Honestly, though it would be a completely arbitrary goal, a good concept run could simply be to showcase every class. Between the JP glitch and crystal acquisition, you could easily have a Solo Ramza run that plays every class (except Mime and Dancer, of course). It would be quite delightful to see someone change classes before each battle to something intentionally terrible. Cripple Ramza with the worst abilities and classes for any given fight, then somehow pull out a ridiculous victory.
It really is a shame such a run could not be considered publishable. It's exactly the kind of thing that would make a TAS of this game fun to watch. I wonder if it could qualify as a concept demo.
I would assume getting at least one of every item that is miss-able, since nearly every town you visit and can find/buy items from get destroyed (along with said items) in some manner, and beating the optional boss (who you need to get to within a certain amount of time).
I think the number of towns that get destroyed set some kind of record.
This kind of TAS might not have occurred to the artists here.
In Street Fighter Alpha 3 it is basically it's a "strengthen your character" mode, you choose your path (with differing opponents) and level you your character. Sometimes the opponent need to be beaten with certain requirements, so the playback would not be the same combo over and over.
The differing paths determine your special skill acquirement, so if you choose to go with a certain fighting style (ISM) and get skills or face an opponent that don't do that ISM justice, you're screwed.
The amount of characters in the game and the variety of customization could equate to each character and ISM choice be different enough to be its own category. Just sayin'.
Hope this lights a fire under someone.
Game patterns are chosen at random when you choose a difficulty after starting a new game.
It's what makes the game worth playing a new game to get all the boss voices (4 patterns x 3 difficulties = 12 different sequences).
BTW, you can fight pallet swaps of all the bosses in your voice collection Seraphic Gate), but I've noticed that most of these alternate bosses only have the grand magic sample. Dark Valkyrie (Hirst) and Loki Shade do have their death screams.
Um... I think whoever actually does this TAS better make sure that they can manipulate which game pattern is determine after selecting "new game."
Otherwise anyone playing back has a chance to get severely desynced if the movie file was pattern 2 and the emulator playback ends up with pattern 4.
Well, since PSX movies made for the emulators is basically a script of button presses that plays in order, what would be a smaller version of this?
As in, can I map a button on my keyboard that alternates the pressing of two buttons (holding "G" make the emu rapidly input Square, R1, Square, R1, etc. until "G" is released)?
Would a TAS made of the PC Version of Megaman X3 or X5 be accepted if I changed the music files with a custom mix? Such as replacing Axle the Red's music with something off of OC Remix?
Um, I guess I'll put these ideas here.
Anyone want to TAS a few 100% runs for this game?
1a, 1b - Zero gets everything (involving a, X getting Zero without rescuing anyone or collecting a single nightmare soul, or b, the ugly scenario where he gets the ice block weapon and gets the Amazon 2nd stage. X ends up getting one boss kill and 200 souls).
2a, 2b - X gets everything (a. He gets zero. b. He doesn't)
3 - Rescues divided among X and Zero (Both end up with 8 Heart-ups and 4 Energy-ups each).
4 - Bastard run (Rescue everyone with one character, but all nightmare souls goes to the other).
Regarding 4 - The buffed character with 16 heart-ups and 8 energy-ups can't equip any parts. The other character can equip parts (5 if UH) but is stuck with entry-level health and energy. I think this kind run would be most entertaining. The TAS could branch out with the stat-buffed character clearing all bosses and finals stages, and the part-dependent one doing the same. Then the roles could be reversed, creating a potential of four separate runs off of two separate paths:
Path a - Buffed Zero clear, Part-equiped X clear
and
Path b - Buffed X clear, Part-equiped Zero clear
If you haven't noticed, this "bastard run" is my favorite idea.
Edit: also, the mediafire link for the encoded movie was invalid.
If someone does make this "perfect game template" TAS, would it be reasonable to not fly through all the text at breakneck speed?
So that we at least have enough time to pause the vid to read the text box?
I know it technically goes against the general rules for TAS, but it can make this and any other RPG TAS vids a little more enjoyable.
This TAS was wonderful. I used the movie file in VBA to get all the souls, and now I'm playing a new game plus, only having to worry about collecting all the enemy drops.
Thank you. Castlevania is still my favorite series because of runs like this.
Hi. I'm trying to use snes9xw-improvement9 to record Submission #1801: Genisto's SNES Super Mario World in 45:30.42 as an AVI.
However, I hit a snag when I use TSA's AVi encoding tutorial.
I have placed all the file (where they need to go (in the same folder), and I have configured FFdshow the way the tutorial says.
mencoder.exe, mplayer.exe, oggenc2.exe, and all Direct264, mkvmerge.exe,
# FFDshow: Download and install. During installation, install all components. For "select supported video codecs", make sure to select H.264. The rest of the options should be left to the default.
# Configuring FFDshow to capture: After installing, go to the start menu > ffdshow. Select VFW codec configuration. Under the encoding tab, select H.264 lossless. Under FOURCC, select H264. Other settings can be left on default. Select the Decoder tab now, and click Codecs in the left hand list. A new menu should now appear. Find H.264 in the list and make sure it is set to libavcodec by clicking on it in the decoder column.
I start the snes9x, select the rom, up the emulator speed to 425%, then I pause snes9x.
I then select the submission file.
The I select "Record Avi" and select a file name.
But if I choose "ffdshow" as the codec and hit "accept," snes9x crashes.
I am forced to use another codec to record the AVI.
Again, I am using snes9xw-improvement9. How do I fix this?