TASVideos

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

Submission #6261: LennartSpdrn's GBA Beyblade VForce: Ultimate Blader Jam in 15:49.5

Console: Game Boy Advance
Game name: Beyblade VForce: Ultimate Blader Jam
Game version: USA
ROM filename: Beyblade VForce - Ultimate Blader Jam (U).gba
Branch:
Emulator: BizHawk 2.2.2
Movie length: 15:49.5
FrameCount: 56711
Re-record count: 13807
Author's real name: Lennart Olbricht
Author's nickname: LennartSpdrn
Submitter: LennartSpdrn
Submitted at: 2019-02-07 15:25:06
Text last edited at: 2019-02-08 16:35:27
Text last edited by: LennartSpdrn
Download: Download (25190 bytes)
Status: decision: cancelled
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Author's comments and explanations:
Theres 7 worlds with 7 levels, so 49 levels in total to beat. The objectve is to reach te goal line at the end of the level to beat it.

Emulator used: BizHawk 2.2.2 I'm opting for fastest possible game completion, while making it a fun watch.

In this game theres interesting ways to abuse momentun, I mostly use the boost function in combination with boost pads and enemy bounces to reach the end of the stage faster.

With the intend to be as quick as possible the worlds levels design isn't specific to their world, instead theres similar stages across different worlds. The only exceptionaly different levels are boss levels, which are also scattered throughout the worlds. At the start of every level you have the for the beyblade franchise typical ripping of your blade, in this game the better you time it, the more spin you'll have to transfer through the level, being relevant to the gameplay, because you can run out of spin and die, as extra challenge. For this TAS opting to find the right spin that is enough to beat the specific level while also being fastest involved lots of testing. Shorter levels usually don't use any spin at all and we can skip the ripping mini game to save time, while longer levels differ in amount of spin. For certain levels a very specific rip timing is important to setup the moving enemy blades for bounces fpr example.

Those strats usually are to most enjoyable to watch, because the bounces you can get from enemies can get you to ridiculous speed and heights. Also intersesting is that the levels feature pits everywhere and you can skip along the edges of the path to transfer other those with some room, before falling off and having to retry.

Improvements that could be made to this TAS are possible new finds of enemy bounce strats, different rip timings for certain levels, could turn out to be faster and since theres alot to momentum in this game, that isn't understood completely, some of the boost movement could be faster by boosting at different times.


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