Uploaded September 2019 | Updated September 2026, 2 weeks ago
Tool-assisted speed-run (TAS) of Asteroids (Arcade).
See the re-upload with thicker vectors: youtu.be/HXeL_N27CMI
Goal of this TAS:
-Reach the maximum of displayable points (99,999) as quickly as possible
Notes:
-It may be possible to be a bit faster if I move the ship near the asteroids, less wait for the bullets to reach something. I will have to try that. (maybe with Asteroids Deluxe)
-You can have 4 bullets active on the screen at the same time
-The TAS tries to always have all these bullets active
-All bullets reach something. No lost bullets (Except for one volley to demonstrate the range of the bullets).
For a good introduction to TASing: youtube.com/watch?v=R3-ohYvi_fc or youtube.com/watch?v=Ietk1-Wb7oY
Tool-assisted speed-run (TAS) of Asteroids (Arcade).
See the re-upload with thicker vectors: youtu.be/HXeL_N27CMI
Goal of this TAS:
-Reach the maximum of displayable points (99,999) as quickly as possible
Notes:
-It may be possible to be a bit faster if I move the ship near the asteroids, less wait for the bullets to reach something. I will have to try that. (maybe with Asteroids Deluxe)
-You can have 4 bullets active on the screen at the same time
-The TAS tries to always have all these bullets active
-All bullets reach something. No lost bullets (Except for one volley to demonstrate the range of the bullets).
For a good introduction to TASing: youtube.com/watch?v=R3-ohYvi_fc or youtube.com/watch?v=Ietk1-Wb7oY
![[TAS] Head On Arcade 101,980 pts
Tool-assisted superplay (TAS) of Head On Arcade 101,980 pts
-Goal: Reach 100,000 points
-The only control you have in this game is a 4-way joystick to change lanes where there are gaps in the lanes.
-And you have a button to go fast.
-You can cross 2 lanes when you go slow but only one when you go fast.
-The goal of the game is to eat all the dots while avoiding enemy cars.
-In this text, I give a number to the lanes starting with the outside one, from 1 to 5.
-There are 4 places where cars can change lanes: top , left, right and bottom
-A segment is a quarter loop, there are 4 X 5 = 20 segments
-There are 11+9+7+5+3 = 35 X 4 = 140 dots to eat to finish a level.
-The big red dots are randomly generated by an enemy car. They only exist for a limited time (1:37). They give 5 times the score of normal dots.
-At the end of each level, you get a bonus that consists of 20 times a value that depends on the level you are in
-Enemy cars start off slow.
-When the player has completed about 6 segments, they get a bit faster.
-Towards the end of a level, depending on the level (see below), they go as fast as you with the turbo.
-The game consist of 8 waves that loop infinitely
1- 1 car, speed up when 1 segment remain, 5 pts per dots, 25 per red dots, 15 pts bonus = 300
2- 1 car, speed up when 5 segment remain, 5 pts per dots, 25 per red dots, 20 pts bonus = 400
3- 2 cars, speed up when 1 segments remain, 10 pts per dots, 50 per red dots, 30 pts bonus = 600
4- 2 cars, speed up when 5 segments remain, 10 pts per dots, 50 per red dots, 40 pts bonus = 800
5- 3 cars, speed up when 1 segment remain, 15 pts per dots, 75 per red dots, 50 pts bonus = 1000
6- 3 cars, speed up when 5 segments remain, 15 pts per dots, 75 per red dots, 60 pts bonus = 1200
7- 3 cars, speed up when 9 segments remain, 20 pts per dots, 100 per red dots, 70 pts bonus = 1400
8- 3 cars, speed up when 9 segments remain, 20 pts per dots, 100 per red dots, 70 pts bonus = 1400
-Sometimes enemy cars seem unable to change lanes under certain conditions
-After experimenting, it seems to be a feature that is different for each level.
-In level 1, it seems that if you are on lane 2 and the enemy car is on lane 1, the enemy car cannot change from lane 1 to lane 2 in the bottom gap.
-This does not work if you are on any other lane or for the other gaps.
-There also seems to be something with lane 5.
-In level 1, enemy car on lane 5, player on lane 4, enemy car seem to not be able to change lanes from 5 to 4 on the upper gap (0:21) and after experimenting, the left gap does not seem to work for the enemy car either.
-In level 3, it seems that the bottom gap are not usable by an enemy car if it is on lane 2 and the player is on lane 3 (1:40)
-Here are some other examples I saw in my video: 1:33 top gap, 20:44 right gap.
-This should be investigated further to be able to use it in real games
-Very rarely will an enemy car cross 2 lanes (1:53) because shortly after starting, they are going too fast to do that.
-Small bugs:
-The first red dot eaten seems to only give the points of a normal dot.
-At 4:07 the red car at the bottom ate a dot☹️ (at 21:55 too)
-At 10:25 a new dot appears from a red car. (Is it the one that was stolen earlier 😀)
-It is possible to pass through an enemy car without the game detecting a collision (2:06, 3:58, 4:07...)
-I think we have the same collision detection technique here as in Pac-Man/Ms. Pac-Man, namely that collisions are detected on pixel blocks. So if you move out of your square to go to an enemy cars square and he moves out of his square and into yours at the same time, you never occupied the same square.
For a full technical explanation, you can read this: https://www.gamedeveloper.com/design/passing-through-ghosts-in-pac-man
-So I wouldnt try to do this in a real game because the trick is frame perfect.
-This is a really hard game. When creating this TAS, I had a hard time finishing some levels when all 3 cars are at full speed.
-As far as I know, the behavior of enemy cars is not random. If thats the case, it should be possible to develop patterns like in Pac-Man.
-Ideally, a pattern that groups at least 2 cars out of the 3 would be ideal. Like at 10:10 where the TAS groups all 3 cars, it was not planned but a stroke of luck that I exploited at the end of the level. I could not reproduce this as well as this time for other levels. I should work on that.
-The strategy of this TAS is often to lure enemy cars to change (or keep) a certain lane. Often, this involves pretending to change lanes or to keep a lane longer by slowing down before a gap.
-Note that since the TAS do frame perfect moves, it would be very difficult to try to duplicate what you see here in a real game.
What is a TAS? https://www.youtube.com/c/Prog61/about
For more information visit https://tasvideos.org.
0:00 Loop 1
5:14 Loop 2
10:40 Loop 3
16:27 Loop 4
22:22 Loop 5 [TAS] Head On Arcade 101,980 pts](https://i.ytimg.com/vi/_5ohxxi8tZk/mqdefault.jpg)
![[TAS] Galaga Arrangement in 10:39.40 (2 Players) (Arcade 1995)
Tool-assisted speedrun (TAS) of Galaga Arrangement Arcade (1995) in 10:39.40 (in game timer) (2 Players) from Namco Classics Collection Vol. 1
Notes:
-To activate the in-game timer, on the Galaga Arrangement title screen, the button sequence is Left, Right, Left, Right, Button 1, Button 2, Button 1, Button 2.
-At Stage 6, I switch to Yellow Fighter for the two players because it can shoot 4 bullets at the same time, it will be very useful for the next stages.
-BUG: At the end of bonus stage 5 (1:45), 10 (3:59) and 15 (6:25) player 2 is supposed to get 10,000 extra points but it is player 1 that gets it !!!
P1 - 14000+2900=16900+10000+10000=36900
P2 - 14350+3100=17450+10000=27450
Definition of TAS: https://www.youtube.com/c/Prog61/about
For a good introduction to TASing: https://www.youtube.com/watch?v=Ietk1-Wb7oY
For more information visit http://tasvideos.org. [TAS] Galaga Arrangement in 10:39.40 (2 Players) (Arcade 1995)](https://i.ytimg.com/vi/_Jm_gJQ68gg/mqdefault.jpg)
![[TAS] Super Sprint Arcade (50 tracks) (140,780)
Tool-assisted speedrun (TAS) of Super Sprint Arcade (50 tracks) (140,780) (1 player)
Goal: Get all the upgrades
Notes:
-The position of the wrench is decided when you cross the start/finish line for the second time.
-On track 6, 3rd loop the wrench was appearing in the racing line of other cars, so I changed the way my car crossed the line (12:57) and that was enough to change the rng.
-I did this again at 15:42 just changing the angle slightly that I cross the line was enough to change where the monkey wrench appeared.
-In this TAS, the order I got the upgrades was: 1 Traction, 2 Speeds, 4 tractions, 3 Speeds, 5 Accelerates
-For the TAS, what slows it down the most is having to brake in most corners, which is why I chose to get all the traction upgrades early.
-I wouldnt do that in real life because on some tracks, the other cars are faster than you and you cant make mistakes. Look at 14:20 to see how little distance there is between the player and the other cars.
-Note that the TAS has a big advantage when there are a lot of corners on a track because it negotiates corners better than computer cars, which may not be the case for a human player.
- But finally, after all the upgrades, the TAS is much faster than computer cars.
-He was so fast that he had time to hit all 4 cones, a tornado and an oil slick on the first lap at 29:40 and stay in front.
-For fun at 14:56 I jumped off the bridge to get the wrench.
-At 17:45 I tried to finish at the same time as another car.
-I had to accelerate, the collision was not enough to push me over the line.
-Its funny to see that in the end the green car is ahead of the blue car but he didnt win the race. 😀
-At 24:22 you can see that the collisions with the orange cones are not very precise. On the next lap, I was almost in the same position but the collision with the cone was detected. (24:28)
-Other examples at 24:47 and 26:12.
-At 29:57 I exploded probably because I got a bit too far outside the bridge.
-I was a bit disappointed that the increase score only gives 500 points to each wrench which isnt a lot. Its not a very good choice to get a higher score since 1500 pts is less than doing 1 single track (more than 2200 pts).
What is a TAS? https://www.youtube.com/c/Prog61/about
For a good introduction to TASing: https://www.youtube.com/watch?v=Ietk1-Wb7oY
For more information visit https://tasvideos.org.
0:00 Title
0:06 Loop 1
5:41 Loop 2
10:56 Loop 3
16:08 Loop 4
21:12 Loop 5
26:08 Loop 6
31:05 Loop 7
32:12 End [TAS] Super Sprint Arcade (50 tracks) (140,780)](https://i.ytimg.com/vi/_teWotojjX0/mqdefault.jpg)
![[TAS] Indiana Jones Arcade in 4:07 Hard (1985)
Tool-assisted speedrun (TAS) of Indiana Jones and the Temple of Doom Arcade in 4:07 Hard
Its a speedrun so :
-No time to save the kids :(
-No time to kill anyone or farm for points since each whiplash slows the character down.
-In the mine cart levels hold the joystick down all the time to go fast.
-Take the shortest path in the mine cart levels, see the maps here: https://vgmaps.com/Atlas/Arcade/index.htm#IndianaJonesAndTheTempleOfDoom
-Time starts when the Start button is pressed and ends when you reach the last lantern on the final rope bridge.
-From 0:06 to 4:13 = 4:07
Notes
-In the children levels, you go down the slides faster if you hold the joystick down.
-In the sacrificial altar level, you can step on the trap before it is completely closed (2:06 and 3:09)
-In real play on the mine cart level 4, I would not recommend taking the path taken by the TAS, it is a very difficult path, probably impossible for a player to go fast there.
What is a TAS? https://www.youtube.com/c/Prog61/about
For more information visit https://tasvideos.org.
0:00 Round 1
1:13 Round 2
2:11 Round 3
3:16 Round 4 [TAS] Indiana Jones Arcade in 4:07 Hard (1985)](https://i.ytimg.com/vi/a9HQq7_xvzE/mqdefault.jpg)
![[TAS] TX-1 Arcade (U.S.A.) (2/8)
Tool-assisted speed-run (TAS) for TX-1 Arcade U.S.A. (271180 points)
Passed cars 179, remaining time 33, for a total score of 271180.
This one is a bit shorter than Africa, so the score is lower.
See tasvideos.org for more information on Tool-Assisted Speed-runs. [TAS] TX-1 Arcade (U.S.A.) (2/8)](https://i.ytimg.com/vi/bOjU9yeTsd8/mqdefault.jpg)
![[TAS] Gaplus Arcade 50 waves (All flags)
Tool-assisted Superplay (TAS) of Gaplus Arcade 50 waves (All flags) (30k 70k and every 70k)
Notes
-On wave 1 I use the trick to upgrade the ship to be able to shoot 3 bullets at the same time instead of 2.
-If the 3 bullets are on the screen and has been shots inside about 25 frames, the third bullet is invincible and will kill all that is in its way.
-All challenge has 165 maximum hit possible
-Wave 3 = challenge Bonus Bonus points 10000
-Wave 8 = challenge Gaplus Bonus points sequence: 10000, 20000, 30000, 40000 changing every frame
-Wave 13 = challenge Double Double your stage points
-Wave 18 = challenge Triple Triple your stage points
-Wave 23 = challenge Good!! Bonus points sequence: 0, 50000, 60000, 70000, 40000, 50000, 60000, 70000 changing every frame
-Wave 28 = challenge Lucky You get one ship component
-Wave 33 = challenge ByeBye You lose one ship component
-Wave 38 = challenge Extend You get an extra life
-Wave 43 = challenge Bonus same as wave 3
-Wave 48 = challenge Gaplus same as wave 8
-On the challenge waves, it is possible to shoot so fast that the bug stay stuck between shots.
-To do this trick, in the TAS the button is pressed and released 30 times per seconds
-It do not always work, It seem to be easier when the bug move fast but as you see in the video it is not always the case.
-I did not find exactly how to do the trick consistently.
-To view this trick done in a real game by a player: https://youtu.be/TdwZsbAzki4?t=122
-But I am not sure he has not an auto repeat on his joystick or keyboard.
-Every wave that has a formation has an hidden Extra Life Flag.
-To get the flag, you have to shoot the right bug only, before the Top middle bug appear.
-For the bugs from the 2 lower row, you can shoot them as soon as they appear on the screen and wait for the flag to appear (as shown in the video). And you can shoot them as late as you want as long as you shoot nothing else. I tested waiting 1 minute before shooting and it work.
-But for the bugs from row 3 and 4 you cannot shoot them before they are at their place in the formation.
***These positions are good for: Bonus Life 30k 70k and every 70k***
-I have to investigate this further but it seem that the positions are different for 50k 150k and every 150k, and maybe also for other settings.
-Extra life flag positions: (row,column) (1,1 = lower left; 3,10 = middle right)
Wave 1 = 1,2 - Wave 2 = 1,10
Wave 5 = 3,7 - Wave 6 = 3,6 - Wave 7 = 2,6
Wave 10 = 1,10 - Wave 11 = 1,4 - Wave 12 = 3,10
Wave 14 = 4,2 - Wave 15 = 2,8 - Wave 16 = 1,7 - Wave 17 = 3,3
Wave 20 = 1,4 - Wave 21 = 1,8 - Wave 22 = 1,10
Wave 24 = 2,6 - Wave 25 = 2,4 - Wave 26 = 3,8 - Wave 27 = 2,6
Wave 30 = 4,3 - Wave 31 = 2,7 - Wave 32 = 3,1
Wave 34 = 3,4 - Wave 35 = 1,9 - Wave 36 = 1,10 - Wave 37 = 3,4
Wave 40 = 1,1 - Wave 41 = 2,2 - Wave 42 = 2,7
Wave 44 = 1,4 - Wave 45 = 1,1 - Wave 46 = 4,2 - Wave 47 = 1,1
Wave 50 = 3,4 - Wave 51 = 2,2
-I assume that the position of the flag is fixed every game (since wave 1 is), but I did not verify that.
-After 50 waves I did not find a way to predict the position for the next waves.
-Missing from the video is the extra life flag for the Parsec 14. At first I did not test row 4 but since it was the only Parsec without a flag, I retested it and found it.
-You can know the power you will get when shooting the bug with a ship part by looking at the color.
-Red = Capture ray to widen your ship. Max 6 (wave 47 at 31:54)
-Green = Capture twister, to hold the bugs until you shoot them for extra points, while being invincible (wave 30 at 20:48)
-Gray/Blue = double your fire width and height
-Magenta = slow every one (wave 46 at 31:00)
-Cyan = Steerable Shot (wave 36 at 24:37)
See https://en.wikipedia.org/wiki/Tool-assisted_speedrun for more information on Tool-Assisted Speed-runs/Superplay
or http://tasvideos.org for more video. [TAS] Gaplus Arcade 50 waves (All flags)](https://i.ytimg.com/vi/c64fIGjVzmw/mqdefault.jpg)
![[TAS] Golgo 13 銃声の鎮魂歌 (Juusei no Requiem) $41,705,900
Tool-assisted superplay (TAS) of Golgo 13 銃声の鎮魂歌 (Juusei no Requiem) (Requiem for a Gunshot) Arcade $41,705,900
This is the third (of three) Golgo 13 game. You can see my TAS of the first game here: https://youtu.be/fA7pn5doCAc
There is more information about the rating system for this game in the description of my first video.
I also did a second TAS of the first game with better precision and without cutscenes here: https://youtu.be/08Ip7rvnp64
And here is my TAS of the second game: https://youtu.be/K4mU0Prlt1U
For this game, 10 stages have already appeared in the first 2 games.
But stages 5 and 15 are in 2 parts and earn you double the money normally awarded for one stage.
This time the snipe graphic at the end of each stage helped me aim, but more often than not I had to move my aim in the opposite direction than the graphic showed.
Stages
-Stage 1 - Lattice Corridor 1:21
-GOAL: Identify the boss and shoot him
-I did not find a better shot than 994.7
-Stage 2 - Cut image G 3:16
-GOAL: Shoot the diamond
-Stage 11 in the first game and Stage 2 in the second game.
-In this version there is a blind in the window but it only obscures the view, it does not block the bullet.
-Stage 3 - Maximum Effective Range 4:52
-GOAL: Wipe out the intelligence bureaus special forces.
-Precision is measured only on the last man (the 7th)
-I got 998.9, couldnt find a 1000
-Stage 4 - The hunting dog 6:40
-GOAL: Shoot the man identified by the dog
-Stage 12 in the second game.
-In this version the dog is already near the 3 men, so you can shoot much earlier than in the second game.
-Normally you have to wait for the dog to identify the culprit, but since the culprit is known by the game before the start of the stage, in the TAS I could shoot the right man very early.
-I got 998.2, I waited a bit for the head to move but I didnt find a 1000, like in the second game.
-Stage 5 - Beyond the minefield 8:04
-This stage is in 2 steps:
1- Shoot 9 mines
2- Shoot 7 guards
-no accuracy is needed, just dont miss a shot to get 1000 points
-Stage 6 - The assassination garden 10:46
-GOAL: Shoot the spy, who is one of 4 men
-Stage 17 in the first and second game.
-There are 4 men spread across 4 locations, you need to watch them until you see the spy running with his gun drawn.
-The spy is randomly determined before the screen appears, which is why I didnt need to wait for him to reveal himself before shooting him.
-Like in the two other games, I did not do better than 996.5 accuracy
-Stage 7 - Stunt Flying 12:18
-GOAL: Shoot down the helicopter by continuously shooting the rotor.
-I only had to shoot it 3 times, you have to shoot close to the rotor.
-The helicopter seem not affected if you shoot it when it is in the bottom half of the screen as it is coming back up.
-Stage 8 - China syndrome 13:56
-GOAL: Shoot what is shown on the photo.
-I was not able to find a better spot than 966.4
-Stage 9 - The shoes of the mafia 15:44
-GOAL: Shoot the heel of the shoe
-Stage 6 in the first game and stage 8 in the second game.
-But this stage is much more difficult than in the other games because the angle is not the same.
-To get the 1000 points, I had to wait for the woman to raise her foot, which gives a much better angle.
-I was able to shoot it much earlier but it was more profitable to wait (968.6 in 1:01 seconds compared to 1000.0 in 3:13)
-Stage 10 - The Bloodstained gene 17:08
-GOAL: Confront a bioengineered, enhanced warrior.
-Stage 20 in the second game.
-This stage is in 2 parts:
1 - Shoot the man 4 times
2 - Shoot him in the head
-You can shoot as many bullets as you want in the first part of this stage, you only lose time, only the accuracy of the shot in the second part gives you points
Continue in the pinned comment
-YT limit us at 5000 characters here but 10000 in the comments.
0:00 Title and Trial
1:21 1 - Lattice Corridor
3:16 2 - Cut image G
4:52 3 - Maximum Effective Range
6:40 4 - The hunting dog
8:04 5 - Beyond the minefield
10:46 6 - The assassination garden
12:18 7 - Stunt Flying
13:56 8 - China syndrome
15:44 9 - The shoes of the mafia
17:08 10 - The Bloodstained gene
19:34 11 - Overload
21:13 12 - The land of Sand Dust-fluttering
22:42 13 - The grape color tradition
24:25 14 - Heavy snowfall area
26:06 15 - The inevitable 60 minutes
28:48 16 - Hijacking from the Ground
30:15 17 - Anti Tank Shooting
31:41 18 - Gentlemens Agreement
33:16 19 - Towing rope
34:57 20 - Bodyguard sniper team
37:45 Credits and Score [TAS] Golgo 13 銃声の鎮魂歌 (Juusei no Requiem) $41,705,900](https://i.ytimg.com/vi/c7Z1gc2Ke9E/mqdefault.jpg)
![[TAS] Konami GT arcade
Tool-assisted speed-run (TAS) for the 6 stages of Konami GT arcade (222860 points)
Difficulty: Normal
One of my favorite old driving game.
There is some curves that could be optimised, I think.
On stage 2 I miss the 10000 points for fuel by 1 or 2 seconds, I will work on that.
See tasvideos.org for more information on Tool-Assisted Speed-runs. [TAS] Konami GT arcade](https://i.ytimg.com/vi/cQfDQeopwkY/mqdefault.jpg)
![[TAS] Phoenix Arcade (6 rounds of the 5 stages)
Tool-assisted superplay (TAS) of 6 rounds of the 5 stages of Phoenix.
This is NOT a speed-run, it is more a fun-run or superplay.
On most bird stages I let then grow before I begin to shoot them.
On round 6, I provoke the 200000 bug, at 6:11 and 6:31.
And I clear all the destructible parts of the last mothership.
See tasvideos.org for more information on Tool-Assisted Speed-runs. [TAS] Phoenix Arcade (6 rounds of the 5 stages)](https://i.ytimg.com/vi/cW8-aQ7o8CE/mqdefault.jpg)
![[TAS] Out Run Arcade (6/5) 53,516,320 pts Goal C
Tool-assisted superplay (TAS) of Out Run Arcade (6/5) 53,516,320 pts Goal C
GOAL:
-Verify that this path (RLRL) is the best for Goal C.
-Explain why RLRR is the only possible path to obtain the highest score.
-I used the normal rule (from Twin Galaxies) for this game:
-The boost start is allowed, but any use of the off-road trick is strictly prohibited.
-So, when the car go outside the road, it should slow down. (2:22)
-To do a boost start:
-Select Hi gear and do not press the accelerator all the way down before the start.
-Press the accelerator only at the last second.
-At the same time, select Low gear for about 15 frames, then select Hi gear.
-By driving on the inside of the curves, as close to the edge of the track as possible, I got a time 1.2 seconds better than if I kept the car in the center of the road during the first stage.
-First, lets identify each stage with a unique name:
A5
A4
A3 B5
A2 B4
A1 B3 C5
B2 C4
C3 D5
D4
E5
-To get the highest score we want:
-The path that gives you the most extra time
-The shortest path. The total time is displayed in the high score table.
-Preferably the path that has the least difficult turns because they take time to negotiate since you have to slow down.
-The fastest known path is Goal D RLRR (A1,B2,B3,C4,D5), but why?
-How much extra time do you get when you pass a Checkpoint?
-I was surprised to learn that the extra time granted when you pass a Checkpoint is not the same for each stage.
-Here are the extra times added for each stage (starting with 75 at the beginning)
56 a
65
60 56 b
62 60
75 60 56 c
65 62
55 56 d
65
56 e
-Note the 55 for A3, this will handicap the score of the paths that take this stage.
-It may be that the extra time is proportional to the length of the stage, but as we will see below, this does not seem to be the case.
-With this alone, you can see that the RLRR path pays more than almost all the other paths.
-In fact, there are 4 paths that give 318 seconds (path 1,2,10,13 (see below))
-But the best path will be determined by the time it takes to complete it.
-Since you get 1,000,000 for every second left at the end, the most important value for us is the TIME at the top left of the screen.
-With this value, we can deduce how long it takes to do a stage.
-Here is the result I got in my TAS for each stage.
46 a
63
57 49 b
58 58
58 58 48 c
56 56
58 46 d
60
46 e
-As you can see, all the stages are done in almost the same amount of time (except A4 and maybe D4) and the last stages are all about 10 seconds shorter than the others.
-Again, with just this table, you can see that RLRR is the fastest path with 274 seconds.
-Only 2 paths take 274 seconds to do (path 13 and 14) but path 14 gets less extra time because of the 55 for C3.
-There are only 16 possible paths.
-For each one, I added up the times obtained by crossing the checkpoints (+ the starting time of 75)
-And I subtracted the time it took to do the stages to get the end time, which is the value that is multiplied by 1,000,000.
-Unsurprisingly, you can see that there is a clear winner.
1- A1+A2+A3+A4+A5 = 318 - 282 = 36 best for goal A
2- A1+A2+A3+A4+B5 = 318 - 285 = 33 longest path (probably not lowest score)
3- A1+A2+A3+B4+B5 = 313 - 280 = 33
4- A1+A2+B3+B4+B5 = 313 - 281 = 32 lowest score
5- A1+B2+B3+B4+B5 = 316 - 279 = 37 best for goal B
6- A1+A2+A3+B4+C5 = 313 - 279 = 34
7- A1+A2+B3+B4+C5 = 313 - 280 = 33
8- A1+B2+B3+B4+C5 = 316 - 278 = 38
9- A1+A2+B3+C4+C5 = 315 - 278 = 37
10- A1+B2+B3+C4+C5 = 318 - 276 = 42 best for goal C
11- A1+B2+C3+C4+C5 = 313 - 276 = 37
12- A1+A2+B3+C4+D5 = 315 - 276 = 39
13- A1+B2+B3+C4+D5 = 318 - 274 = 44 best for goal D Shortest route AND highest score
14- A1+B2+C3+C4+D5 = 313 - 274 = 39
15- A1+B2+C3+D4+D5 = 316 - 278 = 38
16- A1+B2+C3+D4+E5 = 316 - 278 = 38 best for goal E
-There is a bug with the displayed lap time appearing in the middle of the screen after passing a checkpoint.
-The seconds are correct but the hundreds are taken from the current lap time at the time the message is displayed and not the number that was displayed the frame before the lap time went back to 0.
-If you advance the video frame by frame you can clearly see this.
-ex: In this video, end of stage 1 (1:14): Lap time = 56.25 but should be 56.71
Continue in the pinned comment
0:00 A1 - Coconut Beach
1:00 B2 - Devils Canyon
2:00 B3 - Alps
3:00 C4 - Wheat Field
4:04 C5 - Desolation Hill
5:06 Ending [TAS] Out Run Arcade (6/5) 53,516,320 pts Goal C](https://i.ytimg.com/vi/cjYwf9GhLn8/mqdefault.jpg)
![[TAS] Super Locomotive Arcade (10 rounds) (507,333)
Tool-assisted superplay (TAS) of Super Locomotive Arcade (10 rounds) (507,333)
-Round 4 I try the trick described here: https://www.solvalou.com/arcade/reviews/213/508
On any fourth round, after the tunnel (at 9:10), collect the oil, backup until the mail train appears, go forward, shoot it, collect oil, backup... You can do that until the hit counter is near 99 (do not go over 99)
-Stationary oil give increasing points: 100 200 400 800 1600 3200
-The hit counter wrap around after 99 (99 + 1 = 0).
-Beginning on round 4, when you see the train fire at nothing, it is to manipulate the RNG.
-By manipulating the RNG it is possible (in a TAS) to change where the items appears on the track. On round 8 (26:32) you will see that the stationary oil always appears on the same lane of the train.
-Round 9 (30:36) is done as fast as possible
-Round 10 (32:38) I go very slowly and shoot tanks to finish with 99 hits
See https://en.wikipedia.org/wiki/Tool-assisted_speedrun for more information on Tool-Assisted Speed-runs
or http://tasvideos.org for more video. [TAS] Super Locomotive Arcade (10 rounds) (507,333)](https://i.ytimg.com/vi/dIl7EJ8z6mQ/mqdefault.jpg)