Prog61Tool-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: 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: youtu.be/08Ip7rvnp64 And here is my TAS of the second game: 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 bureau's special forces. -Precision is measured only on the last man (the 7th) -I got 998.9, couldn't 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 didn't 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 don't 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 didn't 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 - Gentlemen's 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) $41,705,900Prog612023-12-28 | 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: 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: youtu.be/08Ip7rvnp64 And here is my TAS of the second game: 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 bureau's special forces. -Precision is measured only on the last man (the 7th) -I got 998.9, couldn't 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 didn't 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 don't 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 didn't 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 - Gentlemen's Agreement 33:16 19 - Towing rope 34:57 20 - Bodyguard sniper team 37:45 Credits and Score[TAS] Operation Thunderbolt (2 Players) (Arcade)Prog612025-03-08 | Tool-assisted superplay (TAS) of Operation Thunderbolt (Arcade) (2 Players) 100% accuracy
Difficulty: Medium
===Notes=== -With single shots, you can shoot every 7 frames -By holding the trigger, you shoot every 6 frames (10 shots per second) -While holding the trigger, if a magazine is empty, there is about a second (67 frames) where the shooting stops. But if you release the trigger for at least one frame during the delay, this delay is skipped.
-You can tell if a shot hit something by the graphic used at the point of impact. -if it's a red (P1) or blue (P2) flash, you hit something -if it's a puff of gray smoke or a splash of water, you didn't hit anything. -To help me get 100% accuracy for this TAS, I've displayed the number of shots vs. hits with the cheat engine (see my code at the end) -It seems that shooting door locks to free a hostage doesn't count as a good shot (gray puff) So I'm only shooting locks with player 2 so that player 1 can get 100% accuracy.
===Stage 1=== -You can't shoot an enemy if he's behind a car, you probably hit the car's hitbox instead of the enemy's hitbox.
===Stage 2=== -It seems that you can't shoot an enemy that is in a window until it is fully visible (3:00). This is not the case on other stages. -You can shoot: Barrel (3:06), Wooden Box (3:06) and Shrub (3:12) with 10 shots. -This doesn't give you any points but can sometimes give you a magazine (3:27) -But the palm tree doesn't seem to be killable (3:19) -It takes 8 bullets to shoot a tank and 9 bullets to shoot a tower.
===Stage 3=== -Stage 3 and 5, the incoming planes cannot be shot down as soon as you see them, they have time to fire their missiles before you can shoot them down, but this is not the case with helicopters.
===Stage 4=== -At 7:16 player 1 was hit by something invisible. -But at 7:20 he got his health back because you get a small amount of health for saving a hostage. (Thanks @sasamisa1806 for pointing this out) -At the end of stage 4, the last 3 doors can be opened but do not count as a hostage release if all 8 hostages have already crossed the screen.
===Stage 8=== -The plane section looks like a walk in the park compared to other stages, enemy spawns are much slower than other stages. -It seems like it's impossible to not get hit when the boss shoots on his first recovery frame. (14:50) I tried to manipulate the RNG but did not succeed.
-It's funny to see that in the high score table at the end, they didn't allow to display 100%, which is normal because it would be impossible in real life. -In the credits, there are some errors: "PROJECT READER" (15:33) , "MUSIC COMPORSER" and "SOUND EDITER" (15:46)
Time stamp and chapter details: 0:00 - Game Intro 0:55 - Mission 1 Gather Intelligence Information 2:42 - Mission 2 Confiscate Ammunitions and means of Transportation 4:42 - Mission 3 Search Enemy Bunkers 6:28 - Mission 4 Rescue Hostages 8:23 - Mission 5 Head for Enemy Headquarters 10:10 - Mission 6 Rescue Hostages 12:03 - Mission 7 Secure Escape Routes 13:49 - Mission 8 Escape! 15:07 - End and Credits 16:36 - Game Intro
-To show the number of shots and the numbers of hits for the 2 players with the Mame cheat engine, add this in othunder.xml ===change all '(' for 'lower than' and all ')' for 'greater than' (not allowed here) (cheat desc="Show Fire / Hit") (script state="run") (output format="%d/%d %d/%d") (argument count="1")maincpu.pw@82826(/argument) (argument count="1")maincpu.pw@8282A(/argument) (argument count="1")maincpu.pw@82828(/argument) (argument count="1")maincpu.pw@8282C(/argument) (/output) (/script) (/cheat)[TAS] Operation Wolf - 1,800,000 - 5 Loops - NO FlashProg612025-02-03 | Tool-assisted superplay (TAS) of Operation Wolf - 1,800,000 - 5 Loops - NO Flash
Goal: see the difficulty after loop 2 since all videos on YT stop at loop 2.
Difficulty: Medium
===Notes=== -You can only fire every 9 frames (6.66 shots per second), except when you get the Super Machine Gun with which you can fire every 6 frames (10 rounds per second). (7:20) -If you run out of bullets and magazines, the game gives you about one bullet per second (max 5) so you can shoot a magazine and keep playing instead of getting stuck. -You can shoot civilians (but not nurses) and not take damage if it's the first one of the round, but after that, sometimes you take damage, sometimes you don't. I'm not sure what the logic is here. But since you don't get points for them, it's not worth it. -Breaking windows doesn't give you points, except that the enemy behind them can now shoot you since they can't break them themselves. So, not breaking windows makes the game a bit easier (28:24), but it will decrease your enemy clear rate. -Shooting barrels gives 100 points, but not all barrels are shootable. -You can't have more than 9 magazines (22:29) and probably 5 bombs.
-This game is really hard, only on loop 1 I didn't take any damage. -But each loop (of the 6 rounds) gets harder. I couldn't not take damage on loop 3, there are too many enemies attacking at the same time, -It is possible for a TAS to do a little better by shooting the flashing enemies first since the flashing enemies are about to shoot you, but I didn't do it all the time. -At the end of each round, the player recovers 3 units of damage -Between rounds 3 and 4, the player recovers 20 units of damage (thank goodness!). Thanks to this, I managed to pass loop 3. -Damage is reset at the end of a loop -I think the game reaches its maximum difficulty on loop 3 and doesn't get harder after that.
-There are two annoying things about this game for a TAS -When the magazine fills up, there is a long moment where you can't shoot, but I discovered (a bit late) that it reloads faster if you release the trigger! -Two enemies can overlap, you can shoot the closest one but you can't shoot the other one until the death animation of the first one is over. -It seems I missed a hostage at the end of loops 3 4 and 5. I'm not sure but I think it might be because I finished the level too early and the last hostage didn't have time to come into play. -The hostage counter decrements by 1 when a hostage enters the screen, you can see that the counter stays at 1. -In loop 5 at 33:28 I lost a hostage because of an explosion, I could have avoided that one.
===Ending stats=== (35:24) -Bullet hit rate: 95.5%. This is probably because I often hold the trigger to shoot as fast as possible and it's hard to know when to stop shooting when shooting at things that explode. -Enemy kill rate: 84.4%, which is lower than I expected. -I found this rate to be strangely low, so I monitored these values in RAM to see if this number is correct and why my rate was so low. ========View the end of this section in the pinned comment==============
===Flashing Light=== -The screen flashing when shooting was really annoying since the TAS fires rapidly almost all the time, -I tried using the cheat already found (Pugsy: mamecheat.co.uk) but I couldn't replay my TAS, the cheat seems to change the rng. -So I worked on it and found a way to patch the game code to stop the screen flashing without affecting the game. -The original method was to change the timer that limited you to shooting 9 times per second, the cheat skipped the first step since the flash is executed at that step. The problem is that it probably changes the timing of other elements in the game. With this cheat you can shoot every 8 frames instead of 9. So using this cheat allows you to shoot a little faster than you are normally supposed to. You can hear the difference if you hold the trigger and compare with/without this cheat :) -I included a round with the flash at the end of the video so you can see what I mean (35:34). Can you watch this for 30 minutes?
-It's really funny how when you shoot as fast as this TAS, the game sometimes has nothing to throw at you and the screen moves slowly in silence, it's weird to see that in this game. (25:45)
-I would like to see a video of the high score that is on Twin Galaxies (6,211,200 on medium and 16,316,700 on hardest) -I tried to download the inp from Twin Galaxies but I couldn't.
-I decided to stop after 5 loops, I think the game has reached its maximum difficulty and has nothing else interesting to show. -I stopped at a nice round number.
I'm sorry that I had to mute a song (Eat the Rich) due to copyright issue (from 4:29 to 5:52). And I also had to mute the end (Walk This Way). (from 36:36) To watch the ending with sound, go here: http://prog61.ca/Revolution%20X%202%20of%202.mp4
Goals: -Show all known secrets and collect all 5 wings (Aerosmith members) (not a speedrun) -Avoid getting hit if possible -Destroy as many things as I can
==Energy: -The energy bar is at 150 units when it is full (6 per small rectangle), but you start the game with 187 units. -'Extra Energy' gives you 50 units of energy -After shooting the cat, I had 287 energy (I got 2 extra energy from the windows of Club X) -At the start of the helicopter chase, I had 385 units of energy -I started (and finished) the helicopter boss with 324 energy. -I lost 37 units in "Amazon Jungle", all with the last boss, finishing the level with 287. -I finished the bus chase (Middle East) with 270. -In 'Pacific Rim' I lost 33 units in the hallway leading to Brad Whitford (24:20) -With 8 more energy at the end of 'Pacific Rim' I reached 600. -I started the last boss with 594 but lost 245 to Helga. -And I lost 46 to Mondor to finish the game with 303 energy.
==CDs -The game doesn't display more than 999 CDs on screen but internally the game keeps the exact count. -I reached more than 2800 CDs before the boss of 'Pacific Rim'. -I sent 109 CDs to the boss helicopter, 45 to the bus, 384 to the boss of 'Pacific Rim' -At the start of the last boss I had 2370 CDs and I finished the game with 1814 CDs, so I shot 556 CDs to the last boss.
==Shield -Works exactly like the energy bar. When the shield energy is not 0 the shield energy goes down instead of the energy bar. -The shield worth 30 energy. -But it is not cumulative, the maximum value is 30. So if you already have a shield, wait a bit before getting a second one so as not to waste those 30 energy. -Even if the message 'SHIELD UP' does not appear when you change sections you do not lose it, ex: I had a shield outside of Club X and at the beginning of the helicopter stage the shield continues to be effective.
==Super Gun -When you get a Super Gun, you have 200 super shots. -This value is not cumulative, maximum 200. -A Super Gun shot is almost as effective as a CD. (I do not know exactly its strength)
==Lazer Disks -I could not test to see if it is cumulative or not but I believe it probably work like CDs.
-When an enemy shoots, you will only lose energy when your part of the screen is hit. -Each player has 1/3 of the screen, you can ignore shots on the other 2/3 of the screen. -So when playing this game, focus on your part of the screen first. -There are a few exceptions to this rule. Helga, the helicopter and the elevators (24:23) hit you wherever they shoot.
-At the end of "Pacific Rim" I got 8 extra energy, but I had to use RNG manipulation for 2 of them (3rd and 4th red objects on a bench) (27:15). -From what I can see in other videos, shooting a company logo almost always gives you extra energy.
-Now that I see the video, I see I missed a few points here and there and a Club X girl (4:00) (I should have worked harder on that one). -I tried to fix them, but you can't edit a TAS in the middle, it changes the RNG, and then nothing after the edit point works properly.
-To get the TROG (0:41), you have to kill the cat (9 hits) and then shoot a CD at the tree you can see over the wall. -I don't know if the secret to the helicopter chase (7:15) is there if you didn't kill the TROG.
-To get the secret in the window outside Club X (1:54), you must have killed the cat and not shot that window earlier. -In this secret, you must shoot a CD at the door to go to the bathroom.
-It seems that if you don't shoot the star on the door at the end of Club X, enemies will spawn endlessly (4:47)
-On the bus level, I had to stop shooting because the bus exploded before I could get the 4th wings (21:50).
-For some reason, Helga cost me 35 units of energy each time she hit me (7 times) (32:09). I haven't seen her do this much damage in other YouTube videos. -You have to shoot her when she cartwheels in front of the throne.
-At least Mondor (the last boss) (32:32) is easy to kill, but very long to TAS. -His machine guns only deal damage to the player whose part of the screen is hit and it is easy to make him lose his weapon (3-4 CD on the arm).
-It took me about 50 hours of work to make this video. I hope you like it. Thanks for watching.
0:00 Title 0:08 Club X 6:33 Helicopter 10:32 Amazon Jungle 19:40 Middle East 22:58 Pacific Rim 31:36 Wembley Stadium 32:09 Helga 32:32 Mondor 36:36 Ending 39:30 Credits[TAS] Alien 3 :The Gun - 21,270,000Prog612025-01-07 | Tool-assisted superplay (TAS) of Alien 3 :The Gun (Arcade) 21,270,000
Goal: Get the highest score possible.
-This TAS isn't perfect. I've already spotted some places where I could get more points. -Some Aliens have to be shot 3 times, but if you shoot them 1 or 2 times and they scroll off screen, it won't count as a kill. So in some places I'd have to wait for the alien to go further before killing them. (Especially in level 2) -I have lost a prisoner in stage 4.I. I was sure I started shooting the frame after the prisoner disappeared after passing us at 15:24, but it is not the case. I didn't even realize I lost energy since the game replenishes it a few seconds later for some reason. I can't fix this now because shooting changes the RNG, so I'd have to do everything again after this point. -Stage 2.2 I should shoot more street lights
===Notes=== -Here are the points you get for some items: -Aliens and facehuggers = 20,000 points -Stage 1 rotating white light = 30,000 points -Stage 1 rotating blue/yellow/red light = 20,000 points -Stage 1 flying turret = 20,000 points -Stage 1 missile buggy = 20,000 points but 0 for missiles -Stage 1 eggs = 10,000 points -Stage 2 rocks = 10,000 points -Stage 3 ceiling lamps = 10,000 points -Stage 3 glass window = 10,000 points -Stage 3 chair = 10,000 points
-You shoot bullets faster if the power is above 60%, below you shoot slower. You can clearly see this at 18:05 -I didn't use the flamethrower because of its limited range. You can't hit far objects with it.
-Stage 2.1 at 4:56, I waited before the warning sign for an additional Alien to appear.
-Stage 2.2 boss, to avoid taking damage, I used 2 bombs.
-Stage 4 Alien boss, at the end of its first form, you can't avoid taking damage even with a bomb. (18:33)
-Stage 5, behind door number 1, there are 9 aliens, instead of 16 blue guys, you get 120,000 more points for the blue guys. (20:15) -Stage 5 Alien boss, to not take damage, you must have your power almost at maximum when the alien is standing in front of you. If you have less than half your energy, you shoot slower and it is not enough to push him back before he hits you.
-Stage 6 final boss, it seems impossible to avoid taking damage if he rolls to the far side of the screen (left or right) unless you use a bomb, but it costs you a lot of points. On my first try, I had to use 3 bombs on this boss and I finished the game with 21,045,000 so 225,000 points less than this TAS. On my second try, I redid the whole fight from the beginning to change the rng, I had to use a grenade and my score was 21,200,000 so 70,000 points less than this TAS. Then, I discovered that I could manipulate the rng by adding or subtracting a few frames of weapon fire before the boss starts rolling. It seems that simply moving the target does not change the rng but shooting one or more bullets does.
-Level 6, final boss, it's funny that the game wants you to shoot the final boss one last time after he loses all his energy. The poor guy will shoot you endlessly until you shoot him one last time. (23:38)
-Watch this video to see someone play the game really well: youtube.com/watch?v=bO-oPw7ylyM and read the description to know his strategy for all the bosses.
-At the end of the video, I added the first floor of level 3. You can see that you get more points on the second floor even if there are less enemies. (110,000 points)
00:00 - Intro 00:18 - Stage 1 03:30 - Stage 2-1 07:41 - Stage 2-2 11:49 - Stage 3 14:56 - Stage 4 19:25 - Stage 5 22:08 - Stage 6 23:49 - Ending 25:21 - Bonus: Stage 3 Floor B1[TAS] Indiana Jones Arcade in 4:07 Hard (1985)Prog612024-12-09 | Tool-assisted speedrun (TAS) of Indiana Jones and the Temple of Doom Arcade in 4:07 Hard
===It's 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: 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.
0:00 Round 1 1:13 Round 2 2:11 Round 3 3:16 Round 4[TAS] Head On Arcade 101,980 ptsProg612024-09-13 | 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 car's 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: gamedeveloper.com/design/passing-through-ghosts-in-pac-man -So I wouldn't 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 that's 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.
0:00 A1 - Coconut Beach 1:01 A2 - Gateway 2:01 B2 - Devil's Canyon 2:58 A3 - Desert 3:57 B3 - Alps 4:57 C3 - Cloudy Mountain 5:56 A4 - Wilderness 7:01 B4 - Old Capital 8:00 C4 - Wheat Field 8:59 D4 - Seaside Town 10:02 A5 - Vineyard 10:59 B5 - Death Valley 11:58 C5 - Desolation Hill 12:55 D5 - Autobahn 13:50 E5 - Lakeside 14:49 Endings[TAS] Out Run Arcade (6/5) 53,516,320 pts Goal CProg612024-09-08 | 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, let's 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 - Devil's Canyon 2:00 B3 - Alps 3:00 C4 - Wheat Field 4:04 C5 - Desolation Hill 5:06 Ending[TAS] Out Run Arcade (5/5) 50,696,440 pts Goal EProg612024-09-07 | Tool-assisted superplay (TAS) of Out Run Arcade (5/5) 50,696,440 pts Goal E
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. -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: youtu.be/cjYwf9GhLn8
0:00 A1 - Coconut Beach 1:10 B2 - Devil's Canyon 2:08 C3 - Cloudy Mountain 3:07 D4 - Seaside Town 4:10 E5 - Lakeside 5:09 Ending[TAS] Out Run Arcade (4/5) 51,015,600 pts Goal DProg612024-09-05 | 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: youtu.be/cjYwf9GhLn8
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 (3/5) 48,713,460 pts Goal CProg612024-09-03 | Tool-assisted superplay (TAS) of Out Run Arcade (3/5) 48,713,460 pts Goal C
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 (0:00). -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 this video I wanted to put the song 'Splash Wave' but it seems YT found something copyrighted somewhere.☹️
-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: youtu.be/cjYwf9GhLn8
0:00 A1 - Coconut Beach 1:10 B2 - Devil's Canyon 2:07 C3 - Cloudy Mountain 3:07 C4 - Wheat Field 4:05 C5 - Desolation Hill 5:07 Ending[TAS] Out Run Arcade (2/5) 48,190,720 pts Goal BProg612024-09-01 | Tool-assisted superplay (TAS) of Out Run Arcade (2/5) 48,190,720 pts Goal B
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 (2:23). -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: youtu.be/cjYwf9GhLn8
0:00 A1 - Coconut Beach 1:10 B2 - Devil's Canyon 2:07 B3 - Alps 3:08 B4 - Old Capital 4:08 B5 - Death Valley 5:10 Ending[TAS] Out Run Arcade (1/5) 47,485,930 pts Goal AProg612024-08-29 | Tool-assisted superplay (TAS) of Out Run Arcade (1/5) 47,485,930 pts Goal A
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 (1:39 2:47). -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: youtu.be/cjYwf9GhLn8
-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), it's 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. It's strange that the 16th hit doesn't 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.
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 about half of 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. -At the start of turn 5, the paddle is moved after the start to obtain the multi ball (D) -In round 14 at 7:07 I moved the paddle to get an L instead of an S -At the start of rounds 16, 28, 30, 31 and 32, the power-up was changed by moving the paddle.
-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
===Warning Flashing light=== -To see much less flashing white screen, skip to loop 2 (13:16)
-The game allows you to shoot at around 3 shots per second. -Normally there are 20 frames between shots, but not always. Sometimes I had to wait 22 to 25 frames before I could shoot again, I don't know why.
-In the map, the game asks you to choose a color but does not tell you which path is associated with which color. You need to remember this or you can view the map on Wikipedia: en.wikipedia.org/wiki/Crossbow_(video_game) -Since you can choose your path, you can: -Do the 8 levels one after the other -Do the boss after only 4 levels (Shortest path) Desert, Ice Cave, Drawbridge, Castle Room (Green, Blue, Blue, Red) -Never do the boss by doing the same 2 or more levels in a loop. This can be a good plan if you only have one friend and always lose one during the boss fight. But beating the boss gets you 250,000 points, which is tempting.
-You get a new friend on 5 of the 8 levels for a maximum of 8 friends. -Desert -Volcano -River -Jungle -Ice cave -You do not get a new friend -Town -Castle (Drawbridge) -Castle Hall -New friends are awarded only once.
===Loop 1=== -Complete all 8 levels to collect all friends. -Shoot as fast as possible at as many things as possible. -Almost every round is full of things to shoot at. Since it is not possible to fire more than 3 times per second, the TAS has something to shoot almost all the time.
===Loop 2=== 13:16 -Keep all 8 friends alive -Complete all 8 levels -Only shoot things that would kill a friend. -At the end, in the Castle hall, I close the light. As you can see, every object/character has pale/white things on them so they can be seen in complete darkness, except for one friend (27:50).
===Loop 3=== 30:18 -Keep only 1 friend -Do the 8 levels with him -Only shoot things that will kill the character -Show that you can wait for the bridges to make themselves. (31:46 33:41 34:29)
===Loop 4=== 36:12 -Take the lower route in the map (5 levels).
===Loop 5=== 39:32 -Do the 4 higher levels in the map (Shortest Path)
-In the Town level, the ghost cannot be shot when he is transparent. Since he flashes quickly, in real play he can be a real pain to kill. But you absolutely have to kill him since he will kill all the friends in his path.
-There are 3 levels where you have to shoot something to make a bridge so the characters can cross, but you don't have to shoot, the bridge will make itself after a few seconds as shown in loop 3. (Volcano 31:46, Ice Cave 33:41, Drawbridge 34:29) -As far as I have been able to test, the time before the bridge is made seems to be a fixed time from the start of the level, regardless of whether a friend is waiting for it. And the waiting time is different for each level. -This could be a way to make these levels a little longer to score a few more points. But the game doesn't want you to stay there forever.
-In the castle hall, once a friend reaches the trap door the scepter will glow, shoot it to open the trap door and allow your friend to go down. -You can wait until 2 friends are on the trap before opening it, but it can't be more than 2 since the game will wait before sending another friend (as shown at 27:23)
==Evil Master (final boss) -All you have to do is shoot his eyes when they are red. -But shooting his eyes before they turn red will give you 5000 points (only each time you hear a sound), a good way to increase your score. -Soon after his eyes turn red, they will shoot at the friend. To avoid losing a friend, you must shoot both eyes in less than 1/2 sec. -If you have a problem with the boss always killing a friend, try shooting the right eye first, you will have a little more time to shoot the left eye since its first shot won't kill the friend. (Seen in the video on Twin Galaxies) twingalaxies.com/showthread.php/213985 -So if you don't have 2 friends in play, it might not be a good idea to go there.
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 in 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 about half of what is posted there.
If you start a game normally, you will only play the first 50 rounds. A code can be entered before starting the game to start a new one from round 51, ending with a confrontation with Doh (round 100). To start on round 51: -Insert coin(s) -Press Player 1 button 1 three times -Press Player 1 button 2 once -Press Player 1 Start button -You should see Round 51 This also works if you use the Player 2 buttons with Player 2 Start
Items: (Translated from japanese) S = Slow - Slows down the speed of the energy ball. C = Catch - Catch the energy ball and press the button to serve. E = Expand - The length of the baus increases. D = Disruption - The energy ball splits into eight pieces. L = Laser - Press the button to fire a laser shot. M = Mega Ball - Energy balls become piercing bullets. (Eliminate bricks without bouncing on them) G = Gigantic - The energy ball becomes larger for a certain period of time. (Like Mega Ball but larger) B = Break - You can escape through the exits on the left and right. T = Thunder - The ball can be hit back only once with rays of light extending from the left and right sides of the baus. P = Player - The player's stock increases by one.
Before starting level 51, I had to sacrifice a life. This is the only way I've found (short of a reset) to get the sound to play normally. If I didn't lose any lives, the sound of the ball bouncing wouldn't play at all. Maybe it's because Mame classifies this game as having imperfect sound.
As you can see at 1:07, 4:19, 29:44, if there are already 2 items going down, the third one will be lost.
Exploding enemies can help you by eliminating nearby bricks (25:34). When you touch a balloon it splits into 3 small balloons, the small balloons eliminate the bricks they touch (1:18, 3:09, 4:51), which can be very useful.
The power-ups: are they RNG, or are they always the same? My theory is that some bricks are assigned an item, but the items are in a fixed order, so in round 1, 5 of the 7 yellow bricks will earn you an item, but the items will always be in the same order regardless of which yellow brick that you hit. The order for the 1st round is: D G L E D. And keep in mind that you can't have 2 items on screen at the same time, the item you should have gotten will be skipped. This does not apply to transparent bricks that will gives you the shown item. This is just my theory. This seems to work for the first few rounds but should be checked on later rounds to see if it holds up.
0:00 Rounds 1 to 10 3:38 Rounds 11 to 20 7:29 Rounds 21 to 30 11:20 Rounds 31 to 40 15:24 Rounds 41 to 50 19:50 Rounds 51 to 60 24:04 Rounds 61 to 70 29:27 Rounds 71 to 80 33:10 Rounds 81 to 90 36:37 Rounds 91 to 100[TAS] Super Breakout Arcade (3 modes)Prog612024-05-27 | Tool-assisted superplay (TAS) of Super Breakout Arcade (3 modes)
-In this game you do not have control over the angle of the ball (like in Arkanoid), you only have the choice of 2 directions, left or right depending on which half of the paddle is hit by the ball. -The ball starts at a shallow angle but from the 8th time the ball hits the paddle, the ball shifts to a steeper angle.
-When the ball first hits the top wall, your paddle is reduced to half its original width. (5:56)
-Super Breakout contains three different game modes. In Mame to choose the mode you have to go to the menu and select “Machine Configuration”
== Progressive == (0:00) -The brick wall moves downward step by step, gaining speed the longer the ball remains in play. -The bricks go down after a certain number of times the ball hits the paddle. From what I could see it looks like this: 8 4 4 4 2 2 2 2 2 2 2 2 2 2 2 2 2 (13 or 14?) 1 1 1 1 1 1... -Bricks gives you: 1 point in the yellow zone, 3 points in the green zone 5 points in orange zone 7 points in the blue zone -I stopped playing at 1000 points. It took 5 minutes to get there because as the bricks go downward, it's difficult to get more than 1 point per brick. -With the other 2 modes, you get points faster.
== Double == (5:14) -The game gives the player control of two paddles at the same time, one placed on top of the other, with two balls in play simultaneously. -The score per row of bricks starting with the bottom row is as follows: 1, 1, 3, 3, 5, 5, 7, 7 points -Multiplied by the number of balls in play -So with 13 bricks per row you get:: 13+13+39+39+65+65+91+91 = 416 * 2 = 832 maximum points per round as can be seen at 6:21 -I stopped playing after 2000 points. It took less than 3 minutes.
== Cavity == (8:02) -You start with one ball. Two more balls are contained in pockets inside the brick wall and can be freed for up to 3 balls in play simultaneously. -The score per row of bricks starting with the bottom row is as follows: 1, 1, 3, 3, 5, 5, 7, 7 points -Multiplied by the number of balls in play -The game probably can't support more than 3 balls at the same time. This is why at the end of a round, if you have more than one ball in play, the game will wait for you to lose balls, the next round will only start when there is only one ball in play. (9:49) -I stopped playing after 2000 points. It took a little over 3 minutes. If I could have freed the 2 balls faster, it would have taken me less time to get this score.
-The first thing you learn while playing this game is that you never need to brake or release the gas pedal. All curves can be taken at full speed, but you lose speed when sliding. -I did not see any advantage in choosing the manual transmission
-I did 4 TAS of this game improving my times in each one. I decided to post all four, not just the last one, because I think there's something fun to look at in all of them.
-I was not satisfied with my last TAS. I knew I was missing something because about 4 of my times were 2 seconds slower than the times posted on Twin Galaxies. When I noticed that the Road King's speed was around 143 mph instead of the 147 listed in the game specifications, I suspected that this vehicle was not the fastest available. So I tested them all on a straight, flat road to see what the actual speed was. To see the details of my test click this link: youtu.be/xZlj5QRnHWI
-In conclusion, you cannot trust the specs listed in the game. There are 3 cars that actually run at 147 mph: Banzai GTV, Gimpee and Venom SST. The Humvee and Road King are among the slowest. So I decided to use the Banzai GTV and with very good results.
===Special moves: =====See the pinned comment for the list=====
===Comments: -For this video I chose the Banzai GTV because I now know that this vehicle is one of the fastest. -I tried to 'Mega Roll' at every opportunity, on every jump, to get the 2 second bonus as many times as possible. -Australia: For many Mega Rolls, I abuse off-track collisions to land faster, losing less speed. I was able to do 10 Mega Rolls beating all my other times for this track. -China: I did 7 Mega Rolls, it's easy to do Mega Rolls with this car, unlike with the Road King. -Moscow: I did 7 Mega Rolls, found new places to make Mega Rolls (13:17) I'm sure it should be possible to make at least 2 more. -Germany, Italy, France, England: For the first time, I was able to beat the Twin Galaxies times. (except France but I only miss 0.2 seconds not 2+ seconds like in my other TAS) -Italy: Note the speed of the other cars at the start of this track. Now go watch my speed test video youtu.be/xZlj5QRnHWI. In this video it only took 11 seconds to get to 1st place, but here I never reached 1st pace (After 11 seconds I am 8th). This proves that the game becomes more difficult after each track, even more so when you finish first often. -France: For the first half of the stage, you can cut corners on the grass without losing speed, which gives you a good advantage over the other cars. -Mexico: With this car you cannot run on grass, you will lose speed unlike with the Humvee and Road King which are faster on grass. I couldn't beat my other times because of this.
===Notable Moments: -0:10 I used the view buttons to select another car and change its color. Hold view 1 or 2 for a selection of 8 more cars. Press View 3 to change color. -1:20 A shark is eating a diver! -1:49 Turning the corner on two wheels (double-tap the accelerator when turning a corner) -8:10 Abusing the out of bound collision to return faster on the track, losing less speed. -11:25 The game seems to have problems detecting collisions between cars when on stairs. But I wouldn't recommend doing this in a real game since I tried it several times and it didn't always work. -21:35 If you finish England in first place, the UFO will abduct you.
===Shortcuts: -Hawaii 0:50 -Australia 4:45 -China 6:26 and 6:54 -Mexico 22:53 and 23:19 -New York 25:22 and 25:29
-In conclusion, the times achieved with this car are very satisfactory. -I managed to finish 1st on 12 of the 14 tracks. -I know it's possible to do better because I missed landing some Mega Rolls. If you see tire marks like at 0:53, that means the landing wasn't perfect and you lost speed and time.
-Everything I did in these TAS is achievable by a human with a little luck (or not just a little?). I didn't use any special tricks or cheats, just precision driving.
-The first thing you learn while playing this game is that you never need to brake or release the gas pedal. All curves can be taken at full speed, but you lose speed when sliding. -I did not see any advantage in choosing the manual transmission
-I did 4 TAS of this game improving my times in each one. I decided to post all four, not just the last one, because I think there's something fun to look at in all of them.
-As my main goal is to achieve the best possible time, I didn't mind not finishing first. To finish first, you have to be a little lucky. The first cars must be involved in an accident, otherwise the chances of finishing first are very slim.
===Special moves: ------See the pinned comment for the list---------
===Comments: -For this video I chose the Road King because it is supposed to be as fast as the Humvee and I wanted to take a different vehicle. -I tried to do a 'Mega Roll' at every opportunity, on every jump, to get 2 seconds bonus as many times as possible. -Australia: With 8 'Mega Roll' I beat the best time on Twin Galaxies (finally!) -China: With this truck, I wasn't able to jump as many times as with the Humvee. I thought this vehicle handled like the Humvee but that is clearly not the case. -Africa: I improved the final time thanks to all the 'Mega Roll' I did but if you check the time before bonus, this truck is slower than the Humvee by more than a second on almost all the tracks. The truck has more problems than the Humvee recovering from a 'Mega Roll', losing more speed. -Egypt I finished less than a second slower than the time on Twin Galaxies (1:28.03 versus 1:27.60). I probably would have beaten it with the Humvee. At least this time I finished first (not thanks to my good driving (11:02)). -Moscow thanks to a 'Mega Roll' I beat the time on Twin Galaxies, but once again I was slower than the Humvee by more than 1 second. -Germany, Italy, France, England: Not enough jumps on these tracks to make a difference. Still being about 2 seconds slower than the times posted on Twin Galaxies, and being a bit slower than my times with the Humvee. -Mexico: The green surface has less friction than the gravel road. I tried to use the green surface more strategically than with the Humvee and achieved a significantly better time, about 3 seconds off before the bonus. But I wasn't able to jump as often as with the Humvee, I lost time because of that.
===Notable Moments: -0:10 I used the view buttons to select another car and change its color. Hold view 1 or 2 for a selection of 8 more cars. Press View 3 to change color. -1:20 A shark is eating a diver -1:50 Turn the corner on two wheels (5 wheels?) (double-tap the accelerator when turning a corner) -14:13 Abuse the out-of-bounds collision to lose less speed after the 'Mega Roll' -14:36 Temporary loss of control when going downhill -22:45 151 mph for a few seconds proving that the green surface has less friction than the road
===Shortcuts: -Hawaii 0:51 -Australia 4:50 -China 6:26 and 6:54 -Mexico 22:53 and 23:19 -New York 25:19 and 25:26
-In the end, it is certain that the “Road King” was not the best choice. With this vehicle you lose control if the road goes downhill, you can't jump as easily as with the Humvee and it is often more difficult to recover from a "Mega Roll" as you lose more speed. It seems the Road King is about 2 mph slower than the Humvee on a long straight road. (143 vs. 145 mph) -What is the best car to take? I am not sure. -The fact that a few times posted on Twin Galaxies are 2 seconds faster means I'm probably missing something. On the N64 version it is possible to take turns without losing speed. Maybe that's what's missing, but I haven't found how to do that, if it's possible on the arcade version. -In conclusion, it is certainly possible to make a better TAS.
-Everything I did in these TAS is achievable by a human with a little luck (or not just a little?). I didn't use any special tricks or cheats, just precision driving.
-The first thing you learn while playing this game is that you never need to brake or release the gas pedal. All curves can be taken at full speed, but you lose speed when sliding. -I did not see any advantage in choosing the manual transmission
-I did 4 TAS of this game improving my times in each one. I decided to post all four, not just the last one, because I think there's something fun to look at in all of them.
-As my main goal is to achieve the best possible time, I didn't mind not finishing first. To finish first, you have to be a little lucky. The first cars must be involved in an accident, otherwise the chances of finishing first are very slim.
===Special moves: ------See the pinned comment for the list---------
===Comments: -For this video I selected the Humvee because it is the fastest of the lot. -I tried to do a 'Jumbo Flip' at every opportunity, on every jump, to get 1 second bonus as many times as possible. -Australia: Even if I managed to do 8 'Jumbo Flip' I'm not close to the time posted on Twin Galaxies (1:14.69 vs 01:08.99) I'm probably missing something but what? (I'll find out later in this game) -China: I managed to do 5 'Jumbo Flips' instead of 2 during my first TAS. -Egypt: I did 2 more 'Jumbo Flips' than my first TAS to improve my time by 2 seconds but without beating the time on Twin Galaxies (1:32.58 vs 01:27.60). -Moscow: This time, I didn't find a way to do a 'Jumbo Flip' on the first jump but I still beat my first time, probably just because this car is a little faster. -Germany, Italy, France: I am more than 2 seconds slower than the times posted on Twin Galaxies. Since these routes have few jumps, I don't see how I could be faster. But there must be a trick that I don't know. -Mexico: I found that the material on the side of the road has less friction than that of the gravel road, so you accelerate faster and have a higher maximum speed. Nowhere else in the game can I race at 152 mph. -Mexico: By chance I discovered the 'Mega Roll' which gives 2 seconds of bonus instead of 1. Mexico is the best place to do this move because there are many opportunities to do it. With 8 'Mega Roll' I smashed the Twin Galaxies' time (1:20.40 against 1:37.54). I think I've found what to do to beat other times.
===Notable Moments: -0:10 I used the view buttons to select another car and change its color. Hold view 1 or 2 for a selection of 8 more cars. Press View 3 to change color. -1:50 Turn the corner on two wheels (double-tap the accelerator when turning a corner) -6:32 No matter what I tried, the game kept warping me on the track, I couldn't find a way to stay on the side road, losing speed because of it. -16:41 and 18:05 I did a Wheelie so as not to slow down too much due to an inevitable collision -21:24 If you complete England first, the UFO will abduct you. -22:10 I discovered the 'Mega Roll' -22:34 Constant 152 mph proving that the green surface has less friction than the road -22:42 and 23:10 I abuse the logic of the collision with the outside of the road to get back on the road faster than expected -27:22 Using the Humvee horn makes the machine gun fire instead
===Shortcuts: -Hawaii 0:51 -China 6:30 and 7:00 -Mexico 22:41 and 23:09 -New York 25:10 and 25:18 -I found 1 more (no so) hidden shortcut in my third video.
-In conclusion I was not able to beat the times on Twin Galaxies for the tracks where there are not many jumps. There's definitely something I don't know. Do you know? For my next TAS, I will try to do as many "Mega Rolls" as possible to improve some of my times.
-Everything I did in these TAS is achievable by a human with a little luck (or not just a little?). I didn't use any special tricks or cheats, just precision driving.
-The first thing you learn while playing this game is that you never need to brake or release the gas pedal. All curves can be taken at full speed, but you lose speed when sliding. -I did not see any advantage in choosing the manual transmission
-I did 4 TAS of this game improving my times in each one. I decided to post all four, not just the last one, because I think there's something fun to look at in all of them.
-As my main goal is to achieve the best possible time, I didn't mind not finishing first. To finish first, you have to be a little lucky. The first cars must be involved in an accident, otherwise the chances of finishing first are very slim.
===Special moves: ==Horn -While racing, press Start to honk the horn. The Humvee will fire its machine gun instead (but without causing damage to anyone). ==Wheelie -To do a Wheelie , double-tap the gas pedal. You will accelerate a little faster for a short time if you are not close to your maximum speed. I did some testing and it's useful when accelerating at the start of a stage. (I used it on the 3rd video) This gave me a few more mph (less than 10) for the same distance. -To jump over a slower moving car or one coming at you, pull a wheelie right before you hit it. If you do it right you should still be pulling a wheelie when you hit the car you are jumping over and will not crash. ==Ride on Two Wheels -Double-tap the gas (Wheelie) while turning a corner. ==Jumbo Flip (1 second bonus) -When you are going up a hill, do a wheelie at the top. The car will do a Back Flip. -And one second per backflip will be subtracted from your time at the end. ==??? see video 2 or 3
===Comments: -In this first TAS, I am learning the game and I hope to spot things that I will be able to improve in the next TAS. -For this first video I selected the El Diablo car because I wanted a car that sticks to the road. -I tried to do a 'Jumbo Flip' at every opportunity, on every jump, to get 1 second bonus as many times as possible. -Australia: I wasn't able to jump at all the places I should have, mainly because of the traffic. -Australia: even with 5 jumps, my time is much slower than the best time on Twin Galaxies. (1:17.45 vs 1:08.99) I'm starting to think there's something I don't know about. It is surely not the difference of 3 mph with the fastest car that explains this significant gap. -Egypt: Again, my time is much slower than Twin Galaxies. (1:34.21 vs. 1:27.60). I think there are more places I could have jumped. -Germany: I was 2 seconds slower than the time on Twin Galaxies. -Italy: Once again, I was 2 seconds slower. I'm not sure what I could improve. At least I finished first this time, thanks to the others who had an accident. -France: Again, 2 seconds slower. -Mexico: Many other jumping opportunities are available, I should have done more.
===Notable Moments: -0:10 I used the view buttons to select another car and change its color. Hold view 1 or 2 for a selection of 8 more cars. Press View 3 to change color. -0:39 Instead of colliding with another car, you can jump over it with minimal loss of speed by performing a Wheelie. This is preferable to a collision with another car. -1:50 Turn the corner on two wheels (double-tap the accelerator when turning a corner) -11:10 The game seems to have problems detecting collisions between cars on stairs. But I wouldn't recommend doing this in a real game since I tried it several times and it didn't always work. -27:01 I did a Wheelie so as not to slow down too much due to an inevitable collision
===Shortcuts: -Hawaii 0:51 -China 6:30 and 6:59 -New York 25:12 and 25:19 -I have found 2 more shortcuts not shown here, see my other videos
-In conclusion I am far from beating all the times posted on Twin Galaxies. There's probably a trick I don't know about (As you'll see in video 2).
-Everything I did in these TAS is achievable by a human with a little luck (or not just a little?). I didn't use any special tricks or cheats, just precision driving.
0:00 Intro 0:15 1-Hawaii 2:21 2-Japan 4:13 3-Australia 6:00 4-China 7:57 5-Africa 9:54 6-Egypt 11:51 7-Moscow 13:51 8-Germany 15:51 9-Italy 18:00 10-France 20:03 11-England 22:01 12-Mexico 24:06 13-New York 26:05 14-Florida 27:55 Ending and Credits[TAS] Sente Mini Golf (73,500) ArcadeProg612024-02-23 | Tool-assisted speedrun (TAS) of Sente Mini Golf (73,500) arcade
Here's a quick TAS. Quick to do and quick to watch.😀
The player controls the speed and direction of each shot through the movement of the trackball. When the trackball is moved, the game monitors the speed and direction of the trackball for 20 frames, then shoots the ball accordingly. A button alternates between three (or two) starting positions for each hole.
For most of the holes, I tried to make the hole as the programmer intended, but there are some that probably aren't doable in one shot. For these holes, I exploit a bug in the game. If the ball hits a corner fast enough it can go out of the playfield. This is a classic problem of collision between a ball and 2 walls. But I'm not sure that this bug is exploitable for a human player because you have to hit the ball at a very high speed.
-Hole #6 (0:33) -I was able to shoot close to the hole but it appears that it is (probably) not possible to shoot as hard as necessary to reach the hole. -So I use the glitch by shooting to the nearest corner.
-Hole #7 (0:39) -Hole #8 (0:46) -Holes done as intended
-Hole #9 (0:56) -Done as intended -I kept the longest path (fun to see), it is possible to make this hole more quickly.
-Hole #13 (1:29) -I use the glitch by shooting in the nearest corner. I could have easily done it as intended but it was more fun to watch with the glitch.
-Hole #14 (1:36) -Hole #15 (1:40) -Holes done as intended
-Hole #16 (1:45) -Done as intended, but using the kind of vacuum cleaner. -It's probably not doable in one shot without this.
-Hole #17 (1:56) -I use the glitch by shooting in the nearest corner. -It is probably not doable in one shot.
-Hole #18 (2:00) -This hole is probably not doable in one shot. The best I could do without using the glitch was in 2 shots. -And you need to avoid the eyes because they send your ball to the start.
73,500 is probably the maximum possible score for this game since I made all the holes in one shot. Or am I missing something? Tell me in the comments.
What is a TAS? youtube.com/c/Prog61/about For a good introduction to TASing: youtube.com/watch?v=Ietk1-Wb7oY For more information visit https://tasvideos.org.[TAS] Cruisn USA Arcade (3/3) Devastator in 21:23.99Prog612024-02-15 | Tool-assisted speedrun (TAS) of Cruis'n USA Arcade (3/3) Devastator in 21:23.99
-The first thing you learn while playing this game is that you never need to brake or release the gas pedal. All curves can be taken at full speed, but you lose speed when sliding. -I did not see any advantage in choosing the manual transmission
-I did 3 TAS of this game improving my times in each one. I decided to post all three, not just the last one, because I think there's something fun to look at in all of them.
========Video 1========= youtu.be/uF8w0RYXdgE -I chose the Devastator because it is the fastest car. (147 mph) -In this first video I learn the limits of the game.
-There are 2 main wastes of time: -Loss of speed when sliding in curves -Loss of speed by hitting other racing cars, it's fun to do but costs too much time.
-Conclusion: -I have to stop hitting the other cars, the important thing is not to finish first but to have a minimum loss of speed. -I finished first only on 6/14 stages. -There are 8 times on the Twin Galaxies site that I haven't beaten, so it's possible to do better
========Video 2========= youtu.be/5S5AsIpgMD0 -This second video was made with the Italia car. -As the Italia has a better Skidpad stat (1.01 G vs. 0.85 G), it will likely lose less speed in curves than the Devastator. -I'm going to try not to hit as many race cars as in the first video.
-Conclusion: -I have upgraded 11/14 times which is good. It helps to have more grip in the corners, but when the road is straight the Devastator is quicker. -But I haven't beaten 5 times from the Twin Galaxies site -I only finished first on 6/14 stages, like in my first TAS.
========Video 3========= (This video) -I watched the videos on the Twin Galaxies website and noticed that some players weren't playing with an analog controller and were doing a few stages faster than I managed to do, which gives me an idea.. .
-Strategy: -Use the Devastator because it's the fastest -Don't hit anything that can slow me down. (cars, roadsides) -Don't try to finish first at all costs -If a turn is not negotiable at more than 140 mph, turn the steering wheel as much as possible so that the car's slide is as short as possible
-Conclusion: -I've beaten all but one of Twin Galaxy's times, and a few I've beaten by over 10 seconds. -The only time I didn't improve was stage 6 'LA Freeway', I did 1:48.80 compared to 01:48.32. , that's because this stage only has one curve that slows you down. A TAS therefore does not have many advantages. I should rework this part to get a better time. -I finished first for 10/14 stages. -I abused a bit of the loose collision at the end of Chicago (21:33), but no cheats were used.
-I read somewhere that the game is programmed to be harder for a stage after a stage where you finish first, that's why it's difficult to finish first twice in a row, even for a TAS.
-Everything I did in these TAS is achievable by a human with a little luck (or not just a little?). I didn't use any special tricks or cheats, just precision driving.
-The first thing you learn while playing this game is that you never need to brake or release the gas pedal. All curves can be taken at full speed, but you lose speed when sliding. -I did not see any advantage in choosing the manual transmission
-I did 3 TAS of this game improving my times in each one. I decided to post all three, not just the last one, because I think there's something fun to look at in all of them.
========Video 1========= youtu.be/uF8w0RYXdgE -I chose the Devastator because it is the fastest car. (147 mph) -In this first video I learn the limits of the game.
-There are 2 main wastes of time: -Loss of speed when sliding in curves -Loss of speed by hitting other racing cars, it's fun to do but costs too much time.
-Conclusion: -I have to stop hitting the other cars, the important thing is not to finish first but to have a minimum loss of speed. -I finished first only on 6/14 stages. -There are 8 times on the Twin Galaxies site that I haven't beaten, so it's possible to do better
========Video 2========= (This video) -This second video was made with the Italia car. -As the Italia has a better Skidpad stat (1.01 G vs. 0.85 G), it will likely lose less speed in curves than the Devastator. -I'm going to try not to hit as many race cars as in the first video.
-Conclusion: -I have upgraded 11/14 times which is good. It helps to have more grip in the corners, but when the road is straight the Devastator is quicker. -But I haven't beaten 5 times from the Twin Galaxies site -I only finished first on 6/14 stages, like in my first TAS.
========Video 3========= youtu.be/GPKL8udmt7o -I watched the videos on the Twin Galaxies website and noticed that some players weren't playing with an analog controller and were doing a few stages faster than I managed to do, which gives me an idea.. .
-Strategy: -Use the Devastator because it's the fastest -Don't hit anything that can slow me down. (cars, roadsides) -Don't try to finish first at all costs -If a turn is not negotiable at more than 140 mph, turn the steering wheel as much as possible so that the car's slide is as short as possible
-Conclusion: -I've beaten all but one of Twin Galaxy's times, and a few I've beaten by over 10 seconds. -The only time I didn't improve was stage 6 'LA Freeway', I did 1:48.80 compared to 01:48.32. , that's because this stage only has one curve that slows you down. A TAS therefore does not have many advantages. I should rework this part to get a better time. -I finished first for 10/14 stages. -I abused a bit of the loose collision at the end of Chicago (21:33), but no cheats were used.
-I read somewhere that the game is programmed to be harder for a stage after a stage where you finish first, that's why it's difficult to finish first twice in a row, even for a TAS.
-Everything I did in these TAS is achievable by a human with a little luck (or not just a little?). I didn't use any special tricks or cheats, just precision driving.
-The first thing you learn while playing this game is that you never need to brake or release the gas pedal. All curves can be taken at full speed, but you lose speed when sliding. -I did not see any advantage in choosing the manual transmission
-I did 3 TAS of this game improving my times in each one. I decided to post all three, not just the last one, because I think there's something fun to look at in all of them.
========Video 1========= (This video) -I chose the Devastator because it is the fastest car. (147 mph) -In this first video I learn the limits of the game.
-There are 2 main wastes of time: -Loss of speed when sliding in curves -Loss of speed by hitting other racing cars, it's fun to do but costs too much time.
-Conclusion: -I have to stop hitting the other cars, the important thing is not to finish first but to have a minimum loss of speed. -I finished first only on 6/14 stages. -There are 8 times on the Twin Galaxies site that I haven't beaten, so it's possible to do better
========Video 2========= youtu.be/5S5AsIpgMD0 -This second video was made with the Italia car. -As the Italia has a better Skidpad stat (1.01 G vs. 0.85 G), it will likely lose less speed in curves than the Devastator. -I'm going to try not to hit as many race cars as in the first video.
-Conclusion: -I have upgraded 11/14 times which is good. It helps to have more grip in the corners, but when the road is straight the Devastator is quicker. -But I haven't beaten 5 times from the Twin Galaxies site -I only finished first on 6/14 stages, like in my first TAS.
========Video 3========= youtu.be/GPKL8udmt7o -I watched the videos on the Twin Galaxies website and noticed that some players weren't playing with an analog controller and were doing a few stages faster than I managed to do, which gives me an idea.. .
-Strategy: -Use the Devastator because it's the fastest -Don't hit anything that can slow me down. (cars, roadsides) -Don't try to finish first at all costs -If a turn is not negotiable at more than 140 mph, turn the steering wheel as much as possible so that the car's slide is as short as possible
-Conclusion: -I've beaten all but one of Twin Galaxy's times, and a few I've beaten by over 10 seconds. -The only time I didn't improve was stage 6 'LA Freeway', I did 1:48.80 compared to 01:48.32. , that's because this stage only has one curve that slows you down. A TAS therefore does not have many advantages. I should rework this part to get a better time. -I finished first for 10/14 stages. -I abused a bit of the loose collision at the end of Chicago (21:33), but no cheats were used.
-I read somewhere that the game is programmed to be harder for a stage after a stage where you finish first, that's why it's difficult to finish first twice in a row, even for a TAS.
-Everything I did in these TAS is achievable by a human with a little luck (or not just a little?). I didn't use any special tricks or cheats, just precision driving.
0:00 Intro 0:22 1-Golden Gate Park 2:29 2-San Francisco 4:23 3-US 101 6:32 4-Redwood Forest 8:31 5-Beverly Hills 10:23 6-LA Freeway 12:33 7-Death Valley 14:25 8-Arizona 16:20 9-Grand Canyon 18:17 10-Iowa 20:11 11-Chicago 22:06 12-Indiana 24:01 13-Appalachia 25:56 14-Washington DC 27:43 Ending and Credits[TAS] Golgo 13 奇跡の弾道 (GOLGO mode) (Kiseki no Dandou) $38,775,160Prog612024-01-02 | Tool-assisted superplay (TAS) of Golgo 13 奇跡の弾道 (GOLGO mode) (Kiseki no Dandou) (Miraculous Trajectory) Arcade $38,775,160
This is the second (of three) Golgo 13 game. If you want to see this game with all the cutscenes: youtu.be/K4mU0Prlt1U
You can see my TAS of the first game here: 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: youtu.be/08Ip7rvnp64 The third game with all the cutscenes: youtu.be/c7Z1gc2Ke9E The third game in GOLGO mode: youtu.be/u-E3HVFAmKg
======Golgo mode====== -To trigger GOLGO mode: -After inserting money, Shoot the center of the 6 characters in the title 'Golgo 13' (ゴルゴ13) (There are really 5 characters but the ル (ru) need one shot for each branch) -You should see the title flash briefly. -Then hold down the zoom button, you should see the title change color and the message 'Golgo Mode' in Japanese below the title. -Press the 1 player button to start the game while holding the zoom button.
-In this mode you get the stages in random order (except 10 and 20) and there are no cutscenes. The game doesn't even tell you what to shoot since you're supposed to know the game well if you choose this mode.
======Stages====== -Stage 1 - The land of Sand Dust-fluttering 0:17 -GOAL: Shoot the front tire of the car
-Stage 2 - Night of the Murder Cult 0:42 -GOAL: Shoot Vigram who is a terrorist -I got 998.2 like in the first game.
-Stage 3 - Trolling Boat 1:17 -GOAL: Shoot mafia boss Fiorio from a boat. -I could not get a 1000 this time
-Stage 4 - The shoes of the mafia 1:45 -GOAL: Shoot the heel of the right shoe -I found a 1000 earlier than in my other TAS (1:76 vs 2:35, 2:40)
-Stage 5 - The night before the coup d'état 2:11 -GOAL: Shoot officer Grant who is planning a coup d'état before he gets on the helicopter -This time I got a 1000 earlier than in my other TAS (0:86 vs 1:03)
-Stage 7 - The hunting dog 3:04 -GOAL: Shoot the man identified by the dog -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. -This time (the 4th) I got to shoot another man than the middle one. -But I could not do better than a 998.2
-Stage 8 - Turf magic 3:31 -GOAL: Shoot the horse with a counteractive drug, so he can pass the doping test after the race -This time I have found a 1000 earlier (0:91 vs 2:66)
-Stage 9 - Anti Tank Shooting 3:54 -GOAL: Shoot the gun barrel of the tank from the front
-Stage 10 - "G" Assassination Plan 4:23 -GOAL: Annihilate the guerrilla squad then shoot the helicopter -I did exactly the same as in my other TAS: 997.8 in 9:88 = $1,998,550 -I don't know why I didn't get the 1000, I didn't miss a shot. -But there seems to be a problem, the graph at the end shows 22 moves but I only shot 20, maybe that's why I can't get 1000? -I checked this in 3 other videos on YT and there are also 21-22 shots on the chart (this looks like a bug to me)
-Stage 11 - Semiconductor crisis 5:09 -GOAL: Shoot the man in the blue suit -I did not find a better spot than 998.2 -For the first time (in 4) the scrolling direction was from right to left.
-Stage 12 - Speaker's past 5:36 -GOAL: Shoot Chairman Yoshida from an helicopter -This time the best I could do is 998.2
-Stage 13 - Blizzard 6:01 -GOAL: Annihilate the National Police Force -You have to shoot 7 men, you get 1000 points if you didn't miss any shots.
-Stage 14 - The assassination garden 6:31 -GOAL: Shoot the spy, who is one of 4 men -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 didn't need to wait for him to reveal himself before shooting him. -This time around I got a 1000 😀
==========Continue in the pinned comment========= -YT limit us at 5000 characters here but 10000 in the comments.
0:00 Title and Trial 0:17 1 - The land of Sand Dust-fluttering 0:42 2 - Night of the Murder Cult 1:17 3 - Trolling Boat 1:45 4 - The shoes of the mafia 2:11 5 - The night before the coup d'état 2:35 6 - Towing rope 3:04 7 - The hunting dog 3:31 8 - Turf magic 3:54 9 - Anti Tank Shooting 4:23 10 - "G" Assassination Plan 5:09 11 - Semiconductor crisis 5:36 12 - Speaker's past 6:01 13 - Blizzard 6:31 14 - The assassination garden 6:59 15 - Cut image 'G' 7:27 16 - A closed room called solitary confinement 7:56 17 - Challenge from the Bomb man 8:23 18 - Closed Burial Chamber 8:49 19 - An Undercover agent 9:16 20 - The Bloodstained gene 10:15 Score[TAS] Golgo 13 銃声の鎮魂歌 (GOLGO mode) (Juusei no Requiem) $42,703,790Prog612024-01-01 | Tool-assisted superplay (TAS) of Golgo 13 銃声の鎮魂歌 (GOLGO mode) (Juusei no Requiem) (Requiem for a Gunshot) Arcade $42,703,790 Accuracy 999.2
This is the third (of three) Golgo 13 game. If you want to see this game with all the cutscenes: youtu.be/c7Z1gc2Ke9E You can see my TAS of the first game here: 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: youtu.be/08Ip7rvnp64 And here is my TAS of the second game: youtu.be/K4mU0Prlt1U
======Golgo mode====== -To trigger GOLGO mode: -After inserting money, shoot the center of the 6 characters of the title 'Golgo 13' (ゴルゴ13) in reverse order (There are actually 5 characters but the ル (ru) require one shot for each branch) -It seems that you have to wait at least 1/2 second between each shot but there is no maximum time, I tested with 5 seconds between each letter and it worked well. -You should hear the music from the beginning of the game Xevious (credit included) -After a few seconds, you should see a rotating panel (Bacura from Xevious) appear at the top of the screen -Shoot the rotating panel 13 times -An extra life flag from Xevious will appear, shoot it -The title should change color and the message 'GOLGO mode' appears in Japanese -Press the button to start the game
-In this mode you get the stages in random order (except 10 and 20) and there are no cutscenes. The game doesn't even tell you what to shoot since you're supposed to know the game well if you choose this mode.
======Stages====== -Stage 1 - Heavy snowfall area 0:32 -GOAL: Shoot the 2 ropes causing an avalanche which stops the train.
-Stage 2 - Maximum Effective Range 0:59 -GOAL: Wipe out the intelligence bureau's special forces. -Precision is measured only on the last man (the 7th) -I got 998.9, couldn't find a 1000 (like in my other TAS)
-Stage 3 - The shoes of the mafia 1:31 -GOAL: Shoot the heel of the shoe -I did the 1000 points a bit faster than in my other TAS.
-Stage 4 - Overload 1:59 -GOAL: Stop the artificial heart by threatening the target -You must shoot in the gray circle near the target's feet. -I shot 46 times, the chart shows about 30 shots, which is probably the maximum shots visible in this chart (but you can hear them all). -I got 1000 because all my shots were in the gray circle. (Even though the chart shows some outside the circle) -It's not necessary to fire that many shots, about 12 in the circle seems to do the trick, the important thing is to force the man to keep running.
-Stage 5 - China syndrome 2:33 -GOAL: Shoot what is shown on the photo. -This time around I have found the 1000 points a few frames later (0:85 sec vs 0:95 sec)
-Stage 6 - The land of Sand Dust-fluttering 2:59 -GOAL: Shoot the front tire of the car -This time I could not find a1000 points as early as in my other TAS (0.90 vs 1:00)
-Stage 7 - The grape color tradition 3:26 -GOAL: Shoot the wine bottle -I'm sure there must be an opportunity earlier, I found a few but none allowed me to get 1000 points. -I was able to get the 1000 points at exactly the same time as in my other TAS, It seem that the movement of the men is not random.
-Stage 8 - Gentlemen's Agreement 3:56 -GOAL: Shoot two targets in a row. -I got 995.6 this time which is a bit better than my other TAS. -You have to be accurate on 2 targets, which is much harder.
-Stage 9 - The hunting dog 4:22 -GOAL: Shoot the man identified by the dog -I got 996.5, I waited a bit for the head to move but I didn't find a 1000, like in the second game.
-Stage 10 - The Bloodstained gene 4:50 -GOAL: Confront a bioengineered, enhanced warrior. -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 0:32 1 - Heavy snowfall area 0:59 2 - Maximum Effective Range 1:31 3 - The shoes of the mafia 1:59 4 - Overload 2:33 5 - China syndrome 2:59 6 - The land of Sand Dust-fluttering 3:26 7 - The grape color tradition 3:56 8 - Gentlemen's Agreement 4:22 9 - The hunting dog 4:50 10 - The Bloodstained gene 5:45 11 - The inevitable 60 minutes 6:32 12 - Hijacking from the Ground 6:59 13 - Anti Tank Shooting 7:30 14 - Towing rope 7:56 15 - Lattice Corridor 8:23 16 - Beyond the minefield 9:09 17 - Cut image 'G' 9:37 18 - The assassination garden 10:04 19 - Stunt Flying 10:36 20 - Bodyguard sniper team 11:36 Score[TAS] Golgo 13 奇跡の弾道 $37,979,190 (Kiseki no Dandou) (Miraculous Trajectory)Prog612023-12-22 | Tool-assisted superplay (TAS) of Golgo 13 奇跡の弾道 (Kiseki no Dandou) (Miraculous Trajectory) Arcade $37,979,190
This is the second (of three) Golgo 13 game. You can see my TAS of the first game here: 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: youtu.be/08Ip7rvnp64
I was a little disappointed that 8 out of 20 stages were present in the 1st game. Of these 8, some are slightly different, others are the same. I would much prefer that all the stages were different, but the new stages are fun to watch.
The snipe graphics seem more useful than in the first game but really aren't. Even if I roll a 1000, sometimes the target isn't even in the right place. (see at 17:56)
======Stages====== -Stage 1 - Challenge from the Bomb man 0:51 -GOAL: Shoot the battery of the bomb before the elevator reach the middle of the building -I got 1000 relatively easily, but not on the first possible frame.
-Stage 2 - Cut image 'G' 2:14 -GOAL: Shoot the diamond -Stage 11 in the first game -Cutscene is exactly the same -You have to wait longer before shooting because the diamond is hidden by the man for a few frames (1:11 sec compared to 0:85 sec in the first game) -This version seems easier to get the 1000, I got it on the first try.
-Stage 3 - Closed Burial Chamber 3:41 -GOAL: Security Chief Hasad is hiding from Golgo 13 in a pyramid. Shoot him from the vent.
-Stage 4 - Trolling Boat 5:03 -GOAL: Shoot mafia boss Fiorio from a boat. -Stage 16 in the first game. -Exactly the same as in the first game except for the color of his speedo (red vs white). -I was able to get 1000 this time.
-Stage 5 - Blizzard 6:20 -GOAL: Annihilate the National Police Force -You have to shoot 7 men, you get 1000 points if you didn't miss any shots.
-Stage 6 - A waiting room called solitary confinement 7:42 -GOAL: Shoot the prisoner through 2 automatic doors (one rotating and one sliding) -Stage 8 in the first game. -I got 998.2, I could not find a better spot, exactly like the first game
-Stage 7 - An Undercover agent 8:49 -GOAL: Shoot the assassin who hide behind the hostage -996.5 in 0:88 = $1,922,590 -You can shoot very early but you only have about 2 pixels between the window and the hostage -You can get a better shot by waiting, but you have to wait so long that you get less dollars. 998.2 in 2:08 = $1,922,520 998.2 in 4:78 = $1,895,520 -I haven't found a 1000 point later but it would have to be around 2:00 to get a better amount of money than shooting early.
-Stage 8 - The shoes of the mafia 10:16 -GOAL: Shoot the heel of the right shoe -Stage 6 in the first game.
-Stage 9 - Speaker's past 11:32 -GOAL: Shoot Chairman Yoshida from an helicopter
-Stage 10 - "G" Assassination Plan 12:56 -GOAL: Annihilate the guerrilla squad then shoot the helicopter -Stage 20 in the first game, except this time you have to shoot 20 soldiers instead of 25. -I got 997.8 in 9:88 = $1,998,550 -I don't know why I didn't get the 1000, I didn't miss a shot. -I redid the 20 shots to get all the headshots but that didn't change the result. -But there seems to be a problem, the graph at the end shows 22 moves but I only shot 20, maybe that's why I can't get 1000? -I checked this in 3 other videos on YT and there are also 21-22 shots on the chart (this looks like a bug to me)
-Stage 11 - The night before the coup d'état 14:11 -GOAL: Shoot officer Grant who is planning a coup d'état before he gets on the helicopter -Stage 3 in the first game, except for a change in clothing color.
-Stage 12 - The hunting dog 15:31 -GOAL: Shoot the man identified by the dog -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 didn't find a 1000
==========Continue in the pinned comment========= -YT limit us at 5000 characters here but 10000 in the comments.
0:00 Title and Trial 0:51 1 - A challenge from the Bomber 2:14 2 - Cut image 'G' 3:41 3 - Closed Burial Chamber 5:03 4 - Trolling Boat 6:20 5 - Blizzard 7:42 6 - A waiting room called solitary confinement 8:49 7 - An Undercover agent 10:16 8 - The shoes of the mafia 11:32 9 - Speaker's past 12:56 10 - "G" Assassination Plan 14:11 11 - The night before the coup d'état 15:31 12 - The hunting dog 16:49 13 - Turf magic 18:04 14 - Towing rope 19:38 15 - Night of the Murder Cult 20:58 16 - Anti Tank Shooting 22:17 17 - The assassination garden 23:41 18 - The land of Sand Dust-fluttering 25:03 19 - Semiconductor crisis 26:23 20 - The Bloodstained gene 28:48 Credits and Score[TAS] Golgo 13 Arcade $37,857,910 (No cutscenes)Prog612023-12-16 | Tool-assisted superplay (TAS) of Golgo 13 Arcade $37,857,910 (No cutscenes)
-Game Difficulty: Normal
-This is my second TAS of this game. My other video is here: youtu.be/fA7pn5doCAc -Go watch it if you want to see the game with all its cutscenes and there is also, in the description, more information on the scoring of the game.
-Goals of the TAS: -To see if I can get 1000 accuracy points on all stages -To see how long the video will be without all the cutscenes
-I skipped everything skippable except the score screen at the end of stages which lasts about 5-7 seconds. -The game does not allow you to shoot on every frame, only every 3 frames for a maximum of 10 shots per second.
======Stages====== -Stage 1 - Semiconductor Crisis 0:06 -GOAL: Shoot the man in the blue suit -1st TAS: 996 in 1:91 = $1,704,540 -This TAS: 1000 in 2:73 = $1,720,250 -I found a 1000 by waiting a few frames. -I'm pretty confident that it's possible to get a 1000 earlier but it took me quite a while to find this one.
-Stage 2 - Miracle on the Rope 0:28 -GOAL: Shoot the rope to save the hanging man -1st TAS: 996 in 0:85 = $1,758,190 -This TAS: 996 in 0:86 = $1,757,990 -I couldn't find a better spot than 996 even if I tried to shoot at different frames I always got 996. -That's not to say that 1000 is impossible, but I haven't found one. -I got less than my other video because this time I couldn't shoot at 0:85
-Stage 3 - The night before the 'Coup d'état' 0:47 -GOAL: Shoot officer Grant who is planning a coup d'état -996 in 0:88 = $1,736,040 -1000 in 1:10 = $1,757,850
-Stage 4 - Those who keep order 1:08 -GOAL: Shoot the man in the plane -998 in 2:03 = $1,780,020 -998 in 1:90 = $1,781,420 I had found a 998 a bit earlier than in my other TAS -1000 in 2:25 = $1,789,900 -But 2 accuracy points later is much better than the same precision earlier.
-Stage 5 - Hijacking from the Ground 1:29 -GOAL: Shoot the Stinger missile -1000 in 2:33 = $1,837,850 -1000 in 2:33 = $1,837,850
-Stage 6 - The shoes of the mafia 1:49 -GOAL: Shoot the heel of the right shoe -992 in 1:88 = $1,868,880 -1000 in 2:35 = $1,911,900
-Stage 7 - Plastic Body 2:08 -GOAL: Shoot the 4 rifles -1000 in 1:20 = $1,963,400 -1000 in 1:21 = $1,963,200 -0.01 second slower and I cannot do a thing to correct that
-Stage 8 - A waiting room called solitary confinement 2:25 -GOAL: Shoot the prisoner through 2 automatic doors (one rotating and one sliding) -998 in 4:95 = $1,913,920 -998 in 4:95 = $1,913,920 I could not find a better spot -It's strange that for this stage the time is identical for both TAS
-Stage 9 - Fire Wall 2:48 -GOAL: Shoot the computer, then shoot the man -998 in 0:95 = $1,953,920 -1000 in 1:26 = $1,962,700 -There must be a 1000 earlier than that but I couldn't find it. At least it's an improvement over my old score.
-Stage 10 - Bulletproof moat 3:11 -GOAL: Shoot the man who is behind bulletproof glass. -998 in 2:30 = $1,920,420 -998 in 2:30 = $1,920,420 Again I could not do better
-Stage 11 - Cut image "G" 3:35 -GOAL: Shoot the diamond -987 in 0:86 = $1,850,000 -987 in 0:85 = $1,850,200 -I even tried to let a lot of time pass but I always got 987. -I don't know why I got 0.01 seconds less this time
-Stage 12 - Heavy snowfall area 3:58 -GOAL: Shoot the 2 ropes -1000 in 0:96 = $1,945,700 -1000 in 0:96 = $1,945,700
-Stage 13 - Made Ballistics 4:19 -GOAL: Shoot a man after the building falls -1000 in 4:85 = $1,926,900 -998 in 4:86 = $1,914,720 -Hmm, I tried and tried but I didn't find a 1000 point this time, I really don't know why. It seems that some rng is at work here but I haven't found a way to change it.
=======Continue in the pinned comment======== I have reached the maximum of 5000 characters allowed here.
Total: $37,857,910 Accuracy 998 vs $37,730,940 for my other video. It is 126,970 more points.
-I'm sure there are shots that could be done earlier for more points for time. -I didn't find the place to get 1000 points for each stage. But that doesn't necessarily mean there aren't any, it might just take someone more patient than me.
0:00 1 - Semiconductor Crisis 0:28 2 - Miracle on the Rope 0:47 3 - The night before the 'Coup d'état' 1:08 4 - Those who keep order 1:29 5 - Hijacking from the Ground 1:49 6 - The shoes of the mafia 2:08 7 - Plastic Body 2:25 8 - A waiting room called solitary confinement 2:48 9 - Fire Wall 3:11 10 - Bulletproof moat 3:35 11 - Cut image "G" 3:58 12 - Heavy snowfall area 4:19 13 - Made Ballistics 4:47 14 - Violin of memories 5:10 15 - Pro Snipers 5:38 16 - Trolling boat 6:00 17 - Assassination Garden 6:23 18 - Night of the Murder Cult 6:53 19 - Turf magic 7:13 20 - Special Stage 7:56 Ending[TAS] Golgo 13 Arcade $37,720,940 (With cutscenes)Prog612023-12-15 | Tool-assisted superplay (TAS) of Golgo 13 Arcade $37,720,940 (With cutscenes)
-Game Difficulty: Normal
-This is my first try at this game. Now that I know the game better, I could make a better TAS (and I am doing it right now).
-You can shoot at a maximum of 10 shots per second (every 6 frames). Not that you often have the opportunity to do that since in 15 out of 20 stages you only have one bullet to shoot. -But you can only shoot on a multiple of 3 frames. So in a TAS, if I want to shoot later, I can't shoot on the next frame but only 3 frames later.
-For each stage you earn money. The amount of money depends on 2 variables: -Time -Accuracy
===Time -At each stage you have to shoot as fast as possible -You lose $10,000 for every second you let pass -For example, on stage 12, you have two ropes to shoot, here are some values that I obtained by shooting at different times: -0.96s = $1,945,700 -1.01s = $1,945,200 -1.06s = $1,944,700 -2:01s = $1,935,200 -As it is not possible to shoot before 0.86 sec, the game steals almost 10,000 points from us :(
===Accuracy -For stages where you can shoot more than one bullet, your rating (out of 1000) will drop depending on the number of bullets that did not hit the target. -For stages where you only have one bullet to shoot, you get a score (out of 1000) on shot accuracy measuring how close you were to the perfect shot. -The awarded score is not linear and is higher the closer you get to 1000.
-Stages with multiple bullets, for example on stage 12 you have to shoot 2 ropes, if you shoot them with 2 shots you get 1000 points. -Here are the points I got for two or more shots (each shot adds 0.1 seconds to the time since we can't shoot faster than 10 shots per second) 2 shots = 1000 in 0.96s +30% = $1,945,700 3 shots = 889 in 1.06s +20% = $1,381,560 4 shots = 750 in 1.16s +20% = $918,300 5 shots = 640 in 1.26s +20% = $694,350 6 shots = 556 in 1.36s +20% = $585,010 7 shots = 490 in 1.46s +20% = $527,170 8 shots = 438 in 1.56s +20% = $494,880 10 shots = 360 in 1.76s +20% = $462,890 11 shots = 331 in 1.86s +10% = $454,680 20 shots = 190 in 2.76s +10% = $429,650 50 shots = 79 in 5.76s +10% = $397,750
-For stages with only one bullet to shoot: Here are the scores I got for different points in the 1st stage so we can evaluate $ value vs accuracy. -Each shot was made with the same time, so the only variable was accuracy. -When shooting a human, there are 2 main regions: the heart and the head. You get a lot more points for headshots. -As far as I know if you hit the heart region you get +10% and if you hit the head you get +30% regardless of accuracy. Everywhere else you get a negative %. 423 (hand) -60% $2,760 427 (heart) +10% $278,290 442 (heart) +10% $285,660 +7370 / 15 = 491 $ per points 447 (heart) +10% $288,330 +2670 / 5 = 534 $ per points 449 (heart) +10% $289,410 +1080 / 2 = 540 $ per points 458 (heart) +10% $294,410 +5000 / 9 = 555 $ per points 939 (head) +30% $1,394,540 +1100130 / 481 = 2287 $ per points (possibly not accurate because of the 20% more) 940 (head) +30% $1,399,570 +5030 / 1 = 5030 $ per points 965 (head) +30% $1,529,140 +129570 / 25 = 5182 $ per points 968 (head) +30% $1,545,400 +16260 / 3 = 5420 $ per points 975 (head) +30% $1,583,910 +38510 / 7 = 5501 $ per points 980 (head) +30% $1,612,000 +28090 / 5 = 5618 $ per points 986 (head) +30% $1,645,910 +33910 / 6 = 5651 $ per points 994 (head) +30% $1,692,660 +46750 / 8 = 5843 $ per points 996 (head) +30% $1,704,540 +11880 / 2 = 5940 $ per points -We can see that the accuracy scoring is not linear. The closer you get to 1000, the more it pays. -As we get more than $5000 for each accuracy point, it seems to me that it is more important to be precise than fast.
======Stages====== ...
==========Continue in the pinned comment========= -YT limit us at 5000 characters here but 10000 in the comments.
0:00 Title and Trial 0:36 1 - Semiconductor Crisis 1:54 2 - Miracle on the Rope 2:58 3 - The night before the 'Coup d'état' 4:17 4 - Those who keep order 5:34 5 - Hijacking from the Ground 6:47 6 - The shoes of the mafia 7:56 7 - Plastic Body 9:10 8 - A waiting room called solitary confinement 10:13 9 - Fire Wall 11:36 10 - Bulletproof moat 13:02 11 - Cut image "G" 14:26 12 - Heavy snowfall area 15:56 13 - Made Ballistics 17:27 14 - Violin of memories 18:39 15 - Pro Snipers 19:57 16 - Trolling boat 21:12 17 - Assassination Garden 22:33 18 - Night of the Murder Cult 23:50 19 - Turf magic 25:01 20 - Special Stage 26:17 Credits 27:35 Score 28:05 Title screen[TAS] Spectar Arcade 253,320 points in 28 roundsProg612023-12-08 | Tool-assisted superplay (TAS) of Spectar Arcade 253,320 points in 28 rounds
-Spectar is a sequel to Targ.
-There are 2 ways to end a round: -Eat all the dots like Pac-Man (36 dots at 20 points each) -Shoot all enemies (10) like Targ
-Note that dots may disappear for reasons other than eating them: -3:10, 6:34, 7:10, 7:46 An enemy's bullet hit a wall, the dot there disappears -If you kill an enemy on a dot, the dot disappears (1:32) -If an enemy bullet hits another enemy on a dot, it disappears -If you shoot an enemy missile over a dot, the dot disappears (3:19)
-The game reaches its hardest point at round 11, from there enemies are always as fast as the player -At this speed it's almost unplayable for a human
-The quickest way to get points (if you are a TAS) is to finish the rounds as quickly as possible to obtain the round bonus: 1000,2000,3000... (max 9000 points) If you eat all the dots you get (6X6=36 X 20) 720 points If you shoot all the enemies (90 points each from round 9 and onwards, lower before that) you get (10X90) 900 points -But if you're a real player, you might want to stay as long as possible in the first round and shoot the green and yellow enemies that appear regularly. As shown here: twingalaxies.com/showthread.php/262580 In this video you can see that he kills 212 green/yellow enemies (for a 1st round of 48360 points) while keeping as many red enemies as possible so that they don't accelerate. From my testing, if you keep 4 or more red enemies, they will never speed up. His game ends on turn 11 which is almost unplayable by a human. This also shows that you can wait for green/yellow enemies for as long as you want.
-Round 15 (2:49) I shot all the red enemies except one and waited for green/yellow enemies but only 6 appeared, I don't know why. Or maybe I should have just waited longer? -Round 16 (4:21) I didn't shoot any enemies -Round 26 (6:24) I waited again at the end but with 3 red enemies, after 24 green/yellow enemies I decided to stop.
-Round 17 at 4:41 shows the limits of hit boxes, this is the closest the player can get to an enemy without dying. (View it frame by frame with the “Greater than” key) -The player's hit box does not appear to be centered on the player's sprite. I sometimes had trouble not colliding with an enemy because the collision would happen before they visually hit each other.
-In Mame, you need the Targ samples to have the shooting and explosion sounds. -Shooting and explosion sounds often play more times than they should. Emulation problem?
-The TAS can mostly shoot at 20 shots per second (every 3 frames) except about once per second where I had to insert a 4th frame. Because of that, in the stage at 7:50 where I have to shoot as quickly as possible, I was only able to shoot 193 times instead of almost 200 (10 sec at 20 shots per second = 200)
-I could have made a few additional points: -at 1:02 this stage is not perfectly optimized, I could have shot Dan and Don a few more times. -at 6:54, I could have shot Dan (or Don?) to slow him down and shoot more enemies in the last 5 seconds. -at 8:24 I could control Don more by shooting him to put more cans in the tray. (I did it a bit at 8:34)
-In the Ducks on the River stage (5:52) I couldn't shoot the ducks at the very top of the river because moving the target affected the rng, so if I moved the target too early, the duck I wanted shoot would appear in another location and I would only see it when I replayed the TAS. So, to be safe, I decided to shoot the ducks after the first fall.
-It's funny how the 9:01 stage can be almost over before the balls have finished falling.
Reupload a longer video so YT doesn't make it a short.
The goal of this TAS: -Get 5000 points as fast as possible
Notes: -Exactly 0:44.77 (2686 frames, from frame 220 to 2906) 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 (Now 0:50), it is possible to get 5000 points at this game. -I just played normally, shooting almost always on the exact frame that is possible after the previous bullet hit something.
What is a TAS? youtube.com/c/Prog61/about For a good introduction to TASing: youtube.com/watch?v=Ietk1-Wb7oY For more information visit https://tasvideos.org.[TAS] Major Havoc Arcade levels 1-21 (1,030,478 points)Prog612023-11-18 | Tool-assisted superplay (TAS) of Major Havoc Arcade levels 1-21 (1,030,478 points)
-The goal of this TAS is to see all the levels achieved by a TAS. -This is not a speedrun
-In the maze section, you can kill any enemy (except the cannon) using the shield (1000 points), but only once per life or per level. -The shield can also absorb 4 bullets fired by Robots (Perkoids) (No points). -To get a higher score, I try to kill one enemy (sometimes two 3:48 and 11:46) in each maze.
-In the maze, normally an O2 (Magenta) gives you 100 points, but if you collect them after hitting the reactor (Yellow), they give you 1000 points (and increase by 200 points for every subsequent one collected). -The strategy is to keep as much O2 as can be collected before the reactor explodes. -On level 11 the ONE WAY on the left side of the reactor appear to encompass the reactor (15:37). Once you touch the reactor, you can't go back in the direction you came from. I had to change my pattern because I couldn't leave some O2 (to collect after touching the reactor) where I had planned. @jerky512dslextreme commented that it is possible to go back by jumping, he was right, I tested it and if you jump high enough (higher than I tried doing the TAS) you can get back the way you came, even if you're in the middle of the ONE WAY sign. Thanks for the tip, if I do another TAS I will do this part differently.
-Level 5, I played with the Fishoids to see what they will do if you don't shoot them (6:00) But you can't do that for long because soon one of them will go straight to you in an inevitable way as shown in level 21 at 34:33. -Level 17, I beat the fishoids by not moving and just holding the fire button (25:19). -The bonus in the Fishoids section decreases by 100 for every second.
-Level 7, at the end of the maze (9:19) I wasn't sure if it was possible to jump over the fireball (Pyroid) but there was room to do so. But it was very precise, about a 4 frame window to jump perfectly.
-Level 10, in the fighters section (Flyboids), I kept one at the end to see its pattern (12:45). -The bonus decreases by 400 for each fighter (Flyboid) you let pass under you. -When the Bonus reaches 0, the section ends even if you have not killed everyone.
-In the "Space Fort" section where there are red line planes that are indestructible, normally the wave ends when you shoot all the fighters (9:40). -The bonus decreases by 400 for each fighter (Flyboid) (not red line planes) you let pass under you. -The section ends if the bonus reaches 0.
-Note that the hitbox of many enemies is smaller than expected. I assure you that no invincibility cheats were used, which would be useless for a TAS. At 27:24 we see that the hitbox of a Perkoid does not reach the top of the sprite. But don't try this at home, I was 1 pixel away from dying.
-After level 20, Levels 16 to 20 repeat but with random colors.
-It took me about 20 hours of work to make this TAS. I hope you find this as fun to watch as I enjoyed making it. Thanks.
Notes: -Now that I see the video, I see where I could take less time. But I never know if I want to optimize for time or score.
-I use the warps to start at level 13. The codes are: 23, 46, 824 and 315.
-Level 14, I forgot to jump over the O2 which is next to the reactor
-Level 16, I had to work hard and optimize the level several times to complete it without dying. On my first try, I died when I touched the reactor, it was a long way from the exit. Normally, even a good player loses a life in this level because there isn't enough O2. I was surprised that it was possible not to lose a life.
-Level 20, since it's the same as level 16, this time I was ready, I knew what to do. I optimized each movement to waste as little time as possible. I was surprised to end up with 26 O2.
-I will probably do a TAS of all levels, from 1 to 20.
-Normally the points for eating ghosts are: 200 400 800 1600 3200 7650 7650 7650 7650. BUT, If you eat a special red pellet, you get double points until you lose a life 400 1600 7650 7650 7650 7650 7650 7650 7650
-It seems that to have a special red pellet at the 1st level (which appears after eating 50 pellets), you must eat a power pellet before the bonus appears. If you don't do this, you will get a green pellet. I came to this conclusion after testing quite a few times and I always got the red pellet if I eat an energy pellet before it appeared. But I can't be sure that this is always the case.
-So the strategy for this TAS is: -obtain a red pellet in the first round -eat at least 5 ghosts per power pellet
-In the end I got tired of waiting for the ghosts to group together so I could eat at least 5 per power pellets, but I had a total of 385 ghosts for (19x4) 76 power pellets, so that's averaging a little over 5 ghosts for each power pellet, which is fine for me. -It's definitely possible to eat more ghosts, you just have to be more patient than me 😀😀
-When you eat the green bonus pellet, you move faster until you eat a power pellet or end the turn. At 22:14 you can clearly see the small but significant change in speed.
-It is possible to jump over a jumping green ghost because it jumps a little lower than the player. -But this is not the case with the jumping gray ghost. I couldn't find a way to jump over it.
-I know that it is possible to get more points in the first round by eating a second power pellet before the time expires for the first. See this video for a demonstration: twingalaxies.com/showthread.php/213298
-If you set the game to "Endless" (instead of end after 19 or 7 rounds), after round 19, the game loops in the last 6 levels, (From the 2nd Key)
-I was surprised to see that there aren't any rounds where the ghosts don't turn blue. Even with the "Endless" setting, the game doesn't get any harder than round 19.
-At the end of this TAS I was tired of waiting for the ghosts to group up, which is why by round 19 I didn't get as many as on the other rounds. For a change of pace, I did another TAS where I do the rounds as quickly as possible. I finished the game in 17:48. You can see it here: youtu.be/sm4GPLbgkFA
-It took me about 2 weeks of work to make this video, totaling about 24 hours of work compared to 7 hours for my other video.
----Type of mazes: T1=Block Town T2=Pac-man's Park T3=Sandbox Land T4=Jungly Steps
=====Details by round===== ===1st round=== (Cherry) (T1) -30 pellets 1st fruit -50 pellets special item (+20) -70 pellets 2nd fruit (+20) -5 ghosts (No jump) -Ghosts turn blue for 9 seconds -Ghosts eaten 5,(3),5,5,5
===2nd round=== (Strawberry) (T2) -40 pellets 1st fruit -60 pellets special item (+20) -90 pellets 2nd fruit (+30) -6 ghosts (No jump) -Ghosts turn blue for 7 seconds -Ghosts eaten 5,6,5,5
===3rd round=== (1st Orange) (T2) -20 pellets special item -40 pellets 1st fruit (+20) -90 pellets 2nd fruit (+50) -7 ghosts (No jump) -Ghosts turn blue for 5 seconds -Ghosts eaten 6,7,6,5
===4th round=== (2nd Orange) (T3) -35 pellets 1st fruit -55 pellets special item (+20) -80 pellets 2nd fruit (+25) -7 ghosts (2 Jumping Ghosts) -Ghosts turn blue for 5 seconds -Ghosts eaten (4),6,6,5,5
===5th round=== (1st Apple) (T3) -20 pellets special item -35 pellets 1st fruit (+15) -80 pellets 2nd fruit (+45) -8 ghosts (3 Jumping Ghosts) -Ghosts turn blue for 4 seconds -Ghosts eaten 6,6,5,8
===6th round=== (2nd Apple) (T4) -50 pellets 1st fruit -80 pellets special item (+30) -110 pellets 2nd fruit (+30) -7 ghosts (2 Jumping Ghosts) -Ghosts turn blue for 3 seconds -Ghosts eaten 6,7,4,4
===7th round=== (1st Banana) (T4) -50 pellets 1st fruit -80 pellets special item (+30) -110 pellets 2nd fruit (+30) -8 ghosts (3 Jumping Ghosts) -Ghosts turn blue for 2 seconds -Ghosts eaten 4,4,5,4
---------------------------------------------------------------- ===Go in the pinned comment to read more=== ---------------------------------------------------------------- -Because it is not possible to put more than 5000 characters here.
-Goal of the TAS: Finish the game as fast as possible, starting at round 1. -Time begins when gaining control of Pac-Man (0:08), and ends when the "Round Cleared" message appears on the last stage (17:56).
Settings: -Type: C -Rank: B -Game End: 19 Round
-I didn't eat any ghosts or fruits because of the time lost for the animation.
-It took me around 7 hours of work to do this TAS compared to around 24 hours for my other TAS where the goal was to get a high score. -I did this TAS because I was tired of waiting for the ghosts to regroup while I did the other TAS. More info on the game in the description of my other video: youtu.be/S7D0SgUJTVg
What is a TAS? youtube.com/c/Prog61/about For a good introduction to TASing: youtube.com/watch?v=Ietk1-Wb7oY For more information visit https://tasvideos.org.[TAS] Mortal Kombat Arcade Sonya Playthrough FlawlessProg612023-09-29 | Tool-assisted superplay (TAS) of Mortal Kombat Arcade, Sonya Playthrough Flawless
GOAL: This is not a speedrun. The main goal is to have fun with the game. Tell me in the comments if you think I achieved my goal. I'm not an expert on this game, I'm sure there are tricks I haven't done. Tell me what did I miss.
-I know there is a hidden character to fight (Reptile) but I'm not completely sure of the exact requirement to get it. -The fastest way to fill the gauge in the "Test Your Might" rounds is to alternately tap LP and LK at a speed of 30 tps.
00:00 Character select and Battle Plan 00:18 Liu Kang 00:56 Sub-Zero 01:42 Scorpion 02:20 Test Your Might 1 02:31 Raiden 03:26 Kano 04:16 Johnny Cage 05:08 Test Your Might 2 05:19 Mirror Match (Sonya) 06:03 Endurance 1 (Kano and Raiden) 07:20 Endurance 2 (Sub-Zero and Cage) 08:29 Test Your Might 3 08:40 Endurance 3 (Raiden and Sub-Zero) 09:46 Goro 10:58 Shang Tsung 12:08 Ending 13:26 Credits[TAS] Dominos ArcadeProg612023-09-29 | Tool-assisted superplay (TAS) of Dominos Arcade
-This TAS is playing a 2 player game because the AI isn't bright enough to be fun to watch against a TAS. -As you can see in the first round, if both players play a perfect game and fill all positions on the grid (30x24), the white player will win. This is because the players do not move at the same time. The black player advances first. -If both players try to move to the same position, both players score a point. -The game ends when a player reaches 4 victories. Can be changed to 3, 4, 5 or 6 by dip-switch.
What is a TAS? youtube.com/c/Prog61/about For a good introduction to TASing: youtube.com/watch?v=Ietk1-Wb7oY For more information visit https://tasvideos.org.[TAS] Ms. Pac-Man Arcade 33 Levels in 27:20Prog612023-04-07 | This is a video of Ms. Pac-Man like you've never seen her before. No long waits for ghosts to regroup, just fast play, that's the fun of TAS. This is a speedrun, the speed not the score is important. I tried to eat as few ghosts as possible. I only ate them when they were in the way.
If you want to see a real player eating all the ghosts and fruits and playing till the kill screen, go here: youtu.be/kiV755n8BSk This video is over 4 hours long.
===No invincible cheats were used=== It's relatively easy for the TAS to harmlessly pass through a ghosts. The trick is frame and pixel perfect, so it's not easily usable in real life. This happens because collision detection is not at the pixel level. The collision detection works by keeping track of what 8x8 pixel square all the objects are on. So if you step off of your square onto a ghosts square and he steps off his square and on to yours simultaneously you didn't ever occupy the same square. For a full technical explanation read this: gamedeveloper.com/design/passing-through-ghosts-in-pac-man
--Notes: -If a credit is inserted at the very beginning of the attract mode, before the red ghost appears under the marquee, the first maze of the game will be colored blue instead of the normal maze color.
-When you eat a dot, you slow down a bit. -When you turn a corner you go a little faster than the ghosts because the player cuts the turns but not the ghosts
-The collision between Ms. Pac-Man and the fruit is only detected when the player is moving. Thus, there is no collision detection when Ms. Pac-Man is not in motion. The fruit will "walk" through you. You can see it at level 19 (14:06) and 23 (17:29)
-On level 28 I did a double ghosts pass through (22:28) 😀
-Eventually the red ghost becomes faster than the player and is very annoying. One way to get rid of him is to change direction at the last moment when he's about to collide with the player, as shown at level 24 (18:34) and 25 (19:59 ) -At least the other ghosts are not faster than the player but just as fast as him (as far as I can tell), so by cutting corners you can get a bit ahead of them. -I've tried to do a few levels without the "pass through ghosts" trick but sometimes it's too tempting not to use it. I hope you won't think that I used this trick too much. Note that I didn't use the trick everywhere I wanted, sometimes it's hard even for a TAS to find the right spot.
After watching this video, we understand why good players don't play like that. The game is really difficult after level 20.
====Partial description==== See in the comments for the full description because I am limited to 5000 characters here.
The game consists of 4 different repeating levels. I call Round a group of 4 levels.
-You can get a maximum of 5 additional lives (depending on a parameter which can be 3, 5, 8 or 10) -With the normal setting (named: "Increasing from 20000" in the settings screen), you get a life at: 20,000 50,000 100,000 180,000, 280,000 -After that, from 380,000 you get 20,000 bonus points for every 120,000 points 380,000 500,000 620,000 740,000 860,000 980,000 1,100,000 1,220,000...
-The first birdseed is worth 100 points. Each further one is then incremented by 100 up to 1,000. The points reset to 100 if you miss one seed.
==Bird seed with steel shot== -You can skip them, they don't count as normal seeds. -But when you eat them, the coyote uses its magnet to slow you down. You have to keep this in mind in later levels when the coyote runs faster. I had a bit of a hard time with this at 29:34 -In this TAS, I ate them all because they give you the same points as normal seeds.
-Lemonades start at 1000 points, increase by 1000 when you drink it, but reset to 1000 when the coyote drinks it. -The maximum is 9000 as shown at level 14 where the TAS drinks 7 consecutive lemonades for 9000 points each. (starting at 13:13) I was lucky enough to have invisible paint. -The more points you get for a lemonade, the longer it takes to drink it. You need to remember this in your game strategy. I missed 2 lemonades at level 18, I couldn't drink them without the springing coyote grabbing me. I should have reset the value of lemonades before doing this level.
-The coyote earns you points if you lure him to a mine. Points range from 200 to 1600. -I think the points are proportional to the distance between the player and the coyote at that moment. If you have another explanation let me know. -I think it's the same if you lure him in front of a truck. -Add to this the bonus points for killing the coyote at the end of the level.
==End of level bonuses== -You get points for getting all the seeds on the level (not counting the Bird seed with steel shot) -This bonus start at 10,000 and increase by 5000 each level, but reset each round to 10,000 + (round-1 * 5000) -so you get: 10000, 15000, 20000, 25000 for levels 1 to 4 15000, 20000, 25000, 30000 for levels 5 to 8 20000, 25000, 30000, 35000 for levels 9 to 12 25000, 30000, 35000, 40000 for levels 13 to 16 30000, 35000, 40000, 45000 for levels 17 to 20 35000, 40000, 45000, 50000 for levels 21 to 24 -I don't know if it continues to increase above 50,000 points. -You get 500 points for each Coyote killed in the level -But, as we can see at level 21, the maximum is 99 coyotes -You get 500 points for each time you jump over a mine -But, as we can see at level 21, the maximum is 99 mines -You get 10000 points if you didn't miss any lemonades
-I thought you got a few points just for running, but you don't. You get points just by being near the coyote. -As seen at 27:25, you don't even have to run, just being near the coyote gives you up to 10 points per frame (600 points per second) -And you can get 2000 points by running in front of the coyote for a few seconds (4-5 seconds?), as shown at 6:51.
-It seems that seed hitboxes are bigger than mine hitboxes. So when a seed is near a mine, one way to get the seed is to just run under them, the seed will be collected and the mine will not explode. (14:22)
-It is not possible to stay in one place for a long time, nor to run in a circle for a long time. After a few seconds, the playing field begins to scroll by itself and you find yourself at the far right of the screen. Eventually you have to move because of the coyote chasing you and as soon as you go left the playing field also scrolls and won't let you go back. To stop auto-scrolling, you need to move left past the middle of the screen as shown here: 18:00. I think the auto scroll starts after 5 seconds of the player not moving. There are sections that do not have this automatic scrolling, for example the rocket section (at 19:21 I stay still for about 11 seconds)
---------------------------------------------------------------- ===Go in the pinned comment to read more=== ----------------------------------------------------------------
0:00 Round 1 levels 1-4 3:17 Round 2 levels 5-8 6:48 Round 3 levels 9-12 11:49 Round 4 levels 13-16 16:51 Round 5 levels 17-20 23:09 Round 6 levels 21-24[TAS] 101 Clips of Arcade Games TASProg612023-03-03 | All clips are from videos on my channel @Prog61 If you have any questions or want more details about a game in this video, visit my channel and read the description of the game you are interested in.
Note: -Sorry for the quality of the forest section of Return of the Jedi, I don't know what happened there.
#compilation #clips #Arcade #ArcadeGame #CoinOp #Mame #Gaming #RetroGaming #TAS #ArcadeTAS #ToolAssisted #toolassistedspeedrun #ToolAssistedSuperplay[TAS] CarnEvil - Haunted House - Zombies with Hats (Arcade)Prog612023-02-25 | Tool-assisted superplay (TAS) of CarnEvil - Haunted House - Zombies with Hats (Arcade)
This is what we may call a funrun. I try a few things with funny results. I often shoot enemies at the last moment instead of as fast as possible. Did you know that a zombie can walk without a torso? (5:13) There are a few places where you can take a break as the game does not attack you. (3:59 5:30)
To play with the alternate graphics, at the stage-select screen, choose the Haunted House stage then pump the shotgun five times before the stage starts. If I am not mistaken, it is only the zombies in the Haunted House stage that have hats.
Settings: -Game Difficulty = Very Hard -Monster Strength = Very Hard
From pressing Start at 0:39 until the last bullet kills the last boss at 21:33 = 20:54
Notes: -The save/load state in Mame with a .CHD game has some problems, but not enough so that I cannot do a TAS of this game.
-The game let you fire at 20bps, which is faster than the Machine gun. -As far as I know, the flamethrower doesn't do anything more than regular shots except set enemies on fire. It takes the same number of shots from the flamethrower as with normal bullets. -But with 'Acid Bath', you shoot enemies with a single shot.
-In the corridor with the arms, there is a scratch animation but no loss of energy (3:02). I shot the arms as far as possible so as not to lose energy this time (like in the WIP). -I find it funny that the TAS can take a coffee break in the middle of this very fast paced game. (4:32) -I couldn't find a way not to lose energy on the bumper car section (8:50). I redid this part about 4 times and always lost about half of my energy. -I also lost some energy in the monkey-spider house (12:27), I don't know what hit me. -On the third section many enemies take 6 hits, they took 5 on the second section. It's probably the "Monster Strength" setting that does this. With normal settings, you don't need to fire as many shots. -Note that the game didn't think it would be possible to shoot the enemy at 12:15 and even if no one jumps on the seesaw we still jump in the air. -Also, those enemies didn't fall to the ground when I shot them (17:34).
===Bosses=== -When 'Evil Marie' attacks by swinging the axe, you have to shoot the hand to stop her movement (I am not sure of that). But in a TAS when shooting at 20bps it doesn't work. I had to stop firing for a few frames for my shot to the hands be effective.
-With Krampus, if I shoot him at 20 bps only on his stomach, he is able to hit me twice. To avoid this, I shot him in the leg. This triggers an animation of him losing his balance, that way he loses enough time for me to finish him.
-As for Junior, shooting him at 20 bps he is not able to move. I could have shot him all night but after exhausting his energy, shooting him doesn't give any points, so there's no point shooting him for nothing. Unlike the first 2 bosses, he does not die when his energy reaches 0. The game must show you his video, Junior only dies at the end. In the meantime, I had to shoot him a few times to avoid being hit by him.
-For the last boss (TokkenTakker), like Junior, the game has some animations to do. You can't finish him until he's on the ship. Meanwhile, at least when you shoot him, you get points. I could have shot him more times but I got bored :)
-Small technical note: For a .inp (or a TAS) to replay without desynchronizing, you must delete the .dif file in \diff\carnevil.dif . When you complete a game, this file is updated and will affect the rng for the next run. It took me a little while to realize this. This is the first TAS I've had to do this. -It took me about 20 hours of work to do this TAS.
00:00 Start-Settings 00:41 1-Haunted House 05:44 2-Rickety Town 10:27 3-Freak Show 15:43 4-Big Top 21:33 Ending 22:37 Score 23:06 Credits 28:36 Attract
#carnevil #midwaygames #Arcade #ArcadeGame #CoinOp #Mame #Gaming #RetroGaming #TAS #ArcadeTAS #ToolAssisted #ToolAssistedSuperplay[TAS] 4 Players Bomberman / Dynablaster / Atomic Punk Arcade in 12:22Prog612023-02-09 | Tool-Assisted Speedrun (TAS) of Bomberman / Dynablaster / Atomic Punk Arcade 4 players in 12:22
Time starts upon gaining control of Bomberman in the round 1-1 at 0:31 Time ends when you lose control of Bomberman after killing the last boss at 13:21 Minus the round 5-6 bug demo from 10:15 to 10:43 (28 seconds) Total: 12:50 - 0:28 = 12:22
Notes: -Power-ups do not carry over between stages -Bombs explode 150 frames (2.5 seconds) after being dropped. -Bomb explosion lasts 28 frames. A wall takes 42 frames to disappear.
-As soon as a bomb explodes, on the first frame of the explosion animation, you can drop a new bomb. -If you drop a bomb on an explosion, the bomb will explode instantly. -If you are invincible, you can chain exploding bombs. So you can make a path of explosive bombs as long as you are invincible -But you can't walk through walls this way because the wall doesn't disappear as long as there is an explosion nearby (42 frames). If a bomb explodes near a wall that is in its vanishing animation, it will restart the vanishing wall animation at the first frame. So if you stay near a wall and constantly detonate bombs, the wall will never disappear.
-When a round starts, you have 300 frames of invincibility. You can use this time to take out as many walls and enemies as possible by chaining exploding bombs. -The invincibility power up last 500 frames.
-On the boss round 5-6 (and 6-6) it is possible to make an enemy come out of the screen. -I demonstrate it at 10:17 (and you can see that the last boss can do it too (12:37)) -Bosses need at least 4 consecutive tiles in one direction to move back and forth between 2 bombs (or a bomb and a wall) (10:04) -If not, the boss may take an illegal direction and go through a wall. -If the boss goes through a wall and respawns somewhere else, he is no longer on the same playing field as the players. There is no longer a collision between the boss and the players and the players bombs. -In this case you cannot complete the boss and you will have to wait for the timer to reach 0. Except for boss 6-6 because after a while the boss will warp somewhere in the playing field.
-Now that I've seen the finished video, I think I could do some of the early levels faster, now that I have more experience with the game. -I'm sure the Boss levels could be done faster by learning and exploiting their patterns.
#Bomberman #Dynablaster #AtomicPunk #HudsonSoft #Irem #Arcade #ArcadeGame #CoinOp #Mame #Gaming #RetroGaming #TAS #ArcadeTAS #ToolAssisted #ToolAssistedSpeedrun[TAS] MotoRace USA / Traverse USA / Zippy Race Arcade (3 loops) (335,900)Prog612023-02-04 | Tool-assisted superplay (TAS) of MotoRace USA / Traverse USA / Zippy Race Arcade (3 loops: 500-750-1200cc) (335900)
-It is possible to finish first at the end of the 4th section at 500cc. -The TAS is 2nd because I lost some time braking to get more points. -With 500cc and 750cc, in the dirt sections, I got almost every possible point. -The score of this TAS is much higher than what I have seen in other videos.
-It seems to me that it is impossible to finish 1st at 1200cc. -At 750cc I'm sure it's possible to finish better than 6th. But I'm not sure that finishing 1st is possible.
-This is another game that refreshes at 56 or 57 fps, which is why the background scrolling isn't smooth as I would have liked.
0:00 Start 0:13 500cc part 1 2:17 500cc part 2 4:24 500cc part 3 6:19 500cc part 4 8:31 500cc part 5 10:42 750cc part 1 12:26 750cc part 2 14:16 750cc part 3 15:56 750cc part 4 17:44 750cc part 5 19:32 1200cc part 1 21:05 1200cc part 2 22:40 1200cc part 3 24:09 1200cc part 4 25:44 1200cc part 5 27:18 End
#MotoraceUSA #ZippyRace #TraverseUSA #Williams #Irem #Arcade #ArcadeGame #CoinOp #Mame #Gaming #RetroGaming #TAS #ArcadeTAS #ToolAssisted #ToolAssistedSuperplay[TAS] Marble Madness II Arcade in 9:28 (931,900)Prog612023-01-21 | Tool-assisted speedrun (TAS) of Marble Madness II Arcade in 9:28 (931,900)
-Timing starts from gaining control of the marble (when the "Time to finish practice" text box disappears) (0:13) and ends the frame that the goal tape goes blue after crossing the finish line on the King of the Mountain level (9:41).
-I disabled the "First-time messages" option in the game menu. This is so as not to waste time on the first level.
-This is my first TAS of this game. I was learning the game at the same time as I was doing the TAS. I'm sure there are many things that can be done to complete the game faster. -It's far from a perfect speedrun. I didn't beat the best time which is on speedrun.com (youtu.be/UaeFFh-dslU). I watched this video only after completing my TAS. -There are several shortcuts from this video that I will implement in my next TAS of this game. -To do a real speedrun I shouldn't have made points in the 3 "Pin Bonus" because we lose a lot of time at the end of the bonus, but it was fun to do. -I clocked this waste of time at 1:00. If you subtract that from my time, you get 8:28, which is close to 8:20 on speedrun.com. -I did not saw that Jack Retro did a TAS in 7:55. Good Job, it will be hard to beat. youtu.be/Z404cmPCqgo -UPDATE: Jack Retro did 1,721,750 in this video: youtu.be/i84Qh3SXg4w which is higher than I would have thought possible. And he (or someone) have found a way to display scores higher than 999,999, very interesting.
-When your marble becomes dizzy, the fastest way to stop this dizziness is to press the button repeatedly. The fastest you can press the button is 20 bps. Faster than that won't work. -If you don't press the button, the dizziness can last more than 4 seconds (depending on how high you fell). Pressing at 20 bps reduces those 4 seconds to half a second.