Tool-assisted game movies
When human skills are just not enough

Submission #5465: maglevtrain's GBA Beyblade V - Force Ultimate Blader Jam in 18:10.52

Console: Game Boy Advance
Game name: Beyblade V - Force Ultimate Blader Jam
Game version: USA
ROM filename: Beyblade V-Force - Ultimate Blader Jam (U).gba
Emulator: BizHawk 1.12.0
Movie length: 18:10.52
FrameCount: 65134
Re-record count: 10866
Author's real name: Nick Sitar
Author's nickname: maglevtrain
Submitter: maglevtrain
Submitted at: 2017-04-10 18:54:48
Text last edited at: 2017-04-11 12:52:08
Text last edited by: GoddessMaria
Download: Download (25550 bytes)
Status: judging underway
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Author's comments and explanations:
Using ricochets, boosting, and precise turns to arrive at the goal, this is a perfect run. While some of this is possible by humans most of the run uses tricks that are too inconsistent or completely impossible by RTA runners.

Game objectives

  • Emulator used: BizHawk 1.12.0
  • To complete the mandatory 49 levels quickly
  • Entertaining tricks that are TAS only due to frame perfection


While the game doesn't warp, die on purpose, or do any save/resets it does take hits on purpose to bounce off enemies and uses the weird programing of one control scheme being faster. The common questions are usually why pause/unpause happens which is because it skips tutorial text and why it crackles which is a sound issue I cannot not find an answer too. The game is an isometric, platforming marble madness clone made to cash in on the popularity of beyblade in the early 2000's. The controls are simple directions, boost, brake, and special. Then in the game there are enemies with various patterns and behaviors and three special panels spin restore, jump, and boosts. The movie was made over a month taking a basis in my previous All Levels TAS of the game and was restarted fully twice and partially thrice because the community just recently formed and I had new blood finding ideas as I was working on it

Other comments

Stages 1-3,4-2,5-2,and 7-1 are all particularly entertaining levels There are a few points that I could probably boost at different timing or more frequency to save a second or two overall. There are also a few levels where falling off the stage could probably be done with some small changes which saves 10~ frames per instance

GoddessMaria: 3! 2! 1! Goooooo! Judge! (Judging)

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