Uploaded January 2020 | Updated September 2026, 1 week ago
Tool-assisted speedrun (TAS) of Paperboy, Hard way, fastest with lowest score
Time from first input to last input: 6:38 (From 0:24 to 7:02)
Score: 45,600
The goal of this TAS:
-Finish as fast as possible
-Have the lowest score possible
Notes:
-Difficulty: Medium Hard (factory setting)
-I was a bit unlucky with the rng and I had to brake for traffic 2 times. So, with a bit of luck it is possible to go a bit faster.
-I could have had a lower score if I had lost 3 lives before the end but it would have taken time. The lowest possible score is probably 18600
-I will do another TAS with the highest score I can do.
See tasvideos.org for more information on Tool-Assisted Speed-runs.
Tool-assisted speedrun (TAS) of Paperboy, Hard way, fastest with lowest score
Time from first input to last input: 6:38 (From 0:24 to 7:02)
Score: 45,600
The goal of this TAS:
-Finish as fast as possible
-Have the lowest score possible
Notes:
-Difficulty: Medium Hard (factory setting)
-I was a bit unlucky with the rng and I had to brake for traffic 2 times. So, with a bit of luck it is possible to go a bit faster.
-I could have had a lower score if I had lost 3 lives before the end but it would have taken time. The lowest possible score is probably 18600
-I will do another TAS with the highest score I can do.
See tasvideos.org for more information on Tool-Assisted Speed-runs.
![[TAS] Time Pilot Arcade (5 of 5) 319000 in 5 minutes
Tool-assisted superplay (TAS) of Time Pilot Arcade (5 of 5) 319000 in 5 minutes
The goal is to find out what is the best way to get the best score in 5 minutes.
This is known as Caravan mode in Arcade Archives TIME PILOT on PS4 and Switch
The stopwatch starts as soon as the player can shoot.
I tested 5 different strategies:
1- Stay on wave 1 while getting as many paratroopers as possible (5000 points), shooting formations but not shooting 56 planes so as not to see the boss
2- Stay on wave 1 shooting as many planes as possible. (optimized for combo)
3- Stay on wave 2 capturing as many paratroopers as possible (5000 points) and shooting mid size Bombers for 1500 points each
4- Shoot anything as fast as possible
5- Stay on wave 3 shooting as many helicopters as possible, taking advantage of the missiles to score many combos (optimized for combo)
Notes:
-All bosses give you 1200 points for killing him by shooting or hitting him. This is given when he explodes, then you get another 3000 points.
-Scoring combo:
-When you shoot something (planes, bomb, missiles, boss) you get 100 points.
-But if you shoot a second thing before 1/2 second elapses you will get 200 points
-And so on, the score increases with each hits as long as the new hit is within 1/2 second from the previous one: 300,400,500,600,700,800
-The maximum points is 800, the next hit (9th) (always within 1/2 second), points will reset to 100
-If you shoot 8 planes in 4 seconds, you will get 3600 points not 800
-When you shoot a mid size bomber on wave 2 (1500 points) it take 4 shots, if each shots are within 1/2 second of the previous one, you will get 100+200+300+400 = 1000 points + 1500 points
-All bosses take 8 shots to kill, so you get 3600 points for the 8 hits, plus 1200 points for killing a boss, plus 3000 points more for a total of 7800 possible points for each boss.
-In video 2 and 5 I do not shoot as fast as possible, I wait for some enemies to appear before shooting them quickly to maximize the scoring
-In video 4, I did not optimize it. The TAS should be able to score higher if it did not shoot as fast as possible. I should do another TAS to test that.
-I should try a TAS that stays on wave 4 and shoot as many planes as possible, I think they spawn faster than the helicopters, if so maybe I could get a higher score .
Conclusion:
-Getting only the paratroopers in wave 1 is much slower than expected. I did not predict that the score would be so low.
-Only shooting planes in wave 1 is not fast enough, the planes are too slow to spawn.
-Shooting helicopters in wave 3 seem like a good strategy. Their patterns are relatively easy to predict and learn, unlike the fighters in wave 4 and the saucers in wave 5.
For a good introduction to TASing: https://www.youtube.com/watch?v=Ietk1-Wb7oY
See https://en.wikipedia.org/wiki/Tool-assisted_speedrun for more information or http://tasvideos.org for more video. [TAS] Time Pilot Arcade (5 of 5) 319000 in 5 minutes](https://i.ytimg.com/vi/HkQ-Akkpgtc/mqdefault.jpg)
![[TAS] Out Run Arcade (4/5) 51,015,600 pts Goal D
Tool-assisted superplay (TAS) of Out Run Arcade (4/5) 51,015,600 pts Goal D
GOAL:
-Determine what the maximum score is for each goals.
-After obtaining statistics for all legs, determine the best path for each goals.
-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. (1:47)
-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.
-For more information on this TAS series on OutRun and an explanation of why RLRR is the only path to a high score, read the description of this video: https://youtu.be/cjYwf9GhLn8
-Much more info on OutRun here: https://gamefaqs.gamespot.com/arcade/564002-outrun/faqs/80160/introduction
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 A1 - Coconut Beach
1:10 A2 - Gateway
2:10 B3 - Alps
3:10 C4 - Wheat Field
4:08 D5 - Autobahn
5:07 Ending [TAS] Out Run Arcade (4/5) 51,015,600 pts Goal D](https://i.ytimg.com/vi/Hqd3XkhN7QU/mqdefault.jpg)
![[TAS] Mad Planets Arcade 56 rounds (1,111,622)
Tool-assisted superplay (TAS) of Mad Planets Arcade 56 rounds (1,111,622)
Settings:
-Bonus Life Every 10000
-Difficulty Standard
Notes:
-It is possible to fire 3 bullets at 30 bps, but you must wait for a bullet to hit something or hit the side of the screen before you can fire again.
-Since bullets move fast, in a real game you should never run out of bullets.
-Holding the trigger will fire at 10 bps, but the bullets will travel less so you can fire continuously.
-Rounds 1 to 49 the TAS shoots all planets as soon as possible
-Rounds 50 to 52 the TAS shoots planets as late as possible but shoots them before they grow to get the bonus
-Round 53 (16:13) and 56 (19:44) the TAS let the planets grow and have fun with them, waiting a bit without shooting to see what the game does.
-Round 54 the TAS loses all of its lives (except one) to show that you only have 6 in stock and to see how long it will take to recover them
-Round 57 the TAS shows you cant hide in a corner, planets will hit you even faster than if you stay in the middle of the screen.
-Rounds 1-12 consist of a 3 round loop
-2 planets on screen at once, bonus for shooting all planets before they grow = 4000
-3 planets, bonus 6000
-4 planets, bonus 8000
-bonus astronauts, catch all the astronauts you can.
-After round 12 the loop is 4 rounds
-2 planets, bonus 4000
-3 planets, bonus 6000
-4 planets, bonus 8000
-5 planets, bonus 10000
-bonus astronauts.
-The background music beat increases with each round in a loop.
-Each time you shoot a comet, its value increases by 100, with a maximum of 1000 points.
-This value reset to 100 each round and at the start of bonus astronauts
-It also resets to 100 if you miss one
-Astronauts give you 300 to 1000 points.
-The value of an astronaut starts at 300 on round 4.
-It increases by 100 at the start of a loop
-So: turn 4-5-6 = 300, 7-8-9 = 400, 10-11-12 = 500, 13-14-15-16 = 600...
-You get 1000 points for each astronaut from round 29
-There is no astronauts in round 1-2-3
Bonus Astronauts
-Each astronaut earns you 200 points
-The bonus ends when a comet leaves the screen or the player has shot 10 comets.
-To catch more astronauts, you can shoot the comets at the last moment, before the comet leaves the screen.
-Compare round 9 (2:12) with round 12 (2:59)
-round 12, the TAS obtained 134 astronauts against 44 in round 9.
-In the first rounds the difference is very noticeable, but later the comets do not stay on the screen for long
-Here is the number of astronauts the TAS has captured:
-Bonus round 3 = 28 astronauts for 11,100 points - Comets were shot early
-6 = 39 for 13,400 points - Early
-9 = 44 for 14,300 points - Early
-12 = 134 for 32,300 points - Late
-16 = 130 for 31,500 points - Late
-20 = 12 for 2,400 points - No comet were shot
-24 = 132 for 31,900 points - Late
-28 = 154 for 36,300 points - Late
-32 = 128 for 31,100 points - Late
-36 = 164 for 38,300 points - Late
-40 = 149 for 35,300 points - Late
-44 - 162 for 37,900 points - Late
-48 - 145 for 34500 points - Late
-52 - 160 for 37800 points The first comet gave 300 points because it was from the end of the normal round
-56 - 146 for 34700 points - Late
-The game designers chose to give lives easily but limit you to only 6 extra lives, as demonstrated at round 54 (18:40)
-Because of this, the player cannot take a break or play badly for a while unlike other old games where you can accumulate more than 100 lives.
-Thats probably why this game doesnt have a super big hi score.
-As far as I know, this is the only game I know that works like this.
-You can see planets waiting in the background (like Tempest), those flashing orange dots. This gives you an idea of the number of planets left before the end of the round.
-Planets cannot collide with the player until the planet is fully developed.
-When a moon attacks you, if it reaches the edge of the screen, it will disappear. Unlike planets which bounce back if they reach the edge.
-This means you can get rid of moons spinning around you just by moving closer to one side of the screen.
-But if a moon leaves the screen, it will reappear in orbit around the planet.
-Number of planets per round on standard difficulty:
Rounds 1 to 3: 5,6,7
Rounds 4 to 6: 8,9,10
Rounds 7 to 9: 11,12,13
Rounds 10 to 12: 14,15,15
Rounds 13 to 16: 16,16,16,16
Rounds 17 to 20: 17,17,17,17
Rounds 21 to 24: 18,18,18,18
Rounds 25 to 28: 19,19,19,19
Rounds 29 to 32: 20,20,20,20
Rounds 33 to 36: 20,20,20,20 ... all subsequent rounds have 20 planets
-As you can see, the game starts with 5 planets, adds one per round until round 13 (except 12), then adds one per loop up to a maximum of 20.
-Maybe it will be different with another difficulty setting? In another TAS, I would like to see what difference there is if I put the game on the difficulty Very Hard
What is a TAS? https://www.youtube.com/c/Prog61/about
For more information visit https://tasvideos.org. [TAS] Mad Planets Arcade 56 rounds (1,111,622)](https://i.ytimg.com/vi/IMuKtRmzUgE/mqdefault.jpg)
![[TAS] Galaxian arcade 5K in 0:45
Tool-assisted speedrun (TAS) of Galaxian arcade (5K in 0:45)
The goal of this TAS:
-Get 5000 points as fast as possible
Notes:
-Exactly 0:44.77 (2686 frames) from the 1 player button pressed to the explosion of the last enemy.
-I did this TAS to see how much faster, compared to the record posted on SpeedRun.com (1:06), it is possible to get 5K at this game.
-This my first try for this game. I just played normally, shooting almost always on the exact frame that is possible after the previous bullet hit something.
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] Galaxian arcade 5K in 0:45](https://i.ytimg.com/vi/IYKQNwkeI_g/mqdefault.jpg)
![[TAS] Congo Bongo Arcade 13 Levels (588,410)
Tool-assisted superplay (TAS) of Congo Bongo Arcade 13 Levels (588,410)
Notes:
-At the time I did this TAS, I did not know you can jump for 1000 points on stage 1. See https://youtu.be/Ym2UGF-RoSE
-There is some places where you can be outside of the hitbox of enemies, like on the bridge of stage 1 and on a bridge between islands on stage 2.
-On Levels 1 to 6, I did the maximum score I could on Stage 3 (rhinos). The highest score I got was on Level 5: 30,420 points.
-On Stage 4 (river) jumping on a hippo, piranha, or lily pad give you 50 points + 50 × level. But level is maximum 6, so the maximum points possible for jumping is 350.
-Level 6 Stage 4, I jump as many times as possible to get the highest score for this stage: 27,810
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] Congo Bongo Arcade 13 Levels (588,410)](https://i.ytimg.com/vi/IkgsLe5pEdQ/mqdefault.jpg)
![[TAS] Tournament Arkanoid Arcade (1,243,140 pts) (Hard)
Tool-assisted superplay (TAS) of Tournament Arkanoid Arcade (1,243,140 pts pts) (Hard)
-I did this Tas to see the rounds layout in this version since I never had the chance to play this game in the arcade back in the 80s.
This game is the original Arkanoid but with different levels.
-This video is just a superplay. I finished the game relatively quickly but it could be done faster. Sometimes I chose to have fun rather than going fast.
If we had the choice between infinite angles, some rounds would be completed much faster, but we can only choose between about 6 different angles at which the ball bounces on the paddle.
To get a high score like on Twin Galaxies, you have to shoot many enemies while keeping the ball in play but without ending the round. This is why the score for this TAS is less than what is posted there.
-In this game, for a TAS, it is possible to change the power-up (rng manipulation) simply by moving the paddle before the power-up appears. So if you see the paddle move for no apparent reason, like at the start of round 3 (1:52), its to change which power-up will appear.
While doing this TAS, I observed that enemies movements are also random, so moving the paddle influences the path they choose.
-The number of hits to break a gray brick changes as you progress in the game, increasing the difficulty of the game. From what I tested, the difficulty setting of the game does not change this.
-Rounds 1 to 9 = 2 hits
-Rounds 10 to 17 = 3 hits
-Rounds 18 to 24 = 4 hits
-Rounds 25 to 32 = 5 hits
-At the end of the game, the boss takes 16 hits before dying. So to increase my score I did the trick of shooting Doh 15 times then dying. You get 1,000 points every time the ball hits Doh, or 15,000 points for each life.
I did it 24 times for a total of 360,000 points.
Its strange that the 16th hit doesnt give any points, I would have thought killing the boss would be worth something. 😀
Since there is nothing random at this stage, I just copy/pasted what I did for the first life.
The map of all levels can be viewed here: https://vgmaps.com/Atlas/Arcade/index.htm#TournamentArkanoid
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 Rounds 1 - 5
3:41 Rounds 6 - 10
6:12 Rounds 11 - 15
9:41 Rounds 16 - 20
12:44 Rounds 21 - 25
15:53 Rounds 26 - 30
19:18 Rounds 31 - 32
19:53 Doh
26:48 End [TAS] Tournament Arkanoid Arcade (1,243,140 pts) (Hard)](https://i.ytimg.com/vi/Io-08GcnFj0/mqdefault.jpg)
![[TAS] Gravitar (All doable Reactors)
[TAS] Gravitar (All doable Reactors)
GOAL: To show all doable reactors. I think the 9 seconds reactor cannot be done.
I will probably do a full TAS of this game.
For a good introduction to TASing: https://www.youtube.com/watch?v=Ietk1-Wb7oY
See https://en.wikipedia.org/wiki/Tool-assisted_speedrun for more information or http://tasvideos.org for more video. [TAS] Gravitar (All doable Reactors)](https://i.ytimg.com/vi/IpR1M-5ACtM/mqdefault.jpg)
![[TAS] Marble Madness Arcade 213,160 pts
Tool-assisted superplay (TAS) of Marble Madness Arcade 213,160 pts
This video has been obsoleted by : https://youtu.be/U_HWUzSExa8
The goal of this TAS is to achieve the highest possible score.
Difficulty Setting: Normal.
Notes:
-I had no luck on the 4th level and lost a few seconds.
-I still have a few things to try in this game. If I get a higher score, I will post the video here.
-You can get a higher score by setting the game at Easy or Very easy, you begin the 2nd level with 65 sec instead of 60. That is why there is some video with a score higher than here. I will do my next video at very easy to see what is the highest score possible.
For a good introduction to TASing: https://www.youtube.com/watch?v=Ietk1-Wb7oY
See https://en.wikipedia.org/wiki/Tool-assisted_speedrun for more information or http://tasvideos.org for more video. [TAS] Marble Madness Arcade 213,160 pts](https://i.ytimg.com/vi/JJoX1TYkRmo/mqdefault.jpg)
![[TAS] Quester Special Edition Arcade 1,721,170 points (Namco 1987)
Tool-assisted superplay (TAS) of Quester Special Edition Arcade 1,721,170 points
The Special Edition is mostly the same as the Normal Edition, but there are 10 new levels, and the order of the levels is a bit mixed up.
The game feature 10 levels designs that were submitted by readers of Namco Community Magazine NG
Special edition vs normal edition rounds
Round 1 of Special Edition = Round 1 of the Normal Edition
Round 2 = Round 2
Round 3 = New
Round 4 = New (Dig Dug)
Round 5 = Round 5
Round 6 = Round 6 (Pac-Man)
Round 7 = Round 7
Round 8 = New
Round 9 = New FORTRESS
Round 10 = Round 9
Round 11 = Round 10
Round 12 = New (Star)
Round 13 = New
Round 14 = Round 14
Round 15 = Round 13
Round 16 = New
Round 17 = New (Pinball)
Round 18 = Round 17
Round 19 = Round 11
Round 20 = New (Mappy)
Round 21 = Round 21
Round 22 = New (Fish?)
Round 23 = Round 23
Round 24 = Round 8
Round 25 = Round 25
Round 26 = Round 26
Round 27 = Round 15
Round 28 = Round 28
Round 29 = Round 3
Round 30 = Round 30
Round 31 = Round 16
Round 32 = Round 32
Round 33 = Round 33 (Boss)
-I didnt have the 255 lives bug, but it may be fixed in this version.
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 http://tasvideos.org.
0:00 Title
0:11 Round 1 to 6
6:14 Round 7: Bonus Stage
6:42 Round 8-13
12:36 Round 14: Bonus Stage
13:05 Round 15-20
19:13 Round 21: Bonus Stage
19:42 Round 22-27
25:48 Round 28: Bonus Stage
26:19 Round 29-32
29:53 Round 33: Boss
30:39 Ending
30:55 Credits
32:14 Score [TAS] Quester Special Edition Arcade 1,721,170 points (Namco 1987)](https://i.ytimg.com/vi/JVTmcQU1xBY/mqdefault.jpg)
![[TAS] Cameltry Arcade (Training course in 1:22.3)
Tool-assisted speed-run (TAS) for Cameltry Arcade, Training course
Final Score: 188,890 Time: 1:22.3
On Twin Galaxies, the best score is 179,220 and the best time is 1:42.9
This is my first TAS for this game, the other courses will follow soon.
I do not think it is possible to go much faster than that without using glitches.
But I have to do tests with rebound to see if it is possible to go faster.
In level 4 I should have not lose time breaking blocks to increase the score, I will work on that.
Notes:
-No tricks or glitch was used for this TAS
-The jump button is held down all the way to go a bit faster.
Dip Switch Settings:
-Difficulty: Medium
-Starting Remaining Time: 50 seconds
-Continue Play Time: +30 seconds
See tasvideos.org for more information on Tool-Assisted Speed-runs. [TAS] Cameltry Arcade (Training course in 1:22.3)](https://i.ytimg.com/vi/Jf3NAi9-asM/mqdefault.jpg)
![[TAS] Loco-Motion Arcade (Hardest way) 16 rounds
Tool-assisted superplay (TAS) of Loco-Motion Arcade (Hardest way) 16 rounds
Notes:
-You can move a block every 4 frames, so you can move 15 blocks by seconds.
-Number of Crazy Trains by rounds:
-Round 1 and 2 = 0 Crazy Trains
-Round 3 to 6 = 1 Crazy Trains
-Round 7 to 10 = 2 Crazy Trains
-From round 11, there are 3 Crazy Trains, which is as far as I know the maximum of Crazy Trains at the beginning of a round.
-When I started TASing this game, I played the game perfectly. Around round 14, I was wondering why this YouTube video https://www.youtube.com/watch?v=KrUb6aAfdIk had a much more difficult layout per round than my TAS. He had many unusable blocks with 4 Xs and I had none.
After analyzing both, I concluded that the game is harder to play when youre not perfect. The difficulty of a round seems to increase if you lose stations.
I had to test this theory. I did this TAS where I would lose a lot of stations to see the result. And the result is more spectacular than I expected.
To view my first TAS: https://youtu.be/DAirajaPOqA
I wanted to lose all 8 stations in round 1.
There are 2 ways to lose a station:
-Have a collision between 2 trains in a station. Be aware that if the collision occurs on a track, you lose that track.
-Let the countdown displayed on a station reach zero. More often than not when the countdown reaches 0, a new Crazy Train appears, but you have a small chance of the train station exploding directly, as seen later in the game as the chances of exploding are higher later in the game.
The other thing to deal with is the Loop Sweeper that appears when you loop the track.
At first I thought I could just break the loop and he would let me loop for a while before reappearing. But if you make it appear once, after that, as soon as you close the loop he will reappear instantly.
So instead I just put it on another track, that way it let me loop around for a while.
But the interesting thing is that this Loop Sweeper has a timeout. When you send it out of your loop, if it doesnt collide with another train, it will bounce between the 2 ends of the portion of track it is on, but eventually, when its internal timer will reach zero, it will jump on your loop. The game gives you a warning sound before doing this. The same sound as when the Loop Sweeper appears normally.
For round 1, the timer is 3072 frames, 51.2 seconds.
For round 9, the timer is 416 frames, which means 6.93 seconds.
So it looks like the timer gets shorter as you progress through the game.
After losing all 8 stations in round 1, round 2 is much harder than usual.
To push the game to its limits, I decided to lose all 8 stations again on round 9.
As you can see at round 12 (21:22), you cant get a harder layout than that. This is the bare minimum to have a chance of completing the round. Good luck to a human doing that :)
My conclusion is that you are fairly certain to have 1 block with 4 Xs for each station you lost. From round 2 to 8 I had at least 8 unusable blocks per round.
But I think the game checks that you have a chance to finish the round and wont fill all the blocks with unusable blocks.
So this game is one of the rare game which is easier if you are good. If you can keep your stations, the game is less difficult to play.
With round 14 (23:03) we can also learn that its not a good idea to lose all the stations on the same side of the board when we have a limited choice of blocks like that.
I didnt plan this round correctly and died twice. I should have redone this level, but I figured that it was not important for this video.
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 Round 1
12:06 Round 2 to 8
15:37 Round 9
19:33 Round 10 to 16 [TAS] Loco-Motion Arcade (Hardest way) 16 rounds](https://i.ytimg.com/vi/Jk5nDzOz8Es/mqdefault.jpg)