If they're different in terms of text, pick English.
If they're different in terms of difficulty, pick the harder language.
If they're different in terms of glitches, pick the one with cooler glitches.
If you want to make a TAS of a rhythm game, may I recommend Gitaroo Man [PS2]?
-Play on hardest difficulty, Master, which ruined a lot of people's childhoods
-RNG manipulate to get optimal phrases (requires routing and testing)
-There seem to be small tricks that let you attack/charge faster than expected, if this post is anything to go by: http://www.reddit.com/r/speedrun/comments/1y0id3/gitaroo_man/
It would still go in vault, but there's easily room to do something no human has done in the game yet, as opposed to more 'pure' rhythm games like DDR and IIDX where arbitrarily good human play is the norm.
The main reason why you shouldn't bother is we already have two human TAS:
A man by the name of Staiain
Link to video
& a man by the name of Mad Matt
Link to video
Compared to these 2, there's no way to make a TAS more impressive than the real living thing :p
Guys, all The Brookman needs to know is which of the following is true:
A) You can submit a TAS on snes9x 1.4x that you started before it was deprecated if you have proof.
B) You can submit a TAS on snes9x1.4x only if you applied for an exception at the time (for example, SMW 96 exits and SMW2:YI 100% did).
BTW, it may be that your TAS syncs on snes9x 1.5x with no changes or only with a fix due to lag frames/loading times being different (such fixes can be automated with LUA). Then there is no need to even bring it up.
No.
Roadmap:
Skip ahead like 3 minutes until he's attempting Hideout Helm Early.
This is the new trick that is incredibly difficult to pull off. To get it this fast in a run is skillful.
Because Hideout Helm is done entirely with DK, the route through it is brand new and has never been seen before.
After getting Key 8, MMM is performed (which is like Funky Weapons Glitch but more complicated/more powerful), and Factory/Mad Jack are traversed and beaten with only DK in MMM state.
Now with Key 8 and Key 3, K.Rool can be accessed and fought. But without unlocking all the other kongs, how is K.Rool beatable? Answer: The game will force you to use each Kong in the fight even if you have not unlocked him. In addition, doing MMM gave you ever move on every kong needed to beat K.Rool, unlike FWG. This is what makes the new route saves so much time.
RingRush is a beast!! He just saved 8 minutes over the previous DK64 any% WR by doing a TAS only trick that makes a more difficult/more broken route possible. His live commentary explains well.
Twitch highlight: http://www.twitch.tv/ringrush/c/3901761
Gradius I [NES] or Gradius II [NES] might be a candidate. If it's anything like later Gradius games, it
1) has infinite loops
2) each loop is associated with having a higher rank
Why does it matter? If the only difference is text speed you're meant to use the English version by tasvideos rules (though it's not strongly enforced). Jp has the Crown Theft glitch but it does not beat the game so it won't be used.
Cpadolf: I don't think you need to worry about in-game time here. Whether you use the death pause trick or not, the final ingame time can be whatever we want. Why not go for 00:00.00? It's just a memory address like any other, so we can set it to any value.
On that note, the run really ought to go for more than 100% completion.
255% save the animals% 00:00 in game time% no screw attack% UWR :)
Ok ... Thanks ... I hate this I dizzy me with emulators makes me a lot of laps, but do not understand why the timer 13:39, if it appears in the emulator 13:36
Frame rates.
MATH STARTS
Your emulator times it using 60 fps (to make it better for 60 fps and 30 fps videos, 60 fps refresh rate monitors, etc) while the site uses 262144 / 4389 = 59.72750056960583 fps (the true fps of GBA) to time it.
13:39.71 could be 819.7062 seconds rounded up.
819.7062/(1/59.72750056960583) is 48959 frames.
48959 frames at 60 fps is 815.98333... seconds.
Or 13:35.9833333... Which if you round it to the nearest second you'll see 13:36, which is what you saw in your emulator.
MATH ENDS
also another thing, as you can get orb as a powerup is there a way to manipulate so that you could get yoshi as a powerup?(this used ot have some fun in castles with yoshi)
I think there is a list somewhere of what all the sprite IDs you can put in the powerup box are, but I can't find it.
So I found this boring because I couldn't follow what was going on at all, not helped by the fact that it was all in Japanese, nor by the fact that I feel I've seen this done in other Wizardry TASes (even if it's a different trick, it looks similar to me). Voted no. I can see I am in a minority opinion here, but for the people who voted yes I would ask them: how is this so much more entertaining than, say, the current Chrono Trigger run?
Obviously it's a great technical achievement but you could have known that without watching it just by looking at the name of the TASer.
IMO a run like this needs to be encoded with the same HUD and captions as this current upload does (maybe cleaned up for legibility - for example, colour-coding the inventory and inventory size addresses). It's a really cool achievement and actually easy to follow what's going on with this extra aid. Just having the gameplay footage alone doesn't convey how cool it is.
Nice, another Wizardry game gets beaten to a pulp in only about a minute. I would not have expected this level of glitchiness from a Super NES game in the series.
With TAS completion times of 45 seconds, 71 seconds and... 12 seconds, the track record is not good ;)