The movie won't be too different I believe. Most of the actions in the game will stay the same except for the few improvements found on the SNES version by the speedrunner Goodguy3 I hope works on Genesis and the RNG manipulation will hopefully improve the ghost placement for the ID cards.
I expect to save between 30 and 80 seconds with improved ghost placement and the animation skips found so far.
You may cancel the submission for now. I know I can improve the run by at least 10 seconds by changing one of the interactions so an improved run will come whenever I manage to figure out RNG manipulation or not. :)
What's considered a long time on this site? I have some new ideas for RNG manipulations I want to try out as well when I got some spare time so I would guess maybe 2-3 months before I submit an improved run.
Cutting the movie at the credits is fine with me. :) As a beginner at this I wasn't completely sure where I should have ended the movie.
A speedrunner of the game has found some new possible time saves and animation skips in the last couple of days, so I will submit an improved run later on and I'll end the movie at the credits when I do so.
Thank you for the video, EZGames69!
The SNES version doesn't let you instantly skip the cutscenes between the chapters and some interactions causes different moods.
For example between chapter 1 and 2, from the last visible frame when Pac-Man enters the door to the first visible frame when he exits the door, on Genesis that takes 181 frames. On SNES it takes 660 frames.
I don't remember what interactions are different anymore as it's been many years since I played the SNES version.
The SNES has Ms. Pac-Man and the Genesis verison has Pac-Jr. According to the game's Wikipedia article, Pac-Jr is a "graphic and level hack of Ms. Pac-Man".
Oh, I see. This is my first TAS so I apologize for the mistake.
Is there any way I can re-upload the zip with the blank frames removed or do I have to wait for a judge to do so?
The game looks like RNG hell but all of Pac-Man's moods and interactions are 100% predictable. The difficult part is to figure out what each mood does to what interaction.
The only RNG I experienced when making this is what rocks are falling down in the hangglider section and where the ghosts stops moving after appearing on screen.
I currently don't have a video of the TAS. BizHawk won't run smoothly whenever I try to record anything so if you could make one, that would be very much appreciated. :)
Would you care to explain what extended input is and why it causes time difference?