09.70 (47460 frames), 89493 rerecords
Game: Metal Force ( NES, see all files )
2435 downloads
Uploaded 2/5/2015 2:27 PM by MESHUGGAH (see all 292)
1st hit 13 frames earlier than AAA, only 4 frames faster.

#20554752230643976 - DTC5 Compilation V6

MetalForce-DTC5CompV6-compact.fm3
In 13:09.73 (47462 frames), 89030 rerecords
Game: Metal Force ( NES, see all files )
1244 downloads
Uploaded 2/3/2015 4:06 PM by MESHUGGAH (see all 292)
59 frames faster than AAA submission so far.
Added TTT (Team 7)'s route of Mission 5 Room 3 and Room 4 (speed cycles were changed from start).
Comparing to previous (V5, AAA) route (3 frames saved total):
  • 1 frame saved by the M5R3 corner boost (which other teams also did)
  • 1 frame saved by the M5R3 different speed cycle
  • 2 frames saved at M5R4 but 1 lost in nextscreen compared to AAA TTT because of better speed cycle from M5R1 start (meshuggah)

#20551259081411075 - DTC5 Compilation v5

MetalForce-DTC5CompV5-compact.fm3
In 13:09.78 (47465 frames), 88034 rerecords
Game: Metal Force ( NES, see all files )
1250 downloads
Uploaded 2/3/2015 12:19 PM by MESHUGGAH (see all 292)
Synced up to mission6 start, 56 frames faster compared to AAA.
Comparing to CompV4
  • Added SAC (Team 2)'s route of Mission 5 Room 1 and Room 2. Somewhat changed input parts because they used boomerang so I had to resync to avoid getting lag frames, different shooting etc. Saved 4 frames compared to AAA (1-1 frames compared to SAC)
  • Added 1 frame delay at M5R2 final ladder to match with AAA's Mission 5 Room 3 speed cycle. M5R3 is 1 frame faster than SAC, 1 frame slower than AAA (need more tests to see if it's possible without this additional 1 frame delay).

#20539447403495593 - DTC5 Compilation v4

MetalForce-DTC5CompV4-compact.fm3
In 13:09.83 (47468 frames), 87388 rerecords
Game: Metal Force ( NES, see all files )
1245 downloads
Uploaded 2/2/2015 11:33 PM by MESHUGGAH (see all 292)
Comparing to CompV3
  • 3 frames improvement added on Mission 4 Room 1 from MMM's ending of the top part
  • 1 frame saved at the end of Mission 4 Room 3
Comparing to AAA after Mission 4 Room 4 (CompV3 only synced up to M4R4 start)
  • Loses 5 frames because of very unfortunate speed cycles at the start of Mission 4 Room 4.
Movie continues with AAA's M4R4 to the end input part. Should sync up to the end.

#20515682161543102 - DTC5 Compilation v3

MetalForce-DTC5CompV3-compact.fm3
In 13:53.71 (50105 frames), 86307 rerecords
Game: Metal Force ( NES, see all files )
1280 downloads
Uploaded 2/1/2015 9:52 PM by MESHUGGAH (see all 292)
Synced up to Mission 4 Room 3 start, 54 frames faster than AAA's submission.
  • Improved 2 frames of AAA's Mission 4 Room 1 route (1 on top part, 1 on bottom part)
  • Improved 1 frame of AAA's Mission 4 Room 2 route (probably because of speed cycle)
  • Added MMM's cam Y / firetrap manipulation Mission 4 Room 3 (which continues with AAA's cornerboosts)
  • Probably 1 frame saved at the end of Mission 4 Room 3
Currently desyncs because of different speed cycle.

#20513288744457209 - DTC5 Compilation v2

MetalForce-DTC5CompV2-compact.fm3
In 13:53.98 (50121 frames), 84318 rerecords
Game: Metal Force ( NES, see all files )
1229 downloads
Uploaded 2/1/2015 7:17 PM by MESHUGGAH (see all 292)
Added Team 6's jump at F21300. 11 frames saved, 22 frames saved total up to Mission 4 start compared to AAA's submission.

#20511612708416611 - DTC5 MMM Mission1+2 + AAA Mission3

MetalForce_MMM_and_AAA_Mission4-compact.fm3
In 13:54.16 (50132 frames), 84205 rerecords
Game: Metal Force ( NES, see all files )
1177 downloads
Uploaded 2/1/2015 5:28 PM by MESHUGGAH (see all 292)
11 frames faster @ F23357 compared to MMM vs AAA.
Don't misunderstand title, all frame differences were succesfully synced up to Mission 4 start. Not whole mission parts were just added.
List of tricks that wasn't tested on every possible place (possible improvements)
  • Team AAA delay jump with X pos sacrifice from a platform
  • Dmg boost from left to left and use invincibility to go right, I saw it on mission6 room2 at some team
  • Cornerclipping to bypass 1 level of a FLOOR row

#18951804747011284 - NES Strider WIP4

stridertasopt_wip4.fm2
In 03:15.48 (11748 frames), 10387 rerecords
Game: Strider ( NES, see all files )
1349 downloads
Uploaded 11/23/2014 11:33 AM by MESHUGGAH (see all 292)
Uploaded movie file if anyone interested. Synced up to 3370th frame. Ignore the framecount.
Route changes:
  • slashing air to remove double 0 speed frames
  • different zipping (10 frames instead of 14 frames), looks still improvable for both positioning and zipping input length
  • minimally different post zip test

#18893004804986561 - NES Adventures in the Magic Kingdom WIP 19

MESHUGGAH-Adventures in the Magic Kingdom_WIP18.fm2
In 05:09.17 (18581 frames), 16881 rerecords
3 comments, 1117 downloads
Uploaded 11/20/2014 8:00 PM by MESHUGGAH (see all 292)
WIP up to the 3rd attraction. Same route as the SDA run and Aglar's cancelled run.
The autopia section went extremly well, I only got 2 lag frames (and a few X speed sacrifice to let this happen) and general optimization makes my run much faster.
Currently investigating various strategies to reduce lag frames for " Pirates of the Carribbean".
Remaining levels after (using the gamefaq's names):
Pirates of the Carribbean, Haunted Mansion, girl (6th), Big Thunder, guy (7th), Mickey's Castle (cutscenes and ending).

#18772852431133706 - NES Silent Assault WIP18 (full)

MESHUGGAH_SilentAssault_WIP18.fm2
In 05:27.11 (19659 frames), 23511 rerecords
Game: Silent Assault ( NES, see all files )
838 downloads
Uploaded 11/15/2014 10:08 AM by MESHUGGAH (see all 292)
Full run.
Since you go 1px/f and boss levels ends as soon as you leave the level, this TAS doesn't lose a single frame up to the final boss start.
Final boss...
Since upgrades are taken off when leaving a boss screen, we can't use the aimbot machine gun only the machine gun with 1 bullet... so spread gun is better (since we still get 3 bullets in 1 fire) All blue orbs can be manipulated. I need to sacrifice 1 frame to avoid touching the sphinx's or wtf mouth while destroying it to avoid losing life to still use spread gun to punish the other one too.
I believe I could somehow go past the orbs and finish the first sphinx later and the second one much earlier.

#18751889229722860 - NES Silent Assault WIP9

MESHUGGAH_SilentAssault_WIP10.fm2
In 01:11.45 (4294 frames), 8806 rerecords
Game: Silent Assault ( NES, see all files )
895 downloads
Uploaded 11/14/2014 11:29 AM by MESHUGGAH (see all 292)
Crappy game as usual (color dreams). First two levels+boss done.
  • avoids bomb usage (literally kills everyone on the screen and it has infinite ammo... seriously. doesn't works on bosses however)
  • (controlling the randomly) spawning enemies as long as it's possible to get through them without firing them (entertainment).
Some newbie infos:
  • Hitting a wall (even vertically) nullifies your horizontal movement speed.
  • You can randomly collide with a wall while moving forward and falling down. This is probably because how the game handles the walls while scrolling the camera forward. Worst scenario is 6 frames of hitting the last displayed tile on the right edge of the screen. Obviously we need to avoid this everytime.
  • basic/rocket weapon fires 1 bullet max and 1 dmg for boss.
  • shotgun/spread weapon fires 3 bullets max and 1 dmg for boss.
  • machine gun/rifle weapon fires (starting from 2 to) 3 bullet max and 1 dmg for boss.
  • Upgrades taken away after boss fights.
  • Power ups can be lost by taking damage / dying.
Tricks
Upgraded aimbot machine gun
as long as one of your bullets hit the boss, the previous two will be removed from the screen and added as dmg (3) or if you shoot the remaining two bullets as long as the "hit" bullet is on the screen. So theoritically, you can do 5 dmg with 3 bullets where you only need to hit once.
And finally the route (so far): Level 1 > get machine gun + upgrade > Level 2 boss warp. Going to level 3 warp (from level 2) is much slower because I decimate bosses.

#18601285338626761 - NES Kyouryuu Sentai Juuranger WIP30 (full)

MESHUGGAH_Kyouryuu Sentai Juuranger_WIP30.fm2
In 06:30.17 (23449 frames), 17307 rerecords
1184 downloads
Uploaded 11/7/2014 4:42 PM by MESHUGGAH (see all 292)
Input ends around ~ 6:30.51 (23449 frames).
~33 seconds faster than */~'s cancelled tas.
Total rerecords is the one in this file + 9998 (reseted while comparing very first cutscene manipulation while resetting)

#18575992990380423 - NES Kyouryuu Sentai Juuranger WIP17

Kyouryuu Sentai Juuranger (J)_WIP17.fm2
In 01:37.14 (5838 frames), 1788 rerecords
1094 downloads
Uploaded 11/6/2014 1:22 PM by MESHUGGAH (see all 292)
Finishes level 1 and boss faster than http://tasvideos.org/938S.html already.
Ignore the rerecord numbers, will be updated later.
For newbies:
  • Jump height is fixed.
  • You can ignore "being hit" standing animation by pressing A (jump), going forward without wasting a single frame.
  • You can cancel your fire to avoid being slowdown by ducking for 1 frame after shooting, or firing before falling down.
Comparison with resynced version of that run:
  • 13 frames faster start by resetting 7-8 frames after power on to press start earlier.
  • The game sucks, so you need to manipulate the timing of pressing select (for selecting hard difficulty) and starting the game/cutscenes to decrease the loading time for resources. Something 12 frames can be achieved with this.
  • ~31 frames faster by optimal movement and maximizing speed to reach cam X positions to load next platform objects.
  • ~1100 frames faster boss fight by hitting the boss once his invulnerability wears off. Since we visited that random guy in that door, we deal 2 dmg with bigger hitbox. Without this power, we could only dmg him (1 per hit!) down to 6 health, costing more time to wait for it to also reappear and kill the remaning (6) hits.
  • Cutscene loading time manipulations in progress.
Other tricks not mentioned:
  • Jump has fixed height, however jumping at specific frames can change the cam Y speed, letting you hit a platform earlier.
  • It's better to jump over the edge of a platform to avoid nullifying your X speed. Obviously scenario dependent, when you want to jump earlier or just move forward to win.

#18440420488725507 - NES Parasol Henbee WIP24

MESHUGGAH_Parasol Henbee_WIP24.fm2
In 01:30.48 (5438 frames), 29409 rerecords
Game: Parasol Henbee ( NES, see all files )
799 downloads
Uploaded 10/31/2014 10:50 AM by MESHUGGAH (see all 292)
This movie aims for shortest input and kills as much as possible enemies (and picking up parasols) as long as they don't cost (lag) time.
  • Level 1 - same length but different route. 0 lag frames.
  • Boss 1 - 2 frames saved by parasol bumping as last hitting.
  • Level 2 - many frames saved compared to my test runs, there's might be 1-2 lag frame.
I pulled a -12 Y pos wall boost at frame 5396... both the player and cam Y would be 0.0 at that time at normal occurance. So, I guess this should work on all small jumps as long as both Y speeds hit 0.0 at the same time?
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